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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 | 8410x 8410x 8410x | import type { Types } from '@cornerstonejs/core';
import { vec3 } from 'gl-matrix';
type Sphere = {
center: Types.Point3 | vec3;
radius: number;
// Square of the radius
radius2?: number;
};
/**
* Checks if a point is inside a sphere. Note: this is similar to the
* `pointInEllipse` function, but since we don't need checks for the
* ellipse's rotation in different views, we can use a simpler equation
* which would be faster (no if statements).
*
* This is safe to call for point in circle as long as you don't call it with
* anything off-plane - that is, a circle is a degenerate sphere that is
* intersected with the primary plane.
*
* @param sphere - Sphere object with center and radius and radius squared
* as radius2 if you are calling this a huge number of times.
* @param pointLPS - the point to check in world coordinates
* @returns boolean
*/
export default function pointInSphere(sphere: Sphere, pointLPS: vec3): boolean {
const { center, radius } = sphere;
const radius2 = sphere.radius2 || radius * radius;
return (
(pointLPS[0] - center[0]) * (pointLPS[0] - center[0]) +
(pointLPS[1] - center[1]) * (pointLPS[1] - center[1]) +
(pointLPS[2] - center[2]) * (pointLPS[2] - center[2]) <=
radius2
);
}
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