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 1.9 2004/06/10 23:55:39 tigital
19 * byte-swapping changes for bigendian systems
21 * Revision 1.8 2003/06/11 18:30:33 taylor
24 * Revision 1.7 2003/01/30 19:43:57 relnev
25 * added a missing "not" in the model warning
27 * Revision 1.6 2002/06/17 06:33:09 relnev
28 * ryan's struct patch for gcc 2.95
30 * Revision 1.5 2002/06/09 04:41:23 relnev
31 * added copyright header
33 * Revision 1.4 2002/06/09 03:16:04 relnev
36 * removed unneeded asm, old sdl 2d setup.
38 * fixed crash caused by opengl_get_region.
40 * Revision 1.3 2002/06/01 07:12:33 relnev
41 * a few NDEBUG updates.
43 * removed a few warnings.
45 * Revision 1.2 2002/05/07 03:16:47 theoddone33
46 * The Great Newline Fix
48 * Revision 1.1.1.1 2002/05/03 03:28:10 root
52 * 36 7/22/99 2:26p Mattk
53 * DA: don't show engine wash error if no subsystems. (ie, Pofview...)
55 * 35 7/19/99 12:02p Andsager
56 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
57 * only blow up subsystem if its strength is > 0
59 * 34 7/07/99 5:00p Andsager
60 * Fixed bug in stepped rotation
62 * 33 7/06/99 4:42p Anoop
63 * Add MiniCap hack for engine wash
65 * 32 7/06/99 3:52p Andsager
66 * That wacky model_subsystem name vs. subobj_name thing bites us in the
69 * 31 7/06/99 3:15p Anoop
70 * Better debug info for engine wash error.
72 * 30 7/06/99 11:37a Andsager
73 * Fix warning message.
75 * 29 7/06/99 10:45a Andsager
76 * Modify engine wash to work on any ship that is not small. Add AWACS
79 * 28 7/01/99 4:23p Dave
80 * Full support for multiple linked ambient engine sounds. Added "big
83 * 27 6/08/99 2:33p Dave
84 * Fixed release build warning. Put in hud config stuff.
86 * 26 6/01/99 8:35p Dave
87 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
88 * awacs-set-radius sexpression.
90 * 25 5/28/99 1:51p Andsager
91 * Allow models to rotate in both direction on an axis, specifying a
92 * negative rotation time in submodel properties.
94 * 24 5/27/99 3:48p Andsager
95 * Add assert to model_read code to not allow overwrite of memory
97 * 23 5/27/99 12:11p Andsager
98 * Allow more than 1 subsystem to have live debris on any ship
100 * 22 5/27/99 10:57a Mattk
101 * Put in a warning about too many firing points per turret.
103 * 21 5/24/99 5:45p Dave
104 * Added detail levels to the nebula, with a decent speedup. Split nebula
105 * lightning into its own section.
107 * 20 5/19/99 11:09a Andsager
108 * Turn on engine wash. Check every 1/4 sec.
110 * 19 5/11/99 10:16p Andsager
111 * First pass on engine wash effect. Rotation (control input), damage,
114 * 18 4/09/99 11:38a Andsager
115 * Change POF format for Freespace2
117 * 17 3/23/99 5:17p Dave
118 * Changed model file format somewhat to account for LOD's on insignias
120 * 16 3/20/99 3:46p Dave
121 * Added support for model-based background nebulae. Added 3 new
124 * 15 3/19/99 6:15p Dave
125 * Put in checks for insignia bitmaps for having too many faces or
128 * 14 2/21/99 6:01p Dave
129 * Fixed standalone WSS packets.
131 * 13 2/19/99 11:42a Dave
132 * Put in model rendering autocentering.
134 * 12 2/10/99 3:52p Enricco
137 * 11 1/14/99 6:06p Dave
138 * 100% full squad logo support for single player and multiplayer.
140 * 10 1/11/99 12:42p Andsager
141 * Add live debris - debris which is created from a destroyed subsystem,
142 * when the ship is still alive
144 * 9 1/08/99 2:08p Dave
145 * Fixed software rendering for pofview. Super early support for AWACS and
148 * 8 1/06/99 2:24p Dave
149 * Stubs and release build fixes.
151 * 7 12/23/98 2:53p Andsager
152 * Added stepped rotation support
154 * 6 12/04/98 3:34p Andsager
155 * Handle norotating submodels
157 * 5 12/03/98 3:14p Andsager
158 * Check in code that checks rotating submodel actually has ship subsystem
160 * 4 11/19/98 11:07p Andsager
161 * Check in of physics and collision detection of rotating submodels
163 * 3 10/23/98 3:03p Andsager
164 * Initial support for changing rotation rate.
166 * 2 10/07/98 10:53a Dave
169 * 1 10/07/98 10:50a Dave
171 * 177 8/28/98 3:29p Dave
172 * EMP effect done. AI effects may need some tweaking as required.
174 * 176 5/19/98 8:31p Andsager
175 * Added split planes (for big ship explosions)
177 * 175 5/07/98 5:39p Andsager
178 * Changes to model to hold cross section info
180 * 174 4/30/98 4:53p John
181 * Restructured and cleaned up cfile code. Added capability to read off
182 * of CD-ROM drive and out of multiple pack files.
184 * 173 4/22/98 9:43p John
185 * Added code to allow checking of invisible faces, flagged by any texture
186 * name with invisible in it.
188 * 172 4/14/98 11:11p John
189 * Made ships with < 50% hull left show electrical damage arcs.
191 * 171 4/01/98 5:34p John
192 * Made only the used POFs page in for a level. Reduced some interp
193 * arrays. Made custom detail level work differently.
195 * 170 4/01/98 9:14a Mike
198 * 169 3/31/98 5:18p John
199 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
200 * bunch of debug stuff out of player file. Made model code be able to
201 * unload models and malloc out only however many models are needed.
204 * 168 3/17/98 2:46p Allender
205 * Copy subsystem name when copying model subsystems
207 * 167 3/02/98 5:42p John
208 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
209 * afterburner. Made gr_set_clip work good with negative x &y. Made
210 * model_caching be on by default. Made each cached model have it's own
211 * bitmap id. Made asteroids not rotate when model_caching is on.
213 * 166 2/24/98 5:04p Allender
214 * allow different ship classes to use the same model. Lot's of subsystem
217 * 165 2/16/98 3:46p John
218 * Made mass be proportional to area in newer pofs
220 * 164 2/13/98 5:19p John
221 * First rev of new model caching system. Needs to be ripped out and
222 * moved into ship stuff.
224 * 163 1/29/98 5:52p John
225 * new version of electrical arcing code
227 * 162 1/29/98 8:39a Andsager
228 * Changed mass and moment of intertia based area vs. volume
230 * 161 1/28/98 2:15p Mike
231 * Convert volume to surface area at runtime. Write note to John to
232 * cleanup if he modifies bspgen.
234 * 160 1/27/98 11:02a John
235 * Added first rev of sparks. Made all code that calls model_render call
236 * clear_instance first. Made debris pieces not render by default when
237 * clear_instance is called.
239 * 159 1/19/98 6:15p John
240 * Fixed all my Optimized Build compiler warnings
242 * 158 1/09/98 11:25a John
243 * Took the thruster animation stuff out of the model.
245 * 157 12/31/97 4:47p John
246 * Made all the eye points fit inside core radius
248 * 156 12/31/97 2:35p John
249 * Added code for core_radius
251 * 155 12/17/97 2:41p John
252 * made target bounding box be on hull only.
254 * 154 12/17/97 9:54a John
255 * added code for precalculated weapon flash lighting.
257 * 153 11/29/97 2:05p John
258 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
259 * like they used to incorrectly assume. Added code to model to read in
262 * 152 11/25/97 11:41a John
263 * added code to read in pof v20.05, which adds radius to thrusters.
265 * 151 10/28/97 12:34a Mike
266 * Set useful values of mass and inertia matrix if values not otherwise
267 * set. Generate Warnings for unexpected ones.
269 * 150 10/22/97 5:54p Lawrance
270 * get rid of leading '$' when storing parent_name for paths
272 * 149 10/20/97 5:57p Lawrance
273 * have index to polymodel->paths[] within the model_subsystem struct.
275 * 148 9/15/97 5:45p John
276 * took out chunk stuff.
277 * made pofview display thrusters as blue polies.
279 * 147 9/09/97 3:39p Sandeep
280 * warning level 4 bugs
282 * 146 9/04/97 5:09p Andsager
283 * implement physics using moment of inertia and mass (from BSPgen).
284 * Added to phys_info struct. Updated ship_info, polymodel structs.
285 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
287 * 145 9/03/97 5:57p Lawrance
290 * 144 9/03/97 4:32p John
291 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
292 * to bm_load functions not needed. Made bmpman keep track of palettes
293 * for bitmaps not mapped into game palettes.
295 * 143 8/19/97 11:49p Lawrance
296 * using atan2_safe() in place of atan2()
298 * 142 8/19/97 8:44a John
299 * Initial hooks for thruster stuff.
301 * 141 8/15/97 4:10p John
302 * new code to use the new octrees style bsp trees
304 * 140 8/14/97 5:46p John
305 * added code to read in mass,center of mass, and moment of interia from
306 * the pof. Also added code to display green center of mass dot when Show
307 * debug points is on in pofview.
309 * 139 7/10/97 8:34a John
310 * Added code to read TGA files.
312 * 138 6/26/97 3:18p Mike
313 * Recognize "turret", etc. in a subsystem field anywhere in name.
314 * Generate warning for bogus subsystem names.
316 * 137 6/25/97 5:11p John
317 * added foundation for model octants.
319 * 136 6/25/97 10:28a John
320 * Made debris chunks radius be set correctly to the submodel size, not
321 * hardcoded to 10.0f.
323 * 135 6/06/97 11:55a Mike
324 * Fix firing direction for zero piece turrets.
326 * 134 5/31/97 2:36p Mike
327 * Comment out mprintfs pertaining to debris.
329 * 133 5/30/97 4:41p Hoffoss
330 * Made some additions required for Fred.
332 * 132 5/30/97 3:42p Mike
333 * Shield mesh and hit system.
335 * 131 5/30/97 10:40a Hoffoss
336 * Added a function for Fred to get docking point names.
338 * 130 5/29/97 4:34p Allender
339 * removed Int3 from model_find_dock_index.
341 * 129 4/30/97 10:41a Allender
342 * don't dump out token 'none' when dumping out subsystem information
344 * 128 4/17/97 6:06p John
345 * New code/data for v19 of BSPGEN with smoothing and zbuffer
348 * 127 4/09/97 3:31p Lawrance
349 * if any points of bounding box don't project, return project fail code
350 * in model_find_2d_bound_min()
352 * 126 4/07/97 10:37a John
353 * Took out limits on number of children a submodel can have. (So now
354 * capital ships can have tons of children on them).
356 * 125 4/03/97 3:18p Allender
358 * 124 4/03/97 1:29p Allender
359 * subsystem enhancement. Initial work on making subsystem status
362 * 123 3/28/97 2:49p John
363 * added code to fix targetting of debris chunks to draw bounding boxes
366 * 122 3/28/97 1:19p John
367 * Made TestCode not show damaged submodels.
369 * 121 3/28/97 11:17a John
370 * added code for linking lower detail submodels to the highest one; added
371 * code to pofview to view these.
373 * 120 3/17/97 11:24a John
375 * 119 3/15/97 5:06p John
376 * added bounding boxes for each subobject and code to display them.
378 * 118 3/13/97 10:32a John
379 * Added code for tiled 256x256 textures in certain models.
381 * 117 3/06/97 5:36p Mike
382 * Change vec_normalize_safe() back to vec_normalize().
383 * Spruce up docking a bit.
385 * 116 3/06/97 1:06p Allender
386 * more docking stuff. docking points now specified by strings in mission
387 * file. Changes to builtin missions and code to reflect this change.
389 * 115 3/06/97 10:56a Mike
390 * Write error checking version of vm_vec_normalize().
391 * Fix resultant problems.
393 * 114 3/06/97 10:05a Lawrance
394 * added missing cfclose's
396 * 113 3/05/97 5:27p John
397 * more work with turret stuff
399 * 112 3/05/97 12:49p John
400 * added Viewer_obj. Took out the interp_??? variables for turning
401 * outline,etc on and put them in flags you pass to model_render.
402 * Cleaned up model_interp code to fit new coding styles.
404 * 111 3/05/97 12:42p Adam
405 * john: fixed bug while model transversel code that assumed the root
408 * 110 3/05/97 11:09a Allender
409 * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to
412 * 109 3/04/97 5:08p John
413 * Started adding debug code to make it so you can view from a turret's
416 * 108 3/04/97 3:36p John
417 * took out old debug "h' key. Made zbuffer flag bit bit field so you
418 * can turn on/off each value. Fixed a bug with turret rotation where
419 * different handedness turrets wouldn't work. Fixed a bug with two
420 * large ships within each other's radius not rendering correctly.
422 * 107 3/04/97 12:52p Allender
423 * docking styff. Added dock type to docking structure in model code.
424 * Renamed structure member in ai_goals. Temporary checkin. (i.e.
425 * rearming will use rearm dock points)
427 * 106 3/03/97 5:47p John
428 * fixed some rotating object discrepencies. Took out the gun firing
429 * point average beause it was inconsitent and wsn't as correct as using
432 * 105 3/03/97 4:20p Hoffoss
433 * Fixed bug in bug I just fixed. :)
435 * 104 3/03/97 4:00p Hoffoss
436 * fixed bug that caused docking bays without a name to be garbage when
439 * 103 3/03/97 8:58a Lawrance
440 * replaced a fprintf() with a cfputs()
442 * 102 3/01/97 2:12p Lawrance
443 * made to work with new cfile changes
445 * 101 2/28/97 10:57a John
446 * Made so you can blow off any subsystems, not just radars.
449 * 100 2/27/97 3:45p John
450 * Added a tree dialog to pofview that shows a model's tree.
452 * 99 2/27/97 12:07p John
453 * Added code to suppord debris chunks after a ship is exploded..
455 * 98 2/26/97 5:28p John
456 * Fixed a bunch of chunked model bugs. Basically they almost work better
457 * than non-chunked objects!
459 * 97 2/24/97 1:13p Allender
460 * support for multiple eye positions. Still some kinks to be worked out
463 * 96 2/20/97 4:06p Allender
464 * allow for multiple spline paths to lead to a docking bay
466 * 95 2/20/97 3:25p Allender
467 * change to docking bay structure -- added a name (for use in Fred
468 * mainly), and index into spline paths to reach this docking point
470 * 94 2/19/97 4:03p Allender
471 * dump a 0.0 instead of a 0 when dumping out missing subsystem
474 * 93 2/19/97 2:52p Allender
475 * added crewspot name to subsystems (used only with turrets). Will be
476 * used by fred for ai class stuff for turrets
478 * 92 2/17/97 4:30p John
479 * Added code to automatically rotate any subsystems with the $rotate
480 * value set (except for turrets)
482 * 91 2/17/97 12:03p John
483 * Added code to set the angles of a subobject.
485 * 90 2/14/97 4:02p John
486 * changed a vector being passed as value to reference.
488 * 89 2/14/97 3:16p Mike
489 * Start on AI path garbage collection
491 * 88 2/14/97 1:06p John
492 * upped bspgen version number.
494 * 87 2/13/97 10:17a John
495 * INCORPORATED THE FOLLOWING CHANGES:
496 * ??? 2/13/97 9:49a John
497 * added code for geometric centers of objects.
498 * ??? 2/12/97 6:30p John
499 * upped model version number.
502 * 86 2/13/97 9:49a John
503 * ROLLEDBACK TO ALLENDER'S 85
505 * 85 2/12/97 5:34p Allender
506 * added a ton of debug code to help recify the subsystems in ships.tbl
507 * with subsystems in the models. Fixed a bug with subsystems not being
508 * given the correct type.
510 * 84 2/11/97 4:10p Allender
511 * major change of subsystem stuff. obj_subsystem renamed to
512 * model_subsystem. Dyamically allocate space in ship_info for
515 * 83 2/10/97 4:20p Allender
516 * added distance to closest geometry to spline points
518 * 82 2/10/97 10:58a John
519 * Added back in sparks for where laser bolts hit.
520 * Added code to red damaged objects and replace then.
522 * 81 2/07/97 1:24p Allender
523 * added turret lists for spline points
525 * 80 2/06/97 2:56p John
526 * Added a "blown-off" field to the instance of a model. Also took out
527 * the model_set_angles functions and replaced with the more general
528 * model_set_instance functions.
530 * 79 2/04/97 7:37p John
531 * Finally!!! Turret stuff working!
533 * 78 1/31/97 12:51p John
534 * Added turret_fov and turret_fov_cos
536 * 77 1/31/97 12:43p John
537 * Turrets working nicely, finally!
539 * 76 1/31/97 11:36a John
541 * 75 1/29/97 4:46p John
542 * Code to read $crewpoint flag on turrets and store it in obj_subsystem
545 * 74 1/29/97 3:14p John
546 * Added field to ships.tbl to control how fast turret rotates.
548 * 73 1/28/97 11:23a John
549 * added functions to get/set model angles.
551 * 72 1/28/97 10:07a John
552 * More turret stuff, still not working, though.
554 * 71 1/27/97 2:46p John
557 * 70 1/27/97 11:35a Allender
558 * upped compatible object version
560 * 69 1/24/97 5:25p John
561 * More turret stuff. Not working yet, though.
563 * 68 1/24/97 4:55p John
564 * Started adding code for turning turrets.
565 * Had to change POF format to 18.0
567 * 67 1/20/97 2:16p Allender
568 * new shield structures being used
570 * 66 1/15/97 5:19p Allender
571 * new POF version. old version obsolete. Added shield and eye stuff.
572 * New format for gun/missile/docking points
574 * 65 1/10/97 5:15p Mike
575 * Moved ship-specific parameters from obj_subsystem to ship_subsys.
577 * Added turret code to AI system.
579 * 64 1/10/97 2:25p John
580 * Added code to support detail level distances.
582 * 63 1/02/97 11:45a Allender
583 * changed turret code to have > 1 firing point as well as fixing the
584 * problems of turrets being multiple subobjects. Turret norms should be
585 * getting stuffed correctly now.
587 * 62 12/31/96 4:14p Mike
589 * Correct bug in HUDtarget.cpp, showing wrong target.
591 * 61 12/27/96 4:09p Mike
592 * Integrate John's new model code.
594 * 60 12/26/96 1:42p John
595 * Changed function ordering to put model_init at top.
597 * 59 12/23/96 3:56p John
598 * Changed POF code to support pof 15.0.
600 * 58 12/23/96 11:00a John
601 * Restructured POF stuff to support LOD in one pof.
603 * 57 12/20/96 11:55a Allender
606 * 56 12/20/96 11:40a Allender
607 * modifed subsystem stuff to do correct hit percentages and other cool
610 * 55 12/18/96 4:04p Allender
611 * added "unknown" subsystem type for subsystems which aren't recognized.
613 * 54 12/17/96 11:37a Mike
616 * 53 12/17/96 8:59a Mike
617 * Path-extraction-from-mdoel test code.
619 * 52 12/13/96 5:27p John
620 * fixed my sloppy code that didn't free model data.
622 * 51 12/13/96 3:54p Mike
623 * Major improvement to model_draw_paths -- connect the dots! Uses
624 * sophisticated connect-to-next algorithm.
626 * 50 12/13/96 2:59p John
627 * Added some code to test spline paths.
629 * 49 12/13/96 2:41p John
630 * Added code to read in spline paths on models.
632 * 48 12/13/96 10:29a Adam
633 * from allender: fixed up linked list walking when checking for turrets
636 * 47 12/12/96 3:38p Allender
637 * fix up docking special object names. Added $thruster stuff to model
640 * 46 12/12/96 2:35p Mike
643 * 45 12/12/96 12:29p Lawrance
644 * added function to find the 2d bound for a subobject
646 * 44 12/11/96 5:35p John
647 * Added variables for viewer eye.
649 * 43 12/11/96 5:15p John
650 * Made the dist for detail level be calculated before the object is
653 * 42 12/11/96 4:50p John
654 * Added detail levels to the non-chunky ships.
656 * 41 12/11/96 4:33p Mike
657 * Temporary version so other people can build.
659 * 40 12/11/96 4:24p Mike
660 * Fix broken code...oops! clumsy in editor!
662 * 39 12/11/96 4:17p Adam
664 * 38 12/11/96 12:57p Mike
665 * Support for "Big Ship" AI behavior.
668 * 37 12/11/96 12:43p Allender
669 * $gun and $missile don't get appended to models gun/missile list if the
670 * gun/missile belongs to a turret. Turrets are special instances of
673 * 36 12/11/96 11:57a Allender
674 * added objnum reference to obj_subsystems so that $gun and $missile
675 * special polygons can refernce a particular subsystem if needed (i.e. to
676 * get the norms, etc).
678 * 35 12/11/96 10:33a Allender
679 * added stuff for FOV for turrets
681 * 34 12/10/96 3:27p Allender
683 * 33 12/09/96 5:05p Allender
684 * made subsystem lists and model_special lists as seperate entities.
686 * 32 12/09/96 1:16p Allender
687 * made seperate lists for guns/missiles/subsystems, etc
689 * 31 12/09/96 11:01a Allender
690 * added special polygon information to models. Linked list contains
691 * gun/missile/docking/subsystem/etc information.
704 #include "floating.h"
707 #include "modelsinc.h"
710 #include "3dinternal.h"
711 #include "linklist.h"
713 #include "freespace.h" // For flFrameTime
717 #include <stddef.h> // tigital for offsetof()
720 #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame
722 // info for special polygon lists
724 polymodel *Polygon_models[MAX_POLYGON_MODELS];
726 static int model_initted = 0;
729 CFILE *ss_fp; // file pointer used to dump subsystem information
730 char model_filename[_MAX_PATH]; // temp used to store filename
731 char debug_name[_MAX_PATH];
732 int ss_warning_shown; // have we shown the warning dialog concerning the subsystems?
733 char Global_filename[256];
734 int Model_ram = 0; // How much RAM the models use total
739 // Anything less than this is considered incompatible.
740 #define PM_COMPATIBLE_VERSION 1900
742 // Anything greater than or equal to PM_COMPATIBLE_VERSION and
743 // whose major version is less than or equal to this is considered
745 #define PM_OBJFILE_MAJOR_VERSION 21
747 static int Model_signature = 0;
749 // Free up a model, getting rid of all its memory
750 // Can't be called from outside of model code because more
751 // than one person might be using this model so we can't free
753 static void model_unload(int modelnum)
757 if ( (modelnum < 0) || (modelnum>MAX_POLYGON_MODELS)) {
761 polymodel *pm = Polygon_models[modelnum];
768 Model_ram -= pm->ram_used;
772 for (i=0; i<pm->n_paths; i++ ) {
773 for (j=0; j<pm->paths[i].nverts; j++ ) {
774 if ( pm->paths[i].verts[j].turret_ids ) {
775 free(pm->paths[i].verts[j].turret_ids);
778 if (pm->paths[i].verts) {
779 free(pm->paths[i].verts);
785 if ( pm->shield.verts ) {
786 free( pm->shield.verts );
789 if ( pm->shield.tris ) {
790 free(pm->shield.tris);
793 if ( pm->missile_banks ) {
794 free(pm->missile_banks);
797 if ( pm->docking_bays ) {
798 for (i=0; i<pm->n_docks; i++ ) {
799 if ( pm->docking_bays[i].splines ) {
800 free( pm->docking_bays[i].splines );
803 free(pm->docking_bays);
806 // this is from ship.cpp but we don't get the polymodel there so free here
807 if ( pm->ship_bay != NULL ) {
812 if ( pm->thrusters ) {
817 if ( pm->debug_info ) {
818 free(pm->debug_info);
822 model_octant_free( pm );
825 for (i=0; i<pm->n_models; i++ ) {
826 if ( pm->submodel[i].bsp_data ) {
827 free(pm->submodel[i].bsp_data);
841 if ( pm->gun_banks ) {
846 memset( pm, 0, sizeof(polymodel));
849 Polygon_models[modelnum] = NULL;
852 void model_free_all()
856 if ( !model_initted) {
861 mprintf(( "Freeing all existing models...\n" ));
863 for (i=0;i<MAX_POLYGON_MODELS;i++) {
873 if ( model_initted ) {
874 Int3(); // Model_init shouldn't be called twice!
882 for (i=0;i<MAX_POLYGON_MODELS;i++) {
883 Polygon_models[i] = NULL;
886 // Init the model caching system
889 atexit( model_free_all );
893 // routine to parse out values from a user property field of an object
894 void get_user_prop_value(char *buf, char *value)
899 while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
902 while ( !iscntrl(*p1) )
910 // funciton to copy model data from one subsystem set to another subsystem set. This function
911 // is called when two ships use the same model data, but since the model only gets read in one time,
912 // the subsystem data is only present in one location. The ship code will call this routine to fix
913 // this situation by copying stuff from the source subsystem set to the dest subsystem set.
914 void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp )
917 model_subsystem *source, *dest;
919 for (i = 0; i < n_subsystems; i++ ) {
921 for ( j = 0; j < n_subsystems; j++ ) {
923 if ( !stricmp( source->subobj_name, dest->subobj_name) ) {
924 dest->flags = source->flags;
925 dest->subobj_num = source->subobj_num;
926 dest->model_num = source->model_num;
927 dest->pnt = source->pnt;
928 dest->radius = source->radius;
929 dest->type = source->type;
930 dest->turn_rate = source->turn_rate;
931 dest->turret_gun_sobj = source->turret_gun_sobj;
933 strcpy( dest->name, source->name );
935 if ( dest->type == SUBSYSTEM_TURRET ) {
938 dest->turret_fov = source->turret_fov;
939 dest->turret_num_firing_points = source->turret_num_firing_points;
940 dest->turret_norm = source->turret_norm;
941 dest->turret_matrix = source->turret_matrix;
943 for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ )
944 dest->turret_firing_point[nfp] = source->turret_firing_point[nfp];
946 if ( dest->flags & MSS_FLAG_CREWPOINT )
947 strcpy(dest->crewspot, source->crewspot);
952 if ( j == n_subsystems )
953 Int3(); // get allender -- something is amiss with models
958 // routine to get/set subsystem information
959 static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *dname )
965 if ( (p = strstr(props, "$name")) != NULL)
966 get_user_prop_value(p+5, subsystemp->name);
968 strcpy( subsystemp->name, dname );
970 strcpy(lcdname, dname);
973 // check the name for it's specific type
974 if ( strstr(lcdname, "engine") ) {
975 subsystemp->type = SUBSYSTEM_ENGINE;
976 } else if ( strstr(lcdname, "radar") ) {
977 subsystemp->type = SUBSYSTEM_RADAR;
978 } else if ( strstr(lcdname, "turret") ) {
981 subsystemp->type = SUBSYSTEM_TURRET;
982 if ( (p = strstr(props, "$fov")) != NULL )
983 get_user_prop_value(p+4, buf); // get the value of the fov
986 angle = ANG_TO_RAD(atoi(buf))/2.0f;
987 subsystemp->turret_fov = (float)cos(angle);
988 subsystemp->turret_num_firing_points = 0;
990 if ( (p = strstr(props, "$crewspot")) != NULL) {
991 subsystemp->flags |= MSS_FLAG_CREWPOINT;
992 get_user_prop_value(p+9, subsystemp->crewspot);
995 } else if ( strstr(lcdname, "navigation") ) {
996 subsystemp->type = SUBSYSTEM_NAVIGATION;
997 } else if ( strstr(lcdname, "communication") ) {
998 subsystemp->type = SUBSYSTEM_COMMUNICATION;
999 } else if ( strstr(lcdname, "weapons") ) {
1000 subsystemp->type = SUBSYSTEM_WEAPONS;
1001 } else if ( strstr(lcdname, "sensors") ) {
1002 subsystemp->type = SUBSYSTEM_SENSORS;
1003 } else if ( strstr(lcdname, "solar") ) {
1004 subsystemp->type = SUBSYSTEM_SOLAR;
1005 } else if ( strstr(lcdname, "gas") ) {
1006 subsystemp->type = SUBSYSTEM_GAS_COLLECT;
1007 } else if ( strstr(lcdname, "activator") ) {
1008 subsystemp->type = SUBSYSTEM_ACTIVATION;
1009 } else { // If unrecognized type, set to unknown so artist can continue working...
1010 subsystemp->type = SUBSYSTEM_UNKNOWN;
1011 mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
1014 // Rotating subsystem
1015 if ( (p = strstr(props, "$rotate")) != NULL) {
1016 subsystemp->flags |= MSS_FLAG_ROTATES;
1018 // get time for (a) complete rotation (b) step (c) activation
1020 get_user_prop_value(p+7, buf);
1021 turn_time = (float)atof(buf);
1023 // CASE OF STEPPED ROTATION
1024 if ( (p = strstr(props, "$stepped")) != NULL) {
1026 subsystemp->stepped_rotation = new(stepped_rotation);
1027 subsystemp->flags |= MSS_FLAG_STEPPED_ROTATE;
1029 // get number of steps
1030 if ( (p = strstr(props, "$steps")) != NULL) {
1031 get_user_prop_value(p+6, buf);
1032 subsystemp->stepped_rotation->num_steps = atoi(buf);
1034 subsystemp->stepped_rotation->num_steps = 8;
1038 if ( (p = strstr(props, "$t_paused")) != NULL) {
1039 get_user_prop_value(p+9, buf);
1040 subsystemp->stepped_rotation->t_pause = (float)atof(buf);
1042 subsystemp->stepped_rotation->t_pause = 2.0f;
1045 // get transition time - time to go between steps
1046 if ( (p = strstr(props, "$t_transit")) != NULL) {
1047 get_user_prop_value(p+10, buf);
1048 subsystemp->stepped_rotation->t_transit = (float)atof(buf);
1050 subsystemp->stepped_rotation->t_transit = 2.0f;
1053 // get fraction of time spent in accel
1054 if ( (p = strstr(props, "$fraction_accel")) != NULL) {
1055 get_user_prop_value(p+15, buf);
1056 subsystemp->stepped_rotation->fraction = (float)atof(buf);
1057 Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5);
1059 subsystemp->stepped_rotation->fraction = 0.3f;
1062 int num_steps = subsystemp->stepped_rotation->num_steps;
1063 float t_trans = subsystemp->stepped_rotation->t_transit;
1064 float fraction = subsystemp->stepped_rotation->fraction;
1066 subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans);
1067 subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans);
1071 // CASE OF AI ROTATION
1072 else if ( (p = strstr(props, "$ai")) != NULL) {
1073 get_user_prop_value(p+8, buf);
1074 subsystemp->flags |= MSS_FLAG_AI_ROTATE;
1076 // get parameters - ie, speed / dist / other ??
1081 // CASE OF NORMAL CONTINUOUS ROTATION
1083 if ( fabs(turn_time) < 1 ) {
1084 // Warning(LOCATION, "%s has subsystem %s with rotation time less than 1 sec", dname, Global_filename );
1085 subsystemp->flags &= ~MSS_FLAG_ROTATES;
1086 subsystemp->turn_rate = 0.0f;
1088 subsystemp->turn_rate = PI2 / turn_time;
1095 // used in collision code to check if submode rotates too far
1096 float get_submodel_delta_angle(submodel_instance_info *sii)
1099 vm_vec_sub(&diff, (vector*)&sii->angs, (vector*)&sii->prev_angs);
1102 float delta_angle = vm_vec_mag(&diff);
1104 // make sure we get the short way around
1105 if (delta_angle > PI) {
1106 delta_angle = (PI2 - delta_angle);
1112 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 )
1115 model_subsystem *subsystemp;
1118 if ( slist==NULL ) return; // For TestCode, POFView, etc don't bother
1120 // try to find the name of the subsystem passed here on the list of subsystems currently on the
1121 // ship. Assign the values only when the right subsystem is found
1123 for (i = 0; i < n_subsystems; i++ ) {
1124 subsystemp = &slist[i];
1125 if ( !stricmp(subobj_name, subsystemp->subobj_name) ) {
1126 subsystemp->flags = 0;
1127 subsystemp->subobj_num = subobj_num;
1128 subsystemp->turret_gun_sobj = -1;
1129 subsystemp->model_num = model_num;
1130 subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem
1131 subsystemp->radius = rad;
1132 set_subsystem_info( subsystemp, props, subobj_name);
1133 strcpy(subsystemp->subobj_name, subobj_name); // copy the object name
1138 if ( !ss_warning_shown) {
1139 char bname[_MAX_FNAME];
1141 _splitpath(model_filename, NULL, NULL, bname, NULL);
1142 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);
1144 ss_warning_shown = 1;
1147 nprintf(("warning", "Subsystem %s in ships.tbl not found in model!\n", subobj_name));
1150 char tmp_buffer[128];
1151 sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name);
1152 cfputs(tmp_buffer, ss_fp);
1158 void print_family_tree( polymodel *obj, int modelnum, char * ident, int islast )
1162 if ( modelnum < 0 ) return;
1163 if (obj==NULL) return;
1165 if (strlen(ident)==0 ) {
1166 mprintf(( " %s", obj->submodel[modelnum].name ));
1167 sprintf( temp, " " );
1168 } else if ( islast ) {
1169 mprintf(( "%sÀÄ%s", ident, obj->submodel[modelnum].name ));
1170 sprintf( temp, "%s ", ident );
1172 mprintf(( "%sÃÄ%s", ident, obj->submodel[modelnum].name ));
1173 sprintf( temp, "%s³ ", ident );
1178 int child = obj->submodel[modelnum].first_child;
1179 while( child > -1 ) {
1180 if ( obj->submodel[child].next_sibling < 0 )
1181 print_family_tree( obj, child, temp,1 );
1183 print_family_tree( obj, child, temp,0 );
1184 child = obj->submodel[child].next_sibling;
1188 void dump_object_tree(polymodel *obj)
1190 print_family_tree( obj, 0, "", 0 );
1194 void create_family_tree(polymodel *obj)
1197 for (i=0; i<obj->n_models; i++ ) {
1198 obj->submodel[i].num_children = 0;
1199 obj->submodel[i].first_child = -1;
1200 obj->submodel[i].next_sibling = -1;
1203 for (i=0; i<obj->n_models; i++ ) {
1205 pn = obj->submodel[i].parent;
1207 obj->submodel[pn].num_children++;
1208 int tmp = obj->submodel[pn].first_child;
1209 obj->submodel[pn].first_child = i;
1210 obj->submodel[i].next_sibling = tmp;
1215 void model_calc_bound_box( vector *box, vector *big_mn, vector *big_mx)
1217 box[0].xyz.x = big_mn->xyz.x; box[0].xyz.y = big_mn->xyz.y; box[0].xyz.z = big_mn->xyz.z;
1218 box[1].xyz.x = big_mx->xyz.x; box[1].xyz.y = big_mn->xyz.y; box[1].xyz.z = big_mn->xyz.z;
1219 box[2].xyz.x = big_mx->xyz.x; box[2].xyz.y = big_mx->xyz.y; box[2].xyz.z = big_mn->xyz.z;
1220 box[3].xyz.x = big_mn->xyz.x; box[3].xyz.y = big_mx->xyz.y; box[3].xyz.z = big_mn->xyz.z;
1223 box[4].xyz.x = big_mn->xyz.x; box[4].xyz.y = big_mn->xyz.y; box[4].xyz.z = big_mx->xyz.z;
1224 box[5].xyz.x = big_mx->xyz.x; box[5].xyz.y = big_mn->xyz.y; box[5].xyz.z = big_mx->xyz.z;
1225 box[6].xyz.x = big_mx->xyz.x; box[6].xyz.y = big_mx->xyz.y; box[6].xyz.z = big_mx->xyz.z;
1226 box[7].xyz.x = big_mn->xyz.x; box[7].xyz.y = big_mx->xyz.y; box[7].xyz.z = big_mx->xyz.z;
1230 // Debug thing so we don't repeatedly show warning messages.
1232 int Bogus_warning_flag_1903 = 0;
1235 //reads a binary file containing a 3d model
1236 int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subsystem *subsystems)
1240 int id, len, next_chunk;
1244 strcpy(Global_filename, filename);
1247 fp = cfopen(filename,"rb");
1249 Error( LOCATION, "Can't open file <%s>",filename);
1253 // code to get a filename to write out subsystem information for each model that
1254 // is read. This info is essentially debug stuff that is used to help get models
1255 // into the game quicker
1258 char bname[_MAX_FNAME];
1260 _splitpath(filename, NULL, NULL, bname, NULL);
1261 sprintf(debug_name, "%s.subsystems", bname);
1262 ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES );
1264 mprintf(( "Can't open debug file for writing subsystems for %s\n", filename));
1266 strcpy(model_filename, filename);
1267 ss_warning_shown = 0;
1272 id = cfread_int(fp);
1275 Error( LOCATION, "Bad ID in model file <%s>",filename);
1277 // Version is major*100+minor
1278 // So, major = version / 100;
1279 // minor = version % 100;
1280 version = cfread_int(fp);
1282 //Warning( LOCATION, "POF Version = %d", version );
1284 if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) {
1285 Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename);
1289 pm->version = version;
1290 Assert( strlen(filename) < FILENAME_LEN );
1291 strncpy(pm->filename, filename, FILENAME_LEN);
1293 memset( &pm->view_positions, 0, sizeof(pm->view_positions) );
1295 // reset insignia counts
1298 id = cfread_int(fp);
1299 len = cfread_int(fp);
1300 next_chunk = cftell(fp) + len;
1302 while (!cfeof(fp)) {
1304 // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1309 case ID_OHDR: { //Object header
1312 //mprintf(0,"Got chunk OHDR, len=%d\n",len);
1314 #if defined( FREESPACE1_FORMAT )
1315 pm->n_models = cfread_int(fp);
1316 // mprintf(( "Num models = %d\n", pm->n_models ));
1317 pm->rad = cfread_float(fp);
1318 pm->flags = cfread_int(fp); // 1=Allow tiling
1319 #elif defined( FREESPACE2_FORMAT )
1320 pm->rad = cfread_float(fp);
1321 pm->flags = cfread_int(fp); // 1=Allow tiling
1322 pm->n_models = cfread_int(fp);
1323 // mprintf(( "Num models = %d\n", pm->n_models ));
1326 pm->submodel = (bsp_info *)malloc( sizeof(bsp_info)*pm->n_models );
1327 Assert(pm->submodel != NULL );
1328 memset( pm->submodel, 0, sizeof(bsp_info)*pm->n_models );
1330 //Assert(pm->n_models <= MAX_SUBMODELS);
1332 cfread_vector(&pm->mins,fp);
1333 cfread_vector(&pm->maxs,fp);
1334 model_calc_bound_box(pm->bounding_box,&pm->mins,&pm->maxs);
1336 pm->n_detail_levels = cfread_int(fp);
1337 // mprintf(( "There are %d detail levels\n", pm->n_detail_levels ));
1338 for (i=0; i<pm->n_detail_levels;i++ ) {
1339 pm->detail[i] = cfread_int(fp);
1340 pm->detail_depth[i] = 0.0f;
1341 /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] ));
1344 pm->num_debris_objects = cfread_int(fp);
1345 Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
1346 // mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
1347 for (i=0; i<pm->num_debris_objects;i++ ) {
1348 pm->debris_objects[i] = cfread_int(fp);
1349 // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] ));
1352 if ( pm->version >= 1903 ) {
1354 if ( pm->version >= 2009 ) {
1356 pm->mass = cfread_float(fp);
1357 cfread_vector( &pm->center_of_mass, fp );
1358 cfread_vector( &pm->moment_of_inertia.v.rvec, fp );
1359 cfread_vector( &pm->moment_of_inertia.v.uvec, fp );
1360 cfread_vector( &pm->moment_of_inertia.v.fvec, fp );
1362 // old code where mass wasn't based on area, so do the calculation manually
1364 float vol_mass = cfread_float(fp);
1365 // Attn: John Slagel: The following is better done in bspgen.
1366 // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100
1367 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f;
1369 pm->mass = area_mass;
1370 float mass_ratio = vol_mass / area_mass;
1372 cfread_vector( &pm->center_of_mass, fp );
1373 cfread_vector( &pm->moment_of_inertia.v.rvec, fp );
1374 cfread_vector( &pm->moment_of_inertia.v.uvec, fp );
1375 cfread_vector( &pm->moment_of_inertia.v.fvec, fp );
1377 // John remove this with change to bspgen
1378 vm_vec_scale( &pm->moment_of_inertia.v.rvec, mass_ratio );
1379 vm_vec_scale( &pm->moment_of_inertia.v.uvec, mass_ratio );
1380 vm_vec_scale( &pm->moment_of_inertia.v.fvec, mass_ratio );
1384 if (stricmp("fighter04.pof", filename)) {
1385 if (Bogus_warning_flag_1903 == 0) {
1386 Warning(LOCATION, "Ship %s is old. Cannot compute mass.\nSetting to 50.0f. Talk to John.", filename);
1387 Bogus_warning_flag_1903 = 1;
1392 vm_vec_zero( &pm->center_of_mass );
1393 vm_set_identity( &pm->moment_of_inertia );
1394 vm_vec_scale(&pm->moment_of_inertia.v.rvec, 0.001f);
1395 vm_vec_scale(&pm->moment_of_inertia.v.uvec, 0.001f);
1396 vm_vec_scale(&pm->moment_of_inertia.v.fvec, 0.001f);
1399 // read in cross section info
1401 if ( pm->version >= 2014 ) {
1402 pm->num_xc = cfread_int(fp);
1403 if (pm->num_xc > 0) {
1404 pm->xc = (cross_section*) malloc(pm->num_xc*sizeof(cross_section));
1405 for (int i=0; i<pm->num_xc; i++) {
1406 pm->xc[i].z = cfread_float(fp);
1407 pm->xc[i].radius = cfread_float(fp);
1414 if ( pm->version >= 2007 ) {
1415 pm->num_lights = cfread_int(fp);
1416 //mprintf(( "Found %d lights!\n", pm->num_lights ));
1418 pm->lights = (bsp_light *)malloc( sizeof(bsp_light)*pm->num_lights );
1419 for (i=0; i<pm->num_lights; i++ ) {
1420 cfread_vector(&pm->lights[i].pos,fp);
1421 pm->lights[i].type = cfread_int(fp);
1422 pm->lights[i].value = 0.0f;
1432 case ID_SOBJ: { //Subobject header
1434 char *p, props[MAX_PROP_LEN];
1437 //mprintf(0,"Got chunk SOBJ, len=%d\n",len);
1441 Assert(n < pm->n_models );
1443 #if defined( FREESPACE2_FORMAT )
1444 pm->submodel[n].rad = cfread_float(fp); //radius
1447 pm->submodel[n].parent = cfread_int(fp);
1449 // cfread_vector(&pm->submodel[n].norm,fp);
1450 // d = cfread_float(fp);
1451 // cfread_vector(&pm->submodel[n].pnt,fp);
1452 cfread_vector(&pm->submodel[n].offset,fp);
1454 // 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 ));
1456 #if defined ( FREESPACE1_FORMAT )
1457 pm->submodel[n].rad = cfread_float(fp); //radius
1460 // pm->submodel[n].tree_offset = cfread_int(fp); //offset
1461 // pm->submodel[n].data_offset = cfread_int(fp); //offset
1463 cfread_vector(&pm->submodel[n].geometric_center,fp);
1465 cfread_vector(&pm->submodel[n].min,fp);
1466 cfread_vector(&pm->submodel[n].max,fp);
1468 model_calc_bound_box(pm->submodel[n].bounding_box,&pm->submodel[n].min,&pm->submodel[n].max);
1470 pm->submodel[n].name[0] = '\0';
1472 cfread_string_len( pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name
1473 cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properites
1475 pm->submodel[n].movement_type = cfread_int(fp);
1476 pm->submodel[n].movement_axis = cfread_int(fp);
1478 // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL
1479 if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) {
1480 if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) {
1481 pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL;
1482 } else if (strstr(pm->submodel[n].name, "thruster")) {
1484 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1485 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1489 if ( pm->submodel[n].name[0] == '\0' ) {
1490 strcpy(pm->submodel[n].name, "unknown object name");
1493 bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT);
1494 if ( ( p = strstr(props, "$special"))!= NULL ) {
1497 get_user_prop_value(p+9, type);
1498 if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list!
1499 do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id );
1500 rotating_submodel_has_subsystem = true;
1501 } else if ( !stricmp(type, "no_rotate") ) {
1502 // mark those submodels which should not rotate - ie, those with no subsystem
1503 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1504 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1506 // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate
1507 Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT );
1511 if ( !rotating_submodel_has_subsystem ) {
1512 nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name));
1514 // mark those submodels which should not rotate - ie, those with no subsystem
1515 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1516 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1520 pm->submodel[n].angs.p = 0.0f;
1521 pm->submodel[n].angs.b = 0.0f;
1522 pm->submodel[n].angs.h = 0.0f;
1525 int nchunks = cfread_int( fp ); // Throw away nchunks
1526 if ( nchunks > 0 ) {
1527 Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename );
1530 pm->submodel[n].bsp_data_size = cfread_int(fp);
1531 if ( pm->submodel[n].bsp_data_size > 0 ) {
1532 pm->submodel[n].bsp_data = (ubyte *)malloc(pm->submodel[n].bsp_data_size);
1533 cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp);
1534 if (SDL_BYTEORDER == SDL_BIG_ENDIAN) //tigital
1535 swap_bsp_data( pm, pm->submodel[n].bsp_data );
1538 pm->submodel[n].bsp_data = NULL;
1541 if ( strstr( pm->submodel[n].name, "thruster") )
1542 pm->submodel[n].is_thruster=1;
1544 pm->submodel[n].is_thruster=0;
1546 if ( strstr( pm->submodel[n].name, "-destroyed") )
1547 pm->submodel[n].is_damaged=1;
1549 pm->submodel[n].is_damaged=0;
1551 //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent ));
1554 //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset ));
1555 //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset ));
1567 nverts = cfread_int( fp ); // get the number of vertices in the list
1568 pm->shield.nverts = nverts;
1569 pm->shield.verts = (shield_vertex *)malloc(nverts * sizeof(shield_vertex) );
1570 Assert( pm->shield.verts );
1571 for ( i = 0; i < nverts; i++ ) // read in the vertex list
1572 cfread_vector( &(pm->shield.verts[i].pos), fp );
1574 ntris = cfread_int( fp ); // get the number of triangles that compose the shield
1575 pm->shield.ntris = ntris;
1576 pm->shield.tris = (shield_tri *)malloc(ntris * sizeof(shield_tri) );
1577 Assert( pm->shield.tris );
1578 for ( i = 0; i < ntris; i++ ) {
1579 cfread_vector( &(pm->shield.tris[i].norm), fp );
1580 for ( j = 0; j < 3; j++ ) {
1581 pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list
1584 if (pm->shield.tris[i].verts[j] >= nverts)
1585 if (!warning_displayed) {
1586 warning_displayed = 1;
1587 Warning(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, nverts, pm->shield.tris[i].verts[j]);
1592 for ( j = 0; j < 3; j++ )
1593 pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list
1603 pm->n_guns = cfread_int(fp);
1604 pm->gun_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_guns);
1605 Assert( pm->gun_banks != NULL );
1607 for (i = 0; i < pm->n_guns; i++ ) {
1608 w_bank *bank = &pm->gun_banks[i];
1610 bank->num_slots = cfread_int(fp);
1611 Assert ( bank->num_slots < MAX_SLOTS );
1612 for (j = 0; j < bank->num_slots; j++) {
1613 cfread_vector( &(bank->pnt[j]), fp );
1614 cfread_vector( &(bank->norm[j]), fp );
1620 pm->n_missiles = cfread_int(fp);
1621 pm->missile_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_missiles);
1622 Assert( pm->missile_banks != NULL );
1624 for (i = 0; i < pm->n_missiles; i++ ) {
1625 w_bank *bank = &pm->missile_banks[i];
1627 bank->num_slots = cfread_int(fp);
1628 Assert ( bank->num_slots < MAX_SLOTS );
1629 for (j = 0; j < bank->num_slots; j++) {
1630 cfread_vector( &(bank->pnt[j]), fp );
1631 cfread_vector( &(bank->norm[j]), fp );
1637 char props[MAX_PROP_LEN];
1639 pm->n_docks = cfread_int(fp);
1640 pm->docking_bays = (dock_bay *)malloc(sizeof(dock_bay) * pm->n_docks);
1641 Assert( pm->docking_bays != NULL );
1643 for (i = 0; i < pm->n_docks; i++ ) {
1645 dock_bay *bay = &pm->docking_bays[i];
1647 cfread_string_len( props, MAX_PROP_LEN, fp );
1648 if ( (p = strstr(props, "$name"))!= NULL )
1649 get_user_prop_value(p+5, bay->name);
1651 sprintf(bay->name, "<unnamed bay %c>", 'A' + i);
1652 bay->num_spline_paths = cfread_int( fp );
1653 if ( bay->num_spline_paths > 0 ) {
1654 bay->splines = (int *)malloc(sizeof(int) * bay->num_spline_paths);
1655 for ( j = 0; j < bay->num_spline_paths; j++ )
1656 bay->splines[j] = cfread_int(fp);
1658 bay->splines = NULL;
1661 // determine what this docking bay can be used for
1662 if ( !strnicmp(bay->name, "cargo", 5) )
1663 bay->type_flags = DOCK_TYPE_CARGO;
1665 bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC);
1667 bay->num_slots = cfread_int(fp);
1668 Assert( bay->num_slots == 2 ); // Get Allender if Asserted!
1669 for (j = 0; j < bay->num_slots; j++) {
1670 cfread_vector( &(bay->pnt[j]), fp );
1671 cfread_vector( &(bay->norm[j]), fp );
1678 char props[MAX_PROP_LEN];
1679 pm->n_thrusters = cfread_int(fp);
1680 pm->thrusters = (thruster_bank *)malloc(sizeof(thruster_bank) * pm->n_thrusters);
1681 Assert( pm->thrusters != NULL );
1683 for (i = 0; i < pm->n_thrusters; i++ ) {
1684 thruster_bank *bank = &pm->thrusters[i];
1686 bank->num_slots = cfread_int(fp);
1688 if (pm->version < 2117) {
1689 bank->wash_info_index = -1;
1691 cfread_string_len( props, MAX_PROP_LEN, fp );
1692 // look for $engine_subsystem=xxx
1693 int length = strlen(props);
1695 int base_length = strlen("$engine_subsystem=");
1696 Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
1697 Assert( length > base_length );
1698 char *engine_subsys_name = props + base_length;
1699 if (engine_subsys_name[0] == '$') {
1700 engine_subsys_name++;
1703 nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
1705 // set wash_info_index to invalid
1706 int table_error = 1;
1707 bank->wash_info_index = -1;
1708 for (int k=0; k<n_subsystems; k++) {
1709 if ( 0 == stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
1710 bank->wash_info_index = subsystems[k].engine_wash_index;
1711 if (bank->wash_info_index >= 0) {
1718 if ( (bank->wash_info_index == -1) && (n_subsystems > 0) ) {
1720 Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename);
1722 Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename);
1726 bank->wash_info_index = -1;
1730 for (j = 0; j < bank->num_slots; j++) {
1732 cfread_vector( &(bank->pnt[j]), fp );
1733 cfread_vector( &(bank->norm[j]), fp );
1734 if ( pm->version > 2004 ) {
1735 bank->radius[j] = cfread_float( fp );
1736 //mprintf(( "Rad = %.2f\n", rad ));
1738 bank->radius[j] = 1.0f;
1741 //mprintf(( "Num slots = %d\n", bank->num_slots ));
1748 int n_banks, n_slots, parent;
1749 model_subsystem *subsystemp;
1752 n_banks = cfread_int(fp); // number of turret points
1753 for ( i = 0; i < n_banks; i++ ) {
1754 int physical_parent; // who are we attached to?
1755 parent = cfread_int( fp ); // get the turret parent of the object
1757 physical_parent = cfread_int(fp); // The parent subobj that this is physically attached to
1760 for ( snum = 0; snum < n_subsystems; snum++ ) {
1761 subsystemp = &subsystems[snum];
1763 if ( parent == subsystemp->subobj_num ) {
1764 cfread_vector( &subsystemp->turret_norm, fp );
1765 vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL);
1767 n_slots = cfread_int( fp );
1768 subsystemp->turret_gun_sobj = physical_parent;
1769 Assert(n_slots < MAX_TFP); // only MAX_TFP firing points per model_subsystem
1770 for (j = 0; j < n_slots; j++ ) {
1771 cfread_vector( &subsystemp->turret_firing_point[j], fp );
1773 Assert( n_slots > 0 );
1775 subsystemp->turret_num_firing_points = n_slots;
1784 if ( (n_subsystems == 0) || (snum == n_subsystems) ) {
1787 nprintf(("Warning", "Turret object not found for turret firing point in model %s\n", model_filename));
1788 cfread_vector( &bogus, fp );
1789 n_slots = cfread_int( fp );
1790 for (j = 0; j < n_slots; j++ )
1791 cfread_vector( &bogus, fp );
1798 char name[MAX_NAME_LEN], props[MAX_PROP_LEN], *p;
1803 n_specials = cfread_int(fp); // get the number of special subobjects we have
1804 for (i = 0; i < n_specials; i++) {
1806 // get the next free object of the subobject list. Flag error if no more room
1808 cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon
1810 cfread_string_len(props, MAX_PROP_LEN, fp); // will definately have properties as well!
1811 cfread_vector( &pnt, fp );
1812 radius = cfread_float( fp );
1815 p = strstr(name, "$split");
1817 pm->split_plane[pm->num_split_plane] = pnt.xyz.z;
1818 pm->num_split_plane++;
1819 Assert(pm->num_split_plane <= MAX_SPLIT_PLANE);
1820 } else if ( ( p = strstr(props, "$special"))!= NULL ) {
1823 get_user_prop_value(p+9, type);
1824 if ( !stricmp(type, "subsystem") ) // if we have a subsystem, put it into the list!
1825 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1826 } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){
1827 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1829 nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
1835 case ID_TXTR: { //Texture filename list
1837 // char name_buf[128];
1839 //mprintf(0,"Got chunk TXTR, len=%d\n",len);
1843 // Dont overwrite memory!!
1844 Assert(n <= MAX_MODEL_TEXTURES);
1845 //mprintf(0," num textures = %d\n",n);
1846 for (i=0; i<n; i++ ) {
1848 cfread_string_len(tmp_name,127,fp);
1850 if ( strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") ) {
1851 // Don't load textures for thruster animations or invisible textures
1852 pm->textures[i] = -1;
1854 pm->textures[i] = bm_load( tmp_name );
1855 if (pm->textures[i]<0) {
1856 Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename );
1859 pm->original_textures[i] = pm->textures[i];
1860 //mprintf(0,"<%s>\n",name_buf);
1866 /* case ID_IDTA: //Interpreter data
1867 //mprintf(0,"Got chunk IDTA, len=%d\n",len);
1869 pm->model_data = (ubyte *)malloc(len);
1870 pm->model_data_size = len;
1871 Assert(pm->model_data != NULL );
1873 cfread(pm->model_data,1,len,fp);
1878 case ID_INFO: // don't need to do anything with info stuff
1881 pm->debug_info_size = len;
1882 pm->debug_info = (char *)malloc(pm->debug_info_size+1);
1883 Assert(pm->debug_info!=NULL);
1884 memset(pm->debug_info,0,len+1);
1885 cfread( pm->debug_info, 1, len, fp );
1893 pm->n_paths = cfread_int( fp );
1894 pm->paths = (model_path *)malloc(sizeof(model_path)*pm->n_paths);
1895 Assert( pm->paths != NULL );
1897 for (i=0; i<pm->n_paths; i++ ) {
1898 cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
1899 if ( pm->version >= 2002 ) {
1900 // store the sub_model name number of the parent
1901 cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
1902 // get rid of leading '$' char in name
1903 if ( pm->paths[i].parent_name[0] == '$' ) {
1904 char tmpbuf[MAX_NAME_LEN];
1905 strcpy(tmpbuf, pm->paths[i].parent_name+1);
1906 strcpy(pm->paths[i].parent_name, tmpbuf);
1908 // store the sub_model index (ie index into pm->submodel) of the parent
1909 pm->paths[i].parent_submodel = -1;
1910 for ( j = 0; j < pm->n_models; j++ ) {
1911 if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) {
1912 pm->paths[i].parent_submodel = j;
1916 pm->paths[i].parent_name[0] = 0;
1917 pm->paths[i].parent_submodel = -1;
1919 pm->paths[i].nverts = cfread_int( fp );
1920 pm->paths[i].verts = (mp_vert *)malloc( sizeof(mp_vert) * pm->paths[i].nverts );
1921 pm->paths[i].goal = pm->paths[i].nverts - 1;
1922 pm->paths[i].type = MP_TYPE_UNUSED;
1923 pm->paths[i].value = 0;
1924 Assert(pm->paths[i].verts!=NULL);
1925 for (j=0; j<pm->paths[i].nverts; j++ ) {
1926 cfread_vector(&pm->paths[i].verts[j].pos,fp );
1927 pm->paths[i].verts[j].radius = cfread_float( fp );
1929 { // version 1802 added turret stuff
1932 nturrets = cfread_int( fp );
1933 pm->paths[i].verts[j].nturrets = nturrets;
1934 pm->paths[i].verts[j].turret_ids = (int *)malloc( sizeof(int) * nturrets );
1935 for ( k = 0; k < nturrets; k++ )
1936 pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp );
1943 case ID_EYE: // an eye position(s)
1947 // all eyes points are stored simply as vectors and their normals.
1948 // 0th element is used as usual player view position.
1950 num_eyes = cfread_int( fp );
1951 pm->n_view_positions = num_eyes;
1952 Assert ( num_eyes < MAX_EYES );
1953 for (i = 0; i < num_eyes; i++ ) {
1954 pm->view_positions[i].parent = cfread_int( fp );
1955 cfread_vector( &pm->view_positions[i].pnt, fp );
1956 cfread_vector( &pm->view_positions[i].norm, fp );
1962 int num_ins, num_verts, num_faces, idx, idx2, idx3;
1964 // get the # of insignias
1965 num_ins = cfread_int(fp);
1966 pm->num_ins = num_ins;
1968 // read in the insignias
1969 for(idx=0; idx<num_ins; idx++){
1970 // get the detail level
1971 pm->ins[idx].detail_level = cfread_int(fp);
1974 num_faces = cfread_int(fp);
1975 pm->ins[idx].num_faces = num_faces;
1976 Assert(num_faces <= MAX_INS_FACES);
1979 num_verts = cfread_int(fp);
1980 Assert(num_verts <= MAX_INS_VECS);
1982 // read in all the vertices
1983 for(idx2=0; idx2<num_verts; idx2++){
1984 cfread_vector(&pm->ins[idx].vecs[idx2], fp);
1987 // read in world offset
1988 cfread_vector(&pm->ins[idx].offset, fp);
1990 // read in all the faces
1991 for(idx2=0; idx2<pm->ins[idx].num_faces; idx2++){
1992 // read in 3 vertices
1993 for(idx3=0; idx3<3; idx3++){
1994 pm->ins[idx].faces[idx2][idx3] = cfread_int(fp);
1995 pm->ins[idx].u[idx2][idx3] = cfread_float(fp);
1996 pm->ins[idx].v[idx2][idx3] = cfread_float(fp);
2002 // autocentering info
2004 cfread_vector(&pm->autocenter, fp);
2005 pm->flags |= PM_FLAG_AUTOCEN;
2009 mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
2010 cfseek(fp,len,SEEK_CUR);
2014 cfseek(fp,next_chunk,SEEK_SET);
2016 id = cfread_int(fp);
2017 len = cfread_int(fp);
2018 next_chunk = cftell(fp) + len;
2027 ss_fp = cfopen(debug_name, "rb");
2029 size = cfilelength(ss_fp);
2032 _unlink(debug_name);
2039 // mprintf(("Done processing chunks\n"));
2045 //returns the number of this model
2046 int model_load(char *filename, int n_subsystems, model_subsystem *subsystems)
2048 int i, num, arc_idx;
2050 if ( !model_initted )
2053 // int Model_ram = 0;
2056 int ram_before = TotalRam;
2059 //Assert(strlen(filename) <= 12);
2063 for (i=0; i< MAX_POLYGON_MODELS; i++) {
2064 if ( Polygon_models[i] ) {
2065 if (!stricmp(filename, Polygon_models[i]->filename)) {
2066 // Model already loaded; just return.
2067 return Polygon_models[i]->id;
2069 } else if ( num == -1 ) {
2070 // This is the first empty slot
2077 Error( LOCATION, "Too many models" );
2081 mprintf(( "Loading model '%s'\n", filename ));
2083 polymodel * pm = (polymodel *)malloc( sizeof(polymodel) );
2085 Polygon_models[num] = pm;
2087 memset(pm, 0, sizeof(polymodel));
2092 int org_sig = Model_signature;
2093 Model_signature+=MAX_POLYGON_MODELS;
2094 if ( Model_signature < org_sig ) {
2095 Model_signature = 0;
2097 Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 );
2098 pm->id = Model_signature + num;
2100 if (!read_model_file(pm, filename, n_subsystems, subsystems)) {
2104 //mprintf(( "Loading model '%s'\n", filename ));
2107 //=============================
2108 // Find the destroyed replacement models
2110 // Set up the default values
2111 for (i=0; i<pm->n_models; i++ ) {
2112 pm->submodel[i].my_replacement = -1; // assume nothing replaces this
2113 pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything
2116 // Search for models that have destroyed versions
2117 for (i=0; i<pm->n_models; i++ ) {
2119 char destroyed_name[128];
2121 strcpy( destroyed_name, pm->submodel[i].name );
2122 strcat( destroyed_name, "-destroyed" );
2123 for (j=0; j<pm->n_models; j++ ) {
2124 if ( !stricmp( pm->submodel[j].name, destroyed_name )) {
2125 // mprintf(( "Found destroyed model for '%s'\n", pm->submodel[i].name ));
2126 pm->submodel[i].my_replacement = j;
2127 pm->submodel[j].i_replace = i;
2131 // Search for models with live debris
2132 // This debris comes from a destroyed subsystem when ship is still alive
2133 char live_debris_name[128];
2135 strcpy( live_debris_name, "debris-" );
2136 strcat( live_debris_name, pm->submodel[i].name );
2139 pm->submodel[i].num_live_debris = 0;
2140 for (j=0; j<pm->n_models; j++ ) {
2141 // check if current model name is substring of destroyed
2142 if ( strstr( pm->submodel[j].name, live_debris_name )) {
2143 mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name ));
2144 Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS);
2145 pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j;
2146 pm->submodel[j].is_live_debris = 1;
2152 create_family_tree(pm);
2153 // dump_object_tree(pm);
2155 //==============================
2156 // Find all the lower detail versions of the hires model
2157 for (i=0; i<pm->n_models; i++ ) {
2159 bsp_info * sm1 = &pm->submodel[i];
2161 // set all arc types to be default
2162 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2163 sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2166 sm1->num_details = 0;
2167 l1 = strlen(sm1->name);
2169 for (j=0; j<pm->num_debris_objects;j++ ) {
2170 if ( i == pm->debris_objects[j] ) {
2171 sm1->is_damaged = 1;
2176 for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
2177 sm1->details[j] = -1;
2180 for (j=0; j<pm->n_models; j++ ) {
2182 bsp_info * sm2 = &pm->submodel[j];
2184 if ( i==j ) continue;
2186 // set all arc types to be default
2187 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2188 sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2191 // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list
2192 if ((int)strlen(sm2->name)!=l1) continue;
2196 for ( k=0; k<l1; k++) {
2197 if (sm1->name[k] != sm2->name[k] ) {
2198 if (ndiff==0) first_diff = k;
2202 if (ndiff==1) { // They only differ by one character!
2204 dl1 = tolower(sm1->name[first_diff]) - 'a';
2205 dl2 = tolower(sm2->name[first_diff]) - 'a';
2207 if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels
2210 dl2--; // Start from 1 up...
2211 if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1;
2212 sm1->details[dl2] = j;
2213 //mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2, sm1->name ));
2218 for (j=0; j<sm1->num_details; j++ ) {
2219 if ( sm1->details[j] == -1 ) {
2220 Warning( LOCATION, "Model '%s' could not find all detail levels for submodel '%s'", pm->filename, sm1->name );
2221 sm1->num_details = 0;
2228 model_octant_create( pm );
2230 // Find the core_radius... the minimum of
2232 rx = fl_abs( pm->submodel[pm->detail[0]].max.xyz.x - pm->submodel[pm->detail[0]].min.xyz.x );
2233 ry = fl_abs( pm->submodel[pm->detail[0]].max.xyz.y - pm->submodel[pm->detail[0]].min.xyz.y );
2234 rz = fl_abs( pm->submodel[pm->detail[0]].max.xyz.z - pm->submodel[pm->detail[0]].min.xyz.z );
2236 pm->core_radius = min( rx, min(ry, rz) ) / 2.0f;
2238 for (i=0; i<pm->n_view_positions; i++ ) {
2239 if ( pm->view_positions[i].parent == pm->detail[0] ) {
2240 float d = vm_vec_mag( &pm->view_positions[i].pnt );
2242 d += 0.1f; // Make the eye 1/10th of a meter inside the sphere.
2244 if ( d > pm->core_radius ) {
2245 //mprintf(( "Model %s core radius increased from %.1f to %.1f to fit eye\n", pm->filename, pm->core_radius, d ));
2246 pm->core_radius = d;
2252 int ram_after = TotalRam;
2254 pm->ram_used = ram_after - ram_before;
2255 Model_ram += pm->ram_used;
2256 //mprintf(( "Model RAM = %d KB\n", Model_ram ));
2262 // Get "parent" submodel for live debris submodel
2263 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num )
2265 polymodel *pm = model_get(model_num);
2267 Assert(pm->submodel[live_debris_model_num].is_live_debris == 1);
2272 // Start with the high level of detail hull
2273 // Check all its children until we find the submodel to which the live debris belongs
2274 child = &pm->submodel[pm->detail[0]];
2275 mn = child->first_child;
2278 child = &pm->submodel[mn];
2280 if (child->num_live_debris > 0) {
2281 // check all live debris submodels for the current child
2282 for (int idx=0; idx<child->num_live_debris; idx++) {
2283 if (child->live_debris[idx] == live_debris_model_num) {
2287 // DKA 5/26/99: can multiple live debris subsystems with each ship
2288 // NO LONGER TRUE Can only be 1 submodel with live debris
2289 // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error");
2293 mn = child->next_sibling;
2295 Error( LOCATION, "Could not find parent submodel for live debris");
2300 float model_get_radius( int modelnum )
2304 pm = model_get(modelnum);
2309 float model_get_core_radius( int modelnum )
2313 pm = model_get(modelnum);
2315 return pm->core_radius;
2318 float submodel_get_radius( int modelnum, int submodelnum )
2322 pm = model_get(modelnum);
2324 return pm->submodel[submodelnum].rad;
2329 polymodel * model_get(int model_num)
2331 Assert( model_num > -1 );
2333 int num = model_num % MAX_POLYGON_MODELS;
2336 Assert( num < MAX_POLYGON_MODELS );
2337 Assert( Polygon_models[num]->id == model_num );
2339 return Polygon_models[num];
2344 // Finds the 3d bounding box of a model. If submodel_num is -1,
2345 // then it starts from the root object. If inc_children is non-zero,
2346 // then this will recurse and find the bounding box for all children
2348 void model_find_bound_box_3d(int model_num,int submodel_num, int inc_children, matrix *orient, vector * pos, vector * box )
2351 vector to_root_xlat;
2352 matrix to_root_rotate;
2353 int n_steps, steps[16];
2356 if ( (model_num < 0) || (model_num >= N_polygon_models) ) return;
2358 pm = &Polygon_models[model_num];
2360 if ( submodel_num < 0 ) submodel_num = pm->detail[0];
2362 // traverse up the model tree to a root object.
2363 // Store this path in n_steps,
2365 tmp_sobj = submodel_num;
2366 while( tmp_sobj > -1 ) {
2367 steps[n_steps++] = tmp_sobj;
2368 tmp_sobj = pm->submodel[tmp_sobj].parent;
2373 // vm_copy_transpose_matrix(&to_world_rotate, orient );
2374 // to_world_xlat = *pos;
2381 // Returns zero is x1,y1,x2,y2 are valid
2382 // returns 1 for invalid model, 2 for point offscreen.
2383 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2384 int model_find_2d_bound_min(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2388 int i, x,y,min_x, min_y, max_x, max_y;
2391 po = model_get(model_num);
2393 g3_start_instance_matrix(pos,orient);
2397 int hull = po->detail[0];
2399 min_x = min_y = max_x = max_y = 0;
2401 for (i=0; i<8; i++ ) {
2405 flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]);
2406 if ( !(flags&CC_BEHIND) ) {
2407 g3_project_vertex(&pt);
2409 if (!(pt.flags & PF_OVERFLOW)) {
2412 if ( n_valid_pts == 0 ) {
2418 if ( x < min_x ) min_x = x;
2419 if ( y < min_y ) min_y = y;
2421 if ( x > max_x ) max_x = x;
2422 if ( y > max_y ) max_y = y;
2429 if ( n_valid_pts < 8 ) {
2433 if (x1) *x1 = min_x;
2434 if (y1) *y1 = min_y;
2436 if (x2) *x2 = max_x;
2437 if (y2) *y2 = max_y;
2445 // Returns zero is x1,y1,x2,y2 are valid
2446 // returns 1 for invalid model, 2 for point offscreen.
2447 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2448 int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2452 int i, x,y,min_x, min_y, max_x, max_y;
2455 po = model_get(model_num);
2456 if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1;
2457 sm = &po->submodel[submodel];
2459 g3_start_instance_matrix(pos,orient);
2463 min_x = min_y = max_x = max_y = 0;
2465 for (i=0; i<8; i++ ) {
2469 flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]);
2470 if ( !(flags&CC_BEHIND) ) {
2471 g3_project_vertex(&pt);
2473 if (!(pt.flags & PF_OVERFLOW)) {
2476 if ( n_valid_pts == 0 ) {
2482 if ( x < min_x ) min_x = x;
2483 if ( y < min_y ) min_y = y;
2485 if ( x > max_x ) max_x = x;
2486 if ( y > max_y ) max_y = y;
2493 if ( n_valid_pts == 0 ) {
2497 if (x1) *x1 = min_x;
2498 if (y1) *y1 = min_y;
2500 if (x2) *x2 = max_x;
2501 if (y2) *y2 = max_y;
2509 // Returns zero is x1,y1,x2,y2 are valid
2510 // returns 1 for invalid model, 2 for point offscreen.
2511 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2512 int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2519 po = model_get(model_num);
2520 float width = po->rad;
2521 float height = po->rad;
2523 flags = g3_rotate_vertex(&pnt,pos);
2525 if ( pnt.flags & CC_BEHIND )
2528 if (!(pnt.flags&PF_PROJECTED))
2529 g3_project_vertex(&pnt);
2531 if (pnt.flags & PF_OVERFLOW)
2534 t = (width * Canv_w2)/pnt.z;
2535 w = t*Matrix_scale.xyz.x;
2537 t = (height*Canv_h2)/pnt.z;
2538 h = t*Matrix_scale.xyz.y;
2540 if (x1) *x1 = fl2i(pnt.sx - w);
2541 if (y1) *y1 = fl2i(pnt.sy - h);
2543 if (x2) *x2 = fl2i(pnt.sx + w);
2544 if (y2) *y2 = fl2i(pnt.sy + h);
2549 // Returns zero is x1,y1,x2,y2 are valid
2550 // returns 2 for point offscreen.
2551 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2552 int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2558 float width = radius;
2559 float height = radius;
2561 flags = g3_rotate_vertex(&pnt,pos);
2563 if ( pnt.flags & CC_BEHIND )
2566 if (!(pnt.flags&PF_PROJECTED))
2567 g3_project_vertex(&pnt);
2569 if (pnt.flags & PF_OVERFLOW)
2572 t = (width * Canv_w2)/pnt.z;
2573 w = t*Matrix_scale.xyz.x;
2575 t = (height*Canv_h2)/pnt.z;
2576 h = t*Matrix_scale.xyz.y;
2578 if (x1) *x1 = fl2i(pnt.sx - w);
2579 if (y1) *y1 = fl2i(pnt.sy - h);
2581 if (x2) *x2 = fl2i(pnt.sx + w);
2582 if (y2) *y2 = fl2i(pnt.sy + h);
2588 // Given a vector that is in sub_model_num's frame of
2589 // reference, and given the object's orient and position,
2590 // return the vector in the model's frame of reference.
2591 void model_find_obj_dir(vector *w_vec, vector *m_vec, object *ship_obj, int sub_model_num)
2597 Assert(ship_obj->type == OBJ_SHIP);
2599 polymodel *pm = model_get(Ships[ship_obj->instance].modelnum);
2603 // instance up the tree for this point
2604 while ((mn>-1) && (pm->submodel[mn].parent > -1)) {
2606 vm_angles_2_matrix(&m, &pm->submodel[mn].angs);
2607 vm_vec_unrotate(&tvec, &vec, &m);
2610 mn = pm->submodel[mn].parent;
2613 // now instance for the entire object
2614 vm_vec_unrotate(w_vec, &vec, &ship_obj->orient);
2618 // Given a point (pnt) that is in sub_model_num's frame of
2619 // reference, return the point in in the object's frame of reference
2620 void model_rot_sub_into_obj(vector * outpnt, vector *mpnt,polymodel *pm, int sub_model_num)
2630 //instance up the tree for this point
2631 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2633 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2634 vm_transpose_matrix(&m);
2635 vm_vec_rotate(&tpnt,&pnt,&m);
2637 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2639 mn = pm->submodel[mn].parent;
2642 //now instance for the entire object
2647 // Given a rotating submodel, find the ship and world axes or rotatation.
2648 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj)
2650 polymodel *pm = model_get(modelnum);
2652 bsp_info *sm = &pm->submodel[submodel_num];
2653 Assert(sm->movement_type == MOVEMENT_TYPE_ROT);
2655 if (sm->movement_axis == MOVEMENT_AXIS_X) {
2656 vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f);
2657 } else if (sm->movement_axis == MOVEMENT_AXIS_Y) {
2658 vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f);
2660 Assert(sm->movement_axis == MOVEMENT_AXIS_Z);
2661 vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f);
2664 model_find_obj_dir(world_axis, model_axis, obj, submodel_num);
2668 // Does stepped rotation of a submodel
2670 #pragma warning ( push )
2671 #pragma warning (disable : 4701)
2673 void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
2675 Assert(psub->flags & MSS_FLAG_STEPPED_ROTATE);
2677 if ( psub->subobj_num < 0 ) return;
2679 polymodel *pm = model_get(psub->model_num);
2680 bsp_info *sm = &pm->submodel[psub->subobj_num];
2682 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2684 // get active rotation time this frame
2685 int end_stamp = timestamp();
2686 float rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
2687 Assert(rotation_time >= 0);
2690 sii->prev_angs = sii->angs;
2692 // float pointer into struct to get angle (either p,b,h)
2693 float *ang_prev, *ang_next;
2694 switch( sm->movement_axis ) {
2695 case MOVEMENT_AXIS_X:
2696 ang_prev = &sii->prev_angs.p;
2697 ang_next = &sii->angs.p;
2700 case MOVEMENT_AXIS_Y:
2701 ang_prev = &sii->prev_angs.h;
2702 ang_next = &sii->angs.h;
2705 case MOVEMENT_AXIS_Z:
2706 ang_prev = &sii->prev_angs.b;
2707 ang_next = &sii->angs.b;
2711 // angular displacement of one step
2712 float step_size = (PI2 / psub->stepped_rotation->num_steps);
2714 // get time to complete one step, including pause
2715 float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause;
2717 // cur_step is step number relative to zero (0 - num_steps)
2718 // step_offset_time is TIME into current step
2719 float step_offset_time = (float)fmod(rotation_time, step_time);
2720 // subtract off fractional step part, round up (ie, 1.999999 -> 2)
2721 int cur_step = int( ((rotation_time - step_offset_time) / step_time) + 0.5f);
2722 // mprintf(("cur step %d\n", cur_step));
2723 // Assert(step_offset_time >= 0);
2725 if (cur_step >= psub->stepped_rotation->num_steps) {
2726 // I don;t know why, but removing this line makes it all good.
2727 // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f);
2729 // reset cur_step (use mod to handle physics/ai pause)
2730 cur_step = cur_step % psub->stepped_rotation->num_steps;
2734 *ang_next = cur_step * step_size;
2736 // determine which phase of rotation we're in
2737 float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit;
2738 float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction);
2739 float pause_start_time = psub->stepped_rotation->t_transit;
2741 float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time;
2743 if (step_offset_time < coast_start_time) {
2745 float accel_time = step_offset_time;
2746 *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time;
2747 sii->cur_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time;
2748 } else if (step_offset_time < decel_start_time) {
2750 float coast_time = step_offset_time - coast_start_time;
2751 *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time;
2752 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate;
2753 } else if (step_offset_time < pause_start_time) {
2755 float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time;
2756 *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause);
2757 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
2760 *ang_next += step_size;
2761 sii->cur_turn_rate = 0.0f;
2765 #pragma warning ( pop )
2768 // Rotates the angle of a submodel. Use this so the right unlocked axis
2770 void submodel_rotate(model_subsystem *psub, submodel_instance_info *sii)
2774 if ( psub->subobj_num < 0 ) return;
2776 polymodel *pm = model_get(psub->model_num);
2777 sm = &pm->submodel[psub->subobj_num];
2779 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2782 sii->prev_angs = sii->angs;
2784 // probably send in a calculated desired turn rate
2785 float diff = sii->desired_turn_rate - sii->cur_turn_rate;
2787 float final_turn_rate;
2789 final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
2790 if (final_turn_rate > sii->desired_turn_rate) {
2791 final_turn_rate = sii->desired_turn_rate;
2793 } else if (diff < 0) {
2794 final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
2795 if (final_turn_rate < sii->desired_turn_rate) {
2796 final_turn_rate = sii->desired_turn_rate;
2799 final_turn_rate = sii->desired_turn_rate;
2802 float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
2803 sii->cur_turn_rate = final_turn_rate;
2806 //float delta = psub->turn_rate * flFrametime;
2808 switch( sm->movement_axis ) {
2809 case MOVEMENT_AXIS_X:
2810 sii->angs.p += delta;
2811 if (sii->angs.p > PI2 )
2813 else if (sii->angs.p < 0.0f )
2816 case MOVEMENT_AXIS_Y:
2817 sii->angs.h += delta;
2818 if (sii->angs.h > PI2 )
2820 else if (sii->angs.h < 0.0f )
2823 case MOVEMENT_AXIS_Z:
2824 sii->angs.b += delta;
2825 if (sii->angs.b > PI2 )
2827 else if (sii->angs.b < 0.0f )
2834 //=========================================================================
2835 // Make a turret's correct orientation matrix. This should be done when
2836 // the model is read, but I wasn't sure at what point all the data that I
2837 // needed was read, so I just check a flag and call this routine when
2838 // I determine I need the correct matrix. In this code, you can't use
2839 // vm_vec_2_matrix or anything, since these turrets could be either
2840 // right handed or left handed.
2841 void model_make_turrent_matrix(int model_num, model_subsystem * turret )
2844 vector fvec, uvec, rvec;
2846 pm = model_get(model_num);
2847 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2848 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2851 model_clear_instance(model_num);
2852 model_find_world_dir(&fvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2854 sm_parent->angs.h = -PI/2.0f;
2855 sm->angs.p = -PI/2.0f;
2856 model_find_world_dir(&rvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2858 sm_parent->angs.h = 0.0f;
2859 sm->angs.p = -PI/2.0f;
2860 model_find_world_dir(&uvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2862 vm_vec_normalize(&fvec);
2863 vm_vec_normalize(&rvec);
2864 vm_vec_normalize(&uvec);
2866 turret->turret_matrix.v.fvec = fvec;
2867 turret->turret_matrix.v.rvec = rvec;
2868 turret->turret_matrix.v.uvec = uvec;
2870 // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL);
2872 // HACK!! WARNING!!!
2873 // I'm doing nothing to verify that this matrix is orthogonal!!
2874 // In other words, there's no guarantee that the vectors are 90 degrees
2876 // I'm not doing this because I don't know how to do it without ruining
2877 // the handedness of the matrix... however, I'm not too worried about
2878 // this because I am creating these 3 vectors by making them 90 degrees
2879 // apart, so this should be close enough. I think this will start
2880 // causing weird errors when we view from turrets. -John
2881 turret->flags |= MSS_FLAG_TURRET_MATRIX;
2884 // Tries to move joints so that the turrent points to the point dst.
2885 // turret1 is the angles of the turret, turret2 is the angles of the gun from turret
2886 // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI)
2887 int model_rotate_gun(int model_num, model_subsystem *turret, matrix *orient, angles *turret1, angles *turret2, vector *pos, vector *dst)
2891 pm = model_get(model_num);
2892 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2893 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2895 // Check for a valid turret
2896 Assert( turret->turret_num_firing_points > 0 );
2899 if ( sm_parent == sm ) {
2903 // Build the correct turret matrix if there isn't already one
2904 if ( !(turret->flags & MSS_FLAG_TURRET_MATRIX) )
2905 model_make_turrent_matrix(model_num, turret );
2907 Assert( turret->flags & MSS_FLAG_TURRET_MATRIX);
2908 // Assert( sm->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch
2909 // Assert( sm_parent->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading
2911 //======================================================
2912 // DEBUG code to draw the normal out of this gun and a circle
2913 // at the gun point.
2918 vertex dpnt1, dpnt2;
2920 model_clear_instance(model_num);
2921 sm->angs.p = turret2->p;
2922 sm_parent->angs.h = turret1->h;
2924 model_find_world_point(&tmp, &vmd_zero_vector, model_num, turret->turret_gun_sobj, orient, pos );
2925 gr_set_color(255,0,0);
2926 g3_rotate_vertex( &dpnt1, &tmp );
2928 gr_set_color(255,0,0);
2929 g3_draw_sphere(&dpnt1,1.0f);
2931 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.fvec, 10.0f );
2932 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2933 g3_rotate_vertex( &dpnt2, &tmp );
2935 gr_set_color(0,255,0);
2936 g3_draw_line(&dpnt1,&dpnt2);
2937 gr_set_color(0,128,0);
2938 g3_draw_sphere(&dpnt2,0.2f);
2940 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.rvec, 10.0f );
2941 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2942 g3_rotate_vertex( &dpnt2, &tmp );
2944 gr_set_color(0,0,255);
2945 g3_draw_line(&dpnt1,&dpnt2);
2947 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.uvec, 10.0f );
2948 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2949 g3_rotate_vertex( &dpnt2, &tmp );
2951 gr_set_color(255,0,0);
2952 g3_draw_line(&dpnt1,&dpnt2);
2957 // rotate the dest point into the turret gun normal's frame of
2958 // reference, but not using the turret's angles.
2959 // Call this vector of_dst
2961 matrix world_to_turret_matrix; // converts world coordinates to turret's FOR
2962 vector world_to_turret_translate; // converts world coordinates to turret's FOR
2965 vm_vec_unrotate( &tempv, &sm_parent->offset, orient);
2966 vm_vec_add( &world_to_turret_translate, pos, &tempv );
2968 vm_matrix_x_matrix( &world_to_turret_matrix, orient, &turret->turret_matrix );
2970 vm_vec_sub( &tempv, dst, &world_to_turret_translate );
2971 vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix );
2973 vm_vec_normalize(&of_dst);
2976 // Find the heading and pitch that the gun needs to turn to
2977 // by extracting them from the of_dst vector.
2978 // Call this the desired_angles
2979 angles desired_angles;
2981 desired_angles.p = (float)acos(of_dst.xyz.z);
2982 desired_angles.h = PI - atan2_safe(of_dst.xyz.x, of_dst.xyz.y);
2983 desired_angles.b = 0.0f;
2985 // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.xyz.z, desired_angles.p ));
2988 // Gradually turn the turret towards the desired angles
2989 float step_size = turret->turret_turning_rate * flFrametime;
2991 vm_interp_angle(&turret1->h,desired_angles.h,step_size);
2992 vm_interp_angle(&turret2->p,desired_angles.p,step_size);
2994 // turret1->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) );
2995 // turret2->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) );
3002 // Given a point (pnt) that is in sub_model_num's frame of
3003 // reference, and given the object's orient and position,
3004 // return the point in 3-space in outpnt.
3005 void model_find_world_point(vector * outpnt, vector *mpnt,int model_num,int sub_model_num, matrix * objorient, vector * objpos )
3011 polymodel *pm = model_get(model_num);
3016 //instance up the tree for this point
3017 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3019 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3020 vm_vec_unrotate(&tpnt,&pnt,&m);
3022 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
3024 mn = pm->submodel[mn].parent;
3027 //now instance for the entire object
3028 vm_vec_unrotate(outpnt,&pnt,objorient);
3029 vm_vec_add2(outpnt,objpos);
3032 // Given a point in the world RF, find the corresponding point in the model RF.
3033 // This is special purpose code, specific for model collision.
3034 // NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
3036 // out - point in model RF
3037 // world_pt - point in world RF
3038 // pm - polygon model
3039 // submodel_num - submodel in whose RF we're trying to find the corresponding world point
3040 // orient - orient matrix of ship
3041 // pos - pos vector of ship
3042 void world_find_model_point(vector *out, vector *world_pt, polymodel *pm, int submodel_num, matrix *orient, vector *pos)
3044 Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) );
3046 vector tempv1, tempv2;
3050 vm_vec_sub(&tempv1, world_pt, pos);
3051 vm_vec_rotate(&tempv2, &tempv1, orient);
3053 if (pm->submodel[submodel_num].parent == -1) {
3058 // put into submodel RF
3059 vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset);
3060 vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs);
3061 vm_vec_rotate(out, &tempv2, &m);
3064 // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle
3065 int rotating_submodel_has_ship_subsys(int submodel, ship *shipp)
3067 model_subsystem *psub;
3072 // Go through all subsystems and look for submodel
3073 // the subsystems that need it.
3074 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
3075 psub = pss->system_info;
3076 if (psub->subobj_num == submodel) {
3085 void model_get_rotating_submodel_list(int *submodel_list, int *num_rotating_submodels, object *objp)
3087 Assert(objp->type == OBJ_SHIP);
3089 // Check if not currently rotating - then treat as part of superstructure.
3090 int modelnum = Ships[objp->instance].modelnum;
3091 polymodel *pm = model_get(modelnum);
3092 bsp_info *child_submodel;
3094 *num_rotating_submodels = 0;
3095 child_submodel = &pm->submodel[pm->detail[0]];
3097 int i = child_submodel->first_child;
3099 child_submodel = &pm->submodel[i];
3101 // Don't check it or its children if it is destroyed or it is a replacement (non-moving)
3102 if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {
3104 // Only look for submodels that rotate
3105 if (child_submodel->movement_type == MOVEMENT_TYPE_ROT) {
3107 // find ship subsys and check submodel rotation is less than max allowed.
3108 ship *pship = &Ships[objp->instance];
3109 ship_subsys *subsys;
3111 for ( subsys = GET_FIRST(&pship->subsys_list); subsys !=END_OF_LIST(&pship->subsys_list); subsys = GET_NEXT(subsys) ) {
3112 Assert(subsys->system_info->model_num == modelnum);
3113 if (i == subsys->system_info->subobj_num) {
3114 // found the correct subsystem - now check delta rotation angle not too large
3115 float delta_angle = get_submodel_delta_angle(&subsys->submodel_info_1);
3116 if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) {
3117 Assert(*num_rotating_submodels < MAX_ROTATING_SUBMODELS-1);
3118 submodel_list[(*num_rotating_submodels)++] = i;
3125 i = child_submodel->next_sibling;
3129 //#define MODEL_CHECK
3131 ship *pship = &Ships[objp->instance];
3132 for (int idx=0; idx<*num_rotating_submodels; idx++) {
3133 int valid = rotating_submodel_has_ship_subsys(submodel_list[idx], pship);
3137 Warning( LOCATION, "Ship %s has rotating submodel [%s] without ship subsystem\n", pship->ship_name, pm->submodel[submodel_list[idx]].name );
3138 pm->submodel[submodel_list[idx]].movement_type &= ~MOVEMENT_TYPE_ROT;
3139 *num_rotating_submodels = 0;
3147 // Given a direction (pnt) that is in sub_model_num's frame of
3148 // reference, and given the object's orient and position,
3149 // return the point in 3-space in outpnt.
3150 void model_find_world_dir(vector * out_dir, vector *in_dir,int model_num, int sub_model_num, matrix * objorient, vector * objpos )
3156 polymodel *pm = model_get(model_num);
3161 //instance up the tree for this point
3162 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3164 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3165 vm_vec_unrotate(&tpnt,&pnt,&m);
3168 mn = pm->submodel[mn].parent;
3171 //now instance for the entire object
3172 vm_vec_unrotate(out_dir,&pnt,objorient);
3177 // Clears all the submodel instances stored in a model to their defaults.
3178 void model_clear_instance(int model_num)
3183 pm = model_get(model_num);
3185 // reset textures to original ones
3186 for (i=0; i<pm->n_textures; i++ ) {
3187 pm->textures[i] = pm->original_textures[i];
3190 for (i=0; i<pm->n_models; i++ ) {
3191 bsp_info *sm = &pm->submodel[i];
3193 if ( pm->submodel[i].is_damaged ) {
3202 // set pointer to other ship subsystem info [turn rate, accel, moment, axis, ...]
3205 sm->num_arcs = 0; // Turn off any electric arcing effects
3208 for (i=0; i<pm->num_lights; i++ ) {
3209 pm->lights[i].value = 0.0f;
3212 interp_clear_instance();
3214 // if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
3215 // if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
3216 // if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
3217 // if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
3218 // if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
3219 // if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
3224 // initialization during ship set
3225 void model_clear_instance_info( submodel_instance_info * sii )
3231 sii->prev_angs.p = 0.0f;
3232 sii->prev_angs.b = 0.0f;
3233 sii->prev_angs.h = 0.0f;
3235 sii->cur_turn_rate = 0.0f;
3236 sii->desired_turn_rate = 0.0f;
3237 sii->turn_accel = 0.0f;
3240 // initialization during ship set
3241 void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
3247 sii->prev_angs.p = 0.0f;
3248 sii->prev_angs.b = 0.0f;
3249 sii->prev_angs.h = 0.0f;
3251 sii->cur_turn_rate = turn_rate * 0.0f;
3252 sii->desired_turn_rate = turn_rate;
3253 sii->turn_accel = turn_accel;
3255 sii->step_zero_timestamp = timestamp();
3260 // Sets the submodel instance data in a submodel (for all detail levels)
3261 void model_set_instance(int model_num, int sub_model_num, submodel_instance_info * sii)
3266 pm = model_get(model_num);
3268 Assert( sub_model_num >= 0 );
3269 Assert( sub_model_num < pm->n_models );
3271 if ( sub_model_num < 0 ) return;
3272 if ( sub_model_num >= pm->n_models ) return;
3273 bsp_info *sm = &pm->submodel[sub_model_num];
3275 // Set the "blown out" flags
3276 sm->blown_off = sii->blown_off;
3278 if ( sm->blown_off ) {
3279 if ( sm->my_replacement > -1 ) {
3280 pm->submodel[sm->my_replacement].blown_off = 0;
3281 pm->submodel[sm->my_replacement].angs = sii->angs;
3282 pm->submodel[sm->my_replacement].sii = sii;
3285 if ( sm->my_replacement > -1 ) {
3286 pm->submodel[sm->my_replacement].blown_off = 1;
3291 sm->angs = sii->angs;
3294 // For all the detail levels of this submodel, set them also.
3295 for (i=0; i<sm->num_details; i++ ) {
3296 model_set_instance(model_num, sm->details[i], sii );
3301 // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity
3302 void model_init_submodel_axis_pt(submodel_instance_info *sii, int model_num, int submodel_num)
3305 vector *mpoint1, *mpoint2;
3306 vector p1, v1, p2, v2, int1;
3308 polymodel *pm = model_get(model_num);
3309 Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT);
3315 // find 2 fixed points in submodel RF
3316 // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the
3317 // two lines to find a point on the axis
3318 if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) {
3319 axis = vmd_x_vector;
3320 mpoint1 = &vmd_y_vector;
3321 mpoint2 = &vmd_z_vector;
3322 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) {
3323 mpoint1 = &vmd_x_vector;
3324 axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z
3325 mpoint2 = &vmd_z_vector;
3326 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) {
3327 mpoint1 = &vmd_x_vector;
3328 mpoint2 = &vmd_y_vector;
3329 axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y
3331 // must be one of these axes or submodel_rot_hit is incorrectly set
3335 // copy submodel angs
3336 angles copy_angs = pm->submodel[submodel_num].angs;
3338 // find two points rotated into model RF when angs set to 0
3339 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
3340 model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3341 model_find_world_point(&p2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3343 // find two points rotated into model RF when angs set to PI
3344 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, PI);
3345 model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3346 model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3348 // reset submodel angs
3349 pm->submodel[submodel_num].angs = copy_angs;
3351 // find direction vectors of the two lines
3352 vm_vec_sub2(&v1, &p1);
3353 vm_vec_sub2(&v2, &p2);
3355 // find the intersection of the two lines
3357 fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t);
3359 // find the actual intersection points
3360 vm_vec_scale_add(&int1, &p1, &v1, s);
3363 sii->pt_on_axis = int1;
3368 // Adds an electrical arcing effect to a submodel
3369 void model_add_arc(int model_num, int sub_model_num, vector *v1, vector *v2, int arc_type )
3373 pm = model_get(model_num);
3375 if ( sub_model_num == -1 ) {
3376 sub_model_num = pm->detail[0];
3379 Assert( sub_model_num >= 0 );
3380 Assert( sub_model_num < pm->n_models );
3382 if ( sub_model_num < 0 ) return;
3383 if ( sub_model_num >= pm->n_models ) return;
3384 bsp_info *sm = &pm->submodel[sub_model_num];
3386 if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
3387 sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
3388 sm->arc_pts[sm->num_arcs][0] = *v1;
3389 sm->arc_pts[sm->num_arcs][1] = *v2;
3394 // function to return an index into the docking_bays array which matches the criteria passed
3395 // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h
3396 int model_find_dock_index(int modelnum, int dock_type)
3402 pm = model_get(modelnum);
3404 // no docking points -- return -1
3405 if ( pm->n_docks <= 0 )
3408 for (i = 0; i < pm->n_docks; i++ ) {
3409 if ( dock_type & pm->docking_bays[i].type_flags )
3416 int model_get_dock_index_type(int modelnum, int index)
3418 polymodel *pm = model_get(modelnum);
3420 return pm->docking_bays[index].type_flags;
3423 // get all the different docking point types on a model
3424 int model_get_dock_types(int modelnum)
3429 pm = model_get(modelnum);
3430 for (i=0; i<pm->n_docks; i++)
3431 type |= pm->docking_bays[i].type_flags;
3436 // function to return an index into the docking_bays array which matches the string passed
3437 // Fred uses strings to identify docking positions. This functin also accepts generic strings
3438 // so that a desginer doesn't have to know exact names if building a mission from hand.
3439 int model_find_dock_name_index( int modelnum, char *name )
3444 pm = model_get(modelnum);
3445 if ( pm->n_docks <= 0 )
3448 // check the generic names and call previous function to find first dock point of
3449 // the specified type
3450 if ( !stricmp(name, "cargo") )
3451 return model_find_dock_index( modelnum, DOCK_TYPE_CARGO );
3452 else if (!stricmp( name, "rearm") )
3453 return model_find_dock_index( modelnum, DOCK_TYPE_REARM );
3454 else if (!stricmp( name, "generic") )
3455 return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC );
3457 for (i = 0; i < pm->n_docks; i++ ) {
3458 if ( !stricmp(pm->docking_bays[i].name, name) )
3462 // if we get here, name wasn't found -- return -1 and hope for the best
3466 // returns the actual name of a docking point on a model, needed by Fred.
3467 char *model_get_dock_name(int modelnum, int index)
3471 pm = model_get(modelnum);
3472 Assert((index >= 0) && (index < pm->n_docks));
3473 return pm->docking_bays[index].name;
3476 int model_get_num_dock_points(int modelnum)
3480 pm = model_get(modelnum);
3484 #if SDL_BYTEORDER == SDL_BIG_ENDIAN // tigital
3485 void swap_bsp_defpoints(ubyte * p)
3488 int nverts = INTEL_INT( w(p+8) );
3490 int offset = INTEL_INT( w(p+16) );
3492 int n_norms = INTEL_INT( w(p+12) );
3495 ubyte * normcount = p+20;
3496 vector *src = vp(p+offset);
3498 Assert( nverts < MAX_POLYGON_VECS );
3499 // Assert( nnorms < MAX_POLYGON_NORMS );
3501 for (n=0; n<nverts; n++ ) {
3502 src->xyz.x = INTEL_FLOAT( &src->xyz.x );
3503 src->xyz.y = INTEL_FLOAT( &src->xyz.y );
3504 src->xyz.z = INTEL_FLOAT( &src->xyz.z );
3506 Interp_verts[n] = src;
3508 for (i=0;i<normcount[n];i++){
3509 src->xyz.x = INTEL_FLOAT( &src->xyz.x );
3510 src->xyz.y = INTEL_FLOAT( &src->xyz.y );
3511 src->xyz.z = INTEL_FLOAT( &src->xyz.z );
3517 void swap_bsp_tmappoly( polymodel * pm, ubyte * p )
3520 model_tmap_vert *verts;
3521 vector * normal = vp(p+8);
3522 vector * center = vp(p+20);
3523 float radius = INTEL_FLOAT( &fl(p+32) );
3525 normal->xyz.x = INTEL_FLOAT( &normal->xyz.x );
3526 normal->xyz.y = INTEL_FLOAT( &normal->xyz.y );
3527 normal->xyz.z = INTEL_FLOAT( &normal->xyz.z );
3528 center->xyz.x = INTEL_FLOAT( ¢er->xyz.x );
3529 center->xyz.y = INTEL_FLOAT( ¢er->xyz.y );
3530 center->xyz.z = INTEL_FLOAT( ¢er->xyz.z );
3532 nv = INTEL_INT( w(p+36));
3534 int tmap_num = INTEL_INT( w(p+40) );
3537 if ( nv < 0 ) return;
3539 verts = (model_tmap_vert *)(p+44);
3541 verts[i].vertnum = INTEL_SHORT( verts[i].vertnum );
3542 verts[i].normnum = INTEL_SHORT( verts[i].normnum );
3543 verts[i].u = INTEL_FLOAT( &verts[i].u );
3544 verts[i].v = INTEL_FLOAT( &verts[i].v );
3547 if ( pm->version < 2003 ) {
3548 // Set the "normal_point" part of field to be the center of the polygon
3549 vector center_point;
3550 vm_vec_zero( ¢er_point );
3552 for (i=0;i<nv;i++) {
3553 vm_vec_add2( ¢er_point, Interp_verts[verts[i].vertnum] );
3556 center_point.xyz.x /= nv;
3557 center_point.xyz.y /= nv;
3558 center_point.xyz.z /= nv;
3560 *vp(p+20) = center_point;
3564 for (i=0;i<nv;i++) {
3565 float dist = vm_vec_dist( ¢er_point, Interp_verts[verts[i].vertnum] );
3573 void swap_bsp_flatpoly( polymodel * pm, ubyte * p )
3577 vector * normal = vp(p+8);
3578 vector * center = vp(p+20);
3579 float radius = INTEL_FLOAT( &fl(p+32) );
3581 mprintf(("flatpoly radius = %f\n", radius ));
3582 normal->xyz.x = INTEL_FLOAT( &normal->xyz.x );
3583 normal->xyz.y = INTEL_FLOAT( &normal->xyz.y );
3584 normal->xyz.z = INTEL_FLOAT( &normal->xyz.z );
3585 center->xyz.x = INTEL_FLOAT( ¢er->xyz.x );
3586 center->xyz.y = INTEL_FLOAT( ¢er->xyz.y );
3587 center->xyz.z = INTEL_FLOAT( ¢er->xyz.z );
3589 nv = INTEL_INT( w(p+36)); //tigital
3592 if ( nv < 0 ) return;
3594 verts = (short *)(p+44);
3595 for (i=0; i<nv*2; i++){
3596 verts[i] = INTEL_SHORT( verts[i] );
3599 if ( pm->version < 2003 ) {
3600 // Set the "normal_point" part of field to be the center of the polygon
3601 vector center_point;
3602 vm_vec_zero( ¢er_point );
3604 for (i=0;i<nv;i++) {
3605 vm_vec_add2( ¢er_point, Interp_verts[verts[i*2]] );
3608 center_point.xyz.x /= nv;
3609 center_point.xyz.y /= nv;
3610 center_point.xyz.z /= nv;
3612 *vp(p+20) = center_point;
3616 for (i=0;i<nv;i++) {
3617 float dist = vm_vec_dist( ¢er_point, Interp_verts[verts[i*2]] );
3625 void swap_bsp_sortnorms( polymodel * pm, ubyte * p )
3627 int frontlist = INTEL_INT( w(p+36) );
3628 int backlist = INTEL_INT( w(p+40) );
3629 int prelist = INTEL_INT( w(p+44) );
3630 int postlist = INTEL_INT( w(p+48) );
3631 int onlist = INTEL_INT( w(p+52) );
3632 w(p+36) = frontlist;
3638 vector * normal = vp(p+8);
3639 vector * center = vp(p+20);
3640 int tmp = INTEL_INT( w(p+32) );
3642 normal->xyz.x = INTEL_FLOAT( &normal->xyz.x );
3643 normal->xyz.y = INTEL_FLOAT( &normal->xyz.y );
3644 normal->xyz.z = INTEL_FLOAT( &normal->xyz.z );
3645 center->xyz.x = INTEL_FLOAT( ¢er->xyz.x );
3646 center->xyz.y = INTEL_FLOAT( ¢er->xyz.y );
3647 center->xyz.z = INTEL_FLOAT( ¢er->xyz.z );
3649 vector * bmin = vp(p+56);
3650 vector * bmax = vp(p+68);
3651 bmin->xyz.x = INTEL_FLOAT( &bmin->xyz.x );
3652 bmin->xyz.y = INTEL_FLOAT( &bmin->xyz.y );
3653 bmin->xyz.z = INTEL_FLOAT( &bmin->xyz.z );
3654 bmax->xyz.x = INTEL_FLOAT( &bmax->xyz.x );
3655 bmax->xyz.y = INTEL_FLOAT( &bmax->xyz.y );
3656 bmax->xyz.z = INTEL_FLOAT( &bmax->xyz.z );
3658 if (prelist) swap_bsp_data(pm,p+prelist);
3659 if (backlist) swap_bsp_data(pm,p+backlist);
3660 if (onlist) swap_bsp_data(pm,p+onlist);
3661 if (frontlist) swap_bsp_data(pm,p+frontlist);
3662 if (postlist) swap_bsp_data(pm,p+postlist);
3664 void swap_bsp_data( polymodel * pm, void *model_ptr )
3666 ubyte *p = (ubyte *)model_ptr;
3667 int chunk_type, chunk_size;
3671 chunk_type = INTEL_INT( w(p) );
3672 chunk_size = INTEL_INT( w(p+4) );
3674 w(p+4) = chunk_size;
3676 while (chunk_type != OP_EOF) {
3678 switch (chunk_type) {
3682 swap_bsp_defpoints(p);
3685 swap_bsp_flatpoly(pm, p ); break;
3687 swap_bsp_tmappoly(pm, p ); break;
3689 swap_bsp_sortnorms(pm,p ); break;
3693 min->xyz.x = INTEL_FLOAT( &min->xyz.x );
3694 min->xyz.y = INTEL_FLOAT( &min->xyz.y );
3695 min->xyz.z = INTEL_FLOAT( &min->xyz.z );
3696 max->xyz.x = INTEL_FLOAT( &max->xyz.x );
3697 max->xyz.y = INTEL_FLOAT( &max->xyz.y );
3698 max->xyz.z = INTEL_FLOAT( &max->xyz.z );
3701 mprintf(( "Bad chunk type %d, len=%d in modelread:swap_bsp_data\n", chunk_type, chunk_size ));
3702 Int3(); // Bad chunk type!
3706 chunk_type = INTEL_INT( w(p));
3707 chunk_size = INTEL_INT( w(p+4) );
3709 w(p+4) = chunk_size;
3713 #endif // SDL_BYTEORDER == SDL_BIG_ENDIAN