All files / platform/core/src/utils getClosestOrientationFromIOP.ts

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import { vec3 } from 'gl-matrix';
 
/**
 * Get the plane (orientation) to which the ImageOrientationPatient is most closely aligned
 *
 * @param displaySetService
 * @param displaySetInstanceUID
 * @returns orientation
 */
export default function getClosestOrientationFromIOP(displaySetService, displaySetInstanceUID) {
  const displaySet = displaySetService.getDisplaySetByUID(displaySetInstanceUID);
  const imageOrientationPatient = displaySet.instances[0].ImageOrientationPatient as Array<number>;
  // ImageOrientationPatient must be an array of length 6.
  Iif (imageOrientationPatient?.length !== 6) {
    return;
  }
 
  // Take cross product to get vector coming "out" of image plane
  const rowCosineVec = vec3.fromValues(
    imageOrientationPatient[0],
    imageOrientationPatient[1],
    imageOrientationPatient[2]
  );
  const colCosineVec = vec3.fromValues(
    imageOrientationPatient[3],
    imageOrientationPatient[4],
    imageOrientationPatient[5]
  );
  const scanAxisNormal = vec3.cross(vec3.create(), rowCosineVec, colCosineVec);
 
  // Define the reference vectors for axial, coronal, and sagittal planes
  const unitVectors = {
    axial: vec3.fromValues(0, 0, 1),
    coronal: vec3.fromValues(0, 1, 0),
    sagittal: vec3.fromValues(1, 0, 0),
  };
 
  // Compute dot products for each reference plane
  // Because all vectors are normalized, dot product is bounded between -1 and 1
  let maxDot = 0;
  let maxOrientation: string = '';
  for (const [k, v] of Object.entries(unitVectors)) {
    // Absolute value of dot product because we only care about alignment with the axis
    // For example, dot product of -1 for a given axis means perfect alignment
    // but the image is pointing in the "opposite" direction
    const res = Math.abs(vec3.dot(scanAxisNormal, v));
    Iif (res > maxDot) {
      maxDot = res;
      maxOrientation = k;
    }
  }
 
  return maxOrientation;
}