1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582
|
// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 MartiƱo Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "game_camera.h"
#include <cstdlib>
#include "config.h"
#include "game_constants.h"
#include "xml_parser.h"
#include "conversion.h"
#include "platform_common.h"
#include "leak_dumper.h"
#include "randomgen.h"
using namespace Shared::Graphics;
using Shared::Xml::XmlNode;
using namespace Shared::Util;
namespace Glest { namespace Game {
// =====================================================
// class GameCamera
// =====================================================
//static std::map<float, std::map<float, std::map<Vec3f, Quad2i> > > cacheVisibleQuad;
// ================== PUBLIC =====================
const float GameCamera::startingVAng= -60.f;
const float GameCamera::startingHAng= 0.f;
const float GameCamera::vTransitionMult= 0.125f;
const float GameCamera::hTransitionMult= 0.125f;
const float GameCamera::defaultHeight= 20.f;
const float GameCamera::centerOffsetZ= 8.0f;
const float GameCamera::shakeDist= 50.f;
// ================= Constructor =================
GameCamera::GameCamera() : pos(0.f, defaultHeight, 0.f),
destPos(0.f, defaultHeight, 0.f), destAng(startingVAng, startingHAng) {
//Config &config = Config::getInstance();
calculatedDefault=defaultHeight;
state= sGame;
cacheVisibleQuad.clear();
//MaxVisibleQuadItemCache = config.getInt("MaxVisibleQuadItemCache",intToStr(-1).c_str());
MaxVisibleQuadItemCache = -1;
//if(Config::getInstance().getBool("DisableCaching","false") == true) {
// MaxVisibleQuadItemCache = 0;
//}
//config
speed= Config::getInstance().getFloat("CameraMoveSpeed","15") / GameConstants::cameraFps;
clampBounds= !Config::getInstance().getBool("PhotoMode");
clampDisable = false;
vAng= startingVAng;
hAng= startingHAng;
rotate=0;
move= Vec3f(0.f);
shakeDecrement=0.f;
currentShakeIntensity=0;
shakeOffset= Vec2f(0.f);
//maxRenderDistance = Config::getInstance().getFloat("RenderDistanceMax","64");
maxHeight = Config::getInstance().getFloat("CameraMaxDistance","20");
minHeight = Config::getInstance().getFloat("CameraMinDistance","7");
//maxCameraDist = maxHeight;
//minCameraDist = minHeight;
minVAng = -Config::getInstance().getFloat("CameraMaxYaw","77.5");
maxVAng = -Config::getInstance().getFloat("CameraMinYaw","20");
fov = Config::getInstance().getFloat("CameraFov","45");
lastHAng=0;
lastVAng=0;
limitX=0;
limitY=0;
}
GameCamera::~GameCamera() {
cacheVisibleQuad.clear();
}
std::string GameCamera::getCameraMovementKey() const {
char szBuf[8096]="";
snprintf(szBuf,8096,"%s_%f_%f_%f_%s,%f",pos.getString().c_str(),hAng,vAng,rotate,move.getString().c_str(),fov);
return szBuf;
}
void GameCamera::setMaxHeight(float value) {
if(value < 0) {
maxHeight = Config::getInstance().getFloat("CameraMaxDistance","20");
}
else {
maxHeight = value;
}
}
void GameCamera::setCalculatedDefault(float calculatedDefault){
this->calculatedDefault= calculatedDefault;
if(maxHeight>0 && maxHeight<calculatedDefault){
setMaxHeight(calculatedDefault);
}
resetPosition();
}
void GameCamera::init(int limitX, int limitY){
this->limitX= limitX;
this->limitY= limitY;
}
// ==================== Misc =====================
void GameCamera::setPos(Vec2f pos){
this->pos= Vec3f(pos.x, this->pos.y, pos.y);
clampPosXZ(0.0f, (float)limitX, 0.0f, (float)limitY);
destPos.x = pos.x;
destPos.z = pos.y;
}
void GameCamera::setPos(Vec3f pos){
this->pos= pos;
//clampPosXZ(0.0f, (float)limitX, 0.0f, (float)limitY);
destPos.x = pos.x;
destPos.y = pos.y;
destPos.z = pos.z;
}
void GameCamera::shake(int shakeDuration, int shakeStartIntensity , bool cameraDistanceAffected, Vec3f unitVector) {
float currentDurationLeft=0;
float incomingShakeIntensity=((float) shakeStartIntensity)/1000;
// calculate the shake duration which is left
if(this->currentShakeIntensity > 0.f && this->shakeDecrement != 0.f){
currentDurationLeft=this->currentShakeIntensity / this->shakeDecrement;
}
// reduce new shake effect camera distance related
if (cameraDistanceAffected) {
incomingShakeIntensity=incomingShakeIntensity*(1.f-unitVector.dist(getPos())/GameCamera::shakeDist);
}
// add camera shake effect to current one ( if exsists ).
if(this->currentShakeIntensity>0){
this->currentShakeIntensity = this->currentShakeIntensity+incomingShakeIntensity ;
}
else {
this->currentShakeIntensity = incomingShakeIntensity ;
}
// use bigger shakeDuration to calculate new shakeDecrement
if(currentDurationLeft < shakeDuration){
this->shakeDecrement = currentShakeIntensity / ((float) shakeDuration);
}
else if(currentDurationLeft!=0.0f)
{
this->shakeDecrement = currentShakeIntensity / ((float) currentDurationLeft);
}
}
void GameCamera::shakeCamera(){
//RandomGen random;
if(currentShakeIntensity > 0.f) {
// pos.x += (((float) (rand() % 50)) / 50.f - 0.5f) * currentShakeIntensity;
// pos.z += (((float) (rand() % 50)) / 50.f - 0.5f) * currentShakeIntensity;
shakeOffset.x = (((float) (rand() % 50)) / 50.f - 0.5f) * currentShakeIntensity;
shakeOffset.y = (((float) (rand() % 50)) / 50.f - 0.5f) * currentShakeIntensity;
currentShakeIntensity -= shakeDecrement;
}
}
void GameCamera::update(){
//move XZ
if(move.z){
moveForwardH(speed * move.z, 0.9f);
}
if(move.x){
moveSideH(speed * move.x, 0.9f);
}
//free state
if(state==sFree ){
if(std::fabs(rotate) == 1){
rotateHV(speed*5*rotate, 0);
}
if(move.y>0){
moveUp(speed * move.y);
if(clampDisable == false && clampBounds && pos.y<maxHeight){
rotateHV(0.f, -speed * 1.7f * move.y);
}
}
if(move.y<0){
moveUp(speed * move.y);
if(clampDisable == false && clampBounds && pos.y>minHeight){
rotateHV(0.f, -speed * 1.7f * move.y);
}
}
}
//game state
if(abs(destAng.x - vAng) > 0.01f) {
vAng+= (destAng.x - vAng) * hTransitionMult;
}
if(abs(destAng.y - hAng) > 0.01f) {
if(abs(destAng.y - hAng) > 180) {
if(destAng.y > hAng) {
hAng+= (destAng.y - hAng - 360) * vTransitionMult;
} else {
hAng+= (destAng.y - hAng + 360) * vTransitionMult;
}
} else {
hAng+= (destAng.y - hAng) * vTransitionMult;
}
}
if(abs(destPos.x - pos.x) > 0.01f) {
pos.x += (destPos.x - pos.x) / 32.0f;
}
if(abs(destPos.y - pos.y) > 0.01f) {
pos.y += (destPos.y - pos.y) / 32.0f;
}
if(abs(destPos.z - pos.z) > 0.01f) {
pos.z += (destPos.z - pos.z) / 32.0f;
}
clampAng();
shakeCamera();
if(clampDisable == false && clampBounds){
clampPosXYZ(0.0f, (float)limitX, minHeight, maxHeight, 0.0f, (float)limitY);
}
}
Quad2i GameCamera::computeVisibleQuad() {
//printf("\n@@@ hAng [%f] vAng [%f] fov [%f]\n",hAng,vAng,fov);
if(MaxVisibleQuadItemCache != 0) {
std::map<float, std::map<float, std::map<Vec3f, Quad2i> > >::const_iterator iterFind = cacheVisibleQuad.find(fov);
if(iterFind != cacheVisibleQuad.end()) {
std::map<float, std::map<Vec3f, Quad2i> >::const_iterator iterFind2 = iterFind->second.find(hAng);
if(iterFind2 != iterFind->second.end()) {
std::map<Vec3f, Quad2i>::const_iterator iterFind3 = iterFind2->second.find(pos);
if(iterFind3 != iterFind2->second.end()) {
return iterFind3->second;
}
}
}
}
float nearDist = 15.f;
float dist = pos.y > nearDist ? pos.y * 1.2f : nearDist;
float farDist = 90.f * (pos.y > nearDist ? pos.y / 15.f : 1.f);
const float viewDegree = 180.f;
Vec2f v(std::sin(degToRad(viewDegree - hAng)), std::cos(degToRad(viewDegree - hAng)));
Vec2f v1(std::sin(degToRad(viewDegree - hAng - fov)), std::cos(degToRad(viewDegree - hAng - fov)));
Vec2f v2(std::sin(degToRad(viewDegree - hAng + fov)), std::cos(degToRad(viewDegree - hAng + fov)));
v.normalize();
v1.normalize();
v2.normalize();
Vec2f p = Vec2f(pos.x, pos.z) - v * dist;
Vec2i p1(static_cast<int>(p.x + v1.x * nearDist), static_cast<int>(p.y + v1.y * nearDist));
Vec2i p2(static_cast<int>(p.x + v1.x * farDist), static_cast<int>(p.y + v1.y * farDist));
Vec2i p3(static_cast<int>(p.x + v2.x * nearDist), static_cast<int>(p.y + v2.y * nearDist));
Vec2i p4(static_cast<int>(p.x + v2.x * farDist), static_cast<int>(p.y + v2.y * farDist));
const bool debug = false;
Quad2i result;
if (hAng >= 135 && hAng <= 225) {
if(debug) printf("Line %d hAng [%f] fov [%f]\n",__LINE__,hAng,fov);
result = Quad2i(p1, p2, p3, p4);
if(MaxVisibleQuadItemCache != 0 &&
(MaxVisibleQuadItemCache < 0 || (int)cacheVisibleQuad[fov][hAng].size() <= MaxVisibleQuadItemCache)) {
cacheVisibleQuad[fov][hAng][pos] = result;
}
}
else if (hAng >= 45 && hAng <= 135) {
if(debug) printf("Line %d hAng [%f] fov [%f]\n",__LINE__,hAng,fov);
result = Quad2i(p3, p1, p4, p2);
if(MaxVisibleQuadItemCache != 0 &&
(MaxVisibleQuadItemCache < 0 || (int)cacheVisibleQuad[fov][hAng].size() <= MaxVisibleQuadItemCache)) {
cacheVisibleQuad[fov][hAng][pos] = result;
}
}
else if (hAng >= 225 && hAng <= 315) {
if(debug) printf("Line %d hAng [%f] fov [%f]\n",__LINE__,hAng,fov);
result = Quad2i(p2, p4, p1, p3);
if(MaxVisibleQuadItemCache != 0 &&
(MaxVisibleQuadItemCache < 0 || (int)cacheVisibleQuad[fov][hAng].size() <= MaxVisibleQuadItemCache)) {
cacheVisibleQuad[fov][hAng][pos] = result;
}
}
else {
if(debug) printf("Line %d hAng [%f] fov [%f]\n",__LINE__,hAng,fov);
result = Quad2i(p4, p3, p2, p1);
if(MaxVisibleQuadItemCache != 0 &&
(MaxVisibleQuadItemCache < 0 || (int)cacheVisibleQuad[fov][hAng].size() <= MaxVisibleQuadItemCache)) {
cacheVisibleQuad[fov][hAng][pos] = Quad2i(p4, p3, p2, p1);
}
}
return result;
}
void GameCamera::setState(State s){
if(s==sGame){
state = sGame;
setClampDisabled(false);
resetPosition();
}
else if(s==sUnit){
state = sUnit;
setClampDisabled(true);
}
else if(s==sFree){
state = sFree;
setClampDisabled(false);
resetPosition();
}
else {
abort();//"unknown camera state"
}
}
void GameCamera::resetPosition(){
destAng.x = startingVAng;
destAng.y = startingHAng;
destPos.y = calculatedDefault;
}
void GameCamera::centerXZ(float x, float z){
destPos.x = pos.x= x;
destPos.z = pos.z= z+centerOffsetZ;
}
void GameCamera::transitionXYZ(float x, float y, float z) {
destPos.x += x;
destPos.y += y;
destPos.z += z;
clampPosXYZ(0.0f, (float)limitX, minHeight, maxHeight, 0.0f, (float)limitY);
}
void GameCamera::transitionVH(float v, float h) {
destAng.x -= v;
//destPos.y -= v * destPos.y / 100.f;
destAng.y -= h;
clampAng();
}
void GameCamera::rotateToVH(float v, float h) {
destAng.x = v;
destAng.y = h;
clampAng();
}
void GameCamera::zoom(float dist) {
float flatDist = dist * std::cos(degToRad(vAng));
Vec3f offset(flatDist * std::sin(degToRad(hAng)), dist * std::sin(degToRad(vAng)), flatDist * -std::cos(degToRad(hAng)));
destPos += offset;
}
void GameCamera::load(const XmlNode *node) {
//destPos = node->getChildVec3fValue("pos");
//destAng = node->getChildVec2fValue("angle");
}
void GameCamera::save(XmlNode *node) const {
//node->addChild("pos", pos);
//node->addChild("angle", Vec2f(vAng, hAng));
}
// ==================== PRIVATE ====================
void GameCamera::clampPosXZ(float x1, float x2, float z1, float z2){
if(clampDisable == true) {
return;
}
if(pos.x < x1) pos.x = x1;
if(destPos.x < x1) destPos.x = x1;
if(pos.z < z1) pos.z = z1;
if(destPos.z < z1) destPos.z = z1;
if(pos.x > x2) pos.x = x2;
if(destPos.x > x2) destPos.x = x2;
if(pos.z > z2) pos.z = z2;
if(destPos.z > z2) destPos.z = z2;
}
void GameCamera::clampPosXYZ(float x1, float x2, float y1, float y2, float z1, float z2){
if(clampDisable == true) {
return;
}
if(pos.x < x1) pos.x = x1;
if(destPos.x < x1) destPos.x = x1;
if(pos.y < y1) pos.y = y1;
if(destPos.y < y1) destPos.y = y1;
if(pos.z < z1) pos.z = z1;
if(destPos.z < z1) destPos.z = z1;
if(pos.x > x2) pos.x = x2;
if(destPos.x > x2) destPos.x = x2;
if(pos.y > y2) pos.y = y2;
if(destPos.y > y2) destPos.y = y2;
if(pos.z > z2) pos.z = z2;
if(destPos.z > z2) destPos.z = z2;
}
void GameCamera::rotateHV(float h, float v){
destAng.x = vAng += v;
destAng.y = hAng += h;
clampAng();
}
void GameCamera::clampAng() {
if(clampDisable == true && state != sUnit ) {
return;
}
if(vAng > maxVAng) vAng = maxVAng;
if(destAng.x > maxVAng) destAng.x = maxVAng;
if(vAng < minVAng) vAng = minVAng;
if(destAng.x < minVAng) destAng.x = minVAng;
if(hAng > 360.f) hAng -= 360.f;
if(destAng.y > 360.f) destAng.y -= 360.f;
if(hAng < 0.f) hAng += 360.f;
if(destAng.y < 0.f) destAng.y = 360.f;
}
//move camera forwad but never change heightFactor
void GameCamera::moveForwardH(float d, float response) {
Vec3f offset(std::sin(degToRad(hAng)) * d, 0.f, -std::cos(degToRad(hAng)) * d);
destPos += offset;
pos.x += offset.x * response;
pos.z += offset.z * response;
}
//move camera to a side but never change heightFactor
void GameCamera::moveSideH(float d, float response){
Vec3f offset(std::sin(degToRad(hAng+90)) * d, 0.f, -std::cos(degToRad(hAng+90)) * d);
destPos += offset;
pos.x += (destPos.x - pos.x) * response;
pos.z += (destPos.z - pos.z) * response;
}
void GameCamera::moveUp(float d){
// pos.y+= d;
destPos.y += d;
}
void GameCamera::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *gamecameraNode = rootNode->addChild("GameCamera");
// Vec3f pos;
gamecameraNode->addAttribute("pos",pos.getString(), mapTagReplacements);
// Vec3f destPos;
gamecameraNode->addAttribute("destPos",destPos.getString(), mapTagReplacements);
//
// float hAng; //YZ plane positive -Z axis
gamecameraNode->addAttribute("hAng",floatToStr(hAng,6), mapTagReplacements);
// float vAng; //XZ plane positive +Z axis
gamecameraNode->addAttribute("vAng",floatToStr(vAng,6), mapTagReplacements);
// float lastHAng;
gamecameraNode->addAttribute("lastHAng",floatToStr(lastHAng,6), mapTagReplacements);
// float lastVAng;
gamecameraNode->addAttribute("lastVAng",floatToStr(lastVAng,6), mapTagReplacements);
// Vec2f destAng;
gamecameraNode->addAttribute("destAng",destAng.getString(), mapTagReplacements);
// float rotate;
gamecameraNode->addAttribute("rotate",floatToStr(rotate,6), mapTagReplacements);
// Vec3f move;
gamecameraNode->addAttribute("move",move.getString(), mapTagReplacements);
// State state;
gamecameraNode->addAttribute("state",intToStr(state), mapTagReplacements);
// int limitX;
gamecameraNode->addAttribute("limitX",intToStr(limitX), mapTagReplacements);
// int limitY;
gamecameraNode->addAttribute("limitY",intToStr(limitY), mapTagReplacements);
// //config
// float speed;
gamecameraNode->addAttribute("speed",floatToStr(speed,6), mapTagReplacements);
// bool clampBounds;
gamecameraNode->addAttribute("clampBounds",intToStr(clampBounds), mapTagReplacements);
// //float maxRenderDistance;
// float maxHeight;
gamecameraNode->addAttribute("maxHeight",floatToStr(maxHeight,6), mapTagReplacements);
// float minHeight;
gamecameraNode->addAttribute("minHeight",floatToStr(minHeight,6), mapTagReplacements);
// //float maxCameraDist;
// //float minCameraDist;
// float minVAng;
gamecameraNode->addAttribute("minVAng",floatToStr(minVAng,6), mapTagReplacements);
// float maxVAng;
gamecameraNode->addAttribute("maxVAng",floatToStr(maxVAng,6), mapTagReplacements);
// float fov;
gamecameraNode->addAttribute("fov",floatToStr(fov,6), mapTagReplacements);
// float calculatedDefault;
gamecameraNode->addAttribute("calculatedDefault",floatToStr(calculatedDefault,6), mapTagReplacements);
// std::map<float, std::map<float, std::map<Vec3f, Quad2i> > > cacheVisibleQuad;
// int MaxVisibleQuadItemCache;
gamecameraNode->addAttribute("MaxVisibleQuadItemCache",intToStr(MaxVisibleQuadItemCache), mapTagReplacements);
}
void GameCamera::loadGame(const XmlNode *rootNode) {
const XmlNode *gamecameraNode = rootNode->getChild("GameCamera");
//firstTime = timeflowNode->getAttribute("firstTime")->getFloatValue();
// Vec3f pos;
pos = Vec3f::strToVec3(gamecameraNode->getAttribute("pos")->getValue());
// Vec3f destPos;
destPos = Vec3f::strToVec3(gamecameraNode->getAttribute("destPos")->getValue());
//
// float hAng; //YZ plane positive -Z axis
hAng = gamecameraNode->getAttribute("hAng")->getFloatValue();
// float vAng; //XZ plane positive +Z axis
vAng = gamecameraNode->getAttribute("vAng")->getFloatValue();
// float lastHAng;
lastHAng = gamecameraNode->getAttribute("lastHAng")->getFloatValue();
// float lastVAng;
lastVAng = gamecameraNode->getAttribute("lastVAng")->getFloatValue();
// Vec2f destAng;
destAng = Vec2f::strToVec2(gamecameraNode->getAttribute("destAng")->getValue());
// float rotate;
rotate = gamecameraNode->getAttribute("rotate")->getFloatValue();
// Vec3f move;
move = Vec3f::strToVec3(gamecameraNode->getAttribute("move")->getValue());
// State state;
state = static_cast<State>(gamecameraNode->getAttribute("state")->getIntValue());
// int limitX;
limitX = gamecameraNode->getAttribute("limitX")->getIntValue();
// int limitY;
limitY = gamecameraNode->getAttribute("limitY")->getIntValue();
// //config
// float speed;
speed = gamecameraNode->getAttribute("speed")->getFloatValue();
// bool clampBounds;
clampBounds = gamecameraNode->getAttribute("clampBounds")->getIntValue() != 0;
// //float maxRenderDistance;
// float maxHeight;
maxHeight = gamecameraNode->getAttribute("maxHeight")->getFloatValue();
// float minHeight;
minHeight = gamecameraNode->getAttribute("minHeight")->getFloatValue();
// //float maxCameraDist;
// //float minCameraDist;
// float minVAng;
minVAng = gamecameraNode->getAttribute("minVAng")->getFloatValue();
// float maxVAng;
maxVAng = gamecameraNode->getAttribute("maxVAng")->getFloatValue();
// float fov;
fov = gamecameraNode->getAttribute("fov")->getFloatValue();
// float calculatedDefault;
calculatedDefault = gamecameraNode->getAttribute("calculatedDefault")->getFloatValue();
// std::map<float, std::map<float, std::map<Vec3f, Quad2i> > > cacheVisibleQuad;
// int MaxVisibleQuadItemCache;
MaxVisibleQuadItemCache = gamecameraNode->getAttribute("MaxVisibleQuadItemCache")->getIntValue();
}
}}//end namespace
|