mDisplayModeIsPreserveMemory = true;
SetPreserveMemoryModeEnabled(true);
mPreviousOrientation = -1;
+ mDepth = 1.0;
}
//------------------------------------------------------------------------------
vtkMarchingSquares * squares,
vtkImageClip * clipper,
double threshold, int orientation, int slice) {
-
- // Set parameter for the MarchigSquare
+ // Set parameter for the MarchigSquare
squares->SetValue(0, threshold);
// Get image extent
s = s-mHiddenImage->GetFirstVTKImageData()->GetOrigin()[orientation]; // from corner second image
s = s/mHiddenImage->GetFirstVTKImageData()->GetSpacing()[orientation]; // in voxel
- if (s == floor(s)) {
- extent2[orientation*2] = extent2[orientation*2+1] = (int)floor(s);
- } else {
- extent2[orientation*2] = (int)floor(s);
- extent2[orientation*2+1] = extent2[orientation*2];
- }
+ // Rint to the closest slice
+ extent2[orientation*2+1] = extent2[orientation*2] = (int)lrint(s);
// Do not display a contour if there is no contour on this slice
- if (extent2[orientation*2+1] > extent3[orientation*2+1]) {
+ // DD(extent2[orientation*2+1]);
+ // DD(extent3[orientation*2+1]);
+ // DD(extent2[orientation*2]);
+ // DD(extent3[orientation*2]);
+ if ((extent2[orientation*2+1] > extent3[orientation*2+1]) ||
+ (extent2[orientation*2] < extent3[orientation*2])) {
actor->VisibilityOff();
return;
}
// Move the actor to be visible
double position[3] = {0, 0, 0};
- position[orientation] = -1;
+ position[orientation] = -mDepth;
actor->SetPosition(position);
mapper->Update();