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 1.5 2002/06/09 04:41:23 relnev
19 * added copyright header
21 * Revision 1.4 2002/06/09 03:16:04 relnev
24 * removed unneeded asm, old sdl 2d setup.
26 * fixed crash caused by opengl_get_region.
28 * Revision 1.3 2002/06/01 07:12:33 relnev
29 * a few NDEBUG updates.
31 * removed a few warnings.
33 * Revision 1.2 2002/05/07 03:16:47 theoddone33
34 * The Great Newline Fix
36 * Revision 1.1.1.1 2002/05/03 03:28:10 root
40 * 36 7/22/99 2:26p Mattk
41 * DA: don't show engine wash error if no subsystems. (ie, Pofview...)
43 * 35 7/19/99 12:02p Andsager
44 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
45 * only blow up subsystem if its strength is > 0
47 * 34 7/07/99 5:00p Andsager
48 * Fixed bug in stepped rotation
50 * 33 7/06/99 4:42p Anoop
51 * Add MiniCap hack for engine wash
53 * 32 7/06/99 3:52p Andsager
54 * That wacky model_subsystem name vs. subobj_name thing bites us in the
57 * 31 7/06/99 3:15p Anoop
58 * Better debug info for engine wash error.
60 * 30 7/06/99 11:37a Andsager
61 * Fix warning message.
63 * 29 7/06/99 10:45a Andsager
64 * Modify engine wash to work on any ship that is not small. Add AWACS
67 * 28 7/01/99 4:23p Dave
68 * Full support for multiple linked ambient engine sounds. Added "big
71 * 27 6/08/99 2:33p Dave
72 * Fixed release build warning. Put in hud config stuff.
74 * 26 6/01/99 8:35p Dave
75 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
76 * awacs-set-radius sexpression.
78 * 25 5/28/99 1:51p Andsager
79 * Allow models to rotate in both direction on an axis, specifying a
80 * negative rotation time in submodel properties.
82 * 24 5/27/99 3:48p Andsager
83 * Add assert to model_read code to not allow overwrite of memory
85 * 23 5/27/99 12:11p Andsager
86 * Allow more than 1 subsystem to have live debris on any ship
88 * 22 5/27/99 10:57a Mattk
89 * Put in a warning about too many firing points per turret.
91 * 21 5/24/99 5:45p Dave
92 * Added detail levels to the nebula, with a decent speedup. Split nebula
93 * lightning into its own section.
95 * 20 5/19/99 11:09a Andsager
96 * Turn on engine wash. Check every 1/4 sec.
98 * 19 5/11/99 10:16p Andsager
99 * First pass on engine wash effect. Rotation (control input), damage,
102 * 18 4/09/99 11:38a Andsager
103 * Change POF format for Freespace2
105 * 17 3/23/99 5:17p Dave
106 * Changed model file format somewhat to account for LOD's on insignias
108 * 16 3/20/99 3:46p Dave
109 * Added support for model-based background nebulae. Added 3 new
112 * 15 3/19/99 6:15p Dave
113 * Put in checks for insignia bitmaps for having too many faces or
116 * 14 2/21/99 6:01p Dave
117 * Fixed standalone WSS packets.
119 * 13 2/19/99 11:42a Dave
120 * Put in model rendering autocentering.
122 * 12 2/10/99 3:52p Enricco
125 * 11 1/14/99 6:06p Dave
126 * 100% full squad logo support for single player and multiplayer.
128 * 10 1/11/99 12:42p Andsager
129 * Add live debris - debris which is created from a destroyed subsystem,
130 * when the ship is still alive
132 * 9 1/08/99 2:08p Dave
133 * Fixed software rendering for pofview. Super early support for AWACS and
136 * 8 1/06/99 2:24p Dave
137 * Stubs and release build fixes.
139 * 7 12/23/98 2:53p Andsager
140 * Added stepped rotation support
142 * 6 12/04/98 3:34p Andsager
143 * Handle norotating submodels
145 * 5 12/03/98 3:14p Andsager
146 * Check in code that checks rotating submodel actually has ship subsystem
148 * 4 11/19/98 11:07p Andsager
149 * Check in of physics and collision detection of rotating submodels
151 * 3 10/23/98 3:03p Andsager
152 * Initial support for changing rotation rate.
154 * 2 10/07/98 10:53a Dave
157 * 1 10/07/98 10:50a Dave
159 * 177 8/28/98 3:29p Dave
160 * EMP effect done. AI effects may need some tweaking as required.
162 * 176 5/19/98 8:31p Andsager
163 * Added split planes (for big ship explosions)
165 * 175 5/07/98 5:39p Andsager
166 * Changes to model to hold cross section info
168 * 174 4/30/98 4:53p John
169 * Restructured and cleaned up cfile code. Added capability to read off
170 * of CD-ROM drive and out of multiple pack files.
172 * 173 4/22/98 9:43p John
173 * Added code to allow checking of invisible faces, flagged by any texture
174 * name with invisible in it.
176 * 172 4/14/98 11:11p John
177 * Made ships with < 50% hull left show electrical damage arcs.
179 * 171 4/01/98 5:34p John
180 * Made only the used POFs page in for a level. Reduced some interp
181 * arrays. Made custom detail level work differently.
183 * 170 4/01/98 9:14a Mike
186 * 169 3/31/98 5:18p John
187 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
188 * bunch of debug stuff out of player file. Made model code be able to
189 * unload models and malloc out only however many models are needed.
192 * 168 3/17/98 2:46p Allender
193 * Copy subsystem name when copying model subsystems
195 * 167 3/02/98 5:42p John
196 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
197 * afterburner. Made gr_set_clip work good with negative x &y. Made
198 * model_caching be on by default. Made each cached model have it's own
199 * bitmap id. Made asteroids not rotate when model_caching is on.
201 * 166 2/24/98 5:04p Allender
202 * allow different ship classes to use the same model. Lot's of subsystem
205 * 165 2/16/98 3:46p John
206 * Made mass be proportional to area in newer pofs
208 * 164 2/13/98 5:19p John
209 * First rev of new model caching system. Needs to be ripped out and
210 * moved into ship stuff.
212 * 163 1/29/98 5:52p John
213 * new version of electrical arcing code
215 * 162 1/29/98 8:39a Andsager
216 * Changed mass and moment of intertia based area vs. volume
218 * 161 1/28/98 2:15p Mike
219 * Convert volume to surface area at runtime. Write note to John to
220 * cleanup if he modifies bspgen.
222 * 160 1/27/98 11:02a John
223 * Added first rev of sparks. Made all code that calls model_render call
224 * clear_instance first. Made debris pieces not render by default when
225 * clear_instance is called.
227 * 159 1/19/98 6:15p John
228 * Fixed all my Optimized Build compiler warnings
230 * 158 1/09/98 11:25a John
231 * Took the thruster animation stuff out of the model.
233 * 157 12/31/97 4:47p John
234 * Made all the eye points fit inside core radius
236 * 156 12/31/97 2:35p John
237 * Added code for core_radius
239 * 155 12/17/97 2:41p John
240 * made target bounding box be on hull only.
242 * 154 12/17/97 9:54a John
243 * added code for precalculated weapon flash lighting.
245 * 153 11/29/97 2:05p John
246 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
247 * like they used to incorrectly assume. Added code to model to read in
250 * 152 11/25/97 11:41a John
251 * added code to read in pof v20.05, which adds radius to thrusters.
253 * 151 10/28/97 12:34a Mike
254 * Set useful values of mass and inertia matrix if values not otherwise
255 * set. Generate Warnings for unexpected ones.
257 * 150 10/22/97 5:54p Lawrance
258 * get rid of leading '$' when storing parent_name for paths
260 * 149 10/20/97 5:57p Lawrance
261 * have index to polymodel->paths[] within the model_subsystem struct.
263 * 148 9/15/97 5:45p John
264 * took out chunk stuff.
265 * made pofview display thrusters as blue polies.
267 * 147 9/09/97 3:39p Sandeep
268 * warning level 4 bugs
270 * 146 9/04/97 5:09p Andsager
271 * implement physics using moment of inertia and mass (from BSPgen).
272 * Added to phys_info struct. Updated ship_info, polymodel structs.
273 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
275 * 145 9/03/97 5:57p Lawrance
278 * 144 9/03/97 4:32p John
279 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
280 * to bm_load functions not needed. Made bmpman keep track of palettes
281 * for bitmaps not mapped into game palettes.
283 * 143 8/19/97 11:49p Lawrance
284 * using atan2_safe() in place of atan2()
286 * 142 8/19/97 8:44a John
287 * Initial hooks for thruster stuff.
289 * 141 8/15/97 4:10p John
290 * new code to use the new octrees style bsp trees
292 * 140 8/14/97 5:46p John
293 * added code to read in mass,center of mass, and moment of interia from
294 * the pof. Also added code to display green center of mass dot when Show
295 * debug points is on in pofview.
297 * 139 7/10/97 8:34a John
298 * Added code to read TGA files.
300 * 138 6/26/97 3:18p Mike
301 * Recognize "turret", etc. in a subsystem field anywhere in name.
302 * Generate warning for bogus subsystem names.
304 * 137 6/25/97 5:11p John
305 * added foundation for model octants.
307 * 136 6/25/97 10:28a John
308 * Made debris chunks radius be set correctly to the submodel size, not
309 * hardcoded to 10.0f.
311 * 135 6/06/97 11:55a Mike
312 * Fix firing direction for zero piece turrets.
314 * 134 5/31/97 2:36p Mike
315 * Comment out mprintfs pertaining to debris.
317 * 133 5/30/97 4:41p Hoffoss
318 * Made some additions required for Fred.
320 * 132 5/30/97 3:42p Mike
321 * Shield mesh and hit system.
323 * 131 5/30/97 10:40a Hoffoss
324 * Added a function for Fred to get docking point names.
326 * 130 5/29/97 4:34p Allender
327 * removed Int3 from model_find_dock_index.
329 * 129 4/30/97 10:41a Allender
330 * don't dump out token 'none' when dumping out subsystem information
332 * 128 4/17/97 6:06p John
333 * New code/data for v19 of BSPGEN with smoothing and zbuffer
336 * 127 4/09/97 3:31p Lawrance
337 * if any points of bounding box don't project, return project fail code
338 * in model_find_2d_bound_min()
340 * 126 4/07/97 10:37a John
341 * Took out limits on number of children a submodel can have. (So now
342 * capital ships can have tons of children on them).
344 * 125 4/03/97 3:18p Allender
346 * 124 4/03/97 1:29p Allender
347 * subsystem enhancement. Initial work on making subsystem status
350 * 123 3/28/97 2:49p John
351 * added code to fix targetting of debris chunks to draw bounding boxes
354 * 122 3/28/97 1:19p John
355 * Made TestCode not show damaged submodels.
357 * 121 3/28/97 11:17a John
358 * added code for linking lower detail submodels to the highest one; added
359 * code to pofview to view these.
361 * 120 3/17/97 11:24a John
363 * 119 3/15/97 5:06p John
364 * added bounding boxes for each subobject and code to display them.
366 * 118 3/13/97 10:32a John
367 * Added code for tiled 256x256 textures in certain models.
369 * 117 3/06/97 5:36p Mike
370 * Change vec_normalize_safe() back to vec_normalize().
371 * Spruce up docking a bit.
373 * 116 3/06/97 1:06p Allender
374 * more docking stuff. docking points now specified by strings in mission
375 * file. Changes to builtin missions and code to reflect this change.
377 * 115 3/06/97 10:56a Mike
378 * Write error checking version of vm_vec_normalize().
379 * Fix resultant problems.
381 * 114 3/06/97 10:05a Lawrance
382 * added missing cfclose's
384 * 113 3/05/97 5:27p John
385 * more work with turret stuff
387 * 112 3/05/97 12:49p John
388 * added Viewer_obj. Took out the interp_??? variables for turning
389 * outline,etc on and put them in flags you pass to model_render.
390 * Cleaned up model_interp code to fit new coding styles.
392 * 111 3/05/97 12:42p Adam
393 * john: fixed bug while model transversel code that assumed the root
396 * 110 3/05/97 11:09a Allender
397 * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to
400 * 109 3/04/97 5:08p John
401 * Started adding debug code to make it so you can view from a turret's
404 * 108 3/04/97 3:36p John
405 * took out old debug "h' key. Made zbuffer flag bit bit field so you
406 * can turn on/off each value. Fixed a bug with turret rotation where
407 * different handedness turrets wouldn't work. Fixed a bug with two
408 * large ships within each other's radius not rendering correctly.
410 * 107 3/04/97 12:52p Allender
411 * docking styff. Added dock type to docking structure in model code.
412 * Renamed structure member in ai_goals. Temporary checkin. (i.e.
413 * rearming will use rearm dock points)
415 * 106 3/03/97 5:47p John
416 * fixed some rotating object discrepencies. Took out the gun firing
417 * point average beause it was inconsitent and wsn't as correct as using
420 * 105 3/03/97 4:20p Hoffoss
421 * Fixed bug in bug I just fixed. :)
423 * 104 3/03/97 4:00p Hoffoss
424 * fixed bug that caused docking bays without a name to be garbage when
427 * 103 3/03/97 8:58a Lawrance
428 * replaced a fprintf() with a cfputs()
430 * 102 3/01/97 2:12p Lawrance
431 * made to work with new cfile changes
433 * 101 2/28/97 10:57a John
434 * Made so you can blow off any subsystems, not just radars.
437 * 100 2/27/97 3:45p John
438 * Added a tree dialog to pofview that shows a model's tree.
440 * 99 2/27/97 12:07p John
441 * Added code to suppord debris chunks after a ship is exploded..
443 * 98 2/26/97 5:28p John
444 * Fixed a bunch of chunked model bugs. Basically they almost work better
445 * than non-chunked objects!
447 * 97 2/24/97 1:13p Allender
448 * support for multiple eye positions. Still some kinks to be worked out
451 * 96 2/20/97 4:06p Allender
452 * allow for multiple spline paths to lead to a docking bay
454 * 95 2/20/97 3:25p Allender
455 * change to docking bay structure -- added a name (for use in Fred
456 * mainly), and index into spline paths to reach this docking point
458 * 94 2/19/97 4:03p Allender
459 * dump a 0.0 instead of a 0 when dumping out missing subsystem
462 * 93 2/19/97 2:52p Allender
463 * added crewspot name to subsystems (used only with turrets). Will be
464 * used by fred for ai class stuff for turrets
466 * 92 2/17/97 4:30p John
467 * Added code to automatically rotate any subsystems with the $rotate
468 * value set (except for turrets)
470 * 91 2/17/97 12:03p John
471 * Added code to set the angles of a subobject.
473 * 90 2/14/97 4:02p John
474 * changed a vector being passed as value to reference.
476 * 89 2/14/97 3:16p Mike
477 * Start on AI path garbage collection
479 * 88 2/14/97 1:06p John
480 * upped bspgen version number.
482 * 87 2/13/97 10:17a John
483 * INCORPORATED THE FOLLOWING CHANGES:
484 * ??? 2/13/97 9:49a John
485 * added code for geometric centers of objects.
486 * ??? 2/12/97 6:30p John
487 * upped model version number.
490 * 86 2/13/97 9:49a John
491 * ROLLEDBACK TO ALLENDER'S 85
493 * 85 2/12/97 5:34p Allender
494 * added a ton of debug code to help recify the subsystems in ships.tbl
495 * with subsystems in the models. Fixed a bug with subsystems not being
496 * given the correct type.
498 * 84 2/11/97 4:10p Allender
499 * major change of subsystem stuff. obj_subsystem renamed to
500 * model_subsystem. Dyamically allocate space in ship_info for
503 * 83 2/10/97 4:20p Allender
504 * added distance to closest geometry to spline points
506 * 82 2/10/97 10:58a John
507 * Added back in sparks for where laser bolts hit.
508 * Added code to red damaged objects and replace then.
510 * 81 2/07/97 1:24p Allender
511 * added turret lists for spline points
513 * 80 2/06/97 2:56p John
514 * Added a "blown-off" field to the instance of a model. Also took out
515 * the model_set_angles functions and replaced with the more general
516 * model_set_instance functions.
518 * 79 2/04/97 7:37p John
519 * Finally!!! Turret stuff working!
521 * 78 1/31/97 12:51p John
522 * Added turret_fov and turret_fov_cos
524 * 77 1/31/97 12:43p John
525 * Turrets working nicely, finally!
527 * 76 1/31/97 11:36a John
529 * 75 1/29/97 4:46p John
530 * Code to read $crewpoint flag on turrets and store it in obj_subsystem
533 * 74 1/29/97 3:14p John
534 * Added field to ships.tbl to control how fast turret rotates.
536 * 73 1/28/97 11:23a John
537 * added functions to get/set model angles.
539 * 72 1/28/97 10:07a John
540 * More turret stuff, still not working, though.
542 * 71 1/27/97 2:46p John
545 * 70 1/27/97 11:35a Allender
546 * upped compatible object version
548 * 69 1/24/97 5:25p John
549 * More turret stuff. Not working yet, though.
551 * 68 1/24/97 4:55p John
552 * Started adding code for turning turrets.
553 * Had to change POF format to 18.0
555 * 67 1/20/97 2:16p Allender
556 * new shield structures being used
558 * 66 1/15/97 5:19p Allender
559 * new POF version. old version obsolete. Added shield and eye stuff.
560 * New format for gun/missile/docking points
562 * 65 1/10/97 5:15p Mike
563 * Moved ship-specific parameters from obj_subsystem to ship_subsys.
565 * Added turret code to AI system.
567 * 64 1/10/97 2:25p John
568 * Added code to support detail level distances.
570 * 63 1/02/97 11:45a Allender
571 * changed turret code to have > 1 firing point as well as fixing the
572 * problems of turrets being multiple subobjects. Turret norms should be
573 * getting stuffed correctly now.
575 * 62 12/31/96 4:14p Mike
577 * Correct bug in HUDtarget.cpp, showing wrong target.
579 * 61 12/27/96 4:09p Mike
580 * Integrate John's new model code.
582 * 60 12/26/96 1:42p John
583 * Changed function ordering to put model_init at top.
585 * 59 12/23/96 3:56p John
586 * Changed POF code to support pof 15.0.
588 * 58 12/23/96 11:00a John
589 * Restructured POF stuff to support LOD in one pof.
591 * 57 12/20/96 11:55a Allender
594 * 56 12/20/96 11:40a Allender
595 * modifed subsystem stuff to do correct hit percentages and other cool
598 * 55 12/18/96 4:04p Allender
599 * added "unknown" subsystem type for subsystems which aren't recognized.
601 * 54 12/17/96 11:37a Mike
604 * 53 12/17/96 8:59a Mike
605 * Path-extraction-from-mdoel test code.
607 * 52 12/13/96 5:27p John
608 * fixed my sloppy code that didn't free model data.
610 * 51 12/13/96 3:54p Mike
611 * Major improvement to model_draw_paths -- connect the dots! Uses
612 * sophisticated connect-to-next algorithm.
614 * 50 12/13/96 2:59p John
615 * Added some code to test spline paths.
617 * 49 12/13/96 2:41p John
618 * Added code to read in spline paths on models.
620 * 48 12/13/96 10:29a Adam
621 * from allender: fixed up linked list walking when checking for turrets
624 * 47 12/12/96 3:38p Allender
625 * fix up docking special object names. Added $thruster stuff to model
628 * 46 12/12/96 2:35p Mike
631 * 45 12/12/96 12:29p Lawrance
632 * added function to find the 2d bound for a subobject
634 * 44 12/11/96 5:35p John
635 * Added variables for viewer eye.
637 * 43 12/11/96 5:15p John
638 * Made the dist for detail level be calculated before the object is
641 * 42 12/11/96 4:50p John
642 * Added detail levels to the non-chunky ships.
644 * 41 12/11/96 4:33p Mike
645 * Temporary version so other people can build.
647 * 40 12/11/96 4:24p Mike
648 * Fix broken code...oops! clumsy in editor!
650 * 39 12/11/96 4:17p Adam
652 * 38 12/11/96 12:57p Mike
653 * Support for "Big Ship" AI behavior.
656 * 37 12/11/96 12:43p Allender
657 * $gun and $missile don't get appended to models gun/missile list if the
658 * gun/missile belongs to a turret. Turrets are special instances of
661 * 36 12/11/96 11:57a Allender
662 * added objnum reference to obj_subsystems so that $gun and $missile
663 * special polygons can refernce a particular subsystem if needed (i.e. to
664 * get the norms, etc).
666 * 35 12/11/96 10:33a Allender
667 * added stuff for FOV for turrets
669 * 34 12/10/96 3:27p Allender
671 * 33 12/09/96 5:05p Allender
672 * made subsystem lists and model_special lists as seperate entities.
674 * 32 12/09/96 1:16p Allender
675 * made seperate lists for guns/missiles/subsystems, etc
677 * 31 12/09/96 11:01a Allender
678 * added special polygon information to models. Linked list contains
679 * gun/missile/docking/subsystem/etc information.
692 #include "floating.h"
695 #include "modelsinc.h"
698 #include "3dinternal.h"
699 #include "linklist.h"
701 #include "freespace.h" // For flFrameTime
704 #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame
706 // info for special polygon lists
708 polymodel *Polygon_models[MAX_POLYGON_MODELS];
710 static int model_initted = 0;
713 CFILE *ss_fp; // file pointer used to dump subsystem information
714 char model_filename[_MAX_PATH]; // temp used to store filename
715 char debug_name[_MAX_PATH];
716 int ss_warning_shown; // have we shown the warning dialog concerning the subsystems?
717 char Global_filename[256];
718 int Model_ram = 0; // How much RAM the models use total
723 // Anything less than this is considered incompatible.
724 #define PM_COMPATIBLE_VERSION 1900
726 // Anything greater than or equal to PM_COMPATIBLE_VERSION and
727 // whose major version is less than or equal to this is considered
729 #define PM_OBJFILE_MAJOR_VERSION 21
731 static int Model_signature = 0;
733 // Free up a model, getting rid of all its memory
734 // Can't be called from outside of model code because more
735 // than one person might be using this model so we can't free
737 static void model_unload(int modelnum)
741 if ( (modelnum < 0) || (modelnum>MAX_POLYGON_MODELS)) {
745 polymodel *pm = Polygon_models[modelnum];
752 Model_ram -= pm->ram_used;
756 for (i=0; i<pm->n_paths; i++ ) {
757 for (j=0; j<pm->paths[i].nverts; j++ ) {
758 if ( pm->paths[i].verts[j].turret_ids ) {
759 free(pm->paths[i].verts[j].turret_ids);
762 if (pm->paths[i].verts) {
763 free(pm->paths[i].verts);
769 if ( pm->shield.verts ) {
770 free( pm->shield.verts );
773 if ( pm->shield.tris ) {
774 free(pm->shield.tris);
777 if ( pm->missile_banks ) {
778 free(pm->missile_banks);
781 if ( pm->docking_bays ) {
782 for (i=0; i<pm->n_docks; i++ ) {
783 if ( pm->docking_bays[i].splines ) {
784 free( pm->docking_bays[i].splines );
787 free(pm->docking_bays);
791 if ( pm->thrusters ) {
796 if ( pm->debug_info ) {
797 free(pm->debug_info);
801 model_octant_free( pm );
804 for (i=0; i<pm->n_models; i++ ) {
805 if ( pm->submodel[i].bsp_data ) {
806 free(pm->submodel[i].bsp_data);
820 if ( pm->gun_banks ) {
825 memset( pm, 0, sizeof(polymodel));
828 Polygon_models[modelnum] = NULL;
831 void model_free_all()
835 if ( !model_initted) {
840 mprintf(( "Freeing all existing models...\n" ));
842 for (i=0;i<MAX_POLYGON_MODELS;i++) {
852 if ( model_initted ) {
853 Int3(); // Model_init shouldn't be called twice!
861 for (i=0;i<MAX_POLYGON_MODELS;i++) {
862 Polygon_models[i] = NULL;
865 // Init the model caching system
868 atexit( model_free_all );
872 // routine to parse out values from a user property field of an object
873 void get_user_prop_value(char *buf, char *value)
878 while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
881 while ( !iscntrl(*p1) )
889 // funciton to copy model data from one subsystem set to another subsystem set. This function
890 // is called when two ships use the same model data, but since the model only gets read in one time,
891 // the subsystem data is only present in one location. The ship code will call this routine to fix
892 // this situation by copying stuff from the source subsystem set to the dest subsystem set.
893 void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp )
896 model_subsystem *source, *dest;
898 for (i = 0; i < n_subsystems; i++ ) {
900 for ( j = 0; j < n_subsystems; j++ ) {
902 if ( !stricmp( source->subobj_name, dest->subobj_name) ) {
903 dest->flags = source->flags;
904 dest->subobj_num = source->subobj_num;
905 dest->model_num = source->model_num;
906 dest->pnt = source->pnt;
907 dest->radius = source->radius;
908 dest->type = source->type;
909 dest->turn_rate = source->turn_rate;
910 dest->turret_gun_sobj = source->turret_gun_sobj;
912 strcpy( dest->name, source->name );
914 if ( dest->type == SUBSYSTEM_TURRET ) {
917 dest->turret_fov = source->turret_fov;
918 dest->turret_num_firing_points = source->turret_num_firing_points;
919 dest->turret_norm = source->turret_norm;
920 dest->turret_matrix = source->turret_matrix;
922 for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ )
923 dest->turret_firing_point[nfp] = source->turret_firing_point[nfp];
925 if ( dest->flags & MSS_FLAG_CREWPOINT )
926 strcpy(dest->crewspot, source->crewspot);
931 if ( j == n_subsystems )
932 Int3(); // get allender -- something is amiss with models
937 // routine to get/set subsystem information
938 static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *dname )
944 if ( (p = strstr(props, "$name")) != NULL)
945 get_user_prop_value(p+5, subsystemp->name);
947 strcpy( subsystemp->name, dname );
949 strcpy(lcdname, dname);
952 // check the name for it's specific type
953 if ( strstr(lcdname, "engine") ) {
954 subsystemp->type = SUBSYSTEM_ENGINE;
955 } else if ( strstr(lcdname, "radar") ) {
956 subsystemp->type = SUBSYSTEM_RADAR;
957 } else if ( strstr(lcdname, "turret") ) {
960 subsystemp->type = SUBSYSTEM_TURRET;
961 if ( (p = strstr(props, "$fov")) != NULL )
962 get_user_prop_value(p+4, buf); // get the value of the fov
965 angle = ANG_TO_RAD(atoi(buf))/2.0f;
966 subsystemp->turret_fov = (float)cos(angle);
967 subsystemp->turret_num_firing_points = 0;
969 if ( (p = strstr(props, "$crewspot")) != NULL) {
970 subsystemp->flags |= MSS_FLAG_CREWPOINT;
971 get_user_prop_value(p+9, subsystemp->crewspot);
974 } else if ( strstr(lcdname, "navigation") ) {
975 subsystemp->type = SUBSYSTEM_NAVIGATION;
976 } else if ( strstr(lcdname, "communication") ) {
977 subsystemp->type = SUBSYSTEM_COMMUNICATION;
978 } else if ( strstr(lcdname, "weapons") ) {
979 subsystemp->type = SUBSYSTEM_WEAPONS;
980 } else if ( strstr(lcdname, "sensors") ) {
981 subsystemp->type = SUBSYSTEM_SENSORS;
982 } else if ( strstr(lcdname, "solar") ) {
983 subsystemp->type = SUBSYSTEM_SOLAR;
984 } else if ( strstr(lcdname, "gas") ) {
985 subsystemp->type = SUBSYSTEM_GAS_COLLECT;
986 } else if ( strstr(lcdname, "activator") ) {
987 subsystemp->type = SUBSYSTEM_ACTIVATION;
988 } else { // If unrecognized type, set to unknown so artist can continue working...
989 subsystemp->type = SUBSYSTEM_UNKNOWN;
990 mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
993 // Rotating subsystem
994 if ( (p = strstr(props, "$rotate")) != NULL) {
995 subsystemp->flags |= MSS_FLAG_ROTATES;
997 // get time for (a) complete rotation (b) step (c) activation
999 get_user_prop_value(p+7, buf);
1000 turn_time = (float)atof(buf);
1002 // CASE OF STEPPED ROTATION
1003 if ( (p = strstr(props, "$stepped")) != NULL) {
1005 subsystemp->stepped_rotation = new(stepped_rotation);
1006 subsystemp->flags |= MSS_FLAG_STEPPED_ROTATE;
1008 // get number of steps
1009 if ( (p = strstr(props, "$steps")) != NULL) {
1010 get_user_prop_value(p+6, buf);
1011 subsystemp->stepped_rotation->num_steps = atoi(buf);
1013 subsystemp->stepped_rotation->num_steps = 8;
1017 if ( (p = strstr(props, "$t_paused")) != NULL) {
1018 get_user_prop_value(p+9, buf);
1019 subsystemp->stepped_rotation->t_pause = (float)atof(buf);
1021 subsystemp->stepped_rotation->t_pause = 2.0f;
1024 // get transition time - time to go between steps
1025 if ( (p = strstr(props, "$t_transit")) != NULL) {
1026 get_user_prop_value(p+10, buf);
1027 subsystemp->stepped_rotation->t_transit = (float)atof(buf);
1029 subsystemp->stepped_rotation->t_transit = 2.0f;
1032 // get fraction of time spent in accel
1033 if ( (p = strstr(props, "$fraction_accel")) != NULL) {
1034 get_user_prop_value(p+15, buf);
1035 subsystemp->stepped_rotation->fraction = (float)atof(buf);
1036 Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5);
1038 subsystemp->stepped_rotation->fraction = 0.3f;
1041 int num_steps = subsystemp->stepped_rotation->num_steps;
1042 float t_trans = subsystemp->stepped_rotation->t_transit;
1043 float fraction = subsystemp->stepped_rotation->fraction;
1045 subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans);
1046 subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans);
1050 // CASE OF AI ROTATION
1051 else if ( (p = strstr(props, "$ai")) != NULL) {
1052 get_user_prop_value(p+8, buf);
1053 subsystemp->flags |= MSS_FLAG_AI_ROTATE;
1055 // get parameters - ie, speed / dist / other ??
1060 // CASE OF NORMAL CONTINUOUS ROTATION
1062 if ( fabs(turn_time) < 1 ) {
1063 // Warning(LOCATION, "%s has subsystem %s with rotation time less than 1 sec", dname, Global_filename );
1064 subsystemp->flags &= ~MSS_FLAG_ROTATES;
1065 subsystemp->turn_rate = 0.0f;
1067 subsystemp->turn_rate = PI2 / turn_time;
1074 // used in collision code to check if submode rotates too far
1075 float get_submodel_delta_angle(submodel_instance_info *sii)
1078 vm_vec_sub(&diff, (vector*)&sii->angs, (vector*)&sii->prev_angs);
1081 float delta_angle = vm_vec_mag(&diff);
1083 // make sure we get the short way around
1084 if (delta_angle > PI) {
1085 delta_angle = (PI2 - delta_angle);
1091 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 )
1094 model_subsystem *subsystemp;
1097 if ( slist==NULL ) return; // For TestCode, POFView, etc don't bother
1099 // try to find the name of the subsystem passed here on the list of subsystems currently on the
1100 // ship. Assign the values only when the right subsystem is found
1102 for (i = 0; i < n_subsystems; i++ ) {
1103 subsystemp = &slist[i];
1104 if ( !stricmp(subobj_name, subsystemp->subobj_name) ) {
1105 subsystemp->flags = 0;
1106 subsystemp->subobj_num = subobj_num;
1107 subsystemp->turret_gun_sobj = -1;
1108 subsystemp->model_num = model_num;
1109 subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem
1110 subsystemp->radius = rad;
1111 set_subsystem_info( subsystemp, props, subobj_name);
1112 strcpy(subsystemp->subobj_name, subobj_name); // copy the object name
1117 if ( !ss_warning_shown) {
1118 char bname[_MAX_FNAME];
1120 _splitpath(model_filename, NULL, NULL, bname, NULL);
1121 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);
1123 ss_warning_shown = 1;
1126 nprintf(("warning", "Subsystem %s in ships.tbl not found in model!\n", subobj_name));
1129 char tmp_buffer[128];
1130 sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name);
1131 cfputs(tmp_buffer, ss_fp);
1137 void print_family_tree( polymodel *obj, int modelnum, char * ident, int islast )
1141 if ( modelnum < 0 ) return;
1142 if (obj==NULL) return;
1144 if (strlen(ident)==0 ) {
1145 mprintf(( " %s", obj->submodel[modelnum].name ));
1146 sprintf( temp, " " );
1147 } else if ( islast ) {
1148 mprintf(( "%sÀÄ%s", ident, obj->submodel[modelnum].name ));
1149 sprintf( temp, "%s ", ident );
1151 mprintf(( "%sÃÄ%s", ident, obj->submodel[modelnum].name ));
1152 sprintf( temp, "%s³ ", ident );
1157 int child = obj->submodel[modelnum].first_child;
1158 while( child > -1 ) {
1159 if ( obj->submodel[child].next_sibling < 0 )
1160 print_family_tree( obj, child, temp,1 );
1162 print_family_tree( obj, child, temp,0 );
1163 child = obj->submodel[child].next_sibling;
1167 void dump_object_tree(polymodel *obj)
1169 print_family_tree( obj, 0, "", 0 );
1173 void create_family_tree(polymodel *obj)
1176 for (i=0; i<obj->n_models; i++ ) {
1177 obj->submodel[i].num_children = 0;
1178 obj->submodel[i].first_child = -1;
1179 obj->submodel[i].next_sibling = -1;
1182 for (i=0; i<obj->n_models; i++ ) {
1184 pn = obj->submodel[i].parent;
1186 obj->submodel[pn].num_children++;
1187 int tmp = obj->submodel[pn].first_child;
1188 obj->submodel[pn].first_child = i;
1189 obj->submodel[i].next_sibling = tmp;
1194 void model_calc_bound_box( vector *box, vector *big_mn, vector *big_mx)
1196 box[0].x = big_mn->x; box[0].y = big_mn->y; box[0].z = big_mn->z;
1197 box[1].x = big_mx->x; box[1].y = big_mn->y; box[1].z = big_mn->z;
1198 box[2].x = big_mx->x; box[2].y = big_mx->y; box[2].z = big_mn->z;
1199 box[3].x = big_mn->x; box[3].y = big_mx->y; box[3].z = big_mn->z;
1202 box[4].x = big_mn->x; box[4].y = big_mn->y; box[4].z = big_mx->z;
1203 box[5].x = big_mx->x; box[5].y = big_mn->y; box[5].z = big_mx->z;
1204 box[6].x = big_mx->x; box[6].y = big_mx->y; box[6].z = big_mx->z;
1205 box[7].x = big_mn->x; box[7].y = big_mx->y; box[7].z = big_mx->z;
1209 // Debug thing so we don't repeatedly show warning messages.
1211 int Bogus_warning_flag_1903 = 0;
1214 //reads a binary file containing a 3d model
1215 int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subsystem *subsystems)
1219 int id, len, next_chunk;
1223 strcpy(Global_filename, filename);
1226 fp = cfopen(filename,"rb");
1228 Error( LOCATION, "Can't open file <%s>",filename);
1232 // code to get a filename to write out subsystem information for each model that
1233 // is read. This info is essentially debug stuff that is used to help get models
1234 // into the game quicker
1237 char bname[_MAX_FNAME];
1239 _splitpath(filename, NULL, NULL, bname, NULL);
1240 sprintf(debug_name, "%s.subsystems", bname);
1241 ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES );
1243 mprintf(( "Can't open debug file for writing subsystems for %s\n", filename));
1245 strcpy(model_filename, filename);
1246 ss_warning_shown = 0;
1251 id = cfread_int(fp);
1254 Error( LOCATION, "Bad ID in model file <%s>",filename);
1256 // Version is major*100+minor
1257 // So, major = version / 100;
1258 // minor = version % 100;
1259 version = cfread_int(fp);
1261 //Warning( LOCATION, "POF Version = %d", version );
1263 if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) {
1264 Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename);
1268 pm->version = version;
1269 Assert( strlen(filename) < FILENAME_LEN );
1270 strncpy(pm->filename, filename, FILENAME_LEN);
1272 memset( &pm->view_positions, 0, sizeof(pm->view_positions) );
1274 // reset insignia counts
1277 id = cfread_int(fp);
1278 len = cfread_int(fp);
1279 next_chunk = cftell(fp) + len;
1281 while (!cfeof(fp)) {
1283 // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1288 case ID_OHDR: { //Object header
1291 //mprintf(0,"Got chunk OHDR, len=%d\n",len);
1293 #if defined( FREESPACE1_FORMAT )
1294 pm->n_models = cfread_int(fp);
1295 // mprintf(( "Num models = %d\n", pm->n_models ));
1296 pm->rad = cfread_float(fp);
1297 pm->flags = cfread_int(fp); // 1=Allow tiling
1298 #elif defined( FREESPACE2_FORMAT )
1299 pm->rad = cfread_float(fp);
1300 pm->flags = cfread_int(fp); // 1=Allow tiling
1301 pm->n_models = cfread_int(fp);
1302 // mprintf(( "Num models = %d\n", pm->n_models ));
1305 pm->submodel = (bsp_info *)malloc( sizeof(bsp_info)*pm->n_models );
1306 Assert(pm->submodel != NULL );
1307 memset( pm->submodel, 0, sizeof(bsp_info)*pm->n_models );
1309 //Assert(pm->n_models <= MAX_SUBMODELS);
1311 cfread_vector(&pm->mins,fp);
1312 cfread_vector(&pm->maxs,fp);
1313 model_calc_bound_box(pm->bounding_box,&pm->mins,&pm->maxs);
1315 pm->n_detail_levels = cfread_int(fp);
1316 // mprintf(( "There are %d detail levels\n", pm->n_detail_levels ));
1317 for (i=0; i<pm->n_detail_levels;i++ ) {
1318 pm->detail[i] = cfread_int(fp);
1319 pm->detail_depth[i] = 0.0f;
1320 /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] ));
1323 pm->num_debris_objects = cfread_int(fp);
1324 Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
1325 // mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
1326 for (i=0; i<pm->num_debris_objects;i++ ) {
1327 pm->debris_objects[i] = cfread_int(fp);
1328 // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] ));
1331 if ( pm->version >= 1903 ) {
1333 if ( pm->version >= 2009 ) {
1335 pm->mass = cfread_float(fp);
1336 cfread_vector( &pm->center_of_mass, fp );
1337 cfread_vector( &pm->moment_of_inertia.rvec, fp );
1338 cfread_vector( &pm->moment_of_inertia.uvec, fp );
1339 cfread_vector( &pm->moment_of_inertia.fvec, fp );
1341 // old code where mass wasn't based on area, so do the calculation manually
1343 float vol_mass = cfread_float(fp);
1344 // Attn: John Slagel: The following is better done in bspgen.
1345 // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100
1346 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f;
1348 pm->mass = area_mass;
1349 float mass_ratio = vol_mass / area_mass;
1351 cfread_vector( &pm->center_of_mass, fp );
1352 cfread_vector( &pm->moment_of_inertia.rvec, fp );
1353 cfread_vector( &pm->moment_of_inertia.uvec, fp );
1354 cfread_vector( &pm->moment_of_inertia.fvec, fp );
1356 // John remove this with change to bspgen
1357 vm_vec_scale( &pm->moment_of_inertia.rvec, mass_ratio );
1358 vm_vec_scale( &pm->moment_of_inertia.uvec, mass_ratio );
1359 vm_vec_scale( &pm->moment_of_inertia.fvec, mass_ratio );
1363 if (stricmp("fighter04.pof", filename)) {
1364 if (Bogus_warning_flag_1903 == 0) {
1365 Warning(LOCATION, "Ship %s is old. Cannot compute mass.\nSetting to 50.0f. Talk to John.", filename);
1366 Bogus_warning_flag_1903 = 1;
1371 vm_vec_zero( &pm->center_of_mass );
1372 vm_set_identity( &pm->moment_of_inertia );
1373 vm_vec_scale(&pm->moment_of_inertia.rvec, 0.001f);
1374 vm_vec_scale(&pm->moment_of_inertia.uvec, 0.001f);
1375 vm_vec_scale(&pm->moment_of_inertia.fvec, 0.001f);
1378 // read in cross section info
1380 if ( pm->version >= 2014 ) {
1381 pm->num_xc = cfread_int(fp);
1382 if (pm->num_xc > 0) {
1383 pm->xc = (cross_section*) malloc(pm->num_xc*sizeof(cross_section));
1384 for (int i=0; i<pm->num_xc; i++) {
1385 pm->xc[i].z = cfread_float(fp);
1386 pm->xc[i].radius = cfread_float(fp);
1393 if ( pm->version >= 2007 ) {
1394 pm->num_lights = cfread_int(fp);
1395 //mprintf(( "Found %d lights!\n", pm->num_lights ));
1397 pm->lights = (bsp_light *)malloc( sizeof(bsp_light)*pm->num_lights );
1398 for (i=0; i<pm->num_lights; i++ ) {
1399 cfread_vector(&pm->lights[i].pos,fp);
1400 pm->lights[i].type = cfread_int(fp);
1401 pm->lights[i].value = 0.0f;
1411 case ID_SOBJ: { //Subobject header
1413 char *p, props[MAX_PROP_LEN];
1416 //mprintf(0,"Got chunk SOBJ, len=%d\n",len);
1420 Assert(n < pm->n_models );
1422 #if defined( FREESPACE2_FORMAT )
1423 pm->submodel[n].rad = cfread_float(fp); //radius
1426 pm->submodel[n].parent = cfread_int(fp);
1428 // cfread_vector(&pm->submodel[n].norm,fp);
1429 // d = cfread_float(fp);
1430 // cfread_vector(&pm->submodel[n].pnt,fp);
1431 cfread_vector(&pm->submodel[n].offset,fp);
1433 // mprintf(( "Subobj %d, offs = %.1f, %.1f, %.1f\n", n, pm->submodel[n].offset.x, pm->submodel[n].offset.y, pm->submodel[n].offset.z ));
1435 #if defined ( FREESPACE1_FORMAT )
1436 pm->submodel[n].rad = cfread_float(fp); //radius
1439 // pm->submodel[n].tree_offset = cfread_int(fp); //offset
1440 // pm->submodel[n].data_offset = cfread_int(fp); //offset
1442 cfread_vector(&pm->submodel[n].geometric_center,fp);
1444 cfread_vector(&pm->submodel[n].min,fp);
1445 cfread_vector(&pm->submodel[n].max,fp);
1447 model_calc_bound_box(pm->submodel[n].bounding_box,&pm->submodel[n].min,&pm->submodel[n].max);
1449 pm->submodel[n].name[0] = '\0';
1451 cfread_string_len( pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name
1452 cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properites
1454 pm->submodel[n].movement_type = cfread_int(fp);
1455 pm->submodel[n].movement_axis = cfread_int(fp);
1457 // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL
1458 if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) {
1459 if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) {
1460 pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL;
1461 } else if (strstr(pm->submodel[n].name, "thruster")) {
1463 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1464 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1468 if ( pm->submodel[n].name[0] == '\0' ) {
1469 strcpy(pm->submodel[n].name, "unknown object name");
1472 bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT);
1473 if ( ( p = strstr(props, "$special"))!= NULL ) {
1476 get_user_prop_value(p+9, type);
1477 if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list!
1478 do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id );
1479 rotating_submodel_has_subsystem = true;
1480 } else if ( !stricmp(type, "no_rotate") ) {
1481 // mark those submodels which should not rotate - ie, those with no subsystem
1482 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1483 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1485 // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate
1486 Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT );
1490 if ( !rotating_submodel_has_subsystem ) {
1491 nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name));
1493 // mark those submodels which should not rotate - ie, those with no subsystem
1494 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1495 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1499 pm->submodel[n].angs.p = 0.0f;
1500 pm->submodel[n].angs.b = 0.0f;
1501 pm->submodel[n].angs.h = 0.0f;
1504 int nchunks = cfread_int( fp ); // Throw away nchunks
1505 if ( nchunks > 0 ) {
1506 Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename );
1509 pm->submodel[n].bsp_data_size = cfread_int(fp);
1510 if ( pm->submodel[n].bsp_data_size > 0 ) {
1511 pm->submodel[n].bsp_data = (ubyte *)malloc(pm->submodel[n].bsp_data_size);
1512 cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp);
1514 pm->submodel[n].bsp_data = NULL;
1517 if ( strstr( pm->submodel[n].name, "thruster") )
1518 pm->submodel[n].is_thruster=1;
1520 pm->submodel[n].is_thruster=0;
1522 if ( strstr( pm->submodel[n].name, "-destroyed") )
1523 pm->submodel[n].is_damaged=1;
1525 pm->submodel[n].is_damaged=0;
1527 //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent ));
1530 //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset ));
1531 //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset ));
1543 nverts = cfread_int( fp ); // get the number of vertices in the list
1544 pm->shield.nverts = nverts;
1545 pm->shield.verts = (shield_vertex *)malloc(nverts * sizeof(shield_vertex) );
1546 Assert( pm->shield.verts );
1547 for ( i = 0; i < nverts; i++ ) // read in the vertex list
1548 cfread_vector( &(pm->shield.verts[i].pos), fp );
1550 ntris = cfread_int( fp ); // get the number of triangles that compose the shield
1551 pm->shield.ntris = ntris;
1552 pm->shield.tris = (shield_tri *)malloc(ntris * sizeof(shield_tri) );
1553 Assert( pm->shield.tris );
1554 for ( i = 0; i < ntris; i++ ) {
1555 cfread_vector( &(pm->shield.tris[i].norm), fp );
1556 for ( j = 0; j < 3; j++ ) {
1557 pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list
1560 if (pm->shield.tris[i].verts[j] >= nverts)
1561 if (!warning_displayed) {
1562 warning_displayed = 1;
1563 Warning(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, nverts, pm->shield.tris[i].verts[j]);
1568 for ( j = 0; j < 3; j++ )
1569 pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list
1579 pm->n_guns = cfread_int(fp);
1580 pm->gun_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_guns);
1581 Assert( pm->gun_banks != NULL );
1583 for (i = 0; i < pm->n_guns; i++ ) {
1584 w_bank *bank = &pm->gun_banks[i];
1586 bank->num_slots = cfread_int(fp);
1587 Assert ( bank->num_slots < MAX_SLOTS );
1588 for (j = 0; j < bank->num_slots; j++) {
1589 cfread_vector( &(bank->pnt[j]), fp );
1590 cfread_vector( &(bank->norm[j]), fp );
1596 pm->n_missiles = cfread_int(fp);
1597 pm->missile_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_missiles);
1598 Assert( pm->missile_banks != NULL );
1600 for (i = 0; i < pm->n_missiles; i++ ) {
1601 w_bank *bank = &pm->missile_banks[i];
1603 bank->num_slots = cfread_int(fp);
1604 Assert ( bank->num_slots < MAX_SLOTS );
1605 for (j = 0; j < bank->num_slots; j++) {
1606 cfread_vector( &(bank->pnt[j]), fp );
1607 cfread_vector( &(bank->norm[j]), fp );
1613 char props[MAX_PROP_LEN];
1615 pm->n_docks = cfread_int(fp);
1616 pm->docking_bays = (dock_bay *)malloc(sizeof(dock_bay) * pm->n_docks);
1617 Assert( pm->docking_bays != NULL );
1619 for (i = 0; i < pm->n_docks; i++ ) {
1621 dock_bay *bay = &pm->docking_bays[i];
1623 cfread_string_len( props, MAX_PROP_LEN, fp );
1624 if ( (p = strstr(props, "$name"))!= NULL )
1625 get_user_prop_value(p+5, bay->name);
1627 sprintf(bay->name, "<unnamed bay %c>", 'A' + i);
1628 bay->num_spline_paths = cfread_int( fp );
1629 if ( bay->num_spline_paths > 0 ) {
1630 bay->splines = (int *)malloc(sizeof(int) * bay->num_spline_paths);
1631 for ( j = 0; j < bay->num_spline_paths; j++ )
1632 bay->splines[j] = cfread_int(fp);
1634 bay->splines = NULL;
1637 // determine what this docking bay can be used for
1638 if ( !strnicmp(bay->name, "cargo", 5) )
1639 bay->type_flags = DOCK_TYPE_CARGO;
1641 bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC);
1643 bay->num_slots = cfread_int(fp);
1644 Assert( bay->num_slots == 2 ); // Get Allender if Asserted!
1645 for (j = 0; j < bay->num_slots; j++) {
1646 cfread_vector( &(bay->pnt[j]), fp );
1647 cfread_vector( &(bay->norm[j]), fp );
1654 char props[MAX_PROP_LEN];
1655 pm->n_thrusters = cfread_int(fp);
1656 pm->thrusters = (thruster_bank *)malloc(sizeof(thruster_bank) * pm->n_thrusters);
1657 Assert( pm->thrusters != NULL );
1659 for (i = 0; i < pm->n_thrusters; i++ ) {
1660 thruster_bank *bank = &pm->thrusters[i];
1662 bank->num_slots = cfread_int(fp);
1664 if (pm->version < 2117) {
1665 bank->wash_info_index = -1;
1667 cfread_string_len( props, MAX_PROP_LEN, fp );
1668 // look for $engine_subsystem=xxx
1669 int length = strlen(props);
1671 int base_length = strlen("$engine_subsystem=");
1672 Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
1673 Assert( length > base_length );
1674 char *engine_subsys_name = props + base_length;
1675 if (engine_subsys_name[0] == '$') {
1676 engine_subsys_name++;
1679 nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
1681 // set wash_info_index to invalid
1682 int table_error = 1;
1683 bank->wash_info_index = -1;
1684 for (int k=0; k<n_subsystems; k++) {
1685 if ( 0 == stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
1686 bank->wash_info_index = subsystems[k].engine_wash_index;
1687 if (bank->wash_info_index >= 0) {
1694 if ( (bank->wash_info_index == -1) && (n_subsystems > 0) ) {
1696 Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename);
1698 Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename);
1702 bank->wash_info_index = -1;
1706 for (j = 0; j < bank->num_slots; j++) {
1708 cfread_vector( &(bank->pnt[j]), fp );
1709 cfread_vector( &(bank->norm[j]), fp );
1710 if ( pm->version > 2004 ) {
1711 bank->radius[j] = cfread_float( fp );
1712 //mprintf(( "Rad = %.2f\n", rad ));
1714 bank->radius[j] = 1.0f;
1717 //mprintf(( "Num slots = %d\n", bank->num_slots ));
1724 int n_banks, n_slots, parent;
1725 model_subsystem *subsystemp;
1728 n_banks = cfread_int(fp); // number of turret points
1729 for ( i = 0; i < n_banks; i++ ) {
1730 int physical_parent; // who are we attached to?
1731 parent = cfread_int( fp ); // get the turret parent of the object
1733 physical_parent = cfread_int(fp); // The parent subobj that this is physically attached to
1736 for ( snum = 0; snum < n_subsystems; snum++ ) {
1737 subsystemp = &subsystems[snum];
1739 if ( parent == subsystemp->subobj_num ) {
1740 cfread_vector( &subsystemp->turret_norm, fp );
1741 vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL);
1743 n_slots = cfread_int( fp );
1744 subsystemp->turret_gun_sobj = physical_parent;
1745 Assert(n_slots < MAX_TFP); // only MAX_TFP firing points per model_subsystem
1746 for (j = 0; j < n_slots; j++ ) {
1747 cfread_vector( &subsystemp->turret_firing_point[j], fp );
1749 Assert( n_slots > 0 );
1751 subsystemp->turret_num_firing_points = n_slots;
1760 if ( (n_subsystems == 0) || (snum == n_subsystems) ) {
1763 nprintf(("Warning", "Turret object not found for turret firing point in model %s\n", model_filename));
1764 cfread_vector( &bogus, fp );
1765 n_slots = cfread_int( fp );
1766 for (j = 0; j < n_slots; j++ )
1767 cfread_vector( &bogus, fp );
1774 char name[MAX_NAME_LEN], props[MAX_PROP_LEN], *p;
1779 n_specials = cfread_int(fp); // get the number of special subobjects we have
1780 for (i = 0; i < n_specials; i++) {
1782 // get the next free object of the subobject list. Flag error if no more room
1784 cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon
1786 cfread_string_len(props, MAX_PROP_LEN, fp); // will definately have properties as well!
1787 cfread_vector( &pnt, fp );
1788 radius = cfread_float( fp );
1791 p = strstr(name, "$split");
1793 pm->split_plane[pm->num_split_plane] = pnt.z;
1794 pm->num_split_plane++;
1795 Assert(pm->num_split_plane <= MAX_SPLIT_PLANE);
1796 } else if ( ( p = strstr(props, "$special"))!= NULL ) {
1799 get_user_prop_value(p+9, type);
1800 if ( !stricmp(type, "subsystem") ) // if we have a subsystem, put it into the list!
1801 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1802 } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){
1803 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1805 nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
1811 case ID_TXTR: { //Texture filename list
1813 // char name_buf[128];
1815 //mprintf(0,"Got chunk TXTR, len=%d\n",len);
1819 // Dont overwrite memory!!
1820 Assert(n <= MAX_MODEL_TEXTURES);
1821 //mprintf(0," num textures = %d\n",n);
1822 for (i=0; i<n; i++ ) {
1824 cfread_string_len(tmp_name,127,fp);
1826 if ( strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") ) {
1827 // Don't load textures for thruster animations or invisible textures
1828 pm->textures[i] = -1;
1830 pm->textures[i] = bm_load( tmp_name );
1831 if (pm->textures[i]<0) {
1832 Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename );
1835 pm->original_textures[i] = pm->textures[i];
1836 //mprintf(0,"<%s>\n",name_buf);
1842 /* case ID_IDTA: //Interpreter data
1843 //mprintf(0,"Got chunk IDTA, len=%d\n",len);
1845 pm->model_data = (ubyte *)malloc(len);
1846 pm->model_data_size = len;
1847 Assert(pm->model_data != NULL );
1849 cfread(pm->model_data,1,len,fp);
1854 case ID_INFO: // don't need to do anything with info stuff
1857 pm->debug_info_size = len;
1858 pm->debug_info = (char *)malloc(pm->debug_info_size+1);
1859 Assert(pm->debug_info!=NULL);
1860 memset(pm->debug_info,0,len+1);
1861 cfread( pm->debug_info, 1, len, fp );
1869 pm->n_paths = cfread_int( fp );
1870 pm->paths = (model_path *)malloc(sizeof(model_path)*pm->n_paths);
1871 Assert( pm->paths != NULL );
1873 for (i=0; i<pm->n_paths; i++ ) {
1874 cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
1875 if ( pm->version >= 2002 ) {
1876 // store the sub_model name number of the parent
1877 cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
1878 // get rid of leading '$' char in name
1879 if ( pm->paths[i].parent_name[0] == '$' ) {
1880 char tmpbuf[MAX_NAME_LEN];
1881 strcpy(tmpbuf, pm->paths[i].parent_name+1);
1882 strcpy(pm->paths[i].parent_name, tmpbuf);
1884 // store the sub_model index (ie index into pm->submodel) of the parent
1885 pm->paths[i].parent_submodel = -1;
1886 for ( j = 0; j < pm->n_models; j++ ) {
1887 if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) {
1888 pm->paths[i].parent_submodel = j;
1892 pm->paths[i].parent_name[0] = 0;
1893 pm->paths[i].parent_submodel = -1;
1895 pm->paths[i].nverts = cfread_int( fp );
1896 pm->paths[i].verts = (mp_vert *)malloc( sizeof(mp_vert) * pm->paths[i].nverts );
1897 pm->paths[i].goal = pm->paths[i].nverts - 1;
1898 pm->paths[i].type = MP_TYPE_UNUSED;
1899 pm->paths[i].value = 0;
1900 Assert(pm->paths[i].verts!=NULL);
1901 for (j=0; j<pm->paths[i].nverts; j++ ) {
1902 cfread_vector(&pm->paths[i].verts[j].pos,fp );
1903 pm->paths[i].verts[j].radius = cfread_float( fp );
1905 { // version 1802 added turret stuff
1908 nturrets = cfread_int( fp );
1909 pm->paths[i].verts[j].nturrets = nturrets;
1910 pm->paths[i].verts[j].turret_ids = (int *)malloc( sizeof(int) * nturrets );
1911 for ( k = 0; k < nturrets; k++ )
1912 pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp );
1919 case ID_EYE: // an eye position(s)
1923 // all eyes points are stored simply as vectors and their normals.
1924 // 0th element is used as usual player view position.
1926 num_eyes = cfread_int( fp );
1927 pm->n_view_positions = num_eyes;
1928 Assert ( num_eyes < MAX_EYES );
1929 for (i = 0; i < num_eyes; i++ ) {
1930 pm->view_positions[i].parent = cfread_int( fp );
1931 cfread_vector( &pm->view_positions[i].pnt, fp );
1932 cfread_vector( &pm->view_positions[i].norm, fp );
1938 int num_ins, num_verts, num_faces, idx, idx2, idx3;
1940 // get the # of insignias
1941 num_ins = cfread_int(fp);
1942 pm->num_ins = num_ins;
1944 // read in the insignias
1945 for(idx=0; idx<num_ins; idx++){
1946 // get the detail level
1947 pm->ins[idx].detail_level = cfread_int(fp);
1950 num_faces = cfread_int(fp);
1951 pm->ins[idx].num_faces = num_faces;
1952 Assert(num_faces <= MAX_INS_FACES);
1955 num_verts = cfread_int(fp);
1956 Assert(num_verts <= MAX_INS_VECS);
1958 // read in all the vertices
1959 for(idx2=0; idx2<num_verts; idx2++){
1960 cfread_vector(&pm->ins[idx].vecs[idx2], fp);
1963 // read in world offset
1964 cfread_vector(&pm->ins[idx].offset, fp);
1966 // read in all the faces
1967 for(idx2=0; idx2<pm->ins[idx].num_faces; idx2++){
1968 // read in 3 vertices
1969 for(idx3=0; idx3<3; idx3++){
1970 pm->ins[idx].faces[idx2][idx3] = cfread_int(fp);
1971 pm->ins[idx].u[idx2][idx3] = cfread_float(fp);
1972 pm->ins[idx].v[idx2][idx3] = cfread_float(fp);
1978 // autocentering info
1980 cfread_vector(&pm->autocenter, fp);
1981 pm->flags |= PM_FLAG_AUTOCEN;
1985 mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1986 cfseek(fp,len,SEEK_CUR);
1990 cfseek(fp,next_chunk,SEEK_SET);
1992 id = cfread_int(fp);
1993 len = cfread_int(fp);
1994 next_chunk = cftell(fp) + len;
2003 ss_fp = cfopen(debug_name, "rb");
2005 size = cfilelength(ss_fp);
2008 _unlink(debug_name);
2015 // mprintf(("Done processing chunks\n"));
2021 //returns the number of this model
2022 int model_load(char *filename, int n_subsystems, model_subsystem *subsystems)
2024 int i, num, arc_idx;
2026 if ( !model_initted )
2029 // int Model_ram = 0;
2032 int ram_before = TotalRam;
2035 //Assert(strlen(filename) <= 12);
2039 for (i=0; i< MAX_POLYGON_MODELS; i++) {
2040 if ( Polygon_models[i] ) {
2041 if (!stricmp(filename, Polygon_models[i]->filename)) {
2042 // Model already loaded; just return.
2043 return Polygon_models[i]->id;
2045 } else if ( num == -1 ) {
2046 // This is the first empty slot
2053 Error( LOCATION, "Too many models" );
2057 mprintf(( "Loading model '%s'\n", filename ));
2059 polymodel * pm = (polymodel *)malloc( sizeof(polymodel) );
2061 Polygon_models[num] = pm;
2063 memset(pm, 0, sizeof(polymodel));
2068 int org_sig = Model_signature;
2069 Model_signature+=MAX_POLYGON_MODELS;
2070 if ( Model_signature < org_sig ) {
2071 Model_signature = 0;
2073 Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 );
2074 pm->id = Model_signature + num;
2076 if (!read_model_file(pm, filename, n_subsystems, subsystems)) {
2080 //mprintf(( "Loading model '%s'\n", filename ));
2083 //=============================
2084 // Find the destroyed replacement models
2086 // Set up the default values
2087 for (i=0; i<pm->n_models; i++ ) {
2088 pm->submodel[i].my_replacement = -1; // assume nothing replaces this
2089 pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything
2092 // Search for models that have destroyed versions
2093 for (i=0; i<pm->n_models; i++ ) {
2095 char destroyed_name[128];
2097 strcpy( destroyed_name, pm->submodel[i].name );
2098 strcat( destroyed_name, "-destroyed" );
2099 for (j=0; j<pm->n_models; j++ ) {
2100 if ( !stricmp( pm->submodel[j].name, destroyed_name )) {
2101 // mprintf(( "Found destroyed model for '%s'\n", pm->submodel[i].name ));
2102 pm->submodel[i].my_replacement = j;
2103 pm->submodel[j].i_replace = i;
2107 // Search for models with live debris
2108 // This debris comes from a destroyed subsystem when ship is still alive
2109 char live_debris_name[128];
2111 strcpy( live_debris_name, "debris-" );
2112 strcat( live_debris_name, pm->submodel[i].name );
2115 pm->submodel[i].num_live_debris = 0;
2116 for (j=0; j<pm->n_models; j++ ) {
2117 // check if current model name is substring of destroyed
2118 if ( strstr( pm->submodel[j].name, live_debris_name )) {
2119 mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name ));
2120 Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS);
2121 pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j;
2122 pm->submodel[j].is_live_debris = 1;
2128 create_family_tree(pm);
2129 // dump_object_tree(pm);
2131 //==============================
2132 // Find all the lower detail versions of the hires model
2133 for (i=0; i<pm->n_models; i++ ) {
2135 bsp_info * sm1 = &pm->submodel[i];
2137 // set all arc types to be default
2138 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2139 sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2142 sm1->num_details = 0;
2143 l1 = strlen(sm1->name);
2145 for (j=0; j<pm->num_debris_objects;j++ ) {
2146 if ( i == pm->debris_objects[j] ) {
2147 sm1->is_damaged = 1;
2152 for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
2153 sm1->details[j] = -1;
2156 for (j=0; j<pm->n_models; j++ ) {
2158 bsp_info * sm2 = &pm->submodel[j];
2160 if ( i==j ) continue;
2162 // set all arc types to be default
2163 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2164 sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2167 // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list
2168 if ((int)strlen(sm2->name)!=l1) continue;
2172 for ( k=0; k<l1; k++) {
2173 if (sm1->name[k] != sm2->name[k] ) {
2174 if (ndiff==0) first_diff = k;
2178 if (ndiff==1) { // They only differ by one character!
2180 dl1 = tolower(sm1->name[first_diff]) - 'a';
2181 dl2 = tolower(sm2->name[first_diff]) - 'a';
2183 if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels
2186 dl2--; // Start from 1 up...
2187 if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1;
2188 sm1->details[dl2] = j;
2189 //mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2, sm1->name ));
2194 for (j=0; j<sm1->num_details; j++ ) {
2195 if ( sm1->details[j] == -1 ) {
2196 Warning( LOCATION, "Model '%s' could find all detail levels for submodel '%s'", pm->filename, sm1->name );
2197 sm1->num_details = 0;
2204 model_octant_create( pm );
2206 // Find the core_radius... the minimum of
2208 rx = fl_abs( pm->submodel[pm->detail[0]].max.x - pm->submodel[pm->detail[0]].min.x );
2209 ry = fl_abs( pm->submodel[pm->detail[0]].max.y - pm->submodel[pm->detail[0]].min.y );
2210 rz = fl_abs( pm->submodel[pm->detail[0]].max.z - pm->submodel[pm->detail[0]].min.z );
2212 pm->core_radius = min( rx, min(ry, rz) ) / 2.0f;
2214 for (i=0; i<pm->n_view_positions; i++ ) {
2215 if ( pm->view_positions[i].parent == pm->detail[0] ) {
2216 float d = vm_vec_mag( &pm->view_positions[i].pnt );
2218 d += 0.1f; // Make the eye 1/10th of a meter inside the sphere.
2220 if ( d > pm->core_radius ) {
2221 //mprintf(( "Model %s core radius increased from %.1f to %.1f to fit eye\n", pm->filename, pm->core_radius, d ));
2222 pm->core_radius = d;
2228 int ram_after = TotalRam;
2230 pm->ram_used = ram_after - ram_before;
2231 Model_ram += pm->ram_used;
2232 //mprintf(( "Model RAM = %d KB\n", Model_ram ));
2238 // Get "parent" submodel for live debris submodel
2239 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num )
2241 polymodel *pm = model_get(model_num);
2243 Assert(pm->submodel[live_debris_model_num].is_live_debris == 1);
2248 // Start with the high level of detail hull
2249 // Check all its children until we find the submodel to which the live debris belongs
2250 child = &pm->submodel[pm->detail[0]];
2251 mn = child->first_child;
2254 child = &pm->submodel[mn];
2256 if (child->num_live_debris > 0) {
2257 // check all live debris submodels for the current child
2258 for (int idx=0; idx<child->num_live_debris; idx++) {
2259 if (child->live_debris[idx] == live_debris_model_num) {
2263 // DKA 5/26/99: can multiple live debris subsystems with each ship
2264 // NO LONGER TRUE Can only be 1 submodel with live debris
2265 // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error");
2269 mn = child->next_sibling;
2271 Error( LOCATION, "Could not find parent submodel for live debris");
2276 float model_get_radius( int modelnum )
2280 pm = model_get(modelnum);
2285 float model_get_core_radius( int modelnum )
2289 pm = model_get(modelnum);
2291 return pm->core_radius;
2294 float submodel_get_radius( int modelnum, int submodelnum )
2298 pm = model_get(modelnum);
2300 return pm->submodel[submodelnum].rad;
2305 polymodel * model_get(int model_num)
2307 Assert( model_num > -1 );
2309 int num = model_num % MAX_POLYGON_MODELS;
2312 Assert( num < MAX_POLYGON_MODELS );
2313 Assert( Polygon_models[num]->id == model_num );
2315 return Polygon_models[num];
2320 // Finds the 3d bounding box of a model. If submodel_num is -1,
2321 // then it starts from the root object. If inc_children is non-zero,
2322 // then this will recurse and find the bounding box for all children
2324 void model_find_bound_box_3d(int model_num,int submodel_num, int inc_children, matrix *orient, vector * pos, vector * box )
2327 vector to_root_xlat;
2328 matrix to_root_rotate;
2329 int n_steps, steps[16];
2332 if ( (model_num < 0) || (model_num >= N_polygon_models) ) return;
2334 pm = &Polygon_models[model_num];
2336 if ( submodel_num < 0 ) submodel_num = pm->detail[0];
2338 // traverse up the model tree to a root object.
2339 // Store this path in n_steps,
2341 tmp_sobj = submodel_num;
2342 while( tmp_sobj > -1 ) {
2343 steps[n_steps++] = tmp_sobj;
2344 tmp_sobj = pm->submodel[tmp_sobj].parent;
2349 // vm_copy_transpose_matrix(&to_world_rotate, orient );
2350 // to_world_xlat = *pos;
2357 // Returns zero is x1,y1,x2,y2 are valid
2358 // returns 1 for invalid model, 2 for point offscreen.
2359 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2360 int model_find_2d_bound_min(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2364 int i, x,y,min_x, min_y, max_x, max_y;
2367 po = model_get(model_num);
2369 g3_start_instance_matrix(pos,orient);
2373 int hull = po->detail[0];
2375 min_x = min_y = max_x = max_y = 0;
2377 for (i=0; i<8; i++ ) {
2381 flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]);
2382 if ( !(flags&CC_BEHIND) ) {
2383 g3_project_vertex(&pt);
2385 if (!(pt.flags & PF_OVERFLOW)) {
2388 if ( n_valid_pts == 0 ) {
2394 if ( x < min_x ) min_x = x;
2395 if ( y < min_y ) min_y = y;
2397 if ( x > max_x ) max_x = x;
2398 if ( y > max_y ) max_y = y;
2405 if ( n_valid_pts < 8 ) {
2409 if (x1) *x1 = min_x;
2410 if (y1) *y1 = min_y;
2412 if (x2) *x2 = max_x;
2413 if (y2) *y2 = max_y;
2421 // Returns zero is x1,y1,x2,y2 are valid
2422 // returns 1 for invalid model, 2 for point offscreen.
2423 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2424 int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2428 int i, x,y,min_x, min_y, max_x, max_y;
2431 po = model_get(model_num);
2432 if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1;
2433 sm = &po->submodel[submodel];
2435 g3_start_instance_matrix(pos,orient);
2439 min_x = min_y = max_x = max_y = 0;
2441 for (i=0; i<8; i++ ) {
2445 flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]);
2446 if ( !(flags&CC_BEHIND) ) {
2447 g3_project_vertex(&pt);
2449 if (!(pt.flags & PF_OVERFLOW)) {
2452 if ( n_valid_pts == 0 ) {
2458 if ( x < min_x ) min_x = x;
2459 if ( y < min_y ) min_y = y;
2461 if ( x > max_x ) max_x = x;
2462 if ( y > max_y ) max_y = y;
2469 if ( n_valid_pts == 0 ) {
2473 if (x1) *x1 = min_x;
2474 if (y1) *y1 = min_y;
2476 if (x2) *x2 = max_x;
2477 if (y2) *y2 = max_y;
2485 // Returns zero is x1,y1,x2,y2 are valid
2486 // returns 1 for invalid model, 2 for point offscreen.
2487 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2488 int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2495 po = model_get(model_num);
2496 float width = po->rad;
2497 float height = po->rad;
2499 flags = g3_rotate_vertex(&pnt,pos);
2501 if ( pnt.flags & CC_BEHIND )
2504 if (!(pnt.flags&PF_PROJECTED))
2505 g3_project_vertex(&pnt);
2507 if (pnt.flags & PF_OVERFLOW)
2510 t = (width * Canv_w2)/pnt.z;
2511 w = t*Matrix_scale.x;
2513 t = (height*Canv_h2)/pnt.z;
2514 h = t*Matrix_scale.y;
2516 if (x1) *x1 = fl2i(pnt.sx - w);
2517 if (y1) *y1 = fl2i(pnt.sy - h);
2519 if (x2) *x2 = fl2i(pnt.sx + w);
2520 if (y2) *y2 = fl2i(pnt.sy + h);
2525 // Returns zero is x1,y1,x2,y2 are valid
2526 // returns 2 for point offscreen.
2527 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2528 int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2534 float width = radius;
2535 float height = radius;
2537 flags = g3_rotate_vertex(&pnt,pos);
2539 if ( pnt.flags & CC_BEHIND )
2542 if (!(pnt.flags&PF_PROJECTED))
2543 g3_project_vertex(&pnt);
2545 if (pnt.flags & PF_OVERFLOW)
2548 t = (width * Canv_w2)/pnt.z;
2549 w = t*Matrix_scale.x;
2551 t = (height*Canv_h2)/pnt.z;
2552 h = t*Matrix_scale.y;
2554 if (x1) *x1 = fl2i(pnt.sx - w);
2555 if (y1) *y1 = fl2i(pnt.sy - h);
2557 if (x2) *x2 = fl2i(pnt.sx + w);
2558 if (y2) *y2 = fl2i(pnt.sy + h);
2564 // Given a vector that is in sub_model_num's frame of
2565 // reference, and given the object's orient and position,
2566 // return the vector in the model's frame of reference.
2567 void model_find_obj_dir(vector *w_vec, vector *m_vec, object *ship_obj, int sub_model_num)
2573 Assert(ship_obj->type == OBJ_SHIP);
2575 polymodel *pm = model_get(Ships[ship_obj->instance].modelnum);
2579 // instance up the tree for this point
2580 while ((mn>-1) && (pm->submodel[mn].parent > -1)) {
2582 vm_angles_2_matrix(&m, &pm->submodel[mn].angs);
2583 vm_vec_unrotate(&tvec, &vec, &m);
2586 mn = pm->submodel[mn].parent;
2589 // now instance for the entire object
2590 vm_vec_unrotate(w_vec, &vec, &ship_obj->orient);
2594 // Given a point (pnt) that is in sub_model_num's frame of
2595 // reference, return the point in in the object's frame of reference
2596 void model_rot_sub_into_obj(vector * outpnt, vector *mpnt,polymodel *pm, int sub_model_num)
2606 //instance up the tree for this point
2607 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2609 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2610 vm_transpose_matrix(&m);
2611 vm_vec_rotate(&tpnt,&pnt,&m);
2613 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2615 mn = pm->submodel[mn].parent;
2618 //now instance for the entire object
2623 // Given a rotating submodel, find the ship and world axes or rotatation.
2624 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj)
2626 polymodel *pm = model_get(modelnum);
2628 bsp_info *sm = &pm->submodel[submodel_num];
2629 Assert(sm->movement_type == MOVEMENT_TYPE_ROT);
2631 if (sm->movement_axis == MOVEMENT_AXIS_X) {
2632 vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f);
2633 } else if (sm->movement_axis == MOVEMENT_AXIS_Y) {
2634 vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f);
2636 Assert(sm->movement_axis == MOVEMENT_AXIS_Z);
2637 vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f);
2640 model_find_obj_dir(world_axis, model_axis, obj, submodel_num);
2644 // Does stepped rotation of a submodel
2646 #pragma warning ( push )
2647 #pragma warning (disable : 4701)
2649 void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
2651 Assert(psub->flags & MSS_FLAG_STEPPED_ROTATE);
2653 if ( psub->subobj_num < 0 ) return;
2655 polymodel *pm = model_get(psub->model_num);
2656 bsp_info *sm = &pm->submodel[psub->subobj_num];
2658 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2660 // get active rotation time this frame
2661 int end_stamp = timestamp();
2662 float rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
2663 Assert(rotation_time >= 0);
2666 sii->prev_angs = sii->angs;
2668 // float pointer into struct to get angle (either p,b,h)
2669 float *ang_prev, *ang_next;
2670 switch( sm->movement_axis ) {
2671 case MOVEMENT_AXIS_X:
2672 ang_prev = &sii->prev_angs.p;
2673 ang_next = &sii->angs.p;
2676 case MOVEMENT_AXIS_Y:
2677 ang_prev = &sii->prev_angs.h;
2678 ang_next = &sii->angs.h;
2681 case MOVEMENT_AXIS_Z:
2682 ang_prev = &sii->prev_angs.b;
2683 ang_next = &sii->angs.b;
2687 // angular displacement of one step
2688 float step_size = (PI2 / psub->stepped_rotation->num_steps);
2690 // get time to complete one step, including pause
2691 float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause;
2693 // cur_step is step number relative to zero (0 - num_steps)
2694 // step_offset_time is TIME into current step
2695 float step_offset_time = (float)fmod(rotation_time, step_time);
2696 // subtract off fractional step part, round up (ie, 1.999999 -> 2)
2697 int cur_step = int( ((rotation_time - step_offset_time) / step_time) + 0.5f);
2698 // mprintf(("cur step %d\n", cur_step));
2699 // Assert(step_offset_time >= 0);
2701 if (cur_step >= psub->stepped_rotation->num_steps) {
2702 // I don;t know why, but removing this line makes it all good.
2703 // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f);
2705 // reset cur_step (use mod to handle physics/ai pause)
2706 cur_step = cur_step % psub->stepped_rotation->num_steps;
2710 *ang_next = cur_step * step_size;
2712 // determine which phase of rotation we're in
2713 float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit;
2714 float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction);
2715 float pause_start_time = psub->stepped_rotation->t_transit;
2717 float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time;
2719 if (step_offset_time < coast_start_time) {
2721 float accel_time = step_offset_time;
2722 *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time;
2723 sii->cur_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time;
2724 } else if (step_offset_time < decel_start_time) {
2726 float coast_time = step_offset_time - coast_start_time;
2727 *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time;
2728 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate;
2729 } else if (step_offset_time < pause_start_time) {
2731 float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time;
2732 *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause);
2733 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
2736 *ang_next += step_size;
2737 sii->cur_turn_rate = 0.0f;
2741 #pragma warning ( pop )
2744 // Rotates the angle of a submodel. Use this so the right unlocked axis
2746 void submodel_rotate(model_subsystem *psub, submodel_instance_info *sii)
2750 if ( psub->subobj_num < 0 ) return;
2752 polymodel *pm = model_get(psub->model_num);
2753 sm = &pm->submodel[psub->subobj_num];
2755 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2758 sii->prev_angs = sii->angs;
2760 // probably send in a calculated desired turn rate
2761 float diff = sii->desired_turn_rate - sii->cur_turn_rate;
2763 float final_turn_rate;
2765 final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
2766 if (final_turn_rate > sii->desired_turn_rate) {
2767 final_turn_rate = sii->desired_turn_rate;
2769 } else if (diff < 0) {
2770 final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
2771 if (final_turn_rate < sii->desired_turn_rate) {
2772 final_turn_rate = sii->desired_turn_rate;
2775 final_turn_rate = sii->desired_turn_rate;
2778 float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
2779 sii->cur_turn_rate = final_turn_rate;
2782 //float delta = psub->turn_rate * flFrametime;
2784 switch( sm->movement_axis ) {
2785 case MOVEMENT_AXIS_X:
2786 sii->angs.p += delta;
2787 if (sii->angs.p > PI2 )
2789 else if (sii->angs.p < 0.0f )
2792 case MOVEMENT_AXIS_Y:
2793 sii->angs.h += delta;
2794 if (sii->angs.h > PI2 )
2796 else if (sii->angs.h < 0.0f )
2799 case MOVEMENT_AXIS_Z:
2800 sii->angs.b += delta;
2801 if (sii->angs.b > PI2 )
2803 else if (sii->angs.b < 0.0f )
2810 //=========================================================================
2811 // Make a turret's correct orientation matrix. This should be done when
2812 // the model is read, but I wasn't sure at what point all the data that I
2813 // needed was read, so I just check a flag and call this routine when
2814 // I determine I need the correct matrix. In this code, you can't use
2815 // vm_vec_2_matrix or anything, since these turrets could be either
2816 // right handed or left handed.
2817 void model_make_turrent_matrix(int model_num, model_subsystem * turret )
2820 vector fvec, uvec, rvec;
2822 pm = model_get(model_num);
2823 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2824 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2827 model_clear_instance(model_num);
2828 model_find_world_dir(&fvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2830 sm_parent->angs.h = -PI/2.0f;
2831 sm->angs.p = -PI/2.0f;
2832 model_find_world_dir(&rvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2834 sm_parent->angs.h = 0.0f;
2835 sm->angs.p = -PI/2.0f;
2836 model_find_world_dir(&uvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2838 vm_vec_normalize(&fvec);
2839 vm_vec_normalize(&rvec);
2840 vm_vec_normalize(&uvec);
2842 turret->turret_matrix.fvec = fvec;
2843 turret->turret_matrix.rvec = rvec;
2844 turret->turret_matrix.uvec = uvec;
2846 // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL);
2848 // HACK!! WARNING!!!
2849 // I'm doing nothing to verify that this matrix is orthogonal!!
2850 // In other words, there's no guarantee that the vectors are 90 degrees
2852 // I'm not doing this because I don't know how to do it without ruining
2853 // the handedness of the matrix... however, I'm not too worried about
2854 // this because I am creating these 3 vectors by making them 90 degrees
2855 // apart, so this should be close enough. I think this will start
2856 // causing weird errors when we view from turrets. -John
2857 turret->flags |= MSS_FLAG_TURRET_MATRIX;
2860 // Tries to move joints so that the turrent points to the point dst.
2861 // turret1 is the angles of the turret, turret2 is the angles of the gun from turret
2862 // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI)
2863 int model_rotate_gun(int model_num, model_subsystem *turret, matrix *orient, angles *turret1, angles *turret2, vector *pos, vector *dst)
2867 pm = model_get(model_num);
2868 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2869 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2871 // Check for a valid turret
2872 Assert( turret->turret_num_firing_points > 0 );
2875 if ( sm_parent == sm ) {
2879 // Build the correct turret matrix if there isn't already one
2880 if ( !(turret->flags & MSS_FLAG_TURRET_MATRIX) )
2881 model_make_turrent_matrix(model_num, turret );
2883 Assert( turret->flags & MSS_FLAG_TURRET_MATRIX);
2884 // Assert( sm->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch
2885 // Assert( sm_parent->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading
2887 //======================================================
2888 // DEBUG code to draw the normal out of this gun and a circle
2889 // at the gun point.
2894 vertex dpnt1, dpnt2;
2896 model_clear_instance(model_num);
2897 sm->angs.p = turret2->p;
2898 sm_parent->angs.h = turret1->h;
2900 model_find_world_point(&tmp, &vmd_zero_vector, model_num, turret->turret_gun_sobj, orient, pos );
2901 gr_set_color(255,0,0);
2902 g3_rotate_vertex( &dpnt1, &tmp );
2904 gr_set_color(255,0,0);
2905 g3_draw_sphere(&dpnt1,1.0f);
2907 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.fvec, 10.0f );
2908 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2909 g3_rotate_vertex( &dpnt2, &tmp );
2911 gr_set_color(0,255,0);
2912 g3_draw_line(&dpnt1,&dpnt2);
2913 gr_set_color(0,128,0);
2914 g3_draw_sphere(&dpnt2,0.2f);
2916 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.rvec, 10.0f );
2917 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2918 g3_rotate_vertex( &dpnt2, &tmp );
2920 gr_set_color(0,0,255);
2921 g3_draw_line(&dpnt1,&dpnt2);
2923 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.uvec, 10.0f );
2924 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2925 g3_rotate_vertex( &dpnt2, &tmp );
2927 gr_set_color(255,0,0);
2928 g3_draw_line(&dpnt1,&dpnt2);
2933 // rotate the dest point into the turret gun normal's frame of
2934 // reference, but not using the turret's angles.
2935 // Call this vector of_dst
2937 matrix world_to_turret_matrix; // converts world coordinates to turret's FOR
2938 vector world_to_turret_translate; // converts world coordinates to turret's FOR
2941 vm_vec_unrotate( &tempv, &sm_parent->offset, orient);
2942 vm_vec_add( &world_to_turret_translate, pos, &tempv );
2944 vm_matrix_x_matrix( &world_to_turret_matrix, orient, &turret->turret_matrix );
2946 vm_vec_sub( &tempv, dst, &world_to_turret_translate );
2947 vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix );
2949 vm_vec_normalize(&of_dst);
2952 // Find the heading and pitch that the gun needs to turn to
2953 // by extracting them from the of_dst vector.
2954 // Call this the desired_angles
2955 angles desired_angles;
2957 desired_angles.p = (float)acos(of_dst.z);
2958 desired_angles.h = PI - atan2_safe(of_dst.x, of_dst.y);
2959 desired_angles.b = 0.0f;
2961 // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.z, desired_angles.p ));
2964 // Gradually turn the turret towards the desired angles
2965 float step_size = turret->turret_turning_rate * flFrametime;
2967 vm_interp_angle(&turret1->h,desired_angles.h,step_size);
2968 vm_interp_angle(&turret2->p,desired_angles.p,step_size);
2970 // turret1->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) );
2971 // turret2->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) );
2978 // Given a point (pnt) that is in sub_model_num's frame of
2979 // reference, and given the object's orient and position,
2980 // return the point in 3-space in outpnt.
2981 void model_find_world_point(vector * outpnt, vector *mpnt,int model_num,int sub_model_num, matrix * objorient, vector * objpos )
2987 polymodel *pm = model_get(model_num);
2992 //instance up the tree for this point
2993 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2995 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2996 vm_vec_unrotate(&tpnt,&pnt,&m);
2998 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
3000 mn = pm->submodel[mn].parent;
3003 //now instance for the entire object
3004 vm_vec_unrotate(outpnt,&pnt,objorient);
3005 vm_vec_add2(outpnt,objpos);
3008 // Given a point in the world RF, find the corresponding point in the model RF.
3009 // This is special purpose code, specific for model collision.
3010 // NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
3012 // out - point in model RF
3013 // world_pt - point in world RF
3014 // pm - polygon model
3015 // submodel_num - submodel in whose RF we're trying to find the corresponding world point
3016 // orient - orient matrix of ship
3017 // pos - pos vector of ship
3018 void world_find_model_point(vector *out, vector *world_pt, polymodel *pm, int submodel_num, matrix *orient, vector *pos)
3020 Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) );
3022 vector tempv1, tempv2;
3026 vm_vec_sub(&tempv1, world_pt, pos);
3027 vm_vec_rotate(&tempv2, &tempv1, orient);
3029 if (pm->submodel[submodel_num].parent == -1) {
3034 // put into submodel RF
3035 vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset);
3036 vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs);
3037 vm_vec_rotate(out, &tempv2, &m);
3040 // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle
3041 int rotating_submodel_has_ship_subsys(int submodel, ship *shipp)
3043 model_subsystem *psub;
3048 // Go through all subsystems and look for submodel
3049 // the subsystems that need it.
3050 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
3051 psub = pss->system_info;
3052 if (psub->subobj_num == submodel) {
3061 void model_get_rotating_submodel_list(int *submodel_list, int *num_rotating_submodels, object *objp)
3063 Assert(objp->type == OBJ_SHIP);
3065 // Check if not currently rotating - then treat as part of superstructure.
3066 int modelnum = Ships[objp->instance].modelnum;
3067 polymodel *pm = model_get(modelnum);
3068 bsp_info *child_submodel;
3070 *num_rotating_submodels = 0;
3071 child_submodel = &pm->submodel[pm->detail[0]];
3073 int i = child_submodel->first_child;
3075 child_submodel = &pm->submodel[i];
3077 // Don't check it or its children if it is destroyed or it is a replacement (non-moving)
3078 if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {
3080 // Only look for submodels that rotate
3081 if (child_submodel->movement_type == MOVEMENT_TYPE_ROT) {
3083 // find ship subsys and check submodel rotation is less than max allowed.
3084 ship *pship = &Ships[objp->instance];
3085 ship_subsys *subsys;
3087 for ( subsys = GET_FIRST(&pship->subsys_list); subsys !=END_OF_LIST(&pship->subsys_list); subsys = GET_NEXT(subsys) ) {
3088 Assert(subsys->system_info->model_num == modelnum);
3089 if (i == subsys->system_info->subobj_num) {
3090 // found the correct subsystem - now check delta rotation angle not too large
3091 float delta_angle = get_submodel_delta_angle(&subsys->submodel_info_1);
3092 if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) {
3093 Assert(*num_rotating_submodels < MAX_ROTATING_SUBMODELS-1);
3094 submodel_list[(*num_rotating_submodels)++] = i;
3101 i = child_submodel->next_sibling;
3105 //#define MODEL_CHECK
3107 ship *pship = &Ships[objp->instance];
3108 for (int idx=0; idx<*num_rotating_submodels; idx++) {
3109 int valid = rotating_submodel_has_ship_subsys(submodel_list[idx], pship);
3113 Warning( LOCATION, "Ship %s has rotating submodel [%s] without ship subsystem\n", pship->ship_name, pm->submodel[submodel_list[idx]].name );
3114 pm->submodel[submodel_list[idx]].movement_type &= ~MOVEMENT_TYPE_ROT;
3115 *num_rotating_submodels = 0;
3123 // Given a direction (pnt) that is in sub_model_num's frame of
3124 // reference, and given the object's orient and position,
3125 // return the point in 3-space in outpnt.
3126 void model_find_world_dir(vector * out_dir, vector *in_dir,int model_num, int sub_model_num, matrix * objorient, vector * objpos )
3132 polymodel *pm = model_get(model_num);
3137 //instance up the tree for this point
3138 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3140 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3141 vm_vec_unrotate(&tpnt,&pnt,&m);
3144 mn = pm->submodel[mn].parent;
3147 //now instance for the entire object
3148 vm_vec_unrotate(out_dir,&pnt,objorient);
3153 // Clears all the submodel instances stored in a model to their defaults.
3154 void model_clear_instance(int model_num)
3159 pm = model_get(model_num);
3161 // reset textures to original ones
3162 for (i=0; i<pm->n_textures; i++ ) {
3163 pm->textures[i] = pm->original_textures[i];
3166 for (i=0; i<pm->n_models; i++ ) {
3167 bsp_info *sm = &pm->submodel[i];
3169 if ( pm->submodel[i].is_damaged ) {
3178 // set pointer to other ship subsystem info [turn rate, accel, moment, axis, ...]
3181 sm->num_arcs = 0; // Turn off any electric arcing effects
3184 for (i=0; i<pm->num_lights; i++ ) {
3185 pm->lights[i].value = 0.0f;
3188 interp_clear_instance();
3190 // if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
3191 // if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
3192 // if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
3193 // if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
3194 // if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
3195 // if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
3200 // initialization during ship set
3201 void model_clear_instance_info( submodel_instance_info * sii )
3207 sii->prev_angs.p = 0.0f;
3208 sii->prev_angs.b = 0.0f;
3209 sii->prev_angs.h = 0.0f;
3211 sii->cur_turn_rate = 0.0f;
3212 sii->desired_turn_rate = 0.0f;
3213 sii->turn_accel = 0.0f;
3216 // initialization during ship set
3217 void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
3223 sii->prev_angs.p = 0.0f;
3224 sii->prev_angs.b = 0.0f;
3225 sii->prev_angs.h = 0.0f;
3227 sii->cur_turn_rate = turn_rate * 0.0f;
3228 sii->desired_turn_rate = turn_rate;
3229 sii->turn_accel = turn_accel;
3231 sii->step_zero_timestamp = timestamp();
3236 // Sets the submodel instance data in a submodel (for all detail levels)
3237 void model_set_instance(int model_num, int sub_model_num, submodel_instance_info * sii)
3242 pm = model_get(model_num);
3244 Assert( sub_model_num >= 0 );
3245 Assert( sub_model_num < pm->n_models );
3247 if ( sub_model_num < 0 ) return;
3248 if ( sub_model_num >= pm->n_models ) return;
3249 bsp_info *sm = &pm->submodel[sub_model_num];
3251 // Set the "blown out" flags
3252 sm->blown_off = sii->blown_off;
3254 if ( sm->blown_off ) {
3255 if ( sm->my_replacement > -1 ) {
3256 pm->submodel[sm->my_replacement].blown_off = 0;
3257 pm->submodel[sm->my_replacement].angs = sii->angs;
3258 pm->submodel[sm->my_replacement].sii = sii;
3261 if ( sm->my_replacement > -1 ) {
3262 pm->submodel[sm->my_replacement].blown_off = 1;
3267 sm->angs = sii->angs;
3270 // For all the detail levels of this submodel, set them also.
3271 for (i=0; i<sm->num_details; i++ ) {
3272 model_set_instance(model_num, sm->details[i], sii );
3277 // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity
3278 void model_init_submodel_axis_pt(submodel_instance_info *sii, int model_num, int submodel_num)
3281 vector *mpoint1, *mpoint2;
3282 vector p1, v1, p2, v2, int1;
3284 polymodel *pm = model_get(model_num);
3285 Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT);
3291 // find 2 fixed points in submodel RF
3292 // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the
3293 // two lines to find a point on the axis
3294 if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) {
3295 axis = vmd_x_vector;
3296 mpoint1 = &vmd_y_vector;
3297 mpoint2 = &vmd_z_vector;
3298 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) {
3299 mpoint1 = &vmd_x_vector;
3300 axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z
3301 mpoint2 = &vmd_z_vector;
3302 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) {
3303 mpoint1 = &vmd_x_vector;
3304 mpoint2 = &vmd_y_vector;
3305 axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y
3307 // must be one of these axes or submodel_rot_hit is incorrectly set
3311 // copy submodel angs
3312 angles copy_angs = pm->submodel[submodel_num].angs;
3314 // find two points rotated into model RF when angs set to 0
3315 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
3316 model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3317 model_find_world_point(&p2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3319 // find two points rotated into model RF when angs set to PI
3320 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, PI);
3321 model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3322 model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3324 // reset submodel angs
3325 pm->submodel[submodel_num].angs = copy_angs;
3327 // find direction vectors of the two lines
3328 vm_vec_sub2(&v1, &p1);
3329 vm_vec_sub2(&v2, &p2);
3331 // find the intersection of the two lines
3333 fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t);
3335 // find the actual intersection points
3336 vm_vec_scale_add(&int1, &p1, &v1, s);
3339 sii->pt_on_axis = int1;
3344 // Adds an electrical arcing effect to a submodel
3345 void model_add_arc(int model_num, int sub_model_num, vector *v1, vector *v2, int arc_type )
3349 pm = model_get(model_num);
3351 if ( sub_model_num == -1 ) {
3352 sub_model_num = pm->detail[0];
3355 Assert( sub_model_num >= 0 );
3356 Assert( sub_model_num < pm->n_models );
3358 if ( sub_model_num < 0 ) return;
3359 if ( sub_model_num >= pm->n_models ) return;
3360 bsp_info *sm = &pm->submodel[sub_model_num];
3362 if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
3363 sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
3364 sm->arc_pts[sm->num_arcs][0] = *v1;
3365 sm->arc_pts[sm->num_arcs][1] = *v2;
3370 // function to return an index into the docking_bays array which matches the criteria passed
3371 // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h
3372 int model_find_dock_index(int modelnum, int dock_type)
3378 pm = model_get(modelnum);
3380 // no docking points -- return -1
3381 if ( pm->n_docks <= 0 )
3384 for (i = 0; i < pm->n_docks; i++ ) {
3385 if ( dock_type & pm->docking_bays[i].type_flags )
3392 int model_get_dock_index_type(int modelnum, int index)
3394 polymodel *pm = model_get(modelnum);
3396 return pm->docking_bays[index].type_flags;
3399 // get all the different docking point types on a model
3400 int model_get_dock_types(int modelnum)
3405 pm = model_get(modelnum);
3406 for (i=0; i<pm->n_docks; i++)
3407 type |= pm->docking_bays[i].type_flags;
3412 // function to return an index into the docking_bays array which matches the string passed
3413 // Fred uses strings to identify docking positions. This functin also accepts generic strings
3414 // so that a desginer doesn't have to know exact names if building a mission from hand.
3415 int model_find_dock_name_index( int modelnum, char *name )
3420 pm = model_get(modelnum);
3421 if ( pm->n_docks <= 0 )
3424 // check the generic names and call previous function to find first dock point of
3425 // the specified type
3426 if ( !stricmp(name, "cargo") )
3427 return model_find_dock_index( modelnum, DOCK_TYPE_CARGO );
3428 else if (!stricmp( name, "rearm") )
3429 return model_find_dock_index( modelnum, DOCK_TYPE_REARM );
3430 else if (!stricmp( name, "generic") )
3431 return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC );
3433 for (i = 0; i < pm->n_docks; i++ ) {
3434 if ( !stricmp(pm->docking_bays[i].name, name) )
3438 // if we get here, name wasn't found -- return -1 and hope for the best
3442 // returns the actual name of a docking point on a model, needed by Fred.
3443 char *model_get_dock_name(int modelnum, int index)
3447 pm = model_get(modelnum);
3448 Assert((index >= 0) && (index < pm->n_docks));
3449 return pm->docking_bays[index].name;
3452 int model_get_num_dock_points(int modelnum)
3456 pm = model_get(modelnum);