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 1.7 2003/01/30 19:43:57 relnev
19 * added a missing "not" in the model warning
21 * Revision 1.6 2002/06/17 06:33:09 relnev
22 * ryan's struct patch for gcc 2.95
24 * Revision 1.5 2002/06/09 04:41:23 relnev
25 * added copyright header
27 * Revision 1.4 2002/06/09 03:16:04 relnev
30 * removed unneeded asm, old sdl 2d setup.
32 * fixed crash caused by opengl_get_region.
34 * Revision 1.3 2002/06/01 07:12:33 relnev
35 * a few NDEBUG updates.
37 * removed a few warnings.
39 * Revision 1.2 2002/05/07 03:16:47 theoddone33
40 * The Great Newline Fix
42 * Revision 1.1.1.1 2002/05/03 03:28:10 root
46 * 36 7/22/99 2:26p Mattk
47 * DA: don't show engine wash error if no subsystems. (ie, Pofview...)
49 * 35 7/19/99 12:02p Andsager
50 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
51 * only blow up subsystem if its strength is > 0
53 * 34 7/07/99 5:00p Andsager
54 * Fixed bug in stepped rotation
56 * 33 7/06/99 4:42p Anoop
57 * Add MiniCap hack for engine wash
59 * 32 7/06/99 3:52p Andsager
60 * That wacky model_subsystem name vs. subobj_name thing bites us in the
63 * 31 7/06/99 3:15p Anoop
64 * Better debug info for engine wash error.
66 * 30 7/06/99 11:37a Andsager
67 * Fix warning message.
69 * 29 7/06/99 10:45a Andsager
70 * Modify engine wash to work on any ship that is not small. Add AWACS
73 * 28 7/01/99 4:23p Dave
74 * Full support for multiple linked ambient engine sounds. Added "big
77 * 27 6/08/99 2:33p Dave
78 * Fixed release build warning. Put in hud config stuff.
80 * 26 6/01/99 8:35p Dave
81 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
82 * awacs-set-radius sexpression.
84 * 25 5/28/99 1:51p Andsager
85 * Allow models to rotate in both direction on an axis, specifying a
86 * negative rotation time in submodel properties.
88 * 24 5/27/99 3:48p Andsager
89 * Add assert to model_read code to not allow overwrite of memory
91 * 23 5/27/99 12:11p Andsager
92 * Allow more than 1 subsystem to have live debris on any ship
94 * 22 5/27/99 10:57a Mattk
95 * Put in a warning about too many firing points per turret.
97 * 21 5/24/99 5:45p Dave
98 * Added detail levels to the nebula, with a decent speedup. Split nebula
99 * lightning into its own section.
101 * 20 5/19/99 11:09a Andsager
102 * Turn on engine wash. Check every 1/4 sec.
104 * 19 5/11/99 10:16p Andsager
105 * First pass on engine wash effect. Rotation (control input), damage,
108 * 18 4/09/99 11:38a Andsager
109 * Change POF format for Freespace2
111 * 17 3/23/99 5:17p Dave
112 * Changed model file format somewhat to account for LOD's on insignias
114 * 16 3/20/99 3:46p Dave
115 * Added support for model-based background nebulae. Added 3 new
118 * 15 3/19/99 6:15p Dave
119 * Put in checks for insignia bitmaps for having too many faces or
122 * 14 2/21/99 6:01p Dave
123 * Fixed standalone WSS packets.
125 * 13 2/19/99 11:42a Dave
126 * Put in model rendering autocentering.
128 * 12 2/10/99 3:52p Enricco
131 * 11 1/14/99 6:06p Dave
132 * 100% full squad logo support for single player and multiplayer.
134 * 10 1/11/99 12:42p Andsager
135 * Add live debris - debris which is created from a destroyed subsystem,
136 * when the ship is still alive
138 * 9 1/08/99 2:08p Dave
139 * Fixed software rendering for pofview. Super early support for AWACS and
142 * 8 1/06/99 2:24p Dave
143 * Stubs and release build fixes.
145 * 7 12/23/98 2:53p Andsager
146 * Added stepped rotation support
148 * 6 12/04/98 3:34p Andsager
149 * Handle norotating submodels
151 * 5 12/03/98 3:14p Andsager
152 * Check in code that checks rotating submodel actually has ship subsystem
154 * 4 11/19/98 11:07p Andsager
155 * Check in of physics and collision detection of rotating submodels
157 * 3 10/23/98 3:03p Andsager
158 * Initial support for changing rotation rate.
160 * 2 10/07/98 10:53a Dave
163 * 1 10/07/98 10:50a Dave
165 * 177 8/28/98 3:29p Dave
166 * EMP effect done. AI effects may need some tweaking as required.
168 * 176 5/19/98 8:31p Andsager
169 * Added split planes (for big ship explosions)
171 * 175 5/07/98 5:39p Andsager
172 * Changes to model to hold cross section info
174 * 174 4/30/98 4:53p John
175 * Restructured and cleaned up cfile code. Added capability to read off
176 * of CD-ROM drive and out of multiple pack files.
178 * 173 4/22/98 9:43p John
179 * Added code to allow checking of invisible faces, flagged by any texture
180 * name with invisible in it.
182 * 172 4/14/98 11:11p John
183 * Made ships with < 50% hull left show electrical damage arcs.
185 * 171 4/01/98 5:34p John
186 * Made only the used POFs page in for a level. Reduced some interp
187 * arrays. Made custom detail level work differently.
189 * 170 4/01/98 9:14a Mike
192 * 169 3/31/98 5:18p John
193 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
194 * bunch of debug stuff out of player file. Made model code be able to
195 * unload models and malloc out only however many models are needed.
198 * 168 3/17/98 2:46p Allender
199 * Copy subsystem name when copying model subsystems
201 * 167 3/02/98 5:42p John
202 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
203 * afterburner. Made gr_set_clip work good with negative x &y. Made
204 * model_caching be on by default. Made each cached model have it's own
205 * bitmap id. Made asteroids not rotate when model_caching is on.
207 * 166 2/24/98 5:04p Allender
208 * allow different ship classes to use the same model. Lot's of subsystem
211 * 165 2/16/98 3:46p John
212 * Made mass be proportional to area in newer pofs
214 * 164 2/13/98 5:19p John
215 * First rev of new model caching system. Needs to be ripped out and
216 * moved into ship stuff.
218 * 163 1/29/98 5:52p John
219 * new version of electrical arcing code
221 * 162 1/29/98 8:39a Andsager
222 * Changed mass and moment of intertia based area vs. volume
224 * 161 1/28/98 2:15p Mike
225 * Convert volume to surface area at runtime. Write note to John to
226 * cleanup if he modifies bspgen.
228 * 160 1/27/98 11:02a John
229 * Added first rev of sparks. Made all code that calls model_render call
230 * clear_instance first. Made debris pieces not render by default when
231 * clear_instance is called.
233 * 159 1/19/98 6:15p John
234 * Fixed all my Optimized Build compiler warnings
236 * 158 1/09/98 11:25a John
237 * Took the thruster animation stuff out of the model.
239 * 157 12/31/97 4:47p John
240 * Made all the eye points fit inside core radius
242 * 156 12/31/97 2:35p John
243 * Added code for core_radius
245 * 155 12/17/97 2:41p John
246 * made target bounding box be on hull only.
248 * 154 12/17/97 9:54a John
249 * added code for precalculated weapon flash lighting.
251 * 153 11/29/97 2:05p John
252 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
253 * like they used to incorrectly assume. Added code to model to read in
256 * 152 11/25/97 11:41a John
257 * added code to read in pof v20.05, which adds radius to thrusters.
259 * 151 10/28/97 12:34a Mike
260 * Set useful values of mass and inertia matrix if values not otherwise
261 * set. Generate Warnings for unexpected ones.
263 * 150 10/22/97 5:54p Lawrance
264 * get rid of leading '$' when storing parent_name for paths
266 * 149 10/20/97 5:57p Lawrance
267 * have index to polymodel->paths[] within the model_subsystem struct.
269 * 148 9/15/97 5:45p John
270 * took out chunk stuff.
271 * made pofview display thrusters as blue polies.
273 * 147 9/09/97 3:39p Sandeep
274 * warning level 4 bugs
276 * 146 9/04/97 5:09p Andsager
277 * implement physics using moment of inertia and mass (from BSPgen).
278 * Added to phys_info struct. Updated ship_info, polymodel structs.
279 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
281 * 145 9/03/97 5:57p Lawrance
284 * 144 9/03/97 4:32p John
285 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
286 * to bm_load functions not needed. Made bmpman keep track of palettes
287 * for bitmaps not mapped into game palettes.
289 * 143 8/19/97 11:49p Lawrance
290 * using atan2_safe() in place of atan2()
292 * 142 8/19/97 8:44a John
293 * Initial hooks for thruster stuff.
295 * 141 8/15/97 4:10p John
296 * new code to use the new octrees style bsp trees
298 * 140 8/14/97 5:46p John
299 * added code to read in mass,center of mass, and moment of interia from
300 * the pof. Also added code to display green center of mass dot when Show
301 * debug points is on in pofview.
303 * 139 7/10/97 8:34a John
304 * Added code to read TGA files.
306 * 138 6/26/97 3:18p Mike
307 * Recognize "turret", etc. in a subsystem field anywhere in name.
308 * Generate warning for bogus subsystem names.
310 * 137 6/25/97 5:11p John
311 * added foundation for model octants.
313 * 136 6/25/97 10:28a John
314 * Made debris chunks radius be set correctly to the submodel size, not
315 * hardcoded to 10.0f.
317 * 135 6/06/97 11:55a Mike
318 * Fix firing direction for zero piece turrets.
320 * 134 5/31/97 2:36p Mike
321 * Comment out mprintfs pertaining to debris.
323 * 133 5/30/97 4:41p Hoffoss
324 * Made some additions required for Fred.
326 * 132 5/30/97 3:42p Mike
327 * Shield mesh and hit system.
329 * 131 5/30/97 10:40a Hoffoss
330 * Added a function for Fred to get docking point names.
332 * 130 5/29/97 4:34p Allender
333 * removed Int3 from model_find_dock_index.
335 * 129 4/30/97 10:41a Allender
336 * don't dump out token 'none' when dumping out subsystem information
338 * 128 4/17/97 6:06p John
339 * New code/data for v19 of BSPGEN with smoothing and zbuffer
342 * 127 4/09/97 3:31p Lawrance
343 * if any points of bounding box don't project, return project fail code
344 * in model_find_2d_bound_min()
346 * 126 4/07/97 10:37a John
347 * Took out limits on number of children a submodel can have. (So now
348 * capital ships can have tons of children on them).
350 * 125 4/03/97 3:18p Allender
352 * 124 4/03/97 1:29p Allender
353 * subsystem enhancement. Initial work on making subsystem status
356 * 123 3/28/97 2:49p John
357 * added code to fix targetting of debris chunks to draw bounding boxes
360 * 122 3/28/97 1:19p John
361 * Made TestCode not show damaged submodels.
363 * 121 3/28/97 11:17a John
364 * added code for linking lower detail submodels to the highest one; added
365 * code to pofview to view these.
367 * 120 3/17/97 11:24a John
369 * 119 3/15/97 5:06p John
370 * added bounding boxes for each subobject and code to display them.
372 * 118 3/13/97 10:32a John
373 * Added code for tiled 256x256 textures in certain models.
375 * 117 3/06/97 5:36p Mike
376 * Change vec_normalize_safe() back to vec_normalize().
377 * Spruce up docking a bit.
379 * 116 3/06/97 1:06p Allender
380 * more docking stuff. docking points now specified by strings in mission
381 * file. Changes to builtin missions and code to reflect this change.
383 * 115 3/06/97 10:56a Mike
384 * Write error checking version of vm_vec_normalize().
385 * Fix resultant problems.
387 * 114 3/06/97 10:05a Lawrance
388 * added missing cfclose's
390 * 113 3/05/97 5:27p John
391 * more work with turret stuff
393 * 112 3/05/97 12:49p John
394 * added Viewer_obj. Took out the interp_??? variables for turning
395 * outline,etc on and put them in flags you pass to model_render.
396 * Cleaned up model_interp code to fit new coding styles.
398 * 111 3/05/97 12:42p Adam
399 * john: fixed bug while model transversel code that assumed the root
402 * 110 3/05/97 11:09a Allender
403 * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to
406 * 109 3/04/97 5:08p John
407 * Started adding debug code to make it so you can view from a turret's
410 * 108 3/04/97 3:36p John
411 * took out old debug "h' key. Made zbuffer flag bit bit field so you
412 * can turn on/off each value. Fixed a bug with turret rotation where
413 * different handedness turrets wouldn't work. Fixed a bug with two
414 * large ships within each other's radius not rendering correctly.
416 * 107 3/04/97 12:52p Allender
417 * docking styff. Added dock type to docking structure in model code.
418 * Renamed structure member in ai_goals. Temporary checkin. (i.e.
419 * rearming will use rearm dock points)
421 * 106 3/03/97 5:47p John
422 * fixed some rotating object discrepencies. Took out the gun firing
423 * point average beause it was inconsitent and wsn't as correct as using
426 * 105 3/03/97 4:20p Hoffoss
427 * Fixed bug in bug I just fixed. :)
429 * 104 3/03/97 4:00p Hoffoss
430 * fixed bug that caused docking bays without a name to be garbage when
433 * 103 3/03/97 8:58a Lawrance
434 * replaced a fprintf() with a cfputs()
436 * 102 3/01/97 2:12p Lawrance
437 * made to work with new cfile changes
439 * 101 2/28/97 10:57a John
440 * Made so you can blow off any subsystems, not just radars.
443 * 100 2/27/97 3:45p John
444 * Added a tree dialog to pofview that shows a model's tree.
446 * 99 2/27/97 12:07p John
447 * Added code to suppord debris chunks after a ship is exploded..
449 * 98 2/26/97 5:28p John
450 * Fixed a bunch of chunked model bugs. Basically they almost work better
451 * than non-chunked objects!
453 * 97 2/24/97 1:13p Allender
454 * support for multiple eye positions. Still some kinks to be worked out
457 * 96 2/20/97 4:06p Allender
458 * allow for multiple spline paths to lead to a docking bay
460 * 95 2/20/97 3:25p Allender
461 * change to docking bay structure -- added a name (for use in Fred
462 * mainly), and index into spline paths to reach this docking point
464 * 94 2/19/97 4:03p Allender
465 * dump a 0.0 instead of a 0 when dumping out missing subsystem
468 * 93 2/19/97 2:52p Allender
469 * added crewspot name to subsystems (used only with turrets). Will be
470 * used by fred for ai class stuff for turrets
472 * 92 2/17/97 4:30p John
473 * Added code to automatically rotate any subsystems with the $rotate
474 * value set (except for turrets)
476 * 91 2/17/97 12:03p John
477 * Added code to set the angles of a subobject.
479 * 90 2/14/97 4:02p John
480 * changed a vector being passed as value to reference.
482 * 89 2/14/97 3:16p Mike
483 * Start on AI path garbage collection
485 * 88 2/14/97 1:06p John
486 * upped bspgen version number.
488 * 87 2/13/97 10:17a John
489 * INCORPORATED THE FOLLOWING CHANGES:
490 * ??? 2/13/97 9:49a John
491 * added code for geometric centers of objects.
492 * ??? 2/12/97 6:30p John
493 * upped model version number.
496 * 86 2/13/97 9:49a John
497 * ROLLEDBACK TO ALLENDER'S 85
499 * 85 2/12/97 5:34p Allender
500 * added a ton of debug code to help recify the subsystems in ships.tbl
501 * with subsystems in the models. Fixed a bug with subsystems not being
502 * given the correct type.
504 * 84 2/11/97 4:10p Allender
505 * major change of subsystem stuff. obj_subsystem renamed to
506 * model_subsystem. Dyamically allocate space in ship_info for
509 * 83 2/10/97 4:20p Allender
510 * added distance to closest geometry to spline points
512 * 82 2/10/97 10:58a John
513 * Added back in sparks for where laser bolts hit.
514 * Added code to red damaged objects and replace then.
516 * 81 2/07/97 1:24p Allender
517 * added turret lists for spline points
519 * 80 2/06/97 2:56p John
520 * Added a "blown-off" field to the instance of a model. Also took out
521 * the model_set_angles functions and replaced with the more general
522 * model_set_instance functions.
524 * 79 2/04/97 7:37p John
525 * Finally!!! Turret stuff working!
527 * 78 1/31/97 12:51p John
528 * Added turret_fov and turret_fov_cos
530 * 77 1/31/97 12:43p John
531 * Turrets working nicely, finally!
533 * 76 1/31/97 11:36a John
535 * 75 1/29/97 4:46p John
536 * Code to read $crewpoint flag on turrets and store it in obj_subsystem
539 * 74 1/29/97 3:14p John
540 * Added field to ships.tbl to control how fast turret rotates.
542 * 73 1/28/97 11:23a John
543 * added functions to get/set model angles.
545 * 72 1/28/97 10:07a John
546 * More turret stuff, still not working, though.
548 * 71 1/27/97 2:46p John
551 * 70 1/27/97 11:35a Allender
552 * upped compatible object version
554 * 69 1/24/97 5:25p John
555 * More turret stuff. Not working yet, though.
557 * 68 1/24/97 4:55p John
558 * Started adding code for turning turrets.
559 * Had to change POF format to 18.0
561 * 67 1/20/97 2:16p Allender
562 * new shield structures being used
564 * 66 1/15/97 5:19p Allender
565 * new POF version. old version obsolete. Added shield and eye stuff.
566 * New format for gun/missile/docking points
568 * 65 1/10/97 5:15p Mike
569 * Moved ship-specific parameters from obj_subsystem to ship_subsys.
571 * Added turret code to AI system.
573 * 64 1/10/97 2:25p John
574 * Added code to support detail level distances.
576 * 63 1/02/97 11:45a Allender
577 * changed turret code to have > 1 firing point as well as fixing the
578 * problems of turrets being multiple subobjects. Turret norms should be
579 * getting stuffed correctly now.
581 * 62 12/31/96 4:14p Mike
583 * Correct bug in HUDtarget.cpp, showing wrong target.
585 * 61 12/27/96 4:09p Mike
586 * Integrate John's new model code.
588 * 60 12/26/96 1:42p John
589 * Changed function ordering to put model_init at top.
591 * 59 12/23/96 3:56p John
592 * Changed POF code to support pof 15.0.
594 * 58 12/23/96 11:00a John
595 * Restructured POF stuff to support LOD in one pof.
597 * 57 12/20/96 11:55a Allender
600 * 56 12/20/96 11:40a Allender
601 * modifed subsystem stuff to do correct hit percentages and other cool
604 * 55 12/18/96 4:04p Allender
605 * added "unknown" subsystem type for subsystems which aren't recognized.
607 * 54 12/17/96 11:37a Mike
610 * 53 12/17/96 8:59a Mike
611 * Path-extraction-from-mdoel test code.
613 * 52 12/13/96 5:27p John
614 * fixed my sloppy code that didn't free model data.
616 * 51 12/13/96 3:54p Mike
617 * Major improvement to model_draw_paths -- connect the dots! Uses
618 * sophisticated connect-to-next algorithm.
620 * 50 12/13/96 2:59p John
621 * Added some code to test spline paths.
623 * 49 12/13/96 2:41p John
624 * Added code to read in spline paths on models.
626 * 48 12/13/96 10:29a Adam
627 * from allender: fixed up linked list walking when checking for turrets
630 * 47 12/12/96 3:38p Allender
631 * fix up docking special object names. Added $thruster stuff to model
634 * 46 12/12/96 2:35p Mike
637 * 45 12/12/96 12:29p Lawrance
638 * added function to find the 2d bound for a subobject
640 * 44 12/11/96 5:35p John
641 * Added variables for viewer eye.
643 * 43 12/11/96 5:15p John
644 * Made the dist for detail level be calculated before the object is
647 * 42 12/11/96 4:50p John
648 * Added detail levels to the non-chunky ships.
650 * 41 12/11/96 4:33p Mike
651 * Temporary version so other people can build.
653 * 40 12/11/96 4:24p Mike
654 * Fix broken code...oops! clumsy in editor!
656 * 39 12/11/96 4:17p Adam
658 * 38 12/11/96 12:57p Mike
659 * Support for "Big Ship" AI behavior.
662 * 37 12/11/96 12:43p Allender
663 * $gun and $missile don't get appended to models gun/missile list if the
664 * gun/missile belongs to a turret. Turrets are special instances of
667 * 36 12/11/96 11:57a Allender
668 * added objnum reference to obj_subsystems so that $gun and $missile
669 * special polygons can refernce a particular subsystem if needed (i.e. to
670 * get the norms, etc).
672 * 35 12/11/96 10:33a Allender
673 * added stuff for FOV for turrets
675 * 34 12/10/96 3:27p Allender
677 * 33 12/09/96 5:05p Allender
678 * made subsystem lists and model_special lists as seperate entities.
680 * 32 12/09/96 1:16p Allender
681 * made seperate lists for guns/missiles/subsystems, etc
683 * 31 12/09/96 11:01a Allender
684 * added special polygon information to models. Linked list contains
685 * gun/missile/docking/subsystem/etc information.
698 #include "floating.h"
701 #include "modelsinc.h"
704 #include "3dinternal.h"
705 #include "linklist.h"
707 #include "freespace.h" // For flFrameTime
710 #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame
712 // info for special polygon lists
714 polymodel *Polygon_models[MAX_POLYGON_MODELS];
716 static int model_initted = 0;
719 CFILE *ss_fp; // file pointer used to dump subsystem information
720 char model_filename[_MAX_PATH]; // temp used to store filename
721 char debug_name[_MAX_PATH];
722 int ss_warning_shown; // have we shown the warning dialog concerning the subsystems?
723 char Global_filename[256];
724 int Model_ram = 0; // How much RAM the models use total
729 // Anything less than this is considered incompatible.
730 #define PM_COMPATIBLE_VERSION 1900
732 // Anything greater than or equal to PM_COMPATIBLE_VERSION and
733 // whose major version is less than or equal to this is considered
735 #define PM_OBJFILE_MAJOR_VERSION 21
737 static int Model_signature = 0;
739 // Free up a model, getting rid of all its memory
740 // Can't be called from outside of model code because more
741 // than one person might be using this model so we can't free
743 static void model_unload(int modelnum)
747 if ( (modelnum < 0) || (modelnum>MAX_POLYGON_MODELS)) {
751 polymodel *pm = Polygon_models[modelnum];
758 Model_ram -= pm->ram_used;
762 for (i=0; i<pm->n_paths; i++ ) {
763 for (j=0; j<pm->paths[i].nverts; j++ ) {
764 if ( pm->paths[i].verts[j].turret_ids ) {
765 free(pm->paths[i].verts[j].turret_ids);
768 if (pm->paths[i].verts) {
769 free(pm->paths[i].verts);
775 if ( pm->shield.verts ) {
776 free( pm->shield.verts );
779 if ( pm->shield.tris ) {
780 free(pm->shield.tris);
783 if ( pm->missile_banks ) {
784 free(pm->missile_banks);
787 if ( pm->docking_bays ) {
788 for (i=0; i<pm->n_docks; i++ ) {
789 if ( pm->docking_bays[i].splines ) {
790 free( pm->docking_bays[i].splines );
793 free(pm->docking_bays);
797 if ( pm->thrusters ) {
802 if ( pm->debug_info ) {
803 free(pm->debug_info);
807 model_octant_free( pm );
810 for (i=0; i<pm->n_models; i++ ) {
811 if ( pm->submodel[i].bsp_data ) {
812 free(pm->submodel[i].bsp_data);
826 if ( pm->gun_banks ) {
831 memset( pm, 0, sizeof(polymodel));
834 Polygon_models[modelnum] = NULL;
837 void model_free_all()
841 if ( !model_initted) {
846 mprintf(( "Freeing all existing models...\n" ));
848 for (i=0;i<MAX_POLYGON_MODELS;i++) {
858 if ( model_initted ) {
859 Int3(); // Model_init shouldn't be called twice!
867 for (i=0;i<MAX_POLYGON_MODELS;i++) {
868 Polygon_models[i] = NULL;
871 // Init the model caching system
874 atexit( model_free_all );
878 // routine to parse out values from a user property field of an object
879 void get_user_prop_value(char *buf, char *value)
884 while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
887 while ( !iscntrl(*p1) )
895 // funciton to copy model data from one subsystem set to another subsystem set. This function
896 // is called when two ships use the same model data, but since the model only gets read in one time,
897 // the subsystem data is only present in one location. The ship code will call this routine to fix
898 // this situation by copying stuff from the source subsystem set to the dest subsystem set.
899 void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp )
902 model_subsystem *source, *dest;
904 for (i = 0; i < n_subsystems; i++ ) {
906 for ( j = 0; j < n_subsystems; j++ ) {
908 if ( !stricmp( source->subobj_name, dest->subobj_name) ) {
909 dest->flags = source->flags;
910 dest->subobj_num = source->subobj_num;
911 dest->model_num = source->model_num;
912 dest->pnt = source->pnt;
913 dest->radius = source->radius;
914 dest->type = source->type;
915 dest->turn_rate = source->turn_rate;
916 dest->turret_gun_sobj = source->turret_gun_sobj;
918 strcpy( dest->name, source->name );
920 if ( dest->type == SUBSYSTEM_TURRET ) {
923 dest->turret_fov = source->turret_fov;
924 dest->turret_num_firing_points = source->turret_num_firing_points;
925 dest->turret_norm = source->turret_norm;
926 dest->turret_matrix = source->turret_matrix;
928 for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ )
929 dest->turret_firing_point[nfp] = source->turret_firing_point[nfp];
931 if ( dest->flags & MSS_FLAG_CREWPOINT )
932 strcpy(dest->crewspot, source->crewspot);
937 if ( j == n_subsystems )
938 Int3(); // get allender -- something is amiss with models
943 // routine to get/set subsystem information
944 static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *dname )
950 if ( (p = strstr(props, "$name")) != NULL)
951 get_user_prop_value(p+5, subsystemp->name);
953 strcpy( subsystemp->name, dname );
955 strcpy(lcdname, dname);
958 // check the name for it's specific type
959 if ( strstr(lcdname, "engine") ) {
960 subsystemp->type = SUBSYSTEM_ENGINE;
961 } else if ( strstr(lcdname, "radar") ) {
962 subsystemp->type = SUBSYSTEM_RADAR;
963 } else if ( strstr(lcdname, "turret") ) {
966 subsystemp->type = SUBSYSTEM_TURRET;
967 if ( (p = strstr(props, "$fov")) != NULL )
968 get_user_prop_value(p+4, buf); // get the value of the fov
971 angle = ANG_TO_RAD(atoi(buf))/2.0f;
972 subsystemp->turret_fov = (float)cos(angle);
973 subsystemp->turret_num_firing_points = 0;
975 if ( (p = strstr(props, "$crewspot")) != NULL) {
976 subsystemp->flags |= MSS_FLAG_CREWPOINT;
977 get_user_prop_value(p+9, subsystemp->crewspot);
980 } else if ( strstr(lcdname, "navigation") ) {
981 subsystemp->type = SUBSYSTEM_NAVIGATION;
982 } else if ( strstr(lcdname, "communication") ) {
983 subsystemp->type = SUBSYSTEM_COMMUNICATION;
984 } else if ( strstr(lcdname, "weapons") ) {
985 subsystemp->type = SUBSYSTEM_WEAPONS;
986 } else if ( strstr(lcdname, "sensors") ) {
987 subsystemp->type = SUBSYSTEM_SENSORS;
988 } else if ( strstr(lcdname, "solar") ) {
989 subsystemp->type = SUBSYSTEM_SOLAR;
990 } else if ( strstr(lcdname, "gas") ) {
991 subsystemp->type = SUBSYSTEM_GAS_COLLECT;
992 } else if ( strstr(lcdname, "activator") ) {
993 subsystemp->type = SUBSYSTEM_ACTIVATION;
994 } else { // If unrecognized type, set to unknown so artist can continue working...
995 subsystemp->type = SUBSYSTEM_UNKNOWN;
996 mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
999 // Rotating subsystem
1000 if ( (p = strstr(props, "$rotate")) != NULL) {
1001 subsystemp->flags |= MSS_FLAG_ROTATES;
1003 // get time for (a) complete rotation (b) step (c) activation
1005 get_user_prop_value(p+7, buf);
1006 turn_time = (float)atof(buf);
1008 // CASE OF STEPPED ROTATION
1009 if ( (p = strstr(props, "$stepped")) != NULL) {
1011 subsystemp->stepped_rotation = new(stepped_rotation);
1012 subsystemp->flags |= MSS_FLAG_STEPPED_ROTATE;
1014 // get number of steps
1015 if ( (p = strstr(props, "$steps")) != NULL) {
1016 get_user_prop_value(p+6, buf);
1017 subsystemp->stepped_rotation->num_steps = atoi(buf);
1019 subsystemp->stepped_rotation->num_steps = 8;
1023 if ( (p = strstr(props, "$t_paused")) != NULL) {
1024 get_user_prop_value(p+9, buf);
1025 subsystemp->stepped_rotation->t_pause = (float)atof(buf);
1027 subsystemp->stepped_rotation->t_pause = 2.0f;
1030 // get transition time - time to go between steps
1031 if ( (p = strstr(props, "$t_transit")) != NULL) {
1032 get_user_prop_value(p+10, buf);
1033 subsystemp->stepped_rotation->t_transit = (float)atof(buf);
1035 subsystemp->stepped_rotation->t_transit = 2.0f;
1038 // get fraction of time spent in accel
1039 if ( (p = strstr(props, "$fraction_accel")) != NULL) {
1040 get_user_prop_value(p+15, buf);
1041 subsystemp->stepped_rotation->fraction = (float)atof(buf);
1042 Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5);
1044 subsystemp->stepped_rotation->fraction = 0.3f;
1047 int num_steps = subsystemp->stepped_rotation->num_steps;
1048 float t_trans = subsystemp->stepped_rotation->t_transit;
1049 float fraction = subsystemp->stepped_rotation->fraction;
1051 subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans);
1052 subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans);
1056 // CASE OF AI ROTATION
1057 else if ( (p = strstr(props, "$ai")) != NULL) {
1058 get_user_prop_value(p+8, buf);
1059 subsystemp->flags |= MSS_FLAG_AI_ROTATE;
1061 // get parameters - ie, speed / dist / other ??
1066 // CASE OF NORMAL CONTINUOUS ROTATION
1068 if ( fabs(turn_time) < 1 ) {
1069 // Warning(LOCATION, "%s has subsystem %s with rotation time less than 1 sec", dname, Global_filename );
1070 subsystemp->flags &= ~MSS_FLAG_ROTATES;
1071 subsystemp->turn_rate = 0.0f;
1073 subsystemp->turn_rate = PI2 / turn_time;
1080 // used in collision code to check if submode rotates too far
1081 float get_submodel_delta_angle(submodel_instance_info *sii)
1084 vm_vec_sub(&diff, (vector*)&sii->angs, (vector*)&sii->prev_angs);
1087 float delta_angle = vm_vec_mag(&diff);
1089 // make sure we get the short way around
1090 if (delta_angle > PI) {
1091 delta_angle = (PI2 - delta_angle);
1097 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 )
1100 model_subsystem *subsystemp;
1103 if ( slist==NULL ) return; // For TestCode, POFView, etc don't bother
1105 // try to find the name of the subsystem passed here on the list of subsystems currently on the
1106 // ship. Assign the values only when the right subsystem is found
1108 for (i = 0; i < n_subsystems; i++ ) {
1109 subsystemp = &slist[i];
1110 if ( !stricmp(subobj_name, subsystemp->subobj_name) ) {
1111 subsystemp->flags = 0;
1112 subsystemp->subobj_num = subobj_num;
1113 subsystemp->turret_gun_sobj = -1;
1114 subsystemp->model_num = model_num;
1115 subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem
1116 subsystemp->radius = rad;
1117 set_subsystem_info( subsystemp, props, subobj_name);
1118 strcpy(subsystemp->subobj_name, subobj_name); // copy the object name
1123 if ( !ss_warning_shown) {
1124 char bname[_MAX_FNAME];
1126 _splitpath(model_filename, NULL, NULL, bname, NULL);
1127 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);
1129 ss_warning_shown = 1;
1132 nprintf(("warning", "Subsystem %s in ships.tbl not found in model!\n", subobj_name));
1135 char tmp_buffer[128];
1136 sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name);
1137 cfputs(tmp_buffer, ss_fp);
1143 void print_family_tree( polymodel *obj, int modelnum, char * ident, int islast )
1147 if ( modelnum < 0 ) return;
1148 if (obj==NULL) return;
1150 if (strlen(ident)==0 ) {
1151 mprintf(( " %s", obj->submodel[modelnum].name ));
1152 sprintf( temp, " " );
1153 } else if ( islast ) {
1154 mprintf(( "%sÀÄ%s", ident, obj->submodel[modelnum].name ));
1155 sprintf( temp, "%s ", ident );
1157 mprintf(( "%sÃÄ%s", ident, obj->submodel[modelnum].name ));
1158 sprintf( temp, "%s³ ", ident );
1163 int child = obj->submodel[modelnum].first_child;
1164 while( child > -1 ) {
1165 if ( obj->submodel[child].next_sibling < 0 )
1166 print_family_tree( obj, child, temp,1 );
1168 print_family_tree( obj, child, temp,0 );
1169 child = obj->submodel[child].next_sibling;
1173 void dump_object_tree(polymodel *obj)
1175 print_family_tree( obj, 0, "", 0 );
1179 void create_family_tree(polymodel *obj)
1182 for (i=0; i<obj->n_models; i++ ) {
1183 obj->submodel[i].num_children = 0;
1184 obj->submodel[i].first_child = -1;
1185 obj->submodel[i].next_sibling = -1;
1188 for (i=0; i<obj->n_models; i++ ) {
1190 pn = obj->submodel[i].parent;
1192 obj->submodel[pn].num_children++;
1193 int tmp = obj->submodel[pn].first_child;
1194 obj->submodel[pn].first_child = i;
1195 obj->submodel[i].next_sibling = tmp;
1200 void model_calc_bound_box( vector *box, vector *big_mn, vector *big_mx)
1202 box[0].xyz.x = big_mn->xyz.x; box[0].xyz.y = big_mn->xyz.y; box[0].xyz.z = big_mn->xyz.z;
1203 box[1].xyz.x = big_mx->xyz.x; box[1].xyz.y = big_mn->xyz.y; box[1].xyz.z = big_mn->xyz.z;
1204 box[2].xyz.x = big_mx->xyz.x; box[2].xyz.y = big_mx->xyz.y; box[2].xyz.z = big_mn->xyz.z;
1205 box[3].xyz.x = big_mn->xyz.x; box[3].xyz.y = big_mx->xyz.y; box[3].xyz.z = big_mn->xyz.z;
1208 box[4].xyz.x = big_mn->xyz.x; box[4].xyz.y = big_mn->xyz.y; box[4].xyz.z = big_mx->xyz.z;
1209 box[5].xyz.x = big_mx->xyz.x; box[5].xyz.y = big_mn->xyz.y; box[5].xyz.z = big_mx->xyz.z;
1210 box[6].xyz.x = big_mx->xyz.x; box[6].xyz.y = big_mx->xyz.y; box[6].xyz.z = big_mx->xyz.z;
1211 box[7].xyz.x = big_mn->xyz.x; box[7].xyz.y = big_mx->xyz.y; box[7].xyz.z = big_mx->xyz.z;
1215 // Debug thing so we don't repeatedly show warning messages.
1217 int Bogus_warning_flag_1903 = 0;
1220 //reads a binary file containing a 3d model
1221 int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subsystem *subsystems)
1225 int id, len, next_chunk;
1229 strcpy(Global_filename, filename);
1232 fp = cfopen(filename,"rb");
1234 Error( LOCATION, "Can't open file <%s>",filename);
1238 // code to get a filename to write out subsystem information for each model that
1239 // is read. This info is essentially debug stuff that is used to help get models
1240 // into the game quicker
1243 char bname[_MAX_FNAME];
1245 _splitpath(filename, NULL, NULL, bname, NULL);
1246 sprintf(debug_name, "%s.subsystems", bname);
1247 ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES );
1249 mprintf(( "Can't open debug file for writing subsystems for %s\n", filename));
1251 strcpy(model_filename, filename);
1252 ss_warning_shown = 0;
1257 id = cfread_int(fp);
1260 Error( LOCATION, "Bad ID in model file <%s>",filename);
1262 // Version is major*100+minor
1263 // So, major = version / 100;
1264 // minor = version % 100;
1265 version = cfread_int(fp);
1267 //Warning( LOCATION, "POF Version = %d", version );
1269 if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) {
1270 Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename);
1274 pm->version = version;
1275 Assert( strlen(filename) < FILENAME_LEN );
1276 strncpy(pm->filename, filename, FILENAME_LEN);
1278 memset( &pm->view_positions, 0, sizeof(pm->view_positions) );
1280 // reset insignia counts
1283 id = cfread_int(fp);
1284 len = cfread_int(fp);
1285 next_chunk = cftell(fp) + len;
1287 while (!cfeof(fp)) {
1289 // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1294 case ID_OHDR: { //Object header
1297 //mprintf(0,"Got chunk OHDR, len=%d\n",len);
1299 #if defined( FREESPACE1_FORMAT )
1300 pm->n_models = cfread_int(fp);
1301 // mprintf(( "Num models = %d\n", pm->n_models ));
1302 pm->rad = cfread_float(fp);
1303 pm->flags = cfread_int(fp); // 1=Allow tiling
1304 #elif defined( FREESPACE2_FORMAT )
1305 pm->rad = cfread_float(fp);
1306 pm->flags = cfread_int(fp); // 1=Allow tiling
1307 pm->n_models = cfread_int(fp);
1308 // mprintf(( "Num models = %d\n", pm->n_models ));
1311 pm->submodel = (bsp_info *)malloc( sizeof(bsp_info)*pm->n_models );
1312 Assert(pm->submodel != NULL );
1313 memset( pm->submodel, 0, sizeof(bsp_info)*pm->n_models );
1315 //Assert(pm->n_models <= MAX_SUBMODELS);
1317 cfread_vector(&pm->mins,fp);
1318 cfread_vector(&pm->maxs,fp);
1319 model_calc_bound_box(pm->bounding_box,&pm->mins,&pm->maxs);
1321 pm->n_detail_levels = cfread_int(fp);
1322 // mprintf(( "There are %d detail levels\n", pm->n_detail_levels ));
1323 for (i=0; i<pm->n_detail_levels;i++ ) {
1324 pm->detail[i] = cfread_int(fp);
1325 pm->detail_depth[i] = 0.0f;
1326 /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] ));
1329 pm->num_debris_objects = cfread_int(fp);
1330 Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
1331 // mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
1332 for (i=0; i<pm->num_debris_objects;i++ ) {
1333 pm->debris_objects[i] = cfread_int(fp);
1334 // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] ));
1337 if ( pm->version >= 1903 ) {
1339 if ( pm->version >= 2009 ) {
1341 pm->mass = cfread_float(fp);
1342 cfread_vector( &pm->center_of_mass, fp );
1343 cfread_vector( &pm->moment_of_inertia.v.rvec, fp );
1344 cfread_vector( &pm->moment_of_inertia.v.uvec, fp );
1345 cfread_vector( &pm->moment_of_inertia.v.fvec, fp );
1347 // old code where mass wasn't based on area, so do the calculation manually
1349 float vol_mass = cfread_float(fp);
1350 // Attn: John Slagel: The following is better done in bspgen.
1351 // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100
1352 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f;
1354 pm->mass = area_mass;
1355 float mass_ratio = vol_mass / area_mass;
1357 cfread_vector( &pm->center_of_mass, fp );
1358 cfread_vector( &pm->moment_of_inertia.v.rvec, fp );
1359 cfread_vector( &pm->moment_of_inertia.v.uvec, fp );
1360 cfread_vector( &pm->moment_of_inertia.v.fvec, fp );
1362 // John remove this with change to bspgen
1363 vm_vec_scale( &pm->moment_of_inertia.v.rvec, mass_ratio );
1364 vm_vec_scale( &pm->moment_of_inertia.v.uvec, mass_ratio );
1365 vm_vec_scale( &pm->moment_of_inertia.v.fvec, mass_ratio );
1369 if (stricmp("fighter04.pof", filename)) {
1370 if (Bogus_warning_flag_1903 == 0) {
1371 Warning(LOCATION, "Ship %s is old. Cannot compute mass.\nSetting to 50.0f. Talk to John.", filename);
1372 Bogus_warning_flag_1903 = 1;
1377 vm_vec_zero( &pm->center_of_mass );
1378 vm_set_identity( &pm->moment_of_inertia );
1379 vm_vec_scale(&pm->moment_of_inertia.v.rvec, 0.001f);
1380 vm_vec_scale(&pm->moment_of_inertia.v.uvec, 0.001f);
1381 vm_vec_scale(&pm->moment_of_inertia.v.fvec, 0.001f);
1384 // read in cross section info
1386 if ( pm->version >= 2014 ) {
1387 pm->num_xc = cfread_int(fp);
1388 if (pm->num_xc > 0) {
1389 pm->xc = (cross_section*) malloc(pm->num_xc*sizeof(cross_section));
1390 for (int i=0; i<pm->num_xc; i++) {
1391 pm->xc[i].z = cfread_float(fp);
1392 pm->xc[i].radius = cfread_float(fp);
1399 if ( pm->version >= 2007 ) {
1400 pm->num_lights = cfread_int(fp);
1401 //mprintf(( "Found %d lights!\n", pm->num_lights ));
1403 pm->lights = (bsp_light *)malloc( sizeof(bsp_light)*pm->num_lights );
1404 for (i=0; i<pm->num_lights; i++ ) {
1405 cfread_vector(&pm->lights[i].pos,fp);
1406 pm->lights[i].type = cfread_int(fp);
1407 pm->lights[i].value = 0.0f;
1417 case ID_SOBJ: { //Subobject header
1419 char *p, props[MAX_PROP_LEN];
1422 //mprintf(0,"Got chunk SOBJ, len=%d\n",len);
1426 Assert(n < pm->n_models );
1428 #if defined( FREESPACE2_FORMAT )
1429 pm->submodel[n].rad = cfread_float(fp); //radius
1432 pm->submodel[n].parent = cfread_int(fp);
1434 // cfread_vector(&pm->submodel[n].norm,fp);
1435 // d = cfread_float(fp);
1436 // cfread_vector(&pm->submodel[n].pnt,fp);
1437 cfread_vector(&pm->submodel[n].offset,fp);
1439 // mprintf(( "Subobj %d, offs = %.1f, %.1f, %.1f\n", n, pm->submodel[n].offset.xyz.x, pm->submodel[n].offset.xyz.y, pm->submodel[n].offset.xyz.z ));
1441 #if defined ( FREESPACE1_FORMAT )
1442 pm->submodel[n].rad = cfread_float(fp); //radius
1445 // pm->submodel[n].tree_offset = cfread_int(fp); //offset
1446 // pm->submodel[n].data_offset = cfread_int(fp); //offset
1448 cfread_vector(&pm->submodel[n].geometric_center,fp);
1450 cfread_vector(&pm->submodel[n].min,fp);
1451 cfread_vector(&pm->submodel[n].max,fp);
1453 model_calc_bound_box(pm->submodel[n].bounding_box,&pm->submodel[n].min,&pm->submodel[n].max);
1455 pm->submodel[n].name[0] = '\0';
1457 cfread_string_len( pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name
1458 cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properites
1460 pm->submodel[n].movement_type = cfread_int(fp);
1461 pm->submodel[n].movement_axis = cfread_int(fp);
1463 // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL
1464 if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) {
1465 if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) {
1466 pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL;
1467 } else if (strstr(pm->submodel[n].name, "thruster")) {
1469 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1470 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1474 if ( pm->submodel[n].name[0] == '\0' ) {
1475 strcpy(pm->submodel[n].name, "unknown object name");
1478 bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT);
1479 if ( ( p = strstr(props, "$special"))!= NULL ) {
1482 get_user_prop_value(p+9, type);
1483 if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list!
1484 do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id );
1485 rotating_submodel_has_subsystem = true;
1486 } else if ( !stricmp(type, "no_rotate") ) {
1487 // mark those submodels which should not rotate - ie, those with no subsystem
1488 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1489 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1491 // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate
1492 Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT );
1496 if ( !rotating_submodel_has_subsystem ) {
1497 nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name));
1499 // mark those submodels which should not rotate - ie, those with no subsystem
1500 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1501 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1505 pm->submodel[n].angs.p = 0.0f;
1506 pm->submodel[n].angs.b = 0.0f;
1507 pm->submodel[n].angs.h = 0.0f;
1510 int nchunks = cfread_int( fp ); // Throw away nchunks
1511 if ( nchunks > 0 ) {
1512 Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename );
1515 pm->submodel[n].bsp_data_size = cfread_int(fp);
1516 if ( pm->submodel[n].bsp_data_size > 0 ) {
1517 pm->submodel[n].bsp_data = (ubyte *)malloc(pm->submodel[n].bsp_data_size);
1518 cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp);
1520 pm->submodel[n].bsp_data = NULL;
1523 if ( strstr( pm->submodel[n].name, "thruster") )
1524 pm->submodel[n].is_thruster=1;
1526 pm->submodel[n].is_thruster=0;
1528 if ( strstr( pm->submodel[n].name, "-destroyed") )
1529 pm->submodel[n].is_damaged=1;
1531 pm->submodel[n].is_damaged=0;
1533 //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent ));
1536 //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset ));
1537 //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset ));
1549 nverts = cfread_int( fp ); // get the number of vertices in the list
1550 pm->shield.nverts = nverts;
1551 pm->shield.verts = (shield_vertex *)malloc(nverts * sizeof(shield_vertex) );
1552 Assert( pm->shield.verts );
1553 for ( i = 0; i < nverts; i++ ) // read in the vertex list
1554 cfread_vector( &(pm->shield.verts[i].pos), fp );
1556 ntris = cfread_int( fp ); // get the number of triangles that compose the shield
1557 pm->shield.ntris = ntris;
1558 pm->shield.tris = (shield_tri *)malloc(ntris * sizeof(shield_tri) );
1559 Assert( pm->shield.tris );
1560 for ( i = 0; i < ntris; i++ ) {
1561 cfread_vector( &(pm->shield.tris[i].norm), fp );
1562 for ( j = 0; j < 3; j++ ) {
1563 pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list
1566 if (pm->shield.tris[i].verts[j] >= nverts)
1567 if (!warning_displayed) {
1568 warning_displayed = 1;
1569 Warning(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, nverts, pm->shield.tris[i].verts[j]);
1574 for ( j = 0; j < 3; j++ )
1575 pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list
1585 pm->n_guns = cfread_int(fp);
1586 pm->gun_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_guns);
1587 Assert( pm->gun_banks != NULL );
1589 for (i = 0; i < pm->n_guns; i++ ) {
1590 w_bank *bank = &pm->gun_banks[i];
1592 bank->num_slots = cfread_int(fp);
1593 Assert ( bank->num_slots < MAX_SLOTS );
1594 for (j = 0; j < bank->num_slots; j++) {
1595 cfread_vector( &(bank->pnt[j]), fp );
1596 cfread_vector( &(bank->norm[j]), fp );
1602 pm->n_missiles = cfread_int(fp);
1603 pm->missile_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_missiles);
1604 Assert( pm->missile_banks != NULL );
1606 for (i = 0; i < pm->n_missiles; i++ ) {
1607 w_bank *bank = &pm->missile_banks[i];
1609 bank->num_slots = cfread_int(fp);
1610 Assert ( bank->num_slots < MAX_SLOTS );
1611 for (j = 0; j < bank->num_slots; j++) {
1612 cfread_vector( &(bank->pnt[j]), fp );
1613 cfread_vector( &(bank->norm[j]), fp );
1619 char props[MAX_PROP_LEN];
1621 pm->n_docks = cfread_int(fp);
1622 pm->docking_bays = (dock_bay *)malloc(sizeof(dock_bay) * pm->n_docks);
1623 Assert( pm->docking_bays != NULL );
1625 for (i = 0; i < pm->n_docks; i++ ) {
1627 dock_bay *bay = &pm->docking_bays[i];
1629 cfread_string_len( props, MAX_PROP_LEN, fp );
1630 if ( (p = strstr(props, "$name"))!= NULL )
1631 get_user_prop_value(p+5, bay->name);
1633 sprintf(bay->name, "<unnamed bay %c>", 'A' + i);
1634 bay->num_spline_paths = cfread_int( fp );
1635 if ( bay->num_spline_paths > 0 ) {
1636 bay->splines = (int *)malloc(sizeof(int) * bay->num_spline_paths);
1637 for ( j = 0; j < bay->num_spline_paths; j++ )
1638 bay->splines[j] = cfread_int(fp);
1640 bay->splines = NULL;
1643 // determine what this docking bay can be used for
1644 if ( !strnicmp(bay->name, "cargo", 5) )
1645 bay->type_flags = DOCK_TYPE_CARGO;
1647 bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC);
1649 bay->num_slots = cfread_int(fp);
1650 Assert( bay->num_slots == 2 ); // Get Allender if Asserted!
1651 for (j = 0; j < bay->num_slots; j++) {
1652 cfread_vector( &(bay->pnt[j]), fp );
1653 cfread_vector( &(bay->norm[j]), fp );
1660 char props[MAX_PROP_LEN];
1661 pm->n_thrusters = cfread_int(fp);
1662 pm->thrusters = (thruster_bank *)malloc(sizeof(thruster_bank) * pm->n_thrusters);
1663 Assert( pm->thrusters != NULL );
1665 for (i = 0; i < pm->n_thrusters; i++ ) {
1666 thruster_bank *bank = &pm->thrusters[i];
1668 bank->num_slots = cfread_int(fp);
1670 if (pm->version < 2117) {
1671 bank->wash_info_index = -1;
1673 cfread_string_len( props, MAX_PROP_LEN, fp );
1674 // look for $engine_subsystem=xxx
1675 int length = strlen(props);
1677 int base_length = strlen("$engine_subsystem=");
1678 Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
1679 Assert( length > base_length );
1680 char *engine_subsys_name = props + base_length;
1681 if (engine_subsys_name[0] == '$') {
1682 engine_subsys_name++;
1685 nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
1687 // set wash_info_index to invalid
1688 int table_error = 1;
1689 bank->wash_info_index = -1;
1690 for (int k=0; k<n_subsystems; k++) {
1691 if ( 0 == stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
1692 bank->wash_info_index = subsystems[k].engine_wash_index;
1693 if (bank->wash_info_index >= 0) {
1700 if ( (bank->wash_info_index == -1) && (n_subsystems > 0) ) {
1702 Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename);
1704 Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename);
1708 bank->wash_info_index = -1;
1712 for (j = 0; j < bank->num_slots; j++) {
1714 cfread_vector( &(bank->pnt[j]), fp );
1715 cfread_vector( &(bank->norm[j]), fp );
1716 if ( pm->version > 2004 ) {
1717 bank->radius[j] = cfread_float( fp );
1718 //mprintf(( "Rad = %.2f\n", rad ));
1720 bank->radius[j] = 1.0f;
1723 //mprintf(( "Num slots = %d\n", bank->num_slots ));
1730 int n_banks, n_slots, parent;
1731 model_subsystem *subsystemp;
1734 n_banks = cfread_int(fp); // number of turret points
1735 for ( i = 0; i < n_banks; i++ ) {
1736 int physical_parent; // who are we attached to?
1737 parent = cfread_int( fp ); // get the turret parent of the object
1739 physical_parent = cfread_int(fp); // The parent subobj that this is physically attached to
1742 for ( snum = 0; snum < n_subsystems; snum++ ) {
1743 subsystemp = &subsystems[snum];
1745 if ( parent == subsystemp->subobj_num ) {
1746 cfread_vector( &subsystemp->turret_norm, fp );
1747 vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL);
1749 n_slots = cfread_int( fp );
1750 subsystemp->turret_gun_sobj = physical_parent;
1751 Assert(n_slots < MAX_TFP); // only MAX_TFP firing points per model_subsystem
1752 for (j = 0; j < n_slots; j++ ) {
1753 cfread_vector( &subsystemp->turret_firing_point[j], fp );
1755 Assert( n_slots > 0 );
1757 subsystemp->turret_num_firing_points = n_slots;
1766 if ( (n_subsystems == 0) || (snum == n_subsystems) ) {
1769 nprintf(("Warning", "Turret object not found for turret firing point in model %s\n", model_filename));
1770 cfread_vector( &bogus, fp );
1771 n_slots = cfread_int( fp );
1772 for (j = 0; j < n_slots; j++ )
1773 cfread_vector( &bogus, fp );
1780 char name[MAX_NAME_LEN], props[MAX_PROP_LEN], *p;
1785 n_specials = cfread_int(fp); // get the number of special subobjects we have
1786 for (i = 0; i < n_specials; i++) {
1788 // get the next free object of the subobject list. Flag error if no more room
1790 cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon
1792 cfread_string_len(props, MAX_PROP_LEN, fp); // will definately have properties as well!
1793 cfread_vector( &pnt, fp );
1794 radius = cfread_float( fp );
1797 p = strstr(name, "$split");
1799 pm->split_plane[pm->num_split_plane] = pnt.xyz.z;
1800 pm->num_split_plane++;
1801 Assert(pm->num_split_plane <= MAX_SPLIT_PLANE);
1802 } else if ( ( p = strstr(props, "$special"))!= NULL ) {
1805 get_user_prop_value(p+9, type);
1806 if ( !stricmp(type, "subsystem") ) // if we have a subsystem, put it into the list!
1807 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1808 } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){
1809 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1811 nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
1817 case ID_TXTR: { //Texture filename list
1819 // char name_buf[128];
1821 //mprintf(0,"Got chunk TXTR, len=%d\n",len);
1825 // Dont overwrite memory!!
1826 Assert(n <= MAX_MODEL_TEXTURES);
1827 //mprintf(0," num textures = %d\n",n);
1828 for (i=0; i<n; i++ ) {
1830 cfread_string_len(tmp_name,127,fp);
1832 if ( strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") ) {
1833 // Don't load textures for thruster animations or invisible textures
1834 pm->textures[i] = -1;
1836 pm->textures[i] = bm_load( tmp_name );
1837 if (pm->textures[i]<0) {
1838 Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename );
1841 pm->original_textures[i] = pm->textures[i];
1842 //mprintf(0,"<%s>\n",name_buf);
1848 /* case ID_IDTA: //Interpreter data
1849 //mprintf(0,"Got chunk IDTA, len=%d\n",len);
1851 pm->model_data = (ubyte *)malloc(len);
1852 pm->model_data_size = len;
1853 Assert(pm->model_data != NULL );
1855 cfread(pm->model_data,1,len,fp);
1860 case ID_INFO: // don't need to do anything with info stuff
1863 pm->debug_info_size = len;
1864 pm->debug_info = (char *)malloc(pm->debug_info_size+1);
1865 Assert(pm->debug_info!=NULL);
1866 memset(pm->debug_info,0,len+1);
1867 cfread( pm->debug_info, 1, len, fp );
1875 pm->n_paths = cfread_int( fp );
1876 pm->paths = (model_path *)malloc(sizeof(model_path)*pm->n_paths);
1877 Assert( pm->paths != NULL );
1879 for (i=0; i<pm->n_paths; i++ ) {
1880 cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
1881 if ( pm->version >= 2002 ) {
1882 // store the sub_model name number of the parent
1883 cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
1884 // get rid of leading '$' char in name
1885 if ( pm->paths[i].parent_name[0] == '$' ) {
1886 char tmpbuf[MAX_NAME_LEN];
1887 strcpy(tmpbuf, pm->paths[i].parent_name+1);
1888 strcpy(pm->paths[i].parent_name, tmpbuf);
1890 // store the sub_model index (ie index into pm->submodel) of the parent
1891 pm->paths[i].parent_submodel = -1;
1892 for ( j = 0; j < pm->n_models; j++ ) {
1893 if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) {
1894 pm->paths[i].parent_submodel = j;
1898 pm->paths[i].parent_name[0] = 0;
1899 pm->paths[i].parent_submodel = -1;
1901 pm->paths[i].nverts = cfread_int( fp );
1902 pm->paths[i].verts = (mp_vert *)malloc( sizeof(mp_vert) * pm->paths[i].nverts );
1903 pm->paths[i].goal = pm->paths[i].nverts - 1;
1904 pm->paths[i].type = MP_TYPE_UNUSED;
1905 pm->paths[i].value = 0;
1906 Assert(pm->paths[i].verts!=NULL);
1907 for (j=0; j<pm->paths[i].nverts; j++ ) {
1908 cfread_vector(&pm->paths[i].verts[j].pos,fp );
1909 pm->paths[i].verts[j].radius = cfread_float( fp );
1911 { // version 1802 added turret stuff
1914 nturrets = cfread_int( fp );
1915 pm->paths[i].verts[j].nturrets = nturrets;
1916 pm->paths[i].verts[j].turret_ids = (int *)malloc( sizeof(int) * nturrets );
1917 for ( k = 0; k < nturrets; k++ )
1918 pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp );
1925 case ID_EYE: // an eye position(s)
1929 // all eyes points are stored simply as vectors and their normals.
1930 // 0th element is used as usual player view position.
1932 num_eyes = cfread_int( fp );
1933 pm->n_view_positions = num_eyes;
1934 Assert ( num_eyes < MAX_EYES );
1935 for (i = 0; i < num_eyes; i++ ) {
1936 pm->view_positions[i].parent = cfread_int( fp );
1937 cfread_vector( &pm->view_positions[i].pnt, fp );
1938 cfread_vector( &pm->view_positions[i].norm, fp );
1944 int num_ins, num_verts, num_faces, idx, idx2, idx3;
1946 // get the # of insignias
1947 num_ins = cfread_int(fp);
1948 pm->num_ins = num_ins;
1950 // read in the insignias
1951 for(idx=0; idx<num_ins; idx++){
1952 // get the detail level
1953 pm->ins[idx].detail_level = cfread_int(fp);
1956 num_faces = cfread_int(fp);
1957 pm->ins[idx].num_faces = num_faces;
1958 Assert(num_faces <= MAX_INS_FACES);
1961 num_verts = cfread_int(fp);
1962 Assert(num_verts <= MAX_INS_VECS);
1964 // read in all the vertices
1965 for(idx2=0; idx2<num_verts; idx2++){
1966 cfread_vector(&pm->ins[idx].vecs[idx2], fp);
1969 // read in world offset
1970 cfread_vector(&pm->ins[idx].offset, fp);
1972 // read in all the faces
1973 for(idx2=0; idx2<pm->ins[idx].num_faces; idx2++){
1974 // read in 3 vertices
1975 for(idx3=0; idx3<3; idx3++){
1976 pm->ins[idx].faces[idx2][idx3] = cfread_int(fp);
1977 pm->ins[idx].u[idx2][idx3] = cfread_float(fp);
1978 pm->ins[idx].v[idx2][idx3] = cfread_float(fp);
1984 // autocentering info
1986 cfread_vector(&pm->autocenter, fp);
1987 pm->flags |= PM_FLAG_AUTOCEN;
1991 mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1992 cfseek(fp,len,SEEK_CUR);
1996 cfseek(fp,next_chunk,SEEK_SET);
1998 id = cfread_int(fp);
1999 len = cfread_int(fp);
2000 next_chunk = cftell(fp) + len;
2009 ss_fp = cfopen(debug_name, "rb");
2011 size = cfilelength(ss_fp);
2014 _unlink(debug_name);
2021 // mprintf(("Done processing chunks\n"));
2027 //returns the number of this model
2028 int model_load(char *filename, int n_subsystems, model_subsystem *subsystems)
2030 int i, num, arc_idx;
2032 if ( !model_initted )
2035 // int Model_ram = 0;
2038 int ram_before = TotalRam;
2041 //Assert(strlen(filename) <= 12);
2045 for (i=0; i< MAX_POLYGON_MODELS; i++) {
2046 if ( Polygon_models[i] ) {
2047 if (!stricmp(filename, Polygon_models[i]->filename)) {
2048 // Model already loaded; just return.
2049 return Polygon_models[i]->id;
2051 } else if ( num == -1 ) {
2052 // This is the first empty slot
2059 Error( LOCATION, "Too many models" );
2063 mprintf(( "Loading model '%s'\n", filename ));
2065 polymodel * pm = (polymodel *)malloc( sizeof(polymodel) );
2067 Polygon_models[num] = pm;
2069 memset(pm, 0, sizeof(polymodel));
2074 int org_sig = Model_signature;
2075 Model_signature+=MAX_POLYGON_MODELS;
2076 if ( Model_signature < org_sig ) {
2077 Model_signature = 0;
2079 Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 );
2080 pm->id = Model_signature + num;
2082 if (!read_model_file(pm, filename, n_subsystems, subsystems)) {
2086 //mprintf(( "Loading model '%s'\n", filename ));
2089 //=============================
2090 // Find the destroyed replacement models
2092 // Set up the default values
2093 for (i=0; i<pm->n_models; i++ ) {
2094 pm->submodel[i].my_replacement = -1; // assume nothing replaces this
2095 pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything
2098 // Search for models that have destroyed versions
2099 for (i=0; i<pm->n_models; i++ ) {
2101 char destroyed_name[128];
2103 strcpy( destroyed_name, pm->submodel[i].name );
2104 strcat( destroyed_name, "-destroyed" );
2105 for (j=0; j<pm->n_models; j++ ) {
2106 if ( !stricmp( pm->submodel[j].name, destroyed_name )) {
2107 // mprintf(( "Found destroyed model for '%s'\n", pm->submodel[i].name ));
2108 pm->submodel[i].my_replacement = j;
2109 pm->submodel[j].i_replace = i;
2113 // Search for models with live debris
2114 // This debris comes from a destroyed subsystem when ship is still alive
2115 char live_debris_name[128];
2117 strcpy( live_debris_name, "debris-" );
2118 strcat( live_debris_name, pm->submodel[i].name );
2121 pm->submodel[i].num_live_debris = 0;
2122 for (j=0; j<pm->n_models; j++ ) {
2123 // check if current model name is substring of destroyed
2124 if ( strstr( pm->submodel[j].name, live_debris_name )) {
2125 mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name ));
2126 Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS);
2127 pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j;
2128 pm->submodel[j].is_live_debris = 1;
2134 create_family_tree(pm);
2135 // dump_object_tree(pm);
2137 //==============================
2138 // Find all the lower detail versions of the hires model
2139 for (i=0; i<pm->n_models; i++ ) {
2141 bsp_info * sm1 = &pm->submodel[i];
2143 // set all arc types to be default
2144 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2145 sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2148 sm1->num_details = 0;
2149 l1 = strlen(sm1->name);
2151 for (j=0; j<pm->num_debris_objects;j++ ) {
2152 if ( i == pm->debris_objects[j] ) {
2153 sm1->is_damaged = 1;
2158 for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
2159 sm1->details[j] = -1;
2162 for (j=0; j<pm->n_models; j++ ) {
2164 bsp_info * sm2 = &pm->submodel[j];
2166 if ( i==j ) continue;
2168 // set all arc types to be default
2169 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2170 sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2173 // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list
2174 if ((int)strlen(sm2->name)!=l1) continue;
2178 for ( k=0; k<l1; k++) {
2179 if (sm1->name[k] != sm2->name[k] ) {
2180 if (ndiff==0) first_diff = k;
2184 if (ndiff==1) { // They only differ by one character!
2186 dl1 = tolower(sm1->name[first_diff]) - 'a';
2187 dl2 = tolower(sm2->name[first_diff]) - 'a';
2189 if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels
2192 dl2--; // Start from 1 up...
2193 if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1;
2194 sm1->details[dl2] = j;
2195 //mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2, sm1->name ));
2200 for (j=0; j<sm1->num_details; j++ ) {
2201 if ( sm1->details[j] == -1 ) {
2202 Warning( LOCATION, "Model '%s' could not find all detail levels for submodel '%s'", pm->filename, sm1->name );
2203 sm1->num_details = 0;
2210 model_octant_create( pm );
2212 // Find the core_radius... the minimum of
2214 rx = fl_abs( pm->submodel[pm->detail[0]].max.xyz.x - pm->submodel[pm->detail[0]].min.xyz.x );
2215 ry = fl_abs( pm->submodel[pm->detail[0]].max.xyz.y - pm->submodel[pm->detail[0]].min.xyz.y );
2216 rz = fl_abs( pm->submodel[pm->detail[0]].max.xyz.z - pm->submodel[pm->detail[0]].min.xyz.z );
2218 pm->core_radius = min( rx, min(ry, rz) ) / 2.0f;
2220 for (i=0; i<pm->n_view_positions; i++ ) {
2221 if ( pm->view_positions[i].parent == pm->detail[0] ) {
2222 float d = vm_vec_mag( &pm->view_positions[i].pnt );
2224 d += 0.1f; // Make the eye 1/10th of a meter inside the sphere.
2226 if ( d > pm->core_radius ) {
2227 //mprintf(( "Model %s core radius increased from %.1f to %.1f to fit eye\n", pm->filename, pm->core_radius, d ));
2228 pm->core_radius = d;
2234 int ram_after = TotalRam;
2236 pm->ram_used = ram_after - ram_before;
2237 Model_ram += pm->ram_used;
2238 //mprintf(( "Model RAM = %d KB\n", Model_ram ));
2244 // Get "parent" submodel for live debris submodel
2245 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num )
2247 polymodel *pm = model_get(model_num);
2249 Assert(pm->submodel[live_debris_model_num].is_live_debris == 1);
2254 // Start with the high level of detail hull
2255 // Check all its children until we find the submodel to which the live debris belongs
2256 child = &pm->submodel[pm->detail[0]];
2257 mn = child->first_child;
2260 child = &pm->submodel[mn];
2262 if (child->num_live_debris > 0) {
2263 // check all live debris submodels for the current child
2264 for (int idx=0; idx<child->num_live_debris; idx++) {
2265 if (child->live_debris[idx] == live_debris_model_num) {
2269 // DKA 5/26/99: can multiple live debris subsystems with each ship
2270 // NO LONGER TRUE Can only be 1 submodel with live debris
2271 // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error");
2275 mn = child->next_sibling;
2277 Error( LOCATION, "Could not find parent submodel for live debris");
2282 float model_get_radius( int modelnum )
2286 pm = model_get(modelnum);
2291 float model_get_core_radius( int modelnum )
2295 pm = model_get(modelnum);
2297 return pm->core_radius;
2300 float submodel_get_radius( int modelnum, int submodelnum )
2304 pm = model_get(modelnum);
2306 return pm->submodel[submodelnum].rad;
2311 polymodel * model_get(int model_num)
2313 Assert( model_num > -1 );
2315 int num = model_num % MAX_POLYGON_MODELS;
2318 Assert( num < MAX_POLYGON_MODELS );
2319 Assert( Polygon_models[num]->id == model_num );
2321 return Polygon_models[num];
2326 // Finds the 3d bounding box of a model. If submodel_num is -1,
2327 // then it starts from the root object. If inc_children is non-zero,
2328 // then this will recurse and find the bounding box for all children
2330 void model_find_bound_box_3d(int model_num,int submodel_num, int inc_children, matrix *orient, vector * pos, vector * box )
2333 vector to_root_xlat;
2334 matrix to_root_rotate;
2335 int n_steps, steps[16];
2338 if ( (model_num < 0) || (model_num >= N_polygon_models) ) return;
2340 pm = &Polygon_models[model_num];
2342 if ( submodel_num < 0 ) submodel_num = pm->detail[0];
2344 // traverse up the model tree to a root object.
2345 // Store this path in n_steps,
2347 tmp_sobj = submodel_num;
2348 while( tmp_sobj > -1 ) {
2349 steps[n_steps++] = tmp_sobj;
2350 tmp_sobj = pm->submodel[tmp_sobj].parent;
2355 // vm_copy_transpose_matrix(&to_world_rotate, orient );
2356 // to_world_xlat = *pos;
2363 // Returns zero is x1,y1,x2,y2 are valid
2364 // returns 1 for invalid model, 2 for point offscreen.
2365 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2366 int model_find_2d_bound_min(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2370 int i, x,y,min_x, min_y, max_x, max_y;
2373 po = model_get(model_num);
2375 g3_start_instance_matrix(pos,orient);
2379 int hull = po->detail[0];
2381 min_x = min_y = max_x = max_y = 0;
2383 for (i=0; i<8; i++ ) {
2387 flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]);
2388 if ( !(flags&CC_BEHIND) ) {
2389 g3_project_vertex(&pt);
2391 if (!(pt.flags & PF_OVERFLOW)) {
2394 if ( n_valid_pts == 0 ) {
2400 if ( x < min_x ) min_x = x;
2401 if ( y < min_y ) min_y = y;
2403 if ( x > max_x ) max_x = x;
2404 if ( y > max_y ) max_y = y;
2411 if ( n_valid_pts < 8 ) {
2415 if (x1) *x1 = min_x;
2416 if (y1) *y1 = min_y;
2418 if (x2) *x2 = max_x;
2419 if (y2) *y2 = max_y;
2427 // Returns zero is x1,y1,x2,y2 are valid
2428 // returns 1 for invalid model, 2 for point offscreen.
2429 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2430 int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2434 int i, x,y,min_x, min_y, max_x, max_y;
2437 po = model_get(model_num);
2438 if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1;
2439 sm = &po->submodel[submodel];
2441 g3_start_instance_matrix(pos,orient);
2445 min_x = min_y = max_x = max_y = 0;
2447 for (i=0; i<8; i++ ) {
2451 flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]);
2452 if ( !(flags&CC_BEHIND) ) {
2453 g3_project_vertex(&pt);
2455 if (!(pt.flags & PF_OVERFLOW)) {
2458 if ( n_valid_pts == 0 ) {
2464 if ( x < min_x ) min_x = x;
2465 if ( y < min_y ) min_y = y;
2467 if ( x > max_x ) max_x = x;
2468 if ( y > max_y ) max_y = y;
2475 if ( n_valid_pts == 0 ) {
2479 if (x1) *x1 = min_x;
2480 if (y1) *y1 = min_y;
2482 if (x2) *x2 = max_x;
2483 if (y2) *y2 = max_y;
2491 // Returns zero is x1,y1,x2,y2 are valid
2492 // returns 1 for invalid model, 2 for point offscreen.
2493 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2494 int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2501 po = model_get(model_num);
2502 float width = po->rad;
2503 float height = po->rad;
2505 flags = g3_rotate_vertex(&pnt,pos);
2507 if ( pnt.flags & CC_BEHIND )
2510 if (!(pnt.flags&PF_PROJECTED))
2511 g3_project_vertex(&pnt);
2513 if (pnt.flags & PF_OVERFLOW)
2516 t = (width * Canv_w2)/pnt.z;
2517 w = t*Matrix_scale.xyz.x;
2519 t = (height*Canv_h2)/pnt.z;
2520 h = t*Matrix_scale.xyz.y;
2522 if (x1) *x1 = fl2i(pnt.sx - w);
2523 if (y1) *y1 = fl2i(pnt.sy - h);
2525 if (x2) *x2 = fl2i(pnt.sx + w);
2526 if (y2) *y2 = fl2i(pnt.sy + h);
2531 // Returns zero is x1,y1,x2,y2 are valid
2532 // returns 2 for point offscreen.
2533 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2534 int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2540 float width = radius;
2541 float height = radius;
2543 flags = g3_rotate_vertex(&pnt,pos);
2545 if ( pnt.flags & CC_BEHIND )
2548 if (!(pnt.flags&PF_PROJECTED))
2549 g3_project_vertex(&pnt);
2551 if (pnt.flags & PF_OVERFLOW)
2554 t = (width * Canv_w2)/pnt.z;
2555 w = t*Matrix_scale.xyz.x;
2557 t = (height*Canv_h2)/pnt.z;
2558 h = t*Matrix_scale.xyz.y;
2560 if (x1) *x1 = fl2i(pnt.sx - w);
2561 if (y1) *y1 = fl2i(pnt.sy - h);
2563 if (x2) *x2 = fl2i(pnt.sx + w);
2564 if (y2) *y2 = fl2i(pnt.sy + h);
2570 // Given a vector that is in sub_model_num's frame of
2571 // reference, and given the object's orient and position,
2572 // return the vector in the model's frame of reference.
2573 void model_find_obj_dir(vector *w_vec, vector *m_vec, object *ship_obj, int sub_model_num)
2579 Assert(ship_obj->type == OBJ_SHIP);
2581 polymodel *pm = model_get(Ships[ship_obj->instance].modelnum);
2585 // instance up the tree for this point
2586 while ((mn>-1) && (pm->submodel[mn].parent > -1)) {
2588 vm_angles_2_matrix(&m, &pm->submodel[mn].angs);
2589 vm_vec_unrotate(&tvec, &vec, &m);
2592 mn = pm->submodel[mn].parent;
2595 // now instance for the entire object
2596 vm_vec_unrotate(w_vec, &vec, &ship_obj->orient);
2600 // Given a point (pnt) that is in sub_model_num's frame of
2601 // reference, return the point in in the object's frame of reference
2602 void model_rot_sub_into_obj(vector * outpnt, vector *mpnt,polymodel *pm, int sub_model_num)
2612 //instance up the tree for this point
2613 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2615 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2616 vm_transpose_matrix(&m);
2617 vm_vec_rotate(&tpnt,&pnt,&m);
2619 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2621 mn = pm->submodel[mn].parent;
2624 //now instance for the entire object
2629 // Given a rotating submodel, find the ship and world axes or rotatation.
2630 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj)
2632 polymodel *pm = model_get(modelnum);
2634 bsp_info *sm = &pm->submodel[submodel_num];
2635 Assert(sm->movement_type == MOVEMENT_TYPE_ROT);
2637 if (sm->movement_axis == MOVEMENT_AXIS_X) {
2638 vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f);
2639 } else if (sm->movement_axis == MOVEMENT_AXIS_Y) {
2640 vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f);
2642 Assert(sm->movement_axis == MOVEMENT_AXIS_Z);
2643 vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f);
2646 model_find_obj_dir(world_axis, model_axis, obj, submodel_num);
2650 // Does stepped rotation of a submodel
2652 #pragma warning ( push )
2653 #pragma warning (disable : 4701)
2655 void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
2657 Assert(psub->flags & MSS_FLAG_STEPPED_ROTATE);
2659 if ( psub->subobj_num < 0 ) return;
2661 polymodel *pm = model_get(psub->model_num);
2662 bsp_info *sm = &pm->submodel[psub->subobj_num];
2664 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2666 // get active rotation time this frame
2667 int end_stamp = timestamp();
2668 float rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
2669 Assert(rotation_time >= 0);
2672 sii->prev_angs = sii->angs;
2674 // float pointer into struct to get angle (either p,b,h)
2675 float *ang_prev, *ang_next;
2676 switch( sm->movement_axis ) {
2677 case MOVEMENT_AXIS_X:
2678 ang_prev = &sii->prev_angs.p;
2679 ang_next = &sii->angs.p;
2682 case MOVEMENT_AXIS_Y:
2683 ang_prev = &sii->prev_angs.h;
2684 ang_next = &sii->angs.h;
2687 case MOVEMENT_AXIS_Z:
2688 ang_prev = &sii->prev_angs.b;
2689 ang_next = &sii->angs.b;
2693 // angular displacement of one step
2694 float step_size = (PI2 / psub->stepped_rotation->num_steps);
2696 // get time to complete one step, including pause
2697 float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause;
2699 // cur_step is step number relative to zero (0 - num_steps)
2700 // step_offset_time is TIME into current step
2701 float step_offset_time = (float)fmod(rotation_time, step_time);
2702 // subtract off fractional step part, round up (ie, 1.999999 -> 2)
2703 int cur_step = int( ((rotation_time - step_offset_time) / step_time) + 0.5f);
2704 // mprintf(("cur step %d\n", cur_step));
2705 // Assert(step_offset_time >= 0);
2707 if (cur_step >= psub->stepped_rotation->num_steps) {
2708 // I don;t know why, but removing this line makes it all good.
2709 // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f);
2711 // reset cur_step (use mod to handle physics/ai pause)
2712 cur_step = cur_step % psub->stepped_rotation->num_steps;
2716 *ang_next = cur_step * step_size;
2718 // determine which phase of rotation we're in
2719 float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit;
2720 float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction);
2721 float pause_start_time = psub->stepped_rotation->t_transit;
2723 float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time;
2725 if (step_offset_time < coast_start_time) {
2727 float accel_time = step_offset_time;
2728 *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time;
2729 sii->cur_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time;
2730 } else if (step_offset_time < decel_start_time) {
2732 float coast_time = step_offset_time - coast_start_time;
2733 *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time;
2734 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate;
2735 } else if (step_offset_time < pause_start_time) {
2737 float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time;
2738 *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause);
2739 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
2742 *ang_next += step_size;
2743 sii->cur_turn_rate = 0.0f;
2747 #pragma warning ( pop )
2750 // Rotates the angle of a submodel. Use this so the right unlocked axis
2752 void submodel_rotate(model_subsystem *psub, submodel_instance_info *sii)
2756 if ( psub->subobj_num < 0 ) return;
2758 polymodel *pm = model_get(psub->model_num);
2759 sm = &pm->submodel[psub->subobj_num];
2761 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2764 sii->prev_angs = sii->angs;
2766 // probably send in a calculated desired turn rate
2767 float diff = sii->desired_turn_rate - sii->cur_turn_rate;
2769 float final_turn_rate;
2771 final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
2772 if (final_turn_rate > sii->desired_turn_rate) {
2773 final_turn_rate = sii->desired_turn_rate;
2775 } else if (diff < 0) {
2776 final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
2777 if (final_turn_rate < sii->desired_turn_rate) {
2778 final_turn_rate = sii->desired_turn_rate;
2781 final_turn_rate = sii->desired_turn_rate;
2784 float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
2785 sii->cur_turn_rate = final_turn_rate;
2788 //float delta = psub->turn_rate * flFrametime;
2790 switch( sm->movement_axis ) {
2791 case MOVEMENT_AXIS_X:
2792 sii->angs.p += delta;
2793 if (sii->angs.p > PI2 )
2795 else if (sii->angs.p < 0.0f )
2798 case MOVEMENT_AXIS_Y:
2799 sii->angs.h += delta;
2800 if (sii->angs.h > PI2 )
2802 else if (sii->angs.h < 0.0f )
2805 case MOVEMENT_AXIS_Z:
2806 sii->angs.b += delta;
2807 if (sii->angs.b > PI2 )
2809 else if (sii->angs.b < 0.0f )
2816 //=========================================================================
2817 // Make a turret's correct orientation matrix. This should be done when
2818 // the model is read, but I wasn't sure at what point all the data that I
2819 // needed was read, so I just check a flag and call this routine when
2820 // I determine I need the correct matrix. In this code, you can't use
2821 // vm_vec_2_matrix or anything, since these turrets could be either
2822 // right handed or left handed.
2823 void model_make_turrent_matrix(int model_num, model_subsystem * turret )
2826 vector fvec, uvec, rvec;
2828 pm = model_get(model_num);
2829 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2830 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2833 model_clear_instance(model_num);
2834 model_find_world_dir(&fvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2836 sm_parent->angs.h = -PI/2.0f;
2837 sm->angs.p = -PI/2.0f;
2838 model_find_world_dir(&rvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2840 sm_parent->angs.h = 0.0f;
2841 sm->angs.p = -PI/2.0f;
2842 model_find_world_dir(&uvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2844 vm_vec_normalize(&fvec);
2845 vm_vec_normalize(&rvec);
2846 vm_vec_normalize(&uvec);
2848 turret->turret_matrix.v.fvec = fvec;
2849 turret->turret_matrix.v.rvec = rvec;
2850 turret->turret_matrix.v.uvec = uvec;
2852 // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL);
2854 // HACK!! WARNING!!!
2855 // I'm doing nothing to verify that this matrix is orthogonal!!
2856 // In other words, there's no guarantee that the vectors are 90 degrees
2858 // I'm not doing this because I don't know how to do it without ruining
2859 // the handedness of the matrix... however, I'm not too worried about
2860 // this because I am creating these 3 vectors by making them 90 degrees
2861 // apart, so this should be close enough. I think this will start
2862 // causing weird errors when we view from turrets. -John
2863 turret->flags |= MSS_FLAG_TURRET_MATRIX;
2866 // Tries to move joints so that the turrent points to the point dst.
2867 // turret1 is the angles of the turret, turret2 is the angles of the gun from turret
2868 // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI)
2869 int model_rotate_gun(int model_num, model_subsystem *turret, matrix *orient, angles *turret1, angles *turret2, vector *pos, vector *dst)
2873 pm = model_get(model_num);
2874 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2875 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2877 // Check for a valid turret
2878 Assert( turret->turret_num_firing_points > 0 );
2881 if ( sm_parent == sm ) {
2885 // Build the correct turret matrix if there isn't already one
2886 if ( !(turret->flags & MSS_FLAG_TURRET_MATRIX) )
2887 model_make_turrent_matrix(model_num, turret );
2889 Assert( turret->flags & MSS_FLAG_TURRET_MATRIX);
2890 // Assert( sm->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch
2891 // Assert( sm_parent->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading
2893 //======================================================
2894 // DEBUG code to draw the normal out of this gun and a circle
2895 // at the gun point.
2900 vertex dpnt1, dpnt2;
2902 model_clear_instance(model_num);
2903 sm->angs.p = turret2->p;
2904 sm_parent->angs.h = turret1->h;
2906 model_find_world_point(&tmp, &vmd_zero_vector, model_num, turret->turret_gun_sobj, orient, pos );
2907 gr_set_color(255,0,0);
2908 g3_rotate_vertex( &dpnt1, &tmp );
2910 gr_set_color(255,0,0);
2911 g3_draw_sphere(&dpnt1,1.0f);
2913 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.fvec, 10.0f );
2914 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2915 g3_rotate_vertex( &dpnt2, &tmp );
2917 gr_set_color(0,255,0);
2918 g3_draw_line(&dpnt1,&dpnt2);
2919 gr_set_color(0,128,0);
2920 g3_draw_sphere(&dpnt2,0.2f);
2922 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.rvec, 10.0f );
2923 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2924 g3_rotate_vertex( &dpnt2, &tmp );
2926 gr_set_color(0,0,255);
2927 g3_draw_line(&dpnt1,&dpnt2);
2929 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.v.uvec, 10.0f );
2930 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2931 g3_rotate_vertex( &dpnt2, &tmp );
2933 gr_set_color(255,0,0);
2934 g3_draw_line(&dpnt1,&dpnt2);
2939 // rotate the dest point into the turret gun normal's frame of
2940 // reference, but not using the turret's angles.
2941 // Call this vector of_dst
2943 matrix world_to_turret_matrix; // converts world coordinates to turret's FOR
2944 vector world_to_turret_translate; // converts world coordinates to turret's FOR
2947 vm_vec_unrotate( &tempv, &sm_parent->offset, orient);
2948 vm_vec_add( &world_to_turret_translate, pos, &tempv );
2950 vm_matrix_x_matrix( &world_to_turret_matrix, orient, &turret->turret_matrix );
2952 vm_vec_sub( &tempv, dst, &world_to_turret_translate );
2953 vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix );
2955 vm_vec_normalize(&of_dst);
2958 // Find the heading and pitch that the gun needs to turn to
2959 // by extracting them from the of_dst vector.
2960 // Call this the desired_angles
2961 angles desired_angles;
2963 desired_angles.p = (float)acos(of_dst.xyz.z);
2964 desired_angles.h = PI - atan2_safe(of_dst.xyz.x, of_dst.xyz.y);
2965 desired_angles.b = 0.0f;
2967 // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.xyz.z, desired_angles.p ));
2970 // Gradually turn the turret towards the desired angles
2971 float step_size = turret->turret_turning_rate * flFrametime;
2973 vm_interp_angle(&turret1->h,desired_angles.h,step_size);
2974 vm_interp_angle(&turret2->p,desired_angles.p,step_size);
2976 // turret1->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) );
2977 // turret2->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) );
2984 // Given a point (pnt) that is in sub_model_num's frame of
2985 // reference, and given the object's orient and position,
2986 // return the point in 3-space in outpnt.
2987 void model_find_world_point(vector * outpnt, vector *mpnt,int model_num,int sub_model_num, matrix * objorient, vector * objpos )
2993 polymodel *pm = model_get(model_num);
2998 //instance up the tree for this point
2999 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3001 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3002 vm_vec_unrotate(&tpnt,&pnt,&m);
3004 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
3006 mn = pm->submodel[mn].parent;
3009 //now instance for the entire object
3010 vm_vec_unrotate(outpnt,&pnt,objorient);
3011 vm_vec_add2(outpnt,objpos);
3014 // Given a point in the world RF, find the corresponding point in the model RF.
3015 // This is special purpose code, specific for model collision.
3016 // NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
3018 // out - point in model RF
3019 // world_pt - point in world RF
3020 // pm - polygon model
3021 // submodel_num - submodel in whose RF we're trying to find the corresponding world point
3022 // orient - orient matrix of ship
3023 // pos - pos vector of ship
3024 void world_find_model_point(vector *out, vector *world_pt, polymodel *pm, int submodel_num, matrix *orient, vector *pos)
3026 Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) );
3028 vector tempv1, tempv2;
3032 vm_vec_sub(&tempv1, world_pt, pos);
3033 vm_vec_rotate(&tempv2, &tempv1, orient);
3035 if (pm->submodel[submodel_num].parent == -1) {
3040 // put into submodel RF
3041 vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset);
3042 vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs);
3043 vm_vec_rotate(out, &tempv2, &m);
3046 // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle
3047 int rotating_submodel_has_ship_subsys(int submodel, ship *shipp)
3049 model_subsystem *psub;
3054 // Go through all subsystems and look for submodel
3055 // the subsystems that need it.
3056 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
3057 psub = pss->system_info;
3058 if (psub->subobj_num == submodel) {
3067 void model_get_rotating_submodel_list(int *submodel_list, int *num_rotating_submodels, object *objp)
3069 Assert(objp->type == OBJ_SHIP);
3071 // Check if not currently rotating - then treat as part of superstructure.
3072 int modelnum = Ships[objp->instance].modelnum;
3073 polymodel *pm = model_get(modelnum);
3074 bsp_info *child_submodel;
3076 *num_rotating_submodels = 0;
3077 child_submodel = &pm->submodel[pm->detail[0]];
3079 int i = child_submodel->first_child;
3081 child_submodel = &pm->submodel[i];
3083 // Don't check it or its children if it is destroyed or it is a replacement (non-moving)
3084 if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {
3086 // Only look for submodels that rotate
3087 if (child_submodel->movement_type == MOVEMENT_TYPE_ROT) {
3089 // find ship subsys and check submodel rotation is less than max allowed.
3090 ship *pship = &Ships[objp->instance];
3091 ship_subsys *subsys;
3093 for ( subsys = GET_FIRST(&pship->subsys_list); subsys !=END_OF_LIST(&pship->subsys_list); subsys = GET_NEXT(subsys) ) {
3094 Assert(subsys->system_info->model_num == modelnum);
3095 if (i == subsys->system_info->subobj_num) {
3096 // found the correct subsystem - now check delta rotation angle not too large
3097 float delta_angle = get_submodel_delta_angle(&subsys->submodel_info_1);
3098 if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) {
3099 Assert(*num_rotating_submodels < MAX_ROTATING_SUBMODELS-1);
3100 submodel_list[(*num_rotating_submodels)++] = i;
3107 i = child_submodel->next_sibling;
3111 //#define MODEL_CHECK
3113 ship *pship = &Ships[objp->instance];
3114 for (int idx=0; idx<*num_rotating_submodels; idx++) {
3115 int valid = rotating_submodel_has_ship_subsys(submodel_list[idx], pship);
3119 Warning( LOCATION, "Ship %s has rotating submodel [%s] without ship subsystem\n", pship->ship_name, pm->submodel[submodel_list[idx]].name );
3120 pm->submodel[submodel_list[idx]].movement_type &= ~MOVEMENT_TYPE_ROT;
3121 *num_rotating_submodels = 0;
3129 // Given a direction (pnt) that is in sub_model_num's frame of
3130 // reference, and given the object's orient and position,
3131 // return the point in 3-space in outpnt.
3132 void model_find_world_dir(vector * out_dir, vector *in_dir,int model_num, int sub_model_num, matrix * objorient, vector * objpos )
3138 polymodel *pm = model_get(model_num);
3143 //instance up the tree for this point
3144 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3146 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3147 vm_vec_unrotate(&tpnt,&pnt,&m);
3150 mn = pm->submodel[mn].parent;
3153 //now instance for the entire object
3154 vm_vec_unrotate(out_dir,&pnt,objorient);
3159 // Clears all the submodel instances stored in a model to their defaults.
3160 void model_clear_instance(int model_num)
3165 pm = model_get(model_num);
3167 // reset textures to original ones
3168 for (i=0; i<pm->n_textures; i++ ) {
3169 pm->textures[i] = pm->original_textures[i];
3172 for (i=0; i<pm->n_models; i++ ) {
3173 bsp_info *sm = &pm->submodel[i];
3175 if ( pm->submodel[i].is_damaged ) {
3184 // set pointer to other ship subsystem info [turn rate, accel, moment, axis, ...]
3187 sm->num_arcs = 0; // Turn off any electric arcing effects
3190 for (i=0; i<pm->num_lights; i++ ) {
3191 pm->lights[i].value = 0.0f;
3194 interp_clear_instance();
3196 // if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
3197 // if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
3198 // if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
3199 // if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
3200 // if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
3201 // if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
3206 // initialization during ship set
3207 void model_clear_instance_info( submodel_instance_info * sii )
3213 sii->prev_angs.p = 0.0f;
3214 sii->prev_angs.b = 0.0f;
3215 sii->prev_angs.h = 0.0f;
3217 sii->cur_turn_rate = 0.0f;
3218 sii->desired_turn_rate = 0.0f;
3219 sii->turn_accel = 0.0f;
3222 // initialization during ship set
3223 void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
3229 sii->prev_angs.p = 0.0f;
3230 sii->prev_angs.b = 0.0f;
3231 sii->prev_angs.h = 0.0f;
3233 sii->cur_turn_rate = turn_rate * 0.0f;
3234 sii->desired_turn_rate = turn_rate;
3235 sii->turn_accel = turn_accel;
3237 sii->step_zero_timestamp = timestamp();
3242 // Sets the submodel instance data in a submodel (for all detail levels)
3243 void model_set_instance(int model_num, int sub_model_num, submodel_instance_info * sii)
3248 pm = model_get(model_num);
3250 Assert( sub_model_num >= 0 );
3251 Assert( sub_model_num < pm->n_models );
3253 if ( sub_model_num < 0 ) return;
3254 if ( sub_model_num >= pm->n_models ) return;
3255 bsp_info *sm = &pm->submodel[sub_model_num];
3257 // Set the "blown out" flags
3258 sm->blown_off = sii->blown_off;
3260 if ( sm->blown_off ) {
3261 if ( sm->my_replacement > -1 ) {
3262 pm->submodel[sm->my_replacement].blown_off = 0;
3263 pm->submodel[sm->my_replacement].angs = sii->angs;
3264 pm->submodel[sm->my_replacement].sii = sii;
3267 if ( sm->my_replacement > -1 ) {
3268 pm->submodel[sm->my_replacement].blown_off = 1;
3273 sm->angs = sii->angs;
3276 // For all the detail levels of this submodel, set them also.
3277 for (i=0; i<sm->num_details; i++ ) {
3278 model_set_instance(model_num, sm->details[i], sii );
3283 // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity
3284 void model_init_submodel_axis_pt(submodel_instance_info *sii, int model_num, int submodel_num)
3287 vector *mpoint1, *mpoint2;
3288 vector p1, v1, p2, v2, int1;
3290 polymodel *pm = model_get(model_num);
3291 Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT);
3297 // find 2 fixed points in submodel RF
3298 // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the
3299 // two lines to find a point on the axis
3300 if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) {
3301 axis = vmd_x_vector;
3302 mpoint1 = &vmd_y_vector;
3303 mpoint2 = &vmd_z_vector;
3304 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) {
3305 mpoint1 = &vmd_x_vector;
3306 axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z
3307 mpoint2 = &vmd_z_vector;
3308 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) {
3309 mpoint1 = &vmd_x_vector;
3310 mpoint2 = &vmd_y_vector;
3311 axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y
3313 // must be one of these axes or submodel_rot_hit is incorrectly set
3317 // copy submodel angs
3318 angles copy_angs = pm->submodel[submodel_num].angs;
3320 // find two points rotated into model RF when angs set to 0
3321 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
3322 model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3323 model_find_world_point(&p2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3325 // find two points rotated into model RF when angs set to PI
3326 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, PI);
3327 model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3328 model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3330 // reset submodel angs
3331 pm->submodel[submodel_num].angs = copy_angs;
3333 // find direction vectors of the two lines
3334 vm_vec_sub2(&v1, &p1);
3335 vm_vec_sub2(&v2, &p2);
3337 // find the intersection of the two lines
3339 fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t);
3341 // find the actual intersection points
3342 vm_vec_scale_add(&int1, &p1, &v1, s);
3345 sii->pt_on_axis = int1;
3350 // Adds an electrical arcing effect to a submodel
3351 void model_add_arc(int model_num, int sub_model_num, vector *v1, vector *v2, int arc_type )
3355 pm = model_get(model_num);
3357 if ( sub_model_num == -1 ) {
3358 sub_model_num = pm->detail[0];
3361 Assert( sub_model_num >= 0 );
3362 Assert( sub_model_num < pm->n_models );
3364 if ( sub_model_num < 0 ) return;
3365 if ( sub_model_num >= pm->n_models ) return;
3366 bsp_info *sm = &pm->submodel[sub_model_num];
3368 if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
3369 sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
3370 sm->arc_pts[sm->num_arcs][0] = *v1;
3371 sm->arc_pts[sm->num_arcs][1] = *v2;
3376 // function to return an index into the docking_bays array which matches the criteria passed
3377 // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h
3378 int model_find_dock_index(int modelnum, int dock_type)
3384 pm = model_get(modelnum);
3386 // no docking points -- return -1
3387 if ( pm->n_docks <= 0 )
3390 for (i = 0; i < pm->n_docks; i++ ) {
3391 if ( dock_type & pm->docking_bays[i].type_flags )
3398 int model_get_dock_index_type(int modelnum, int index)
3400 polymodel *pm = model_get(modelnum);
3402 return pm->docking_bays[index].type_flags;
3405 // get all the different docking point types on a model
3406 int model_get_dock_types(int modelnum)
3411 pm = model_get(modelnum);
3412 for (i=0; i<pm->n_docks; i++)
3413 type |= pm->docking_bays[i].type_flags;
3418 // function to return an index into the docking_bays array which matches the string passed
3419 // Fred uses strings to identify docking positions. This functin also accepts generic strings
3420 // so that a desginer doesn't have to know exact names if building a mission from hand.
3421 int model_find_dock_name_index( int modelnum, char *name )
3426 pm = model_get(modelnum);
3427 if ( pm->n_docks <= 0 )
3430 // check the generic names and call previous function to find first dock point of
3431 // the specified type
3432 if ( !stricmp(name, "cargo") )
3433 return model_find_dock_index( modelnum, DOCK_TYPE_CARGO );
3434 else if (!stricmp( name, "rearm") )
3435 return model_find_dock_index( modelnum, DOCK_TYPE_REARM );
3436 else if (!stricmp( name, "generic") )
3437 return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC );
3439 for (i = 0; i < pm->n_docks; i++ ) {
3440 if ( !stricmp(pm->docking_bays[i].name, name) )
3444 // if we get here, name wasn't found -- return -1 and hope for the best
3448 // returns the actual name of a docking point on a model, needed by Fred.
3449 char *model_get_dock_name(int modelnum, int index)
3453 pm = model_get(modelnum);
3454 Assert((index >= 0) && (index < pm->n_docks));
3455 return pm->docking_bays[index].name;
3458 int model_get_num_dock_points(int modelnum)
3462 pm = model_get(modelnum);