- {
- if ( aSActor->IsResizable() )
- aSActor->SetSize( 0.5 * aNewSize );
- if( aSActor->GetVisibility()){
- float abounds[6];
- aSActor->GetBounds(abounds);
- if(MYDEBUG)
- cout << "Bounds: Actor="<<aSActor<<"\n"
- << "\txMin=" << abounds[ 0 ] << " xMax=" << abounds[ 1 ] << "\n"
- << "\tyMin=" << abounds[ 2 ] << " yMax=" << abounds[ 3 ] << "\n"
- << "\tzMin=" << abounds[ 4 ] << " zMax=" << abounds[ 5 ] << "\n";
- 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)
- for(int i=0;i<5;i=i+2){
- if(abounds[i]<newbnd[i]) newbnd[i]=abounds[i];
- if(abounds[i+1]>newbnd[i+1]) newbnd[i+1]=abounds[i+1];
-
- }
+ {
+ if ( aSActor->IsResizable() )
+ aSActor->SetSize( 0.5 * aNewSize );
+ if( aSActor->GetVisibility()){
+ float abounds[6];
+ aSActor->GetBounds(abounds);
+ if(MYDEBUG)
+ cout << "Bounds: Actor="<<aSActor<<"\n"
+ << "\txMin=" << abounds[ 0 ] << " xMax=" << abounds[ 1 ] << "\n"
+ << "\tyMin=" << abounds[ 2 ] << " yMax=" << abounds[ 3 ] << "\n"
+ << "\tzMin=" << abounds[ 4 ] << " zMax=" << abounds[ 5 ] << "\n";
+ 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)
+ for(int i=0;i<5;i=i+2){
+ if(abounds[i]<newbnd[i]) newbnd[i]=abounds[i];
+ if(abounds[i+1]>newbnd[i+1]) newbnd[i+1]=abounds[i+1];
+
+ }
+ }