void
VISU_Actor
-::SetShrinkFactor(float theValue)
+::SetShrinkFactor(vtkFloatingPointType theValue)
{
myShrinkFilter->SetShrinkFactor(theValue);
Modified();
}
-float
+vtkFloatingPointType
VISU_Actor
::GetShrinkFactor()
{
//----------------------------------------------------------------------------
void
VISU_Actor
-::SetOpacity(float theValue)
+::SetOpacity(vtkFloatingPointType theValue)
{
GetProperty()->SetOpacity(theValue);
}
-float
+vtkFloatingPointType
VISU_Actor
::GetOpacity()
{
void
VISU_Actor
-::SetLineWidth(float theLineWidth)
+::SetLineWidth(vtkFloatingPointType theLineWidth)
{
GetProperty()->SetLineWidth(theLineWidth);
}
-float
+vtkFloatingPointType
VISU_Actor
::GetLineWidth()
{
return GetCurrentPL()->GetNodeVTKID(theID);
}
-float*
+vtkFloatingPointType*
VISU_Actor
::GetNodeCoord(int theObjID)
{
if(vtkCell* aCell = GetElemCell(anObjId)){
vtkPoints* aPts = aCell->GetPoints();
if(int aNbPts = aCell->GetNumberOfPoints()){
- float aCoord[3] = {0.0, 0.0, 0.0};
+ vtkFloatingPointType aCoord[3] = {0.0, 0.0, 0.0};
for(int i = 0; i < aNbPts; i++){
- float *aPntCoord = aPts->GetPoint(i);
+ vtkFloatingPointType *aPntCoord = aPts->GetPoint(i);
aCoord[0] += aPntCoord[0];
aCoord[1] += aPntCoord[1];
aCoord[2] += aPntCoord[2];
}
// Display coordinates
- float aWorldCoord[4] = {aCoord[0]/aNbPts, aCoord[1]/aNbPts, aCoord[2]/aNbPts, 1.0};
+ vtkFloatingPointType aWorldCoord[4] = {aCoord[0]/aNbPts, aCoord[1]/aNbPts, aCoord[2]/aNbPts, 1.0};
aRenderer->SetWorldPoint(aWorldCoord);
aRenderer->WorldToDisplay();
- float aSelectionPoint[3];
+ vtkFloatingPointType aSelectionPoint[3];
aRenderer->GetDisplayPoint(aSelectionPoint);
myAnnotationActor->SetPosition(aSelectionPoint);
//
vtkIdType aVtkId = myPointPicker->GetPointId();
if(aVtkId >= 0 && mySelector->IsValid(this,aVtkId,true) && hasIO()){
vtkIdType anObjId = GetNodeObjId( aVtkId );
- if(float* aCoord = GetNodeCoord(anObjId)){
+ if(vtkFloatingPointType* aCoord = GetNodeCoord(anObjId)){
// Display coordinates
- float aWorldCoord[4] = {aCoord[0], aCoord[1], aCoord[2], 1.0};
+ vtkFloatingPointType aWorldCoord[4] = {aCoord[0], aCoord[1], aCoord[2], 1.0};
aRenderer->SetWorldPoint(aWorldCoord);
aRenderer->WorldToDisplay();
- float aSelectionPoint[3];
+ vtkFloatingPointType aSelectionPoint[3];
aRenderer->GetDisplayPoint(aSelectionPoint);
myAnnotationActor->SetPosition(aSelectionPoint);
//