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 1.8 2003/06/11 18:30:33 taylor
21 * Revision 1.7 2003/01/30 19:43:57 relnev
22 * added a missing "not" in the model warning
24 * Revision 1.6 2002/06/17 06:33:09 relnev
25 * ryan's struct patch for gcc 2.95
27 * Revision 1.5 2002/06/09 04:41:23 relnev
28 * added copyright header
30 * Revision 1.4 2002/06/09 03:16:04 relnev
33 * removed unneeded asm, old sdl 2d setup.
35 * fixed crash caused by opengl_get_region.
37 * Revision 1.3 2002/06/01 07:12:33 relnev
38 * a few NDEBUG updates.
40 * removed a few warnings.
42 * Revision 1.2 2002/05/07 03:16:47 theoddone33
43 * The Great Newline Fix
45 * Revision 1.1.1.1 2002/05/03 03:28:10 root
49 * 36 7/22/99 2:26p Mattk
50 * DA: don't show engine wash error if no subsystems. (ie, Pofview...)
52 * 35 7/19/99 12:02p Andsager
53 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
54 * only blow up subsystem if its strength is > 0
56 * 34 7/07/99 5:00p Andsager
57 * Fixed bug in stepped rotation
59 * 33 7/06/99 4:42p Anoop
60 * Add MiniCap hack for engine wash
62 * 32 7/06/99 3:52p Andsager
63 * That wacky model_subsystem name vs. subobj_name thing bites us in the
66 * 31 7/06/99 3:15p Anoop
67 * Better debug info for engine wash error.
69 * 30 7/06/99 11:37a Andsager
70 * Fix warning message.
72 * 29 7/06/99 10:45a Andsager
73 * Modify engine wash to work on any ship that is not small. Add AWACS
76 * 28 7/01/99 4:23p Dave
77 * Full support for multiple linked ambient engine sounds. Added "big
80 * 27 6/08/99 2:33p Dave
81 * Fixed release build warning. Put in hud config stuff.
83 * 26 6/01/99 8:35p Dave
84 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
85 * awacs-set-radius sexpression.
87 * 25 5/28/99 1:51p Andsager
88 * Allow models to rotate in both direction on an axis, specifying a
89 * negative rotation time in submodel properties.
91 * 24 5/27/99 3:48p Andsager
92 * Add assert to model_read code to not allow overwrite of memory
94 * 23 5/27/99 12:11p Andsager
95 * Allow more than 1 subsystem to have live debris on any ship
97 * 22 5/27/99 10:57a Mattk
98 * Put in a warning about too many firing points per turret.
100 * 21 5/24/99 5:45p Dave
101 * Added detail levels to the nebula, with a decent speedup. Split nebula
102 * lightning into its own section.
104 * 20 5/19/99 11:09a Andsager
105 * Turn on engine wash. Check every 1/4 sec.
107 * 19 5/11/99 10:16p Andsager
108 * First pass on engine wash effect. Rotation (control input), damage,
111 * 18 4/09/99 11:38a Andsager
112 * Change POF format for Freespace2
114 * 17 3/23/99 5:17p Dave
115 * Changed model file format somewhat to account for LOD's on insignias
117 * 16 3/20/99 3:46p Dave
118 * Added support for model-based background nebulae. Added 3 new
121 * 15 3/19/99 6:15p Dave
122 * Put in checks for insignia bitmaps for having too many faces or
125 * 14 2/21/99 6:01p Dave
126 * Fixed standalone WSS packets.
128 * 13 2/19/99 11:42a Dave
129 * Put in model rendering autocentering.
131 * 12 2/10/99 3:52p Enricco
134 * 11 1/14/99 6:06p Dave
135 * 100% full squad logo support for single player and multiplayer.
137 * 10 1/11/99 12:42p Andsager
138 * Add live debris - debris which is created from a destroyed subsystem,
139 * when the ship is still alive
141 * 9 1/08/99 2:08p Dave
142 * Fixed software rendering for pofview. Super early support for AWACS and
145 * 8 1/06/99 2:24p Dave
146 * Stubs and release build fixes.
148 * 7 12/23/98 2:53p Andsager
149 * Added stepped rotation support
151 * 6 12/04/98 3:34p Andsager
152 * Handle norotating submodels
154 * 5 12/03/98 3:14p Andsager
155 * Check in code that checks rotating submodel actually has ship subsystem
157 * 4 11/19/98 11:07p Andsager
158 * Check in of physics and collision detection of rotating submodels
160 * 3 10/23/98 3:03p Andsager
161 * Initial support for changing rotation rate.
163 * 2 10/07/98 10:53a Dave
166 * 1 10/07/98 10:50a Dave
168 * 177 8/28/98 3:29p Dave
169 * EMP effect done. AI effects may need some tweaking as required.
171 * 176 5/19/98 8:31p Andsager
172 * Added split planes (for big ship explosions)
174 * 175 5/07/98 5:39p Andsager
175 * Changes to model to hold cross section info
177 * 174 4/30/98 4:53p John
178 * Restructured and cleaned up cfile code. Added capability to read off
179 * of CD-ROM drive and out of multiple pack files.
181 * 173 4/22/98 9:43p John
182 * Added code to allow checking of invisible faces, flagged by any texture
183 * name with invisible in it.
185 * 172 4/14/98 11:11p John
186 * Made ships with < 50% hull left show electrical damage arcs.
188 * 171 4/01/98 5:34p John
189 * Made only the used POFs page in for a level. Reduced some interp
190 * arrays. Made custom detail level work differently.
192 * 170 4/01/98 9:14a Mike
195 * 169 3/31/98 5:18p John
196 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
197 * bunch of debug stuff out of player file. Made model code be able to
198 * unload models and malloc out only however many models are needed.
201 * 168 3/17/98 2:46p Allender
202 * Copy subsystem name when copying model subsystems
204 * 167 3/02/98 5:42p John
205 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
206 * afterburner. Made gr_set_clip work good with negative x &y. Made
207 * model_caching be on by default. Made each cached model have it's own
208 * bitmap id. Made asteroids not rotate when model_caching is on.
210 * 166 2/24/98 5:04p Allender
211 * allow different ship classes to use the same model. Lot's of subsystem
214 * 165 2/16/98 3:46p John
215 * Made mass be proportional to area in newer pofs
217 * 164 2/13/98 5:19p John
218 * First rev of new model caching system. Needs to be ripped out and
219 * moved into ship stuff.
221 * 163 1/29/98 5:52p John
222 * new version of electrical arcing code
224 * 162 1/29/98 8:39a Andsager
225 * Changed mass and moment of intertia based area vs. volume
227 * 161 1/28/98 2:15p Mike
228 * Convert volume to surface area at runtime. Write note to John to
229 * cleanup if he modifies bspgen.
231 * 160 1/27/98 11:02a John
232 * Added first rev of sparks. Made all code that calls model_render call
233 * clear_instance first. Made debris pieces not render by default when
234 * clear_instance is called.
236 * 159 1/19/98 6:15p John
237 * Fixed all my Optimized Build compiler warnings
239 * 158 1/09/98 11:25a John
240 * Took the thruster animation stuff out of the model.
242 * 157 12/31/97 4:47p John
243 * Made all the eye points fit inside core radius
245 * 156 12/31/97 2:35p John
246 * Added code for core_radius
248 * 155 12/17/97 2:41p John
249 * made target bounding box be on hull only.
251 * 154 12/17/97 9:54a John
252 * added code for precalculated weapon flash lighting.
254 * 153 11/29/97 2:05p John
255 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
256 * like they used to incorrectly assume. Added code to model to read in
259 * 152 11/25/97 11:41a John
260 * added code to read in pof v20.05, which adds radius to thrusters.
262 * 151 10/28/97 12:34a Mike
263 * Set useful values of mass and inertia matrix if values not otherwise
264 * set. Generate Warnings for unexpected ones.
266 * 150 10/22/97 5:54p Lawrance
267 * get rid of leading '$' when storing parent_name for paths
269 * 149 10/20/97 5:57p Lawrance
270 * have index to polymodel->paths[] within the model_subsystem struct.
272 * 148 9/15/97 5:45p John
273 * took out chunk stuff.
274 * made pofview display thrusters as blue polies.
276 * 147 9/09/97 3:39p Sandeep
277 * warning level 4 bugs
279 * 146 9/04/97 5:09p Andsager
280 * implement physics using moment of inertia and mass (from BSPgen).
281 * Added to phys_info struct. Updated ship_info, polymodel structs.
282 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
284 * 145 9/03/97 5:57p Lawrance
287 * 144 9/03/97 4:32p John
288 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
289 * to bm_load functions not needed. Made bmpman keep track of palettes
290 * for bitmaps not mapped into game palettes.
292 * 143 8/19/97 11:49p Lawrance
293 * using atan2_safe() in place of atan2()
295 * 142 8/19/97 8:44a John
296 * Initial hooks for thruster stuff.
298 * 141 8/15/97 4:10p John
299 * new code to use the new octrees style bsp trees
301 * 140 8/14/97 5:46p John
302 * added code to read in mass,center of mass, and moment of interia from
303 * the pof. Also added code to display green center of mass dot when Show
304 * debug points is on in pofview.
306 * 139 7/10/97 8:34a John
307 * Added code to read TGA files.
309 * 138 6/26/97 3:18p Mike
310 * Recognize "turret", etc. in a subsystem field anywhere in name.
311 * Generate warning for bogus subsystem names.
313 * 137 6/25/97 5:11p John
314 * added foundation for model octants.
316 * 136 6/25/97 10:28a John
317 * Made debris chunks radius be set correctly to the submodel size, not
318 * hardcoded to 10.0f.
320 * 135 6/06/97 11:55a Mike
321 * Fix firing direction for zero piece turrets.
323 * 134 5/31/97 2:36p Mike
324 * Comment out mprintfs pertaining to debris.
326 * 133 5/30/97 4:41p Hoffoss
327 * Made some additions required for Fred.
329 * 132 5/30/97 3:42p Mike
330 * Shield mesh and hit system.
332 * 131 5/30/97 10:40a Hoffoss
333 * Added a function for Fred to get docking point names.
335 * 130 5/29/97 4:34p Allender
336 * removed Int3 from model_find_dock_index.
338 * 129 4/30/97 10:41a Allender
339 * don't dump out token 'none' when dumping out subsystem information
341 * 128 4/17/97 6:06p John
342 * New code/data for v19 of BSPGEN with smoothing and zbuffer
345 * 127 4/09/97 3:31p Lawrance
346 * if any points of bounding box don't project, return project fail code
347 * in model_find_2d_bound_min()
349 * 126 4/07/97 10:37a John
350 * Took out limits on number of children a submodel can have. (So now
351 * capital ships can have tons of children on them).
353 * 125 4/03/97 3:18p Allender
355 * 124 4/03/97 1:29p Allender
356 * subsystem enhancement. Initial work on making subsystem status
359 * 123 3/28/97 2:49p John
360 * added code to fix targetting of debris chunks to draw bounding boxes
363 * 122 3/28/97 1:19p John
364 * Made TestCode not show damaged submodels.
366 * 121 3/28/97 11:17a John
367 * added code for linking lower detail submodels to the highest one; added
368 * code to pofview to view these.
370 * 120 3/17/97 11:24a John
372 * 119 3/15/97 5:06p John
373 * added bounding boxes for each subobject and code to display them.
375 * 118 3/13/97 10:32a John
376 * Added code for tiled 256x256 textures in certain models.
378 * 117 3/06/97 5:36p Mike
379 * Change vec_normalize_safe() back to vec_normalize().
380 * Spruce up docking a bit.
382 * 116 3/06/97 1:06p Allender
383 * more docking stuff. docking points now specified by strings in mission
384 * file. Changes to builtin missions and code to reflect this change.
386 * 115 3/06/97 10:56a Mike
387 * Write error checking version of vm_vec_normalize().
388 * Fix resultant problems.
390 * 114 3/06/97 10:05a Lawrance
391 * added missing cfclose's
393 * 113 3/05/97 5:27p John
394 * more work with turret stuff
396 * 112 3/05/97 12:49p John
397 * added Viewer_obj. Took out the interp_??? variables for turning
398 * outline,etc on and put them in flags you pass to model_render.
399 * Cleaned up model_interp code to fit new coding styles.
401 * 111 3/05/97 12:42p Adam
402 * john: fixed bug while model transversel code that assumed the root
405 * 110 3/05/97 11:09a Allender
406 * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to
409 * 109 3/04/97 5:08p John
410 * Started adding debug code to make it so you can view from a turret's
413 * 108 3/04/97 3:36p John
414 * took out old debug "h' key. Made zbuffer flag bit bit field so you
415 * can turn on/off each value. Fixed a bug with turret rotation where
416 * different handedness turrets wouldn't work. Fixed a bug with two
417 * large ships within each other's radius not rendering correctly.
419 * 107 3/04/97 12:52p Allender
420 * docking styff. Added dock type to docking structure in model code.
421 * Renamed structure member in ai_goals. Temporary checkin. (i.e.
422 * rearming will use rearm dock points)
424 * 106 3/03/97 5:47p John
425 * fixed some rotating object discrepencies. Took out the gun firing
426 * point average beause it was inconsitent and wsn't as correct as using
429 * 105 3/03/97 4:20p Hoffoss
430 * Fixed bug in bug I just fixed. :)
432 * 104 3/03/97 4:00p Hoffoss
433 * fixed bug that caused docking bays without a name to be garbage when
436 * 103 3/03/97 8:58a Lawrance
437 * replaced a fprintf() with a cfputs()
439 * 102 3/01/97 2:12p Lawrance
440 * made to work with new cfile changes
442 * 101 2/28/97 10:57a John
443 * Made so you can blow off any subsystems, not just radars.
446 * 100 2/27/97 3:45p John
447 * Added a tree dialog to pofview that shows a model's tree.
449 * 99 2/27/97 12:07p John
450 * Added code to suppord debris chunks after a ship is exploded..
452 * 98 2/26/97 5:28p John
453 * Fixed a bunch of chunked model bugs. Basically they almost work better
454 * than non-chunked objects!
456 * 97 2/24/97 1:13p Allender
457 * support for multiple eye positions. Still some kinks to be worked out
460 * 96 2/20/97 4:06p Allender
461 * allow for multiple spline paths to lead to a docking bay
463 * 95 2/20/97 3:25p Allender
464 * change to docking bay structure -- added a name (for use in Fred
465 * mainly), and index into spline paths to reach this docking point
467 * 94 2/19/97 4:03p Allender
468 * dump a 0.0 instead of a 0 when dumping out missing subsystem
471 * 93 2/19/97 2:52p Allender
472 * added crewspot name to subsystems (used only with turrets). Will be
473 * used by fred for ai class stuff for turrets
475 * 92 2/17/97 4:30p John
476 * Added code to automatically rotate any subsystems with the $rotate
477 * value set (except for turrets)
479 * 91 2/17/97 12:03p John
480 * Added code to set the angles of a subobject.
482 * 90 2/14/97 4:02p John
483 * changed a vector being passed as value to reference.
485 * 89 2/14/97 3:16p Mike
486 * Start on AI path garbage collection
488 * 88 2/14/97 1:06p John
489 * upped bspgen version number.
491 * 87 2/13/97 10:17a John
492 * INCORPORATED THE FOLLOWING CHANGES:
493 * ??? 2/13/97 9:49a John
494 * added code for geometric centers of objects.
495 * ??? 2/12/97 6:30p John
496 * upped model version number.
499 * 86 2/13/97 9:49a John
500 * ROLLEDBACK TO ALLENDER'S 85
502 * 85 2/12/97 5:34p Allender
503 * added a ton of debug code to help recify the subsystems in ships.tbl
504 * with subsystems in the models. Fixed a bug with subsystems not being
505 * given the correct type.
507 * 84 2/11/97 4:10p Allender
508 * major change of subsystem stuff. obj_subsystem renamed to
509 * model_subsystem. Dyamically allocate space in ship_info for
512 * 83 2/10/97 4:20p Allender
513 * added distance to closest geometry to spline points
515 * 82 2/10/97 10:58a John
516 * Added back in sparks for where laser bolts hit.
517 * Added code to red damaged objects and replace then.
519 * 81 2/07/97 1:24p Allender
520 * added turret lists for spline points
522 * 80 2/06/97 2:56p John
523 * Added a "blown-off" field to the instance of a model. Also took out
524 * the model_set_angles functions and replaced with the more general
525 * model_set_instance functions.
527 * 79 2/04/97 7:37p John
528 * Finally!!! Turret stuff working!
530 * 78 1/31/97 12:51p John
531 * Added turret_fov and turret_fov_cos
533 * 77 1/31/97 12:43p John
534 * Turrets working nicely, finally!
536 * 76 1/31/97 11:36a John
538 * 75 1/29/97 4:46p John
539 * Code to read $crewpoint flag on turrets and store it in obj_subsystem
542 * 74 1/29/97 3:14p John
543 * Added field to ships.tbl to control how fast turret rotates.
545 * 73 1/28/97 11:23a John
546 * added functions to get/set model angles.
548 * 72 1/28/97 10:07a John
549 * More turret stuff, still not working, though.
551 * 71 1/27/97 2:46p John
554 * 70 1/27/97 11:35a Allender
555 * upped compatible object version
557 * 69 1/24/97 5:25p John
558 * More turret stuff. Not working yet, though.
560 * 68 1/24/97 4:55p John
561 * Started adding code for turning turrets.
562 * Had to change POF format to 18.0
564 * 67 1/20/97 2:16p Allender
565 * new shield structures being used
567 * 66 1/15/97 5:19p Allender
568 * new POF version. old version obsolete. Added shield and eye stuff.
569 * New format for gun/missile/docking points
571 * 65 1/10/97 5:15p Mike
572 * Moved ship-specific parameters from obj_subsystem to ship_subsys.
574 * Added turret code to AI system.
576 * 64 1/10/97 2:25p John
577 * Added code to support detail level distances.
579 * 63 1/02/97 11:45a Allender
580 * changed turret code to have > 1 firing point as well as fixing the
581 * problems of turrets being multiple subobjects. Turret norms should be
582 * getting stuffed correctly now.
584 * 62 12/31/96 4:14p Mike
586 * Correct bug in HUDtarget.cpp, showing wrong target.
588 * 61 12/27/96 4:09p Mike
589 * Integrate John's new model code.
591 * 60 12/26/96 1:42p John
592 * Changed function ordering to put model_init at top.
594 * 59 12/23/96 3:56p John
595 * Changed POF code to support pof 15.0.
597 * 58 12/23/96 11:00a John
598 * Restructured POF stuff to support LOD in one pof.
600 * 57 12/20/96 11:55a Allender
603 * 56 12/20/96 11:40a Allender
604 * modifed subsystem stuff to do correct hit percentages and other cool
607 * 55 12/18/96 4:04p Allender
608 * added "unknown" subsystem type for subsystems which aren't recognized.
610 * 54 12/17/96 11:37a Mike
613 * 53 12/17/96 8:59a Mike
614 * Path-extraction-from-mdoel test code.
616 * 52 12/13/96 5:27p John
617 * fixed my sloppy code that didn't free model data.
619 * 51 12/13/96 3:54p Mike
620 * Major improvement to model_draw_paths -- connect the dots! Uses
621 * sophisticated connect-to-next algorithm.
623 * 50 12/13/96 2:59p John
624 * Added some code to test spline paths.
626 * 49 12/13/96 2:41p John
627 * Added code to read in spline paths on models.
629 * 48 12/13/96 10:29a Adam
630 * from allender: fixed up linked list walking when checking for turrets
633 * 47 12/12/96 3:38p Allender
634 * fix up docking special object names. Added $thruster stuff to model
637 * 46 12/12/96 2:35p Mike
640 * 45 12/12/96 12:29p Lawrance
641 * added function to find the 2d bound for a subobject
643 * 44 12/11/96 5:35p John
644 * Added variables for viewer eye.
646 * 43 12/11/96 5:15p John
647 * Made the dist for detail level be calculated before the object is
650 * 42 12/11/96 4:50p John
651 * Added detail levels to the non-chunky ships.
653 * 41 12/11/96 4:33p Mike
654 * Temporary version so other people can build.
656 * 40 12/11/96 4:24p Mike
657 * Fix broken code...oops! clumsy in editor!
659 * 39 12/11/96 4:17p Adam
661 * 38 12/11/96 12:57p Mike
662 * Support for "Big Ship" AI behavior.
665 * 37 12/11/96 12:43p Allender
666 * $gun and $missile don't get appended to models gun/missile list if the
667 * gun/missile belongs to a turret. Turrets are special instances of
670 * 36 12/11/96 11:57a Allender
671 * added objnum reference to obj_subsystems so that $gun and $missile
672 * special polygons can refernce a particular subsystem if needed (i.e. to
673 * get the norms, etc).
675 * 35 12/11/96 10:33a Allender
676 * added stuff for FOV for turrets
678 * 34 12/10/96 3:27p Allender
680 * 33 12/09/96 5:05p Allender
681 * made subsystem lists and model_special lists as seperate entities.
683 * 32 12/09/96 1:16p Allender
684 * made seperate lists for guns/missiles/subsystems, etc
686 * 31 12/09/96 11:01a Allender
687 * added special polygon information to models. Linked list contains
688 * gun/missile/docking/subsystem/etc information.
701 #include "floating.h"
704 #include "modelsinc.h"
707 #include "3dinternal.h"
708 #include "linklist.h"
710 #include "freespace.h" // For flFrameTime
713 #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame
715 // info for special polygon lists
717 polymodel *Polygon_models[MAX_POLYGON_MODELS];
719 static int model_initted = 0;
722 CFILE *ss_fp; // file pointer used to dump subsystem information
723 char model_filename[_MAX_PATH]; // temp used to store filename
724 char debug_name[_MAX_PATH];
725 int ss_warning_shown; // have we shown the warning dialog concerning the subsystems?
726 char Global_filename[256];
727 int Model_ram = 0; // How much RAM the models use total
732 // Anything less than this is considered incompatible.
733 #define PM_COMPATIBLE_VERSION 1900
735 // Anything greater than or equal to PM_COMPATIBLE_VERSION and
736 // whose major version is less than or equal to this is considered
738 #define PM_OBJFILE_MAJOR_VERSION 21
740 static int Model_signature = 0;
742 // Free up a model, getting rid of all its memory
743 // Can't be called from outside of model code because more
744 // than one person might be using this model so we can't free
746 static void model_unload(int modelnum)
750 if ( (modelnum < 0) || (modelnum>MAX_POLYGON_MODELS)) {
754 polymodel *pm = Polygon_models[modelnum];
761 Model_ram -= pm->ram_used;
765 for (i=0; i<pm->n_paths; i++ ) {
766 for (j=0; j<pm->paths[i].nverts; j++ ) {
767 if ( pm->paths[i].verts[j].turret_ids ) {
768 free(pm->paths[i].verts[j].turret_ids);
771 if (pm->paths[i].verts) {
772 free(pm->paths[i].verts);
778 if ( pm->shield.verts ) {
779 free( pm->shield.verts );
782 if ( pm->shield.tris ) {
783 free(pm->shield.tris);
786 if ( pm->missile_banks ) {
787 free(pm->missile_banks);
790 if ( pm->docking_bays ) {
791 for (i=0; i<pm->n_docks; i++ ) {
792 if ( pm->docking_bays[i].splines ) {
793 free( pm->docking_bays[i].splines );
796 free(pm->docking_bays);
799 // this is from ship.cpp but we don't get the polymodel there so free here
800 if ( pm->ship_bay != NULL ) {
805 if ( pm->thrusters ) {
810 if ( pm->debug_info ) {
811 free(pm->debug_info);
815 model_octant_free( pm );
818 for (i=0; i<pm->n_models; i++ ) {
819 if ( pm->submodel[i].bsp_data ) {
820 free(pm->submodel[i].bsp_data);
834 if ( pm->gun_banks ) {
839 memset( pm, 0, sizeof(polymodel));
842 Polygon_models[modelnum] = NULL;
845 void model_free_all()
849 if ( !model_initted) {
854 mprintf(( "Freeing all existing models...\n" ));
856 for (i=0;i<MAX_POLYGON_MODELS;i++) {
866 if ( model_initted ) {
867 Int3(); // Model_init shouldn't be called twice!
875 for (i=0;i<MAX_POLYGON_MODELS;i++) {
876 Polygon_models[i] = NULL;
879 // Init the model caching system
882 atexit( model_free_all );
886 // routine to parse out values from a user property field of an object
887 void get_user_prop_value(char *buf, char *value)
892 while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
895 while ( !iscntrl(*p1) )
903 // funciton to copy model data from one subsystem set to another subsystem set. This function
904 // is called when two ships use the same model data, but since the model only gets read in one time,
905 // the subsystem data is only present in one location. The ship code will call this routine to fix
906 // this situation by copying stuff from the source subsystem set to the dest subsystem set.
907 void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp )
910 model_subsystem *source, *dest;
912 for (i = 0; i < n_subsystems; i++ ) {
914 for ( j = 0; j < n_subsystems; j++ ) {
916 if ( !stricmp( source->subobj_name, dest->subobj_name) ) {
917 dest->flags = source->flags;
918 dest->subobj_num = source->subobj_num;
919 dest->model_num = source->model_num;
920 dest->pnt = source->pnt;
921 dest->radius = source->radius;
922 dest->type = source->type;
923 dest->turn_rate = source->turn_rate;
924 dest->turret_gun_sobj = source->turret_gun_sobj;
926 strcpy( dest->name, source->name );
928 if ( dest->type == SUBSYSTEM_TURRET ) {
931 dest->turret_fov = source->turret_fov;
932 dest->turret_num_firing_points = source->turret_num_firing_points;
933 dest->turret_norm = source->turret_norm;
934 dest->turret_matrix = source->turret_matrix;
936 for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ )
937 dest->turret_firing_point[nfp] = source->turret_firing_point[nfp];
939 if ( dest->flags & MSS_FLAG_CREWPOINT )
940 strcpy(dest->crewspot, source->crewspot);
945 if ( j == n_subsystems )
946 Int3(); // get allender -- something is amiss with models
951 // routine to get/set subsystem information
952 static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *dname )
958 if ( (p = strstr(props, "$name")) != NULL)
959 get_user_prop_value(p+5, subsystemp->name);
961 strcpy( subsystemp->name, dname );
963 strcpy(lcdname, dname);
966 // check the name for it's specific type
967 if ( strstr(lcdname, "engine") ) {
968 subsystemp->type = SUBSYSTEM_ENGINE;
969 } else if ( strstr(lcdname, "radar") ) {
970 subsystemp->type = SUBSYSTEM_RADAR;
971 } else if ( strstr(lcdname, "turret") ) {
974 subsystemp->type = SUBSYSTEM_TURRET;
975 if ( (p = strstr(props, "$fov")) != NULL )
976 get_user_prop_value(p+4, buf); // get the value of the fov
979 angle = ANG_TO_RAD(atoi(buf))/2.0f;
980 subsystemp->turret_fov = (float)cos(angle);
981 subsystemp->turret_num_firing_points = 0;
983 if ( (p = strstr(props, "$crewspot")) != NULL) {
984 subsystemp->flags |= MSS_FLAG_CREWPOINT;
985 get_user_prop_value(p+9, subsystemp->crewspot);
988 } else if ( strstr(lcdname, "navigation") ) {
989 subsystemp->type = SUBSYSTEM_NAVIGATION;
990 } else if ( strstr(lcdname, "communication") ) {
991 subsystemp->type = SUBSYSTEM_COMMUNICATION;
992 } else if ( strstr(lcdname, "weapons") ) {
993 subsystemp->type = SUBSYSTEM_WEAPONS;
994 } else if ( strstr(lcdname, "sensors") ) {
995 subsystemp->type = SUBSYSTEM_SENSORS;
996 } else if ( strstr(lcdname, "solar") ) {
997 subsystemp->type = SUBSYSTEM_SOLAR;
998 } else if ( strstr(lcdname, "gas") ) {
999 subsystemp->type = SUBSYSTEM_GAS_COLLECT;
1000 } else if ( strstr(lcdname, "activator") ) {
1001 subsystemp->type = SUBSYSTEM_ACTIVATION;
1002 } else { // If unrecognized type, set to unknown so artist can continue working...
1003 subsystemp->type = SUBSYSTEM_UNKNOWN;
1004 mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
1007 // Rotating subsystem
1008 if ( (p = strstr(props, "$rotate")) != NULL) {
1009 subsystemp->flags |= MSS_FLAG_ROTATES;
1011 // get time for (a) complete rotation (b) step (c) activation
1013 get_user_prop_value(p+7, buf);
1014 turn_time = (float)atof(buf);
1016 // CASE OF STEPPED ROTATION
1017 if ( (p = strstr(props, "$stepped")) != NULL) {
1019 subsystemp->stepped_rotation = new(stepped_rotation);
1020 subsystemp->flags |= MSS_FLAG_STEPPED_ROTATE;
1022 // get number of steps
1023 if ( (p = strstr(props, "$steps")) != NULL) {
1024 get_user_prop_value(p+6, buf);
1025 subsystemp->stepped_rotation->num_steps = atoi(buf);
1027 subsystemp->stepped_rotation->num_steps = 8;
1031 if ( (p = strstr(props, "$t_paused")) != NULL) {
1032 get_user_prop_value(p+9, buf);
1033 subsystemp->stepped_rotation->t_pause = (float)atof(buf);
1035 subsystemp->stepped_rotation->t_pause = 2.0f;
1038 // get transition time - time to go between steps
1039 if ( (p = strstr(props, "$t_transit")) != NULL) {
1040 get_user_prop_value(p+10, buf);
1041 subsystemp->stepped_rotation->t_transit = (float)atof(buf);
1043 subsystemp->stepped_rotation->t_transit = 2.0f;
1046 // get fraction of time spent in accel
1047 if ( (p = strstr(props, "$fraction_accel")) != NULL) {
1048 get_user_prop_value(p+15, buf);
1049 subsystemp->stepped_rotation->fraction = (float)atof(buf);
1050 Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5);
1052 subsystemp->stepped_rotation->fraction = 0.3f;
1055 int num_steps = subsystemp->stepped_rotation->num_steps;
1056 float t_trans = subsystemp->stepped_rotation->t_transit;
1057 float fraction = subsystemp->stepped_rotation->fraction;
1059 subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans);
1060 subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans);
1064 // CASE OF AI ROTATION
1065 else if ( (p = strstr(props, "$ai")) != NULL) {
1066 get_user_prop_value(p+8, buf);
1067 subsystemp->flags |= MSS_FLAG_AI_ROTATE;
1069 // get parameters - ie, speed / dist / other ??
1074 // CASE OF NORMAL CONTINUOUS ROTATION
1076 if ( fabs(turn_time) < 1 ) {
1077 // Warning(LOCATION, "%s has subsystem %s with rotation time less than 1 sec", dname, Global_filename );
1078 subsystemp->flags &= ~MSS_FLAG_ROTATES;
1079 subsystemp->turn_rate = 0.0f;
1081 subsystemp->turn_rate = PI2 / turn_time;
1088 // used in collision code to check if submode rotates too far
1089 float get_submodel_delta_angle(submodel_instance_info *sii)
1092 vm_vec_sub(&diff, (vector*)&sii->angs, (vector*)&sii->prev_angs);
1095 float delta_angle = vm_vec_mag(&diff);
1097 // make sure we get the short way around
1098 if (delta_angle > PI) {
1099 delta_angle = (PI2 - delta_angle);
1105 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 )
1108 model_subsystem *subsystemp;
1111 if ( slist==NULL ) return; // For TestCode, POFView, etc don't bother
1113 // try to find the name of the subsystem passed here on the list of subsystems currently on the
1114 // ship. Assign the values only when the right subsystem is found
1116 for (i = 0; i < n_subsystems; i++ ) {
1117 subsystemp = &slist[i];
1118 if ( !stricmp(subobj_name, subsystemp->subobj_name) ) {
1119 subsystemp->flags = 0;
1120 subsystemp->subobj_num = subobj_num;
1121 subsystemp->turret_gun_sobj = -1;
1122 subsystemp->model_num = model_num;
1123 subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem
1124 subsystemp->radius = rad;
1125 set_subsystem_info( subsystemp, props, subobj_name);
1126 strcpy(subsystemp->subobj_name, subobj_name); // copy the object name
1131 if ( !ss_warning_shown) {
1132 char bname[_MAX_FNAME];
1134 _splitpath(model_filename, NULL, NULL, bname, NULL);
1135 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);
1137 ss_warning_shown = 1;
1140 nprintf(("warning", "Subsystem %s in ships.tbl not found in model!\n", subobj_name));
1143 char tmp_buffer[128];
1144 sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name);
1145 cfputs(tmp_buffer, ss_fp);
1151 void print_family_tree( polymodel *obj, int modelnum, char * ident, int islast )
1155 if ( modelnum < 0 ) return;
1156 if (obj==NULL) return;
1158 if (strlen(ident)==0 ) {
1159 mprintf(( " %s", obj->submodel[modelnum].name ));
1160 sprintf( temp, " " );
1161 } else if ( islast ) {
1162 mprintf(( "%sÀÄ%s", ident, obj->submodel[modelnum].name ));
1163 sprintf( temp, "%s ", ident );
1165 mprintf(( "%sÃÄ%s", ident, obj->submodel[modelnum].name ));
1166 sprintf( temp, "%s³ ", ident );
1171 int child = obj->submodel[modelnum].first_child;
1172 while( child > -1 ) {
1173 if ( obj->submodel[child].next_sibling < 0 )
1174 print_family_tree( obj, child, temp,1 );
1176 print_family_tree( obj, child, temp,0 );
1177 child = obj->submodel[child].next_sibling;
1181 void dump_object_tree(polymodel *obj)
1183 print_family_tree( obj, 0, "", 0 );
1187 void create_family_tree(polymodel *obj)
1190 for (i=0; i<obj->n_models; i++ ) {
1191 obj->submodel[i].num_children = 0;
1192 obj->submodel[i].first_child = -1;
1193 obj->submodel[i].next_sibling = -1;
1196 for (i=0; i<obj->n_models; i++ ) {
1198 pn = obj->submodel[i].parent;
1200 obj->submodel[pn].num_children++;
1201 int tmp = obj->submodel[pn].first_child;
1202 obj->submodel[pn].first_child = i;
1203 obj->submodel[i].next_sibling = tmp;
1208 void model_calc_bound_box( vector *box, vector *big_mn, vector *big_mx)
1210 box[0].xyz.x = big_mn->xyz.x; box[0].xyz.y = big_mn->xyz.y; box[0].xyz.z = big_mn->xyz.z;
1211 box[1].xyz.x = big_mx->xyz.x; box[1].xyz.y = big_mn->xyz.y; box[1].xyz.z = big_mn->xyz.z;
1212 box[2].xyz.x = big_mx->xyz.x; box[2].xyz.y = big_mx->xyz.y; box[2].xyz.z = big_mn->xyz.z;
1213 box[3].xyz.x = big_mn->xyz.x; box[3].xyz.y = big_mx->xyz.y; box[3].xyz.z = big_mn->xyz.z;
1216 box[4].xyz.x = big_mn->xyz.x; box[4].xyz.y = big_mn->xyz.y; box[4].xyz.z = big_mx->xyz.z;
1217 box[5].xyz.x = big_mx->xyz.x; box[5].xyz.y = big_mn->xyz.y; box[5].xyz.z = big_mx->xyz.z;
1218 box[6].xyz.x = big_mx->xyz.x; box[6].xyz.y = big_mx->xyz.y; box[6].xyz.z = big_mx->xyz.z;
1219 box[7].xyz.x = big_mn->xyz.x; box[7].xyz.y = big_mx->xyz.y; box[7].xyz.z = big_mx->xyz.z;
1223 // Debug thing so we don't repeatedly show warning messages.
1225 int Bogus_warning_flag_1903 = 0;
1228 //reads a binary file containing a 3d model
1229 int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subsystem *subsystems)
1233 int id, len, next_chunk;
1237 strcpy(Global_filename, filename);
1240 fp = cfopen(filename,"rb");
1242 Error( LOCATION, "Can't open file <%s>",filename);
1246 // code to get a filename to write out subsystem information for each model that
1247 // is read. This info is essentially debug stuff that is used to help get models
1248 // into the game quicker
1251 char bname[_MAX_FNAME];
1253 _splitpath(filename, NULL, NULL, bname, NULL);
1254 sprintf(debug_name, "%s.subsystems", bname);
1255 ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES );
1257 mprintf(( "Can't open debug file for writing subsystems for %s\n", filename));
1259 strcpy(model_filename, filename);
1260 ss_warning_shown = 0;
1265 id = cfread_int(fp);
1268 Error( LOCATION, "Bad ID in model file <%s>",filename);
1270 // Version is major*100+minor
1271 // So, major = version / 100;
1272 // minor = version % 100;
1273 version = cfread_int(fp);
1275 //Warning( LOCATION, "POF Version = %d", version );
1277 if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) {
1278 Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename);
1282 pm->version = version;
1283 Assert( strlen(filename) < FILENAME_LEN );
1284 strncpy(pm->filename, filename, FILENAME_LEN);
1286 memset( &pm->view_positions, 0, sizeof(pm->view_positions) );
1288 // reset insignia counts
1291 id = cfread_int(fp);
1292 len = cfread_int(fp);
1293 next_chunk = cftell(fp) + len;
1295 while (!cfeof(fp)) {
1297 // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1302 case ID_OHDR: { //Object header
1305 //mprintf(0,"Got chunk OHDR, len=%d\n",len);
1307 #if defined( FREESPACE1_FORMAT )
1308 pm->n_models = cfread_int(fp);
1309 // mprintf(( "Num models = %d\n", pm->n_models ));
1310 pm->rad = cfread_float(fp);
1311 pm->flags = cfread_int(fp); // 1=Allow tiling
1312 #elif defined( FREESPACE2_FORMAT )
1313 pm->rad = cfread_float(fp);
1314 pm->flags = cfread_int(fp); // 1=Allow tiling
1315 pm->n_models = cfread_int(fp);
1316 // mprintf(( "Num models = %d\n", pm->n_models ));
1319 pm->submodel = (bsp_info *)malloc( sizeof(bsp_info)*pm->n_models );
1320 Assert(pm->submodel != NULL );
1321 memset( pm->submodel, 0, sizeof(bsp_info)*pm->n_models );
1323 //Assert(pm->n_models <= MAX_SUBMODELS);
1325 cfread_vector(&pm->mins,fp);
1326 cfread_vector(&pm->maxs,fp);
1327 model_calc_bound_box(pm->bounding_box,&pm->mins,&pm->maxs);
1329 pm->n_detail_levels = cfread_int(fp);
1330 // mprintf(( "There are %d detail levels\n", pm->n_detail_levels ));
1331 for (i=0; i<pm->n_detail_levels;i++ ) {
1332 pm->detail[i] = cfread_int(fp);
1333 pm->detail_depth[i] = 0.0f;
1334 /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] ));
1337 pm->num_debris_objects = cfread_int(fp);
1338 Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
1339 // mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
1340 for (i=0; i<pm->num_debris_objects;i++ ) {
1341 pm->debris_objects[i] = cfread_int(fp);
1342 // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] ));
1345 if ( pm->version >= 1903 ) {
1347 if ( pm->version >= 2009 ) {
1349 pm->mass = cfread_float(fp);
1350 cfread_vector( &pm->center_of_mass, fp );
1351 cfread_vector( &pm->moment_of_inertia.v.rvec, fp );
1352 cfread_vector( &pm->moment_of_inertia.v.uvec, fp );
1353 cfread_vector( &pm->moment_of_inertia.v.fvec, fp );
1355 // old code where mass wasn't based on area, so do the calculation manually
1357 float vol_mass = cfread_float(fp);
1358 // Attn: John Slagel: The following is better done in bspgen.
1359 // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100
1360 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f;
1362 pm->mass = area_mass;
1363 float mass_ratio = vol_mass / area_mass;
1365 cfread_vector( &pm->center_of_mass, fp );
1366 cfread_vector( &pm->moment_of_inertia.v.rvec, fp );
1367 cfread_vector( &pm->moment_of_inertia.v.uvec, fp );
1368 cfread_vector( &pm->moment_of_inertia.v.fvec, fp );
1370 // John remove this with change to bspgen
1371 vm_vec_scale( &pm->moment_of_inertia.v.rvec, mass_ratio );
1372 vm_vec_scale( &pm->moment_of_inertia.v.uvec, mass_ratio );
1373 vm_vec_scale( &pm->moment_of_inertia.v.fvec, mass_ratio );
1377 if (stricmp("fighter04.pof", filename)) {
1378 if (Bogus_warning_flag_1903 == 0) {
1379 Warning(LOCATION, "Ship %s is old. Cannot compute mass.\nSetting to 50.0f. Talk to John.", filename);
1380 Bogus_warning_flag_1903 = 1;
1385 vm_vec_zero( &pm->center_of_mass );
1386 vm_set_identity( &pm->moment_of_inertia );
1387 vm_vec_scale(&pm->moment_of_inertia.v.rvec, 0.001f);
1388 vm_vec_scale(&pm->moment_of_inertia.v.uvec, 0.001f);
1389 vm_vec_scale(&pm->moment_of_inertia.v.fvec, 0.001f);
1392 // read in cross section info
1394 if ( pm->version >= 2014 ) {
1395 pm->num_xc = cfread_int(fp);
1396 if (pm->num_xc > 0) {
1397 pm->xc = (cross_section*) malloc(pm->num_xc*sizeof(cross_section));
1398 for (int i=0; i<pm->num_xc; i++) {
1399 pm->xc[i].z = cfread_float(fp);
1400 pm->xc[i].radius = cfread_float(fp);
1407 if ( pm->version >= 2007 ) {
1408 pm->num_lights = cfread_int(fp);
1409 //mprintf(( "Found %d lights!\n", pm->num_lights ));
1411 pm->lights = (bsp_light *)malloc( sizeof(bsp_light)*pm->num_lights );
1412 for (i=0; i<pm->num_lights; i++ ) {
1413 cfread_vector(&pm->lights[i].pos,fp);
1414 pm->lights[i].type = cfread_int(fp);
1415 pm->lights[i].value = 0.0f;
1425 case ID_SOBJ: { //Subobject header
1427 char *p, props[MAX_PROP_LEN];
1430 //mprintf(0,"Got chunk SOBJ, len=%d\n",len);
1434 Assert(n < pm->n_models );
1436 #if defined( FREESPACE2_FORMAT )
1437 pm->submodel[n].rad = cfread_float(fp); //radius
1440 pm->submodel[n].parent = cfread_int(fp);
1442 // cfread_vector(&pm->submodel[n].norm,fp);
1443 // d = cfread_float(fp);
1444 // cfread_vector(&pm->submodel[n].pnt,fp);
1445 cfread_vector(&pm->submodel[n].offset,fp);
1447 // 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 ));
1449 #if defined ( FREESPACE1_FORMAT )
1450 pm->submodel[n].rad = cfread_float(fp); //radius
1453 // pm->submodel[n].tree_offset = cfread_int(fp); //offset
1454 // pm->submodel[n].data_offset = cfread_int(fp); //offset
1456 cfread_vector(&pm->submodel[n].geometric_center,fp);
1458 cfread_vector(&pm->submodel[n].min,fp);
1459 cfread_vector(&pm->submodel[n].max,fp);
1461 model_calc_bound_box(pm->submodel[n].bounding_box,&pm->submodel[n].min,&pm->submodel[n].max);
1463 pm->submodel[n].name[0] = '\0';
1465 cfread_string_len( pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name
1466 cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properites
1468 pm->submodel[n].movement_type = cfread_int(fp);
1469 pm->submodel[n].movement_axis = cfread_int(fp);
1471 // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL
1472 if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) {
1473 if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) {
1474 pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL;
1475 } else if (strstr(pm->submodel[n].name, "thruster")) {
1477 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1478 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1482 if ( pm->submodel[n].name[0] == '\0' ) {
1483 strcpy(pm->submodel[n].name, "unknown object name");
1486 bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT);
1487 if ( ( p = strstr(props, "$special"))!= NULL ) {
1490 get_user_prop_value(p+9, type);
1491 if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list!
1492 do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id );
1493 rotating_submodel_has_subsystem = true;
1494 } else if ( !stricmp(type, "no_rotate") ) {
1495 // mark those submodels which should not rotate - ie, those with no subsystem
1496 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1497 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1499 // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate
1500 Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT );
1504 if ( !rotating_submodel_has_subsystem ) {
1505 nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name));
1507 // mark those submodels which should not rotate - ie, those with no subsystem
1508 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1509 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1513 pm->submodel[n].angs.p = 0.0f;
1514 pm->submodel[n].angs.b = 0.0f;
1515 pm->submodel[n].angs.h = 0.0f;
1518 int nchunks = cfread_int( fp ); // Throw away nchunks
1519 if ( nchunks > 0 ) {
1520 Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename );
1523 pm->submodel[n].bsp_data_size = cfread_int(fp);
1524 if ( pm->submodel[n].bsp_data_size > 0 ) {
1525 pm->submodel[n].bsp_data = (ubyte *)malloc(pm->submodel[n].bsp_data_size);
1526 cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp);
1528 pm->submodel[n].bsp_data = NULL;
1531 if ( strstr( pm->submodel[n].name, "thruster") )
1532 pm->submodel[n].is_thruster=1;
1534 pm->submodel[n].is_thruster=0;
1536 if ( strstr( pm->submodel[n].name, "-destroyed") )
1537 pm->submodel[n].is_damaged=1;
1539 pm->submodel[n].is_damaged=0;
1541 //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent ));
1544 //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset ));
1545 //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset ));
1557 nverts = cfread_int( fp ); // get the number of vertices in the list
1558 pm->shield.nverts = nverts;
1559 pm->shield.verts = (shield_vertex *)malloc(nverts * sizeof(shield_vertex) );
1560 Assert( pm->shield.verts );
1561 for ( i = 0; i < nverts; i++ ) // read in the vertex list
1562 cfread_vector( &(pm->shield.verts[i].pos), fp );
1564 ntris = cfread_int( fp ); // get the number of triangles that compose the shield
1565 pm->shield.ntris = ntris;
1566 pm->shield.tris = (shield_tri *)malloc(ntris * sizeof(shield_tri) );
1567 Assert( pm->shield.tris );
1568 for ( i = 0; i < ntris; i++ ) {
1569 cfread_vector( &(pm->shield.tris[i].norm), fp );
1570 for ( j = 0; j < 3; j++ ) {
1571 pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list
1574 if (pm->shield.tris[i].verts[j] >= nverts)
1575 if (!warning_displayed) {
1576 warning_displayed = 1;
1577 Warning(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, nverts, pm->shield.tris[i].verts[j]);
1582 for ( j = 0; j < 3; j++ )
1583 pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list
1593 pm->n_guns = cfread_int(fp);
1594 pm->gun_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_guns);
1595 Assert( pm->gun_banks != NULL );
1597 for (i = 0; i < pm->n_guns; i++ ) {
1598 w_bank *bank = &pm->gun_banks[i];
1600 bank->num_slots = cfread_int(fp);
1601 Assert ( bank->num_slots < MAX_SLOTS );
1602 for (j = 0; j < bank->num_slots; j++) {
1603 cfread_vector( &(bank->pnt[j]), fp );
1604 cfread_vector( &(bank->norm[j]), fp );
1610 pm->n_missiles = cfread_int(fp);
1611 pm->missile_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_missiles);
1612 Assert( pm->missile_banks != NULL );
1614 for (i = 0; i < pm->n_missiles; i++ ) {
1615 w_bank *bank = &pm->missile_banks[i];
1617 bank->num_slots = cfread_int(fp);
1618 Assert ( bank->num_slots < MAX_SLOTS );
1619 for (j = 0; j < bank->num_slots; j++) {
1620 cfread_vector( &(bank->pnt[j]), fp );
1621 cfread_vector( &(bank->norm[j]), fp );
1627 char props[MAX_PROP_LEN];
1629 pm->n_docks = cfread_int(fp);
1630 pm->docking_bays = (dock_bay *)malloc(sizeof(dock_bay) * pm->n_docks);
1631 Assert( pm->docking_bays != NULL );
1633 for (i = 0; i < pm->n_docks; i++ ) {
1635 dock_bay *bay = &pm->docking_bays[i];
1637 cfread_string_len( props, MAX_PROP_LEN, fp );
1638 if ( (p = strstr(props, "$name"))!= NULL )
1639 get_user_prop_value(p+5, bay->name);
1641 sprintf(bay->name, "<unnamed bay %c>", 'A' + i);
1642 bay->num_spline_paths = cfread_int( fp );
1643 if ( bay->num_spline_paths > 0 ) {
1644 bay->splines = (int *)malloc(sizeof(int) * bay->num_spline_paths);
1645 for ( j = 0; j < bay->num_spline_paths; j++ )
1646 bay->splines[j] = cfread_int(fp);
1648 bay->splines = NULL;
1651 // determine what this docking bay can be used for
1652 if ( !strnicmp(bay->name, "cargo", 5) )
1653 bay->type_flags = DOCK_TYPE_CARGO;
1655 bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC);
1657 bay->num_slots = cfread_int(fp);
1658 Assert( bay->num_slots == 2 ); // Get Allender if Asserted!
1659 for (j = 0; j < bay->num_slots; j++) {
1660 cfread_vector( &(bay->pnt[j]), fp );
1661 cfread_vector( &(bay->norm[j]), fp );
1668 char props[MAX_PROP_LEN];
1669 pm->n_thrusters = cfread_int(fp);
1670 pm->thrusters = (thruster_bank *)malloc(sizeof(thruster_bank) * pm->n_thrusters);
1671 Assert( pm->thrusters != NULL );
1673 for (i = 0; i < pm->n_thrusters; i++ ) {
1674 thruster_bank *bank = &pm->thrusters[i];
1676 bank->num_slots = cfread_int(fp);
1678 if (pm->version < 2117) {
1679 bank->wash_info_index = -1;
1681 cfread_string_len( props, MAX_PROP_LEN, fp );
1682 // look for $engine_subsystem=xxx
1683 int length = strlen(props);
1685 int base_length = strlen("$engine_subsystem=");
1686 Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
1687 Assert( length > base_length );
1688 char *engine_subsys_name = props + base_length;
1689 if (engine_subsys_name[0] == '$') {
1690 engine_subsys_name++;
1693 nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
1695 // set wash_info_index to invalid
1696 int table_error = 1;
1697 bank->wash_info_index = -1;
1698 for (int k=0; k<n_subsystems; k++) {
1699 if ( 0 == stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
1700 bank->wash_info_index = subsystems[k].engine_wash_index;
1701 if (bank->wash_info_index >= 0) {
1708 if ( (bank->wash_info_index == -1) && (n_subsystems > 0) ) {
1710 Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename);
1712 Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename);
1716 bank->wash_info_index = -1;
1720 for (j = 0; j < bank->num_slots; j++) {
1722 cfread_vector( &(bank->pnt[j]), fp );
1723 cfread_vector( &(bank->norm[j]), fp );
1724 if ( pm->version > 2004 ) {
1725 bank->radius[j] = cfread_float( fp );
1726 //mprintf(( "Rad = %.2f\n", rad ));
1728 bank->radius[j] = 1.0f;
1731 //mprintf(( "Num slots = %d\n", bank->num_slots ));
1738 int n_banks, n_slots, parent;
1739 model_subsystem *subsystemp;
1742 n_banks = cfread_int(fp); // number of turret points
1743 for ( i = 0; i < n_banks; i++ ) {
1744 int physical_parent; // who are we attached to?
1745 parent = cfread_int( fp ); // get the turret parent of the object
1747 physical_parent = cfread_int(fp); // The parent subobj that this is physically attached to
1750 for ( snum = 0; snum < n_subsystems; snum++ ) {
1751 subsystemp = &subsystems[snum];
1753 if ( parent == subsystemp->subobj_num ) {
1754 cfread_vector( &subsystemp->turret_norm, fp );
1755 vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL);
1757 n_slots = cfread_int( fp );
1758 subsystemp->turret_gun_sobj = physical_parent;
1759 Assert(n_slots < MAX_TFP); // only MAX_TFP firing points per model_subsystem
1760 for (j = 0; j < n_slots; j++ ) {
1761 cfread_vector( &subsystemp->turret_firing_point[j], fp );
1763 Assert( n_slots > 0 );
1765 subsystemp->turret_num_firing_points = n_slots;
1774 if ( (n_subsystems == 0) || (snum == n_subsystems) ) {
1777 nprintf(("Warning", "Turret object not found for turret firing point in model %s\n", model_filename));
1778 cfread_vector( &bogus, fp );
1779 n_slots = cfread_int( fp );
1780 for (j = 0; j < n_slots; j++ )
1781 cfread_vector( &bogus, fp );
1788 char name[MAX_NAME_LEN], props[MAX_PROP_LEN], *p;
1793 n_specials = cfread_int(fp); // get the number of special subobjects we have
1794 for (i = 0; i < n_specials; i++) {
1796 // get the next free object of the subobject list. Flag error if no more room
1798 cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon
1800 cfread_string_len(props, MAX_PROP_LEN, fp); // will definately have properties as well!
1801 cfread_vector( &pnt, fp );
1802 radius = cfread_float( fp );
1805 p = strstr(name, "$split");
1807 pm->split_plane[pm->num_split_plane] = pnt.xyz.z;
1808 pm->num_split_plane++;
1809 Assert(pm->num_split_plane <= MAX_SPLIT_PLANE);
1810 } else if ( ( p = strstr(props, "$special"))!= NULL ) {
1813 get_user_prop_value(p+9, type);
1814 if ( !stricmp(type, "subsystem") ) // if we have a subsystem, put it into the list!
1815 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1816 } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){
1817 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1819 nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
1825 case ID_TXTR: { //Texture filename list
1827 // char name_buf[128];
1829 //mprintf(0,"Got chunk TXTR, len=%d\n",len);
1833 // Dont overwrite memory!!
1834 Assert(n <= MAX_MODEL_TEXTURES);
1835 //mprintf(0," num textures = %d\n",n);
1836 for (i=0; i<n; i++ ) {
1838 cfread_string_len(tmp_name,127,fp);
1840 if ( strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") ) {
1841 // Don't load textures for thruster animations or invisible textures
1842 pm->textures[i] = -1;
1844 pm->textures[i] = bm_load( tmp_name );
1845 if (pm->textures[i]<0) {
1846 Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename );
1849 pm->original_textures[i] = pm->textures[i];
1850 //mprintf(0,"<%s>\n",name_buf);
1856 /* case ID_IDTA: //Interpreter data
1857 //mprintf(0,"Got chunk IDTA, len=%d\n",len);
1859 pm->model_data = (ubyte *)malloc(len);
1860 pm->model_data_size = len;
1861 Assert(pm->model_data != NULL );
1863 cfread(pm->model_data,1,len,fp);
1868 case ID_INFO: // don't need to do anything with info stuff
1871 pm->debug_info_size = len;
1872 pm->debug_info = (char *)malloc(pm->debug_info_size+1);
1873 Assert(pm->debug_info!=NULL);
1874 memset(pm->debug_info,0,len+1);
1875 cfread( pm->debug_info, 1, len, fp );
1883 pm->n_paths = cfread_int( fp );
1884 pm->paths = (model_path *)malloc(sizeof(model_path)*pm->n_paths);
1885 Assert( pm->paths != NULL );
1887 for (i=0; i<pm->n_paths; i++ ) {
1888 cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
1889 if ( pm->version >= 2002 ) {
1890 // store the sub_model name number of the parent
1891 cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
1892 // get rid of leading '$' char in name
1893 if ( pm->paths[i].parent_name[0] == '$' ) {
1894 char tmpbuf[MAX_NAME_LEN];
1895 strcpy(tmpbuf, pm->paths[i].parent_name+1);
1896 strcpy(pm->paths[i].parent_name, tmpbuf);
1898 // store the sub_model index (ie index into pm->submodel) of the parent
1899 pm->paths[i].parent_submodel = -1;
1900 for ( j = 0; j < pm->n_models; j++ ) {
1901 if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) {
1902 pm->paths[i].parent_submodel = j;
1906 pm->paths[i].parent_name[0] = 0;
1907 pm->paths[i].parent_submodel = -1;
1909 pm->paths[i].nverts = cfread_int( fp );
1910 pm->paths[i].verts = (mp_vert *)malloc( sizeof(mp_vert) * pm->paths[i].nverts );
1911 pm->paths[i].goal = pm->paths[i].nverts - 1;
1912 pm->paths[i].type = MP_TYPE_UNUSED;
1913 pm->paths[i].value = 0;
1914 Assert(pm->paths[i].verts!=NULL);
1915 for (j=0; j<pm->paths[i].nverts; j++ ) {
1916 cfread_vector(&pm->paths[i].verts[j].pos,fp );
1917 pm->paths[i].verts[j].radius = cfread_float( fp );
1919 { // version 1802 added turret stuff
1922 nturrets = cfread_int( fp );
1923 pm->paths[i].verts[j].nturrets = nturrets;
1924 pm->paths[i].verts[j].turret_ids = (int *)malloc( sizeof(int) * nturrets );
1925 for ( k = 0; k < nturrets; k++ )
1926 pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp );
1933 case ID_EYE: // an eye position(s)
1937 // all eyes points are stored simply as vectors and their normals.
1938 // 0th element is used as usual player view position.
1940 num_eyes = cfread_int( fp );
1941 pm->n_view_positions = num_eyes;
1942 Assert ( num_eyes < MAX_EYES );
1943 for (i = 0; i < num_eyes; i++ ) {
1944 pm->view_positions[i].parent = cfread_int( fp );
1945 cfread_vector( &pm->view_positions[i].pnt, fp );
1946 cfread_vector( &pm->view_positions[i].norm, fp );
1952 int num_ins, num_verts, num_faces, idx, idx2, idx3;
1954 // get the # of insignias
1955 num_ins = cfread_int(fp);
1956 pm->num_ins = num_ins;
1958 // read in the insignias
1959 for(idx=0; idx<num_ins; idx++){
1960 // get the detail level
1961 pm->ins[idx].detail_level = cfread_int(fp);
1964 num_faces = cfread_int(fp);
1965 pm->ins[idx].num_faces = num_faces;
1966 Assert(num_faces <= MAX_INS_FACES);
1969 num_verts = cfread_int(fp);
1970 Assert(num_verts <= MAX_INS_VECS);
1972 // read in all the vertices
1973 for(idx2=0; idx2<num_verts; idx2++){
1974 cfread_vector(&pm->ins[idx].vecs[idx2], fp);
1977 // read in world offset
1978 cfread_vector(&pm->ins[idx].offset, fp);
1980 // read in all the faces
1981 for(idx2=0; idx2<pm->ins[idx].num_faces; idx2++){
1982 // read in 3 vertices
1983 for(idx3=0; idx3<3; idx3++){
1984 pm->ins[idx].faces[idx2][idx3] = cfread_int(fp);
1985 pm->ins[idx].u[idx2][idx3] = cfread_float(fp);
1986 pm->ins[idx].v[idx2][idx3] = cfread_float(fp);
1992 // autocentering info
1994 cfread_vector(&pm->autocenter, fp);
1995 pm->flags |= PM_FLAG_AUTOCEN;
1999 mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
2000 cfseek(fp,len,SEEK_CUR);
2004 cfseek(fp,next_chunk,SEEK_SET);
2006 id = cfread_int(fp);
2007 len = cfread_int(fp);
2008 next_chunk = cftell(fp) + len;
2017 ss_fp = cfopen(debug_name, "rb");
2019 size = cfilelength(ss_fp);
2022 _unlink(debug_name);
2029 // mprintf(("Done processing chunks\n"));
2035 //returns the number of this model
2036 int model_load(char *filename, int n_subsystems, model_subsystem *subsystems)
2038 int i, num, arc_idx;
2040 if ( !model_initted )
2043 // int Model_ram = 0;
2046 int ram_before = TotalRam;
2049 //Assert(strlen(filename) <= 12);
2053 for (i=0; i< MAX_POLYGON_MODELS; i++) {
2054 if ( Polygon_models[i] ) {
2055 if (!stricmp(filename, Polygon_models[i]->filename)) {
2056 // Model already loaded; just return.
2057 return Polygon_models[i]->id;
2059 } else if ( num == -1 ) {
2060 // This is the first empty slot
2067 Error( LOCATION, "Too many models" );
2071 mprintf(( "Loading model '%s'\n", filename ));
2073 polymodel * pm = (polymodel *)malloc( sizeof(polymodel) );
2075 Polygon_models[num] = pm;
2077 memset(pm, 0, sizeof(polymodel));
2082 int org_sig = Model_signature;
2083 Model_signature+=MAX_POLYGON_MODELS;
2084 if ( Model_signature < org_sig ) {
2085 Model_signature = 0;
2087 Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 );
2088 pm->id = Model_signature + num;
2090 if (!read_model_file(pm, filename, n_subsystems, subsystems)) {
2094 //mprintf(( "Loading model '%s'\n", filename ));
2097 //=============================
2098 // Find the destroyed replacement models
2100 // Set up the default values
2101 for (i=0; i<pm->n_models; i++ ) {
2102 pm->submodel[i].my_replacement = -1; // assume nothing replaces this
2103 pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything
2106 // Search for models that have destroyed versions
2107 for (i=0; i<pm->n_models; i++ ) {
2109 char destroyed_name[128];
2111 strcpy( destroyed_name, pm->submodel[i].name );
2112 strcat( destroyed_name, "-destroyed" );
2113 for (j=0; j<pm->n_models; j++ ) {
2114 if ( !stricmp( pm->submodel[j].name, destroyed_name )) {
2115 // mprintf(( "Found destroyed model for '%s'\n", pm->submodel[i].name ));
2116 pm->submodel[i].my_replacement = j;
2117 pm->submodel[j].i_replace = i;
2121 // Search for models with live debris
2122 // This debris comes from a destroyed subsystem when ship is still alive
2123 char live_debris_name[128];
2125 strcpy( live_debris_name, "debris-" );
2126 strcat( live_debris_name, pm->submodel[i].name );
2129 pm->submodel[i].num_live_debris = 0;
2130 for (j=0; j<pm->n_models; j++ ) {
2131 // check if current model name is substring of destroyed
2132 if ( strstr( pm->submodel[j].name, live_debris_name )) {
2133 mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name ));
2134 Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS);
2135 pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j;
2136 pm->submodel[j].is_live_debris = 1;
2142 create_family_tree(pm);
2143 // dump_object_tree(pm);
2145 //==============================
2146 // Find all the lower detail versions of the hires model
2147 for (i=0; i<pm->n_models; i++ ) {
2149 bsp_info * sm1 = &pm->submodel[i];
2151 // set all arc types to be default
2152 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2153 sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2156 sm1->num_details = 0;
2157 l1 = strlen(sm1->name);
2159 for (j=0; j<pm->num_debris_objects;j++ ) {
2160 if ( i == pm->debris_objects[j] ) {
2161 sm1->is_damaged = 1;
2166 for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
2167 sm1->details[j] = -1;
2170 for (j=0; j<pm->n_models; j++ ) {
2172 bsp_info * sm2 = &pm->submodel[j];
2174 if ( i==j ) continue;
2176 // set all arc types to be default
2177 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2178 sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2181 // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list
2182 if ((int)strlen(sm2->name)!=l1) continue;
2186 for ( k=0; k<l1; k++) {
2187 if (sm1->name[k] != sm2->name[k] ) {
2188 if (ndiff==0) first_diff = k;
2192 if (ndiff==1) { // They only differ by one character!
2194 dl1 = tolower(sm1->name[first_diff]) - 'a';
2195 dl2 = tolower(sm2->name[first_diff]) - 'a';
2197 if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels
2200 dl2--; // Start from 1 up...
2201 if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1;
2202 sm1->details[dl2] = j;
2203 //mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2, sm1->name ));
2208 for (j=0; j<sm1->num_details; j++ ) {
2209 if ( sm1->details[j] == -1 ) {
2210 Warning( LOCATION, "Model '%s' could not find all detail levels for submodel '%s'", pm->filename, sm1->name );
2211 sm1->num_details = 0;
2218 model_octant_create( pm );
2220 // Find the core_radius... the minimum of
2222 rx = fl_abs( pm->submodel[pm->detail[0]].max.xyz.x - pm->submodel[pm->detail[0]].min.xyz.x );
2223 ry = fl_abs( pm->submodel[pm->detail[0]].max.xyz.y - pm->submodel[pm->detail[0]].min.xyz.y );
2224 rz = fl_abs( pm->submodel[pm->detail[0]].max.xyz.z - pm->submodel[pm->detail[0]].min.xyz.z );
2226 pm->core_radius = min( rx, min(ry, rz) ) / 2.0f;
2228 for (i=0; i<pm->n_view_positions; i++ ) {
2229 if ( pm->view_positions[i].parent == pm->detail[0] ) {
2230 float d = vm_vec_mag( &pm->view_positions[i].pnt );
2232 d += 0.1f; // Make the eye 1/10th of a meter inside the sphere.
2234 if ( d > pm->core_radius ) {
2235 //mprintf(( "Model %s core radius increased from %.1f to %.1f to fit eye\n", pm->filename, pm->core_radius, d ));
2236 pm->core_radius = d;
2242 int ram_after = TotalRam;
2244 pm->ram_used = ram_after - ram_before;
2245 Model_ram += pm->ram_used;
2246 //mprintf(( "Model RAM = %d KB\n", Model_ram ));
2252 // Get "parent" submodel for live debris submodel
2253 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num )
2255 polymodel *pm = model_get(model_num);
2257 Assert(pm->submodel[live_debris_model_num].is_live_debris == 1);
2262 // Start with the high level of detail hull
2263 // Check all its children until we find the submodel to which the live debris belongs
2264 child = &pm->submodel[pm->detail[0]];
2265 mn = child->first_child;
2268 child = &pm->submodel[mn];
2270 if (child->num_live_debris > 0) {
2271 // check all live debris submodels for the current child
2272 for (int idx=0; idx<child->num_live_debris; idx++) {
2273 if (child->live_debris[idx] == live_debris_model_num) {
2277 // DKA 5/26/99: can multiple live debris subsystems with each ship
2278 // NO LONGER TRUE Can only be 1 submodel with live debris
2279 // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error");
2283 mn = child->next_sibling;
2285 Error( LOCATION, "Could not find parent submodel for live debris");
2290 float model_get_radius( int modelnum )
2294 pm = model_get(modelnum);
2299 float model_get_core_radius( int modelnum )
2303 pm = model_get(modelnum);
2305 return pm->core_radius;
2308 float submodel_get_radius( int modelnum, int submodelnum )
2312 pm = model_get(modelnum);
2314 return pm->submodel[submodelnum].rad;
2319 polymodel * model_get(int model_num)
2321 Assert( model_num > -1 );
2323 int num = model_num % MAX_POLYGON_MODELS;
2326 Assert( num < MAX_POLYGON_MODELS );
2327 Assert( Polygon_models[num]->id == model_num );
2329 return Polygon_models[num];
2334 // Finds the 3d bounding box of a model. If submodel_num is -1,
2335 // then it starts from the root object. If inc_children is non-zero,
2336 // then this will recurse and find the bounding box for all children
2338 void model_find_bound_box_3d(int model_num,int submodel_num, int inc_children, matrix *orient, vector * pos, vector * box )
2341 vector to_root_xlat;
2342 matrix to_root_rotate;
2343 int n_steps, steps[16];
2346 if ( (model_num < 0) || (model_num >= N_polygon_models) ) return;
2348 pm = &Polygon_models[model_num];
2350 if ( submodel_num < 0 ) submodel_num = pm->detail[0];
2352 // traverse up the model tree to a root object.
2353 // Store this path in n_steps,
2355 tmp_sobj = submodel_num;
2356 while( tmp_sobj > -1 ) {
2357 steps[n_steps++] = tmp_sobj;
2358 tmp_sobj = pm->submodel[tmp_sobj].parent;
2363 // vm_copy_transpose_matrix(&to_world_rotate, orient );
2364 // to_world_xlat = *pos;
2371 // Returns zero is x1,y1,x2,y2 are valid
2372 // returns 1 for invalid model, 2 for point offscreen.
2373 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2374 int model_find_2d_bound_min(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2378 int i, x,y,min_x, min_y, max_x, max_y;
2381 po = model_get(model_num);
2383 g3_start_instance_matrix(pos,orient);
2387 int hull = po->detail[0];
2389 min_x = min_y = max_x = max_y = 0;
2391 for (i=0; i<8; i++ ) {
2395 flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]);
2396 if ( !(flags&CC_BEHIND) ) {
2397 g3_project_vertex(&pt);
2399 if (!(pt.flags & PF_OVERFLOW)) {
2402 if ( n_valid_pts == 0 ) {
2408 if ( x < min_x ) min_x = x;
2409 if ( y < min_y ) min_y = y;
2411 if ( x > max_x ) max_x = x;
2412 if ( y > max_y ) max_y = y;
2419 if ( n_valid_pts < 8 ) {
2423 if (x1) *x1 = min_x;
2424 if (y1) *y1 = min_y;
2426 if (x2) *x2 = max_x;
2427 if (y2) *y2 = max_y;
2435 // Returns zero is x1,y1,x2,y2 are valid
2436 // returns 1 for invalid model, 2 for point offscreen.
2437 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2438 int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2442 int i, x,y,min_x, min_y, max_x, max_y;
2445 po = model_get(model_num);
2446 if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1;
2447 sm = &po->submodel[submodel];
2449 g3_start_instance_matrix(pos,orient);
2453 min_x = min_y = max_x = max_y = 0;
2455 for (i=0; i<8; i++ ) {
2459 flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]);
2460 if ( !(flags&CC_BEHIND) ) {
2461 g3_project_vertex(&pt);
2463 if (!(pt.flags & PF_OVERFLOW)) {
2466 if ( n_valid_pts == 0 ) {
2472 if ( x < min_x ) min_x = x;
2473 if ( y < min_y ) min_y = y;
2475 if ( x > max_x ) max_x = x;
2476 if ( y > max_y ) max_y = y;
2483 if ( n_valid_pts == 0 ) {
2487 if (x1) *x1 = min_x;
2488 if (y1) *y1 = min_y;
2490 if (x2) *x2 = max_x;
2491 if (y2) *y2 = max_y;
2499 // Returns zero is x1,y1,x2,y2 are valid
2500 // returns 1 for invalid model, 2 for point offscreen.
2501 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2502 int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2509 po = model_get(model_num);
2510 float width = po->rad;
2511 float height = po->rad;
2513 flags = g3_rotate_vertex(&pnt,pos);
2515 if ( pnt.flags & CC_BEHIND )
2518 if (!(pnt.flags&PF_PROJECTED))
2519 g3_project_vertex(&pnt);
2521 if (pnt.flags & PF_OVERFLOW)
2524 t = (width * Canv_w2)/pnt.z;
2525 w = t*Matrix_scale.xyz.x;
2527 t = (height*Canv_h2)/pnt.z;
2528 h = t*Matrix_scale.xyz.y;
2530 if (x1) *x1 = fl2i(pnt.sx - w);
2531 if (y1) *y1 = fl2i(pnt.sy - h);
2533 if (x2) *x2 = fl2i(pnt.sx + w);
2534 if (y2) *y2 = fl2i(pnt.sy + h);
2539 // Returns zero is x1,y1,x2,y2 are valid
2540 // returns 2 for point offscreen.
2541 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2542 int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2548 float width = radius;
2549 float height = radius;
2551 flags = g3_rotate_vertex(&pnt,pos);
2553 if ( pnt.flags & CC_BEHIND )
2556 if (!(pnt.flags&PF_PROJECTED))
2557 g3_project_vertex(&pnt);
2559 if (pnt.flags & PF_OVERFLOW)
2562 t = (width * Canv_w2)/pnt.z;
2563 w = t*Matrix_scale.xyz.x;
2565 t = (height*Canv_h2)/pnt.z;
2566 h = t*Matrix_scale.xyz.y;
2568 if (x1) *x1 = fl2i(pnt.sx - w);
2569 if (y1) *y1 = fl2i(pnt.sy - h);
2571 if (x2) *x2 = fl2i(pnt.sx + w);
2572 if (y2) *y2 = fl2i(pnt.sy + h);
2578 // Given a vector that is in sub_model_num's frame of
2579 // reference, and given the object's orient and position,
2580 // return the vector in the model's frame of reference.
2581 void model_find_obj_dir(vector *w_vec, vector *m_vec, object *ship_obj, int sub_model_num)
2587 Assert(ship_obj->type == OBJ_SHIP);
2589 polymodel *pm = model_get(Ships[ship_obj->instance].modelnum);
2593 // instance up the tree for this point
2594 while ((mn>-1) && (pm->submodel[mn].parent > -1)) {
2596 vm_angles_2_matrix(&m, &pm->submodel[mn].angs);
2597 vm_vec_unrotate(&tvec, &vec, &m);
2600 mn = pm->submodel[mn].parent;
2603 // now instance for the entire object
2604 vm_vec_unrotate(w_vec, &vec, &ship_obj->orient);
2608 // Given a point (pnt) that is in sub_model_num's frame of
2609 // reference, return the point in in the object's frame of reference
2610 void model_rot_sub_into_obj(vector * outpnt, vector *mpnt,polymodel *pm, int sub_model_num)
2620 //instance up the tree for this point
2621 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2623 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2624 vm_transpose_matrix(&m);
2625 vm_vec_rotate(&tpnt,&pnt,&m);
2627 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2629 mn = pm->submodel[mn].parent;
2632 //now instance for the entire object
2637 // Given a rotating submodel, find the ship and world axes or rotatation.
2638 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj)
2640 polymodel *pm = model_get(modelnum);
2642 bsp_info *sm = &pm->submodel[submodel_num];
2643 Assert(sm->movement_type == MOVEMENT_TYPE_ROT);
2645 if (sm->movement_axis == MOVEMENT_AXIS_X) {
2646 vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f);
2647 } else if (sm->movement_axis == MOVEMENT_AXIS_Y) {
2648 vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f);
2650 Assert(sm->movement_axis == MOVEMENT_AXIS_Z);
2651 vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f);
2654 model_find_obj_dir(world_axis, model_axis, obj, submodel_num);
2658 // Does stepped rotation of a submodel
2660 #pragma warning ( push )
2661 #pragma warning (disable : 4701)
2663 void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
2665 Assert(psub->flags & MSS_FLAG_STEPPED_ROTATE);
2667 if ( psub->subobj_num < 0 ) return;
2669 polymodel *pm = model_get(psub->model_num);
2670 bsp_info *sm = &pm->submodel[psub->subobj_num];
2672 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2674 // get active rotation time this frame
2675 int end_stamp = timestamp();
2676 float rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
2677 Assert(rotation_time >= 0);
2680 sii->prev_angs = sii->angs;
2682 // float pointer into struct to get angle (either p,b,h)
2683 float *ang_prev, *ang_next;
2684 switch( sm->movement_axis ) {
2685 case MOVEMENT_AXIS_X:
2686 ang_prev = &sii->prev_angs.p;
2687 ang_next = &sii->angs.p;
2690 case MOVEMENT_AXIS_Y:
2691 ang_prev = &sii->prev_angs.h;
2692 ang_next = &sii->angs.h;
2695 case MOVEMENT_AXIS_Z:
2696 ang_prev = &sii->prev_angs.b;
2697 ang_next = &sii->angs.b;
2701 // angular displacement of one step
2702 float step_size = (PI2 / psub->stepped_rotation->num_steps);
2704 // get time to complete one step, including pause
2705 float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause;
2707 // cur_step is step number relative to zero (0 - num_steps)
2708 // step_offset_time is TIME into current step
2709 float step_offset_time = (float)fmod(rotation_time, step_time);
2710 // subtract off fractional step part, round up (ie, 1.999999 -> 2)
2711 int cur_step = int( ((rotation_time - step_offset_time) / step_time) + 0.5f);
2712 // mprintf(("cur step %d\n", cur_step));
2713 // Assert(step_offset_time >= 0);
2715 if (cur_step >= psub->stepped_rotation->num_steps) {
2716 // I don;t know why, but removing this line makes it all good.
2717 // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f);
2719 // reset cur_step (use mod to handle physics/ai pause)
2720 cur_step = cur_step % psub->stepped_rotation->num_steps;
2724 *ang_next = cur_step * step_size;
2726 // determine which phase of rotation we're in
2727 float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit;
2728 float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction);
2729 float pause_start_time = psub->stepped_rotation->t_transit;
2731 float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time;
2733 if (step_offset_time < coast_start_time) {
2735 float accel_time = step_offset_time;
2736 *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time;
2737 sii->cur_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time;
2738 } else if (step_offset_time < decel_start_time) {
2740 float coast_time = step_offset_time - coast_start_time;
2741 *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time;
2742 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate;
2743 } else if (step_offset_time < pause_start_time) {
2745 float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time;
2746 *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause);
2747 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
2750 *ang_next += step_size;
2751 sii->cur_turn_rate = 0.0f;
2755 #pragma warning ( pop )
2758 // Rotates the angle of a submodel. Use this so the right unlocked axis
2760 void submodel_rotate(model_subsystem *psub, submodel_instance_info *sii)
2764 if ( psub->subobj_num < 0 ) return;
2766 polymodel *pm = model_get(psub->model_num);
2767 sm = &pm->submodel[psub->subobj_num];
2769 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2772 sii->prev_angs = sii->angs;
2774 // probably send in a calculated desired turn rate
2775 float diff = sii->desired_turn_rate - sii->cur_turn_rate;
2777 float final_turn_rate;
2779 final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
2780 if (final_turn_rate > sii->desired_turn_rate) {
2781 final_turn_rate = sii->desired_turn_rate;
2783 } else if (diff < 0) {
2784 final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
2785 if (final_turn_rate < sii->desired_turn_rate) {
2786 final_turn_rate = sii->desired_turn_rate;
2789 final_turn_rate = sii->desired_turn_rate;
2792 float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
2793 sii->cur_turn_rate = final_turn_rate;
2796 //float delta = psub->turn_rate * flFrametime;
2798 switch( sm->movement_axis ) {
2799 case MOVEMENT_AXIS_X:
2800 sii->angs.p += delta;
2801 if (sii->angs.p > PI2 )
2803 else if (sii->angs.p < 0.0f )
2806 case MOVEMENT_AXIS_Y:
2807 sii->angs.h += delta;
2808 if (sii->angs.h > PI2 )
2810 else if (sii->angs.h < 0.0f )
2813 case MOVEMENT_AXIS_Z:
2814 sii->angs.b += delta;
2815 if (sii->angs.b > PI2 )
2817 else if (sii->angs.b < 0.0f )
2824 //=========================================================================
2825 // Make a turret's correct orientation matrix. This should be done when
2826 // the model is read, but I wasn't sure at what point all the data that I
2827 // needed was read, so I just check a flag and call this routine when
2828 // I determine I need the correct matrix. In this code, you can't use
2829 // vm_vec_2_matrix or anything, since these turrets could be either
2830 // right handed or left handed.
2831 void model_make_turrent_matrix(int model_num, model_subsystem * turret )
2834 vector fvec, uvec, rvec;
2836 pm = model_get(model_num);
2837 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2838 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2841 model_clear_instance(model_num);
2842 model_find_world_dir(&fvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2844 sm_parent->angs.h = -PI/2.0f;
2845 sm->angs.p = -PI/2.0f;
2846 model_find_world_dir(&rvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2848 sm_parent->angs.h = 0.0f;
2849 sm->angs.p = -PI/2.0f;
2850 model_find_world_dir(&uvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2852 vm_vec_normalize(&fvec);
2853 vm_vec_normalize(&rvec);
2854 vm_vec_normalize(&uvec);
2856 turret->turret_matrix.v.fvec = fvec;
2857 turret->turret_matrix.v.rvec = rvec;
2858 turret->turret_matrix.v.uvec = uvec;
2860 // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL);
2862 // HACK!! WARNING!!!
2863 // I'm doing nothing to verify that this matrix is orthogonal!!
2864 // In other words, there's no guarantee that the vectors are 90 degrees
2866 // I'm not doing this because I don't know how to do it without ruining
2867 // the handedness of the matrix... however, I'm not too worried about
2868 // this because I am creating these 3 vectors by making them 90 degrees
2869 // apart, so this should be close enough. I think this will start
2870 // causing weird errors when we view from turrets. -John
2871 turret->flags |= MSS_FLAG_TURRET_MATRIX;
2874 // Tries to move joints so that the turrent points to the point dst.
2875 // turret1 is the angles of the turret, turret2 is the angles of the gun from turret
2876 // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI)
2877 int model_rotate_gun(int model_num, model_subsystem *turret, matrix *orient, angles *turret1, angles *turret2, vector *pos, vector *dst)
2881 pm = model_get(model_num);
2882 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2883 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2885 // Check for a valid turret
2886 Assert( turret->turret_num_firing_points > 0 );
2889 if ( sm_parent == sm ) {
2893 // Build the correct turret matrix if there isn't already one
2894 if ( !(turret->flags & MSS_FLAG_TURRET_MATRIX) )
2895 model_make_turrent_matrix(model_num, turret );
2897 Assert( turret->flags & MSS_FLAG_TURRET_MATRIX);
2898 // Assert( sm->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch
2899 // Assert( sm_parent->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading
2901 //======================================================
2902 // DEBUG code to draw the normal out of this gun and a circle
2903 // at the gun point.
2908 vertex dpnt1, dpnt2;
2910 model_clear_instance(model_num);
2911 sm->angs.p = turret2->p;
2912 sm_parent->angs.h = turret1->h;
2914 model_find_world_point(&tmp, &vmd_zero_vector, model_num, turret->turret_gun_sobj, orient, pos );
2915 gr_set_color(255,0,0);
2916 g3_rotate_vertex( &dpnt1, &tmp );
2918 gr_set_color(255,0,0);
2919 g3_draw_sphere(&dpnt1,1.0f);
2921 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.fvec, 10.0f );
2922 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2923 g3_rotate_vertex( &dpnt2, &tmp );
2925 gr_set_color(0,255,0);
2926 g3_draw_line(&dpnt1,&dpnt2);
2927 gr_set_color(0,128,0);
2928 g3_draw_sphere(&dpnt2,0.2f);
2930 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.rvec, 10.0f );
2931 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2932 g3_rotate_vertex( &dpnt2, &tmp );
2934 gr_set_color(0,0,255);
2935 g3_draw_line(&dpnt1,&dpnt2);
2937 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.uvec, 10.0f );
2938 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2939 g3_rotate_vertex( &dpnt2, &tmp );
2941 gr_set_color(255,0,0);
2942 g3_draw_line(&dpnt1,&dpnt2);
2947 // rotate the dest point into the turret gun normal's frame of
2948 // reference, but not using the turret's angles.
2949 // Call this vector of_dst
2951 matrix world_to_turret_matrix; // converts world coordinates to turret's FOR
2952 vector world_to_turret_translate; // converts world coordinates to turret's FOR
2955 vm_vec_unrotate( &tempv, &sm_parent->offset, orient);
2956 vm_vec_add( &world_to_turret_translate, pos, &tempv );
2958 vm_matrix_x_matrix( &world_to_turret_matrix, orient, &turret->turret_matrix );
2960 vm_vec_sub( &tempv, dst, &world_to_turret_translate );
2961 vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix );
2963 vm_vec_normalize(&of_dst);
2966 // Find the heading and pitch that the gun needs to turn to
2967 // by extracting them from the of_dst vector.
2968 // Call this the desired_angles
2969 angles desired_angles;
2971 desired_angles.p = (float)acos(of_dst.xyz.z);
2972 desired_angles.h = PI - atan2_safe(of_dst.xyz.x, of_dst.xyz.y);
2973 desired_angles.b = 0.0f;
2975 // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.xyz.z, desired_angles.p ));
2978 // Gradually turn the turret towards the desired angles
2979 float step_size = turret->turret_turning_rate * flFrametime;
2981 vm_interp_angle(&turret1->h,desired_angles.h,step_size);
2982 vm_interp_angle(&turret2->p,desired_angles.p,step_size);
2984 // turret1->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) );
2985 // turret2->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) );
2992 // Given a point (pnt) that is in sub_model_num's frame of
2993 // reference, and given the object's orient and position,
2994 // return the point in 3-space in outpnt.
2995 void model_find_world_point(vector * outpnt, vector *mpnt,int model_num,int sub_model_num, matrix * objorient, vector * objpos )
3001 polymodel *pm = model_get(model_num);
3006 //instance up the tree for this point
3007 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3009 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3010 vm_vec_unrotate(&tpnt,&pnt,&m);
3012 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
3014 mn = pm->submodel[mn].parent;
3017 //now instance for the entire object
3018 vm_vec_unrotate(outpnt,&pnt,objorient);
3019 vm_vec_add2(outpnt,objpos);
3022 // Given a point in the world RF, find the corresponding point in the model RF.
3023 // This is special purpose code, specific for model collision.
3024 // NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
3026 // out - point in model RF
3027 // world_pt - point in world RF
3028 // pm - polygon model
3029 // submodel_num - submodel in whose RF we're trying to find the corresponding world point
3030 // orient - orient matrix of ship
3031 // pos - pos vector of ship
3032 void world_find_model_point(vector *out, vector *world_pt, polymodel *pm, int submodel_num, matrix *orient, vector *pos)
3034 Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) );
3036 vector tempv1, tempv2;
3040 vm_vec_sub(&tempv1, world_pt, pos);
3041 vm_vec_rotate(&tempv2, &tempv1, orient);
3043 if (pm->submodel[submodel_num].parent == -1) {
3048 // put into submodel RF
3049 vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset);
3050 vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs);
3051 vm_vec_rotate(out, &tempv2, &m);
3054 // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle
3055 int rotating_submodel_has_ship_subsys(int submodel, ship *shipp)
3057 model_subsystem *psub;
3062 // Go through all subsystems and look for submodel
3063 // the subsystems that need it.
3064 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
3065 psub = pss->system_info;
3066 if (psub->subobj_num == submodel) {
3075 void model_get_rotating_submodel_list(int *submodel_list, int *num_rotating_submodels, object *objp)
3077 Assert(objp->type == OBJ_SHIP);
3079 // Check if not currently rotating - then treat as part of superstructure.
3080 int modelnum = Ships[objp->instance].modelnum;
3081 polymodel *pm = model_get(modelnum);
3082 bsp_info *child_submodel;
3084 *num_rotating_submodels = 0;
3085 child_submodel = &pm->submodel[pm->detail[0]];
3087 int i = child_submodel->first_child;
3089 child_submodel = &pm->submodel[i];
3091 // Don't check it or its children if it is destroyed or it is a replacement (non-moving)
3092 if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {
3094 // Only look for submodels that rotate
3095 if (child_submodel->movement_type == MOVEMENT_TYPE_ROT) {
3097 // find ship subsys and check submodel rotation is less than max allowed.
3098 ship *pship = &Ships[objp->instance];
3099 ship_subsys *subsys;
3101 for ( subsys = GET_FIRST(&pship->subsys_list); subsys !=END_OF_LIST(&pship->subsys_list); subsys = GET_NEXT(subsys) ) {
3102 Assert(subsys->system_info->model_num == modelnum);
3103 if (i == subsys->system_info->subobj_num) {
3104 // found the correct subsystem - now check delta rotation angle not too large
3105 float delta_angle = get_submodel_delta_angle(&subsys->submodel_info_1);
3106 if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) {
3107 Assert(*num_rotating_submodels < MAX_ROTATING_SUBMODELS-1);
3108 submodel_list[(*num_rotating_submodels)++] = i;
3115 i = child_submodel->next_sibling;
3119 //#define MODEL_CHECK
3121 ship *pship = &Ships[objp->instance];
3122 for (int idx=0; idx<*num_rotating_submodels; idx++) {
3123 int valid = rotating_submodel_has_ship_subsys(submodel_list[idx], pship);
3127 Warning( LOCATION, "Ship %s has rotating submodel [%s] without ship subsystem\n", pship->ship_name, pm->submodel[submodel_list[idx]].name );
3128 pm->submodel[submodel_list[idx]].movement_type &= ~MOVEMENT_TYPE_ROT;
3129 *num_rotating_submodels = 0;
3137 // Given a direction (pnt) that is in sub_model_num's frame of
3138 // reference, and given the object's orient and position,
3139 // return the point in 3-space in outpnt.
3140 void model_find_world_dir(vector * out_dir, vector *in_dir,int model_num, int sub_model_num, matrix * objorient, vector * objpos )
3146 polymodel *pm = model_get(model_num);
3151 //instance up the tree for this point
3152 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3154 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3155 vm_vec_unrotate(&tpnt,&pnt,&m);
3158 mn = pm->submodel[mn].parent;
3161 //now instance for the entire object
3162 vm_vec_unrotate(out_dir,&pnt,objorient);
3167 // Clears all the submodel instances stored in a model to their defaults.
3168 void model_clear_instance(int model_num)
3173 pm = model_get(model_num);
3175 // reset textures to original ones
3176 for (i=0; i<pm->n_textures; i++ ) {
3177 pm->textures[i] = pm->original_textures[i];
3180 for (i=0; i<pm->n_models; i++ ) {
3181 bsp_info *sm = &pm->submodel[i];
3183 if ( pm->submodel[i].is_damaged ) {
3192 // set pointer to other ship subsystem info [turn rate, accel, moment, axis, ...]
3195 sm->num_arcs = 0; // Turn off any electric arcing effects
3198 for (i=0; i<pm->num_lights; i++ ) {
3199 pm->lights[i].value = 0.0f;
3202 interp_clear_instance();
3204 // if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
3205 // if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
3206 // if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
3207 // if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
3208 // if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
3209 // if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
3214 // initialization during ship set
3215 void model_clear_instance_info( submodel_instance_info * sii )
3221 sii->prev_angs.p = 0.0f;
3222 sii->prev_angs.b = 0.0f;
3223 sii->prev_angs.h = 0.0f;
3225 sii->cur_turn_rate = 0.0f;
3226 sii->desired_turn_rate = 0.0f;
3227 sii->turn_accel = 0.0f;
3230 // initialization during ship set
3231 void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
3237 sii->prev_angs.p = 0.0f;
3238 sii->prev_angs.b = 0.0f;
3239 sii->prev_angs.h = 0.0f;
3241 sii->cur_turn_rate = turn_rate * 0.0f;
3242 sii->desired_turn_rate = turn_rate;
3243 sii->turn_accel = turn_accel;
3245 sii->step_zero_timestamp = timestamp();
3250 // Sets the submodel instance data in a submodel (for all detail levels)
3251 void model_set_instance(int model_num, int sub_model_num, submodel_instance_info * sii)
3256 pm = model_get(model_num);
3258 Assert( sub_model_num >= 0 );
3259 Assert( sub_model_num < pm->n_models );
3261 if ( sub_model_num < 0 ) return;
3262 if ( sub_model_num >= pm->n_models ) return;
3263 bsp_info *sm = &pm->submodel[sub_model_num];
3265 // Set the "blown out" flags
3266 sm->blown_off = sii->blown_off;
3268 if ( sm->blown_off ) {
3269 if ( sm->my_replacement > -1 ) {
3270 pm->submodel[sm->my_replacement].blown_off = 0;
3271 pm->submodel[sm->my_replacement].angs = sii->angs;
3272 pm->submodel[sm->my_replacement].sii = sii;
3275 if ( sm->my_replacement > -1 ) {
3276 pm->submodel[sm->my_replacement].blown_off = 1;
3281 sm->angs = sii->angs;
3284 // For all the detail levels of this submodel, set them also.
3285 for (i=0; i<sm->num_details; i++ ) {
3286 model_set_instance(model_num, sm->details[i], sii );
3291 // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity
3292 void model_init_submodel_axis_pt(submodel_instance_info *sii, int model_num, int submodel_num)
3295 vector *mpoint1, *mpoint2;
3296 vector p1, v1, p2, v2, int1;
3298 polymodel *pm = model_get(model_num);
3299 Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT);
3305 // find 2 fixed points in submodel RF
3306 // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the
3307 // two lines to find a point on the axis
3308 if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) {
3309 axis = vmd_x_vector;
3310 mpoint1 = &vmd_y_vector;
3311 mpoint2 = &vmd_z_vector;
3312 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) {
3313 mpoint1 = &vmd_x_vector;
3314 axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z
3315 mpoint2 = &vmd_z_vector;
3316 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) {
3317 mpoint1 = &vmd_x_vector;
3318 mpoint2 = &vmd_y_vector;
3319 axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y
3321 // must be one of these axes or submodel_rot_hit is incorrectly set
3325 // copy submodel angs
3326 angles copy_angs = pm->submodel[submodel_num].angs;
3328 // find two points rotated into model RF when angs set to 0
3329 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
3330 model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3331 model_find_world_point(&p2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3333 // find two points rotated into model RF when angs set to PI
3334 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, PI);
3335 model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3336 model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3338 // reset submodel angs
3339 pm->submodel[submodel_num].angs = copy_angs;
3341 // find direction vectors of the two lines
3342 vm_vec_sub2(&v1, &p1);
3343 vm_vec_sub2(&v2, &p2);
3345 // find the intersection of the two lines
3347 fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t);
3349 // find the actual intersection points
3350 vm_vec_scale_add(&int1, &p1, &v1, s);
3353 sii->pt_on_axis = int1;
3358 // Adds an electrical arcing effect to a submodel
3359 void model_add_arc(int model_num, int sub_model_num, vector *v1, vector *v2, int arc_type )
3363 pm = model_get(model_num);
3365 if ( sub_model_num == -1 ) {
3366 sub_model_num = pm->detail[0];
3369 Assert( sub_model_num >= 0 );
3370 Assert( sub_model_num < pm->n_models );
3372 if ( sub_model_num < 0 ) return;
3373 if ( sub_model_num >= pm->n_models ) return;
3374 bsp_info *sm = &pm->submodel[sub_model_num];
3376 if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
3377 sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
3378 sm->arc_pts[sm->num_arcs][0] = *v1;
3379 sm->arc_pts[sm->num_arcs][1] = *v2;
3384 // function to return an index into the docking_bays array which matches the criteria passed
3385 // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h
3386 int model_find_dock_index(int modelnum, int dock_type)
3392 pm = model_get(modelnum);
3394 // no docking points -- return -1
3395 if ( pm->n_docks <= 0 )
3398 for (i = 0; i < pm->n_docks; i++ ) {
3399 if ( dock_type & pm->docking_bays[i].type_flags )
3406 int model_get_dock_index_type(int modelnum, int index)
3408 polymodel *pm = model_get(modelnum);
3410 return pm->docking_bays[index].type_flags;
3413 // get all the different docking point types on a model
3414 int model_get_dock_types(int modelnum)
3419 pm = model_get(modelnum);
3420 for (i=0; i<pm->n_docks; i++)
3421 type |= pm->docking_bays[i].type_flags;
3426 // function to return an index into the docking_bays array which matches the string passed
3427 // Fred uses strings to identify docking positions. This functin also accepts generic strings
3428 // so that a desginer doesn't have to know exact names if building a mission from hand.
3429 int model_find_dock_name_index( int modelnum, char *name )
3434 pm = model_get(modelnum);
3435 if ( pm->n_docks <= 0 )
3438 // check the generic names and call previous function to find first dock point of
3439 // the specified type
3440 if ( !stricmp(name, "cargo") )
3441 return model_find_dock_index( modelnum, DOCK_TYPE_CARGO );
3442 else if (!stricmp( name, "rearm") )
3443 return model_find_dock_index( modelnum, DOCK_TYPE_REARM );
3444 else if (!stricmp( name, "generic") )
3445 return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC );
3447 for (i = 0; i < pm->n_docks; i++ ) {
3448 if ( !stricmp(pm->docking_bays[i].name, name) )
3452 // if we get here, name wasn't found -- return -1 and hope for the best
3456 // returns the actual name of a docking point on a model, needed by Fred.
3457 char *model_get_dock_name(int modelnum, int index)
3461 pm = model_get(modelnum);
3462 Assert((index >= 0) && (index < pm->n_docks));
3463 return pm->docking_bays[index].name;
3466 int model_get_num_dock_points(int modelnum)
3470 pm = model_get(modelnum);