2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Model/ModelRead.cpp $
15 * file which reads and deciphers POF information
18 * Revision 1.6 2002/06/17 06:33:09 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.5 2002/06/09 04:41:23 relnev
22 * added copyright header
24 * Revision 1.4 2002/06/09 03:16:04 relnev
27 * removed unneeded asm, old sdl 2d setup.
29 * fixed crash caused by opengl_get_region.
31 * Revision 1.3 2002/06/01 07:12:33 relnev
32 * a few NDEBUG updates.
34 * removed a few warnings.
36 * Revision 1.2 2002/05/07 03:16:47 theoddone33
37 * The Great Newline Fix
39 * Revision 1.1.1.1 2002/05/03 03:28:10 root
43 * 36 7/22/99 2:26p Mattk
44 * DA: don't show engine wash error if no subsystems. (ie, Pofview...)
46 * 35 7/19/99 12:02p Andsager
47 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
48 * only blow up subsystem if its strength is > 0
50 * 34 7/07/99 5:00p Andsager
51 * Fixed bug in stepped rotation
53 * 33 7/06/99 4:42p Anoop
54 * Add MiniCap hack for engine wash
56 * 32 7/06/99 3:52p Andsager
57 * That wacky model_subsystem name vs. subobj_name thing bites us in the
60 * 31 7/06/99 3:15p Anoop
61 * Better debug info for engine wash error.
63 * 30 7/06/99 11:37a Andsager
64 * Fix warning message.
66 * 29 7/06/99 10:45a Andsager
67 * Modify engine wash to work on any ship that is not small. Add AWACS
70 * 28 7/01/99 4:23p Dave
71 * Full support for multiple linked ambient engine sounds. Added "big
74 * 27 6/08/99 2:33p Dave
75 * Fixed release build warning. Put in hud config stuff.
77 * 26 6/01/99 8:35p Dave
78 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
79 * awacs-set-radius sexpression.
81 * 25 5/28/99 1:51p Andsager
82 * Allow models to rotate in both direction on an axis, specifying a
83 * negative rotation time in submodel properties.
85 * 24 5/27/99 3:48p Andsager
86 * Add assert to model_read code to not allow overwrite of memory
88 * 23 5/27/99 12:11p Andsager
89 * Allow more than 1 subsystem to have live debris on any ship
91 * 22 5/27/99 10:57a Mattk
92 * Put in a warning about too many firing points per turret.
94 * 21 5/24/99 5:45p Dave
95 * Added detail levels to the nebula, with a decent speedup. Split nebula
96 * lightning into its own section.
98 * 20 5/19/99 11:09a Andsager
99 * Turn on engine wash. Check every 1/4 sec.
101 * 19 5/11/99 10:16p Andsager
102 * First pass on engine wash effect. Rotation (control input), damage,
105 * 18 4/09/99 11:38a Andsager
106 * Change POF format for Freespace2
108 * 17 3/23/99 5:17p Dave
109 * Changed model file format somewhat to account for LOD's on insignias
111 * 16 3/20/99 3:46p Dave
112 * Added support for model-based background nebulae. Added 3 new
115 * 15 3/19/99 6:15p Dave
116 * Put in checks for insignia bitmaps for having too many faces or
119 * 14 2/21/99 6:01p Dave
120 * Fixed standalone WSS packets.
122 * 13 2/19/99 11:42a Dave
123 * Put in model rendering autocentering.
125 * 12 2/10/99 3:52p Enricco
128 * 11 1/14/99 6:06p Dave
129 * 100% full squad logo support for single player and multiplayer.
131 * 10 1/11/99 12:42p Andsager
132 * Add live debris - debris which is created from a destroyed subsystem,
133 * when the ship is still alive
135 * 9 1/08/99 2:08p Dave
136 * Fixed software rendering for pofview. Super early support for AWACS and
139 * 8 1/06/99 2:24p Dave
140 * Stubs and release build fixes.
142 * 7 12/23/98 2:53p Andsager
143 * Added stepped rotation support
145 * 6 12/04/98 3:34p Andsager
146 * Handle norotating submodels
148 * 5 12/03/98 3:14p Andsager
149 * Check in code that checks rotating submodel actually has ship subsystem
151 * 4 11/19/98 11:07p Andsager
152 * Check in of physics and collision detection of rotating submodels
154 * 3 10/23/98 3:03p Andsager
155 * Initial support for changing rotation rate.
157 * 2 10/07/98 10:53a Dave
160 * 1 10/07/98 10:50a Dave
162 * 177 8/28/98 3:29p Dave
163 * EMP effect done. AI effects may need some tweaking as required.
165 * 176 5/19/98 8:31p Andsager
166 * Added split planes (for big ship explosions)
168 * 175 5/07/98 5:39p Andsager
169 * Changes to model to hold cross section info
171 * 174 4/30/98 4:53p John
172 * Restructured and cleaned up cfile code. Added capability to read off
173 * of CD-ROM drive and out of multiple pack files.
175 * 173 4/22/98 9:43p John
176 * Added code to allow checking of invisible faces, flagged by any texture
177 * name with invisible in it.
179 * 172 4/14/98 11:11p John
180 * Made ships with < 50% hull left show electrical damage arcs.
182 * 171 4/01/98 5:34p John
183 * Made only the used POFs page in for a level. Reduced some interp
184 * arrays. Made custom detail level work differently.
186 * 170 4/01/98 9:14a Mike
189 * 169 3/31/98 5:18p John
190 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
191 * bunch of debug stuff out of player file. Made model code be able to
192 * unload models and malloc out only however many models are needed.
195 * 168 3/17/98 2:46p Allender
196 * Copy subsystem name when copying model subsystems
198 * 167 3/02/98 5:42p John
199 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
200 * afterburner. Made gr_set_clip work good with negative x &y. Made
201 * model_caching be on by default. Made each cached model have it's own
202 * bitmap id. Made asteroids not rotate when model_caching is on.
204 * 166 2/24/98 5:04p Allender
205 * allow different ship classes to use the same model. Lot's of subsystem
208 * 165 2/16/98 3:46p John
209 * Made mass be proportional to area in newer pofs
211 * 164 2/13/98 5:19p John
212 * First rev of new model caching system. Needs to be ripped out and
213 * moved into ship stuff.
215 * 163 1/29/98 5:52p John
216 * new version of electrical arcing code
218 * 162 1/29/98 8:39a Andsager
219 * Changed mass and moment of intertia based area vs. volume
221 * 161 1/28/98 2:15p Mike
222 * Convert volume to surface area at runtime. Write note to John to
223 * cleanup if he modifies bspgen.
225 * 160 1/27/98 11:02a John
226 * Added first rev of sparks. Made all code that calls model_render call
227 * clear_instance first. Made debris pieces not render by default when
228 * clear_instance is called.
230 * 159 1/19/98 6:15p John
231 * Fixed all my Optimized Build compiler warnings
233 * 158 1/09/98 11:25a John
234 * Took the thruster animation stuff out of the model.
236 * 157 12/31/97 4:47p John
237 * Made all the eye points fit inside core radius
239 * 156 12/31/97 2:35p John
240 * Added code for core_radius
242 * 155 12/17/97 2:41p John
243 * made target bounding box be on hull only.
245 * 154 12/17/97 9:54a John
246 * added code for precalculated weapon flash lighting.
248 * 153 11/29/97 2:05p John
249 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
250 * like they used to incorrectly assume. Added code to model to read in
253 * 152 11/25/97 11:41a John
254 * added code to read in pof v20.05, which adds radius to thrusters.
256 * 151 10/28/97 12:34a Mike
257 * Set useful values of mass and inertia matrix if values not otherwise
258 * set. Generate Warnings for unexpected ones.
260 * 150 10/22/97 5:54p Lawrance
261 * get rid of leading '$' when storing parent_name for paths
263 * 149 10/20/97 5:57p Lawrance
264 * have index to polymodel->paths[] within the model_subsystem struct.
266 * 148 9/15/97 5:45p John
267 * took out chunk stuff.
268 * made pofview display thrusters as blue polies.
270 * 147 9/09/97 3:39p Sandeep
271 * warning level 4 bugs
273 * 146 9/04/97 5:09p Andsager
274 * implement physics using moment of inertia and mass (from BSPgen).
275 * Added to phys_info struct. Updated ship_info, polymodel structs.
276 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
278 * 145 9/03/97 5:57p Lawrance
281 * 144 9/03/97 4:32p John
282 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
283 * to bm_load functions not needed. Made bmpman keep track of palettes
284 * for bitmaps not mapped into game palettes.
286 * 143 8/19/97 11:49p Lawrance
287 * using atan2_safe() in place of atan2()
289 * 142 8/19/97 8:44a John
290 * Initial hooks for thruster stuff.
292 * 141 8/15/97 4:10p John
293 * new code to use the new octrees style bsp trees
295 * 140 8/14/97 5:46p John
296 * added code to read in mass,center of mass, and moment of interia from
297 * the pof. Also added code to display green center of mass dot when Show
298 * debug points is on in pofview.
300 * 139 7/10/97 8:34a John
301 * Added code to read TGA files.
303 * 138 6/26/97 3:18p Mike
304 * Recognize "turret", etc. in a subsystem field anywhere in name.
305 * Generate warning for bogus subsystem names.
307 * 137 6/25/97 5:11p John
308 * added foundation for model octants.
310 * 136 6/25/97 10:28a John
311 * Made debris chunks radius be set correctly to the submodel size, not
312 * hardcoded to 10.0f.
314 * 135 6/06/97 11:55a Mike
315 * Fix firing direction for zero piece turrets.
317 * 134 5/31/97 2:36p Mike
318 * Comment out mprintfs pertaining to debris.
320 * 133 5/30/97 4:41p Hoffoss
321 * Made some additions required for Fred.
323 * 132 5/30/97 3:42p Mike
324 * Shield mesh and hit system.
326 * 131 5/30/97 10:40a Hoffoss
327 * Added a function for Fred to get docking point names.
329 * 130 5/29/97 4:34p Allender
330 * removed Int3 from model_find_dock_index.
332 * 129 4/30/97 10:41a Allender
333 * don't dump out token 'none' when dumping out subsystem information
335 * 128 4/17/97 6:06p John
336 * New code/data for v19 of BSPGEN with smoothing and zbuffer
339 * 127 4/09/97 3:31p Lawrance
340 * if any points of bounding box don't project, return project fail code
341 * in model_find_2d_bound_min()
343 * 126 4/07/97 10:37a John
344 * Took out limits on number of children a submodel can have. (So now
345 * capital ships can have tons of children on them).
347 * 125 4/03/97 3:18p Allender
349 * 124 4/03/97 1:29p Allender
350 * subsystem enhancement. Initial work on making subsystem status
353 * 123 3/28/97 2:49p John
354 * added code to fix targetting of debris chunks to draw bounding boxes
357 * 122 3/28/97 1:19p John
358 * Made TestCode not show damaged submodels.
360 * 121 3/28/97 11:17a John
361 * added code for linking lower detail submodels to the highest one; added
362 * code to pofview to view these.
364 * 120 3/17/97 11:24a John
366 * 119 3/15/97 5:06p John
367 * added bounding boxes for each subobject and code to display them.
369 * 118 3/13/97 10:32a John
370 * Added code for tiled 256x256 textures in certain models.
372 * 117 3/06/97 5:36p Mike
373 * Change vec_normalize_safe() back to vec_normalize().
374 * Spruce up docking a bit.
376 * 116 3/06/97 1:06p Allender
377 * more docking stuff. docking points now specified by strings in mission
378 * file. Changes to builtin missions and code to reflect this change.
380 * 115 3/06/97 10:56a Mike
381 * Write error checking version of vm_vec_normalize().
382 * Fix resultant problems.
384 * 114 3/06/97 10:05a Lawrance
385 * added missing cfclose's
387 * 113 3/05/97 5:27p John
388 * more work with turret stuff
390 * 112 3/05/97 12:49p John
391 * added Viewer_obj. Took out the interp_??? variables for turning
392 * outline,etc on and put them in flags you pass to model_render.
393 * Cleaned up model_interp code to fit new coding styles.
395 * 111 3/05/97 12:42p Adam
396 * john: fixed bug while model transversel code that assumed the root
399 * 110 3/05/97 11:09a Allender
400 * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to
403 * 109 3/04/97 5:08p John
404 * Started adding debug code to make it so you can view from a turret's
407 * 108 3/04/97 3:36p John
408 * took out old debug "h' key. Made zbuffer flag bit bit field so you
409 * can turn on/off each value. Fixed a bug with turret rotation where
410 * different handedness turrets wouldn't work. Fixed a bug with two
411 * large ships within each other's radius not rendering correctly.
413 * 107 3/04/97 12:52p Allender
414 * docking styff. Added dock type to docking structure in model code.
415 * Renamed structure member in ai_goals. Temporary checkin. (i.e.
416 * rearming will use rearm dock points)
418 * 106 3/03/97 5:47p John
419 * fixed some rotating object discrepencies. Took out the gun firing
420 * point average beause it was inconsitent and wsn't as correct as using
423 * 105 3/03/97 4:20p Hoffoss
424 * Fixed bug in bug I just fixed. :)
426 * 104 3/03/97 4:00p Hoffoss
427 * fixed bug that caused docking bays without a name to be garbage when
430 * 103 3/03/97 8:58a Lawrance
431 * replaced a fprintf() with a cfputs()
433 * 102 3/01/97 2:12p Lawrance
434 * made to work with new cfile changes
436 * 101 2/28/97 10:57a John
437 * Made so you can blow off any subsystems, not just radars.
440 * 100 2/27/97 3:45p John
441 * Added a tree dialog to pofview that shows a model's tree.
443 * 99 2/27/97 12:07p John
444 * Added code to suppord debris chunks after a ship is exploded..
446 * 98 2/26/97 5:28p John
447 * Fixed a bunch of chunked model bugs. Basically they almost work better
448 * than non-chunked objects!
450 * 97 2/24/97 1:13p Allender
451 * support for multiple eye positions. Still some kinks to be worked out
454 * 96 2/20/97 4:06p Allender
455 * allow for multiple spline paths to lead to a docking bay
457 * 95 2/20/97 3:25p Allender
458 * change to docking bay structure -- added a name (for use in Fred
459 * mainly), and index into spline paths to reach this docking point
461 * 94 2/19/97 4:03p Allender
462 * dump a 0.0 instead of a 0 when dumping out missing subsystem
465 * 93 2/19/97 2:52p Allender
466 * added crewspot name to subsystems (used only with turrets). Will be
467 * used by fred for ai class stuff for turrets
469 * 92 2/17/97 4:30p John
470 * Added code to automatically rotate any subsystems with the $rotate
471 * value set (except for turrets)
473 * 91 2/17/97 12:03p John
474 * Added code to set the angles of a subobject.
476 * 90 2/14/97 4:02p John
477 * changed a vector being passed as value to reference.
479 * 89 2/14/97 3:16p Mike
480 * Start on AI path garbage collection
482 * 88 2/14/97 1:06p John
483 * upped bspgen version number.
485 * 87 2/13/97 10:17a John
486 * INCORPORATED THE FOLLOWING CHANGES:
487 * ??? 2/13/97 9:49a John
488 * added code for geometric centers of objects.
489 * ??? 2/12/97 6:30p John
490 * upped model version number.
493 * 86 2/13/97 9:49a John
494 * ROLLEDBACK TO ALLENDER'S 85
496 * 85 2/12/97 5:34p Allender
497 * added a ton of debug code to help recify the subsystems in ships.tbl
498 * with subsystems in the models. Fixed a bug with subsystems not being
499 * given the correct type.
501 * 84 2/11/97 4:10p Allender
502 * major change of subsystem stuff. obj_subsystem renamed to
503 * model_subsystem. Dyamically allocate space in ship_info for
506 * 83 2/10/97 4:20p Allender
507 * added distance to closest geometry to spline points
509 * 82 2/10/97 10:58a John
510 * Added back in sparks for where laser bolts hit.
511 * Added code to red damaged objects and replace then.
513 * 81 2/07/97 1:24p Allender
514 * added turret lists for spline points
516 * 80 2/06/97 2:56p John
517 * Added a "blown-off" field to the instance of a model. Also took out
518 * the model_set_angles functions and replaced with the more general
519 * model_set_instance functions.
521 * 79 2/04/97 7:37p John
522 * Finally!!! Turret stuff working!
524 * 78 1/31/97 12:51p John
525 * Added turret_fov and turret_fov_cos
527 * 77 1/31/97 12:43p John
528 * Turrets working nicely, finally!
530 * 76 1/31/97 11:36a John
532 * 75 1/29/97 4:46p John
533 * Code to read $crewpoint flag on turrets and store it in obj_subsystem
536 * 74 1/29/97 3:14p John
537 * Added field to ships.tbl to control how fast turret rotates.
539 * 73 1/28/97 11:23a John
540 * added functions to get/set model angles.
542 * 72 1/28/97 10:07a John
543 * More turret stuff, still not working, though.
545 * 71 1/27/97 2:46p John
548 * 70 1/27/97 11:35a Allender
549 * upped compatible object version
551 * 69 1/24/97 5:25p John
552 * More turret stuff. Not working yet, though.
554 * 68 1/24/97 4:55p John
555 * Started adding code for turning turrets.
556 * Had to change POF format to 18.0
558 * 67 1/20/97 2:16p Allender
559 * new shield structures being used
561 * 66 1/15/97 5:19p Allender
562 * new POF version. old version obsolete. Added shield and eye stuff.
563 * New format for gun/missile/docking points
565 * 65 1/10/97 5:15p Mike
566 * Moved ship-specific parameters from obj_subsystem to ship_subsys.
568 * Added turret code to AI system.
570 * 64 1/10/97 2:25p John
571 * Added code to support detail level distances.
573 * 63 1/02/97 11:45a Allender
574 * changed turret code to have > 1 firing point as well as fixing the
575 * problems of turrets being multiple subobjects. Turret norms should be
576 * getting stuffed correctly now.
578 * 62 12/31/96 4:14p Mike
580 * Correct bug in HUDtarget.cpp, showing wrong target.
582 * 61 12/27/96 4:09p Mike
583 * Integrate John's new model code.
585 * 60 12/26/96 1:42p John
586 * Changed function ordering to put model_init at top.
588 * 59 12/23/96 3:56p John
589 * Changed POF code to support pof 15.0.
591 * 58 12/23/96 11:00a John
592 * Restructured POF stuff to support LOD in one pof.
594 * 57 12/20/96 11:55a Allender
597 * 56 12/20/96 11:40a Allender
598 * modifed subsystem stuff to do correct hit percentages and other cool
601 * 55 12/18/96 4:04p Allender
602 * added "unknown" subsystem type for subsystems which aren't recognized.
604 * 54 12/17/96 11:37a Mike
607 * 53 12/17/96 8:59a Mike
608 * Path-extraction-from-mdoel test code.
610 * 52 12/13/96 5:27p John
611 * fixed my sloppy code that didn't free model data.
613 * 51 12/13/96 3:54p Mike
614 * Major improvement to model_draw_paths -- connect the dots! Uses
615 * sophisticated connect-to-next algorithm.
617 * 50 12/13/96 2:59p John
618 * Added some code to test spline paths.
620 * 49 12/13/96 2:41p John
621 * Added code to read in spline paths on models.
623 * 48 12/13/96 10:29a Adam
624 * from allender: fixed up linked list walking when checking for turrets
627 * 47 12/12/96 3:38p Allender
628 * fix up docking special object names. Added $thruster stuff to model
631 * 46 12/12/96 2:35p Mike
634 * 45 12/12/96 12:29p Lawrance
635 * added function to find the 2d bound for a subobject
637 * 44 12/11/96 5:35p John
638 * Added variables for viewer eye.
640 * 43 12/11/96 5:15p John
641 * Made the dist for detail level be calculated before the object is
644 * 42 12/11/96 4:50p John
645 * Added detail levels to the non-chunky ships.
647 * 41 12/11/96 4:33p Mike
648 * Temporary version so other people can build.
650 * 40 12/11/96 4:24p Mike
651 * Fix broken code...oops! clumsy in editor!
653 * 39 12/11/96 4:17p Adam
655 * 38 12/11/96 12:57p Mike
656 * Support for "Big Ship" AI behavior.
659 * 37 12/11/96 12:43p Allender
660 * $gun and $missile don't get appended to models gun/missile list if the
661 * gun/missile belongs to a turret. Turrets are special instances of
664 * 36 12/11/96 11:57a Allender
665 * added objnum reference to obj_subsystems so that $gun and $missile
666 * special polygons can refernce a particular subsystem if needed (i.e. to
667 * get the norms, etc).
669 * 35 12/11/96 10:33a Allender
670 * added stuff for FOV for turrets
672 * 34 12/10/96 3:27p Allender
674 * 33 12/09/96 5:05p Allender
675 * made subsystem lists and model_special lists as seperate entities.
677 * 32 12/09/96 1:16p Allender
678 * made seperate lists for guns/missiles/subsystems, etc
680 * 31 12/09/96 11:01a Allender
681 * added special polygon information to models. Linked list contains
682 * gun/missile/docking/subsystem/etc information.
695 #include "floating.h"
698 #include "modelsinc.h"
701 #include "3dinternal.h"
702 #include "linklist.h"
704 #include "freespace.h" // For flFrameTime
707 #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame
709 // info for special polygon lists
711 polymodel *Polygon_models[MAX_POLYGON_MODELS];
713 static int model_initted = 0;
716 CFILE *ss_fp; // file pointer used to dump subsystem information
717 char model_filename[_MAX_PATH]; // temp used to store filename
718 char debug_name[_MAX_PATH];
719 int ss_warning_shown; // have we shown the warning dialog concerning the subsystems?
720 char Global_filename[256];
721 int Model_ram = 0; // How much RAM the models use total
726 // Anything less than this is considered incompatible.
727 #define PM_COMPATIBLE_VERSION 1900
729 // Anything greater than or equal to PM_COMPATIBLE_VERSION and
730 // whose major version is less than or equal to this is considered
732 #define PM_OBJFILE_MAJOR_VERSION 21
734 static int Model_signature = 0;
736 // Free up a model, getting rid of all its memory
737 // Can't be called from outside of model code because more
738 // than one person might be using this model so we can't free
740 static void model_unload(int modelnum)
744 if ( (modelnum < 0) || (modelnum>MAX_POLYGON_MODELS)) {
748 polymodel *pm = Polygon_models[modelnum];
755 Model_ram -= pm->ram_used;
759 for (i=0; i<pm->n_paths; i++ ) {
760 for (j=0; j<pm->paths[i].nverts; j++ ) {
761 if ( pm->paths[i].verts[j].turret_ids ) {
762 free(pm->paths[i].verts[j].turret_ids);
765 if (pm->paths[i].verts) {
766 free(pm->paths[i].verts);
772 if ( pm->shield.verts ) {
773 free( pm->shield.verts );
776 if ( pm->shield.tris ) {
777 free(pm->shield.tris);
780 if ( pm->missile_banks ) {
781 free(pm->missile_banks);
784 if ( pm->docking_bays ) {
785 for (i=0; i<pm->n_docks; i++ ) {
786 if ( pm->docking_bays[i].splines ) {
787 free( pm->docking_bays[i].splines );
790 free(pm->docking_bays);
794 if ( pm->thrusters ) {
799 if ( pm->debug_info ) {
800 free(pm->debug_info);
804 model_octant_free( pm );
807 for (i=0; i<pm->n_models; i++ ) {
808 if ( pm->submodel[i].bsp_data ) {
809 free(pm->submodel[i].bsp_data);
823 if ( pm->gun_banks ) {
828 memset( pm, 0, sizeof(polymodel));
831 Polygon_models[modelnum] = NULL;
834 void model_free_all()
838 if ( !model_initted) {
843 mprintf(( "Freeing all existing models...\n" ));
845 for (i=0;i<MAX_POLYGON_MODELS;i++) {
855 if ( model_initted ) {
856 Int3(); // Model_init shouldn't be called twice!
864 for (i=0;i<MAX_POLYGON_MODELS;i++) {
865 Polygon_models[i] = NULL;
868 // Init the model caching system
871 atexit( model_free_all );
875 // routine to parse out values from a user property field of an object
876 void get_user_prop_value(char *buf, char *value)
881 while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
884 while ( !iscntrl(*p1) )
892 // funciton to copy model data from one subsystem set to another subsystem set. This function
893 // is called when two ships use the same model data, but since the model only gets read in one time,
894 // the subsystem data is only present in one location. The ship code will call this routine to fix
895 // this situation by copying stuff from the source subsystem set to the dest subsystem set.
896 void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp )
899 model_subsystem *source, *dest;
901 for (i = 0; i < n_subsystems; i++ ) {
903 for ( j = 0; j < n_subsystems; j++ ) {
905 if ( !stricmp( source->subobj_name, dest->subobj_name) ) {
906 dest->flags = source->flags;
907 dest->subobj_num = source->subobj_num;
908 dest->model_num = source->model_num;
909 dest->pnt = source->pnt;
910 dest->radius = source->radius;
911 dest->type = source->type;
912 dest->turn_rate = source->turn_rate;
913 dest->turret_gun_sobj = source->turret_gun_sobj;
915 strcpy( dest->name, source->name );
917 if ( dest->type == SUBSYSTEM_TURRET ) {
920 dest->turret_fov = source->turret_fov;
921 dest->turret_num_firing_points = source->turret_num_firing_points;
922 dest->turret_norm = source->turret_norm;
923 dest->turret_matrix = source->turret_matrix;
925 for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ )
926 dest->turret_firing_point[nfp] = source->turret_firing_point[nfp];
928 if ( dest->flags & MSS_FLAG_CREWPOINT )
929 strcpy(dest->crewspot, source->crewspot);
934 if ( j == n_subsystems )
935 Int3(); // get allender -- something is amiss with models
940 // routine to get/set subsystem information
941 static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *dname )
947 if ( (p = strstr(props, "$name")) != NULL)
948 get_user_prop_value(p+5, subsystemp->name);
950 strcpy( subsystemp->name, dname );
952 strcpy(lcdname, dname);
955 // check the name for it's specific type
956 if ( strstr(lcdname, "engine") ) {
957 subsystemp->type = SUBSYSTEM_ENGINE;
958 } else if ( strstr(lcdname, "radar") ) {
959 subsystemp->type = SUBSYSTEM_RADAR;
960 } else if ( strstr(lcdname, "turret") ) {
963 subsystemp->type = SUBSYSTEM_TURRET;
964 if ( (p = strstr(props, "$fov")) != NULL )
965 get_user_prop_value(p+4, buf); // get the value of the fov
968 angle = ANG_TO_RAD(atoi(buf))/2.0f;
969 subsystemp->turret_fov = (float)cos(angle);
970 subsystemp->turret_num_firing_points = 0;
972 if ( (p = strstr(props, "$crewspot")) != NULL) {
973 subsystemp->flags |= MSS_FLAG_CREWPOINT;
974 get_user_prop_value(p+9, subsystemp->crewspot);
977 } else if ( strstr(lcdname, "navigation") ) {
978 subsystemp->type = SUBSYSTEM_NAVIGATION;
979 } else if ( strstr(lcdname, "communication") ) {
980 subsystemp->type = SUBSYSTEM_COMMUNICATION;
981 } else if ( strstr(lcdname, "weapons") ) {
982 subsystemp->type = SUBSYSTEM_WEAPONS;
983 } else if ( strstr(lcdname, "sensors") ) {
984 subsystemp->type = SUBSYSTEM_SENSORS;
985 } else if ( strstr(lcdname, "solar") ) {
986 subsystemp->type = SUBSYSTEM_SOLAR;
987 } else if ( strstr(lcdname, "gas") ) {
988 subsystemp->type = SUBSYSTEM_GAS_COLLECT;
989 } else if ( strstr(lcdname, "activator") ) {
990 subsystemp->type = SUBSYSTEM_ACTIVATION;
991 } else { // If unrecognized type, set to unknown so artist can continue working...
992 subsystemp->type = SUBSYSTEM_UNKNOWN;
993 mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
996 // Rotating subsystem
997 if ( (p = strstr(props, "$rotate")) != NULL) {
998 subsystemp->flags |= MSS_FLAG_ROTATES;
1000 // get time for (a) complete rotation (b) step (c) activation
1002 get_user_prop_value(p+7, buf);
1003 turn_time = (float)atof(buf);
1005 // CASE OF STEPPED ROTATION
1006 if ( (p = strstr(props, "$stepped")) != NULL) {
1008 subsystemp->stepped_rotation = new(stepped_rotation);
1009 subsystemp->flags |= MSS_FLAG_STEPPED_ROTATE;
1011 // get number of steps
1012 if ( (p = strstr(props, "$steps")) != NULL) {
1013 get_user_prop_value(p+6, buf);
1014 subsystemp->stepped_rotation->num_steps = atoi(buf);
1016 subsystemp->stepped_rotation->num_steps = 8;
1020 if ( (p = strstr(props, "$t_paused")) != NULL) {
1021 get_user_prop_value(p+9, buf);
1022 subsystemp->stepped_rotation->t_pause = (float)atof(buf);
1024 subsystemp->stepped_rotation->t_pause = 2.0f;
1027 // get transition time - time to go between steps
1028 if ( (p = strstr(props, "$t_transit")) != NULL) {
1029 get_user_prop_value(p+10, buf);
1030 subsystemp->stepped_rotation->t_transit = (float)atof(buf);
1032 subsystemp->stepped_rotation->t_transit = 2.0f;
1035 // get fraction of time spent in accel
1036 if ( (p = strstr(props, "$fraction_accel")) != NULL) {
1037 get_user_prop_value(p+15, buf);
1038 subsystemp->stepped_rotation->fraction = (float)atof(buf);
1039 Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5);
1041 subsystemp->stepped_rotation->fraction = 0.3f;
1044 int num_steps = subsystemp->stepped_rotation->num_steps;
1045 float t_trans = subsystemp->stepped_rotation->t_transit;
1046 float fraction = subsystemp->stepped_rotation->fraction;
1048 subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans);
1049 subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans);
1053 // CASE OF AI ROTATION
1054 else if ( (p = strstr(props, "$ai")) != NULL) {
1055 get_user_prop_value(p+8, buf);
1056 subsystemp->flags |= MSS_FLAG_AI_ROTATE;
1058 // get parameters - ie, speed / dist / other ??
1063 // CASE OF NORMAL CONTINUOUS ROTATION
1065 if ( fabs(turn_time) < 1 ) {
1066 // Warning(LOCATION, "%s has subsystem %s with rotation time less than 1 sec", dname, Global_filename );
1067 subsystemp->flags &= ~MSS_FLAG_ROTATES;
1068 subsystemp->turn_rate = 0.0f;
1070 subsystemp->turn_rate = PI2 / turn_time;
1077 // used in collision code to check if submode rotates too far
1078 float get_submodel_delta_angle(submodel_instance_info *sii)
1081 vm_vec_sub(&diff, (vector*)&sii->angs, (vector*)&sii->prev_angs);
1084 float delta_angle = vm_vec_mag(&diff);
1086 // make sure we get the short way around
1087 if (delta_angle > PI) {
1088 delta_angle = (PI2 - delta_angle);
1094 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 )
1097 model_subsystem *subsystemp;
1100 if ( slist==NULL ) return; // For TestCode, POFView, etc don't bother
1102 // try to find the name of the subsystem passed here on the list of subsystems currently on the
1103 // ship. Assign the values only when the right subsystem is found
1105 for (i = 0; i < n_subsystems; i++ ) {
1106 subsystemp = &slist[i];
1107 if ( !stricmp(subobj_name, subsystemp->subobj_name) ) {
1108 subsystemp->flags = 0;
1109 subsystemp->subobj_num = subobj_num;
1110 subsystemp->turret_gun_sobj = -1;
1111 subsystemp->model_num = model_num;
1112 subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem
1113 subsystemp->radius = rad;
1114 set_subsystem_info( subsystemp, props, subobj_name);
1115 strcpy(subsystemp->subobj_name, subobj_name); // copy the object name
1120 if ( !ss_warning_shown) {
1121 char bname[_MAX_FNAME];
1123 _splitpath(model_filename, NULL, NULL, bname, NULL);
1124 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);
1126 ss_warning_shown = 1;
1129 nprintf(("warning", "Subsystem %s in ships.tbl not found in model!\n", subobj_name));
1132 char tmp_buffer[128];
1133 sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name);
1134 cfputs(tmp_buffer, ss_fp);
1140 void print_family_tree( polymodel *obj, int modelnum, char * ident, int islast )
1144 if ( modelnum < 0 ) return;
1145 if (obj==NULL) return;
1147 if (strlen(ident)==0 ) {
1148 mprintf(( " %s", obj->submodel[modelnum].name ));
1149 sprintf( temp, " " );
1150 } else if ( islast ) {
1151 mprintf(( "%sÀÄ%s", ident, obj->submodel[modelnum].name ));
1152 sprintf( temp, "%s ", ident );
1154 mprintf(( "%sÃÄ%s", ident, obj->submodel[modelnum].name ));
1155 sprintf( temp, "%s³ ", ident );
1160 int child = obj->submodel[modelnum].first_child;
1161 while( child > -1 ) {
1162 if ( obj->submodel[child].next_sibling < 0 )
1163 print_family_tree( obj, child, temp,1 );
1165 print_family_tree( obj, child, temp,0 );
1166 child = obj->submodel[child].next_sibling;
1170 void dump_object_tree(polymodel *obj)
1172 print_family_tree( obj, 0, "", 0 );
1176 void create_family_tree(polymodel *obj)
1179 for (i=0; i<obj->n_models; i++ ) {
1180 obj->submodel[i].num_children = 0;
1181 obj->submodel[i].first_child = -1;
1182 obj->submodel[i].next_sibling = -1;
1185 for (i=0; i<obj->n_models; i++ ) {
1187 pn = obj->submodel[i].parent;
1189 obj->submodel[pn].num_children++;
1190 int tmp = obj->submodel[pn].first_child;
1191 obj->submodel[pn].first_child = i;
1192 obj->submodel[i].next_sibling = tmp;
1197 void model_calc_bound_box( vector *box, vector *big_mn, vector *big_mx)
1199 box[0].xyz.x = big_mn->xyz.x; box[0].xyz.y = big_mn->xyz.y; box[0].xyz.z = big_mn->xyz.z;
1200 box[1].xyz.x = big_mx->xyz.x; box[1].xyz.y = big_mn->xyz.y; box[1].xyz.z = big_mn->xyz.z;
1201 box[2].xyz.x = big_mx->xyz.x; box[2].xyz.y = big_mx->xyz.y; box[2].xyz.z = big_mn->xyz.z;
1202 box[3].xyz.x = big_mn->xyz.x; box[3].xyz.y = big_mx->xyz.y; box[3].xyz.z = big_mn->xyz.z;
1205 box[4].xyz.x = big_mn->xyz.x; box[4].xyz.y = big_mn->xyz.y; box[4].xyz.z = big_mx->xyz.z;
1206 box[5].xyz.x = big_mx->xyz.x; box[5].xyz.y = big_mn->xyz.y; box[5].xyz.z = big_mx->xyz.z;
1207 box[6].xyz.x = big_mx->xyz.x; box[6].xyz.y = big_mx->xyz.y; box[6].xyz.z = big_mx->xyz.z;
1208 box[7].xyz.x = big_mn->xyz.x; box[7].xyz.y = big_mx->xyz.y; box[7].xyz.z = big_mx->xyz.z;
1212 // Debug thing so we don't repeatedly show warning messages.
1214 int Bogus_warning_flag_1903 = 0;
1217 //reads a binary file containing a 3d model
1218 int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subsystem *subsystems)
1222 int id, len, next_chunk;
1226 strcpy(Global_filename, filename);
1229 fp = cfopen(filename,"rb");
1231 Error( LOCATION, "Can't open file <%s>",filename);
1235 // code to get a filename to write out subsystem information for each model that
1236 // is read. This info is essentially debug stuff that is used to help get models
1237 // into the game quicker
1240 char bname[_MAX_FNAME];
1242 _splitpath(filename, NULL, NULL, bname, NULL);
1243 sprintf(debug_name, "%s.subsystems", bname);
1244 ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES );
1246 mprintf(( "Can't open debug file for writing subsystems for %s\n", filename));
1248 strcpy(model_filename, filename);
1249 ss_warning_shown = 0;
1254 id = cfread_int(fp);
1257 Error( LOCATION, "Bad ID in model file <%s>",filename);
1259 // Version is major*100+minor
1260 // So, major = version / 100;
1261 // minor = version % 100;
1262 version = cfread_int(fp);
1264 //Warning( LOCATION, "POF Version = %d", version );
1266 if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) {
1267 Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename);
1271 pm->version = version;
1272 Assert( strlen(filename) < FILENAME_LEN );
1273 strncpy(pm->filename, filename, FILENAME_LEN);
1275 memset( &pm->view_positions, 0, sizeof(pm->view_positions) );
1277 // reset insignia counts
1280 id = cfread_int(fp);
1281 len = cfread_int(fp);
1282 next_chunk = cftell(fp) + len;
1284 while (!cfeof(fp)) {
1286 // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1291 case ID_OHDR: { //Object header
1294 //mprintf(0,"Got chunk OHDR, len=%d\n",len);
1296 #if defined( FREESPACE1_FORMAT )
1297 pm->n_models = cfread_int(fp);
1298 // mprintf(( "Num models = %d\n", pm->n_models ));
1299 pm->rad = cfread_float(fp);
1300 pm->flags = cfread_int(fp); // 1=Allow tiling
1301 #elif defined( FREESPACE2_FORMAT )
1302 pm->rad = cfread_float(fp);
1303 pm->flags = cfread_int(fp); // 1=Allow tiling
1304 pm->n_models = cfread_int(fp);
1305 // mprintf(( "Num models = %d\n", pm->n_models ));
1308 pm->submodel = (bsp_info *)malloc( sizeof(bsp_info)*pm->n_models );
1309 Assert(pm->submodel != NULL );
1310 memset( pm->submodel, 0, sizeof(bsp_info)*pm->n_models );
1312 //Assert(pm->n_models <= MAX_SUBMODELS);
1314 cfread_vector(&pm->mins,fp);
1315 cfread_vector(&pm->maxs,fp);
1316 model_calc_bound_box(pm->bounding_box,&pm->mins,&pm->maxs);
1318 pm->n_detail_levels = cfread_int(fp);
1319 // mprintf(( "There are %d detail levels\n", pm->n_detail_levels ));
1320 for (i=0; i<pm->n_detail_levels;i++ ) {
1321 pm->detail[i] = cfread_int(fp);
1322 pm->detail_depth[i] = 0.0f;
1323 /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] ));
1326 pm->num_debris_objects = cfread_int(fp);
1327 Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
1328 // mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
1329 for (i=0; i<pm->num_debris_objects;i++ ) {
1330 pm->debris_objects[i] = cfread_int(fp);
1331 // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] ));
1334 if ( pm->version >= 1903 ) {
1336 if ( pm->version >= 2009 ) {
1338 pm->mass = cfread_float(fp);
1339 cfread_vector( &pm->center_of_mass, fp );
1340 cfread_vector( &pm->moment_of_inertia.v.rvec, fp );
1341 cfread_vector( &pm->moment_of_inertia.v.uvec, fp );
1342 cfread_vector( &pm->moment_of_inertia.v.fvec, fp );
1344 // old code where mass wasn't based on area, so do the calculation manually
1346 float vol_mass = cfread_float(fp);
1347 // Attn: John Slagel: The following is better done in bspgen.
1348 // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100
1349 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f;
1351 pm->mass = area_mass;
1352 float mass_ratio = vol_mass / area_mass;
1354 cfread_vector( &pm->center_of_mass, fp );
1355 cfread_vector( &pm->moment_of_inertia.v.rvec, fp );
1356 cfread_vector( &pm->moment_of_inertia.v.uvec, fp );
1357 cfread_vector( &pm->moment_of_inertia.v.fvec, fp );
1359 // John remove this with change to bspgen
1360 vm_vec_scale( &pm->moment_of_inertia.v.rvec, mass_ratio );
1361 vm_vec_scale( &pm->moment_of_inertia.v.uvec, mass_ratio );
1362 vm_vec_scale( &pm->moment_of_inertia.v.fvec, mass_ratio );
1366 if (stricmp("fighter04.pof", filename)) {
1367 if (Bogus_warning_flag_1903 == 0) {
1368 Warning(LOCATION, "Ship %s is old. Cannot compute mass.\nSetting to 50.0f. Talk to John.", filename);
1369 Bogus_warning_flag_1903 = 1;
1374 vm_vec_zero( &pm->center_of_mass );
1375 vm_set_identity( &pm->moment_of_inertia );
1376 vm_vec_scale(&pm->moment_of_inertia.v.rvec, 0.001f);
1377 vm_vec_scale(&pm->moment_of_inertia.v.uvec, 0.001f);
1378 vm_vec_scale(&pm->moment_of_inertia.v.fvec, 0.001f);
1381 // read in cross section info
1383 if ( pm->version >= 2014 ) {
1384 pm->num_xc = cfread_int(fp);
1385 if (pm->num_xc > 0) {
1386 pm->xc = (cross_section*) malloc(pm->num_xc*sizeof(cross_section));
1387 for (int i=0; i<pm->num_xc; i++) {
1388 pm->xc[i].z = cfread_float(fp);
1389 pm->xc[i].radius = cfread_float(fp);
1396 if ( pm->version >= 2007 ) {
1397 pm->num_lights = cfread_int(fp);
1398 //mprintf(( "Found %d lights!\n", pm->num_lights ));
1400 pm->lights = (bsp_light *)malloc( sizeof(bsp_light)*pm->num_lights );
1401 for (i=0; i<pm->num_lights; i++ ) {
1402 cfread_vector(&pm->lights[i].pos,fp);
1403 pm->lights[i].type = cfread_int(fp);
1404 pm->lights[i].value = 0.0f;
1414 case ID_SOBJ: { //Subobject header
1416 char *p, props[MAX_PROP_LEN];
1419 //mprintf(0,"Got chunk SOBJ, len=%d\n",len);
1423 Assert(n < pm->n_models );
1425 #if defined( FREESPACE2_FORMAT )
1426 pm->submodel[n].rad = cfread_float(fp); //radius
1429 pm->submodel[n].parent = cfread_int(fp);
1431 // cfread_vector(&pm->submodel[n].norm,fp);
1432 // d = cfread_float(fp);
1433 // cfread_vector(&pm->submodel[n].pnt,fp);
1434 cfread_vector(&pm->submodel[n].offset,fp);
1436 // mprintf(( "Subobj %d, offs = %.1f, %.1f, %.1f\n", n, pm->submodel[n].offset.xyz.x, pm->submodel[n].offset.xyz.y, pm->submodel[n].offset.xyz.z ));
1438 #if defined ( FREESPACE1_FORMAT )
1439 pm->submodel[n].rad = cfread_float(fp); //radius
1442 // pm->submodel[n].tree_offset = cfread_int(fp); //offset
1443 // pm->submodel[n].data_offset = cfread_int(fp); //offset
1445 cfread_vector(&pm->submodel[n].geometric_center,fp);
1447 cfread_vector(&pm->submodel[n].min,fp);
1448 cfread_vector(&pm->submodel[n].max,fp);
1450 model_calc_bound_box(pm->submodel[n].bounding_box,&pm->submodel[n].min,&pm->submodel[n].max);
1452 pm->submodel[n].name[0] = '\0';
1454 cfread_string_len( pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name
1455 cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properites
1457 pm->submodel[n].movement_type = cfread_int(fp);
1458 pm->submodel[n].movement_axis = cfread_int(fp);
1460 // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL
1461 if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) {
1462 if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) {
1463 pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL;
1464 } else if (strstr(pm->submodel[n].name, "thruster")) {
1466 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1467 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1471 if ( pm->submodel[n].name[0] == '\0' ) {
1472 strcpy(pm->submodel[n].name, "unknown object name");
1475 bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT);
1476 if ( ( p = strstr(props, "$special"))!= NULL ) {
1479 get_user_prop_value(p+9, type);
1480 if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list!
1481 do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id );
1482 rotating_submodel_has_subsystem = true;
1483 } else if ( !stricmp(type, "no_rotate") ) {
1484 // mark those submodels which should not rotate - ie, those with no subsystem
1485 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1486 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1488 // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate
1489 Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT );
1493 if ( !rotating_submodel_has_subsystem ) {
1494 nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name));
1496 // mark those submodels which should not rotate - ie, those with no subsystem
1497 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1498 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1502 pm->submodel[n].angs.p = 0.0f;
1503 pm->submodel[n].angs.b = 0.0f;
1504 pm->submodel[n].angs.h = 0.0f;
1507 int nchunks = cfread_int( fp ); // Throw away nchunks
1508 if ( nchunks > 0 ) {
1509 Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename );
1512 pm->submodel[n].bsp_data_size = cfread_int(fp);
1513 if ( pm->submodel[n].bsp_data_size > 0 ) {
1514 pm->submodel[n].bsp_data = (ubyte *)malloc(pm->submodel[n].bsp_data_size);
1515 cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp);
1517 pm->submodel[n].bsp_data = NULL;
1520 if ( strstr( pm->submodel[n].name, "thruster") )
1521 pm->submodel[n].is_thruster=1;
1523 pm->submodel[n].is_thruster=0;
1525 if ( strstr( pm->submodel[n].name, "-destroyed") )
1526 pm->submodel[n].is_damaged=1;
1528 pm->submodel[n].is_damaged=0;
1530 //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent ));
1533 //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset ));
1534 //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset ));
1546 nverts = cfread_int( fp ); // get the number of vertices in the list
1547 pm->shield.nverts = nverts;
1548 pm->shield.verts = (shield_vertex *)malloc(nverts * sizeof(shield_vertex) );
1549 Assert( pm->shield.verts );
1550 for ( i = 0; i < nverts; i++ ) // read in the vertex list
1551 cfread_vector( &(pm->shield.verts[i].pos), fp );
1553 ntris = cfread_int( fp ); // get the number of triangles that compose the shield
1554 pm->shield.ntris = ntris;
1555 pm->shield.tris = (shield_tri *)malloc(ntris * sizeof(shield_tri) );
1556 Assert( pm->shield.tris );
1557 for ( i = 0; i < ntris; i++ ) {
1558 cfread_vector( &(pm->shield.tris[i].norm), fp );
1559 for ( j = 0; j < 3; j++ ) {
1560 pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list
1563 if (pm->shield.tris[i].verts[j] >= nverts)
1564 if (!warning_displayed) {
1565 warning_displayed = 1;
1566 Warning(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, nverts, pm->shield.tris[i].verts[j]);
1571 for ( j = 0; j < 3; j++ )
1572 pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list
1582 pm->n_guns = cfread_int(fp);
1583 pm->gun_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_guns);
1584 Assert( pm->gun_banks != NULL );
1586 for (i = 0; i < pm->n_guns; i++ ) {
1587 w_bank *bank = &pm->gun_banks[i];
1589 bank->num_slots = cfread_int(fp);
1590 Assert ( bank->num_slots < MAX_SLOTS );
1591 for (j = 0; j < bank->num_slots; j++) {
1592 cfread_vector( &(bank->pnt[j]), fp );
1593 cfread_vector( &(bank->norm[j]), fp );
1599 pm->n_missiles = cfread_int(fp);
1600 pm->missile_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_missiles);
1601 Assert( pm->missile_banks != NULL );
1603 for (i = 0; i < pm->n_missiles; i++ ) {
1604 w_bank *bank = &pm->missile_banks[i];
1606 bank->num_slots = cfread_int(fp);
1607 Assert ( bank->num_slots < MAX_SLOTS );
1608 for (j = 0; j < bank->num_slots; j++) {
1609 cfread_vector( &(bank->pnt[j]), fp );
1610 cfread_vector( &(bank->norm[j]), fp );
1616 char props[MAX_PROP_LEN];
1618 pm->n_docks = cfread_int(fp);
1619 pm->docking_bays = (dock_bay *)malloc(sizeof(dock_bay) * pm->n_docks);
1620 Assert( pm->docking_bays != NULL );
1622 for (i = 0; i < pm->n_docks; i++ ) {
1624 dock_bay *bay = &pm->docking_bays[i];
1626 cfread_string_len( props, MAX_PROP_LEN, fp );
1627 if ( (p = strstr(props, "$name"))!= NULL )
1628 get_user_prop_value(p+5, bay->name);
1630 sprintf(bay->name, "<unnamed bay %c>", 'A' + i);
1631 bay->num_spline_paths = cfread_int( fp );
1632 if ( bay->num_spline_paths > 0 ) {
1633 bay->splines = (int *)malloc(sizeof(int) * bay->num_spline_paths);
1634 for ( j = 0; j < bay->num_spline_paths; j++ )
1635 bay->splines[j] = cfread_int(fp);
1637 bay->splines = NULL;
1640 // determine what this docking bay can be used for
1641 if ( !strnicmp(bay->name, "cargo", 5) )
1642 bay->type_flags = DOCK_TYPE_CARGO;
1644 bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC);
1646 bay->num_slots = cfread_int(fp);
1647 Assert( bay->num_slots == 2 ); // Get Allender if Asserted!
1648 for (j = 0; j < bay->num_slots; j++) {
1649 cfread_vector( &(bay->pnt[j]), fp );
1650 cfread_vector( &(bay->norm[j]), fp );
1657 char props[MAX_PROP_LEN];
1658 pm->n_thrusters = cfread_int(fp);
1659 pm->thrusters = (thruster_bank *)malloc(sizeof(thruster_bank) * pm->n_thrusters);
1660 Assert( pm->thrusters != NULL );
1662 for (i = 0; i < pm->n_thrusters; i++ ) {
1663 thruster_bank *bank = &pm->thrusters[i];
1665 bank->num_slots = cfread_int(fp);
1667 if (pm->version < 2117) {
1668 bank->wash_info_index = -1;
1670 cfread_string_len( props, MAX_PROP_LEN, fp );
1671 // look for $engine_subsystem=xxx
1672 int length = strlen(props);
1674 int base_length = strlen("$engine_subsystem=");
1675 Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
1676 Assert( length > base_length );
1677 char *engine_subsys_name = props + base_length;
1678 if (engine_subsys_name[0] == '$') {
1679 engine_subsys_name++;
1682 nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
1684 // set wash_info_index to invalid
1685 int table_error = 1;
1686 bank->wash_info_index = -1;
1687 for (int k=0; k<n_subsystems; k++) {
1688 if ( 0 == stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
1689 bank->wash_info_index = subsystems[k].engine_wash_index;
1690 if (bank->wash_info_index >= 0) {
1697 if ( (bank->wash_info_index == -1) && (n_subsystems > 0) ) {
1699 Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename);
1701 Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename);
1705 bank->wash_info_index = -1;
1709 for (j = 0; j < bank->num_slots; j++) {
1711 cfread_vector( &(bank->pnt[j]), fp );
1712 cfread_vector( &(bank->norm[j]), fp );
1713 if ( pm->version > 2004 ) {
1714 bank->radius[j] = cfread_float( fp );
1715 //mprintf(( "Rad = %.2f\n", rad ));
1717 bank->radius[j] = 1.0f;
1720 //mprintf(( "Num slots = %d\n", bank->num_slots ));
1727 int n_banks, n_slots, parent;
1728 model_subsystem *subsystemp;
1731 n_banks = cfread_int(fp); // number of turret points
1732 for ( i = 0; i < n_banks; i++ ) {
1733 int physical_parent; // who are we attached to?
1734 parent = cfread_int( fp ); // get the turret parent of the object
1736 physical_parent = cfread_int(fp); // The parent subobj that this is physically attached to
1739 for ( snum = 0; snum < n_subsystems; snum++ ) {
1740 subsystemp = &subsystems[snum];
1742 if ( parent == subsystemp->subobj_num ) {
1743 cfread_vector( &subsystemp->turret_norm, fp );
1744 vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL);
1746 n_slots = cfread_int( fp );
1747 subsystemp->turret_gun_sobj = physical_parent;
1748 Assert(n_slots < MAX_TFP); // only MAX_TFP firing points per model_subsystem
1749 for (j = 0; j < n_slots; j++ ) {
1750 cfread_vector( &subsystemp->turret_firing_point[j], fp );
1752 Assert( n_slots > 0 );
1754 subsystemp->turret_num_firing_points = n_slots;
1763 if ( (n_subsystems == 0) || (snum == n_subsystems) ) {
1766 nprintf(("Warning", "Turret object not found for turret firing point in model %s\n", model_filename));
1767 cfread_vector( &bogus, fp );
1768 n_slots = cfread_int( fp );
1769 for (j = 0; j < n_slots; j++ )
1770 cfread_vector( &bogus, fp );
1777 char name[MAX_NAME_LEN], props[MAX_PROP_LEN], *p;
1782 n_specials = cfread_int(fp); // get the number of special subobjects we have
1783 for (i = 0; i < n_specials; i++) {
1785 // get the next free object of the subobject list. Flag error if no more room
1787 cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon
1789 cfread_string_len(props, MAX_PROP_LEN, fp); // will definately have properties as well!
1790 cfread_vector( &pnt, fp );
1791 radius = cfread_float( fp );
1794 p = strstr(name, "$split");
1796 pm->split_plane[pm->num_split_plane] = pnt.xyz.z;
1797 pm->num_split_plane++;
1798 Assert(pm->num_split_plane <= MAX_SPLIT_PLANE);
1799 } else if ( ( p = strstr(props, "$special"))!= NULL ) {
1802 get_user_prop_value(p+9, type);
1803 if ( !stricmp(type, "subsystem") ) // if we have a subsystem, put it into the list!
1804 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1805 } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){
1806 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1808 nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
1814 case ID_TXTR: { //Texture filename list
1816 // char name_buf[128];
1818 //mprintf(0,"Got chunk TXTR, len=%d\n",len);
1822 // Dont overwrite memory!!
1823 Assert(n <= MAX_MODEL_TEXTURES);
1824 //mprintf(0," num textures = %d\n",n);
1825 for (i=0; i<n; i++ ) {
1827 cfread_string_len(tmp_name,127,fp);
1829 if ( strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") ) {
1830 // Don't load textures for thruster animations or invisible textures
1831 pm->textures[i] = -1;
1833 pm->textures[i] = bm_load( tmp_name );
1834 if (pm->textures[i]<0) {
1835 Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename );
1838 pm->original_textures[i] = pm->textures[i];
1839 //mprintf(0,"<%s>\n",name_buf);
1845 /* case ID_IDTA: //Interpreter data
1846 //mprintf(0,"Got chunk IDTA, len=%d\n",len);
1848 pm->model_data = (ubyte *)malloc(len);
1849 pm->model_data_size = len;
1850 Assert(pm->model_data != NULL );
1852 cfread(pm->model_data,1,len,fp);
1857 case ID_INFO: // don't need to do anything with info stuff
1860 pm->debug_info_size = len;
1861 pm->debug_info = (char *)malloc(pm->debug_info_size+1);
1862 Assert(pm->debug_info!=NULL);
1863 memset(pm->debug_info,0,len+1);
1864 cfread( pm->debug_info, 1, len, fp );
1872 pm->n_paths = cfread_int( fp );
1873 pm->paths = (model_path *)malloc(sizeof(model_path)*pm->n_paths);
1874 Assert( pm->paths != NULL );
1876 for (i=0; i<pm->n_paths; i++ ) {
1877 cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
1878 if ( pm->version >= 2002 ) {
1879 // store the sub_model name number of the parent
1880 cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
1881 // get rid of leading '$' char in name
1882 if ( pm->paths[i].parent_name[0] == '$' ) {
1883 char tmpbuf[MAX_NAME_LEN];
1884 strcpy(tmpbuf, pm->paths[i].parent_name+1);
1885 strcpy(pm->paths[i].parent_name, tmpbuf);
1887 // store the sub_model index (ie index into pm->submodel) of the parent
1888 pm->paths[i].parent_submodel = -1;
1889 for ( j = 0; j < pm->n_models; j++ ) {
1890 if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) {
1891 pm->paths[i].parent_submodel = j;
1895 pm->paths[i].parent_name[0] = 0;
1896 pm->paths[i].parent_submodel = -1;
1898 pm->paths[i].nverts = cfread_int( fp );
1899 pm->paths[i].verts = (mp_vert *)malloc( sizeof(mp_vert) * pm->paths[i].nverts );
1900 pm->paths[i].goal = pm->paths[i].nverts - 1;
1901 pm->paths[i].type = MP_TYPE_UNUSED;
1902 pm->paths[i].value = 0;
1903 Assert(pm->paths[i].verts!=NULL);
1904 for (j=0; j<pm->paths[i].nverts; j++ ) {
1905 cfread_vector(&pm->paths[i].verts[j].pos,fp );
1906 pm->paths[i].verts[j].radius = cfread_float( fp );
1908 { // version 1802 added turret stuff
1911 nturrets = cfread_int( fp );
1912 pm->paths[i].verts[j].nturrets = nturrets;
1913 pm->paths[i].verts[j].turret_ids = (int *)malloc( sizeof(int) * nturrets );
1914 for ( k = 0; k < nturrets; k++ )
1915 pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp );
1922 case ID_EYE: // an eye position(s)
1926 // all eyes points are stored simply as vectors and their normals.
1927 // 0th element is used as usual player view position.
1929 num_eyes = cfread_int( fp );
1930 pm->n_view_positions = num_eyes;
1931 Assert ( num_eyes < MAX_EYES );
1932 for (i = 0; i < num_eyes; i++ ) {
1933 pm->view_positions[i].parent = cfread_int( fp );
1934 cfread_vector( &pm->view_positions[i].pnt, fp );
1935 cfread_vector( &pm->view_positions[i].norm, fp );
1941 int num_ins, num_verts, num_faces, idx, idx2, idx3;
1943 // get the # of insignias
1944 num_ins = cfread_int(fp);
1945 pm->num_ins = num_ins;
1947 // read in the insignias
1948 for(idx=0; idx<num_ins; idx++){
1949 // get the detail level
1950 pm->ins[idx].detail_level = cfread_int(fp);
1953 num_faces = cfread_int(fp);
1954 pm->ins[idx].num_faces = num_faces;
1955 Assert(num_faces <= MAX_INS_FACES);
1958 num_verts = cfread_int(fp);
1959 Assert(num_verts <= MAX_INS_VECS);
1961 // read in all the vertices
1962 for(idx2=0; idx2<num_verts; idx2++){
1963 cfread_vector(&pm->ins[idx].vecs[idx2], fp);
1966 // read in world offset
1967 cfread_vector(&pm->ins[idx].offset, fp);
1969 // read in all the faces
1970 for(idx2=0; idx2<pm->ins[idx].num_faces; idx2++){
1971 // read in 3 vertices
1972 for(idx3=0; idx3<3; idx3++){
1973 pm->ins[idx].faces[idx2][idx3] = cfread_int(fp);
1974 pm->ins[idx].u[idx2][idx3] = cfread_float(fp);
1975 pm->ins[idx].v[idx2][idx3] = cfread_float(fp);
1981 // autocentering info
1983 cfread_vector(&pm->autocenter, fp);
1984 pm->flags |= PM_FLAG_AUTOCEN;
1988 mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1989 cfseek(fp,len,SEEK_CUR);
1993 cfseek(fp,next_chunk,SEEK_SET);
1995 id = cfread_int(fp);
1996 len = cfread_int(fp);
1997 next_chunk = cftell(fp) + len;
2006 ss_fp = cfopen(debug_name, "rb");
2008 size = cfilelength(ss_fp);
2011 _unlink(debug_name);
2018 // mprintf(("Done processing chunks\n"));
2024 //returns the number of this model
2025 int model_load(char *filename, int n_subsystems, model_subsystem *subsystems)
2027 int i, num, arc_idx;
2029 if ( !model_initted )
2032 // int Model_ram = 0;
2035 int ram_before = TotalRam;
2038 //Assert(strlen(filename) <= 12);
2042 for (i=0; i< MAX_POLYGON_MODELS; i++) {
2043 if ( Polygon_models[i] ) {
2044 if (!stricmp(filename, Polygon_models[i]->filename)) {
2045 // Model already loaded; just return.
2046 return Polygon_models[i]->id;
2048 } else if ( num == -1 ) {
2049 // This is the first empty slot
2056 Error( LOCATION, "Too many models" );
2060 mprintf(( "Loading model '%s'\n", filename ));
2062 polymodel * pm = (polymodel *)malloc( sizeof(polymodel) );
2064 Polygon_models[num] = pm;
2066 memset(pm, 0, sizeof(polymodel));
2071 int org_sig = Model_signature;
2072 Model_signature+=MAX_POLYGON_MODELS;
2073 if ( Model_signature < org_sig ) {
2074 Model_signature = 0;
2076 Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 );
2077 pm->id = Model_signature + num;
2079 if (!read_model_file(pm, filename, n_subsystems, subsystems)) {
2083 //mprintf(( "Loading model '%s'\n", filename ));
2086 //=============================
2087 // Find the destroyed replacement models
2089 // Set up the default values
2090 for (i=0; i<pm->n_models; i++ ) {
2091 pm->submodel[i].my_replacement = -1; // assume nothing replaces this
2092 pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything
2095 // Search for models that have destroyed versions
2096 for (i=0; i<pm->n_models; i++ ) {
2098 char destroyed_name[128];
2100 strcpy( destroyed_name, pm->submodel[i].name );
2101 strcat( destroyed_name, "-destroyed" );
2102 for (j=0; j<pm->n_models; j++ ) {
2103 if ( !stricmp( pm->submodel[j].name, destroyed_name )) {
2104 // mprintf(( "Found destroyed model for '%s'\n", pm->submodel[i].name ));
2105 pm->submodel[i].my_replacement = j;
2106 pm->submodel[j].i_replace = i;
2110 // Search for models with live debris
2111 // This debris comes from a destroyed subsystem when ship is still alive
2112 char live_debris_name[128];
2114 strcpy( live_debris_name, "debris-" );
2115 strcat( live_debris_name, pm->submodel[i].name );
2118 pm->submodel[i].num_live_debris = 0;
2119 for (j=0; j<pm->n_models; j++ ) {
2120 // check if current model name is substring of destroyed
2121 if ( strstr( pm->submodel[j].name, live_debris_name )) {
2122 mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name ));
2123 Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS);
2124 pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j;
2125 pm->submodel[j].is_live_debris = 1;
2131 create_family_tree(pm);
2132 // dump_object_tree(pm);
2134 //==============================
2135 // Find all the lower detail versions of the hires model
2136 for (i=0; i<pm->n_models; i++ ) {
2138 bsp_info * sm1 = &pm->submodel[i];
2140 // set all arc types to be default
2141 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2142 sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2145 sm1->num_details = 0;
2146 l1 = strlen(sm1->name);
2148 for (j=0; j<pm->num_debris_objects;j++ ) {
2149 if ( i == pm->debris_objects[j] ) {
2150 sm1->is_damaged = 1;
2155 for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
2156 sm1->details[j] = -1;
2159 for (j=0; j<pm->n_models; j++ ) {
2161 bsp_info * sm2 = &pm->submodel[j];
2163 if ( i==j ) continue;
2165 // set all arc types to be default
2166 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2167 sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2170 // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list
2171 if ((int)strlen(sm2->name)!=l1) continue;
2175 for ( k=0; k<l1; k++) {
2176 if (sm1->name[k] != sm2->name[k] ) {
2177 if (ndiff==0) first_diff = k;
2181 if (ndiff==1) { // They only differ by one character!
2183 dl1 = tolower(sm1->name[first_diff]) - 'a';
2184 dl2 = tolower(sm2->name[first_diff]) - 'a';
2186 if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels
2189 dl2--; // Start from 1 up...
2190 if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1;
2191 sm1->details[dl2] = j;
2192 //mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2, sm1->name ));
2197 for (j=0; j<sm1->num_details; j++ ) {
2198 if ( sm1->details[j] == -1 ) {
2199 Warning( LOCATION, "Model '%s' could find all detail levels for submodel '%s'", pm->filename, sm1->name );
2200 sm1->num_details = 0;
2207 model_octant_create( pm );
2209 // Find the core_radius... the minimum of
2211 rx = fl_abs( pm->submodel[pm->detail[0]].max.xyz.x - pm->submodel[pm->detail[0]].min.xyz.x );
2212 ry = fl_abs( pm->submodel[pm->detail[0]].max.xyz.y - pm->submodel[pm->detail[0]].min.xyz.y );
2213 rz = fl_abs( pm->submodel[pm->detail[0]].max.xyz.z - pm->submodel[pm->detail[0]].min.xyz.z );
2215 pm->core_radius = min( rx, min(ry, rz) ) / 2.0f;
2217 for (i=0; i<pm->n_view_positions; i++ ) {
2218 if ( pm->view_positions[i].parent == pm->detail[0] ) {
2219 float d = vm_vec_mag( &pm->view_positions[i].pnt );
2221 d += 0.1f; // Make the eye 1/10th of a meter inside the sphere.
2223 if ( d > pm->core_radius ) {
2224 //mprintf(( "Model %s core radius increased from %.1f to %.1f to fit eye\n", pm->filename, pm->core_radius, d ));
2225 pm->core_radius = d;
2231 int ram_after = TotalRam;
2233 pm->ram_used = ram_after - ram_before;
2234 Model_ram += pm->ram_used;
2235 //mprintf(( "Model RAM = %d KB\n", Model_ram ));
2241 // Get "parent" submodel for live debris submodel
2242 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num )
2244 polymodel *pm = model_get(model_num);
2246 Assert(pm->submodel[live_debris_model_num].is_live_debris == 1);
2251 // Start with the high level of detail hull
2252 // Check all its children until we find the submodel to which the live debris belongs
2253 child = &pm->submodel[pm->detail[0]];
2254 mn = child->first_child;
2257 child = &pm->submodel[mn];
2259 if (child->num_live_debris > 0) {
2260 // check all live debris submodels for the current child
2261 for (int idx=0; idx<child->num_live_debris; idx++) {
2262 if (child->live_debris[idx] == live_debris_model_num) {
2266 // DKA 5/26/99: can multiple live debris subsystems with each ship
2267 // NO LONGER TRUE Can only be 1 submodel with live debris
2268 // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error");
2272 mn = child->next_sibling;
2274 Error( LOCATION, "Could not find parent submodel for live debris");
2279 float model_get_radius( int modelnum )
2283 pm = model_get(modelnum);
2288 float model_get_core_radius( int modelnum )
2292 pm = model_get(modelnum);
2294 return pm->core_radius;
2297 float submodel_get_radius( int modelnum, int submodelnum )
2301 pm = model_get(modelnum);
2303 return pm->submodel[submodelnum].rad;
2308 polymodel * model_get(int model_num)
2310 Assert( model_num > -1 );
2312 int num = model_num % MAX_POLYGON_MODELS;
2315 Assert( num < MAX_POLYGON_MODELS );
2316 Assert( Polygon_models[num]->id == model_num );
2318 return Polygon_models[num];
2323 // Finds the 3d bounding box of a model. If submodel_num is -1,
2324 // then it starts from the root object. If inc_children is non-zero,
2325 // then this will recurse and find the bounding box for all children
2327 void model_find_bound_box_3d(int model_num,int submodel_num, int inc_children, matrix *orient, vector * pos, vector * box )
2330 vector to_root_xlat;
2331 matrix to_root_rotate;
2332 int n_steps, steps[16];
2335 if ( (model_num < 0) || (model_num >= N_polygon_models) ) return;
2337 pm = &Polygon_models[model_num];
2339 if ( submodel_num < 0 ) submodel_num = pm->detail[0];
2341 // traverse up the model tree to a root object.
2342 // Store this path in n_steps,
2344 tmp_sobj = submodel_num;
2345 while( tmp_sobj > -1 ) {
2346 steps[n_steps++] = tmp_sobj;
2347 tmp_sobj = pm->submodel[tmp_sobj].parent;
2352 // vm_copy_transpose_matrix(&to_world_rotate, orient );
2353 // to_world_xlat = *pos;
2360 // Returns zero is x1,y1,x2,y2 are valid
2361 // returns 1 for invalid model, 2 for point offscreen.
2362 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2363 int model_find_2d_bound_min(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2367 int i, x,y,min_x, min_y, max_x, max_y;
2370 po = model_get(model_num);
2372 g3_start_instance_matrix(pos,orient);
2376 int hull = po->detail[0];
2378 min_x = min_y = max_x = max_y = 0;
2380 for (i=0; i<8; i++ ) {
2384 flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]);
2385 if ( !(flags&CC_BEHIND) ) {
2386 g3_project_vertex(&pt);
2388 if (!(pt.flags & PF_OVERFLOW)) {
2391 if ( n_valid_pts == 0 ) {
2397 if ( x < min_x ) min_x = x;
2398 if ( y < min_y ) min_y = y;
2400 if ( x > max_x ) max_x = x;
2401 if ( y > max_y ) max_y = y;
2408 if ( n_valid_pts < 8 ) {
2412 if (x1) *x1 = min_x;
2413 if (y1) *y1 = min_y;
2415 if (x2) *x2 = max_x;
2416 if (y2) *y2 = max_y;
2424 // Returns zero is x1,y1,x2,y2 are valid
2425 // returns 1 for invalid model, 2 for point offscreen.
2426 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2427 int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2431 int i, x,y,min_x, min_y, max_x, max_y;
2434 po = model_get(model_num);
2435 if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1;
2436 sm = &po->submodel[submodel];
2438 g3_start_instance_matrix(pos,orient);
2442 min_x = min_y = max_x = max_y = 0;
2444 for (i=0; i<8; i++ ) {
2448 flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]);
2449 if ( !(flags&CC_BEHIND) ) {
2450 g3_project_vertex(&pt);
2452 if (!(pt.flags & PF_OVERFLOW)) {
2455 if ( n_valid_pts == 0 ) {
2461 if ( x < min_x ) min_x = x;
2462 if ( y < min_y ) min_y = y;
2464 if ( x > max_x ) max_x = x;
2465 if ( y > max_y ) max_y = y;
2472 if ( n_valid_pts == 0 ) {
2476 if (x1) *x1 = min_x;
2477 if (y1) *y1 = min_y;
2479 if (x2) *x2 = max_x;
2480 if (y2) *y2 = max_y;
2488 // Returns zero is x1,y1,x2,y2 are valid
2489 // returns 1 for invalid model, 2 for point offscreen.
2490 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2491 int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2498 po = model_get(model_num);
2499 float width = po->rad;
2500 float height = po->rad;
2502 flags = g3_rotate_vertex(&pnt,pos);
2504 if ( pnt.flags & CC_BEHIND )
2507 if (!(pnt.flags&PF_PROJECTED))
2508 g3_project_vertex(&pnt);
2510 if (pnt.flags & PF_OVERFLOW)
2513 t = (width * Canv_w2)/pnt.z;
2514 w = t*Matrix_scale.xyz.x;
2516 t = (height*Canv_h2)/pnt.z;
2517 h = t*Matrix_scale.xyz.y;
2519 if (x1) *x1 = fl2i(pnt.sx - w);
2520 if (y1) *y1 = fl2i(pnt.sy - h);
2522 if (x2) *x2 = fl2i(pnt.sx + w);
2523 if (y2) *y2 = fl2i(pnt.sy + h);
2528 // Returns zero is x1,y1,x2,y2 are valid
2529 // returns 2 for point offscreen.
2530 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2531 int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2537 float width = radius;
2538 float height = radius;
2540 flags = g3_rotate_vertex(&pnt,pos);
2542 if ( pnt.flags & CC_BEHIND )
2545 if (!(pnt.flags&PF_PROJECTED))
2546 g3_project_vertex(&pnt);
2548 if (pnt.flags & PF_OVERFLOW)
2551 t = (width * Canv_w2)/pnt.z;
2552 w = t*Matrix_scale.xyz.x;
2554 t = (height*Canv_h2)/pnt.z;
2555 h = t*Matrix_scale.xyz.y;
2557 if (x1) *x1 = fl2i(pnt.sx - w);
2558 if (y1) *y1 = fl2i(pnt.sy - h);
2560 if (x2) *x2 = fl2i(pnt.sx + w);
2561 if (y2) *y2 = fl2i(pnt.sy + h);
2567 // Given a vector that is in sub_model_num's frame of
2568 // reference, and given the object's orient and position,
2569 // return the vector in the model's frame of reference.
2570 void model_find_obj_dir(vector *w_vec, vector *m_vec, object *ship_obj, int sub_model_num)
2576 Assert(ship_obj->type == OBJ_SHIP);
2578 polymodel *pm = model_get(Ships[ship_obj->instance].modelnum);
2582 // instance up the tree for this point
2583 while ((mn>-1) && (pm->submodel[mn].parent > -1)) {
2585 vm_angles_2_matrix(&m, &pm->submodel[mn].angs);
2586 vm_vec_unrotate(&tvec, &vec, &m);
2589 mn = pm->submodel[mn].parent;
2592 // now instance for the entire object
2593 vm_vec_unrotate(w_vec, &vec, &ship_obj->orient);
2597 // Given a point (pnt) that is in sub_model_num's frame of
2598 // reference, return the point in in the object's frame of reference
2599 void model_rot_sub_into_obj(vector * outpnt, vector *mpnt,polymodel *pm, int sub_model_num)
2609 //instance up the tree for this point
2610 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2612 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2613 vm_transpose_matrix(&m);
2614 vm_vec_rotate(&tpnt,&pnt,&m);
2616 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2618 mn = pm->submodel[mn].parent;
2621 //now instance for the entire object
2626 // Given a rotating submodel, find the ship and world axes or rotatation.
2627 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj)
2629 polymodel *pm = model_get(modelnum);
2631 bsp_info *sm = &pm->submodel[submodel_num];
2632 Assert(sm->movement_type == MOVEMENT_TYPE_ROT);
2634 if (sm->movement_axis == MOVEMENT_AXIS_X) {
2635 vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f);
2636 } else if (sm->movement_axis == MOVEMENT_AXIS_Y) {
2637 vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f);
2639 Assert(sm->movement_axis == MOVEMENT_AXIS_Z);
2640 vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f);
2643 model_find_obj_dir(world_axis, model_axis, obj, submodel_num);
2647 // Does stepped rotation of a submodel
2649 #pragma warning ( push )
2650 #pragma warning (disable : 4701)
2652 void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
2654 Assert(psub->flags & MSS_FLAG_STEPPED_ROTATE);
2656 if ( psub->subobj_num < 0 ) return;
2658 polymodel *pm = model_get(psub->model_num);
2659 bsp_info *sm = &pm->submodel[psub->subobj_num];
2661 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2663 // get active rotation time this frame
2664 int end_stamp = timestamp();
2665 float rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
2666 Assert(rotation_time >= 0);
2669 sii->prev_angs = sii->angs;
2671 // float pointer into struct to get angle (either p,b,h)
2672 float *ang_prev, *ang_next;
2673 switch( sm->movement_axis ) {
2674 case MOVEMENT_AXIS_X:
2675 ang_prev = &sii->prev_angs.p;
2676 ang_next = &sii->angs.p;
2679 case MOVEMENT_AXIS_Y:
2680 ang_prev = &sii->prev_angs.h;
2681 ang_next = &sii->angs.h;
2684 case MOVEMENT_AXIS_Z:
2685 ang_prev = &sii->prev_angs.b;
2686 ang_next = &sii->angs.b;
2690 // angular displacement of one step
2691 float step_size = (PI2 / psub->stepped_rotation->num_steps);
2693 // get time to complete one step, including pause
2694 float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause;
2696 // cur_step is step number relative to zero (0 - num_steps)
2697 // step_offset_time is TIME into current step
2698 float step_offset_time = (float)fmod(rotation_time, step_time);
2699 // subtract off fractional step part, round up (ie, 1.999999 -> 2)
2700 int cur_step = int( ((rotation_time - step_offset_time) / step_time) + 0.5f);
2701 // mprintf(("cur step %d\n", cur_step));
2702 // Assert(step_offset_time >= 0);
2704 if (cur_step >= psub->stepped_rotation->num_steps) {
2705 // I don;t know why, but removing this line makes it all good.
2706 // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f);
2708 // reset cur_step (use mod to handle physics/ai pause)
2709 cur_step = cur_step % psub->stepped_rotation->num_steps;
2713 *ang_next = cur_step * step_size;
2715 // determine which phase of rotation we're in
2716 float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit;
2717 float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction);
2718 float pause_start_time = psub->stepped_rotation->t_transit;
2720 float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time;
2722 if (step_offset_time < coast_start_time) {
2724 float accel_time = step_offset_time;
2725 *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time;
2726 sii->cur_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time;
2727 } else if (step_offset_time < decel_start_time) {
2729 float coast_time = step_offset_time - coast_start_time;
2730 *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time;
2731 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate;
2732 } else if (step_offset_time < pause_start_time) {
2734 float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time;
2735 *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause);
2736 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
2739 *ang_next += step_size;
2740 sii->cur_turn_rate = 0.0f;
2744 #pragma warning ( pop )
2747 // Rotates the angle of a submodel. Use this so the right unlocked axis
2749 void submodel_rotate(model_subsystem *psub, submodel_instance_info *sii)
2753 if ( psub->subobj_num < 0 ) return;
2755 polymodel *pm = model_get(psub->model_num);
2756 sm = &pm->submodel[psub->subobj_num];
2758 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2761 sii->prev_angs = sii->angs;
2763 // probably send in a calculated desired turn rate
2764 float diff = sii->desired_turn_rate - sii->cur_turn_rate;
2766 float final_turn_rate;
2768 final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
2769 if (final_turn_rate > sii->desired_turn_rate) {
2770 final_turn_rate = sii->desired_turn_rate;
2772 } else if (diff < 0) {
2773 final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
2774 if (final_turn_rate < sii->desired_turn_rate) {
2775 final_turn_rate = sii->desired_turn_rate;
2778 final_turn_rate = sii->desired_turn_rate;
2781 float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
2782 sii->cur_turn_rate = final_turn_rate;
2785 //float delta = psub->turn_rate * flFrametime;
2787 switch( sm->movement_axis ) {
2788 case MOVEMENT_AXIS_X:
2789 sii->angs.p += delta;
2790 if (sii->angs.p > PI2 )
2792 else if (sii->angs.p < 0.0f )
2795 case MOVEMENT_AXIS_Y:
2796 sii->angs.h += delta;
2797 if (sii->angs.h > PI2 )
2799 else if (sii->angs.h < 0.0f )
2802 case MOVEMENT_AXIS_Z:
2803 sii->angs.b += delta;
2804 if (sii->angs.b > PI2 )
2806 else if (sii->angs.b < 0.0f )
2813 //=========================================================================
2814 // Make a turret's correct orientation matrix. This should be done when
2815 // the model is read, but I wasn't sure at what point all the data that I
2816 // needed was read, so I just check a flag and call this routine when
2817 // I determine I need the correct matrix. In this code, you can't use
2818 // vm_vec_2_matrix or anything, since these turrets could be either
2819 // right handed or left handed.
2820 void model_make_turrent_matrix(int model_num, model_subsystem * turret )
2823 vector fvec, uvec, rvec;
2825 pm = model_get(model_num);
2826 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2827 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2830 model_clear_instance(model_num);
2831 model_find_world_dir(&fvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2833 sm_parent->angs.h = -PI/2.0f;
2834 sm->angs.p = -PI/2.0f;
2835 model_find_world_dir(&rvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2837 sm_parent->angs.h = 0.0f;
2838 sm->angs.p = -PI/2.0f;
2839 model_find_world_dir(&uvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2841 vm_vec_normalize(&fvec);
2842 vm_vec_normalize(&rvec);
2843 vm_vec_normalize(&uvec);
2845 turret->turret_matrix.v.fvec = fvec;
2846 turret->turret_matrix.v.rvec = rvec;
2847 turret->turret_matrix.v.uvec = uvec;
2849 // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL);
2851 // HACK!! WARNING!!!
2852 // I'm doing nothing to verify that this matrix is orthogonal!!
2853 // In other words, there's no guarantee that the vectors are 90 degrees
2855 // I'm not doing this because I don't know how to do it without ruining
2856 // the handedness of the matrix... however, I'm not too worried about
2857 // this because I am creating these 3 vectors by making them 90 degrees
2858 // apart, so this should be close enough. I think this will start
2859 // causing weird errors when we view from turrets. -John
2860 turret->flags |= MSS_FLAG_TURRET_MATRIX;
2863 // Tries to move joints so that the turrent points to the point dst.
2864 // turret1 is the angles of the turret, turret2 is the angles of the gun from turret
2865 // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI)
2866 int model_rotate_gun(int model_num, model_subsystem *turret, matrix *orient, angles *turret1, angles *turret2, vector *pos, vector *dst)
2870 pm = model_get(model_num);
2871 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2872 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2874 // Check for a valid turret
2875 Assert( turret->turret_num_firing_points > 0 );
2878 if ( sm_parent == sm ) {
2882 // Build the correct turret matrix if there isn't already one
2883 if ( !(turret->flags & MSS_FLAG_TURRET_MATRIX) )
2884 model_make_turrent_matrix(model_num, turret );
2886 Assert( turret->flags & MSS_FLAG_TURRET_MATRIX);
2887 // Assert( sm->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch
2888 // Assert( sm_parent->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading
2890 //======================================================
2891 // DEBUG code to draw the normal out of this gun and a circle
2892 // at the gun point.
2897 vertex dpnt1, dpnt2;
2899 model_clear_instance(model_num);
2900 sm->angs.p = turret2->p;
2901 sm_parent->angs.h = turret1->h;
2903 model_find_world_point(&tmp, &vmd_zero_vector, model_num, turret->turret_gun_sobj, orient, pos );
2904 gr_set_color(255,0,0);
2905 g3_rotate_vertex( &dpnt1, &tmp );
2907 gr_set_color(255,0,0);
2908 g3_draw_sphere(&dpnt1,1.0f);
2910 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.fvec, 10.0f );
2911 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2912 g3_rotate_vertex( &dpnt2, &tmp );
2914 gr_set_color(0,255,0);
2915 g3_draw_line(&dpnt1,&dpnt2);
2916 gr_set_color(0,128,0);
2917 g3_draw_sphere(&dpnt2,0.2f);
2919 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.rvec, 10.0f );
2920 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2921 g3_rotate_vertex( &dpnt2, &tmp );
2923 gr_set_color(0,0,255);
2924 g3_draw_line(&dpnt1,&dpnt2);
2926 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.uvec, 10.0f );
2927 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2928 g3_rotate_vertex( &dpnt2, &tmp );
2930 gr_set_color(255,0,0);
2931 g3_draw_line(&dpnt1,&dpnt2);
2936 // rotate the dest point into the turret gun normal's frame of
2937 // reference, but not using the turret's angles.
2938 // Call this vector of_dst
2940 matrix world_to_turret_matrix; // converts world coordinates to turret's FOR
2941 vector world_to_turret_translate; // converts world coordinates to turret's FOR
2944 vm_vec_unrotate( &tempv, &sm_parent->offset, orient);
2945 vm_vec_add( &world_to_turret_translate, pos, &tempv );
2947 vm_matrix_x_matrix( &world_to_turret_matrix, orient, &turret->turret_matrix );
2949 vm_vec_sub( &tempv, dst, &world_to_turret_translate );
2950 vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix );
2952 vm_vec_normalize(&of_dst);
2955 // Find the heading and pitch that the gun needs to turn to
2956 // by extracting them from the of_dst vector.
2957 // Call this the desired_angles
2958 angles desired_angles;
2960 desired_angles.p = (float)acos(of_dst.xyz.z);
2961 desired_angles.h = PI - atan2_safe(of_dst.xyz.x, of_dst.xyz.y);
2962 desired_angles.b = 0.0f;
2964 // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.xyz.z, desired_angles.p ));
2967 // Gradually turn the turret towards the desired angles
2968 float step_size = turret->turret_turning_rate * flFrametime;
2970 vm_interp_angle(&turret1->h,desired_angles.h,step_size);
2971 vm_interp_angle(&turret2->p,desired_angles.p,step_size);
2973 // turret1->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) );
2974 // turret2->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) );
2981 // Given a point (pnt) that is in sub_model_num's frame of
2982 // reference, and given the object's orient and position,
2983 // return the point in 3-space in outpnt.
2984 void model_find_world_point(vector * outpnt, vector *mpnt,int model_num,int sub_model_num, matrix * objorient, vector * objpos )
2990 polymodel *pm = model_get(model_num);
2995 //instance up the tree for this point
2996 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2998 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2999 vm_vec_unrotate(&tpnt,&pnt,&m);
3001 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
3003 mn = pm->submodel[mn].parent;
3006 //now instance for the entire object
3007 vm_vec_unrotate(outpnt,&pnt,objorient);
3008 vm_vec_add2(outpnt,objpos);
3011 // Given a point in the world RF, find the corresponding point in the model RF.
3012 // This is special purpose code, specific for model collision.
3013 // NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
3015 // out - point in model RF
3016 // world_pt - point in world RF
3017 // pm - polygon model
3018 // submodel_num - submodel in whose RF we're trying to find the corresponding world point
3019 // orient - orient matrix of ship
3020 // pos - pos vector of ship
3021 void world_find_model_point(vector *out, vector *world_pt, polymodel *pm, int submodel_num, matrix *orient, vector *pos)
3023 Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) );
3025 vector tempv1, tempv2;
3029 vm_vec_sub(&tempv1, world_pt, pos);
3030 vm_vec_rotate(&tempv2, &tempv1, orient);
3032 if (pm->submodel[submodel_num].parent == -1) {
3037 // put into submodel RF
3038 vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset);
3039 vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs);
3040 vm_vec_rotate(out, &tempv2, &m);
3043 // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle
3044 int rotating_submodel_has_ship_subsys(int submodel, ship *shipp)
3046 model_subsystem *psub;
3051 // Go through all subsystems and look for submodel
3052 // the subsystems that need it.
3053 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
3054 psub = pss->system_info;
3055 if (psub->subobj_num == submodel) {
3064 void model_get_rotating_submodel_list(int *submodel_list, int *num_rotating_submodels, object *objp)
3066 Assert(objp->type == OBJ_SHIP);
3068 // Check if not currently rotating - then treat as part of superstructure.
3069 int modelnum = Ships[objp->instance].modelnum;
3070 polymodel *pm = model_get(modelnum);
3071 bsp_info *child_submodel;
3073 *num_rotating_submodels = 0;
3074 child_submodel = &pm->submodel[pm->detail[0]];
3076 int i = child_submodel->first_child;
3078 child_submodel = &pm->submodel[i];
3080 // Don't check it or its children if it is destroyed or it is a replacement (non-moving)
3081 if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {
3083 // Only look for submodels that rotate
3084 if (child_submodel->movement_type == MOVEMENT_TYPE_ROT) {
3086 // find ship subsys and check submodel rotation is less than max allowed.
3087 ship *pship = &Ships[objp->instance];
3088 ship_subsys *subsys;
3090 for ( subsys = GET_FIRST(&pship->subsys_list); subsys !=END_OF_LIST(&pship->subsys_list); subsys = GET_NEXT(subsys) ) {
3091 Assert(subsys->system_info->model_num == modelnum);
3092 if (i == subsys->system_info->subobj_num) {
3093 // found the correct subsystem - now check delta rotation angle not too large
3094 float delta_angle = get_submodel_delta_angle(&subsys->submodel_info_1);
3095 if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) {
3096 Assert(*num_rotating_submodels < MAX_ROTATING_SUBMODELS-1);
3097 submodel_list[(*num_rotating_submodels)++] = i;
3104 i = child_submodel->next_sibling;
3108 //#define MODEL_CHECK
3110 ship *pship = &Ships[objp->instance];
3111 for (int idx=0; idx<*num_rotating_submodels; idx++) {
3112 int valid = rotating_submodel_has_ship_subsys(submodel_list[idx], pship);
3116 Warning( LOCATION, "Ship %s has rotating submodel [%s] without ship subsystem\n", pship->ship_name, pm->submodel[submodel_list[idx]].name );
3117 pm->submodel[submodel_list[idx]].movement_type &= ~MOVEMENT_TYPE_ROT;
3118 *num_rotating_submodels = 0;
3126 // Given a direction (pnt) that is in sub_model_num's frame of
3127 // reference, and given the object's orient and position,
3128 // return the point in 3-space in outpnt.
3129 void model_find_world_dir(vector * out_dir, vector *in_dir,int model_num, int sub_model_num, matrix * objorient, vector * objpos )
3135 polymodel *pm = model_get(model_num);
3140 //instance up the tree for this point
3141 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3143 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3144 vm_vec_unrotate(&tpnt,&pnt,&m);
3147 mn = pm->submodel[mn].parent;
3150 //now instance for the entire object
3151 vm_vec_unrotate(out_dir,&pnt,objorient);
3156 // Clears all the submodel instances stored in a model to their defaults.
3157 void model_clear_instance(int model_num)
3162 pm = model_get(model_num);
3164 // reset textures to original ones
3165 for (i=0; i<pm->n_textures; i++ ) {
3166 pm->textures[i] = pm->original_textures[i];
3169 for (i=0; i<pm->n_models; i++ ) {
3170 bsp_info *sm = &pm->submodel[i];
3172 if ( pm->submodel[i].is_damaged ) {
3181 // set pointer to other ship subsystem info [turn rate, accel, moment, axis, ...]
3184 sm->num_arcs = 0; // Turn off any electric arcing effects
3187 for (i=0; i<pm->num_lights; i++ ) {
3188 pm->lights[i].value = 0.0f;
3191 interp_clear_instance();
3193 // if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
3194 // if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
3195 // if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
3196 // if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
3197 // if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
3198 // if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
3203 // initialization during ship set
3204 void model_clear_instance_info( submodel_instance_info * sii )
3210 sii->prev_angs.p = 0.0f;
3211 sii->prev_angs.b = 0.0f;
3212 sii->prev_angs.h = 0.0f;
3214 sii->cur_turn_rate = 0.0f;
3215 sii->desired_turn_rate = 0.0f;
3216 sii->turn_accel = 0.0f;
3219 // initialization during ship set
3220 void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
3226 sii->prev_angs.p = 0.0f;
3227 sii->prev_angs.b = 0.0f;
3228 sii->prev_angs.h = 0.0f;
3230 sii->cur_turn_rate = turn_rate * 0.0f;
3231 sii->desired_turn_rate = turn_rate;
3232 sii->turn_accel = turn_accel;
3234 sii->step_zero_timestamp = timestamp();
3239 // Sets the submodel instance data in a submodel (for all detail levels)
3240 void model_set_instance(int model_num, int sub_model_num, submodel_instance_info * sii)
3245 pm = model_get(model_num);
3247 Assert( sub_model_num >= 0 );
3248 Assert( sub_model_num < pm->n_models );
3250 if ( sub_model_num < 0 ) return;
3251 if ( sub_model_num >= pm->n_models ) return;
3252 bsp_info *sm = &pm->submodel[sub_model_num];
3254 // Set the "blown out" flags
3255 sm->blown_off = sii->blown_off;
3257 if ( sm->blown_off ) {
3258 if ( sm->my_replacement > -1 ) {
3259 pm->submodel[sm->my_replacement].blown_off = 0;
3260 pm->submodel[sm->my_replacement].angs = sii->angs;
3261 pm->submodel[sm->my_replacement].sii = sii;
3264 if ( sm->my_replacement > -1 ) {
3265 pm->submodel[sm->my_replacement].blown_off = 1;
3270 sm->angs = sii->angs;
3273 // For all the detail levels of this submodel, set them also.
3274 for (i=0; i<sm->num_details; i++ ) {
3275 model_set_instance(model_num, sm->details[i], sii );
3280 // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity
3281 void model_init_submodel_axis_pt(submodel_instance_info *sii, int model_num, int submodel_num)
3284 vector *mpoint1, *mpoint2;
3285 vector p1, v1, p2, v2, int1;
3287 polymodel *pm = model_get(model_num);
3288 Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT);
3294 // find 2 fixed points in submodel RF
3295 // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the
3296 // two lines to find a point on the axis
3297 if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) {
3298 axis = vmd_x_vector;
3299 mpoint1 = &vmd_y_vector;
3300 mpoint2 = &vmd_z_vector;
3301 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) {
3302 mpoint1 = &vmd_x_vector;
3303 axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z
3304 mpoint2 = &vmd_z_vector;
3305 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) {
3306 mpoint1 = &vmd_x_vector;
3307 mpoint2 = &vmd_y_vector;
3308 axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y
3310 // must be one of these axes or submodel_rot_hit is incorrectly set
3314 // copy submodel angs
3315 angles copy_angs = pm->submodel[submodel_num].angs;
3317 // find two points rotated into model RF when angs set to 0
3318 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
3319 model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3320 model_find_world_point(&p2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3322 // find two points rotated into model RF when angs set to PI
3323 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, PI);
3324 model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3325 model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3327 // reset submodel angs
3328 pm->submodel[submodel_num].angs = copy_angs;
3330 // find direction vectors of the two lines
3331 vm_vec_sub2(&v1, &p1);
3332 vm_vec_sub2(&v2, &p2);
3334 // find the intersection of the two lines
3336 fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t);
3338 // find the actual intersection points
3339 vm_vec_scale_add(&int1, &p1, &v1, s);
3342 sii->pt_on_axis = int1;
3347 // Adds an electrical arcing effect to a submodel
3348 void model_add_arc(int model_num, int sub_model_num, vector *v1, vector *v2, int arc_type )
3352 pm = model_get(model_num);
3354 if ( sub_model_num == -1 ) {
3355 sub_model_num = pm->detail[0];
3358 Assert( sub_model_num >= 0 );
3359 Assert( sub_model_num < pm->n_models );
3361 if ( sub_model_num < 0 ) return;
3362 if ( sub_model_num >= pm->n_models ) return;
3363 bsp_info *sm = &pm->submodel[sub_model_num];
3365 if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
3366 sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
3367 sm->arc_pts[sm->num_arcs][0] = *v1;
3368 sm->arc_pts[sm->num_arcs][1] = *v2;
3373 // function to return an index into the docking_bays array which matches the criteria passed
3374 // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h
3375 int model_find_dock_index(int modelnum, int dock_type)
3381 pm = model_get(modelnum);
3383 // no docking points -- return -1
3384 if ( pm->n_docks <= 0 )
3387 for (i = 0; i < pm->n_docks; i++ ) {
3388 if ( dock_type & pm->docking_bays[i].type_flags )
3395 int model_get_dock_index_type(int modelnum, int index)
3397 polymodel *pm = model_get(modelnum);
3399 return pm->docking_bays[index].type_flags;
3402 // get all the different docking point types on a model
3403 int model_get_dock_types(int modelnum)
3408 pm = model_get(modelnum);
3409 for (i=0; i<pm->n_docks; i++)
3410 type |= pm->docking_bays[i].type_flags;
3415 // function to return an index into the docking_bays array which matches the string passed
3416 // Fred uses strings to identify docking positions. This functin also accepts generic strings
3417 // so that a desginer doesn't have to know exact names if building a mission from hand.
3418 int model_find_dock_name_index( int modelnum, char *name )
3423 pm = model_get(modelnum);
3424 if ( pm->n_docks <= 0 )
3427 // check the generic names and call previous function to find first dock point of
3428 // the specified type
3429 if ( !stricmp(name, "cargo") )
3430 return model_find_dock_index( modelnum, DOCK_TYPE_CARGO );
3431 else if (!stricmp( name, "rearm") )
3432 return model_find_dock_index( modelnum, DOCK_TYPE_REARM );
3433 else if (!stricmp( name, "generic") )
3434 return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC );
3436 for (i = 0; i < pm->n_docks; i++ ) {
3437 if ( !stricmp(pm->docking_bays[i].name, name) )
3441 // if we get here, name wasn't found -- return -1 and hope for the best
3445 // returns the actual name of a docking point on a model, needed by Fred.
3446 char *model_get_dock_name(int modelnum, int index)
3450 pm = model_get(modelnum);
3451 Assert((index >= 0) && (index < pm->n_docks));
3452 return pm->docking_bays[index].name;
3455 int model_get_num_dock_points(int modelnum)
3459 pm = model_get(modelnum);