int aCount = ComputeVisiblePropBounds(theRenderer,aBounds);
if(theUsingZeroFocalPoint || aCount){
- static double MIN_DISTANCE = 1.0 / VTK_LARGE_FLOAT;
+ static double MIN_DISTANCE = 1.0 / VTK_FLOAT_MAX;
double aLength = aBounds[1]-aBounds[0];
aLength = std::max((aBounds[3]-aBounds[2]),aLength);
{
int aCount = 0;
- theBounds[0] = theBounds[2] = theBounds[4] = VTK_LARGE_FLOAT;
- theBounds[1] = theBounds[3] = theBounds[5] = -VTK_LARGE_FLOAT;
+ theBounds[0] = theBounds[2] = theBounds[4] = VTK_FLOAT_MAX;
+ theBounds[1] = theBounds[3] = theBounds[5] = -VTK_FLOAT_MAX;
// loop through all props
theCollection->InitTraversal();
if(anActor->IsInfinitive())
continue;
double *aBounds = aProp->GetBounds();
- static double MIN_DISTANCE = 1./VTK_LARGE_FLOAT;
- static double MAX_DISTANCE = 0.9*VTK_LARGE_FLOAT;
+ static double MIN_DISTANCE = 1./VTK_FLOAT_MAX;
+ static double MAX_DISTANCE = 0.9*VTK_FLOAT_MAX;
if(fabs(aBounds[1] - aBounds[0]) < MIN_DISTANCE) {
aBounds[0]-=0.001;
return false;
double aNewBndBox[6];
- aNewBndBox[ 0 ] = aNewBndBox[ 2 ] = aNewBndBox[ 4 ] = VTK_LARGE_FLOAT;
- aNewBndBox[ 1 ] = aNewBndBox[ 3 ] = aNewBndBox[ 5 ] = -VTK_LARGE_FLOAT;
+ aNewBndBox[ 0 ] = aNewBndBox[ 2 ] = aNewBndBox[ 4 ] = VTK_FLOAT_MAX;
+ aNewBndBox[ 1 ] = aNewBndBox[ 3 ] = aNewBndBox[ 5 ] = -VTK_FLOAT_MAX;
// iterate through displayed objects and set size if necessary
VTK::ActorCollectionCopy aCopy(theRenderer->GetActors());
if(anActor->GetVisibility() && !anActor->IsInfinitive())
{
double *aBounds = anActor->GetBounds();
- if(aBounds[0] > -VTK_LARGE_FLOAT && aBounds[1] < VTK_LARGE_FLOAT &&
- aBounds[2] > -VTK_LARGE_FLOAT && aBounds[3] < VTK_LARGE_FLOAT &&
- aBounds[4] > -VTK_LARGE_FLOAT && aBounds[5] < VTK_LARGE_FLOAT)
+ if(aBounds[0] > -VTK_FLOAT_MAX && aBounds[1] < VTK_FLOAT_MAX &&
+ aBounds[2] > -VTK_FLOAT_MAX && aBounds[3] < VTK_FLOAT_MAX &&
+ aBounds[4] > -VTK_FLOAT_MAX && aBounds[5] < VTK_FLOAT_MAX)
isAny = true;
}
return false;
double aNewBndBox[6];
- aNewBndBox[ 0 ] = aNewBndBox[ 2 ] = aNewBndBox[ 4 ] = VTK_LARGE_FLOAT;
- aNewBndBox[ 1 ] = aNewBndBox[ 3 ] = aNewBndBox[ 5 ] = -VTK_LARGE_FLOAT;
+ aNewBndBox[ 0 ] = aNewBndBox[ 2 ] = aNewBndBox[ 4 ] = VTK_FLOAT_MAX;
+ aNewBndBox[ 1 ] = aNewBndBox[ 3 ] = aNewBndBox[ 5 ] = -VTK_FLOAT_MAX;
// iterate through displayed objects and set size if necessary
VTK::ActorCollectionCopy aCopy(theRenderer->GetActors());
//Ignore invalid bounds
if(!isBoundValid(aBounds)) continue;
- if(aBounds[0] > -VTK_LARGE_FLOAT && aBounds[1] < VTK_LARGE_FLOAT &&
- aBounds[2] > -VTK_LARGE_FLOAT && aBounds[3] < VTK_LARGE_FLOAT &&
- aBounds[4] > -VTK_LARGE_FLOAT && aBounds[5] < VTK_LARGE_FLOAT)
+ if(aBounds[0] > -VTK_FLOAT_MAX && aBounds[1] < VTK_FLOAT_MAX &&
+ aBounds[2] > -VTK_FLOAT_MAX && aBounds[3] < VTK_FLOAT_MAX &&
+ aBounds[4] > -VTK_FLOAT_MAX && aBounds[5] < VTK_FLOAT_MAX)
{
for(int i = 0; i < 5; i = i + 2){
if(aBounds[i] < aNewBndBox[i])
return true;
}
- if(aNewBndBox[0] > -VTK_LARGE_FLOAT && aNewBndBox[1] < VTK_LARGE_FLOAT &&
- aNewBndBox[2] > -VTK_LARGE_FLOAT && aNewBndBox[3] < VTK_LARGE_FLOAT &&
- aNewBndBox[4] > -VTK_LARGE_FLOAT && aNewBndBox[5] < VTK_LARGE_FLOAT)
+ if(aNewBndBox[0] > -VTK_FLOAT_MAX && aNewBndBox[1] < VTK_FLOAT_MAX &&
+ aNewBndBox[2] > -VTK_FLOAT_MAX && aNewBndBox[3] < VTK_FLOAT_MAX &&
+ aNewBndBox[4] > -VTK_FLOAT_MAX && aNewBndBox[5] < VTK_FLOAT_MAX)
{
- static double MIN_DISTANCE = 1.0 / VTK_LARGE_FLOAT;
+ static double MIN_DISTANCE = 1.0 / VTK_FLOAT_MAX;
double aLength = aNewBndBox[1]-aNewBndBox[0];
aLength = std::max((aNewBndBox[3]-aNewBndBox[2]),aLength);
printf("aCount = %d\n",aCount);
if(aCount){
- static double MIN_DISTANCE = 1.0 / VTK_LARGE_FLOAT;
+ static double MIN_DISTANCE = 1.0 / VTK_FLOAT_MAX;
double aLength = aBounds[1]-aBounds[0];
aLength = max((aBounds[3]-aBounds[2]),aLength);