+ //this->Renderer->ResetCamera();
+ this->Renderer->GetActiveCamera()->SetParallelScale(scaleCamera);
+
+
+
+
+ ////////////////////////////////
+
+double center[3];
+double distance;
+double vn[3], *vup;
+double bounds[6];
+this->ImageActor->GetBounds(bounds);
+this->Renderer->GetActiveCamera()->GetViewPlaneNormal(vn);
+// Reset the perspective zoom factors, otherwise subsequent zooms will cause
+// the view angle to become very small and cause bad depth sorting.
+center[0] = (bounds[0] + bounds[1])/2.0;
+center[1] = (bounds[2] + bounds[3])/2.0;
+center[2] = (bounds[4] + bounds[5])/2.0;
+double w1 = bounds[1] - bounds[0];
+double w2 = bounds[3] - bounds[2];
+double w3 = bounds[5] - bounds[4];
+w1 *= w1;
+w2 *= w2;
+w3 *= w3;
+double radius = w1 + w2 + w3;
+// If we have just a single point, pick a radius of 1.0
+radius = (radius==0)?(1.0):(radius);
+// compute the radius of the enclosing sphere
+radius = sqrt(radius)*0.5;
+double angle=vtkMath::RadiansFromDegrees(this->Renderer->GetActiveCamera()->GetViewAngle());
+this->Renderer->ComputeAspect();
+double aspect[2];
+this->Renderer->GetAspect(aspect);
+if(aspect[0]>=1.0) // horizontal window, deal with vertical angle|scale
+{
+if(this->Renderer->GetActiveCamera()->GetUseHorizontalViewAngle())
+{
+angle=2.0*atan(tan(angle*0.5)/aspect[0]);
+}
+}
+else // vertical window, deal with horizontal angle|scale
+{
+if(!this->Renderer->GetActiveCamera()->GetUseHorizontalViewAngle())
+{
+angle=2.0*atan(tan(angle*0.5)*aspect[0]);
+}
+}
+distance =radius/sin(angle*0.5);
+//std::cout << "exp " << center[this->SliceOrientation] << " " << distance << " " << vn[this->SliceOrientation] << std::endl;
+positionCamera[this->SliceOrientation] = center[this->SliceOrientation]+distance*vn[this->SliceOrientation];
+focalCamera[this->SliceOrientation] = center[this->SliceOrientation];
+
+
+
+
+
+ //////////////////////////////
+
+ //if (this->SliceOrientation ==2)
+ // std::cout << positionCamera[0] << " " << positionCamera[1] << " " << positionCamera[2] << std::endl;
+ this->Renderer->GetActiveCamera()->SetFocalPoint(focalCamera);
+ this->Renderer->GetActiveCamera()->SetPosition(positionCamera);
+