/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifndef _MODEL_H #define _MODEL_H #include "globalincs/globals.h" // for NAME_LENGTH #include "globalincs/pstypes.h" #include #include #include "actions/Program.h" #include "gamesnd/gamesnd.h" #include "graphics/2d.h" #include "io/timer.h" #include "model/model_flags.h" #include "object/object.h" #include "ship/ship_flags.h" #include "particle/particle.h" class object; class ship_info; class model_render_params; extern flag_def_list model_render_flags[]; extern int model_render_flags_size; #define MAX_DEBRIS_OBJECTS 32 #define MAX_MODEL_DETAIL_LEVELS 8 #define MAX_PROP_LEN 256 #define MAX_NAME_LEN 32 #define MAX_ARC_EFFECTS 8 // For POF compatibility reasons, the first four of these should not be renumbered. #define MOVEMENT_TYPE_NONE -1 #define MOVEMENT_TYPE_UNUSED 0 // previously MOVEMENT_TYPE_POS #define MOVEMENT_TYPE_REGULAR 1 // previously MOVEMENT_TYPE_ROT #define MOVEMENT_TYPE_TURRET 2 // for turrets only #define MOVEMENT_TYPE_TRIGGERED 3 #define MOVEMENT_TYPE_INTRINSIC 4 // intrinsic (non-subsystem-based) // DA 11/13/98 Reordered to account for difference between max and game #define MOVEMENT_AXIS_NONE -1 #define MOVEMENT_AXIS_X 0 #define MOVEMENT_AXIS_Y 2 #define MOVEMENT_AXIS_Z 1 #define MOVEMENT_AXIS_OTHER 3 // defines for special objects like gun and missile points, docking point, etc // Hoffoss: Please make sure that subsystem NONE is always index 0, and UNKNOWN is // always the last subsystem in the list. Also, make sure that MAX is correct. // Otherwise, problems will arise in Fred. #define SUBSYSTEM_NONE 0 #define SUBSYSTEM_ENGINE 1 #define SUBSYSTEM_TURRET 2 #define SUBSYSTEM_RADAR 3 #define SUBSYSTEM_NAVIGATION 4 #define SUBSYSTEM_COMMUNICATION 5 #define SUBSYSTEM_WEAPONS 6 #define SUBSYSTEM_SENSORS 7 #define SUBSYSTEM_SOLAR 8 #define SUBSYSTEM_GAS_COLLECT 9 #define SUBSYSTEM_ACTIVATION 10 #define SUBSYSTEM_UNKNOWN 11 #define SUBSYSTEM_MAX 12 // maximum value for subsystem_xxx, for error checking #define SUBSYSTEM_ALL 100 // only for use in special situations #if SUBSYSTEM_NONE != 0 #error SUBSYSTEM_NONE must be 0! #endif #if SUBSYSTEM_MAX != (SUBSYSTEM_UNKNOWN+1) #error SUBSYSTEM_MAX is not correct, or SUBSYSTEM_UNKNOWN is not the last subsystem in the list! #endif #if !(SUBSYSTEM_ALL > SUBSYSTEM_MAX) #error SUBSYSTEM_ALL must be greater than SUBSYSTEM_MAX! #endif enum class modelread_status { FAIL, SUCCESS_REAL, SUCCESS_VIRTUAL }; enum model_objnum_special : int { OBJNUM_NONE = -1, OBJNUM_COCKPIT = -2, OBJNUM_SPECIAL_MIN = -3}; // Goober5000 extern const char *Subsystem_types[SUBSYSTEM_MAX]; #define MAX_TFP 10 // maximum number of turret firing points #define MAX_SPLIT_PLANE 5 // number of artist specified split planes (used in big ship explosions) // Electrical Arc Effect Info // Sets a spark for this submodel between vertex v1 and v2 struct electrical_arc { color primary_color_1; color primary_color_2; color secondary_color; float width; // only used for MARC_TYPE_SHIP and MARC_TYPE_SCRIPTED vec3d endpoint_1; vec3d endpoint_2; ubyte type; // see MARC_TYPE_* defines ubyte segment_depth; // number of times to divide the arc into segments }; struct model_electrical_arc : electrical_arc { const SCP_vector *persistent_arc_points; }; // Data specific to a particular instance of a submodel. struct submodel_instance { float cur_angle = 0.0f; // The current angle this thing is turned to. float prev_angle = 0.0f; float turret_idle_angle = 0.0f; // If this is a turret, this is the expected idling angle of the submodel float current_turn_rate = 0.0f; float desired_turn_rate = 0.0f; float turn_accel = 0.0f; TIMESTAMP stepped_rotation_started; float cur_offset = 0.0f; float prev_offset = 0.0f; float current_shift_rate = 0.0f; float desired_shift_rate = 0.0f; float shift_accel = 0.0f; TIMESTAMP stepped_translation_started; bool blown_off = false; // If set, this subobject is not rendered or used for collision // These fields are the true standard reference for submodel rotation. They should seldom be read directly // and should almost never be written directly. In most cases, coders should prefer cur_angle and prev_angle. matrix canonical_orient = vmd_identity_matrix; matrix canonical_prev_orient = vmd_identity_matrix; // similarly for translation vec3d canonical_offset = vmd_zero_vector; vec3d canonical_prev_offset = vmd_zero_vector; SCP_vector electrical_arcs; //SMI-Specific movement axis. Only valid in MOVEMENT_TYPE_TRIGGERED. vec3d rotation_axis = vmd_zero_vector; vec3d translation_axis = vmd_zero_vector; }; #define TM_BASE_TYPE 0 // the standard base map #define TM_GLOW_TYPE 1 // optional glow map #define TM_SPECULAR_TYPE 2 // optional specular map #define TM_NORMAL_TYPE 3 // optional normal map #define TM_HEIGHT_TYPE 4 // optional height map (for parallax mapping) #define TM_MISC_TYPE 5 // optional utility map #define TM_SPEC_GLOSS_TYPE 6 // optional reflectance map (specular and gloss) #define TM_AMBIENT_TYPE 7 // optional ambient occlusion map with ambient occlusion and cavity occlusion factors for red and green channels. #define TM_NUM_TYPES 8 //WMC - Number of texture_info objects in texture_map //Used by scripting - if you change this, do a search //to update switch() statement in lua.cpp inline const SCP_map MODEL_TEXTURE_SUFFIXES = { { TM_GLOW_TYPE, "-glow" }, { TM_SPECULAR_TYPE, "-shine" }, { TM_NORMAL_TYPE, "-normal" }, { TM_HEIGHT_TYPE, "-height" }, { TM_MISC_TYPE, "-misc" }, { TM_SPEC_GLOSS_TYPE, "-reflect" }, { TM_AMBIENT_TYPE, "-ao" } }; inline const SCP_string MODEL_TEXTURE_SUFFIX_TRANS = "-trans"; // -trans is a special case as other suffixes can be appended to it inline const SCP_string& model_texture_longest_suffix() { return std::max_element(MODEL_TEXTURE_SUFFIXES.begin(), MODEL_TEXTURE_SUFFIXES.end(), [](const std::pair& left, const std::pair& right) { return left.second.size() < right.second.size(); })->second; } #define MAX_REPLACEMENT_TEXTURES MAX_MODEL_TEXTURES * TM_NUM_TYPES // Goober5000 - since we need something < 0 #define REPLACE_WITH_INVISIBLE -47 class model_texture_replace : public std::array { public: model_texture_replace() : std::array() { for (int& tex : *this) tex = -1; } }; // Data specific to a particular instance of a model. struct polymodel_instance { int id = -1; // global model_instance num index int model_num = -1; // global model num index, same as polymodel->id submodel_instance *submodel = nullptr; // array of submodel instances; mirrors the polymodel->submodel array std::shared_ptr texture_replace = nullptr; int objnum; // id of the object using this pmi, or -1 if no object (e.g. skybox) }; #define MAX_MODEL_SUBSYSTEMS 200 // used in ships.cpp (only place?) for local stack variable DTP; bumped to 200 // when reading in ships.tbl typedef struct stepped_rotation { int num_steps; // number of steps in complete revolution float fraction; // fraction of time in step spent in accel float t_transit; // time spent moving from one step to next float t_pause; // time at rest between steps float max_turn_rate; // max turn rate going between steps float max_turn_accel; // max accel going between steps bool backwards; // if rate is negative } stepped_rotation_t; typedef struct stepped_translation { bool reverse_after_step; // for back-and-forth motion float step_distance; // linear displacement of one step float fraction; // fraction of time in step spent in accel float t_transit; // time spent moving from one step to next float t_pause; // time at rest between steps float max_shift_rate; // max shift rate going between steps float max_shift_accel; // max accel going between steps bool backwards; // if rate is negative } stepped_translation_t; struct queued_animation; // definition for model subsystems. class model_subsystem { /* contains rotation rate info */ public: flagset flags; // See model_flags.h char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD char subobj_name[MAX_NAME_LEN]; // Temporary (hopefully) parameter used to match stuff in ships.tbl char alt_sub_name[NAME_LENGTH]; // Karajorma - Name that overrides name of original char alt_dmg_sub_name[NAME_LENGTH]; // Name for the damage popup subsystems, allows for translation int subobj_num; // subobject number (from bspgen) -- used to match subobjects of subsystems to these entries; index to polymodel->submodel int model_num; // Which model this is attached to (i.e. the polymodel[] index); same as polymodel->id int type; // type. see SUBSYSTEM_* types above. A generic type thing vec3d pnt; // center point of this subsystem float radius; // the extent of the subsystem float max_subsys_strength; // maximum hits of this subsystem int armor_type_idx; // Armor type on teh subsystem -C // The following items are specific to turrets and will probably be moved to // a separate struct so they don't take up space for all subsystem types. char crewspot[MAX_NAME_LEN]; // unique identifying name for this turret -- used to assign AI class and multiplayer people vec3d turret_norm; // direction this turret faces (i.e. the normal to the turret base, or the center of the field of view) float turret_fov; // dot of turret_norm:vec_to_enemy > this means can see float turret_max_fov; // dot of turret_norm:vec_to_enemy <= this means barrels can elevate up to the target float turret_base_fov; // turret's base's fov, -1 means no restriction int turret_num_firing_points; // number of firing points on this turret vec3d turret_firing_point[MAX_TFP]; // in parent object's reference frame, point from which to fire. int turret_gun_sobj; // Which subobject in this model the firing points are linked to. float turret_turning_rate; // How fast the turret turns. Read from ships.tbl gamesnd_id turret_base_rotation_snd; // Sound to make when the turret moves float turret_base_rotation_snd_mult; // Volume multiplier for the turret sounds gamesnd_id turret_gun_rotation_snd; // Sound to make when the turret moves float turret_gun_rotation_snd_mult; // Volume multiplier for the turret sounds //Sound stuff gamesnd_id alive_snd; //Sound to make while the subsystem is not-dead gamesnd_id dead_snd; //Sound to make when the subsystem is dead. gamesnd_id rotation_snd; //Sound to make when the subsystem is rotating. (ie turrets) // engine wash info struct engine_wash_info *engine_wash_pointer; // index into Engine_wash_info // movement specific info int weapon_rotation_pbank; // weapon-controlled rotation - Goober5000 std::shared_ptr stepped_rotation; // turn rotation struct std::shared_ptr stepped_translation; // shift translation struct // AWACS specific information float awacs_intensity; // awacs intensity of this subsystem float awacs_radius; // radius of effect of the AWACS int scan_time; // overrides ship class scan time if >0 int primary_banks[MAX_SHIP_PRIMARY_BANKS]; // default primary weapons -hoffoss int primary_bank_capacity[MAX_SHIP_PRIMARY_BANKS]; // capacity of a bank - Goober5000 int secondary_banks[MAX_SHIP_SECONDARY_BANKS]; // default secondary weapons -hoffoss int secondary_bank_capacity[MAX_SHIP_SECONDARY_BANKS]; // capacity of a bank -hoffoss int path_num; // path index into polymodel .paths array. -2 if none exists, -1 if not defined int turret_reset_delay; // target priority setting for turrets int target_priority[32]; int num_target_priorities; float optimum_range; float favor_current_facing; float turret_rof_scaler; //Per-turret ownage settings - SUSHI int turret_max_bomb_ownage; int turret_max_target_ownage; actions::ProgramSet beam_warmdown_program; float density; particle::ParticleEffectHandle death_effect; particle::ParticleEffectHandle debris_flame_particles; particle::ParticleEffectHandle shrapnel_flame_particles; void reset(); model_subsystem(); }; typedef struct model_special { struct model_special *next, *prev; // for using as a linked list int bank; // used for sequencing gun/missile backs. approach/docking points int slot; // location for gun or missile in this bank vec3d pnt; // point where this special submodel thingy is at vec3d norm; // normal for the special submodel thingy } model_special; // model arc types #define MARC_TYPE_DAMAGED 0 // blue lightning arcs for when the ship is damaged #define MARC_TYPE_EMP 1 // EMP blast type arcs #define MARC_TYPE_SHIP 2 // arcing lightning thats intrinsically part of the ship #define MARC_TYPE_SCRIPTED 3 // an arc created via script #define MAX_LIVE_DEBRIS 7 // Byte offsets for TMAPPOLY/TMAP2POLY // An offset of +0 corresponds to the ID of the chunk #define TMAP_SIZE 4 #define TMAP_NORMAL 8 #define TMAP_CENTER 20 #define TMAP_RADIUS 32 #define TMAP_NVERTS 36 #define TMAP_TEXNUM 40 #define TMAP_VERTS 44 #define TMAP2_BBOX_MIN 8 #define TMAP2_BBOX_MAX 20 #define TMAP2_NORMAL 32 #define TMAP2_TEXNUM 44 #define TMAP2_NVERTS 48 #define TMAP2_VERTS 52 /** * @struct model_tmap_vert_old * @brief Struct to hold vertex information for a polygon (TMAPPOLY) * */ typedef struct model_tmap_vert_old { ushort vertnum; //!< Vertex index into a subobject vertex buffer. ushort normnum; //!< Normal index into a subobject normal buffer. float u; //!< Horizontal texture coordinate for the vertex. float v; //!< Vertical texture coordinate for the vertex. } model_tmap_vert_old; /** * @struct model_tmap_vert * @brief Struct to hold vertex information for a polygon (TMAP2POLY) * */ typedef struct model_tmap_vert { uint vertnum; //!< Vertex index into a subobject vertex buffer. uint normnum; //!< Normal index into a subobject normal buffer. float u; //!< Horizontal texture coordinate for the vertex. float v; //!< Vertical texture coordinate for the vertex. /** * @brief Default constructor for model_tmap_vert * */ model_tmap_vert() : vertnum(0), normnum(0), u(0.0f), v(0.0f) {} /** * @brief Initializes a model_tmap_vert from a model_tmap_vert_old. * * @param tmap_vert A TMAPPOLY vertex object. */ model_tmap_vert(const model_tmap_vert_old& tmap_vert) : vertnum(tmap_vert.vertnum), normnum(tmap_vert.normnum), u(tmap_vert.u), v(tmap_vert.v) {} } model_tmap_vert; struct bsp_collision_node { vec3d min; vec3d max; int back; int front; int leaf; }; struct bsp_collision_leaf { vec3d plane_norm; int vert_start; ubyte num_verts; ubyte tmap_num; int next; }; struct bsp_collision_tree { bsp_collision_node *node_list; int n_nodes; bsp_collision_leaf *leaf_list; int n_leaves; model_tmap_vert *vert_list; vec3d *point_list; SCP_vector poly_centers; int n_verts; bool used; }; class bsp_info { public: bsp_info() : bsp_data_size(0), bsp_data(nullptr), collision_tree_index(-1), rad(0.0f), next_form(-1), prev_form(-1), num_live_debris(0), parent(-1), num_children(0), first_child(-1), next_sibling(-1), num_details(0), outline_buffer(nullptr), n_verts_outline(0), render_sphere_radius(0.0f), use_render_box(0), use_render_sphere(0) { name[0] = 0; lod_name[0] = 0; offset = geometric_center = min = max = render_box_min = render_box_max = render_box_offset = render_sphere_offset = vmd_zero_vector; frame_of_reference = vmd_identity_matrix; memset(&bounding_box, 0, 8 * sizeof(vec3d)); memset(&live_debris, 0, MAX_LIVE_DEBRIS * sizeof(int)); memset(&details, 0, MAX_MODEL_DETAIL_LEVELS * sizeof(int)); } char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD int rotation_type = MOVEMENT_TYPE_NONE; vec3d rotation_axis = vmd_zero_vector; // which axis this subobject rotates on. int rotation_axis_id = MOVEMENT_AXIS_NONE; // for optimization int translation_type = MOVEMENT_TYPE_NONE; vec3d translation_axis = vmd_zero_vector; int translation_axis_id = MOVEMENT_AXIS_NONE; float default_turn_rate = 0.0f; float default_turn_accel = 0.0f; float default_shift_rate = 0.0f; float default_shift_accel = 0.0f; flagset flags; int subsys_num = -1; // subsystem number; index to ship_info->subsystems; the counterpart of model_subsystem->subobj_num vec3d offset; // 3d offset from parent object matrix frame_of_reference; // used to be called 'orientation' - this is just used for setting the rotation axis and the animation angles int bsp_data_size; std::shared_ptr bsp_data; // the bsp_data loaded and then cleared after has been used in modelread int collision_tree_index; vec3d geometric_center; // geometric center of this subobject. In the same Frame Of // Reference as all other vertices in this submodel. (Relative to pivot point) float rad; // radius for each submodel vec3d min; // The min point of this object's geometry vec3d max; // The max point of this object's geometry vec3d bounding_box[8]; // calculated fron min/max int next_form; // If not -1, this submodel can transform into it int prev_form; // If not -1, another submodel that can transform into this one int num_live_debris; // num live debris models assocaiated with a submodel int live_debris[MAX_LIVE_DEBRIS]; // array of live debris submodels for a submodel int num_polys = 0; // number of tmaps & flat polys in a submodel, only loaded and used with the -pofspew cmdline // Tree info int parent; // what is parent for each submodel, -1 if none int num_children; // How many children this model has int first_child; // The first_child of this model, -1 if none int next_sibling; // This submodel's next sibling, -1 if none int depth; // How many levels deep this subobject sits int num_details; // How many submodels are lower detail "mirrors" of this submodel int details[MAX_MODEL_DETAIL_LEVELS]; // A list of all the lower detail "mirrors" of this submodel // buffers used by HT&L vertex_buffer buffer; vertex_buffer trans_buffer; std::shared_ptr outline_buffer; uint n_verts_outline; vec3d render_box_min; vec3d render_box_max; vec3d render_box_offset; float render_sphere_radius; vec3d render_sphere_offset; int use_render_box; // 0==do nothing, 1==only render this object if you are inside the box, -1==only if you're outside int use_render_sphere; // 0==do nothing, 1==only render this object if you are inside the sphere, -1==only if you're outside char lod_name[MAX_NAME_LEN]; //FUBAR: Name to be used for LOD naming comparison to preserve compatibility with older tables. Only used on LOD0 int look_at_submodel = -1; //VA - number of the submodel to be looked at by this submodel (-1 if none) float look_at_offset = -1.0f; //angle in radians that the submodel should be turned from its initial orientation to be considered "looking at" something (-1 if set on first eval) }; #define MP_TYPE_UNUSED 0 #define MP_TYPE_SUBSYS 1 typedef struct mp_vert { vec3d pos; // xyz coordinates of vertex in object's frame of reference int nturrets; // number of turrets guarding this vertex std::shared_ptr turret_ids; // array of indices into ship_subsys linked list (can't index using [] though) float radius; // How far the closest obstruction is from this vertex } mp_vert; typedef struct model_path { char name[MAX_NAME_LEN]; // name of the path. Should be unique char parent_name[MAX_NAME_LEN]; // parent name of submodel that path is linked to in POF int parent_submodel; int nverts; std::shared_ptr verts; int goal; // Which of the verts is the one closest to the goal of this path int type; // What this path takes you to... See MP_TYPE_??? defines above for details int value; // This depends on the type. // For MP_TYPE_UNUSED, this means nothing. // For MP_TYPE_SUBSYS, this is the subsystem number this path takes you to. } model_path; // info for gun and missile banks. Also used for docking points. There should always // only be two slots for each docking bay struct w_bank { int num_slots = 0; vec3d *pnt = nullptr; vec3d *norm = nullptr; float *external_model_angle_offset = nullptr; w_bank() { } ~w_bank() { delete[] pnt; delete[] norm; delete[] external_model_angle_offset; } w_bank(w_bank&& other) noexcept : num_slots(std::exchange(other.num_slots, 0)), pnt(std::exchange(other.pnt, nullptr)), norm(std::exchange(other.norm, nullptr)), external_model_angle_offset(std::exchange(other.external_model_angle_offset, nullptr)) {} w_bank& operator=(w_bank&& other) noexcept { if (this != &other) { delete[] pnt; delete[] norm; delete[] external_model_angle_offset; num_slots = std::exchange(other.num_slots, 0); pnt = std::exchange(other.pnt, nullptr); norm = std::exchange(other.norm, nullptr); external_model_angle_offset = std::exchange(other.external_model_angle_offset, nullptr); } return *this; } // The copy constructor is shallow! It exists for object_copy_including_array_member, // which copy-constructs and then immediately replaces every owned array with a fresh // allocation. Do not copy-construct a w_bank in any other context, because the // destructor will delete[] the aliased arrays. w_bank(const w_bank& other) = default; w_bank& operator=(const w_bank& other) = delete; }; struct glow_point{ vec3d pnt; vec3d norm; float radius; }; typedef struct thruster_bank { int num_points; std::shared_ptr points; // Engine wash info struct engine_wash_info *wash_info_pointer; // index into Engine_wash_info int obj_num; // what subsystem number this bank is on; index to ship_info->subsystems int submodel_num; // what submodel number this bank is on; index to polymodel->submodel/polymodel_instance->submodel } thruster_bank; #define PULSE_SIN 1 #define PULSE_COS 2 #define PULSE_TRI 3 #define PULSE_SHIFTTRI 4 typedef struct glow_point_bank { // glow bank structure -Bobboau int type; int glow_timestamp; int on_time; int off_time; int disp_time; bool is_on; int submodel_parent; int LOD; int num_points; std::shared_ptr points; int glow_bitmap; int glow_neb_bitmap; } glow_point_bank; typedef struct glow_point_bank_override { char name[33]; int type; int on_time; int off_time; int disp_time; int glow_bitmap; int glow_neb_bitmap; bool is_on; bool default_off; bool type_override; bool on_time_override; bool off_time_override; bool disp_time_override; bool glow_bitmap_override; ubyte pulse_type; int pulse_period; float pulse_amplitude; float pulse_bias; float pulse_exponent; bool is_lightsource; float radius_multi; vec3d light_color; vec3d light_mix_color; bool lightcone; float cone_angle; float cone_inner_angle; vec3d cone_direction; bool dualcone; bool rotating; vec3d rotation_axis; float rotation_speed; float intensity; bool pulse_period_override; } glow_point_bank_override; // defines for docking bay things. The types are essentially flags since docking bays can probably // be used for multiple things in some cases (i.e. rearming and general docking) //WMC - IMPORTANT, update Dock_type_names array if you add a new one of these extern flag_def_list Dock_type_names[]; extern int Num_dock_type_names; #define DOCK_TYPE_CARGO (1<<0) #define DOCK_TYPE_REARM (1<<1) #define DOCK_TYPE_GENERIC (1<<2) #define MAX_DOCK_SLOTS 2 typedef struct dock_bay { int num_slots; int type_flags; // indicates what this docking bay can be used for (i.e. cargo/rearm, etc) int num_spline_paths; // number of spline paths which lead to this docking bay std::shared_ptr splines; // array of indices into the Spline_path array int parent_submodel; // if this dockpoint should be relative to a submodel instead of the main model char name[MAX_NAME_LEN]; // name of this docking location vec3d pnt[MAX_DOCK_SLOTS]; vec3d norm[MAX_DOCK_SLOTS]; } dock_bay; // struct that holds the indicies into path information associated with a fighter bay on a capital ship // NOTE: Fighter bay paths are identified by the path_name $bayN (where N is numbered from 1). // Capital ships only have ONE fighter bay on the entire ship // NOTE: MAX_SHIP_BAY_PATHS cannot be bumped higher than 31 without rewriting the arrival/departure flag logic. #define MAX_SHIP_BAY_PATHS 31 typedef struct ship_bay { int num_paths; // how many paths are associated with the model's fighter bay int path_indexes[MAX_SHIP_BAY_PATHS]; // index into polymodel->paths[] array int arrive_flags; // bitfield, set to 1 when that path number is reserved for an arrival int depart_flags; // bitfield, set to 1 when that path number is reserved for a departure } ship_bay_t; // three structures now used for representing shields. // shield_tri structure stores information concerning each face of the shield. // verts indexes into the verts array in the higher level structure // neighbors indexes into the tris array in the higher level structure typedef struct shield_tri { int used; int verts[3]; // 3 indices into vertex list of the shield. list found in shield_info struct int neighbors[3]; // indices into array of triangles. neighbor = shares edge. list found in shield_info struct vec3d norm; // norm of this triangle } shield_tri; // a list of these shield_vertex structures comprimises the vertex list of the shield. // The verts array in the shield_tri structure points to one of these members typedef struct shield_vertex { vec3d pos; float u,v; } shield_vertex; // the high level shield structure. A ship without any shield has nverts and ntris set to 0. // The vertex list and the tris list are used by the shield_tri structure struct shield_info { int nverts; int ntris; std::shared_ptr verts; std::shared_ptr tris; std::shared_ptr buffer_id; int buffer_n_verts; vertex_layout layout; shield_info() : nverts(0), ntris(0), verts(nullptr), tris(nullptr), buffer_id(std::make_shared(gr_buffer_handle::invalid())), buffer_n_verts(0) { } }; #define BSP_LIGHT_TYPE_WEAPON 1 #define BSP_LIGHT_TYPE_THRUSTER 2 typedef struct bsp_light { vec3d pos; int type; // See BSP_LIGHT_TYPE_?? for values } bsp_light; #define MAX_EYES 10 typedef struct eye { int parent; // parent's subobject number vec3d pnt; // the point for the eye vec3d norm; // direction the eye faces. Not used with first eye since player orient is used } eye; typedef struct cross_section { float z; float radius; } cross_section; #define MAX_MODEL_INSIGNIAS 6 #define MAX_INS_FACE_VECS 3 #define MAX_INS_VECS 81 #define MAX_INS_FACES 128 typedef struct insignia { int detail_level; int num_faces; int faces[MAX_INS_FACES][MAX_INS_FACE_VECS]; // indices into the vecs array float u[MAX_INS_FACES][MAX_INS_FACE_VECS]; // u tex coords on a per-face-per-vertex basis float v[MAX_INS_FACES][MAX_INS_FACE_VECS]; // v tex coords on a per-face-per-vertex bases vec3d vecs[MAX_INS_VECS]; // vertex list vec3d offset; // global position offset for this insignia vec3d norm[MAX_INS_FACES]; // normal of each face // Computed fields for decal rendering vec3d position; matrix orientation; float diameter; } insignia; #define PM_FLAG_ALLOW_TILING (1<<0) // Allow texture tiling #define PM_FLAG_AUTOCEN (1<<1) // contains autocentering info #define PM_FLAG_TRANS_BUFFER (1<<2) // render transparency buffer #define PM_FLAG_BATCHED (1<<3) // this model can be batch rendered #define PM_FLAG_HAS_INTRINSIC_MOTION (1<<4) // whether this model has an intrinsic rotation or translation submodel somewhere // Goober5000 class texture_info { private: int original_texture; // what gets read in from file int texture; // what texture you draw with; reset to original_textures by model_set_instance //WMC - Removed unneeded struct and is_anim to clean this up. //If num_frames is < 2, it doesn't need to be treated like an animation. int num_frames; float total_time; // in seconds public: texture_info(); texture_info(int bm_handle); void clear(); int GetNumFrames() const; int GetOriginalTexture() const; int GetTexture() const; float GetTotalTime() const; int LoadTexture(const char *filename, const char *dbg_name = ""); void PageIn(); void PageOut(bool release); int ResetTexture(); int SetTexture(int n_tex); }; // taylor //WMC - OOPified class texture_map { public: texture_info textures[TM_NUM_TYPES]; bool is_ambient; bool is_transparent; int FindTexture(int bm_handle); int FindTexture(const char* name); void PageIn(); void PageOut(bool release); void Clear(); void ResetToOriginal(); texture_map() : is_ambient(false), is_transparent(false) {} }; //used to describe a polygon model // NOTE: Because WMC OOPified the textures, this must now be treated as a class, rather than a struct. // Additionally, a lot of model initialization and de-initialization is currently done in model_load or model_unload. class polymodel { public: // initialize to 0 and NULL because previously a memset was used polymodel() : id(-1), version(0), flags(0), n_detail_levels(0), num_debris_objects(0), n_models(0), num_lights(0), lights(NULL), n_view_positions(0), rad(0.0f), core_radius(0.0f), n_textures(0), submodel(NULL), n_guns(0), n_missiles(0), n_docks(0), n_thrusters(0), gun_banks(NULL), missile_banks(NULL), docking_bays(NULL), thrusters(NULL), ship_bay(NULL), shield(), shield_collision_tree(NULL), sldc_size(0), n_paths(0), paths(NULL), mass(0), num_xc(0), xc(NULL), num_split_plane(0), num_ins(0), used_this_mission(0), n_glow_point_banks(0), glow_point_banks(nullptr), vert_source() { filename[0] = 0; mins = maxs = autocenter = center_of_mass = vmd_zero_vector; moment_of_inertia = vmd_identity_matrix; memset(&detail, 0, MAX_MODEL_DETAIL_LEVELS * sizeof(int)); memset(&detail_depth, 0, MAX_MODEL_DETAIL_LEVELS * sizeof(float)); memset(&debris_objects, 0, MAX_DEBRIS_OBJECTS * sizeof(int)); memset(&bounding_box, 0, 8 * sizeof(vec3d)); memset(&view_positions, 0, MAX_EYES * sizeof(eye)); memset(&split_plane, 0, MAX_SPLIT_PLANE * sizeof(float)); memset(&ins, 0, MAX_MODEL_INSIGNIAS * sizeof(insignia)); #ifndef NDEBUG ram_used = 0; debug_info_size = 0; debug_info = NULL; #endif } int id; // what the polygon model number is. (Index in Polygon_models) int version; char filename[FILESPEC_LENGTH]; uint flags; // 1=allow tiling int n_detail_levels; int detail[MAX_MODEL_DETAIL_LEVELS]; float detail_depth[MAX_MODEL_DETAIL_LEVELS]; int num_debris_objects; int debris_objects[MAX_DEBRIS_OBJECTS]; int n_models; vec3d mins,maxs; //min,max for whole model vec3d bounding_box[8]; int num_lights; // how many lights there are std::shared_ptr lights; // array of light info int n_view_positions; // number of viewing positions available on this ship eye view_positions[MAX_EYES]; //viewing positions. Default to {0,0,0}. in location 0 vec3d autocenter; // valid only if PM_FLAG_AUTOCEN is set float rad; // The radius of everything in the model; shields, thrusters. float core_radius; // The radius to be used for collision detection in small ship vs big ships. // This is equal to 1/2 of the smallest dimension of the hull's bounding box. // texture maps for model int n_textures; texture_map maps[MAX_MODEL_TEXTURES]; std::shared_ptr submodel; // an array of size n_models of submodel info. // linked lists for special polygon types on this model. Most ships I think will have most // of these. (most ships however, probably won't have approach points). int n_guns; // number of primary weapon banks (not counting turrets) int n_missiles; // number of secondary weapon banks (not counting turrets) int n_docks; // number of docking points int n_thrusters; // number of thrusters on this ship. std::shared_ptr gun_banks; // array of gun banks std::shared_ptr missile_banks; // array of missile banks std::shared_ptr docking_bays; // array of docking point pairs std::shared_ptr thrusters; // array of thruster objects -- likely to change in the future std::shared_ptr ship_bay; // contains path indexes for ship bay approach/depart paths shield_info shield; // new shield information std::shared_ptr shield_collision_tree; int sldc_size; SCP_vector shield_points; int n_paths; std::shared_ptr paths; // physics info float mass; vec3d center_of_mass; matrix moment_of_inertia; int num_xc; // number of cross sections std::shared_ptr xc; // pointer to array of cross sections (used in big ship explosions) int num_split_plane; // number of split planes float split_plane[MAX_SPLIT_PLANE]; // actual split plane z coords (for big ship explosions) insignia ins[MAX_MODEL_INSIGNIAS]; int num_ins; #ifndef NDEBUG int ram_used; // How much RAM this model uses int debug_info_size; std::shared_ptr debug_info; #endif int used_this_mission; // used for page-in system, how many times this model has been loaded per mission - taylor int n_glow_point_banks; // number of glow points on this ship. -Bobboau std::shared_ptr glow_point_banks; // array of glow objects -Bobboau indexed_vertex_source vert_source; vertex_buffer detail_buffers[MAX_MODEL_DETAIL_LEVELS]; }; struct model_read_deferred_tasks { struct model_subsystem_parse { int subobj_nr; float rad; vec3d pnt; SCP_string props; }; struct engine_subsystem_parse { SCP_string subsystem_name; }; struct weapon_subsystem_parse { int turret_nr; int gun_subobj_nr; vec3d turretNorm; int n_slots; SCP_vector firingpoints; }; struct texture_idx_replace { SCP_map replacementIds; }; //Key: Subsystem Name SCP_unordered_map model_subsystems; using model_subsystem_pair = decltype(model_subsystems)::value_type; //Key: Engine Nr SCP_unordered_map engine_subsystems; using engine_subsystem_pair = decltype(engine_subsystems)::value_type; //Key: Parent Subobject Nr SCP_unordered_map weapons_subsystems; using weapon_subsystem_pair = decltype(weapons_subsystems)::value_type; //Key: Subobject Nr SCP_unordered_map texture_replacements; using texture_replacement_pair = decltype(texture_replacements)::value_type; }; using model_parse_depth = SCP_unordered_map; // Iterate over a submodel tree, starting at the given submodel root node, and running the given function for each node. The function's signature should be: // // void func(int submodel, int level, bool isLeaf); // // The "level" parameter indicates how deep the nesting level is, and the "isLeaf" parameter indicates whether the submodel is a leaf node. // To find the model's detail0 root node, use pm->submodel[pm->detail[0]]. template void model_iterate_submodel_tree(pm_t* pm, int submodel, Func func, int level, AdditionalParams... params) { Assertion(pm != nullptr, "pm must not be null!"); Assertion(submodel >= 0 && submodel < pm->n_models, "submodel must be in range!"); auto child = pm->submodel[submodel].first_child; func(submodel, level, child < 0, params...); while (child >= 0) { model_iterate_submodel_tree(pm, child, func, level + 1, params...); child = pm->submodel[child].next_sibling; } } //This wrapper function is needed due to a bug in clang versions before 11 which breaks default parameters before parameter packs template inline void model_iterate_submodel_tree(pm_t* pm, int submodel, Func func) { model_iterate_submodel_tree(pm, submodel, func, 0); } // Call once to initialize the model system void model_init(); // call to unload a model (works like bm_unload()), "force" SHOULD NEVER BE SET outside of modelread.cpp!!!! void model_unload(int modelnum, int force = 0); // Directly frees polymodel data, regardless of state and usage in ship classes. Use with caution. Will not clear textures void model_free(polymodel* pm); // Call to free all existing models void model_free_all(); void model_instance_free_all(); // Alias to model_load, checks if a pof tech model exists and loads it if specified, otherwise loads the default pof. --wookieejedi // NOTE: Each time model_load is called with a ship_info pointer, which causes it to load subsystems, the model number is also assigned to the ship_info. int model_load(ship_info* sip, bool prefer_tech_model); // Loads a model from disk and returns the model number it loaded into. // NOTE: Each time model_load is called with a ship_info pointer, which causes it to load subsystems, the model number is also assigned to the ship_info. int model_load(const char *filename, ship_info* sip = nullptr, ErrorType error_type = ErrorType::FATAL_ERROR, bool allow_redundant_load = false); int model_create_instance(int objnum, int model_num); void model_delete_instance(int model_instance_num); // Goober5000 void model_load_texture(polymodel *pm, int i, const char *file); // Returns a pointer to the polymodel structure for model 'n' polymodel *model_get(int model_num); int num_model_instances(); polymodel_instance* model_get_instance(int model_instance_num); // routine to copy subsystems. Must be called when subsystems sets are the same -- see ship.cpp void model_copy_subsystems(int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp); // If MR_FLAG_OUTLINE bit set this color will be used for outlines. // This defaults to black. void model_set_outline_color(int r, int g, int b); // IF MR_LOCK_DETAIL is set, then it will always draw detail level 'n' // This defaults to 0. (0=highest, larger=lower) void model_set_detail_level(int n); // Flags you can pass to model_render #define MR_NORMAL (0) // Draw a normal object #define MR_SHOW_OUTLINE (1<<0) // Draw the object in outline mode. Color specified by model_set_outline_color #define MR_SKYBOX (1<<1) // Draw as a skybox #define MR_DESATURATED (1<<2) // Draw model in monochrome using outline color #define MR_STENCIL_WRITE (1<<3) // Write stencil buffere where the model was rendered #define MR_STENCIL_READ (1<<4) // Only draw pixels of the model where the stencil buffer has the right value (see MR_STENCIL_WRITE) #define MR_SHOW_THRUSTERS (1<<5) // Show the engine thrusters. See model_set_thrust for how long it draws. #define MR_NO_COLOR_WRITES (1<<6) // Don't write anything to the color buffers (used when setting the stencil buffer) #define MR_NO_POLYS (1<<7) // Don't draw the polygons. #define MR_NO_LIGHTING (1<<8) // Don't perform any lighting on the model. #define MR_NO_TEXTURING (1<<9) // Draw textures as flat-shaded polygons. #define MR_NO_CORRECT (1<<10) // Don't to correct texture mapping #define MR_NO_SMOOTHING (1<<11) // Don't perform smoothing on vertices. #define MR_IS_ASTEROID (1<<12) // When set, treat this as an asteroid. #define MR_IS_MISSILE (1<<13) // When set, treat this as a missilie. No lighting, small thrusters. #define MR_SHOW_OUTLINE_PRESET (1<<14) // Draw the object in outline mode. Color assumed to be set already. #define MR_SHOW_INVISIBLE_FACES (1<<15) // Show invisible faces as green... #define MR_AUTOCENTER (1<<16) // Always use the center of the hull bounding box as the center, instead of the pivot point #define MR_EMPTY_SLOT3 (1<<17) // draw bay paths #define MR_ALL_XPARENT (1<<18) // render it fully transparent #define MR_NO_ZBUFFER (1<<19) // switch z-buffering off completely #define MR_NO_CULL (1<<20) // don't cull backfacing poly's #define MR_EMPTY_SLOT4 (1<<21) // force a given texture to always be used #define MR_NO_BATCH (1<<22) // don't use submodel batching when rendering #define MR_EDGE_ALPHA (1<<23) // makes norms that are faceing away from you render more transparent -Bobboau #define MR_CENTER_ALPHA (1<<24) // oposite of above -Bobboau #define MR_NO_FOGGING (1<<25) // Don't fog - taylor #define MR_SHOW_OUTLINE_HTL (1<<26) // Show outlines (wireframe view) using HTL method #define MR_NO_GLOWMAPS (1<<27) // disable rendering of glowmaps - taylor #define MR_FULL_DETAIL (1<<28) // render all valid objects, particularly ones that are otherwise in/out of render boxes - taylor #define MR_FORCE_CLAMP (1<<29) // force clamp - Hery #define MR_EMPTY_SLOT5 (1<<30) // Use a animated Shader - Valathil constexpr uint64_t MR_EMPTY_SLOT6 = static_cast(1) << static_cast(31); // Used for attached weapon model lodding constexpr uint64_t MR_NO_INSIGNIA = static_cast(1) << static_cast(32); // Disable the insignias for ... reasons. Also << more than 31 causes UB, so that's (1<<32) #define MR_DEBUG_PIVOTS (1<<0) // Show the pivot points #define MR_DEBUG_PATHS (1<<1) // Show the paths associated with a model #define MR_DEBUG_RADIUS (1<<2) // Show the radius around the object #define MR_DEBUG_SHIELDS (1<<3) // Show the shield mesh #define MR_DEBUG_BAY_PATHS (1<<4) // draw fighter bay paths #define MR_DEBUG_NO_DIFFUSE (1<<5) #define MR_DEBUG_NO_SPEC (1<<6) #define MR_DEBUG_NO_NORMAL (1<<7) #define MR_DEBUG_NO_ENV (1<<8) #define MR_DEBUG_NO_GLOW (1<<9) #define MR_DEBUG_NO_HEIGHT (1<<10) #define MR_DEBUG_NO_AMBIENT (1<<11) #define MR_DEBUG_NO_MISC (1<<12) #define MR_DEBUG_NO_REFLECT (1<<13) #define MR_DEBUG_DOCK_POINTS (1<<14) // draw docking bay slot positions and normals //Defines for the render parameter of model_render, model_really_render and model_render_buffers #define MODEL_RENDER_OPAQUE 1 #define MODEL_RENDER_TRANS 2 #define MODEL_RENDER_ALL 3 // Returns the radius of a model float model_get_radius(int modelnum); float submodel_get_radius(int modelnum, int submodelnum); // Returns the core radius (smallest dimension of hull's bounding box, used for collision detection with big ships only) float model_get_core_radius(int modelnum); // Returns zero is x1,y1,x2,y2 are valid // returns 1 for invalid model, 2 for point offscreen. // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates! // This function looks at the object's bounding box and it's orientation, // so the bounds will change as the object rotates, to give the minimum bouding // rect. extern int model_find_2d_bound_min(int model_num,matrix *orient, vec3d * pos,int *x1, int *y1, int *x2, int *y2); // Returns zero is x1,y1,x2,y2 are valid // returns 1 for invalid model, 2 for point offscreen. // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates! // This function looks at the object's bounding box and it's orientation, // so the bounds will change as the object rotates, to give the minimum bouding // rect. int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vec3d * pos,int *x1, int *y1, int *x2, int *y2); // Returns zero is x1,y1,x2,y2 are valid // Returns 2 for point offscreen. // note that x1,y1,x2,y2 aren't clipped to 2d screen coordinates! // This function just looks at the radius, and not the orientation, so the // bounding box won't change depending on the obj's orient. int subobj_find_2d_bound(float radius, matrix *orient, vec3d * pos,int *x1, int *y1, int *x2, int *y2); // Returns the index of the -destroyed version of a submodel name, if it exists int submodel_find_destroyed_form(int model_num, const char *name_stem); // Returns whether this submodel name is a -destroyed version bool submodel_is_destroyed_form(const char *name); // stats variables #ifndef NDEBUG extern int modelstats_num_polys; extern int modelstats_num_polys_drawn; extern int modelstats_num_verts; extern int modelstats_num_sortnorms; #endif // Tries to move joints so that the turret points to the point dst. extern bool model_rotate_gun(const object *objp, const polymodel *pm, const polymodel_instance *pmi, ship_subsys *ss, const vec3d *dst); // Rotates the angle of a submodel. Use this so the right unlocked axis // gets stuffed. extern void submodel_canonicalize_rotation(bsp_info *sm, submodel_instance *smi, bool clamp); extern void submodel_rotate(model_subsystem *psub, submodel_instance *smi); extern void submodel_rotate(bsp_info *sm, submodel_instance *smi); // Rotates the angle of a submodel. Use this so the right unlocked axis // gets stuffed. Does this for stepped rotations void submodel_stepped_rotate(model_subsystem *psub, submodel_instance *smi); // Similar to above extern void submodel_canonicalize_translation(bsp_info *sm, submodel_instance *smi); extern void submodel_translate(model_subsystem *psub, submodel_instance *smi); extern void submodel_translate(bsp_info *sm, submodel_instance *smi); void submodel_stepped_translate(model_subsystem *psub, submodel_instance *smi); // ------- submodel transformations ------- // Goober5000 // For a submodel, return its overall offset from the main model. extern void model_find_submodel_offset(vec3d *outpnt, const polymodel *pm, int sub_model_num); // Given a point in a submodel's local frame of reference, transform it to a global frame of reference. // If objorient and objpos are supplied, this will be world space; otherwise it will be the model's space. extern void model_local_to_global_point(vec3d *outpnt, const vec3d *mpnt, int model_num, int submodel_num, const matrix *objorient = nullptr, const vec3d *objpos = nullptr); // Given a point in a submodel's local frame of reference, transform it to a global frame of reference. // If objorient and objpos are supplied, this will be world space; otherwise it will be the model's space. extern void model_local_to_global_point(vec3d *outpnt, const vec3d *mpnt, const polymodel *pm, int submodel_num, const matrix *objorient = nullptr, const vec3d *objpos = nullptr); // Given a point in a submodel's local frame of reference, transform it to a global frame of reference, taking into account submodel rotations. // If objorient and objpos are supplied, this will be world space; otherwise it will be the model's space. extern void model_instance_local_to_global_point(vec3d *outpnt, const vec3d *mpnt, int model_instance_num, int submodel_num, const matrix *objorient = nullptr, const vec3d *objpos = nullptr, bool use_last_frame = false); // Given a point in a submodel's local frame of reference, transform it to a global frame of reference, taking into account submodel rotations. // If objorient and objpos are supplied, this will be world space; otherwise it will be the model's space. extern void model_instance_local_to_global_point(vec3d *outpnt, const vec3d *mpnt, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient = nullptr, const vec3d *objpos = nullptr, bool use_last_frame = false); // Given a direction (or normal) in a submodel's local frame of reference, transform it to a global frame of reference. // If objorient and objpos are supplied, this will be world space; otherwise it will be the model's space. extern void model_local_to_global_dir(vec3d *out_dir, const vec3d *in_dir, int model_num, int submodel_num, const matrix *objorient = nullptr); // Given a direction (or normal) in a submodel's local frame of reference, transform it to a global frame of reference. // If objorient and objpos are supplied, this will be world space; otherwise it will be the model's space. extern void model_local_to_global_dir(vec3d *out_dir, const vec3d *in_dir, const polymodel *pm, int submodel_num, const matrix *objorient = nullptr); // Given a direction (or normal) in a submodel's local frame of reference, transform it to a global frame of reference, taking into account submodel rotations. // If objorient and objpos are supplied, this will be world space; otherwise it will be the model's space. extern void model_instance_local_to_global_dir(vec3d *out_dir, const vec3d *in_dir, int model_instance_num, int submodel_num, const matrix *objorient = nullptr, bool use_submodel_parent = false); // Given a direction (or normal) in a submodel's local frame of reference, transform it to a global frame of reference, taking into account submodel rotations. // If objorient and objpos are supplied, this will be world space; otherwise it will be the model's space. extern void model_instance_local_to_global_dir(vec3d *out_dir, const vec3d *in_dir, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient = nullptr); // Combines model_instance_local_to_global_point and model_instance_local_to_global_dir into one function. extern void model_instance_local_to_global_point_dir(vec3d *outpnt, vec3d *outnorm, const vec3d *submodel_pnt, const vec3d *submodel_norm, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient = nullptr, const vec3d *objpos = nullptr); // Combines model_instance_local_to_global_point and the matrix equivalent of model_instance_local_to_global_dir into one function. extern void model_instance_local_to_global_point_orient(vec3d *outpnt, matrix *outorient, const vec3d *submodel_pnt, const matrix *submodel_orient, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient = nullptr, const vec3d *objpos = nullptr); // Given a point in a global frame of reference, transform it to a submodel's local frame of reference, taking into account submodel rotations. // If objorient and objpos are supplied, the global frame will be world space; otherwise it will be the model's space. extern void model_instance_global_to_local_point(vec3d *outpnt, const vec3d *mpnt, int model_instance_num, int submodel_num, const matrix *objorient = nullptr, const vec3d *objpos = nullptr, bool use_last_frame = false); // Given a point in a global frame of reference, transform it to a submodel's local frame of reference, taking into account submodel rotations. // If objorient and objpos are supplied, the global frame will be world space; otherwise it will be the model's space. extern void model_instance_global_to_local_point(vec3d *outpnt, const vec3d *mpnt, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient = nullptr, const vec3d *objpos = nullptr, bool use_last_frame = false); // Given a direction (or normal) in a global frame of reference, transform it to a submodel's local frame of reference, taking into account submodel rotations. // If objorient is supplied, the global frame will be world space; otherwise it will be the model's space. extern void model_instance_global_to_local_dir(vec3d *out_dir, const vec3d *in_dir, int model_instance_num, int submodel_num, const matrix *objorient = nullptr, bool use_submodel_parent = false, bool use_last_frame = false); // Given a direction (or normal) in a global frame of reference, transform it to a submodel's local frame of reference, taking into account submodel rotations. // If objorient is supplied, the global frame will be world space; otherwise it will be the model's space. extern void model_instance_global_to_local_dir(vec3d *out_dir, const vec3d *in_dir, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient = nullptr, bool use_last_frame = false); // Combines model_instance_local_to_global_point and the matrix equivalent of model_instance_local_to_global_dir into one function. extern void model_instance_global_to_local_point_orient(vec3d* outpnt, matrix* outorient, const vec3d* submodel_pnt, const matrix* submodel_orient, const polymodel* pm, const polymodel_instance* pmi, int submodel_num, const matrix* objorient = nullptr, const vec3d* objpos = nullptr); // ------- end of submodel transformations ------- // Given a polygon model index, find a list of moving submodels to be used for collision void model_get_moving_submodel_list(SCP_vector &submodel_vector, const object *objp); // Given a polygon model index, get a list of a model tree starting from that index void model_get_submodel_tree_list(SCP_vector &submodel_vector, const polymodel *pm, int mn); // Clears all the submodel instances stored in a model to their defaults. extern void model_clear_instance(int model_num); // Sets rotating submodel turn info to that stored in model extern void model_set_submodel_instance_motion_info(bsp_info *sm, submodel_instance *smi); // Sets the submodel instance data in a submodel extern void model_set_up_techroom_instance(ship_info *sip, int model_instance_num); void model_replicate_submodel_instance(polymodel *pm, polymodel_instance *pmi, int submodel_num, flagset& flags); // Adds an electrical arcing effect to a submodel void model_instance_clear_arcs(const polymodel *pm, polymodel_instance *pmi); void model_instance_add_arc(const polymodel *pm, polymodel_instance *pmi, int sub_model_num, const vec3d *v1, const vec3d *v2, const SCP_vector *persistent_arc_points, ubyte arc_type, const color *primary_color_1 = nullptr, const color *primary_color_2 = nullptr, const color *secondary_color = nullptr, float width = 0.0f, ubyte segment_depth = 4); // Gets two random points on the surface of a submodel extern vec3d submodel_get_random_point(int model_num, int submodel_num, int seed = -1); // gets the average position of the mesh at a particular z slice, approximately void submodel_get_cross_sectional_avg_pos(int model_num, int submodel_num, float z_slice_pos, vec3d* pos); // generates a random position more or less inside-ish a mesh at a particular z slice void submodel_get_cross_sectional_random_pos(int model_num, int submodel_num, float z_slice_pos, vec3d* pos); extern int model_find_submodel_index(int modelnum, const char *name); extern int model_find_submodel_index(const polymodel* pm, const char* name); // gets the index into the docking_bays array of the specified type of docking point // Returns the index. second functions returns the index of the docking bay with // the specified name extern int model_find_dock_index(int modelnum, int dock_type, int index_to_start_at = 0); extern int model_find_dock_index(const polymodel* pm, int dock_type, int index_to_start_at = 0); extern int model_find_dock_name_index(int modelnum, const char* name); extern int model_find_dock_name_index(const polymodel* pm, const char* name); // returns the actual name of a docking point on a model, needed by Fred. char *model_get_dock_name(int modelnum, int index); // returns number of docking points for a model int model_get_num_dock_points(int modelnum); int model_get_dock_index_type(int modelnum, int index); // get all the different docking point types on a model int model_get_dock_types(int modelnum); // Goober5000 // returns index in [0, MAX_SHIP_BAY_PATHS) int model_find_bay_path(int modelnum, char *bay_path_name); bool model_has_hangar_bay(int modelnum); // Returns number of polygons in a submodel; int submodel_get_num_polys(int model_num, int submodel_num); // This is the interface to model_check_collision. Rather than passing all these // values and returning values in globals, just fill in a temporary variable with // the input values and call model_check_collision typedef struct mc_info { // Input values int model_instance_num = -1; int model_num = -1; // What model to check int submodel_num = -1; // What submodel to check if MC_SUBMODEL is set const matrix *orient = nullptr; // The orient of the model const vec3d *pos = nullptr; // The pos of the model in world coordinates const vec3d *p0 = nullptr; // The starting point of the ray (sphere) to check const vec3d *p1 = nullptr; // The ending point of the ray (sphere) to check int flags = 0; // Flags that the model_collide code looks at. See MC_??? defines float radius = 0; // If MC_CHECK_THICK is set, checks a sphere moving with the radius. int lod = 0; // Which detail level of the submodel to check instead // Per-submodel collision_checked flags (indexed by submodel number). // When non-empty, model_collide uses this to determine which submodels to skip. // Auto-initialized from pmi in model_collide when empty; callers may pre-populate // to control which submodels are checked (e.g., rotating submodel collision). SCP_vector collision_checked; // Return values int num_hits = 0; // How many collisions were found float hit_dist = 0.0f; // The distance from p0 to hitpoint vec3d hit_point = vmd_zero_vector; // Where the collision occurred at in hit_submodel's coordinate system vec3d hit_point_world = vmd_zero_vector; // Where the collision occurred at in world coordinates int hit_submodel = -1; // Which submodel got hit. int hit_bitmap = -1; // Which texture got hit. -1 if not a textured poly float hit_u = 0.0f; // Where on hit_bitmap the ray hit. Invalid if hit_bitmap < 0 float hit_v = 0.0f; // ditto int shield_hit_tri = -1; // Which triangle on the shield got hit or -1 if none vec3d hit_normal = vmd_zero_vector; // Vector normal of polygon of collision (This is in submodel RF). CAN BE ZERO, if edge_hit is true bool edge_hit = false; // Set if an edge got hit. Only valid if MC_CHECK_THICK is set. ubyte *f_poly = nullptr; // pointer to flat poly where we intersected ubyte *t_poly = nullptr; // pointer to tmap poly where we intersected bsp_collision_leaf* bsp_leaf = nullptr; SCP_vector hit_points_all; // used only with MC_COLLIDE_ALL, contains all collision points, in world space, // including those against backfacing polies, in arbitrary order SCP_vector hit_submodels_all; // the corresponding hit submodels of the above points // NOTE: flags can be changed for the case of sphere check finds an edge hit } mc_info; //======== MODEL_COLLIDE ============ // Model Collision flags, used in model_collide() #define MC_CHECK_MODEL (1<<0) // Check the polygons in the model. #define MC_CHECK_SHIELD (1<<1) // check for collision against shield, if it exists. #define MC_ONLY_SPHERE (1<<2) // Only check bounding sphere. Not accurate, but fast. // NOTE! This doesn't set hit_point correctly with MC_CHECK_SPHERELINE #define MC_ONLY_BOUND_BOX (1<<3) // Only check bounding boxes. Pretty accurate and slower than MC_ONLY_SPHERE. // Checks the rotatated bounding box of each submodel. // NOTE! This doesn't set hit_point correctly with MC_CHECK_SPHERELINE #define MC_CHECK_RAY (1<<4) // Checks a ray from p0 *through* p1 on to infinity #define MC_CHECK_SPHERELINE (1<<5) // Checks a moving sphere rather than just a ray. Radius #define MC_SUBMODEL (1<<6) // If this is set, only check the submodel specified in mc->submodel_num. Use with MC_CHECK_MODEL #define MC_SUBMODEL_INSTANCE (1<<7) // Check submodel and its children (of a rotating submodel) #define MC_CHECK_INVISIBLE_FACES (1<<8) // Check the invisible faces. #define MC_COLLIDE_ALL (1<<9) // Returns ALL hits via hit_points_all, including backfacing polies hits #define MC_RESPECT_DETAIL_BOX_SPHERE (1<<10) //Skip a submodel if it is an invisible detailbox /* Checks to see if a vector from p0 to p0 collides with a model of type 'model_num' at 'orient' 'pos'. Returns the number of polys that were hit. Zero is none, obviously. Return true if a collision with hull (or shield, if MC_CHECK_SHIELD set), else return false. If it did it one or more, then hitpt is the closest 3d point that the vector hit. See the MC_? defines for flag values. Model_collide can test a sphere against either (1) shield or (2) model. To check a sphere, set the radius of sphere in mc_info structure and set the flag MC_CHECK_SPHERE. Here is a sample for how to use: mc_info mc; mc.model_num = ???; // Fill in the model to check mc.orient = &obj->orient; // The object's orient mc.pos = &obj->pos; // The object's position mc.p0 = &p0; // Point 1 of ray to check mc.p1 = &p1; // Point 2 of ray to check mc.flags = MC_CHECK_MODEL; // flags ** TO COLLIDE AGAINST A LINE SEGMENT model_collide(&mc); if (mc.num_hits) { // We hit submodel mc.hit_submodel on texture mc.hitbitmap, // at point mc.hit_point_world, with uv's of mc.hit_u, mc.hit_v. } ** TO COLLIDE AGAINST A SPHERE mc.flags |= MC_CHECK_SPHERELINE; mc.radius = radius; model_collide(&mc, radius); if (mc.num_hits) { // We hit submodel mc.hit_submodel on texture mc.hitbitmap, // at point mc.hit_point_world, with uv's of mc.hit_u, mc.hit_v. // Check (mc.edge_hit) to see if we hit an edge } */ int model_collide(mc_info *mc_info_obj); void model_collide_parse_bsp(bsp_collision_tree *tree, ubyte *bsp_data, int version); bsp_collision_tree *model_get_bsp_collision_tree(int tree_index); void model_remove_bsp_collision_tree(int tree_index); int model_create_bsp_collision_tree(); typedef struct mst_info { int primary_bitmap; int primary_glow_bitmap; int secondary_glow_bitmap; int tertiary_glow_bitmap; int distortion_bitmap; bool use_ab; float glow_noise; vec3d rotvel; vec3d length; float glow_rad_factor; float secondary_glow_rad_factor; float tertiary_glow_rad_factor; float glow_length_factor; float distortion_rad_factor; float distortion_length_factor; bool draw_distortion; mst_info() : primary_bitmap(-1), primary_glow_bitmap(-1), secondary_glow_bitmap(-1), tertiary_glow_bitmap(-1), distortion_bitmap(-1), use_ab(false), glow_noise(1.0f), rotvel(vmd_zero_vector), length(vmd_zero_vector), glow_rad_factor(1.0f), secondary_glow_rad_factor(1.0f), tertiary_glow_rad_factor(1.0f), glow_length_factor(1.0f), distortion_rad_factor(1.0f), distortion_length_factor(1.0f), draw_distortion(true) {} } mst_info; // scale the engines thrusters by this much // Only enabled if MR_SHOW_THRUSTERS is on void model_set_thrust(int model_num = -1, mst_info *mst = NULL); //======================================================================================= // Finds the closest point on a model to a point in space. Actually only finds a point // on the bounding box of the model. // Given: // model_num Which model // submodel_num Which submodel, -1 for hull // orient Orientation of the model // pos Position of the model // eye_pos Point that you want to find the closest point to // Returns: // distance from eye_pos to closest_point. 0 means eye_pos is // on or inside the bounding box. // Also fills in outpnt with the actual closest point. float model_find_closest_point(vec3d *outpnt, int model_num, int submodel_num, const matrix *orient, const vec3d *pos, const vec3d *eye_pos); // Like the above, but finds the closest two points to each other. float model_find_closest_points(vec3d *outpnt1, int model_num1, int submodel_num1, const matrix *orient1, const vec3d *pos1, vec3d *outpnt2, int model_num2, int submodel_num2, const matrix *orient2, const vec3d *pos2); // see if the given texture is used by the passed model. 0 if not used, 1 if used, -1 on error int model_find_texture(int model_num, int bitmap); // find closest point on extended bounding box (the bounding box plus all the planes that make it up) // returns closest distance to extended box // positive return value means start_point is outside extended box // displaces closest point an optional amount delta to the outside of the box // closest_box_point can be NULL. float get_world_closest_box_point_with_delta(vec3d *closest_box_point, const object *box_obj, const vec3d *start_point, int *is_inside, float delta); // given a newly loaded model, page in all textures void model_page_in_textures(int modelnum, int ship_info_index = -1); // given a model, unload all of its textures void model_page_out_textures(int model_num, bool release = false); // given a model, without respect to usage state of the polymodel void model_page_out_textures(polymodel* pm, bool release = false, const SCP_set& skipTextures = {}, const SCP_set& skipGlowBanks = {}); void modelinstance_replace_active_texture(polymodel_instance* pmi, const char* old_name, const char* new_name); void model_do_intrinsic_motions(object *objp); int model_should_render_engine_glow(int objnum, int bank_obj); bool model_get_team_color(team_color *clr, const SCP_string &team, const SCP_string &secondaryteam, fix timestamp, int fadetime); void moldel_calc_facing_pts( vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float z_add, vec3d *Eyeposition ); void model_draw_debug_points(const polymodel *pm, const bsp_info *submodel, uint64_t flags); void model_render_shields( polymodel * pm, uint64_t flags ); void model_draw_paths_htl( int model_num, uint64_t flags ); void model_draw_bay_paths_htl(int model_num); void model_draw_dock_points_htl(int model_num); bool model_interp_config_buffer(indexed_vertex_source *vert_src, vertex_buffer *vb, bool update_ibuffer_only); bool model_interp_pack_buffer(indexed_vertex_source *vert_src, vertex_buffer *vb); void model_interp_submit_buffers(indexed_vertex_source *vert_src, size_t vertex_stride); void model_allocate_interp_data(uint n_verts = 0, uint n_norms = 0); void glowpoint_init(); SCP_vector::iterator get_glowpoint_bank_override_by_name(const char* name); extern SCP_vector glowpoint_bank_overrides; #endif // _MODEL_H