void View3D::view_all(bool tight)
{
- const set<Track *> &tracks = layout.get_layout().get_tracks();
+ const set<Track *> &tracks = layout.get_layout().get_all<Track>();
Geometry::BoundingBox<float, 3> bbox;
for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
bbox = bbox|(*i)->get_bounding_box();
const Vector &minp = bbox.get_minimum_point();
const Vector &maxp = bbox.get_maximum_point();
- float t = tan(camera.get_field_of_view()/2)*2;
+ float t = tan(camera.get_field_of_view()/2.0f)*2.0f;
float size = max((maxp.y-minp.y+0.1), (maxp.x-minp.x+0.1)/camera.get_aspect());
float dist = size/t;
if(!tight)
- dist += sin(camera.get_field_of_view()/2)*size;
+ dist += sin(camera.get_field_of_view()/2.0f)*size;
GL::Vector3 center = (minp+maxp)/2.0f;
const GL::Vector3 &look = camera.get_look_direction();
camera.set_position(center-look*dist);