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openmw-tes3mp/apps/openmw/mwworld/physicssystem.cpp

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#include "physicssystem.hpp"
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#include <stdexcept>
#include <OgreRoot.h>
#include <OgreRenderWindow.h>
#include <OgreSceneManager.h>
#include <OgreViewport.h>
#include <OgreCamera.h>
#include <OgreTextureManager.h>
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#include <components/nifbullet/bullet_nif_loader.hpp>
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//#include "../mwbase/world.hpp" // FIXME
#include "../mwbase/environment.hpp"
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#include "ptr.hpp"
#include "class.hpp"
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using namespace Ogre;
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namespace MWWorld
{
static const float sMaxSlope = 60.0f;
class MovementSolver
{
private:
static bool stepMove(Ogre::Vector3& position, const Ogre::Vector3 &velocity, float remainingTime,
float verticalRotation, const Ogre::Vector3 &halfExtents, bool isInterior,
OEngine::Physic::PhysicEngine *engine)
{
traceResults trace; // no initialization needed
newtrace(&trace, position+Ogre::Vector3(0.0f,0.0f,STEPSIZE),
position+Ogre::Vector3(0.0f,0.0f,STEPSIZE)+velocity*remainingTime,
halfExtents, verticalRotation, isInterior, engine);
if(trace.fraction == 0.0f || (trace.fraction != 1.0f && getSlope(trace.planenormal) > sMaxSlope))
return false;
newtrace(&trace, trace.endpos, trace.endpos-Ogre::Vector3(0,0,STEPSIZE), halfExtents, verticalRotation, isInterior, engine);
if(getSlope(trace.planenormal) < sMaxSlope)
{
// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
position = trace.endpos;
return true;
}
return false;
}
static void clipVelocity(const Ogre::Vector3& in, const Ogre::Vector3& normal, Ogre::Vector3& out,
const float overbounce)
{
//Math stuff. Basically just project the velocity vector onto the plane represented by the normal.
//More specifically, it projects velocity onto the normal, takes that result, multiplies it by overbounce and then subtracts it from velocity.
float backoff;
backoff = in.dotProduct(normal);
if(backoff < 0.0f)
backoff *= overbounce;
else
backoff /= overbounce;
out = in - (normal*backoff);
}
static void projectVelocity(Ogre::Vector3& velocity, const Ogre::Vector3& direction)
{
Ogre::Vector3 normalizedDirection(direction);
normalizedDirection.normalise();
// no divide by normalizedDirection.length necessary because it's normalized
velocity = normalizedDirection * velocity.dotProduct(normalizedDirection);
}
static float getSlope(const Ogre::Vector3 &normal)
{
return normal.angleBetween(Ogre::Vector3(0.0f,0.0f,1.0f)).valueDegrees();
}
public:
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static Ogre::Vector3 move(const MWWorld::Ptr &ptr, Ogre::Vector3 movement, float time,
OEngine::Physic::PhysicEngine *engine)
{
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const ESM::Position &refpos = ptr.getRefData().getPosition();
Ogre::Vector3 position(refpos.pos);
// Rotates first around z, then y, then x
movement = (Ogre::Quaternion(Ogre::Radian(-refpos.rot[0]), Ogre::Vector3::UNIT_X)*
Ogre::Quaternion(Ogre::Radian(-refpos.rot[1]), Ogre::Vector3::UNIT_Y)*
Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)) *
movement;
/* Anything to collide with? */
OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle());
if(!physicActor || !physicActor->getCollisionMode())
return position + movement;
traceResults trace; //no initialization needed
int iterations=0, maxIterations=50; //arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
float verticalVelocity = physicActor->getVerticalForce();
Ogre::Vector3 horizontalVelocity = movement/time;
Ogre::Vector3 velocity(horizontalVelocity.x, horizontalVelocity.y, verticalVelocity); // we need a copy of the velocity before we start clipping it for steps
Ogre::Vector3 clippedVelocity(horizontalVelocity.x, horizontalVelocity.y, verticalVelocity);
float remainingTime = time;
bool isInterior = !ptr.getCell()->isExterior();
float verticalRotation = physicActor->getRotation().getYaw().valueDegrees();
Ogre::Vector3 halfExtents = physicActor->getHalfExtents();
Ogre::Vector3 lastNormal(0.0f);
Ogre::Vector3 currentNormal(0.0f);
Ogre::Vector3 up(0.0f, 0.0f, 1.0f);
Ogre::Vector3 newPosition = position;
newtrace(&trace, position, position+Ogre::Vector3(0,0,-10), halfExtents, verticalRotation, isInterior, engine);
if(trace.fraction < 1.0f)
{
if(getSlope(trace.planenormal) > sMaxSlope)
{
// if we're on a really steep slope, don't listen to user input
clippedVelocity.x = clippedVelocity.y = 0.0f;
}
else
{
// if we're within 10 units of the ground, force velocity to track the ground
clipVelocity(clippedVelocity, trace.planenormal, clippedVelocity, 1.0f);
}
}
do {
// trace to where character would go if there were no obstructions
newtrace(&trace, newPosition, newPosition+clippedVelocity*remainingTime, halfExtents, verticalRotation, isInterior, engine);
newPosition = trace.endpos;
currentNormal = trace.planenormal;
remainingTime = remainingTime * (1.0f-trace.fraction);
// check for obstructions
if(trace.fraction != 1.0f)
{
//std::cout<<"angle: "<<getSlope(trace.planenormal)<<"\n";
if(getSlope(currentNormal) > sMaxSlope || currentNormal == lastNormal)
{
if(stepMove(newPosition, velocity, remainingTime, verticalRotation, halfExtents, isInterior, engine))
std::cout<< "stepped" <<std::endl;
else
{
Ogre::Vector3 resultantDirection = currentNormal.crossProduct(up);
resultantDirection.normalise();
clippedVelocity = velocity;
projectVelocity(clippedVelocity, resultantDirection);
// just this isn't enough sometimes. It's the same problem that causes steps to be necessary on even uphill terrain.
clippedVelocity += currentNormal*clippedVelocity.length()/50.0f;
std::cout<< "clipped velocity: "<<clippedVelocity <<std::endl;
}
}
else
clipVelocity(clippedVelocity, currentNormal, clippedVelocity, 1.0f);
}
lastNormal = currentNormal;
iterations++;
} while(iterations < maxIterations && remainingTime != 0.0f);
verticalVelocity = clippedVelocity.z;
verticalVelocity -= time*400;
physicActor->setVerticalForce(verticalVelocity);
return newPosition;
}
};
PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
mRender(_rend), mEngine(0), mFreeFly (true)
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{
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playerphysics = new playerMove;
// Create physics. shapeLoader is deleted by the physic engine
NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader();
mEngine = new OEngine::Physic::PhysicEngine(shapeLoader);
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playerphysics->mEngine = mEngine;
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}
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PhysicsSystem::~PhysicsSystem()
{
delete mEngine;
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delete playerphysics;
}
OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine()
{
return mEngine;
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}
std::pair<float, std::string> PhysicsSystem::getFacedHandle (MWWorld::World& world, float queryDistance)
{
btVector3 dir(0, 1, 0);
dir = dir.rotate(btVector3(1, 0, 0), mPlayerData.pitch);
dir = dir.rotate(btVector3(0, 0, 1), mPlayerData.yaw);
dir.setX(-dir.x());
btVector3 origin(
mPlayerData.eyepos.x,
mPlayerData.eyepos.y,
mPlayerData.eyepos.z);
origin += dir * 5;
btVector3 dest = origin + dir * queryDistance;
std::pair <std::string, float> result;
/*auto*/ result = mEngine->rayTest(origin, dest);
result.second *= queryDistance;
return std::make_pair (result.second, result.first);
}
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std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedHandles (float queryDistance)
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{
btVector3 dir(0, 1, 0);
dir = dir.rotate(btVector3(1, 0, 0), mPlayerData.pitch);
dir = dir.rotate(btVector3(0, 0, 1), mPlayerData.yaw);
dir.setX(-dir.x());
btVector3 origin(
mPlayerData.eyepos.x,
mPlayerData.eyepos.y,
mPlayerData.eyepos.z);
origin += dir * 5;
btVector3 dest = origin + dir * queryDistance;
std::vector < std::pair <float, std::string> > results;
/* auto */ results = mEngine->rayTest2(origin, dest);
std::vector < std::pair <float, std::string> >::iterator i;
for (/* auto */ i = results.begin (); i != results.end (); ++i)
i->first *= queryDistance;
return results;
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}
std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedHandles (float mouseX, float mouseY, float queryDistance)
{
Ray ray = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY);
Ogre::Vector3 from = ray.getOrigin();
Ogre::Vector3 to = ray.getPoint(queryDistance);
btVector3 _from, _to;
// OGRE to MW coordinates
_from = btVector3(from.x, -from.z, from.y);
_to = btVector3(to.x, -to.z, to.y);
std::vector < std::pair <float, std::string> > results;
/* auto */ results = mEngine->rayTest2(_from,_to);
std::vector < std::pair <float, std::string> >::iterator i;
for (/* auto */ i = results.begin (); i != results.end (); ++i)
i->first *= queryDistance;
return results;
}
void PhysicsSystem::setCurrentWater(bool hasWater, int waterHeight)
{
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playerphysics->hasWater = hasWater;
if(hasWater){
playerphysics->waterHeight = waterHeight;
}
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
it->second->setCurrentWater(hasWater, waterHeight);
}
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}
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btVector3 PhysicsSystem::getRayPoint(float extent)
{
//get a ray pointing to the center of the viewport
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
mRender.getViewport()->getWidth()/2,
mRender.getViewport()->getHeight()/2);
btVector3 result(centerRay.getPoint(extent).x,-centerRay.getPoint(extent).z,centerRay.getPoint(extent).y);
return result;
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}
btVector3 PhysicsSystem::getRayPoint(float extent, float mouseX, float mouseY)
{
//get a ray pointing to the center of the viewport
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY);
btVector3 result(centerRay.getPoint(extent).x,-centerRay.getPoint(extent).z,centerRay.getPoint(extent).y);
return result;
}
bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to)
{
btVector3 _from, _to;
_from = btVector3(from.x, from.y, from.z);
_to = btVector3(to.x, to.y, to.z);
std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
return !(result.first == "");
}
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std::pair<bool, Ogre::Vector3>
PhysicsSystem::castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len)
{
Ogre::Ray ray = Ogre::Ray(orig, dir);
Ogre::Vector3 to = ray.getPoint(len);
btVector3 btFrom = btVector3(orig.x, orig.y, orig.z);
btVector3 btTo = btVector3(to.x, to.y, to.z);
std::pair<std::string, float> test = mEngine->rayTest(btFrom, btTo);
if (test.first == "") {
return std::make_pair(false, Ogre::Vector3());
}
return std::make_pair(true, ray.getPoint(len * test.second));
}
std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY)
{
Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay(
mouseX,
mouseY);
Ogre::Vector3 from = ray.getOrigin();
Ogre::Vector3 to = ray.getPoint(200); /// \todo make this distance (ray length) configurable
btVector3 _from, _to;
// OGRE to MW coordinates
_from = btVector3(from.x, -from.z, from.y);
_to = btVector3(to.x, -to.z, to.y);
std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
if (result.first == "")
return std::make_pair(false, Ogre::Vector3());
else
{
return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable
}
}
Ogre::Vector3 PhysicsSystem::move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time)
{
return MovementSolver::move(ptr, movement, time, mEngine);
}
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void PhysicsSystem::addHeightField (float* heights,
int x, int y, float yoffset,
float triSize, float sqrtVerts)
{
mEngine->addHeightField(heights, x, y, yoffset, triSize, sqrtVerts);
}
void PhysicsSystem::removeHeightField (int x, int y)
{
mEngine->removeHeightField(x, y);
}
void PhysicsSystem::addObject (const Ptr& ptr)
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{
std::string mesh = MWWorld::Class::get(ptr).getModel(ptr);
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
handleToMesh[node->getName()] = mesh;
OEngine::Physic::RigidBody* body = mEngine->createAndAdjustRigidBody(mesh, node->getName(), node->getScale().x, node->getPosition(), node->getOrientation());
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mEngine->addRigidBody(body);
}
void PhysicsSystem::addActor (const Ptr& ptr)
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{
std::string mesh = MWWorld::Class::get(ptr).getModel(ptr);
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
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//TODO:optimize this. Searching the std::map isn't very efficient i think.
mEngine->addCharacter(node->getName(), mesh, node->getPosition(), node->getScale().x, node->getOrientation());
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}
void PhysicsSystem::removeObject (const std::string& handle)
{
//TODO:check if actor???
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mEngine->removeCharacter(handle);
mEngine->removeRigidBody(handle);
mEngine->deleteRigidBody(handle);
}
void PhysicsSystem::moveObject (const Ptr& ptr)
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{
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
std::string handle = node->getName();
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Ogre::Vector3 position = node->getPosition();
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if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
// start positions others than 0, 0, 0
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if(dynamic_cast<btBoxShape*>(body->getCollisionShape()) == NULL){
btTransform tr = body->getWorldTransform();
tr.setOrigin(btVector3(position.x,position.y,position.z));
body->setWorldTransform(tr);
}
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else{
//For objects that contain a box shape.
//Do any such objects exist? Perhaps animated objects?
mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, position, node->getOrientation());
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}
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}
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
{
// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
// start positions others than 0, 0, 0
if (handle == "player")
{
playerphysics->ps.origin = position;
}
else
{
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act->setPosition(position);
}
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}
}
void PhysicsSystem::rotateObject (const Ptr& ptr)
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{
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
std::string handle = node->getName();
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Ogre::Quaternion rotation = node->getOrientation();
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
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{
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//Needs to be changed
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act->setRotation(rotation);
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}
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
{
if(dynamic_cast<btBoxShape*>(body->getCollisionShape()) == NULL)
body->getWorldTransform().setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
else
mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, node->getPosition(), rotation);
}
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}
void PhysicsSystem::scaleObject (const Ptr& ptr)
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{
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
std::string handle = node->getName();
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if(handleToMesh.find(handle) != handleToMesh.end())
{
removeObject(handle);
addObject(ptr);
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}
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if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
act->setScale(node->getScale().x);
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}
bool PhysicsSystem::toggleCollisionMode()
{
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playerphysics->ps.move_type = (playerphysics->ps.move_type == PM_NOCLIP ? PM_NORMAL : PM_NOCLIP);
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
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if (it->first=="player")
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{
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OEngine::Physic::PhysicActor* act = it->second;
bool cmode = act->getCollisionMode();
if(cmode)
{
act->enableCollisions(false);
mFreeFly = true;
return false;
}
else
{
mFreeFly = false;
act->enableCollisions(true);
return true;
}
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}
}
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throw std::logic_error ("can't find player");
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}
bool PhysicsSystem::getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max)
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{
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std::string model = MWWorld::Class::get(ptr).getModel(ptr);
if (model.empty()) {
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return false;
}
btVector3 btMin, btMax;
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float scale = ptr.getCellRef().mScale;
mEngine->getObjectAABB(model, scale, btMin, btMax);
min.x = btMin.x();
min.y = btMin.y();
min.z = btMin.z();
max.x = btMax.x();
max.y = btMax.y();
max.z = btMax.z();
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return true;
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}
void PhysicsSystem::updatePlayerData(Ogre::Vector3 &eyepos, float pitch, float yaw)
{
mPlayerData.eyepos = eyepos;
mPlayerData.pitch = pitch;
mPlayerData.yaw = yaw;
}
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}