2 * $Logfile: /Freespace2/code/Model/ModelRead.cpp $
7 * file which reads and deciphers POF information
10 * Revision 1.3 2002/06/01 07:12:33 relnev
11 * a few NDEBUG updates.
13 * removed a few warnings.
15 * Revision 1.2 2002/05/07 03:16:47 theoddone33
16 * The Great Newline Fix
18 * Revision 1.1.1.1 2002/05/03 03:28:10 root
22 * 36 7/22/99 2:26p Mattk
23 * DA: don't show engine wash error if no subsystems. (ie, Pofview...)
25 * 35 7/19/99 12:02p Andsager
26 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
27 * only blow up subsystem if its strength is > 0
29 * 34 7/07/99 5:00p Andsager
30 * Fixed bug in stepped rotation
32 * 33 7/06/99 4:42p Anoop
33 * Add MiniCap hack for engine wash
35 * 32 7/06/99 3:52p Andsager
36 * That wacky model_subsystem name vs. subobj_name thing bites us in the
39 * 31 7/06/99 3:15p Anoop
40 * Better debug info for engine wash error.
42 * 30 7/06/99 11:37a Andsager
43 * Fix warning message.
45 * 29 7/06/99 10:45a Andsager
46 * Modify engine wash to work on any ship that is not small. Add AWACS
49 * 28 7/01/99 4:23p Dave
50 * Full support for multiple linked ambient engine sounds. Added "big
53 * 27 6/08/99 2:33p Dave
54 * Fixed release build warning. Put in hud config stuff.
56 * 26 6/01/99 8:35p Dave
57 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
58 * awacs-set-radius sexpression.
60 * 25 5/28/99 1:51p Andsager
61 * Allow models to rotate in both direction on an axis, specifying a
62 * negative rotation time in submodel properties.
64 * 24 5/27/99 3:48p Andsager
65 * Add assert to model_read code to not allow overwrite of memory
67 * 23 5/27/99 12:11p Andsager
68 * Allow more than 1 subsystem to have live debris on any ship
70 * 22 5/27/99 10:57a Mattk
71 * Put in a warning about too many firing points per turret.
73 * 21 5/24/99 5:45p Dave
74 * Added detail levels to the nebula, with a decent speedup. Split nebula
75 * lightning into its own section.
77 * 20 5/19/99 11:09a Andsager
78 * Turn on engine wash. Check every 1/4 sec.
80 * 19 5/11/99 10:16p Andsager
81 * First pass on engine wash effect. Rotation (control input), damage,
84 * 18 4/09/99 11:38a Andsager
85 * Change POF format for Freespace2
87 * 17 3/23/99 5:17p Dave
88 * Changed model file format somewhat to account for LOD's on insignias
90 * 16 3/20/99 3:46p Dave
91 * Added support for model-based background nebulae. Added 3 new
94 * 15 3/19/99 6:15p Dave
95 * Put in checks for insignia bitmaps for having too many faces or
98 * 14 2/21/99 6:01p Dave
99 * Fixed standalone WSS packets.
101 * 13 2/19/99 11:42a Dave
102 * Put in model rendering autocentering.
104 * 12 2/10/99 3:52p Enricco
107 * 11 1/14/99 6:06p Dave
108 * 100% full squad logo support for single player and multiplayer.
110 * 10 1/11/99 12:42p Andsager
111 * Add live debris - debris which is created from a destroyed subsystem,
112 * when the ship is still alive
114 * 9 1/08/99 2:08p Dave
115 * Fixed software rendering for pofview. Super early support for AWACS and
118 * 8 1/06/99 2:24p Dave
119 * Stubs and release build fixes.
121 * 7 12/23/98 2:53p Andsager
122 * Added stepped rotation support
124 * 6 12/04/98 3:34p Andsager
125 * Handle norotating submodels
127 * 5 12/03/98 3:14p Andsager
128 * Check in code that checks rotating submodel actually has ship subsystem
130 * 4 11/19/98 11:07p Andsager
131 * Check in of physics and collision detection of rotating submodels
133 * 3 10/23/98 3:03p Andsager
134 * Initial support for changing rotation rate.
136 * 2 10/07/98 10:53a Dave
139 * 1 10/07/98 10:50a Dave
141 * 177 8/28/98 3:29p Dave
142 * EMP effect done. AI effects may need some tweaking as required.
144 * 176 5/19/98 8:31p Andsager
145 * Added split planes (for big ship explosions)
147 * 175 5/07/98 5:39p Andsager
148 * Changes to model to hold cross section info
150 * 174 4/30/98 4:53p John
151 * Restructured and cleaned up cfile code. Added capability to read off
152 * of CD-ROM drive and out of multiple pack files.
154 * 173 4/22/98 9:43p John
155 * Added code to allow checking of invisible faces, flagged by any texture
156 * name with invisible in it.
158 * 172 4/14/98 11:11p John
159 * Made ships with < 50% hull left show electrical damage arcs.
161 * 171 4/01/98 5:34p John
162 * Made only the used POFs page in for a level. Reduced some interp
163 * arrays. Made custom detail level work differently.
165 * 170 4/01/98 9:14a Mike
168 * 169 3/31/98 5:18p John
169 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
170 * bunch of debug stuff out of player file. Made model code be able to
171 * unload models and malloc out only however many models are needed.
174 * 168 3/17/98 2:46p Allender
175 * Copy subsystem name when copying model subsystems
177 * 167 3/02/98 5:42p John
178 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
179 * afterburner. Made gr_set_clip work good with negative x &y. Made
180 * model_caching be on by default. Made each cached model have it's own
181 * bitmap id. Made asteroids not rotate when model_caching is on.
183 * 166 2/24/98 5:04p Allender
184 * allow different ship classes to use the same model. Lot's of subsystem
187 * 165 2/16/98 3:46p John
188 * Made mass be proportional to area in newer pofs
190 * 164 2/13/98 5:19p John
191 * First rev of new model caching system. Needs to be ripped out and
192 * moved into ship stuff.
194 * 163 1/29/98 5:52p John
195 * new version of electrical arcing code
197 * 162 1/29/98 8:39a Andsager
198 * Changed mass and moment of intertia based area vs. volume
200 * 161 1/28/98 2:15p Mike
201 * Convert volume to surface area at runtime. Write note to John to
202 * cleanup if he modifies bspgen.
204 * 160 1/27/98 11:02a John
205 * Added first rev of sparks. Made all code that calls model_render call
206 * clear_instance first. Made debris pieces not render by default when
207 * clear_instance is called.
209 * 159 1/19/98 6:15p John
210 * Fixed all my Optimized Build compiler warnings
212 * 158 1/09/98 11:25a John
213 * Took the thruster animation stuff out of the model.
215 * 157 12/31/97 4:47p John
216 * Made all the eye points fit inside core radius
218 * 156 12/31/97 2:35p John
219 * Added code for core_radius
221 * 155 12/17/97 2:41p John
222 * made target bounding box be on hull only.
224 * 154 12/17/97 9:54a John
225 * added code for precalculated weapon flash lighting.
227 * 153 11/29/97 2:05p John
228 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
229 * like they used to incorrectly assume. Added code to model to read in
232 * 152 11/25/97 11:41a John
233 * added code to read in pof v20.05, which adds radius to thrusters.
235 * 151 10/28/97 12:34a Mike
236 * Set useful values of mass and inertia matrix if values not otherwise
237 * set. Generate Warnings for unexpected ones.
239 * 150 10/22/97 5:54p Lawrance
240 * get rid of leading '$' when storing parent_name for paths
242 * 149 10/20/97 5:57p Lawrance
243 * have index to polymodel->paths[] within the model_subsystem struct.
245 * 148 9/15/97 5:45p John
246 * took out chunk stuff.
247 * made pofview display thrusters as blue polies.
249 * 147 9/09/97 3:39p Sandeep
250 * warning level 4 bugs
252 * 146 9/04/97 5:09p Andsager
253 * implement physics using moment of inertia and mass (from BSPgen).
254 * Added to phys_info struct. Updated ship_info, polymodel structs.
255 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
257 * 145 9/03/97 5:57p Lawrance
260 * 144 9/03/97 4:32p John
261 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
262 * to bm_load functions not needed. Made bmpman keep track of palettes
263 * for bitmaps not mapped into game palettes.
265 * 143 8/19/97 11:49p Lawrance
266 * using atan2_safe() in place of atan2()
268 * 142 8/19/97 8:44a John
269 * Initial hooks for thruster stuff.
271 * 141 8/15/97 4:10p John
272 * new code to use the new octrees style bsp trees
274 * 140 8/14/97 5:46p John
275 * added code to read in mass,center of mass, and moment of interia from
276 * the pof. Also added code to display green center of mass dot when Show
277 * debug points is on in pofview.
279 * 139 7/10/97 8:34a John
280 * Added code to read TGA files.
282 * 138 6/26/97 3:18p Mike
283 * Recognize "turret", etc. in a subsystem field anywhere in name.
284 * Generate warning for bogus subsystem names.
286 * 137 6/25/97 5:11p John
287 * added foundation for model octants.
289 * 136 6/25/97 10:28a John
290 * Made debris chunks radius be set correctly to the submodel size, not
291 * hardcoded to 10.0f.
293 * 135 6/06/97 11:55a Mike
294 * Fix firing direction for zero piece turrets.
296 * 134 5/31/97 2:36p Mike
297 * Comment out mprintfs pertaining to debris.
299 * 133 5/30/97 4:41p Hoffoss
300 * Made some additions required for Fred.
302 * 132 5/30/97 3:42p Mike
303 * Shield mesh and hit system.
305 * 131 5/30/97 10:40a Hoffoss
306 * Added a function for Fred to get docking point names.
308 * 130 5/29/97 4:34p Allender
309 * removed Int3 from model_find_dock_index.
311 * 129 4/30/97 10:41a Allender
312 * don't dump out token 'none' when dumping out subsystem information
314 * 128 4/17/97 6:06p John
315 * New code/data for v19 of BSPGEN with smoothing and zbuffer
318 * 127 4/09/97 3:31p Lawrance
319 * if any points of bounding box don't project, return project fail code
320 * in model_find_2d_bound_min()
322 * 126 4/07/97 10:37a John
323 * Took out limits on number of children a submodel can have. (So now
324 * capital ships can have tons of children on them).
326 * 125 4/03/97 3:18p Allender
328 * 124 4/03/97 1:29p Allender
329 * subsystem enhancement. Initial work on making subsystem status
332 * 123 3/28/97 2:49p John
333 * added code to fix targetting of debris chunks to draw bounding boxes
336 * 122 3/28/97 1:19p John
337 * Made TestCode not show damaged submodels.
339 * 121 3/28/97 11:17a John
340 * added code for linking lower detail submodels to the highest one; added
341 * code to pofview to view these.
343 * 120 3/17/97 11:24a John
345 * 119 3/15/97 5:06p John
346 * added bounding boxes for each subobject and code to display them.
348 * 118 3/13/97 10:32a John
349 * Added code for tiled 256x256 textures in certain models.
351 * 117 3/06/97 5:36p Mike
352 * Change vec_normalize_safe() back to vec_normalize().
353 * Spruce up docking a bit.
355 * 116 3/06/97 1:06p Allender
356 * more docking stuff. docking points now specified by strings in mission
357 * file. Changes to builtin missions and code to reflect this change.
359 * 115 3/06/97 10:56a Mike
360 * Write error checking version of vm_vec_normalize().
361 * Fix resultant problems.
363 * 114 3/06/97 10:05a Lawrance
364 * added missing cfclose's
366 * 113 3/05/97 5:27p John
367 * more work with turret stuff
369 * 112 3/05/97 12:49p John
370 * added Viewer_obj. Took out the interp_??? variables for turning
371 * outline,etc on and put them in flags you pass to model_render.
372 * Cleaned up model_interp code to fit new coding styles.
374 * 111 3/05/97 12:42p Adam
375 * john: fixed bug while model transversel code that assumed the root
378 * 110 3/05/97 11:09a Allender
379 * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to
382 * 109 3/04/97 5:08p John
383 * Started adding debug code to make it so you can view from a turret's
386 * 108 3/04/97 3:36p John
387 * took out old debug "h' key. Made zbuffer flag bit bit field so you
388 * can turn on/off each value. Fixed a bug with turret rotation where
389 * different handedness turrets wouldn't work. Fixed a bug with two
390 * large ships within each other's radius not rendering correctly.
392 * 107 3/04/97 12:52p Allender
393 * docking styff. Added dock type to docking structure in model code.
394 * Renamed structure member in ai_goals. Temporary checkin. (i.e.
395 * rearming will use rearm dock points)
397 * 106 3/03/97 5:47p John
398 * fixed some rotating object discrepencies. Took out the gun firing
399 * point average beause it was inconsitent and wsn't as correct as using
402 * 105 3/03/97 4:20p Hoffoss
403 * Fixed bug in bug I just fixed. :)
405 * 104 3/03/97 4:00p Hoffoss
406 * fixed bug that caused docking bays without a name to be garbage when
409 * 103 3/03/97 8:58a Lawrance
410 * replaced a fprintf() with a cfputs()
412 * 102 3/01/97 2:12p Lawrance
413 * made to work with new cfile changes
415 * 101 2/28/97 10:57a John
416 * Made so you can blow off any subsystems, not just radars.
419 * 100 2/27/97 3:45p John
420 * Added a tree dialog to pofview that shows a model's tree.
422 * 99 2/27/97 12:07p John
423 * Added code to suppord debris chunks after a ship is exploded..
425 * 98 2/26/97 5:28p John
426 * Fixed a bunch of chunked model bugs. Basically they almost work better
427 * than non-chunked objects!
429 * 97 2/24/97 1:13p Allender
430 * support for multiple eye positions. Still some kinks to be worked out
433 * 96 2/20/97 4:06p Allender
434 * allow for multiple spline paths to lead to a docking bay
436 * 95 2/20/97 3:25p Allender
437 * change to docking bay structure -- added a name (for use in Fred
438 * mainly), and index into spline paths to reach this docking point
440 * 94 2/19/97 4:03p Allender
441 * dump a 0.0 instead of a 0 when dumping out missing subsystem
444 * 93 2/19/97 2:52p Allender
445 * added crewspot name to subsystems (used only with turrets). Will be
446 * used by fred for ai class stuff for turrets
448 * 92 2/17/97 4:30p John
449 * Added code to automatically rotate any subsystems with the $rotate
450 * value set (except for turrets)
452 * 91 2/17/97 12:03p John
453 * Added code to set the angles of a subobject.
455 * 90 2/14/97 4:02p John
456 * changed a vector being passed as value to reference.
458 * 89 2/14/97 3:16p Mike
459 * Start on AI path garbage collection
461 * 88 2/14/97 1:06p John
462 * upped bspgen version number.
464 * 87 2/13/97 10:17a John
465 * INCORPORATED THE FOLLOWING CHANGES:
466 * ??? 2/13/97 9:49a John
467 * added code for geometric centers of objects.
468 * ??? 2/12/97 6:30p John
469 * upped model version number.
472 * 86 2/13/97 9:49a John
473 * ROLLEDBACK TO ALLENDER'S 85
475 * 85 2/12/97 5:34p Allender
476 * added a ton of debug code to help recify the subsystems in ships.tbl
477 * with subsystems in the models. Fixed a bug with subsystems not being
478 * given the correct type.
480 * 84 2/11/97 4:10p Allender
481 * major change of subsystem stuff. obj_subsystem renamed to
482 * model_subsystem. Dyamically allocate space in ship_info for
485 * 83 2/10/97 4:20p Allender
486 * added distance to closest geometry to spline points
488 * 82 2/10/97 10:58a John
489 * Added back in sparks for where laser bolts hit.
490 * Added code to red damaged objects and replace then.
492 * 81 2/07/97 1:24p Allender
493 * added turret lists for spline points
495 * 80 2/06/97 2:56p John
496 * Added a "blown-off" field to the instance of a model. Also took out
497 * the model_set_angles functions and replaced with the more general
498 * model_set_instance functions.
500 * 79 2/04/97 7:37p John
501 * Finally!!! Turret stuff working!
503 * 78 1/31/97 12:51p John
504 * Added turret_fov and turret_fov_cos
506 * 77 1/31/97 12:43p John
507 * Turrets working nicely, finally!
509 * 76 1/31/97 11:36a John
511 * 75 1/29/97 4:46p John
512 * Code to read $crewpoint flag on turrets and store it in obj_subsystem
515 * 74 1/29/97 3:14p John
516 * Added field to ships.tbl to control how fast turret rotates.
518 * 73 1/28/97 11:23a John
519 * added functions to get/set model angles.
521 * 72 1/28/97 10:07a John
522 * More turret stuff, still not working, though.
524 * 71 1/27/97 2:46p John
527 * 70 1/27/97 11:35a Allender
528 * upped compatible object version
530 * 69 1/24/97 5:25p John
531 * More turret stuff. Not working yet, though.
533 * 68 1/24/97 4:55p John
534 * Started adding code for turning turrets.
535 * Had to change POF format to 18.0
537 * 67 1/20/97 2:16p Allender
538 * new shield structures being used
540 * 66 1/15/97 5:19p Allender
541 * new POF version. old version obsolete. Added shield and eye stuff.
542 * New format for gun/missile/docking points
544 * 65 1/10/97 5:15p Mike
545 * Moved ship-specific parameters from obj_subsystem to ship_subsys.
547 * Added turret code to AI system.
549 * 64 1/10/97 2:25p John
550 * Added code to support detail level distances.
552 * 63 1/02/97 11:45a Allender
553 * changed turret code to have > 1 firing point as well as fixing the
554 * problems of turrets being multiple subobjects. Turret norms should be
555 * getting stuffed correctly now.
557 * 62 12/31/96 4:14p Mike
559 * Correct bug in HUDtarget.cpp, showing wrong target.
561 * 61 12/27/96 4:09p Mike
562 * Integrate John's new model code.
564 * 60 12/26/96 1:42p John
565 * Changed function ordering to put model_init at top.
567 * 59 12/23/96 3:56p John
568 * Changed POF code to support pof 15.0.
570 * 58 12/23/96 11:00a John
571 * Restructured POF stuff to support LOD in one pof.
573 * 57 12/20/96 11:55a Allender
576 * 56 12/20/96 11:40a Allender
577 * modifed subsystem stuff to do correct hit percentages and other cool
580 * 55 12/18/96 4:04p Allender
581 * added "unknown" subsystem type for subsystems which aren't recognized.
583 * 54 12/17/96 11:37a Mike
586 * 53 12/17/96 8:59a Mike
587 * Path-extraction-from-mdoel test code.
589 * 52 12/13/96 5:27p John
590 * fixed my sloppy code that didn't free model data.
592 * 51 12/13/96 3:54p Mike
593 * Major improvement to model_draw_paths -- connect the dots! Uses
594 * sophisticated connect-to-next algorithm.
596 * 50 12/13/96 2:59p John
597 * Added some code to test spline paths.
599 * 49 12/13/96 2:41p John
600 * Added code to read in spline paths on models.
602 * 48 12/13/96 10:29a Adam
603 * from allender: fixed up linked list walking when checking for turrets
606 * 47 12/12/96 3:38p Allender
607 * fix up docking special object names. Added $thruster stuff to model
610 * 46 12/12/96 2:35p Mike
613 * 45 12/12/96 12:29p Lawrance
614 * added function to find the 2d bound for a subobject
616 * 44 12/11/96 5:35p John
617 * Added variables for viewer eye.
619 * 43 12/11/96 5:15p John
620 * Made the dist for detail level be calculated before the object is
623 * 42 12/11/96 4:50p John
624 * Added detail levels to the non-chunky ships.
626 * 41 12/11/96 4:33p Mike
627 * Temporary version so other people can build.
629 * 40 12/11/96 4:24p Mike
630 * Fix broken code...oops! clumsy in editor!
632 * 39 12/11/96 4:17p Adam
634 * 38 12/11/96 12:57p Mike
635 * Support for "Big Ship" AI behavior.
638 * 37 12/11/96 12:43p Allender
639 * $gun and $missile don't get appended to models gun/missile list if the
640 * gun/missile belongs to a turret. Turrets are special instances of
643 * 36 12/11/96 11:57a Allender
644 * added objnum reference to obj_subsystems so that $gun and $missile
645 * special polygons can refernce a particular subsystem if needed (i.e. to
646 * get the norms, etc).
648 * 35 12/11/96 10:33a Allender
649 * added stuff for FOV for turrets
651 * 34 12/10/96 3:27p Allender
653 * 33 12/09/96 5:05p Allender
654 * made subsystem lists and model_special lists as seperate entities.
656 * 32 12/09/96 1:16p Allender
657 * made seperate lists for guns/missiles/subsystems, etc
659 * 31 12/09/96 11:01a Allender
660 * added special polygon information to models. Linked list contains
661 * gun/missile/docking/subsystem/etc information.
674 #include "floating.h"
677 #include "modelsinc.h"
680 #include "3dinternal.h"
681 #include "linklist.h"
683 #include "freespace.h" // For flFrameTime
686 #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame
688 // info for special polygon lists
690 polymodel *Polygon_models[MAX_POLYGON_MODELS];
692 static int model_initted = 0;
695 CFILE *ss_fp; // file pointer used to dump subsystem information
696 char model_filename[_MAX_PATH]; // temp used to store filename
697 char debug_name[_MAX_PATH];
698 int ss_warning_shown; // have we shown the warning dialog concerning the subsystems?
699 char Global_filename[256];
700 int Model_ram = 0; // How much RAM the models use total
705 // Anything less than this is considered incompatible.
706 #define PM_COMPATIBLE_VERSION 1900
708 // Anything greater than or equal to PM_COMPATIBLE_VERSION and
709 // whose major version is less than or equal to this is considered
711 #define PM_OBJFILE_MAJOR_VERSION 21
713 static int Model_signature = 0;
715 // Free up a model, getting rid of all its memory
716 // Can't be called from outside of model code because more
717 // than one person might be using this model so we can't free
719 static void model_unload(int modelnum)
723 if ( (modelnum < 0) || (modelnum>MAX_POLYGON_MODELS)) {
727 polymodel *pm = Polygon_models[modelnum];
734 Model_ram -= pm->ram_used;
738 for (i=0; i<pm->n_paths; i++ ) {
739 for (j=0; j<pm->paths[i].nverts; j++ ) {
740 if ( pm->paths[i].verts[j].turret_ids ) {
741 free(pm->paths[i].verts[j].turret_ids);
744 if (pm->paths[i].verts) {
745 free(pm->paths[i].verts);
751 if ( pm->shield.verts ) {
752 free( pm->shield.verts );
755 if ( pm->shield.tris ) {
756 free(pm->shield.tris);
759 if ( pm->missile_banks ) {
760 free(pm->missile_banks);
763 if ( pm->docking_bays ) {
764 for (i=0; i<pm->n_docks; i++ ) {
765 if ( pm->docking_bays[i].splines ) {
766 free( pm->docking_bays[i].splines );
769 free(pm->docking_bays);
773 if ( pm->thrusters ) {
778 if ( pm->debug_info ) {
779 free(pm->debug_info);
783 model_octant_free( pm );
786 for (i=0; i<pm->n_models; i++ ) {
787 if ( pm->submodel[i].bsp_data ) {
788 free(pm->submodel[i].bsp_data);
802 if ( pm->gun_banks ) {
807 memset( pm, 0, sizeof(polymodel));
810 Polygon_models[modelnum] = NULL;
813 void model_free_all()
817 if ( !model_initted) {
822 mprintf(( "Freeing all existing models...\n" ));
824 for (i=0;i<MAX_POLYGON_MODELS;i++) {
834 if ( model_initted ) {
835 Int3(); // Model_init shouldn't be called twice!
843 for (i=0;i<MAX_POLYGON_MODELS;i++) {
844 Polygon_models[i] = NULL;
847 // Init the model caching system
850 atexit( model_free_all );
854 // routine to parse out values from a user property field of an object
855 void get_user_prop_value(char *buf, char *value)
860 while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
863 while ( !iscntrl(*p1) )
871 // funciton to copy model data from one subsystem set to another subsystem set. This function
872 // is called when two ships use the same model data, but since the model only gets read in one time,
873 // the subsystem data is only present in one location. The ship code will call this routine to fix
874 // this situation by copying stuff from the source subsystem set to the dest subsystem set.
875 void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp )
878 model_subsystem *source, *dest;
880 for (i = 0; i < n_subsystems; i++ ) {
882 for ( j = 0; j < n_subsystems; j++ ) {
884 if ( !stricmp( source->subobj_name, dest->subobj_name) ) {
885 dest->flags = source->flags;
886 dest->subobj_num = source->subobj_num;
887 dest->model_num = source->model_num;
888 dest->pnt = source->pnt;
889 dest->radius = source->radius;
890 dest->type = source->type;
891 dest->turn_rate = source->turn_rate;
892 dest->turret_gun_sobj = source->turret_gun_sobj;
894 strcpy( dest->name, source->name );
896 if ( dest->type == SUBSYSTEM_TURRET ) {
899 dest->turret_fov = source->turret_fov;
900 dest->turret_num_firing_points = source->turret_num_firing_points;
901 dest->turret_norm = source->turret_norm;
902 dest->turret_matrix = source->turret_matrix;
904 for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ )
905 dest->turret_firing_point[nfp] = source->turret_firing_point[nfp];
907 if ( dest->flags & MSS_FLAG_CREWPOINT )
908 strcpy(dest->crewspot, source->crewspot);
913 if ( j == n_subsystems )
914 Int3(); // get allender -- something is amiss with models
919 // routine to get/set subsystem information
920 static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *dname )
926 if ( (p = strstr(props, "$name")) != NULL)
927 get_user_prop_value(p+5, subsystemp->name);
929 strcpy( subsystemp->name, dname );
931 strcpy(lcdname, dname);
934 // check the name for it's specific type
935 if ( strstr(lcdname, "engine") ) {
936 subsystemp->type = SUBSYSTEM_ENGINE;
937 } else if ( strstr(lcdname, "radar") ) {
938 subsystemp->type = SUBSYSTEM_RADAR;
939 } else if ( strstr(lcdname, "turret") ) {
942 subsystemp->type = SUBSYSTEM_TURRET;
943 if ( (p = strstr(props, "$fov")) != NULL )
944 get_user_prop_value(p+4, buf); // get the value of the fov
947 angle = ANG_TO_RAD(atoi(buf))/2.0f;
948 subsystemp->turret_fov = (float)cos(angle);
949 subsystemp->turret_num_firing_points = 0;
951 if ( (p = strstr(props, "$crewspot")) != NULL) {
952 subsystemp->flags |= MSS_FLAG_CREWPOINT;
953 get_user_prop_value(p+9, subsystemp->crewspot);
956 } else if ( strstr(lcdname, "navigation") ) {
957 subsystemp->type = SUBSYSTEM_NAVIGATION;
958 } else if ( strstr(lcdname, "communication") ) {
959 subsystemp->type = SUBSYSTEM_COMMUNICATION;
960 } else if ( strstr(lcdname, "weapons") ) {
961 subsystemp->type = SUBSYSTEM_WEAPONS;
962 } else if ( strstr(lcdname, "sensors") ) {
963 subsystemp->type = SUBSYSTEM_SENSORS;
964 } else if ( strstr(lcdname, "solar") ) {
965 subsystemp->type = SUBSYSTEM_SOLAR;
966 } else if ( strstr(lcdname, "gas") ) {
967 subsystemp->type = SUBSYSTEM_GAS_COLLECT;
968 } else if ( strstr(lcdname, "activator") ) {
969 subsystemp->type = SUBSYSTEM_ACTIVATION;
970 } else { // If unrecognized type, set to unknown so artist can continue working...
971 subsystemp->type = SUBSYSTEM_UNKNOWN;
972 mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
975 // Rotating subsystem
976 if ( (p = strstr(props, "$rotate")) != NULL) {
977 subsystemp->flags |= MSS_FLAG_ROTATES;
979 // get time for (a) complete rotation (b) step (c) activation
981 get_user_prop_value(p+7, buf);
982 turn_time = (float)atof(buf);
984 // CASE OF STEPPED ROTATION
985 if ( (p = strstr(props, "$stepped")) != NULL) {
987 subsystemp->stepped_rotation = new(stepped_rotation);
988 subsystemp->flags |= MSS_FLAG_STEPPED_ROTATE;
990 // get number of steps
991 if ( (p = strstr(props, "$steps")) != NULL) {
992 get_user_prop_value(p+6, buf);
993 subsystemp->stepped_rotation->num_steps = atoi(buf);
995 subsystemp->stepped_rotation->num_steps = 8;
999 if ( (p = strstr(props, "$t_paused")) != NULL) {
1000 get_user_prop_value(p+9, buf);
1001 subsystemp->stepped_rotation->t_pause = (float)atof(buf);
1003 subsystemp->stepped_rotation->t_pause = 2.0f;
1006 // get transition time - time to go between steps
1007 if ( (p = strstr(props, "$t_transit")) != NULL) {
1008 get_user_prop_value(p+10, buf);
1009 subsystemp->stepped_rotation->t_transit = (float)atof(buf);
1011 subsystemp->stepped_rotation->t_transit = 2.0f;
1014 // get fraction of time spent in accel
1015 if ( (p = strstr(props, "$fraction_accel")) != NULL) {
1016 get_user_prop_value(p+15, buf);
1017 subsystemp->stepped_rotation->fraction = (float)atof(buf);
1018 Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5);
1020 subsystemp->stepped_rotation->fraction = 0.3f;
1023 int num_steps = subsystemp->stepped_rotation->num_steps;
1024 float t_trans = subsystemp->stepped_rotation->t_transit;
1025 float fraction = subsystemp->stepped_rotation->fraction;
1027 subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans);
1028 subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans);
1032 // CASE OF AI ROTATION
1033 else if ( (p = strstr(props, "$ai")) != NULL) {
1034 get_user_prop_value(p+8, buf);
1035 subsystemp->flags |= MSS_FLAG_AI_ROTATE;
1037 // get parameters - ie, speed / dist / other ??
1042 // CASE OF NORMAL CONTINUOUS ROTATION
1044 if ( fabs(turn_time) < 1 ) {
1045 // Warning(LOCATION, "%s has subsystem %s with rotation time less than 1 sec", dname, Global_filename );
1046 subsystemp->flags &= ~MSS_FLAG_ROTATES;
1047 subsystemp->turn_rate = 0.0f;
1049 subsystemp->turn_rate = PI2 / turn_time;
1056 // used in collision code to check if submode rotates too far
1057 float get_submodel_delta_angle(submodel_instance_info *sii)
1060 vm_vec_sub(&diff, (vector*)&sii->angs, (vector*)&sii->prev_angs);
1063 float delta_angle = vm_vec_mag(&diff);
1065 // make sure we get the short way around
1066 if (delta_angle > PI) {
1067 delta_angle = (PI2 - delta_angle);
1073 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 )
1076 model_subsystem *subsystemp;
1079 if ( slist==NULL ) return; // For TestCode, POFView, etc don't bother
1081 // try to find the name of the subsystem passed here on the list of subsystems currently on the
1082 // ship. Assign the values only when the right subsystem is found
1084 for (i = 0; i < n_subsystems; i++ ) {
1085 subsystemp = &slist[i];
1086 if ( !stricmp(subobj_name, subsystemp->subobj_name) ) {
1087 subsystemp->flags = 0;
1088 subsystemp->subobj_num = subobj_num;
1089 subsystemp->turret_gun_sobj = -1;
1090 subsystemp->model_num = model_num;
1091 subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem
1092 subsystemp->radius = rad;
1093 set_subsystem_info( subsystemp, props, subobj_name);
1094 strcpy(subsystemp->subobj_name, subobj_name); // copy the object name
1099 if ( !ss_warning_shown) {
1103 char bname[_MAX_FNAME];
1105 _splitpath(model_filename, NULL, NULL, bname, NULL);
1106 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);
1108 ss_warning_shown = 1;
1111 nprintf(("warning", "Subsystem %s in ships.tbl not found in model!\n", subobj_name));
1114 char tmp_buffer[128];
1115 sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name);
1116 cfputs(tmp_buffer, ss_fp);
1122 void print_family_tree( polymodel *obj, int modelnum, char * ident, int islast )
1126 if ( modelnum < 0 ) return;
1127 if (obj==NULL) return;
1129 if (strlen(ident)==0 ) {
1130 mprintf(( " %s", obj->submodel[modelnum].name ));
1131 sprintf( temp, " " );
1132 } else if ( islast ) {
1133 mprintf(( "%sÀÄ%s", ident, obj->submodel[modelnum].name ));
1134 sprintf( temp, "%s ", ident );
1136 mprintf(( "%sÃÄ%s", ident, obj->submodel[modelnum].name ));
1137 sprintf( temp, "%s³ ", ident );
1142 int child = obj->submodel[modelnum].first_child;
1143 while( child > -1 ) {
1144 if ( obj->submodel[child].next_sibling < 0 )
1145 print_family_tree( obj, child, temp,1 );
1147 print_family_tree( obj, child, temp,0 );
1148 child = obj->submodel[child].next_sibling;
1152 void dump_object_tree(polymodel *obj)
1154 print_family_tree( obj, 0, "", 0 );
1158 void create_family_tree(polymodel *obj)
1161 for (i=0; i<obj->n_models; i++ ) {
1162 obj->submodel[i].num_children = 0;
1163 obj->submodel[i].first_child = -1;
1164 obj->submodel[i].next_sibling = -1;
1167 for (i=0; i<obj->n_models; i++ ) {
1169 pn = obj->submodel[i].parent;
1171 obj->submodel[pn].num_children++;
1172 int tmp = obj->submodel[pn].first_child;
1173 obj->submodel[pn].first_child = i;
1174 obj->submodel[i].next_sibling = tmp;
1179 void model_calc_bound_box( vector *box, vector *big_mn, vector *big_mx)
1181 box[0].x = big_mn->x; box[0].y = big_mn->y; box[0].z = big_mn->z;
1182 box[1].x = big_mx->x; box[1].y = big_mn->y; box[1].z = big_mn->z;
1183 box[2].x = big_mx->x; box[2].y = big_mx->y; box[2].z = big_mn->z;
1184 box[3].x = big_mn->x; box[3].y = big_mx->y; box[3].z = big_mn->z;
1187 box[4].x = big_mn->x; box[4].y = big_mn->y; box[4].z = big_mx->z;
1188 box[5].x = big_mx->x; box[5].y = big_mn->y; box[5].z = big_mx->z;
1189 box[6].x = big_mx->x; box[6].y = big_mx->y; box[6].z = big_mx->z;
1190 box[7].x = big_mn->x; box[7].y = big_mx->y; box[7].z = big_mx->z;
1194 // Debug thing so we don't repeatedly show warning messages.
1196 int Bogus_warning_flag_1903 = 0;
1199 //reads a binary file containing a 3d model
1200 int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subsystem *subsystems)
1204 int id, len, next_chunk;
1208 strcpy(Global_filename, filename);
1211 fp = cfopen(filename,"rb");
1213 Error( LOCATION, "Can't open file <%s>",filename);
1217 // code to get a filename to write out subsystem information for each model that
1218 // is read. This info is essentially debug stuff that is used to help get models
1219 // into the game quicker
1222 char bname[_MAX_FNAME];
1224 _splitpath(filename, NULL, NULL, bname, NULL);
1225 sprintf(debug_name, "%s.subsystems", bname);
1226 ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES );
1228 mprintf(( "Can't open debug file for writing subsystems for %s\n", filename));
1230 strcpy(model_filename, filename);
1231 ss_warning_shown = 0;
1236 id = cfread_int(fp);
1239 Error( LOCATION, "Bad ID in model file <%s>",filename);
1241 // Version is major*100+minor
1242 // So, major = version / 100;
1243 // minor = version % 100;
1244 version = cfread_int(fp);
1246 //Warning( LOCATION, "POF Version = %d", version );
1248 if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) {
1249 Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename);
1253 pm->version = version;
1254 Assert( strlen(filename) < FILENAME_LEN );
1255 strncpy(pm->filename, filename, FILENAME_LEN);
1257 memset( &pm->view_positions, 0, sizeof(pm->view_positions) );
1259 // reset insignia counts
1262 id = cfread_int(fp);
1263 len = cfread_int(fp);
1264 next_chunk = cftell(fp) + len;
1266 while (!cfeof(fp)) {
1268 // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1273 case ID_OHDR: { //Object header
1276 //mprintf(0,"Got chunk OHDR, len=%d\n",len);
1278 #if defined( FREESPACE1_FORMAT )
1279 pm->n_models = cfread_int(fp);
1280 // mprintf(( "Num models = %d\n", pm->n_models ));
1281 pm->rad = cfread_float(fp);
1282 pm->flags = cfread_int(fp); // 1=Allow tiling
1283 #elif defined( FREESPACE2_FORMAT )
1284 pm->rad = cfread_float(fp);
1285 pm->flags = cfread_int(fp); // 1=Allow tiling
1286 pm->n_models = cfread_int(fp);
1287 // mprintf(( "Num models = %d\n", pm->n_models ));
1290 pm->submodel = (bsp_info *)malloc( sizeof(bsp_info)*pm->n_models );
1291 Assert(pm->submodel != NULL );
1292 memset( pm->submodel, 0, sizeof(bsp_info)*pm->n_models );
1294 //Assert(pm->n_models <= MAX_SUBMODELS);
1296 cfread_vector(&pm->mins,fp);
1297 cfread_vector(&pm->maxs,fp);
1298 model_calc_bound_box(pm->bounding_box,&pm->mins,&pm->maxs);
1300 pm->n_detail_levels = cfread_int(fp);
1301 // mprintf(( "There are %d detail levels\n", pm->n_detail_levels ));
1302 for (i=0; i<pm->n_detail_levels;i++ ) {
1303 pm->detail[i] = cfread_int(fp);
1304 pm->detail_depth[i] = 0.0f;
1305 /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] ));
1308 pm->num_debris_objects = cfread_int(fp);
1309 Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
1310 // mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
1311 for (i=0; i<pm->num_debris_objects;i++ ) {
1312 pm->debris_objects[i] = cfread_int(fp);
1313 // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] ));
1316 if ( pm->version >= 1903 ) {
1318 if ( pm->version >= 2009 ) {
1320 pm->mass = cfread_float(fp);
1321 cfread_vector( &pm->center_of_mass, fp );
1322 cfread_vector( &pm->moment_of_inertia.rvec, fp );
1323 cfread_vector( &pm->moment_of_inertia.uvec, fp );
1324 cfread_vector( &pm->moment_of_inertia.fvec, fp );
1326 // old code where mass wasn't based on area, so do the calculation manually
1328 float vol_mass = cfread_float(fp);
1329 // Attn: John Slagel: The following is better done in bspgen.
1330 // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100
1331 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f;
1333 pm->mass = area_mass;
1334 float mass_ratio = vol_mass / area_mass;
1336 cfread_vector( &pm->center_of_mass, fp );
1337 cfread_vector( &pm->moment_of_inertia.rvec, fp );
1338 cfread_vector( &pm->moment_of_inertia.uvec, fp );
1339 cfread_vector( &pm->moment_of_inertia.fvec, fp );
1341 // John remove this with change to bspgen
1342 vm_vec_scale( &pm->moment_of_inertia.rvec, mass_ratio );
1343 vm_vec_scale( &pm->moment_of_inertia.uvec, mass_ratio );
1344 vm_vec_scale( &pm->moment_of_inertia.fvec, mass_ratio );
1348 if (stricmp("fighter04.pof", filename)) {
1349 if (Bogus_warning_flag_1903 == 0) {
1350 Warning(LOCATION, "Ship %s is old. Cannot compute mass.\nSetting to 50.0f. Talk to John.", filename);
1351 Bogus_warning_flag_1903 = 1;
1356 vm_vec_zero( &pm->center_of_mass );
1357 vm_set_identity( &pm->moment_of_inertia );
1358 vm_vec_scale(&pm->moment_of_inertia.rvec, 0.001f);
1359 vm_vec_scale(&pm->moment_of_inertia.uvec, 0.001f);
1360 vm_vec_scale(&pm->moment_of_inertia.fvec, 0.001f);
1363 // read in cross section info
1365 if ( pm->version >= 2014 ) {
1366 pm->num_xc = cfread_int(fp);
1367 if (pm->num_xc > 0) {
1368 pm->xc = (cross_section*) malloc(pm->num_xc*sizeof(cross_section));
1369 for (int i=0; i<pm->num_xc; i++) {
1370 pm->xc[i].z = cfread_float(fp);
1371 pm->xc[i].radius = cfread_float(fp);
1378 if ( pm->version >= 2007 ) {
1379 pm->num_lights = cfread_int(fp);
1380 //mprintf(( "Found %d lights!\n", pm->num_lights ));
1382 pm->lights = (bsp_light *)malloc( sizeof(bsp_light)*pm->num_lights );
1383 for (i=0; i<pm->num_lights; i++ ) {
1384 cfread_vector(&pm->lights[i].pos,fp);
1385 pm->lights[i].type = cfread_int(fp);
1386 pm->lights[i].value = 0.0f;
1396 case ID_SOBJ: { //Subobject header
1398 char *p, props[MAX_PROP_LEN];
1401 //mprintf(0,"Got chunk SOBJ, len=%d\n",len);
1405 Assert(n < pm->n_models );
1407 #if defined( FREESPACE2_FORMAT )
1408 pm->submodel[n].rad = cfread_float(fp); //radius
1411 pm->submodel[n].parent = cfread_int(fp);
1413 // cfread_vector(&pm->submodel[n].norm,fp);
1414 // d = cfread_float(fp);
1415 // cfread_vector(&pm->submodel[n].pnt,fp);
1416 cfread_vector(&pm->submodel[n].offset,fp);
1418 // mprintf(( "Subobj %d, offs = %.1f, %.1f, %.1f\n", n, pm->submodel[n].offset.x, pm->submodel[n].offset.y, pm->submodel[n].offset.z ));
1420 #if defined ( FREESPACE1_FORMAT )
1421 pm->submodel[n].rad = cfread_float(fp); //radius
1424 // pm->submodel[n].tree_offset = cfread_int(fp); //offset
1425 // pm->submodel[n].data_offset = cfread_int(fp); //offset
1427 cfread_vector(&pm->submodel[n].geometric_center,fp);
1429 cfread_vector(&pm->submodel[n].min,fp);
1430 cfread_vector(&pm->submodel[n].max,fp);
1432 model_calc_bound_box(pm->submodel[n].bounding_box,&pm->submodel[n].min,&pm->submodel[n].max);
1434 pm->submodel[n].name[0] = '\0';
1436 cfread_string_len( pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name
1437 cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properites
1439 pm->submodel[n].movement_type = cfread_int(fp);
1440 pm->submodel[n].movement_axis = cfread_int(fp);
1442 // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL
1443 if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) {
1444 if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) {
1445 pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL;
1446 } else if (strstr(pm->submodel[n].name, "thruster")) {
1448 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1449 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1453 if ( pm->submodel[n].name[0] == '\0' ) {
1454 strcpy(pm->submodel[n].name, "unknown object name");
1457 bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT);
1458 if ( ( p = strstr(props, "$special"))!= NULL ) {
1461 get_user_prop_value(p+9, type);
1462 if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list!
1463 do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id );
1464 rotating_submodel_has_subsystem = true;
1465 } else if ( !stricmp(type, "no_rotate") ) {
1466 // mark those submodels which should not rotate - ie, those with no subsystem
1467 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1468 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1470 // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate
1471 Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT );
1475 if ( !rotating_submodel_has_subsystem ) {
1476 nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name));
1478 // mark those submodels which should not rotate - ie, those with no subsystem
1479 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1480 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1484 pm->submodel[n].angs.p = 0.0f;
1485 pm->submodel[n].angs.b = 0.0f;
1486 pm->submodel[n].angs.h = 0.0f;
1489 int nchunks = cfread_int( fp ); // Throw away nchunks
1490 if ( nchunks > 0 ) {
1491 Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename );
1494 pm->submodel[n].bsp_data_size = cfread_int(fp);
1495 if ( pm->submodel[n].bsp_data_size > 0 ) {
1496 pm->submodel[n].bsp_data = (ubyte *)malloc(pm->submodel[n].bsp_data_size);
1497 cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp);
1499 pm->submodel[n].bsp_data = NULL;
1502 if ( strstr( pm->submodel[n].name, "thruster") )
1503 pm->submodel[n].is_thruster=1;
1505 pm->submodel[n].is_thruster=0;
1507 if ( strstr( pm->submodel[n].name, "-destroyed") )
1508 pm->submodel[n].is_damaged=1;
1510 pm->submodel[n].is_damaged=0;
1512 //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent ));
1515 //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset ));
1516 //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset ));
1528 nverts = cfread_int( fp ); // get the number of vertices in the list
1529 pm->shield.nverts = nverts;
1530 pm->shield.verts = (shield_vertex *)malloc(nverts * sizeof(shield_vertex) );
1531 Assert( pm->shield.verts );
1532 for ( i = 0; i < nverts; i++ ) // read in the vertex list
1533 cfread_vector( &(pm->shield.verts[i].pos), fp );
1535 ntris = cfread_int( fp ); // get the number of triangles that compose the shield
1536 pm->shield.ntris = ntris;
1537 pm->shield.tris = (shield_tri *)malloc(ntris * sizeof(shield_tri) );
1538 Assert( pm->shield.tris );
1539 for ( i = 0; i < ntris; i++ ) {
1540 cfread_vector( &(pm->shield.tris[i].norm), fp );
1541 for ( j = 0; j < 3; j++ ) {
1542 pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list
1545 if (pm->shield.tris[i].verts[j] >= nverts)
1546 if (!warning_displayed) {
1547 warning_displayed = 1;
1548 Warning(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, nverts, pm->shield.tris[i].verts[j]);
1553 for ( j = 0; j < 3; j++ )
1554 pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list
1564 pm->n_guns = cfread_int(fp);
1565 pm->gun_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_guns);
1566 Assert( pm->gun_banks != NULL );
1568 for (i = 0; i < pm->n_guns; i++ ) {
1569 w_bank *bank = &pm->gun_banks[i];
1571 bank->num_slots = cfread_int(fp);
1572 Assert ( bank->num_slots < MAX_SLOTS );
1573 for (j = 0; j < bank->num_slots; j++) {
1574 cfread_vector( &(bank->pnt[j]), fp );
1575 cfread_vector( &(bank->norm[j]), fp );
1581 pm->n_missiles = cfread_int(fp);
1582 pm->missile_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_missiles);
1583 Assert( pm->missile_banks != NULL );
1585 for (i = 0; i < pm->n_missiles; i++ ) {
1586 w_bank *bank = &pm->missile_banks[i];
1588 bank->num_slots = cfread_int(fp);
1589 Assert ( bank->num_slots < MAX_SLOTS );
1590 for (j = 0; j < bank->num_slots; j++) {
1591 cfread_vector( &(bank->pnt[j]), fp );
1592 cfread_vector( &(bank->norm[j]), fp );
1598 char props[MAX_PROP_LEN];
1600 pm->n_docks = cfread_int(fp);
1601 pm->docking_bays = (dock_bay *)malloc(sizeof(dock_bay) * pm->n_docks);
1602 Assert( pm->docking_bays != NULL );
1604 for (i = 0; i < pm->n_docks; i++ ) {
1606 dock_bay *bay = &pm->docking_bays[i];
1608 cfread_string_len( props, MAX_PROP_LEN, fp );
1609 if ( (p = strstr(props, "$name"))!= NULL )
1610 get_user_prop_value(p+5, bay->name);
1612 sprintf(bay->name, "<unnamed bay %c>", 'A' + i);
1613 bay->num_spline_paths = cfread_int( fp );
1614 if ( bay->num_spline_paths > 0 ) {
1615 bay->splines = (int *)malloc(sizeof(int) * bay->num_spline_paths);
1616 for ( j = 0; j < bay->num_spline_paths; j++ )
1617 bay->splines[j] = cfread_int(fp);
1619 bay->splines = NULL;
1622 // determine what this docking bay can be used for
1623 if ( !strnicmp(bay->name, "cargo", 5) )
1624 bay->type_flags = DOCK_TYPE_CARGO;
1626 bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC);
1628 bay->num_slots = cfread_int(fp);
1629 Assert( bay->num_slots == 2 ); // Get Allender if Asserted!
1630 for (j = 0; j < bay->num_slots; j++) {
1631 cfread_vector( &(bay->pnt[j]), fp );
1632 cfread_vector( &(bay->norm[j]), fp );
1639 char props[MAX_PROP_LEN];
1640 pm->n_thrusters = cfread_int(fp);
1641 pm->thrusters = (thruster_bank *)malloc(sizeof(thruster_bank) * pm->n_thrusters);
1642 Assert( pm->thrusters != NULL );
1644 for (i = 0; i < pm->n_thrusters; i++ ) {
1645 thruster_bank *bank = &pm->thrusters[i];
1647 bank->num_slots = cfread_int(fp);
1649 if (pm->version < 2117) {
1650 bank->wash_info_index = -1;
1652 cfread_string_len( props, MAX_PROP_LEN, fp );
1653 // look for $engine_subsystem=xxx
1654 int length = strlen(props);
1656 int base_length = strlen("$engine_subsystem=");
1657 Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
1658 Assert( length > base_length );
1659 char *engine_subsys_name = props + base_length;
1660 if (engine_subsys_name[0] == '$') {
1661 engine_subsys_name++;
1664 nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
1666 // set wash_info_index to invalid
1667 int table_error = 1;
1668 bank->wash_info_index = -1;
1669 for (int k=0; k<n_subsystems; k++) {
1670 if ( 0 == stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
1671 bank->wash_info_index = subsystems[k].engine_wash_index;
1672 if (bank->wash_info_index >= 0) {
1679 if ( (bank->wash_info_index == -1) && (n_subsystems > 0) ) {
1681 Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename);
1683 Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename);
1687 bank->wash_info_index = -1;
1691 for (j = 0; j < bank->num_slots; j++) {
1693 cfread_vector( &(bank->pnt[j]), fp );
1694 cfread_vector( &(bank->norm[j]), fp );
1695 if ( pm->version > 2004 ) {
1696 bank->radius[j] = cfread_float( fp );
1697 //mprintf(( "Rad = %.2f\n", rad ));
1699 bank->radius[j] = 1.0f;
1702 //mprintf(( "Num slots = %d\n", bank->num_slots ));
1709 int n_banks, n_slots, parent;
1710 model_subsystem *subsystemp;
1713 n_banks = cfread_int(fp); // number of turret points
1714 for ( i = 0; i < n_banks; i++ ) {
1715 int physical_parent; // who are we attached to?
1716 parent = cfread_int( fp ); // get the turret parent of the object
1718 physical_parent = cfread_int(fp); // The parent subobj that this is physically attached to
1721 for ( snum = 0; snum < n_subsystems; snum++ ) {
1722 subsystemp = &subsystems[snum];
1724 if ( parent == subsystemp->subobj_num ) {
1725 cfread_vector( &subsystemp->turret_norm, fp );
1726 vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL);
1728 n_slots = cfread_int( fp );
1729 subsystemp->turret_gun_sobj = physical_parent;
1730 Assert(n_slots < MAX_TFP); // only MAX_TFP firing points per model_subsystem
1731 for (j = 0; j < n_slots; j++ ) {
1732 cfread_vector( &subsystemp->turret_firing_point[j], fp );
1734 Assert( n_slots > 0 );
1736 subsystemp->turret_num_firing_points = n_slots;
1745 if ( (n_subsystems == 0) || (snum == n_subsystems) ) {
1748 nprintf(("Warning", "Turret object not found for turret firing point in model %s\n", model_filename));
1749 cfread_vector( &bogus, fp );
1750 n_slots = cfread_int( fp );
1751 for (j = 0; j < n_slots; j++ )
1752 cfread_vector( &bogus, fp );
1759 char name[MAX_NAME_LEN], props[MAX_PROP_LEN], *p;
1764 n_specials = cfread_int(fp); // get the number of special subobjects we have
1765 for (i = 0; i < n_specials; i++) {
1767 // get the next free object of the subobject list. Flag error if no more room
1769 cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon
1771 cfread_string_len(props, MAX_PROP_LEN, fp); // will definately have properties as well!
1772 cfread_vector( &pnt, fp );
1773 radius = cfread_float( fp );
1776 p = strstr(name, "$split");
1778 pm->split_plane[pm->num_split_plane] = pnt.z;
1779 pm->num_split_plane++;
1780 Assert(pm->num_split_plane <= MAX_SPLIT_PLANE);
1781 } else if ( ( p = strstr(props, "$special"))!= NULL ) {
1784 get_user_prop_value(p+9, type);
1785 if ( !stricmp(type, "subsystem") ) // if we have a subsystem, put it into the list!
1786 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1787 } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){
1788 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1790 nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
1796 case ID_TXTR: { //Texture filename list
1798 // char name_buf[128];
1800 //mprintf(0,"Got chunk TXTR, len=%d\n",len);
1804 // Dont overwrite memory!!
1805 Assert(n <= MAX_MODEL_TEXTURES);
1806 //mprintf(0," num textures = %d\n",n);
1807 for (i=0; i<n; i++ ) {
1809 cfread_string_len(tmp_name,127,fp);
1811 if ( strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") ) {
1812 // Don't load textures for thruster animations or invisible textures
1813 pm->textures[i] = -1;
1815 pm->textures[i] = bm_load( tmp_name );
1816 if (pm->textures[i]<0) {
1817 Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename );
1820 pm->original_textures[i] = pm->textures[i];
1821 //mprintf(0,"<%s>\n",name_buf);
1827 /* case ID_IDTA: //Interpreter data
1828 //mprintf(0,"Got chunk IDTA, len=%d\n",len);
1830 pm->model_data = (ubyte *)malloc(len);
1831 pm->model_data_size = len;
1832 Assert(pm->model_data != NULL );
1834 cfread(pm->model_data,1,len,fp);
1839 case ID_INFO: // don't need to do anything with info stuff
1842 pm->debug_info_size = len;
1843 pm->debug_info = (char *)malloc(pm->debug_info_size+1);
1844 Assert(pm->debug_info!=NULL);
1845 memset(pm->debug_info,0,len+1);
1846 cfread( pm->debug_info, 1, len, fp );
1854 pm->n_paths = cfread_int( fp );
1855 pm->paths = (model_path *)malloc(sizeof(model_path)*pm->n_paths);
1856 Assert( pm->paths != NULL );
1858 for (i=0; i<pm->n_paths; i++ ) {
1859 cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
1860 if ( pm->version >= 2002 ) {
1861 // store the sub_model name number of the parent
1862 cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
1863 // get rid of leading '$' char in name
1864 if ( pm->paths[i].parent_name[0] == '$' ) {
1865 char tmpbuf[MAX_NAME_LEN];
1866 strcpy(tmpbuf, pm->paths[i].parent_name+1);
1867 strcpy(pm->paths[i].parent_name, tmpbuf);
1869 // store the sub_model index (ie index into pm->submodel) of the parent
1870 pm->paths[i].parent_submodel = -1;
1871 for ( j = 0; j < pm->n_models; j++ ) {
1872 if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) {
1873 pm->paths[i].parent_submodel = j;
1877 pm->paths[i].parent_name[0] = 0;
1878 pm->paths[i].parent_submodel = -1;
1880 pm->paths[i].nverts = cfread_int( fp );
1881 pm->paths[i].verts = (mp_vert *)malloc( sizeof(mp_vert) * pm->paths[i].nverts );
1882 pm->paths[i].goal = pm->paths[i].nverts - 1;
1883 pm->paths[i].type = MP_TYPE_UNUSED;
1884 pm->paths[i].value = 0;
1885 Assert(pm->paths[i].verts!=NULL);
1886 for (j=0; j<pm->paths[i].nverts; j++ ) {
1887 cfread_vector(&pm->paths[i].verts[j].pos,fp );
1888 pm->paths[i].verts[j].radius = cfread_float( fp );
1890 { // version 1802 added turret stuff
1893 nturrets = cfread_int( fp );
1894 pm->paths[i].verts[j].nturrets = nturrets;
1895 pm->paths[i].verts[j].turret_ids = (int *)malloc( sizeof(int) * nturrets );
1896 for ( k = 0; k < nturrets; k++ )
1897 pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp );
1904 case ID_EYE: // an eye position(s)
1908 // all eyes points are stored simply as vectors and their normals.
1909 // 0th element is used as usual player view position.
1911 num_eyes = cfread_int( fp );
1912 pm->n_view_positions = num_eyes;
1913 Assert ( num_eyes < MAX_EYES );
1914 for (i = 0; i < num_eyes; i++ ) {
1915 pm->view_positions[i].parent = cfread_int( fp );
1916 cfread_vector( &pm->view_positions[i].pnt, fp );
1917 cfread_vector( &pm->view_positions[i].norm, fp );
1923 int num_ins, num_verts, num_faces, idx, idx2, idx3;
1925 // get the # of insignias
1926 num_ins = cfread_int(fp);
1927 pm->num_ins = num_ins;
1929 // read in the insignias
1930 for(idx=0; idx<num_ins; idx++){
1931 // get the detail level
1932 pm->ins[idx].detail_level = cfread_int(fp);
1935 num_faces = cfread_int(fp);
1936 pm->ins[idx].num_faces = num_faces;
1937 Assert(num_faces <= MAX_INS_FACES);
1940 num_verts = cfread_int(fp);
1941 Assert(num_verts <= MAX_INS_VECS);
1943 // read in all the vertices
1944 for(idx2=0; idx2<num_verts; idx2++){
1945 cfread_vector(&pm->ins[idx].vecs[idx2], fp);
1948 // read in world offset
1949 cfread_vector(&pm->ins[idx].offset, fp);
1951 // read in all the faces
1952 for(idx2=0; idx2<pm->ins[idx].num_faces; idx2++){
1953 // read in 3 vertices
1954 for(idx3=0; idx3<3; idx3++){
1955 pm->ins[idx].faces[idx2][idx3] = cfread_int(fp);
1956 pm->ins[idx].u[idx2][idx3] = cfread_float(fp);
1957 pm->ins[idx].v[idx2][idx3] = cfread_float(fp);
1963 // autocentering info
1965 cfread_vector(&pm->autocenter, fp);
1966 pm->flags |= PM_FLAG_AUTOCEN;
1970 mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1971 cfseek(fp,len,SEEK_CUR);
1975 cfseek(fp,next_chunk,SEEK_SET);
1977 id = cfread_int(fp);
1978 len = cfread_int(fp);
1979 next_chunk = cftell(fp) + len;
1988 ss_fp = cfopen(debug_name, "rb");
1990 size = cfilelength(ss_fp);
1993 _unlink(debug_name);
2000 // mprintf(("Done processing chunks\n"));
2006 //returns the number of this model
2007 int model_load(char *filename, int n_subsystems, model_subsystem *subsystems)
2009 int i, num, arc_idx;
2011 if ( !model_initted )
2014 // int Model_ram = 0;
2017 int ram_before = TotalRam;
2020 //Assert(strlen(filename) <= 12);
2024 for (i=0; i< MAX_POLYGON_MODELS; i++) {
2025 if ( Polygon_models[i] ) {
2026 if (!stricmp(filename, Polygon_models[i]->filename)) {
2027 // Model already loaded; just return.
2028 return Polygon_models[i]->id;
2030 } else if ( num == -1 ) {
2031 // This is the first empty slot
2038 Error( LOCATION, "Too many models" );
2042 mprintf(( "Loading model '%s'\n", filename ));
2044 polymodel * pm = (polymodel *)malloc( sizeof(polymodel) );
2046 Polygon_models[num] = pm;
2048 memset(pm, 0, sizeof(polymodel));
2053 int org_sig = Model_signature;
2054 Model_signature+=MAX_POLYGON_MODELS;
2055 if ( Model_signature < org_sig ) {
2056 Model_signature = 0;
2058 Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 );
2059 pm->id = Model_signature + num;
2061 if (!read_model_file(pm, filename, n_subsystems, subsystems)) {
2065 //mprintf(( "Loading model '%s'\n", filename ));
2068 //=============================
2069 // Find the destroyed replacement models
2071 // Set up the default values
2072 for (i=0; i<pm->n_models; i++ ) {
2073 pm->submodel[i].my_replacement = -1; // assume nothing replaces this
2074 pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything
2077 // Search for models that have destroyed versions
2078 for (i=0; i<pm->n_models; i++ ) {
2080 char destroyed_name[128];
2082 strcpy( destroyed_name, pm->submodel[i].name );
2083 strcat( destroyed_name, "-destroyed" );
2084 for (j=0; j<pm->n_models; j++ ) {
2085 if ( !stricmp( pm->submodel[j].name, destroyed_name )) {
2086 // mprintf(( "Found destroyed model for '%s'\n", pm->submodel[i].name ));
2087 pm->submodel[i].my_replacement = j;
2088 pm->submodel[j].i_replace = i;
2092 // Search for models with live debris
2093 // This debris comes from a destroyed subsystem when ship is still alive
2094 char live_debris_name[128];
2096 strcpy( live_debris_name, "debris-" );
2097 strcat( live_debris_name, pm->submodel[i].name );
2100 pm->submodel[i].num_live_debris = 0;
2101 for (j=0; j<pm->n_models; j++ ) {
2102 // check if current model name is substring of destroyed
2103 if ( strstr( pm->submodel[j].name, live_debris_name )) {
2104 mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name ));
2105 Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS);
2106 pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j;
2107 pm->submodel[j].is_live_debris = 1;
2113 create_family_tree(pm);
2114 // dump_object_tree(pm);
2116 //==============================
2117 // Find all the lower detail versions of the hires model
2118 for (i=0; i<pm->n_models; i++ ) {
2120 bsp_info * sm1 = &pm->submodel[i];
2122 // set all arc types to be default
2123 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2124 sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2127 sm1->num_details = 0;
2128 l1 = strlen(sm1->name);
2130 for (j=0; j<pm->num_debris_objects;j++ ) {
2131 if ( i == pm->debris_objects[j] ) {
2132 sm1->is_damaged = 1;
2137 for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
2138 sm1->details[j] = -1;
2141 for (j=0; j<pm->n_models; j++ ) {
2143 bsp_info * sm2 = &pm->submodel[j];
2145 if ( i==j ) continue;
2147 // set all arc types to be default
2148 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2149 sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2152 // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list
2153 if ((int)strlen(sm2->name)!=l1) continue;
2157 for ( k=0; k<l1; k++) {
2158 if (sm1->name[k] != sm2->name[k] ) {
2159 if (ndiff==0) first_diff = k;
2163 if (ndiff==1) { // They only differ by one character!
2165 dl1 = tolower(sm1->name[first_diff]) - 'a';
2166 dl2 = tolower(sm2->name[first_diff]) - 'a';
2168 if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels
2171 dl2--; // Start from 1 up...
2172 if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1;
2173 sm1->details[dl2] = j;
2174 //mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2, sm1->name ));
2179 for (j=0; j<sm1->num_details; j++ ) {
2180 if ( sm1->details[j] == -1 ) {
2181 Warning( LOCATION, "Model '%s' could find all detail levels for submodel '%s'", pm->filename, sm1->name );
2182 sm1->num_details = 0;
2189 model_octant_create( pm );
2191 // Find the core_radius... the minimum of
2193 rx = fl_abs( pm->submodel[pm->detail[0]].max.x - pm->submodel[pm->detail[0]].min.x );
2194 ry = fl_abs( pm->submodel[pm->detail[0]].max.y - pm->submodel[pm->detail[0]].min.y );
2195 rz = fl_abs( pm->submodel[pm->detail[0]].max.z - pm->submodel[pm->detail[0]].min.z );
2197 pm->core_radius = min( rx, min(ry, rz) ) / 2.0f;
2199 for (i=0; i<pm->n_view_positions; i++ ) {
2200 if ( pm->view_positions[i].parent == pm->detail[0] ) {
2201 float d = vm_vec_mag( &pm->view_positions[i].pnt );
2203 d += 0.1f; // Make the eye 1/10th of a meter inside the sphere.
2205 if ( d > pm->core_radius ) {
2206 //mprintf(( "Model %s core radius increased from %.1f to %.1f to fit eye\n", pm->filename, pm->core_radius, d ));
2207 pm->core_radius = d;
2213 int ram_after = TotalRam;
2215 pm->ram_used = ram_after - ram_before;
2216 Model_ram += pm->ram_used;
2217 //mprintf(( "Model RAM = %d KB\n", Model_ram ));
2223 // Get "parent" submodel for live debris submodel
2224 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num )
2226 polymodel *pm = model_get(model_num);
2228 Assert(pm->submodel[live_debris_model_num].is_live_debris == 1);
2233 // Start with the high level of detail hull
2234 // Check all its children until we find the submodel to which the live debris belongs
2235 child = &pm->submodel[pm->detail[0]];
2236 mn = child->first_child;
2239 child = &pm->submodel[mn];
2241 if (child->num_live_debris > 0) {
2242 // check all live debris submodels for the current child
2243 for (int idx=0; idx<child->num_live_debris; idx++) {
2244 if (child->live_debris[idx] == live_debris_model_num) {
2248 // DKA 5/26/99: can multiple live debris subsystems with each ship
2249 // NO LONGER TRUE Can only be 1 submodel with live debris
2250 // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error");
2254 mn = child->next_sibling;
2256 Error( LOCATION, "Could not find parent submodel for live debris");
2261 float model_get_radius( int modelnum )
2265 pm = model_get(modelnum);
2270 float model_get_core_radius( int modelnum )
2274 pm = model_get(modelnum);
2276 return pm->core_radius;
2279 float submodel_get_radius( int modelnum, int submodelnum )
2283 pm = model_get(modelnum);
2285 return pm->submodel[submodelnum].rad;
2290 polymodel * model_get(int model_num)
2292 Assert( model_num > -1 );
2294 int num = model_num % MAX_POLYGON_MODELS;
2297 Assert( num < MAX_POLYGON_MODELS );
2298 Assert( Polygon_models[num]->id == model_num );
2300 return Polygon_models[num];
2305 // Finds the 3d bounding box of a model. If submodel_num is -1,
2306 // then it starts from the root object. If inc_children is non-zero,
2307 // then this will recurse and find the bounding box for all children
2309 void model_find_bound_box_3d(int model_num,int submodel_num, int inc_children, matrix *orient, vector * pos, vector * box )
2312 vector to_root_xlat;
2313 matrix to_root_rotate;
2314 int n_steps, steps[16];
2317 if ( (model_num < 0) || (model_num >= N_polygon_models) ) return;
2319 pm = &Polygon_models[model_num];
2321 if ( submodel_num < 0 ) submodel_num = pm->detail[0];
2323 // traverse up the model tree to a root object.
2324 // Store this path in n_steps,
2326 tmp_sobj = submodel_num;
2327 while( tmp_sobj > -1 ) {
2328 steps[n_steps++] = tmp_sobj;
2329 tmp_sobj = pm->submodel[tmp_sobj].parent;
2334 // vm_copy_transpose_matrix(&to_world_rotate, orient );
2335 // to_world_xlat = *pos;
2342 // Returns zero is x1,y1,x2,y2 are valid
2343 // returns 1 for invalid model, 2 for point offscreen.
2344 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2345 int model_find_2d_bound_min(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2349 int i, x,y,min_x, min_y, max_x, max_y;
2352 po = model_get(model_num);
2354 g3_start_instance_matrix(pos,orient);
2358 int hull = po->detail[0];
2360 min_x = min_y = max_x = max_y = 0;
2362 for (i=0; i<8; i++ ) {
2366 flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]);
2367 if ( !(flags&CC_BEHIND) ) {
2368 g3_project_vertex(&pt);
2370 if (!(pt.flags & PF_OVERFLOW)) {
2373 if ( n_valid_pts == 0 ) {
2379 if ( x < min_x ) min_x = x;
2380 if ( y < min_y ) min_y = y;
2382 if ( x > max_x ) max_x = x;
2383 if ( y > max_y ) max_y = y;
2390 if ( n_valid_pts < 8 ) {
2394 if (x1) *x1 = min_x;
2395 if (y1) *y1 = min_y;
2397 if (x2) *x2 = max_x;
2398 if (y2) *y2 = max_y;
2406 // Returns zero is x1,y1,x2,y2 are valid
2407 // returns 1 for invalid model, 2 for point offscreen.
2408 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2409 int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2413 int i, x,y,min_x, min_y, max_x, max_y;
2416 po = model_get(model_num);
2417 if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1;
2418 sm = &po->submodel[submodel];
2420 g3_start_instance_matrix(pos,orient);
2424 min_x = min_y = max_x = max_y = 0;
2426 for (i=0; i<8; i++ ) {
2430 flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]);
2431 if ( !(flags&CC_BEHIND) ) {
2432 g3_project_vertex(&pt);
2434 if (!(pt.flags & PF_OVERFLOW)) {
2437 if ( n_valid_pts == 0 ) {
2443 if ( x < min_x ) min_x = x;
2444 if ( y < min_y ) min_y = y;
2446 if ( x > max_x ) max_x = x;
2447 if ( y > max_y ) max_y = y;
2454 if ( n_valid_pts == 0 ) {
2458 if (x1) *x1 = min_x;
2459 if (y1) *y1 = min_y;
2461 if (x2) *x2 = max_x;
2462 if (y2) *y2 = max_y;
2470 // Returns zero is x1,y1,x2,y2 are valid
2471 // returns 1 for invalid model, 2 for point offscreen.
2472 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2473 int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2480 po = model_get(model_num);
2481 float width = po->rad;
2482 float height = po->rad;
2484 flags = g3_rotate_vertex(&pnt,pos);
2486 if ( pnt.flags & CC_BEHIND )
2489 if (!(pnt.flags&PF_PROJECTED))
2490 g3_project_vertex(&pnt);
2492 if (pnt.flags & PF_OVERFLOW)
2495 t = (width * Canv_w2)/pnt.z;
2496 w = t*Matrix_scale.x;
2498 t = (height*Canv_h2)/pnt.z;
2499 h = t*Matrix_scale.y;
2501 if (x1) *x1 = fl2i(pnt.sx - w);
2502 if (y1) *y1 = fl2i(pnt.sy - h);
2504 if (x2) *x2 = fl2i(pnt.sx + w);
2505 if (y2) *y2 = fl2i(pnt.sy + h);
2510 // Returns zero is x1,y1,x2,y2 are valid
2511 // returns 2 for point offscreen.
2512 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2513 int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2519 float width = radius;
2520 float height = radius;
2522 flags = g3_rotate_vertex(&pnt,pos);
2524 if ( pnt.flags & CC_BEHIND )
2527 if (!(pnt.flags&PF_PROJECTED))
2528 g3_project_vertex(&pnt);
2530 if (pnt.flags & PF_OVERFLOW)
2533 t = (width * Canv_w2)/pnt.z;
2534 w = t*Matrix_scale.x;
2536 t = (height*Canv_h2)/pnt.z;
2537 h = t*Matrix_scale.y;
2539 if (x1) *x1 = fl2i(pnt.sx - w);
2540 if (y1) *y1 = fl2i(pnt.sy - h);
2542 if (x2) *x2 = fl2i(pnt.sx + w);
2543 if (y2) *y2 = fl2i(pnt.sy + h);
2549 // Given a vector that is in sub_model_num's frame of
2550 // reference, and given the object's orient and position,
2551 // return the vector in the model's frame of reference.
2552 void model_find_obj_dir(vector *w_vec, vector *m_vec, object *ship_obj, int sub_model_num)
2558 Assert(ship_obj->type == OBJ_SHIP);
2560 polymodel *pm = model_get(Ships[ship_obj->instance].modelnum);
2564 // instance up the tree for this point
2565 while ((mn>-1) && (pm->submodel[mn].parent > -1)) {
2567 vm_angles_2_matrix(&m, &pm->submodel[mn].angs);
2568 vm_vec_unrotate(&tvec, &vec, &m);
2571 mn = pm->submodel[mn].parent;
2574 // now instance for the entire object
2575 vm_vec_unrotate(w_vec, &vec, &ship_obj->orient);
2579 // Given a point (pnt) that is in sub_model_num's frame of
2580 // reference, return the point in in the object's frame of reference
2581 void model_rot_sub_into_obj(vector * outpnt, vector *mpnt,polymodel *pm, int sub_model_num)
2591 //instance up the tree for this point
2592 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2594 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2595 vm_transpose_matrix(&m);
2596 vm_vec_rotate(&tpnt,&pnt,&m);
2598 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2600 mn = pm->submodel[mn].parent;
2603 //now instance for the entire object
2608 // Given a rotating submodel, find the ship and world axes or rotatation.
2609 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj)
2611 polymodel *pm = model_get(modelnum);
2613 bsp_info *sm = &pm->submodel[submodel_num];
2614 Assert(sm->movement_type == MOVEMENT_TYPE_ROT);
2616 if (sm->movement_axis == MOVEMENT_AXIS_X) {
2617 vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f);
2618 } else if (sm->movement_axis == MOVEMENT_AXIS_Y) {
2619 vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f);
2621 Assert(sm->movement_axis == MOVEMENT_AXIS_Z);
2622 vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f);
2625 model_find_obj_dir(world_axis, model_axis, obj, submodel_num);
2629 // Does stepped rotation of a submodel
2631 #pragma warning ( push )
2632 #pragma warning (disable : 4701)
2634 void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
2636 Assert(psub->flags & MSS_FLAG_STEPPED_ROTATE);
2638 if ( psub->subobj_num < 0 ) return;
2640 polymodel *pm = model_get(psub->model_num);
2641 bsp_info *sm = &pm->submodel[psub->subobj_num];
2643 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2645 // get active rotation time this frame
2646 int end_stamp = timestamp();
2647 float rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
2648 Assert(rotation_time >= 0);
2651 sii->prev_angs = sii->angs;
2653 // float pointer into struct to get angle (either p,b,h)
2654 float *ang_prev, *ang_next;
2655 switch( sm->movement_axis ) {
2656 case MOVEMENT_AXIS_X:
2657 ang_prev = &sii->prev_angs.p;
2658 ang_next = &sii->angs.p;
2661 case MOVEMENT_AXIS_Y:
2662 ang_prev = &sii->prev_angs.h;
2663 ang_next = &sii->angs.h;
2666 case MOVEMENT_AXIS_Z:
2667 ang_prev = &sii->prev_angs.b;
2668 ang_next = &sii->angs.b;
2672 // angular displacement of one step
2673 float step_size = (PI2 / psub->stepped_rotation->num_steps);
2675 // get time to complete one step, including pause
2676 float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause;
2678 // cur_step is step number relative to zero (0 - num_steps)
2679 // step_offset_time is TIME into current step
2680 float step_offset_time = (float)fmod(rotation_time, step_time);
2681 // subtract off fractional step part, round up (ie, 1.999999 -> 2)
2682 int cur_step = int( ((rotation_time - step_offset_time) / step_time) + 0.5f);
2683 // mprintf(("cur step %d\n", cur_step));
2684 // Assert(step_offset_time >= 0);
2686 if (cur_step >= psub->stepped_rotation->num_steps) {
2687 // I don;t know why, but removing this line makes it all good.
2688 // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f);
2690 // reset cur_step (use mod to handle physics/ai pause)
2691 cur_step = cur_step % psub->stepped_rotation->num_steps;
2695 *ang_next = cur_step * step_size;
2697 // determine which phase of rotation we're in
2698 float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit;
2699 float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction);
2700 float pause_start_time = psub->stepped_rotation->t_transit;
2702 float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time;
2704 if (step_offset_time < coast_start_time) {
2706 float accel_time = step_offset_time;
2707 *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time;
2708 sii->cur_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time;
2709 } else if (step_offset_time < decel_start_time) {
2711 float coast_time = step_offset_time - coast_start_time;
2712 *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time;
2713 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate;
2714 } else if (step_offset_time < pause_start_time) {
2716 float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time;
2717 *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause);
2718 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
2721 *ang_next += step_size;
2722 sii->cur_turn_rate = 0.0f;
2726 #pragma warning ( pop )
2729 // Rotates the angle of a submodel. Use this so the right unlocked axis
2731 void submodel_rotate(model_subsystem *psub, submodel_instance_info *sii)
2735 if ( psub->subobj_num < 0 ) return;
2737 polymodel *pm = model_get(psub->model_num);
2738 sm = &pm->submodel[psub->subobj_num];
2740 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2743 sii->prev_angs = sii->angs;
2745 // probably send in a calculated desired turn rate
2746 float diff = sii->desired_turn_rate - sii->cur_turn_rate;
2748 float final_turn_rate;
2750 final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
2751 if (final_turn_rate > sii->desired_turn_rate) {
2752 final_turn_rate = sii->desired_turn_rate;
2754 } else if (diff < 0) {
2755 final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
2756 if (final_turn_rate < sii->desired_turn_rate) {
2757 final_turn_rate = sii->desired_turn_rate;
2760 final_turn_rate = sii->desired_turn_rate;
2763 float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
2764 sii->cur_turn_rate = final_turn_rate;
2767 //float delta = psub->turn_rate * flFrametime;
2769 switch( sm->movement_axis ) {
2770 case MOVEMENT_AXIS_X:
2771 sii->angs.p += delta;
2772 if (sii->angs.p > PI2 )
2774 else if (sii->angs.p < 0.0f )
2777 case MOVEMENT_AXIS_Y:
2778 sii->angs.h += delta;
2779 if (sii->angs.h > PI2 )
2781 else if (sii->angs.h < 0.0f )
2784 case MOVEMENT_AXIS_Z:
2785 sii->angs.b += delta;
2786 if (sii->angs.b > PI2 )
2788 else if (sii->angs.b < 0.0f )
2795 //=========================================================================
2796 // Make a turret's correct orientation matrix. This should be done when
2797 // the model is read, but I wasn't sure at what point all the data that I
2798 // needed was read, so I just check a flag and call this routine when
2799 // I determine I need the correct matrix. In this code, you can't use
2800 // vm_vec_2_matrix or anything, since these turrets could be either
2801 // right handed or left handed.
2802 void model_make_turrent_matrix(int model_num, model_subsystem * turret )
2805 vector fvec, uvec, rvec;
2807 pm = model_get(model_num);
2808 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2809 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2812 model_clear_instance(model_num);
2813 model_find_world_dir(&fvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2815 sm_parent->angs.h = -PI/2.0f;
2816 sm->angs.p = -PI/2.0f;
2817 model_find_world_dir(&rvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2819 sm_parent->angs.h = 0.0f;
2820 sm->angs.p = -PI/2.0f;
2821 model_find_world_dir(&uvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2823 vm_vec_normalize(&fvec);
2824 vm_vec_normalize(&rvec);
2825 vm_vec_normalize(&uvec);
2827 turret->turret_matrix.fvec = fvec;
2828 turret->turret_matrix.rvec = rvec;
2829 turret->turret_matrix.uvec = uvec;
2831 // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL);
2833 // HACK!! WARNING!!!
2834 // I'm doing nothing to verify that this matrix is orthogonal!!
2835 // In other words, there's no guarantee that the vectors are 90 degrees
2837 // I'm not doing this because I don't know how to do it without ruining
2838 // the handedness of the matrix... however, I'm not too worried about
2839 // this because I am creating these 3 vectors by making them 90 degrees
2840 // apart, so this should be close enough. I think this will start
2841 // causing weird errors when we view from turrets. -John
2842 turret->flags |= MSS_FLAG_TURRET_MATRIX;
2845 // Tries to move joints so that the turrent points to the point dst.
2846 // turret1 is the angles of the turret, turret2 is the angles of the gun from turret
2847 // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI)
2848 int model_rotate_gun(int model_num, model_subsystem *turret, matrix *orient, angles *turret1, angles *turret2, vector *pos, vector *dst)
2852 pm = model_get(model_num);
2853 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2854 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2856 // Check for a valid turret
2857 Assert( turret->turret_num_firing_points > 0 );
2860 if ( sm_parent == sm ) {
2864 // Build the correct turret matrix if there isn't already one
2865 if ( !(turret->flags & MSS_FLAG_TURRET_MATRIX) )
2866 model_make_turrent_matrix(model_num, turret );
2868 Assert( turret->flags & MSS_FLAG_TURRET_MATRIX);
2869 // Assert( sm->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch
2870 // Assert( sm_parent->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading
2872 //======================================================
2873 // DEBUG code to draw the normal out of this gun and a circle
2874 // at the gun point.
2879 vertex dpnt1, dpnt2;
2881 model_clear_instance(model_num);
2882 sm->angs.p = turret2->p;
2883 sm_parent->angs.h = turret1->h;
2885 model_find_world_point(&tmp, &vmd_zero_vector, model_num, turret->turret_gun_sobj, orient, pos );
2886 gr_set_color(255,0,0);
2887 g3_rotate_vertex( &dpnt1, &tmp );
2889 gr_set_color(255,0,0);
2890 g3_draw_sphere(&dpnt1,1.0f);
2892 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.fvec, 10.0f );
2893 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2894 g3_rotate_vertex( &dpnt2, &tmp );
2896 gr_set_color(0,255,0);
2897 g3_draw_line(&dpnt1,&dpnt2);
2898 gr_set_color(0,128,0);
2899 g3_draw_sphere(&dpnt2,0.2f);
2901 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.rvec, 10.0f );
2902 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2903 g3_rotate_vertex( &dpnt2, &tmp );
2905 gr_set_color(0,0,255);
2906 g3_draw_line(&dpnt1,&dpnt2);
2908 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.uvec, 10.0f );
2909 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2910 g3_rotate_vertex( &dpnt2, &tmp );
2912 gr_set_color(255,0,0);
2913 g3_draw_line(&dpnt1,&dpnt2);
2918 // rotate the dest point into the turret gun normal's frame of
2919 // reference, but not using the turret's angles.
2920 // Call this vector of_dst
2922 matrix world_to_turret_matrix; // converts world coordinates to turret's FOR
2923 vector world_to_turret_translate; // converts world coordinates to turret's FOR
2926 vm_vec_unrotate( &tempv, &sm_parent->offset, orient);
2927 vm_vec_add( &world_to_turret_translate, pos, &tempv );
2929 vm_matrix_x_matrix( &world_to_turret_matrix, orient, &turret->turret_matrix );
2931 vm_vec_sub( &tempv, dst, &world_to_turret_translate );
2932 vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix );
2934 vm_vec_normalize(&of_dst);
2937 // Find the heading and pitch that the gun needs to turn to
2938 // by extracting them from the of_dst vector.
2939 // Call this the desired_angles
2940 angles desired_angles;
2942 desired_angles.p = (float)acos(of_dst.z);
2943 desired_angles.h = PI - atan2_safe(of_dst.x, of_dst.y);
2944 desired_angles.b = 0.0f;
2946 // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.z, desired_angles.p ));
2949 // Gradually turn the turret towards the desired angles
2950 float step_size = turret->turret_turning_rate * flFrametime;
2952 vm_interp_angle(&turret1->h,desired_angles.h,step_size);
2953 vm_interp_angle(&turret2->p,desired_angles.p,step_size);
2955 // turret1->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) );
2956 // turret2->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) );
2963 // Given a point (pnt) that is in sub_model_num's frame of
2964 // reference, and given the object's orient and position,
2965 // return the point in 3-space in outpnt.
2966 void model_find_world_point(vector * outpnt, vector *mpnt,int model_num,int sub_model_num, matrix * objorient, vector * objpos )
2972 polymodel *pm = model_get(model_num);
2977 //instance up the tree for this point
2978 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2980 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2981 vm_vec_unrotate(&tpnt,&pnt,&m);
2983 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2985 mn = pm->submodel[mn].parent;
2988 //now instance for the entire object
2989 vm_vec_unrotate(outpnt,&pnt,objorient);
2990 vm_vec_add2(outpnt,objpos);
2993 // Given a point in the world RF, find the corresponding point in the model RF.
2994 // This is special purpose code, specific for model collision.
2995 // NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
2997 // out - point in model RF
2998 // world_pt - point in world RF
2999 // pm - polygon model
3000 // submodel_num - submodel in whose RF we're trying to find the corresponding world point
3001 // orient - orient matrix of ship
3002 // pos - pos vector of ship
3003 void world_find_model_point(vector *out, vector *world_pt, polymodel *pm, int submodel_num, matrix *orient, vector *pos)
3005 Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) );
3007 vector tempv1, tempv2;
3011 vm_vec_sub(&tempv1, world_pt, pos);
3012 vm_vec_rotate(&tempv2, &tempv1, orient);
3014 if (pm->submodel[submodel_num].parent == -1) {
3019 // put into submodel RF
3020 vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset);
3021 vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs);
3022 vm_vec_rotate(out, &tempv2, &m);
3025 // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle
3026 int rotating_submodel_has_ship_subsys(int submodel, ship *shipp)
3028 model_subsystem *psub;
3033 // Go through all subsystems and look for submodel
3034 // the subsystems that need it.
3035 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
3036 psub = pss->system_info;
3037 if (psub->subobj_num == submodel) {
3046 void model_get_rotating_submodel_list(int *submodel_list, int *num_rotating_submodels, object *objp)
3048 Assert(objp->type == OBJ_SHIP);
3050 // Check if not currently rotating - then treat as part of superstructure.
3051 int modelnum = Ships[objp->instance].modelnum;
3052 polymodel *pm = model_get(modelnum);
3053 bsp_info *child_submodel;
3055 *num_rotating_submodels = 0;
3056 child_submodel = &pm->submodel[pm->detail[0]];
3058 int i = child_submodel->first_child;
3060 child_submodel = &pm->submodel[i];
3062 // Don't check it or its children if it is destroyed or it is a replacement (non-moving)
3063 if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {
3065 // Only look for submodels that rotate
3066 if (child_submodel->movement_type == MOVEMENT_TYPE_ROT) {
3068 // find ship subsys and check submodel rotation is less than max allowed.
3069 ship *pship = &Ships[objp->instance];
3070 ship_subsys *subsys;
3072 for ( subsys = GET_FIRST(&pship->subsys_list); subsys !=END_OF_LIST(&pship->subsys_list); subsys = GET_NEXT(subsys) ) {
3073 Assert(subsys->system_info->model_num == modelnum);
3074 if (i == subsys->system_info->subobj_num) {
3075 // found the correct subsystem - now check delta rotation angle not too large
3076 float delta_angle = get_submodel_delta_angle(&subsys->submodel_info_1);
3077 if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) {
3078 Assert(*num_rotating_submodels < MAX_ROTATING_SUBMODELS-1);
3079 submodel_list[(*num_rotating_submodels)++] = i;
3086 i = child_submodel->next_sibling;
3090 //#define MODEL_CHECK
3092 ship *pship = &Ships[objp->instance];
3093 for (int idx=0; idx<*num_rotating_submodels; idx++) {
3094 int valid = rotating_submodel_has_ship_subsys(submodel_list[idx], pship);
3098 Warning( LOCATION, "Ship %s has rotating submodel [%s] without ship subsystem\n", pship->ship_name, pm->submodel[submodel_list[idx]].name );
3099 pm->submodel[submodel_list[idx]].movement_type &= ~MOVEMENT_TYPE_ROT;
3100 *num_rotating_submodels = 0;
3108 // Given a direction (pnt) that is in sub_model_num's frame of
3109 // reference, and given the object's orient and position,
3110 // return the point in 3-space in outpnt.
3111 void model_find_world_dir(vector * out_dir, vector *in_dir,int model_num, int sub_model_num, matrix * objorient, vector * objpos )
3117 polymodel *pm = model_get(model_num);
3122 //instance up the tree for this point
3123 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3125 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3126 vm_vec_unrotate(&tpnt,&pnt,&m);
3129 mn = pm->submodel[mn].parent;
3132 //now instance for the entire object
3133 vm_vec_unrotate(out_dir,&pnt,objorient);
3138 // Clears all the submodel instances stored in a model to their defaults.
3139 void model_clear_instance(int model_num)
3144 pm = model_get(model_num);
3146 // reset textures to original ones
3147 for (i=0; i<pm->n_textures; i++ ) {
3148 pm->textures[i] = pm->original_textures[i];
3151 for (i=0; i<pm->n_models; i++ ) {
3152 bsp_info *sm = &pm->submodel[i];
3154 if ( pm->submodel[i].is_damaged ) {
3163 // set pointer to other ship subsystem info [turn rate, accel, moment, axis, ...]
3166 sm->num_arcs = 0; // Turn off any electric arcing effects
3169 for (i=0; i<pm->num_lights; i++ ) {
3170 pm->lights[i].value = 0.0f;
3173 interp_clear_instance();
3175 // if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
3176 // if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
3177 // if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
3178 // if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
3179 // if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
3180 // if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
3185 // initialization during ship set
3186 void model_clear_instance_info( submodel_instance_info * sii )
3192 sii->prev_angs.p = 0.0f;
3193 sii->prev_angs.b = 0.0f;
3194 sii->prev_angs.h = 0.0f;
3196 sii->cur_turn_rate = 0.0f;
3197 sii->desired_turn_rate = 0.0f;
3198 sii->turn_accel = 0.0f;
3201 // initialization during ship set
3202 void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
3208 sii->prev_angs.p = 0.0f;
3209 sii->prev_angs.b = 0.0f;
3210 sii->prev_angs.h = 0.0f;
3212 sii->cur_turn_rate = turn_rate * 0.0f;
3213 sii->desired_turn_rate = turn_rate;
3214 sii->turn_accel = turn_accel;
3216 sii->step_zero_timestamp = timestamp();
3221 // Sets the submodel instance data in a submodel (for all detail levels)
3222 void model_set_instance(int model_num, int sub_model_num, submodel_instance_info * sii)
3227 pm = model_get(model_num);
3229 Assert( sub_model_num >= 0 );
3230 Assert( sub_model_num < pm->n_models );
3232 if ( sub_model_num < 0 ) return;
3233 if ( sub_model_num >= pm->n_models ) return;
3234 bsp_info *sm = &pm->submodel[sub_model_num];
3236 // Set the "blown out" flags
3237 sm->blown_off = sii->blown_off;
3239 if ( sm->blown_off ) {
3240 if ( sm->my_replacement > -1 ) {
3241 pm->submodel[sm->my_replacement].blown_off = 0;
3242 pm->submodel[sm->my_replacement].angs = sii->angs;
3243 pm->submodel[sm->my_replacement].sii = sii;
3246 if ( sm->my_replacement > -1 ) {
3247 pm->submodel[sm->my_replacement].blown_off = 1;
3252 sm->angs = sii->angs;
3255 // For all the detail levels of this submodel, set them also.
3256 for (i=0; i<sm->num_details; i++ ) {
3257 model_set_instance(model_num, sm->details[i], sii );
3262 // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity
3263 void model_init_submodel_axis_pt(submodel_instance_info *sii, int model_num, int submodel_num)
3266 vector *mpoint1, *mpoint2;
3267 vector p1, v1, p2, v2, int1;
3269 polymodel *pm = model_get(model_num);
3270 Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT);
3276 // find 2 fixed points in submodel RF
3277 // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the
3278 // two lines to find a point on the axis
3279 if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) {
3280 axis = vmd_x_vector;
3281 mpoint1 = &vmd_y_vector;
3282 mpoint2 = &vmd_z_vector;
3283 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) {
3284 mpoint1 = &vmd_x_vector;
3285 axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z
3286 mpoint2 = &vmd_z_vector;
3287 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) {
3288 mpoint1 = &vmd_x_vector;
3289 mpoint2 = &vmd_y_vector;
3290 axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y
3292 // must be one of these axes or submodel_rot_hit is incorrectly set
3296 // copy submodel angs
3297 angles copy_angs = pm->submodel[submodel_num].angs;
3299 // find two points rotated into model RF when angs set to 0
3300 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
3301 model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3302 model_find_world_point(&p2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3304 // find two points rotated into model RF when angs set to PI
3305 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, PI);
3306 model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3307 model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3309 // reset submodel angs
3310 pm->submodel[submodel_num].angs = copy_angs;
3312 // find direction vectors of the two lines
3313 vm_vec_sub2(&v1, &p1);
3314 vm_vec_sub2(&v2, &p2);
3316 // find the intersection of the two lines
3318 fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t);
3320 // find the actual intersection points
3321 vm_vec_scale_add(&int1, &p1, &v1, s);
3324 sii->pt_on_axis = int1;
3329 // Adds an electrical arcing effect to a submodel
3330 void model_add_arc(int model_num, int sub_model_num, vector *v1, vector *v2, int arc_type )
3334 pm = model_get(model_num);
3336 if ( sub_model_num == -1 ) {
3337 sub_model_num = pm->detail[0];
3340 Assert( sub_model_num >= 0 );
3341 Assert( sub_model_num < pm->n_models );
3343 if ( sub_model_num < 0 ) return;
3344 if ( sub_model_num >= pm->n_models ) return;
3345 bsp_info *sm = &pm->submodel[sub_model_num];
3347 if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
3348 sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
3349 sm->arc_pts[sm->num_arcs][0] = *v1;
3350 sm->arc_pts[sm->num_arcs][1] = *v2;
3355 // function to return an index into the docking_bays array which matches the criteria passed
3356 // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h
3357 int model_find_dock_index(int modelnum, int dock_type)
3363 pm = model_get(modelnum);
3365 // no docking points -- return -1
3366 if ( pm->n_docks <= 0 )
3369 for (i = 0; i < pm->n_docks; i++ ) {
3370 if ( dock_type & pm->docking_bays[i].type_flags )
3377 int model_get_dock_index_type(int modelnum, int index)
3379 polymodel *pm = model_get(modelnum);
3381 return pm->docking_bays[index].type_flags;
3384 // get all the different docking point types on a model
3385 int model_get_dock_types(int modelnum)
3390 pm = model_get(modelnum);
3391 for (i=0; i<pm->n_docks; i++)
3392 type |= pm->docking_bays[i].type_flags;
3397 // function to return an index into the docking_bays array which matches the string passed
3398 // Fred uses strings to identify docking positions. This functin also accepts generic strings
3399 // so that a desginer doesn't have to know exact names if building a mission from hand.
3400 int model_find_dock_name_index( int modelnum, char *name )
3405 pm = model_get(modelnum);
3406 if ( pm->n_docks <= 0 )
3409 // check the generic names and call previous function to find first dock point of
3410 // the specified type
3411 if ( !stricmp(name, "cargo") )
3412 return model_find_dock_index( modelnum, DOCK_TYPE_CARGO );
3413 else if (!stricmp( name, "rearm") )
3414 return model_find_dock_index( modelnum, DOCK_TYPE_REARM );
3415 else if (!stricmp( name, "generic") )
3416 return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC );
3418 for (i = 0; i < pm->n_docks; i++ ) {
3419 if ( !stricmp(pm->docking_bays[i].name, name) )
3423 // if we get here, name wasn't found -- return -1 and hope for the best
3427 // returns the actual name of a docking point on a model, needed by Fred.
3428 char *model_get_dock_name(int modelnum, int index)
3432 pm = model_get(modelnum);
3433 Assert((index >= 0) && (index < pm->n_docks));
3434 return pm->docking_bays[index].name;
3437 int model_get_num_dock_points(int modelnum)
3441 pm = model_get(modelnum);