Example #1
0
        public static bool CalcClippingPlanes(ViewportInfo vp, ClippingInfo m_Clipping)
        {
            // Initialize m_Clipping frustum info.
            // (left,right,top,bottom are not used but should be initialized).
            //const ON::view_projection projection = vp.Projection();

            vp.GetFrustum(out m_Clipping.left,
                          out m_Clipping.right,
                          out m_Clipping.bottom,
                          out m_Clipping.top,
                          out m_Clipping.bbox_near,
                          out m_Clipping.bbox_far);

            m_Clipping.min_near_dist     = 0.000100;
            m_Clipping.min_near_over_far = 0.000100;
            m_Clipping.target_dist       = (vp.CameraLocation - vp.TargetPoint) * vp.CameraZ;

            // Call virtual function that looks at m_Clipping.bbox and sets
            // m_Clipping.bbox_near and m_Clipping.bbox_far
            if (!CalcClippingPlanesInternal(vp, m_Clipping))
            {
                return(false);
            }

            if (double.IsNaN(m_Clipping.bbox_far) ||
                double.IsNaN(m_Clipping.bbox_near) ||
                m_Clipping.bbox_far <= m_Clipping.bbox_near ||
                (vp.IsPerspectiveProjection && m_Clipping.bbox_near <= 1.0e-12) ||
                (vp.IsPerspectiveProjection && m_Clipping.bbox_far > 1.0e16 * m_Clipping.bbox_near) ||
                m_Clipping.bbox_near > 1.0e30 ||
                m_Clipping.bbox_far > 1.0e30
                )
            {
                // Restore settings to something more sane
                vp.GetFrustum(out m_Clipping.left,
                              out m_Clipping.right,
                              out m_Clipping.bottom,
                              out m_Clipping.top,
                              out m_Clipping.bbox_near,
                              out m_Clipping.bbox_far);

                m_Clipping.min_near_dist     = 0.000100;
                m_Clipping.min_near_over_far = 0.000100;
                m_Clipping.target_dist       = (vp.CameraLocation - vp.TargetPoint) * vp.CameraZ;
            }

            return(true);
        }
Example #2
0
        public static bool SetupFrustum(ViewportInfo vp, ClippingInfo clipping)
        {
            double n0 = vp.FrustumNear;
            double f0 = vp.FrustumFar;

            // Because picking relies heavily on the projection, we first set the
            // viewport frustum here, capture and save it, then let the conduits
            // do what ever they want with it...eventually the viewport will be put
            // back to the captured state before leaving the pipeline...
            ClippingInfo m_SavedClipping = clipping;

            vp.SetFrustumNearFar(clipping.bbox_near, clipping.bbox_far,
                                 clipping.min_near_dist, clipping.min_near_over_far,
                                 clipping.target_dist
                                 );

            vp.GetFrustum(out m_SavedClipping.left,
                          out m_SavedClipping.right,
                          out m_SavedClipping.bottom,
                          out m_SavedClipping.top,
                          out m_SavedClipping.bbox_near,
                          out m_SavedClipping.bbox_far);

            // Next, set the values that the pipeline will actually use...
            if (!(AdjustFrustum(vp, clipping)))
            {
                return(false);
            }

            return(true);
        }