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<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;<span class="comment">/* $NoKeywords: $ */</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;<span class="comment">/*</span></div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span>&#160;<span class="comment">// Copyright (c) 1993-2012 Robert McNeel &amp; Associates. All rights reserved.</span></div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span>&#160;<span class="comment">// OpenNURBS, Rhinoceros, and Rhino3D are registered trademarks of Robert</span></div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span>&#160;<span class="comment">// McNeel &amp; Associates.</span></div><div class="line"><a name="l00007"></a><span class="lineno"> 7</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span>&#160;<span class="comment">// THIS SOFTWARE IS PROVIDED &quot;AS IS&quot; WITHOUT EXPRESS OR IMPLIED WARRANTY.</span></div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span>&#160;<span class="comment">// ALL IMPLIED WARRANTIES OF FITNESS FOR ANY PARTICULAR PURPOSE AND OF</span></div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span>&#160;<span class="comment">// MERCHANTABILITY ARE HEREBY DISCLAIMED.</span></div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span>&#160;<span class="comment">// </span></div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span>&#160;<span class="comment">// For complete openNURBS copyright information see &lt;http://www.opennurbs.org&gt;.</span></div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span>&#160;<span class="comment">//</span><span class="comment"></span></div><div class="line"><a name="l00014"></a><span class="lineno"> 14</span>&#160;<span class="comment">////////////////////////////////////////////////////////////////</span></div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span>&#160;<span class="comment"></span>*/</div><div class="line"><a name="l00016"></a><span class="lineno"> 16</span>&#160;<span class="comment"></span></div><div class="line"><a name="l00017"></a><span class="lineno"> 17</span>&#160;<span class="comment">////////////////////////////////////////////////////////////////</span></div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span>&#160;<span class="comment"></span><span class="comment">//</span></div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span>&#160;<span class="comment">// defines ON_Viewport</span></div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span>&#160;<span class="comment">//</span><span class="comment"></span></div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span>&#160;<span class="comment">////////////////////////////////////////////////////////////////</span></div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span>&#160;<span class="comment"></span></div><div class="line"><a name="l00023"></a><span class="lineno"> 23</span>&#160;<span class="preprocessor">#if !defined(OPENNURBS_VIEWPORT_INC_)</span></div><div class="line"><a name="l00024"></a><span class="lineno"> 24</span>&#160;<span class="preprocessor">#define OPENNURBS_VIEWPORT_INC_</span></div><div class="line"><a name="l00025"></a><span class="lineno"> 25</span>&#160;<span class="comment"></span></div><div class="line"><a name="l00026"></a><span class="lineno"> 26</span>&#160;<span class="comment">///////////////////////////////////////////////////////////////////////////////</span></div><div class="line"><a name="l00027"></a><span class="lineno"> 27</span>&#160;<span class="comment"></span><span class="comment">// Class ON_Viewport</span></div><div class="line"><a name="l00028"></a><span class="lineno"> 28</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00029"></a><span class="lineno"> 29</span>&#160;<span class="comment">// This object represents a viewing frustum</span><span class="comment"></span></div><div class="line"><a name="l00030"></a><span class="lineno"> 30</span>&#160;<span class="comment">///////////////////////////////////////////////////////////////////////////////</span></div><div class="line"><a name="l00031"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html"> 31</a></span>&#160;<span class="comment"></span><span class="keyword">class </span>ON_CLASS <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a> : <span class="keyword">public</span> <a class="code" href="../../df/de0/class_o_n___geometry.html">ON_Geometry</a> </div><div class="line"><a name="l00032"></a><span class="lineno"> 32</span>&#160;{</div><div class="line"><a name="l00033"></a><span class="lineno"> 33</span>&#160; ON_OBJECT_DECLARE( <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a> );</div><div class="line"><a name="l00034"></a><span class="lineno"> 34</span>&#160;<span class="keyword">public</span>:</div><div class="line"><a name="l00035"></a><span class="lineno"> 35</span>&#160;</div><div class="line"><a name="l00036"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a6097c9a9cb5c516f9d28f302d07fbccb"> 36</a></span>&#160; <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">double</span> <a class="code" href="../../d4/deb/class_o_n___viewport.html#a6097c9a9cb5c516f9d28f302d07fbccb">DefaultNearDist</a>; <span class="comment">// 0.005</span></div><div class="line"><a name="l00037"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a444ecfc59ac11b1638afc9b68312fa63"> 37</a></span>&#160; <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">double</span> <a class="code" href="../../d4/deb/class_o_n___viewport.html#a444ecfc59ac11b1638afc9b68312fa63">DefaultFarDist</a>; <span class="comment">// 1000.0</span></div><div class="line"><a name="l00038"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#adb7273f70e43eb283cd8b0050757e77f"> 38</a></span>&#160; <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">double</span> <a class="code" href="../../d4/deb/class_o_n___viewport.html#adb7273f70e43eb283cd8b0050757e77f">DefaultMinNearDist</a>; <span class="comment">// 0.0001</span></div><div class="line"><a name="l00039"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a17b0d244683beef463363417e6accd29"> 39</a></span>&#160; <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">double</span> <a class="code" href="../../d4/deb/class_o_n___viewport.html#a17b0d244683beef463363417e6accd29">DefaultMinNearOverFar</a>; <span class="comment">// 0.0001</span></div><div class="line"><a name="l00040"></a><span class="lineno"> 40</span>&#160;</div><div class="line"><a name="l00041"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a61a43c7d0f9920c800cbd17e0ad634f8"> 41</a></span>&#160; <span class="keyword">static</span> <span class="keyword">const</span> <a class="code" href="../../d2/d35/class_o_n__3d_point.html">ON_3dPoint</a> <a class="code" href="../../d4/deb/class_o_n___viewport.html#a61a43c7d0f9920c800cbd17e0ad634f8">DefaultCameraLocation</a>; <span class="comment">// (0.0,0.0,100.0)</span></div><div class="line"><a name="l00042"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#acb13978503cca06377e91f5cb532bd5d"> 42</a></span>&#160; <span class="keyword">static</span> <span class="keyword">const</span> <a class="code" href="../../d5/dae/class_o_n__3d_vector.html">ON_3dVector</a> <a class="code" href="../../d4/deb/class_o_n___viewport.html#acb13978503cca06377e91f5cb532bd5d">Default3dCameraDirection</a>; <span class="comment">// (-0.43301270189221932338186158537647,0.75,-0.5)</span></div><div class="line"><a name="l00043"></a><span class="lineno"> 43</span>&#160;</div><div class="line"><a name="l00044"></a><span class="lineno"> 44</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00045"></a><span class="lineno"> 45</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00046"></a><span class="lineno"> 46</span>&#160;<span class="comment"> A Y-up parallel projection looking at the origin of the XYplane.</span></div><div class="line"><a name="l00047"></a><span class="lineno"> 47</span>&#160;<span class="comment"> up = ON_3dVector::Yaxis, </span></div><div class="line"><a name="l00048"></a><span class="lineno"> 48</span>&#160;<span class="comment"> dir = -ON_3dVector::Zaxis</span></div><div class="line"><a name="l00049"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a192ecc7cdc18bfa9a2f09a28de406c78"> 49</a></span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00050"></a><span class="lineno"> 50</span>&#160; <span class="keyword">static</span> <span class="keyword">const</span> <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a> DefaultTopViewYUp;</div><div class="line"><a name="l00051"></a><span class="lineno"> 51</span>&#160;</div><div class="line"><a name="l00052"></a><span class="lineno"> 52</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00053"></a><span class="lineno"> 53</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00054"></a><span class="lineno"> 54</span>&#160;<span class="comment"> A Z-up perspective projection looking down on the origin of the XY plane.</span></div><div class="line"><a name="l00055"></a><span class="lineno"> 55</span>&#160;<span class="comment"> up = ON_3dVector::Zaxis, </span></div><div class="line"><a name="l00056"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a80d995607fc005b2ab9581fbc1fb37c2"> 56</a></span>&#160;<span class="comment"> dir = ON_3dVector:Default3dCameraDirection</span></div><div class="line"><a name="l00057"></a><span class="lineno"> 57</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00058"></a><span class="lineno"> 58</span>&#160; <span class="keyword">static</span> <span class="keyword">const</span> <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a> DefaultPerspectiveViewZUp;</div><div class="line"><a name="l00059"></a><span class="lineno"> 59</span>&#160;</div><div class="line"><a name="l00060"></a><span class="lineno"> 60</span>&#160; <span class="comment">// Construction</span></div><div class="line"><a name="l00061"></a><span class="lineno"> 61</span>&#160; <span class="comment">// Default constructor creates a copy of ON_Viewport::DefaultTopViewYUp;</span></div><div class="line"><a name="l00062"></a><span class="lineno"> 62</span>&#160; <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>() = <span class="keywordflow">default</span>;</div><div class="line"><a name="l00063"></a><span class="lineno"> 63</span>&#160; ~<a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>() = <span class="keywordflow">default</span>;</div><div class="line"><a name="l00064"></a><span class="lineno"> 64</span>&#160; <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>( <span class="keyword">const</span> <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>&amp; ) = <span class="keywordflow">default</span>;</div><div class="line"><a name="l00065"></a><span class="lineno"> 65</span>&#160; <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>&amp; <a class="code" href="../../df/de0/class_o_n___geometry.html#a071e7617820ea38c40f4b3966e7daee0">operator=</a>( <span class="keyword">const</span> <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>&amp; ) = <span class="keywordflow">default</span>;</div><div class="line"><a name="l00066"></a><span class="lineno"> 66</span>&#160;</div><div class="line"><a name="l00067"></a><span class="lineno"> 67</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00068"></a><span class="lineno"> 68</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00069"></a><span class="lineno"> 69</span>&#160;<span class="comment"> A sha1 hash of all the settings that effect view projection matrices.</span></div><div class="line"><a name="l00070"></a><span class="lineno"> 70</span>&#160;<span class="comment"> view projection, camera location, camera X,Y,Z frame, frustum, port. </span></div><div class="line"><a name="l00071"></a><span class="lineno"> 71</span>&#160;<span class="comment"> If two ON_Viewport classes have identical values ViewProjectionContentHash(),</span></div><div class="line"><a name="l00072"></a><span class="lineno"> 72</span>&#160;<span class="comment"> then they will have identical view projection matrices and generate identical</span></div><div class="line"><a name="l00073"></a><span class="lineno"> 73</span>&#160;<span class="comment"> images from the same model content.</span></div><div class="line"><a name="l00074"></a><span class="lineno"> 74</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00075"></a><span class="lineno"> 75</span>&#160; <a class="code" href="../../dd/ddf/class_o_n___s_h_a1___hash.html">ON_SHA1_Hash</a> ViewProjectionContentHash() <span class="keyword">const</span>;</div><div class="line"><a name="l00076"></a><span class="lineno"> 76</span>&#160;</div><div class="line"><a name="l00077"></a><span class="lineno"> 77</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00078"></a><span class="lineno"> 78</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00079"></a><span class="lineno"> 79</span>&#160;<span class="comment"> candidate_point.IsValid() </span></div><div class="line"><a name="l00080"></a><span class="lineno"> 80</span>&#160;<span class="comment"> &amp;&amp; candidate_point.MaximumCoordinate() &lt; ON_NONSENSE_WORLD_COORDINATE_VALUE;</span></div><div class="line"><a name="l00081"></a><span class="lineno"> 81</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00082"></a><span class="lineno"> 82</span>&#160; <span class="keyword">static</span> <span class="keywordtype">bool</span> IsValidCameraLocation(</div><div class="line"><a name="l00083"></a><span class="lineno"> 83</span>&#160; <a class="code" href="../../d2/d35/class_o_n__3d_point.html">ON_3dPoint</a> candidate_point</div><div class="line"><a name="l00084"></a><span class="lineno"> 84</span>&#160; );</div><div class="line"><a name="l00085"></a><span class="lineno"> 85</span>&#160;</div><div class="line"><a name="l00086"></a><span class="lineno"> 86</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00087"></a><span class="lineno"> 87</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00088"></a><span class="lineno"> 88</span>&#160;<span class="comment"> candidate_vector.IsValid() </span></div><div class="line"><a name="l00089"></a><span class="lineno"> 89</span>&#160;<span class="comment"> &amp;&amp; candidate_vector.MaximumCoordinate() &lt; ON_NONSENSE_WORLD_COORDINATE_VALUE</span></div><div class="line"><a name="l00090"></a><span class="lineno"> 90</span>&#160;<span class="comment"> &amp;&amp; candidate_vector.MaximumCoordinate() &gt; ON_ZERO_TOLERANCE</span></div><div class="line"><a name="l00091"></a><span class="lineno"> 91</span>&#160;<span class="comment"> ;</span></div><div class="line"><a name="l00092"></a><span class="lineno"> 92</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00093"></a><span class="lineno"> 93</span>&#160; <span class="keyword">static</span> <span class="keywordtype">bool</span> IsValidCameraUpOrDirection(</div><div class="line"><a name="l00094"></a><span class="lineno"> 94</span>&#160; <a class="code" href="../../d5/dae/class_o_n__3d_vector.html">ON_3dVector</a> candidate_vector</div><div class="line"><a name="l00095"></a><span class="lineno"> 95</span>&#160; );</div><div class="line"><a name="l00096"></a><span class="lineno"> 96</span>&#160;</div><div class="line"><a name="l00097"></a><span class="lineno"> 97</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00098"></a><span class="lineno"> 98</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00099"></a><span class="lineno"> 99</span>&#160;<span class="comment"> True if camera up, direction, X, Y, and Z are valid.</span></div><div class="line"><a name="l00100"></a><span class="lineno"> 100</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00101"></a><span class="lineno"> 101</span>&#160; <span class="keywordtype">bool</span> IsValidCameraFrame() <span class="keyword">const</span>;</div><div class="line"><a name="l00102"></a><span class="lineno"> 102</span>&#160;</div><div class="line"><a name="l00103"></a><span class="lineno"> 103</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00104"></a><span class="lineno"> 104</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00105"></a><span class="lineno"> 105</span>&#160;<span class="comment"> True if camera location is valid and camera up, direction, X, Y, and Z are valid.</span></div><div class="line"><a name="l00106"></a><span class="lineno"> 106</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00107"></a><span class="lineno"> 107</span>&#160; <span class="keywordtype">bool</span> IsValidCamera() <span class="keyword">const</span>;</div><div class="line"><a name="l00108"></a><span class="lineno"> 108</span>&#160;</div><div class="line"><a name="l00109"></a><span class="lineno"> 109</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00110"></a><span class="lineno"> 110</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00111"></a><span class="lineno"> 111</span>&#160;<span class="comment"> True if camera frustum is valid.</span></div><div class="line"><a name="l00112"></a><span class="lineno"> 112</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00113"></a><span class="lineno"> 113</span>&#160; <span class="keywordtype">bool</span> IsValidFrustum() <span class="keyword">const</span>;</div><div class="line"><a name="l00114"></a><span class="lineno"> 114</span>&#160; </div><div class="line"><a name="l00115"></a><span class="lineno"> 115</span>&#160; <span class="comment">// ON_Object overrides //////////////////////////////////////////////////////</span></div><div class="line"><a name="l00116"></a><span class="lineno"> 116</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00117"></a><span class="lineno"> 117</span>&#160; <span class="keywordtype">bool</span> <a class="code" href="../../df/de0/class_o_n___geometry.html#adf87e5ba0d9939dfabbb9f421b9d2b3b">IsValid</a>( <span class="keyword">class</span> <a class="code" href="../../d2/da3/class_o_n___text_log.html">ON_TextLog</a>* text_log = <span class="keyword">nullptr</span> ) <span class="keyword">const override</span>;</div><div class="line"><a name="l00118"></a><span class="lineno"> 118</span>&#160;</div><div class="line"><a name="l00119"></a><span class="lineno"> 119</span>&#160; <span class="comment">// Description:</span></div><div class="line"><a name="l00120"></a><span class="lineno"> 120</span>&#160; <span class="comment">// Dumps debugging text description to a text log.</span></div><div class="line"><a name="l00121"></a><span class="lineno"> 121</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00122"></a><span class="lineno"> 122</span>&#160; <span class="comment">// Parameters:</span></div><div class="line"><a name="l00123"></a><span class="lineno"> 123</span>&#160; <span class="comment">// dump_target - [in] text log</span></div><div class="line"><a name="l00124"></a><span class="lineno"> 124</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00125"></a><span class="lineno"> 125</span>&#160; <span class="comment">// Remarks:</span></div><div class="line"><a name="l00126"></a><span class="lineno"> 126</span>&#160; <span class="comment">// This overrides the virtual ON_Object::Dump() function.</span></div><div class="line"><a name="l00127"></a><span class="lineno"> 127</span>&#160; <span class="keywordtype">void</span> <a class="code" href="../../d9/d7b/class_o_n___object.html#a21c7b04a80f1806c3a45f72d7c491a44">Dump</a>( </div><div class="line"><a name="l00128"></a><span class="lineno"> 128</span>&#160; <a class="code" href="../../d2/da3/class_o_n___text_log.html">ON_TextLog</a>&amp; <span class="comment">// dump_target</span></div><div class="line"><a name="l00129"></a><span class="lineno"> 129</span>&#160; ) <span class="keyword">const override</span>;</div><div class="line"><a name="l00130"></a><span class="lineno"> 130</span>&#160;</div><div class="line"><a name="l00131"></a><span class="lineno"> 131</span>&#160; <span class="comment">// Description:</span></div><div class="line"><a name="l00132"></a><span class="lineno"> 132</span>&#160; <span class="comment">// Writes ON_Viewport defintion from a binary archive.</span></div><div class="line"><a name="l00133"></a><span class="lineno"> 133</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00134"></a><span class="lineno"> 134</span>&#160; <span class="comment">// Parameters:</span></div><div class="line"><a name="l00135"></a><span class="lineno"> 135</span>&#160; <span class="comment">// binary_archive - [in] open binary archive</span></div><div class="line"><a name="l00136"></a><span class="lineno"> 136</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00137"></a><span class="lineno"> 137</span>&#160; <span class="comment">// Returns:</span></div><div class="line"><a name="l00138"></a><span class="lineno"> 138</span>&#160; <span class="comment">// true if successful.</span></div><div class="line"><a name="l00139"></a><span class="lineno"> 139</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00140"></a><span class="lineno"> 140</span>&#160; <span class="comment">// Remarks:</span></div><div class="line"><a name="l00141"></a><span class="lineno"> 141</span>&#160; <span class="comment">// This overrides the virtual ON_Object::Write() function.</span></div><div class="line"><a name="l00142"></a><span class="lineno"> 142</span>&#160; <span class="keywordtype">bool</span> <a class="code" href="../../d9/d7b/class_o_n___object.html#a16eb9ab6bf0d0a614655cf9cd055871a">Write</a>(</div><div class="line"><a name="l00143"></a><span class="lineno"> 143</span>&#160; <a class="code" href="../../db/d16/class_o_n___binary_archive.html">ON_BinaryArchive</a>&amp; <span class="comment">// binary_archive</span></div><div class="line"><a name="l00144"></a><span class="lineno"> 144</span>&#160; ) <span class="keyword">const override</span>;</div><div class="line"><a name="l00145"></a><span class="lineno"> 145</span>&#160;</div><div class="line"><a name="l00146"></a><span class="lineno"> 146</span>&#160;</div><div class="line"><a name="l00147"></a><span class="lineno"> 147</span>&#160; <span class="comment">// Description:</span></div><div class="line"><a name="l00148"></a><span class="lineno"> 148</span>&#160; <span class="comment">// Reads ON_Viewport defintion from a binary archive.</span></div><div class="line"><a name="l00149"></a><span class="lineno"> 149</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00150"></a><span class="lineno"> 150</span>&#160; <span class="comment">// Parameters:</span></div><div class="line"><a name="l00151"></a><span class="lineno"> 151</span>&#160; <span class="comment">// binary_archive - [in] open binary archive</span></div><div class="line"><a name="l00152"></a><span class="lineno"> 152</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00153"></a><span class="lineno"> 153</span>&#160; <span class="comment">// Returns:</span></div><div class="line"><a name="l00154"></a><span class="lineno"> 154</span>&#160; <span class="comment">// true if successful.</span></div><div class="line"><a name="l00155"></a><span class="lineno"> 155</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00156"></a><span class="lineno"> 156</span>&#160; <span class="comment">// Remarks:</span></div><div class="line"><a name="l00157"></a><span class="lineno"> 157</span>&#160; <span class="comment">// This overrides the virtual ON_Object::Read() function.</span></div><div class="line"><a name="l00158"></a><span class="lineno"> 158</span>&#160; <span class="keywordtype">bool</span> <a class="code" href="../../d9/d7b/class_o_n___object.html#a09ac9742ead91dd8f9cdd579bcbfed10">Read</a>(</div><div class="line"><a name="l00159"></a><span class="lineno"> 159</span>&#160; <a class="code" href="../../db/d16/class_o_n___binary_archive.html">ON_BinaryArchive</a>&amp; <span class="comment">// binary_archive</span></div><div class="line"><a name="l00160"></a><span class="lineno"> 160</span>&#160; ) <span class="keyword">override</span>;</div><div class="line"><a name="l00161"></a><span class="lineno"> 161</span>&#160;</div><div class="line"><a name="l00162"></a><span class="lineno"> 162</span>&#160;</div><div class="line"><a name="l00163"></a><span class="lineno"> 163</span>&#160; <span class="comment">// ON_Geometry overrides //////////////////////////////////////////////////////</span></div><div class="line"><a name="l00164"></a><span class="lineno"> 164</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00165"></a><span class="lineno"> 165</span>&#160;</div><div class="line"><a name="l00166"></a><span class="lineno"> 166</span>&#160; <span class="comment">// Description:</span></div><div class="line"><a name="l00167"></a><span class="lineno"> 167</span>&#160; <span class="comment">// The dimension of a camera view frustum is 3.</span></div><div class="line"><a name="l00168"></a><span class="lineno"> 168</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00169"></a><span class="lineno"> 169</span>&#160; <span class="comment">// Returns:</span></div><div class="line"><a name="l00170"></a><span class="lineno"> 170</span>&#160; <span class="comment">// 3</span></div><div class="line"><a name="l00171"></a><span class="lineno"> 171</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00172"></a><span class="lineno"> 172</span>&#160; <span class="comment">// Remarks:</span></div><div class="line"><a name="l00173"></a><span class="lineno"> 173</span>&#160; <span class="comment">// This is virtual ON_Geometry function.</span></div><div class="line"><a name="l00174"></a><span class="lineno"> 174</span>&#160; <span class="keywordtype">int</span> <a class="code" href="../../df/de0/class_o_n___geometry.html#a0d66ab16e2fddfd1b3e6cf3d6ebbd364">Dimension</a>() <span class="keyword">const override</span>;</div><div class="line"><a name="l00175"></a><span class="lineno"> 175</span>&#160;</div><div class="line"><a name="l00176"></a><span class="lineno"> 176</span>&#160; <span class="comment">// virtual ON_Geometry GetBBox override </span></div><div class="line"><a name="l00177"></a><span class="lineno"> 177</span>&#160; <span class="keywordtype">bool</span> <a class="code" href="../../df/de0/class_o_n___geometry.html#ad615e08fe92af659c8d10cbb4f8fc5e3">GetBBox</a>( <span class="keywordtype">double</span>* boxmin, <span class="keywordtype">double</span>* boxmax, <span class="keywordtype">bool</span> bGrowBox = <span class="keyword">false</span> ) <span class="keyword">const override</span>;</div><div class="line"><a name="l00178"></a><span class="lineno"> 178</span>&#160;</div><div class="line"><a name="l00179"></a><span class="lineno"> 179</span>&#160; <span class="comment">// Description:</span></div><div class="line"><a name="l00180"></a><span class="lineno"> 180</span>&#160; <span class="comment">// Transforms the view camera location, direction, and up.</span></div><div class="line"><a name="l00181"></a><span class="lineno"> 181</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00182"></a><span class="lineno"> 182</span>&#160; <span class="comment">// Parameters:</span></div><div class="line"><a name="l00183"></a><span class="lineno"> 183</span>&#160; <span class="comment">// xform - [in] transformation to apply to camera.</span></div><div class="line"><a name="l00184"></a><span class="lineno"> 184</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00185"></a><span class="lineno"> 185</span>&#160; <span class="comment">// Returns:</span></div><div class="line"><a name="l00186"></a><span class="lineno"> 186</span>&#160; <span class="comment">// @untitled table</span></div><div class="line"><a name="l00187"></a><span class="lineno"> 187</span>&#160; <span class="comment">// true Valid camera was transformed.</span></div><div class="line"><a name="l00188"></a><span class="lineno"> 188</span>&#160; <span class="comment">// false Invalid camera, frustum, or transformation.</span></div><div class="line"><a name="l00189"></a><span class="lineno"> 189</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00190"></a><span class="lineno"> 190</span>&#160; <span class="comment">// Remarks:</span></div><div class="line"><a name="l00191"></a><span class="lineno"> 191</span>&#160; <span class="comment">// This overrides the virtual ON_Geometry::Transform() function.</span></div><div class="line"><a name="l00192"></a><span class="lineno"> 192</span>&#160; <span class="keywordtype">bool</span> <a class="code" href="../../df/de0/class_o_n___geometry.html#add710872e89bc29e1ed1321b3e70b1b1">Transform</a>( </div><div class="line"><a name="l00193"></a><span class="lineno"> 193</span>&#160; <span class="keyword">const</span> <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a>&amp; <span class="comment">// xform</span></div><div class="line"><a name="l00194"></a><span class="lineno"> 194</span>&#160; ) <span class="keyword">override</span>;</div><div class="line"><a name="l00195"></a><span class="lineno"> 195</span>&#160;</div><div class="line"><a name="l00196"></a><span class="lineno"> 196</span>&#160; <span class="comment">// Interface /////////////////////////////////////////////////////////////////</span></div><div class="line"><a name="l00197"></a><span class="lineno"> 197</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00198"></a><span class="lineno"> 198</span>&#160;</div><div class="line"><a name="l00199"></a><span class="lineno"> 199</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00200"></a><span class="lineno"> 200</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00201"></a><span class="lineno"> 201</span>&#160; ON_DEPRECATED_MSG(<span class="stringliteral">&quot;Use = ON_Viewport::DefaultTopViewYUp&quot;</span>)</div><div class="line"><a name="l00202"></a><span class="lineno"> 202</span>&#160; void Initialize();</div><div class="line"><a name="l00203"></a><span class="lineno"> 203</span>&#160;</div><div class="line"><a name="l00204"></a><span class="lineno"> 204</span>&#160; ON::view_projection Projection() const;</div><div class="line"><a name="l00205"></a><span class="lineno"> 205</span>&#160;</div><div class="line"><a name="l00206"></a><span class="lineno"> 206</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00207"></a><span class="lineno"> 207</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00208"></a><span class="lineno"> 208</span>&#160;<span class="comment"> Unconditionally set the projection.</span></div><div class="line"><a name="l00209"></a><span class="lineno"> 209</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00210"></a><span class="lineno"> 210</span>&#160;<span class="comment"> projection - [in]</span></div><div class="line"><a name="l00211"></a><span class="lineno"> 211</span>&#160;<span class="comment"> See Also:</span></div><div class="line"><a name="l00212"></a><span class="lineno"> 212</span>&#160;<span class="comment"> ON_Viewport::SetParallelProjection</span></div><div class="line"><a name="l00213"></a><span class="lineno"> 213</span>&#160;<span class="comment"> ON_Viewport::SetPerpectiveProjection</span></div><div class="line"><a name="l00214"></a><span class="lineno"> 214</span>&#160;<span class="comment"> ON_Viewport::SetTwoPointPerspectiveProjection </span></div><div class="line"><a name="l00215"></a><span class="lineno"> 215</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00216"></a><span class="lineno"> 216</span>&#160; <span class="keywordtype">bool</span> SetProjection( ON::view_projection projection );</div><div class="line"><a name="l00217"></a><span class="lineno"> 217</span>&#160;</div><div class="line"><a name="l00218"></a><span class="lineno"> 218</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00219"></a><span class="lineno"> 219</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00220"></a><span class="lineno"> 220</span>&#160;<span class="comment"> Use this function to change projections of valid viewports</span></div><div class="line"><a name="l00221"></a><span class="lineno"> 221</span>&#160;<span class="comment"> from persective to parallel. It will make common additional</span></div><div class="line"><a name="l00222"></a><span class="lineno"> 222</span>&#160;<span class="comment"> adjustments to the frustum so the resulting views are similar.</span></div><div class="line"><a name="l00223"></a><span class="lineno"> 223</span>&#160;<span class="comment"> The camera location and direction will not be changed.</span></div><div class="line"><a name="l00224"></a><span class="lineno"> 224</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00225"></a><span class="lineno"> 225</span>&#160;<span class="comment"> bSymmetricFrustum - [in]</span></div><div class="line"><a name="l00226"></a><span class="lineno"> 226</span>&#160;<span class="comment"> True if you want the resulting frustum to be symmetric.</span></div><div class="line"><a name="l00227"></a><span class="lineno"> 227</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l00228"></a><span class="lineno"> 228</span>&#160;<span class="comment"> If the current projection is parallel and bSymmetricFrustum,</span></div><div class="line"><a name="l00229"></a><span class="lineno"> 229</span>&#160;<span class="comment"> FrustumIsLeftRightSymmetric() and FrustumIsTopBottomSymmetric()</span></div><div class="line"><a name="l00230"></a><span class="lineno"> 230</span>&#160;<span class="comment"> are all equal, then no changes are made and true is returned.</span></div><div class="line"><a name="l00231"></a><span class="lineno"> 231</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00232"></a><span class="lineno"> 232</span>&#160; <span class="keywordtype">bool</span> ChangeToParallelProjection( <span class="keywordtype">bool</span> bSymmetricFrustum );</div><div class="line"><a name="l00233"></a><span class="lineno"> 233</span>&#160;</div><div class="line"><a name="l00234"></a><span class="lineno"> 234</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00235"></a><span class="lineno"> 235</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00236"></a><span class="lineno"> 236</span>&#160;<span class="comment"> Use this function to change projections of valid viewports</span></div><div class="line"><a name="l00237"></a><span class="lineno"> 237</span>&#160;<span class="comment"> from parallel to perspective. It will make common additional</span></div><div class="line"><a name="l00238"></a><span class="lineno"> 238</span>&#160;<span class="comment"> adjustments to the frustum and camera location so the resulting</span></div><div class="line"><a name="l00239"></a><span class="lineno"> 239</span>&#160;<span class="comment"> views are similar. The camera direction and target point are</span></div><div class="line"><a name="l00240"></a><span class="lineno"> 240</span>&#160;<span class="comment"> not be changed.</span></div><div class="line"><a name="l00241"></a><span class="lineno"> 241</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00242"></a><span class="lineno"> 242</span>&#160;<span class="comment"> target_distance - [in]</span></div><div class="line"><a name="l00243"></a><span class="lineno"> 243</span>&#160;<span class="comment"> If ON_UNSET_VALUE this parameter is ignored. Otherwise</span></div><div class="line"><a name="l00244"></a><span class="lineno"> 244</span>&#160;<span class="comment"> it must be &gt; 0 and indicates which plane in the current </span></div><div class="line"><a name="l00245"></a><span class="lineno"> 245</span>&#160;<span class="comment"> view frustum should be perserved.</span></div><div class="line"><a name="l00246"></a><span class="lineno"> 246</span>&#160;<span class="comment"> bSymmetricFrustum - [in]</span></div><div class="line"><a name="l00247"></a><span class="lineno"> 247</span>&#160;<span class="comment"> True if you want the resulting frustum to be symmetric.</span></div><div class="line"><a name="l00248"></a><span class="lineno"> 248</span>&#160;<span class="comment"> lens_length - [in] (pass 50.0 when in doubt)</span></div><div class="line"><a name="l00249"></a><span class="lineno"> 249</span>&#160;<span class="comment"> 35 mm lens length to use when changing from parallel</span></div><div class="line"><a name="l00250"></a><span class="lineno"> 250</span>&#160;<span class="comment"> to perspective projections. If the current projection</span></div><div class="line"><a name="l00251"></a><span class="lineno"> 251</span>&#160;<span class="comment"> is perspective or lens_length is &lt;= 0.0,</span></div><div class="line"><a name="l00252"></a><span class="lineno"> 252</span>&#160;<span class="comment"> then this parameter is ignored.</span></div><div class="line"><a name="l00253"></a><span class="lineno"> 253</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l00254"></a><span class="lineno"> 254</span>&#160;<span class="comment"> If the current projection is perspective and bSymmetricFrustum,</span></div><div class="line"><a name="l00255"></a><span class="lineno"> 255</span>&#160;<span class="comment"> FrustumIsLeftRightSymmetric() and FrustumIsTopBottomSymmetric()</span></div><div class="line"><a name="l00256"></a><span class="lineno"> 256</span>&#160;<span class="comment"> are all equal, then no changes are made and true is returned.</span></div><div class="line"><a name="l00257"></a><span class="lineno"> 257</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00258"></a><span class="lineno"> 258</span>&#160; <span class="keywordtype">bool</span> ChangeToPerspectiveProjection( </div><div class="line"><a name="l00259"></a><span class="lineno"> 259</span>&#160; <span class="keywordtype">double</span> target_distance,</div><div class="line"><a name="l00260"></a><span class="lineno"> 260</span>&#160; <span class="keywordtype">bool</span> bSymmetricFrustum,</div><div class="line"><a name="l00261"></a><span class="lineno"> 261</span>&#160; <span class="keywordtype">double</span> lens_length</div><div class="line"><a name="l00262"></a><span class="lineno"> 262</span>&#160; );</div><div class="line"><a name="l00263"></a><span class="lineno"> 263</span>&#160;</div><div class="line"><a name="l00264"></a><span class="lineno"> 264</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00265"></a><span class="lineno"> 265</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00266"></a><span class="lineno"> 266</span>&#160;<span class="comment"> Use this function to change projections of valid viewports</span></div><div class="line"><a name="l00267"></a><span class="lineno"> 267</span>&#160;<span class="comment"> to a two point perspective. It will make common additional</span></div><div class="line"><a name="l00268"></a><span class="lineno"> 268</span>&#160;<span class="comment"> adjustments to the frustum and camera location and direction</span></div><div class="line"><a name="l00269"></a><span class="lineno"> 269</span>&#160;<span class="comment"> so the resulting views are similar.</span></div><div class="line"><a name="l00270"></a><span class="lineno"> 270</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00271"></a><span class="lineno"> 271</span>&#160;<span class="comment"> target_distance - [in]</span></div><div class="line"><a name="l00272"></a><span class="lineno"> 272</span>&#160;<span class="comment"> If ON_UNSET_VALUE this parameter is ignored. Otherwise</span></div><div class="line"><a name="l00273"></a><span class="lineno"> 273</span>&#160;<span class="comment"> it must be &gt; 0 and indicates which plane in the current </span></div><div class="line"><a name="l00274"></a><span class="lineno"> 274</span>&#160;<span class="comment"> view frustum should be perserved.</span></div><div class="line"><a name="l00275"></a><span class="lineno"> 275</span>&#160;<span class="comment"> up - [in]</span></div><div class="line"><a name="l00276"></a><span class="lineno"> 276</span>&#160;<span class="comment"> This direction will be the locked up direction. Pass </span></div><div class="line"><a name="l00277"></a><span class="lineno"> 277</span>&#160;<span class="comment"> ON_3dVector::ZeroVector if you want to use the world axis</span></div><div class="line"><a name="l00278"></a><span class="lineno"> 278</span>&#160;<span class="comment"> direction that is closest to the current up direction.</span></div><div class="line"><a name="l00279"></a><span class="lineno"> 279</span>&#160;<span class="comment"> Pass CameraY() if you want to preserve the current up direction.</span></div><div class="line"><a name="l00280"></a><span class="lineno"> 280</span>&#160;<span class="comment"> lens_length - [in] (pass 50.0 when in doubt)</span></div><div class="line"><a name="l00281"></a><span class="lineno"> 281</span>&#160;<span class="comment"> 35 mm lens length to use when changing from parallel</span></div><div class="line"><a name="l00282"></a><span class="lineno"> 282</span>&#160;<span class="comment"> to perspective projections. If the current projection</span></div><div class="line"><a name="l00283"></a><span class="lineno"> 283</span>&#160;<span class="comment"> is perspective or lens_length is &lt;= 0.0,</span></div><div class="line"><a name="l00284"></a><span class="lineno"> 284</span>&#160;<span class="comment"> then this parameter is ignored.</span></div><div class="line"><a name="l00285"></a><span class="lineno"> 285</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l00286"></a><span class="lineno"> 286</span>&#160;<span class="comment"> If the current projection is perspective and </span></div><div class="line"><a name="l00287"></a><span class="lineno"> 287</span>&#160;<span class="comment"> FrustumIsLeftRightSymmetric() is true and</span></div><div class="line"><a name="l00288"></a><span class="lineno"> 288</span>&#160;<span class="comment"> FrustumIsTopBottomSymmetric() is false, then no changes are</span></div><div class="line"><a name="l00289"></a><span class="lineno"> 289</span>&#160;<span class="comment"> made and true is returned.</span></div><div class="line"><a name="l00290"></a><span class="lineno"> 290</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00291"></a><span class="lineno"> 291</span>&#160; <span class="keywordtype">bool</span> ChangeToTwoPointPerspectiveProjection( </div><div class="line"><a name="l00292"></a><span class="lineno"> 292</span>&#160; <span class="keywordtype">double</span> target_distance,</div><div class="line"><a name="l00293"></a><span class="lineno"> 293</span>&#160; <a class="code" href="../../d5/dae/class_o_n__3d_vector.html">ON_3dVector</a> up,</div><div class="line"><a name="l00294"></a><span class="lineno"> 294</span>&#160; <span class="keywordtype">double</span> lens_length</div><div class="line"><a name="l00295"></a><span class="lineno"> 295</span>&#160; );</div><div class="line"><a name="l00296"></a><span class="lineno"> 296</span>&#160;</div><div class="line"><a name="l00297"></a><span class="lineno"> 297</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00298"></a><span class="lineno"> 298</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00299"></a><span class="lineno"> 299</span>&#160;<span class="comment"> True if the projection is ON::perspective_view.</span></div><div class="line"><a name="l00300"></a><span class="lineno"> 300</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00301"></a><span class="lineno"> 301</span>&#160; <span class="keywordtype">bool</span> IsPerspectiveProjection() const;</div><div class="line"><a name="l00302"></a><span class="lineno"> 302</span>&#160;</div><div class="line"><a name="l00303"></a><span class="lineno"> 303</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00304"></a><span class="lineno"> 304</span>&#160;<span class="comment"> Returns</span></div><div class="line"><a name="l00305"></a><span class="lineno"> 305</span>&#160;<span class="comment"> IsPerspectiveProjection() </span></div><div class="line"><a name="l00306"></a><span class="lineno"> 306</span>&#160;<span class="comment"> &amp;&amp; CameraUpIsLocked()</span></div><div class="line"><a name="l00307"></a><span class="lineno"> 307</span>&#160;<span class="comment"> &amp;&amp; FrustumIsLeftRightSymmetric</span></div><div class="line"><a name="l00308"></a><span class="lineno"> 308</span>&#160;<span class="comment"> &amp;&amp; !FrustumIsTopBottomSymmetric</span></div><div class="line"><a name="l00309"></a><span class="lineno"> 309</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00310"></a><span class="lineno"> 310</span>&#160; <span class="keywordtype">bool</span> IsTwoPointPerspectiveProjection() const;</div><div class="line"><a name="l00311"></a><span class="lineno"> 311</span>&#160;</div><div class="line"><a name="l00312"></a><span class="lineno"> 312</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00313"></a><span class="lineno"> 313</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00314"></a><span class="lineno"> 314</span>&#160;<span class="comment"> True if the projection is ON::parallel_view.</span></div><div class="line"><a name="l00315"></a><span class="lineno"> 315</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00316"></a><span class="lineno"> 316</span>&#160; <span class="keywordtype">bool</span> IsParallelProjection() const;</div><div class="line"><a name="l00317"></a><span class="lineno"> 317</span>&#160;</div><div class="line"><a name="l00318"></a><span class="lineno"> 318</span>&#160; <span class="comment">// These return true if the current direction and up are not zero and not</span></div><div class="line"><a name="l00319"></a><span class="lineno"> 319</span>&#160; <span class="comment">// parallel so the camera position is well defined.</span></div><div class="line"><a name="l00320"></a><span class="lineno"> 320</span>&#160; <span class="keywordtype">bool</span> SetCameraLocation( const <a class="code" href="../../d2/d35/class_o_n__3d_point.html">ON_3dPoint</a>&amp; );</div><div class="line"><a name="l00321"></a><span class="lineno"> 321</span>&#160; <span class="keywordtype">bool</span> SetCameraDirection( const <a class="code" href="../../d5/dae/class_o_n__3d_vector.html">ON_3dVector</a>&amp; );</div><div class="line"><a name="l00322"></a><span class="lineno"> 322</span>&#160; <span class="keywordtype">bool</span> SetCameraUp( const ON_3dVector&amp; );</div><div class="line"><a name="l00323"></a><span class="lineno"> 323</span>&#160;</div><div class="line"><a name="l00324"></a><span class="lineno"> 324</span>&#160; ON_3dPoint CameraLocation() const;</div><div class="line"><a name="l00325"></a><span class="lineno"> 325</span>&#160; ON_3dVector CameraDirection() const;</div><div class="line"><a name="l00326"></a><span class="lineno"> 326</span>&#160; ON_3dVector CameraUp() const;</div><div class="line"><a name="l00327"></a><span class="lineno"> 327</span>&#160;</div><div class="line"><a name="l00328"></a><span class="lineno"> 328</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00329"></a><span class="lineno"> 329</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00330"></a><span class="lineno"> 330</span>&#160;<span class="comment"> Copy camera location, up, direction and frame from source_viewport.</span></div><div class="line"><a name="l00331"></a><span class="lineno"> 331</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00332"></a><span class="lineno"> 332</span>&#160;<span class="comment"> source_viewport - [in]</span></div><div class="line"><a name="l00333"></a><span class="lineno"> 333</span>&#160;<span class="comment"> camera location to copy</span></div><div class="line"><a name="l00334"></a><span class="lineno"> 334</span>&#160;<span class="comment"> bBreakLocks - [in]</span></div><div class="line"><a name="l00335"></a><span class="lineno"> 335</span>&#160;<span class="comment"> If true, any locked frustum settings will be unlocked.</span></div><div class="line"><a name="l00336"></a><span class="lineno"> 336</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00337"></a><span class="lineno"> 337</span>&#160; <span class="keywordtype">bool</span> SetCamera(</div><div class="line"><a name="l00338"></a><span class="lineno"> 338</span>&#160; const <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>&amp; source_viewport,</div><div class="line"><a name="l00339"></a><span class="lineno"> 339</span>&#160; <span class="keywordtype">bool</span> bBreakLocks</div><div class="line"><a name="l00340"></a><span class="lineno"> 340</span>&#160; );</div><div class="line"><a name="l00341"></a><span class="lineno"> 341</span>&#160;</div><div class="line"><a name="l00342"></a><span class="lineno"> 342</span>&#160; <span class="keywordtype">bool</span> CameraLocationIsLocked() const;</div><div class="line"><a name="l00343"></a><span class="lineno"> 343</span>&#160; <span class="keywordtype">bool</span> CameraDirectionIsLocked() const;</div><div class="line"><a name="l00344"></a><span class="lineno"> 344</span>&#160; <span class="keywordtype">bool</span> CameraUpIsLocked() const;</div><div class="line"><a name="l00345"></a><span class="lineno"> 345</span>&#160; <span class="keywordtype">bool</span> FrustumIsLeftRightSymmetric() const;</div><div class="line"><a name="l00346"></a><span class="lineno"> 346</span>&#160; <span class="keywordtype">bool</span> FrustumIsTopBottomSymmetric() const;</div><div class="line"><a name="l00347"></a><span class="lineno"> 347</span>&#160;</div><div class="line"><a name="l00348"></a><span class="lineno"> 348</span>&#160; <span class="keywordtype">void</span> SetCameraLocationLock( <span class="keywordtype">bool</span> bLockCameraLocation );</div><div class="line"><a name="l00349"></a><span class="lineno"> 349</span>&#160; <span class="keywordtype">void</span> SetCameraDirectionLock( <span class="keywordtype">bool</span> bLockCameraDirection ) ;</div><div class="line"><a name="l00350"></a><span class="lineno"> 350</span>&#160; <span class="keywordtype">void</span> SetCameraUpLock( <span class="keywordtype">bool</span> bLockCameraUp );</div><div class="line"><a name="l00351"></a><span class="lineno"> 351</span>&#160; <span class="keywordtype">void</span> SetFrustumLeftRightSymmetry( <span class="keywordtype">bool</span> bForceLeftRightSymmetry );</div><div class="line"><a name="l00352"></a><span class="lineno"> 352</span>&#160; <span class="keywordtype">void</span> SetFrustumTopBottomSymmetry( <span class="keywordtype">bool</span> bForceTopBottomSymmetry );</div><div class="line"><a name="l00353"></a><span class="lineno"> 353</span>&#160; <span class="keywordtype">void</span> UnlockCamera(); <span class="comment">// sets all camera locks to false</span></div><div class="line"><a name="l00354"></a><span class="lineno"> 354</span>&#160; <span class="keywordtype">void</span> UnlockFrustumSymmetry(); <span class="comment">// sets all frustum symmetry locks to false</span></div><div class="line"><a name="l00355"></a><span class="lineno"> 355</span>&#160;</div><div class="line"><a name="l00356"></a><span class="lineno"> 356</span>&#160; <span class="comment">// returns true if current camera orientation is valid</span></div><div class="line"><a name="l00357"></a><span class="lineno"> 357</span>&#160; <span class="keywordtype">bool</span> GetCameraFrame(</div><div class="line"><a name="l00358"></a><span class="lineno"> 358</span>&#160; <span class="keywordtype">double</span>*, <span class="comment">// CameraLocation[3]</span></div><div class="line"><a name="l00359"></a><span class="lineno"> 359</span>&#160; <span class="keywordtype">double</span>*, <span class="comment">// CameraX[3]</span></div><div class="line"><a name="l00360"></a><span class="lineno"> 360</span>&#160; <span class="keywordtype">double</span>*, <span class="comment">// CameraY[3]</span></div><div class="line"><a name="l00361"></a><span class="lineno"> 361</span>&#160; <span class="keywordtype">double</span>* <span class="comment">// CameraZ[3]</span></div><div class="line"><a name="l00362"></a><span class="lineno"> 362</span>&#160; ) const;</div><div class="line"><a name="l00363"></a><span class="lineno"> 363</span>&#160;</div><div class="line"><a name="l00364"></a><span class="lineno"> 364</span>&#160; <span class="comment">// these do not check for a valid camera orientation</span></div><div class="line"><a name="l00365"></a><span class="lineno"> 365</span>&#160; ON_3dVector CameraX() const; <span class="comment">// unit to right vector</span></div><div class="line"><a name="l00366"></a><span class="lineno"> 366</span>&#160; ON_3dVector CameraY() const; <span class="comment">// unit up vector</span></div><div class="line"><a name="l00367"></a><span class="lineno"> 367</span>&#160; ON_3dVector CameraZ() const; <span class="comment">// unit vector in -CameraDirection</span></div><div class="line"><a name="l00368"></a><span class="lineno"> 368</span>&#160;</div><div class="line"><a name="l00369"></a><span class="lineno"> 369</span>&#160; </div><div class="line"><a name="l00370"></a><span class="lineno"> 370</span>&#160; <span class="keywordtype">bool</span> IsCameraFrameWorldPlan( </div><div class="line"><a name="l00371"></a><span class="lineno"> 371</span>&#160; <span class="comment">// Returns true if the camera direction = some world axis.</span></div><div class="line"><a name="l00372"></a><span class="lineno"> 372</span>&#160; <span class="comment">// The indices report which axes are used. For a &quot;twisted&quot;</span></div><div class="line"><a name="l00373"></a><span class="lineno"> 373</span>&#160; <span class="comment">// plan view it is possible to have zero x and y indices.</span></div><div class="line"><a name="l00374"></a><span class="lineno"> 374</span>&#160; <span class="comment">// This function returns true if and only if the &quot;z&quot; index</span></div><div class="line"><a name="l00375"></a><span class="lineno"> 375</span>&#160; <span class="comment">// is non-zero.</span></div><div class="line"><a name="l00376"></a><span class="lineno"> 376</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00377"></a><span class="lineno"> 377</span>&#160; <span class="comment">// Indices are +/-1 = world +/-x, +/-2 = world +/-y, +/-3 = world +/-z,</span></div><div class="line"><a name="l00378"></a><span class="lineno"> 378</span>&#160; <span class="keywordtype">int</span>*, <span class="comment">// if true and plan is axis aligned, view x index, else 0</span></div><div class="line"><a name="l00379"></a><span class="lineno"> 379</span>&#160; <span class="keywordtype">int</span>*, <span class="comment">// if true and plan is axis aligned, view y index, else 0</span></div><div class="line"><a name="l00380"></a><span class="lineno"> 380</span>&#160; <span class="keywordtype">int</span>* <span class="comment">// if true, view z index, else 0</span></div><div class="line"><a name="l00381"></a><span class="lineno"> 381</span>&#160; );</div><div class="line"><a name="l00382"></a><span class="lineno"> 382</span>&#160;</div><div class="line"><a name="l00383"></a><span class="lineno"> 383</span>&#160; <span class="keywordtype">bool</span> GetCameraExtents( </div><div class="line"><a name="l00384"></a><span class="lineno"> 384</span>&#160; <span class="comment">// returns bounding box in camera coordinates - this is useful information</span></div><div class="line"><a name="l00385"></a><span class="lineno"> 385</span>&#160; <span class="comment">// for setting view frustrums to include the point list</span></div><div class="line"><a name="l00386"></a><span class="lineno"> 386</span>&#160; <span class="keywordtype">int</span>, <span class="comment">// count = number of 3d points</span></div><div class="line"><a name="l00387"></a><span class="lineno"> 387</span>&#160; <span class="keywordtype">int</span>, <span class="comment">// stride = number of doubles to skip between points (&gt;=3)</span></div><div class="line"><a name="l00388"></a><span class="lineno"> 388</span>&#160; const <span class="keywordtype">double</span>*, <span class="comment">// 3d points in world coordinates</span></div><div class="line"><a name="l00389"></a><span class="lineno"> 389</span>&#160; <a class="code" href="../../d1/d17/class_o_n___bounding_box.html">ON_BoundingBox</a>&amp; cambbox, <span class="comment">// bounding box in camera coordinates</span></div><div class="line"><a name="l00390"></a><span class="lineno"> 390</span>&#160; <span class="keywordtype">int</span> bGrowBox = false <span class="comment">// set to true if you want to enlarge an existing camera coordinate box</span></div><div class="line"><a name="l00391"></a><span class="lineno"> 391</span>&#160; ) const;</div><div class="line"><a name="l00392"></a><span class="lineno"> 392</span>&#160;</div><div class="line"><a name="l00393"></a><span class="lineno"> 393</span>&#160; <span class="keywordtype">bool</span> GetCameraExtents( </div><div class="line"><a name="l00394"></a><span class="lineno"> 394</span>&#160; <span class="comment">// returns bounding box in camera coordinates - this is useful information</span></div><div class="line"><a name="l00395"></a><span class="lineno"> 395</span>&#160; <span class="comment">// for setting view frustrums to include the point list</span></div><div class="line"><a name="l00396"></a><span class="lineno"> 396</span>&#160; const <a class="code" href="../../d1/d17/class_o_n___bounding_box.html">ON_BoundingBox</a>&amp;, <span class="comment">// world coordinate bounding box</span></div><div class="line"><a name="l00397"></a><span class="lineno"> 397</span>&#160; ON_BoundingBox&amp; cambbox, <span class="comment">// bounding box in camera coordinates</span></div><div class="line"><a name="l00398"></a><span class="lineno"> 398</span>&#160; <span class="keywordtype">int</span> bGrowBox = false <span class="comment">// set to true if you want to enlarge an existing camera coordinate box</span></div><div class="line"><a name="l00399"></a><span class="lineno"> 399</span>&#160; ) const;</div><div class="line"><a name="l00400"></a><span class="lineno"> 400</span>&#160;</div><div class="line"><a name="l00401"></a><span class="lineno"> 401</span>&#160; <span class="keywordtype">bool</span> GetCameraExtents( </div><div class="line"><a name="l00402"></a><span class="lineno"> 402</span>&#160; <span class="comment">// returns bounding box in camera coordinates - this is useful information</span></div><div class="line"><a name="l00403"></a><span class="lineno"> 403</span>&#160; <span class="comment">// for setting view frustrums to include the point list</span></div><div class="line"><a name="l00404"></a><span class="lineno"> 404</span>&#160; ON_3dPoint&amp;, <span class="comment">// world coordinate bounding sphere center</span></div><div class="line"><a name="l00405"></a><span class="lineno"> 405</span>&#160; <span class="keywordtype">double</span>, <span class="comment">// world coordinate bounding sphere radius</span></div><div class="line"><a name="l00406"></a><span class="lineno"> 406</span>&#160; ON_BoundingBox&amp; cambox, <span class="comment">// bounding box in camera coordinates</span></div><div class="line"><a name="l00407"></a><span class="lineno"> 407</span>&#160; <span class="keywordtype">int</span> bGrowBox = false <span class="comment">// set to true if you want to enlarge an existing camera coordinate box</span></div><div class="line"><a name="l00408"></a><span class="lineno"> 408</span>&#160; ) const;</div><div class="line"><a name="l00409"></a><span class="lineno"> 409</span>&#160;</div><div class="line"><a name="l00410"></a><span class="lineno"> 410</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00411"></a><span class="lineno"> 411</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00412"></a><span class="lineno"> 412</span>&#160;<span class="comment"> Set the view frustum. If FrustumSymmetryIsLocked() is true</span></div><div class="line"><a name="l00413"></a><span class="lineno"> 413</span>&#160;<span class="comment"> and left != -right or bottom != -top, then they will be</span></div><div class="line"><a name="l00414"></a><span class="lineno"> 414</span>&#160;<span class="comment"> adjusted so the resulting frustum is symmetric.</span></div><div class="line"><a name="l00415"></a><span class="lineno"> 415</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00416"></a><span class="lineno"> 416</span>&#160; <span class="keywordtype">bool</span> SetFrustum(</div><div class="line"><a name="l00417"></a><span class="lineno"> 417</span>&#160; <span class="keywordtype">double</span> left, <span class="comment">// </span></div><div class="line"><a name="l00418"></a><span class="lineno"> 418</span>&#160; <span class="keywordtype">double</span> right, <span class="comment">// ( left &lt; right )</span></div><div class="line"><a name="l00419"></a><span class="lineno"> 419</span>&#160; <span class="keywordtype">double</span> bottom, <span class="comment">// </span></div><div class="line"><a name="l00420"></a><span class="lineno"> 420</span>&#160; <span class="keywordtype">double</span> top, <span class="comment">// ( bottom &lt; top )</span></div><div class="line"><a name="l00421"></a><span class="lineno"> 421</span>&#160; <span class="keywordtype">double</span> near_dist, <span class="comment">// </span></div><div class="line"><a name="l00422"></a><span class="lineno"> 422</span>&#160; <span class="keywordtype">double</span> far_dist <span class="comment">// ( 0 &lt; near_dist &lt; far_dist ) // ignored by Rhino version 1.0</span></div><div class="line"><a name="l00423"></a><span class="lineno"> 423</span>&#160; );</div><div class="line"><a name="l00424"></a><span class="lineno"> 424</span>&#160; <span class="keywordtype">bool</span> GetFrustum(</div><div class="line"><a name="l00425"></a><span class="lineno"> 425</span>&#160; <span class="keywordtype">double</span>* left, <span class="comment">// </span></div><div class="line"><a name="l00426"></a><span class="lineno"> 426</span>&#160; <span class="keywordtype">double</span>* right, <span class="comment">// (left &lt; right)</span></div><div class="line"><a name="l00427"></a><span class="lineno"> 427</span>&#160; <span class="keywordtype">double</span>* bottom, <span class="comment">// </span></div><div class="line"><a name="l00428"></a><span class="lineno"> 428</span>&#160; <span class="keywordtype">double</span>* top, <span class="comment">// (bottom &lt; top)</span></div><div class="line"><a name="l00429"></a><span class="lineno"> 429</span>&#160; <span class="keywordtype">double</span>* near_dist = <span class="keywordtype">nullptr</span>, <span class="comment">// </span></div><div class="line"><a name="l00430"></a><span class="lineno"> 430</span>&#160; <span class="keywordtype">double</span>* far_dist = <span class="keywordtype">nullptr</span> <span class="comment">// (0 &lt; near_dist &lt; far_dist)</span></div><div class="line"><a name="l00431"></a><span class="lineno"> 431</span>&#160; ) const;</div><div class="line"><a name="l00432"></a><span class="lineno"> 432</span>&#160;</div><div class="line"><a name="l00433"></a><span class="lineno"> 433</span>&#160;</div><div class="line"><a name="l00434"></a><span class="lineno"> 434</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00435"></a><span class="lineno"> 435</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00436"></a><span class="lineno"> 436</span>&#160;<span class="comment"> Copy frustum information from source_viewport.</span></div><div class="line"><a name="l00437"></a><span class="lineno"> 437</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00438"></a><span class="lineno"> 438</span>&#160;<span class="comment"> source_viewport - [in]</span></div><div class="line"><a name="l00439"></a><span class="lineno"> 439</span>&#160;<span class="comment"> bBreakLocks - [in]</span></div><div class="line"><a name="l00440"></a><span class="lineno"> 440</span>&#160;<span class="comment"> If true, any locked frustum settings will be unlocked.</span></div><div class="line"><a name="l00441"></a><span class="lineno"> 441</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00442"></a><span class="lineno"> 442</span>&#160; <span class="keywordtype">bool</span> SetFrustum(</div><div class="line"><a name="l00443"></a><span class="lineno"> 443</span>&#160; const <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>&amp; source_viewport,</div><div class="line"><a name="l00444"></a><span class="lineno"> 444</span>&#160; <span class="keywordtype">bool</span> bBreakLocks</div><div class="line"><a name="l00445"></a><span class="lineno"> 445</span>&#160; );</div><div class="line"><a name="l00446"></a><span class="lineno"> 446</span>&#160;</div><div class="line"><a name="l00447"></a><span class="lineno"> 447</span>&#160;</div><div class="line"><a name="l00448"></a><span class="lineno"> 448</span>&#160; <span class="comment">// SetFrustumAspect() changes the larger of the frustum&#39;s widht/height</span></div><div class="line"><a name="l00449"></a><span class="lineno"> 449</span>&#160; <span class="comment">// so that the resulting value of width/height matches the requested</span></div><div class="line"><a name="l00450"></a><span class="lineno"> 450</span>&#160; <span class="comment">// aspect. The camera angle is not changed. If you change the shape</span></div><div class="line"><a name="l00451"></a><span class="lineno"> 451</span>&#160; <span class="comment">// of the view port with a call SetScreenPort(), then you generally </span></div><div class="line"><a name="l00452"></a><span class="lineno"> 452</span>&#160; <span class="comment">// want to call SetFrustumAspect() with the value returned by </span></div><div class="line"><a name="l00453"></a><span class="lineno"> 453</span>&#160; <span class="comment">// GetScreenPortAspect().</span></div><div class="line"><a name="l00454"></a><span class="lineno"> 454</span>&#160; <span class="keywordtype">bool</span> SetFrustumAspect( <span class="keywordtype">double</span> );</div><div class="line"><a name="l00455"></a><span class="lineno"> 455</span>&#160;</div><div class="line"><a name="l00456"></a><span class="lineno"> 456</span>&#160; <span class="comment">// Returns frustum&#39;s width/height</span></div><div class="line"><a name="l00457"></a><span class="lineno"> 457</span>&#160; <span class="keywordtype">bool</span> GetFrustumAspect( <span class="keywordtype">double</span>&amp; ) const;</div><div class="line"><a name="l00458"></a><span class="lineno"> 458</span>&#160;</div><div class="line"><a name="l00459"></a><span class="lineno"> 459</span>&#160; <span class="comment">// Returns world coordinates of frustum&#39;s center</span></div><div class="line"><a name="l00460"></a><span class="lineno"> 460</span>&#160; <span class="keywordtype">bool</span> GetFrustumCenter( <span class="keywordtype">double</span>* ) const;</div><div class="line"><a name="l00461"></a><span class="lineno"> 461</span>&#160;</div><div class="line"><a name="l00462"></a><span class="lineno"> 462</span>&#160; <span class="comment">// The near clipping plane stored in the Rhino 1.0 file is frequently very</span></div><div class="line"><a name="l00463"></a><span class="lineno"> 463</span>&#160; <span class="comment">// small and useless for high quality z-buffer based rendering. The far</span></div><div class="line"><a name="l00464"></a><span class="lineno"> 464</span>&#160; <span class="comment">// clipping value is not stored in the file. Use these functions to set</span></div><div class="line"><a name="l00465"></a><span class="lineno"> 465</span>&#160; <span class="comment">// the frustum&#39;s near and far clipping planes to appropriate values.</span></div><div class="line"><a name="l00466"></a><span class="lineno"> 466</span>&#160; <span class="keywordtype">double</span> FrustumLeft() const;</div><div class="line"><a name="l00467"></a><span class="lineno"> 467</span>&#160; <span class="keywordtype">double</span> FrustumRight() const;</div><div class="line"><a name="l00468"></a><span class="lineno"> 468</span>&#160; <span class="keywordtype">double</span> FrustumBottom() const;</div><div class="line"><a name="l00469"></a><span class="lineno"> 469</span>&#160; <span class="keywordtype">double</span> FrustumTop() const;</div><div class="line"><a name="l00470"></a><span class="lineno"> 470</span>&#160; <span class="keywordtype">double</span> FrustumNear() const;</div><div class="line"><a name="l00471"></a><span class="lineno"> 471</span>&#160; <span class="keywordtype">double</span> FrustumFar() const;</div><div class="line"><a name="l00472"></a><span class="lineno"> 472</span>&#160;</div><div class="line"><a name="l00473"></a><span class="lineno"> 473</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00474"></a><span class="lineno"> 474</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00475"></a><span class="lineno"> 475</span>&#160;<span class="comment"> frustum right - frustum left</span></div><div class="line"><a name="l00476"></a><span class="lineno"> 476</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00477"></a><span class="lineno"> 477</span>&#160; <span class="keywordtype">double</span> FrustumWidth() const; <span class="comment">// right - left</span></div><div class="line"><a name="l00478"></a><span class="lineno"> 478</span>&#160;</div><div class="line"><a name="l00479"></a><span class="lineno"> 479</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00480"></a><span class="lineno"> 480</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00481"></a><span class="lineno"> 481</span>&#160;<span class="comment"> frustum right - frustum left</span></div><div class="line"><a name="l00482"></a><span class="lineno"> 482</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00483"></a><span class="lineno"> 483</span>&#160; <span class="keywordtype">double</span> FrustumHeight() const; <span class="comment">// top - bottom</span></div><div class="line"><a name="l00484"></a><span class="lineno"> 484</span>&#160;</div><div class="line"><a name="l00485"></a><span class="lineno"> 485</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00486"></a><span class="lineno"> 486</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00487"></a><span class="lineno"> 487</span>&#160;<span class="comment"> Minimum of fabs(FrustumWidth()) and fabs(FrustumHeight())</span></div><div class="line"><a name="l00488"></a><span class="lineno"> 488</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00489"></a><span class="lineno"> 489</span>&#160; <span class="keywordtype">double</span> FrustumMinimumDiameter() const;</div><div class="line"><a name="l00490"></a><span class="lineno"> 490</span>&#160;</div><div class="line"><a name="l00491"></a><span class="lineno"> 491</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00492"></a><span class="lineno"> 492</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00493"></a><span class="lineno"> 493</span>&#160;<span class="comment"> Maximum of fabs(FrustumWidth()) and fabs(FrustumHeight())</span></div><div class="line"><a name="l00494"></a><span class="lineno"> 494</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00495"></a><span class="lineno"> 495</span>&#160; <span class="keywordtype">double</span> FrustumMaximumDiameter() const;</div><div class="line"><a name="l00496"></a><span class="lineno"> 496</span>&#160;</div><div class="line"><a name="l00497"></a><span class="lineno"> 497</span>&#160;</div><div class="line"><a name="l00498"></a><span class="lineno"> 498</span>&#160; <span class="keywordtype">bool</span> SetFrustumNearFar( </div><div class="line"><a name="l00499"></a><span class="lineno"> 499</span>&#160; const <span class="keywordtype">double</span>* bboxmin, <span class="comment">// 3d bounding box min</span></div><div class="line"><a name="l00500"></a><span class="lineno"> 500</span>&#160; const <span class="keywordtype">double</span>* bboxmax <span class="comment">// 3d bounding box max</span></div><div class="line"><a name="l00501"></a><span class="lineno"> 501</span>&#160; );</div><div class="line"><a name="l00502"></a><span class="lineno"> 502</span>&#160; <span class="keywordtype">bool</span> SetFrustumNearFar( </div><div class="line"><a name="l00503"></a><span class="lineno"> 503</span>&#160; const <span class="keywordtype">double</span>* center, <span class="comment">// 3d bounding sphere center</span></div><div class="line"><a name="l00504"></a><span class="lineno"> 504</span>&#160; <span class="keywordtype">double</span> radius <span class="comment">// 3d bounding sphere radius</span></div><div class="line"><a name="l00505"></a><span class="lineno"> 505</span>&#160; );</div><div class="line"><a name="l00506"></a><span class="lineno"> 506</span>&#160; <span class="keywordtype">bool</span> SetFrustumNearFar( </div><div class="line"><a name="l00507"></a><span class="lineno"> 507</span>&#160; <span class="keywordtype">double</span> near_dist, <span class="comment">// ( &gt; 0 )</span></div><div class="line"><a name="l00508"></a><span class="lineno"> 508</span>&#160; <span class="keywordtype">double</span> far_dist <span class="comment">// </span></div><div class="line"><a name="l00509"></a><span class="lineno"> 509</span>&#160; );</div><div class="line"><a name="l00510"></a><span class="lineno"> 510</span>&#160;</div><div class="line"><a name="l00511"></a><span class="lineno"> 511</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00512"></a><span class="lineno"> 512</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00513"></a><span class="lineno"> 513</span>&#160;<span class="comment"> If needed, adjust the current frustum so it has the </span></div><div class="line"><a name="l00514"></a><span class="lineno"> 514</span>&#160;<span class="comment"> specified symmetries and adjust the camera location</span></div><div class="line"><a name="l00515"></a><span class="lineno"> 515</span>&#160;<span class="comment"> so the target plane remains visible.</span></div><div class="line"><a name="l00516"></a><span class="lineno"> 516</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00517"></a><span class="lineno"> 517</span>&#160;<span class="comment"> bLeftRightSymmetric - [in]</span></div><div class="line"><a name="l00518"></a><span class="lineno"> 518</span>&#160;<span class="comment"> If true, the frustum will be adjusted so left = -right.</span></div><div class="line"><a name="l00519"></a><span class="lineno"> 519</span>&#160;<span class="comment"> bTopBottomSymmetric - [in]</span></div><div class="line"><a name="l00520"></a><span class="lineno"> 520</span>&#160;<span class="comment"> If true, the frustum will be adjusted so top = -bottom.</span></div><div class="line"><a name="l00521"></a><span class="lineno"> 521</span>&#160;<span class="comment"> target_distance - [in]</span></div><div class="line"><a name="l00522"></a><span class="lineno"> 522</span>&#160;<span class="comment"> If projection is not perspective or target_distance </span></div><div class="line"><a name="l00523"></a><span class="lineno"> 523</span>&#160;<span class="comment"> is ON_UNSET_VALUE, this this parameter is ignored. </span></div><div class="line"><a name="l00524"></a><span class="lineno"> 524</span>&#160;<span class="comment"> If the projection is perspective and target_distance </span></div><div class="line"><a name="l00525"></a><span class="lineno"> 525</span>&#160;<span class="comment"> is not ON_UNSET_VALUE, then it must be &gt; 0.0 and</span></div><div class="line"><a name="l00526"></a><span class="lineno"> 526</span>&#160;<span class="comment"> it is used to determine which plane in the old</span></div><div class="line"><a name="l00527"></a><span class="lineno"> 527</span>&#160;<span class="comment"> frustum will appear unchanged in the new frustum.</span></div><div class="line"><a name="l00528"></a><span class="lineno"> 528</span>&#160;<span class="comment"> bool</span></div><div class="line"><a name="l00529"></a><span class="lineno"> 529</span>&#160;<span class="comment"> Returns true if the returned viewport has a frustum</span></div><div class="line"><a name="l00530"></a><span class="lineno"> 530</span>&#160;<span class="comment"> with the specified symmetries.</span></div><div class="line"><a name="l00531"></a><span class="lineno"> 531</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00532"></a><span class="lineno"> 532</span>&#160; <span class="keywordtype">bool</span> ChangeToSymmetricFrustum( </div><div class="line"><a name="l00533"></a><span class="lineno"> 533</span>&#160; <span class="keywordtype">bool</span> bLeftRightSymmetric, </div><div class="line"><a name="l00534"></a><span class="lineno"> 534</span>&#160; <span class="keywordtype">bool</span> bTopBottomSymmetric,</div><div class="line"><a name="l00535"></a><span class="lineno"> 535</span>&#160; <span class="keywordtype">double</span> target_distance</div><div class="line"><a name="l00536"></a><span class="lineno"> 536</span>&#160; );</div><div class="line"><a name="l00537"></a><span class="lineno"> 537</span>&#160;</div><div class="line"><a name="l00538"></a><span class="lineno"> 538</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00539"></a><span class="lineno"> 539</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00540"></a><span class="lineno"> 540</span>&#160;<span class="comment"> Get near and far clipping distances of a point</span></div><div class="line"><a name="l00541"></a><span class="lineno"> 541</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00542"></a><span class="lineno"> 542</span>&#160;<span class="comment"> point - [in] </span></div><div class="line"><a name="l00543"></a><span class="lineno"> 543</span>&#160;<span class="comment"> near_dist - [out] </span></div><div class="line"><a name="l00544"></a><span class="lineno"> 544</span>&#160;<span class="comment"> near distance of the point (can be &lt; 0)</span></div><div class="line"><a name="l00545"></a><span class="lineno"> 545</span>&#160;<span class="comment"> far_dist - [out] </span></div><div class="line"><a name="l00546"></a><span class="lineno"> 546</span>&#160;<span class="comment"> far distance of the point (can be equal to near_dist)</span></div><div class="line"><a name="l00547"></a><span class="lineno"> 547</span>&#160;<span class="comment"> bGrowNearFar - [in]</span></div><div class="line"><a name="l00548"></a><span class="lineno"> 548</span>&#160;<span class="comment"> If true and input values of near_dist and far_dist</span></div><div class="line"><a name="l00549"></a><span class="lineno"> 549</span>&#160;<span class="comment"> are not ON_UNSET_VALUE, the near_dist and far_dist</span></div><div class="line"><a name="l00550"></a><span class="lineno"> 550</span>&#160;<span class="comment"> are enlarged to include bbox.</span></div><div class="line"><a name="l00551"></a><span class="lineno"> 551</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00552"></a><span class="lineno"> 552</span>&#160;<span class="comment"> True if the point is ing the view frustum and</span></div><div class="line"><a name="l00553"></a><span class="lineno"> 553</span>&#160;<span class="comment"> near_dist/far_dist were set.</span></div><div class="line"><a name="l00554"></a><span class="lineno"> 554</span>&#160;<span class="comment"> False if the bounding box does not intesect the</span></div><div class="line"><a name="l00555"></a><span class="lineno"> 555</span>&#160;<span class="comment"> view frustum.</span></div><div class="line"><a name="l00556"></a><span class="lineno"> 556</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00557"></a><span class="lineno"> 557</span>&#160; <span class="keywordtype">bool</span> GetPointDepth( </div><div class="line"><a name="l00558"></a><span class="lineno"> 558</span>&#160; ON_3dPoint point,</div><div class="line"><a name="l00559"></a><span class="lineno"> 559</span>&#160; <span class="keywordtype">double</span>* near_dist,</div><div class="line"><a name="l00560"></a><span class="lineno"> 560</span>&#160; <span class="keywordtype">double</span>* far_dist,</div><div class="line"><a name="l00561"></a><span class="lineno"> 561</span>&#160; <span class="keywordtype">bool</span> bGrowNearFar=false</div><div class="line"><a name="l00562"></a><span class="lineno"> 562</span>&#160; ) const;</div><div class="line"><a name="l00563"></a><span class="lineno"> 563</span>&#160;</div><div class="line"><a name="l00564"></a><span class="lineno"> 564</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00565"></a><span class="lineno"> 565</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00566"></a><span class="lineno"> 566</span>&#160;<span class="comment"> Get the view plane depth of a point</span></div><div class="line"><a name="l00567"></a><span class="lineno"> 567</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00568"></a><span class="lineno"> 568</span>&#160;<span class="comment"> point - [in] </span></div><div class="line"><a name="l00569"></a><span class="lineno"> 569</span>&#160;<span class="comment"> view_plane_depth - [out] </span></div><div class="line"><a name="l00570"></a><span class="lineno"> 570</span>&#160;<span class="comment"> positive values are in front of the camera and negative</span></div><div class="line"><a name="l00571"></a><span class="lineno"> 571</span>&#160;<span class="comment"> values are behind the camera.</span></div><div class="line"><a name="l00572"></a><span class="lineno"> 572</span>&#160;<span class="comment"> If 0 &lt;= point_depth &lt; FrustumNear(), the point&#39;s view</span></div><div class="line"><a name="l00573"></a><span class="lineno"> 573</span>&#160;<span class="comment"> plane is between the camera and the frustum&#39;s near plane.</span></div><div class="line"><a name="l00574"></a><span class="lineno"> 574</span>&#160;<span class="comment"> If point_depth &gt; FrustumFar(), the point&#39;s view</span></div><div class="line"><a name="l00575"></a><span class="lineno"> 575</span>&#160;<span class="comment"> plane is farther from the camera and the frustum&#39;s far plane.</span></div><div class="line"><a name="l00576"></a><span class="lineno"> 576</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00577"></a><span class="lineno"> 577</span>&#160;<span class="comment"> True if the point is ing the view frustum and</span></div><div class="line"><a name="l00578"></a><span class="lineno"> 578</span>&#160;<span class="comment"> near_dist/far_dist were set.</span></div><div class="line"><a name="l00579"></a><span class="lineno"> 579</span>&#160;<span class="comment"> False if the bounding box does not intesect the</span></div><div class="line"><a name="l00580"></a><span class="lineno"> 580</span>&#160;<span class="comment"> view frustum.</span></div><div class="line"><a name="l00581"></a><span class="lineno"> 581</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00582"></a><span class="lineno"> 582</span>&#160; <span class="keywordtype">bool</span> GetPointDepth( </div><div class="line"><a name="l00583"></a><span class="lineno"> 583</span>&#160; ON_3dPoint point,</div><div class="line"><a name="l00584"></a><span class="lineno"> 584</span>&#160; <span class="keywordtype">double</span>* view_plane_depth</div><div class="line"><a name="l00585"></a><span class="lineno"> 585</span>&#160; ) const;</div><div class="line"><a name="l00586"></a><span class="lineno"> 586</span>&#160;</div><div class="line"><a name="l00587"></a><span class="lineno"> 587</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00588"></a><span class="lineno"> 588</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00589"></a><span class="lineno"> 589</span>&#160;<span class="comment"> Get near and far clipping distances of a bounding box.</span></div><div class="line"><a name="l00590"></a><span class="lineno"> 590</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00591"></a><span class="lineno"> 591</span>&#160;<span class="comment"> bbox - [in] </span></div><div class="line"><a name="l00592"></a><span class="lineno"> 592</span>&#160;<span class="comment"> bounding box</span></div><div class="line"><a name="l00593"></a><span class="lineno"> 593</span>&#160;<span class="comment"> near_dist - [out] </span></div><div class="line"><a name="l00594"></a><span class="lineno"> 594</span>&#160;<span class="comment"> near distance of the box</span></div><div class="line"><a name="l00595"></a><span class="lineno"> 595</span>&#160;<span class="comment"> This value can be zero or negative when the camera</span></div><div class="line"><a name="l00596"></a><span class="lineno"> 596</span>&#160;<span class="comment"> location is inside bbox.</span></div><div class="line"><a name="l00597"></a><span class="lineno"> 597</span>&#160;<span class="comment"> far_dist - [out] </span></div><div class="line"><a name="l00598"></a><span class="lineno"> 598</span>&#160;<span class="comment"> far distance of the box</span></div><div class="line"><a name="l00599"></a><span class="lineno"> 599</span>&#160;<span class="comment"> This value can be equal to near_dist, zero or negative </span></div><div class="line"><a name="l00600"></a><span class="lineno"> 600</span>&#160;<span class="comment"> when the camera location is in front of the bounding box.</span></div><div class="line"><a name="l00601"></a><span class="lineno"> 601</span>&#160;<span class="comment"> bGrowNearFar - [in]</span></div><div class="line"><a name="l00602"></a><span class="lineno"> 602</span>&#160;<span class="comment"> If true and input values of near_dist and far_dist</span></div><div class="line"><a name="l00603"></a><span class="lineno"> 603</span>&#160;<span class="comment"> are not ON_UNSET_VALUE, the near_dist and far_dist</span></div><div class="line"><a name="l00604"></a><span class="lineno"> 604</span>&#160;<span class="comment"> are enlarged to include bbox.</span></div><div class="line"><a name="l00605"></a><span class="lineno"> 605</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00606"></a><span class="lineno"> 606</span>&#160;<span class="comment"> True if the bounding box intersects the view frustum and</span></div><div class="line"><a name="l00607"></a><span class="lineno"> 607</span>&#160;<span class="comment"> near_dist/far_dist were set.</span></div><div class="line"><a name="l00608"></a><span class="lineno"> 608</span>&#160;<span class="comment"> False if the bounding box does not intesect the view frustum.</span></div><div class="line"><a name="l00609"></a><span class="lineno"> 609</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l00610"></a><span class="lineno"> 610</span>&#160;<span class="comment"> This function ignores the current value of the viewport&#39;s </span></div><div class="line"><a name="l00611"></a><span class="lineno"> 611</span>&#160;<span class="comment"> near and far settings. If the viewport is a perspective</span></div><div class="line"><a name="l00612"></a><span class="lineno"> 612</span>&#160;<span class="comment"> projection, the it intersects the semi infinite frustum</span></div><div class="line"><a name="l00613"></a><span class="lineno"> 613</span>&#160;<span class="comment"> volume with the bounding box and returns the near and far</span></div><div class="line"><a name="l00614"></a><span class="lineno"> 614</span>&#160;<span class="comment"> distances of the intersection. If the viewport is a parallel</span></div><div class="line"><a name="l00615"></a><span class="lineno"> 615</span>&#160;<span class="comment"> projection, it instersects the infinte view region with the</span></div><div class="line"><a name="l00616"></a><span class="lineno"> 616</span>&#160;<span class="comment"> bounding box and returns the near and far distances of the</span></div><div class="line"><a name="l00617"></a><span class="lineno"> 617</span>&#160;<span class="comment"> projection.</span></div><div class="line"><a name="l00618"></a><span class="lineno"> 618</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00619"></a><span class="lineno"> 619</span>&#160; <span class="keywordtype">bool</span> GetBoundingBoxDepth( </div><div class="line"><a name="l00620"></a><span class="lineno"> 620</span>&#160; ON_BoundingBox bbox,</div><div class="line"><a name="l00621"></a><span class="lineno"> 621</span>&#160; <span class="keywordtype">double</span>* near_dist,</div><div class="line"><a name="l00622"></a><span class="lineno"> 622</span>&#160; <span class="keywordtype">double</span>* far_dist,</div><div class="line"><a name="l00623"></a><span class="lineno"> 623</span>&#160; <span class="keywordtype">bool</span> bGrowNearFar=false</div><div class="line"><a name="l00624"></a><span class="lineno"> 624</span>&#160; ) const;</div><div class="line"><a name="l00625"></a><span class="lineno"> 625</span>&#160;</div><div class="line"><a name="l00626"></a><span class="lineno"> 626</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00627"></a><span class="lineno"> 627</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00628"></a><span class="lineno"> 628</span>&#160;<span class="comment"> Get near and far clipping distances of a bounding box.</span></div><div class="line"><a name="l00629"></a><span class="lineno"> 629</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00630"></a><span class="lineno"> 630</span>&#160;<span class="comment"> bbox - [in] </span></div><div class="line"><a name="l00631"></a><span class="lineno"> 631</span>&#160;<span class="comment"> bounding box</span></div><div class="line"><a name="l00632"></a><span class="lineno"> 632</span>&#160;<span class="comment"> bbox_xform - [in]</span></div><div class="line"><a name="l00633"></a><span class="lineno"> 633</span>&#160;<span class="comment"> If not nullptr, this transformation to applied to the corners of bbox. </span></div><div class="line"><a name="l00634"></a><span class="lineno"> 634</span>&#160;<span class="comment"> It should have positive determinant for the results to be meaningful.</span></div><div class="line"><a name="l00635"></a><span class="lineno"> 635</span>&#160;<span class="comment"> Typically bbox_xform is used to pass an instance reference transformation.</span></div><div class="line"><a name="l00636"></a><span class="lineno"> 636</span>&#160;<span class="comment"> near_dist - [out] </span></div><div class="line"><a name="l00637"></a><span class="lineno"> 637</span>&#160;<span class="comment"> near distance of the box</span></div><div class="line"><a name="l00638"></a><span class="lineno"> 638</span>&#160;<span class="comment"> This value can be zero or negative when the camera</span></div><div class="line"><a name="l00639"></a><span class="lineno"> 639</span>&#160;<span class="comment"> location is inside bbox.</span></div><div class="line"><a name="l00640"></a><span class="lineno"> 640</span>&#160;<span class="comment"> far_dist - [out] </span></div><div class="line"><a name="l00641"></a><span class="lineno"> 641</span>&#160;<span class="comment"> far distance of the box</span></div><div class="line"><a name="l00642"></a><span class="lineno"> 642</span>&#160;<span class="comment"> This value can be equal to near_dist, zero or negative </span></div><div class="line"><a name="l00643"></a><span class="lineno"> 643</span>&#160;<span class="comment"> when the camera location is in front of the bounding box.</span></div><div class="line"><a name="l00644"></a><span class="lineno"> 644</span>&#160;<span class="comment"> bGrowNearFar - [in]</span></div><div class="line"><a name="l00645"></a><span class="lineno"> 645</span>&#160;<span class="comment"> If true and input values of near_dist and far_dist</span></div><div class="line"><a name="l00646"></a><span class="lineno"> 646</span>&#160;<span class="comment"> are not ON_UNSET_VALUE, the near_dist and far_dist</span></div><div class="line"><a name="l00647"></a><span class="lineno"> 647</span>&#160;<span class="comment"> are enlarged to include bbox.</span></div><div class="line"><a name="l00648"></a><span class="lineno"> 648</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00649"></a><span class="lineno"> 649</span>&#160;<span class="comment"> 0: The bounding box does not intersectthe view frustum.</span></div><div class="line"><a name="l00650"></a><span class="lineno"> 650</span>&#160;<span class="comment"> 1: A proper subset of the bounding box is inside the view frustum</span></div><div class="line"><a name="l00651"></a><span class="lineno"> 651</span>&#160;<span class="comment"> and near_dist/far_dist were set.</span></div><div class="line"><a name="l00652"></a><span class="lineno"> 652</span>&#160;<span class="comment"> 2: The entire bounding box is inside the view frustum </span></div><div class="line"><a name="l00653"></a><span class="lineno"> 653</span>&#160;<span class="comment"> and near_dist/far_dist were set.</span></div><div class="line"><a name="l00654"></a><span class="lineno"> 654</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l00655"></a><span class="lineno"> 655</span>&#160;<span class="comment"> This function ignores the current value of the viewport&#39;s </span></div><div class="line"><a name="l00656"></a><span class="lineno"> 656</span>&#160;<span class="comment"> near and far settings. If the viewport is a perspective</span></div><div class="line"><a name="l00657"></a><span class="lineno"> 657</span>&#160;<span class="comment"> projection, the it intersects the semi infinite frustum</span></div><div class="line"><a name="l00658"></a><span class="lineno"> 658</span>&#160;<span class="comment"> volume with the bounding box and returns the near and far</span></div><div class="line"><a name="l00659"></a><span class="lineno"> 659</span>&#160;<span class="comment"> distances of the intersection. If the viewport is a parallel</span></div><div class="line"><a name="l00660"></a><span class="lineno"> 660</span>&#160;<span class="comment"> projection, it instersects the infinte view region with the</span></div><div class="line"><a name="l00661"></a><span class="lineno"> 661</span>&#160;<span class="comment"> bounding box and returns the near and far distances of the</span></div><div class="line"><a name="l00662"></a><span class="lineno"> 662</span>&#160;<span class="comment"> projection.</span></div><div class="line"><a name="l00663"></a><span class="lineno"> 663</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00664"></a><span class="lineno"> 664</span>&#160; <span class="keywordtype">int</span> GetBoundingBoxDepth( </div><div class="line"><a name="l00665"></a><span class="lineno"> 665</span>&#160; ON_BoundingBox bbox,</div><div class="line"><a name="l00666"></a><span class="lineno"> 666</span>&#160; const <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a>* bbox_xform,</div><div class="line"><a name="l00667"></a><span class="lineno"> 667</span>&#160; <span class="keywordtype">double</span>* near_dist,</div><div class="line"><a name="l00668"></a><span class="lineno"> 668</span>&#160; <span class="keywordtype">double</span>* far_dist,</div><div class="line"><a name="l00669"></a><span class="lineno"> 669</span>&#160; <span class="keywordtype">bool</span> bGrowNearFar</div><div class="line"><a name="l00670"></a><span class="lineno"> 670</span>&#160; ) const;</div><div class="line"><a name="l00671"></a><span class="lineno"> 671</span>&#160;</div><div class="line"><a name="l00672"></a><span class="lineno"> 672</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00673"></a><span class="lineno"> 673</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00674"></a><span class="lineno"> 674</span>&#160;<span class="comment"> Get the normalized extents of the smallest rectangle that</span></div><div class="line"><a name="l00675"></a><span class="lineno"> 675</span>&#160;<span class="comment"> contains the intersection of bbox and the view&#39;s frustum.</span></div><div class="line"><a name="l00676"></a><span class="lineno"> 676</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00677"></a><span class="lineno"> 677</span>&#160;<span class="comment"> bbox - [in] </span></div><div class="line"><a name="l00678"></a><span class="lineno"> 678</span>&#160;<span class="comment"> bounding box</span></div><div class="line"><a name="l00679"></a><span class="lineno"> 679</span>&#160;<span class="comment"> x_extents - [out] </span></div><div class="line"><a name="l00680"></a><span class="lineno"> 680</span>&#160;<span class="comment"> y_extents - [out] </span></div><div class="line"><a name="l00681"></a><span class="lineno"> 681</span>&#160;<span class="comment"> 0 &lt;= x_extents[0] &lt;= x_extents[1] &lt;= 1.0</span></div><div class="line"><a name="l00682"></a><span class="lineno"> 682</span>&#160;<span class="comment"> 0 &lt;= y_extents[0] &lt;= y_extents[1] &lt;= 1.0</span></div><div class="line"><a name="l00683"></a><span class="lineno"> 683</span>&#160;<span class="comment"> If true is returned, then intersection of the bbox</span></div><div class="line"><a name="l00684"></a><span class="lineno"> 684</span>&#160;<span class="comment"> and the view&#39;s frustum is not empty and the bounding</span></div><div class="line"><a name="l00685"></a><span class="lineno"> 685</span>&#160;<span class="comment"> rectangle of the projection of the intersection set</span></div><div class="line"><a name="l00686"></a><span class="lineno"> 686</span>&#160;<span class="comment"> is returned in x_range and y_range. The returned values</span></div><div class="line"><a name="l00687"></a><span class="lineno"> 687</span>&#160;<span class="comment"> are normalized image extents. For example, if</span></div><div class="line"><a name="l00688"></a><span class="lineno"> 688</span>&#160;<span class="comment"> x_extents[0] = 0.0, x_extents[1] = 0.25, y_extents[0] = 0.75</span></div><div class="line"><a name="l00689"></a><span class="lineno"> 689</span>&#160;<span class="comment"> and y_extents[1] = 1.0, then the portion of bbox in the</span></div><div class="line"><a name="l00690"></a><span class="lineno"> 690</span>&#160;<span class="comment"> view&#39;s frustum would project to the upper left corner</span></div><div class="line"><a name="l00691"></a><span class="lineno"> 691</span>&#160;<span class="comment"> of the image.</span></div><div class="line"><a name="l00692"></a><span class="lineno"> 692</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00693"></a><span class="lineno"> 693</span>&#160;<span class="comment"> True if the bounding box intersects the view frustum and</span></div><div class="line"><a name="l00694"></a><span class="lineno"> 694</span>&#160;<span class="comment"> x_range and y_range were set.</span></div><div class="line"><a name="l00695"></a><span class="lineno"> 695</span>&#160;<span class="comment"> False if the bounding box does not intersect the view</span></div><div class="line"><a name="l00696"></a><span class="lineno"> 696</span>&#160;<span class="comment"> frustum.</span></div><div class="line"><a name="l00697"></a><span class="lineno"> 697</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l00698"></a><span class="lineno"> 698</span>&#160;<span class="comment"> This function takes the viewport&#39;s near and far settings</span></div><div class="line"><a name="l00699"></a><span class="lineno"> 699</span>&#160;<span class="comment"> into account. Set them to something appropriate before</span></div><div class="line"><a name="l00700"></a><span class="lineno"> 700</span>&#160;<span class="comment"> calling this function.</span></div><div class="line"><a name="l00701"></a><span class="lineno"> 701</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00702"></a><span class="lineno"> 702</span>&#160; <span class="keywordtype">bool</span> GetBoundingBoxProjectionExtents(</div><div class="line"><a name="l00703"></a><span class="lineno"> 703</span>&#160; ON_BoundingBox bbox,</div><div class="line"><a name="l00704"></a><span class="lineno"> 704</span>&#160; <a class="code" href="../../dc/dc7/class_o_n___interval.html">ON_Interval</a>&amp; x_extents,</div><div class="line"><a name="l00705"></a><span class="lineno"> 705</span>&#160; <a class="code" href="../../dc/dc7/class_o_n___interval.html">ON_Interval</a>&amp; y_extents</div><div class="line"><a name="l00706"></a><span class="lineno"> 706</span>&#160; ) const;</div><div class="line"><a name="l00707"></a><span class="lineno"> 707</span>&#160;</div><div class="line"><a name="l00708"></a><span class="lineno"> 708</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00709"></a><span class="lineno"> 709</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00710"></a><span class="lineno"> 710</span>&#160;<span class="comment"> Get near and far clipping distances of a bounding sphere.</span></div><div class="line"><a name="l00711"></a><span class="lineno"> 711</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00712"></a><span class="lineno"> 712</span>&#160;<span class="comment"> sphere - [in] </span></div><div class="line"><a name="l00713"></a><span class="lineno"> 713</span>&#160;<span class="comment"> bounding sphere</span></div><div class="line"><a name="l00714"></a><span class="lineno"> 714</span>&#160;<span class="comment"> near_dist - [out] </span></div><div class="line"><a name="l00715"></a><span class="lineno"> 715</span>&#160;<span class="comment"> near distance of the sphere (can be &lt; 0)</span></div><div class="line"><a name="l00716"></a><span class="lineno"> 716</span>&#160;<span class="comment"> far_dist - [out] </span></div><div class="line"><a name="l00717"></a><span class="lineno"> 717</span>&#160;<span class="comment"> far distance of the sphere (can be equal to near_dist)</span></div><div class="line"><a name="l00718"></a><span class="lineno"> 718</span>&#160;<span class="comment"> bGrowNearFar - [in]</span></div><div class="line"><a name="l00719"></a><span class="lineno"> 719</span>&#160;<span class="comment"> If true and input values of near_dist and far_dist</span></div><div class="line"><a name="l00720"></a><span class="lineno"> 720</span>&#160;<span class="comment"> are not ON_UNSET_VALUE, the near_dist and far_dist</span></div><div class="line"><a name="l00721"></a><span class="lineno"> 721</span>&#160;<span class="comment"> are enlarged to include bbox.</span></div><div class="line"><a name="l00722"></a><span class="lineno"> 722</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00723"></a><span class="lineno"> 723</span>&#160;<span class="comment"> True if the sphere intersects the view frustum and</span></div><div class="line"><a name="l00724"></a><span class="lineno"> 724</span>&#160;<span class="comment"> near_dist/far_dist were set.</span></div><div class="line"><a name="l00725"></a><span class="lineno"> 725</span>&#160;<span class="comment"> False if the sphere does not intesect the view frustum.</span></div><div class="line"><a name="l00726"></a><span class="lineno"> 726</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00727"></a><span class="lineno"> 727</span>&#160; <span class="keywordtype">bool</span> GetSphereDepth( </div><div class="line"><a name="l00728"></a><span class="lineno"> 728</span>&#160; <a class="code" href="../../d7/dd8/class_o_n___sphere.html">ON_Sphere</a> sphere,</div><div class="line"><a name="l00729"></a><span class="lineno"> 729</span>&#160; <span class="keywordtype">double</span>* near_dist,</div><div class="line"><a name="l00730"></a><span class="lineno"> 730</span>&#160; <span class="keywordtype">double</span>* far_dist,</div><div class="line"><a name="l00731"></a><span class="lineno"> 731</span>&#160; <span class="keywordtype">bool</span> bGrowNearFar=false</div><div class="line"><a name="l00732"></a><span class="lineno"> 732</span>&#160; ) const;</div><div class="line"><a name="l00733"></a><span class="lineno"> 733</span>&#160;</div><div class="line"><a name="l00734"></a><span class="lineno"> 734</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00735"></a><span class="lineno"> 735</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00736"></a><span class="lineno"> 736</span>&#160;<span class="comment"> Set near and far clipping distance subject to constraints.</span></div><div class="line"><a name="l00737"></a><span class="lineno"> 737</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00738"></a><span class="lineno"> 738</span>&#160;<span class="comment"> near_dist - [in] (&gt;0) desired near clipping distance</span></div><div class="line"><a name="l00739"></a><span class="lineno"> 739</span>&#160;<span class="comment"> far_dist - [in] (&gt;near_dist) desired near clipping distance</span></div><div class="line"><a name="l00740"></a><span class="lineno"> 740</span>&#160;<span class="comment"> min_near_dist - [in] </span></div><div class="line"><a name="l00741"></a><span class="lineno"> 741</span>&#160;<span class="comment"> If min_near_dist &lt;= 0.0, it is ignored.</span></div><div class="line"><a name="l00742"></a><span class="lineno"> 742</span>&#160;<span class="comment"> If min_near_dist &gt; 0 and near_dist &lt; min_near_dist, </span></div><div class="line"><a name="l00743"></a><span class="lineno"> 743</span>&#160;<span class="comment"> then the frustum&#39;s near_dist will be increased to </span></div><div class="line"><a name="l00744"></a><span class="lineno"> 744</span>&#160;<span class="comment"> min_near_dist.</span></div><div class="line"><a name="l00745"></a><span class="lineno"> 745</span>&#160;<span class="comment"> min_near_over_far - [in] </span></div><div class="line"><a name="l00746"></a><span class="lineno"> 746</span>&#160;<span class="comment"> If min_near_over_far &lt;= 0.0, it is ignored.</span></div><div class="line"><a name="l00747"></a><span class="lineno"> 747</span>&#160;<span class="comment"> If near_dist &lt; far_dist*min_near_over_far, then</span></div><div class="line"><a name="l00748"></a><span class="lineno"> 748</span>&#160;<span class="comment"> near_dist is increased and/or far_dist is decreased</span></div><div class="line"><a name="l00749"></a><span class="lineno"> 749</span>&#160;<span class="comment"> so that near_dist = far_dist*min_near_over_far.</span></div><div class="line"><a name="l00750"></a><span class="lineno"> 750</span>&#160;<span class="comment"> If near_dist &lt; target_dist &lt; far_dist, then near_dist</span></div><div class="line"><a name="l00751"></a><span class="lineno"> 751</span>&#160;<span class="comment"> near_dist is increased and far_dist is decreased so that</span></div><div class="line"><a name="l00752"></a><span class="lineno"> 752</span>&#160;<span class="comment"> projection precision will be good at target_dist.</span></div><div class="line"><a name="l00753"></a><span class="lineno"> 753</span>&#160;<span class="comment"> Otherwise, near_dist is simply set to </span></div><div class="line"><a name="l00754"></a><span class="lineno"> 754</span>&#160;<span class="comment"> far_dist*min_near_over_far.</span></div><div class="line"><a name="l00755"></a><span class="lineno"> 755</span>&#160;<span class="comment"> target_dist - [in] </span></div><div class="line"><a name="l00756"></a><span class="lineno"> 756</span>&#160;<span class="comment"> If target_dist &lt;= 0.0, it is ignored.</span></div><div class="line"><a name="l00757"></a><span class="lineno"> 757</span>&#160;<span class="comment"> If target_dist &gt; 0, it is used as described in the</span></div><div class="line"><a name="l00758"></a><span class="lineno"> 758</span>&#160;<span class="comment"> description of the min_near_over_far parameter.</span></div><div class="line"><a name="l00759"></a><span class="lineno"> 759</span>&#160;<span class="comment"> relative_depth_bias - [in]</span></div><div class="line"><a name="l00760"></a><span class="lineno"> 760</span>&#160;<span class="comment"> If relative_depth_bias &lt;= 0.0, it is ignored.</span></div><div class="line"><a name="l00761"></a><span class="lineno"> 761</span>&#160;<span class="comment"> If relative_depth_bias &gt; 0, it is assumed that</span></div><div class="line"><a name="l00762"></a><span class="lineno"> 762</span>&#160;<span class="comment"> the requested near_dist and far_dist were calculated</span></div><div class="line"><a name="l00763"></a><span class="lineno"> 763</span>&#160;<span class="comment"> assuming no depth bias and the values will be</span></div><div class="line"><a name="l00764"></a><span class="lineno"> 764</span>&#160;<span class="comment"> appropriately adjusted to ensure the frustum&#39;s </span></div><div class="line"><a name="l00765"></a><span class="lineno"> 765</span>&#160;<span class="comment"> near and far clipping planes will not clip biased</span></div><div class="line"><a name="l00766"></a><span class="lineno"> 766</span>&#160;<span class="comment"> objects.</span></div><div class="line"><a name="l00767"></a><span class="lineno"> 767</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00768"></a><span class="lineno"> 768</span>&#160; <span class="keywordtype">bool</span> SetFrustumNearFar( </div><div class="line"><a name="l00769"></a><span class="lineno"> 769</span>&#160; <span class="keywordtype">double</span> near_dist,</div><div class="line"><a name="l00770"></a><span class="lineno"> 770</span>&#160; <span class="keywordtype">double</span> far_dist,</div><div class="line"><a name="l00771"></a><span class="lineno"> 771</span>&#160; <span class="keywordtype">double</span> min_near_dist,</div><div class="line"><a name="l00772"></a><span class="lineno"> 772</span>&#160; <span class="keywordtype">double</span> min_near_over_far,</div><div class="line"><a name="l00773"></a><span class="lineno"> 773</span>&#160; <span class="keywordtype">double</span> target_dist</div><div class="line"><a name="l00774"></a><span class="lineno"> 774</span>&#160; );</div><div class="line"><a name="l00775"></a><span class="lineno"> 775</span>&#160;</div><div class="line"><a name="l00776"></a><span class="lineno"> 776</span>&#160; <span class="keywordtype">bool</span> SetFrustumNearFar( </div><div class="line"><a name="l00777"></a><span class="lineno"> 777</span>&#160; <span class="keywordtype">double</span> near_dist,</div><div class="line"><a name="l00778"></a><span class="lineno"> 778</span>&#160; <span class="keywordtype">double</span> far_dist,</div><div class="line"><a name="l00779"></a><span class="lineno"> 779</span>&#160; <span class="keywordtype">double</span> min_near_dist,</div><div class="line"><a name="l00780"></a><span class="lineno"> 780</span>&#160; <span class="keywordtype">double</span> min_near_over_far,</div><div class="line"><a name="l00781"></a><span class="lineno"> 781</span>&#160; <span class="keywordtype">double</span> target_dist,</div><div class="line"><a name="l00782"></a><span class="lineno"> 782</span>&#160; <span class="keywordtype">double</span> relative_depth_bias</div><div class="line"><a name="l00783"></a><span class="lineno"> 783</span>&#160; );</div><div class="line"><a name="l00784"></a><span class="lineno"> 784</span>&#160;</div><div class="line"><a name="l00785"></a><span class="lineno"> 785</span>&#160; <span class="comment">// Description:</span></div><div class="line"><a name="l00786"></a><span class="lineno"> 786</span>&#160; <span class="comment">// Get near clipping plane.</span></div><div class="line"><a name="l00787"></a><span class="lineno"> 787</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00788"></a><span class="lineno"> 788</span>&#160; <span class="comment">// near_plane - [out] near clipping plane if camera and frustum</span></div><div class="line"><a name="l00789"></a><span class="lineno"> 789</span>&#160; <span class="comment">// are valid. The plane&#39;s frame is the same as the camera&#39;s</span></div><div class="line"><a name="l00790"></a><span class="lineno"> 790</span>&#160; <span class="comment">// frame. The origin is located at the intersection of the</span></div><div class="line"><a name="l00791"></a><span class="lineno"> 791</span>&#160; <span class="comment">// camera direction ray and the near clipping plane. The plane&#39;s</span></div><div class="line"><a name="l00792"></a><span class="lineno"> 792</span>&#160; <span class="comment">// normal points out of the frustum towards the camera</span></div><div class="line"><a name="l00793"></a><span class="lineno"> 793</span>&#160; <span class="comment">// location.</span></div><div class="line"><a name="l00794"></a><span class="lineno"> 794</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00795"></a><span class="lineno"> 795</span>&#160; <span class="comment">// Returns:</span></div><div class="line"><a name="l00796"></a><span class="lineno"> 796</span>&#160; <span class="comment">// true if camera and frustum are valid.</span></div><div class="line"><a name="l00797"></a><span class="lineno"> 797</span>&#160; <span class="keywordtype">bool</span> GetNearPlane( </div><div class="line"><a name="l00798"></a><span class="lineno"> 798</span>&#160; <a class="code" href="../../d4/d48/class_o_n___plane.html">ON_Plane</a>&amp; near_plane </div><div class="line"><a name="l00799"></a><span class="lineno"> 799</span>&#160; ) const;</div><div class="line"><a name="l00800"></a><span class="lineno"> 800</span>&#160;</div><div class="line"><a name="l00801"></a><span class="lineno"> 801</span>&#160; <span class="keywordtype">bool</span> GetNearPlaneEquation( </div><div class="line"><a name="l00802"></a><span class="lineno"> 802</span>&#160; <a class="code" href="../../dd/d89/class_o_n___plane_equation.html">ON_PlaneEquation</a>&amp; near_plane_equation </div><div class="line"><a name="l00803"></a><span class="lineno"> 803</span>&#160; ) const;</div><div class="line"><a name="l00804"></a><span class="lineno"> 804</span>&#160;</div><div class="line"><a name="l00805"></a><span class="lineno"> 805</span>&#160; <span class="comment">// Description:</span></div><div class="line"><a name="l00806"></a><span class="lineno"> 806</span>&#160; <span class="comment">// Get far clipping plane.</span></div><div class="line"><a name="l00807"></a><span class="lineno"> 807</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00808"></a><span class="lineno"> 808</span>&#160; <span class="comment">// far_plane - [out] far clipping plane if camera and frustum</span></div><div class="line"><a name="l00809"></a><span class="lineno"> 809</span>&#160; <span class="comment">// are valid. The plane&#39;s frame is the same as the camera&#39;s</span></div><div class="line"><a name="l00810"></a><span class="lineno"> 810</span>&#160; <span class="comment">// frame. The origin is located at the intersection of the</span></div><div class="line"><a name="l00811"></a><span class="lineno"> 811</span>&#160; <span class="comment">// camera direction ray and the far clipping plane. The plane&#39;s</span></div><div class="line"><a name="l00812"></a><span class="lineno"> 812</span>&#160; <span class="comment">// normal points into the frustum towards the camera location.</span></div><div class="line"><a name="l00813"></a><span class="lineno"> 813</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00814"></a><span class="lineno"> 814</span>&#160; <span class="comment">// Returns:</span></div><div class="line"><a name="l00815"></a><span class="lineno"> 815</span>&#160; <span class="comment">// true if camera and frustum are valid.</span></div><div class="line"><a name="l00816"></a><span class="lineno"> 816</span>&#160; <span class="keywordtype">bool</span> GetFarPlane( </div><div class="line"><a name="l00817"></a><span class="lineno"> 817</span>&#160; <a class="code" href="../../d4/d48/class_o_n___plane.html">ON_Plane</a>&amp; far_plane </div><div class="line"><a name="l00818"></a><span class="lineno"> 818</span>&#160; ) const;</div><div class="line"><a name="l00819"></a><span class="lineno"> 819</span>&#160;</div><div class="line"><a name="l00820"></a><span class="lineno"> 820</span>&#160; <span class="keywordtype">bool</span> GetFarPlaneEquation( </div><div class="line"><a name="l00821"></a><span class="lineno"> 821</span>&#160; <a class="code" href="../../dd/d89/class_o_n___plane_equation.html">ON_PlaneEquation</a>&amp; far_plane_equation </div><div class="line"><a name="l00822"></a><span class="lineno"> 822</span>&#160; ) const;</div><div class="line"><a name="l00823"></a><span class="lineno"> 823</span>&#160;</div><div class="line"><a name="l00824"></a><span class="lineno"> 824</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00825"></a><span class="lineno"> 825</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00826"></a><span class="lineno"> 826</span>&#160;<span class="comment"> Get the plane that is a specified distance from the camera.</span></div><div class="line"><a name="l00827"></a><span class="lineno"> 827</span>&#160;<span class="comment"> This plane is parallel to the frustum&#39;s near and far planes.</span></div><div class="line"><a name="l00828"></a><span class="lineno"> 828</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00829"></a><span class="lineno"> 829</span>&#160;<span class="comment"> view_plane_depth - [in]</span></div><div class="line"><a name="l00830"></a><span class="lineno"> 830</span>&#160;<span class="comment"> The distance from the camera location to the view plane. </span></div><div class="line"><a name="l00831"></a><span class="lineno"> 831</span>&#160;<span class="comment"> Positive distances are in front of the camera and</span></div><div class="line"><a name="l00832"></a><span class="lineno"> 832</span>&#160;<span class="comment"> negative distances are behind the camera.</span></div><div class="line"><a name="l00833"></a><span class="lineno"> 833</span>&#160;<span class="comment"> A value of FrustumNear() will return the frustum&#39;s</span></div><div class="line"><a name="l00834"></a><span class="lineno"> 834</span>&#160;<span class="comment"> near plane and a valud of FrustumFar() will return</span></div><div class="line"><a name="l00835"></a><span class="lineno"> 835</span>&#160;<span class="comment"> the frustum&#39;s far plane.</span></div><div class="line"><a name="l00836"></a><span class="lineno"> 836</span>&#160;<span class="comment"> view_plane - [out]</span></div><div class="line"><a name="l00837"></a><span class="lineno"> 837</span>&#160;<span class="comment"> View plane</span></div><div class="line"><a name="l00838"></a><span class="lineno"> 838</span>&#160;<span class="comment"> view_plane_equation - [out]</span></div><div class="line"><a name="l00839"></a><span class="lineno"> 839</span>&#160;<span class="comment"> Equation of the view plane.</span></div><div class="line"><a name="l00840"></a><span class="lineno"> 840</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00841"></a><span class="lineno"> 841</span>&#160;<span class="comment"> True if the camera and frustum are valid and view_plane</span></div><div class="line"><a name="l00842"></a><span class="lineno"> 842</span>&#160;<span class="comment"> was calculated. False otherwise.</span></div><div class="line"><a name="l00843"></a><span class="lineno"> 843</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00844"></a><span class="lineno"> 844</span>&#160; <span class="keywordtype">bool</span> GetViewPlane( </div><div class="line"><a name="l00845"></a><span class="lineno"> 845</span>&#160; <span class="keywordtype">double</span> view_plane_depth,</div><div class="line"><a name="l00846"></a><span class="lineno"> 846</span>&#160; <a class="code" href="../../d4/d48/class_o_n___plane.html">ON_Plane</a>&amp; view_plane </div><div class="line"><a name="l00847"></a><span class="lineno"> 847</span>&#160; ) const;</div><div class="line"><a name="l00848"></a><span class="lineno"> 848</span>&#160;</div><div class="line"><a name="l00849"></a><span class="lineno"> 849</span>&#160; <span class="keywordtype">bool</span> GetViewPlaneEquation( </div><div class="line"><a name="l00850"></a><span class="lineno"> 850</span>&#160; <span class="keywordtype">double</span> view_plane_depth,</div><div class="line"><a name="l00851"></a><span class="lineno"> 851</span>&#160; <a class="code" href="../../dd/d89/class_o_n___plane_equation.html">ON_PlaneEquation</a>&amp; view_plane_equation </div><div class="line"><a name="l00852"></a><span class="lineno"> 852</span>&#160; ) const;</div><div class="line"><a name="l00853"></a><span class="lineno"> 853</span>&#160;</div><div class="line"><a name="l00854"></a><span class="lineno"> 854</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00855"></a><span class="lineno"> 855</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00856"></a><span class="lineno"> 856</span>&#160;<span class="comment"> Get left world frustum clipping plane.</span></div><div class="line"><a name="l00857"></a><span class="lineno"> 857</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00858"></a><span class="lineno"> 858</span>&#160;<span class="comment"> left_plane - [out] </span></div><div class="line"><a name="l00859"></a><span class="lineno"> 859</span>&#160;<span class="comment"> frustum left side clipping plane. The normal points</span></div><div class="line"><a name="l00860"></a><span class="lineno"> 860</span>&#160;<span class="comment"> into the visible region of the frustum. If the projection</span></div><div class="line"><a name="l00861"></a><span class="lineno"> 861</span>&#160;<span class="comment"> is perspective, the origin is at the camera location,</span></div><div class="line"><a name="l00862"></a><span class="lineno"> 862</span>&#160;<span class="comment"> otherwise the origin isthe point on the plane that is</span></div><div class="line"><a name="l00863"></a><span class="lineno"> 863</span>&#160;<span class="comment"> closest to the camera location.</span></div><div class="line"><a name="l00864"></a><span class="lineno"> 864</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00865"></a><span class="lineno"> 865</span>&#160;<span class="comment"> True if camera and frustum are valid and plane was set.</span></div><div class="line"><a name="l00866"></a><span class="lineno"> 866</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00867"></a><span class="lineno"> 867</span>&#160; <span class="keywordtype">bool</span> GetFrustumLeftPlane( </div><div class="line"><a name="l00868"></a><span class="lineno"> 868</span>&#160; <a class="code" href="../../d4/d48/class_o_n___plane.html">ON_Plane</a>&amp; left_plane </div><div class="line"><a name="l00869"></a><span class="lineno"> 869</span>&#160; ) const;</div><div class="line"><a name="l00870"></a><span class="lineno"> 870</span>&#160;</div><div class="line"><a name="l00871"></a><span class="lineno"> 871</span>&#160; <span class="keywordtype">bool</span> GetFrustumLeftPlaneEquation( </div><div class="line"><a name="l00872"></a><span class="lineno"> 872</span>&#160; <a class="code" href="../../dd/d89/class_o_n___plane_equation.html">ON_PlaneEquation</a>&amp; left_plane_equation </div><div class="line"><a name="l00873"></a><span class="lineno"> 873</span>&#160; ) const;</div><div class="line"><a name="l00874"></a><span class="lineno"> 874</span>&#160;</div><div class="line"><a name="l00875"></a><span class="lineno"> 875</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00876"></a><span class="lineno"> 876</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00877"></a><span class="lineno"> 877</span>&#160;<span class="comment"> Get right world frustum clipping plane.</span></div><div class="line"><a name="l00878"></a><span class="lineno"> 878</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00879"></a><span class="lineno"> 879</span>&#160;<span class="comment"> right_plane - [out] </span></div><div class="line"><a name="l00880"></a><span class="lineno"> 880</span>&#160;<span class="comment"> frustum right side clipping plane. The normal points</span></div><div class="line"><a name="l00881"></a><span class="lineno"> 881</span>&#160;<span class="comment"> into the visible region of the frustum. If the projection</span></div><div class="line"><a name="l00882"></a><span class="lineno"> 882</span>&#160;<span class="comment"> is perspective, the origin is at the camera location,</span></div><div class="line"><a name="l00883"></a><span class="lineno"> 883</span>&#160;<span class="comment"> otherwise the origin isthe point on the plane that is</span></div><div class="line"><a name="l00884"></a><span class="lineno"> 884</span>&#160;<span class="comment"> closest to the camera location.</span></div><div class="line"><a name="l00885"></a><span class="lineno"> 885</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00886"></a><span class="lineno"> 886</span>&#160;<span class="comment"> True if camera and frustum are valid and plane was set.</span></div><div class="line"><a name="l00887"></a><span class="lineno"> 887</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00888"></a><span class="lineno"> 888</span>&#160; <span class="keywordtype">bool</span> GetFrustumRightPlane( </div><div class="line"><a name="l00889"></a><span class="lineno"> 889</span>&#160; <a class="code" href="../../d4/d48/class_o_n___plane.html">ON_Plane</a>&amp; right_plane </div><div class="line"><a name="l00890"></a><span class="lineno"> 890</span>&#160; ) const;</div><div class="line"><a name="l00891"></a><span class="lineno"> 891</span>&#160;</div><div class="line"><a name="l00892"></a><span class="lineno"> 892</span>&#160; <span class="keywordtype">bool</span> GetFrustumRightPlaneEquation( </div><div class="line"><a name="l00893"></a><span class="lineno"> 893</span>&#160; <a class="code" href="../../dd/d89/class_o_n___plane_equation.html">ON_PlaneEquation</a>&amp; right_plane_equation </div><div class="line"><a name="l00894"></a><span class="lineno"> 894</span>&#160; ) const;</div><div class="line"><a name="l00895"></a><span class="lineno"> 895</span>&#160;</div><div class="line"><a name="l00896"></a><span class="lineno"> 896</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00897"></a><span class="lineno"> 897</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00898"></a><span class="lineno"> 898</span>&#160;<span class="comment"> Get bottom world frustum clipping plane.</span></div><div class="line"><a name="l00899"></a><span class="lineno"> 899</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00900"></a><span class="lineno"> 900</span>&#160;<span class="comment"> bottom_plane - [out] </span></div><div class="line"><a name="l00901"></a><span class="lineno"> 901</span>&#160;<span class="comment"> frustum bottom side clipping plane. The normal points</span></div><div class="line"><a name="l00902"></a><span class="lineno"> 902</span>&#160;<span class="comment"> into the visible region of the frustum. If the projection</span></div><div class="line"><a name="l00903"></a><span class="lineno"> 903</span>&#160;<span class="comment"> is perspective, the origin is at the camera location,</span></div><div class="line"><a name="l00904"></a><span class="lineno"> 904</span>&#160;<span class="comment"> otherwise the origin isthe point on the plane that is</span></div><div class="line"><a name="l00905"></a><span class="lineno"> 905</span>&#160;<span class="comment"> closest to the camera location.</span></div><div class="line"><a name="l00906"></a><span class="lineno"> 906</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00907"></a><span class="lineno"> 907</span>&#160;<span class="comment"> True if camera and frustum are valid and plane was set.</span></div><div class="line"><a name="l00908"></a><span class="lineno"> 908</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00909"></a><span class="lineno"> 909</span>&#160; <span class="keywordtype">bool</span> GetFrustumBottomPlane( </div><div class="line"><a name="l00910"></a><span class="lineno"> 910</span>&#160; <a class="code" href="../../d4/d48/class_o_n___plane.html">ON_Plane</a>&amp; bottom_plane </div><div class="line"><a name="l00911"></a><span class="lineno"> 911</span>&#160; ) const;</div><div class="line"><a name="l00912"></a><span class="lineno"> 912</span>&#160;</div><div class="line"><a name="l00913"></a><span class="lineno"> 913</span>&#160; <span class="keywordtype">bool</span> GetFrustumBottomPlaneEquation( </div><div class="line"><a name="l00914"></a><span class="lineno"> 914</span>&#160; <a class="code" href="../../dd/d89/class_o_n___plane_equation.html">ON_PlaneEquation</a>&amp; bottom_plane_equation </div><div class="line"><a name="l00915"></a><span class="lineno"> 915</span>&#160; ) const;</div><div class="line"><a name="l00916"></a><span class="lineno"> 916</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00917"></a><span class="lineno"> 917</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00918"></a><span class="lineno"> 918</span>&#160;<span class="comment"> Get top world frustum clipping plane.</span></div><div class="line"><a name="l00919"></a><span class="lineno"> 919</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00920"></a><span class="lineno"> 920</span>&#160;<span class="comment"> top_plane - [out] </span></div><div class="line"><a name="l00921"></a><span class="lineno"> 921</span>&#160;<span class="comment"> frustum top side clipping plane. The normal points</span></div><div class="line"><a name="l00922"></a><span class="lineno"> 922</span>&#160;<span class="comment"> into the visible region of the frustum. If the projection</span></div><div class="line"><a name="l00923"></a><span class="lineno"> 923</span>&#160;<span class="comment"> is perspective, the origin is at the camera location,</span></div><div class="line"><a name="l00924"></a><span class="lineno"> 924</span>&#160;<span class="comment"> otherwise the origin isthe point on the plane that is</span></div><div class="line"><a name="l00925"></a><span class="lineno"> 925</span>&#160;<span class="comment"> closest to the camera location.</span></div><div class="line"><a name="l00926"></a><span class="lineno"> 926</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00927"></a><span class="lineno"> 927</span>&#160;<span class="comment"> True if camera and frustum are valid and plane was set.</span></div><div class="line"><a name="l00928"></a><span class="lineno"> 928</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00929"></a><span class="lineno"> 929</span>&#160; <span class="keywordtype">bool</span> GetFrustumTopPlane( </div><div class="line"><a name="l00930"></a><span class="lineno"> 930</span>&#160; <a class="code" href="../../d4/d48/class_o_n___plane.html">ON_Plane</a>&amp; top_plane </div><div class="line"><a name="l00931"></a><span class="lineno"> 931</span>&#160; ) const;</div><div class="line"><a name="l00932"></a><span class="lineno"> 932</span>&#160;</div><div class="line"><a name="l00933"></a><span class="lineno"> 933</span>&#160; <span class="keywordtype">bool</span> GetFrustumTopPlaneEquation( </div><div class="line"><a name="l00934"></a><span class="lineno"> 934</span>&#160; <a class="code" href="../../dd/d89/class_o_n___plane_equation.html">ON_PlaneEquation</a>&amp; top_plane_equation </div><div class="line"><a name="l00935"></a><span class="lineno"> 935</span>&#160; ) const;</div><div class="line"><a name="l00936"></a><span class="lineno"> 936</span>&#160;</div><div class="line"><a name="l00937"></a><span class="lineno"> 937</span>&#160; <span class="comment">// Description:</span></div><div class="line"><a name="l00938"></a><span class="lineno"> 938</span>&#160; <span class="comment">// Get corners of near clipping plane rectangle.</span></div><div class="line"><a name="l00939"></a><span class="lineno"> 939</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00940"></a><span class="lineno"> 940</span>&#160; <span class="comment">// Parameters:</span></div><div class="line"><a name="l00941"></a><span class="lineno"> 941</span>&#160; <span class="comment">// left_bottom - [out] </span></div><div class="line"><a name="l00942"></a><span class="lineno"> 942</span>&#160; <span class="comment">// right_bottom - [out]</span></div><div class="line"><a name="l00943"></a><span class="lineno"> 943</span>&#160; <span class="comment">// left_top - [out]</span></div><div class="line"><a name="l00944"></a><span class="lineno"> 944</span>&#160; <span class="comment">// right_top - [out]</span></div><div class="line"><a name="l00945"></a><span class="lineno"> 945</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00946"></a><span class="lineno"> 946</span>&#160; <span class="comment">// Returns:</span></div><div class="line"><a name="l00947"></a><span class="lineno"> 947</span>&#160; <span class="comment">// true if camera and frustum are valid.</span></div><div class="line"><a name="l00948"></a><span class="lineno"> 948</span>&#160; <span class="keywordtype">bool</span> GetNearRect( </div><div class="line"><a name="l00949"></a><span class="lineno"> 949</span>&#160; ON_3dPoint&amp; left_bottom,</div><div class="line"><a name="l00950"></a><span class="lineno"> 950</span>&#160; ON_3dPoint&amp; right_bottom,</div><div class="line"><a name="l00951"></a><span class="lineno"> 951</span>&#160; ON_3dPoint&amp; left_top,</div><div class="line"><a name="l00952"></a><span class="lineno"> 952</span>&#160; ON_3dPoint&amp; right_top</div><div class="line"><a name="l00953"></a><span class="lineno"> 953</span>&#160; ) const;</div><div class="line"><a name="l00954"></a><span class="lineno"> 954</span>&#160;</div><div class="line"><a name="l00955"></a><span class="lineno"> 955</span>&#160; <span class="comment">// Description:</span></div><div class="line"><a name="l00956"></a><span class="lineno"> 956</span>&#160; <span class="comment">// Get corners of far clipping plane rectangle.</span></div><div class="line"><a name="l00957"></a><span class="lineno"> 957</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00958"></a><span class="lineno"> 958</span>&#160; <span class="comment">// Parameters:</span></div><div class="line"><a name="l00959"></a><span class="lineno"> 959</span>&#160; <span class="comment">// left_bottom - [out] </span></div><div class="line"><a name="l00960"></a><span class="lineno"> 960</span>&#160; <span class="comment">// right_bottom - [out]</span></div><div class="line"><a name="l00961"></a><span class="lineno"> 961</span>&#160; <span class="comment">// left_top - [out]</span></div><div class="line"><a name="l00962"></a><span class="lineno"> 962</span>&#160; <span class="comment">// right_top - [out]</span></div><div class="line"><a name="l00963"></a><span class="lineno"> 963</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00964"></a><span class="lineno"> 964</span>&#160; <span class="comment">// Returns:</span></div><div class="line"><a name="l00965"></a><span class="lineno"> 965</span>&#160; <span class="comment">// true if camera and frustum are valid.</span></div><div class="line"><a name="l00966"></a><span class="lineno"> 966</span>&#160; <span class="keywordtype">bool</span> GetFarRect( </div><div class="line"><a name="l00967"></a><span class="lineno"> 967</span>&#160; ON_3dPoint&amp; left_bottom,</div><div class="line"><a name="l00968"></a><span class="lineno"> 968</span>&#160; ON_3dPoint&amp; right_bottom,</div><div class="line"><a name="l00969"></a><span class="lineno"> 969</span>&#160; ON_3dPoint&amp; left_top,</div><div class="line"><a name="l00970"></a><span class="lineno"> 970</span>&#160; ON_3dPoint&amp; right_top</div><div class="line"><a name="l00971"></a><span class="lineno"> 971</span>&#160; ) const;</div><div class="line"><a name="l00972"></a><span class="lineno"> 972</span>&#160;</div><div class="line"><a name="l00973"></a><span class="lineno"> 973</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l00974"></a><span class="lineno"> 974</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l00975"></a><span class="lineno"> 975</span>&#160;<span class="comment"> Get the world coordinate corners of the rectangle of</span></div><div class="line"><a name="l00976"></a><span class="lineno"> 976</span>&#160;<span class="comment"> a view plane that is a specified distance from the camera.</span></div><div class="line"><a name="l00977"></a><span class="lineno"> 977</span>&#160;<span class="comment"> This rectangle is parallel to the frustum&#39;s near and far planes.</span></div><div class="line"><a name="l00978"></a><span class="lineno"> 978</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l00979"></a><span class="lineno"> 979</span>&#160;<span class="comment"> view_plane_depth - [in]</span></div><div class="line"><a name="l00980"></a><span class="lineno"> 980</span>&#160;<span class="comment"> The distance from the camera location to the view plane. </span></div><div class="line"><a name="l00981"></a><span class="lineno"> 981</span>&#160;<span class="comment"> Positive distances are in front of the camera and</span></div><div class="line"><a name="l00982"></a><span class="lineno"> 982</span>&#160;<span class="comment"> negative distances are behind the camera.</span></div><div class="line"><a name="l00983"></a><span class="lineno"> 983</span>&#160;<span class="comment"> A value of FrustumNear() will return the frustum&#39;s</span></div><div class="line"><a name="l00984"></a><span class="lineno"> 984</span>&#160;<span class="comment"> near rectangle and a valud of FrustumFar() will return</span></div><div class="line"><a name="l00985"></a><span class="lineno"> 985</span>&#160;<span class="comment"> the frustum&#39;s far rectangle.</span></div><div class="line"><a name="l00986"></a><span class="lineno"> 986</span>&#160;<span class="comment"> left_bottom - [out]</span></div><div class="line"><a name="l00987"></a><span class="lineno"> 987</span>&#160;<span class="comment"> right_bottom - [out]</span></div><div class="line"><a name="l00988"></a><span class="lineno"> 988</span>&#160;<span class="comment"> left_top - [out]</span></div><div class="line"><a name="l00989"></a><span class="lineno"> 989</span>&#160;<span class="comment"> right_top - [out]</span></div><div class="line"><a name="l00990"></a><span class="lineno"> 990</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l00991"></a><span class="lineno"> 991</span>&#160;<span class="comment"> True if the camera and frustum are valid and view_plane</span></div><div class="line"><a name="l00992"></a><span class="lineno"> 992</span>&#160;<span class="comment"> was calculated. False otherwise.</span></div><div class="line"><a name="l00993"></a><span class="lineno"> 993</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l00994"></a><span class="lineno"> 994</span>&#160; <span class="keywordtype">bool</span> GetViewPlaneRect(</div><div class="line"><a name="l00995"></a><span class="lineno"> 995</span>&#160; <span class="keywordtype">double</span> view_plane_depth,</div><div class="line"><a name="l00996"></a><span class="lineno"> 996</span>&#160; ON_3dPoint&amp; left_bottom,</div><div class="line"><a name="l00997"></a><span class="lineno"> 997</span>&#160; ON_3dPoint&amp; right_bottom,</div><div class="line"><a name="l00998"></a><span class="lineno"> 998</span>&#160; ON_3dPoint&amp; left_top,</div><div class="line"><a name="l00999"></a><span class="lineno"> 999</span>&#160; ON_3dPoint&amp; right_top</div><div class="line"><a name="l01000"></a><span class="lineno"> 1000</span>&#160; ) const;</div><div class="line"><a name="l01001"></a><span class="lineno"> 1001</span>&#160;</div><div class="line"><a name="l01002"></a><span class="lineno"> 1002</span>&#160;</div><div class="line"><a name="l01003"></a><span class="lineno"> 1003</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01004"></a><span class="lineno"> 1004</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01005"></a><span class="lineno"> 1005</span>&#160;<span class="comment"> Location of viewport in pixels.</span></div><div class="line"><a name="l01006"></a><span class="lineno"> 1006</span>&#160;<span class="comment"> These are provided so you can set the port you are using</span></div><div class="line"><a name="l01007"></a><span class="lineno"> 1007</span>&#160;<span class="comment"> and get the appropriate transformations to and from</span></div><div class="line"><a name="l01008"></a><span class="lineno"> 1008</span>&#160;<span class="comment"> screen space.</span></div><div class="line"><a name="l01009"></a><span class="lineno"> 1009</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01010"></a><span class="lineno"> 1010</span>&#160;<span class="comment"> port_left - [in]</span></div><div class="line"><a name="l01011"></a><span class="lineno"> 1011</span>&#160;<span class="comment"> port_right - [in] (port_left != port_right)</span></div><div class="line"><a name="l01012"></a><span class="lineno"> 1012</span>&#160;<span class="comment"> port_bottom - [in]</span></div><div class="line"><a name="l01013"></a><span class="lineno"> 1013</span>&#160;<span class="comment"> port_top - [in] (port_top != port_bottom)</span></div><div class="line"><a name="l01014"></a><span class="lineno"> 1014</span>&#160;<span class="comment"> port_near - [in]</span></div><div class="line"><a name="l01015"></a><span class="lineno"> 1015</span>&#160;<span class="comment"> port_far - [in]</span></div><div class="line"><a name="l01016"></a><span class="lineno"> 1016</span>&#160;<span class="comment"> Example:</span></div><div class="line"><a name="l01017"></a><span class="lineno"> 1017</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01018"></a><span class="lineno"> 1018</span>&#160;<span class="comment"> // For a Windows window</span></div><div class="line"><a name="l01019"></a><span class="lineno"> 1019</span>&#160;<span class="comment"> int width = width of window client area in pixels;</span></div><div class="line"><a name="l01020"></a><span class="lineno"> 1020</span>&#160;<span class="comment"> int height = height of window client area in pixels;</span></div><div class="line"><a name="l01021"></a><span class="lineno"> 1021</span>&#160;<span class="comment"> port_left = 0;</span></div><div class="line"><a name="l01022"></a><span class="lineno"> 1022</span>&#160;<span class="comment"> port_right = width;</span></div><div class="line"><a name="l01023"></a><span class="lineno"> 1023</span>&#160;<span class="comment"> port_top = 0;</span></div><div class="line"><a name="l01024"></a><span class="lineno"> 1024</span>&#160;<span class="comment"> port_bottom = height;</span></div><div class="line"><a name="l01025"></a><span class="lineno"> 1025</span>&#160;<span class="comment"> port_near = 0;</span></div><div class="line"><a name="l01026"></a><span class="lineno"> 1026</span>&#160;<span class="comment"> port_far = 1;</span></div><div class="line"><a name="l01027"></a><span class="lineno"> 1027</span>&#160;<span class="comment"> SetScreenPort( port_left, port_right, </span></div><div class="line"><a name="l01028"></a><span class="lineno"> 1028</span>&#160;<span class="comment"> port_bottom, port_top, </span></div><div class="line"><a name="l01029"></a><span class="lineno"> 1029</span>&#160;<span class="comment"> port_near, port_far );</span></div><div class="line"><a name="l01030"></a><span class="lineno"> 1030</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01031"></a><span class="lineno"> 1031</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01032"></a><span class="lineno"> 1032</span>&#160;<span class="comment"> true if input is valid.</span></div><div class="line"><a name="l01033"></a><span class="lineno"> 1033</span>&#160;<span class="comment"> See Also:</span></div><div class="line"><a name="l01034"></a><span class="lineno"> 1034</span>&#160;<span class="comment"> ON_Viewport::GetScreenPort</span></div><div class="line"><a name="l01035"></a><span class="lineno"> 1035</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01036"></a><span class="lineno"> 1036</span>&#160; <span class="keywordtype">bool</span> SetScreenPort(</div><div class="line"><a name="l01037"></a><span class="lineno"> 1037</span>&#160; <span class="keywordtype">int</span> port_left,</div><div class="line"><a name="l01038"></a><span class="lineno"> 1038</span>&#160; <span class="keywordtype">int</span> port_right,</div><div class="line"><a name="l01039"></a><span class="lineno"> 1039</span>&#160; <span class="keywordtype">int</span> port_bottom,</div><div class="line"><a name="l01040"></a><span class="lineno"> 1040</span>&#160; <span class="keywordtype">int</span> port_top,</div><div class="line"><a name="l01041"></a><span class="lineno"> 1041</span>&#160; <span class="keywordtype">int</span> port_near = 0,</div><div class="line"><a name="l01042"></a><span class="lineno"> 1042</span>&#160; <span class="keywordtype">int</span> port_far = 0</div><div class="line"><a name="l01043"></a><span class="lineno"> 1043</span>&#160; );</div><div class="line"><a name="l01044"></a><span class="lineno"> 1044</span>&#160;</div><div class="line"><a name="l01045"></a><span class="lineno"> 1045</span>&#160; <span class="keywordtype">bool</span> GetScreenPort(</div><div class="line"><a name="l01046"></a><span class="lineno"> 1046</span>&#160; <span class="keywordtype">int</span>* left,</div><div class="line"><a name="l01047"></a><span class="lineno"> 1047</span>&#160; <span class="keywordtype">int</span>* right, <span class="comment">//( port_left != port_right )</span></div><div class="line"><a name="l01048"></a><span class="lineno"> 1048</span>&#160; <span class="keywordtype">int</span>* port_bottom,</div><div class="line"><a name="l01049"></a><span class="lineno"> 1049</span>&#160; <span class="keywordtype">int</span>* port_top, <span class="comment">//( port_bottom != port_top)</span></div><div class="line"><a name="l01050"></a><span class="lineno"> 1050</span>&#160; <span class="keywordtype">int</span>* port_near=<span class="keywordtype">nullptr</span>, </div><div class="line"><a name="l01051"></a><span class="lineno"> 1051</span>&#160; <span class="keywordtype">int</span>* port_far=<span class="keywordtype">nullptr</span> </div><div class="line"><a name="l01052"></a><span class="lineno"> 1052</span>&#160; ) const;</div><div class="line"><a name="l01053"></a><span class="lineno"> 1053</span>&#160;</div><div class="line"><a name="l01054"></a><span class="lineno"> 1054</span>&#160; <span class="comment">/* </span></div><div class="line"><a name="l01055"></a><span class="lineno"> 1055</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01056"></a><span class="lineno"> 1056</span>&#160;<span class="comment"> std::abs(port_right - port_left)</span></div><div class="line"><a name="l01057"></a><span class="lineno"> 1057</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01058"></a><span class="lineno"> 1058</span>&#160; <span class="keywordtype">int</span> ScreenPortWidth() const;</div><div class="line"><a name="l01059"></a><span class="lineno"> 1059</span>&#160;</div><div class="line"><a name="l01060"></a><span class="lineno"> 1060</span>&#160; <span class="comment">/* </span></div><div class="line"><a name="l01061"></a><span class="lineno"> 1061</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01062"></a><span class="lineno"> 1062</span>&#160;<span class="comment"> std::abs(port_bottom - port_top)</span></div><div class="line"><a name="l01063"></a><span class="lineno"> 1063</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01064"></a><span class="lineno"> 1064</span>&#160; <span class="keywordtype">int</span> ScreenPortHeight() const;</div><div class="line"><a name="l01065"></a><span class="lineno"> 1065</span>&#160;</div><div class="line"><a name="l01066"></a><span class="lineno"> 1066</span>&#160; <a class="code" href="../../d8/d49/class_o_n__2i_size.html">ON_2iSize</a> ScreenPortSize() const;</div><div class="line"><a name="l01067"></a><span class="lineno"> 1067</span>&#160;</div><div class="line"><a name="l01068"></a><span class="lineno"> 1068</span>&#160; <span class="keywordtype">bool</span> GetScreenPortAspect( <span class="keywordtype">double</span>&amp; ) const; <span class="comment">// port&#39;s |width/height|</span></div><div class="line"><a name="l01069"></a><span class="lineno"> 1069</span>&#160;</div><div class="line"><a name="l01070"></a><span class="lineno"> 1070</span>&#160; <span class="keywordtype">bool</span> GetCameraAngle( </div><div class="line"><a name="l01071"></a><span class="lineno"> 1071</span>&#160; <span class="keywordtype">double</span>* half_diagonal_angle, <span class="comment">// 1/2 of diagonal subtended angle</span></div><div class="line"><a name="l01072"></a><span class="lineno"> 1072</span>&#160; <span class="keywordtype">double</span>* half_vertical_angle, <span class="comment">// 1/2 of vertical subtended angle</span></div><div class="line"><a name="l01073"></a><span class="lineno"> 1073</span>&#160; <span class="keywordtype">double</span>* half_horizontal_angle <span class="comment">// 1/2 of horizontal subtended angle</span></div><div class="line"><a name="l01074"></a><span class="lineno"> 1074</span>&#160; ) const;</div><div class="line"><a name="l01075"></a><span class="lineno"> 1075</span>&#160; <span class="keywordtype">bool</span> GetCameraAngle( </div><div class="line"><a name="l01076"></a><span class="lineno"> 1076</span>&#160; <span class="keywordtype">double</span>* half_smallest_angle <span class="comment">// 1/2 of smallest subtended view angle</span></div><div class="line"><a name="l01077"></a><span class="lineno"> 1077</span>&#160; ) const;</div><div class="line"><a name="l01078"></a><span class="lineno"> 1078</span>&#160; <span class="keywordtype">bool</span> SetCameraAngle( </div><div class="line"><a name="l01079"></a><span class="lineno"> 1079</span>&#160; <span class="keywordtype">double</span> half_smallest_angle <span class="comment">// 1/2 of smallest subtended view angle</span></div><div class="line"><a name="l01080"></a><span class="lineno"> 1080</span>&#160; <span class="comment">// 0 &lt; angle &lt; pi/2</span></div><div class="line"><a name="l01081"></a><span class="lineno"> 1081</span>&#160; );</div><div class="line"><a name="l01082"></a><span class="lineno"> 1082</span>&#160;</div><div class="line"><a name="l01083"></a><span class="lineno"> 1083</span>&#160; <span class="comment">// These functions assume the camera is horizontal and crop the</span></div><div class="line"><a name="l01084"></a><span class="lineno"> 1084</span>&#160; <span class="comment">// film rather than the image when the aspect of the frustum</span></div><div class="line"><a name="l01085"></a><span class="lineno"> 1085</span>&#160; <span class="comment">// is not 36/24. (35mm film is 36mm wide and 24mm high.)</span></div><div class="line"><a name="l01086"></a><span class="lineno"> 1086</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l01087"></a><span class="lineno"> 1087</span>&#160; <span class="comment">// The SetCamera35mmLensLength() preserves camera location,</span></div><div class="line"><a name="l01088"></a><span class="lineno"> 1088</span>&#160; <span class="comment">// changes the frustum, but maintains the frsutrum&#39;s aspect.</span></div><div class="line"><a name="l01089"></a><span class="lineno"> 1089</span>&#160; <span class="keywordtype">bool</span> GetCamera35mmLensLength( </div><div class="line"><a name="l01090"></a><span class="lineno"> 1090</span>&#160; <span class="keywordtype">double</span>* lens_length </div><div class="line"><a name="l01091"></a><span class="lineno"> 1091</span>&#160; ) const;</div><div class="line"><a name="l01092"></a><span class="lineno"> 1092</span>&#160; <span class="keywordtype">bool</span> SetCamera35mmLensLength( </div><div class="line"><a name="l01093"></a><span class="lineno"> 1093</span>&#160; <span class="keywordtype">double</span> lens_length </div><div class="line"><a name="l01094"></a><span class="lineno"> 1094</span>&#160; );</div><div class="line"><a name="l01095"></a><span class="lineno"> 1095</span>&#160;</div><div class="line"><a name="l01096"></a><span class="lineno"> 1096</span>&#160; <span class="comment">// Same as GetCamera35mmLensLength() with &quot;lens&quot; misspelled.</span></div><div class="line"><a name="l01097"></a><span class="lineno"> 1097</span>&#160; <span class="keywordtype">bool</span> GetCamera35mmLenseLength( </div><div class="line"><a name="l01098"></a><span class="lineno"> 1098</span>&#160; <span class="keywordtype">double</span>* lens_length </div><div class="line"><a name="l01099"></a><span class="lineno"> 1099</span>&#160; ) const;</div><div class="line"><a name="l01100"></a><span class="lineno"> 1100</span>&#160;</div><div class="line"><a name="l01101"></a><span class="lineno"> 1101</span>&#160; <span class="comment">// Same as SetCamera35mmLensLength() with &quot;lens&quot; misspelled.</span></div><div class="line"><a name="l01102"></a><span class="lineno"> 1102</span>&#160; <span class="keywordtype">bool</span> SetCamera35mmLenseLength( </div><div class="line"><a name="l01103"></a><span class="lineno"> 1103</span>&#160; <span class="keywordtype">double</span> lens_length </div><div class="line"><a name="l01104"></a><span class="lineno"> 1104</span>&#160; );</div><div class="line"><a name="l01105"></a><span class="lineno"> 1105</span>&#160;</div><div class="line"><a name="l01106"></a><span class="lineno"> 1106</span>&#160; <span class="keywordtype">bool</span> GetXform( </div><div class="line"><a name="l01107"></a><span class="lineno"> 1107</span>&#160; ON::coordinate_system srcCS,</div><div class="line"><a name="l01108"></a><span class="lineno"> 1108</span>&#160; ON::coordinate_system destCS,</div><div class="line"><a name="l01109"></a><span class="lineno"> 1109</span>&#160; <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a>&amp; matrix <span class="comment">// 4x4 transformation matrix (acts on the left)</span></div><div class="line"><a name="l01110"></a><span class="lineno"> 1110</span>&#160; ) const;</div><div class="line"><a name="l01111"></a><span class="lineno"> 1111</span>&#160;</div><div class="line"><a name="l01112"></a><span class="lineno"> 1112</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01113"></a><span class="lineno"> 1113</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01114"></a><span class="lineno"> 1114</span>&#160;<span class="comment"> Get the world coordinate line in the view frustum</span></div><div class="line"><a name="l01115"></a><span class="lineno"> 1115</span>&#160;<span class="comment"> that projects to a point on the screen.</span></div><div class="line"><a name="l01116"></a><span class="lineno"> 1116</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01117"></a><span class="lineno"> 1117</span>&#160;<span class="comment"> screenx - [in]</span></div><div class="line"><a name="l01118"></a><span class="lineno"> 1118</span>&#160;<span class="comment"> screeny - [in] (screenx,screeny) = screen location</span></div><div class="line"><a name="l01119"></a><span class="lineno"> 1119</span>&#160;<span class="comment"> world_line - [out] 3d world coordinate line segment</span></div><div class="line"><a name="l01120"></a><span class="lineno"> 1120</span>&#160;<span class="comment"> starting on the near clipping plane and ending </span></div><div class="line"><a name="l01121"></a><span class="lineno"> 1121</span>&#160;<span class="comment"> on the far clipping plane.</span></div><div class="line"><a name="l01122"></a><span class="lineno"> 1122</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01123"></a><span class="lineno"> 1123</span>&#160;<span class="comment"> true if successful. </span></div><div class="line"><a name="l01124"></a><span class="lineno"> 1124</span>&#160;<span class="comment"> false if view projection or frustum is invalid.</span></div><div class="line"><a name="l01125"></a><span class="lineno"> 1125</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01126"></a><span class="lineno"> 1126</span>&#160; <span class="keywordtype">bool</span> GetFrustumLine( </div><div class="line"><a name="l01127"></a><span class="lineno"> 1127</span>&#160; <span class="keywordtype">double</span> screenx, </div><div class="line"><a name="l01128"></a><span class="lineno"> 1128</span>&#160; <span class="keywordtype">double</span> screeny, </div><div class="line"><a name="l01129"></a><span class="lineno"> 1129</span>&#160; <a class="code" href="../../d4/d6f/class_o_n___line.html">ON_Line</a>&amp; world_line</div><div class="line"><a name="l01130"></a><span class="lineno"> 1130</span>&#160; ) const;</div><div class="line"><a name="l01131"></a><span class="lineno"> 1131</span>&#160;</div><div class="line"><a name="l01132"></a><span class="lineno"> 1132</span>&#160; <span class="comment">// display tools</span></div><div class="line"><a name="l01133"></a><span class="lineno"> 1133</span>&#160;</div><div class="line"><a name="l01134"></a><span class="lineno"> 1134</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01135"></a><span class="lineno"> 1135</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01136"></a><span class="lineno"> 1136</span>&#160;<span class="comment"> Get the number of horizontal pixels per world unit at the </span></div><div class="line"><a name="l01137"></a><span class="lineno"> 1137</span>&#160;<span class="comment"> location in screen space where world_point would be rendered.</span></div><div class="line"><a name="l01138"></a><span class="lineno"> 1138</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01139"></a><span class="lineno"> 1139</span>&#160;<span class="comment"> world_point - [in] (ignored for parallel projection viewports)</span></div><div class="line"><a name="l01140"></a><span class="lineno"> 1140</span>&#160;<span class="comment"> world location </span></div><div class="line"><a name="l01141"></a><span class="lineno"> 1141</span>&#160;<span class="comment"> frustum_depth - [in] (ignored for parallel projection viewports)</span></div><div class="line"><a name="l01142"></a><span class="lineno"> 1142</span>&#160;<span class="comment"> If the viewport has a perspective projection, then this parameter</span></div><div class="line"><a name="l01143"></a><span class="lineno"> 1143</span>&#160;<span class="comment"> specifies the depth in the view frustum where the scale is calculated.</span></div><div class="line"><a name="l01144"></a><span class="lineno"> 1144</span>&#160;<span class="comment"> If frustum_depth is not &gt; 0.0, then FrustumNear() is used.</span></div><div class="line"><a name="l01145"></a><span class="lineno"> 1145</span>&#160;<span class="comment"> pixels_per_unit - [out]</span></div><div class="line"><a name="l01146"></a><span class="lineno"> 1146</span>&#160;<span class="comment"> number of horizontal screen pixels per world unit at the location</span></div><div class="line"><a name="l01147"></a><span class="lineno"> 1147</span>&#160;<span class="comment"> in screen space where world_point would be rendered.</span></div><div class="line"><a name="l01148"></a><span class="lineno"> 1148</span>&#160;<span class="comment"> If the viewport is not valid, then 0.0 is returned.</span></div><div class="line"><a name="l01149"></a><span class="lineno"> 1149</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01150"></a><span class="lineno"> 1150</span>&#160;<span class="comment"> true: success.</span></div><div class="line"><a name="l01151"></a><span class="lineno"> 1151</span>&#160;<span class="comment"> false: The view projection or frustum is invalid.</span></div><div class="line"><a name="l01152"></a><span class="lineno"> 1152</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01153"></a><span class="lineno"> 1153</span>&#160; <span class="keywordtype">bool</span> GetWorldToScreenScale(</div><div class="line"><a name="l01154"></a><span class="lineno"> 1154</span>&#160; ON_3dPoint world_point,</div><div class="line"><a name="l01155"></a><span class="lineno"> 1155</span>&#160; <span class="keywordtype">double</span>* pixels_per_unit</div><div class="line"><a name="l01156"></a><span class="lineno"> 1156</span>&#160; ) const;</div><div class="line"><a name="l01157"></a><span class="lineno"> 1157</span>&#160;</div><div class="line"><a name="l01158"></a><span class="lineno"> 1158</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01159"></a><span class="lineno"> 1159</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01160"></a><span class="lineno"> 1160</span>&#160;<span class="comment"> Get the number of horizontal pixels per world unit at the</span></div><div class="line"><a name="l01161"></a><span class="lineno"> 1161</span>&#160;<span class="comment"> location in screen space where world_point would be rendered.</span></div><div class="line"><a name="l01162"></a><span class="lineno"> 1162</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01163"></a><span class="lineno"> 1163</span>&#160;<span class="comment"> frustum_depth - [in] (ignored for parallel projection viewports)</span></div><div class="line"><a name="l01164"></a><span class="lineno"> 1164</span>&#160;<span class="comment"> If the viewport has a perspective projection, then this parameter</span></div><div class="line"><a name="l01165"></a><span class="lineno"> 1165</span>&#160;<span class="comment"> specifies the depth in the view frustum where the scale is calculated.</span></div><div class="line"><a name="l01166"></a><span class="lineno"> 1166</span>&#160;<span class="comment"> If frustum_depth is not &gt; 0.0, then FrustumNear() is used.</span></div><div class="line"><a name="l01167"></a><span class="lineno"> 1167</span>&#160;<span class="comment"> pixels_per_unit - [out]</span></div><div class="line"><a name="l01168"></a><span class="lineno"> 1168</span>&#160;<span class="comment"> number of horizontal screen pixels per world unit at the location</span></div><div class="line"><a name="l01169"></a><span class="lineno"> 1169</span>&#160;<span class="comment"> in screen space where frustum_depth would be rendered.</span></div><div class="line"><a name="l01170"></a><span class="lineno"> 1170</span>&#160;<span class="comment"> If the viewport is not valid, then 0.0 is returned.</span></div><div class="line"><a name="l01171"></a><span class="lineno"> 1171</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01172"></a><span class="lineno"> 1172</span>&#160;<span class="comment"> true: success.</span></div><div class="line"><a name="l01173"></a><span class="lineno"> 1173</span>&#160;<span class="comment"> false: The view projection or frustum is invalid.</span></div><div class="line"><a name="l01174"></a><span class="lineno"> 1174</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01175"></a><span class="lineno"> 1175</span>&#160; <span class="keywordtype">bool</span> GetWorldToScreenScale(</div><div class="line"><a name="l01176"></a><span class="lineno"> 1176</span>&#160; <span class="keywordtype">double</span> frustum_depth,</div><div class="line"><a name="l01177"></a><span class="lineno"> 1177</span>&#160; <span class="keywordtype">double</span>* pixels_per_unit</div><div class="line"><a name="l01178"></a><span class="lineno"> 1178</span>&#160; ) const;</div><div class="line"><a name="l01179"></a><span class="lineno"> 1179</span>&#160;</div><div class="line"><a name="l01180"></a><span class="lineno"> 1180</span>&#160; <span class="keywordtype">bool</span> GetCoordinateSprite(</div><div class="line"><a name="l01181"></a><span class="lineno"> 1181</span>&#160; <span class="keywordtype">int</span>, <span class="comment">// size in pixels of coordinate sprite axes</span></div><div class="line"><a name="l01182"></a><span class="lineno"> 1182</span>&#160; <span class="keywordtype">int</span>, <span class="keywordtype">int</span>, <span class="comment">// screen (x,y) for sprite origin</span></div><div class="line"><a name="l01183"></a><span class="lineno"> 1183</span>&#160; <span class="keywordtype">int</span>[3], <span class="comment">// returns depth order for axes</span></div><div class="line"><a name="l01184"></a><span class="lineno"> 1184</span>&#160; <span class="keywordtype">double</span> [3][2] <span class="comment">// screen coords for axes ends</span></div><div class="line"><a name="l01185"></a><span class="lineno"> 1185</span>&#160; ) const;</div><div class="line"><a name="l01186"></a><span class="lineno"> 1186</span>&#160;</div><div class="line"><a name="l01187"></a><span class="lineno"> 1187</span>&#160; <span class="comment">// Use Extents() as a quick way to set a viewport to so that bounding</span></div><div class="line"><a name="l01188"></a><span class="lineno"> 1188</span>&#160; <span class="comment">// volume is inside of a viewports frusmtrum.</span></div><div class="line"><a name="l01189"></a><span class="lineno"> 1189</span>&#160; <span class="comment">// The view angle is used to determine the position of the camera.</span></div><div class="line"><a name="l01190"></a><span class="lineno"> 1190</span>&#160; <span class="keywordtype">bool</span> Extents( </div><div class="line"><a name="l01191"></a><span class="lineno"> 1191</span>&#160; <span class="keywordtype">double</span> half_view_angle, <span class="comment">// 1/2 smallest subtended view angle</span></div><div class="line"><a name="l01192"></a><span class="lineno"> 1192</span>&#160; <span class="comment">// (0 &lt; angle &lt; pi/2)</span></div><div class="line"><a name="l01193"></a><span class="lineno"> 1193</span>&#160; const ON_BoundingBox&amp; world_bbox<span class="comment">// 3d world coordinate bounding box</span></div><div class="line"><a name="l01194"></a><span class="lineno"> 1194</span>&#160; );</div><div class="line"><a name="l01195"></a><span class="lineno"> 1195</span>&#160; <span class="keywordtype">bool</span> Extents( </div><div class="line"><a name="l01196"></a><span class="lineno"> 1196</span>&#160; <span class="keywordtype">double</span> half_view_angle, <span class="comment">// 1/2 smallest subtended view angle</span></div><div class="line"><a name="l01197"></a><span class="lineno"> 1197</span>&#160; <span class="comment">// (0 &lt; angle &lt; pi/2)</span></div><div class="line"><a name="l01198"></a><span class="lineno"> 1198</span>&#160; const ON_3dPoint&amp; center, <span class="comment">// 3d world coordinate bounding sphere center</span></div><div class="line"><a name="l01199"></a><span class="lineno"> 1199</span>&#160; <span class="keywordtype">double</span> radius <span class="comment">// 3d sphere radius</span></div><div class="line"><a name="l01200"></a><span class="lineno"> 1200</span>&#160; );</div><div class="line"><a name="l01201"></a><span class="lineno"> 1201</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01202"></a><span class="lineno"> 1202</span>&#160;<span class="comment"> ////////////////////////////////////////////////////////////////////////</span></div><div class="line"><a name="l01203"></a><span class="lineno"> 1203</span>&#160;<span class="comment"></span> <span class="comment">// View changing from screen input points. Handy for</span></div><div class="line"><a name="l01204"></a><span class="lineno"> 1204</span>&#160; <span class="comment">// using a mouse to manipulate a view.</span></div><div class="line"><a name="l01205"></a><span class="lineno"> 1205</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l01206"></a><span class="lineno"> 1206</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01207"></a><span class="lineno"> 1207</span>&#160;<span class="comment"> //////////</span></div><div class="line"><a name="l01208"></a><span class="lineno"> 1208</span>&#160;<span class="comment"></span> <span class="comment">// ZoomToScreenRect() may change camera and frustum settings</span></div><div class="line"><a name="l01209"></a><span class="lineno"> 1209</span>&#160; <span class="keywordtype">bool</span> ZoomToScreenRect(</div><div class="line"><a name="l01210"></a><span class="lineno"> 1210</span>&#160; <span class="keywordtype">int</span> screen_x0, </div><div class="line"><a name="l01211"></a><span class="lineno"> 1211</span>&#160; <span class="keywordtype">int</span> screen_y0, <span class="comment">// (x,y) screen coords of a rectangle corner</span></div><div class="line"><a name="l01212"></a><span class="lineno"> 1212</span>&#160; <span class="keywordtype">int</span> screen_x1, </div><div class="line"><a name="l01213"></a><span class="lineno"> 1213</span>&#160; <span class="keywordtype">int</span> screen_y1 <span class="comment">// (x,y) screen coords of opposite rectangle corner</span></div><div class="line"><a name="l01214"></a><span class="lineno"> 1214</span>&#160; );</div><div class="line"><a name="l01215"></a><span class="lineno"> 1215</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01216"></a><span class="lineno"> 1216</span>&#160;<span class="comment"> //////////</span></div><div class="line"><a name="l01217"></a><span class="lineno"> 1217</span>&#160;<span class="comment"></span> <span class="comment">// DollyCamera() does not update the frustum&#39;s clipping planes.</span></div><div class="line"><a name="l01218"></a><span class="lineno"> 1218</span>&#160; <span class="comment">// To update the frustum&#39;s clipping planes call DollyFrustum(d)</span></div><div class="line"><a name="l01219"></a><span class="lineno"> 1219</span>&#160; <span class="comment">// with d = dollyVector o cameraFrameZ. To convert screen locations</span></div><div class="line"><a name="l01220"></a><span class="lineno"> 1220</span>&#160; <span class="comment">// into a dolly vector, use GetDollyCameraVector().</span></div><div class="line"><a name="l01221"></a><span class="lineno"> 1221</span>&#160; <span class="keywordtype">bool</span> DollyCamera( <span class="comment">// Does not update frustum. To update frustum use </span></div><div class="line"><a name="l01222"></a><span class="lineno"> 1222</span>&#160; <span class="comment">// DollyFrustum(d) with d = dollyVector o cameraFrameZ</span></div><div class="line"><a name="l01223"></a><span class="lineno"> 1223</span>&#160; const ON_3dVector&amp; dolly_vector <span class="comment">// dolly vector in world coordinates</span></div><div class="line"><a name="l01224"></a><span class="lineno"> 1224</span>&#160; );</div><div class="line"><a name="l01225"></a><span class="lineno"> 1225</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01226"></a><span class="lineno"> 1226</span>&#160;<span class="comment"> //////////</span></div><div class="line"><a name="l01227"></a><span class="lineno"> 1227</span>&#160;<span class="comment"></span> <span class="comment">// Gets a world coordinate dolly vector that can be passed to</span></div><div class="line"><a name="l01228"></a><span class="lineno"> 1228</span>&#160; <span class="comment">// DollyCamera().</span></div><div class="line"><a name="l01229"></a><span class="lineno"> 1229</span>&#160; <span class="keywordtype">bool</span> GetDollyCameraVector(</div><div class="line"><a name="l01230"></a><span class="lineno"> 1230</span>&#160; <span class="keywordtype">int</span> screen_x0, </div><div class="line"><a name="l01231"></a><span class="lineno"> 1231</span>&#160; <span class="keywordtype">int</span> screen_y0, <span class="comment">// (x,y) screen coords of start point</span></div><div class="line"><a name="l01232"></a><span class="lineno"> 1232</span>&#160; <span class="keywordtype">int</span> screen_x1, </div><div class="line"><a name="l01233"></a><span class="lineno"> 1233</span>&#160; <span class="keywordtype">int</span> screen_y1, <span class="comment">// (x,y) screen coords of end point</span></div><div class="line"><a name="l01234"></a><span class="lineno"> 1234</span>&#160; <span class="keywordtype">double</span> proj_plane_dist, <span class="comment">// distance of projection plane from camera.</span></div><div class="line"><a name="l01235"></a><span class="lineno"> 1235</span>&#160; <span class="comment">// When in doubt, use 0.5*(frus_near+frus_far).</span></div><div class="line"><a name="l01236"></a><span class="lineno"> 1236</span>&#160; ON_3dVector&amp; dolly_vector <span class="comment">// world coordinate dolly vector returned here</span></div><div class="line"><a name="l01237"></a><span class="lineno"> 1237</span>&#160; ) const;</div><div class="line"><a name="l01238"></a><span class="lineno"> 1238</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01239"></a><span class="lineno"> 1239</span>&#160;<span class="comment"> //////////</span></div><div class="line"><a name="l01240"></a><span class="lineno"> 1240</span>&#160;<span class="comment"></span> <span class="comment">// Moves frustum&#39;s clipping planes</span></div><div class="line"><a name="l01241"></a><span class="lineno"> 1241</span>&#160; <span class="keywordtype">bool</span> DollyFrustum(</div><div class="line"><a name="l01242"></a><span class="lineno"> 1242</span>&#160; <span class="keywordtype">double</span> dolly_distance <span class="comment">// distance to move in camera direction</span></div><div class="line"><a name="l01243"></a><span class="lineno"> 1243</span>&#160; );</div><div class="line"><a name="l01244"></a><span class="lineno"> 1244</span>&#160;</div><div class="line"><a name="l01245"></a><span class="lineno"> 1245</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01246"></a><span class="lineno"> 1246</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01247"></a><span class="lineno"> 1247</span>&#160;<span class="comment"> Apply scaling factors to parallel projection clipping coordinates</span></div><div class="line"><a name="l01248"></a><span class="lineno"> 1248</span>&#160;<span class="comment"> by setting the m_clip_mod transformation. </span></div><div class="line"><a name="l01249"></a><span class="lineno"> 1249</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01250"></a><span class="lineno"> 1250</span>&#160;<span class="comment"> x - [in] x &gt; 0</span></div><div class="line"><a name="l01251"></a><span class="lineno"> 1251</span>&#160;<span class="comment"> y - [in] y &gt; 0</span></div><div class="line"><a name="l01252"></a><span class="lineno"> 1252</span>&#160;<span class="comment"> Example:</span></div><div class="line"><a name="l01253"></a><span class="lineno"> 1253</span>&#160;<span class="comment"> If you want to compress the view projection across the viewing</span></div><div class="line"><a name="l01254"></a><span class="lineno"> 1254</span>&#160;<span class="comment"> plane, then set x = 0.5, y = 1.0, and z = 1.0.</span></div><div class="line"><a name="l01255"></a><span class="lineno"> 1255</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01256"></a><span class="lineno"> 1256</span>&#160;<span class="comment"> True if successful.</span></div><div class="line"><a name="l01257"></a><span class="lineno"> 1257</span>&#160;<span class="comment"> False if input is invalid or the view is a perspective view.</span></div><div class="line"><a name="l01258"></a><span class="lineno"> 1258</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01259"></a><span class="lineno"> 1259</span>&#160; <span class="keywordtype">bool</span> SetViewScale( <span class="keywordtype">double</span> x, <span class="keywordtype">double</span> y );</div><div class="line"><a name="l01260"></a><span class="lineno"> 1260</span>&#160; <span class="keywordtype">void</span> GetViewScale( <span class="keywordtype">double</span>* x, <span class="keywordtype">double</span>* y ) const;</div><div class="line"><a name="l01261"></a><span class="lineno"> 1261</span>&#160;</div><div class="line"><a name="l01262"></a><span class="lineno"> 1262</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01263"></a><span class="lineno"> 1263</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01264"></a><span class="lineno"> 1264</span>&#160;<span class="comment"> Gets the m_clip_mod transformation;</span></div><div class="line"><a name="l01265"></a><span class="lineno"> 1265</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01266"></a><span class="lineno"> 1266</span>&#160;<span class="comment"> value of the m_clip_mod transformation.</span></div><div class="line"><a name="l01267"></a><span class="lineno"> 1267</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01268"></a><span class="lineno"> 1268</span>&#160; <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a> ClipModXform() const;</div><div class="line"><a name="l01269"></a><span class="lineno"> 1269</span>&#160;</div><div class="line"><a name="l01270"></a><span class="lineno"> 1270</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01271"></a><span class="lineno"> 1271</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01272"></a><span class="lineno"> 1272</span>&#160;<span class="comment"> Gets the m_clip_mod_inverse transformation;</span></div><div class="line"><a name="l01273"></a><span class="lineno"> 1273</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01274"></a><span class="lineno"> 1274</span>&#160;<span class="comment"> value of the m_clip_mod_inverse transformation.</span></div><div class="line"><a name="l01275"></a><span class="lineno"> 1275</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01276"></a><span class="lineno"> 1276</span>&#160; <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a> ClipModInverseXform() const;</div><div class="line"><a name="l01277"></a><span class="lineno"> 1277</span>&#160;</div><div class="line"><a name="l01278"></a><span class="lineno"> 1278</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01279"></a><span class="lineno"> 1279</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01280"></a><span class="lineno"> 1280</span>&#160;<span class="comment"> True if clip mod xform is identity.</span></div><div class="line"><a name="l01281"></a><span class="lineno"> 1281</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01282"></a><span class="lineno"> 1282</span>&#160; <span class="keywordtype">bool</span> ClipModXformIsIdentity() const;</div><div class="line"><a name="l01283"></a><span class="lineno"> 1283</span>&#160;</div><div class="line"><a name="l01284"></a><span class="lineno"> 1284</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01285"></a><span class="lineno"> 1285</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01286"></a><span class="lineno"> 1286</span>&#160;<span class="comment"> Return a point on the central axis of the view frustum.</span></div><div class="line"><a name="l01287"></a><span class="lineno"> 1287</span>&#160;<span class="comment"> This point is a good choice for a general purpose target point.</span></div><div class="line"><a name="l01288"></a><span class="lineno"> 1288</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01289"></a><span class="lineno"> 1289</span>&#160;<span class="comment"> target_distance - [in]</span></div><div class="line"><a name="l01290"></a><span class="lineno"> 1290</span>&#160;<span class="comment"> If target_distance &gt; 0.0, then the distance from the returned</span></div><div class="line"><a name="l01291"></a><span class="lineno"> 1291</span>&#160;<span class="comment"> point to the camera plane will be target_distance. Note that</span></div><div class="line"><a name="l01292"></a><span class="lineno"> 1292</span>&#160;<span class="comment"> if the frustum is not symmetric, the distance from the</span></div><div class="line"><a name="l01293"></a><span class="lineno"> 1293</span>&#160;<span class="comment"> returned point to the camera location will be larger than</span></div><div class="line"><a name="l01294"></a><span class="lineno"> 1294</span>&#160;<span class="comment"> target_distanct.</span></div><div class="line"><a name="l01295"></a><span class="lineno"> 1295</span>&#160;<span class="comment"> If target_distance == ON_UNSET_VALUE and the frustum</span></div><div class="line"><a name="l01296"></a><span class="lineno"> 1296</span>&#160;<span class="comment"> is valid with near &gt; 0.0, then 0.5*(near + far) will be used</span></div><div class="line"><a name="l01297"></a><span class="lineno"> 1297</span>&#160;<span class="comment"> as the target_distance.</span></div><div class="line"><a name="l01298"></a><span class="lineno"> 1298</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01299"></a><span class="lineno"> 1299</span>&#160;<span class="comment"> A point on the frustum&#39;s central axis. If the viewport or input</span></div><div class="line"><a name="l01300"></a><span class="lineno"> 1300</span>&#160;<span class="comment"> is not valid, then ON_3dPoint::UnsetPoint is returned.</span></div><div class="line"><a name="l01301"></a><span class="lineno"> 1301</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01302"></a><span class="lineno"> 1302</span>&#160; ON_3dPoint FrustumCenterPoint( <span class="keywordtype">double</span> target_distance ) const;</div><div class="line"><a name="l01303"></a><span class="lineno"> 1303</span>&#160;</div><div class="line"><a name="l01304"></a><span class="lineno"> 1304</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01305"></a><span class="lineno"> 1305</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01306"></a><span class="lineno"> 1306</span>&#160;<span class="comment"> The current value of the target point. This point does not play</span></div><div class="line"><a name="l01307"></a><span class="lineno"> 1307</span>&#160;<span class="comment"> a role in the view projection calculations. It can be used as a </span></div><div class="line"><a name="l01308"></a><span class="lineno"> 1308</span>&#160;<span class="comment"> fixed point when changing the camera so the visible regions of the</span></div><div class="line"><a name="l01309"></a><span class="lineno"> 1309</span>&#160;<span class="comment"> before and after frustums both contain the region of interest.</span></div><div class="line"><a name="l01310"></a><span class="lineno"> 1310</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l01311"></a><span class="lineno"> 1311</span>&#160;<span class="comment"> The default constructor sets this point on ON_3dPoint::UnsetPoint.</span></div><div class="line"><a name="l01312"></a><span class="lineno"> 1312</span>&#160;<span class="comment"> You must explicitly call one SetTargetPoint() functions to set</span></div><div class="line"><a name="l01313"></a><span class="lineno"> 1313</span>&#160;<span class="comment"> the target point.</span></div><div class="line"><a name="l01314"></a><span class="lineno"> 1314</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01315"></a><span class="lineno"> 1315</span>&#160; ON_3dPoint TargetPoint() const;</div><div class="line"><a name="l01316"></a><span class="lineno"> 1316</span>&#160;</div><div class="line"><a name="l01317"></a><span class="lineno"> 1317</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01318"></a><span class="lineno"> 1318</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01319"></a><span class="lineno"> 1319</span>&#160;<span class="comment"> Set the target point.</span></div><div class="line"><a name="l01320"></a><span class="lineno"> 1320</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01321"></a><span class="lineno"> 1321</span>&#160;<span class="comment"> target_point - [in]</span></div><div class="line"><a name="l01322"></a><span class="lineno"> 1322</span>&#160;<span class="comment"> When in doubt, the point returned by FrustumCenterPoint(ON_UNSET_VALUE)</span></div><div class="line"><a name="l01323"></a><span class="lineno"> 1323</span>&#160;<span class="comment"> is a good choice.</span></div><div class="line"><a name="l01324"></a><span class="lineno"> 1324</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l01325"></a><span class="lineno"> 1325</span>&#160;<span class="comment"> The default constructor sets this point on ON_3dPoint::UnsetPoint.</span></div><div class="line"><a name="l01326"></a><span class="lineno"> 1326</span>&#160;<span class="comment"> You must explicitly call one SetTargetPoint() functions to set</span></div><div class="line"><a name="l01327"></a><span class="lineno"> 1327</span>&#160;<span class="comment"> the target point.</span></div><div class="line"><a name="l01328"></a><span class="lineno"> 1328</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01329"></a><span class="lineno"> 1329</span>&#160; <span class="keywordtype">bool</span> SetTargetPoint( ON_3dPoint target_point );</div><div class="line"><a name="l01330"></a><span class="lineno"> 1330</span>&#160;</div><div class="line"><a name="l01331"></a><span class="lineno"> 1331</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01332"></a><span class="lineno"> 1332</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01333"></a><span class="lineno"> 1333</span>&#160;<span class="comment"> Get the distance from the target point to the camera plane.</span></div><div class="line"><a name="l01334"></a><span class="lineno"> 1334</span>&#160;<span class="comment"> Note that if the frustum is not symmetric, then this distance</span></div><div class="line"><a name="l01335"></a><span class="lineno"> 1335</span>&#160;<span class="comment"> is shorter than the distance from the target to the camera location.</span></div><div class="line"><a name="l01336"></a><span class="lineno"> 1336</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01337"></a><span class="lineno"> 1337</span>&#160;<span class="comment"> bUseFrustumCenterFallback - [in]</span></div><div class="line"><a name="l01338"></a><span class="lineno"> 1338</span>&#160;<span class="comment"> If bUseFrustumCenterFallback is false and the target point is</span></div><div class="line"><a name="l01339"></a><span class="lineno"> 1339</span>&#160;<span class="comment"> not valid, then ON_UNSET_VALUE is returned.</span></div><div class="line"><a name="l01340"></a><span class="lineno"> 1340</span>&#160;<span class="comment"> If bUseFrustumCenterFallback is true and the frustum is valid</span></div><div class="line"><a name="l01341"></a><span class="lineno"> 1341</span>&#160;<span class="comment"> and current target point is not valid or is behind the camera,</span></div><div class="line"><a name="l01342"></a><span class="lineno"> 1342</span>&#160;<span class="comment"> then 0.5*(near + far) is returned.</span></div><div class="line"><a name="l01343"></a><span class="lineno"> 1343</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01344"></a><span class="lineno"> 1344</span>&#160;<span class="comment"> Shortest signed distance from camera plane to target point.</span></div><div class="line"><a name="l01345"></a><span class="lineno"> 1345</span>&#160;<span class="comment"> If the target point is on the visible side of the camera,</span></div><div class="line"><a name="l01346"></a><span class="lineno"> 1346</span>&#160;<span class="comment"> a positive value is returned. ON_UNSET_VALUE is returned</span></div><div class="line"><a name="l01347"></a><span class="lineno"> 1347</span>&#160;<span class="comment"> when the input of view is not valid.</span></div><div class="line"><a name="l01348"></a><span class="lineno"> 1348</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01349"></a><span class="lineno"> 1349</span>&#160; <span class="keywordtype">double</span> TargetDistance( <span class="keywordtype">bool</span> bUseFrustumCenterFallback ) const;</div><div class="line"><a name="l01350"></a><span class="lineno"> 1350</span>&#160;</div><div class="line"><a name="l01351"></a><span class="lineno"> 1351</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01352"></a><span class="lineno"> 1352</span>&#160;<span class="comment"> Description: </span></div><div class="line"><a name="l01353"></a><span class="lineno"> 1353</span>&#160;<span class="comment"> Get suggested values for setting the perspective minimum</span></div><div class="line"><a name="l01354"></a><span class="lineno"> 1354</span>&#160;<span class="comment"> near distance and minimum near/far ratio.</span></div><div class="line"><a name="l01355"></a><span class="lineno"> 1355</span>&#160;<span class="comment"> Parameters: </span></div><div class="line"><a name="l01356"></a><span class="lineno"> 1356</span>&#160;<span class="comment"> camera_location - [in]</span></div><div class="line"><a name="l01357"></a><span class="lineno"> 1357</span>&#160;<span class="comment"> depth_buffer_bit_depth - [in]</span></div><div class="line"><a name="l01358"></a><span class="lineno"> 1358</span>&#160;<span class="comment"> typically 32, 24, 16 or 8, but any positive value can be </span></div><div class="line"><a name="l01359"></a><span class="lineno"> 1359</span>&#160;<span class="comment"> passed in.</span></div><div class="line"><a name="l01360"></a><span class="lineno"> 1360</span>&#160;<span class="comment"> min_near_dist - [out]</span></div><div class="line"><a name="l01361"></a><span class="lineno"> 1361</span>&#160;<span class="comment"> Suggest value for passing to SetPerspectiveMinNearDist(). </span></div><div class="line"><a name="l01362"></a><span class="lineno"> 1362</span>&#160;<span class="comment"> min_near_over_far - [out]</span></div><div class="line"><a name="l01363"></a><span class="lineno"> 1363</span>&#160;<span class="comment"> Suggest value for passing to SetPerspectiveMinNearOverFar(). </span></div><div class="line"><a name="l01364"></a><span class="lineno"> 1364</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01365"></a><span class="lineno"> 1365</span>&#160; static <span class="keywordtype">void</span> GetPerspectiveClippingPlaneConstraints( </div><div class="line"><a name="l01366"></a><span class="lineno"> 1366</span>&#160; ON_3dPoint camera_location,</div><div class="line"><a name="l01367"></a><span class="lineno"> 1367</span>&#160; <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> depth_buffer_bit_depth,</div><div class="line"><a name="l01368"></a><span class="lineno"> 1368</span>&#160; <span class="keywordtype">double</span>* min_near_dist,</div><div class="line"><a name="l01369"></a><span class="lineno"> 1369</span>&#160; <span class="keywordtype">double</span>* min_near_over_far</div><div class="line"><a name="l01370"></a><span class="lineno"> 1370</span>&#160; );</div><div class="line"><a name="l01371"></a><span class="lineno"> 1371</span>&#160;</div><div class="line"><a name="l01372"></a><span class="lineno"> 1372</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01373"></a><span class="lineno"> 1373</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01374"></a><span class="lineno"> 1374</span>&#160;<span class="comment"> Calculate the value to add to homogeneous &quot;z&quot; clipping coordinate</span></div><div class="line"><a name="l01375"></a><span class="lineno"> 1375</span>&#160;<span class="comment"> that corresponds to moving the corresponding euclidean camera</span></div><div class="line"><a name="l01376"></a><span class="lineno"> 1376</span>&#160;<span class="comment"> coordinate by relative_depth_bias*(far - near).</span></div><div class="line"><a name="l01377"></a><span class="lineno"> 1377</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01378"></a><span class="lineno"> 1378</span>&#160;<span class="comment"> relative_depth_bias - [in]</span></div><div class="line"><a name="l01379"></a><span class="lineno"> 1379</span>&#160;<span class="comment"> signed relative bias. </span></div><div class="line"><a name="l01380"></a><span class="lineno"> 1380</span>&#160;<span class="comment"> = 0: no bias, </span></div><div class="line"><a name="l01381"></a><span class="lineno"> 1381</span>&#160;<span class="comment"> &gt; 0: bias towards frustum&#39;s near clipping plane</span></div><div class="line"><a name="l01382"></a><span class="lineno"> 1382</span>&#160;<span class="comment"> &lt; 0: bias towards frustum&#39;s far clipping plane</span></div><div class="line"><a name="l01383"></a><span class="lineno"> 1383</span>&#160;<span class="comment"> When you have curves and points that are &quot;on&quot; shaded objects,</span></div><div class="line"><a name="l01384"></a><span class="lineno"> 1384</span>&#160;<span class="comment"> values around 1/256 work well to move the wire objects</span></div><div class="line"><a name="l01385"></a><span class="lineno"> 1385</span>&#160;<span class="comment"> in front of or behind shaded objects.</span></div><div class="line"><a name="l01386"></a><span class="lineno"> 1386</span>&#160;<span class="comment"> clip_z [-in]</span></div><div class="line"><a name="l01387"></a><span class="lineno"> 1387</span>&#160;<span class="comment"> clip_w [-in]</span></div><div class="line"><a name="l01388"></a><span class="lineno"> 1388</span>&#160;<span class="comment"> clip_z and clip_w are the homogeneous &quot;w&quot; and &quot;w&quot; coordinates</span></div><div class="line"><a name="l01389"></a><span class="lineno"> 1389</span>&#160;<span class="comment"> of a homogeneous clipping coordinate point.</span></div><div class="line"><a name="l01390"></a><span class="lineno"> 1390</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01391"></a><span class="lineno"> 1391</span>&#160;<span class="comment"> The clipping coordinate depth bias to add to the z-clipping</span></div><div class="line"><a name="l01392"></a><span class="lineno"> 1392</span>&#160;<span class="comment"> coordinate that corresponds to adding cam_depth_bias</span></div><div class="line"><a name="l01393"></a><span class="lineno"> 1393</span>&#160;<span class="comment"> to the z camera coordinate.</span></div><div class="line"><a name="l01394"></a><span class="lineno"> 1394</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l01395"></a><span class="lineno"> 1395</span>&#160;<span class="comment"> For perspective views, this bias is largest in the vicinity</span></div><div class="line"><a name="l01396"></a><span class="lineno"> 1396</span>&#160;<span class="comment"> of the frustum&#39;s near clipping plane and smallest in the</span></div><div class="line"><a name="l01397"></a><span class="lineno"> 1397</span>&#160;<span class="comment"> vicinity of the frustum&#39;s far clipping plane.</span></div><div class="line"><a name="l01398"></a><span class="lineno"> 1398</span>&#160;<span class="comment"> For orthographic projectsions, this bias is constant.</span></div><div class="line"><a name="l01399"></a><span class="lineno"> 1399</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01400"></a><span class="lineno"> 1400</span>&#160; <span class="keywordtype">double</span> ClipCoordDepthBias(</div><div class="line"><a name="l01401"></a><span class="lineno"> 1401</span>&#160; <span class="keywordtype">double</span> relative_depth_bias,</div><div class="line"><a name="l01402"></a><span class="lineno"> 1402</span>&#160; <span class="keywordtype">double</span> clip_z, </div><div class="line"><a name="l01403"></a><span class="lineno"> 1403</span>&#160; <span class="keywordtype">double</span> clip_w</div><div class="line"><a name="l01404"></a><span class="lineno"> 1404</span>&#160; ) const;</div><div class="line"><a name="l01405"></a><span class="lineno"> 1405</span>&#160;</div><div class="line"><a name="l01406"></a><span class="lineno"> 1406</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01407"></a><span class="lineno"> 1407</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01408"></a><span class="lineno"> 1408</span>&#160;<span class="comment"> Calculate a transformation to apply to clipping coordinates to</span></div><div class="line"><a name="l01409"></a><span class="lineno"> 1409</span>&#160;<span class="comment"> bias their depth.</span></div><div class="line"><a name="l01410"></a><span class="lineno"> 1410</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01411"></a><span class="lineno"> 1411</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01412"></a><span class="lineno"> 1412</span>&#160;<span class="comment"> relative_depth_bias - [in]</span></div><div class="line"><a name="l01413"></a><span class="lineno"> 1413</span>&#160;<span class="comment"> signed relative bias. </span></div><div class="line"><a name="l01414"></a><span class="lineno"> 1414</span>&#160;<span class="comment"> = 0: no bias, </span></div><div class="line"><a name="l01415"></a><span class="lineno"> 1415</span>&#160;<span class="comment"> &gt; 0: bias towards frustum&#39;s near clipping plane</span></div><div class="line"><a name="l01416"></a><span class="lineno"> 1416</span>&#160;<span class="comment"> &lt; 0: bias towards frustum&#39;s far clipping plane</span></div><div class="line"><a name="l01417"></a><span class="lineno"> 1417</span>&#160;<span class="comment"> When you have curves and points that are &quot;on&quot; shaded objects,</span></div><div class="line"><a name="l01418"></a><span class="lineno"> 1418</span>&#160;<span class="comment"> values around 1/512 work well to move the wire objects</span></div><div class="line"><a name="l01419"></a><span class="lineno"> 1419</span>&#160;<span class="comment"> in front of or behind shaded objects.</span></div><div class="line"><a name="l01420"></a><span class="lineno"> 1420</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01421"></a><span class="lineno"> 1421</span>&#160;<span class="comment"> clip_bias - [out]</span></div><div class="line"><a name="l01422"></a><span class="lineno"> 1422</span>&#160;<span class="comment"> clip_bias = cam2clip * delta * clip2cam,</span></div><div class="line"><a name="l01423"></a><span class="lineno"> 1423</span>&#160;<span class="comment"> where delta = 1 0 0 0 </span></div><div class="line"><a name="l01424"></a><span class="lineno"> 1424</span>&#160;<span class="comment"> 0 1 0 0</span></div><div class="line"><a name="l01425"></a><span class="lineno"> 1425</span>&#160;<span class="comment"> 0 0 1 D</span></div><div class="line"><a name="l01426"></a><span class="lineno"> 1426</span>&#160;<span class="comment"> 0 0 0 1</span></div><div class="line"><a name="l01427"></a><span class="lineno"> 1427</span>&#160;<span class="comment"> and D = relative_depth_bias*(far-near).</span></div><div class="line"><a name="l01428"></a><span class="lineno"> 1428</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01429"></a><span class="lineno"> 1429</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01430"></a><span class="lineno"> 1430</span>&#160;<span class="comment"> True if the function worked. False if the frustum settings</span></div><div class="line"><a name="l01431"></a><span class="lineno"> 1431</span>&#160;<span class="comment"> are not valild, in which cate the identity matrix is returned.</span></div><div class="line"><a name="l01432"></a><span class="lineno"> 1432</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01433"></a><span class="lineno"> 1433</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l01434"></a><span class="lineno"> 1434</span>&#160;<span class="comment"> The inverse of the transformations returned by </span></div><div class="line"><a name="l01435"></a><span class="lineno"> 1435</span>&#160;<span class="comment"> GetClipCoordDepthBiasXform(+r,...) is the transformation</span></div><div class="line"><a name="l01436"></a><span class="lineno"> 1436</span>&#160;<span class="comment"> returned by GetClipCoordDepthBiasXform(-r,...).</span></div><div class="line"><a name="l01437"></a><span class="lineno"> 1437</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01438"></a><span class="lineno"> 1438</span>&#160; <span class="keywordtype">bool</span> GetClipCoordDepthBiasXform( </div><div class="line"><a name="l01439"></a><span class="lineno"> 1439</span>&#160; <span class="keywordtype">double</span> relative_depth_bias,</div><div class="line"><a name="l01440"></a><span class="lineno"> 1440</span>&#160; <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a>&amp; clip_bias</div><div class="line"><a name="l01441"></a><span class="lineno"> 1441</span>&#160; ) const;</div><div class="line"><a name="l01442"></a><span class="lineno"> 1442</span>&#160;</div><div class="line"><a name="l01443"></a><span class="lineno"> 1443</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01444"></a><span class="lineno"> 1444</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01445"></a><span class="lineno"> 1445</span>&#160;<span class="comment"> Set suggested the perspective minimum near distance and</span></div><div class="line"><a name="l01446"></a><span class="lineno"> 1446</span>&#160;<span class="comment"> minimum near/far ratio to the suggested values returned</span></div><div class="line"><a name="l01447"></a><span class="lineno"> 1447</span>&#160;<span class="comment"> by GetPerspectiveClippingPlaneConstraints().</span></div><div class="line"><a name="l01448"></a><span class="lineno"> 1448</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01449"></a><span class="lineno"> 1449</span>&#160;<span class="comment"> depth_buffer_bit_depth - [in]</span></div><div class="line"><a name="l01450"></a><span class="lineno"> 1450</span>&#160;<span class="comment"> typically 32, 24, 16 or 8, but any positive value can be </span></div><div class="line"><a name="l01451"></a><span class="lineno"> 1451</span>&#160;<span class="comment"> passed in.</span></div><div class="line"><a name="l01452"></a><span class="lineno"> 1452</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01453"></a><span class="lineno"> 1453</span>&#160; <span class="keywordtype">void</span> SetPerspectiveClippingPlaneConstraints(</div><div class="line"><a name="l01454"></a><span class="lineno"> 1454</span>&#160; <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> depth_buffer_bit_depth</div><div class="line"><a name="l01455"></a><span class="lineno"> 1455</span>&#160; );</div><div class="line"><a name="l01456"></a><span class="lineno"> 1456</span>&#160;</div><div class="line"><a name="l01457"></a><span class="lineno"> 1457</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01458"></a><span class="lineno"> 1458</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01459"></a><span class="lineno"> 1459</span>&#160;<span class="comment"> Expert user function to control the minimum</span></div><div class="line"><a name="l01460"></a><span class="lineno"> 1460</span>&#160;<span class="comment"> ratio of near/far when perspective projections</span></div><div class="line"><a name="l01461"></a><span class="lineno"> 1461</span>&#160;<span class="comment"> are begin used.</span></div><div class="line"><a name="l01462"></a><span class="lineno"> 1462</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01463"></a><span class="lineno"> 1463</span>&#160;<span class="comment"> min_near_over_far - [in]</span></div><div class="line"><a name="l01464"></a><span class="lineno"> 1464</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l01465"></a><span class="lineno"> 1465</span>&#160;<span class="comment"> This is a runtime setting and is not saved in 3dm files.</span></div><div class="line"><a name="l01466"></a><span class="lineno"> 1466</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01467"></a><span class="lineno"> 1467</span>&#160; <span class="keywordtype">void</span> SetPerspectiveMinNearOverFar(<span class="keywordtype">double</span> min_near_over_far);</div><div class="line"><a name="l01468"></a><span class="lineno"> 1468</span>&#160;</div><div class="line"><a name="l01469"></a><span class="lineno"> 1469</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01470"></a><span class="lineno"> 1470</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01471"></a><span class="lineno"> 1471</span>&#160;<span class="comment"> Expert user function to get the minimum runtime</span></div><div class="line"><a name="l01472"></a><span class="lineno"> 1472</span>&#160;<span class="comment"> value of near/far when perspective projections</span></div><div class="line"><a name="l01473"></a><span class="lineno"> 1473</span>&#160;<span class="comment"> are begin used.</span></div><div class="line"><a name="l01474"></a><span class="lineno"> 1474</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01475"></a><span class="lineno"> 1475</span>&#160;<span class="comment"> The minimum permitted value of near/far when perspective </span></div><div class="line"><a name="l01476"></a><span class="lineno"> 1476</span>&#160;<span class="comment"> projections are begin used.</span></div><div class="line"><a name="l01477"></a><span class="lineno"> 1477</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l01478"></a><span class="lineno"> 1478</span>&#160;<span class="comment"> This is a runtime setting and is not saved in 3dm files.</span></div><div class="line"><a name="l01479"></a><span class="lineno"> 1479</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01480"></a><span class="lineno"> 1480</span>&#160; <span class="keywordtype">double</span> PerspectiveMinNearOverFar() const;</div><div class="line"><a name="l01481"></a><span class="lineno"> 1481</span>&#160;</div><div class="line"><a name="l01482"></a><span class="lineno"> 1482</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01483"></a><span class="lineno"> 1483</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01484"></a><span class="lineno"> 1484</span>&#160;<span class="comment"> Expert user function to control the minimum</span></div><div class="line"><a name="l01485"></a><span class="lineno"> 1485</span>&#160;<span class="comment"> value of near when perspective projections</span></div><div class="line"><a name="l01486"></a><span class="lineno"> 1486</span>&#160;<span class="comment"> are begin used.</span></div><div class="line"><a name="l01487"></a><span class="lineno"> 1487</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01488"></a><span class="lineno"> 1488</span>&#160;<span class="comment"> min_near_dist - [in]</span></div><div class="line"><a name="l01489"></a><span class="lineno"> 1489</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l01490"></a><span class="lineno"> 1490</span>&#160;<span class="comment"> This is a runtime setting and is not saved in 3dm files.</span></div><div class="line"><a name="l01491"></a><span class="lineno"> 1491</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01492"></a><span class="lineno"> 1492</span>&#160; <span class="keywordtype">void</span> SetPerspectiveMinNearDist(<span class="keywordtype">double</span> min_near_dist);</div><div class="line"><a name="l01493"></a><span class="lineno"> 1493</span>&#160;</div><div class="line"><a name="l01494"></a><span class="lineno"> 1494</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01495"></a><span class="lineno"> 1495</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01496"></a><span class="lineno"> 1496</span>&#160;<span class="comment"> Expert user function to get the minimum</span></div><div class="line"><a name="l01497"></a><span class="lineno"> 1497</span>&#160;<span class="comment"> value of near when perspective projections</span></div><div class="line"><a name="l01498"></a><span class="lineno"> 1498</span>&#160;<span class="comment"> are begin used.</span></div><div class="line"><a name="l01499"></a><span class="lineno"> 1499</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01500"></a><span class="lineno"> 1500</span>&#160;<span class="comment"> The minimum permitted value of near when perspective </span></div><div class="line"><a name="l01501"></a><span class="lineno"> 1501</span>&#160;<span class="comment"> projections are begin used.</span></div><div class="line"><a name="l01502"></a><span class="lineno"> 1502</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l01503"></a><span class="lineno"> 1503</span>&#160;<span class="comment"> This is a runtime setting and is not saved in 3dm files.</span></div><div class="line"><a name="l01504"></a><span class="lineno"> 1504</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01505"></a><span class="lineno"> 1505</span>&#160; <span class="keywordtype">double</span> PerspectiveMinNearDist() const;</div><div class="line"><a name="l01506"></a><span class="lineno"> 1506</span>&#160; </div><div class="line"><a name="l01507"></a><span class="lineno"> 1507</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01508"></a><span class="lineno"> 1508</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01509"></a><span class="lineno"> 1509</span>&#160;<span class="comment"> Sets the viewport&#39;s id to the value used to </span></div><div class="line"><a name="l01510"></a><span class="lineno"> 1510</span>&#160;<span class="comment"> uniquely identify this viewport.</span></div><div class="line"><a name="l01511"></a><span class="lineno"> 1511</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01512"></a><span class="lineno"> 1512</span>&#160;<span class="comment"> viewport_id - [in] </span></div><div class="line"><a name="l01513"></a><span class="lineno"> 1513</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01514"></a><span class="lineno"> 1514</span>&#160;<span class="comment"> True if the viewport&#39;s id was successfully set</span></div><div class="line"><a name="l01515"></a><span class="lineno"> 1515</span>&#160;<span class="comment"> and false otherwise (ie. the viewport uuid has</span></div><div class="line"><a name="l01516"></a><span class="lineno"> 1516</span>&#160;<span class="comment"> already been set).</span></div><div class="line"><a name="l01517"></a><span class="lineno"> 1517</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l01518"></a><span class="lineno"> 1518</span>&#160;<span class="comment"> There is no approved way to change the viewport </span></div><div class="line"><a name="l01519"></a><span class="lineno"> 1519</span>&#160;<span class="comment"> id once it is set in order to maintain consistency</span></div><div class="line"><a name="l01520"></a><span class="lineno"> 1520</span>&#160;<span class="comment"> across multiple viewports and those routines that </span></div><div class="line"><a name="l01521"></a><span class="lineno"> 1521</span>&#160;<span class="comment"> manage them.</span></div><div class="line"><a name="l01522"></a><span class="lineno"> 1522</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01523"></a><span class="lineno"> 1523</span>&#160; <span class="keywordtype">bool</span> SetViewportId(const <a class="code" href="../../d8/db4/struct_o_n___u_u_i_d__struct.html">ON_UUID</a>&amp; viewport_id );</div><div class="line"><a name="l01524"></a><span class="lineno"> 1524</span>&#160;</div><div class="line"><a name="l01525"></a><span class="lineno"> 1525</span>&#160; <a class="code" href="../../d8/db4/struct_o_n___u_u_i_d__struct.html">ON_UUID</a> ViewportId(<span class="keywordtype">void</span>) const;</div><div class="line"><a name="l01526"></a><span class="lineno"> 1526</span>&#160;</div><div class="line"><a name="l01527"></a><span class="lineno"> 1527</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01528"></a><span class="lineno"> 1528</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01529"></a><span class="lineno"> 1529</span>&#160;<span class="comment"> EXPERT USER function to change the viewport&#39;s id.</span></div><div class="line"><a name="l01530"></a><span class="lineno"> 1530</span>&#160;<span class="comment"> If you change the id, you risk damaging display</span></div><div class="line"><a name="l01531"></a><span class="lineno"> 1531</span>&#160;<span class="comment"> and visibility relationships in the model.</span></div><div class="line"><a name="l01532"></a><span class="lineno"> 1532</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01533"></a><span class="lineno"> 1533</span>&#160;<span class="comment"> viewport_id - [in] </span></div><div class="line"><a name="l01534"></a><span class="lineno"> 1534</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01535"></a><span class="lineno"> 1535</span>&#160; <span class="keywordtype">void</span> ChangeViewportId(const <a class="code" href="../../d8/db4/struct_o_n___u_u_i_d__struct.html">ON_UUID</a>&amp; viewport_id);</div><div class="line"><a name="l01536"></a><span class="lineno"> 1536</span>&#160;</div><div class="line"><a name="l01537"></a><span class="lineno"> 1537</span>&#160;</div><div class="line"><a name="l01538"></a><span class="lineno"> 1538</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01539"></a><span class="lineno"> 1539</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01540"></a><span class="lineno"> 1540</span>&#160;<span class="comment"> The &quot;view frustum&quot; is the frustum the m_xform transformation</span></div><div class="line"><a name="l01541"></a><span class="lineno"> 1541</span>&#160;<span class="comment"> maps to clipping coordinate box (-1,+1)^3. These functions</span></div><div class="line"><a name="l01542"></a><span class="lineno"> 1542</span>&#160;<span class="comment"> determine if some portion of the convex hull of the test points</span></div><div class="line"><a name="l01543"></a><span class="lineno"> 1543</span>&#160;<span class="comment"> is inside the view frustum.</span></div><div class="line"><a name="l01544"></a><span class="lineno"> 1544</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01545"></a><span class="lineno"> 1545</span>&#160;<span class="comment"> P - [in] point</span></div><div class="line"><a name="l01546"></a><span class="lineno"> 1546</span>&#160;<span class="comment"> box - [in] bounding box</span></div><div class="line"><a name="l01547"></a><span class="lineno"> 1547</span>&#160;<span class="comment"> count - [in] number of points</span></div><div class="line"><a name="l01548"></a><span class="lineno"> 1548</span>&#160;<span class="comment"> p - [in] array of points</span></div><div class="line"><a name="l01549"></a><span class="lineno"> 1549</span>&#160;<span class="comment"> bEnableClippingPlanes - [in]</span></div><div class="line"><a name="l01550"></a><span class="lineno"> 1550</span>&#160;<span class="comment"> If true, then the additional clipping planes are tested.</span></div><div class="line"><a name="l01551"></a><span class="lineno"> 1551</span>&#160;<span class="comment"> If false, then the additional clipping planes are ignored.</span></div><div class="line"><a name="l01552"></a><span class="lineno"> 1552</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01553"></a><span class="lineno"> 1553</span>&#160;<span class="comment"> 0 = No part of the of the convex hull of the tested points</span></div><div class="line"><a name="l01554"></a><span class="lineno"> 1554</span>&#160;<span class="comment"> is in the view frustum or the view camera and frustum</span></div><div class="line"><a name="l01555"></a><span class="lineno"> 1555</span>&#160;<span class="comment"> have not been set.</span></div><div class="line"><a name="l01556"></a><span class="lineno"> 1556</span>&#160;<span class="comment"> 1 = A portion of the convex hull of the otested points may</span></div><div class="line"><a name="l01557"></a><span class="lineno"> 1557</span>&#160;<span class="comment"> be in the view frustum.</span></div><div class="line"><a name="l01558"></a><span class="lineno"> 1558</span>&#160;<span class="comment"> 2 = The entire convex hull of the tested points is in the</span></div><div class="line"><a name="l01559"></a><span class="lineno"> 1559</span>&#160;<span class="comment"> view frustum.</span></div><div class="line"><a name="l01560"></a><span class="lineno"> 1560</span>&#160;<span class="comment"></span></div><div class="line"><a name="l01561"></a><span class="lineno"> 1561</span>&#160;<span class="comment"> Remarks:</span></div><div class="line"><a name="l01562"></a><span class="lineno"> 1562</span>&#160;<span class="comment"> Each call to ON_Viewport::InViewFrustum() requires the calculation</span></div><div class="line"><a name="l01563"></a><span class="lineno"> 1563</span>&#160;<span class="comment"> of the world-to-clipping coordinates transformation. If multiple</span></div><div class="line"><a name="l01564"></a><span class="lineno"> 1564</span>&#160;<span class="comment"> queries are required, fewer computation resources will be used</span></div><div class="line"><a name="l01565"></a><span class="lineno"> 1565</span>&#160;<span class="comment"> if you set ON_ClippingRegion.m_xform to the viewport&#39;s world-to-</span></div><div class="line"><a name="l01566"></a><span class="lineno"> 1566</span>&#160;<span class="comment"> clipping coordinate transformation and then call the</span></div><div class="line"><a name="l01567"></a><span class="lineno"> 1567</span>&#160;<span class="comment"> ON_ClippingRegion::InViewFrustum() functions.</span></div><div class="line"><a name="l01568"></a><span class="lineno"> 1568</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01569"></a><span class="lineno"> 1569</span>&#160; <span class="keywordtype">int</span> InViewFrustum( </div><div class="line"><a name="l01570"></a><span class="lineno"> 1570</span>&#160; ON_3dPoint P</div><div class="line"><a name="l01571"></a><span class="lineno"> 1571</span>&#160; ) const;</div><div class="line"><a name="l01572"></a><span class="lineno"> 1572</span>&#160; <span class="keywordtype">int</span> InViewFrustum( </div><div class="line"><a name="l01573"></a><span class="lineno"> 1573</span>&#160; const ON_BoundingBox&amp; bbox</div><div class="line"><a name="l01574"></a><span class="lineno"> 1574</span>&#160; ) const;</div><div class="line"><a name="l01575"></a><span class="lineno"> 1575</span>&#160; <span class="keywordtype">int</span> InViewFrustum( </div><div class="line"><a name="l01576"></a><span class="lineno"> 1576</span>&#160; <span class="keywordtype">int</span> count, </div><div class="line"><a name="l01577"></a><span class="lineno"> 1577</span>&#160; const <a class="code" href="../../d0/dec/class_o_n__3f_point.html">ON_3fPoint</a>* p</div><div class="line"><a name="l01578"></a><span class="lineno"> 1578</span>&#160; ) const;</div><div class="line"><a name="l01579"></a><span class="lineno"> 1579</span>&#160; <span class="keywordtype">int</span> InViewFrustum( </div><div class="line"><a name="l01580"></a><span class="lineno"> 1580</span>&#160; <span class="keywordtype">int</span> count, </div><div class="line"><a name="l01581"></a><span class="lineno"> 1581</span>&#160; const ON_3dPoint* p</div><div class="line"><a name="l01582"></a><span class="lineno"> 1582</span>&#160; ) const;</div><div class="line"><a name="l01583"></a><span class="lineno"> 1583</span>&#160; <span class="keywordtype">int</span> InViewFrustum( </div><div class="line"><a name="l01584"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a923cb3e1b6f8aa24b7a490b3f2a3ddc3"> 1584</a></span>&#160; <span class="keywordtype">int</span> count, </div><div class="line"><a name="l01585"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#af33342ea1380692b4e9fef688ba7744b"> 1585</a></span>&#160; const <a class="code" href="../../d9/db1/class_o_n__4d_point.html">ON_4dPoint</a>* p</div><div class="line"><a name="l01586"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#ac7f1c6f881be55bcf3e2bbbbb9e9d033"> 1586</a></span>&#160; ) const;</div><div class="line"><a name="l01587"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a8ab7888279d02a2e3544aaf92465d2b7"> 1587</a></span>&#160;</div><div class="line"><a name="l01588"></a><span class="lineno"> 1588</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01589"></a><span class="lineno"> 1589</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01590"></a><span class="lineno"> 1590</span>&#160;<span class="comment"> Determine if some portion of the transformed bounding box</span></div><div class="line"><a name="l01591"></a><span class="lineno"> 1591</span>&#160;<span class="comment"> is inside the view frustum.</span></div><div class="line"><a name="l01592"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a30c1b89e1d45ae8034df379c0788d476"> 1592</a></span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01593"></a><span class="lineno"> 1593</span>&#160;<span class="comment"> bInfiniteFrustum - [in]</span></div><div class="line"><a name="l01594"></a><span class="lineno"> 1594</span>&#160;<span class="comment"> ignore the near and far clipping planes of the viewport.</span></div><div class="line"><a name="l01595"></a><span class="lineno"> 1595</span>&#160;<span class="comment"> bbox - [in] </span></div><div class="line"><a name="l01596"></a><span class="lineno"> 1596</span>&#160;<span class="comment"> bounding box</span></div><div class="line"><a name="l01597"></a><span class="lineno"> 1597</span>&#160;<span class="comment"> bbox_xform - [in] </span></div><div class="line"><a name="l01598"></a><span class="lineno"> 1598</span>&#160;<span class="comment"> If not nullptr, this transformation is applied to the bounding box.</span></div><div class="line"><a name="l01599"></a><span class="lineno"> 1599</span>&#160;<span class="comment"> Typically bbox_xform is used to pass an instance reference transformation.</span></div><div class="line"><a name="l01600"></a><span class="lineno"> 1600</span>&#160;<span class="comment"> Returns:</span></div><div class="line"><a name="l01601"></a><span class="lineno"> 1601</span>&#160;<span class="comment"> 0 = No part of the of the transformed bounding box</span></div><div class="line"><a name="l01602"></a><span class="lineno"> 1602</span>&#160;<span class="comment"> is in the view frustum or the view camera and frustum</span></div><div class="line"><a name="l01603"></a><span class="lineno"> 1603</span>&#160;<span class="comment"> have not been set.</span></div><div class="line"><a name="l01604"></a><span class="lineno"> 1604</span>&#160;<span class="comment"> 1 = A portion of of the transformed bounding box is</span></div><div class="line"><a name="l01605"></a><span class="lineno"> 1605</span>&#160;<span class="comment"> in the view frustum</span></div><div class="line"><a name="l01606"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a59830fbaa996b17ff633260f86e829b8"> 1606</a></span>&#160;<span class="comment"> 2 = The entire transformed bounding box is in the</span></div><div class="line"><a name="l01607"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a20cf1ca5d368100a0bc35fc139433381"> 1607</a></span>&#160;<span class="comment"> view frustum.</span></div><div class="line"><a name="l01608"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a2101ab744f116608e830cf5c63dd99ae"> 1608</a></span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01609"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a87323c560ce8c778b46b69369039d4ab"> 1609</a></span>&#160; <span class="keywordtype">int</span> InViewFrustum(</div><div class="line"><a name="l01610"></a><span class="lineno"> 1610</span>&#160; <span class="keywordtype">bool</span> bInfiniteFrustum,</div><div class="line"><a name="l01611"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a402bb842eefac7209d064d74494955c8"> 1611</a></span>&#160; const ON_BoundingBox&amp; bbox,</div><div class="line"><a name="l01612"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a20f8e39e2cf71a8fa08f5361f47152cb"> 1612</a></span>&#160; const <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a>* bbox_xform</div><div class="line"><a name="l01613"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#aaed1afd3ebbe987c9aea8961f6625720"> 1613</a></span>&#160; ) const;</div><div class="line"><a name="l01614"></a><span class="lineno"> 1614</span>&#160; </div><div class="line"><a name="l01615"></a><span class="lineno"> 1615</span>&#160;protected:</div><div class="line"><a name="l01616"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a346b059856e99f4d0b64c053f84e3b23"> 1616</a></span>&#160;</div><div class="line"><a name="l01617"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a501fe86779e233148f885abf20f32c07"> 1617</a></span>&#160; <span class="comment">// These boolean status flags are set to true when</span></div><div class="line"><a name="l01618"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a53d304e856eba853412722fa516d27a6"> 1618</a></span>&#160; <span class="comment">// the associated fields contain valid values.</span></div><div class="line"><a name="l01619"></a><span class="lineno"> 1619</span>&#160; <span class="keywordtype">bool</span> m_bValidCamera = true;</div><div class="line"><a name="l01620"></a><span class="lineno"> 1620</span>&#160; <span class="keywordtype">bool</span> m_bValidFrustum = true;</div><div class="line"><a name="l01621"></a><span class="lineno"> 1621</span>&#160; <span class="keywordtype">bool</span> m_bValidPort = false;</div><div class="line"><a name="l01622"></a><span class="lineno"> 1622</span>&#160; <span class="keywordtype">bool</span> m_bValidCameraFrame = true;</div><div class="line"><a name="l01623"></a><span class="lineno"> 1623</span>&#160;</div><div class="line"><a name="l01624"></a><span class="lineno"> 1624</span>&#160; <span class="comment">// Camera Settings: ///////////////////////////////////////////////</span></div><div class="line"><a name="l01625"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a59d16f78c3b44967646ac8bc779241ee"> 1625</a></span>&#160;</div><div class="line"><a name="l01626"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a3bf5439f9d408818bbcd8e00774f3da4"> 1626</a></span>&#160; <span class="comment">// perspective or parallel projection</span></div><div class="line"><a name="l01627"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a739aa05fb1ca7c3287690cc7fc995c9d"> 1627</a></span>&#160; ON::view_projection m_projection = ON::parallel_view;</div><div class="line"><a name="l01628"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#afe84c03727c6d6f486428e1257851262"> 1628</a></span>&#160;</div><div class="line"><a name="l01629"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#aad032a509fcbe894b332c29d555d88b6"> 1629</a></span>&#160; <span class="comment">// Camera location, direction and orientation (in world coordinates).</span></div><div class="line"><a name="l01630"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a37fc806ed03f0aea899373f727ff8efe"> 1630</a></span>&#160; <span class="comment">// These values are used to set the camera frame vectors CamX, CamY,</span></div><div class="line"><a name="l01631"></a><span class="lineno"> 1631</span>&#160; <span class="comment">// CamZ. If bValidCamera is true, then the CamX, CamY and CamZ</span></div><div class="line"><a name="l01632"></a><span class="lineno"> 1632</span>&#160; <span class="comment">// vectors are properly initialized and should be used</span></div><div class="line"><a name="l01633"></a><span class="lineno"> 1633</span>&#160; <span class="comment">// instead of CamDir[] and CamUp[]. The frame vectors CamX, CamY, CamZ</span></div><div class="line"><a name="l01634"></a><span class="lineno"> 1634</span>&#160; <span class="comment">// are always a right handed orthonormal frame. The CamDir</span></div><div class="line"><a name="l01635"></a><span class="lineno"> 1635</span>&#160; <span class="comment">// and CamUp vectors contain the values passed to SetViewCamera().</span></div><div class="line"><a name="l01636"></a><span class="lineno"> 1636</span>&#160;</div><div class="line"><a name="l01637"></a><span class="lineno"> 1637</span>&#160; <span class="comment">// If true and the camera is valid, then the corresponding camera</span></div><div class="line"><a name="l01638"></a><span class="lineno"> 1638</span>&#160; <span class="comment">// parameter will not be changed by view editing functions. This</span></div><div class="line"><a name="l01639"></a><span class="lineno"> 1639</span>&#160; <span class="comment">// permits user interface to easily preserve important camera</span></div><div class="line"><a name="l01640"></a><span class="lineno"> 1640</span>&#160; <span class="comment">// features without having to perform excessive calculations.</span></div><div class="line"><a name="l01641"></a><span class="lineno"> 1641</span>&#160; <span class="keywordtype">bool</span> m_bLockCamUp = false;</div><div class="line"><a name="l01642"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#abd48e8ca0c3945edf8091c3ceea3cac8"> 1642</a></span>&#160; <span class="keywordtype">bool</span> m_bLockCamDir = false;</div><div class="line"><a name="l01643"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#aacf35fcd8bf69fb1d5d13b8c37d133ea"> 1643</a></span>&#160; <span class="keywordtype">bool</span> m_bLockCamLoc = false;</div><div class="line"><a name="l01644"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a45566f70782eaf1de3107465f7115749"> 1644</a></span>&#160; <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> m_frustum_symmetry_flags = 0; <span class="comment">// 0 != (flags &amp; 1) top/bottom symmetry enforced</span></div><div class="line"><a name="l01645"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a774955ab551b1bda3969dcd6651fafd8"> 1645</a></span>&#160; <span class="comment">// 0 != (flags &amp; 2) left/right symmetry enforced.</span></div><div class="line"><a name="l01646"></a><span class="lineno"> 1646</span>&#160; ON_3dPoint m_CamLoc = <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>::DefaultCameraLocation; <span class="comment">// camera location</span></div><div class="line"><a name="l01647"></a><span class="lineno"> 1647</span>&#160; ON_3dVector m_CamDir = -ON_3dVector::ZAxis; <span class="comment">// from camera towards view (nonzero and not parallel to m_CamUp)</span></div><div class="line"><a name="l01648"></a><span class="lineno"> 1648</span>&#160; ON_3dVector m_CamUp = ON_3dVector::YAxis; <span class="comment">// (nonzero and not parallel to m_CamDir)</span></div><div class="line"><a name="l01649"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a7bda7b02d65f5a18ba92167e987080c1"> 1649</a></span>&#160;</div><div class="line"><a name="l01650"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a85051eb62e197acbc2af6ca02e06d46a"> 1650</a></span>&#160; <span class="comment">// The camera frame vectors are properly initialized by SetCamera()</span></div><div class="line"><a name="l01651"></a><span class="lineno"> 1651</span>&#160; ON_3dVector m_CamX = ON_3dVector::XAxis;</div><div class="line"><a name="l01652"></a><span class="lineno"> 1652</span>&#160; ON_3dVector m_CamY = ON_3dVector::YAxis;</div><div class="line"><a name="l01653"></a><span class="lineno"> 1653</span>&#160; ON_3dVector m_CamZ = ON_3dVector::ZAxis;</div><div class="line"><a name="l01654"></a><span class="lineno"> 1654</span>&#160;</div><div class="line"><a name="l01655"></a><span class="lineno"> 1655</span>&#160; <span class="comment">// View Frustum Settings: ///////////////////////////////////////</span></div><div class="line"><a name="l01656"></a><span class="lineno"> 1656</span>&#160; <span class="comment">// left, right are camera X coords on near clipping plane</span></div><div class="line"><a name="l01657"></a><span class="lineno"> 1657</span>&#160; <span class="comment">// bottom, top are camera Y coords on near clipping plane</span></div><div class="line"><a name="l01658"></a><span class="lineno"><a class="line" href="../../d4/deb/class_o_n___viewport.html#a0105798fa593f385e2dd49f67c0534d3"> 1658</a></span>&#160; <span class="comment">// near = distance from camera to near clipping plane</span></div><div class="line"><a name="l01659"></a><span class="lineno"> 1659</span>&#160; <span class="comment">// far = distance from camera to far clipping plane</span></div><div class="line"><a name="l01660"></a><span class="lineno"> 1660</span>&#160; <span class="keywordtype">double</span> m_frus_left = -20.0; <span class="comment">// frus_left &lt; frus_right </span></div><div class="line"><a name="l01661"></a><span class="lineno"> 1661</span>&#160; <span class="keywordtype">double</span> m_frus_right = 20.0; </div><div class="line"><a name="l01662"></a><span class="lineno"> 1662</span>&#160; <span class="keywordtype">double</span> m_frus_bottom = -20.0; <span class="comment">// frus_bottom &lt; frus_top </span></div><div class="line"><a name="l01663"></a><span class="lineno"> 1663</span>&#160; <span class="keywordtype">double</span> m_frus_top = 20.0;</div><div class="line"><a name="l01664"></a><span class="lineno"> 1664</span>&#160; <span class="keywordtype">double</span> m_frus_near = <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>::DefaultMinNearDist; <span class="comment">// 0 &lt; frus_near &lt; frus_far </span></div><div class="line"><a name="l01665"></a><span class="lineno"> 1665</span>&#160; <span class="keywordtype">double</span> m_frus_far = <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>::DefaultFarDist; </div><div class="line"><a name="l01666"></a><span class="lineno"> 1666</span>&#160;</div><div class="line"><a name="l01667"></a><span class="lineno"> 1667</span>&#160; <span class="comment">// Device View Port Box Settings: ( in display device coordinates ) ////</span></div><div class="line"><a name="l01668"></a><span class="lineno"> 1668</span>&#160; <span class="comment">// The point (left,bottom,-near), in camera coordinates, of the view</span></div><div class="line"><a name="l01669"></a><span class="lineno"> 1669</span>&#160; <span class="comment">// frustum is mapped to pixel coordinate (port_left,port_bottom,port_near).</span></div><div class="line"><a name="l01670"></a><span class="lineno"> 1670</span>&#160; <span class="comment">// The point (right,top,-far), in camera coordinates, of the view frustum </span></div><div class="line"><a name="l01671"></a><span class="lineno"> 1671</span>&#160; <span class="comment">// is mapped to pixel coordinate (port_right,port_top,port_far).</span></div><div class="line"><a name="l01672"></a><span class="lineno"> 1672</span>&#160; <span class="comment">// In many situations including Microsoft Windows coordinates,</span></div><div class="line"><a name="l01673"></a><span class="lineno"> 1673</span>&#160; <span class="comment">// port_left = 0,</span></div><div class="line"><a name="l01674"></a><span class="lineno"> 1674</span>&#160; <span class="comment">// port_right = viewport width-1,</span></div><div class="line"><a name="l01675"></a><span class="lineno"> 1675</span>&#160; <span class="comment">// port_top = 0,</span></div><div class="line"><a name="l01676"></a><span class="lineno"> 1676</span>&#160; <span class="comment">// port_bottom = viewport height-1.</span></div><div class="line"><a name="l01677"></a><span class="lineno"> 1677</span>&#160; <span class="keywordtype">int</span> m_port_left = 0; <span class="comment">// port_left != port_right</span></div><div class="line"><a name="l01678"></a><span class="lineno"> 1678</span>&#160; <span class="keywordtype">int</span> m_port_right = 1000;</div><div class="line"><a name="l01679"></a><span class="lineno"> 1679</span>&#160; <span class="keywordtype">int</span> m_port_bottom = 0; <span class="comment">// port_bottom != port_top </span></div><div class="line"><a name="l01680"></a><span class="lineno"> 1680</span>&#160; <span class="keywordtype">int</span> m_port_top = 1000;</div><div class="line"><a name="l01681"></a><span class="lineno"> 1681</span>&#160; <span class="comment">// (If you want an 8 bit z-buffer with </span></div><div class="line"><a name="l01682"></a><span class="lineno"> 1682</span>&#160; <span class="comment">// z=255 being &quot;in front of&quot; z=0, then</span></div><div class="line"><a name="l01683"></a><span class="lineno"> 1683</span>&#160; <span class="comment">// set port_near = 255 and port_far = 0.)</span></div><div class="line"><a name="l01684"></a><span class="lineno"> 1684</span>&#160; <span class="keywordtype">int</span> m_port_near = 0;</div><div class="line"><a name="l01685"></a><span class="lineno"> 1685</span>&#160; <span class="keywordtype">int</span> m_port_far = 1;</div><div class="line"><a name="l01686"></a><span class="lineno"> 1686</span>&#160;</div><div class="line"><a name="l01687"></a><span class="lineno"> 1687</span>&#160;</div><div class="line"><a name="l01688"></a><span class="lineno"> 1688</span>&#160; <span class="comment">// The location of this point has no impact on the </span></div><div class="line"><a name="l01689"></a><span class="lineno"> 1689</span>&#160; <span class="comment">// view projection. It is simply a suggestion for a </span></div><div class="line"><a name="l01690"></a><span class="lineno"> 1690</span>&#160; <span class="comment">// fixed point when views are rotated or the isometric </span></div><div class="line"><a name="l01691"></a><span class="lineno"> 1691</span>&#160; <span class="comment">// depth when perpsective views are dollied. The default</span></div><div class="line"><a name="l01692"></a><span class="lineno"> 1692</span>&#160; <span class="comment">// is ON_3dPoint::UnsetPoint.</span></div><div class="line"><a name="l01693"></a><span class="lineno"> 1693</span>&#160; ON_3dPoint m_target_point = ON_3dPoint::UnsetPoint;</div><div class="line"><a name="l01694"></a><span class="lineno"> 1694</span>&#160;</div><div class="line"><a name="l01695"></a><span class="lineno"> 1695</span>&#160;private:</div><div class="line"><a name="l01696"></a><span class="lineno"> 1696</span>&#160; <span class="comment">// When this id matches the viewport id saved in an ON_DisplayMaterialRef</span></div><div class="line"><a name="l01697"></a><span class="lineno"> 1697</span>&#160; <span class="comment">// list in ON_3dmObjectAttributes, then the the display material is used</span></div><div class="line"><a name="l01698"></a><span class="lineno"> 1698</span>&#160; <span class="comment">// for that object in this view.</span></div><div class="line"><a name="l01699"></a><span class="lineno"> 1699</span>&#160; <a class="code" href="../../d8/db4/struct_o_n___u_u_i_d__struct.html">ON_UUID</a> m_viewport_id = ON_nil_uuid;</div><div class="line"><a name="l01700"></a><span class="lineno"> 1700</span>&#160;</div><div class="line"><a name="l01701"></a><span class="lineno"> 1701</span>&#160; <span class="keywordtype">bool</span> SetCameraFrame(); <span class="comment">// used to set m_CamX, m_CamY, m_CamZ</span></div><div class="line"><a name="l01702"></a><span class="lineno"> 1702</span>&#160;</div><div class="line"><a name="l01703"></a><span class="lineno"> 1703</span>&#160; <span class="comment">// This transform is used to tweak the clipping </span></div><div class="line"><a name="l01704"></a><span class="lineno"> 1704</span>&#160; <span class="comment">// coordinates. The default is the identity. </span></div><div class="line"><a name="l01705"></a><span class="lineno"> 1705</span>&#160; <span class="comment">// Modify this transformation when you need to do</span></div><div class="line"><a name="l01706"></a><span class="lineno"> 1706</span>&#160; <span class="comment">// things like z-buffer bias, non-uniform viewplane</span></div><div class="line"><a name="l01707"></a><span class="lineno"> 1707</span>&#160; <span class="comment">// scaling, and so on.</span></div><div class="line"><a name="l01708"></a><span class="lineno"> 1708</span>&#160;</div><div class="line"><a name="l01709"></a><span class="lineno"> 1709</span>&#160; <span class="comment">/*</span></div><div class="line"><a name="l01710"></a><span class="lineno"> 1710</span>&#160;<span class="comment"> Description:</span></div><div class="line"><a name="l01711"></a><span class="lineno"> 1711</span>&#160;<span class="comment"> Sets the m_clip_mod transformation;</span></div><div class="line"><a name="l01712"></a><span class="lineno"> 1712</span>&#160;<span class="comment"> Parameters:</span></div><div class="line"><a name="l01713"></a><span class="lineno"> 1713</span>&#160;<span class="comment"> clip_mod_xform - [in] invertable transformation</span></div><div class="line"><a name="l01714"></a><span class="lineno"> 1714</span>&#160;<span class="comment"> */</span></div><div class="line"><a name="l01715"></a><span class="lineno"> 1715</span>&#160; <span class="keywordtype">bool</span> SetClipModXform( <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a> clip_mod_xform );</div><div class="line"><a name="l01716"></a><span class="lineno"> 1716</span>&#160; <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a> m_clip_mods = <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a>::IdentityTransformation;</div><div class="line"><a name="l01717"></a><span class="lineno"> 1717</span>&#160; <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a> m_clip_mods_inverse = <a class="code" href="../../d3/d13/class_o_n___xform.html">ON_Xform</a>::IdentityTransformation;</div><div class="line"><a name="l01718"></a><span class="lineno"> 1718</span>&#160;</div><div class="line"><a name="l01719"></a><span class="lineno"> 1719</span>&#160; <span class="comment">// Runtime values that depend on the graphics hardware being used.</span></div><div class="line"><a name="l01720"></a><span class="lineno"> 1720</span>&#160; <span class="comment">// These values are not saved in 3dm files.</span></div><div class="line"><a name="l01721"></a><span class="lineno"> 1721</span>&#160; <span class="keywordtype">double</span> m__MIN_NEAR_DIST = <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>::DefaultMinNearDist;</div><div class="line"><a name="l01722"></a><span class="lineno"> 1722</span>&#160; <span class="keywordtype">double</span> m__MIN_NEAR_OVER_FAR = <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>::DefaultMinNearOverFar;</div><div class="line"><a name="l01723"></a><span class="lineno"> 1723</span>&#160;</div><div class="line"><a name="l01724"></a><span class="lineno"> 1724</span>&#160;private:</div><div class="line"><a name="l01725"></a><span class="lineno"> 1725</span>&#160; mutable <a class="code" href="../../dd/ddf/class_o_n___s_h_a1___hash.html">ON_SHA1_Hash</a> m_projection_content_sha1 = <a class="code" href="../../dd/ddf/class_o_n___s_h_a1___hash.html">ON_SHA1_Hash</a>::ZeroDigest;</div><div class="line"><a name="l01726"></a><span class="lineno"> 1726</span>&#160;};</div><div class="line"><a name="l01727"></a><span class="lineno"> 1727</span>&#160;</div><div class="line"><a name="l01728"></a><span class="lineno"> 1728</span>&#160;ON_DECL</div><div class="line"><a name="l01729"></a><span class="lineno"> 1729</span>&#160;<span class="keywordtype">bool</span> </div><div class="line"><a name="l01730"></a><span class="lineno"> 1730</span>&#160;ON_GetViewportRotationAngles( </div><div class="line"><a name="l01731"></a><span class="lineno"> 1731</span>&#160; const ON_3dVector&amp;, <span class="comment">// X, // X,Y,Z must be a right handed orthonormal basis</span></div><div class="line"><a name="l01732"></a><span class="lineno"> 1732</span>&#160; const ON_3dVector&amp;, <span class="comment">// Y, </span></div><div class="line"><a name="l01733"></a><span class="lineno"> 1733</span>&#160; const ON_3dVector&amp;, <span class="comment">// Z,</span></div><div class="line"><a name="l01734"></a><span class="lineno"> 1734</span>&#160; <span class="keywordtype">double</span>*, <span class="comment">// angle1, // returns rotation about world Z</span></div><div class="line"><a name="l01735"></a><span class="lineno"> 1735</span>&#160; <span class="keywordtype">double</span>*, <span class="comment">// angle2, // returns rotation about world X ( 0 &lt;= a2 &lt;= pi )</span></div><div class="line"><a name="l01736"></a><span class="lineno"> 1736</span>&#160; <span class="keywordtype">double</span>* <span class="comment">// angle3 // returns rotation about world Z</span></div><div class="line"><a name="l01737"></a><span class="lineno"> 1737</span>&#160; );</div><div class="line"><a name="l01738"></a><span class="lineno"> 1738</span>&#160;</div><div class="line"><a name="l01739"></a><span class="lineno"> 1739</span>&#160;ON_DECL</div><div class="line"><a name="l01740"></a><span class="lineno"> 1740</span>&#160;<span class="keywordtype">bool</span></div><div class="line"><a name="l01741"></a><span class="lineno"> 1741</span>&#160;ON_ViewportFromRhinoView( <span class="comment">// create ON_Viewport from legacy Rhino projection info</span></div><div class="line"><a name="l01742"></a><span class="lineno"> 1742</span>&#160; ON::view_projection, <span class="comment">// projection,</span></div><div class="line"><a name="l01743"></a><span class="lineno"> 1743</span>&#160; const ON_3dPoint&amp;, <span class="comment">// rhvp_target, // 3d point</span></div><div class="line"><a name="l01744"></a><span class="lineno"> 1744</span>&#160; <span class="keywordtype">double</span>, <span class="comment">// rhvp_angle1 in radians</span></div><div class="line"><a name="l01745"></a><span class="lineno"> 1745</span>&#160; <span class="keywordtype">double</span>, <span class="comment">// rhvp_angle2 in radians</span></div><div class="line"><a name="l01746"></a><span class="lineno"> 1746</span>&#160; <span class="keywordtype">double</span>, <span class="comment">// rhvp_angle3 in radians</span></div><div class="line"><a name="l01747"></a><span class="lineno"> 1747</span>&#160; <span class="keywordtype">double</span>, <span class="comment">// rhvp_viewsize, // &gt; 0</span></div><div class="line"><a name="l01748"></a><span class="lineno"> 1748</span>&#160; <span class="keywordtype">double</span>, <span class="comment">// rhvp_cameradist, // &gt; 0</span></div><div class="line"><a name="l01749"></a><span class="lineno"> 1749</span>&#160; <span class="keywordtype">int</span>, <span class="comment">// screen_width, </span></div><div class="line"><a name="l01750"></a><span class="lineno"> 1750</span>&#160; <span class="keywordtype">int</span>, <span class="comment">// screen_height,</span></div><div class="line"><a name="l01751"></a><span class="lineno"> 1751</span>&#160; <a class="code" href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a>&amp;</div><div class="line"><a name="l01752"></a><span class="lineno"> 1752</span>&#160; );</div><div class="line"><a name="l01753"></a><span class="lineno"> 1753</span>&#160;</div><div class="line"><a name="l01754"></a><span class="lineno"> 1754</span>&#160;<span class="comment">/*</span></div><div class="line"><a name="l01755"></a><span class="lineno"> 1755</span>&#160;<span class="comment">Description:</span></div><div class="line"><a name="l01756"></a><span class="lineno"> 1756</span>&#160;<span class="comment"> Calculate the corners of the polygon that is the</span></div><div class="line"><a name="l01757"></a><span class="lineno"> 1757</span>&#160;<span class="comment"> intersection of a view frustum with and infinte plane.</span></div><div class="line"><a name="l01758"></a><span class="lineno"> 1758</span>&#160;<span class="comment">Parameters:</span></div><div class="line"><a name="l01759"></a><span class="lineno"> 1759</span>&#160;<span class="comment"> vp - [in] defines view frustum</span></div><div class="line"><a name="l01760"></a><span class="lineno"> 1760</span>&#160;<span class="comment"> plane_equation - [in] defined infinte plane</span></div><div class="line"><a name="l01761"></a><span class="lineno"> 1761</span>&#160;<span class="comment"> points - [out] corners of the polygon.</span></div><div class="line"><a name="l01762"></a><span class="lineno"> 1762</span>&#160;<span class="comment"> If true is returned and points.Count() is zero, then</span></div><div class="line"><a name="l01763"></a><span class="lineno"> 1763</span>&#160;<span class="comment"> the plane missed the frustum. Note that the start/end</span></div><div class="line"><a name="l01764"></a><span class="lineno"> 1764</span>&#160;<span class="comment"> point is not duplicated in the list.</span></div><div class="line"><a name="l01765"></a><span class="lineno"> 1765</span>&#160;<span class="comment">Returns:</span></div><div class="line"><a name="l01766"></a><span class="lineno"> 1766</span>&#160;<span class="comment"> True if input was valid, false otherwise. Note that</span></div><div class="line"><a name="l01767"></a><span class="lineno"> 1767</span>&#160;<span class="comment"> even when true is returned, the returned points.Count()</span></div><div class="line"><a name="l01768"></a><span class="lineno"> 1768</span>&#160;<span class="comment"> may be zero if the plane and frustum do not intersect.</span></div><div class="line"><a name="l01769"></a><span class="lineno"> 1769</span>&#160;<span class="comment">*/</span></div><div class="line"><a name="l01770"></a><span class="lineno"> 1770</span>&#160;ON_DECL</div><div class="line"><a name="l01771"></a><span class="lineno"> 1771</span>&#160;<span class="keywordtype">bool</span></div><div class="line"><a name="l01772"></a><span class="lineno"> 1772</span>&#160;ON_IntersectViewFrustumPlane(</div><div class="line"><a name="l01773"></a><span class="lineno"> 1773</span>&#160; const ON_Viewport&amp; vp,</div><div class="line"><a name="l01774"></a><span class="lineno"> 1774</span>&#160; const <a class="code" href="../../dd/d89/class_o_n___plane_equation.html">ON_PlaneEquation</a>&amp; plane_equation, </div><div class="line"><a name="l01775"></a><span class="lineno"> 1775</span>&#160; <a class="code" href="../../dc/dfe/class_o_n___simple_array.html">ON_SimpleArray</a>&lt;ON_3dPoint&gt;&amp; points </div><div class="line"><a name="l01776"></a><span class="lineno"> 1776</span>&#160; );</div><div class="line"><a name="l01777"></a><span class="lineno"> 1777</span>&#160;</div><div class="line"><a name="l01778"></a><span class="lineno"> 1778</span>&#160;<span class="preprocessor">#endif</span></div><div class="line"><a name="l01779"></a><span class="lineno"> 1779</span>&#160;</div><div class="ttc" id="class_o_n___geometry_html_add710872e89bc29e1ed1321b3e70b1b1"><div class="ttname"><a href="../../df/de0/class_o_n___geometry.html#add710872e89bc29e1ed1321b3e70b1b1">ON_Geometry::Transform</a></div><div class="ttdeci">virtual bool Transform(const ON_Xform &amp;xform)</div><div class="ttdoc">Transforms the object. </div></div>
<div class="ttc" id="struct_o_n___u_u_i_d__struct_html"><div class="ttname"><a href="../../d8/db4/struct_o_n___u_u_i_d__struct.html">ON_UUID_struct</a></div><div class="ttdoc">ON_UUID is a 16 byte universally unique identifier. </div><div class="ttdef"><b>Definition:</b> opennurbs_uuid.h:32</div></div>
<div class="ttc" id="class_o_n___geometry_html_a0d66ab16e2fddfd1b3e6cf3d6ebbd364"><div class="ttname"><a href="../../df/de0/class_o_n___geometry.html#a0d66ab16e2fddfd1b3e6cf3d6ebbd364">ON_Geometry::Dimension</a></div><div class="ttdeci">virtual int Dimension() const</div><div class="ttdoc">Dimension of the object. </div></div>
<div class="ttc" id="class_o_n__2i_size_html"><div class="ttname"><a href="../../d8/d49/class_o_n__2i_size.html">ON_2iSize</a></div><div class="ttdef"><b>Definition:</b> opennurbs_ipoint.h:236</div></div>
<div class="ttc" id="class_o_n___geometry_html_ad615e08fe92af659c8d10cbb4f8fc5e3"><div class="ttname"><a href="../../df/de0/class_o_n___geometry.html#ad615e08fe92af659c8d10cbb4f8fc5e3">ON_Geometry::GetBBox</a></div><div class="ttdeci">virtual bool GetBBox(double *boxmin, double *boxmax, bool bGrowBox=false) const</div><div class="ttdoc">This is the virtual function that actually calculates axis aligned bounding boxes. </div></div>
<div class="ttc" id="class_o_n___simple_array_html"><div class="ttname"><a href="../../dc/dfe/class_o_n___simple_array.html">ON_SimpleArray</a></div><div class="ttdef"><b>Definition:</b> opennurbs_array.h:36</div></div>
<div class="ttc" id="class_o_n___s_h_a1___hash_html"><div class="ttname"><a href="../../dd/ddf/class_o_n___s_h_a1___hash.html">ON_SHA1_Hash</a></div><div class="ttdef"><b>Definition:</b> opennurbs_sha1.h:19</div></div>
<div class="ttc" id="class_o_n__3f_point_html"><div class="ttname"><a href="../../d0/dec/class_o_n__3f_point.html">ON_3fPoint</a></div><div class="ttdef"><b>Definition:</b> opennurbs_fpoint.h:211</div></div>
<div class="ttc" id="class_o_n___geometry_html"><div class="ttname"><a href="../../df/de0/class_o_n___geometry.html">ON_Geometry</a></div><div class="ttdoc">Base class for all geometry classes that must provide runtime class id. Provides interface for common...</div><div class="ttdef"><b>Definition:</b> opennurbs_geometry.h:37</div></div>
<div class="ttc" id="class_o_n___viewport_html_adb7273f70e43eb283cd8b0050757e77f"><div class="ttname"><a href="../../d4/deb/class_o_n___viewport.html#adb7273f70e43eb283cd8b0050757e77f">ON_Viewport::DefaultMinNearDist</a></div><div class="ttdeci">static const double DefaultMinNearDist</div><div class="ttdef"><b>Definition:</b> opennurbs_viewport.h:38</div></div>
<div class="ttc" id="class_o_n__4d_point_html"><div class="ttname"><a href="../../d9/db1/class_o_n__4d_point.html">ON_4dPoint</a></div><div class="ttdef"><b>Definition:</b> opennurbs_point.h:648</div></div>
<div class="ttc" id="class_o_n___bounding_box_html"><div class="ttname"><a href="../../d1/d17/class_o_n___bounding_box.html">ON_BoundingBox</a></div><div class="ttdef"><b>Definition:</b> opennurbs_bounding_box.h:25</div></div>
<div class="ttc" id="class_o_n___xform_html"><div class="ttname"><a href="../../d3/d13/class_o_n___xform.html">ON_Xform</a></div><div class="ttdef"><b>Definition:</b> opennurbs_xform.h:28</div></div>
<div class="ttc" id="class_o_n___object_html_a21c7b04a80f1806c3a45f72d7c491a44"><div class="ttname"><a href="../../d9/d7b/class_o_n___object.html#a21c7b04a80f1806c3a45f72d7c491a44">ON_Object::Dump</a></div><div class="ttdeci">virtual void Dump(ON_TextLog &amp;) const</div><div class="ttdoc">Creates a text dump of the object. </div></div>
<div class="ttc" id="class_o_n___line_html"><div class="ttname"><a href="../../d4/d6f/class_o_n___line.html">ON_Line</a></div><div class="ttdef"><b>Definition:</b> opennurbs_line.h:20</div></div>
<div class="ttc" id="class_o_n___geometry_html_a071e7617820ea38c40f4b3966e7daee0"><div class="ttname"><a href="../../df/de0/class_o_n___geometry.html#a071e7617820ea38c40f4b3966e7daee0">ON_Geometry::operator=</a></div><div class="ttdeci">ON_Geometry &amp; operator=(const ON_Geometry &amp;)=default</div></div>
<div class="ttc" id="class_o_n___text_log_html"><div class="ttname"><a href="../../d2/da3/class_o_n___text_log.html">ON_TextLog</a></div><div class="ttdef"><b>Definition:</b> opennurbs_textlog.h:20</div></div>
<div class="ttc" id="class_o_n___binary_archive_html"><div class="ttname"><a href="../../db/d16/class_o_n___binary_archive.html">ON_BinaryArchive</a></div><div class="ttdef"><b>Definition:</b> opennurbs_archive.h:1783</div></div>
<div class="ttc" id="class_o_n___viewport_html_a17b0d244683beef463363417e6accd29"><div class="ttname"><a href="../../d4/deb/class_o_n___viewport.html#a17b0d244683beef463363417e6accd29">ON_Viewport::DefaultMinNearOverFar</a></div><div class="ttdeci">static const double DefaultMinNearOverFar</div><div class="ttdef"><b>Definition:</b> opennurbs_viewport.h:39</div></div>
<div class="ttc" id="class_o_n___viewport_html"><div class="ttname"><a href="../../d4/deb/class_o_n___viewport.html">ON_Viewport</a></div><div class="ttdef"><b>Definition:</b> opennurbs_viewport.h:31</div></div>
<div class="ttc" id="class_o_n___object_html_a09ac9742ead91dd8f9cdd579bcbfed10"><div class="ttname"><a href="../../d9/d7b/class_o_n___object.html#a09ac9742ead91dd8f9cdd579bcbfed10">ON_Object::Read</a></div><div class="ttdeci">virtual bool Read(ON_BinaryArchive &amp;binary_archive)</div><div class="ttdoc">Low level archive writing tool used by ON_BinaryArchive::ReadObject(). </div></div>
<div class="ttc" id="class_o_n__3d_point_html"><div class="ttname"><a href="../../d2/d35/class_o_n__3d_point.html">ON_3dPoint</a></div><div class="ttdef"><b>Definition:</b> opennurbs_point.h:460</div></div>
<div class="ttc" id="class_o_n___geometry_html_adf87e5ba0d9939dfabbb9f421b9d2b3b"><div class="ttname"><a href="../../df/de0/class_o_n___geometry.html#adf87e5ba0d9939dfabbb9f421b9d2b3b">ON_Geometry::IsValid</a></div><div class="ttdeci">bool IsValid(class ON_TextLog *text_log=nullptr) const override</div><div class="ttdoc">Tests an object to see if its data members are correctly initialized. </div></div>
<div class="ttc" id="class_o_n___object_html_a16eb9ab6bf0d0a614655cf9cd055871a"><div class="ttname"><a href="../../d9/d7b/class_o_n___object.html#a16eb9ab6bf0d0a614655cf9cd055871a">ON_Object::Write</a></div><div class="ttdeci">virtual bool Write(ON_BinaryArchive &amp;binary_archive) const</div><div class="ttdoc">Low level archive writing tool used by ON_BinaryArchive::WriteObject(). </div></div>
<div class="ttc" id="class_o_n___viewport_html_a444ecfc59ac11b1638afc9b68312fa63"><div class="ttname"><a href="../../d4/deb/class_o_n___viewport.html#a444ecfc59ac11b1638afc9b68312fa63">ON_Viewport::DefaultFarDist</a></div><div class="ttdeci">static const double DefaultFarDist</div><div class="ttdef"><b>Definition:</b> opennurbs_viewport.h:37</div></div>
<div class="ttc" id="class_o_n___viewport_html_acb13978503cca06377e91f5cb532bd5d"><div class="ttname"><a href="../../d4/deb/class_o_n___viewport.html#acb13978503cca06377e91f5cb532bd5d">ON_Viewport::Default3dCameraDirection</a></div><div class="ttdeci">static const ON_3dVector Default3dCameraDirection</div><div class="ttdef"><b>Definition:</b> opennurbs_viewport.h:42</div></div>
<div class="ttc" id="class_o_n___plane_html"><div class="ttname"><a href="../../d4/d48/class_o_n___plane.html">ON_Plane</a></div><div class="ttdef"><b>Definition:</b> opennurbs_plane.h:20</div></div>
<div class="ttc" id="class_o_n___viewport_html_a6097c9a9cb5c516f9d28f302d07fbccb"><div class="ttname"><a href="../../d4/deb/class_o_n___viewport.html#a6097c9a9cb5c516f9d28f302d07fbccb">ON_Viewport::DefaultNearDist</a></div><div class="ttdeci">static const double DefaultNearDist</div><div class="ttdef"><b>Definition:</b> opennurbs_viewport.h:36</div></div>
<div class="ttc" id="class_o_n___plane_equation_html"><div class="ttname"><a href="../../dd/d89/class_o_n___plane_equation.html">ON_PlaneEquation</a></div><div class="ttdoc">Typically the vector portion is a unit vector and m_d = -(x*P.x + y*P.y + z*P.z) for a point P on the...</div><div class="ttdef"><b>Definition:</b> opennurbs_point.h:1433</div></div>
<div class="ttc" id="class_o_n__3d_vector_html"><div class="ttname"><a href="../../d5/dae/class_o_n__3d_vector.html">ON_3dVector</a></div><div class="ttdef"><b>Definition:</b> opennurbs_point.h:1152</div></div>
<div class="ttc" id="class_o_n___interval_html"><div class="ttname"><a href="../../dc/dc7/class_o_n___interval.html">ON_Interval</a></div><div class="ttdef"><b>Definition:</b> opennurbs_point.h:46</div></div>
<div class="ttc" id="class_o_n___sphere_html"><div class="ttname"><a href="../../d7/dd8/class_o_n___sphere.html">ON_Sphere</a></div><div class="ttdef"><b>Definition:</b> opennurbs_sphere.h:22</div></div>
<div class="ttc" id="class_o_n___viewport_html_a61a43c7d0f9920c800cbd17e0ad634f8"><div class="ttname"><a href="../../d4/deb/class_o_n___viewport.html#a61a43c7d0f9920c800cbd17e0ad634f8">ON_Viewport::DefaultCameraLocation</a></div><div class="ttdeci">static const ON_3dPoint DefaultCameraLocation</div><div class="ttdef"><b>Definition:</b> opennurbs_viewport.h:41</div></div>
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