+ this->Renderer->WorldToView(fLocalExtents[0], fLocalExtents[2], fLocalExtents[4]);
+ this->Renderer->WorldToView(fLocalExtents[1], fLocalExtents[3], fLocalExtents[5]);
+ for(int i=0; i<3; i++)
+ {
+ if (i!=SliceOrientation) //SR: assumes that SliceOrientation is valid in ViewCoordinates (???)
+ {
+ fLocalExtents[i*2 ] -= 0.2;
+ fLocalExtents[i*2+1] += 0.2;
+ }
+ }
+ this->Renderer->ViewToWorld(fLocalExtents[0], fLocalExtents[2], fLocalExtents[4]);
+ this->Renderer->ViewToWorld(fLocalExtents[1], fLocalExtents[3], fLocalExtents[5]);
+
+ //Convert to image pixel coordinates (rounded)
+ int iLocalExtents[6];
+ for(int i=0; i<3; i++)
+ {
+ fLocalExtents[i*2 ] = (fLocalExtents[i*2 ] - this->GetInput()->GetOrigin()[i])/this->GetInput()->GetSpacing()[i];
+ fLocalExtents[i*2+1] = (fLocalExtents[i*2+1] - this->GetInput()->GetOrigin()[i])/this->GetInput()->GetSpacing()[i];