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Camera refactoring: Frustrum calculations moved into Camera class
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@@ -46,7 +46,7 @@ public:
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void set_theta(float theta, bool apply_limit);
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const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
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void set_scene_box(const BoundingBoxf3& box);
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void set_scene_box(const BoundingBoxf3& box){ m_scene_box = box; }
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bool select_view(const std::string& direction);
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@@ -62,7 +62,10 @@ public:
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void apply_viewport(int x, int y, unsigned int w, unsigned int h) const;
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void apply_view_matrix() const;
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void apply_ortho_projection(float x_min, float x_max, float y_min, float y_max, float z_min, float z_max) const;
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void apply_projection(const BoundingBoxf3& box) const;
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private:
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void apply_ortho_projection(double x_min, double x_max, double y_min, double y_max, double z_min, double z_max) const;
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};
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} // GUI
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