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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 | import type { mat3 } from 'gl-matrix';
import { vec3 } from 'gl-matrix';
import type { IImageVolume, Point3 } from '../types';
/**
* The distance you must travel along `direction` to cross one voxel-equivalent
* of the volume's grid.
*
* For a unit direction `d` and voxel axes `i, j, k` with spacings `sᵢ`:
*
* ```
* s_eff = 1 / sqrt( Σᵢ (d · aᵢ / sᵢ)² )
* ```
*
* This is the reciprocal of the rate at which grid boundaries are crossed, so
* it is the right quantity for choosing a sampling step along an arbitrary
* direction: sample at `s_eff` and you visit one voxel-equivalent per step no
* matter how the direction is oriented relative to the grid. It reduces to `sᵢ`
* exactly when `d` is parallel to axis `i`, since the other two dot products
* vanish.
*
* This is the third of three "spacing along a direction" measures in the
* codebase, and they answer different questions:
*
* - {@link getSpacingInNormalDirection} - the L2 length of the projected
* spacing vector, `sqrt( Σᵢ (d · aᵢ · sᵢ)² )`. "How far does the camera dolly
* before it sees a new set of voxels."
* - `getVoxelThicknessAlongNormal` - the L1 length,
* `Σᵢ |d · aᵢ| · sᵢ`. How far a single voxel *reaches* along the direction,
* which is what a voxel/slab overlap test needs.
* - this one - the harmonic form. How far to step to cross one voxel.
*
* All three agree when `d` is parallel to a voxel axis, and diverge for oblique
* directions.
*
* @param volume - The volume, or anything carrying its `direction` and `spacing`.
* @param direction - The direction to measure along. Assumed to be a unit vector.
* @returns The effective spacing along `direction`, in world units (mm).
*/
export default function getEffectiveSpacingAlongDirection(
volume: IImageVolume | { direction: mat3 | number[]; spacing: Point3 },
direction: Point3
): number {
const { direction: volumeDirection, spacing } = volume;
// Rows of the direction matrix are the unit vectors of the voxel axes, which
// matches how getSpacingInNormalDirection and the rest of the codebase read it.
const iVector = volumeDirection.slice(0, 3) as Point3;
const jVector = volumeDirection.slice(3, 6) as Point3;
const kVector = volumeDirection.slice(6, 9) as Point3;
const dotI = vec3.dot(iVector, direction as vec3) / spacing[0];
const dotJ = vec3.dot(jVector, direction as vec3) / spacing[1];
const dotK = vec3.dot(kVector, direction as vec3) / spacing[2];
return 1 / Math.sqrt(dotI * dotI + dotJ * dotJ + dotK * dotK);
}
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