2 * $Logfile: /Freespace2/code/Model/ModelRead.cpp $
7 * file which reads and deciphers POF information
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 36 7/22/99 2:26p Mattk
15 * DA: don't show engine wash error if no subsystems. (ie, Pofview...)
17 * 35 7/19/99 12:02p Andsager
18 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
19 * only blow up subsystem if its strength is > 0
21 * 34 7/07/99 5:00p Andsager
22 * Fixed bug in stepped rotation
24 * 33 7/06/99 4:42p Anoop
25 * Add MiniCap hack for engine wash
27 * 32 7/06/99 3:52p Andsager
28 * That wacky model_subsystem name vs. subobj_name thing bites us in the
31 * 31 7/06/99 3:15p Anoop
32 * Better debug info for engine wash error.
34 * 30 7/06/99 11:37a Andsager
35 * Fix warning message.
37 * 29 7/06/99 10:45a Andsager
38 * Modify engine wash to work on any ship that is not small. Add AWACS
41 * 28 7/01/99 4:23p Dave
42 * Full support for multiple linked ambient engine sounds. Added "big
45 * 27 6/08/99 2:33p Dave
46 * Fixed release build warning. Put in hud config stuff.
48 * 26 6/01/99 8:35p Dave
49 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
50 * awacs-set-radius sexpression.
52 * 25 5/28/99 1:51p Andsager
53 * Allow models to rotate in both direction on an axis, specifying a
54 * negative rotation time in submodel properties.
56 * 24 5/27/99 3:48p Andsager
57 * Add assert to model_read code to not allow overwrite of memory
59 * 23 5/27/99 12:11p Andsager
60 * Allow more than 1 subsystem to have live debris on any ship
62 * 22 5/27/99 10:57a Mattk
63 * Put in a warning about too many firing points per turret.
65 * 21 5/24/99 5:45p Dave
66 * Added detail levels to the nebula, with a decent speedup. Split nebula
67 * lightning into its own section.
69 * 20 5/19/99 11:09a Andsager
70 * Turn on engine wash. Check every 1/4 sec.
72 * 19 5/11/99 10:16p Andsager
73 * First pass on engine wash effect. Rotation (control input), damage,
76 * 18 4/09/99 11:38a Andsager
77 * Change POF format for Freespace2
79 * 17 3/23/99 5:17p Dave
80 * Changed model file format somewhat to account for LOD's on insignias
82 * 16 3/20/99 3:46p Dave
83 * Added support for model-based background nebulae. Added 3 new
86 * 15 3/19/99 6:15p Dave
87 * Put in checks for insignia bitmaps for having too many faces or
90 * 14 2/21/99 6:01p Dave
91 * Fixed standalone WSS packets.
93 * 13 2/19/99 11:42a Dave
94 * Put in model rendering autocentering.
96 * 12 2/10/99 3:52p Enricco
99 * 11 1/14/99 6:06p Dave
100 * 100% full squad logo support for single player and multiplayer.
102 * 10 1/11/99 12:42p Andsager
103 * Add live debris - debris which is created from a destroyed subsystem,
104 * when the ship is still alive
106 * 9 1/08/99 2:08p Dave
107 * Fixed software rendering for pofview. Super early support for AWACS and
110 * 8 1/06/99 2:24p Dave
111 * Stubs and release build fixes.
113 * 7 12/23/98 2:53p Andsager
114 * Added stepped rotation support
116 * 6 12/04/98 3:34p Andsager
117 * Handle norotating submodels
119 * 5 12/03/98 3:14p Andsager
120 * Check in code that checks rotating submodel actually has ship subsystem
122 * 4 11/19/98 11:07p Andsager
123 * Check in of physics and collision detection of rotating submodels
125 * 3 10/23/98 3:03p Andsager
126 * Initial support for changing rotation rate.
128 * 2 10/07/98 10:53a Dave
131 * 1 10/07/98 10:50a Dave
133 * 177 8/28/98 3:29p Dave
134 * EMP effect done. AI effects may need some tweaking as required.
136 * 176 5/19/98 8:31p Andsager
137 * Added split planes (for big ship explosions)
139 * 175 5/07/98 5:39p Andsager
140 * Changes to model to hold cross section info
142 * 174 4/30/98 4:53p John
143 * Restructured and cleaned up cfile code. Added capability to read off
144 * of CD-ROM drive and out of multiple pack files.
146 * 173 4/22/98 9:43p John
147 * Added code to allow checking of invisible faces, flagged by any texture
148 * name with invisible in it.
150 * 172 4/14/98 11:11p John
151 * Made ships with < 50% hull left show electrical damage arcs.
153 * 171 4/01/98 5:34p John
154 * Made only the used POFs page in for a level. Reduced some interp
155 * arrays. Made custom detail level work differently.
157 * 170 4/01/98 9:14a Mike
160 * 169 3/31/98 5:18p John
161 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
162 * bunch of debug stuff out of player file. Made model code be able to
163 * unload models and malloc out only however many models are needed.
166 * 168 3/17/98 2:46p Allender
167 * Copy subsystem name when copying model subsystems
169 * 167 3/02/98 5:42p John
170 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
171 * afterburner. Made gr_set_clip work good with negative x &y. Made
172 * model_caching be on by default. Made each cached model have it's own
173 * bitmap id. Made asteroids not rotate when model_caching is on.
175 * 166 2/24/98 5:04p Allender
176 * allow different ship classes to use the same model. Lot's of subsystem
179 * 165 2/16/98 3:46p John
180 * Made mass be proportional to area in newer pofs
182 * 164 2/13/98 5:19p John
183 * First rev of new model caching system. Needs to be ripped out and
184 * moved into ship stuff.
186 * 163 1/29/98 5:52p John
187 * new version of electrical arcing code
189 * 162 1/29/98 8:39a Andsager
190 * Changed mass and moment of intertia based area vs. volume
192 * 161 1/28/98 2:15p Mike
193 * Convert volume to surface area at runtime. Write note to John to
194 * cleanup if he modifies bspgen.
196 * 160 1/27/98 11:02a John
197 * Added first rev of sparks. Made all code that calls model_render call
198 * clear_instance first. Made debris pieces not render by default when
199 * clear_instance is called.
201 * 159 1/19/98 6:15p John
202 * Fixed all my Optimized Build compiler warnings
204 * 158 1/09/98 11:25a John
205 * Took the thruster animation stuff out of the model.
207 * 157 12/31/97 4:47p John
208 * Made all the eye points fit inside core radius
210 * 156 12/31/97 2:35p John
211 * Added code for core_radius
213 * 155 12/17/97 2:41p John
214 * made target bounding box be on hull only.
216 * 154 12/17/97 9:54a John
217 * added code for precalculated weapon flash lighting.
219 * 153 11/29/97 2:05p John
220 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
221 * like they used to incorrectly assume. Added code to model to read in
224 * 152 11/25/97 11:41a John
225 * added code to read in pof v20.05, which adds radius to thrusters.
227 * 151 10/28/97 12:34a Mike
228 * Set useful values of mass and inertia matrix if values not otherwise
229 * set. Generate Warnings for unexpected ones.
231 * 150 10/22/97 5:54p Lawrance
232 * get rid of leading '$' when storing parent_name for paths
234 * 149 10/20/97 5:57p Lawrance
235 * have index to polymodel->paths[] within the model_subsystem struct.
237 * 148 9/15/97 5:45p John
238 * took out chunk stuff.
239 * made pofview display thrusters as blue polies.
241 * 147 9/09/97 3:39p Sandeep
242 * warning level 4 bugs
244 * 146 9/04/97 5:09p Andsager
245 * implement physics using moment of inertia and mass (from BSPgen).
246 * Added to phys_info struct. Updated ship_info, polymodel structs.
247 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
249 * 145 9/03/97 5:57p Lawrance
252 * 144 9/03/97 4:32p John
253 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
254 * to bm_load functions not needed. Made bmpman keep track of palettes
255 * for bitmaps not mapped into game palettes.
257 * 143 8/19/97 11:49p Lawrance
258 * using atan2_safe() in place of atan2()
260 * 142 8/19/97 8:44a John
261 * Initial hooks for thruster stuff.
263 * 141 8/15/97 4:10p John
264 * new code to use the new octrees style bsp trees
266 * 140 8/14/97 5:46p John
267 * added code to read in mass,center of mass, and moment of interia from
268 * the pof. Also added code to display green center of mass dot when Show
269 * debug points is on in pofview.
271 * 139 7/10/97 8:34a John
272 * Added code to read TGA files.
274 * 138 6/26/97 3:18p Mike
275 * Recognize "turret", etc. in a subsystem field anywhere in name.
276 * Generate warning for bogus subsystem names.
278 * 137 6/25/97 5:11p John
279 * added foundation for model octants.
281 * 136 6/25/97 10:28a John
282 * Made debris chunks radius be set correctly to the submodel size, not
283 * hardcoded to 10.0f.
285 * 135 6/06/97 11:55a Mike
286 * Fix firing direction for zero piece turrets.
288 * 134 5/31/97 2:36p Mike
289 * Comment out mprintfs pertaining to debris.
291 * 133 5/30/97 4:41p Hoffoss
292 * Made some additions required for Fred.
294 * 132 5/30/97 3:42p Mike
295 * Shield mesh and hit system.
297 * 131 5/30/97 10:40a Hoffoss
298 * Added a function for Fred to get docking point names.
300 * 130 5/29/97 4:34p Allender
301 * removed Int3 from model_find_dock_index.
303 * 129 4/30/97 10:41a Allender
304 * don't dump out token 'none' when dumping out subsystem information
306 * 128 4/17/97 6:06p John
307 * New code/data for v19 of BSPGEN with smoothing and zbuffer
310 * 127 4/09/97 3:31p Lawrance
311 * if any points of bounding box don't project, return project fail code
312 * in model_find_2d_bound_min()
314 * 126 4/07/97 10:37a John
315 * Took out limits on number of children a submodel can have. (So now
316 * capital ships can have tons of children on them).
318 * 125 4/03/97 3:18p Allender
320 * 124 4/03/97 1:29p Allender
321 * subsystem enhancement. Initial work on making subsystem status
324 * 123 3/28/97 2:49p John
325 * added code to fix targetting of debris chunks to draw bounding boxes
328 * 122 3/28/97 1:19p John
329 * Made TestCode not show damaged submodels.
331 * 121 3/28/97 11:17a John
332 * added code for linking lower detail submodels to the highest one; added
333 * code to pofview to view these.
335 * 120 3/17/97 11:24a John
337 * 119 3/15/97 5:06p John
338 * added bounding boxes for each subobject and code to display them.
340 * 118 3/13/97 10:32a John
341 * Added code for tiled 256x256 textures in certain models.
343 * 117 3/06/97 5:36p Mike
344 * Change vec_normalize_safe() back to vec_normalize().
345 * Spruce up docking a bit.
347 * 116 3/06/97 1:06p Allender
348 * more docking stuff. docking points now specified by strings in mission
349 * file. Changes to builtin missions and code to reflect this change.
351 * 115 3/06/97 10:56a Mike
352 * Write error checking version of vm_vec_normalize().
353 * Fix resultant problems.
355 * 114 3/06/97 10:05a Lawrance
356 * added missing cfclose's
358 * 113 3/05/97 5:27p John
359 * more work with turret stuff
361 * 112 3/05/97 12:49p John
362 * added Viewer_obj. Took out the interp_??? variables for turning
363 * outline,etc on and put them in flags you pass to model_render.
364 * Cleaned up model_interp code to fit new coding styles.
366 * 111 3/05/97 12:42p Adam
367 * john: fixed bug while model transversel code that assumed the root
370 * 110 3/05/97 11:09a Allender
371 * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to
374 * 109 3/04/97 5:08p John
375 * Started adding debug code to make it so you can view from a turret's
378 * 108 3/04/97 3:36p John
379 * took out old debug "h' key. Made zbuffer flag bit bit field so you
380 * can turn on/off each value. Fixed a bug with turret rotation where
381 * different handedness turrets wouldn't work. Fixed a bug with two
382 * large ships within each other's radius not rendering correctly.
384 * 107 3/04/97 12:52p Allender
385 * docking styff. Added dock type to docking structure in model code.
386 * Renamed structure member in ai_goals. Temporary checkin. (i.e.
387 * rearming will use rearm dock points)
389 * 106 3/03/97 5:47p John
390 * fixed some rotating object discrepencies. Took out the gun firing
391 * point average beause it was inconsitent and wsn't as correct as using
394 * 105 3/03/97 4:20p Hoffoss
395 * Fixed bug in bug I just fixed. :)
397 * 104 3/03/97 4:00p Hoffoss
398 * fixed bug that caused docking bays without a name to be garbage when
401 * 103 3/03/97 8:58a Lawrance
402 * replaced a fprintf() with a cfputs()
404 * 102 3/01/97 2:12p Lawrance
405 * made to work with new cfile changes
407 * 101 2/28/97 10:57a John
408 * Made so you can blow off any subsystems, not just radars.
411 * 100 2/27/97 3:45p John
412 * Added a tree dialog to pofview that shows a model's tree.
414 * 99 2/27/97 12:07p John
415 * Added code to suppord debris chunks after a ship is exploded..
417 * 98 2/26/97 5:28p John
418 * Fixed a bunch of chunked model bugs. Basically they almost work better
419 * than non-chunked objects!
421 * 97 2/24/97 1:13p Allender
422 * support for multiple eye positions. Still some kinks to be worked out
425 * 96 2/20/97 4:06p Allender
426 * allow for multiple spline paths to lead to a docking bay
428 * 95 2/20/97 3:25p Allender
429 * change to docking bay structure -- added a name (for use in Fred
430 * mainly), and index into spline paths to reach this docking point
432 * 94 2/19/97 4:03p Allender
433 * dump a 0.0 instead of a 0 when dumping out missing subsystem
436 * 93 2/19/97 2:52p Allender
437 * added crewspot name to subsystems (used only with turrets). Will be
438 * used by fred for ai class stuff for turrets
440 * 92 2/17/97 4:30p John
441 * Added code to automatically rotate any subsystems with the $rotate
442 * value set (except for turrets)
444 * 91 2/17/97 12:03p John
445 * Added code to set the angles of a subobject.
447 * 90 2/14/97 4:02p John
448 * changed a vector being passed as value to reference.
450 * 89 2/14/97 3:16p Mike
451 * Start on AI path garbage collection
453 * 88 2/14/97 1:06p John
454 * upped bspgen version number.
456 * 87 2/13/97 10:17a John
457 * INCORPORATED THE FOLLOWING CHANGES:
458 * ??? 2/13/97 9:49a John
459 * added code for geometric centers of objects.
460 * ??? 2/12/97 6:30p John
461 * upped model version number.
464 * 86 2/13/97 9:49a John
465 * ROLLEDBACK TO ALLENDER'S 85
467 * 85 2/12/97 5:34p Allender
468 * added a ton of debug code to help recify the subsystems in ships.tbl
469 * with subsystems in the models. Fixed a bug with subsystems not being
470 * given the correct type.
472 * 84 2/11/97 4:10p Allender
473 * major change of subsystem stuff. obj_subsystem renamed to
474 * model_subsystem. Dyamically allocate space in ship_info for
477 * 83 2/10/97 4:20p Allender
478 * added distance to closest geometry to spline points
480 * 82 2/10/97 10:58a John
481 * Added back in sparks for where laser bolts hit.
482 * Added code to red damaged objects and replace then.
484 * 81 2/07/97 1:24p Allender
485 * added turret lists for spline points
487 * 80 2/06/97 2:56p John
488 * Added a "blown-off" field to the instance of a model. Also took out
489 * the model_set_angles functions and replaced with the more general
490 * model_set_instance functions.
492 * 79 2/04/97 7:37p John
493 * Finally!!! Turret stuff working!
495 * 78 1/31/97 12:51p John
496 * Added turret_fov and turret_fov_cos
498 * 77 1/31/97 12:43p John
499 * Turrets working nicely, finally!
501 * 76 1/31/97 11:36a John
503 * 75 1/29/97 4:46p John
504 * Code to read $crewpoint flag on turrets and store it in obj_subsystem
507 * 74 1/29/97 3:14p John
508 * Added field to ships.tbl to control how fast turret rotates.
510 * 73 1/28/97 11:23a John
511 * added functions to get/set model angles.
513 * 72 1/28/97 10:07a John
514 * More turret stuff, still not working, though.
516 * 71 1/27/97 2:46p John
519 * 70 1/27/97 11:35a Allender
520 * upped compatible object version
522 * 69 1/24/97 5:25p John
523 * More turret stuff. Not working yet, though.
525 * 68 1/24/97 4:55p John
526 * Started adding code for turning turrets.
527 * Had to change POF format to 18.0
529 * 67 1/20/97 2:16p Allender
530 * new shield structures being used
532 * 66 1/15/97 5:19p Allender
533 * new POF version. old version obsolete. Added shield and eye stuff.
534 * New format for gun/missile/docking points
536 * 65 1/10/97 5:15p Mike
537 * Moved ship-specific parameters from obj_subsystem to ship_subsys.
539 * Added turret code to AI system.
541 * 64 1/10/97 2:25p John
542 * Added code to support detail level distances.
544 * 63 1/02/97 11:45a Allender
545 * changed turret code to have > 1 firing point as well as fixing the
546 * problems of turrets being multiple subobjects. Turret norms should be
547 * getting stuffed correctly now.
549 * 62 12/31/96 4:14p Mike
551 * Correct bug in HUDtarget.cpp, showing wrong target.
553 * 61 12/27/96 4:09p Mike
554 * Integrate John's new model code.
556 * 60 12/26/96 1:42p John
557 * Changed function ordering to put model_init at top.
559 * 59 12/23/96 3:56p John
560 * Changed POF code to support pof 15.0.
562 * 58 12/23/96 11:00a John
563 * Restructured POF stuff to support LOD in one pof.
565 * 57 12/20/96 11:55a Allender
568 * 56 12/20/96 11:40a Allender
569 * modifed subsystem stuff to do correct hit percentages and other cool
572 * 55 12/18/96 4:04p Allender
573 * added "unknown" subsystem type for subsystems which aren't recognized.
575 * 54 12/17/96 11:37a Mike
578 * 53 12/17/96 8:59a Mike
579 * Path-extraction-from-mdoel test code.
581 * 52 12/13/96 5:27p John
582 * fixed my sloppy code that didn't free model data.
584 * 51 12/13/96 3:54p Mike
585 * Major improvement to model_draw_paths -- connect the dots! Uses
586 * sophisticated connect-to-next algorithm.
588 * 50 12/13/96 2:59p John
589 * Added some code to test spline paths.
591 * 49 12/13/96 2:41p John
592 * Added code to read in spline paths on models.
594 * 48 12/13/96 10:29a Adam
595 * from allender: fixed up linked list walking when checking for turrets
598 * 47 12/12/96 3:38p Allender
599 * fix up docking special object names. Added $thruster stuff to model
602 * 46 12/12/96 2:35p Mike
605 * 45 12/12/96 12:29p Lawrance
606 * added function to find the 2d bound for a subobject
608 * 44 12/11/96 5:35p John
609 * Added variables for viewer eye.
611 * 43 12/11/96 5:15p John
612 * Made the dist for detail level be calculated before the object is
615 * 42 12/11/96 4:50p John
616 * Added detail levels to the non-chunky ships.
618 * 41 12/11/96 4:33p Mike
619 * Temporary version so other people can build.
621 * 40 12/11/96 4:24p Mike
622 * Fix broken code...oops! clumsy in editor!
624 * 39 12/11/96 4:17p Adam
626 * 38 12/11/96 12:57p Mike
627 * Support for "Big Ship" AI behavior.
630 * 37 12/11/96 12:43p Allender
631 * $gun and $missile don't get appended to models gun/missile list if the
632 * gun/missile belongs to a turret. Turrets are special instances of
635 * 36 12/11/96 11:57a Allender
636 * added objnum reference to obj_subsystems so that $gun and $missile
637 * special polygons can refernce a particular subsystem if needed (i.e. to
638 * get the norms, etc).
640 * 35 12/11/96 10:33a Allender
641 * added stuff for FOV for turrets
643 * 34 12/10/96 3:27p Allender
645 * 33 12/09/96 5:05p Allender
646 * made subsystem lists and model_special lists as seperate entities.
648 * 32 12/09/96 1:16p Allender
649 * made seperate lists for guns/missiles/subsystems, etc
651 * 31 12/09/96 11:01a Allender
652 * added special polygon information to models. Linked list contains
653 * gun/missile/docking/subsystem/etc information.
666 #include "floating.h"
669 #include "modelsinc.h"
672 #include "3dinternal.h"
673 #include "linklist.h"
675 #include "freespace.h" // For flFrameTime
678 #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame
680 // info for special polygon lists
682 polymodel *Polygon_models[MAX_POLYGON_MODELS];
684 static int model_initted = 0;
687 CFILE *ss_fp; // file pointer used to dump subsystem information
688 char model_filename[_MAX_PATH]; // temp used to store filename
689 char debug_name[_MAX_PATH];
690 int ss_warning_shown; // have we shown the warning dialog concerning the subsystems?
691 char Global_filename[256];
692 int Model_ram = 0; // How much RAM the models use total
697 // Anything less than this is considered incompatible.
698 #define PM_COMPATIBLE_VERSION 1900
700 // Anything greater than or equal to PM_COMPATIBLE_VERSION and
701 // whose major version is less than or equal to this is considered
703 #define PM_OBJFILE_MAJOR_VERSION 21
705 static int Model_signature = 0;
707 // Free up a model, getting rid of all its memory
708 // Can't be called from outside of model code because more
709 // than one person might be using this model so we can't free
711 static void model_unload(int modelnum)
715 if ( (modelnum < 0) || (modelnum>MAX_POLYGON_MODELS)) {
719 polymodel *pm = Polygon_models[modelnum];
726 Model_ram -= pm->ram_used;
730 for (i=0; i<pm->n_paths; i++ ) {
731 for (j=0; j<pm->paths[i].nverts; j++ ) {
732 if ( pm->paths[i].verts[j].turret_ids ) {
733 free(pm->paths[i].verts[j].turret_ids);
736 if (pm->paths[i].verts) {
737 free(pm->paths[i].verts);
743 if ( pm->shield.verts ) {
744 free( pm->shield.verts );
747 if ( pm->shield.tris ) {
748 free(pm->shield.tris);
751 if ( pm->missile_banks ) {
752 free(pm->missile_banks);
755 if ( pm->docking_bays ) {
756 for (i=0; i<pm->n_docks; i++ ) {
757 if ( pm->docking_bays[i].splines ) {
758 free( pm->docking_bays[i].splines );
761 free(pm->docking_bays);
765 if ( pm->thrusters ) {
770 if ( pm->debug_info ) {
771 free(pm->debug_info);
775 model_octant_free( pm );
778 for (i=0; i<pm->n_models; i++ ) {
779 if ( pm->submodel[i].bsp_data ) {
780 free(pm->submodel[i].bsp_data);
794 if ( pm->gun_banks ) {
799 memset( pm, 0, sizeof(polymodel));
802 Polygon_models[modelnum] = NULL;
805 void model_free_all()
809 if ( !model_initted) {
814 mprintf(( "Freeing all existing models...\n" ));
816 for (i=0;i<MAX_POLYGON_MODELS;i++) {
826 if ( model_initted ) {
827 Int3(); // Model_init shouldn't be called twice!
835 for (i=0;i<MAX_POLYGON_MODELS;i++) {
836 Polygon_models[i] = NULL;
839 // Init the model caching system
842 atexit( model_free_all );
846 // routine to parse out values from a user property field of an object
847 void get_user_prop_value(char *buf, char *value)
852 while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
855 while ( !iscntrl(*p1) )
863 // funciton to copy model data from one subsystem set to another subsystem set. This function
864 // is called when two ships use the same model data, but since the model only gets read in one time,
865 // the subsystem data is only present in one location. The ship code will call this routine to fix
866 // this situation by copying stuff from the source subsystem set to the dest subsystem set.
867 void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp )
870 model_subsystem *source, *dest;
872 for (i = 0; i < n_subsystems; i++ ) {
874 for ( j = 0; j < n_subsystems; j++ ) {
876 if ( !stricmp( source->subobj_name, dest->subobj_name) ) {
877 dest->flags = source->flags;
878 dest->subobj_num = source->subobj_num;
879 dest->model_num = source->model_num;
880 dest->pnt = source->pnt;
881 dest->radius = source->radius;
882 dest->type = source->type;
883 dest->turn_rate = source->turn_rate;
884 dest->turret_gun_sobj = source->turret_gun_sobj;
886 strcpy( dest->name, source->name );
888 if ( dest->type == SUBSYSTEM_TURRET ) {
891 dest->turret_fov = source->turret_fov;
892 dest->turret_num_firing_points = source->turret_num_firing_points;
893 dest->turret_norm = source->turret_norm;
894 dest->turret_matrix = source->turret_matrix;
896 for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ )
897 dest->turret_firing_point[nfp] = source->turret_firing_point[nfp];
899 if ( dest->flags & MSS_FLAG_CREWPOINT )
900 strcpy(dest->crewspot, source->crewspot);
905 if ( j == n_subsystems )
906 Int3(); // get allender -- something is amiss with models
911 // routine to get/set subsystem information
912 static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *dname )
918 if ( (p = strstr(props, "$name")) != NULL)
919 get_user_prop_value(p+5, subsystemp->name);
921 strcpy( subsystemp->name, dname );
923 strcpy(lcdname, dname);
926 // check the name for it's specific type
927 if ( strstr(lcdname, "engine") ) {
928 subsystemp->type = SUBSYSTEM_ENGINE;
929 } else if ( strstr(lcdname, "radar") ) {
930 subsystemp->type = SUBSYSTEM_RADAR;
931 } else if ( strstr(lcdname, "turret") ) {
934 subsystemp->type = SUBSYSTEM_TURRET;
935 if ( (p = strstr(props, "$fov")) != NULL )
936 get_user_prop_value(p+4, buf); // get the value of the fov
939 angle = ANG_TO_RAD(atoi(buf))/2.0f;
940 subsystemp->turret_fov = (float)cos(angle);
941 subsystemp->turret_num_firing_points = 0;
943 if ( (p = strstr(props, "$crewspot")) != NULL) {
944 subsystemp->flags |= MSS_FLAG_CREWPOINT;
945 get_user_prop_value(p+9, subsystemp->crewspot);
948 } else if ( strstr(lcdname, "navigation") ) {
949 subsystemp->type = SUBSYSTEM_NAVIGATION;
950 } else if ( strstr(lcdname, "communication") ) {
951 subsystemp->type = SUBSYSTEM_COMMUNICATION;
952 } else if ( strstr(lcdname, "weapons") ) {
953 subsystemp->type = SUBSYSTEM_WEAPONS;
954 } else if ( strstr(lcdname, "sensors") ) {
955 subsystemp->type = SUBSYSTEM_SENSORS;
956 } else if ( strstr(lcdname, "solar") ) {
957 subsystemp->type = SUBSYSTEM_SOLAR;
958 } else if ( strstr(lcdname, "gas") ) {
959 subsystemp->type = SUBSYSTEM_GAS_COLLECT;
960 } else if ( strstr(lcdname, "activator") ) {
961 subsystemp->type = SUBSYSTEM_ACTIVATION;
962 } else { // If unrecognized type, set to unknown so artist can continue working...
963 subsystemp->type = SUBSYSTEM_UNKNOWN;
964 mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
967 // Rotating subsystem
968 if ( (p = strstr(props, "$rotate")) != NULL) {
969 subsystemp->flags |= MSS_FLAG_ROTATES;
971 // get time for (a) complete rotation (b) step (c) activation
973 get_user_prop_value(p+7, buf);
974 turn_time = (float)atof(buf);
976 // CASE OF STEPPED ROTATION
977 if ( (p = strstr(props, "$stepped")) != NULL) {
979 subsystemp->stepped_rotation = new(stepped_rotation);
980 subsystemp->flags |= MSS_FLAG_STEPPED_ROTATE;
982 // get number of steps
983 if ( (p = strstr(props, "$steps")) != NULL) {
984 get_user_prop_value(p+6, buf);
985 subsystemp->stepped_rotation->num_steps = atoi(buf);
987 subsystemp->stepped_rotation->num_steps = 8;
991 if ( (p = strstr(props, "$t_paused")) != NULL) {
992 get_user_prop_value(p+9, buf);
993 subsystemp->stepped_rotation->t_pause = (float)atof(buf);
995 subsystemp->stepped_rotation->t_pause = 2.0f;
998 // get transition time - time to go between steps
999 if ( (p = strstr(props, "$t_transit")) != NULL) {
1000 get_user_prop_value(p+10, buf);
1001 subsystemp->stepped_rotation->t_transit = (float)atof(buf);
1003 subsystemp->stepped_rotation->t_transit = 2.0f;
1006 // get fraction of time spent in accel
1007 if ( (p = strstr(props, "$fraction_accel")) != NULL) {
1008 get_user_prop_value(p+15, buf);
1009 subsystemp->stepped_rotation->fraction = (float)atof(buf);
1010 Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5);
1012 subsystemp->stepped_rotation->fraction = 0.3f;
1015 int num_steps = subsystemp->stepped_rotation->num_steps;
1016 float t_trans = subsystemp->stepped_rotation->t_transit;
1017 float fraction = subsystemp->stepped_rotation->fraction;
1019 subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans);
1020 subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans);
1024 // CASE OF AI ROTATION
1025 else if ( (p = strstr(props, "$ai")) != NULL) {
1026 get_user_prop_value(p+8, buf);
1027 subsystemp->flags |= MSS_FLAG_AI_ROTATE;
1029 // get parameters - ie, speed / dist / other ??
1034 // CASE OF NORMAL CONTINUOUS ROTATION
1036 if ( fabs(turn_time) < 1 ) {
1037 // Warning(LOCATION, "%s has subsystem %s with rotation time less than 1 sec", dname, Global_filename );
1038 subsystemp->flags &= ~MSS_FLAG_ROTATES;
1039 subsystemp->turn_rate = 0.0f;
1041 subsystemp->turn_rate = PI2 / turn_time;
1048 // used in collision code to check if submode rotates too far
1049 float get_submodel_delta_angle(submodel_instance_info *sii)
1052 vm_vec_sub(&diff, (vector*)&sii->angs, (vector*)&sii->prev_angs);
1055 float delta_angle = vm_vec_mag(&diff);
1057 // make sure we get the short way around
1058 if (delta_angle > PI) {
1059 delta_angle = (PI2 - delta_angle);
1065 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 )
1068 model_subsystem *subsystemp;
1071 if ( slist==NULL ) return; // For TestCode, POFView, etc don't bother
1073 // try to find the name of the subsystem passed here on the list of subsystems currently on the
1074 // ship. Assign the values only when the right subsystem is found
1076 for (i = 0; i < n_subsystems; i++ ) {
1077 subsystemp = &slist[i];
1078 if ( !stricmp(subobj_name, subsystemp->subobj_name) ) {
1079 subsystemp->flags = 0;
1080 subsystemp->subobj_num = subobj_num;
1081 subsystemp->turret_gun_sobj = -1;
1082 subsystemp->model_num = model_num;
1083 subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem
1084 subsystemp->radius = rad;
1085 set_subsystem_info( subsystemp, props, subobj_name);
1086 strcpy(subsystemp->subobj_name, subobj_name); // copy the object name
1091 if ( !ss_warning_shown) {
1095 char bname[_MAX_FNAME];
1097 _splitpath(model_filename, NULL, NULL, bname, NULL);
1098 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);
1100 ss_warning_shown = 1;
1103 nprintf(("warning", "Subsystem %s in ships.tbl not found in model!\n", subobj_name));
1106 char tmp_buffer[128];
1107 sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name);
1108 cfputs(tmp_buffer, ss_fp);
1114 void print_family_tree( polymodel *obj, int modelnum, char * ident, int islast )
1118 if ( modelnum < 0 ) return;
1119 if (obj==NULL) return;
1121 if (strlen(ident)==0 ) {
1122 mprintf(( " %s", obj->submodel[modelnum].name ));
1123 sprintf( temp, " " );
1124 } else if ( islast ) {
1125 mprintf(( "%sÀÄ%s", ident, obj->submodel[modelnum].name ));
1126 sprintf( temp, "%s ", ident );
1128 mprintf(( "%sÃÄ%s", ident, obj->submodel[modelnum].name ));
1129 sprintf( temp, "%s³ ", ident );
1134 int child = obj->submodel[modelnum].first_child;
1135 while( child > -1 ) {
1136 if ( obj->submodel[child].next_sibling < 0 )
1137 print_family_tree( obj, child, temp,1 );
1139 print_family_tree( obj, child, temp,0 );
1140 child = obj->submodel[child].next_sibling;
1144 void dump_object_tree(polymodel *obj)
1146 print_family_tree( obj, 0, "", 0 );
1150 void create_family_tree(polymodel *obj)
1153 for (i=0; i<obj->n_models; i++ ) {
1154 obj->submodel[i].num_children = 0;
1155 obj->submodel[i].first_child = -1;
1156 obj->submodel[i].next_sibling = -1;
1159 for (i=0; i<obj->n_models; i++ ) {
1161 pn = obj->submodel[i].parent;
1163 obj->submodel[pn].num_children++;
1164 int tmp = obj->submodel[pn].first_child;
1165 obj->submodel[pn].first_child = i;
1166 obj->submodel[i].next_sibling = tmp;
1171 void model_calc_bound_box( vector *box, vector *big_mn, vector *big_mx)
1173 box[0].x = big_mn->x; box[0].y = big_mn->y; box[0].z = big_mn->z;
1174 box[1].x = big_mx->x; box[1].y = big_mn->y; box[1].z = big_mn->z;
1175 box[2].x = big_mx->x; box[2].y = big_mx->y; box[2].z = big_mn->z;
1176 box[3].x = big_mn->x; box[3].y = big_mx->y; box[3].z = big_mn->z;
1179 box[4].x = big_mn->x; box[4].y = big_mn->y; box[4].z = big_mx->z;
1180 box[5].x = big_mx->x; box[5].y = big_mn->y; box[5].z = big_mx->z;
1181 box[6].x = big_mx->x; box[6].y = big_mx->y; box[6].z = big_mx->z;
1182 box[7].x = big_mn->x; box[7].y = big_mx->y; box[7].z = big_mx->z;
1186 // Debug thing so we don't repeatedly show warning messages.
1188 int Bogus_warning_flag_1903 = 0;
1191 //reads a binary file containing a 3d model
1192 int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subsystem *subsystems)
1196 int id, len, next_chunk;
1200 strcpy(Global_filename, filename);
1203 fp = cfopen(filename,"rb");
1205 Error( LOCATION, "Can't open file <%s>",filename);
1209 // code to get a filename to write out subsystem information for each model that
1210 // is read. This info is essentially debug stuff that is used to help get models
1211 // into the game quicker
1214 char bname[_MAX_FNAME];
1216 _splitpath(filename, NULL, NULL, bname, NULL);
1217 sprintf(debug_name, "%s.subsystems", bname);
1218 ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES );
1220 mprintf(( "Can't open debug file for writing subsystems for %s\n", filename));
1222 strcpy(model_filename, filename);
1223 ss_warning_shown = 0;
1228 id = cfread_int(fp);
1231 Error( LOCATION, "Bad ID in model file <%s>",filename);
1233 // Version is major*100+minor
1234 // So, major = version / 100;
1235 // minor = version % 100;
1236 version = cfread_int(fp);
1238 //Warning( LOCATION, "POF Version = %d", version );
1240 if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) {
1241 Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename);
1245 pm->version = version;
1246 Assert( strlen(filename) < FILENAME_LEN );
1247 strncpy(pm->filename, filename, FILENAME_LEN);
1249 memset( &pm->view_positions, 0, sizeof(pm->view_positions) );
1251 // reset insignia counts
1254 id = cfread_int(fp);
1255 len = cfread_int(fp);
1256 next_chunk = cftell(fp) + len;
1258 while (!cfeof(fp)) {
1260 // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1265 case ID_OHDR: { //Object header
1268 //mprintf(0,"Got chunk OHDR, len=%d\n",len);
1270 #if defined( FREESPACE1_FORMAT )
1271 pm->n_models = cfread_int(fp);
1272 // mprintf(( "Num models = %d\n", pm->n_models ));
1273 pm->rad = cfread_float(fp);
1274 pm->flags = cfread_int(fp); // 1=Allow tiling
1275 #elif defined( FREESPACE2_FORMAT )
1276 pm->rad = cfread_float(fp);
1277 pm->flags = cfread_int(fp); // 1=Allow tiling
1278 pm->n_models = cfread_int(fp);
1279 // mprintf(( "Num models = %d\n", pm->n_models ));
1282 pm->submodel = (bsp_info *)malloc( sizeof(bsp_info)*pm->n_models );
1283 Assert(pm->submodel != NULL );
1284 memset( pm->submodel, 0, sizeof(bsp_info)*pm->n_models );
1286 //Assert(pm->n_models <= MAX_SUBMODELS);
1288 cfread_vector(&pm->mins,fp);
1289 cfread_vector(&pm->maxs,fp);
1290 model_calc_bound_box(pm->bounding_box,&pm->mins,&pm->maxs);
1292 pm->n_detail_levels = cfread_int(fp);
1293 // mprintf(( "There are %d detail levels\n", pm->n_detail_levels ));
1294 for (i=0; i<pm->n_detail_levels;i++ ) {
1295 pm->detail[i] = cfread_int(fp);
1296 pm->detail_depth[i] = 0.0f;
1297 /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] ));
1300 pm->num_debris_objects = cfread_int(fp);
1301 Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
1302 // mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
1303 for (i=0; i<pm->num_debris_objects;i++ ) {
1304 pm->debris_objects[i] = cfread_int(fp);
1305 // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] ));
1308 if ( pm->version >= 1903 ) {
1310 if ( pm->version >= 2009 ) {
1312 pm->mass = cfread_float(fp);
1313 cfread_vector( &pm->center_of_mass, fp );
1314 cfread_vector( &pm->moment_of_inertia.rvec, fp );
1315 cfread_vector( &pm->moment_of_inertia.uvec, fp );
1316 cfread_vector( &pm->moment_of_inertia.fvec, fp );
1318 // old code where mass wasn't based on area, so do the calculation manually
1320 float vol_mass = cfread_float(fp);
1321 // Attn: John Slagel: The following is better done in bspgen.
1322 // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100
1323 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f;
1325 pm->mass = area_mass;
1326 float mass_ratio = vol_mass / area_mass;
1328 cfread_vector( &pm->center_of_mass, fp );
1329 cfread_vector( &pm->moment_of_inertia.rvec, fp );
1330 cfread_vector( &pm->moment_of_inertia.uvec, fp );
1331 cfread_vector( &pm->moment_of_inertia.fvec, fp );
1333 // John remove this with change to bspgen
1334 vm_vec_scale( &pm->moment_of_inertia.rvec, mass_ratio );
1335 vm_vec_scale( &pm->moment_of_inertia.uvec, mass_ratio );
1336 vm_vec_scale( &pm->moment_of_inertia.fvec, mass_ratio );
1340 if (stricmp("fighter04.pof", filename)) {
1341 if (Bogus_warning_flag_1903 == 0) {
1342 Warning(LOCATION, "Ship %s is old. Cannot compute mass.\nSetting to 50.0f. Talk to John.", filename);
1343 Bogus_warning_flag_1903 = 1;
1348 vm_vec_zero( &pm->center_of_mass );
1349 vm_set_identity( &pm->moment_of_inertia );
1350 vm_vec_scale(&pm->moment_of_inertia.rvec, 0.001f);
1351 vm_vec_scale(&pm->moment_of_inertia.uvec, 0.001f);
1352 vm_vec_scale(&pm->moment_of_inertia.fvec, 0.001f);
1355 // read in cross section info
1357 if ( pm->version >= 2014 ) {
1358 pm->num_xc = cfread_int(fp);
1359 if (pm->num_xc > 0) {
1360 pm->xc = (cross_section*) malloc(pm->num_xc*sizeof(cross_section));
1361 for (int i=0; i<pm->num_xc; i++) {
1362 pm->xc[i].z = cfread_float(fp);
1363 pm->xc[i].radius = cfread_float(fp);
1370 if ( pm->version >= 2007 ) {
1371 pm->num_lights = cfread_int(fp);
1372 //mprintf(( "Found %d lights!\n", pm->num_lights ));
1374 pm->lights = (bsp_light *)malloc( sizeof(bsp_light)*pm->num_lights );
1375 for (i=0; i<pm->num_lights; i++ ) {
1376 cfread_vector(&pm->lights[i].pos,fp);
1377 pm->lights[i].type = cfread_int(fp);
1378 pm->lights[i].value = 0.0f;
1388 case ID_SOBJ: { //Subobject header
1390 char *p, props[MAX_PROP_LEN];
1393 //mprintf(0,"Got chunk SOBJ, len=%d\n",len);
1397 Assert(n < pm->n_models );
1399 #if defined( FREESPACE2_FORMAT )
1400 pm->submodel[n].rad = cfread_float(fp); //radius
1403 pm->submodel[n].parent = cfread_int(fp);
1405 // cfread_vector(&pm->submodel[n].norm,fp);
1406 // d = cfread_float(fp);
1407 // cfread_vector(&pm->submodel[n].pnt,fp);
1408 cfread_vector(&pm->submodel[n].offset,fp);
1410 // mprintf(( "Subobj %d, offs = %.1f, %.1f, %.1f\n", n, pm->submodel[n].offset.x, pm->submodel[n].offset.y, pm->submodel[n].offset.z ));
1412 #if defined ( FREESPACE1_FORMAT )
1413 pm->submodel[n].rad = cfread_float(fp); //radius
1416 // pm->submodel[n].tree_offset = cfread_int(fp); //offset
1417 // pm->submodel[n].data_offset = cfread_int(fp); //offset
1419 cfread_vector(&pm->submodel[n].geometric_center,fp);
1421 cfread_vector(&pm->submodel[n].min,fp);
1422 cfread_vector(&pm->submodel[n].max,fp);
1424 model_calc_bound_box(pm->submodel[n].bounding_box,&pm->submodel[n].min,&pm->submodel[n].max);
1426 pm->submodel[n].name[0] = '\0';
1428 cfread_string_len( pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name
1429 cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properites
1431 pm->submodel[n].movement_type = cfread_int(fp);
1432 pm->submodel[n].movement_axis = cfread_int(fp);
1434 // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL
1435 if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) {
1436 if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) {
1437 pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL;
1438 } else if (strstr(pm->submodel[n].name, "thruster")) {
1440 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1441 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1445 if ( pm->submodel[n].name[0] == '\0' ) {
1446 strcpy(pm->submodel[n].name, "unknown object name");
1449 bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT);
1450 if ( ( p = strstr(props, "$special"))!= NULL ) {
1453 get_user_prop_value(p+9, type);
1454 if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list!
1455 do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id );
1456 rotating_submodel_has_subsystem = true;
1457 } else if ( !stricmp(type, "no_rotate") ) {
1458 // mark those submodels which should not rotate - ie, those with no subsystem
1459 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1460 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1462 // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate
1463 Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT );
1467 if ( !rotating_submodel_has_subsystem ) {
1468 nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name));
1470 // mark those submodels which should not rotate - ie, those with no subsystem
1471 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1472 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1476 pm->submodel[n].angs.p = 0.0f;
1477 pm->submodel[n].angs.b = 0.0f;
1478 pm->submodel[n].angs.h = 0.0f;
1481 int nchunks = cfread_int( fp ); // Throw away nchunks
1482 if ( nchunks > 0 ) {
1483 Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename );
1486 pm->submodel[n].bsp_data_size = cfread_int(fp);
1487 if ( pm->submodel[n].bsp_data_size > 0 ) {
1488 pm->submodel[n].bsp_data = (ubyte *)malloc(pm->submodel[n].bsp_data_size);
1489 cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp);
1491 pm->submodel[n].bsp_data = NULL;
1494 if ( strstr( pm->submodel[n].name, "thruster") )
1495 pm->submodel[n].is_thruster=1;
1497 pm->submodel[n].is_thruster=0;
1499 if ( strstr( pm->submodel[n].name, "-destroyed") )
1500 pm->submodel[n].is_damaged=1;
1502 pm->submodel[n].is_damaged=0;
1504 //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent ));
1507 //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset ));
1508 //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset ));
1520 nverts = cfread_int( fp ); // get the number of vertices in the list
1521 pm->shield.nverts = nverts;
1522 pm->shield.verts = (shield_vertex *)malloc(nverts * sizeof(shield_vertex) );
1523 Assert( pm->shield.verts );
1524 for ( i = 0; i < nverts; i++ ) // read in the vertex list
1525 cfread_vector( &(pm->shield.verts[i].pos), fp );
1527 ntris = cfread_int( fp ); // get the number of triangles that compose the shield
1528 pm->shield.ntris = ntris;
1529 pm->shield.tris = (shield_tri *)malloc(ntris * sizeof(shield_tri) );
1530 Assert( pm->shield.tris );
1531 for ( i = 0; i < ntris; i++ ) {
1532 cfread_vector( &(pm->shield.tris[i].norm), fp );
1533 for ( j = 0; j < 3; j++ ) {
1534 pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list
1537 if (pm->shield.tris[i].verts[j] >= nverts)
1538 if (!warning_displayed) {
1539 warning_displayed = 1;
1540 Warning(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, nverts, pm->shield.tris[i].verts[j]);
1545 for ( j = 0; j < 3; j++ )
1546 pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list
1556 pm->n_guns = cfread_int(fp);
1557 pm->gun_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_guns);
1558 Assert( pm->gun_banks != NULL );
1560 for (i = 0; i < pm->n_guns; i++ ) {
1561 w_bank *bank = &pm->gun_banks[i];
1563 bank->num_slots = cfread_int(fp);
1564 Assert ( bank->num_slots < MAX_SLOTS );
1565 for (j = 0; j < bank->num_slots; j++) {
1566 cfread_vector( &(bank->pnt[j]), fp );
1567 cfread_vector( &(bank->norm[j]), fp );
1573 pm->n_missiles = cfread_int(fp);
1574 pm->missile_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_missiles);
1575 Assert( pm->missile_banks != NULL );
1577 for (i = 0; i < pm->n_missiles; i++ ) {
1578 w_bank *bank = &pm->missile_banks[i];
1580 bank->num_slots = cfread_int(fp);
1581 Assert ( bank->num_slots < MAX_SLOTS );
1582 for (j = 0; j < bank->num_slots; j++) {
1583 cfread_vector( &(bank->pnt[j]), fp );
1584 cfread_vector( &(bank->norm[j]), fp );
1590 char props[MAX_PROP_LEN];
1592 pm->n_docks = cfread_int(fp);
1593 pm->docking_bays = (dock_bay *)malloc(sizeof(dock_bay) * pm->n_docks);
1594 Assert( pm->docking_bays != NULL );
1596 for (i = 0; i < pm->n_docks; i++ ) {
1598 dock_bay *bay = &pm->docking_bays[i];
1600 cfread_string_len( props, MAX_PROP_LEN, fp );
1601 if ( (p = strstr(props, "$name"))!= NULL )
1602 get_user_prop_value(p+5, bay->name);
1604 sprintf(bay->name, "<unnamed bay %c>", 'A' + i);
1605 bay->num_spline_paths = cfread_int( fp );
1606 if ( bay->num_spline_paths > 0 ) {
1607 bay->splines = (int *)malloc(sizeof(int) * bay->num_spline_paths);
1608 for ( j = 0; j < bay->num_spline_paths; j++ )
1609 bay->splines[j] = cfread_int(fp);
1611 bay->splines = NULL;
1614 // determine what this docking bay can be used for
1615 if ( !strnicmp(bay->name, "cargo", 5) )
1616 bay->type_flags = DOCK_TYPE_CARGO;
1618 bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC);
1620 bay->num_slots = cfread_int(fp);
1621 Assert( bay->num_slots == 2 ); // Get Allender if Asserted!
1622 for (j = 0; j < bay->num_slots; j++) {
1623 cfread_vector( &(bay->pnt[j]), fp );
1624 cfread_vector( &(bay->norm[j]), fp );
1631 char props[MAX_PROP_LEN];
1632 pm->n_thrusters = cfread_int(fp);
1633 pm->thrusters = (thruster_bank *)malloc(sizeof(thruster_bank) * pm->n_thrusters);
1634 Assert( pm->thrusters != NULL );
1636 for (i = 0; i < pm->n_thrusters; i++ ) {
1637 thruster_bank *bank = &pm->thrusters[i];
1639 bank->num_slots = cfread_int(fp);
1641 if (pm->version < 2117) {
1642 bank->wash_info_index = -1;
1644 cfread_string_len( props, MAX_PROP_LEN, fp );
1645 // look for $engine_subsystem=xxx
1646 int length = strlen(props);
1648 int base_length = strlen("$engine_subsystem=");
1649 Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
1650 Assert( length > base_length );
1651 char *engine_subsys_name = props + base_length;
1652 if (engine_subsys_name[0] == '$') {
1653 engine_subsys_name++;
1656 nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
1658 // set wash_info_index to invalid
1659 int table_error = 1;
1660 bank->wash_info_index = -1;
1661 for (int k=0; k<n_subsystems; k++) {
1662 if ( 0 == stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
1663 bank->wash_info_index = subsystems[k].engine_wash_index;
1664 if (bank->wash_info_index >= 0) {
1671 if ( (bank->wash_info_index == -1) && (n_subsystems > 0) ) {
1673 Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename);
1675 Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename);
1679 bank->wash_info_index = -1;
1683 for (j = 0; j < bank->num_slots; j++) {
1685 cfread_vector( &(bank->pnt[j]), fp );
1686 cfread_vector( &(bank->norm[j]), fp );
1687 if ( pm->version > 2004 ) {
1688 bank->radius[j] = cfread_float( fp );
1689 //mprintf(( "Rad = %.2f\n", rad ));
1691 bank->radius[j] = 1.0f;
1694 //mprintf(( "Num slots = %d\n", bank->num_slots ));
1701 int n_banks, n_slots, parent;
1702 model_subsystem *subsystemp;
1705 n_banks = cfread_int(fp); // number of turret points
1706 for ( i = 0; i < n_banks; i++ ) {
1707 int physical_parent; // who are we attached to?
1708 parent = cfread_int( fp ); // get the turret parent of the object
1710 physical_parent = cfread_int(fp); // The parent subobj that this is physically attached to
1713 for ( snum = 0; snum < n_subsystems; snum++ ) {
1714 subsystemp = &subsystems[snum];
1716 if ( parent == subsystemp->subobj_num ) {
1717 cfread_vector( &subsystemp->turret_norm, fp );
1718 vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL);
1720 n_slots = cfread_int( fp );
1721 subsystemp->turret_gun_sobj = physical_parent;
1722 Assert(n_slots < MAX_TFP); // only MAX_TFP firing points per model_subsystem
1723 for (j = 0; j < n_slots; j++ ) {
1724 cfread_vector( &subsystemp->turret_firing_point[j], fp );
1726 Assert( n_slots > 0 );
1728 subsystemp->turret_num_firing_points = n_slots;
1737 if ( (n_subsystems == 0) || (snum == n_subsystems) ) {
1740 nprintf(("Warning", "Turret object not found for turret firing point in model %s\n", model_filename));
1741 cfread_vector( &bogus, fp );
1742 n_slots = cfread_int( fp );
1743 for (j = 0; j < n_slots; j++ )
1744 cfread_vector( &bogus, fp );
1751 char name[MAX_NAME_LEN], props[MAX_PROP_LEN], *p;
1756 n_specials = cfread_int(fp); // get the number of special subobjects we have
1757 for (i = 0; i < n_specials; i++) {
1759 // get the next free object of the subobject list. Flag error if no more room
1761 cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon
1763 cfread_string_len(props, MAX_PROP_LEN, fp); // will definately have properties as well!
1764 cfread_vector( &pnt, fp );
1765 radius = cfread_float( fp );
1768 p = strstr(name, "$split");
1770 pm->split_plane[pm->num_split_plane] = pnt.z;
1771 pm->num_split_plane++;
1772 Assert(pm->num_split_plane <= MAX_SPLIT_PLANE);
1773 } else if ( ( p = strstr(props, "$special"))!= NULL ) {
1776 get_user_prop_value(p+9, type);
1777 if ( !stricmp(type, "subsystem") ) // if we have a subsystem, put it into the list!
1778 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1779 } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){
1780 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1782 nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
1788 case ID_TXTR: { //Texture filename list
1790 // char name_buf[128];
1792 //mprintf(0,"Got chunk TXTR, len=%d\n",len);
1796 // Dont overwrite memory!!
1797 Assert(n <= MAX_MODEL_TEXTURES);
1798 //mprintf(0," num textures = %d\n",n);
1799 for (i=0; i<n; i++ ) {
1801 cfread_string_len(tmp_name,127,fp);
1803 if ( strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") ) {
1804 // Don't load textures for thruster animations or invisible textures
1805 pm->textures[i] = -1;
1807 pm->textures[i] = bm_load( tmp_name );
1808 if (pm->textures[i]<0) {
1809 Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename );
1812 pm->original_textures[i] = pm->textures[i];
1813 //mprintf(0,"<%s>\n",name_buf);
1819 /* case ID_IDTA: //Interpreter data
1820 //mprintf(0,"Got chunk IDTA, len=%d\n",len);
1822 pm->model_data = (ubyte *)malloc(len);
1823 pm->model_data_size = len;
1824 Assert(pm->model_data != NULL );
1826 cfread(pm->model_data,1,len,fp);
1831 case ID_INFO: // don't need to do anything with info stuff
1834 pm->debug_info_size = len;
1835 pm->debug_info = (char *)malloc(pm->debug_info_size+1);
1836 Assert(pm->debug_info!=NULL);
1837 memset(pm->debug_info,0,len+1);
1838 cfread( pm->debug_info, 1, len, fp );
1846 pm->n_paths = cfread_int( fp );
1847 pm->paths = (model_path *)malloc(sizeof(model_path)*pm->n_paths);
1848 Assert( pm->paths != NULL );
1850 for (i=0; i<pm->n_paths; i++ ) {
1851 cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
1852 if ( pm->version >= 2002 ) {
1853 // store the sub_model name number of the parent
1854 cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
1855 // get rid of leading '$' char in name
1856 if ( pm->paths[i].parent_name[0] == '$' ) {
1857 char tmpbuf[MAX_NAME_LEN];
1858 strcpy(tmpbuf, pm->paths[i].parent_name+1);
1859 strcpy(pm->paths[i].parent_name, tmpbuf);
1861 // store the sub_model index (ie index into pm->submodel) of the parent
1862 pm->paths[i].parent_submodel = -1;
1863 for ( j = 0; j < pm->n_models; j++ ) {
1864 if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) {
1865 pm->paths[i].parent_submodel = j;
1869 pm->paths[i].parent_name[0] = 0;
1870 pm->paths[i].parent_submodel = -1;
1872 pm->paths[i].nverts = cfread_int( fp );
1873 pm->paths[i].verts = (mp_vert *)malloc( sizeof(mp_vert) * pm->paths[i].nverts );
1874 pm->paths[i].goal = pm->paths[i].nverts - 1;
1875 pm->paths[i].type = MP_TYPE_UNUSED;
1876 pm->paths[i].value = 0;
1877 Assert(pm->paths[i].verts!=NULL);
1878 for (j=0; j<pm->paths[i].nverts; j++ ) {
1879 cfread_vector(&pm->paths[i].verts[j].pos,fp );
1880 pm->paths[i].verts[j].radius = cfread_float( fp );
1882 { // version 1802 added turret stuff
1885 nturrets = cfread_int( fp );
1886 pm->paths[i].verts[j].nturrets = nturrets;
1887 pm->paths[i].verts[j].turret_ids = (int *)malloc( sizeof(int) * nturrets );
1888 for ( k = 0; k < nturrets; k++ )
1889 pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp );
1896 case ID_EYE: // an eye position(s)
1900 // all eyes points are stored simply as vectors and their normals.
1901 // 0th element is used as usual player view position.
1903 num_eyes = cfread_int( fp );
1904 pm->n_view_positions = num_eyes;
1905 Assert ( num_eyes < MAX_EYES );
1906 for (i = 0; i < num_eyes; i++ ) {
1907 pm->view_positions[i].parent = cfread_int( fp );
1908 cfread_vector( &pm->view_positions[i].pnt, fp );
1909 cfread_vector( &pm->view_positions[i].norm, fp );
1915 int num_ins, num_verts, num_faces, idx, idx2, idx3;
1917 // get the # of insignias
1918 num_ins = cfread_int(fp);
1919 pm->num_ins = num_ins;
1921 // read in the insignias
1922 for(idx=0; idx<num_ins; idx++){
1923 // get the detail level
1924 pm->ins[idx].detail_level = cfread_int(fp);
1927 num_faces = cfread_int(fp);
1928 pm->ins[idx].num_faces = num_faces;
1929 Assert(num_faces <= MAX_INS_FACES);
1932 num_verts = cfread_int(fp);
1933 Assert(num_verts <= MAX_INS_VECS);
1935 // read in all the vertices
1936 for(idx2=0; idx2<num_verts; idx2++){
1937 cfread_vector(&pm->ins[idx].vecs[idx2], fp);
1940 // read in world offset
1941 cfread_vector(&pm->ins[idx].offset, fp);
1943 // read in all the faces
1944 for(idx2=0; idx2<pm->ins[idx].num_faces; idx2++){
1945 // read in 3 vertices
1946 for(idx3=0; idx3<3; idx3++){
1947 pm->ins[idx].faces[idx2][idx3] = cfread_int(fp);
1948 pm->ins[idx].u[idx2][idx3] = cfread_float(fp);
1949 pm->ins[idx].v[idx2][idx3] = cfread_float(fp);
1955 // autocentering info
1957 cfread_vector(&pm->autocenter, fp);
1958 pm->flags |= PM_FLAG_AUTOCEN;
1962 mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1963 cfseek(fp,len,SEEK_CUR);
1967 cfseek(fp,next_chunk,SEEK_SET);
1969 id = cfread_int(fp);
1970 len = cfread_int(fp);
1971 next_chunk = cftell(fp) + len;
1980 ss_fp = cfopen(debug_name, "rb");
1982 size = cfilelength(ss_fp);
1985 _unlink(debug_name);
1992 // mprintf(("Done processing chunks\n"));
1998 //returns the number of this model
1999 int model_load(char *filename, int n_subsystems, model_subsystem *subsystems)
2001 int i, num, arc_idx;
2003 if ( !model_initted )
2006 // int Model_ram = 0;
2009 int ram_before = TotalRam;
2012 //Assert(strlen(filename) <= 12);
2016 for (i=0; i< MAX_POLYGON_MODELS; i++) {
2017 if ( Polygon_models[i] ) {
2018 if (!stricmp(filename, Polygon_models[i]->filename)) {
2019 // Model already loaded; just return.
2020 return Polygon_models[i]->id;
2022 } else if ( num == -1 ) {
2023 // This is the first empty slot
2030 Error( LOCATION, "Too many models" );
2034 mprintf(( "Loading model '%s'\n", filename ));
2036 polymodel * pm = (polymodel *)malloc( sizeof(polymodel) );
2038 Polygon_models[num] = pm;
2040 memset(pm, 0, sizeof(polymodel));
2045 int org_sig = Model_signature;
2046 Model_signature+=MAX_POLYGON_MODELS;
2047 if ( Model_signature < org_sig ) {
2048 Model_signature = 0;
2050 Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 );
2051 pm->id = Model_signature + num;
2053 if (!read_model_file(pm, filename, n_subsystems, subsystems)) {
2057 //mprintf(( "Loading model '%s'\n", filename ));
2060 //=============================
2061 // Find the destroyed replacement models
2063 // Set up the default values
2064 for (i=0; i<pm->n_models; i++ ) {
2065 pm->submodel[i].my_replacement = -1; // assume nothing replaces this
2066 pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything
2069 // Search for models that have destroyed versions
2070 for (i=0; i<pm->n_models; i++ ) {
2072 char destroyed_name[128];
2074 strcpy( destroyed_name, pm->submodel[i].name );
2075 strcat( destroyed_name, "-destroyed" );
2076 for (j=0; j<pm->n_models; j++ ) {
2077 if ( !stricmp( pm->submodel[j].name, destroyed_name )) {
2078 // mprintf(( "Found destroyed model for '%s'\n", pm->submodel[i].name ));
2079 pm->submodel[i].my_replacement = j;
2080 pm->submodel[j].i_replace = i;
2084 // Search for models with live debris
2085 // This debris comes from a destroyed subsystem when ship is still alive
2086 char live_debris_name[128];
2088 strcpy( live_debris_name, "debris-" );
2089 strcat( live_debris_name, pm->submodel[i].name );
2092 pm->submodel[i].num_live_debris = 0;
2093 for (j=0; j<pm->n_models; j++ ) {
2094 // check if current model name is substring of destroyed
2095 if ( strstr( pm->submodel[j].name, live_debris_name )) {
2096 mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name ));
2097 Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS);
2098 pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j;
2099 pm->submodel[j].is_live_debris = 1;
2105 create_family_tree(pm);
2106 // dump_object_tree(pm);
2108 //==============================
2109 // Find all the lower detail versions of the hires model
2110 for (i=0; i<pm->n_models; i++ ) {
2112 bsp_info * sm1 = &pm->submodel[i];
2114 // set all arc types to be default
2115 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2116 sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2119 sm1->num_details = 0;
2120 l1 = strlen(sm1->name);
2122 for (j=0; j<pm->num_debris_objects;j++ ) {
2123 if ( i == pm->debris_objects[j] ) {
2124 sm1->is_damaged = 1;
2129 for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
2130 sm1->details[j] = -1;
2133 for (j=0; j<pm->n_models; j++ ) {
2135 bsp_info * sm2 = &pm->submodel[j];
2137 if ( i==j ) continue;
2139 // set all arc types to be default
2140 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2141 sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2144 // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list
2145 if ((int)strlen(sm2->name)!=l1) continue;
2149 for ( k=0; k<l1; k++) {
2150 if (sm1->name[k] != sm2->name[k] ) {
2151 if (ndiff==0) first_diff = k;
2155 if (ndiff==1) { // They only differ by one character!
2157 dl1 = tolower(sm1->name[first_diff]) - 'a';
2158 dl2 = tolower(sm2->name[first_diff]) - 'a';
2160 if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels
2163 dl2--; // Start from 1 up...
2164 if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1;
2165 sm1->details[dl2] = j;
2166 //mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2, sm1->name ));
2171 for (j=0; j<sm1->num_details; j++ ) {
2172 if ( sm1->details[j] == -1 ) {
2173 Warning( LOCATION, "Model '%s' could find all detail levels for submodel '%s'", pm->filename, sm1->name );
2174 sm1->num_details = 0;
2181 model_octant_create( pm );
2183 // Find the core_radius... the minimum of
2185 rx = fl_abs( pm->submodel[pm->detail[0]].max.x - pm->submodel[pm->detail[0]].min.x );
2186 ry = fl_abs( pm->submodel[pm->detail[0]].max.y - pm->submodel[pm->detail[0]].min.y );
2187 rz = fl_abs( pm->submodel[pm->detail[0]].max.z - pm->submodel[pm->detail[0]].min.z );
2189 pm->core_radius = min( rx, min(ry, rz) ) / 2.0f;
2191 for (i=0; i<pm->n_view_positions; i++ ) {
2192 if ( pm->view_positions[i].parent == pm->detail[0] ) {
2193 float d = vm_vec_mag( &pm->view_positions[i].pnt );
2195 d += 0.1f; // Make the eye 1/10th of a meter inside the sphere.
2197 if ( d > pm->core_radius ) {
2198 //mprintf(( "Model %s core radius increased from %.1f to %.1f to fit eye\n", pm->filename, pm->core_radius, d ));
2199 pm->core_radius = d;
2205 int ram_after = TotalRam;
2207 pm->ram_used = ram_after - ram_before;
2208 Model_ram += pm->ram_used;
2209 //mprintf(( "Model RAM = %d KB\n", Model_ram ));
2215 // Get "parent" submodel for live debris submodel
2216 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num )
2218 polymodel *pm = model_get(model_num);
2220 Assert(pm->submodel[live_debris_model_num].is_live_debris == 1);
2225 // Start with the high level of detail hull
2226 // Check all its children until we find the submodel to which the live debris belongs
2227 child = &pm->submodel[pm->detail[0]];
2228 mn = child->first_child;
2231 child = &pm->submodel[mn];
2233 if (child->num_live_debris > 0) {
2234 // check all live debris submodels for the current child
2235 for (int idx=0; idx<child->num_live_debris; idx++) {
2236 if (child->live_debris[idx] == live_debris_model_num) {
2240 // DKA 5/26/99: can multiple live debris subsystems with each ship
2241 // NO LONGER TRUE Can only be 1 submodel with live debris
2242 // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error");
2246 mn = child->next_sibling;
2248 Error( LOCATION, "Could not find parent submodel for live debris");
2253 float model_get_radius( int modelnum )
2257 pm = model_get(modelnum);
2262 float model_get_core_radius( int modelnum )
2266 pm = model_get(modelnum);
2268 return pm->core_radius;
2271 float submodel_get_radius( int modelnum, int submodelnum )
2275 pm = model_get(modelnum);
2277 return pm->submodel[submodelnum].rad;
2282 polymodel * model_get(int model_num)
2284 Assert( model_num > -1 );
2286 int num = model_num % MAX_POLYGON_MODELS;
2289 Assert( num < MAX_POLYGON_MODELS );
2290 Assert( Polygon_models[num]->id == model_num );
2292 return Polygon_models[num];
2297 // Finds the 3d bounding box of a model. If submodel_num is -1,
2298 // then it starts from the root object. If inc_children is non-zero,
2299 // then this will recurse and find the bounding box for all children
2301 void model_find_bound_box_3d(int model_num,int submodel_num, int inc_children, matrix *orient, vector * pos, vector * box )
2304 vector to_root_xlat;
2305 matrix to_root_rotate;
2306 int n_steps, steps[16];
2309 if ( (model_num < 0) || (model_num >= N_polygon_models) ) return;
2311 pm = &Polygon_models[model_num];
2313 if ( submodel_num < 0 ) submodel_num = pm->detail[0];
2315 // traverse up the model tree to a root object.
2316 // Store this path in n_steps,
2318 tmp_sobj = submodel_num;
2319 while( tmp_sobj > -1 ) {
2320 steps[n_steps++] = tmp_sobj;
2321 tmp_sobj = pm->submodel[tmp_sobj].parent;
2326 // vm_copy_transpose_matrix(&to_world_rotate, orient );
2327 // to_world_xlat = *pos;
2334 // Returns zero is x1,y1,x2,y2 are valid
2335 // returns 1 for invalid model, 2 for point offscreen.
2336 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2337 int model_find_2d_bound_min(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2341 int i, x,y,min_x, min_y, max_x, max_y;
2344 po = model_get(model_num);
2346 g3_start_instance_matrix(pos,orient);
2350 int hull = po->detail[0];
2352 min_x = min_y = max_x = max_y = 0;
2354 for (i=0; i<8; i++ ) {
2358 flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]);
2359 if ( !(flags&CC_BEHIND) ) {
2360 g3_project_vertex(&pt);
2362 if (!(pt.flags & PF_OVERFLOW)) {
2365 if ( n_valid_pts == 0 ) {
2371 if ( x < min_x ) min_x = x;
2372 if ( y < min_y ) min_y = y;
2374 if ( x > max_x ) max_x = x;
2375 if ( y > max_y ) max_y = y;
2382 if ( n_valid_pts < 8 ) {
2386 if (x1) *x1 = min_x;
2387 if (y1) *y1 = min_y;
2389 if (x2) *x2 = max_x;
2390 if (y2) *y2 = max_y;
2398 // Returns zero is x1,y1,x2,y2 are valid
2399 // returns 1 for invalid model, 2 for point offscreen.
2400 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2401 int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2405 int i, x,y,min_x, min_y, max_x, max_y;
2408 po = model_get(model_num);
2409 if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1;
2410 sm = &po->submodel[submodel];
2412 g3_start_instance_matrix(pos,orient);
2416 min_x = min_y = max_x = max_y = 0;
2418 for (i=0; i<8; i++ ) {
2422 flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]);
2423 if ( !(flags&CC_BEHIND) ) {
2424 g3_project_vertex(&pt);
2426 if (!(pt.flags & PF_OVERFLOW)) {
2429 if ( n_valid_pts == 0 ) {
2435 if ( x < min_x ) min_x = x;
2436 if ( y < min_y ) min_y = y;
2438 if ( x > max_x ) max_x = x;
2439 if ( y > max_y ) max_y = y;
2446 if ( n_valid_pts == 0 ) {
2450 if (x1) *x1 = min_x;
2451 if (y1) *y1 = min_y;
2453 if (x2) *x2 = max_x;
2454 if (y2) *y2 = max_y;
2462 // Returns zero is x1,y1,x2,y2 are valid
2463 // returns 1 for invalid model, 2 for point offscreen.
2464 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2465 int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2472 po = model_get(model_num);
2473 float width = po->rad;
2474 float height = po->rad;
2476 flags = g3_rotate_vertex(&pnt,pos);
2478 if ( pnt.flags & CC_BEHIND )
2481 if (!(pnt.flags&PF_PROJECTED))
2482 g3_project_vertex(&pnt);
2484 if (pnt.flags & PF_OVERFLOW)
2487 t = (width * Canv_w2)/pnt.z;
2488 w = t*Matrix_scale.x;
2490 t = (height*Canv_h2)/pnt.z;
2491 h = t*Matrix_scale.y;
2493 if (x1) *x1 = fl2i(pnt.sx - w);
2494 if (y1) *y1 = fl2i(pnt.sy - h);
2496 if (x2) *x2 = fl2i(pnt.sx + w);
2497 if (y2) *y2 = fl2i(pnt.sy + h);
2502 // Returns zero is x1,y1,x2,y2 are valid
2503 // returns 2 for point offscreen.
2504 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2505 int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2511 float width = radius;
2512 float height = radius;
2514 flags = g3_rotate_vertex(&pnt,pos);
2516 if ( pnt.flags & CC_BEHIND )
2519 if (!(pnt.flags&PF_PROJECTED))
2520 g3_project_vertex(&pnt);
2522 if (pnt.flags & PF_OVERFLOW)
2525 t = (width * Canv_w2)/pnt.z;
2526 w = t*Matrix_scale.x;
2528 t = (height*Canv_h2)/pnt.z;
2529 h = t*Matrix_scale.y;
2531 if (x1) *x1 = fl2i(pnt.sx - w);
2532 if (y1) *y1 = fl2i(pnt.sy - h);
2534 if (x2) *x2 = fl2i(pnt.sx + w);
2535 if (y2) *y2 = fl2i(pnt.sy + h);
2541 // Given a vector that is in sub_model_num's frame of
2542 // reference, and given the object's orient and position,
2543 // return the vector in the model's frame of reference.
2544 void model_find_obj_dir(vector *w_vec, vector *m_vec, object *ship_obj, int sub_model_num)
2550 Assert(ship_obj->type == OBJ_SHIP);
2552 polymodel *pm = model_get(Ships[ship_obj->instance].modelnum);
2556 // instance up the tree for this point
2557 while ((mn>-1) && (pm->submodel[mn].parent > -1)) {
2559 vm_angles_2_matrix(&m, &pm->submodel[mn].angs);
2560 vm_vec_unrotate(&tvec, &vec, &m);
2563 mn = pm->submodel[mn].parent;
2566 // now instance for the entire object
2567 vm_vec_unrotate(w_vec, &vec, &ship_obj->orient);
2571 // Given a point (pnt) that is in sub_model_num's frame of
2572 // reference, return the point in in the object's frame of reference
2573 void model_rot_sub_into_obj(vector * outpnt, vector *mpnt,polymodel *pm, int sub_model_num)
2583 //instance up the tree for this point
2584 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2586 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2587 vm_transpose_matrix(&m);
2588 vm_vec_rotate(&tpnt,&pnt,&m);
2590 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2592 mn = pm->submodel[mn].parent;
2595 //now instance for the entire object
2600 // Given a rotating submodel, find the ship and world axes or rotatation.
2601 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj)
2603 polymodel *pm = model_get(modelnum);
2605 bsp_info *sm = &pm->submodel[submodel_num];
2606 Assert(sm->movement_type == MOVEMENT_TYPE_ROT);
2608 if (sm->movement_axis == MOVEMENT_AXIS_X) {
2609 vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f);
2610 } else if (sm->movement_axis == MOVEMENT_AXIS_Y) {
2611 vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f);
2613 Assert(sm->movement_axis == MOVEMENT_AXIS_Z);
2614 vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f);
2617 model_find_obj_dir(world_axis, model_axis, obj, submodel_num);
2621 // Does stepped rotation of a submodel
2622 #pragma warning ( push )
2623 #pragma warning (disable : 4701)
2624 void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
2626 Assert(psub->flags & MSS_FLAG_STEPPED_ROTATE);
2628 if ( psub->subobj_num < 0 ) return;
2630 polymodel *pm = model_get(psub->model_num);
2631 bsp_info *sm = &pm->submodel[psub->subobj_num];
2633 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2635 // get active rotation time this frame
2636 int end_stamp = timestamp();
2637 float rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
2638 Assert(rotation_time >= 0);
2641 sii->prev_angs = sii->angs;
2643 // float pointer into struct to get angle (either p,b,h)
2644 float *ang_prev, *ang_next;
2645 switch( sm->movement_axis ) {
2646 case MOVEMENT_AXIS_X:
2647 ang_prev = &sii->prev_angs.p;
2648 ang_next = &sii->angs.p;
2651 case MOVEMENT_AXIS_Y:
2652 ang_prev = &sii->prev_angs.h;
2653 ang_next = &sii->angs.h;
2656 case MOVEMENT_AXIS_Z:
2657 ang_prev = &sii->prev_angs.b;
2658 ang_next = &sii->angs.b;
2662 // angular displacement of one step
2663 float step_size = (PI2 / psub->stepped_rotation->num_steps);
2665 // get time to complete one step, including pause
2666 float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause;
2668 // cur_step is step number relative to zero (0 - num_steps)
2669 // step_offset_time is TIME into current step
2670 float step_offset_time = (float)fmod(rotation_time, step_time);
2671 // subtract off fractional step part, round up (ie, 1.999999 -> 2)
2672 int cur_step = int( ((rotation_time - step_offset_time) / step_time) + 0.5f);
2673 // mprintf(("cur step %d\n", cur_step));
2674 // Assert(step_offset_time >= 0);
2676 if (cur_step >= psub->stepped_rotation->num_steps) {
2677 // I don;t know why, but removing this line makes it all good.
2678 // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f);
2680 // reset cur_step (use mod to handle physics/ai pause)
2681 cur_step = cur_step % psub->stepped_rotation->num_steps;
2685 *ang_next = cur_step * step_size;
2687 // determine which phase of rotation we're in
2688 float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit;
2689 float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction);
2690 float pause_start_time = psub->stepped_rotation->t_transit;
2692 float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time;
2694 if (step_offset_time < coast_start_time) {
2696 float accel_time = step_offset_time;
2697 *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time;
2698 sii->cur_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time;
2699 } else if (step_offset_time < decel_start_time) {
2701 float coast_time = step_offset_time - coast_start_time;
2702 *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time;
2703 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate;
2704 } else if (step_offset_time < pause_start_time) {
2706 float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time;
2707 *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause);
2708 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
2711 *ang_next += step_size;
2712 sii->cur_turn_rate = 0.0f;
2715 #pragma warning ( pop )
2718 // Rotates the angle of a submodel. Use this so the right unlocked axis
2720 void submodel_rotate(model_subsystem *psub, submodel_instance_info *sii)
2724 if ( psub->subobj_num < 0 ) return;
2726 polymodel *pm = model_get(psub->model_num);
2727 sm = &pm->submodel[psub->subobj_num];
2729 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2732 sii->prev_angs = sii->angs;
2734 // probably send in a calculated desired turn rate
2735 float diff = sii->desired_turn_rate - sii->cur_turn_rate;
2737 float final_turn_rate;
2739 final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
2740 if (final_turn_rate > sii->desired_turn_rate) {
2741 final_turn_rate = sii->desired_turn_rate;
2743 } else if (diff < 0) {
2744 final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
2745 if (final_turn_rate < sii->desired_turn_rate) {
2746 final_turn_rate = sii->desired_turn_rate;
2749 final_turn_rate = sii->desired_turn_rate;
2752 float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
2753 sii->cur_turn_rate = final_turn_rate;
2756 //float delta = psub->turn_rate * flFrametime;
2758 switch( sm->movement_axis ) {
2759 case MOVEMENT_AXIS_X:
2760 sii->angs.p += delta;
2761 if (sii->angs.p > PI2 )
2763 else if (sii->angs.p < 0.0f )
2766 case MOVEMENT_AXIS_Y:
2767 sii->angs.h += delta;
2768 if (sii->angs.h > PI2 )
2770 else if (sii->angs.h < 0.0f )
2773 case MOVEMENT_AXIS_Z:
2774 sii->angs.b += delta;
2775 if (sii->angs.b > PI2 )
2777 else if (sii->angs.b < 0.0f )
2784 //=========================================================================
2785 // Make a turret's correct orientation matrix. This should be done when
2786 // the model is read, but I wasn't sure at what point all the data that I
2787 // needed was read, so I just check a flag and call this routine when
2788 // I determine I need the correct matrix. In this code, you can't use
2789 // vm_vec_2_matrix or anything, since these turrets could be either
2790 // right handed or left handed.
2791 void model_make_turrent_matrix(int model_num, model_subsystem * turret )
2794 vector fvec, uvec, rvec;
2796 pm = model_get(model_num);
2797 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2798 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2801 model_clear_instance(model_num);
2802 model_find_world_dir(&fvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2804 sm_parent->angs.h = -PI/2.0f;
2805 sm->angs.p = -PI/2.0f;
2806 model_find_world_dir(&rvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2808 sm_parent->angs.h = 0.0f;
2809 sm->angs.p = -PI/2.0f;
2810 model_find_world_dir(&uvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2812 vm_vec_normalize(&fvec);
2813 vm_vec_normalize(&rvec);
2814 vm_vec_normalize(&uvec);
2816 turret->turret_matrix.fvec = fvec;
2817 turret->turret_matrix.rvec = rvec;
2818 turret->turret_matrix.uvec = uvec;
2820 // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL);
2822 // HACK!! WARNING!!!
2823 // I'm doing nothing to verify that this matrix is orthogonal!!
2824 // In other words, there's no guarantee that the vectors are 90 degrees
2826 // I'm not doing this because I don't know how to do it without ruining
2827 // the handedness of the matrix... however, I'm not too worried about
2828 // this because I am creating these 3 vectors by making them 90 degrees
2829 // apart, so this should be close enough. I think this will start
2830 // causing weird errors when we view from turrets. -John
2831 turret->flags |= MSS_FLAG_TURRET_MATRIX;
2834 // Tries to move joints so that the turrent points to the point dst.
2835 // turret1 is the angles of the turret, turret2 is the angles of the gun from turret
2836 // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI)
2837 int model_rotate_gun(int model_num, model_subsystem *turret, matrix *orient, angles *turret1, angles *turret2, vector *pos, vector *dst)
2841 pm = model_get(model_num);
2842 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2843 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2845 // Check for a valid turret
2846 Assert( turret->turret_num_firing_points > 0 );
2849 if ( sm_parent == sm ) {
2853 // Build the correct turret matrix if there isn't already one
2854 if ( !(turret->flags & MSS_FLAG_TURRET_MATRIX) )
2855 model_make_turrent_matrix(model_num, turret );
2857 Assert( turret->flags & MSS_FLAG_TURRET_MATRIX);
2858 // Assert( sm->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch
2859 // Assert( sm_parent->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading
2861 //======================================================
2862 // DEBUG code to draw the normal out of this gun and a circle
2863 // at the gun point.
2868 vertex dpnt1, dpnt2;
2870 model_clear_instance(model_num);
2871 sm->angs.p = turret2->p;
2872 sm_parent->angs.h = turret1->h;
2874 model_find_world_point(&tmp, &vmd_zero_vector, model_num, turret->turret_gun_sobj, orient, pos );
2875 gr_set_color(255,0,0);
2876 g3_rotate_vertex( &dpnt1, &tmp );
2878 gr_set_color(255,0,0);
2879 g3_draw_sphere(&dpnt1,1.0f);
2881 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.fvec, 10.0f );
2882 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2883 g3_rotate_vertex( &dpnt2, &tmp );
2885 gr_set_color(0,255,0);
2886 g3_draw_line(&dpnt1,&dpnt2);
2887 gr_set_color(0,128,0);
2888 g3_draw_sphere(&dpnt2,0.2f);
2890 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.rvec, 10.0f );
2891 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2892 g3_rotate_vertex( &dpnt2, &tmp );
2894 gr_set_color(0,0,255);
2895 g3_draw_line(&dpnt1,&dpnt2);
2897 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.uvec, 10.0f );
2898 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2899 g3_rotate_vertex( &dpnt2, &tmp );
2901 gr_set_color(255,0,0);
2902 g3_draw_line(&dpnt1,&dpnt2);
2907 // rotate the dest point into the turret gun normal's frame of
2908 // reference, but not using the turret's angles.
2909 // Call this vector of_dst
2911 matrix world_to_turret_matrix; // converts world coordinates to turret's FOR
2912 vector world_to_turret_translate; // converts world coordinates to turret's FOR
2915 vm_vec_unrotate( &tempv, &sm_parent->offset, orient);
2916 vm_vec_add( &world_to_turret_translate, pos, &tempv );
2918 vm_matrix_x_matrix( &world_to_turret_matrix, orient, &turret->turret_matrix );
2920 vm_vec_sub( &tempv, dst, &world_to_turret_translate );
2921 vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix );
2923 vm_vec_normalize(&of_dst);
2926 // Find the heading and pitch that the gun needs to turn to
2927 // by extracting them from the of_dst vector.
2928 // Call this the desired_angles
2929 angles desired_angles;
2931 desired_angles.p = (float)acos(of_dst.z);
2932 desired_angles.h = PI - atan2_safe(of_dst.x, of_dst.y);
2933 desired_angles.b = 0.0f;
2935 // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.z, desired_angles.p ));
2938 // Gradually turn the turret towards the desired angles
2939 float step_size = turret->turret_turning_rate * flFrametime;
2941 vm_interp_angle(&turret1->h,desired_angles.h,step_size);
2942 vm_interp_angle(&turret2->p,desired_angles.p,step_size);
2944 // turret1->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) );
2945 // turret2->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) );
2952 // Given a point (pnt) that is in sub_model_num's frame of
2953 // reference, and given the object's orient and position,
2954 // return the point in 3-space in outpnt.
2955 void model_find_world_point(vector * outpnt, vector *mpnt,int model_num,int sub_model_num, matrix * objorient, vector * objpos )
2961 polymodel *pm = model_get(model_num);
2966 //instance up the tree for this point
2967 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2969 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2970 vm_vec_unrotate(&tpnt,&pnt,&m);
2972 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2974 mn = pm->submodel[mn].parent;
2977 //now instance for the entire object
2978 vm_vec_unrotate(outpnt,&pnt,objorient);
2979 vm_vec_add2(outpnt,objpos);
2982 // Given a point in the world RF, find the corresponding point in the model RF.
2983 // This is special purpose code, specific for model collision.
2984 // NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
2986 // out - point in model RF
2987 // world_pt - point in world RF
2988 // pm - polygon model
2989 // submodel_num - submodel in whose RF we're trying to find the corresponding world point
2990 // orient - orient matrix of ship
2991 // pos - pos vector of ship
2992 void world_find_model_point(vector *out, vector *world_pt, polymodel *pm, int submodel_num, matrix *orient, vector *pos)
2994 Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) );
2996 vector tempv1, tempv2;
3000 vm_vec_sub(&tempv1, world_pt, pos);
3001 vm_vec_rotate(&tempv2, &tempv1, orient);
3003 if (pm->submodel[submodel_num].parent == -1) {
3008 // put into submodel RF
3009 vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset);
3010 vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs);
3011 vm_vec_rotate(out, &tempv2, &m);
3014 // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle
3015 int rotating_submodel_has_ship_subsys(int submodel, ship *shipp)
3017 model_subsystem *psub;
3022 // Go through all subsystems and look for submodel
3023 // the subsystems that need it.
3024 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
3025 psub = pss->system_info;
3026 if (psub->subobj_num == submodel) {
3035 void model_get_rotating_submodel_list(int *submodel_list, int *num_rotating_submodels, object *objp)
3037 Assert(objp->type == OBJ_SHIP);
3039 // Check if not currently rotating - then treat as part of superstructure.
3040 int modelnum = Ships[objp->instance].modelnum;
3041 polymodel *pm = model_get(modelnum);
3042 bsp_info *child_submodel;
3044 *num_rotating_submodels = 0;
3045 child_submodel = &pm->submodel[pm->detail[0]];
3047 int i = child_submodel->first_child;
3049 child_submodel = &pm->submodel[i];
3051 // Don't check it or its children if it is destroyed or it is a replacement (non-moving)
3052 if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {
3054 // Only look for submodels that rotate
3055 if (child_submodel->movement_type == MOVEMENT_TYPE_ROT) {
3057 // find ship subsys and check submodel rotation is less than max allowed.
3058 ship *pship = &Ships[objp->instance];
3059 ship_subsys *subsys;
3061 for ( subsys = GET_FIRST(&pship->subsys_list); subsys !=END_OF_LIST(&pship->subsys_list); subsys = GET_NEXT(subsys) ) {
3062 Assert(subsys->system_info->model_num == modelnum);
3063 if (i == subsys->system_info->subobj_num) {
3064 // found the correct subsystem - now check delta rotation angle not too large
3065 float delta_angle = get_submodel_delta_angle(&subsys->submodel_info_1);
3066 if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) {
3067 Assert(*num_rotating_submodels < MAX_ROTATING_SUBMODELS-1);
3068 submodel_list[(*num_rotating_submodels)++] = i;
3075 i = child_submodel->next_sibling;
3079 //#define MODEL_CHECK
3081 ship *pship = &Ships[objp->instance];
3082 for (int idx=0; idx<*num_rotating_submodels; idx++) {
3083 int valid = rotating_submodel_has_ship_subsys(submodel_list[idx], pship);
3087 Warning( LOCATION, "Ship %s has rotating submodel [%s] without ship subsystem\n", pship->ship_name, pm->submodel[submodel_list[idx]].name );
3088 pm->submodel[submodel_list[idx]].movement_type &= ~MOVEMENT_TYPE_ROT;
3089 *num_rotating_submodels = 0;
3097 // Given a direction (pnt) that is in sub_model_num's frame of
3098 // reference, and given the object's orient and position,
3099 // return the point in 3-space in outpnt.
3100 void model_find_world_dir(vector * out_dir, vector *in_dir,int model_num, int sub_model_num, matrix * objorient, vector * objpos )
3106 polymodel *pm = model_get(model_num);
3111 //instance up the tree for this point
3112 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3114 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3115 vm_vec_unrotate(&tpnt,&pnt,&m);
3118 mn = pm->submodel[mn].parent;
3121 //now instance for the entire object
3122 vm_vec_unrotate(out_dir,&pnt,objorient);
3127 // Clears all the submodel instances stored in a model to their defaults.
3128 void model_clear_instance(int model_num)
3133 pm = model_get(model_num);
3135 // reset textures to original ones
3136 for (i=0; i<pm->n_textures; i++ ) {
3137 pm->textures[i] = pm->original_textures[i];
3140 for (i=0; i<pm->n_models; i++ ) {
3141 bsp_info *sm = &pm->submodel[i];
3143 if ( pm->submodel[i].is_damaged ) {
3152 // set pointer to other ship subsystem info [turn rate, accel, moment, axis, ...]
3155 sm->num_arcs = 0; // Turn off any electric arcing effects
3158 for (i=0; i<pm->num_lights; i++ ) {
3159 pm->lights[i].value = 0.0f;
3162 interp_clear_instance();
3164 // if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
3165 // if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
3166 // if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
3167 // if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
3168 // if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
3169 // if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
3174 // initialization during ship set
3175 void model_clear_instance_info( submodel_instance_info * sii )
3181 sii->prev_angs.p = 0.0f;
3182 sii->prev_angs.b = 0.0f;
3183 sii->prev_angs.h = 0.0f;
3185 sii->cur_turn_rate = 0.0f;
3186 sii->desired_turn_rate = 0.0f;
3187 sii->turn_accel = 0.0f;
3190 // initialization during ship set
3191 void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
3197 sii->prev_angs.p = 0.0f;
3198 sii->prev_angs.b = 0.0f;
3199 sii->prev_angs.h = 0.0f;
3201 sii->cur_turn_rate = turn_rate * 0.0f;
3202 sii->desired_turn_rate = turn_rate;
3203 sii->turn_accel = turn_accel;
3205 sii->step_zero_timestamp = timestamp();
3210 // Sets the submodel instance data in a submodel (for all detail levels)
3211 void model_set_instance(int model_num, int sub_model_num, submodel_instance_info * sii)
3216 pm = model_get(model_num);
3218 Assert( sub_model_num >= 0 );
3219 Assert( sub_model_num < pm->n_models );
3221 if ( sub_model_num < 0 ) return;
3222 if ( sub_model_num >= pm->n_models ) return;
3223 bsp_info *sm = &pm->submodel[sub_model_num];
3225 // Set the "blown out" flags
3226 sm->blown_off = sii->blown_off;
3228 if ( sm->blown_off ) {
3229 if ( sm->my_replacement > -1 ) {
3230 pm->submodel[sm->my_replacement].blown_off = 0;
3231 pm->submodel[sm->my_replacement].angs = sii->angs;
3232 pm->submodel[sm->my_replacement].sii = sii;
3235 if ( sm->my_replacement > -1 ) {
3236 pm->submodel[sm->my_replacement].blown_off = 1;
3241 sm->angs = sii->angs;
3244 // For all the detail levels of this submodel, set them also.
3245 for (i=0; i<sm->num_details; i++ ) {
3246 model_set_instance(model_num, sm->details[i], sii );
3251 // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity
3252 void model_init_submodel_axis_pt(submodel_instance_info *sii, int model_num, int submodel_num)
3255 vector *mpoint1, *mpoint2;
3256 vector p1, v1, p2, v2, int1;
3258 polymodel *pm = model_get(model_num);
3259 Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT);
3265 // find 2 fixed points in submodel RF
3266 // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the
3267 // two lines to find a point on the axis
3268 if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) {
3269 axis = vmd_x_vector;
3270 mpoint1 = &vmd_y_vector;
3271 mpoint2 = &vmd_z_vector;
3272 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) {
3273 mpoint1 = &vmd_x_vector;
3274 axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z
3275 mpoint2 = &vmd_z_vector;
3276 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) {
3277 mpoint1 = &vmd_x_vector;
3278 mpoint2 = &vmd_y_vector;
3279 axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y
3281 // must be one of these axes or submodel_rot_hit is incorrectly set
3285 // copy submodel angs
3286 angles copy_angs = pm->submodel[submodel_num].angs;
3288 // find two points rotated into model RF when angs set to 0
3289 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
3290 model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3291 model_find_world_point(&p2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3293 // find two points rotated into model RF when angs set to PI
3294 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, PI);
3295 model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3296 model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3298 // reset submodel angs
3299 pm->submodel[submodel_num].angs = copy_angs;
3301 // find direction vectors of the two lines
3302 vm_vec_sub2(&v1, &p1);
3303 vm_vec_sub2(&v2, &p2);
3305 // find the intersection of the two lines
3307 fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t);
3309 // find the actual intersection points
3310 vm_vec_scale_add(&int1, &p1, &v1, s);
3313 sii->pt_on_axis = int1;
3318 // Adds an electrical arcing effect to a submodel
3319 void model_add_arc(int model_num, int sub_model_num, vector *v1, vector *v2, int arc_type )
3323 pm = model_get(model_num);
3325 if ( sub_model_num == -1 ) {
3326 sub_model_num = pm->detail[0];
3329 Assert( sub_model_num >= 0 );
3330 Assert( sub_model_num < pm->n_models );
3332 if ( sub_model_num < 0 ) return;
3333 if ( sub_model_num >= pm->n_models ) return;
3334 bsp_info *sm = &pm->submodel[sub_model_num];
3336 if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
3337 sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
3338 sm->arc_pts[sm->num_arcs][0] = *v1;
3339 sm->arc_pts[sm->num_arcs][1] = *v2;
3344 // function to return an index into the docking_bays array which matches the criteria passed
3345 // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h
3346 int model_find_dock_index(int modelnum, int dock_type)
3352 pm = model_get(modelnum);
3354 // no docking points -- return -1
3355 if ( pm->n_docks <= 0 )
3358 for (i = 0; i < pm->n_docks; i++ ) {
3359 if ( dock_type & pm->docking_bays[i].type_flags )
3366 int model_get_dock_index_type(int modelnum, int index)
3368 polymodel *pm = model_get(modelnum);
3370 return pm->docking_bays[index].type_flags;
3373 // get all the different docking point types on a model
3374 int model_get_dock_types(int modelnum)
3379 pm = model_get(modelnum);
3380 for (i=0; i<pm->n_docks; i++)
3381 type |= pm->docking_bays[i].type_flags;
3386 // function to return an index into the docking_bays array which matches the string passed
3387 // Fred uses strings to identify docking positions. This functin also accepts generic strings
3388 // so that a desginer doesn't have to know exact names if building a mission from hand.
3389 int model_find_dock_name_index( int modelnum, char *name )
3394 pm = model_get(modelnum);
3395 if ( pm->n_docks <= 0 )
3398 // check the generic names and call previous function to find first dock point of
3399 // the specified type
3400 if ( !stricmp(name, "cargo") )
3401 return model_find_dock_index( modelnum, DOCK_TYPE_CARGO );
3402 else if (!stricmp( name, "rearm") )
3403 return model_find_dock_index( modelnum, DOCK_TYPE_REARM );
3404 else if (!stricmp( name, "generic") )
3405 return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC );
3407 for (i = 0; i < pm->n_docks; i++ ) {
3408 if ( !stricmp(pm->docking_bays[i].name, name) )
3412 // if we get here, name wasn't found -- return -1 and hope for the best
3416 // returns the actual name of a docking point on a model, needed by Fred.
3417 char *model_get_dock_name(int modelnum, int index)
3421 pm = model_get(modelnum);
3422 Assert((index >= 0) && (index < pm->n_docks));
3423 return pm->docking_bays[index].name;
3426 int model_get_num_dock_points(int modelnum)
3430 pm = model_get(modelnum);