2 * $Logfile: /Freespace2/code/Model/ModelRead.cpp $
7 * file which reads and deciphers POF information
10 * Revision 1.4 2002/06/09 03:16:04 relnev
13 * removed unneeded asm, old sdl 2d setup.
15 * fixed crash caused by opengl_get_region.
17 * Revision 1.3 2002/06/01 07:12:33 relnev
18 * a few NDEBUG updates.
20 * removed a few warnings.
22 * Revision 1.2 2002/05/07 03:16:47 theoddone33
23 * The Great Newline Fix
25 * Revision 1.1.1.1 2002/05/03 03:28:10 root
29 * 36 7/22/99 2:26p Mattk
30 * DA: don't show engine wash error if no subsystems. (ie, Pofview...)
32 * 35 7/19/99 12:02p Andsager
33 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
34 * only blow up subsystem if its strength is > 0
36 * 34 7/07/99 5:00p Andsager
37 * Fixed bug in stepped rotation
39 * 33 7/06/99 4:42p Anoop
40 * Add MiniCap hack for engine wash
42 * 32 7/06/99 3:52p Andsager
43 * That wacky model_subsystem name vs. subobj_name thing bites us in the
46 * 31 7/06/99 3:15p Anoop
47 * Better debug info for engine wash error.
49 * 30 7/06/99 11:37a Andsager
50 * Fix warning message.
52 * 29 7/06/99 10:45a Andsager
53 * Modify engine wash to work on any ship that is not small. Add AWACS
56 * 28 7/01/99 4:23p Dave
57 * Full support for multiple linked ambient engine sounds. Added "big
60 * 27 6/08/99 2:33p Dave
61 * Fixed release build warning. Put in hud config stuff.
63 * 26 6/01/99 8:35p Dave
64 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
65 * awacs-set-radius sexpression.
67 * 25 5/28/99 1:51p Andsager
68 * Allow models to rotate in both direction on an axis, specifying a
69 * negative rotation time in submodel properties.
71 * 24 5/27/99 3:48p Andsager
72 * Add assert to model_read code to not allow overwrite of memory
74 * 23 5/27/99 12:11p Andsager
75 * Allow more than 1 subsystem to have live debris on any ship
77 * 22 5/27/99 10:57a Mattk
78 * Put in a warning about too many firing points per turret.
80 * 21 5/24/99 5:45p Dave
81 * Added detail levels to the nebula, with a decent speedup. Split nebula
82 * lightning into its own section.
84 * 20 5/19/99 11:09a Andsager
85 * Turn on engine wash. Check every 1/4 sec.
87 * 19 5/11/99 10:16p Andsager
88 * First pass on engine wash effect. Rotation (control input), damage,
91 * 18 4/09/99 11:38a Andsager
92 * Change POF format for Freespace2
94 * 17 3/23/99 5:17p Dave
95 * Changed model file format somewhat to account for LOD's on insignias
97 * 16 3/20/99 3:46p Dave
98 * Added support for model-based background nebulae. Added 3 new
101 * 15 3/19/99 6:15p Dave
102 * Put in checks for insignia bitmaps for having too many faces or
105 * 14 2/21/99 6:01p Dave
106 * Fixed standalone WSS packets.
108 * 13 2/19/99 11:42a Dave
109 * Put in model rendering autocentering.
111 * 12 2/10/99 3:52p Enricco
114 * 11 1/14/99 6:06p Dave
115 * 100% full squad logo support for single player and multiplayer.
117 * 10 1/11/99 12:42p Andsager
118 * Add live debris - debris which is created from a destroyed subsystem,
119 * when the ship is still alive
121 * 9 1/08/99 2:08p Dave
122 * Fixed software rendering for pofview. Super early support for AWACS and
125 * 8 1/06/99 2:24p Dave
126 * Stubs and release build fixes.
128 * 7 12/23/98 2:53p Andsager
129 * Added stepped rotation support
131 * 6 12/04/98 3:34p Andsager
132 * Handle norotating submodels
134 * 5 12/03/98 3:14p Andsager
135 * Check in code that checks rotating submodel actually has ship subsystem
137 * 4 11/19/98 11:07p Andsager
138 * Check in of physics and collision detection of rotating submodels
140 * 3 10/23/98 3:03p Andsager
141 * Initial support for changing rotation rate.
143 * 2 10/07/98 10:53a Dave
146 * 1 10/07/98 10:50a Dave
148 * 177 8/28/98 3:29p Dave
149 * EMP effect done. AI effects may need some tweaking as required.
151 * 176 5/19/98 8:31p Andsager
152 * Added split planes (for big ship explosions)
154 * 175 5/07/98 5:39p Andsager
155 * Changes to model to hold cross section info
157 * 174 4/30/98 4:53p John
158 * Restructured and cleaned up cfile code. Added capability to read off
159 * of CD-ROM drive and out of multiple pack files.
161 * 173 4/22/98 9:43p John
162 * Added code to allow checking of invisible faces, flagged by any texture
163 * name with invisible in it.
165 * 172 4/14/98 11:11p John
166 * Made ships with < 50% hull left show electrical damage arcs.
168 * 171 4/01/98 5:34p John
169 * Made only the used POFs page in for a level. Reduced some interp
170 * arrays. Made custom detail level work differently.
172 * 170 4/01/98 9:14a Mike
175 * 169 3/31/98 5:18p John
176 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
177 * bunch of debug stuff out of player file. Made model code be able to
178 * unload models and malloc out only however many models are needed.
181 * 168 3/17/98 2:46p Allender
182 * Copy subsystem name when copying model subsystems
184 * 167 3/02/98 5:42p John
185 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
186 * afterburner. Made gr_set_clip work good with negative x &y. Made
187 * model_caching be on by default. Made each cached model have it's own
188 * bitmap id. Made asteroids not rotate when model_caching is on.
190 * 166 2/24/98 5:04p Allender
191 * allow different ship classes to use the same model. Lot's of subsystem
194 * 165 2/16/98 3:46p John
195 * Made mass be proportional to area in newer pofs
197 * 164 2/13/98 5:19p John
198 * First rev of new model caching system. Needs to be ripped out and
199 * moved into ship stuff.
201 * 163 1/29/98 5:52p John
202 * new version of electrical arcing code
204 * 162 1/29/98 8:39a Andsager
205 * Changed mass and moment of intertia based area vs. volume
207 * 161 1/28/98 2:15p Mike
208 * Convert volume to surface area at runtime. Write note to John to
209 * cleanup if he modifies bspgen.
211 * 160 1/27/98 11:02a John
212 * Added first rev of sparks. Made all code that calls model_render call
213 * clear_instance first. Made debris pieces not render by default when
214 * clear_instance is called.
216 * 159 1/19/98 6:15p John
217 * Fixed all my Optimized Build compiler warnings
219 * 158 1/09/98 11:25a John
220 * Took the thruster animation stuff out of the model.
222 * 157 12/31/97 4:47p John
223 * Made all the eye points fit inside core radius
225 * 156 12/31/97 2:35p John
226 * Added code for core_radius
228 * 155 12/17/97 2:41p John
229 * made target bounding box be on hull only.
231 * 154 12/17/97 9:54a John
232 * added code for precalculated weapon flash lighting.
234 * 153 11/29/97 2:05p John
235 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
236 * like they used to incorrectly assume. Added code to model to read in
239 * 152 11/25/97 11:41a John
240 * added code to read in pof v20.05, which adds radius to thrusters.
242 * 151 10/28/97 12:34a Mike
243 * Set useful values of mass and inertia matrix if values not otherwise
244 * set. Generate Warnings for unexpected ones.
246 * 150 10/22/97 5:54p Lawrance
247 * get rid of leading '$' when storing parent_name for paths
249 * 149 10/20/97 5:57p Lawrance
250 * have index to polymodel->paths[] within the model_subsystem struct.
252 * 148 9/15/97 5:45p John
253 * took out chunk stuff.
254 * made pofview display thrusters as blue polies.
256 * 147 9/09/97 3:39p Sandeep
257 * warning level 4 bugs
259 * 146 9/04/97 5:09p Andsager
260 * implement physics using moment of inertia and mass (from BSPgen).
261 * Added to phys_info struct. Updated ship_info, polymodel structs.
262 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
264 * 145 9/03/97 5:57p Lawrance
267 * 144 9/03/97 4:32p John
268 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
269 * to bm_load functions not needed. Made bmpman keep track of palettes
270 * for bitmaps not mapped into game palettes.
272 * 143 8/19/97 11:49p Lawrance
273 * using atan2_safe() in place of atan2()
275 * 142 8/19/97 8:44a John
276 * Initial hooks for thruster stuff.
278 * 141 8/15/97 4:10p John
279 * new code to use the new octrees style bsp trees
281 * 140 8/14/97 5:46p John
282 * added code to read in mass,center of mass, and moment of interia from
283 * the pof. Also added code to display green center of mass dot when Show
284 * debug points is on in pofview.
286 * 139 7/10/97 8:34a John
287 * Added code to read TGA files.
289 * 138 6/26/97 3:18p Mike
290 * Recognize "turret", etc. in a subsystem field anywhere in name.
291 * Generate warning for bogus subsystem names.
293 * 137 6/25/97 5:11p John
294 * added foundation for model octants.
296 * 136 6/25/97 10:28a John
297 * Made debris chunks radius be set correctly to the submodel size, not
298 * hardcoded to 10.0f.
300 * 135 6/06/97 11:55a Mike
301 * Fix firing direction for zero piece turrets.
303 * 134 5/31/97 2:36p Mike
304 * Comment out mprintfs pertaining to debris.
306 * 133 5/30/97 4:41p Hoffoss
307 * Made some additions required for Fred.
309 * 132 5/30/97 3:42p Mike
310 * Shield mesh and hit system.
312 * 131 5/30/97 10:40a Hoffoss
313 * Added a function for Fred to get docking point names.
315 * 130 5/29/97 4:34p Allender
316 * removed Int3 from model_find_dock_index.
318 * 129 4/30/97 10:41a Allender
319 * don't dump out token 'none' when dumping out subsystem information
321 * 128 4/17/97 6:06p John
322 * New code/data for v19 of BSPGEN with smoothing and zbuffer
325 * 127 4/09/97 3:31p Lawrance
326 * if any points of bounding box don't project, return project fail code
327 * in model_find_2d_bound_min()
329 * 126 4/07/97 10:37a John
330 * Took out limits on number of children a submodel can have. (So now
331 * capital ships can have tons of children on them).
333 * 125 4/03/97 3:18p Allender
335 * 124 4/03/97 1:29p Allender
336 * subsystem enhancement. Initial work on making subsystem status
339 * 123 3/28/97 2:49p John
340 * added code to fix targetting of debris chunks to draw bounding boxes
343 * 122 3/28/97 1:19p John
344 * Made TestCode not show damaged submodels.
346 * 121 3/28/97 11:17a John
347 * added code for linking lower detail submodels to the highest one; added
348 * code to pofview to view these.
350 * 120 3/17/97 11:24a John
352 * 119 3/15/97 5:06p John
353 * added bounding boxes for each subobject and code to display them.
355 * 118 3/13/97 10:32a John
356 * Added code for tiled 256x256 textures in certain models.
358 * 117 3/06/97 5:36p Mike
359 * Change vec_normalize_safe() back to vec_normalize().
360 * Spruce up docking a bit.
362 * 116 3/06/97 1:06p Allender
363 * more docking stuff. docking points now specified by strings in mission
364 * file. Changes to builtin missions and code to reflect this change.
366 * 115 3/06/97 10:56a Mike
367 * Write error checking version of vm_vec_normalize().
368 * Fix resultant problems.
370 * 114 3/06/97 10:05a Lawrance
371 * added missing cfclose's
373 * 113 3/05/97 5:27p John
374 * more work with turret stuff
376 * 112 3/05/97 12:49p John
377 * added Viewer_obj. Took out the interp_??? variables for turning
378 * outline,etc on and put them in flags you pass to model_render.
379 * Cleaned up model_interp code to fit new coding styles.
381 * 111 3/05/97 12:42p Adam
382 * john: fixed bug while model transversel code that assumed the root
385 * 110 3/05/97 11:09a Allender
386 * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to
389 * 109 3/04/97 5:08p John
390 * Started adding debug code to make it so you can view from a turret's
393 * 108 3/04/97 3:36p John
394 * took out old debug "h' key. Made zbuffer flag bit bit field so you
395 * can turn on/off each value. Fixed a bug with turret rotation where
396 * different handedness turrets wouldn't work. Fixed a bug with two
397 * large ships within each other's radius not rendering correctly.
399 * 107 3/04/97 12:52p Allender
400 * docking styff. Added dock type to docking structure in model code.
401 * Renamed structure member in ai_goals. Temporary checkin. (i.e.
402 * rearming will use rearm dock points)
404 * 106 3/03/97 5:47p John
405 * fixed some rotating object discrepencies. Took out the gun firing
406 * point average beause it was inconsitent and wsn't as correct as using
409 * 105 3/03/97 4:20p Hoffoss
410 * Fixed bug in bug I just fixed. :)
412 * 104 3/03/97 4:00p Hoffoss
413 * fixed bug that caused docking bays without a name to be garbage when
416 * 103 3/03/97 8:58a Lawrance
417 * replaced a fprintf() with a cfputs()
419 * 102 3/01/97 2:12p Lawrance
420 * made to work with new cfile changes
422 * 101 2/28/97 10:57a John
423 * Made so you can blow off any subsystems, not just radars.
426 * 100 2/27/97 3:45p John
427 * Added a tree dialog to pofview that shows a model's tree.
429 * 99 2/27/97 12:07p John
430 * Added code to suppord debris chunks after a ship is exploded..
432 * 98 2/26/97 5:28p John
433 * Fixed a bunch of chunked model bugs. Basically they almost work better
434 * than non-chunked objects!
436 * 97 2/24/97 1:13p Allender
437 * support for multiple eye positions. Still some kinks to be worked out
440 * 96 2/20/97 4:06p Allender
441 * allow for multiple spline paths to lead to a docking bay
443 * 95 2/20/97 3:25p Allender
444 * change to docking bay structure -- added a name (for use in Fred
445 * mainly), and index into spline paths to reach this docking point
447 * 94 2/19/97 4:03p Allender
448 * dump a 0.0 instead of a 0 when dumping out missing subsystem
451 * 93 2/19/97 2:52p Allender
452 * added crewspot name to subsystems (used only with turrets). Will be
453 * used by fred for ai class stuff for turrets
455 * 92 2/17/97 4:30p John
456 * Added code to automatically rotate any subsystems with the $rotate
457 * value set (except for turrets)
459 * 91 2/17/97 12:03p John
460 * Added code to set the angles of a subobject.
462 * 90 2/14/97 4:02p John
463 * changed a vector being passed as value to reference.
465 * 89 2/14/97 3:16p Mike
466 * Start on AI path garbage collection
468 * 88 2/14/97 1:06p John
469 * upped bspgen version number.
471 * 87 2/13/97 10:17a John
472 * INCORPORATED THE FOLLOWING CHANGES:
473 * ??? 2/13/97 9:49a John
474 * added code for geometric centers of objects.
475 * ??? 2/12/97 6:30p John
476 * upped model version number.
479 * 86 2/13/97 9:49a John
480 * ROLLEDBACK TO ALLENDER'S 85
482 * 85 2/12/97 5:34p Allender
483 * added a ton of debug code to help recify the subsystems in ships.tbl
484 * with subsystems in the models. Fixed a bug with subsystems not being
485 * given the correct type.
487 * 84 2/11/97 4:10p Allender
488 * major change of subsystem stuff. obj_subsystem renamed to
489 * model_subsystem. Dyamically allocate space in ship_info for
492 * 83 2/10/97 4:20p Allender
493 * added distance to closest geometry to spline points
495 * 82 2/10/97 10:58a John
496 * Added back in sparks for where laser bolts hit.
497 * Added code to red damaged objects and replace then.
499 * 81 2/07/97 1:24p Allender
500 * added turret lists for spline points
502 * 80 2/06/97 2:56p John
503 * Added a "blown-off" field to the instance of a model. Also took out
504 * the model_set_angles functions and replaced with the more general
505 * model_set_instance functions.
507 * 79 2/04/97 7:37p John
508 * Finally!!! Turret stuff working!
510 * 78 1/31/97 12:51p John
511 * Added turret_fov and turret_fov_cos
513 * 77 1/31/97 12:43p John
514 * Turrets working nicely, finally!
516 * 76 1/31/97 11:36a John
518 * 75 1/29/97 4:46p John
519 * Code to read $crewpoint flag on turrets and store it in obj_subsystem
522 * 74 1/29/97 3:14p John
523 * Added field to ships.tbl to control how fast turret rotates.
525 * 73 1/28/97 11:23a John
526 * added functions to get/set model angles.
528 * 72 1/28/97 10:07a John
529 * More turret stuff, still not working, though.
531 * 71 1/27/97 2:46p John
534 * 70 1/27/97 11:35a Allender
535 * upped compatible object version
537 * 69 1/24/97 5:25p John
538 * More turret stuff. Not working yet, though.
540 * 68 1/24/97 4:55p John
541 * Started adding code for turning turrets.
542 * Had to change POF format to 18.0
544 * 67 1/20/97 2:16p Allender
545 * new shield structures being used
547 * 66 1/15/97 5:19p Allender
548 * new POF version. old version obsolete. Added shield and eye stuff.
549 * New format for gun/missile/docking points
551 * 65 1/10/97 5:15p Mike
552 * Moved ship-specific parameters from obj_subsystem to ship_subsys.
554 * Added turret code to AI system.
556 * 64 1/10/97 2:25p John
557 * Added code to support detail level distances.
559 * 63 1/02/97 11:45a Allender
560 * changed turret code to have > 1 firing point as well as fixing the
561 * problems of turrets being multiple subobjects. Turret norms should be
562 * getting stuffed correctly now.
564 * 62 12/31/96 4:14p Mike
566 * Correct bug in HUDtarget.cpp, showing wrong target.
568 * 61 12/27/96 4:09p Mike
569 * Integrate John's new model code.
571 * 60 12/26/96 1:42p John
572 * Changed function ordering to put model_init at top.
574 * 59 12/23/96 3:56p John
575 * Changed POF code to support pof 15.0.
577 * 58 12/23/96 11:00a John
578 * Restructured POF stuff to support LOD in one pof.
580 * 57 12/20/96 11:55a Allender
583 * 56 12/20/96 11:40a Allender
584 * modifed subsystem stuff to do correct hit percentages and other cool
587 * 55 12/18/96 4:04p Allender
588 * added "unknown" subsystem type for subsystems which aren't recognized.
590 * 54 12/17/96 11:37a Mike
593 * 53 12/17/96 8:59a Mike
594 * Path-extraction-from-mdoel test code.
596 * 52 12/13/96 5:27p John
597 * fixed my sloppy code that didn't free model data.
599 * 51 12/13/96 3:54p Mike
600 * Major improvement to model_draw_paths -- connect the dots! Uses
601 * sophisticated connect-to-next algorithm.
603 * 50 12/13/96 2:59p John
604 * Added some code to test spline paths.
606 * 49 12/13/96 2:41p John
607 * Added code to read in spline paths on models.
609 * 48 12/13/96 10:29a Adam
610 * from allender: fixed up linked list walking when checking for turrets
613 * 47 12/12/96 3:38p Allender
614 * fix up docking special object names. Added $thruster stuff to model
617 * 46 12/12/96 2:35p Mike
620 * 45 12/12/96 12:29p Lawrance
621 * added function to find the 2d bound for a subobject
623 * 44 12/11/96 5:35p John
624 * Added variables for viewer eye.
626 * 43 12/11/96 5:15p John
627 * Made the dist for detail level be calculated before the object is
630 * 42 12/11/96 4:50p John
631 * Added detail levels to the non-chunky ships.
633 * 41 12/11/96 4:33p Mike
634 * Temporary version so other people can build.
636 * 40 12/11/96 4:24p Mike
637 * Fix broken code...oops! clumsy in editor!
639 * 39 12/11/96 4:17p Adam
641 * 38 12/11/96 12:57p Mike
642 * Support for "Big Ship" AI behavior.
645 * 37 12/11/96 12:43p Allender
646 * $gun and $missile don't get appended to models gun/missile list if the
647 * gun/missile belongs to a turret. Turrets are special instances of
650 * 36 12/11/96 11:57a Allender
651 * added objnum reference to obj_subsystems so that $gun and $missile
652 * special polygons can refernce a particular subsystem if needed (i.e. to
653 * get the norms, etc).
655 * 35 12/11/96 10:33a Allender
656 * added stuff for FOV for turrets
658 * 34 12/10/96 3:27p Allender
660 * 33 12/09/96 5:05p Allender
661 * made subsystem lists and model_special lists as seperate entities.
663 * 32 12/09/96 1:16p Allender
664 * made seperate lists for guns/missiles/subsystems, etc
666 * 31 12/09/96 11:01a Allender
667 * added special polygon information to models. Linked list contains
668 * gun/missile/docking/subsystem/etc information.
681 #include "floating.h"
684 #include "modelsinc.h"
687 #include "3dinternal.h"
688 #include "linklist.h"
690 #include "freespace.h" // For flFrameTime
693 #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame
695 // info for special polygon lists
697 polymodel *Polygon_models[MAX_POLYGON_MODELS];
699 static int model_initted = 0;
702 CFILE *ss_fp; // file pointer used to dump subsystem information
703 char model_filename[_MAX_PATH]; // temp used to store filename
704 char debug_name[_MAX_PATH];
705 int ss_warning_shown; // have we shown the warning dialog concerning the subsystems?
706 char Global_filename[256];
707 int Model_ram = 0; // How much RAM the models use total
712 // Anything less than this is considered incompatible.
713 #define PM_COMPATIBLE_VERSION 1900
715 // Anything greater than or equal to PM_COMPATIBLE_VERSION and
716 // whose major version is less than or equal to this is considered
718 #define PM_OBJFILE_MAJOR_VERSION 21
720 static int Model_signature = 0;
722 // Free up a model, getting rid of all its memory
723 // Can't be called from outside of model code because more
724 // than one person might be using this model so we can't free
726 static void model_unload(int modelnum)
730 if ( (modelnum < 0) || (modelnum>MAX_POLYGON_MODELS)) {
734 polymodel *pm = Polygon_models[modelnum];
741 Model_ram -= pm->ram_used;
745 for (i=0; i<pm->n_paths; i++ ) {
746 for (j=0; j<pm->paths[i].nverts; j++ ) {
747 if ( pm->paths[i].verts[j].turret_ids ) {
748 free(pm->paths[i].verts[j].turret_ids);
751 if (pm->paths[i].verts) {
752 free(pm->paths[i].verts);
758 if ( pm->shield.verts ) {
759 free( pm->shield.verts );
762 if ( pm->shield.tris ) {
763 free(pm->shield.tris);
766 if ( pm->missile_banks ) {
767 free(pm->missile_banks);
770 if ( pm->docking_bays ) {
771 for (i=0; i<pm->n_docks; i++ ) {
772 if ( pm->docking_bays[i].splines ) {
773 free( pm->docking_bays[i].splines );
776 free(pm->docking_bays);
780 if ( pm->thrusters ) {
785 if ( pm->debug_info ) {
786 free(pm->debug_info);
790 model_octant_free( pm );
793 for (i=0; i<pm->n_models; i++ ) {
794 if ( pm->submodel[i].bsp_data ) {
795 free(pm->submodel[i].bsp_data);
809 if ( pm->gun_banks ) {
814 memset( pm, 0, sizeof(polymodel));
817 Polygon_models[modelnum] = NULL;
820 void model_free_all()
824 if ( !model_initted) {
829 mprintf(( "Freeing all existing models...\n" ));
831 for (i=0;i<MAX_POLYGON_MODELS;i++) {
841 if ( model_initted ) {
842 Int3(); // Model_init shouldn't be called twice!
850 for (i=0;i<MAX_POLYGON_MODELS;i++) {
851 Polygon_models[i] = NULL;
854 // Init the model caching system
857 atexit( model_free_all );
861 // routine to parse out values from a user property field of an object
862 void get_user_prop_value(char *buf, char *value)
867 while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
870 while ( !iscntrl(*p1) )
878 // funciton to copy model data from one subsystem set to another subsystem set. This function
879 // is called when two ships use the same model data, but since the model only gets read in one time,
880 // the subsystem data is only present in one location. The ship code will call this routine to fix
881 // this situation by copying stuff from the source subsystem set to the dest subsystem set.
882 void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp )
885 model_subsystem *source, *dest;
887 for (i = 0; i < n_subsystems; i++ ) {
889 for ( j = 0; j < n_subsystems; j++ ) {
891 if ( !stricmp( source->subobj_name, dest->subobj_name) ) {
892 dest->flags = source->flags;
893 dest->subobj_num = source->subobj_num;
894 dest->model_num = source->model_num;
895 dest->pnt = source->pnt;
896 dest->radius = source->radius;
897 dest->type = source->type;
898 dest->turn_rate = source->turn_rate;
899 dest->turret_gun_sobj = source->turret_gun_sobj;
901 strcpy( dest->name, source->name );
903 if ( dest->type == SUBSYSTEM_TURRET ) {
906 dest->turret_fov = source->turret_fov;
907 dest->turret_num_firing_points = source->turret_num_firing_points;
908 dest->turret_norm = source->turret_norm;
909 dest->turret_matrix = source->turret_matrix;
911 for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ )
912 dest->turret_firing_point[nfp] = source->turret_firing_point[nfp];
914 if ( dest->flags & MSS_FLAG_CREWPOINT )
915 strcpy(dest->crewspot, source->crewspot);
920 if ( j == n_subsystems )
921 Int3(); // get allender -- something is amiss with models
926 // routine to get/set subsystem information
927 static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *dname )
933 if ( (p = strstr(props, "$name")) != NULL)
934 get_user_prop_value(p+5, subsystemp->name);
936 strcpy( subsystemp->name, dname );
938 strcpy(lcdname, dname);
941 // check the name for it's specific type
942 if ( strstr(lcdname, "engine") ) {
943 subsystemp->type = SUBSYSTEM_ENGINE;
944 } else if ( strstr(lcdname, "radar") ) {
945 subsystemp->type = SUBSYSTEM_RADAR;
946 } else if ( strstr(lcdname, "turret") ) {
949 subsystemp->type = SUBSYSTEM_TURRET;
950 if ( (p = strstr(props, "$fov")) != NULL )
951 get_user_prop_value(p+4, buf); // get the value of the fov
954 angle = ANG_TO_RAD(atoi(buf))/2.0f;
955 subsystemp->turret_fov = (float)cos(angle);
956 subsystemp->turret_num_firing_points = 0;
958 if ( (p = strstr(props, "$crewspot")) != NULL) {
959 subsystemp->flags |= MSS_FLAG_CREWPOINT;
960 get_user_prop_value(p+9, subsystemp->crewspot);
963 } else if ( strstr(lcdname, "navigation") ) {
964 subsystemp->type = SUBSYSTEM_NAVIGATION;
965 } else if ( strstr(lcdname, "communication") ) {
966 subsystemp->type = SUBSYSTEM_COMMUNICATION;
967 } else if ( strstr(lcdname, "weapons") ) {
968 subsystemp->type = SUBSYSTEM_WEAPONS;
969 } else if ( strstr(lcdname, "sensors") ) {
970 subsystemp->type = SUBSYSTEM_SENSORS;
971 } else if ( strstr(lcdname, "solar") ) {
972 subsystemp->type = SUBSYSTEM_SOLAR;
973 } else if ( strstr(lcdname, "gas") ) {
974 subsystemp->type = SUBSYSTEM_GAS_COLLECT;
975 } else if ( strstr(lcdname, "activator") ) {
976 subsystemp->type = SUBSYSTEM_ACTIVATION;
977 } else { // If unrecognized type, set to unknown so artist can continue working...
978 subsystemp->type = SUBSYSTEM_UNKNOWN;
979 mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
982 // Rotating subsystem
983 if ( (p = strstr(props, "$rotate")) != NULL) {
984 subsystemp->flags |= MSS_FLAG_ROTATES;
986 // get time for (a) complete rotation (b) step (c) activation
988 get_user_prop_value(p+7, buf);
989 turn_time = (float)atof(buf);
991 // CASE OF STEPPED ROTATION
992 if ( (p = strstr(props, "$stepped")) != NULL) {
994 subsystemp->stepped_rotation = new(stepped_rotation);
995 subsystemp->flags |= MSS_FLAG_STEPPED_ROTATE;
997 // get number of steps
998 if ( (p = strstr(props, "$steps")) != NULL) {
999 get_user_prop_value(p+6, buf);
1000 subsystemp->stepped_rotation->num_steps = atoi(buf);
1002 subsystemp->stepped_rotation->num_steps = 8;
1006 if ( (p = strstr(props, "$t_paused")) != NULL) {
1007 get_user_prop_value(p+9, buf);
1008 subsystemp->stepped_rotation->t_pause = (float)atof(buf);
1010 subsystemp->stepped_rotation->t_pause = 2.0f;
1013 // get transition time - time to go between steps
1014 if ( (p = strstr(props, "$t_transit")) != NULL) {
1015 get_user_prop_value(p+10, buf);
1016 subsystemp->stepped_rotation->t_transit = (float)atof(buf);
1018 subsystemp->stepped_rotation->t_transit = 2.0f;
1021 // get fraction of time spent in accel
1022 if ( (p = strstr(props, "$fraction_accel")) != NULL) {
1023 get_user_prop_value(p+15, buf);
1024 subsystemp->stepped_rotation->fraction = (float)atof(buf);
1025 Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5);
1027 subsystemp->stepped_rotation->fraction = 0.3f;
1030 int num_steps = subsystemp->stepped_rotation->num_steps;
1031 float t_trans = subsystemp->stepped_rotation->t_transit;
1032 float fraction = subsystemp->stepped_rotation->fraction;
1034 subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans);
1035 subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans);
1039 // CASE OF AI ROTATION
1040 else if ( (p = strstr(props, "$ai")) != NULL) {
1041 get_user_prop_value(p+8, buf);
1042 subsystemp->flags |= MSS_FLAG_AI_ROTATE;
1044 // get parameters - ie, speed / dist / other ??
1049 // CASE OF NORMAL CONTINUOUS ROTATION
1051 if ( fabs(turn_time) < 1 ) {
1052 // Warning(LOCATION, "%s has subsystem %s with rotation time less than 1 sec", dname, Global_filename );
1053 subsystemp->flags &= ~MSS_FLAG_ROTATES;
1054 subsystemp->turn_rate = 0.0f;
1056 subsystemp->turn_rate = PI2 / turn_time;
1063 // used in collision code to check if submode rotates too far
1064 float get_submodel_delta_angle(submodel_instance_info *sii)
1067 vm_vec_sub(&diff, (vector*)&sii->angs, (vector*)&sii->prev_angs);
1070 float delta_angle = vm_vec_mag(&diff);
1072 // make sure we get the short way around
1073 if (delta_angle > PI) {
1074 delta_angle = (PI2 - delta_angle);
1080 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 )
1083 model_subsystem *subsystemp;
1086 if ( slist==NULL ) return; // For TestCode, POFView, etc don't bother
1088 // try to find the name of the subsystem passed here on the list of subsystems currently on the
1089 // ship. Assign the values only when the right subsystem is found
1091 for (i = 0; i < n_subsystems; i++ ) {
1092 subsystemp = &slist[i];
1093 if ( !stricmp(subobj_name, subsystemp->subobj_name) ) {
1094 subsystemp->flags = 0;
1095 subsystemp->subobj_num = subobj_num;
1096 subsystemp->turret_gun_sobj = -1;
1097 subsystemp->model_num = model_num;
1098 subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem
1099 subsystemp->radius = rad;
1100 set_subsystem_info( subsystemp, props, subobj_name);
1101 strcpy(subsystemp->subobj_name, subobj_name); // copy the object name
1106 if ( !ss_warning_shown) {
1107 char bname[_MAX_FNAME];
1109 _splitpath(model_filename, NULL, NULL, bname, NULL);
1110 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);
1112 ss_warning_shown = 1;
1115 nprintf(("warning", "Subsystem %s in ships.tbl not found in model!\n", subobj_name));
1118 char tmp_buffer[128];
1119 sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name);
1120 cfputs(tmp_buffer, ss_fp);
1126 void print_family_tree( polymodel *obj, int modelnum, char * ident, int islast )
1130 if ( modelnum < 0 ) return;
1131 if (obj==NULL) return;
1133 if (strlen(ident)==0 ) {
1134 mprintf(( " %s", obj->submodel[modelnum].name ));
1135 sprintf( temp, " " );
1136 } else if ( islast ) {
1137 mprintf(( "%sÀÄ%s", ident, obj->submodel[modelnum].name ));
1138 sprintf( temp, "%s ", ident );
1140 mprintf(( "%sÃÄ%s", ident, obj->submodel[modelnum].name ));
1141 sprintf( temp, "%s³ ", ident );
1146 int child = obj->submodel[modelnum].first_child;
1147 while( child > -1 ) {
1148 if ( obj->submodel[child].next_sibling < 0 )
1149 print_family_tree( obj, child, temp,1 );
1151 print_family_tree( obj, child, temp,0 );
1152 child = obj->submodel[child].next_sibling;
1156 void dump_object_tree(polymodel *obj)
1158 print_family_tree( obj, 0, "", 0 );
1162 void create_family_tree(polymodel *obj)
1165 for (i=0; i<obj->n_models; i++ ) {
1166 obj->submodel[i].num_children = 0;
1167 obj->submodel[i].first_child = -1;
1168 obj->submodel[i].next_sibling = -1;
1171 for (i=0; i<obj->n_models; i++ ) {
1173 pn = obj->submodel[i].parent;
1175 obj->submodel[pn].num_children++;
1176 int tmp = obj->submodel[pn].first_child;
1177 obj->submodel[pn].first_child = i;
1178 obj->submodel[i].next_sibling = tmp;
1183 void model_calc_bound_box( vector *box, vector *big_mn, vector *big_mx)
1185 box[0].x = big_mn->x; box[0].y = big_mn->y; box[0].z = big_mn->z;
1186 box[1].x = big_mx->x; box[1].y = big_mn->y; box[1].z = big_mn->z;
1187 box[2].x = big_mx->x; box[2].y = big_mx->y; box[2].z = big_mn->z;
1188 box[3].x = big_mn->x; box[3].y = big_mx->y; box[3].z = big_mn->z;
1191 box[4].x = big_mn->x; box[4].y = big_mn->y; box[4].z = big_mx->z;
1192 box[5].x = big_mx->x; box[5].y = big_mn->y; box[5].z = big_mx->z;
1193 box[6].x = big_mx->x; box[6].y = big_mx->y; box[6].z = big_mx->z;
1194 box[7].x = big_mn->x; box[7].y = big_mx->y; box[7].z = big_mx->z;
1198 // Debug thing so we don't repeatedly show warning messages.
1200 int Bogus_warning_flag_1903 = 0;
1203 //reads a binary file containing a 3d model
1204 int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subsystem *subsystems)
1208 int id, len, next_chunk;
1212 strcpy(Global_filename, filename);
1215 fp = cfopen(filename,"rb");
1217 Error( LOCATION, "Can't open file <%s>",filename);
1221 // code to get a filename to write out subsystem information for each model that
1222 // is read. This info is essentially debug stuff that is used to help get models
1223 // into the game quicker
1226 char bname[_MAX_FNAME];
1228 _splitpath(filename, NULL, NULL, bname, NULL);
1229 sprintf(debug_name, "%s.subsystems", bname);
1230 ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES );
1232 mprintf(( "Can't open debug file for writing subsystems for %s\n", filename));
1234 strcpy(model_filename, filename);
1235 ss_warning_shown = 0;
1240 id = cfread_int(fp);
1243 Error( LOCATION, "Bad ID in model file <%s>",filename);
1245 // Version is major*100+minor
1246 // So, major = version / 100;
1247 // minor = version % 100;
1248 version = cfread_int(fp);
1250 //Warning( LOCATION, "POF Version = %d", version );
1252 if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) {
1253 Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename);
1257 pm->version = version;
1258 Assert( strlen(filename) < FILENAME_LEN );
1259 strncpy(pm->filename, filename, FILENAME_LEN);
1261 memset( &pm->view_positions, 0, sizeof(pm->view_positions) );
1263 // reset insignia counts
1266 id = cfread_int(fp);
1267 len = cfread_int(fp);
1268 next_chunk = cftell(fp) + len;
1270 while (!cfeof(fp)) {
1272 // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1277 case ID_OHDR: { //Object header
1280 //mprintf(0,"Got chunk OHDR, len=%d\n",len);
1282 #if defined( FREESPACE1_FORMAT )
1283 pm->n_models = cfread_int(fp);
1284 // mprintf(( "Num models = %d\n", pm->n_models ));
1285 pm->rad = cfread_float(fp);
1286 pm->flags = cfread_int(fp); // 1=Allow tiling
1287 #elif defined( FREESPACE2_FORMAT )
1288 pm->rad = cfread_float(fp);
1289 pm->flags = cfread_int(fp); // 1=Allow tiling
1290 pm->n_models = cfread_int(fp);
1291 // mprintf(( "Num models = %d\n", pm->n_models ));
1294 pm->submodel = (bsp_info *)malloc( sizeof(bsp_info)*pm->n_models );
1295 Assert(pm->submodel != NULL );
1296 memset( pm->submodel, 0, sizeof(bsp_info)*pm->n_models );
1298 //Assert(pm->n_models <= MAX_SUBMODELS);
1300 cfread_vector(&pm->mins,fp);
1301 cfread_vector(&pm->maxs,fp);
1302 model_calc_bound_box(pm->bounding_box,&pm->mins,&pm->maxs);
1304 pm->n_detail_levels = cfread_int(fp);
1305 // mprintf(( "There are %d detail levels\n", pm->n_detail_levels ));
1306 for (i=0; i<pm->n_detail_levels;i++ ) {
1307 pm->detail[i] = cfread_int(fp);
1308 pm->detail_depth[i] = 0.0f;
1309 /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] ));
1312 pm->num_debris_objects = cfread_int(fp);
1313 Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
1314 // mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
1315 for (i=0; i<pm->num_debris_objects;i++ ) {
1316 pm->debris_objects[i] = cfread_int(fp);
1317 // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] ));
1320 if ( pm->version >= 1903 ) {
1322 if ( pm->version >= 2009 ) {
1324 pm->mass = cfread_float(fp);
1325 cfread_vector( &pm->center_of_mass, fp );
1326 cfread_vector( &pm->moment_of_inertia.rvec, fp );
1327 cfread_vector( &pm->moment_of_inertia.uvec, fp );
1328 cfread_vector( &pm->moment_of_inertia.fvec, fp );
1330 // old code where mass wasn't based on area, so do the calculation manually
1332 float vol_mass = cfread_float(fp);
1333 // Attn: John Slagel: The following is better done in bspgen.
1334 // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100
1335 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f;
1337 pm->mass = area_mass;
1338 float mass_ratio = vol_mass / area_mass;
1340 cfread_vector( &pm->center_of_mass, fp );
1341 cfread_vector( &pm->moment_of_inertia.rvec, fp );
1342 cfread_vector( &pm->moment_of_inertia.uvec, fp );
1343 cfread_vector( &pm->moment_of_inertia.fvec, fp );
1345 // John remove this with change to bspgen
1346 vm_vec_scale( &pm->moment_of_inertia.rvec, mass_ratio );
1347 vm_vec_scale( &pm->moment_of_inertia.uvec, mass_ratio );
1348 vm_vec_scale( &pm->moment_of_inertia.fvec, mass_ratio );
1352 if (stricmp("fighter04.pof", filename)) {
1353 if (Bogus_warning_flag_1903 == 0) {
1354 Warning(LOCATION, "Ship %s is old. Cannot compute mass.\nSetting to 50.0f. Talk to John.", filename);
1355 Bogus_warning_flag_1903 = 1;
1360 vm_vec_zero( &pm->center_of_mass );
1361 vm_set_identity( &pm->moment_of_inertia );
1362 vm_vec_scale(&pm->moment_of_inertia.rvec, 0.001f);
1363 vm_vec_scale(&pm->moment_of_inertia.uvec, 0.001f);
1364 vm_vec_scale(&pm->moment_of_inertia.fvec, 0.001f);
1367 // read in cross section info
1369 if ( pm->version >= 2014 ) {
1370 pm->num_xc = cfread_int(fp);
1371 if (pm->num_xc > 0) {
1372 pm->xc = (cross_section*) malloc(pm->num_xc*sizeof(cross_section));
1373 for (int i=0; i<pm->num_xc; i++) {
1374 pm->xc[i].z = cfread_float(fp);
1375 pm->xc[i].radius = cfread_float(fp);
1382 if ( pm->version >= 2007 ) {
1383 pm->num_lights = cfread_int(fp);
1384 //mprintf(( "Found %d lights!\n", pm->num_lights ));
1386 pm->lights = (bsp_light *)malloc( sizeof(bsp_light)*pm->num_lights );
1387 for (i=0; i<pm->num_lights; i++ ) {
1388 cfread_vector(&pm->lights[i].pos,fp);
1389 pm->lights[i].type = cfread_int(fp);
1390 pm->lights[i].value = 0.0f;
1400 case ID_SOBJ: { //Subobject header
1402 char *p, props[MAX_PROP_LEN];
1405 //mprintf(0,"Got chunk SOBJ, len=%d\n",len);
1409 Assert(n < pm->n_models );
1411 #if defined( FREESPACE2_FORMAT )
1412 pm->submodel[n].rad = cfread_float(fp); //radius
1415 pm->submodel[n].parent = cfread_int(fp);
1417 // cfread_vector(&pm->submodel[n].norm,fp);
1418 // d = cfread_float(fp);
1419 // cfread_vector(&pm->submodel[n].pnt,fp);
1420 cfread_vector(&pm->submodel[n].offset,fp);
1422 // mprintf(( "Subobj %d, offs = %.1f, %.1f, %.1f\n", n, pm->submodel[n].offset.x, pm->submodel[n].offset.y, pm->submodel[n].offset.z ));
1424 #if defined ( FREESPACE1_FORMAT )
1425 pm->submodel[n].rad = cfread_float(fp); //radius
1428 // pm->submodel[n].tree_offset = cfread_int(fp); //offset
1429 // pm->submodel[n].data_offset = cfread_int(fp); //offset
1431 cfread_vector(&pm->submodel[n].geometric_center,fp);
1433 cfread_vector(&pm->submodel[n].min,fp);
1434 cfread_vector(&pm->submodel[n].max,fp);
1436 model_calc_bound_box(pm->submodel[n].bounding_box,&pm->submodel[n].min,&pm->submodel[n].max);
1438 pm->submodel[n].name[0] = '\0';
1440 cfread_string_len( pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name
1441 cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properites
1443 pm->submodel[n].movement_type = cfread_int(fp);
1444 pm->submodel[n].movement_axis = cfread_int(fp);
1446 // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL
1447 if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) {
1448 if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) {
1449 pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL;
1450 } else if (strstr(pm->submodel[n].name, "thruster")) {
1452 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1453 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1457 if ( pm->submodel[n].name[0] == '\0' ) {
1458 strcpy(pm->submodel[n].name, "unknown object name");
1461 bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT);
1462 if ( ( p = strstr(props, "$special"))!= NULL ) {
1465 get_user_prop_value(p+9, type);
1466 if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list!
1467 do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id );
1468 rotating_submodel_has_subsystem = true;
1469 } else if ( !stricmp(type, "no_rotate") ) {
1470 // mark those submodels which should not rotate - ie, those with no subsystem
1471 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1472 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1474 // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate
1475 Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT );
1479 if ( !rotating_submodel_has_subsystem ) {
1480 nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name));
1482 // mark those submodels which should not rotate - ie, those with no subsystem
1483 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1484 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1488 pm->submodel[n].angs.p = 0.0f;
1489 pm->submodel[n].angs.b = 0.0f;
1490 pm->submodel[n].angs.h = 0.0f;
1493 int nchunks = cfread_int( fp ); // Throw away nchunks
1494 if ( nchunks > 0 ) {
1495 Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename );
1498 pm->submodel[n].bsp_data_size = cfread_int(fp);
1499 if ( pm->submodel[n].bsp_data_size > 0 ) {
1500 pm->submodel[n].bsp_data = (ubyte *)malloc(pm->submodel[n].bsp_data_size);
1501 cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp);
1503 pm->submodel[n].bsp_data = NULL;
1506 if ( strstr( pm->submodel[n].name, "thruster") )
1507 pm->submodel[n].is_thruster=1;
1509 pm->submodel[n].is_thruster=0;
1511 if ( strstr( pm->submodel[n].name, "-destroyed") )
1512 pm->submodel[n].is_damaged=1;
1514 pm->submodel[n].is_damaged=0;
1516 //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent ));
1519 //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset ));
1520 //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset ));
1532 nverts = cfread_int( fp ); // get the number of vertices in the list
1533 pm->shield.nverts = nverts;
1534 pm->shield.verts = (shield_vertex *)malloc(nverts * sizeof(shield_vertex) );
1535 Assert( pm->shield.verts );
1536 for ( i = 0; i < nverts; i++ ) // read in the vertex list
1537 cfread_vector( &(pm->shield.verts[i].pos), fp );
1539 ntris = cfread_int( fp ); // get the number of triangles that compose the shield
1540 pm->shield.ntris = ntris;
1541 pm->shield.tris = (shield_tri *)malloc(ntris * sizeof(shield_tri) );
1542 Assert( pm->shield.tris );
1543 for ( i = 0; i < ntris; i++ ) {
1544 cfread_vector( &(pm->shield.tris[i].norm), fp );
1545 for ( j = 0; j < 3; j++ ) {
1546 pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list
1549 if (pm->shield.tris[i].verts[j] >= nverts)
1550 if (!warning_displayed) {
1551 warning_displayed = 1;
1552 Warning(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, nverts, pm->shield.tris[i].verts[j]);
1557 for ( j = 0; j < 3; j++ )
1558 pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list
1568 pm->n_guns = cfread_int(fp);
1569 pm->gun_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_guns);
1570 Assert( pm->gun_banks != NULL );
1572 for (i = 0; i < pm->n_guns; i++ ) {
1573 w_bank *bank = &pm->gun_banks[i];
1575 bank->num_slots = cfread_int(fp);
1576 Assert ( bank->num_slots < MAX_SLOTS );
1577 for (j = 0; j < bank->num_slots; j++) {
1578 cfread_vector( &(bank->pnt[j]), fp );
1579 cfread_vector( &(bank->norm[j]), fp );
1585 pm->n_missiles = cfread_int(fp);
1586 pm->missile_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_missiles);
1587 Assert( pm->missile_banks != NULL );
1589 for (i = 0; i < pm->n_missiles; i++ ) {
1590 w_bank *bank = &pm->missile_banks[i];
1592 bank->num_slots = cfread_int(fp);
1593 Assert ( bank->num_slots < MAX_SLOTS );
1594 for (j = 0; j < bank->num_slots; j++) {
1595 cfread_vector( &(bank->pnt[j]), fp );
1596 cfread_vector( &(bank->norm[j]), fp );
1602 char props[MAX_PROP_LEN];
1604 pm->n_docks = cfread_int(fp);
1605 pm->docking_bays = (dock_bay *)malloc(sizeof(dock_bay) * pm->n_docks);
1606 Assert( pm->docking_bays != NULL );
1608 for (i = 0; i < pm->n_docks; i++ ) {
1610 dock_bay *bay = &pm->docking_bays[i];
1612 cfread_string_len( props, MAX_PROP_LEN, fp );
1613 if ( (p = strstr(props, "$name"))!= NULL )
1614 get_user_prop_value(p+5, bay->name);
1616 sprintf(bay->name, "<unnamed bay %c>", 'A' + i);
1617 bay->num_spline_paths = cfread_int( fp );
1618 if ( bay->num_spline_paths > 0 ) {
1619 bay->splines = (int *)malloc(sizeof(int) * bay->num_spline_paths);
1620 for ( j = 0; j < bay->num_spline_paths; j++ )
1621 bay->splines[j] = cfread_int(fp);
1623 bay->splines = NULL;
1626 // determine what this docking bay can be used for
1627 if ( !strnicmp(bay->name, "cargo", 5) )
1628 bay->type_flags = DOCK_TYPE_CARGO;
1630 bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC);
1632 bay->num_slots = cfread_int(fp);
1633 Assert( bay->num_slots == 2 ); // Get Allender if Asserted!
1634 for (j = 0; j < bay->num_slots; j++) {
1635 cfread_vector( &(bay->pnt[j]), fp );
1636 cfread_vector( &(bay->norm[j]), fp );
1643 char props[MAX_PROP_LEN];
1644 pm->n_thrusters = cfread_int(fp);
1645 pm->thrusters = (thruster_bank *)malloc(sizeof(thruster_bank) * pm->n_thrusters);
1646 Assert( pm->thrusters != NULL );
1648 for (i = 0; i < pm->n_thrusters; i++ ) {
1649 thruster_bank *bank = &pm->thrusters[i];
1651 bank->num_slots = cfread_int(fp);
1653 if (pm->version < 2117) {
1654 bank->wash_info_index = -1;
1656 cfread_string_len( props, MAX_PROP_LEN, fp );
1657 // look for $engine_subsystem=xxx
1658 int length = strlen(props);
1660 int base_length = strlen("$engine_subsystem=");
1661 Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
1662 Assert( length > base_length );
1663 char *engine_subsys_name = props + base_length;
1664 if (engine_subsys_name[0] == '$') {
1665 engine_subsys_name++;
1668 nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
1670 // set wash_info_index to invalid
1671 int table_error = 1;
1672 bank->wash_info_index = -1;
1673 for (int k=0; k<n_subsystems; k++) {
1674 if ( 0 == stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
1675 bank->wash_info_index = subsystems[k].engine_wash_index;
1676 if (bank->wash_info_index >= 0) {
1683 if ( (bank->wash_info_index == -1) && (n_subsystems > 0) ) {
1685 Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename);
1687 Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename);
1691 bank->wash_info_index = -1;
1695 for (j = 0; j < bank->num_slots; j++) {
1697 cfread_vector( &(bank->pnt[j]), fp );
1698 cfread_vector( &(bank->norm[j]), fp );
1699 if ( pm->version > 2004 ) {
1700 bank->radius[j] = cfread_float( fp );
1701 //mprintf(( "Rad = %.2f\n", rad ));
1703 bank->radius[j] = 1.0f;
1706 //mprintf(( "Num slots = %d\n", bank->num_slots ));
1713 int n_banks, n_slots, parent;
1714 model_subsystem *subsystemp;
1717 n_banks = cfread_int(fp); // number of turret points
1718 for ( i = 0; i < n_banks; i++ ) {
1719 int physical_parent; // who are we attached to?
1720 parent = cfread_int( fp ); // get the turret parent of the object
1722 physical_parent = cfread_int(fp); // The parent subobj that this is physically attached to
1725 for ( snum = 0; snum < n_subsystems; snum++ ) {
1726 subsystemp = &subsystems[snum];
1728 if ( parent == subsystemp->subobj_num ) {
1729 cfread_vector( &subsystemp->turret_norm, fp );
1730 vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL);
1732 n_slots = cfread_int( fp );
1733 subsystemp->turret_gun_sobj = physical_parent;
1734 Assert(n_slots < MAX_TFP); // only MAX_TFP firing points per model_subsystem
1735 for (j = 0; j < n_slots; j++ ) {
1736 cfread_vector( &subsystemp->turret_firing_point[j], fp );
1738 Assert( n_slots > 0 );
1740 subsystemp->turret_num_firing_points = n_slots;
1749 if ( (n_subsystems == 0) || (snum == n_subsystems) ) {
1752 nprintf(("Warning", "Turret object not found for turret firing point in model %s\n", model_filename));
1753 cfread_vector( &bogus, fp );
1754 n_slots = cfread_int( fp );
1755 for (j = 0; j < n_slots; j++ )
1756 cfread_vector( &bogus, fp );
1763 char name[MAX_NAME_LEN], props[MAX_PROP_LEN], *p;
1768 n_specials = cfread_int(fp); // get the number of special subobjects we have
1769 for (i = 0; i < n_specials; i++) {
1771 // get the next free object of the subobject list. Flag error if no more room
1773 cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon
1775 cfread_string_len(props, MAX_PROP_LEN, fp); // will definately have properties as well!
1776 cfread_vector( &pnt, fp );
1777 radius = cfread_float( fp );
1780 p = strstr(name, "$split");
1782 pm->split_plane[pm->num_split_plane] = pnt.z;
1783 pm->num_split_plane++;
1784 Assert(pm->num_split_plane <= MAX_SPLIT_PLANE);
1785 } else if ( ( p = strstr(props, "$special"))!= NULL ) {
1788 get_user_prop_value(p+9, type);
1789 if ( !stricmp(type, "subsystem") ) // if we have a subsystem, put it into the list!
1790 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1791 } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){
1792 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1794 nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
1800 case ID_TXTR: { //Texture filename list
1802 // char name_buf[128];
1804 //mprintf(0,"Got chunk TXTR, len=%d\n",len);
1808 // Dont overwrite memory!!
1809 Assert(n <= MAX_MODEL_TEXTURES);
1810 //mprintf(0," num textures = %d\n",n);
1811 for (i=0; i<n; i++ ) {
1813 cfread_string_len(tmp_name,127,fp);
1815 if ( strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") ) {
1816 // Don't load textures for thruster animations or invisible textures
1817 pm->textures[i] = -1;
1819 pm->textures[i] = bm_load( tmp_name );
1820 if (pm->textures[i]<0) {
1821 Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename );
1824 pm->original_textures[i] = pm->textures[i];
1825 //mprintf(0,"<%s>\n",name_buf);
1831 /* case ID_IDTA: //Interpreter data
1832 //mprintf(0,"Got chunk IDTA, len=%d\n",len);
1834 pm->model_data = (ubyte *)malloc(len);
1835 pm->model_data_size = len;
1836 Assert(pm->model_data != NULL );
1838 cfread(pm->model_data,1,len,fp);
1843 case ID_INFO: // don't need to do anything with info stuff
1846 pm->debug_info_size = len;
1847 pm->debug_info = (char *)malloc(pm->debug_info_size+1);
1848 Assert(pm->debug_info!=NULL);
1849 memset(pm->debug_info,0,len+1);
1850 cfread( pm->debug_info, 1, len, fp );
1858 pm->n_paths = cfread_int( fp );
1859 pm->paths = (model_path *)malloc(sizeof(model_path)*pm->n_paths);
1860 Assert( pm->paths != NULL );
1862 for (i=0; i<pm->n_paths; i++ ) {
1863 cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
1864 if ( pm->version >= 2002 ) {
1865 // store the sub_model name number of the parent
1866 cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
1867 // get rid of leading '$' char in name
1868 if ( pm->paths[i].parent_name[0] == '$' ) {
1869 char tmpbuf[MAX_NAME_LEN];
1870 strcpy(tmpbuf, pm->paths[i].parent_name+1);
1871 strcpy(pm->paths[i].parent_name, tmpbuf);
1873 // store the sub_model index (ie index into pm->submodel) of the parent
1874 pm->paths[i].parent_submodel = -1;
1875 for ( j = 0; j < pm->n_models; j++ ) {
1876 if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) {
1877 pm->paths[i].parent_submodel = j;
1881 pm->paths[i].parent_name[0] = 0;
1882 pm->paths[i].parent_submodel = -1;
1884 pm->paths[i].nverts = cfread_int( fp );
1885 pm->paths[i].verts = (mp_vert *)malloc( sizeof(mp_vert) * pm->paths[i].nverts );
1886 pm->paths[i].goal = pm->paths[i].nverts - 1;
1887 pm->paths[i].type = MP_TYPE_UNUSED;
1888 pm->paths[i].value = 0;
1889 Assert(pm->paths[i].verts!=NULL);
1890 for (j=0; j<pm->paths[i].nverts; j++ ) {
1891 cfread_vector(&pm->paths[i].verts[j].pos,fp );
1892 pm->paths[i].verts[j].radius = cfread_float( fp );
1894 { // version 1802 added turret stuff
1897 nturrets = cfread_int( fp );
1898 pm->paths[i].verts[j].nturrets = nturrets;
1899 pm->paths[i].verts[j].turret_ids = (int *)malloc( sizeof(int) * nturrets );
1900 for ( k = 0; k < nturrets; k++ )
1901 pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp );
1908 case ID_EYE: // an eye position(s)
1912 // all eyes points are stored simply as vectors and their normals.
1913 // 0th element is used as usual player view position.
1915 num_eyes = cfread_int( fp );
1916 pm->n_view_positions = num_eyes;
1917 Assert ( num_eyes < MAX_EYES );
1918 for (i = 0; i < num_eyes; i++ ) {
1919 pm->view_positions[i].parent = cfread_int( fp );
1920 cfread_vector( &pm->view_positions[i].pnt, fp );
1921 cfread_vector( &pm->view_positions[i].norm, fp );
1927 int num_ins, num_verts, num_faces, idx, idx2, idx3;
1929 // get the # of insignias
1930 num_ins = cfread_int(fp);
1931 pm->num_ins = num_ins;
1933 // read in the insignias
1934 for(idx=0; idx<num_ins; idx++){
1935 // get the detail level
1936 pm->ins[idx].detail_level = cfread_int(fp);
1939 num_faces = cfread_int(fp);
1940 pm->ins[idx].num_faces = num_faces;
1941 Assert(num_faces <= MAX_INS_FACES);
1944 num_verts = cfread_int(fp);
1945 Assert(num_verts <= MAX_INS_VECS);
1947 // read in all the vertices
1948 for(idx2=0; idx2<num_verts; idx2++){
1949 cfread_vector(&pm->ins[idx].vecs[idx2], fp);
1952 // read in world offset
1953 cfread_vector(&pm->ins[idx].offset, fp);
1955 // read in all the faces
1956 for(idx2=0; idx2<pm->ins[idx].num_faces; idx2++){
1957 // read in 3 vertices
1958 for(idx3=0; idx3<3; idx3++){
1959 pm->ins[idx].faces[idx2][idx3] = cfread_int(fp);
1960 pm->ins[idx].u[idx2][idx3] = cfread_float(fp);
1961 pm->ins[idx].v[idx2][idx3] = cfread_float(fp);
1967 // autocentering info
1969 cfread_vector(&pm->autocenter, fp);
1970 pm->flags |= PM_FLAG_AUTOCEN;
1974 mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1975 cfseek(fp,len,SEEK_CUR);
1979 cfseek(fp,next_chunk,SEEK_SET);
1981 id = cfread_int(fp);
1982 len = cfread_int(fp);
1983 next_chunk = cftell(fp) + len;
1992 ss_fp = cfopen(debug_name, "rb");
1994 size = cfilelength(ss_fp);
1997 _unlink(debug_name);
2004 // mprintf(("Done processing chunks\n"));
2010 //returns the number of this model
2011 int model_load(char *filename, int n_subsystems, model_subsystem *subsystems)
2013 int i, num, arc_idx;
2015 if ( !model_initted )
2018 // int Model_ram = 0;
2021 int ram_before = TotalRam;
2024 //Assert(strlen(filename) <= 12);
2028 for (i=0; i< MAX_POLYGON_MODELS; i++) {
2029 if ( Polygon_models[i] ) {
2030 if (!stricmp(filename, Polygon_models[i]->filename)) {
2031 // Model already loaded; just return.
2032 return Polygon_models[i]->id;
2034 } else if ( num == -1 ) {
2035 // This is the first empty slot
2042 Error( LOCATION, "Too many models" );
2046 mprintf(( "Loading model '%s'\n", filename ));
2048 polymodel * pm = (polymodel *)malloc( sizeof(polymodel) );
2050 Polygon_models[num] = pm;
2052 memset(pm, 0, sizeof(polymodel));
2057 int org_sig = Model_signature;
2058 Model_signature+=MAX_POLYGON_MODELS;
2059 if ( Model_signature < org_sig ) {
2060 Model_signature = 0;
2062 Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 );
2063 pm->id = Model_signature + num;
2065 if (!read_model_file(pm, filename, n_subsystems, subsystems)) {
2069 //mprintf(( "Loading model '%s'\n", filename ));
2072 //=============================
2073 // Find the destroyed replacement models
2075 // Set up the default values
2076 for (i=0; i<pm->n_models; i++ ) {
2077 pm->submodel[i].my_replacement = -1; // assume nothing replaces this
2078 pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything
2081 // Search for models that have destroyed versions
2082 for (i=0; i<pm->n_models; i++ ) {
2084 char destroyed_name[128];
2086 strcpy( destroyed_name, pm->submodel[i].name );
2087 strcat( destroyed_name, "-destroyed" );
2088 for (j=0; j<pm->n_models; j++ ) {
2089 if ( !stricmp( pm->submodel[j].name, destroyed_name )) {
2090 // mprintf(( "Found destroyed model for '%s'\n", pm->submodel[i].name ));
2091 pm->submodel[i].my_replacement = j;
2092 pm->submodel[j].i_replace = i;
2096 // Search for models with live debris
2097 // This debris comes from a destroyed subsystem when ship is still alive
2098 char live_debris_name[128];
2100 strcpy( live_debris_name, "debris-" );
2101 strcat( live_debris_name, pm->submodel[i].name );
2104 pm->submodel[i].num_live_debris = 0;
2105 for (j=0; j<pm->n_models; j++ ) {
2106 // check if current model name is substring of destroyed
2107 if ( strstr( pm->submodel[j].name, live_debris_name )) {
2108 mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name ));
2109 Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS);
2110 pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j;
2111 pm->submodel[j].is_live_debris = 1;
2117 create_family_tree(pm);
2118 // dump_object_tree(pm);
2120 //==============================
2121 // Find all the lower detail versions of the hires model
2122 for (i=0; i<pm->n_models; i++ ) {
2124 bsp_info * sm1 = &pm->submodel[i];
2126 // set all arc types to be default
2127 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2128 sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2131 sm1->num_details = 0;
2132 l1 = strlen(sm1->name);
2134 for (j=0; j<pm->num_debris_objects;j++ ) {
2135 if ( i == pm->debris_objects[j] ) {
2136 sm1->is_damaged = 1;
2141 for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
2142 sm1->details[j] = -1;
2145 for (j=0; j<pm->n_models; j++ ) {
2147 bsp_info * sm2 = &pm->submodel[j];
2149 if ( i==j ) continue;
2151 // set all arc types to be default
2152 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2153 sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2156 // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list
2157 if ((int)strlen(sm2->name)!=l1) continue;
2161 for ( k=0; k<l1; k++) {
2162 if (sm1->name[k] != sm2->name[k] ) {
2163 if (ndiff==0) first_diff = k;
2167 if (ndiff==1) { // They only differ by one character!
2169 dl1 = tolower(sm1->name[first_diff]) - 'a';
2170 dl2 = tolower(sm2->name[first_diff]) - 'a';
2172 if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels
2175 dl2--; // Start from 1 up...
2176 if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1;
2177 sm1->details[dl2] = j;
2178 //mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2, sm1->name ));
2183 for (j=0; j<sm1->num_details; j++ ) {
2184 if ( sm1->details[j] == -1 ) {
2185 Warning( LOCATION, "Model '%s' could find all detail levels for submodel '%s'", pm->filename, sm1->name );
2186 sm1->num_details = 0;
2193 model_octant_create( pm );
2195 // Find the core_radius... the minimum of
2197 rx = fl_abs( pm->submodel[pm->detail[0]].max.x - pm->submodel[pm->detail[0]].min.x );
2198 ry = fl_abs( pm->submodel[pm->detail[0]].max.y - pm->submodel[pm->detail[0]].min.y );
2199 rz = fl_abs( pm->submodel[pm->detail[0]].max.z - pm->submodel[pm->detail[0]].min.z );
2201 pm->core_radius = min( rx, min(ry, rz) ) / 2.0f;
2203 for (i=0; i<pm->n_view_positions; i++ ) {
2204 if ( pm->view_positions[i].parent == pm->detail[0] ) {
2205 float d = vm_vec_mag( &pm->view_positions[i].pnt );
2207 d += 0.1f; // Make the eye 1/10th of a meter inside the sphere.
2209 if ( d > pm->core_radius ) {
2210 //mprintf(( "Model %s core radius increased from %.1f to %.1f to fit eye\n", pm->filename, pm->core_radius, d ));
2211 pm->core_radius = d;
2217 int ram_after = TotalRam;
2219 pm->ram_used = ram_after - ram_before;
2220 Model_ram += pm->ram_used;
2221 //mprintf(( "Model RAM = %d KB\n", Model_ram ));
2227 // Get "parent" submodel for live debris submodel
2228 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num )
2230 polymodel *pm = model_get(model_num);
2232 Assert(pm->submodel[live_debris_model_num].is_live_debris == 1);
2237 // Start with the high level of detail hull
2238 // Check all its children until we find the submodel to which the live debris belongs
2239 child = &pm->submodel[pm->detail[0]];
2240 mn = child->first_child;
2243 child = &pm->submodel[mn];
2245 if (child->num_live_debris > 0) {
2246 // check all live debris submodels for the current child
2247 for (int idx=0; idx<child->num_live_debris; idx++) {
2248 if (child->live_debris[idx] == live_debris_model_num) {
2252 // DKA 5/26/99: can multiple live debris subsystems with each ship
2253 // NO LONGER TRUE Can only be 1 submodel with live debris
2254 // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error");
2258 mn = child->next_sibling;
2260 Error( LOCATION, "Could not find parent submodel for live debris");
2265 float model_get_radius( int modelnum )
2269 pm = model_get(modelnum);
2274 float model_get_core_radius( int modelnum )
2278 pm = model_get(modelnum);
2280 return pm->core_radius;
2283 float submodel_get_radius( int modelnum, int submodelnum )
2287 pm = model_get(modelnum);
2289 return pm->submodel[submodelnum].rad;
2294 polymodel * model_get(int model_num)
2296 Assert( model_num > -1 );
2298 int num = model_num % MAX_POLYGON_MODELS;
2301 Assert( num < MAX_POLYGON_MODELS );
2302 Assert( Polygon_models[num]->id == model_num );
2304 return Polygon_models[num];
2309 // Finds the 3d bounding box of a model. If submodel_num is -1,
2310 // then it starts from the root object. If inc_children is non-zero,
2311 // then this will recurse and find the bounding box for all children
2313 void model_find_bound_box_3d(int model_num,int submodel_num, int inc_children, matrix *orient, vector * pos, vector * box )
2316 vector to_root_xlat;
2317 matrix to_root_rotate;
2318 int n_steps, steps[16];
2321 if ( (model_num < 0) || (model_num >= N_polygon_models) ) return;
2323 pm = &Polygon_models[model_num];
2325 if ( submodel_num < 0 ) submodel_num = pm->detail[0];
2327 // traverse up the model tree to a root object.
2328 // Store this path in n_steps,
2330 tmp_sobj = submodel_num;
2331 while( tmp_sobj > -1 ) {
2332 steps[n_steps++] = tmp_sobj;
2333 tmp_sobj = pm->submodel[tmp_sobj].parent;
2338 // vm_copy_transpose_matrix(&to_world_rotate, orient );
2339 // to_world_xlat = *pos;
2346 // Returns zero is x1,y1,x2,y2 are valid
2347 // returns 1 for invalid model, 2 for point offscreen.
2348 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2349 int model_find_2d_bound_min(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2353 int i, x,y,min_x, min_y, max_x, max_y;
2356 po = model_get(model_num);
2358 g3_start_instance_matrix(pos,orient);
2362 int hull = po->detail[0];
2364 min_x = min_y = max_x = max_y = 0;
2366 for (i=0; i<8; i++ ) {
2370 flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]);
2371 if ( !(flags&CC_BEHIND) ) {
2372 g3_project_vertex(&pt);
2374 if (!(pt.flags & PF_OVERFLOW)) {
2377 if ( n_valid_pts == 0 ) {
2383 if ( x < min_x ) min_x = x;
2384 if ( y < min_y ) min_y = y;
2386 if ( x > max_x ) max_x = x;
2387 if ( y > max_y ) max_y = y;
2394 if ( n_valid_pts < 8 ) {
2398 if (x1) *x1 = min_x;
2399 if (y1) *y1 = min_y;
2401 if (x2) *x2 = max_x;
2402 if (y2) *y2 = max_y;
2410 // Returns zero is x1,y1,x2,y2 are valid
2411 // returns 1 for invalid model, 2 for point offscreen.
2412 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2413 int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2417 int i, x,y,min_x, min_y, max_x, max_y;
2420 po = model_get(model_num);
2421 if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1;
2422 sm = &po->submodel[submodel];
2424 g3_start_instance_matrix(pos,orient);
2428 min_x = min_y = max_x = max_y = 0;
2430 for (i=0; i<8; i++ ) {
2434 flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]);
2435 if ( !(flags&CC_BEHIND) ) {
2436 g3_project_vertex(&pt);
2438 if (!(pt.flags & PF_OVERFLOW)) {
2441 if ( n_valid_pts == 0 ) {
2447 if ( x < min_x ) min_x = x;
2448 if ( y < min_y ) min_y = y;
2450 if ( x > max_x ) max_x = x;
2451 if ( y > max_y ) max_y = y;
2458 if ( n_valid_pts == 0 ) {
2462 if (x1) *x1 = min_x;
2463 if (y1) *y1 = min_y;
2465 if (x2) *x2 = max_x;
2466 if (y2) *y2 = max_y;
2474 // Returns zero is x1,y1,x2,y2 are valid
2475 // returns 1 for invalid model, 2 for point offscreen.
2476 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2477 int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2484 po = model_get(model_num);
2485 float width = po->rad;
2486 float height = po->rad;
2488 flags = g3_rotate_vertex(&pnt,pos);
2490 if ( pnt.flags & CC_BEHIND )
2493 if (!(pnt.flags&PF_PROJECTED))
2494 g3_project_vertex(&pnt);
2496 if (pnt.flags & PF_OVERFLOW)
2499 t = (width * Canv_w2)/pnt.z;
2500 w = t*Matrix_scale.x;
2502 t = (height*Canv_h2)/pnt.z;
2503 h = t*Matrix_scale.y;
2505 if (x1) *x1 = fl2i(pnt.sx - w);
2506 if (y1) *y1 = fl2i(pnt.sy - h);
2508 if (x2) *x2 = fl2i(pnt.sx + w);
2509 if (y2) *y2 = fl2i(pnt.sy + h);
2514 // Returns zero is x1,y1,x2,y2 are valid
2515 // returns 2 for point offscreen.
2516 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2517 int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2523 float width = radius;
2524 float height = radius;
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.x;
2540 t = (height*Canv_h2)/pnt.z;
2541 h = t*Matrix_scale.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);
2553 // Given a vector that is in sub_model_num's frame of
2554 // reference, and given the object's orient and position,
2555 // return the vector in the model's frame of reference.
2556 void model_find_obj_dir(vector *w_vec, vector *m_vec, object *ship_obj, int sub_model_num)
2562 Assert(ship_obj->type == OBJ_SHIP);
2564 polymodel *pm = model_get(Ships[ship_obj->instance].modelnum);
2568 // instance up the tree for this point
2569 while ((mn>-1) && (pm->submodel[mn].parent > -1)) {
2571 vm_angles_2_matrix(&m, &pm->submodel[mn].angs);
2572 vm_vec_unrotate(&tvec, &vec, &m);
2575 mn = pm->submodel[mn].parent;
2578 // now instance for the entire object
2579 vm_vec_unrotate(w_vec, &vec, &ship_obj->orient);
2583 // Given a point (pnt) that is in sub_model_num's frame of
2584 // reference, return the point in in the object's frame of reference
2585 void model_rot_sub_into_obj(vector * outpnt, vector *mpnt,polymodel *pm, int sub_model_num)
2595 //instance up the tree for this point
2596 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2598 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2599 vm_transpose_matrix(&m);
2600 vm_vec_rotate(&tpnt,&pnt,&m);
2602 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2604 mn = pm->submodel[mn].parent;
2607 //now instance for the entire object
2612 // Given a rotating submodel, find the ship and world axes or rotatation.
2613 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj)
2615 polymodel *pm = model_get(modelnum);
2617 bsp_info *sm = &pm->submodel[submodel_num];
2618 Assert(sm->movement_type == MOVEMENT_TYPE_ROT);
2620 if (sm->movement_axis == MOVEMENT_AXIS_X) {
2621 vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f);
2622 } else if (sm->movement_axis == MOVEMENT_AXIS_Y) {
2623 vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f);
2625 Assert(sm->movement_axis == MOVEMENT_AXIS_Z);
2626 vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f);
2629 model_find_obj_dir(world_axis, model_axis, obj, submodel_num);
2633 // Does stepped rotation of a submodel
2635 #pragma warning ( push )
2636 #pragma warning (disable : 4701)
2638 void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
2640 Assert(psub->flags & MSS_FLAG_STEPPED_ROTATE);
2642 if ( psub->subobj_num < 0 ) return;
2644 polymodel *pm = model_get(psub->model_num);
2645 bsp_info *sm = &pm->submodel[psub->subobj_num];
2647 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2649 // get active rotation time this frame
2650 int end_stamp = timestamp();
2651 float rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
2652 Assert(rotation_time >= 0);
2655 sii->prev_angs = sii->angs;
2657 // float pointer into struct to get angle (either p,b,h)
2658 float *ang_prev, *ang_next;
2659 switch( sm->movement_axis ) {
2660 case MOVEMENT_AXIS_X:
2661 ang_prev = &sii->prev_angs.p;
2662 ang_next = &sii->angs.p;
2665 case MOVEMENT_AXIS_Y:
2666 ang_prev = &sii->prev_angs.h;
2667 ang_next = &sii->angs.h;
2670 case MOVEMENT_AXIS_Z:
2671 ang_prev = &sii->prev_angs.b;
2672 ang_next = &sii->angs.b;
2676 // angular displacement of one step
2677 float step_size = (PI2 / psub->stepped_rotation->num_steps);
2679 // get time to complete one step, including pause
2680 float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause;
2682 // cur_step is step number relative to zero (0 - num_steps)
2683 // step_offset_time is TIME into current step
2684 float step_offset_time = (float)fmod(rotation_time, step_time);
2685 // subtract off fractional step part, round up (ie, 1.999999 -> 2)
2686 int cur_step = int( ((rotation_time - step_offset_time) / step_time) + 0.5f);
2687 // mprintf(("cur step %d\n", cur_step));
2688 // Assert(step_offset_time >= 0);
2690 if (cur_step >= psub->stepped_rotation->num_steps) {
2691 // I don;t know why, but removing this line makes it all good.
2692 // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f);
2694 // reset cur_step (use mod to handle physics/ai pause)
2695 cur_step = cur_step % psub->stepped_rotation->num_steps;
2699 *ang_next = cur_step * step_size;
2701 // determine which phase of rotation we're in
2702 float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit;
2703 float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction);
2704 float pause_start_time = psub->stepped_rotation->t_transit;
2706 float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time;
2708 if (step_offset_time < coast_start_time) {
2710 float accel_time = step_offset_time;
2711 *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time;
2712 sii->cur_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time;
2713 } else if (step_offset_time < decel_start_time) {
2715 float coast_time = step_offset_time - coast_start_time;
2716 *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time;
2717 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate;
2718 } else if (step_offset_time < pause_start_time) {
2720 float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time;
2721 *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause);
2722 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
2725 *ang_next += step_size;
2726 sii->cur_turn_rate = 0.0f;
2730 #pragma warning ( pop )
2733 // Rotates the angle of a submodel. Use this so the right unlocked axis
2735 void submodel_rotate(model_subsystem *psub, submodel_instance_info *sii)
2739 if ( psub->subobj_num < 0 ) return;
2741 polymodel *pm = model_get(psub->model_num);
2742 sm = &pm->submodel[psub->subobj_num];
2744 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2747 sii->prev_angs = sii->angs;
2749 // probably send in a calculated desired turn rate
2750 float diff = sii->desired_turn_rate - sii->cur_turn_rate;
2752 float final_turn_rate;
2754 final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
2755 if (final_turn_rate > sii->desired_turn_rate) {
2756 final_turn_rate = sii->desired_turn_rate;
2758 } else if (diff < 0) {
2759 final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
2760 if (final_turn_rate < sii->desired_turn_rate) {
2761 final_turn_rate = sii->desired_turn_rate;
2764 final_turn_rate = sii->desired_turn_rate;
2767 float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
2768 sii->cur_turn_rate = final_turn_rate;
2771 //float delta = psub->turn_rate * flFrametime;
2773 switch( sm->movement_axis ) {
2774 case MOVEMENT_AXIS_X:
2775 sii->angs.p += delta;
2776 if (sii->angs.p > PI2 )
2778 else if (sii->angs.p < 0.0f )
2781 case MOVEMENT_AXIS_Y:
2782 sii->angs.h += delta;
2783 if (sii->angs.h > PI2 )
2785 else if (sii->angs.h < 0.0f )
2788 case MOVEMENT_AXIS_Z:
2789 sii->angs.b += delta;
2790 if (sii->angs.b > PI2 )
2792 else if (sii->angs.b < 0.0f )
2799 //=========================================================================
2800 // Make a turret's correct orientation matrix. This should be done when
2801 // the model is read, but I wasn't sure at what point all the data that I
2802 // needed was read, so I just check a flag and call this routine when
2803 // I determine I need the correct matrix. In this code, you can't use
2804 // vm_vec_2_matrix or anything, since these turrets could be either
2805 // right handed or left handed.
2806 void model_make_turrent_matrix(int model_num, model_subsystem * turret )
2809 vector fvec, uvec, rvec;
2811 pm = model_get(model_num);
2812 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2813 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2816 model_clear_instance(model_num);
2817 model_find_world_dir(&fvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2819 sm_parent->angs.h = -PI/2.0f;
2820 sm->angs.p = -PI/2.0f;
2821 model_find_world_dir(&rvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2823 sm_parent->angs.h = 0.0f;
2824 sm->angs.p = -PI/2.0f;
2825 model_find_world_dir(&uvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2827 vm_vec_normalize(&fvec);
2828 vm_vec_normalize(&rvec);
2829 vm_vec_normalize(&uvec);
2831 turret->turret_matrix.fvec = fvec;
2832 turret->turret_matrix.rvec = rvec;
2833 turret->turret_matrix.uvec = uvec;
2835 // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL);
2837 // HACK!! WARNING!!!
2838 // I'm doing nothing to verify that this matrix is orthogonal!!
2839 // In other words, there's no guarantee that the vectors are 90 degrees
2841 // I'm not doing this because I don't know how to do it without ruining
2842 // the handedness of the matrix... however, I'm not too worried about
2843 // this because I am creating these 3 vectors by making them 90 degrees
2844 // apart, so this should be close enough. I think this will start
2845 // causing weird errors when we view from turrets. -John
2846 turret->flags |= MSS_FLAG_TURRET_MATRIX;
2849 // Tries to move joints so that the turrent points to the point dst.
2850 // turret1 is the angles of the turret, turret2 is the angles of the gun from turret
2851 // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI)
2852 int model_rotate_gun(int model_num, model_subsystem *turret, matrix *orient, angles *turret1, angles *turret2, vector *pos, vector *dst)
2856 pm = model_get(model_num);
2857 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2858 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2860 // Check for a valid turret
2861 Assert( turret->turret_num_firing_points > 0 );
2864 if ( sm_parent == sm ) {
2868 // Build the correct turret matrix if there isn't already one
2869 if ( !(turret->flags & MSS_FLAG_TURRET_MATRIX) )
2870 model_make_turrent_matrix(model_num, turret );
2872 Assert( turret->flags & MSS_FLAG_TURRET_MATRIX);
2873 // Assert( sm->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch
2874 // Assert( sm_parent->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading
2876 //======================================================
2877 // DEBUG code to draw the normal out of this gun and a circle
2878 // at the gun point.
2883 vertex dpnt1, dpnt2;
2885 model_clear_instance(model_num);
2886 sm->angs.p = turret2->p;
2887 sm_parent->angs.h = turret1->h;
2889 model_find_world_point(&tmp, &vmd_zero_vector, model_num, turret->turret_gun_sobj, orient, pos );
2890 gr_set_color(255,0,0);
2891 g3_rotate_vertex( &dpnt1, &tmp );
2893 gr_set_color(255,0,0);
2894 g3_draw_sphere(&dpnt1,1.0f);
2896 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.fvec, 10.0f );
2897 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2898 g3_rotate_vertex( &dpnt2, &tmp );
2900 gr_set_color(0,255,0);
2901 g3_draw_line(&dpnt1,&dpnt2);
2902 gr_set_color(0,128,0);
2903 g3_draw_sphere(&dpnt2,0.2f);
2905 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.rvec, 10.0f );
2906 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2907 g3_rotate_vertex( &dpnt2, &tmp );
2909 gr_set_color(0,0,255);
2910 g3_draw_line(&dpnt1,&dpnt2);
2912 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.uvec, 10.0f );
2913 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2914 g3_rotate_vertex( &dpnt2, &tmp );
2916 gr_set_color(255,0,0);
2917 g3_draw_line(&dpnt1,&dpnt2);
2922 // rotate the dest point into the turret gun normal's frame of
2923 // reference, but not using the turret's angles.
2924 // Call this vector of_dst
2926 matrix world_to_turret_matrix; // converts world coordinates to turret's FOR
2927 vector world_to_turret_translate; // converts world coordinates to turret's FOR
2930 vm_vec_unrotate( &tempv, &sm_parent->offset, orient);
2931 vm_vec_add( &world_to_turret_translate, pos, &tempv );
2933 vm_matrix_x_matrix( &world_to_turret_matrix, orient, &turret->turret_matrix );
2935 vm_vec_sub( &tempv, dst, &world_to_turret_translate );
2936 vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix );
2938 vm_vec_normalize(&of_dst);
2941 // Find the heading and pitch that the gun needs to turn to
2942 // by extracting them from the of_dst vector.
2943 // Call this the desired_angles
2944 angles desired_angles;
2946 desired_angles.p = (float)acos(of_dst.z);
2947 desired_angles.h = PI - atan2_safe(of_dst.x, of_dst.y);
2948 desired_angles.b = 0.0f;
2950 // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.z, desired_angles.p ));
2953 // Gradually turn the turret towards the desired angles
2954 float step_size = turret->turret_turning_rate * flFrametime;
2956 vm_interp_angle(&turret1->h,desired_angles.h,step_size);
2957 vm_interp_angle(&turret2->p,desired_angles.p,step_size);
2959 // turret1->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) );
2960 // turret2->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) );
2967 // Given a point (pnt) that is in sub_model_num's frame of
2968 // reference, and given the object's orient and position,
2969 // return the point in 3-space in outpnt.
2970 void model_find_world_point(vector * outpnt, vector *mpnt,int model_num,int sub_model_num, matrix * objorient, vector * objpos )
2976 polymodel *pm = model_get(model_num);
2981 //instance up the tree for this point
2982 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2984 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2985 vm_vec_unrotate(&tpnt,&pnt,&m);
2987 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2989 mn = pm->submodel[mn].parent;
2992 //now instance for the entire object
2993 vm_vec_unrotate(outpnt,&pnt,objorient);
2994 vm_vec_add2(outpnt,objpos);
2997 // Given a point in the world RF, find the corresponding point in the model RF.
2998 // This is special purpose code, specific for model collision.
2999 // NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
3001 // out - point in model RF
3002 // world_pt - point in world RF
3003 // pm - polygon model
3004 // submodel_num - submodel in whose RF we're trying to find the corresponding world point
3005 // orient - orient matrix of ship
3006 // pos - pos vector of ship
3007 void world_find_model_point(vector *out, vector *world_pt, polymodel *pm, int submodel_num, matrix *orient, vector *pos)
3009 Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) );
3011 vector tempv1, tempv2;
3015 vm_vec_sub(&tempv1, world_pt, pos);
3016 vm_vec_rotate(&tempv2, &tempv1, orient);
3018 if (pm->submodel[submodel_num].parent == -1) {
3023 // put into submodel RF
3024 vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset);
3025 vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs);
3026 vm_vec_rotate(out, &tempv2, &m);
3029 // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle
3030 int rotating_submodel_has_ship_subsys(int submodel, ship *shipp)
3032 model_subsystem *psub;
3037 // Go through all subsystems and look for submodel
3038 // the subsystems that need it.
3039 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
3040 psub = pss->system_info;
3041 if (psub->subobj_num == submodel) {
3050 void model_get_rotating_submodel_list(int *submodel_list, int *num_rotating_submodels, object *objp)
3052 Assert(objp->type == OBJ_SHIP);
3054 // Check if not currently rotating - then treat as part of superstructure.
3055 int modelnum = Ships[objp->instance].modelnum;
3056 polymodel *pm = model_get(modelnum);
3057 bsp_info *child_submodel;
3059 *num_rotating_submodels = 0;
3060 child_submodel = &pm->submodel[pm->detail[0]];
3062 int i = child_submodel->first_child;
3064 child_submodel = &pm->submodel[i];
3066 // Don't check it or its children if it is destroyed or it is a replacement (non-moving)
3067 if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {
3069 // Only look for submodels that rotate
3070 if (child_submodel->movement_type == MOVEMENT_TYPE_ROT) {
3072 // find ship subsys and check submodel rotation is less than max allowed.
3073 ship *pship = &Ships[objp->instance];
3074 ship_subsys *subsys;
3076 for ( subsys = GET_FIRST(&pship->subsys_list); subsys !=END_OF_LIST(&pship->subsys_list); subsys = GET_NEXT(subsys) ) {
3077 Assert(subsys->system_info->model_num == modelnum);
3078 if (i == subsys->system_info->subobj_num) {
3079 // found the correct subsystem - now check delta rotation angle not too large
3080 float delta_angle = get_submodel_delta_angle(&subsys->submodel_info_1);
3081 if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) {
3082 Assert(*num_rotating_submodels < MAX_ROTATING_SUBMODELS-1);
3083 submodel_list[(*num_rotating_submodels)++] = i;
3090 i = child_submodel->next_sibling;
3094 //#define MODEL_CHECK
3096 ship *pship = &Ships[objp->instance];
3097 for (int idx=0; idx<*num_rotating_submodels; idx++) {
3098 int valid = rotating_submodel_has_ship_subsys(submodel_list[idx], pship);
3102 Warning( LOCATION, "Ship %s has rotating submodel [%s] without ship subsystem\n", pship->ship_name, pm->submodel[submodel_list[idx]].name );
3103 pm->submodel[submodel_list[idx]].movement_type &= ~MOVEMENT_TYPE_ROT;
3104 *num_rotating_submodels = 0;
3112 // Given a direction (pnt) that is in sub_model_num's frame of
3113 // reference, and given the object's orient and position,
3114 // return the point in 3-space in outpnt.
3115 void model_find_world_dir(vector * out_dir, vector *in_dir,int model_num, int sub_model_num, matrix * objorient, vector * objpos )
3121 polymodel *pm = model_get(model_num);
3126 //instance up the tree for this point
3127 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3129 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3130 vm_vec_unrotate(&tpnt,&pnt,&m);
3133 mn = pm->submodel[mn].parent;
3136 //now instance for the entire object
3137 vm_vec_unrotate(out_dir,&pnt,objorient);
3142 // Clears all the submodel instances stored in a model to their defaults.
3143 void model_clear_instance(int model_num)
3148 pm = model_get(model_num);
3150 // reset textures to original ones
3151 for (i=0; i<pm->n_textures; i++ ) {
3152 pm->textures[i] = pm->original_textures[i];
3155 for (i=0; i<pm->n_models; i++ ) {
3156 bsp_info *sm = &pm->submodel[i];
3158 if ( pm->submodel[i].is_damaged ) {
3167 // set pointer to other ship subsystem info [turn rate, accel, moment, axis, ...]
3170 sm->num_arcs = 0; // Turn off any electric arcing effects
3173 for (i=0; i<pm->num_lights; i++ ) {
3174 pm->lights[i].value = 0.0f;
3177 interp_clear_instance();
3179 // if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
3180 // if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
3181 // if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
3182 // if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
3183 // if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
3184 // if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
3189 // initialization during ship set
3190 void model_clear_instance_info( submodel_instance_info * sii )
3196 sii->prev_angs.p = 0.0f;
3197 sii->prev_angs.b = 0.0f;
3198 sii->prev_angs.h = 0.0f;
3200 sii->cur_turn_rate = 0.0f;
3201 sii->desired_turn_rate = 0.0f;
3202 sii->turn_accel = 0.0f;
3205 // initialization during ship set
3206 void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
3212 sii->prev_angs.p = 0.0f;
3213 sii->prev_angs.b = 0.0f;
3214 sii->prev_angs.h = 0.0f;
3216 sii->cur_turn_rate = turn_rate * 0.0f;
3217 sii->desired_turn_rate = turn_rate;
3218 sii->turn_accel = turn_accel;
3220 sii->step_zero_timestamp = timestamp();
3225 // Sets the submodel instance data in a submodel (for all detail levels)
3226 void model_set_instance(int model_num, int sub_model_num, submodel_instance_info * sii)
3231 pm = model_get(model_num);
3233 Assert( sub_model_num >= 0 );
3234 Assert( sub_model_num < pm->n_models );
3236 if ( sub_model_num < 0 ) return;
3237 if ( sub_model_num >= pm->n_models ) return;
3238 bsp_info *sm = &pm->submodel[sub_model_num];
3240 // Set the "blown out" flags
3241 sm->blown_off = sii->blown_off;
3243 if ( sm->blown_off ) {
3244 if ( sm->my_replacement > -1 ) {
3245 pm->submodel[sm->my_replacement].blown_off = 0;
3246 pm->submodel[sm->my_replacement].angs = sii->angs;
3247 pm->submodel[sm->my_replacement].sii = sii;
3250 if ( sm->my_replacement > -1 ) {
3251 pm->submodel[sm->my_replacement].blown_off = 1;
3256 sm->angs = sii->angs;
3259 // For all the detail levels of this submodel, set them also.
3260 for (i=0; i<sm->num_details; i++ ) {
3261 model_set_instance(model_num, sm->details[i], sii );
3266 // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity
3267 void model_init_submodel_axis_pt(submodel_instance_info *sii, int model_num, int submodel_num)
3270 vector *mpoint1, *mpoint2;
3271 vector p1, v1, p2, v2, int1;
3273 polymodel *pm = model_get(model_num);
3274 Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT);
3280 // find 2 fixed points in submodel RF
3281 // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the
3282 // two lines to find a point on the axis
3283 if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) {
3284 axis = vmd_x_vector;
3285 mpoint1 = &vmd_y_vector;
3286 mpoint2 = &vmd_z_vector;
3287 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) {
3288 mpoint1 = &vmd_x_vector;
3289 axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z
3290 mpoint2 = &vmd_z_vector;
3291 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) {
3292 mpoint1 = &vmd_x_vector;
3293 mpoint2 = &vmd_y_vector;
3294 axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y
3296 // must be one of these axes or submodel_rot_hit is incorrectly set
3300 // copy submodel angs
3301 angles copy_angs = pm->submodel[submodel_num].angs;
3303 // find two points rotated into model RF when angs set to 0
3304 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
3305 model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3306 model_find_world_point(&p2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3308 // find two points rotated into model RF when angs set to PI
3309 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, PI);
3310 model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3311 model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3313 // reset submodel angs
3314 pm->submodel[submodel_num].angs = copy_angs;
3316 // find direction vectors of the two lines
3317 vm_vec_sub2(&v1, &p1);
3318 vm_vec_sub2(&v2, &p2);
3320 // find the intersection of the two lines
3322 fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t);
3324 // find the actual intersection points
3325 vm_vec_scale_add(&int1, &p1, &v1, s);
3328 sii->pt_on_axis = int1;
3333 // Adds an electrical arcing effect to a submodel
3334 void model_add_arc(int model_num, int sub_model_num, vector *v1, vector *v2, int arc_type )
3338 pm = model_get(model_num);
3340 if ( sub_model_num == -1 ) {
3341 sub_model_num = pm->detail[0];
3344 Assert( sub_model_num >= 0 );
3345 Assert( sub_model_num < pm->n_models );
3347 if ( sub_model_num < 0 ) return;
3348 if ( sub_model_num >= pm->n_models ) return;
3349 bsp_info *sm = &pm->submodel[sub_model_num];
3351 if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
3352 sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
3353 sm->arc_pts[sm->num_arcs][0] = *v1;
3354 sm->arc_pts[sm->num_arcs][1] = *v2;
3359 // function to return an index into the docking_bays array which matches the criteria passed
3360 // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h
3361 int model_find_dock_index(int modelnum, int dock_type)
3367 pm = model_get(modelnum);
3369 // no docking points -- return -1
3370 if ( pm->n_docks <= 0 )
3373 for (i = 0; i < pm->n_docks; i++ ) {
3374 if ( dock_type & pm->docking_bays[i].type_flags )
3381 int model_get_dock_index_type(int modelnum, int index)
3383 polymodel *pm = model_get(modelnum);
3385 return pm->docking_bays[index].type_flags;
3388 // get all the different docking point types on a model
3389 int model_get_dock_types(int modelnum)
3394 pm = model_get(modelnum);
3395 for (i=0; i<pm->n_docks; i++)
3396 type |= pm->docking_bays[i].type_flags;
3401 // function to return an index into the docking_bays array which matches the string passed
3402 // Fred uses strings to identify docking positions. This functin also accepts generic strings
3403 // so that a desginer doesn't have to know exact names if building a mission from hand.
3404 int model_find_dock_name_index( int modelnum, char *name )
3409 pm = model_get(modelnum);
3410 if ( pm->n_docks <= 0 )
3413 // check the generic names and call previous function to find first dock point of
3414 // the specified type
3415 if ( !stricmp(name, "cargo") )
3416 return model_find_dock_index( modelnum, DOCK_TYPE_CARGO );
3417 else if (!stricmp( name, "rearm") )
3418 return model_find_dock_index( modelnum, DOCK_TYPE_REARM );
3419 else if (!stricmp( name, "generic") )
3420 return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC );
3422 for (i = 0; i < pm->n_docks; i++ ) {
3423 if ( !stricmp(pm->docking_bays[i].name, name) )
3427 // if we get here, name wasn't found -- return -1 and hope for the best
3431 // returns the actual name of a docking point on a model, needed by Fred.
3432 char *model_get_dock_name(int modelnum, int index)
3436 pm = model_get(modelnum);
3437 Assert((index >= 0) && (index < pm->n_docks));
3438 return pm->docking_bays[index].name;
3441 int model_get_num_dock_points(int modelnum)
3445 pm = model_get(modelnum);