2 * $Logfile: /Freespace2/code/Model/ModelRead.cpp $
7 * file which reads and deciphers POF information
10 * Revision 1.2 2002/05/07 03:16:47 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:10 root
17 * 36 7/22/99 2:26p Mattk
18 * DA: don't show engine wash error if no subsystems. (ie, Pofview...)
20 * 35 7/19/99 12:02p Andsager
21 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
22 * only blow up subsystem if its strength is > 0
24 * 34 7/07/99 5:00p Andsager
25 * Fixed bug in stepped rotation
27 * 33 7/06/99 4:42p Anoop
28 * Add MiniCap hack for engine wash
30 * 32 7/06/99 3:52p Andsager
31 * That wacky model_subsystem name vs. subobj_name thing bites us in the
34 * 31 7/06/99 3:15p Anoop
35 * Better debug info for engine wash error.
37 * 30 7/06/99 11:37a Andsager
38 * Fix warning message.
40 * 29 7/06/99 10:45a Andsager
41 * Modify engine wash to work on any ship that is not small. Add AWACS
44 * 28 7/01/99 4:23p Dave
45 * Full support for multiple linked ambient engine sounds. Added "big
48 * 27 6/08/99 2:33p Dave
49 * Fixed release build warning. Put in hud config stuff.
51 * 26 6/01/99 8:35p Dave
52 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
53 * awacs-set-radius sexpression.
55 * 25 5/28/99 1:51p Andsager
56 * Allow models to rotate in both direction on an axis, specifying a
57 * negative rotation time in submodel properties.
59 * 24 5/27/99 3:48p Andsager
60 * Add assert to model_read code to not allow overwrite of memory
62 * 23 5/27/99 12:11p Andsager
63 * Allow more than 1 subsystem to have live debris on any ship
65 * 22 5/27/99 10:57a Mattk
66 * Put in a warning about too many firing points per turret.
68 * 21 5/24/99 5:45p Dave
69 * Added detail levels to the nebula, with a decent speedup. Split nebula
70 * lightning into its own section.
72 * 20 5/19/99 11:09a Andsager
73 * Turn on engine wash. Check every 1/4 sec.
75 * 19 5/11/99 10:16p Andsager
76 * First pass on engine wash effect. Rotation (control input), damage,
79 * 18 4/09/99 11:38a Andsager
80 * Change POF format for Freespace2
82 * 17 3/23/99 5:17p Dave
83 * Changed model file format somewhat to account for LOD's on insignias
85 * 16 3/20/99 3:46p Dave
86 * Added support for model-based background nebulae. Added 3 new
89 * 15 3/19/99 6:15p Dave
90 * Put in checks for insignia bitmaps for having too many faces or
93 * 14 2/21/99 6:01p Dave
94 * Fixed standalone WSS packets.
96 * 13 2/19/99 11:42a Dave
97 * Put in model rendering autocentering.
99 * 12 2/10/99 3:52p Enricco
102 * 11 1/14/99 6:06p Dave
103 * 100% full squad logo support for single player and multiplayer.
105 * 10 1/11/99 12:42p Andsager
106 * Add live debris - debris which is created from a destroyed subsystem,
107 * when the ship is still alive
109 * 9 1/08/99 2:08p Dave
110 * Fixed software rendering for pofview. Super early support for AWACS and
113 * 8 1/06/99 2:24p Dave
114 * Stubs and release build fixes.
116 * 7 12/23/98 2:53p Andsager
117 * Added stepped rotation support
119 * 6 12/04/98 3:34p Andsager
120 * Handle norotating submodels
122 * 5 12/03/98 3:14p Andsager
123 * Check in code that checks rotating submodel actually has ship subsystem
125 * 4 11/19/98 11:07p Andsager
126 * Check in of physics and collision detection of rotating submodels
128 * 3 10/23/98 3:03p Andsager
129 * Initial support for changing rotation rate.
131 * 2 10/07/98 10:53a Dave
134 * 1 10/07/98 10:50a Dave
136 * 177 8/28/98 3:29p Dave
137 * EMP effect done. AI effects may need some tweaking as required.
139 * 176 5/19/98 8:31p Andsager
140 * Added split planes (for big ship explosions)
142 * 175 5/07/98 5:39p Andsager
143 * Changes to model to hold cross section info
145 * 174 4/30/98 4:53p John
146 * Restructured and cleaned up cfile code. Added capability to read off
147 * of CD-ROM drive and out of multiple pack files.
149 * 173 4/22/98 9:43p John
150 * Added code to allow checking of invisible faces, flagged by any texture
151 * name with invisible in it.
153 * 172 4/14/98 11:11p John
154 * Made ships with < 50% hull left show electrical damage arcs.
156 * 171 4/01/98 5:34p John
157 * Made only the used POFs page in for a level. Reduced some interp
158 * arrays. Made custom detail level work differently.
160 * 170 4/01/98 9:14a Mike
163 * 169 3/31/98 5:18p John
164 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
165 * bunch of debug stuff out of player file. Made model code be able to
166 * unload models and malloc out only however many models are needed.
169 * 168 3/17/98 2:46p Allender
170 * Copy subsystem name when copying model subsystems
172 * 167 3/02/98 5:42p John
173 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
174 * afterburner. Made gr_set_clip work good with negative x &y. Made
175 * model_caching be on by default. Made each cached model have it's own
176 * bitmap id. Made asteroids not rotate when model_caching is on.
178 * 166 2/24/98 5:04p Allender
179 * allow different ship classes to use the same model. Lot's of subsystem
182 * 165 2/16/98 3:46p John
183 * Made mass be proportional to area in newer pofs
185 * 164 2/13/98 5:19p John
186 * First rev of new model caching system. Needs to be ripped out and
187 * moved into ship stuff.
189 * 163 1/29/98 5:52p John
190 * new version of electrical arcing code
192 * 162 1/29/98 8:39a Andsager
193 * Changed mass and moment of intertia based area vs. volume
195 * 161 1/28/98 2:15p Mike
196 * Convert volume to surface area at runtime. Write note to John to
197 * cleanup if he modifies bspgen.
199 * 160 1/27/98 11:02a John
200 * Added first rev of sparks. Made all code that calls model_render call
201 * clear_instance first. Made debris pieces not render by default when
202 * clear_instance is called.
204 * 159 1/19/98 6:15p John
205 * Fixed all my Optimized Build compiler warnings
207 * 158 1/09/98 11:25a John
208 * Took the thruster animation stuff out of the model.
210 * 157 12/31/97 4:47p John
211 * Made all the eye points fit inside core radius
213 * 156 12/31/97 2:35p John
214 * Added code for core_radius
216 * 155 12/17/97 2:41p John
217 * made target bounding box be on hull only.
219 * 154 12/17/97 9:54a John
220 * added code for precalculated weapon flash lighting.
222 * 153 11/29/97 2:05p John
223 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
224 * like they used to incorrectly assume. Added code to model to read in
227 * 152 11/25/97 11:41a John
228 * added code to read in pof v20.05, which adds radius to thrusters.
230 * 151 10/28/97 12:34a Mike
231 * Set useful values of mass and inertia matrix if values not otherwise
232 * set. Generate Warnings for unexpected ones.
234 * 150 10/22/97 5:54p Lawrance
235 * get rid of leading '$' when storing parent_name for paths
237 * 149 10/20/97 5:57p Lawrance
238 * have index to polymodel->paths[] within the model_subsystem struct.
240 * 148 9/15/97 5:45p John
241 * took out chunk stuff.
242 * made pofview display thrusters as blue polies.
244 * 147 9/09/97 3:39p Sandeep
245 * warning level 4 bugs
247 * 146 9/04/97 5:09p Andsager
248 * implement physics using moment of inertia and mass (from BSPgen).
249 * Added to phys_info struct. Updated ship_info, polymodel structs.
250 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
252 * 145 9/03/97 5:57p Lawrance
255 * 144 9/03/97 4:32p John
256 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
257 * to bm_load functions not needed. Made bmpman keep track of palettes
258 * for bitmaps not mapped into game palettes.
260 * 143 8/19/97 11:49p Lawrance
261 * using atan2_safe() in place of atan2()
263 * 142 8/19/97 8:44a John
264 * Initial hooks for thruster stuff.
266 * 141 8/15/97 4:10p John
267 * new code to use the new octrees style bsp trees
269 * 140 8/14/97 5:46p John
270 * added code to read in mass,center of mass, and moment of interia from
271 * the pof. Also added code to display green center of mass dot when Show
272 * debug points is on in pofview.
274 * 139 7/10/97 8:34a John
275 * Added code to read TGA files.
277 * 138 6/26/97 3:18p Mike
278 * Recognize "turret", etc. in a subsystem field anywhere in name.
279 * Generate warning for bogus subsystem names.
281 * 137 6/25/97 5:11p John
282 * added foundation for model octants.
284 * 136 6/25/97 10:28a John
285 * Made debris chunks radius be set correctly to the submodel size, not
286 * hardcoded to 10.0f.
288 * 135 6/06/97 11:55a Mike
289 * Fix firing direction for zero piece turrets.
291 * 134 5/31/97 2:36p Mike
292 * Comment out mprintfs pertaining to debris.
294 * 133 5/30/97 4:41p Hoffoss
295 * Made some additions required for Fred.
297 * 132 5/30/97 3:42p Mike
298 * Shield mesh and hit system.
300 * 131 5/30/97 10:40a Hoffoss
301 * Added a function for Fred to get docking point names.
303 * 130 5/29/97 4:34p Allender
304 * removed Int3 from model_find_dock_index.
306 * 129 4/30/97 10:41a Allender
307 * don't dump out token 'none' when dumping out subsystem information
309 * 128 4/17/97 6:06p John
310 * New code/data for v19 of BSPGEN with smoothing and zbuffer
313 * 127 4/09/97 3:31p Lawrance
314 * if any points of bounding box don't project, return project fail code
315 * in model_find_2d_bound_min()
317 * 126 4/07/97 10:37a John
318 * Took out limits on number of children a submodel can have. (So now
319 * capital ships can have tons of children on them).
321 * 125 4/03/97 3:18p Allender
323 * 124 4/03/97 1:29p Allender
324 * subsystem enhancement. Initial work on making subsystem status
327 * 123 3/28/97 2:49p John
328 * added code to fix targetting of debris chunks to draw bounding boxes
331 * 122 3/28/97 1:19p John
332 * Made TestCode not show damaged submodels.
334 * 121 3/28/97 11:17a John
335 * added code for linking lower detail submodels to the highest one; added
336 * code to pofview to view these.
338 * 120 3/17/97 11:24a John
340 * 119 3/15/97 5:06p John
341 * added bounding boxes for each subobject and code to display them.
343 * 118 3/13/97 10:32a John
344 * Added code for tiled 256x256 textures in certain models.
346 * 117 3/06/97 5:36p Mike
347 * Change vec_normalize_safe() back to vec_normalize().
348 * Spruce up docking a bit.
350 * 116 3/06/97 1:06p Allender
351 * more docking stuff. docking points now specified by strings in mission
352 * file. Changes to builtin missions and code to reflect this change.
354 * 115 3/06/97 10:56a Mike
355 * Write error checking version of vm_vec_normalize().
356 * Fix resultant problems.
358 * 114 3/06/97 10:05a Lawrance
359 * added missing cfclose's
361 * 113 3/05/97 5:27p John
362 * more work with turret stuff
364 * 112 3/05/97 12:49p John
365 * added Viewer_obj. Took out the interp_??? variables for turning
366 * outline,etc on and put them in flags you pass to model_render.
367 * Cleaned up model_interp code to fit new coding styles.
369 * 111 3/05/97 12:42p Adam
370 * john: fixed bug while model transversel code that assumed the root
373 * 110 3/05/97 11:09a Allender
374 * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to
377 * 109 3/04/97 5:08p John
378 * Started adding debug code to make it so you can view from a turret's
381 * 108 3/04/97 3:36p John
382 * took out old debug "h' key. Made zbuffer flag bit bit field so you
383 * can turn on/off each value. Fixed a bug with turret rotation where
384 * different handedness turrets wouldn't work. Fixed a bug with two
385 * large ships within each other's radius not rendering correctly.
387 * 107 3/04/97 12:52p Allender
388 * docking styff. Added dock type to docking structure in model code.
389 * Renamed structure member in ai_goals. Temporary checkin. (i.e.
390 * rearming will use rearm dock points)
392 * 106 3/03/97 5:47p John
393 * fixed some rotating object discrepencies. Took out the gun firing
394 * point average beause it was inconsitent and wsn't as correct as using
397 * 105 3/03/97 4:20p Hoffoss
398 * Fixed bug in bug I just fixed. :)
400 * 104 3/03/97 4:00p Hoffoss
401 * fixed bug that caused docking bays without a name to be garbage when
404 * 103 3/03/97 8:58a Lawrance
405 * replaced a fprintf() with a cfputs()
407 * 102 3/01/97 2:12p Lawrance
408 * made to work with new cfile changes
410 * 101 2/28/97 10:57a John
411 * Made so you can blow off any subsystems, not just radars.
414 * 100 2/27/97 3:45p John
415 * Added a tree dialog to pofview that shows a model's tree.
417 * 99 2/27/97 12:07p John
418 * Added code to suppord debris chunks after a ship is exploded..
420 * 98 2/26/97 5:28p John
421 * Fixed a bunch of chunked model bugs. Basically they almost work better
422 * than non-chunked objects!
424 * 97 2/24/97 1:13p Allender
425 * support for multiple eye positions. Still some kinks to be worked out
428 * 96 2/20/97 4:06p Allender
429 * allow for multiple spline paths to lead to a docking bay
431 * 95 2/20/97 3:25p Allender
432 * change to docking bay structure -- added a name (for use in Fred
433 * mainly), and index into spline paths to reach this docking point
435 * 94 2/19/97 4:03p Allender
436 * dump a 0.0 instead of a 0 when dumping out missing subsystem
439 * 93 2/19/97 2:52p Allender
440 * added crewspot name to subsystems (used only with turrets). Will be
441 * used by fred for ai class stuff for turrets
443 * 92 2/17/97 4:30p John
444 * Added code to automatically rotate any subsystems with the $rotate
445 * value set (except for turrets)
447 * 91 2/17/97 12:03p John
448 * Added code to set the angles of a subobject.
450 * 90 2/14/97 4:02p John
451 * changed a vector being passed as value to reference.
453 * 89 2/14/97 3:16p Mike
454 * Start on AI path garbage collection
456 * 88 2/14/97 1:06p John
457 * upped bspgen version number.
459 * 87 2/13/97 10:17a John
460 * INCORPORATED THE FOLLOWING CHANGES:
461 * ??? 2/13/97 9:49a John
462 * added code for geometric centers of objects.
463 * ??? 2/12/97 6:30p John
464 * upped model version number.
467 * 86 2/13/97 9:49a John
468 * ROLLEDBACK TO ALLENDER'S 85
470 * 85 2/12/97 5:34p Allender
471 * added a ton of debug code to help recify the subsystems in ships.tbl
472 * with subsystems in the models. Fixed a bug with subsystems not being
473 * given the correct type.
475 * 84 2/11/97 4:10p Allender
476 * major change of subsystem stuff. obj_subsystem renamed to
477 * model_subsystem. Dyamically allocate space in ship_info for
480 * 83 2/10/97 4:20p Allender
481 * added distance to closest geometry to spline points
483 * 82 2/10/97 10:58a John
484 * Added back in sparks for where laser bolts hit.
485 * Added code to red damaged objects and replace then.
487 * 81 2/07/97 1:24p Allender
488 * added turret lists for spline points
490 * 80 2/06/97 2:56p John
491 * Added a "blown-off" field to the instance of a model. Also took out
492 * the model_set_angles functions and replaced with the more general
493 * model_set_instance functions.
495 * 79 2/04/97 7:37p John
496 * Finally!!! Turret stuff working!
498 * 78 1/31/97 12:51p John
499 * Added turret_fov and turret_fov_cos
501 * 77 1/31/97 12:43p John
502 * Turrets working nicely, finally!
504 * 76 1/31/97 11:36a John
506 * 75 1/29/97 4:46p John
507 * Code to read $crewpoint flag on turrets and store it in obj_subsystem
510 * 74 1/29/97 3:14p John
511 * Added field to ships.tbl to control how fast turret rotates.
513 * 73 1/28/97 11:23a John
514 * added functions to get/set model angles.
516 * 72 1/28/97 10:07a John
517 * More turret stuff, still not working, though.
519 * 71 1/27/97 2:46p John
522 * 70 1/27/97 11:35a Allender
523 * upped compatible object version
525 * 69 1/24/97 5:25p John
526 * More turret stuff. Not working yet, though.
528 * 68 1/24/97 4:55p John
529 * Started adding code for turning turrets.
530 * Had to change POF format to 18.0
532 * 67 1/20/97 2:16p Allender
533 * new shield structures being used
535 * 66 1/15/97 5:19p Allender
536 * new POF version. old version obsolete. Added shield and eye stuff.
537 * New format for gun/missile/docking points
539 * 65 1/10/97 5:15p Mike
540 * Moved ship-specific parameters from obj_subsystem to ship_subsys.
542 * Added turret code to AI system.
544 * 64 1/10/97 2:25p John
545 * Added code to support detail level distances.
547 * 63 1/02/97 11:45a Allender
548 * changed turret code to have > 1 firing point as well as fixing the
549 * problems of turrets being multiple subobjects. Turret norms should be
550 * getting stuffed correctly now.
552 * 62 12/31/96 4:14p Mike
554 * Correct bug in HUDtarget.cpp, showing wrong target.
556 * 61 12/27/96 4:09p Mike
557 * Integrate John's new model code.
559 * 60 12/26/96 1:42p John
560 * Changed function ordering to put model_init at top.
562 * 59 12/23/96 3:56p John
563 * Changed POF code to support pof 15.0.
565 * 58 12/23/96 11:00a John
566 * Restructured POF stuff to support LOD in one pof.
568 * 57 12/20/96 11:55a Allender
571 * 56 12/20/96 11:40a Allender
572 * modifed subsystem stuff to do correct hit percentages and other cool
575 * 55 12/18/96 4:04p Allender
576 * added "unknown" subsystem type for subsystems which aren't recognized.
578 * 54 12/17/96 11:37a Mike
581 * 53 12/17/96 8:59a Mike
582 * Path-extraction-from-mdoel test code.
584 * 52 12/13/96 5:27p John
585 * fixed my sloppy code that didn't free model data.
587 * 51 12/13/96 3:54p Mike
588 * Major improvement to model_draw_paths -- connect the dots! Uses
589 * sophisticated connect-to-next algorithm.
591 * 50 12/13/96 2:59p John
592 * Added some code to test spline paths.
594 * 49 12/13/96 2:41p John
595 * Added code to read in spline paths on models.
597 * 48 12/13/96 10:29a Adam
598 * from allender: fixed up linked list walking when checking for turrets
601 * 47 12/12/96 3:38p Allender
602 * fix up docking special object names. Added $thruster stuff to model
605 * 46 12/12/96 2:35p Mike
608 * 45 12/12/96 12:29p Lawrance
609 * added function to find the 2d bound for a subobject
611 * 44 12/11/96 5:35p John
612 * Added variables for viewer eye.
614 * 43 12/11/96 5:15p John
615 * Made the dist for detail level be calculated before the object is
618 * 42 12/11/96 4:50p John
619 * Added detail levels to the non-chunky ships.
621 * 41 12/11/96 4:33p Mike
622 * Temporary version so other people can build.
624 * 40 12/11/96 4:24p Mike
625 * Fix broken code...oops! clumsy in editor!
627 * 39 12/11/96 4:17p Adam
629 * 38 12/11/96 12:57p Mike
630 * Support for "Big Ship" AI behavior.
633 * 37 12/11/96 12:43p Allender
634 * $gun and $missile don't get appended to models gun/missile list if the
635 * gun/missile belongs to a turret. Turrets are special instances of
638 * 36 12/11/96 11:57a Allender
639 * added objnum reference to obj_subsystems so that $gun and $missile
640 * special polygons can refernce a particular subsystem if needed (i.e. to
641 * get the norms, etc).
643 * 35 12/11/96 10:33a Allender
644 * added stuff for FOV for turrets
646 * 34 12/10/96 3:27p Allender
648 * 33 12/09/96 5:05p Allender
649 * made subsystem lists and model_special lists as seperate entities.
651 * 32 12/09/96 1:16p Allender
652 * made seperate lists for guns/missiles/subsystems, etc
654 * 31 12/09/96 11:01a Allender
655 * added special polygon information to models. Linked list contains
656 * gun/missile/docking/subsystem/etc information.
669 #include "floating.h"
672 #include "modelsinc.h"
675 #include "3dinternal.h"
676 #include "linklist.h"
678 #include "freespace.h" // For flFrameTime
681 #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame
683 // info for special polygon lists
685 polymodel *Polygon_models[MAX_POLYGON_MODELS];
687 static int model_initted = 0;
690 CFILE *ss_fp; // file pointer used to dump subsystem information
691 char model_filename[_MAX_PATH]; // temp used to store filename
692 char debug_name[_MAX_PATH];
693 int ss_warning_shown; // have we shown the warning dialog concerning the subsystems?
694 char Global_filename[256];
695 int Model_ram = 0; // How much RAM the models use total
700 // Anything less than this is considered incompatible.
701 #define PM_COMPATIBLE_VERSION 1900
703 // Anything greater than or equal to PM_COMPATIBLE_VERSION and
704 // whose major version is less than or equal to this is considered
706 #define PM_OBJFILE_MAJOR_VERSION 21
708 static int Model_signature = 0;
710 // Free up a model, getting rid of all its memory
711 // Can't be called from outside of model code because more
712 // than one person might be using this model so we can't free
714 static void model_unload(int modelnum)
718 if ( (modelnum < 0) || (modelnum>MAX_POLYGON_MODELS)) {
722 polymodel *pm = Polygon_models[modelnum];
729 Model_ram -= pm->ram_used;
733 for (i=0; i<pm->n_paths; i++ ) {
734 for (j=0; j<pm->paths[i].nverts; j++ ) {
735 if ( pm->paths[i].verts[j].turret_ids ) {
736 free(pm->paths[i].verts[j].turret_ids);
739 if (pm->paths[i].verts) {
740 free(pm->paths[i].verts);
746 if ( pm->shield.verts ) {
747 free( pm->shield.verts );
750 if ( pm->shield.tris ) {
751 free(pm->shield.tris);
754 if ( pm->missile_banks ) {
755 free(pm->missile_banks);
758 if ( pm->docking_bays ) {
759 for (i=0; i<pm->n_docks; i++ ) {
760 if ( pm->docking_bays[i].splines ) {
761 free( pm->docking_bays[i].splines );
764 free(pm->docking_bays);
768 if ( pm->thrusters ) {
773 if ( pm->debug_info ) {
774 free(pm->debug_info);
778 model_octant_free( pm );
781 for (i=0; i<pm->n_models; i++ ) {
782 if ( pm->submodel[i].bsp_data ) {
783 free(pm->submodel[i].bsp_data);
797 if ( pm->gun_banks ) {
802 memset( pm, 0, sizeof(polymodel));
805 Polygon_models[modelnum] = NULL;
808 void model_free_all()
812 if ( !model_initted) {
817 mprintf(( "Freeing all existing models...\n" ));
819 for (i=0;i<MAX_POLYGON_MODELS;i++) {
829 if ( model_initted ) {
830 Int3(); // Model_init shouldn't be called twice!
838 for (i=0;i<MAX_POLYGON_MODELS;i++) {
839 Polygon_models[i] = NULL;
842 // Init the model caching system
845 atexit( model_free_all );
849 // routine to parse out values from a user property field of an object
850 void get_user_prop_value(char *buf, char *value)
855 while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
858 while ( !iscntrl(*p1) )
866 // funciton to copy model data from one subsystem set to another subsystem set. This function
867 // is called when two ships use the same model data, but since the model only gets read in one time,
868 // the subsystem data is only present in one location. The ship code will call this routine to fix
869 // this situation by copying stuff from the source subsystem set to the dest subsystem set.
870 void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp )
873 model_subsystem *source, *dest;
875 for (i = 0; i < n_subsystems; i++ ) {
877 for ( j = 0; j < n_subsystems; j++ ) {
879 if ( !stricmp( source->subobj_name, dest->subobj_name) ) {
880 dest->flags = source->flags;
881 dest->subobj_num = source->subobj_num;
882 dest->model_num = source->model_num;
883 dest->pnt = source->pnt;
884 dest->radius = source->radius;
885 dest->type = source->type;
886 dest->turn_rate = source->turn_rate;
887 dest->turret_gun_sobj = source->turret_gun_sobj;
889 strcpy( dest->name, source->name );
891 if ( dest->type == SUBSYSTEM_TURRET ) {
894 dest->turret_fov = source->turret_fov;
895 dest->turret_num_firing_points = source->turret_num_firing_points;
896 dest->turret_norm = source->turret_norm;
897 dest->turret_matrix = source->turret_matrix;
899 for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ )
900 dest->turret_firing_point[nfp] = source->turret_firing_point[nfp];
902 if ( dest->flags & MSS_FLAG_CREWPOINT )
903 strcpy(dest->crewspot, source->crewspot);
908 if ( j == n_subsystems )
909 Int3(); // get allender -- something is amiss with models
914 // routine to get/set subsystem information
915 static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *dname )
921 if ( (p = strstr(props, "$name")) != NULL)
922 get_user_prop_value(p+5, subsystemp->name);
924 strcpy( subsystemp->name, dname );
926 strcpy(lcdname, dname);
929 // check the name for it's specific type
930 if ( strstr(lcdname, "engine") ) {
931 subsystemp->type = SUBSYSTEM_ENGINE;
932 } else if ( strstr(lcdname, "radar") ) {
933 subsystemp->type = SUBSYSTEM_RADAR;
934 } else if ( strstr(lcdname, "turret") ) {
937 subsystemp->type = SUBSYSTEM_TURRET;
938 if ( (p = strstr(props, "$fov")) != NULL )
939 get_user_prop_value(p+4, buf); // get the value of the fov
942 angle = ANG_TO_RAD(atoi(buf))/2.0f;
943 subsystemp->turret_fov = (float)cos(angle);
944 subsystemp->turret_num_firing_points = 0;
946 if ( (p = strstr(props, "$crewspot")) != NULL) {
947 subsystemp->flags |= MSS_FLAG_CREWPOINT;
948 get_user_prop_value(p+9, subsystemp->crewspot);
951 } else if ( strstr(lcdname, "navigation") ) {
952 subsystemp->type = SUBSYSTEM_NAVIGATION;
953 } else if ( strstr(lcdname, "communication") ) {
954 subsystemp->type = SUBSYSTEM_COMMUNICATION;
955 } else if ( strstr(lcdname, "weapons") ) {
956 subsystemp->type = SUBSYSTEM_WEAPONS;
957 } else if ( strstr(lcdname, "sensors") ) {
958 subsystemp->type = SUBSYSTEM_SENSORS;
959 } else if ( strstr(lcdname, "solar") ) {
960 subsystemp->type = SUBSYSTEM_SOLAR;
961 } else if ( strstr(lcdname, "gas") ) {
962 subsystemp->type = SUBSYSTEM_GAS_COLLECT;
963 } else if ( strstr(lcdname, "activator") ) {
964 subsystemp->type = SUBSYSTEM_ACTIVATION;
965 } else { // If unrecognized type, set to unknown so artist can continue working...
966 subsystemp->type = SUBSYSTEM_UNKNOWN;
967 mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
970 // Rotating subsystem
971 if ( (p = strstr(props, "$rotate")) != NULL) {
972 subsystemp->flags |= MSS_FLAG_ROTATES;
974 // get time for (a) complete rotation (b) step (c) activation
976 get_user_prop_value(p+7, buf);
977 turn_time = (float)atof(buf);
979 // CASE OF STEPPED ROTATION
980 if ( (p = strstr(props, "$stepped")) != NULL) {
982 subsystemp->stepped_rotation = new(stepped_rotation);
983 subsystemp->flags |= MSS_FLAG_STEPPED_ROTATE;
985 // get number of steps
986 if ( (p = strstr(props, "$steps")) != NULL) {
987 get_user_prop_value(p+6, buf);
988 subsystemp->stepped_rotation->num_steps = atoi(buf);
990 subsystemp->stepped_rotation->num_steps = 8;
994 if ( (p = strstr(props, "$t_paused")) != NULL) {
995 get_user_prop_value(p+9, buf);
996 subsystemp->stepped_rotation->t_pause = (float)atof(buf);
998 subsystemp->stepped_rotation->t_pause = 2.0f;
1001 // get transition time - time to go between steps
1002 if ( (p = strstr(props, "$t_transit")) != NULL) {
1003 get_user_prop_value(p+10, buf);
1004 subsystemp->stepped_rotation->t_transit = (float)atof(buf);
1006 subsystemp->stepped_rotation->t_transit = 2.0f;
1009 // get fraction of time spent in accel
1010 if ( (p = strstr(props, "$fraction_accel")) != NULL) {
1011 get_user_prop_value(p+15, buf);
1012 subsystemp->stepped_rotation->fraction = (float)atof(buf);
1013 Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5);
1015 subsystemp->stepped_rotation->fraction = 0.3f;
1018 int num_steps = subsystemp->stepped_rotation->num_steps;
1019 float t_trans = subsystemp->stepped_rotation->t_transit;
1020 float fraction = subsystemp->stepped_rotation->fraction;
1022 subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans);
1023 subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans);
1027 // CASE OF AI ROTATION
1028 else if ( (p = strstr(props, "$ai")) != NULL) {
1029 get_user_prop_value(p+8, buf);
1030 subsystemp->flags |= MSS_FLAG_AI_ROTATE;
1032 // get parameters - ie, speed / dist / other ??
1037 // CASE OF NORMAL CONTINUOUS ROTATION
1039 if ( fabs(turn_time) < 1 ) {
1040 // Warning(LOCATION, "%s has subsystem %s with rotation time less than 1 sec", dname, Global_filename );
1041 subsystemp->flags &= ~MSS_FLAG_ROTATES;
1042 subsystemp->turn_rate = 0.0f;
1044 subsystemp->turn_rate = PI2 / turn_time;
1051 // used in collision code to check if submode rotates too far
1052 float get_submodel_delta_angle(submodel_instance_info *sii)
1055 vm_vec_sub(&diff, (vector*)&sii->angs, (vector*)&sii->prev_angs);
1058 float delta_angle = vm_vec_mag(&diff);
1060 // make sure we get the short way around
1061 if (delta_angle > PI) {
1062 delta_angle = (PI2 - delta_angle);
1068 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 )
1071 model_subsystem *subsystemp;
1074 if ( slist==NULL ) return; // For TestCode, POFView, etc don't bother
1076 // try to find the name of the subsystem passed here on the list of subsystems currently on the
1077 // ship. Assign the values only when the right subsystem is found
1079 for (i = 0; i < n_subsystems; i++ ) {
1080 subsystemp = &slist[i];
1081 if ( !stricmp(subobj_name, subsystemp->subobj_name) ) {
1082 subsystemp->flags = 0;
1083 subsystemp->subobj_num = subobj_num;
1084 subsystemp->turret_gun_sobj = -1;
1085 subsystemp->model_num = model_num;
1086 subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem
1087 subsystemp->radius = rad;
1088 set_subsystem_info( subsystemp, props, subobj_name);
1089 strcpy(subsystemp->subobj_name, subobj_name); // copy the object name
1094 if ( !ss_warning_shown) {
1098 char bname[_MAX_FNAME];
1100 _splitpath(model_filename, NULL, NULL, bname, NULL);
1101 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);
1103 ss_warning_shown = 1;
1106 nprintf(("warning", "Subsystem %s in ships.tbl not found in model!\n", subobj_name));
1109 char tmp_buffer[128];
1110 sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name);
1111 cfputs(tmp_buffer, ss_fp);
1117 void print_family_tree( polymodel *obj, int modelnum, char * ident, int islast )
1121 if ( modelnum < 0 ) return;
1122 if (obj==NULL) return;
1124 if (strlen(ident)==0 ) {
1125 mprintf(( " %s", obj->submodel[modelnum].name ));
1126 sprintf( temp, " " );
1127 } else if ( islast ) {
1128 mprintf(( "%sÀÄ%s", ident, obj->submodel[modelnum].name ));
1129 sprintf( temp, "%s ", ident );
1131 mprintf(( "%sÃÄ%s", ident, obj->submodel[modelnum].name ));
1132 sprintf( temp, "%s³ ", ident );
1137 int child = obj->submodel[modelnum].first_child;
1138 while( child > -1 ) {
1139 if ( obj->submodel[child].next_sibling < 0 )
1140 print_family_tree( obj, child, temp,1 );
1142 print_family_tree( obj, child, temp,0 );
1143 child = obj->submodel[child].next_sibling;
1147 void dump_object_tree(polymodel *obj)
1149 print_family_tree( obj, 0, "", 0 );
1153 void create_family_tree(polymodel *obj)
1156 for (i=0; i<obj->n_models; i++ ) {
1157 obj->submodel[i].num_children = 0;
1158 obj->submodel[i].first_child = -1;
1159 obj->submodel[i].next_sibling = -1;
1162 for (i=0; i<obj->n_models; i++ ) {
1164 pn = obj->submodel[i].parent;
1166 obj->submodel[pn].num_children++;
1167 int tmp = obj->submodel[pn].first_child;
1168 obj->submodel[pn].first_child = i;
1169 obj->submodel[i].next_sibling = tmp;
1174 void model_calc_bound_box( vector *box, vector *big_mn, vector *big_mx)
1176 box[0].x = big_mn->x; box[0].y = big_mn->y; box[0].z = big_mn->z;
1177 box[1].x = big_mx->x; box[1].y = big_mn->y; box[1].z = big_mn->z;
1178 box[2].x = big_mx->x; box[2].y = big_mx->y; box[2].z = big_mn->z;
1179 box[3].x = big_mn->x; box[3].y = big_mx->y; box[3].z = big_mn->z;
1182 box[4].x = big_mn->x; box[4].y = big_mn->y; box[4].z = big_mx->z;
1183 box[5].x = big_mx->x; box[5].y = big_mn->y; box[5].z = big_mx->z;
1184 box[6].x = big_mx->x; box[6].y = big_mx->y; box[6].z = big_mx->z;
1185 box[7].x = big_mn->x; box[7].y = big_mx->y; box[7].z = big_mx->z;
1189 // Debug thing so we don't repeatedly show warning messages.
1191 int Bogus_warning_flag_1903 = 0;
1194 //reads a binary file containing a 3d model
1195 int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subsystem *subsystems)
1199 int id, len, next_chunk;
1203 strcpy(Global_filename, filename);
1206 fp = cfopen(filename,"rb");
1208 Error( LOCATION, "Can't open file <%s>",filename);
1212 // code to get a filename to write out subsystem information for each model that
1213 // is read. This info is essentially debug stuff that is used to help get models
1214 // into the game quicker
1217 char bname[_MAX_FNAME];
1219 _splitpath(filename, NULL, NULL, bname, NULL);
1220 sprintf(debug_name, "%s.subsystems", bname);
1221 ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES );
1223 mprintf(( "Can't open debug file for writing subsystems for %s\n", filename));
1225 strcpy(model_filename, filename);
1226 ss_warning_shown = 0;
1231 id = cfread_int(fp);
1234 Error( LOCATION, "Bad ID in model file <%s>",filename);
1236 // Version is major*100+minor
1237 // So, major = version / 100;
1238 // minor = version % 100;
1239 version = cfread_int(fp);
1241 //Warning( LOCATION, "POF Version = %d", version );
1243 if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) {
1244 Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename);
1248 pm->version = version;
1249 Assert( strlen(filename) < FILENAME_LEN );
1250 strncpy(pm->filename, filename, FILENAME_LEN);
1252 memset( &pm->view_positions, 0, sizeof(pm->view_positions) );
1254 // reset insignia counts
1257 id = cfread_int(fp);
1258 len = cfread_int(fp);
1259 next_chunk = cftell(fp) + len;
1261 while (!cfeof(fp)) {
1263 // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1268 case ID_OHDR: { //Object header
1271 //mprintf(0,"Got chunk OHDR, len=%d\n",len);
1273 #if defined( FREESPACE1_FORMAT )
1274 pm->n_models = cfread_int(fp);
1275 // mprintf(( "Num models = %d\n", pm->n_models ));
1276 pm->rad = cfread_float(fp);
1277 pm->flags = cfread_int(fp); // 1=Allow tiling
1278 #elif defined( FREESPACE2_FORMAT )
1279 pm->rad = cfread_float(fp);
1280 pm->flags = cfread_int(fp); // 1=Allow tiling
1281 pm->n_models = cfread_int(fp);
1282 // mprintf(( "Num models = %d\n", pm->n_models ));
1285 pm->submodel = (bsp_info *)malloc( sizeof(bsp_info)*pm->n_models );
1286 Assert(pm->submodel != NULL );
1287 memset( pm->submodel, 0, sizeof(bsp_info)*pm->n_models );
1289 //Assert(pm->n_models <= MAX_SUBMODELS);
1291 cfread_vector(&pm->mins,fp);
1292 cfread_vector(&pm->maxs,fp);
1293 model_calc_bound_box(pm->bounding_box,&pm->mins,&pm->maxs);
1295 pm->n_detail_levels = cfread_int(fp);
1296 // mprintf(( "There are %d detail levels\n", pm->n_detail_levels ));
1297 for (i=0; i<pm->n_detail_levels;i++ ) {
1298 pm->detail[i] = cfread_int(fp);
1299 pm->detail_depth[i] = 0.0f;
1300 /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] ));
1303 pm->num_debris_objects = cfread_int(fp);
1304 Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
1305 // mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
1306 for (i=0; i<pm->num_debris_objects;i++ ) {
1307 pm->debris_objects[i] = cfread_int(fp);
1308 // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] ));
1311 if ( pm->version >= 1903 ) {
1313 if ( pm->version >= 2009 ) {
1315 pm->mass = cfread_float(fp);
1316 cfread_vector( &pm->center_of_mass, fp );
1317 cfread_vector( &pm->moment_of_inertia.rvec, fp );
1318 cfread_vector( &pm->moment_of_inertia.uvec, fp );
1319 cfread_vector( &pm->moment_of_inertia.fvec, fp );
1321 // old code where mass wasn't based on area, so do the calculation manually
1323 float vol_mass = cfread_float(fp);
1324 // Attn: John Slagel: The following is better done in bspgen.
1325 // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100
1326 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f;
1328 pm->mass = area_mass;
1329 float mass_ratio = vol_mass / area_mass;
1331 cfread_vector( &pm->center_of_mass, fp );
1332 cfread_vector( &pm->moment_of_inertia.rvec, fp );
1333 cfread_vector( &pm->moment_of_inertia.uvec, fp );
1334 cfread_vector( &pm->moment_of_inertia.fvec, fp );
1336 // John remove this with change to bspgen
1337 vm_vec_scale( &pm->moment_of_inertia.rvec, mass_ratio );
1338 vm_vec_scale( &pm->moment_of_inertia.uvec, mass_ratio );
1339 vm_vec_scale( &pm->moment_of_inertia.fvec, mass_ratio );
1343 if (stricmp("fighter04.pof", filename)) {
1344 if (Bogus_warning_flag_1903 == 0) {
1345 Warning(LOCATION, "Ship %s is old. Cannot compute mass.\nSetting to 50.0f. Talk to John.", filename);
1346 Bogus_warning_flag_1903 = 1;
1351 vm_vec_zero( &pm->center_of_mass );
1352 vm_set_identity( &pm->moment_of_inertia );
1353 vm_vec_scale(&pm->moment_of_inertia.rvec, 0.001f);
1354 vm_vec_scale(&pm->moment_of_inertia.uvec, 0.001f);
1355 vm_vec_scale(&pm->moment_of_inertia.fvec, 0.001f);
1358 // read in cross section info
1360 if ( pm->version >= 2014 ) {
1361 pm->num_xc = cfread_int(fp);
1362 if (pm->num_xc > 0) {
1363 pm->xc = (cross_section*) malloc(pm->num_xc*sizeof(cross_section));
1364 for (int i=0; i<pm->num_xc; i++) {
1365 pm->xc[i].z = cfread_float(fp);
1366 pm->xc[i].radius = cfread_float(fp);
1373 if ( pm->version >= 2007 ) {
1374 pm->num_lights = cfread_int(fp);
1375 //mprintf(( "Found %d lights!\n", pm->num_lights ));
1377 pm->lights = (bsp_light *)malloc( sizeof(bsp_light)*pm->num_lights );
1378 for (i=0; i<pm->num_lights; i++ ) {
1379 cfread_vector(&pm->lights[i].pos,fp);
1380 pm->lights[i].type = cfread_int(fp);
1381 pm->lights[i].value = 0.0f;
1391 case ID_SOBJ: { //Subobject header
1393 char *p, props[MAX_PROP_LEN];
1396 //mprintf(0,"Got chunk SOBJ, len=%d\n",len);
1400 Assert(n < pm->n_models );
1402 #if defined( FREESPACE2_FORMAT )
1403 pm->submodel[n].rad = cfread_float(fp); //radius
1406 pm->submodel[n].parent = cfread_int(fp);
1408 // cfread_vector(&pm->submodel[n].norm,fp);
1409 // d = cfread_float(fp);
1410 // cfread_vector(&pm->submodel[n].pnt,fp);
1411 cfread_vector(&pm->submodel[n].offset,fp);
1413 // mprintf(( "Subobj %d, offs = %.1f, %.1f, %.1f\n", n, pm->submodel[n].offset.x, pm->submodel[n].offset.y, pm->submodel[n].offset.z ));
1415 #if defined ( FREESPACE1_FORMAT )
1416 pm->submodel[n].rad = cfread_float(fp); //radius
1419 // pm->submodel[n].tree_offset = cfread_int(fp); //offset
1420 // pm->submodel[n].data_offset = cfread_int(fp); //offset
1422 cfread_vector(&pm->submodel[n].geometric_center,fp);
1424 cfread_vector(&pm->submodel[n].min,fp);
1425 cfread_vector(&pm->submodel[n].max,fp);
1427 model_calc_bound_box(pm->submodel[n].bounding_box,&pm->submodel[n].min,&pm->submodel[n].max);
1429 pm->submodel[n].name[0] = '\0';
1431 cfread_string_len( pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name
1432 cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properites
1434 pm->submodel[n].movement_type = cfread_int(fp);
1435 pm->submodel[n].movement_axis = cfread_int(fp);
1437 // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL
1438 if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) {
1439 if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) {
1440 pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL;
1441 } else if (strstr(pm->submodel[n].name, "thruster")) {
1443 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1444 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1448 if ( pm->submodel[n].name[0] == '\0' ) {
1449 strcpy(pm->submodel[n].name, "unknown object name");
1452 bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT);
1453 if ( ( p = strstr(props, "$special"))!= NULL ) {
1456 get_user_prop_value(p+9, type);
1457 if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list!
1458 do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id );
1459 rotating_submodel_has_subsystem = true;
1460 } else if ( !stricmp(type, "no_rotate") ) {
1461 // mark those submodels which should not rotate - ie, those with no subsystem
1462 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1463 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1465 // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate
1466 Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT );
1470 if ( !rotating_submodel_has_subsystem ) {
1471 nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name));
1473 // mark those submodels which should not rotate - ie, those with no subsystem
1474 pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE;
1475 pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE;
1479 pm->submodel[n].angs.p = 0.0f;
1480 pm->submodel[n].angs.b = 0.0f;
1481 pm->submodel[n].angs.h = 0.0f;
1484 int nchunks = cfread_int( fp ); // Throw away nchunks
1485 if ( nchunks > 0 ) {
1486 Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename );
1489 pm->submodel[n].bsp_data_size = cfread_int(fp);
1490 if ( pm->submodel[n].bsp_data_size > 0 ) {
1491 pm->submodel[n].bsp_data = (ubyte *)malloc(pm->submodel[n].bsp_data_size);
1492 cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp);
1494 pm->submodel[n].bsp_data = NULL;
1497 if ( strstr( pm->submodel[n].name, "thruster") )
1498 pm->submodel[n].is_thruster=1;
1500 pm->submodel[n].is_thruster=0;
1502 if ( strstr( pm->submodel[n].name, "-destroyed") )
1503 pm->submodel[n].is_damaged=1;
1505 pm->submodel[n].is_damaged=0;
1507 //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent ));
1510 //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset ));
1511 //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset ));
1523 nverts = cfread_int( fp ); // get the number of vertices in the list
1524 pm->shield.nverts = nverts;
1525 pm->shield.verts = (shield_vertex *)malloc(nverts * sizeof(shield_vertex) );
1526 Assert( pm->shield.verts );
1527 for ( i = 0; i < nverts; i++ ) // read in the vertex list
1528 cfread_vector( &(pm->shield.verts[i].pos), fp );
1530 ntris = cfread_int( fp ); // get the number of triangles that compose the shield
1531 pm->shield.ntris = ntris;
1532 pm->shield.tris = (shield_tri *)malloc(ntris * sizeof(shield_tri) );
1533 Assert( pm->shield.tris );
1534 for ( i = 0; i < ntris; i++ ) {
1535 cfread_vector( &(pm->shield.tris[i].norm), fp );
1536 for ( j = 0; j < 3; j++ ) {
1537 pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list
1540 if (pm->shield.tris[i].verts[j] >= nverts)
1541 if (!warning_displayed) {
1542 warning_displayed = 1;
1543 Warning(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, nverts, pm->shield.tris[i].verts[j]);
1548 for ( j = 0; j < 3; j++ )
1549 pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list
1559 pm->n_guns = cfread_int(fp);
1560 pm->gun_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_guns);
1561 Assert( pm->gun_banks != NULL );
1563 for (i = 0; i < pm->n_guns; i++ ) {
1564 w_bank *bank = &pm->gun_banks[i];
1566 bank->num_slots = cfread_int(fp);
1567 Assert ( bank->num_slots < MAX_SLOTS );
1568 for (j = 0; j < bank->num_slots; j++) {
1569 cfread_vector( &(bank->pnt[j]), fp );
1570 cfread_vector( &(bank->norm[j]), fp );
1576 pm->n_missiles = cfread_int(fp);
1577 pm->missile_banks = (w_bank *)malloc(sizeof(w_bank) * pm->n_missiles);
1578 Assert( pm->missile_banks != NULL );
1580 for (i = 0; i < pm->n_missiles; i++ ) {
1581 w_bank *bank = &pm->missile_banks[i];
1583 bank->num_slots = cfread_int(fp);
1584 Assert ( bank->num_slots < MAX_SLOTS );
1585 for (j = 0; j < bank->num_slots; j++) {
1586 cfread_vector( &(bank->pnt[j]), fp );
1587 cfread_vector( &(bank->norm[j]), fp );
1593 char props[MAX_PROP_LEN];
1595 pm->n_docks = cfread_int(fp);
1596 pm->docking_bays = (dock_bay *)malloc(sizeof(dock_bay) * pm->n_docks);
1597 Assert( pm->docking_bays != NULL );
1599 for (i = 0; i < pm->n_docks; i++ ) {
1601 dock_bay *bay = &pm->docking_bays[i];
1603 cfread_string_len( props, MAX_PROP_LEN, fp );
1604 if ( (p = strstr(props, "$name"))!= NULL )
1605 get_user_prop_value(p+5, bay->name);
1607 sprintf(bay->name, "<unnamed bay %c>", 'A' + i);
1608 bay->num_spline_paths = cfread_int( fp );
1609 if ( bay->num_spline_paths > 0 ) {
1610 bay->splines = (int *)malloc(sizeof(int) * bay->num_spline_paths);
1611 for ( j = 0; j < bay->num_spline_paths; j++ )
1612 bay->splines[j] = cfread_int(fp);
1614 bay->splines = NULL;
1617 // determine what this docking bay can be used for
1618 if ( !strnicmp(bay->name, "cargo", 5) )
1619 bay->type_flags = DOCK_TYPE_CARGO;
1621 bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC);
1623 bay->num_slots = cfread_int(fp);
1624 Assert( bay->num_slots == 2 ); // Get Allender if Asserted!
1625 for (j = 0; j < bay->num_slots; j++) {
1626 cfread_vector( &(bay->pnt[j]), fp );
1627 cfread_vector( &(bay->norm[j]), fp );
1634 char props[MAX_PROP_LEN];
1635 pm->n_thrusters = cfread_int(fp);
1636 pm->thrusters = (thruster_bank *)malloc(sizeof(thruster_bank) * pm->n_thrusters);
1637 Assert( pm->thrusters != NULL );
1639 for (i = 0; i < pm->n_thrusters; i++ ) {
1640 thruster_bank *bank = &pm->thrusters[i];
1642 bank->num_slots = cfread_int(fp);
1644 if (pm->version < 2117) {
1645 bank->wash_info_index = -1;
1647 cfread_string_len( props, MAX_PROP_LEN, fp );
1648 // look for $engine_subsystem=xxx
1649 int length = strlen(props);
1651 int base_length = strlen("$engine_subsystem=");
1652 Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
1653 Assert( length > base_length );
1654 char *engine_subsys_name = props + base_length;
1655 if (engine_subsys_name[0] == '$') {
1656 engine_subsys_name++;
1659 nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
1661 // set wash_info_index to invalid
1662 int table_error = 1;
1663 bank->wash_info_index = -1;
1664 for (int k=0; k<n_subsystems; k++) {
1665 if ( 0 == stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
1666 bank->wash_info_index = subsystems[k].engine_wash_index;
1667 if (bank->wash_info_index >= 0) {
1674 if ( (bank->wash_info_index == -1) && (n_subsystems > 0) ) {
1676 Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename);
1678 Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename);
1682 bank->wash_info_index = -1;
1686 for (j = 0; j < bank->num_slots; j++) {
1688 cfread_vector( &(bank->pnt[j]), fp );
1689 cfread_vector( &(bank->norm[j]), fp );
1690 if ( pm->version > 2004 ) {
1691 bank->radius[j] = cfread_float( fp );
1692 //mprintf(( "Rad = %.2f\n", rad ));
1694 bank->radius[j] = 1.0f;
1697 //mprintf(( "Num slots = %d\n", bank->num_slots ));
1704 int n_banks, n_slots, parent;
1705 model_subsystem *subsystemp;
1708 n_banks = cfread_int(fp); // number of turret points
1709 for ( i = 0; i < n_banks; i++ ) {
1710 int physical_parent; // who are we attached to?
1711 parent = cfread_int( fp ); // get the turret parent of the object
1713 physical_parent = cfread_int(fp); // The parent subobj that this is physically attached to
1716 for ( snum = 0; snum < n_subsystems; snum++ ) {
1717 subsystemp = &subsystems[snum];
1719 if ( parent == subsystemp->subobj_num ) {
1720 cfread_vector( &subsystemp->turret_norm, fp );
1721 vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL);
1723 n_slots = cfread_int( fp );
1724 subsystemp->turret_gun_sobj = physical_parent;
1725 Assert(n_slots < MAX_TFP); // only MAX_TFP firing points per model_subsystem
1726 for (j = 0; j < n_slots; j++ ) {
1727 cfread_vector( &subsystemp->turret_firing_point[j], fp );
1729 Assert( n_slots > 0 );
1731 subsystemp->turret_num_firing_points = n_slots;
1740 if ( (n_subsystems == 0) || (snum == n_subsystems) ) {
1743 nprintf(("Warning", "Turret object not found for turret firing point in model %s\n", model_filename));
1744 cfread_vector( &bogus, fp );
1745 n_slots = cfread_int( fp );
1746 for (j = 0; j < n_slots; j++ )
1747 cfread_vector( &bogus, fp );
1754 char name[MAX_NAME_LEN], props[MAX_PROP_LEN], *p;
1759 n_specials = cfread_int(fp); // get the number of special subobjects we have
1760 for (i = 0; i < n_specials; i++) {
1762 // get the next free object of the subobject list. Flag error if no more room
1764 cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon
1766 cfread_string_len(props, MAX_PROP_LEN, fp); // will definately have properties as well!
1767 cfread_vector( &pnt, fp );
1768 radius = cfread_float( fp );
1771 p = strstr(name, "$split");
1773 pm->split_plane[pm->num_split_plane] = pnt.z;
1774 pm->num_split_plane++;
1775 Assert(pm->num_split_plane <= MAX_SPLIT_PLANE);
1776 } else if ( ( p = strstr(props, "$special"))!= NULL ) {
1779 get_user_prop_value(p+9, type);
1780 if ( !stricmp(type, "subsystem") ) // if we have a subsystem, put it into the list!
1781 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1782 } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){
1783 do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props, &name[1], pm->id ); // skip the first '$' character of the name
1785 nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
1791 case ID_TXTR: { //Texture filename list
1793 // char name_buf[128];
1795 //mprintf(0,"Got chunk TXTR, len=%d\n",len);
1799 // Dont overwrite memory!!
1800 Assert(n <= MAX_MODEL_TEXTURES);
1801 //mprintf(0," num textures = %d\n",n);
1802 for (i=0; i<n; i++ ) {
1804 cfread_string_len(tmp_name,127,fp);
1806 if ( strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") ) {
1807 // Don't load textures for thruster animations or invisible textures
1808 pm->textures[i] = -1;
1810 pm->textures[i] = bm_load( tmp_name );
1811 if (pm->textures[i]<0) {
1812 Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename );
1815 pm->original_textures[i] = pm->textures[i];
1816 //mprintf(0,"<%s>\n",name_buf);
1822 /* case ID_IDTA: //Interpreter data
1823 //mprintf(0,"Got chunk IDTA, len=%d\n",len);
1825 pm->model_data = (ubyte *)malloc(len);
1826 pm->model_data_size = len;
1827 Assert(pm->model_data != NULL );
1829 cfread(pm->model_data,1,len,fp);
1834 case ID_INFO: // don't need to do anything with info stuff
1837 pm->debug_info_size = len;
1838 pm->debug_info = (char *)malloc(pm->debug_info_size+1);
1839 Assert(pm->debug_info!=NULL);
1840 memset(pm->debug_info,0,len+1);
1841 cfread( pm->debug_info, 1, len, fp );
1849 pm->n_paths = cfread_int( fp );
1850 pm->paths = (model_path *)malloc(sizeof(model_path)*pm->n_paths);
1851 Assert( pm->paths != NULL );
1853 for (i=0; i<pm->n_paths; i++ ) {
1854 cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
1855 if ( pm->version >= 2002 ) {
1856 // store the sub_model name number of the parent
1857 cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
1858 // get rid of leading '$' char in name
1859 if ( pm->paths[i].parent_name[0] == '$' ) {
1860 char tmpbuf[MAX_NAME_LEN];
1861 strcpy(tmpbuf, pm->paths[i].parent_name+1);
1862 strcpy(pm->paths[i].parent_name, tmpbuf);
1864 // store the sub_model index (ie index into pm->submodel) of the parent
1865 pm->paths[i].parent_submodel = -1;
1866 for ( j = 0; j < pm->n_models; j++ ) {
1867 if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) {
1868 pm->paths[i].parent_submodel = j;
1872 pm->paths[i].parent_name[0] = 0;
1873 pm->paths[i].parent_submodel = -1;
1875 pm->paths[i].nverts = cfread_int( fp );
1876 pm->paths[i].verts = (mp_vert *)malloc( sizeof(mp_vert) * pm->paths[i].nverts );
1877 pm->paths[i].goal = pm->paths[i].nverts - 1;
1878 pm->paths[i].type = MP_TYPE_UNUSED;
1879 pm->paths[i].value = 0;
1880 Assert(pm->paths[i].verts!=NULL);
1881 for (j=0; j<pm->paths[i].nverts; j++ ) {
1882 cfread_vector(&pm->paths[i].verts[j].pos,fp );
1883 pm->paths[i].verts[j].radius = cfread_float( fp );
1885 { // version 1802 added turret stuff
1888 nturrets = cfread_int( fp );
1889 pm->paths[i].verts[j].nturrets = nturrets;
1890 pm->paths[i].verts[j].turret_ids = (int *)malloc( sizeof(int) * nturrets );
1891 for ( k = 0; k < nturrets; k++ )
1892 pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp );
1899 case ID_EYE: // an eye position(s)
1903 // all eyes points are stored simply as vectors and their normals.
1904 // 0th element is used as usual player view position.
1906 num_eyes = cfread_int( fp );
1907 pm->n_view_positions = num_eyes;
1908 Assert ( num_eyes < MAX_EYES );
1909 for (i = 0; i < num_eyes; i++ ) {
1910 pm->view_positions[i].parent = cfread_int( fp );
1911 cfread_vector( &pm->view_positions[i].pnt, fp );
1912 cfread_vector( &pm->view_positions[i].norm, fp );
1918 int num_ins, num_verts, num_faces, idx, idx2, idx3;
1920 // get the # of insignias
1921 num_ins = cfread_int(fp);
1922 pm->num_ins = num_ins;
1924 // read in the insignias
1925 for(idx=0; idx<num_ins; idx++){
1926 // get the detail level
1927 pm->ins[idx].detail_level = cfread_int(fp);
1930 num_faces = cfread_int(fp);
1931 pm->ins[idx].num_faces = num_faces;
1932 Assert(num_faces <= MAX_INS_FACES);
1935 num_verts = cfread_int(fp);
1936 Assert(num_verts <= MAX_INS_VECS);
1938 // read in all the vertices
1939 for(idx2=0; idx2<num_verts; idx2++){
1940 cfread_vector(&pm->ins[idx].vecs[idx2], fp);
1943 // read in world offset
1944 cfread_vector(&pm->ins[idx].offset, fp);
1946 // read in all the faces
1947 for(idx2=0; idx2<pm->ins[idx].num_faces; idx2++){
1948 // read in 3 vertices
1949 for(idx3=0; idx3<3; idx3++){
1950 pm->ins[idx].faces[idx2][idx3] = cfread_int(fp);
1951 pm->ins[idx].u[idx2][idx3] = cfread_float(fp);
1952 pm->ins[idx].v[idx2][idx3] = cfread_float(fp);
1958 // autocentering info
1960 cfread_vector(&pm->autocenter, fp);
1961 pm->flags |= PM_FLAG_AUTOCEN;
1965 mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len));
1966 cfseek(fp,len,SEEK_CUR);
1970 cfseek(fp,next_chunk,SEEK_SET);
1972 id = cfread_int(fp);
1973 len = cfread_int(fp);
1974 next_chunk = cftell(fp) + len;
1983 ss_fp = cfopen(debug_name, "rb");
1985 size = cfilelength(ss_fp);
1988 _unlink(debug_name);
1995 // mprintf(("Done processing chunks\n"));
2001 //returns the number of this model
2002 int model_load(char *filename, int n_subsystems, model_subsystem *subsystems)
2004 int i, num, arc_idx;
2006 if ( !model_initted )
2009 // int Model_ram = 0;
2012 int ram_before = TotalRam;
2015 //Assert(strlen(filename) <= 12);
2019 for (i=0; i< MAX_POLYGON_MODELS; i++) {
2020 if ( Polygon_models[i] ) {
2021 if (!stricmp(filename, Polygon_models[i]->filename)) {
2022 // Model already loaded; just return.
2023 return Polygon_models[i]->id;
2025 } else if ( num == -1 ) {
2026 // This is the first empty slot
2033 Error( LOCATION, "Too many models" );
2037 mprintf(( "Loading model '%s'\n", filename ));
2039 polymodel * pm = (polymodel *)malloc( sizeof(polymodel) );
2041 Polygon_models[num] = pm;
2043 memset(pm, 0, sizeof(polymodel));
2048 int org_sig = Model_signature;
2049 Model_signature+=MAX_POLYGON_MODELS;
2050 if ( Model_signature < org_sig ) {
2051 Model_signature = 0;
2053 Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 );
2054 pm->id = Model_signature + num;
2056 if (!read_model_file(pm, filename, n_subsystems, subsystems)) {
2060 //mprintf(( "Loading model '%s'\n", filename ));
2063 //=============================
2064 // Find the destroyed replacement models
2066 // Set up the default values
2067 for (i=0; i<pm->n_models; i++ ) {
2068 pm->submodel[i].my_replacement = -1; // assume nothing replaces this
2069 pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything
2072 // Search for models that have destroyed versions
2073 for (i=0; i<pm->n_models; i++ ) {
2075 char destroyed_name[128];
2077 strcpy( destroyed_name, pm->submodel[i].name );
2078 strcat( destroyed_name, "-destroyed" );
2079 for (j=0; j<pm->n_models; j++ ) {
2080 if ( !stricmp( pm->submodel[j].name, destroyed_name )) {
2081 // mprintf(( "Found destroyed model for '%s'\n", pm->submodel[i].name ));
2082 pm->submodel[i].my_replacement = j;
2083 pm->submodel[j].i_replace = i;
2087 // Search for models with live debris
2088 // This debris comes from a destroyed subsystem when ship is still alive
2089 char live_debris_name[128];
2091 strcpy( live_debris_name, "debris-" );
2092 strcat( live_debris_name, pm->submodel[i].name );
2095 pm->submodel[i].num_live_debris = 0;
2096 for (j=0; j<pm->n_models; j++ ) {
2097 // check if current model name is substring of destroyed
2098 if ( strstr( pm->submodel[j].name, live_debris_name )) {
2099 mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name ));
2100 Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS);
2101 pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j;
2102 pm->submodel[j].is_live_debris = 1;
2108 create_family_tree(pm);
2109 // dump_object_tree(pm);
2111 //==============================
2112 // Find all the lower detail versions of the hires model
2113 for (i=0; i<pm->n_models; i++ ) {
2115 bsp_info * sm1 = &pm->submodel[i];
2117 // set all arc types to be default
2118 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2119 sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2122 sm1->num_details = 0;
2123 l1 = strlen(sm1->name);
2125 for (j=0; j<pm->num_debris_objects;j++ ) {
2126 if ( i == pm->debris_objects[j] ) {
2127 sm1->is_damaged = 1;
2132 for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
2133 sm1->details[j] = -1;
2136 for (j=0; j<pm->n_models; j++ ) {
2138 bsp_info * sm2 = &pm->submodel[j];
2140 if ( i==j ) continue;
2142 // set all arc types to be default
2143 for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
2144 sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
2147 // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list
2148 if ((int)strlen(sm2->name)!=l1) continue;
2152 for ( k=0; k<l1; k++) {
2153 if (sm1->name[k] != sm2->name[k] ) {
2154 if (ndiff==0) first_diff = k;
2158 if (ndiff==1) { // They only differ by one character!
2160 dl1 = tolower(sm1->name[first_diff]) - 'a';
2161 dl2 = tolower(sm2->name[first_diff]) - 'a';
2163 if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels
2166 dl2--; // Start from 1 up...
2167 if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1;
2168 sm1->details[dl2] = j;
2169 //mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2, sm1->name ));
2174 for (j=0; j<sm1->num_details; j++ ) {
2175 if ( sm1->details[j] == -1 ) {
2176 Warning( LOCATION, "Model '%s' could find all detail levels for submodel '%s'", pm->filename, sm1->name );
2177 sm1->num_details = 0;
2184 model_octant_create( pm );
2186 // Find the core_radius... the minimum of
2188 rx = fl_abs( pm->submodel[pm->detail[0]].max.x - pm->submodel[pm->detail[0]].min.x );
2189 ry = fl_abs( pm->submodel[pm->detail[0]].max.y - pm->submodel[pm->detail[0]].min.y );
2190 rz = fl_abs( pm->submodel[pm->detail[0]].max.z - pm->submodel[pm->detail[0]].min.z );
2192 pm->core_radius = min( rx, min(ry, rz) ) / 2.0f;
2194 for (i=0; i<pm->n_view_positions; i++ ) {
2195 if ( pm->view_positions[i].parent == pm->detail[0] ) {
2196 float d = vm_vec_mag( &pm->view_positions[i].pnt );
2198 d += 0.1f; // Make the eye 1/10th of a meter inside the sphere.
2200 if ( d > pm->core_radius ) {
2201 //mprintf(( "Model %s core radius increased from %.1f to %.1f to fit eye\n", pm->filename, pm->core_radius, d ));
2202 pm->core_radius = d;
2208 int ram_after = TotalRam;
2210 pm->ram_used = ram_after - ram_before;
2211 Model_ram += pm->ram_used;
2212 //mprintf(( "Model RAM = %d KB\n", Model_ram ));
2218 // Get "parent" submodel for live debris submodel
2219 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num )
2221 polymodel *pm = model_get(model_num);
2223 Assert(pm->submodel[live_debris_model_num].is_live_debris == 1);
2228 // Start with the high level of detail hull
2229 // Check all its children until we find the submodel to which the live debris belongs
2230 child = &pm->submodel[pm->detail[0]];
2231 mn = child->first_child;
2234 child = &pm->submodel[mn];
2236 if (child->num_live_debris > 0) {
2237 // check all live debris submodels for the current child
2238 for (int idx=0; idx<child->num_live_debris; idx++) {
2239 if (child->live_debris[idx] == live_debris_model_num) {
2243 // DKA 5/26/99: can multiple live debris subsystems with each ship
2244 // NO LONGER TRUE Can only be 1 submodel with live debris
2245 // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error");
2249 mn = child->next_sibling;
2251 Error( LOCATION, "Could not find parent submodel for live debris");
2256 float model_get_radius( int modelnum )
2260 pm = model_get(modelnum);
2265 float model_get_core_radius( int modelnum )
2269 pm = model_get(modelnum);
2271 return pm->core_radius;
2274 float submodel_get_radius( int modelnum, int submodelnum )
2278 pm = model_get(modelnum);
2280 return pm->submodel[submodelnum].rad;
2285 polymodel * model_get(int model_num)
2287 Assert( model_num > -1 );
2289 int num = model_num % MAX_POLYGON_MODELS;
2292 Assert( num < MAX_POLYGON_MODELS );
2293 Assert( Polygon_models[num]->id == model_num );
2295 return Polygon_models[num];
2300 // Finds the 3d bounding box of a model. If submodel_num is -1,
2301 // then it starts from the root object. If inc_children is non-zero,
2302 // then this will recurse and find the bounding box for all children
2304 void model_find_bound_box_3d(int model_num,int submodel_num, int inc_children, matrix *orient, vector * pos, vector * box )
2307 vector to_root_xlat;
2308 matrix to_root_rotate;
2309 int n_steps, steps[16];
2312 if ( (model_num < 0) || (model_num >= N_polygon_models) ) return;
2314 pm = &Polygon_models[model_num];
2316 if ( submodel_num < 0 ) submodel_num = pm->detail[0];
2318 // traverse up the model tree to a root object.
2319 // Store this path in n_steps,
2321 tmp_sobj = submodel_num;
2322 while( tmp_sobj > -1 ) {
2323 steps[n_steps++] = tmp_sobj;
2324 tmp_sobj = pm->submodel[tmp_sobj].parent;
2329 // vm_copy_transpose_matrix(&to_world_rotate, orient );
2330 // to_world_xlat = *pos;
2337 // Returns zero is x1,y1,x2,y2 are valid
2338 // returns 1 for invalid model, 2 for point offscreen.
2339 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2340 int model_find_2d_bound_min(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2344 int i, x,y,min_x, min_y, max_x, max_y;
2347 po = model_get(model_num);
2349 g3_start_instance_matrix(pos,orient);
2353 int hull = po->detail[0];
2355 min_x = min_y = max_x = max_y = 0;
2357 for (i=0; i<8; i++ ) {
2361 flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]);
2362 if ( !(flags&CC_BEHIND) ) {
2363 g3_project_vertex(&pt);
2365 if (!(pt.flags & PF_OVERFLOW)) {
2368 if ( n_valid_pts == 0 ) {
2374 if ( x < min_x ) min_x = x;
2375 if ( y < min_y ) min_y = y;
2377 if ( x > max_x ) max_x = x;
2378 if ( y > max_y ) max_y = y;
2385 if ( n_valid_pts < 8 ) {
2389 if (x1) *x1 = min_x;
2390 if (y1) *y1 = min_y;
2392 if (x2) *x2 = max_x;
2393 if (y2) *y2 = max_y;
2401 // Returns zero is x1,y1,x2,y2 are valid
2402 // returns 1 for invalid model, 2 for point offscreen.
2403 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2404 int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2408 int i, x,y,min_x, min_y, max_x, max_y;
2411 po = model_get(model_num);
2412 if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1;
2413 sm = &po->submodel[submodel];
2415 g3_start_instance_matrix(pos,orient);
2419 min_x = min_y = max_x = max_y = 0;
2421 for (i=0; i<8; i++ ) {
2425 flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]);
2426 if ( !(flags&CC_BEHIND) ) {
2427 g3_project_vertex(&pt);
2429 if (!(pt.flags & PF_OVERFLOW)) {
2432 if ( n_valid_pts == 0 ) {
2438 if ( x < min_x ) min_x = x;
2439 if ( y < min_y ) min_y = y;
2441 if ( x > max_x ) max_x = x;
2442 if ( y > max_y ) max_y = y;
2449 if ( n_valid_pts == 0 ) {
2453 if (x1) *x1 = min_x;
2454 if (y1) *y1 = min_y;
2456 if (x2) *x2 = max_x;
2457 if (y2) *y2 = max_y;
2465 // Returns zero is x1,y1,x2,y2 are valid
2466 // returns 1 for invalid model, 2 for point offscreen.
2467 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2468 int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2475 po = model_get(model_num);
2476 float width = po->rad;
2477 float height = po->rad;
2479 flags = g3_rotate_vertex(&pnt,pos);
2481 if ( pnt.flags & CC_BEHIND )
2484 if (!(pnt.flags&PF_PROJECTED))
2485 g3_project_vertex(&pnt);
2487 if (pnt.flags & PF_OVERFLOW)
2490 t = (width * Canv_w2)/pnt.z;
2491 w = t*Matrix_scale.x;
2493 t = (height*Canv_h2)/pnt.z;
2494 h = t*Matrix_scale.y;
2496 if (x1) *x1 = fl2i(pnt.sx - w);
2497 if (y1) *y1 = fl2i(pnt.sy - h);
2499 if (x2) *x2 = fl2i(pnt.sx + w);
2500 if (y2) *y2 = fl2i(pnt.sy + h);
2505 // Returns zero is x1,y1,x2,y2 are valid
2506 // returns 2 for point offscreen.
2507 // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates!
2508 int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int *y1, int *x2, int *y2 )
2514 float width = radius;
2515 float height = radius;
2517 flags = g3_rotate_vertex(&pnt,pos);
2519 if ( pnt.flags & CC_BEHIND )
2522 if (!(pnt.flags&PF_PROJECTED))
2523 g3_project_vertex(&pnt);
2525 if (pnt.flags & PF_OVERFLOW)
2528 t = (width * Canv_w2)/pnt.z;
2529 w = t*Matrix_scale.x;
2531 t = (height*Canv_h2)/pnt.z;
2532 h = t*Matrix_scale.y;
2534 if (x1) *x1 = fl2i(pnt.sx - w);
2535 if (y1) *y1 = fl2i(pnt.sy - h);
2537 if (x2) *x2 = fl2i(pnt.sx + w);
2538 if (y2) *y2 = fl2i(pnt.sy + h);
2544 // Given a vector that is in sub_model_num's frame of
2545 // reference, and given the object's orient and position,
2546 // return the vector in the model's frame of reference.
2547 void model_find_obj_dir(vector *w_vec, vector *m_vec, object *ship_obj, int sub_model_num)
2553 Assert(ship_obj->type == OBJ_SHIP);
2555 polymodel *pm = model_get(Ships[ship_obj->instance].modelnum);
2559 // instance up the tree for this point
2560 while ((mn>-1) && (pm->submodel[mn].parent > -1)) {
2562 vm_angles_2_matrix(&m, &pm->submodel[mn].angs);
2563 vm_vec_unrotate(&tvec, &vec, &m);
2566 mn = pm->submodel[mn].parent;
2569 // now instance for the entire object
2570 vm_vec_unrotate(w_vec, &vec, &ship_obj->orient);
2574 // Given a point (pnt) that is in sub_model_num's frame of
2575 // reference, return the point in in the object's frame of reference
2576 void model_rot_sub_into_obj(vector * outpnt, vector *mpnt,polymodel *pm, int sub_model_num)
2586 //instance up the tree for this point
2587 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2589 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2590 vm_transpose_matrix(&m);
2591 vm_vec_rotate(&tpnt,&pnt,&m);
2593 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2595 mn = pm->submodel[mn].parent;
2598 //now instance for the entire object
2603 // Given a rotating submodel, find the ship and world axes or rotatation.
2604 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj)
2606 polymodel *pm = model_get(modelnum);
2608 bsp_info *sm = &pm->submodel[submodel_num];
2609 Assert(sm->movement_type == MOVEMENT_TYPE_ROT);
2611 if (sm->movement_axis == MOVEMENT_AXIS_X) {
2612 vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f);
2613 } else if (sm->movement_axis == MOVEMENT_AXIS_Y) {
2614 vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f);
2616 Assert(sm->movement_axis == MOVEMENT_AXIS_Z);
2617 vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f);
2620 model_find_obj_dir(world_axis, model_axis, obj, submodel_num);
2624 // Does stepped rotation of a submodel
2625 #pragma warning ( push )
2626 #pragma warning (disable : 4701)
2627 void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
2629 Assert(psub->flags & MSS_FLAG_STEPPED_ROTATE);
2631 if ( psub->subobj_num < 0 ) return;
2633 polymodel *pm = model_get(psub->model_num);
2634 bsp_info *sm = &pm->submodel[psub->subobj_num];
2636 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2638 // get active rotation time this frame
2639 int end_stamp = timestamp();
2640 float rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
2641 Assert(rotation_time >= 0);
2644 sii->prev_angs = sii->angs;
2646 // float pointer into struct to get angle (either p,b,h)
2647 float *ang_prev, *ang_next;
2648 switch( sm->movement_axis ) {
2649 case MOVEMENT_AXIS_X:
2650 ang_prev = &sii->prev_angs.p;
2651 ang_next = &sii->angs.p;
2654 case MOVEMENT_AXIS_Y:
2655 ang_prev = &sii->prev_angs.h;
2656 ang_next = &sii->angs.h;
2659 case MOVEMENT_AXIS_Z:
2660 ang_prev = &sii->prev_angs.b;
2661 ang_next = &sii->angs.b;
2665 // angular displacement of one step
2666 float step_size = (PI2 / psub->stepped_rotation->num_steps);
2668 // get time to complete one step, including pause
2669 float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause;
2671 // cur_step is step number relative to zero (0 - num_steps)
2672 // step_offset_time is TIME into current step
2673 float step_offset_time = (float)fmod(rotation_time, step_time);
2674 // subtract off fractional step part, round up (ie, 1.999999 -> 2)
2675 int cur_step = int( ((rotation_time - step_offset_time) / step_time) + 0.5f);
2676 // mprintf(("cur step %d\n", cur_step));
2677 // Assert(step_offset_time >= 0);
2679 if (cur_step >= psub->stepped_rotation->num_steps) {
2680 // I don;t know why, but removing this line makes it all good.
2681 // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f);
2683 // reset cur_step (use mod to handle physics/ai pause)
2684 cur_step = cur_step % psub->stepped_rotation->num_steps;
2688 *ang_next = cur_step * step_size;
2690 // determine which phase of rotation we're in
2691 float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit;
2692 float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction);
2693 float pause_start_time = psub->stepped_rotation->t_transit;
2695 float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time;
2697 if (step_offset_time < coast_start_time) {
2699 float accel_time = step_offset_time;
2700 *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time;
2701 sii->cur_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time;
2702 } else if (step_offset_time < decel_start_time) {
2704 float coast_time = step_offset_time - coast_start_time;
2705 *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time;
2706 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate;
2707 } else if (step_offset_time < pause_start_time) {
2709 float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time;
2710 *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause);
2711 sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
2714 *ang_next += step_size;
2715 sii->cur_turn_rate = 0.0f;
2718 #pragma warning ( pop )
2721 // Rotates the angle of a submodel. Use this so the right unlocked axis
2723 void submodel_rotate(model_subsystem *psub, submodel_instance_info *sii)
2727 if ( psub->subobj_num < 0 ) return;
2729 polymodel *pm = model_get(psub->model_num);
2730 sm = &pm->submodel[psub->subobj_num];
2732 if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
2735 sii->prev_angs = sii->angs;
2737 // probably send in a calculated desired turn rate
2738 float diff = sii->desired_turn_rate - sii->cur_turn_rate;
2740 float final_turn_rate;
2742 final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
2743 if (final_turn_rate > sii->desired_turn_rate) {
2744 final_turn_rate = sii->desired_turn_rate;
2746 } else if (diff < 0) {
2747 final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
2748 if (final_turn_rate < sii->desired_turn_rate) {
2749 final_turn_rate = sii->desired_turn_rate;
2752 final_turn_rate = sii->desired_turn_rate;
2755 float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
2756 sii->cur_turn_rate = final_turn_rate;
2759 //float delta = psub->turn_rate * flFrametime;
2761 switch( sm->movement_axis ) {
2762 case MOVEMENT_AXIS_X:
2763 sii->angs.p += delta;
2764 if (sii->angs.p > PI2 )
2766 else if (sii->angs.p < 0.0f )
2769 case MOVEMENT_AXIS_Y:
2770 sii->angs.h += delta;
2771 if (sii->angs.h > PI2 )
2773 else if (sii->angs.h < 0.0f )
2776 case MOVEMENT_AXIS_Z:
2777 sii->angs.b += delta;
2778 if (sii->angs.b > PI2 )
2780 else if (sii->angs.b < 0.0f )
2787 //=========================================================================
2788 // Make a turret's correct orientation matrix. This should be done when
2789 // the model is read, but I wasn't sure at what point all the data that I
2790 // needed was read, so I just check a flag and call this routine when
2791 // I determine I need the correct matrix. In this code, you can't use
2792 // vm_vec_2_matrix or anything, since these turrets could be either
2793 // right handed or left handed.
2794 void model_make_turrent_matrix(int model_num, model_subsystem * turret )
2797 vector fvec, uvec, rvec;
2799 pm = model_get(model_num);
2800 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2801 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2804 model_clear_instance(model_num);
2805 model_find_world_dir(&fvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2807 sm_parent->angs.h = -PI/2.0f;
2808 sm->angs.p = -PI/2.0f;
2809 model_find_world_dir(&rvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2811 sm_parent->angs.h = 0.0f;
2812 sm->angs.p = -PI/2.0f;
2813 model_find_world_dir(&uvec, &turret->turret_norm, model_num, turret->turret_gun_sobj, &vmd_identity_matrix, NULL );
2815 vm_vec_normalize(&fvec);
2816 vm_vec_normalize(&rvec);
2817 vm_vec_normalize(&uvec);
2819 turret->turret_matrix.fvec = fvec;
2820 turret->turret_matrix.rvec = rvec;
2821 turret->turret_matrix.uvec = uvec;
2823 // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL);
2825 // HACK!! WARNING!!!
2826 // I'm doing nothing to verify that this matrix is orthogonal!!
2827 // In other words, there's no guarantee that the vectors are 90 degrees
2829 // I'm not doing this because I don't know how to do it without ruining
2830 // the handedness of the matrix... however, I'm not too worried about
2831 // this because I am creating these 3 vectors by making them 90 degrees
2832 // apart, so this should be close enough. I think this will start
2833 // causing weird errors when we view from turrets. -John
2834 turret->flags |= MSS_FLAG_TURRET_MATRIX;
2837 // Tries to move joints so that the turrent points to the point dst.
2838 // turret1 is the angles of the turret, turret2 is the angles of the gun from turret
2839 // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI)
2840 int model_rotate_gun(int model_num, model_subsystem *turret, matrix *orient, angles *turret1, angles *turret2, vector *pos, vector *dst)
2844 pm = model_get(model_num);
2845 bsp_info * sm = &pm->submodel[turret->turret_gun_sobj];
2846 bsp_info * sm_parent = &pm->submodel[turret->subobj_num];
2848 // Check for a valid turret
2849 Assert( turret->turret_num_firing_points > 0 );
2852 if ( sm_parent == sm ) {
2856 // Build the correct turret matrix if there isn't already one
2857 if ( !(turret->flags & MSS_FLAG_TURRET_MATRIX) )
2858 model_make_turrent_matrix(model_num, turret );
2860 Assert( turret->flags & MSS_FLAG_TURRET_MATRIX);
2861 // Assert( sm->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch
2862 // Assert( sm_parent->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading
2864 //======================================================
2865 // DEBUG code to draw the normal out of this gun and a circle
2866 // at the gun point.
2871 vertex dpnt1, dpnt2;
2873 model_clear_instance(model_num);
2874 sm->angs.p = turret2->p;
2875 sm_parent->angs.h = turret1->h;
2877 model_find_world_point(&tmp, &vmd_zero_vector, model_num, turret->turret_gun_sobj, orient, pos );
2878 gr_set_color(255,0,0);
2879 g3_rotate_vertex( &dpnt1, &tmp );
2881 gr_set_color(255,0,0);
2882 g3_draw_sphere(&dpnt1,1.0f);
2884 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.fvec, 10.0f );
2885 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2886 g3_rotate_vertex( &dpnt2, &tmp );
2888 gr_set_color(0,255,0);
2889 g3_draw_line(&dpnt1,&dpnt2);
2890 gr_set_color(0,128,0);
2891 g3_draw_sphere(&dpnt2,0.2f);
2893 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.rvec, 10.0f );
2894 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2895 g3_rotate_vertex( &dpnt2, &tmp );
2897 gr_set_color(0,0,255);
2898 g3_draw_line(&dpnt1,&dpnt2);
2900 vm_vec_copy_scale( &tmp1, &turret->turret_matrix.uvec, 10.0f );
2901 model_find_world_point(&tmp, &tmp1, model_num, turret->turret_gun_sobj, orient, pos );
2902 g3_rotate_vertex( &dpnt2, &tmp );
2904 gr_set_color(255,0,0);
2905 g3_draw_line(&dpnt1,&dpnt2);
2910 // rotate the dest point into the turret gun normal's frame of
2911 // reference, but not using the turret's angles.
2912 // Call this vector of_dst
2914 matrix world_to_turret_matrix; // converts world coordinates to turret's FOR
2915 vector world_to_turret_translate; // converts world coordinates to turret's FOR
2918 vm_vec_unrotate( &tempv, &sm_parent->offset, orient);
2919 vm_vec_add( &world_to_turret_translate, pos, &tempv );
2921 vm_matrix_x_matrix( &world_to_turret_matrix, orient, &turret->turret_matrix );
2923 vm_vec_sub( &tempv, dst, &world_to_turret_translate );
2924 vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix );
2926 vm_vec_normalize(&of_dst);
2929 // Find the heading and pitch that the gun needs to turn to
2930 // by extracting them from the of_dst vector.
2931 // Call this the desired_angles
2932 angles desired_angles;
2934 desired_angles.p = (float)acos(of_dst.z);
2935 desired_angles.h = PI - atan2_safe(of_dst.x, of_dst.y);
2936 desired_angles.b = 0.0f;
2938 // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.z, desired_angles.p ));
2941 // Gradually turn the turret towards the desired angles
2942 float step_size = turret->turret_turning_rate * flFrametime;
2944 vm_interp_angle(&turret1->h,desired_angles.h,step_size);
2945 vm_interp_angle(&turret2->p,desired_angles.p,step_size);
2947 // turret1->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) );
2948 // turret2->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) );
2955 // Given a point (pnt) that is in sub_model_num's frame of
2956 // reference, and given the object's orient and position,
2957 // return the point in 3-space in outpnt.
2958 void model_find_world_point(vector * outpnt, vector *mpnt,int model_num,int sub_model_num, matrix * objorient, vector * objpos )
2964 polymodel *pm = model_get(model_num);
2969 //instance up the tree for this point
2970 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
2972 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
2973 vm_vec_unrotate(&tpnt,&pnt,&m);
2975 vm_vec_add(&pnt,&tpnt,&pm->submodel[mn].offset );
2977 mn = pm->submodel[mn].parent;
2980 //now instance for the entire object
2981 vm_vec_unrotate(outpnt,&pnt,objorient);
2982 vm_vec_add2(outpnt,objpos);
2985 // Given a point in the world RF, find the corresponding point in the model RF.
2986 // This is special purpose code, specific for model collision.
2987 // NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
2989 // out - point in model RF
2990 // world_pt - point in world RF
2991 // pm - polygon model
2992 // submodel_num - submodel in whose RF we're trying to find the corresponding world point
2993 // orient - orient matrix of ship
2994 // pos - pos vector of ship
2995 void world_find_model_point(vector *out, vector *world_pt, polymodel *pm, int submodel_num, matrix *orient, vector *pos)
2997 Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) );
2999 vector tempv1, tempv2;
3003 vm_vec_sub(&tempv1, world_pt, pos);
3004 vm_vec_rotate(&tempv2, &tempv1, orient);
3006 if (pm->submodel[submodel_num].parent == -1) {
3011 // put into submodel RF
3012 vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset);
3013 vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs);
3014 vm_vec_rotate(out, &tempv2, &m);
3017 // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle
3018 int rotating_submodel_has_ship_subsys(int submodel, ship *shipp)
3020 model_subsystem *psub;
3025 // Go through all subsystems and look for submodel
3026 // the subsystems that need it.
3027 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
3028 psub = pss->system_info;
3029 if (psub->subobj_num == submodel) {
3038 void model_get_rotating_submodel_list(int *submodel_list, int *num_rotating_submodels, object *objp)
3040 Assert(objp->type == OBJ_SHIP);
3042 // Check if not currently rotating - then treat as part of superstructure.
3043 int modelnum = Ships[objp->instance].modelnum;
3044 polymodel *pm = model_get(modelnum);
3045 bsp_info *child_submodel;
3047 *num_rotating_submodels = 0;
3048 child_submodel = &pm->submodel[pm->detail[0]];
3050 int i = child_submodel->first_child;
3052 child_submodel = &pm->submodel[i];
3054 // Don't check it or its children if it is destroyed or it is a replacement (non-moving)
3055 if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {
3057 // Only look for submodels that rotate
3058 if (child_submodel->movement_type == MOVEMENT_TYPE_ROT) {
3060 // find ship subsys and check submodel rotation is less than max allowed.
3061 ship *pship = &Ships[objp->instance];
3062 ship_subsys *subsys;
3064 for ( subsys = GET_FIRST(&pship->subsys_list); subsys !=END_OF_LIST(&pship->subsys_list); subsys = GET_NEXT(subsys) ) {
3065 Assert(subsys->system_info->model_num == modelnum);
3066 if (i == subsys->system_info->subobj_num) {
3067 // found the correct subsystem - now check delta rotation angle not too large
3068 float delta_angle = get_submodel_delta_angle(&subsys->submodel_info_1);
3069 if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) {
3070 Assert(*num_rotating_submodels < MAX_ROTATING_SUBMODELS-1);
3071 submodel_list[(*num_rotating_submodels)++] = i;
3078 i = child_submodel->next_sibling;
3082 //#define MODEL_CHECK
3084 ship *pship = &Ships[objp->instance];
3085 for (int idx=0; idx<*num_rotating_submodels; idx++) {
3086 int valid = rotating_submodel_has_ship_subsys(submodel_list[idx], pship);
3090 Warning( LOCATION, "Ship %s has rotating submodel [%s] without ship subsystem\n", pship->ship_name, pm->submodel[submodel_list[idx]].name );
3091 pm->submodel[submodel_list[idx]].movement_type &= ~MOVEMENT_TYPE_ROT;
3092 *num_rotating_submodels = 0;
3100 // Given a direction (pnt) that is in sub_model_num's frame of
3101 // reference, and given the object's orient and position,
3102 // return the point in 3-space in outpnt.
3103 void model_find_world_dir(vector * out_dir, vector *in_dir,int model_num, int sub_model_num, matrix * objorient, vector * objpos )
3109 polymodel *pm = model_get(model_num);
3114 //instance up the tree for this point
3115 while ((mn>-1) && (pm->submodel[mn].parent > -1) ) {
3117 vm_angles_2_matrix(&m,&pm->submodel[mn].angs );
3118 vm_vec_unrotate(&tpnt,&pnt,&m);
3121 mn = pm->submodel[mn].parent;
3124 //now instance for the entire object
3125 vm_vec_unrotate(out_dir,&pnt,objorient);
3130 // Clears all the submodel instances stored in a model to their defaults.
3131 void model_clear_instance(int model_num)
3136 pm = model_get(model_num);
3138 // reset textures to original ones
3139 for (i=0; i<pm->n_textures; i++ ) {
3140 pm->textures[i] = pm->original_textures[i];
3143 for (i=0; i<pm->n_models; i++ ) {
3144 bsp_info *sm = &pm->submodel[i];
3146 if ( pm->submodel[i].is_damaged ) {
3155 // set pointer to other ship subsystem info [turn rate, accel, moment, axis, ...]
3158 sm->num_arcs = 0; // Turn off any electric arcing effects
3161 for (i=0; i<pm->num_lights; i++ ) {
3162 pm->lights[i].value = 0.0f;
3165 interp_clear_instance();
3167 // if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
3168 // if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
3169 // if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
3170 // if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
3171 // if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
3172 // if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
3177 // initialization during ship set
3178 void model_clear_instance_info( submodel_instance_info * sii )
3184 sii->prev_angs.p = 0.0f;
3185 sii->prev_angs.b = 0.0f;
3186 sii->prev_angs.h = 0.0f;
3188 sii->cur_turn_rate = 0.0f;
3189 sii->desired_turn_rate = 0.0f;
3190 sii->turn_accel = 0.0f;
3193 // initialization during ship set
3194 void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
3200 sii->prev_angs.p = 0.0f;
3201 sii->prev_angs.b = 0.0f;
3202 sii->prev_angs.h = 0.0f;
3204 sii->cur_turn_rate = turn_rate * 0.0f;
3205 sii->desired_turn_rate = turn_rate;
3206 sii->turn_accel = turn_accel;
3208 sii->step_zero_timestamp = timestamp();
3213 // Sets the submodel instance data in a submodel (for all detail levels)
3214 void model_set_instance(int model_num, int sub_model_num, submodel_instance_info * sii)
3219 pm = model_get(model_num);
3221 Assert( sub_model_num >= 0 );
3222 Assert( sub_model_num < pm->n_models );
3224 if ( sub_model_num < 0 ) return;
3225 if ( sub_model_num >= pm->n_models ) return;
3226 bsp_info *sm = &pm->submodel[sub_model_num];
3228 // Set the "blown out" flags
3229 sm->blown_off = sii->blown_off;
3231 if ( sm->blown_off ) {
3232 if ( sm->my_replacement > -1 ) {
3233 pm->submodel[sm->my_replacement].blown_off = 0;
3234 pm->submodel[sm->my_replacement].angs = sii->angs;
3235 pm->submodel[sm->my_replacement].sii = sii;
3238 if ( sm->my_replacement > -1 ) {
3239 pm->submodel[sm->my_replacement].blown_off = 1;
3244 sm->angs = sii->angs;
3247 // For all the detail levels of this submodel, set them also.
3248 for (i=0; i<sm->num_details; i++ ) {
3249 model_set_instance(model_num, sm->details[i], sii );
3254 // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity
3255 void model_init_submodel_axis_pt(submodel_instance_info *sii, int model_num, int submodel_num)
3258 vector *mpoint1, *mpoint2;
3259 vector p1, v1, p2, v2, int1;
3261 polymodel *pm = model_get(model_num);
3262 Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT);
3268 // find 2 fixed points in submodel RF
3269 // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the
3270 // two lines to find a point on the axis
3271 if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) {
3272 axis = vmd_x_vector;
3273 mpoint1 = &vmd_y_vector;
3274 mpoint2 = &vmd_z_vector;
3275 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) {
3276 mpoint1 = &vmd_x_vector;
3277 axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z
3278 mpoint2 = &vmd_z_vector;
3279 } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) {
3280 mpoint1 = &vmd_x_vector;
3281 mpoint2 = &vmd_y_vector;
3282 axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y
3284 // must be one of these axes or submodel_rot_hit is incorrectly set
3288 // copy submodel angs
3289 angles copy_angs = pm->submodel[submodel_num].angs;
3291 // find two points rotated into model RF when angs set to 0
3292 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
3293 model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3294 model_find_world_point(&p2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3296 // find two points rotated into model RF when angs set to PI
3297 vm_vec_copy_scale((vector*)&pm->submodel[submodel_num].angs, &axis, PI);
3298 model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3299 model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
3301 // reset submodel angs
3302 pm->submodel[submodel_num].angs = copy_angs;
3304 // find direction vectors of the two lines
3305 vm_vec_sub2(&v1, &p1);
3306 vm_vec_sub2(&v2, &p2);
3308 // find the intersection of the two lines
3310 fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t);
3312 // find the actual intersection points
3313 vm_vec_scale_add(&int1, &p1, &v1, s);
3316 sii->pt_on_axis = int1;
3321 // Adds an electrical arcing effect to a submodel
3322 void model_add_arc(int model_num, int sub_model_num, vector *v1, vector *v2, int arc_type )
3326 pm = model_get(model_num);
3328 if ( sub_model_num == -1 ) {
3329 sub_model_num = pm->detail[0];
3332 Assert( sub_model_num >= 0 );
3333 Assert( sub_model_num < pm->n_models );
3335 if ( sub_model_num < 0 ) return;
3336 if ( sub_model_num >= pm->n_models ) return;
3337 bsp_info *sm = &pm->submodel[sub_model_num];
3339 if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
3340 sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
3341 sm->arc_pts[sm->num_arcs][0] = *v1;
3342 sm->arc_pts[sm->num_arcs][1] = *v2;
3347 // function to return an index into the docking_bays array which matches the criteria passed
3348 // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h
3349 int model_find_dock_index(int modelnum, int dock_type)
3355 pm = model_get(modelnum);
3357 // no docking points -- return -1
3358 if ( pm->n_docks <= 0 )
3361 for (i = 0; i < pm->n_docks; i++ ) {
3362 if ( dock_type & pm->docking_bays[i].type_flags )
3369 int model_get_dock_index_type(int modelnum, int index)
3371 polymodel *pm = model_get(modelnum);
3373 return pm->docking_bays[index].type_flags;
3376 // get all the different docking point types on a model
3377 int model_get_dock_types(int modelnum)
3382 pm = model_get(modelnum);
3383 for (i=0; i<pm->n_docks; i++)
3384 type |= pm->docking_bays[i].type_flags;
3389 // function to return an index into the docking_bays array which matches the string passed
3390 // Fred uses strings to identify docking positions. This functin also accepts generic strings
3391 // so that a desginer doesn't have to know exact names if building a mission from hand.
3392 int model_find_dock_name_index( int modelnum, char *name )
3397 pm = model_get(modelnum);
3398 if ( pm->n_docks <= 0 )
3401 // check the generic names and call previous function to find first dock point of
3402 // the specified type
3403 if ( !stricmp(name, "cargo") )
3404 return model_find_dock_index( modelnum, DOCK_TYPE_CARGO );
3405 else if (!stricmp( name, "rearm") )
3406 return model_find_dock_index( modelnum, DOCK_TYPE_REARM );
3407 else if (!stricmp( name, "generic") )
3408 return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC );
3410 for (i = 0; i < pm->n_docks; i++ ) {
3411 if ( !stricmp(pm->docking_bays[i].name, name) )
3415 // if we get here, name wasn't found -- return -1 and hope for the best
3419 // returns the actual name of a docking point on a model, needed by Fred.
3420 char *model_get_dock_name(int modelnum, int index)
3424 pm = model_get(modelnum);
3425 Assert((index >= 0) && (index < pm->n_docks));
3426 return pm->docking_bays[index].name;
3429 int model_get_num_dock_points(int modelnum)
3433 pm = model_get(modelnum);