This is the correct answer in C++ SDK
First, you need to get the view and camera view from it and then use the data you need to.
float FOV = 0;
float focaldistance = 0;
Interval ivalid = FOREVER;
Matrix3 aTM, coordSysTM; // affine and invert affine
Matrix3 invTM; //This is the inverse of the affine part of the camera transformation matrix
Point3 viewDir;
float mat[4][4]; //The transformation matrix times the projection matrix.
int persp; //Nonzero indicates this is a perspective view; 0 is orthogonal.
float hither; //Near clip value.
float yon; //Far clip value.
//get current viewport
ViewExp *viewPort = &GetCOREInterface()->GetActiveViewExp();
GraphicsWindow *gw = viewPort->getGW();
FOV = viewPort->GetFOV() * 180 / PI;
focaldistance = viewPort->GetFocalDist();
// The affine TM transforms from world coords to view coords
// so we need the inverse of this matrix
viewPort->GetAffineTM(aTM);
coordSysTM = Inverse(aTM); // if you need the parameters to be inverted
// The Z axis of this matrix is the view direction.
viewDir = coordSysTM.GetRow(2);
gw->getCameraMatrix(mat, &invTM, &persp, &hither, &yon);