2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Model/ModelRead.cpp $
15 * file which reads and deciphers POF information
18 * Revision 1.10 2004/06/11 21:39:44 taylor
19 * x86 compile fixes for OSX patch
21 * Revision 1.9 2004/06/10 23:55:39 tigital
22 * byte-swapping changes for bigendian systems
24 * Revision 1.8 2003/06/11 18:30:33 taylor
27 * Revision 1.7 2003/01/30 19:43:57 relnev
28 * added a missing "not" in the model warning
30 * Revision 1.6 2002/06/17 06:33:09 relnev
31 * ryan's struct patch for gcc 2.95
33 * Revision 1.5 2002/06/09 04:41:23 relnev
34 * added copyright header
36 * Revision 1.4 2002/06/09 03:16:04 relnev
39 * removed unneeded asm, old sdl 2d setup.
41 * fixed crash caused by opengl_get_region.
43 * Revision 1.3 2002/06/01 07:12:33 relnev
44 * a few NDEBUG updates.
46 * removed a few warnings.
48 * Revision 1.2 2002/05/07 03:16:47 theoddone33
49 * The Great Newline Fix
51 * Revision 1.1.1.1 2002/05/03 03:28:10 root
55 * 36 7/22/99 2:26p Mattk
56 * DA: don't show engine wash error if no subsystems. (ie, Pofview...)
58 * 35 7/19/99 12:02p Andsager
59 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
60 * only blow up subsystem if its strength is > 0
62 * 34 7/07/99 5:00p Andsager
63 * Fixed bug in stepped rotation
65 * 33 7/06/99 4:42p Anoop
66 * Add MiniCap hack for engine wash
68 * 32 7/06/99 3:52p Andsager
69 * That wacky model_subsystem name vs. subobj_name thing bites us in the
72 * 31 7/06/99 3:15p Anoop
73 * Better debug info for engine wash error.
75 * 30 7/06/99 11:37a Andsager
76 * Fix warning message.
78 * 29 7/06/99 10:45a Andsager
79 * Modify engine wash to work on any ship that is not small. Add AWACS
82 * 28 7/01/99 4:23p Dave
83 * Full support for multiple linked ambient engine sounds. Added "big
86 * 27 6/08/99 2:33p Dave
87 * Fixed release build warning. Put in hud config stuff.
89 * 26 6/01/99 8:35p Dave
90 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
91 * awacs-set-radius sexpression.
93 * 25 5/28/99 1:51p Andsager
94 * Allow models to rotate in both direction on an axis, specifying a
95 * negative rotation time in submodel properties.
97 * 24 5/27/99 3:48p Andsager
98 * Add assert to model_read code to not allow overwrite of memory
100 * 23 5/27/99 12:11p Andsager
101 * Allow more than 1 subsystem to have live debris on any ship
103 * 22 5/27/99 10:57a Mattk
104 * Put in a warning about too many firing points per turret.
106 * 21 5/24/99 5:45p Dave
107 * Added detail levels to the nebula, with a decent speedup. Split nebula
108 * lightning into its own section.
110 * 20 5/19/99 11:09a Andsager
111 * Turn on engine wash. Check every 1/4 sec.
113 * 19 5/11/99 10:16p Andsager
114 * First pass on engine wash effect. Rotation (control input), damage,
117 * 18 4/09/99 11:38a Andsager
118 * Change POF format for Freespace2
120 * 17 3/23/99 5:17p Dave
121 * Changed model file format somewhat to account for LOD's on insignias
123 * 16 3/20/99 3:46p Dave
124 * Added support for model-based background nebulae. Added 3 new
127 * 15 3/19/99 6:15p Dave
128 * Put in checks for insignia bitmaps for having too many faces or
131 * 14 2/21/99 6:01p Dave
132 * Fixed standalone WSS packets.
134 * 13 2/19/99 11:42a Dave
135 * Put in model rendering autocentering.
137 * 12 2/10/99 3:52p Enricco
140 * 11 1/14/99 6:06p Dave
141 * 100% full squad logo support for single player and multiplayer.
143 * 10 1/11/99 12:42p Andsager
144 * Add live debris - debris which is created from a destroyed subsystem,
145 * when the ship is still alive
147 * 9 1/08/99 2:08p Dave
148 * Fixed software rendering for pofview. Super early support for AWACS and
151 * 8 1/06/99 2:24p Dave
152 * Stubs and release build fixes.
154 * 7 12/23/98 2:53p Andsager
155 * Added stepped rotation support
157 * 6 12/04/98 3:34p Andsager
158 * Handle norotating submodels
160 * 5 12/03/98 3:14p Andsager
161 * Check in code that checks rotating submodel actually has ship subsystem
163 * 4 11/19/98 11:07p Andsager
164 * Check in of physics and collision detection of rotating submodels
166 * 3 10/23/98 3:03p Andsager
167 * Initial support for changing rotation rate.
169 * 2 10/07/98 10:53a Dave
172 * 1 10/07/98 10:50a Dave
174 * 177 8/28/98 3:29p Dave
175 * EMP effect done. AI effects may need some tweaking as required.
177 * 176 5/19/98 8:31p Andsager
178 * Added split planes (for big ship explosions)
180 * 175 5/07/98 5:39p Andsager
181 * Changes to model to hold cross section info
183 * 174 4/30/98 4:53p John
184 * Restructured and cleaned up cfile code. Added capability to read off
185 * of CD-ROM drive and out of multiple pack files.
187 * 173 4/22/98 9:43p John
188 * Added code to allow checking of invisible faces, flagged by any texture
189 * name with invisible in it.
191 * 172 4/14/98 11:11p John
192 * Made ships with < 50% hull left show electrical damage arcs.
194 * 171 4/01/98 5:34p John
195 * Made only the used POFs page in for a level. Reduced some interp
196 * arrays. Made custom detail level work differently.
198 * 170 4/01/98 9:14a Mike
201 * 169 3/31/98 5:18p John
202 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
203 * bunch of debug stuff out of player file. Made model code be able to
204 * unload models and malloc out only however many models are needed.
207 * 168 3/17/98 2:46p Allender
208 * Copy subsystem name when copying model subsystems
210 * 167 3/02/98 5:42p John
211 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
212 * afterburner. Made gr_set_clip work good with negative x &y. Made
213 * model_caching be on by default. Made each cached model have it's own
214 * bitmap id. Made asteroids not rotate when model_caching is on.
216 * 166 2/24/98 5:04p Allender
217 * allow different ship classes to use the same model. Lot's of subsystem
220 * 165 2/16/98 3:46p John
221 * Made mass be proportional to area in newer pofs
223 * 164 2/13/98 5:19p John
224 * First rev of new model caching system. Needs to be ripped out and
225 * moved into ship stuff.
227 * 163 1/29/98 5:52p John
228 * new version of electrical arcing code
230 * 162 1/29/98 8:39a Andsager
231 * Changed mass and moment of intertia based area vs. volume
233 * 161 1/28/98 2:15p Mike
234 * Convert volume to surface area at runtime. Write note to John to
235 * cleanup if he modifies bspgen.
237 * 160 1/27/98 11:02a John
238 * Added first rev of sparks. Made all code that calls model_render call
239 * clear_instance first. Made debris pieces not render by default when
240 * clear_instance is called.
242 * 159 1/19/98 6:15p John
243 * Fixed all my Optimized Build compiler warnings
245 * 158 1/09/98 11:25a John
246 * Took the thruster animation stuff out of the model.
248 * 157 12/31/97 4:47p John
249 * Made all the eye points fit inside core radius
251 * 156 12/31/97 2:35p John
252 * Added code for core_radius
254 * 155 12/17/97 2:41p John
255 * made target bounding box be on hull only.
257 * 154 12/17/97 9:54a John
258 * added code for precalculated weapon flash lighting.
260 * 153 11/29/97 2:05p John
261 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
262 * like they used to incorrectly assume. Added code to model to read in
265 * 152 11/25/97 11:41a John
266 * added code to read in pof v20.05, which adds radius to thrusters.
268 * 151 10/28/97 12:34a Mike
269 * Set useful values of mass and inertia matrix if values not otherwise
270 * set. Generate Warnings for unexpected ones.
272 * 150 10/22/97 5:54p Lawrance
273 * get rid of leading '$' when storing parent_name for paths
275 * 149 10/20/97 5:57p Lawrance
276 * have index to polymodel->paths[] within the model_subsystem struct.
278 * 148 9/15/97 5:45p John
279 * took out chunk stuff.
280 * made pofview display thrusters as blue polies.
282 * 147 9/09/97 3:39p Sandeep
283 * warning level 4 bugs
285 * 146 9/04/97 5:09p Andsager
286 * implement physics using moment of inertia and mass (from BSPgen).
287 * Added to phys_info struct. Updated ship_info, polymodel structs.
288 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
290 * 145 9/03/97 5:57p Lawrance
293 * 144 9/03/97 4:32p John
294 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
295 * to bm_load functions not needed. Made bmpman keep track of palettes
296 * for bitmaps not mapped into game palettes.
298 * 143 8/19/97 11:49p Lawrance
299 * using atan2_safe() in place of atan2()
301 * 142 8/19/97 8:44a John
302 * Initial hooks for thruster stuff.
304 * 141 8/15/97 4:10p John
305 * new code to use the new octrees style bsp trees
307 * 140 8/14/97 5:46p John
308 * added code to read in mass,center of mass, and moment of interia from
309 * the pof. Also added code to display green center of mass dot when Show
310 * debug points is on in pofview.
312 * 139 7/10/97 8:34a John
313 * Added code to read TGA files.
315 * 138 6/26/97 3:18p Mike
316 * Recognize "turret", etc. in a subsystem field anywhere in name.
317 * Generate warning for bogus subsystem names.
319 * 137 6/25/97 5:11p John
320 * added foundation for model octants.
322 * 136 6/25/97 10:28a John
323 * Made debris chunks radius be set correctly to the submodel size, not
324 * hardcoded to 10.0f.
326 * 135 6/06/97 11:55a Mike
327 * Fix firing direction for zero piece turrets.
329 * 134 5/31/97 2:36p Mike
330 * Comment out mprintfs pertaining to debris.
332 * 133 5/30/97 4:41p Hoffoss
333 * Made some additions required for Fred.
335 * 132 5/30/97 3:42p Mike
336 * Shield mesh and hit system.
338 * 131 5/30/97 10:40a Hoffoss
339 * Added a function for Fred to get docking point names.
341 * 130 5/29/97 4:34p Allender
342 * removed Int3 from model_find_dock_index.
344 * 129 4/30/97 10:41a Allender
345 * don't dump out token 'none' when dumping out subsystem information
347 * 128 4/17/97 6:06p John
348 * New code/data for v19 of BSPGEN with smoothing and zbuffer
351 * 127 4/09/97 3:31p Lawrance
352 * if any points of bounding box don't project, return project fail code
353 * in model_find_2d_bound_min()
355 * 126 4/07/97 10:37a John
356 * Took out limits on number of children a submodel can have. (So now
357 * capital ships can have tons of children on them).
359 * 125 4/03/97 3:18p Allender
361 * 124 4/03/97 1:29p Allender
362 * subsystem enhancement. Initial work on making subsystem status
365 * 123 3/28/97 2:49p John
366 * added code to fix targetting of debris chunks to draw bounding boxes
369 * 122 3/28/97 1:19p John
370 * Made TestCode not show damaged submodels.
372 * 121 3/28/97 11:17a John
373 * added code for linking lower detail submodels to the highest one; added
374 * code to pofview to view these.
376 * 120 3/17/97 11:24a John
378 * 119 3/15/97 5:06p John
379 * added bounding boxes for each subobject and code to display them.
381 * 118 3/13/97 10:32a John
382 * Added code for tiled 256x256 textures in certain models.
384 * 117 3/06/97 5:36p Mike
385 * Change vec_normalize_safe() back to vec_normalize().
386 * Spruce up docking a bit.
388 * 116 3/06/97 1:06p Allender
389 * more docking stuff. docking points now specified by strings in mission
390 * file. Changes to builtin missions and code to reflect this change.
392 * 115 3/06/97 10:56a Mike
393 * Write error checking version of vm_vec_normalize().
394 * Fix resultant problems.
396 * 114 3/06/97 10:05a Lawrance
397 * added missing cfclose's
399 * 113 3/05/97 5:27p John
400 * more work with turret stuff
402 * 112 3/05/97 12:49p John
403 * added Viewer_obj. Took out the interp_??? variables for turning
404 * outline,etc on and put them in flags you pass to model_render.
405 * Cleaned up model_interp code to fit new coding styles.
407 * 111 3/05/97 12:42p Adam
408 * john: fixed bug while model transversel code that assumed the root
411 * 110 3/05/97 11:09a Allender
412 * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to
415 * 109 3/04/97 5:08p John
416 * Started adding debug code to make it so you can view from a turret's
419 * 108 3/04/97 3:36p John
420 * took out old debug "h' key. Made zbuffer flag bit bit field so you
421 * can turn on/off each value. Fixed a bug with turret rotation where
422 * different handedness turrets wouldn't work. Fixed a bug with two
423 * large ships within each other's radius not rendering correctly.
425 * 107 3/04/97 12:52p Allender
426 * docking styff. Added dock type to docking structure in model code.
427 * Renamed structure member in ai_goals. Temporary checkin. (i.e.
428 * rearming will use rearm dock points)
430 * 106 3/03/97 5:47p John
431 * fixed some rotating object discrepencies. Took out the gun firing
432 * point average beause it was inconsitent and wsn't as correct as using
435 * 105 3/03/97 4:20p Hoffoss
436 * Fixed bug in bug I just fixed. :)
438 * 104 3/03/97 4:00p Hoffoss
439 * fixed bug that caused docking bays without a name to be garbage when
442 * 103 3/03/97 8:58a Lawrance
443 * replaced a fprintf() with a cfputs()
445 * 102 3/01/97 2:12p Lawrance
446 * made to work with new cfile changes
448 * 101 2/28/97 10:57a John
449 * Made so you can blow off any subsystems, not just radars.
452 * 100 2/27/97 3:45p John
453 * Added a tree dialog to pofview that shows a model's tree.
455 * 99 2/27/97 12:07p John
456 * Added code to suppord debris chunks after a ship is exploded..
458 * 98 2/26/97 5:28p John
459 * Fixed a bunch of chunked model bugs. Basically they almost work better
460 * than non-chunked objects!
462 * 97 2/24/97 1:13p Allender
463 * support for multiple eye positions. Still some kinks to be worked out
466 * 96 2/20/97 4:06p Allender
467 * allow for multiple spline paths to lead to a docking bay
469 * 95 2/20/97 3:25p Allender
470 * change to docking bay structure -- added a name (for use in Fred
471 * mainly), and index into spline paths to reach this docking point
473 * 94 2/19/97 4:03p Allender
474 * dump a 0.0 instead of a 0 when dumping out missing subsystem
477 * 93 2/19/97 2:52p Allender
478 * added crewspot name to subsystems (used only with turrets). Will be
479 * used by fred for ai class stuff for turrets
481 * 92 2/17/97 4:30p John
482 * Added code to automatically rotate any subsystems with the $rotate
483 * value set (except for turrets)
485 * 91 2/17/97 12:03p John
486 * Added code to set the angles of a subobject.
488 * 90 2/14/97 4:02p John
489 * changed a vector being passed as value to reference.
491 * 89 2/14/97 3:16p Mike
492 * Start on AI path garbage collection
494 * 88 2/14/97 1:06p John
495 * upped bspgen version number.
497 * 87 2/13/97 10:17a John
498 * INCORPORATED THE FOLLOWING CHANGES:
499 * ??? 2/13/97 9:49a John
500 * added code for geometric centers of objects.
501 * ??? 2/12/97 6:30p John
502 * upped model version number.
505 * 86 2/13/97 9:49a John
506 * ROLLEDBACK TO ALLENDER'S 85
508 * 85 2/12/97 5:34p Allender
509 * added a ton of debug code to help recify the subsystems in ships.tbl
510 * with subsystems in the models. Fixed a bug with subsystems not being
511 * given the correct type.
513 * 84 2/11/97 4:10p Allender
514 * major change of subsystem stuff. obj_subsystem renamed to
515 * model_subsystem. Dyamically allocate space in ship_info for
518 * 83 2/10/97 4:20p Allender
519 * added distance to closest geometry to spline points
521 * 82 2/10/97 10:58a John
522 * Added back in sparks for where laser bolts hit.
523 * Added code to red damaged objects and replace then.
525 * 81 2/07/97 1:24p Allender
526 * added turret lists for spline points
528 * 80 2/06/97 2:56p John
529 * Added a "blown-off" field to the instance of a model. Also took out
530 * the model_set_angles functions and replaced with the more general
531 * model_set_instance functions.
533 * 79 2/04/97 7:37p John
534 * Finally!!! Turret stuff working!
536 * 78 1/31/97 12:51p John
537 * Added turret_fov and turret_fov_cos
539 * 77 1/31/97 12:43p John
540 * Turrets working nicely, finally!
542 * 76 1/31/97 11:36a John
544 * 75 1/29/97 4:46p John
545 * Code to read $crewpoint flag on turrets and store it in obj_subsystem
548 * 74 1/29/97 3:14p John
549 * Added field to ships.tbl to control how fast turret rotates.
551 * 73 1/28/97 11:23a John
552 * added functions to get/set model angles.
554 * 72 1/28/97 10:07a John
555 * More turret stuff, still not working, though.
557 * 71 1/27/97 2:46p John
560 * 70 1/27/97 11:35a Allender
561 * upped compatible object version
563 * 69 1/24/97 5:25p John
564 * More turret stuff. Not working yet, though.
566 * 68 1/24/97 4:55p John
567 * Started adding code for turning turrets.
568 * Had to change POF format to 18.0
570 * 67 1/20/97 2:16p Allender
571 * new shield structures being used
573 * 66 1/15/97 5:19p Allender
574 * new POF version. old version obsolete. Added shield and eye stuff.
575 * New format for gun/missile/docking points
577 * 65 1/10/97 5:15p Mike
578 * Moved ship-specific parameters from obj_subsystem to ship_subsys.
580 * Added turret code to AI system.
582 * 64 1/10/97 2:25p John
583 * Added code to support detail level distances.
585 * 63 1/02/97 11:45a Allender
586 * changed turret code to have > 1 firing point as well as fixing the
587 * problems of turrets being multiple subobjects. Turret norms should be
588 * getting stuffed correctly now.
590 * 62 12/31/96 4:14p Mike
592 * Correct bug in HUDtarget.cpp, showing wrong target.
594 * 61 12/27/96 4:09p Mike
595 * Integrate John's new model code.
597 * 60 12/26/96 1:42p John
598 * Changed function ordering to put model_init at top.
600 * 59 12/23/96 3:56p John
601 * Changed POF code to support pof 15.0.
603 * 58 12/23/96 11:00a John
604 * Restructured POF stuff to support LOD in one pof.
606 * 57 12/20/96 11:55a Allender
609 * 56 12/20/96 11:40a Allender
610 * modifed subsystem stuff to do correct hit percentages and other cool
613 * 55 12/18/96 4:04p Allender
614 * added "unknown" subsystem type for subsystems which aren't recognized.
616 * 54 12/17/96 11:37a Mike
619 * 53 12/17/96 8:59a Mike
620 * Path-extraction-from-mdoel test code.
622 * 52 12/13/96 5:27p John
623 * fixed my sloppy code that didn't free model data.
625 * 51 12/13/96 3:54p Mike
626 * Major improvement to model_draw_paths -- connect the dots! Uses
627 * sophisticated connect-to-next algorithm.
629 * 50 12/13/96 2:59p John
630 * Added some code to test spline paths.
632 * 49 12/13/96 2:41p John
633 * Added code to read in spline paths on models.
635 * 48 12/13/96 10:29a Adam
636 * from allender: fixed up linked list walking when checking for turrets
639 * 47 12/12/96 3:38p Allender
640 * fix up docking special object names. Added $thruster stuff to model
643 * 46 12/12/96 2:35p Mike
646 * 45 12/12/96 12:29p Lawrance
647 * added function to find the 2d bound for a subobject
649 * 44 12/11/96 5:35p John
650 * Added variables for viewer eye.
652 * 43 12/11/96 5:15p John
653 * Made the dist for detail level be calculated before the object is
656 * 42 12/11/96 4:50p John
657 * Added detail levels to the non-chunky ships.
659 * 41 12/11/96 4:33p Mike
660 * Temporary version so other people can build.
662 * 40 12/11/96 4:24p Mike
663 * Fix broken code...oops! clumsy in editor!
665 * 39 12/11/96 4:17p Adam
667 * 38 12/11/96 12:57p Mike
668 * Support for "Big Ship" AI behavior.
671 * 37 12/11/96 12:43p Allender
672 * $gun and $missile don't get appended to models gun/missile list if the
673 * gun/missile belongs to a turret. Turrets are special instances of
676 * 36 12/11/96 11:57a Allender
677 * added objnum reference to obj_subsystems so that $gun and $missile
678 * special polygons can refernce a particular subsystem if needed (i.e. to
679 * get the norms, etc).
681 * 35 12/11/96 10:33a Allender
682 * added stuff for FOV for turrets
684 * 34 12/10/96 3:27p Allender
686 * 33 12/09/96 5:05p Allender
687 * made subsystem lists and model_special lists as seperate entities.
689 * 32 12/09/96 1:16p Allender
690 * made seperate lists for guns/missiles/subsystems, etc
692 * 31 12/09/96 11:01a Allender
693 * added special polygon information to models. Linked list contains
694 * gun/missile/docking/subsystem/etc information.
707 #include "floating.h"
710 #include "modelsinc.h"
713 #include "3dinternal.h"
714 #include "linklist.h"
716 #include "freespace.h" // For flFrameTime
720 #include <stddef.h> // tigital for offsetof()
723 #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame
725 // info for special polygon lists
727 polymodel *Polygon_models[MAX_POLYGON_MODELS];
729 static int model_initted = 0;
732 CFILE *ss_fp; // file pointer used to dump subsystem information
733 char model_filename[_MAX_PATH]; // temp used to store filename
734 char debug_name[_MAX_PATH];
735 int ss_warning_shown; // have we shown the warning dialog concerning the subsystems?
736 char Global_filename[256];
737 int Model_ram = 0; // How much RAM the models use total
742 // Anything less than this is considered incompatible.
743 #define PM_COMPATIBLE_VERSION 1900
745 // Anything greater than or equal to PM_COMPATIBLE_VERSION and
746 // whose major version is less than or equal to this is considered
748 #define PM_OBJFILE_MAJOR_VERSION 21
750 static int Model_signature = 0;
752 // Free up a model, getting rid of all its memory
753 // Can't be called from outside of model code because more
754 // than one person might be using this model so we can't free
756 static void model_unload(int modelnum)
760 if ( (modelnum < 0) || (modelnum>MAX_POLYGON_MODELS)) {
764 polymodel *pm = Polygon_models[modelnum];
771 Model_ram -= pm->ram_used;
775 for (i=0; i<pm->n_paths; i++ ) {
776 for (j=0; j<pm->paths[i].nverts; j++ ) {
777 if ( pm->paths[i].verts[j].turret_ids ) {
778 free(pm->paths[i].verts[j].turret_ids);
781 if (pm->paths[i].verts) {
782 free(pm->paths[i].verts);
788 if ( pm->shield.verts ) {
789 free( pm->shield.verts );
792 if ( pm->shield.tris ) {
793 free(pm->shield.tris);
796 if ( pm->missile_banks ) {
797 free(pm->missile_banks);
800 if ( pm->docking_bays ) {
801 for (i=0; i<pm->n_docks; i++ ) {
802 if ( pm->docking_bays[i].splines ) {
803 free( pm->docking_bays[i].splines );
806 free(pm->docking_bays);
809 // this is from ship.cpp but we don't get the polymodel there so free here
810 if ( pm->ship_bay != NULL ) {
815 if ( pm->thrusters ) {
820 if ( pm->debug_info ) {
821 free(pm->debug_info);
825 model_octant_free( pm );
828 for (i=0; i<pm->n_models; i++ ) {
829 if ( pm->submodel[i].bsp_data ) {
830 free(pm->submodel[i].bsp_data);
844 if ( pm->gun_banks ) {
849 memset( pm, 0, sizeof(polymodel));
852 Polygon_models[modelnum] = NULL;
855 void model_free_all()
859 if ( !model_initted) {
864 mprintf(( "Freeing all existing models...\n" ));
866 for (i=0;i<MAX_POLYGON_MODELS;i++) {
876 if ( model_initted ) {
877 Int3(); // Model_init shouldn't be called twice!
885 for (i=0;i<MAX_POLYGON_MODELS;i++) {
886 Polygon_models[i] = NULL;
889 // Init the model caching system
892 atexit( model_free_all );
896 // routine to parse out values from a user property field of an object
897 void get_user_prop_value(char *buf, char *value)
902 while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
905 while ( !iscntrl(*p1) )
913 // funciton to copy model data from one subsystem set to another subsystem set. This function
914 // is called when two ships use the same model data, but since the model only gets read in one time,
915 // the subsystem data is only present in one location. The ship code will call this routine to fix
916 // this situation by copying stuff from the source subsystem set to the dest subsystem set.
917 void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp )
920 model_subsystem *source, *dest;
922 for (i = 0; i < n_subsystems; i++ ) {
924 for ( j = 0; j < n_subsystems; j++ ) {
926 if ( !stricmp( source->subobj_name, dest->subobj_name) ) {
927 dest->flags = source->flags;
928 dest->subobj_num = source->subobj_num;
929 dest->model_num = source->model_num;
930 dest->pnt = source->pnt;
931 dest->radius = source->radius;
932 dest->type = source->type;
933 dest->turn_rate = source->turn_rate;
934 dest->turret_gun_sobj = source->turret_gun_sobj;
936 strcpy( dest->name, source->name );
938 if ( dest->type == SUBSYSTEM_TURRET ) {
941 dest->turret_fov = source->turret_fov;
942 dest->turret_num_firing_points = source->turret_num_firing_points;
943 dest->turret_norm = source->turret_norm;
944 dest->turret_matrix = source->turret_matrix;
946 for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ )
947 dest->turret_firing_point[nfp] = source->turret_firing_point[nfp];
949 if ( dest->flags & MSS_FLAG_CREWPOINT )
950 strcpy(dest->crewspot, source->crewspot);
955 if ( j == n_subsystems )
956 Int3(); // get allender -- something is amiss with models
961 // routine to get/set subsystem information
962 static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *dname )
968 if ( (p = strstr(props, "$name")) != NULL)
969 get_user_prop_value(p+5, subsystemp->name);
971 strcpy( subsystemp->name, dname );
973 strcpy(lcdname, dname);
976 // check the name for it's specific type
977 if ( strstr(lcdname, "engine") ) {
978 subsystemp->type = SUBSYSTEM_ENGINE;
979 } else if ( strstr(lcdname, "radar") ) {
980 subsystemp->type = SUBSYSTEM_RADAR;
981 } else if ( strstr(lcdname, "turret") ) {
984 subsystemp->type = SUBSYSTEM_TURRET;
985 if ( (p = strstr(props, "$fov")) != NULL )
986 get_user_prop_value(p+4, buf); // get the value of the fov
989 angle = ANG_TO_RAD(atoi(buf))/2.0f;
990 subsystemp->turret_fov = (float)cos(angle);
991 subsystemp->turret_num_firing_points = 0;
993 if ( (p = strstr(props, "$crewspot")) != NULL) {
994 subsystemp->flags |= MSS_FLAG_CREWPOINT;
995 get_user_prop_value(p+9, subsystemp->crewspot);
998 } else if ( strstr(lcdname, "navigation") ) {
999 subsystemp->type = SUBSYSTEM_NAVIGATION;
1000 } else if ( strstr(lcdname, "communication") ) {
1001 subsystemp->type = SUBSYSTEM_COMMUNICATION;
1002 } else if ( strstr(lcdname, "weapons") ) {
1003 subsystemp->type = SUBSYSTEM_WEAPONS;
1004 } else if ( strstr(lcdname, "sensors") ) {
1005 subsystemp->type = SUBSYSTEM_SENSORS;
1006 } else if ( strstr(lcdname, "solar") ) {
1007 subsystemp->type = SUBSYSTEM_SOLAR;
1008 } else if ( strstr(lcdname, "gas") ) {
1009 subsystemp->type = SUBSYSTEM_GAS_COLLECT;
1010 } else if ( strstr(lcdname, "activator") ) {
1011 subsystemp->type = SUBSYSTEM_ACTIVATION;
1012 } else { // If unrecognized type, set to unknown so artist can continue working...
1013 subsystemp->type = SUBSYSTEM_UNKNOWN;
1014 mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
1017 // Rotating subsystem
1018 if ( (p = strstr(props, "$rotate")) != NULL) {
1019 subsystemp->flags |= MSS_FLAG_ROTATES;
1021 // get time for (a) complete rotation (b) step (c) activation
1023 get_user_prop_value(p+7, buf);
1024 turn_time = (float)atof(buf);
1026 // CASE OF STEPPED ROTATION
1027 if ( (p = strstr(props, "$stepped")) != NULL) {
1029 subsystemp->stepped_rotation = new(stepped_rotation);
1030 subsystemp->flags |= MSS_FLAG_STEPPED_ROTATE;
1032 // get number of steps
1033 if ( (p = strstr(props, "$steps")) != NULL) {
1034 get_user_prop_value(p+6, buf);
1035 subsystemp->stepped_rotation->num_steps = atoi(buf);
1037 subsystemp->stepped_rotation->num_steps = 8;
1041 if ( (p = strstr(props, "$t_paused")) != NULL) {
1042 get_user_prop_value(p+9, buf);
1043 subsystemp->stepped_rotation->t_pause = (float)atof(buf);
1045 subsystemp->stepped_rotation->t_pause = 2.0f;
1048 // get transition time - time to go between steps
1049 if ( (p = strstr(props, "$t_transit")) != NULL) {
1050 get_user_prop_value(p+10, buf);
1051 subsystemp->stepped_rotation->t_transit = (float)atof(buf);
1053 subsystemp->stepped_rotation->t_transit = 2.0f;
1056 // get fraction of time spent in accel
1057 if ( (p = strstr(props, "$fraction_accel")) != NULL) {
1058 get_user_prop_value(p+15, buf);
1059 subsystemp->stepped_rotation->fraction = (float)atof(buf);
1060 Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5);
1062 subsystemp->stepped_rotation->fraction = 0.3f;
1065 int num_steps = subsystemp->stepped_rotation->num_steps;
1066 float t_trans = subsystemp->stepped_rotation->t_transit;
1067 float fraction = subsystemp->stepped_rotation->fraction;
1069 subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans);
1070 subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans);
1074 // CASE OF AI ROTATION
1075 else if ( (p = strstr(props, "$ai")) != NULL) {
1076 get_user_prop_value(p+8, buf);
1077 subsystemp->flags |= MSS_FLAG_AI_ROTATE;
1079 // get parameters - ie, speed / dist / other ??
1084 // CASE OF NORMAL CONTINUOUS ROTATION
1086 if ( fabs(turn_time) < 1 ) {
1087 // Warning(LOCATION, "%s has subsystem %s with rotation time less than 1 sec", dname, Global_filename );
1088 subsystemp->flags &= ~MSS_FLAG_ROTATES;
1089 subsystemp->turn_rate = 0.0f;
1091 subsystemp->turn_rate = PI2 / turn_time;
1098 // used in collision code to check if submode rotates too far
1099 float get_submodel_delta_angle(submodel_instance_info *sii)
1102 vm_vec_sub(&diff, (vector*)&sii->angs, (vector*)&sii->prev_angs);
1105 float delta_angle = vm_vec_mag(&diff);
1107 // make sure we get the short way around
1108 if (delta_angle > PI) {
1109 delta_angle = (PI2 - delta_angle);
1115 void do_new_subsystem( int n_subsystems, model_subsystem *slist, int subobj_num, float rad, vector *pnt, char *props, char *subobj_name, int model_num )
1118 model_subsystem *subsystemp;
1121 if ( slist==NULL ) return; // For TestCode, POFView, etc don't bother
1123 // try to find the name of the subsystem passed here on the list of subsystems currently on the
1124 // ship. Assign the values only when the right subsystem is found
1126 for (i = 0; i < n_subsystems; i++ ) {
1127 subsystemp = &slist[i];
1128 if ( !stricmp(subobj_name, subsystemp->subobj_name) ) {
1129 subsystemp->flags = 0;
1130 subsystemp->subobj_num = subobj_num;
1131 subsystemp->turret_gun_sobj = -1;
1132 subsystemp->model_num = model_num;
1133 subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem
1134 subsystemp->radius = rad;
1135 set_subsystem_info( subsystemp, props, subobj_name);
1136 strcpy(subsystemp->subobj_name, subobj_name); // copy the object name
1141 if ( !ss_warning_shown) {
1142 char bname[_MAX_FNAME];
1144 _splitpath(model_filename, NULL, NULL, bname, NULL);
1145 Warning(LOCATION, "A subsystem was found in model %s that does not have a record in ships.tbl.\nA list of subsystems for this ship will be dumped to:\n\ndata\\tables\\%s.subsystems for inclusion\n into ships.tbl.", model_filename, bname);
1147 ss_warning_shown = 1;
1150 nprintf(("warning", "Subsystem %s in ships.tbl not found in model!\n", subobj_name));
1153 char tmp_buffer[128];
1154 sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name);
1155 cfputs(tmp_buffer, ss_fp);
1161 void print_family_tree( polymodel *obj, int modelnum, char * ident, int islast )
1165 if ( modelnum < 0 ) return;
1166 if (obj==NULL) return;
1168 if (strlen(ident)==0 ) {
1169 mprintf(( " %s", obj->submodel[modelnum].name ));
1170 sprintf( temp, " " );
1171 } else if ( islast ) {
1172 mprintf(( "%sÀÄ%s", ident, obj->submodel[modelnum].name ));
1173 sprintf( temp, "%s ", ident );
1175 mprintf(( "%sÃÄ%s", ident, obj->submodel[modelnum].name ));
1176 sprintf( temp, "%s³ ", ident );
1181 int child = obj->submodel[modelnum].first_child;
1182 while( child > -1 ) {
1183 if ( obj->submodel[child].next_sibling < 0 )
1184 print_family_tree( obj, child, temp,1 );
1186 print_family_tree( obj, child, temp,0 );
1187 child = obj->submodel[child].next_sibling;
1191 void dump_object_tree(polymodel *obj)
1193 print_family_tree( obj, 0, "", 0 );
1197 void create_family_tree(polymodel *obj)
1200 for (i=0; i<obj->n_models; i++ ) {
1201 obj->submodel[i].num_children = 0;
1202 obj->submodel[i].first_child = -1;
1203 obj->submodel[i].next_sibling = -1;
1206 for (i=0; i<obj->n_models; i++ ) {
1208 pn = obj->submodel[i].parent;
1210 obj->submodel[pn].num_children++;
1211 int tmp = obj->submodel[pn].first_child;
1212 obj->submodel[pn].first_child = i;
1213 obj->submodel[i].next_sibling = tmp;
1218 void model_calc_bound_box( vector *box, vector *big_mn, vector *big_mx)
1220 box[0].xyz.x = big_mn->xyz.x; box[0].xyz.y = big_mn->xyz.y; box[0].xyz.z = big_mn->xyz.z;
1221 box[1].xyz.x = big_mx->xyz.x; box[1].xyz.y = big_mn->xyz.y; box[1].xyz.z = big_mn->xyz.z;
1222 box[2].xyz.x = big_mx->xyz.x; box[2].xyz.y = big_mx->xyz.y; box[2].xyz.z = big_mn->xyz.z;
1223 box[3].xyz.x = big_mn->xyz.x; box[3].xyz.y = big_mx->xyz.y; box[3].xyz.z = big_mn->xyz.z;
1226 box[4].xyz.x = big_mn->xyz.x; box[4].xyz.y = big_mn->xyz.y; box[4].xyz.z = big_mx->xyz.z;
1227 box[5].xyz.x = big_mx->xyz.x; box[5].xyz.y = big_mn->xyz.y; box[5].xyz.z = big_mx->xyz.z;
1228 box[6].xyz.x = big_mx->xyz.x; box[6].xyz.y = big_mx->xyz.y; box[6].xyz.z = big_mx->xyz.z;
1229 box[7].xyz.x = big_mn->xyz.x; box[7].xyz.y = big_mx->xyz.y; box[7].xyz.z = big_mx->xyz.z;
1233 // Debug thing so we don't repeatedly show warning messages.
1235 int Bogus_warning_flag_1903 = 0;
1238 //reads a binary file containing a 3d model
1239 int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subsystem *subsystems)
1243 int id, len, next_chunk;
1247 strcpy(Global_filename, filename);
1250 fp = cfopen(filename,"rb");
1252 Error( LOCATION, "Can't open file <%s>",filename);
1256 // code to get a filename to write out subsystem information for each model that
1257 // is read. This info is essentially debug stuff that is used to help get models
1258 // into the game quicker
1261 char bname[_MAX_FNAME];
1263 _splitpath(filename, NULL, NULL, bname, NULL);
1264 sprintf(debug_name, "%s.subsystems", bname);
1265 ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES );
1267 mprintf(( "Can't open debug file for writing subsystems for %s\n", filename));
1269 strcpy(model_filename, filename);
1270 ss_warning_shown = 0;
1275 id = cfread_int(fp);
1278 Error( LOCATION, "Bad ID in model file <%s>",filename);
1280 // Version is major*100+minor
1281 // So, major = version / 100;
1282 // minor = version % 100;
1283 version = cfread_int(fp);
1285 //Warning( LOCATION, "POF Version = %d", version );
1287 if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) {
1288 Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename);
1292 pm->version = version;
1293 Assert( strlen(filename) < FILENAME_LEN );
1294 strncpy(pm->filename, filename, FILENAME_LEN);
1296 memset( &pm->view_positions, 0, sizeof(pm->view_positions) );
1298 // reset insignia counts
1301 id = cfread_int(fp);
1302 len = cfread_int(fp);
1303 next_chunk = cftell(fp) + len;
1305 while (!cfeof(fp)) {
1307 // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1312 case ID_OHDR: { //Object header
1315 //mprintf(0,"Got chunk OHDR, len=%d\n",len);
1317 #if defined( FREESPACE1_FORMAT )
1318 pm->n_models = cfread_int(fp);
1319 // mprintf(( "Num models = %d\n", pm->n_models ));
1320 pm->rad = cfread_float(fp);
1321 pm->flags = cfread_int(fp); // 1=Allow tiling
1322 #elif defined( FREESPACE2_FORMAT )
1323 pm->rad = cfread_float(fp);
1324 pm->flags = cfread_int(fp); // 1=Allow tiling
1325 pm->n_models = cfread_int(fp);
1326 // mprintf(( "Num models = %d\n", pm->n_models ));
1329 pm->submodel = (bsp_info *)malloc( sizeof(bsp_info)*pm->n_models );
1330 Assert(pm->submodel != NULL );
1331 memset( pm->submodel, 0, sizeof(bsp_info)*pm->n_models );
1333 //Assert(pm->n_models <= MAX_SUBMODELS);
1335 cfread_vector(&pm->mins,fp);
1336 cfread_vector(&pm->maxs,fp);
1337 model_calc_bound_box(pm->bounding_box,&pm->mins,&pm->maxs);
1339 pm->n_detail_levels = cfread_int(fp);
1340 // mprintf(( "There are %d detail levels\n", pm->n_detail_levels ));
1341 for (i=0; i<pm->n_detail_levels;i++ ) {
1342 pm->detail[i] = cfread_int(fp);
1343 pm->detail_depth[i] = 0.0f;
1344 /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] ));
1347 pm->num_debris_objects = cfread_int(fp);
1348 Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
1349 // mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
1350 for (i=0; i<pm->num_debris_objects;i++ ) {
1351 pm->debris_objects[i] = cfread_int(fp);
1352 // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] ));
1355 if ( pm->version >= 1903 ) {
1357 if ( pm->version >= 2009 ) {
1359 pm->mass = cfread_float(fp);
1360 cfread_vector( &pm->center_of_mass, fp );
1361 cfread_vector( &pm->moment_of_inertia.v.rvec, fp );
1362 cfread_vector( &pm->moment_of_inertia.v.uvec, fp );
1363 cfread_vector( &pm->moment_of_inertia.v.fvec, fp );
1365 // old code where mass wasn't based on area, so do the calculation manually
1367 float vol_mass = cfread_float(fp);
1368 // Attn: John Slagel: The following is better done in bspgen.
1369 // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100
1370 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f;
1372 pm->mass = area_mass;
1373 float mass_ratio = vol_mass / area_mass;
1375 cfread_vector( &pm->center_of_mass, fp );
1376 cfread_vector( &pm->moment_of_inertia.v.rvec, fp );
1377 cfread_vector( &pm->moment_of_inertia.v.uvec, fp );
1378 cfread_vector( &pm->moment_of_inertia.v.fvec, fp );
1380 // John remove this with change to bspgen
1381 vm_vec_scale( &pm->moment_of_inertia.v.rvec, mass_ratio );
1382 vm_vec_scale( &pm->moment_of_inertia.v.uvec, mass_ratio );
1383 vm_vec_scale( &pm->moment_of_inertia.v.fvec, mass_ratio );
1387 if (stricmp("fighter04.pof", filename)) {
1388 if (Bogus_warning_flag_1903 == 0) {
1389 Warning(LOCATION, "Ship %s is old. Cannot compute mass.\nSetting to 50.0f. Talk to John.", filename);
1390 Bogus_warning_flag_1903 = 1;
1395 vm_vec_zero( &pm->center_of_mass );
1396 vm_set_identity( &pm->moment_of_inertia );
1397 vm_vec_scale(&pm->moment_of_inertia.v.rvec, 0.001f);
1398 vm_vec_scale(&pm->moment_of_inertia.v.uvec, 0.001f);
1399 vm_vec_scale(&pm->moment_of_inertia.v.fvec, 0.001f);
1402 // read in cross section info
1404 if ( pm->version >= 2014 ) {
1405 pm->num_xc = cfread_int(fp);
1406 if (pm->num_xc > 0) {
1407 pm->xc = (cross_section*) malloc(pm->num_xc*sizeof(cross_section));
1408 for (int i=0; i<pm->num_xc; i++) {
1409 pm->xc[i].z = cfread_float(fp);
1410 pm->xc[i].radius = cfread_float(fp);
1417 if ( pm->version >= 2007 ) {
1418 pm->num_lights = cfread_int(fp);
1419 //mprintf(( "Found %d lights!\n", pm->num_lights ));
1421 pm->lights = (bsp_light *)malloc( sizeof(bsp_light)*pm->num_lights );
1422 for (i=0; i<pm->num_lights; i++ ) {
1423 cfread_vector(&pm->lights[i].pos,fp);
1424 pm->lights[i].type = cfread_int(fp);
1425 pm->lights[i].value = 0.0f;
1435 case ID_SOBJ: { //Subobject header
1437 char *p, props[MAX_PROP_LEN];
1440 //mprintf(0,"Got chunk SOBJ, len=%d\n",len);
1444 Assert(n < pm->n_models );
1446 #if defined( FREESPACE2_FORMAT )
1447 pm->submodel[n].rad = cfread_float(fp); //radius
1450 pm->submodel[n].parent = cfread_int(fp);
1452 // cfread_vector(&pm->submodel[n].norm,fp);
1453 // d = cfread_float(fp);
1454 // cfread_vector(&pm->submodel[n].pnt,fp);
1455 cfread_vector(&pm->submodel[n].offset,fp);
1457 // mprintf(( "Subobj %d, offs = %.1f, %.1f, %.1f\n", n, pm->submodel[n].offset.xyz.x, pm->submodel[n].offset.xyz.y, pm->submodel[n].offset.xyz.z ));
1459 #if defined ( FREESPACE1_FORMAT )
1460 pm->submodel[n].rad = cfread_float(fp); //radius
1463 // pm->submodel[n].tree_offset = cfread_int(fp); //offset
1464 // pm->submodel[n].data_offset = cfread_int(fp); //offset
1466 cfread_vector(&pm->submodel[n].geometric_center,fp);
1468 cfread_vector(&pm->submodel[n].min,fp);
1469 cfread_vector(&pm->submodel[n].max,fp);
1471 model_calc_bound_box(pm->submodel[n].bounding_box,&pm->submodel[n].min,&pm->submodel[n].max);
1473 pm->submodel[n].name[0] = '\0';
1475 cfread_string_len( pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name
1476 cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properites
1478 pm->submodel[n].movement_type = cfread_int(fp);
1479 pm->submodel[n].movement_axis = cfread_int(fp);
1481 // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL
1482 if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) {
1483 if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) {
1484 pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL;
1485 } else if (strstr(pm->submodel[n].name, "thruster")) {
1487 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1488 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1492 if ( pm->submodel[n].name[0] == '\0' ) {
1493 strcpy(pm->submodel[n].name, "unknown object name");
1496 bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT);
1497 if ( ( p = strstr(props, "$special"))!= NULL ) {
1500 get_user_prop_value(p+9, type);
1501 if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list!
1502 do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id );
1503 rotating_submodel_has_subsystem = true;
1504 } else if ( !stricmp(type, "no_rotate") ) {
1505 // mark those submodels which should not rotate - ie, those with no subsystem
1506 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1507 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1509 // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate
1510 Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT );
1514 if ( !rotating_submodel_has_subsystem ) {
1515 nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name));
1517 // mark those submodels which should not rotate - ie, those with no subsystem
1518 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1519 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1523 pm->submodel[n].angs.p = 0.0f;
1524 pm->submodel[n].angs.b = 0.0f;
1525 pm->submodel[n].angs.h = 0.0f;
1528 int nchunks = cfread_int( fp ); // Throw away nchunks
1529 if ( nchunks > 0 ) {
1530 Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename );
1533 pm->submodel[n].bsp_data_size = cfread_int(fp);
1534 if ( pm->submodel[n].bsp_data_size > 0 ) {
1535 pm->submodel[n].bsp_data = (ubyte *)malloc(pm->submodel[n].bsp_data_size);
1536 cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp);
1537 #if (SDL_BYTEORDER == SDL_BIG_ENDIAN) //tigital
1538 swap_bsp_data( pm, pm->submodel[n].bsp_data );
1541 pm->submodel[n].bsp_data = NULL;
1544 if ( strstr( pm->submodel[n].name, "thruster") )
1545 pm->submodel[n].is_thruster=1;
1547 pm->submodel[n].is_thruster=0;
1549 if ( strstr( pm->submodel[n].name, "-destroyed") )
1550 pm->submodel[n].is_damaged=1;
1552 pm->submodel[n].is_damaged=0;
1554 //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent ));
1557 //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset ));
1558 //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset ));
1570 nverts = cfread_int( fp ); // get the number of vertices in the list
1571 pm->shield.nverts = nverts;
1572 pm->shield.verts = (shield_vertex *)malloc(nverts * sizeof(shield_vertex) );
1573 Assert( pm->shield.verts );
1574 for ( i = 0; i < nverts; i++ ) // read in the vertex list
1575 cfread_vector( &(pm->shield.verts[i].pos), fp );
1577 ntris = cfread_int( fp ); // get the number of triangles that compose the shield
1578 pm->shield.ntris = ntris;
1579 pm->shield.tris = (shield_tri *)malloc(ntris * sizeof(shield_tri) );
1580 Assert( pm->shield.tris );
1581 for ( i = 0; i < ntris; i++ ) {
1582 cfread_vector( &(pm->shield.tris[i].norm), fp );
1583 for ( j = 0; j < 3; j++ ) {
1584 pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list
1587 if (pm->shield.tris[i].verts[j] >= nverts)
1588 if (!warning_displayed) {
1589 warning_displayed = 1;
1590 Warning(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, nverts, pm->shield.tris[i].verts[j]);
1595 for ( j = 0; j < 3; j++ )
1596 pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list
1606 pm->n_guns = cfread_int(fp);
1607 pm->gun_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_guns);
1608 Assert( pm->gun_banks != NULL );
1610 for (i = 0; i < pm->n_guns; i++ ) {
1611 w_bank *bank = &pm->gun_banks[i];
1613 bank->num_slots = cfread_int(fp);
1614 Assert ( bank->num_slots < MAX_SLOTS );
1615 for (j = 0; j < bank->num_slots; j++) {
1616 cfread_vector( &(bank->pnt[j]), fp );
1617 cfread_vector( &(bank->norm[j]), fp );
1623 pm->n_missiles = cfread_int(fp);
1624 pm->missile_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_missiles);
1625 Assert( pm->missile_banks != NULL );
1627 for (i = 0; i < pm->n_missiles; i++ ) {
1628 w_bank *bank = &pm->missile_banks[i];
1630 bank->num_slots = cfread_int(fp);
1631 Assert ( bank->num_slots < MAX_SLOTS );
1632 for (j = 0; j < bank->num_slots; j++) {
1633 cfread_vector( &(bank->pnt[j]), fp );
1634 cfread_vector( &(bank->norm[j]), fp );
1640 char props[MAX_PROP_LEN];
1642 pm->n_docks = cfread_int(fp);
1643 pm->docking_bays = (dock_bay *)malloc(sizeof(dock_bay) * pm->n_docks);
1644 Assert( pm->docking_bays != NULL );
1646 for (i = 0; i < pm->n_docks; i++ ) {
1648 dock_bay *bay = &pm->docking_bays[i];
1650 cfread_string_len( props, MAX_PROP_LEN, fp );
1651 if ( (p = strstr(props, "$name"))!= NULL )
1652 get_user_prop_value(p+5, bay->name);
1654 sprintf(bay->name, "<unnamed bay %c>", 'A' + i);
1655 bay->num_spline_paths = cfread_int( fp );
1656 if ( bay->num_spline_paths > 0 ) {
1657 bay->splines = (int *)malloc(sizeof(int) * bay->num_spline_paths);
1658 for ( j = 0; j < bay->num_spline_paths; j++ )
1659 bay->splines[j] = cfread_int(fp);
1661 bay->splines = NULL;
1664 // determine what this docking bay can be used for
1665 if ( !strnicmp(bay->name, "cargo", 5) )
1666 bay->type_flags = DOCK_TYPE_CARGO;
1668 bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC);
1670 bay->num_slots = cfread_int(fp);
1671 Assert( bay->num_slots == 2 ); // Get Allender if Asserted!
1672 for (j = 0; j < bay->num_slots; j++) {
1673 cfread_vector( &(bay->pnt[j]), fp );
1674 cfread_vector( &(bay->norm[j]), fp );
1681 char props[MAX_PROP_LEN];
1682 pm->n_thrusters = cfread_int(fp);
1683 pm->thrusters = (thruster_bank *)malloc(sizeof(thruster_bank) * pm->n_thrusters);
1684 Assert( pm->thrusters != NULL );
1686 for (i = 0; i < pm->n_thrusters; i++ ) {
1687 thruster_bank *bank = &pm->thrusters[i];
1689 bank->num_slots = cfread_int(fp);
1691 if (pm->version < 2117) {
1692 bank->wash_info_index = -1;
1694 cfread_string_len( props, MAX_PROP_LEN, fp );
1695 // look for $engine_subsystem=xxx
1696 int length = strlen(props);
1698 int base_length = strlen("$engine_subsystem=");
1699 Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
1700 Assert( length > base_length );
1701 char *engine_subsys_name = props + base_length;
1702 if (engine_subsys_name[0] == '$') {
1703 engine_subsys_name++;
1706 nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
1708 // set wash_info_index to invalid
1709 int table_error = 1;
1710 bank->wash_info_index = -1;
1711 for (int k=0; k<n_subsystems; k++) {
1712 if ( 0 == stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
1713 bank->wash_info_index = subsystems[k].engine_wash_index;
1714 if (bank->wash_info_index >= 0) {
1721 if ( (bank->wash_info_index == -1) && (n_subsystems > 0) ) {
1723 Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename);
1725 Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename);
1729 bank->wash_info_index = -1;
1733 for (j = 0; j < bank->num_slots; j++) {
1735 cfread_vector( &(bank->pnt[j]), fp );
1736 cfread_vector( &(bank->norm[j]), fp );
1737 if ( pm->version > 2004 ) {
1738 bank->radius[j] = cfread_float( fp );
1739 //mprintf(( "Rad = %.2f\n", rad ));
1741 bank->radius[j] = 1.0f;
1744 //mprintf(( "Num slots = %d\n", bank->num_slots ));
1751 int n_banks, n_slots, parent;
1752 model_subsystem *subsystemp;
1755 n_banks = cfread_int(fp); // number of turret points
1756 for ( i = 0; i < n_banks; i++ ) {
1757 int physical_parent; // who are we attached to?
1758 parent = cfread_int( fp ); // get the turret parent of the object
1760 physical_parent = cfread_int(fp); // The parent subobj that this is physically attached to
1763 for ( snum = 0; snum < n_subsystems; snum++ ) {
1764 subsystemp = &subsystems[snum];
1766 if ( parent == subsystemp->subobj_num ) {
1767 cfread_vector( &subsystemp->turret_norm, fp );
1768 vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL);
1770 n_slots = cfread_int( fp );
1771 subsystemp->turret_gun_sobj = physical_parent;
1772 Assert(n_slots < MAX_TFP); // only MAX_TFP firing points per model_subsystem
1773 for (j = 0; j < n_slots; j++ ) {
1774 cfread_vector( &subsystemp->turret_firing_point[j], fp );
1776 Assert( n_slots > 0 );
1778 subsystemp->turret_num_firing_points = n_slots;
1787 if ( (n_subsystems == 0) || (snum == n_subsystems) ) {
1790 nprintf(("Warning", "Turret object not found for turret firing point in model %s\n", model_filename));
1791 cfread_vector( &bogus, fp );
1792 n_slots = cfread_int( fp );
1793 for (j = 0; j < n_slots; j++ )
1794 cfread_vector( &bogus, fp );
1801 char name[MAX_NAME_LEN], props[MAX_PROP_LEN], *p;
1806 n_specials = cfread_int(fp); // get the number of special subobjects we have
1807 for (i = 0; i < n_specials; i++) {
1809 // get the next free object of the subobject list. Flag error if no more room
1811 cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon
1813 cfread_string_len(props, MAX_PROP_LEN, fp); // will definately have properties as well!
1814 cfread_vector( &pnt, fp );
1815 radius = cfread_float( fp );
1818 p = strstr(name, "$split");
1820 pm->split_plane[pm->num_split_plane] = pnt.xyz.z;
1821 pm->num_split_plane++;
1822 Assert(pm->num_split_plane <= MAX_SPLIT_PLANE);
1823 } else if ( ( p = strstr(props, "$special"))!= NULL ) {
1826 get_user_prop_value(p+9, type);
1827 if ( !stricmp(type, "subsystem") ) // if we have a subsystem, put it into the list!
1828 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1829 } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){
1830 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1832 nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
1838 case ID_TXTR: { //Texture filename list
1840 // char name_buf[128];
1842 //mprintf(0,"Got chunk TXTR, len=%d\n",len);
1846 // Dont overwrite memory!!
1847 Assert(n <= MAX_MODEL_TEXTURES);
1848 //mprintf(0," num textures = %d\n",n);
1849 for (i=0; i<n; i++ ) {
1851 cfread_string_len(tmp_name,127,fp);
1853 if ( strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") ) {
1854 // Don't load textures for thruster animations or invisible textures
1855 pm->textures[i] = -1;
1857 pm->textures[i] = bm_load( tmp_name );
1858 if (pm->textures[i]<0) {
1859 Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename );
1862 pm->original_textures[i] = pm->textures[i];
1863 //mprintf(0,"<%s>\n",name_buf);
1869 /* case ID_IDTA: //Interpreter data
1870 //mprintf(0,"Got chunk IDTA, len=%d\n",len);
1872 pm->model_data = (ubyte *)malloc(len);
1873 pm->model_data_size = len;
1874 Assert(pm->model_data != NULL );
1876 cfread(pm->model_data,1,len,fp);
1881 case ID_INFO: // don't need to do anything with info stuff
1884 pm->debug_info_size = len;
1885 pm->debug_info = (char *)malloc(pm->debug_info_size+1);
1886 Assert(pm->debug_info!=NULL);
1887 memset(pm->debug_info,0,len+1);
1888 cfread( pm->debug_info, 1, len, fp );
1896 pm->n_paths = cfread_int( fp );
1897 pm->paths = (model_path *)malloc(sizeof(model_path)*pm->n_paths);
1898 Assert( pm->paths != NULL );
1900 for (i=0; i<pm->n_paths; i++ ) {
1901 cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
1902 if ( pm->version >= 2002 ) {
1903 // store the sub_model name number of the parent
1904 cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
1905 // get rid of leading '$' char in name
1906 if ( pm->paths[i].parent_name[0] == '$' ) {
1907 char tmpbuf[MAX_NAME_LEN];
1908 strcpy(tmpbuf, pm->paths[i].parent_name+1);
1909 strcpy(pm->paths[i].parent_name, tmpbuf);
1911 // store the sub_model index (ie index into pm->submodel) of the parent
1912 pm->paths[i].parent_submodel = -1;
1913 for ( j = 0; j < pm->n_models; j++ ) {
1914 if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) {
1915 pm->paths[i].parent_submodel = j;
1919 pm->paths[i].parent_name[0] = 0;
1920 pm->paths[i].parent_submodel = -1;
1922 pm->paths[i].nverts = cfread_int( fp );
1923 pm->paths[i].verts = (mp_vert *)malloc( sizeof(mp_vert) * pm->paths[i].nverts );
1924 pm->paths[i].goal = pm->paths[i].nverts - 1;
1925 pm->paths[i].type = MP_TYPE_UNUSED;
1926 pm->paths[i].value = 0;
1927 Assert(pm->paths[i].verts!=NULL);
1928 for (j=0; j<pm->paths[i].nverts; j++ ) {
1929 cfread_vector(&pm->paths[i].verts[j].pos,fp );
1930 pm->paths[i].verts[j].radius = cfread_float( fp );
1932 { // version 1802 added turret stuff
1935 nturrets = cfread_int( fp );
1936 pm->paths[i].verts[j].nturrets = nturrets;
1937 pm->paths[i].verts[j].turret_ids = (int *)malloc( sizeof(int) * nturrets );
1938 for ( k = 0; k < nturrets; k++ )
1939 pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp );
1946 case ID_EYE: // an eye position(s)
1950 // all eyes points are stored simply as vectors and their normals.
1951 // 0th element is used as usual player view position.
1953 num_eyes = cfread_int( fp );
1954 pm->n_view_positions = num_eyes;
1955 Assert ( num_eyes < MAX_EYES );
1956 for (i = 0; i < num_eyes; i++ ) {
1957 pm->view_positions[i].parent = cfread_int( fp );
1958 cfread_vector( &pm->view_positions[i].pnt, fp );
1959 cfread_vector( &pm->view_positions[i].norm, fp );
1965 int num_ins, num_verts, num_faces, idx, idx2, idx3;
1967 // get the # of insignias
1968 num_ins = cfread_int(fp);
1969 pm->num_ins = num_ins;
1971 // read in the insignias
1972 for(idx=0; idx<num_ins; idx++){
1973 // get the detail level
1974 pm->ins[idx].detail_level = cfread_int(fp);
1977 num_faces = cfread_int(fp);
1978 pm->ins[idx].num_faces = num_faces;
1979 Assert(num_faces <= MAX_INS_FACES);
1982 num_verts = cfread_int(fp);
1983 Assert(num_verts <= MAX_INS_VECS);
1985 // read in all the vertices
1986 for(idx2=0; idx2<num_verts; idx2++){
1987 cfread_vector(&pm->ins[idx].vecs[idx2], fp);
1990 // read in world offset
1991 cfread_vector(&pm->ins[idx].offset, fp);
1993 // read in all the faces
1994 for(idx2=0; idx2<pm->ins[idx].num_faces; idx2++){
1995 // read in 3 vertices
1996 for(idx3=0; idx3<3; idx3++){
1997 pm->ins[idx].faces[idx2][idx3] = cfread_int(fp);
1998 pm->ins[idx].u[idx2][idx3] = cfread_float(fp);
1999 pm->ins[idx].v[idx2][idx3] = cfread_float(fp);
2005 // autocentering info
2007 cfread_vector(&pm->autocenter, fp);
2008 pm->flags |= PM_FLAG_AUTOCEN;
2012 mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
2013 cfseek(fp,len,SEEK_CUR);
2017 cfseek(fp,next_chunk,SEEK_SET);
2019 id = cfread_int(fp);
2020 len = cfread_int(fp);
2021 next_chunk = cftell(fp) + len;
2030 ss_fp = cfopen(debug_name, "rb");
2032 size = cfilelength(ss_fp);
2035 _unlink(debug_name);
2042 // mprintf(("Done processing chunks\n"));
2048 //returns the number of this model
2049 int model_load(char *filename, int n_subsystems, model_subsystem *subsystems)
2051 int i, num, arc_idx;
2053 if ( !model_initted )
2056 // int Model_ram = 0;
2059 int ram_before = TotalRam;
2062 //Assert(strlen(filename) <= 12);
2066 for (i=0; i< MAX_POLYGON_MODELS; i++) {
2067 if ( Polygon_models[i] ) {
2068 if (!stricmp(filename, Polygon_models[i]->filename)) {
2069 // Model already loaded; just return.
2070 return Polygon_models[i]->id;
2072 } else if ( num == -1 ) {
2073 // This is the first empty slot
2080 Error( LOCATION, "Too many models" );
2084 mprintf(( "Loading model '%s'\n", filename ));
2086 polymodel * pm = (polymodel *)malloc( sizeof(polymodel) );
2088 Polygon_models[num] = pm;
2090 memset(pm, 0, sizeof(polymodel));
2095 int org_sig = Model_signature;
2096 Model_signature+=MAX_POLYGON_MODELS;
2097 if ( Model_signature < org_sig ) {
2098 Model_signature = 0;
2100 Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 );
2101 pm->id = Model_signature + num;
2103 if (!read_model_file(pm, filename, n_subsystems, subsystems)) {
2107 //mprintf(( "Loading model '%s'\n", filename ));
2110 //=============================
2111 // Find the destroyed replacement models
2113 // Set up the default values
2114 for (i=0; i<pm->n_models; i++ ) {
2115 pm->submodel[i].my_replacement = -1; // assume nothing replaces this
2116 pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything
2119 // Search for models that have destroyed versions
2120 for (i=0; i<pm->n_models; i++ ) {
2122 char destroyed_name[128];
2124 strcpy( destroyed_name, pm->submodel[i].name );
2125 strcat( destroyed_name, "-destroyed" );
2126 for (j=0; j<pm->n_models; j++ ) {
2127 if ( !stricmp( pm->submodel[j].name, destroyed_name )) {
2128 // mprintf(( "Found destroyed model for '%s'\n", pm->submodel[i].name ));
2129 pm->submodel[i].my_replacement = j;
2130 pm->submodel[j].i_replace = i;
2134 // Search for models with live debris
2135 // This debris comes from a destroyed subsystem when ship is still alive
2136 char live_debris_name[128];
2138 strcpy( live_debris_name, "debris-" );
2139 strcat( live_debris_name, pm->submodel[i].name );
2142 pm->submodel[i].num_live_debris = 0;
2143 for (j=0; j<pm->n_models; j++ ) {
2144 // check if current model name is substring of destroyed
2145 if ( strstr( pm->submodel[j].name, live_debris_name )) {
2146 mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name ));
2147 Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS);
2148 pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j;
2149 pm->submodel[j].is_live_debris = 1;
2155 create_family_tree(pm);
2156 // dump_object_tree(pm);
2158 //==============================
2159 // Find all the lower detail versions of the hires model
2160 for (i=0; i<pm->n_models; i++ ) {
2162 bsp_info * sm1 = &pm->submodel[i];
2164 // set all arc types to be default
2165 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2166 sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2169 sm1->num_details = 0;
2170 l1 = strlen(sm1->name);
2172 for (j=0; j<pm->num_debris_objects;j++ ) {
2173 if ( i == pm->debris_objects[j] ) {
2174 sm1->is_damaged = 1;
2179 for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
2180 sm1->details[j] = -1;
2183 for (j=0; j<pm->n_models; j++ ) {
2185 bsp_info * sm2 = &pm->submodel[j];
2187 if ( i==j ) continue;
2189 // set all arc types to be default
2190 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2191 sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2194 // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list
2195 if ((int)strlen(sm2->name)!=l1) continue;
2199 for ( k=0; k<l1; k++) {
2200 if (sm1->name[k] != sm2->name[k] ) {
2201 if (ndiff==0) first_diff = k;
2205 if (ndiff==1) { // They only differ by one character!
2207 dl1 = tolower(sm1->name[first_diff]) - 'a';
2208 dl2 = tolower(sm2->name[first_diff]) - 'a';
2210 if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels
2213 dl2--; // Start from 1 up...
2214 if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1;
2215 sm1->details[dl2] = j;
2216 //mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2, sm1->name ));
2221 for (j=0; j<sm1->num_details; j++ ) {
2222 if ( sm1->details[j] == -1 ) {
2223 Warning( LOCATION, "Model '%s' could not find all detail levels for submodel '%s'", pm->filename, sm1->name );
2224 sm1->num_details = 0;
2231 model_octant_create( pm );
2233 // Find the core_radius... the minimum of
2235 rx = fl_abs( pm->submodel[pm->detail[0]].max.xyz.x - pm->submodel[pm->detail[0]].min.xyz.x );
2236 ry = fl_abs( pm->submodel[pm->detail[0]].max.xyz.y - pm->submodel[pm->detail[0]].min.xyz.y );
2237 rz = fl_abs( pm->submodel[pm->detail[0]].max.xyz.z - pm->submodel[pm->detail[0]].min.xyz.z );
2239 pm->core_radius = min( rx, min(ry, rz) ) / 2.0f;
2241 for (i=0; i<pm->n_view_positions; i++ ) {
2242 if ( pm->view_positions[i].parent == pm->detail[0] ) {
2243 float d = vm_vec_mag( &pm->view_positions[i].pnt );
2245 d += 0.1f; // Make the eye 1/10th of a meter inside the sphere.
2247 if ( d > pm->core_radius ) {
2248 //mprintf(( "Model %s core radius increased from %.1f to %.1f to fit eye\n", pm->filename, pm->core_radius, d ));
2249 pm->core_radius = d;
2255 int ram_after = TotalRam;
2257 pm->ram_used = ram_after - ram_before;
2258 Model_ram += pm->ram_used;
2259 //mprintf(( "Model RAM = %d KB\n", Model_ram ));
2265 // Get "parent" submodel for live debris submodel
2266 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num )
2268 polymodel *pm = model_get(model_num);
2270 Assert(pm->submodel[live_debris_model_num].is_live_debris == 1);
2275 // Start with the high level of detail hull
2276 // Check all its children until we find the submodel to which the live debris belongs
2277 child = &pm->submodel[pm->detail[0]];
2278 mn = child->first_child;
2281 child = &pm->submodel[mn];
2283 if (child->num_live_debris > 0) {
2284 // check all live debris submodels for the current child
2285 for (int idx=0; idx<child->num_live_debris; idx++) {
2286 if (child->live_debris[idx] == live_debris_model_num) {
2290 // DKA 5/26/99: can multiple live debris subsystems with each ship
2291 // NO LONGER TRUE Can only be 1 submodel with live debris
2292 // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error");
2296 mn = child->next_sibling;
2298 Error( LOCATION, "Could not find parent submodel for live debris");
2303 float model_get_radius( int modelnum )
2307 pm = model_get(modelnum);
2312 float model_get_core_radius( int modelnum )
2316 pm = model_get(modelnum);
2318 return pm->core_radius;
2321 float submodel_get_radius( int modelnum, int submodelnum )
2325 pm = model_get(modelnum);
2327 return pm->submodel[submodelnum].rad;
2332 polymodel * model_get(int model_num)
2334 Assert( model_num > -1 );
2336 int num = model_num % MAX_POLYGON_MODELS;
2339 Assert( num < MAX_POLYGON_MODELS );
2340 Assert( Polygon_models[num]->id == model_num );
2342 return Polygon_models[num];
2347 // Finds the 3d bounding box of a model. If submodel_num is -1,
2348 // then it starts from the root object. If inc_children is non-zero,
2349 // then this will recurse and find the bounding box for all children
2351 void model_find_bound_box_3d(int model_num,int submodel_num, int inc_children, matrix *orient, vector * pos, vector * box )
2354 vector to_root_xlat;
2355 matrix to_root_rotate;
2356 int n_steps, steps[16];
2359 if ( (model_num < 0) || (model_num >= N_polygon_models) ) return;
2361 pm = &Polygon_models[model_num];
2363 if ( submodel_num < 0 ) submodel_num = pm->detail[0];
2365 // traverse up the model tree to a root object.
2366 // Store this path in n_steps,
2368 tmp_sobj = submodel_num;
2369 while( tmp_sobj > -1 ) {
2370 steps[n_steps++] = tmp_sobj;
2371 tmp_sobj = pm->submodel[tmp_sobj].parent;
2376 // vm_copy_transpose_matrix(&to_world_rotate, orient );
2377 // to_world_xlat = *pos;
2384 // Returns zero is x1,y1,x2,y2 are valid
2385 // returns 1 for invalid model, 2 for point offscreen.
2386 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2387 int model_find_2d_bound_min(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2391 int i, x,y,min_x, min_y, max_x, max_y;
2394 po = model_get(model_num);
2396 g3_start_instance_matrix(pos,orient);
2400 int hull = po->detail[0];
2402 min_x = min_y = max_x = max_y = 0;
2404 for (i=0; i<8; i++ ) {
2408 flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]);
2409 if ( !(flags&CC_BEHIND) ) {
2410 g3_project_vertex(&pt);
2412 if (!(pt.flags & PF_OVERFLOW)) {
2415 if ( n_valid_pts == 0 ) {
2421 if ( x < min_x ) min_x = x;
2422 if ( y < min_y ) min_y = y;
2424 if ( x > max_x ) max_x = x;
2425 if ( y > max_y ) max_y = y;
2432 if ( n_valid_pts < 8 ) {
2436 if (x1) *x1 = min_x;
2437 if (y1) *y1 = min_y;
2439 if (x2) *x2 = max_x;
2440 if (y2) *y2 = max_y;
2448 // Returns zero is x1,y1,x2,y2 are valid
2449 // returns 1 for invalid model, 2 for point offscreen.
2450 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2451 int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2455 int i, x,y,min_x, min_y, max_x, max_y;
2458 po = model_get(model_num);
2459 if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1;
2460 sm = &po->submodel[submodel];
2462 g3_start_instance_matrix(pos,orient);
2466 min_x = min_y = max_x = max_y = 0;
2468 for (i=0; i<8; i++ ) {
2472 flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]);
2473 if ( !(flags&CC_BEHIND) ) {
2474 g3_project_vertex(&pt);
2476 if (!(pt.flags & PF_OVERFLOW)) {
2479 if ( n_valid_pts == 0 ) {
2485 if ( x < min_x ) min_x = x;
2486 if ( y < min_y ) min_y = y;
2488 if ( x > max_x ) max_x = x;
2489 if ( y > max_y ) max_y = y;
2496 if ( n_valid_pts == 0 ) {
2500 if (x1) *x1 = min_x;
2501 if (y1) *y1 = min_y;
2503 if (x2) *x2 = max_x;
2504 if (y2) *y2 = max_y;
2512 // Returns zero is x1,y1,x2,y2 are valid
2513 // returns 1 for invalid model, 2 for point offscreen.
2514 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2515 int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2522 po = model_get(model_num);
2523 float width = po->rad;
2524 float height = po->rad;
2526 flags = g3_rotate_vertex(&pnt,pos);
2528 if ( pnt.flags & CC_BEHIND )
2531 if (!(pnt.flags&PF_PROJECTED))
2532 g3_project_vertex(&pnt);
2534 if (pnt.flags & PF_OVERFLOW)
2537 t = (width * Canv_w2)/pnt.z;
2538 w = t*Matrix_scale.xyz.x;
2540 t = (height*Canv_h2)/pnt.z;
2541 h = t*Matrix_scale.xyz.y;
2543 if (x1) *x1 = fl2i(pnt.sx - w);
2544 if (y1) *y1 = fl2i(pnt.sy - h);
2546 if (x2) *x2 = fl2i(pnt.sx + w);
2547 if (y2) *y2 = fl2i(pnt.sy + h);
2552 // Returns zero is x1,y1,x2,y2 are valid
2553 // returns 2 for point offscreen.
2554 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2555 int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2561 float width = radius;
2562 float height = radius;
2564 flags = g3_rotate_vertex(&pnt,pos);
2566 if ( pnt.flags & CC_BEHIND )
2569 if (!(pnt.flags&PF_PROJECTED))
2570 g3_project_vertex(&pnt);
2572 if (pnt.flags & PF_OVERFLOW)
2575 t = (width * Canv_w2)/pnt.z;
2576 w = t*Matrix_scale.xyz.x;
2578 t = (height*Canv_h2)/pnt.z;
2579 h = t*Matrix_scale.xyz.y;
2581 if (x1) *x1 = fl2i(pnt.sx - w);
2582 if (y1) *y1 = fl2i(pnt.sy - h);
2584 if (x2) *x2 = fl2i(pnt.sx + w);
2585 if (y2) *y2 = fl2i(pnt.sy + h);
2591 // Given a vector that is in sub_model_num's frame of
2592 // reference, and given the object's orient and position,
2593 // return the vector in the model's frame of reference.
2594 void model_find_obj_dir(vector *w_vec, vector *m_vec, object *ship_obj, int sub_model_num)
2600 Assert(ship_obj->type == OBJ_SHIP);
2602 polymodel *pm = model_get(Ships[ship_obj->instance].modelnum);
2606 // instance up the tree for this point
2607 while ((mn>-1) && (pm->submodel[mn].parent > -1)) {
2609 vm_angles_2_matrix(&m, &pm->submodel[mn].angs);
2610 vm_vec_unrotate(&tvec, &vec, &m);
2613 mn = pm->submodel[mn].parent;
2616 // now instance for the entire object
2617 vm_vec_unrotate(w_vec, &vec, &ship_obj->orient);
2621 // Given a point (pnt) that is in sub_model_num's frame of
2622 // reference, return the point in in the object's frame of reference
2623 void model_rot_sub_into_obj(vector * outpnt, vector *mpnt,polymodel *pm, int sub_model_num)
2633 //instance up the tree for this point
2634 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2636 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2637 vm_transpose_matrix(&m);
2638 vm_vec_rotate(&tpnt,&pnt,&m);
2640 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2642 mn = pm->submodel[mn].parent;
2645 //now instance for the entire object
2650 // Given a rotating submodel, find the ship and world axes or rotatation.
2651 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj)
2653 polymodel *pm = model_get(modelnum);
2655 bsp_info *sm = &pm->submodel[submodel_num];
2656 Assert(sm->movement_type == MOVEMENT_TYPE_ROT);
2658 if (sm->movement_axis == MOVEMENT_AXIS_X) {
2659 vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f);
2660 } else if (sm->movement_axis == MOVEMENT_AXIS_Y) {
2661 vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f);
2663 Assert(sm->movement_axis == MOVEMENT_AXIS_Z);
2664 vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f);
2667 model_find_obj_dir(world_axis, model_axis, obj, submodel_num);
2671 // Does stepped rotation of a submodel
2673 #pragma warning ( push )
2674 #pragma warning (disable : 4701)
2676 void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
2678 Assert(psub->flags & MSS_FLAG_STEPPED_ROTATE);
2680 if ( psub->subobj_num < 0 ) return;
2682 polymodel *pm = model_get(psub->model_num);
2683 bsp_info *sm = &pm->submodel[psub->subobj_num];
2685 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2687 // get active rotation time this frame
2688 int end_stamp = timestamp();
2689 float rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
2690 Assert(rotation_time >= 0);
2693 sii->prev_angs = sii->angs;
2695 // float pointer into struct to get angle (either p,b,h)
2696 float *ang_prev, *ang_next;
2697 switch( sm->movement_axis ) {
2698 case MOVEMENT_AXIS_X:
2699 ang_prev = &sii->prev_angs.p;
2700 ang_next = &sii->angs.p;
2703 case MOVEMENT_AXIS_Y:
2704 ang_prev = &sii->prev_angs.h;
2705 ang_next = &sii->angs.h;
2708 case MOVEMENT_AXIS_Z:
2709 ang_prev = &sii->prev_angs.b;
2710 ang_next = &sii->angs.b;
2714 // angular displacement of one step
2715 float step_size = (PI2 / psub->stepped_rotation->num_steps);
2717 // get time to complete one step, including pause
2718 float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause;
2720 // cur_step is step number relative to zero (0 - num_steps)
2721 // step_offset_time is TIME into current step
2722 float step_offset_time = (float)fmod(rotation_time, step_time);
2723 // subtract off fractional step part, round up (ie, 1.999999 -> 2)
2724 int cur_step = int( ((rotation_time - step_offset_time) / step_time) + 0.5f);
2725 // mprintf(("cur step %d\n", cur_step));
2726 // Assert(step_offset_time >= 0);
2728 if (cur_step >= psub->stepped_rotation->num_steps) {
2729 // I don;t know why, but removing this line makes it all good.
2730 // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f);
2732 // reset cur_step (use mod to handle physics/ai pause)
2733 cur_step = cur_step % psub->stepped_rotation->num_steps;
2737 *ang_next = cur_step * step_size;
2739 // determine which phase of rotation we're in
2740 float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit;
2741 float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction);
2742 float pause_start_time = psub->stepped_rotation->t_transit;
2744 float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time;
2746 if (step_offset_time < coast_start_time) {
2748 float accel_time = step_offset_time;
2749 *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time;
2750 sii->cur_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time;
2751 } else if (step_offset_time < decel_start_time) {
2753 float coast_time = step_offset_time - coast_start_time;
2754 *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time;
2755 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate;
2756 } else if (step_offset_time < pause_start_time) {
2758 float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time;
2759 *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause);
2760 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
2763 *ang_next += step_size;
2764 sii->cur_turn_rate = 0.0f;
2768 #pragma warning ( pop )
2771 // Rotates the angle of a submodel. Use this so the right unlocked axis
2773 void submodel_rotate(model_subsystem *psub, submodel_instance_info *sii)
2777 if ( psub->subobj_num < 0 ) return;
2779 polymodel *pm = model_get(psub->model_num);
2780 sm = &pm->submodel[psub->subobj_num];
2782 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2785 sii->prev_angs = sii->angs;
2787 // probably send in a calculated desired turn rate
2788 float diff = sii->desired_turn_rate - sii->cur_turn_rate;
2790 float final_turn_rate;
2792 final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
2793 if (final_turn_rate > sii->desired_turn_rate) {
2794 final_turn_rate = sii->desired_turn_rate;
2796 } else if (diff < 0) {
2797 final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
2798 if (final_turn_rate < sii->desired_turn_rate) {
2799 final_turn_rate = sii->desired_turn_rate;
2802 final_turn_rate = sii->desired_turn_rate;
2805 float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
2806 sii->cur_turn_rate = final_turn_rate;
2809 //float delta = psub->turn_rate * flFrametime;
2811 switch( sm->movement_axis ) {
2812 case MOVEMENT_AXIS_X:
2813 sii->angs.p += delta;
2814 if (sii->angs.p > PI2 )
2816 else if (sii->angs.p < 0.0f )
2819 case MOVEMENT_AXIS_Y:
2820 sii->angs.h += delta;
2821 if (sii->angs.h > PI2 )
2823 else if (sii->angs.h < 0.0f )
2826 case MOVEMENT_AXIS_Z:
2827 sii->angs.b += delta;
2828 if (sii->angs.b > PI2 )
2830 else if (sii->angs.b < 0.0f )
2837 //=========================================================================
2838 // Make a turret's correct orientation matrix. This should be done when
2839 // the model is read, but I wasn't sure at what point all the data that I
2840 // needed was read, so I just check a flag and call this routine when
2841 // I determine I need the correct matrix. In this code, you can't use
2842 // vm_vec_2_matrix or anything, since these turrets could be either
2843 // right handed or left handed.
2844 void model_make_turrent_matrix(int model_num, model_subsystem * turret )
2847 vector fvec, uvec, rvec;
2849 pm = model_get(model_num);
2850 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2851 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2854 model_clear_instance(model_num);
2855 model_find_world_dir(&fvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2857 sm_parent->angs.h = -PI/2.0f;
2858 sm->angs.p = -PI/2.0f;
2859 model_find_world_dir(&rvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2861 sm_parent->angs.h = 0.0f;
2862 sm->angs.p = -PI/2.0f;
2863 model_find_world_dir(&uvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2865 vm_vec_normalize(&fvec);
2866 vm_vec_normalize(&rvec);
2867 vm_vec_normalize(&uvec);
2869 turret->turret_matrix.v.fvec = fvec;
2870 turret->turret_matrix.v.rvec = rvec;
2871 turret->turret_matrix.v.uvec = uvec;
2873 // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL);
2875 // HACK!! WARNING!!!
2876 // I'm doing nothing to verify that this matrix is orthogonal!!
2877 // In other words, there's no guarantee that the vectors are 90 degrees
2879 // I'm not doing this because I don't know how to do it without ruining
2880 // the handedness of the matrix... however, I'm not too worried about
2881 // this because I am creating these 3 vectors by making them 90 degrees
2882 // apart, so this should be close enough. I think this will start
2883 // causing weird errors when we view from turrets. -John
2884 turret->flags |= MSS_FLAG_TURRET_MATRIX;
2887 // Tries to move joints so that the turrent points to the point dst.
2888 // turret1 is the angles of the turret, turret2 is the angles of the gun from turret
2889 // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI)
2890 int model_rotate_gun(int model_num, model_subsystem *turret, matrix *orient, angles *turret1, angles *turret2, vector *pos, vector *dst)
2894 pm = model_get(model_num);
2895 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2896 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2898 // Check for a valid turret
2899 Assert( turret->turret_num_firing_points > 0 );
2902 if ( sm_parent == sm ) {
2906 // Build the correct turret matrix if there isn't already one
2907 if ( !(turret->flags & MSS_FLAG_TURRET_MATRIX) )
2908 model_make_turrent_matrix(model_num, turret );
2910 Assert( turret->flags & MSS_FLAG_TURRET_MATRIX);
2911 // Assert( sm->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch
2912 // Assert( sm_parent->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading
2914 //======================================================
2915 // DEBUG code to draw the normal out of this gun and a circle
2916 // at the gun point.
2921 vertex dpnt1, dpnt2;
2923 model_clear_instance(model_num);
2924 sm->angs.p = turret2->p;
2925 sm_parent->angs.h = turret1->h;
2927 model_find_world_point(&tmp, &vmd_zero_vector, model_num, turret->turret_gun_sobj, orient, pos );
2928 gr_set_color(255,0,0);
2929 g3_rotate_vertex( &dpnt1, &tmp );
2931 gr_set_color(255,0,0);
2932 g3_draw_sphere(&dpnt1,1.0f);
2934 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.fvec, 10.0f );
2935 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2936 g3_rotate_vertex( &dpnt2, &tmp );
2938 gr_set_color(0,255,0);
2939 g3_draw_line(&dpnt1,&dpnt2);
2940 gr_set_color(0,128,0);
2941 g3_draw_sphere(&dpnt2,0.2f);
2943 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.rvec, 10.0f );
2944 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2945 g3_rotate_vertex( &dpnt2, &tmp );
2947 gr_set_color(0,0,255);
2948 g3_draw_line(&dpnt1,&dpnt2);
2950 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.uvec, 10.0f );
2951 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2952 g3_rotate_vertex( &dpnt2, &tmp );
2954 gr_set_color(255,0,0);
2955 g3_draw_line(&dpnt1,&dpnt2);
2960 // rotate the dest point into the turret gun normal's frame of
2961 // reference, but not using the turret's angles.
2962 // Call this vector of_dst
2964 matrix world_to_turret_matrix; // converts world coordinates to turret's FOR
2965 vector world_to_turret_translate; // converts world coordinates to turret's FOR
2968 vm_vec_unrotate( &tempv, &sm_parent->offset, orient);
2969 vm_vec_add( &world_to_turret_translate, pos, &tempv );
2971 vm_matrix_x_matrix( &world_to_turret_matrix, orient, &turret->turret_matrix );
2973 vm_vec_sub( &tempv, dst, &world_to_turret_translate );
2974 vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix );
2976 vm_vec_normalize(&of_dst);
2979 // Find the heading and pitch that the gun needs to turn to
2980 // by extracting them from the of_dst vector.
2981 // Call this the desired_angles
2982 angles desired_angles;
2984 desired_angles.p = (float)acos(of_dst.xyz.z);
2985 desired_angles.h = PI - atan2_safe(of_dst.xyz.x, of_dst.xyz.y);
2986 desired_angles.b = 0.0f;
2988 // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.xyz.z, desired_angles.p ));
2991 // Gradually turn the turret towards the desired angles
2992 float step_size = turret->turret_turning_rate * flFrametime;
2994 vm_interp_angle(&turret1->h,desired_angles.h,step_size);
2995 vm_interp_angle(&turret2->p,desired_angles.p,step_size);
2997 // turret1->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) );
2998 // turret2->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) );
3005 // Given a point (pnt) that is in sub_model_num's frame of
3006 // reference, and given the object's orient and position,
3007 // return the point in 3-space in outpnt.
3008 void model_find_world_point(vector * outpnt, vector *mpnt,int model_num,int sub_model_num, matrix * objorient, vector * objpos )
3014 polymodel *pm = model_get(model_num);
3019 //instance up the tree for this point
3020 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3022 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3023 vm_vec_unrotate(&tpnt,&pnt,&m);
3025 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
3027 mn = pm->submodel[mn].parent;
3030 //now instance for the entire object
3031 vm_vec_unrotate(outpnt,&pnt,objorient);
3032 vm_vec_add2(outpnt,objpos);
3035 // Given a point in the world RF, find the corresponding point in the model RF.
3036 // This is special purpose code, specific for model collision.
3037 // NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
3039 // out - point in model RF
3040 // world_pt - point in world RF
3041 // pm - polygon model
3042 // submodel_num - submodel in whose RF we're trying to find the corresponding world point
3043 // orient - orient matrix of ship
3044 // pos - pos vector of ship
3045 void world_find_model_point(vector *out, vector *world_pt, polymodel *pm, int submodel_num, matrix *orient, vector *pos)
3047 Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) );
3049 vector tempv1, tempv2;
3053 vm_vec_sub(&tempv1, world_pt, pos);
3054 vm_vec_rotate(&tempv2, &tempv1, orient);
3056 if (pm->submodel[submodel_num].parent == -1) {
3061 // put into submodel RF
3062 vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset);
3063 vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs);
3064 vm_vec_rotate(out, &tempv2, &m);
3067 // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle
3068 int rotating_submodel_has_ship_subsys(int submodel, ship *shipp)
3070 model_subsystem *psub;
3075 // Go through all subsystems and look for submodel
3076 // the subsystems that need it.
3077 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
3078 psub = pss->system_info;
3079 if (psub->subobj_num == submodel) {
3088 void model_get_rotating_submodel_list(int *submodel_list, int *num_rotating_submodels, object *objp)
3090 Assert(objp->type == OBJ_SHIP);
3092 // Check if not currently rotating - then treat as part of superstructure.
3093 int modelnum = Ships[objp->instance].modelnum;
3094 polymodel *pm = model_get(modelnum);
3095 bsp_info *child_submodel;
3097 *num_rotating_submodels = 0;
3098 child_submodel = &pm->submodel[pm->detail[0]];
3100 int i = child_submodel->first_child;
3102 child_submodel = &pm->submodel[i];
3104 // Don't check it or its children if it is destroyed or it is a replacement (non-moving)
3105 if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {
3107 // Only look for submodels that rotate
3108 if (child_submodel->movement_type == MOVEMENT_TYPE_ROT) {
3110 // find ship subsys and check submodel rotation is less than max allowed.
3111 ship *pship = &Ships[objp->instance];
3112 ship_subsys *subsys;
3114 for ( subsys = GET_FIRST(&pship->subsys_list); subsys !=END_OF_LIST(&pship->subsys_list); subsys = GET_NEXT(subsys) ) {
3115 Assert(subsys->system_info->model_num == modelnum);
3116 if (i == subsys->system_info->subobj_num) {
3117 // found the correct subsystem - now check delta rotation angle not too large
3118 float delta_angle = get_submodel_delta_angle(&subsys->submodel_info_1);
3119 if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) {
3120 Assert(*num_rotating_submodels < MAX_ROTATING_SUBMODELS-1);
3121 submodel_list[(*num_rotating_submodels)++] = i;
3128 i = child_submodel->next_sibling;
3132 //#define MODEL_CHECK
3134 ship *pship = &Ships[objp->instance];
3135 for (int idx=0; idx<*num_rotating_submodels; idx++) {
3136 int valid = rotating_submodel_has_ship_subsys(submodel_list[idx], pship);
3140 Warning( LOCATION, "Ship %s has rotating submodel [%s] without ship subsystem\n", pship->ship_name, pm->submodel[submodel_list[idx]].name );
3141 pm->submodel[submodel_list[idx]].movement_type &= ~MOVEMENT_TYPE_ROT;
3142 *num_rotating_submodels = 0;
3150 // Given a direction (pnt) that is in sub_model_num's frame of
3151 // reference, and given the object's orient and position,
3152 // return the point in 3-space in outpnt.
3153 void model_find_world_dir(vector * out_dir, vector *in_dir,int model_num, int sub_model_num, matrix * objorient, vector * objpos )
3159 polymodel *pm = model_get(model_num);
3164 //instance up the tree for this point
3165 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3167 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3168 vm_vec_unrotate(&tpnt,&pnt,&m);
3171 mn = pm->submodel[mn].parent;
3174 //now instance for the entire object
3175 vm_vec_unrotate(out_dir,&pnt,objorient);
3180 // Clears all the submodel instances stored in a model to their defaults.
3181 void model_clear_instance(int model_num)
3186 pm = model_get(model_num);
3188 // reset textures to original ones
3189 for (i=0; i<pm->n_textures; i++ ) {
3190 pm->textures[i] = pm->original_textures[i];
3193 for (i=0; i<pm->n_models; i++ ) {
3194 bsp_info *sm = &pm->submodel[i];
3196 if ( pm->submodel[i].is_damaged ) {
3205 // set pointer to other ship subsystem info [turn rate, accel, moment, axis, ...]
3208 sm->num_arcs = 0; // Turn off any electric arcing effects
3211 for (i=0; i<pm->num_lights; i++ ) {
3212 pm->lights[i].value = 0.0f;
3215 interp_clear_instance();
3217 // if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
3218 // if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
3219 // if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
3220 // if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
3221 // if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
3222 // if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
3227 // initialization during ship set
3228 void model_clear_instance_info( submodel_instance_info * sii )
3234 sii->prev_angs.p = 0.0f;
3235 sii->prev_angs.b = 0.0f;
3236 sii->prev_angs.h = 0.0f;
3238 sii->cur_turn_rate = 0.0f;
3239 sii->desired_turn_rate = 0.0f;
3240 sii->turn_accel = 0.0f;
3243 // initialization during ship set
3244 void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
3250 sii->prev_angs.p = 0.0f;
3251 sii->prev_angs.b = 0.0f;
3252 sii->prev_angs.h = 0.0f;
3254 sii->cur_turn_rate = turn_rate * 0.0f;
3255 sii->desired_turn_rate = turn_rate;
3256 sii->turn_accel = turn_accel;
3258 sii->step_zero_timestamp = timestamp();
3263 // Sets the submodel instance data in a submodel (for all detail levels)
3264 void model_set_instance(int model_num, int sub_model_num, submodel_instance_info * sii)
3269 pm = model_get(model_num);
3271 Assert( sub_model_num >= 0 );
3272 Assert( sub_model_num < pm->n_models );
3274 if ( sub_model_num < 0 ) return;
3275 if ( sub_model_num >= pm->n_models ) return;
3276 bsp_info *sm = &pm->submodel[sub_model_num];
3278 // Set the "blown out" flags
3279 sm->blown_off = sii->blown_off;
3281 if ( sm->blown_off ) {
3282 if ( sm->my_replacement > -1 ) {
3283 pm->submodel[sm->my_replacement].blown_off = 0;
3284 pm->submodel[sm->my_replacement].angs = sii->angs;
3285 pm->submodel[sm->my_replacement].sii = sii;
3288 if ( sm->my_replacement > -1 ) {
3289 pm->submodel[sm->my_replacement].blown_off = 1;
3294 sm->angs = sii->angs;
3297 // For all the detail levels of this submodel, set them also.
3298 for (i=0; i<sm->num_details; i++ ) {
3299 model_set_instance(model_num, sm->details[i], sii );
3304 // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity
3305 void model_init_submodel_axis_pt(submodel_instance_info *sii, int model_num, int submodel_num)
3308 vector *mpoint1, *mpoint2;
3309 vector p1, v1, p2, v2, int1;
3311 polymodel *pm = model_get(model_num);
3312 Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT);
3318 // find 2 fixed points in submodel RF
3319 // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the
3320 // two lines to find a point on the axis
3321 if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) {
3322 axis = vmd_x_vector;
3323 mpoint1 = &vmd_y_vector;
3324 mpoint2 = &vmd_z_vector;
3325 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) {
3326 mpoint1 = &vmd_x_vector;
3327 axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z
3328 mpoint2 = &vmd_z_vector;
3329 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) {
3330 mpoint1 = &vmd_x_vector;
3331 mpoint2 = &vmd_y_vector;
3332 axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y
3334 // must be one of these axes or submodel_rot_hit is incorrectly set
3338 // copy submodel angs
3339 angles copy_angs = pm->submodel[submodel_num].angs;
3341 // find two points rotated into model RF when angs set to 0
3342 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
3343 model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3344 model_find_world_point(&p2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3346 // find two points rotated into model RF when angs set to PI
3347 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, PI);
3348 model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3349 model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3351 // reset submodel angs
3352 pm->submodel[submodel_num].angs = copy_angs;
3354 // find direction vectors of the two lines
3355 vm_vec_sub2(&v1, &p1);
3356 vm_vec_sub2(&v2, &p2);
3358 // find the intersection of the two lines
3360 fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t);
3362 // find the actual intersection points
3363 vm_vec_scale_add(&int1, &p1, &v1, s);
3366 sii->pt_on_axis = int1;
3371 // Adds an electrical arcing effect to a submodel
3372 void model_add_arc(int model_num, int sub_model_num, vector *v1, vector *v2, int arc_type )
3376 pm = model_get(model_num);
3378 if ( sub_model_num == -1 ) {
3379 sub_model_num = pm->detail[0];
3382 Assert( sub_model_num >= 0 );
3383 Assert( sub_model_num < pm->n_models );
3385 if ( sub_model_num < 0 ) return;
3386 if ( sub_model_num >= pm->n_models ) return;
3387 bsp_info *sm = &pm->submodel[sub_model_num];
3389 if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
3390 sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
3391 sm->arc_pts[sm->num_arcs][0] = *v1;
3392 sm->arc_pts[sm->num_arcs][1] = *v2;
3397 // function to return an index into the docking_bays array which matches the criteria passed
3398 // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h
3399 int model_find_dock_index(int modelnum, int dock_type)
3405 pm = model_get(modelnum);
3407 // no docking points -- return -1
3408 if ( pm->n_docks <= 0 )
3411 for (i = 0; i < pm->n_docks; i++ ) {
3412 if ( dock_type & pm->docking_bays[i].type_flags )
3419 int model_get_dock_index_type(int modelnum, int index)
3421 polymodel *pm = model_get(modelnum);
3423 return pm->docking_bays[index].type_flags;
3426 // get all the different docking point types on a model
3427 int model_get_dock_types(int modelnum)
3432 pm = model_get(modelnum);
3433 for (i=0; i<pm->n_docks; i++)
3434 type |= pm->docking_bays[i].type_flags;
3439 // function to return an index into the docking_bays array which matches the string passed
3440 // Fred uses strings to identify docking positions. This functin also accepts generic strings
3441 // so that a desginer doesn't have to know exact names if building a mission from hand.
3442 int model_find_dock_name_index( int modelnum, char *name )
3447 pm = model_get(modelnum);
3448 if ( pm->n_docks <= 0 )
3451 // check the generic names and call previous function to find first dock point of
3452 // the specified type
3453 if ( !stricmp(name, "cargo") )
3454 return model_find_dock_index( modelnum, DOCK_TYPE_CARGO );
3455 else if (!stricmp( name, "rearm") )
3456 return model_find_dock_index( modelnum, DOCK_TYPE_REARM );
3457 else if (!stricmp( name, "generic") )
3458 return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC );
3460 for (i = 0; i < pm->n_docks; i++ ) {
3461 if ( !stricmp(pm->docking_bays[i].name, name) )
3465 // if we get here, name wasn't found -- return -1 and hope for the best
3469 // returns the actual name of a docking point on a model, needed by Fred.
3470 char *model_get_dock_name(int modelnum, int index)
3474 pm = model_get(modelnum);
3475 Assert((index >= 0) && (index < pm->n_docks));
3476 return pm->docking_bays[index].name;
3479 int model_get_num_dock_points(int modelnum)
3483 pm = model_get(modelnum);
3487 #if SDL_BYTEORDER == SDL_BIG_ENDIAN // tigital
3488 void swap_bsp_defpoints(ubyte * p)
3491 int nverts = INTEL_INT( w(p+8) );
3493 int offset = INTEL_INT( w(p+16) );
3495 int n_norms = INTEL_INT( w(p+12) );
3498 ubyte * normcount = p+20;
3499 vector *src = vp(p+offset);
3501 Assert( nverts < MAX_POLYGON_VECS );
3502 // Assert( nnorms < MAX_POLYGON_NORMS );
3504 for (n=0; n<nverts; n++ ) {
3505 src->xyz.x = INTEL_FLOAT( &src->xyz.x );
3506 src->xyz.y = INTEL_FLOAT( &src->xyz.y );
3507 src->xyz.z = INTEL_FLOAT( &src->xyz.z );
3509 Interp_verts[n] = src;
3511 for (i=0;i<normcount[n];i++){
3512 src->xyz.x = INTEL_FLOAT( &src->xyz.x );
3513 src->xyz.y = INTEL_FLOAT( &src->xyz.y );
3514 src->xyz.z = INTEL_FLOAT( &src->xyz.z );
3520 void swap_bsp_tmappoly( polymodel * pm, ubyte * p )
3523 model_tmap_vert *verts;
3524 vector * normal = vp(p+8);
3525 vector * center = vp(p+20);
3526 float radius = INTEL_FLOAT( &fl(p+32) );
3528 normal->xyz.x = INTEL_FLOAT( &normal->xyz.x );
3529 normal->xyz.y = INTEL_FLOAT( &normal->xyz.y );
3530 normal->xyz.z = INTEL_FLOAT( &normal->xyz.z );
3531 center->xyz.x = INTEL_FLOAT( ¢er->xyz.x );
3532 center->xyz.y = INTEL_FLOAT( ¢er->xyz.y );
3533 center->xyz.z = INTEL_FLOAT( ¢er->xyz.z );
3535 nv = INTEL_INT( w(p+36));
3537 int tmap_num = INTEL_INT( w(p+40) );
3540 if ( nv < 0 ) return;
3542 verts = (model_tmap_vert *)(p+44);
3544 verts[i].vertnum = INTEL_SHORT( verts[i].vertnum );
3545 verts[i].normnum = INTEL_SHORT( verts[i].normnum );
3546 verts[i].u = INTEL_FLOAT( &verts[i].u );
3547 verts[i].v = INTEL_FLOAT( &verts[i].v );
3550 if ( pm->version < 2003 ) {
3551 // Set the "normal_point" part of field to be the center of the polygon
3552 vector center_point;
3553 vm_vec_zero( ¢er_point );
3555 for (i=0;i<nv;i++) {
3556 vm_vec_add2( ¢er_point, Interp_verts[verts[i].vertnum] );
3559 center_point.xyz.x /= nv;
3560 center_point.xyz.y /= nv;
3561 center_point.xyz.z /= nv;
3563 *vp(p+20) = center_point;
3567 for (i=0;i<nv;i++) {
3568 float dist = vm_vec_dist( ¢er_point, Interp_verts[verts[i].vertnum] );
3576 void swap_bsp_flatpoly( polymodel * pm, ubyte * p )
3580 vector * normal = vp(p+8);
3581 vector * center = vp(p+20);
3582 float radius = INTEL_FLOAT( &fl(p+32) );
3584 mprintf(("flatpoly radius = %f\n", radius ));
3585 normal->xyz.x = INTEL_FLOAT( &normal->xyz.x );
3586 normal->xyz.y = INTEL_FLOAT( &normal->xyz.y );
3587 normal->xyz.z = INTEL_FLOAT( &normal->xyz.z );
3588 center->xyz.x = INTEL_FLOAT( ¢er->xyz.x );
3589 center->xyz.y = INTEL_FLOAT( ¢er->xyz.y );
3590 center->xyz.z = INTEL_FLOAT( ¢er->xyz.z );
3592 nv = INTEL_INT( w(p+36)); //tigital
3595 if ( nv < 0 ) return;
3597 verts = (short *)(p+44);
3598 for (i=0; i<nv*2; i++){
3599 verts[i] = INTEL_SHORT( verts[i] );
3602 if ( pm->version < 2003 ) {
3603 // Set the "normal_point" part of field to be the center of the polygon
3604 vector center_point;
3605 vm_vec_zero( ¢er_point );
3607 for (i=0;i<nv;i++) {
3608 vm_vec_add2( ¢er_point, Interp_verts[verts[i*2]] );
3611 center_point.xyz.x /= nv;
3612 center_point.xyz.y /= nv;
3613 center_point.xyz.z /= nv;
3615 *vp(p+20) = center_point;
3619 for (i=0;i<nv;i++) {
3620 float dist = vm_vec_dist( ¢er_point, Interp_verts[verts[i*2]] );
3628 void swap_bsp_sortnorms( polymodel * pm, ubyte * p )
3630 int frontlist = INTEL_INT( w(p+36) );
3631 int backlist = INTEL_INT( w(p+40) );
3632 int prelist = INTEL_INT( w(p+44) );
3633 int postlist = INTEL_INT( w(p+48) );
3634 int onlist = INTEL_INT( w(p+52) );
3635 w(p+36) = frontlist;
3641 vector * normal = vp(p+8);
3642 vector * center = vp(p+20);
3643 int tmp = INTEL_INT( w(p+32) );
3645 normal->xyz.x = INTEL_FLOAT( &normal->xyz.x );
3646 normal->xyz.y = INTEL_FLOAT( &normal->xyz.y );
3647 normal->xyz.z = INTEL_FLOAT( &normal->xyz.z );
3648 center->xyz.x = INTEL_FLOAT( ¢er->xyz.x );
3649 center->xyz.y = INTEL_FLOAT( ¢er->xyz.y );
3650 center->xyz.z = INTEL_FLOAT( ¢er->xyz.z );
3652 vector * bmin = vp(p+56);
3653 vector * bmax = vp(p+68);
3654 bmin->xyz.x = INTEL_FLOAT( &bmin->xyz.x );
3655 bmin->xyz.y = INTEL_FLOAT( &bmin->xyz.y );
3656 bmin->xyz.z = INTEL_FLOAT( &bmin->xyz.z );
3657 bmax->xyz.x = INTEL_FLOAT( &bmax->xyz.x );
3658 bmax->xyz.y = INTEL_FLOAT( &bmax->xyz.y );
3659 bmax->xyz.z = INTEL_FLOAT( &bmax->xyz.z );
3661 if (prelist) swap_bsp_data(pm,p+prelist);
3662 if (backlist) swap_bsp_data(pm,p+backlist);
3663 if (onlist) swap_bsp_data(pm,p+onlist);
3664 if (frontlist) swap_bsp_data(pm,p+frontlist);
3665 if (postlist) swap_bsp_data(pm,p+postlist);
3667 void swap_bsp_data( polymodel * pm, void *model_ptr )
3669 ubyte *p = (ubyte *)model_ptr;
3670 int chunk_type, chunk_size;
3674 chunk_type = INTEL_INT( w(p) );
3675 chunk_size = INTEL_INT( w(p+4) );
3677 w(p+4) = chunk_size;
3679 while (chunk_type != OP_EOF) {
3681 switch (chunk_type) {
3685 swap_bsp_defpoints(p);
3688 swap_bsp_flatpoly(pm, p ); break;
3690 swap_bsp_tmappoly(pm, p ); break;
3692 swap_bsp_sortnorms(pm,p ); break;
3696 min->xyz.x = INTEL_FLOAT( &min->xyz.x );
3697 min->xyz.y = INTEL_FLOAT( &min->xyz.y );
3698 min->xyz.z = INTEL_FLOAT( &min->xyz.z );
3699 max->xyz.x = INTEL_FLOAT( &max->xyz.x );
3700 max->xyz.y = INTEL_FLOAT( &max->xyz.y );
3701 max->xyz.z = INTEL_FLOAT( &max->xyz.z );
3704 mprintf(( "Bad chunk type %d, len=%d in modelread:swap_bsp_data\n", chunk_type, chunk_size ));
3705 Int3(); // Bad chunk type!
3709 chunk_type = INTEL_INT( w(p));
3710 chunk_size = INTEL_INT( w(p+4) );
3712 w(p+4) = chunk_size;
3716 #endif // SDL_BYTEORDER == SDL_BIG_ENDIAN