void View3D::view_all(bool tight)
{
- Vector minp;
- Vector maxp;
+ 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();
- layout.get_bounds(minp, maxp);
+ 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 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;
- GL::Vector3 center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2, 0);
+ GL::Vector3 center = (minp+maxp)/2.0f;
const GL::Vector3 &look = camera.get_look_direction();
- camera.set_position(GL::Vector3(center.x-look.x*dist, center.y-look.y*dist, center.z-look.z*dist));
+ camera.set_position(center-look*dist);
}
void View3D::render()