/* * 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. * */ #include #include #ifdef _WIN32 #include #include #include #endif #define MODEL_LIB #include "asteroid/asteroid.h" #include "bmpman/bmpman.h" #include "cfile/cfile.h" #include "cmdline/cmdline.h" #include "freespace.h" // For flFrameTime #include "gamesnd/gamesnd.h" #include "globalincs/linklist.h" #include "io/key.h" #include "io/timer.h" #include "math/fvi.h" #include "math/vecmat.h" #include "model/model.h" #include "model/modelsinc.h" #include "parse/parselo.h" #include "render/3dinternal.h" #include "ship/ship.h" #include "weapon/weapon.h" #include "tracing/tracing.h" #include flag_def_list model_render_flags[] = { {"no lighting", MR_NO_LIGHTING, 0}, {"transparent", MR_ALL_XPARENT, 0}, {"no Zbuffer", MR_NO_ZBUFFER, 0}, {"no cull", MR_NO_CULL, 0}, {"no glowmaps", MR_NO_GLOWMAPS, 0}, {"force clamp", MR_FORCE_CLAMP, 0}, }; int model_render_flags_size = sizeof(model_render_flags)/sizeof(flag_def_list); #define MAX_SUBMODEL_COLLISION_ROT_ANGLE (PI / 6.0f) // max 30 degrees per frame // info for special polygon lists polymodel *Polygon_models[MAX_POLYGON_MODELS]; SCP_vector Polygon_model_instances; SCP_vector Bsp_collision_tree_list; static int model_initted = 0; #ifndef NDEBUG CFILE *ss_fp = NULL; // file pointer used to dump subsystem information char model_filename[_MAX_PATH]; // temp used to store filename char debug_name[_MAX_PATH]; int ss_warning_shown = 0; // have we shown the warning dialog concerning the subsystems? #endif static uint Global_checksum = 0; // Anything less than this is considered incompatible. #define PM_COMPATIBLE_VERSION 1900 // Anything greater than or equal to PM_COMPATIBLE_VERSION and // whose major version is less than or equal to this is considered // compatible. #define PM_OBJFILE_MAJOR_VERSION 30 static int Model_signature = 0; void interp_configure_vertex_buffers(polymodel*, int); void interp_pack_vertex_buffers(polymodel* pm, int mn); void interp_create_detail_index_buffer(polymodel *pm, int detail); void interp_create_transparency_index_buffer(polymodel *pm, int detail_num); void model_interp_process_shield_mesh(polymodel * pm); void model_set_subsys_path_nums(polymodel *pm, int n_subsystems, model_subsystem *subsystems); void model_set_bay_path_nums(polymodel *pm); // Goober5000 - see SUBSYSTEM_X in model.h // NOTE: Each subsystem must match up with its #define, or there will be problems const char *Subsystem_types[SUBSYSTEM_MAX] = { "None", "Engines", "Turrets", "Radar", "Navigation", "Communications", "Weapons", "Sensors", "Solar panels", "Gas collection", "Activation", "Unknown" }; //WMC - For general compatibility stuff. //Note that the order of the items in this list //determine the order that they are tried in ai_goal_fixup_dockpoints flag_def_list Dock_type_names[] = { { "cargo", DOCK_TYPE_CARGO, 0 }, { "rearm", DOCK_TYPE_REARM, 0 }, { "generic", DOCK_TYPE_GENERIC, 0 } }; int Num_dock_type_names = sizeof(Dock_type_names) / sizeof(flag_def_list); SCP_vector glowpoint_bank_overrides; // Goober5000 - reimplementation of Bobboau's $dumb_rotation feature in a way that works with the rest of the model instance system // note: since these data types are only ever used in this file, they don't need to be in model.h class intrinsic_rotation { public: bool is_ship; int model_instance_num; SCP_vector submodel_list; intrinsic_rotation(bool _is_ship, int _model_instance_num) : is_ship(_is_ship), model_instance_num(_model_instance_num) {} void add_submodel(int _submodel_num, submodel_instance *_submodel_instance_1, float _turn_rate) { submodel_list.push_back(_submodel_num); _submodel_instance_1->current_turn_rate = _turn_rate; _submodel_instance_1->desired_turn_rate = _turn_rate; } }; SCP_vector Intrinsic_rotations; // Free up a model, getting rid of all its memory // With the basic page in system this can be called from outside of modelread.cpp void model_unload(int modelnum, int force) { int i, j, num; if ( modelnum >= MAX_POLYGON_MODELS ) { num = modelnum % MAX_POLYGON_MODELS; } else { num = modelnum; } if ( (num < 0) || (num >= MAX_POLYGON_MODELS)) { return; } polymodel *pm = Polygon_models[num]; if ( !pm ) { return; } Assert( pm->used_this_mission >= 0 ); if (!force && (--pm->used_this_mission > 0)) return; mprintf(("Unloading model '%s' from slot '%i'\n", pm->filename, num)); // so that the textures can be released pm->used_this_mission = 0; // we want to call bm_release() from here rather than just bm_unload() in order // to get the slots back so we set "release" to true. model_page_out_textures(pm->id, true); safe_kill(pm->ship_bay); if (pm->paths) { for (i=0; in_paths; i++ ) { for (j=0; jpaths[i].nverts; j++ ) { if ( pm->paths[i].verts[j].turret_ids ) { vm_free(pm->paths[i].verts[j].turret_ids); } } if (pm->paths[i].verts) { vm_free(pm->paths[i].verts); } } vm_free(pm->paths); } if ( pm->shield.verts ) { vm_free( pm->shield.verts ); } if ( pm->shield.tris ) { vm_free(pm->shield.tris); } if ( pm->missile_banks ) { vm_free(pm->missile_banks); } if ( pm->docking_bays ) { for (i=0; in_docks; i++ ) { if ( pm->docking_bays[i].splines ) { vm_free( pm->docking_bays[i].splines ); } } vm_free(pm->docking_bays); } if ( pm->thrusters ) { for (i = 0; i < pm->n_thrusters; i++) { if (pm->thrusters[i].points) vm_free(pm->thrusters[i].points); } vm_free(pm->thrusters); } if ( pm->glow_point_banks ) { // free the glows!!! -Bobboau for (i = 0; i < pm->n_glow_point_banks; i++) { if (pm->glow_point_banks[i].points) vm_free(pm->glow_point_banks[i].points); } vm_free(pm->glow_point_banks); } #ifndef NDEBUG if ( pm->debug_info ) { vm_free(pm->debug_info); } #endif model_octant_free( pm ); if (pm->submodel) { for (i = 0; i < pm->n_models; i++) { pm->submodel[i].buffer.clear(); if ( pm->submodel[i].bsp_data ) { vm_free(pm->submodel[i].bsp_data); } if ( pm->submodel[i].collision_tree_index >= 0 ) { model_remove_bsp_collision_tree(pm->submodel[i].collision_tree_index); } if ( pm->submodel[i].outline_buffer != nullptr ) { vm_free(pm->submodel[i].outline_buffer); pm->submodel[i].outline_buffer = nullptr; } } delete[] pm->submodel; } if ( pm->xc ) { vm_free(pm->xc); } if ( pm->lights ) { vm_free(pm->lights); } if ( pm->gun_banks ) { vm_free(pm->gun_banks); } if ( pm->shield_collision_tree ) { vm_free(pm->shield_collision_tree); } if (pm->shield.buffer_id.isValid()) { gr_delete_buffer(pm->shield.buffer_id); pm->shield.buffer_id = gr_buffer_handle::invalid(); pm->shield.buffer_n_verts = 0; } if (pm->vert_source.Vbuffer_handle.isValid()) { gr_heap_deallocate(GpuHeap::ModelVertex, pm->vert_source.Vertex_offset); pm->vert_source.Vbuffer_handle = gr_buffer_handle::invalid(); pm->vert_source.Vertex_offset = 0; pm->vert_source.Base_vertex_offset = 0; } if ( pm->vert_source.Vertex_list != NULL ) { vm_free(pm->vert_source.Vertex_list); pm->vert_source.Vertex_list = NULL; } if (pm->vert_source.Ibuffer_handle.isValid()) { gr_heap_deallocate(GpuHeap::ModelIndex, pm->vert_source.Index_offset); pm->vert_source.Ibuffer_handle = gr_buffer_handle::invalid(); pm->vert_source.Index_offset = 0; } if ( pm->vert_source.Index_list != NULL ) { vm_free(pm->vert_source.Index_list); pm->vert_source.Index_list = NULL; } pm->vert_source.Vertex_list_size = 0; pm->vert_source.Index_list_size = 0; for (i = 0; i < MAX_MODEL_DETAIL_LEVELS; ++i) { pm->detail_buffers[i].clear(); } // run through Ship_info and if the model has been loaded we'll need to reset the modelnum to -1. for (auto &si : Ship_info) { if ( pm->id == si.model_num ) { si.model_num = -1; } if ( pm->id == si.cockpit_model_num ) { si.cockpit_model_num = -1; } if ( pm->id == si.model_num_hud ) { si.model_num_hud = -1; } } // need to reset weapon models as well for (auto &wi: Weapon_info) { if ( pm->id == wi.model_num ) { wi.model_num = -1; } if ( pm->id == wi.external_model_num ) { wi.external_model_num = -1; } } pm->id = 0; delete pm; Polygon_models[num] = NULL; } void model_free_all() { int i; if ( !model_initted) { model_init(); return; } mprintf(( "Freeing all existing models...\n" )); model_instance_free_all(); for (i=0;i_delete function which would remove the instance extern int Nmodel_instance_num; Nmodel_instance_num = -1; Polygon_model_instances.clear(); } void model_page_in_start() { int i; if ( !model_initted ) { model_init(); return; } mprintf(( "Starting model page in...\n" )); for (i=0; iused_this_mission = 0; } } void model_page_in_stop() { int i; Assert( model_initted ); mprintf(( "Stopping model page in...\n" )); for (i=0; iused_this_mission) continue; model_unload(i); } } void model_init() { int i; if ( model_initted ) { Int3(); // Model_init shouldn't be called twice! return; } for (i=0;ixyz = { f1, f2, f3 }; success = true; } while (false); unpause_parse(); return success; } // routine to look for one of the specified user properties // if p is not null, sets p to the next character AFTER the string and a space/equals/colon (not the beginning of the string, as strstr would) // returns the index of the property found, or -1 if not found // NB: the first recognized option is returned, so if one option is a substring of another, put it later in the list! int prop_string(char *props, char **p, int n_args, ...) { char *pos = nullptr; va_list args; int index = -1; va_start(args, n_args); for (int i = 0; i < n_args; ++i) { const char *option = va_arg(args, const char *); // look for our option in the props fields if ((pos = strstr(props, option)) != nullptr) { // we found it index = i; // so advance past the string and its following character pos += strlen(option); pos++; break; } } va_end(args); // if we have a p, assign *p // (if nothing was found, *p will be nullptr) if (p != nullptr) *p = pos; return index; } // syntactic sugar int prop_string(char *props, char **p, const char *option0) { return prop_string(props, p, 1, option0); } int prop_string(char *props, char **p, const char *option0, const char *option1) { return prop_string(props, p, 2, option0, option1); } int prop_string(char *props, char **p, const char *option0, const char *option1, const char *option2) { return prop_string(props, p, 3, option0, option1, option2); } const Model::Subsystem_Flags carry_flags[] = { Model::Subsystem_Flags::Crewpoint, Model::Subsystem_Flags::Rotates, Model::Subsystem_Flags::Triggered, Model::Subsystem_Flags::Artillery, Model::Subsystem_Flags::Stepped_rotate }; // funciton to copy model data from one subsystem set to another subsystem set. This function // is called when two ships use the same model data, but since the model only gets read in one time, // the subsystem data is only present in one location. The ship code will call this routine to fix // this situation by copying stuff from the source subsystem set to the dest subsystem set. void model_copy_subsystems( int n_subsystems, model_subsystem *d_sp, model_subsystem *s_sp ) { int i, j; model_subsystem *source, *dest; for (i = 0; i < n_subsystems; i++ ) { source = &s_sp[i]; for ( j = 0; j < n_subsystems; j++ ) { dest = &d_sp[j]; if ( !subsystem_stricmp( source->subobj_name, dest->subobj_name) ) { for (auto const &flag : carry_flags) { if (source->flags[flag]) dest->flags.set(flag); } dest->subobj_num = source->subobj_num; dest->model_num = source->model_num; dest->pnt = source->pnt; dest->radius = source->radius; dest->type = source->type; dest->turn_rate = source->turn_rate; dest->turret_gun_sobj = source->turret_gun_sobj; strcpy_s(dest->name, source->name); if ( dest->type == SUBSYSTEM_TURRET ) { int nfp; dest->turret_fov = source->turret_fov; dest->turret_num_firing_points = source->turret_num_firing_points; dest->turret_norm = source->turret_norm; dest->turret_matrix = source->turret_matrix; for (nfp = 0; nfp < dest->turret_num_firing_points; nfp++ ) dest->turret_firing_point[nfp] = source->turret_firing_point[nfp]; if ( dest->flags[Model::Subsystem_Flags::Crewpoint] ) strcpy_s(dest->crewspot, source->crewspot); } break; } } if ( j == n_subsystems ) Int3(); // get allender -- something is amiss with models } } // routine to get/set subsystem information static void set_subsystem_info(int model_num, model_subsystem *subsystemp, char *props, char *dname) { char *p; char buf[64]; char lcdname[256]; int idx; if ( (p = strstr(props, "$name")) != NULL) get_user_prop_value(p+5, subsystemp->name); else strcpy_s(subsystemp->name, dname); strcpy_s(lcdname, dname); strlwr(lcdname); // check the name for its specific type if ( strstr(lcdname, "engine") ) { subsystemp->type = SUBSYSTEM_ENGINE; } else if ( strstr(lcdname, "radar") ) { subsystemp->type = SUBSYSTEM_RADAR; } else if ( strstr(lcdname, "turret") ) { float angle; subsystemp->type = SUBSYSTEM_TURRET; if ( (p = strstr(props, "$fov")) != NULL ) get_user_prop_value(p+4, buf); // get the value of the fov else strcpy_s(buf,"180"); angle = fl_radians(atoi(buf))/2.0f; subsystemp->turret_fov = cosf(angle); subsystemp->turret_num_firing_points = 0; if ( (p = strstr(props, "$crewspot")) != NULL) { subsystemp->flags.set(Model::Subsystem_Flags::Crewpoint); get_user_prop_value(p+9, subsystemp->crewspot); } } else if ( strstr(lcdname, "navigation") ) { subsystemp->type = SUBSYSTEM_NAVIGATION; } else if ( strstr(lcdname, "communication") ) { subsystemp->type = SUBSYSTEM_COMMUNICATION; } else if ( strstr(lcdname, "weapon") ) { subsystemp->type = SUBSYSTEM_WEAPONS; } else if ( strstr(lcdname, "sensor") ) { subsystemp->type = SUBSYSTEM_SENSORS; } else if ( strstr(lcdname, "solar") ) { subsystemp->type = SUBSYSTEM_SOLAR; } else if ( strstr(lcdname, "gas") ) { subsystemp->type = SUBSYSTEM_GAS_COLLECT; } else if ( strstr(lcdname, "activator") ) { subsystemp->type = SUBSYSTEM_ACTIVATION; } else { // If unrecognized type, set to unknown so artist can continue working... subsystemp->type = SUBSYSTEM_UNKNOWN; mprintf(("Subsystem '%s' on ship %s is not recognized as a common subsystem type\n", dname, model_get(model_num)->filename)); } if ( (strstr(props, "$triggered")) != NULL ) { subsystemp->flags.set(Model::Subsystem_Flags::Rotates); subsystemp->flags.set(Model::Subsystem_Flags::Triggered); } // Dumb-Rotating subsystem if (prop_string(props, nullptr, "$dumb_rotate") >= 0) { // no special subsystem handling needed here, but make sure we didn't specify both methods if (prop_string(props, nullptr, "$rotate") >= 0) { Warning(LOCATION, "Subsystem '%s' on ship %s cannot have both rotation and dumb-rotation!", dname, model_get(model_num)->filename); } } // Rotating subsystem else if ((idx = prop_string(props, &p, "$rotate_time", "$rotate_rate", "$rotate")) >= 0) { subsystemp->flags.set(Model::Subsystem_Flags::Rotates); // get value for (a) complete rotation (b) step (c) activation get_user_prop_value(p, buf); // note: p points to the value since we used prop_string // for retail compatibility, $rotate means $rotate_time float turn_rate; if (idx == 0 || idx == 2) { float turn_time = static_cast(atof(buf)); if (turn_time == 0.0f) { Warning(LOCATION, "Rotation has a turn time of 0 for subsystem '%s' on ship %s!", dname, model_get(model_num)->filename); turn_rate = 1.0f; } else { turn_rate = PI2 / turn_time; } } else { turn_rate = static_cast(atof(buf)); } // CASE OF WEAPON ROTATION (primary only) if ( (p = strstr(props, "$pbank")) != NULL) { subsystemp->flags.set(Model::Subsystem_Flags::Artillery); // get which pbank should trigger rotation get_user_prop_value(p+6, buf); subsystemp->weapon_rotation_pbank = atoi(buf); } // end of weapon rotation stuff // *** determine how the subsys rotates *** // CASE OF STEPPED ROTATION if ( (strstr(props, "$stepped")) != NULL) { subsystemp->stepped_rotation = new stepped_rotation; subsystemp->flags.set(Model::Subsystem_Flags::Stepped_rotate); // get number of steps if ( (p = strstr(props, "$steps")) != NULL) { get_user_prop_value(p+6, buf); subsystemp->stepped_rotation->num_steps = atoi(buf); } else { subsystemp->stepped_rotation->num_steps = 8; } // get pause time if ( (p = strstr(props, "$t_paused")) != NULL) { get_user_prop_value(p+9, buf); subsystemp->stepped_rotation->t_pause = (float)atof(buf); } else { subsystemp->stepped_rotation->t_pause = 2.0f; } // get transition time - time to go between steps if ( (p = strstr(props, "$t_transit")) != NULL) { get_user_prop_value(p+10, buf); subsystemp->stepped_rotation->t_transit = (float)atof(buf); } else { subsystemp->stepped_rotation->t_transit = 2.0f; } // get fraction of time spent in accel if ( (p = strstr(props, "$fraction_accel")) != NULL) { get_user_prop_value(p+15, buf); subsystemp->stepped_rotation->fraction = (float)atof(buf); Assert(subsystemp->stepped_rotation->fraction > 0 && subsystemp->stepped_rotation->fraction < 0.5); } else { subsystemp->stepped_rotation->fraction = 0.3f; } int num_steps = subsystemp->stepped_rotation->num_steps; float t_trans = subsystemp->stepped_rotation->t_transit; float fraction = subsystemp->stepped_rotation->fraction; subsystemp->stepped_rotation->max_turn_accel = PI2 / (fraction*(1.0f - fraction) * num_steps * t_trans*t_trans); subsystemp->stepped_rotation->max_turn_rate = PI2 / ((1.0f - fraction) * num_steps *t_trans); } // CASE OF NORMAL CONTINUOUS ROTATION else { subsystemp->turn_rate = turn_rate; } } } // used in collision code to check if submode rotates too far float get_submodel_delta_angle(submodel_instance *smi) { vec3d diff; vm_vec_sub(&diff, (vec3d*)&smi->angs, (vec3d*)&smi->prev_angs); // find the angle float delta_angle = vm_vec_mag(&diff); // make sure we get the short way around if (delta_angle > PI) { delta_angle = (PI2 - delta_angle); } return delta_angle; } void do_new_subsystem( int n_subsystems, model_subsystem *slist, int subobj_num, float rad, vec3d *pnt, char *props, char *subobj_name, int model_num ) { int i; model_subsystem *subsystemp; if ( slist==NULL ) { #ifndef NDEBUG if (!ss_warning_shown) { mprintf(("No subsystems found for model \"%s\".\n", model_get(model_num)->filename)); ss_warning_shown = 1; } #endif return; // For TestCode, POFView, etc don't bother } // try to find the name of the subsystem passed here on the list of subsystems currently on the // ship. Assign the values only when the right subsystem is found for (i = 0; i < n_subsystems; i++ ) { subsystemp = &slist[i]; #ifndef NDEBUG // Goober5000 - notify if there's a mismatch if ( stricmp(subobj_name, subsystemp->subobj_name) != 0 && !subsystem_stricmp(subobj_name, subsystemp->subobj_name) ) { nprintf(("Model", "NOTE: Subsystem \"%s\" in model \"%s\" is represented as \"%s\" in ships.tbl. This works fine in FSO v3.6 and up, " "but is not compatible with FS2 retail.\n", subobj_name, model_get(model_num)->filename, subsystemp->subobj_name)); } #endif if (!subsystem_stricmp(subobj_name, subsystemp->subobj_name)) { //commented by Goober5000 because this is also set when the table is parsed //subsystemp->flags = 0; subsystemp->subobj_num = subobj_num; subsystemp->turret_gun_sobj = -1; subsystemp->model_num = model_num; subsystemp->pnt = *pnt; // use the offset to get the center point of the subsystem subsystemp->radius = rad; set_subsystem_info(model_num, subsystemp, props, subobj_name); strcpy_s(subsystemp->subobj_name, subobj_name); // copy the object name return; } } #ifndef NDEBUG char bname[_MAX_FNAME]; if ( !ss_warning_shown) { _splitpath(model_filename, NULL, NULL, bname, NULL); // Lets still give a comment about it and not just erase it Warning(LOCATION,"Not all subsystems in model \"%s\" have a record in ships.tbl.\nThis can cause game to crash.\n\nList of subsystems not found from table is in log file.\n", model_get(model_num)->filename ); mprintf(("Subsystem %s in model %s was not found in ships.tbl!\n", subobj_name, model_get(model_num)->filename)); ss_warning_shown = 1; } else #endif mprintf(("Subsystem %s in model %s was not found in ships.tbl!\n", subobj_name, model_get(model_num)->filename)); #ifndef NDEBUG if ( ss_fp ) { _splitpath(model_filename, NULL, NULL, bname, NULL); mprintf(("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%stables%s%s.subsystems for inclusion\ninto ships.tbl.\n", model_filename, DIR_SEPARATOR_STR, DIR_SEPARATOR_STR, bname)); char tmp_buffer[128]; sprintf(tmp_buffer, "$Subsystem:\t\t\t%s,1,0.0\n", subobj_name); cfputs(tmp_buffer, ss_fp); } #endif } void print_family_tree( polymodel *obj, int modelnum, const char * ident, int islast ) { char temp[50]; if ( modelnum < 0 ) return; if (obj==NULL) return; if (ident[0] == '\0') { mprintf(( " %s", obj->submodel[modelnum].name )); sprintf( temp, " " ); } else if ( islast ) { mprintf(( "%s:%s", ident, obj->submodel[modelnum].name )); sprintf( temp, "%s ", ident ); } else { mprintf(( "%s:%s", ident, obj->submodel[modelnum].name )); sprintf( temp, "%s ", ident ); } mprintf(( "\n" )); int child = obj->submodel[modelnum].first_child; while( child > -1 ) { if ( obj->submodel[child].next_sibling < 0 ) print_family_tree( obj, child, temp,1 ); else print_family_tree( obj, child, temp,0 ); child = obj->submodel[child].next_sibling; } } void dump_object_tree(polymodel *obj) { print_family_tree( obj, 0, "", 0 ); key_getch(); } void create_family_tree(polymodel *obj) { int i; for (i=0; in_models; i++ ) { obj->submodel[i].num_children = 0; obj->submodel[i].first_child = -1; obj->submodel[i].next_sibling = -1; } for (i=0; in_models; i++ ) { int pn; pn = obj->submodel[i].parent; if ( pn > -1 ) { obj->submodel[pn].num_children++; int tmp = obj->submodel[pn].first_child; obj->submodel[pn].first_child = i; obj->submodel[i].next_sibling = tmp; } } } void create_vertex_buffer(polymodel *pm) { if (Is_standalone) { return; } TRACE_SCOPE(tracing::ModelCreateVertexBuffers); int i; // determine the size and configuration of each buffer segment for (i = 0; i < pm->n_models; i++) { interp_configure_vertex_buffers(pm, i); } // figure out which vertices are transparent for ( i = 0; i < pm->n_models; i++ ) { if ( !pm->submodel[i].is_thruster ) { interp_create_transparency_index_buffer(pm, i); } } clear_bm_lookup_cache(); size_t stride = 0; // Determine the global stride of this model (should be the same for every submodel) for ( i = 0; i < pm->n_models; ++i ) { if (pm->submodel[i].buffer.model_list != nullptr && pm->submodel[i].buffer.stride != stride) { Assertion(stride == 0, "Submodel %d of model %s has a stride of " SIZE_T_ARG " while the rest of the model has a vertex stride of " SIZE_T_ARG "!", i, pm->filename, pm->submodel[i].buffer.stride, stride); stride = pm->submodel[i].buffer.stride; } } // create another set of indexes for the detail buffers for ( i = 0; i < pm->n_detail_levels; i++ ) { interp_create_detail_index_buffer(pm, i); } // now actually fill the buffer with our info ... for (i = 0; i < pm->n_models; i++) { interp_pack_vertex_buffers(pm, i); // release temporary memory pm->submodel[i].buffer.release(); pm->submodel[i].trans_buffer.release(); } // pack the merged index buffers to the vbo. for ( i = 0; i < pm->n_detail_levels; ++i ) { if ( pm->detail_buffers[i].model_list == NULL ) { continue; } model_interp_pack_buffer(&pm->vert_source, &pm->detail_buffers[i]); pm->detail_buffers[i].release(); } pm->flags |= PM_FLAG_BATCHED; // ... and then finalize buffer model_interp_submit_buffers(&pm->vert_source, stride); model_interp_process_shield_mesh(pm); } // Goober5000 bool maybe_swap_mins_maxs(vec3d *mins, vec3d *maxs) { float temp; bool swap_was_necessary = false; if (mins->xyz.x > maxs->xyz.x) { temp = mins->xyz.x; mins->xyz.x = maxs->xyz.x; maxs->xyz.x = temp; swap_was_necessary = true; } if (mins->xyz.y > maxs->xyz.y) { temp = mins->xyz.y; mins->xyz.y = maxs->xyz.y; maxs->xyz.y = temp; swap_was_necessary = true; } if (mins->xyz.z > maxs->xyz.z) { temp = mins->xyz.z; mins->xyz.z = maxs->xyz.z; maxs->xyz.z = temp; swap_was_necessary = true; } // This is a mini utility that prints out the proper hex string for the // mins and maxs so that the POF file can be modified in a hex editor. // Currently none of the major POF editors allow editing of bounding boxes. #if 0 if (swap_was_necessary) { // use C hackery to convert float values to raw bytes const int NUM_BYTES = 24; typedef struct converter { union { struct { float min_x, min_y, min_z, max_x, max_y, max_z; } _float; ubyte _byte[NUM_BYTES]; }; } converter; // fill in the values converter z; z._float.min_x = mins->xyz.x; z._float.min_y = mins->xyz.y; z._float.min_z = mins->xyz.z; z._float.max_x = maxs->xyz.x; z._float.max_y = maxs->xyz.y; z._float.max_z = maxs->xyz.z; // prep string char hex_str[5]; char text[100 + (5 * NUM_BYTES)]; strcpy_s(text, "The following is the correct hex string for the minima and maxima:\n"); // append hex values to the string for (int i = 0; i < NUM_BYTES; i++) { sprintf(hex_str, "%02X ", z._byte[i]); strcat_s(text, hex_str); } // notify the user Warning(LOCATION, text); } #endif return swap_was_necessary; } void model_calc_bound_box( vec3d *box, vec3d *big_mn, vec3d *big_mx) { box[0].xyz.x = big_mn->xyz.x; box[0].xyz.y = big_mn->xyz.y; box[0].xyz.z = big_mn->xyz.z; box[1].xyz.x = big_mx->xyz.x; box[1].xyz.y = big_mn->xyz.y; box[1].xyz.z = big_mn->xyz.z; box[2].xyz.x = big_mx->xyz.x; box[2].xyz.y = big_mx->xyz.y; box[2].xyz.z = big_mn->xyz.z; box[3].xyz.x = big_mn->xyz.x; box[3].xyz.y = big_mx->xyz.y; box[3].xyz.z = big_mn->xyz.z; box[4].xyz.x = big_mn->xyz.x; box[4].xyz.y = big_mn->xyz.y; box[4].xyz.z = big_mx->xyz.z; box[5].xyz.x = big_mx->xyz.x; box[5].xyz.y = big_mn->xyz.y; box[5].xyz.z = big_mx->xyz.z; box[6].xyz.x = big_mx->xyz.x; box[6].xyz.y = big_mx->xyz.y; box[6].xyz.z = big_mx->xyz.z; box[7].xyz.x = big_mn->xyz.x; box[7].xyz.y = big_mx->xyz.y; box[7].xyz.z = big_mx->xyz.z; } void parse_triggers(int &n_trig, queued_animation **triggers, char *props); //reads a binary file containing a 3d model int read_model_file(polymodel * pm, const char *filename, int n_subsystems, model_subsystem *subsystems, int ferror) { CFILE *fp; int version; int id, len, next_chunk; int i,j; vec3d temp_vec; fp = cfopen(filename,"rb"); if (!fp) { if (ferror == 1) { Error( LOCATION, "Can't open model file <%s>", filename ); } else if (ferror == 0) { Warning( LOCATION, "Can't open model file <%s>", filename ); } return -1; } TRACE_SCOPE(tracing::ReadModelFile); // generate checksum for the POF cfseek(fp, 0, SEEK_SET); cf_chksum_long(fp, &Global_checksum); cfseek(fp, 0, SEEK_SET); // code to get a filename to write out subsystem information for each model that // is read. This info is essentially debug stuff that is used to help get models // into the game quicker #if 0 { char bname[_MAX_FNAME]; _splitpath(filename, NULL, NULL, bname, NULL); sprintf(debug_name, "%s.subsystems", bname); ss_fp = cfopen(debug_name, "wb", CFILE_NORMAL, CF_TYPE_TABLES ); if ( !ss_fp ) { mprintf(( "Can't open debug file for writing subsystems for %s\n", filename)); } else { strcpy_s(model_filename, filename); ss_warning_shown = 0; } } #endif id = cfread_int(fp); if (id != POF_HEADER_ID) Error( LOCATION, "Bad ID in model file <%s>",filename); // Version is major*100+minor // So, major = version / 100; // minor = version % 100; version = cfread_int(fp); //Warning( LOCATION, "POF Version = %d", version ); if (version < PM_COMPATIBLE_VERSION || (version/100) > PM_OBJFILE_MAJOR_VERSION) { Warning(LOCATION,"Bad version (%d) in model file <%s>",version,filename); return 0; } pm->version = version; Assert( strlen(filename) < FILESPEC_LENGTH ); strcpy_s(pm->filename, filename); memset( &pm->view_positions, 0, sizeof(pm->view_positions) ); // reset insignia counts pm->num_ins = 0; // reset glow points!! - Goober5000 pm->n_glow_point_banks = 0; // reset SLDC pm->shield_collision_tree = NULL; pm->sldc_size = 0; id = cfread_int(fp); len = cfread_int(fp); next_chunk = cftell(fp) + len; while (!cfeof(fp)) { // mprintf(("Processing chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len)); // key_getch(); switch (id) { case ID_OHDR: { //Object header //vector v; //mprintf(0,"Got chunk OHDR, len=%d\n",len); #if defined( FREESPACE1_FORMAT ) pm->n_models = cfread_int(fp); // mprintf(( "Num models = %d\n", pm->n_models )); pm->rad = cfread_float(fp); pm->flags = cfread_int(fp); // 1=Allow tiling #elif defined( FREESPACE2_FORMAT ) pm->rad = cfread_float(fp); pm->flags = cfread_int(fp); // 1=Allow tiling pm->n_models = cfread_int(fp); // mprintf(( "Num models = %d\n", pm->n_models )); #endif Assertion(pm->n_models >= 1, "Models without any submodels are not supported!"); // Check for unrealistic radii if ( pm->rad <= 0.1f ) { Warning(LOCATION, "Model <%s> has a radius <= 0.1f\n", filename); } pm->submodel = new bsp_info[pm->n_models]; //Assert(pm->n_models <= MAX_SUBMODELS); cfread_vector(&pm->mins,fp); cfread_vector(&pm->maxs,fp); // sanity first! if (maybe_swap_mins_maxs(&pm->mins, &pm->maxs)) { Warning(LOCATION, "Inverted bounding box on model '%s'! Swapping values to compensate.", pm->filename); } model_calc_bound_box(pm->bounding_box, &pm->mins, &pm->maxs); pm->n_detail_levels = cfread_int(fp); // mprintf(( "There are %d detail levels\n", pm->n_detail_levels )); for (i=0; in_detail_levels;i++ ) { pm->detail[i] = cfread_int(fp); pm->detail_depth[i] = 0.0f; /// mprintf(( "Detail level %d is model %d.\n", i, pm->detail[i] )); } pm->num_debris_objects = cfread_int(fp); if (pm->num_debris_objects > MAX_DEBRIS_OBJECTS) { Error(LOCATION, "Model %s specified that it contains %d debris objects but only %d are supported by the " "engine.", filename, pm->num_debris_objects, MAX_DEBRIS_OBJECTS); } // mprintf(( "There are %d debris objects\n", pm->num_debris_objects )); for (i=0; inum_debris_objects;i++ ) { pm->debris_objects[i] = cfread_int(fp); // mprintf(( "Debris object %d is model %d.\n", i, pm->debris_objects[i] )); } if ( pm->version >= 1903 ) { if ( pm->version >= 2009 ) { pm->mass = cfread_float(fp); cfread_vector( &pm->center_of_mass, fp ); cfread_vector( &pm->moment_of_inertia.vec.rvec, fp ); cfread_vector( &pm->moment_of_inertia.vec.uvec, fp ); cfread_vector( &pm->moment_of_inertia.vec.fvec, fp ); if(!is_valid_vec(&pm->moment_of_inertia.vec.rvec) || !is_valid_vec(&pm->moment_of_inertia.vec.uvec) || !is_valid_vec(&pm->moment_of_inertia.vec.fvec)) { Warning(LOCATION, "Moment of inertia values for model %s are invalid. This has to be fixed.\n", pm->filename); Int3(); } } else { // old code where mass wasn't based on area, so do the calculation manually float vol_mass = cfread_float(fp); // Attn: John Slagel: The following is better done in bspgen. // Convert volume (cubic) to surface area (quadratic) and scale so 100 -> 100 float area_mass = (float) pow(vol_mass, 0.6667f) * 4.65f; pm->mass = area_mass; float mass_ratio = vol_mass / area_mass; cfread_vector( &pm->center_of_mass, fp ); cfread_vector( &pm->moment_of_inertia.vec.rvec, fp ); cfread_vector( &pm->moment_of_inertia.vec.uvec, fp ); cfread_vector( &pm->moment_of_inertia.vec.fvec, fp ); if(!is_valid_vec(&pm->moment_of_inertia.vec.rvec) || !is_valid_vec(&pm->moment_of_inertia.vec.uvec) || !is_valid_vec(&pm->moment_of_inertia.vec.fvec)) { Warning(LOCATION, "Moment of inertia values for model %s are invalid. This has to be fixed.\n", pm->filename); Int3(); } // John remove this with change to bspgen vm_vec_scale( &pm->moment_of_inertia.vec.rvec, mass_ratio ); vm_vec_scale( &pm->moment_of_inertia.vec.uvec, mass_ratio ); vm_vec_scale( &pm->moment_of_inertia.vec.fvec, mass_ratio ); } // a custom MOI is only used for ships, but we should probably log it anyway if ( IS_VEC_NULL(&pm->moment_of_inertia.vec.rvec) && IS_VEC_NULL(&pm->moment_of_inertia.vec.uvec) && IS_VEC_NULL(&pm->moment_of_inertia.vec.fvec) ) { mprintf(("Model %s has a null moment of inertia! (This is only a problem if the model is a ship.)\n", filename)); } } else { pm->mass = 50.0f; vm_vec_zero( &pm->center_of_mass ); vm_set_identity( &pm->moment_of_inertia ); vm_vec_scale(&pm->moment_of_inertia.vec.rvec, 0.001f); vm_vec_scale(&pm->moment_of_inertia.vec.uvec, 0.001f); vm_vec_scale(&pm->moment_of_inertia.vec.fvec, 0.001f); } // read in cross section info pm->xc = NULL; if ( pm->version >= 2014 ) { pm->num_xc = cfread_int(fp); if (pm->num_xc > 0) { pm->xc = (cross_section*) vm_malloc(pm->num_xc*sizeof(cross_section)); for (i=0; inum_xc; i++) { pm->xc[i].z = cfread_float(fp); pm->xc[i].radius = cfread_float(fp); } } } else { pm->num_xc = 0; } if ( pm->version >= 2007 ) { pm->num_lights = cfread_int(fp); //mprintf(( "Found %d lights!\n", pm->num_lights )); if (pm->num_lights > 0) { pm->lights = (bsp_light *)vm_malloc( sizeof(bsp_light)*pm->num_lights ); for (i=0; inum_lights; i++ ) { cfread_vector(&pm->lights[i].pos,fp); pm->lights[i].type = cfread_int(fp); } } } else { pm->num_lights = 0; pm->lights = NULL; } break; } case ID_SOBJ: { //Subobject header int n; char *p, props[MAX_PROP_LEN]; // float d; //mprintf(0,"Got chunk SOBJ, len=%d\n",len); n = cfread_int(fp); //mprintf(("SOBJ IDed itself as %d\n", n)); Assert(n < pm->n_models ); #if defined( FREESPACE2_FORMAT ) pm->submodel[n].rad = cfread_float(fp); //radius #endif pm->submodel[n].parent = cfread_int(fp); // cfread_vector(&pm->submodel[n].norm,fp); // d = cfread_float(fp); // cfread_vector(&pm->submodel[n].pnt,fp); cfread_vector(&pm->submodel[n].offset,fp); // mprintf(( "Subobj %d, offs = %.1f, %.1f, %.1f\n", n, pm->submodel[n].offset.xyz.x, pm->submodel[n].offset.xyz.y, pm->submodel[n].offset.xyz.z )); #if defined ( FREESPACE1_FORMAT ) pm->submodel[n].rad = cfread_float(fp); //radius #endif // pm->submodel[n].tree_offset = cfread_int(fp); //offset // pm->submodel[n].data_offset = cfread_int(fp); //offset cfread_vector(&pm->submodel[n].geometric_center,fp); cfread_vector(&pm->submodel[n].min,fp); cfread_vector(&pm->submodel[n].max,fp); pm->submodel[n].name[0] = '\0'; cfread_string_len(pm->submodel[n].name, MAX_NAME_LEN, fp); // get the name cfread_string_len(props, MAX_PROP_LEN, fp); // and the user properties // Check for unrealistic radii if ( pm->submodel[n].rad <= 0.1f ) { Warning(LOCATION, "Submodel <%s> in model <%s> has a radius <= 0.1f\n", pm->submodel[n].name, filename); } // sanity first! if (maybe_swap_mins_maxs(&pm->submodel[n].min, &pm->submodel[n].max)) { Warning(LOCATION, "Inverted bounding box on submodel '%s' of model '%s'! Swapping values to compensate.", pm->submodel[n].name, pm->filename); } model_calc_bound_box(pm->submodel[n].bounding_box, &pm->submodel[n].min, &pm->submodel[n].max); pm->submodel[n].movement_type = cfread_int(fp); pm->submodel[n].movement_axis = cfread_int(fp); // change turret movement type to MOVEMENT_TYPE_ROT_SPECIAL if ( strstr(pm->submodel[n].name, "turret") || strstr(pm->submodel[n].name, "gun") || strstr(pm->submodel[n].name, "cannon")) { pm->submodel[n].movement_type = MOVEMENT_TYPE_ROT_SPECIAL; pm->submodel[n].can_move = true; } else if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) { if (strstr(pm->submodel[n].name, "thruster")) { pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE; pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE; } else if(strstr(props, "$triggered")) { pm->submodel[n].movement_type = MOVEMENT_TYPE_TRIGGERED; } } if ( ( p = strstr(props, "$look_at")) != NULL ) { pm->submodel[n].movement_type = MOVEMENT_TYPE_LOOK_AT; // TODO: put this in a temp map and post-process it; no need to store the look_at name in the submodel // get_user_prop_value(p+9, pm->submodel[n].look_at); pm->submodel[n].look_at_num = -2; // Set this to -2 to mark it as something we need to work out the correct subobject number for later, after all subobjects have been processed } else { pm->submodel[n].look_at_num = -1; // No look_at } // note, this should come BEFORE do_new_subsystem() for proper error handling (to avoid both rotating and dumb-rotating submodel) int idx = prop_string(props, &p, "$dumb_rotate_time", "$dumb_rotate_rate", "$dumb_rotate"); if (idx >= 0) { pm->submodel[n].movement_type = MOVEMENT_TYPE_INTRINSIC_ROTATE; pm->flags |= PM_FLAG_HAS_INTRINSIC_ROTATE; // do this the same way as regular $rotate char buf[64]; get_user_prop_value(p, buf); // for past SCP compatibility, $dumb_rotate means $dumb_rotate_rate float turn_rate; if (idx == 0) { float turn_time = static_cast(atof(buf)); if (turn_time == 0.0f) { Warning(LOCATION, "Dumb-Rotation has a turn time of 0 for subsystem '%s' on ship %s!", pm->submodel[n].name, pm->filename); turn_rate = 1.0f; } else { turn_rate = PI2 / turn_time; } } else { turn_rate = static_cast(atof(buf)); } pm->submodel[n].dumb_turn_rate = turn_rate; } else { pm->submodel[n].dumb_turn_rate = 0.0f; } // Sets can_move on submodels which are of a rotating type or which have such a parent somewhere down the hierarchy if ((pm->submodel[n].movement_type != MOVEMENT_TYPE_NONE) || strstr(props, "$triggered") || strstr(props, "$rotate") || strstr(props, "$gun_rotation")) { pm->submodel[n].can_move = true; } else if (pm->submodel[n].parent >= 0 && pm->submodel[pm->submodel[n].parent].can_move) { pm->submodel[n].can_move = true; } if ( pm->submodel[n].name[0] == '\0' ) { strcpy_s(pm->submodel[n].name, "unknown object name"); } bool rotating_submodel_has_subsystem = !(pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT); if ( ( p = strstr(props, "$special"))!= NULL ) { char type[64]; get_user_prop_value(p+9, type); if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list! do_new_subsystem( n_subsystems, subsystems, n, pm->submodel[n].rad, &pm->submodel[n].offset, props, pm->submodel[n].name, pm->id ); rotating_submodel_has_subsystem = true; } else if ( !stricmp(type, "no_rotate") ) { // mark those submodels which should not rotate - ie, those with no subsystem pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE; pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE; } else { // if submodel rotates (via bspgen), then there is either a subsys or special=no_rotate Assert( pm->submodel[n].movement_type != MOVEMENT_TYPE_ROT ); } } // adding a warning if rotation is specified without movement axis. if (pm->submodel[n].movement_axis == MOVEMENT_AXIS_NONE) { if (pm->submodel[n].movement_type == MOVEMENT_TYPE_ROT) { Warning(LOCATION, "Rotation without rotation axis defined on submodel '%s' of model '%s'!", pm->submodel[n].name, pm->filename); } else if (pm->submodel[n].movement_type == MOVEMENT_TYPE_INTRINSIC_ROTATE) { Warning(LOCATION, "Intrinsic rotation (e.g. dumb-rotate) without rotation axis defined on submodel '%s' of model '%s'!", pm->submodel[n].name, pm->filename); } } /* if ( strstr(props, "$nontargetable")!= NULL ) { pm->submodel[n].targetable = 0; }else{ pm->submodel[n].targetable = 1; } */ // pm->submodel[n].n_triggers = 0; // pm->submodel[n].triggers = NULL; //parse_triggers(pm->submodel[n].n_triggers, &pm->submodel[n].triggers, &props[0]); if (strstr(props, "$no_collisions") != NULL ) pm->submodel[n].no_collisions = true; else pm->submodel[n].no_collisions = false; if (strstr(props, "$nocollide_this_only") != NULL ) pm->submodel[n].nocollide_this_only = true; else pm->submodel[n].nocollide_this_only = false; if (strstr(props, "$collide_invisible") != NULL ) pm->submodel[n].collide_invisible = true; else pm->submodel[n].collide_invisible = false; if (strstr(props, "$gun_rotation") != NULL) pm->submodel[n].gun_rotation = true; else pm->submodel[n].gun_rotation = false; if ( (p = strstr(props, "$lod0_name")) != NULL) get_user_prop_value(p+10, pm->submodel[n].lod_name); if (strstr(props, "$attach_thrusters") != NULL ) pm->submodel[n].attach_thrusters = true; else pm->submodel[n].attach_thrusters = false; if ( (p = strstr(props, "$detail_box:")) != NULL ) { p += 12; while (*p == ' ') p++; pm->submodel[n].use_render_box = atoi(p); if ( (p = strstr(props, "$box_offset:")) != NULL ) { p += 12; while (*p == ' ') p++; pm->submodel[n].render_box_offset.xyz.x = (float)strtod(p, (char **)NULL); while (*p != ',') p++; pm->submodel[n].render_box_offset.xyz.y = (float)strtod(++p, (char **)NULL); while (*p != ',') p++; pm->submodel[n].render_box_offset.xyz.z = (float)strtod(++p, (char **)NULL); pm->submodel[n].use_render_box_offset = true; } if ( (p = strstr(props, "$box_min:")) != NULL ) { p += 9; while (*p == ' ') p++; pm->submodel[n].render_box_min.xyz.x = (float)strtod(p, (char **)NULL); while (*p != ',') p++; pm->submodel[n].render_box_min.xyz.y = (float)strtod(++p, (char **)NULL); while (*p != ',') p++; pm->submodel[n].render_box_min.xyz.z = (float)strtod(++p, (char **)NULL); } else { pm->submodel[n].render_box_min = pm->submodel[n].min; } if ( (p = strstr(props, "$box_max:")) != NULL ) { p += 9; while (*p == ' ') p++; pm->submodel[n].render_box_max.xyz.x = (float)strtod(p, (char **)NULL); while (*p != ',') p++; pm->submodel[n].render_box_max.xyz.y = (float)strtod(++p, (char **)NULL); while (*p != ',') p++; pm->submodel[n].render_box_max.xyz.z = (float)strtod(++p, (char **)NULL); } else { pm->submodel[n].render_box_max = pm->submodel[n].max; } if ( (p = strstr(props, "$do_not_scale_distances")) != nullptr ) { p += 23; pm->submodel[n].do_not_scale_detail_distances = true; } } if ( (p = strstr(props, "$detail_sphere:")) != NULL ) { p += 15; while (*p == ' ') p++; pm->submodel[n].use_render_sphere = atoi(p); if ( (p = strstr(props, "$radius:")) != NULL ) { p += 8; while (*p == ' ') p++; pm->submodel[n].render_sphere_radius = (float)strtod(p, (char **)NULL); } else { pm->submodel[n].render_sphere_radius = pm->submodel[n].rad; } if ( (p = strstr(props, "$offset:")) != NULL ) { p += 8; while (*p == ' ') p++; pm->submodel[n].render_sphere_offset.xyz.x = (float)strtod(p, (char **)NULL); while (*p != ',') p++; pm->submodel[n].render_sphere_offset.xyz.y = (float)strtod(++p, (char **)NULL); while (*p != ',') p++; pm->submodel[n].render_sphere_offset.xyz.z = (float)strtod(++p, (char **)NULL); pm->submodel[n].use_render_sphere_offset = true; } else { pm->submodel[n].render_sphere_offset = vmd_zero_vector; } if ( (p = strstr(props, "$do_not_scale_distances")) != nullptr ) { p += 23; pm->submodel[n].do_not_scale_detail_distances = true; } } // KeldorKatarn, with modifications if ( (p = strstr(props, "$uvec")) != nullptr ) { matrix submodel_orient; if (get_user_vec3d_value(p + 5, &submodel_orient.vec.uvec, false)) { if ((p = strstr(props, "$fvec")) != nullptr) { if (get_user_vec3d_value(p + 5, &submodel_orient.vec.fvec, false)) { vm_vec_normalize(&submodel_orient.vec.uvec); vm_vec_normalize(&submodel_orient.vec.fvec); vm_vec_cross(&submodel_orient.vec.rvec, &submodel_orient.vec.uvec, &submodel_orient.vec.fvec); vm_vec_cross(&submodel_orient.vec.fvec, &submodel_orient.vec.rvec, &submodel_orient.vec.uvec); vm_vec_normalize(&submodel_orient.vec.fvec); vm_vec_normalize(&submodel_orient.vec.rvec); vm_orthogonalize_matrix(&submodel_orient); pm->submodel[n].orientation = submodel_orient; pm->submodel[n].force_turret_normal = true; } else { Warning(LOCATION, "Submodel '%s' of model '%s' has an improperly formatted $fvec declaration in its properties." "\n\n$fvec should be followed by 3 numbers separated with commas.", pm->submodel[n].name, filename); } } else { Warning(LOCATION, "Improper custom orientation matrix for subsystem %s; you must define both an up vector and a forward vector", pm->submodel[n].name); } } else { Warning(LOCATION, "Submodel '%s' of model '%s' has an improperly formatted $uvec declaration in its properties." "\n\n$uvec should be followed by 3 numbers separated with commas.", pm->submodel[n].name, filename); } } else { int parent_num = pm->submodel[n].parent; if (parent_num >= 0) { pm->submodel[n].orientation = pm->submodel[parent_num].orientation; } else { pm->submodel[n].orientation = vmd_identity_matrix; } } if ( !rotating_submodel_has_subsystem ) { nprintf(("Model", "Model %s: Rotating Submodel without subsystem: %s\n", pm->filename, pm->submodel[n].name)); // mark those submodels which should not rotate - ie, those with no subsystem pm->submodel[n].movement_type = MOVEMENT_TYPE_NONE; pm->submodel[n].movement_axis = MOVEMENT_AXIS_NONE; } { int nchunks = cfread_int( fp ); // Throw away nchunks if ( nchunks > 0 ) { Error( LOCATION, "Model '%s' is chunked. See John or Adam!\n", pm->filename ); } } pm->submodel[n].bsp_data_size = cfread_int(fp); if ( pm->submodel[n].bsp_data_size > 0 ) { pm->submodel[n].bsp_data = (ubyte *)vm_malloc(pm->submodel[n].bsp_data_size); cfread(pm->submodel[n].bsp_data,1,pm->submodel[n].bsp_data_size,fp); swap_bsp_data( pm, pm->submodel[n].bsp_data ); } else { pm->submodel[n].bsp_data = NULL; } pm->submodel[n].is_thruster = (strstr(pm->submodel[n].name, "thruster") != nullptr); // Genghis: if we have a thruster and none of the collision // properties were provided, then set "nocollide_this_only". if (pm->submodel[n].is_thruster && !(pm->submodel[n].no_collisions) && !(pm->submodel[n].nocollide_this_only) && !(pm->submodel[n].collide_invisible) ) { pm->submodel[n].nocollide_this_only = true; } pm->submodel[n].is_damaged = (strstr(pm->submodel[n].name, "-destroyed") != nullptr); //mprintf(( "Submodel %d, name '%s', parent = %d\n", n, pm->submodel[n].name, pm->submodel[n].parent )); //key_getch(); //mprintf(( "Submodel %d, tree offset %d\n", n, pm->submodel[n].tree_offset )); //mprintf(( "Submodel %d, data offset %d\n", n, pm->submodel[n].data_offset )); //key_getch(); break; } case ID_SLDC: // kazan - Shield Collision tree { pm->sldc_size = cfread_int(fp); pm->shield_collision_tree = (ubyte *)vm_malloc(pm->sldc_size); cfread(pm->shield_collision_tree,1,pm->sldc_size,fp); swap_sldc_data(pm->shield_collision_tree); //mprintf(( "Shield Collision Tree, %d bytes in size\n", pm->sldc_size)); } break; case ID_SHLD: { pm->shield.nverts = cfread_int( fp ); // get the number of vertices in the list if (pm->shield.nverts > 0) { pm->shield.verts = (shield_vertex *)vm_malloc(pm->shield.nverts * sizeof(shield_vertex) ); Assert( pm->shield.verts ); for ( i = 0; i < pm->shield.nverts; i++ ) { // read in the vertex list cfread_vector( &(pm->shield.verts[i].pos), fp ); } } pm->shield.ntris = cfread_int( fp ); // get the number of triangles that compose the shield if (pm->shield.ntris > 0) { pm->shield.tris = (shield_tri *)vm_malloc(pm->shield.ntris * sizeof(shield_tri) ); Assert( pm->shield.tris ); for ( i = 0; i < pm->shield.ntris; i++ ) { cfread_vector( &temp_vec, fp ); vm_vec_normalize_safe(&temp_vec); pm->shield.tris[i].norm = temp_vec; for ( j = 0; j < 3; j++ ) { pm->shield.tris[i].verts[j] = cfread_int( fp ); // read in the indices into the shield_vertex list #ifndef NDEBUG if (pm->shield.tris[i].verts[j] >= pm->shield.nverts) { Error(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i vertices, index %i found.\n", filename, pm->shield.nverts, pm->shield.tris[i].verts[j]); } #endif } for ( j = 0; j < 3; j++ ) { pm->shield.tris[i].neighbors[j] = cfread_int( fp ); // read in the neighbor indices -- indexes into tri list #ifndef NDEBUG if (pm->shield.tris[i].neighbors[j] >= pm->shield.ntris) { Error(LOCATION, "Ship %s has a bogus shield mesh.\nOnly %i triangles, index %i found.\n", filename, pm->shield.ntris, pm->shield.tris[i].neighbors[j]); } #endif } } } } break; case ID_GPNT: pm->n_guns = cfread_int(fp); if (pm->n_guns > 0) { pm->gun_banks = (w_bank *)vm_malloc(sizeof(w_bank) * pm->n_guns); Assert( pm->gun_banks != NULL ); for (i = 0; i < pm->n_guns; i++ ) { w_bank *bank = &pm->gun_banks[i]; bank->num_slots = cfread_int(fp); Assert ( bank->num_slots < MAX_SLOTS ); for (j = 0; j < bank->num_slots; j++) { cfread_vector( &(bank->pnt[j]), fp ); cfread_vector( &temp_vec, fp ); vm_vec_normalize_safe(&temp_vec); bank->norm[j] = temp_vec; } } } break; case ID_MPNT: pm->n_missiles = cfread_int(fp); if (pm->n_missiles > 0) { pm->missile_banks = (w_bank *)vm_malloc(sizeof(w_bank) * pm->n_missiles); Assert( pm->missile_banks != NULL ); for (i = 0; i < pm->n_missiles; i++ ) { w_bank *bank = &pm->missile_banks[i]; bank->num_slots = cfread_int(fp); Assert ( bank->num_slots < MAX_SLOTS ); for (j = 0; j < bank->num_slots; j++) { cfread_vector( &(bank->pnt[j]), fp ); cfread_vector( &temp_vec, fp ); vm_vec_normalize_safe(&temp_vec); bank->norm[j] = temp_vec; } } } break; case ID_DOCK: { char props[MAX_PROP_LEN]; pm->n_docks = cfread_int(fp); if (pm->n_docks > 0) { pm->docking_bays = (dock_bay *)vm_malloc(sizeof(dock_bay) * pm->n_docks); Assert( pm->docking_bays != NULL ); for (i = 0; i < pm->n_docks; i++ ) { char *p; dock_bay *bay = &pm->docking_bays[i]; cfread_string_len( props, MAX_PROP_LEN, fp ); if ( (p = strstr(props, "$name"))!= NULL ) { get_user_prop_value(p+5, bay->name); auto length = strlen(bay->name); if ((length > 0) && is_white_space(bay->name[length-1])) { nprintf(("Model", "model '%s' has trailing whitespace on bay name '%s'; this will be trimmed\n", pm->filename, bay->name)); drop_trailing_white_space(bay->name); } if (strlen(bay->name) == 0) { nprintf(("Model", "model '%s' has an empty name specified for docking point %d\n", pm->filename, i)); } } else { nprintf(("Model", "model '%s' has no name specified for docking point %d\n", pm->filename, i)); sprintf(bay->name, "", 'A' + i); } #ifndef NDEBUG // check for duplicates // (we just warn here and take no action, because even some retail models have duplicate dockpoints) for (j = 0; j < i; j++) { if (stricmp(bay->name, pm->docking_bays[j].name) == 0) { Warning(LOCATION, "Duplicate docking bay name '%s' found on model '%s'!", bay->name, pm->filename); } } #endif bay->num_spline_paths = cfread_int( fp ); if ( bay->num_spline_paths > 0 ) { bay->splines = (int *)vm_malloc(sizeof(int) * bay->num_spline_paths); for ( j = 0; j < bay->num_spline_paths; j++ ) bay->splines[j] = cfread_int(fp); } else { bay->splines = NULL; } // determine what this docking bay can be used for if ( !strnicmp(bay->name, "cargo", 5) ) bay->type_flags = DOCK_TYPE_CARGO; else bay->type_flags = (DOCK_TYPE_REARM | DOCK_TYPE_GENERIC); bay->num_slots = cfread_int(fp); if(bay->num_slots != 2) { Warning(LOCATION, "Model '%s' has %d slots in dock point '%s'; models must have exactly %d slots per dock point.", filename, bay->num_slots, bay->name, 2); } for (j = 0; j < bay->num_slots; j++) { cfread_vector( &(bay->pnt[j]), fp ); cfread_vector( &(bay->norm[j]), fp ); if(vm_vec_mag(&(bay->norm[j])) <= 0.0f) { Warning(LOCATION, "Model '%s' dock point '%s' has a null normal. ", filename, bay->name); } } if(vm_vec_same(&bay->pnt[0], &bay->pnt[1])) { Warning(LOCATION, "Model '%s' has two identical docking slot positions on docking port '%s'. This is not allowed. A new second slot position will be generated.", filename, bay->name); // just move the second point over by some amount bay->pnt[1].xyz.z += 10.0f; } vec3d diff; vm_vec_normalized_dir(&diff, &bay->pnt[0], &bay->pnt[1]); float dot = vm_vec_dot(&diff, &bay->norm[0]); if(fl_abs(dot) > 0.99f) { Warning(LOCATION, "Model '%s', docking port '%s' has docking slot positions that lie on the same axis as the docking normal. This will cause a NULL VEC crash when docked to another ship. A new docking normal will be generated.", filename, bay->name); // generate a simple rotation matrix in all three dimensions (though bank is probably not needed) angles a = { PI_2, PI_2, PI_2 }; matrix m; vm_angles_2_matrix(&m, &a); // rotate the docking normal vec3d temp = bay->norm[0]; vm_vec_rotate(&bay->norm[0], &temp, &m); } } } break; } case ID_GLOW: //start glow point reading -Bobboau { char props[MAX_PROP_LEN]; int gpb_num = cfread_int(fp); pm->n_glow_point_banks = gpb_num; pm->glow_point_banks = NULL; if (gpb_num > 0) { pm->glow_point_banks = (glow_point_bank *) vm_malloc(sizeof(glow_point_bank) * gpb_num); Assert(pm->glow_point_banks != NULL); } for (int gpb = 0; gpb < gpb_num; gpb++) { glow_point_bank *bank = &pm->glow_point_banks[gpb]; bank->is_on = true; bank->glow_timestamp = 0; bank->disp_time = cfread_int(fp); bank->on_time = cfread_int(fp); bank->off_time = cfread_int(fp); bank->submodel_parent = cfread_int(fp); bank->LOD = cfread_int(fp); bank->type = cfread_int(fp); bank->num_points = cfread_int(fp); bank->points = NULL; bank->glow_bitmap = -1; bank->glow_neb_bitmap = -1; if (bank->num_points > 0) bank->points = (glow_point *) vm_malloc(sizeof(glow_point) * bank->num_points); //if((bank->off_time > 0) && (bank->disp_time > 0)) //bank->is_on = false; cfread_string_len(props, MAX_PROP_LEN, fp); // look for $glow_texture=xxx auto length = strlen(props); if (length > 0) { auto base_length = strlen("$glow_texture="); char *glow_texture_start = strstr(props, "$glow_texture="); if ( (glow_texture_start != nullptr) && (strlen(glow_texture_start + base_length) > 0) ) { char *glow_texture_name = glow_texture_start + base_length; if (glow_texture_name[0] == '$') glow_texture_name++; bank->glow_bitmap = bm_load(glow_texture_name); if (bank->glow_bitmap < 0) { Warning( LOCATION, "Couldn't open glowpoint texture '%s'\nreferenced by model '%s'\n", glow_texture_name, pm->filename); } else { nprintf(( "Model", "Glow point bank %i texture num is %d for '%s'\n", gpb, bank->glow_bitmap, pm->filename)); } strcat(glow_texture_name, "-neb"); bank->glow_neb_bitmap = bm_load(glow_texture_name); if (bank->glow_neb_bitmap < 0) { bank->glow_neb_bitmap = bank->glow_bitmap; nprintf(( "Model", "Glow point bank nebula texture not found for '%s', using normal glowpoint texture instead\n", pm->filename)); // Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", glow_texture_name, pm->filename ); } else { nprintf(( "Model", "Glow point bank %i nebula texture num is %d for '%s'\n", gpb, bank->glow_neb_bitmap, pm->filename)); } } else { Warning( LOCATION, "No glow point texture for bank '%d' referenced by model '%s'\n", gpb, pm->filename); } } else { Warning( LOCATION, "No glow point texture for bank '%d' referenced by model '%s'\n", gpb, pm->filename); } for (j = 0; j < bank->num_points; j++) { glow_point *p = &bank->points[j]; cfread_vector(&(p->pnt), fp); cfread_vector( &temp_vec, fp ); if (!IS_VEC_NULL_SQ_SAFE(&temp_vec)) vm_vec_normalize(&temp_vec); else vm_vec_zero(&temp_vec); p->norm = temp_vec; p->radius = cfread_float( fp); } } break; } case ID_FUEL: char props[MAX_PROP_LEN]; pm->n_thrusters = cfread_int(fp); if (pm->n_thrusters > 0) { pm->thrusters = (thruster_bank *)vm_malloc(sizeof(thruster_bank) * pm->n_thrusters); Assert( pm->thrusters != NULL ); for (i = 0; i < pm->n_thrusters; i++ ) { thruster_bank *bank = &pm->thrusters[i]; bank->num_points = cfread_int(fp); bank->points = NULL; if (bank->num_points > 0) bank->points = (glow_point *) vm_malloc(sizeof(glow_point) * bank->num_points); bank->obj_num = -1; bank->submodel_num = -1; bank->wash_info_pointer = nullptr; if (pm->version >= 2117) { cfread_string_len( props, MAX_PROP_LEN, fp ); // look for $engine_subsystem=xxx auto length = strlen(props); if (length > 0) { auto base_length = strlen("$engine_subsystem="); char *engine_subsys_start = strstr(props, "$engine_subsystem="); if ( (engine_subsys_start != nullptr) && (strlen(engine_subsys_start + base_length) > 0) ) { char *engine_subsys_name = engine_subsys_start + base_length; if (engine_subsys_name[0] == '$') { engine_subsys_name++; } nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name)); // start off assuming the subsys is invalid int table_error = 1; for (int k=0; ksubmodel_num = subsystems[k].subobj_num; bank->wash_info_pointer = subsystems[k].engine_wash_pointer; if (bank->wash_info_pointer != nullptr) { table_error = 0; } // also set what subsystem this is attached to but not if we only have one thruster bank // do this so that original :V: models still work like they used to if (pm->n_thrusters > 1) { bank->obj_num = k; } break; } } if ( (bank->wash_info_pointer == nullptr) && (n_subsystems > 0) ) { if (table_error) { // Warning(LOCATION, "No engine wash table entry in ships.tbl for ship model %s", filename); } else { Warning(LOCATION, "Inconsistent model: Engine wash engine subsystem does not match any ship subsytem names for ship model %s", filename); } } } } } for (j = 0; j < bank->num_points; j++) { glow_point *p = &bank->points[j]; cfread_vector( &(p->pnt), fp ); cfread_vector( &temp_vec, fp ); vm_vec_normalize_safe(&temp_vec); p->norm = temp_vec; if ( pm->version > 2004 ) { p->radius = cfread_float( fp ); //mprintf(( "Rad = %.2f\n", rad )); } else { p->radius = 1.0f; } } //mprintf(( "Num slots = %d\n", bank->num_slots )); } } break; case ID_TGUN: case ID_TMIS: { int n_banks = cfread_int(fp); // Number of turrets for ( i = 0; i < n_banks; i++ ) { int parent; // The parent subobj of the turret (the gun base) int physical_parent; // The subobj that the firepoints are physically attached to (the gun barrel) int n_slots; // How many firepoints the turret has model_subsystem *subsystemp; // The actual turret subsystem parent = cfread_int( fp ); physical_parent = cfread_int(fp); int snum=-1; if ( subsystems ) { for ( snum = 0; snum < n_subsystems; snum++ ) { subsystemp = &subsystems[snum]; if ( parent == subsystemp->subobj_num ) { cfread_vector( &temp_vec, fp ); vm_vec_normalize_safe(&temp_vec); subsystemp->turret_norm = temp_vec; vm_vector_2_matrix(&subsystemp->turret_matrix,&subsystemp->turret_norm,NULL,NULL); n_slots = cfread_int( fp ); subsystemp->turret_gun_sobj = physical_parent; if(n_slots > MAX_TFP) { Warning(LOCATION, "Model %s has %i turret firing points on subsystem %s, maximum is %i", pm->filename, n_slots, subsystemp->name, MAX_TFP); } for (j = 0; j < n_slots; j++ ) { if(j < MAX_TFP) cfread_vector( &subsystemp->turret_firing_point[j], fp ); else { vec3d bogus; cfread_vector(&bogus, fp); } } Assertion( n_slots > 0, "Turret %s in model %s has no firing points.\n", subsystemp->name, pm->filename); subsystemp->turret_num_firing_points = n_slots; break; } } } if ( (n_subsystems == 0) || (snum == n_subsystems) ) { vec3d bogus; nprintf(("Warning", "Turret submodel %i not found for turret %i in model %s\n", parent, i, pm->filename)); cfread_vector( &bogus, fp ); n_slots = cfread_int( fp ); for (j = 0; j < n_slots; j++ ) cfread_vector( &bogus, fp ); } } break; } case ID_SPCL: { char name[MAX_NAME_LEN], props_spcl[MAX_PROP_LEN], *p; int n_specials; float radius; vec3d pnt; n_specials = cfread_int(fp); // get the number of special subobjects we have for (i = 0; i < n_specials; i++) { // get the next free object of the subobject list. Flag error if no more room cfread_string_len(name, MAX_NAME_LEN, fp); // get the name of this special polygon cfread_string_len(props_spcl, MAX_PROP_LEN, fp); // will definately have properties as well! cfread_vector( &pnt, fp ); radius = cfread_float( fp ); // check if $Split p = strstr(name, "$split"); if (p != NULL) { pm->split_plane[pm->num_split_plane] = pnt.xyz.z; pm->num_split_plane++; Assert(pm->num_split_plane <= MAX_SPLIT_PLANE); } else if ( ( p = strstr(props_spcl, "$special"))!= NULL ) { char type[64]; get_user_prop_value(p+9, type); if ( !stricmp(type, "subsystem") ) { // if we have a subsystem, put it into the list! do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props_spcl, &name[1], pm->id ); // skip the first '$' character of the name } else if ( !stricmp(type, "shieldpoint") ) { pm->shield_points.push_back(pnt); } } else if ( strstr(name, "$enginelarge") || strstr(name, "$enginehuge") ){ do_new_subsystem( n_subsystems, subsystems, -1, radius, &pnt, props_spcl, &name[1], pm->id ); // skip the first '$' character of the name } else { nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename)); } } break; } case ID_TXTR: { //Texture filename list int n; // char name_buf[128]; //mprintf(0,"Got chunk TXTR, len=%d\n",len); n = cfread_int(fp); pm->n_textures = n; // Don't overwrite memory!! Verify(pm->n_textures <= MAX_MODEL_TEXTURES); //mprintf(0," num textures = %d\n",n); for (i=0; i\n",name_buf); } break; } /* case ID_IDTA: //Interpreter data //mprintf(0,"Got chunk IDTA, len=%d\n",len); pm->model_data = (ubyte *)vm_malloc(len); pm->model_data_size = len; Assert(pm->model_data != NULL ); cfread(pm->model_data,1,len,fp); break; */ case ID_INFO: // don't need to do anything with info stuff #ifndef NDEBUG pm->debug_info_size = len; pm->debug_info = (char *)vm_malloc(pm->debug_info_size+1); Assert(pm->debug_info!=NULL); memset(pm->debug_info,0,len+1); cfread( pm->debug_info, 1, len, fp ); #endif break; case ID_GRID: break; case ID_PATH: pm->n_paths = cfread_int( fp ); if (pm->n_paths <= 0) { break; } pm->paths = (model_path *)vm_malloc(sizeof(model_path)*pm->n_paths); Assert( pm->paths != NULL ); memset( pm->paths, 0, sizeof(model_path) * pm->n_paths ); for (i=0; in_paths; i++ ) { cfread_string_len(pm->paths[i].name, MAX_NAME_LEN-1, fp); // check for reused path names... not fatal, but maybe problematic for (j = 0; j < i; j++) { if (!stricmp(pm->paths[i].name, pm->paths[j].name)) { Warning(LOCATION, "Path '%s' in model %s has a name that is not unique!", pm->paths[i].name, pm->filename); } } if ( pm->version >= 2002 ) { // store the sub_model name number of the parent cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp); // get rid of leading '$' char in name if ( pm->paths[i].parent_name[0] == '$' ) { char tmpbuf[MAX_NAME_LEN]; strcpy_s(tmpbuf, pm->paths[i].parent_name+1); strcpy_s(pm->paths[i].parent_name, tmpbuf); } // store the sub_model index (ie index into pm->submodel) of the parent pm->paths[i].parent_submodel = -1; for ( j = 0; j < pm->n_models; j++ ) { if ( !stricmp( pm->submodel[j].name, pm->paths[i].parent_name) ) { pm->paths[i].parent_submodel = j; } } } else { pm->paths[i].parent_name[0] = 0; pm->paths[i].parent_submodel = -1; } pm->paths[i].nverts = cfread_int( fp ); pm->paths[i].verts = (mp_vert *)vm_malloc( sizeof(mp_vert) * pm->paths[i].nverts ); pm->paths[i].goal = pm->paths[i].nverts - 1; pm->paths[i].type = MP_TYPE_UNUSED; pm->paths[i].value = 0; Assert(pm->paths[i].verts!=NULL); memset( pm->paths[i].verts, 0, sizeof(mp_vert) * pm->paths[i].nverts ); for (j=0; jpaths[i].nverts; j++ ) { cfread_vector(&pm->paths[i].verts[j].pos,fp ); pm->paths[i].verts[j].radius = cfread_float( fp ); { // version 1802 added turret stuff int nturrets, k; nturrets = cfread_int( fp ); pm->paths[i].verts[j].nturrets = nturrets; if (nturrets > 0) { pm->paths[i].verts[j].turret_ids = (int *)vm_malloc( sizeof(int) * nturrets ); for ( k = 0; k < nturrets; k++ ) pm->paths[i].verts[j].turret_ids[k] = cfread_int( fp ); } } } } break; case ID_EYE: // an eye position(s) { int num_eyes; // all eyes points are stored simply as vectors and their normals. // 0th element is used as usual player view position. num_eyes = cfread_int( fp ); pm->n_view_positions = num_eyes; Assert ( num_eyes < MAX_EYES ); for (i = 0; i < num_eyes; i++ ) { pm->view_positions[i].parent = cfread_int( fp ); cfread_vector( &pm->view_positions[i].pnt, fp ); cfread_vector( &pm->view_positions[i].norm, fp ); } } break; case ID_INSG: int num_ins, num_verts, num_faces, idx, idx2, idx3; // get the # of insignias num_ins = cfread_int(fp); pm->num_ins = num_ins; // read in the insignias for(idx=0; idxins[idx].detail_level = cfread_int(fp); if (pm->ins[idx].detail_level < 0) { Warning(LOCATION, "Model '%s': insignia uses an invalid LOD (%i)\n", pm->filename, pm->ins[idx].detail_level); } // # of faces num_faces = cfread_int(fp); pm->ins[idx].num_faces = num_faces; Assert(num_faces <= MAX_INS_FACES); // # of vertices num_verts = cfread_int(fp); Assert(num_verts <= MAX_INS_VECS); // read in all the vertices for(idx2=0; idx2ins[idx].vecs[idx2], fp); } // read in world offset cfread_vector(&pm->ins[idx].offset, fp); // read in all the faces for(idx2=0; idx2ins[idx].num_faces; idx2++){ // read in 3 vertices for(idx3=0; idx3<3; idx3++){ pm->ins[idx].faces[idx2][idx3] = cfread_int(fp); pm->ins[idx].u[idx2][idx3] = cfread_float(fp); pm->ins[idx].v[idx2][idx3] = cfread_float(fp); } vec3d tempv; //get three points (rotated) and compute normal vm_vec_perp(&tempv, &pm->ins[idx].vecs[pm->ins[idx].faces[idx2][0]], &pm->ins[idx].vecs[pm->ins[idx].faces[idx2][1]], &pm->ins[idx].vecs[pm->ins[idx].faces[idx2][2]]); vm_vec_normalize_safe(&tempv); pm->ins[idx].norm[idx2] = tempv; // mprintf(("insignorm %.2f %.2f %.2f\n",pm->ins[idx].norm[idx2].xyz.x, pm->ins[idx].norm[idx2].xyz.y, pm->ins[idx].norm[idx2].xyz.z)); } } break; // autocentering info case ID_ACEN: cfread_vector(&pm->autocenter, fp); pm->flags |= PM_FLAG_AUTOCEN; break; default: mprintf(("Unknown chunk <%c%c%c%c>, len = %d\n",id,id>>8,id>>16,id>>24,len)); cfseek(fp,len,SEEK_CUR); break; } cfseek(fp,next_chunk,SEEK_SET); id = cfread_int(fp); len = cfread_int(fp); next_chunk = cftell(fp) + len; } #ifndef NDEBUG if ( ss_fp) { int size; cfclose(ss_fp); ss_fp = cfopen(debug_name, "rb"); if ( ss_fp ) { size = cfilelength(ss_fp); cfclose(ss_fp); if ( size <= 0 ) { _unlink(debug_name); } } } #endif cfclose(fp); // mprintf(("Done processing chunks\n")); return 1; } //Goober void model_load_texture(polymodel *pm, int i, char *file) { // NOTE: it doesn't help to use more than MAX_FILENAME_LEN here as bmpman will use that restriction // we also have to make sure there is always a trailing NUL since overflow doesn't add it char tmp_name[MAX_FILENAME_LEN]; strcpy_s(tmp_name, file); strlwr(tmp_name); texture_map *tmap = &pm->maps[i]; tmap->Clear(); //WMC - IMPORTANT!! //The Fred_running checks are there so that FRED will see those textures and put them in the //texture replacement box. // base maps --------------------------------------------------------------- texture_info *tbase = &tmap->textures[TM_BASE_TYPE]; if (strstr(tmp_name, "thruster") || strstr(tmp_name, "invisible") || strstr(tmp_name, "warpmap")) { // Don't load textures for thruster animations or invisible textures // or warp models!-Bobboau tbase->clear(); } else { // check if we should be transparent, include "-trans" but make sure to skip anything that might be "-transport" if ( (strstr(tmp_name, "-trans") && !strstr(tmp_name, "-transpo")) || strstr(tmp_name, "shockwave") || !strcmp(tmp_name, "nameplate") ) { tmap->is_transparent = true; } if (strstr(tmp_name, "-amb")) { tmap->is_ambient = true; } tbase->LoadTexture(tmp_name, pm->filename); if ( tbase->GetTexture() < 0 ) { Warning(LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", tmp_name, pm->filename); } } // ------------------------------------------------------------------------- // glow maps --------------------------------------------------------------- texture_info *tglow = &tmap->textures[TM_GLOW_TYPE]; if ( (!Cmdline_glow && !Fred_running) || (tbase->GetTexture() < 0)) { tglow->clear(); } else { strcpy_s(tmp_name, file); strcat_s(tmp_name, "-glow" ); strlwr(tmp_name); tglow->LoadTexture(tmp_name, pm->filename); } // ------------------------------------------------------------------------- // specular maps ----------------------------------------------------------- texture_info *tspec = &tmap->textures[TM_SPECULAR_TYPE]; texture_info *tspecgloss = &tmap->textures[TM_SPEC_GLOSS_TYPE]; if ( (!Cmdline_spec && !Fred_running) || (tbase->GetTexture() < 0)) { tspec->clear(); tspecgloss->clear(); } else { // look for reflectance map strcpy_s(tmp_name, file); strcat_s(tmp_name, "-reflect"); strlwr(tmp_name); tspecgloss->LoadTexture(tmp_name, pm->filename); // look for a legacy shine map as well strcpy_s(tmp_name, file); strcat_s(tmp_name, "-shine"); strlwr(tmp_name); tspec->LoadTexture(tmp_name, pm->filename); } //tmap->spec_map.original_texture = tmap->spec_map.texture; // ------------------------------------------------------------------------- // bump maps --------------------------------------------------------------- texture_info *tnorm = &tmap->textures[TM_NORMAL_TYPE]; if ( (!Cmdline_normal && !Fred_running) || (tbase->GetTexture() < 0) ) { tnorm->clear(); } else { strcpy_s(tmp_name, file); strcat_s(tmp_name, "-normal"); strlwr(tmp_name); tnorm->LoadTexture(tmp_name, pm->filename); } // try to get a height map too texture_info *theight = &tmap->textures[TM_HEIGHT_TYPE]; if ((!Cmdline_height && !Fred_running) || (tbase->GetTexture() < 0)) { theight->clear(); } else { strcpy_s(tmp_name, file); strcat_s(tmp_name, "-height"); strlwr(tmp_name); theight->LoadTexture(tmp_name, pm->filename); } // ambient occlusion maps texture_info *tambient = &tmap->textures[TM_AMBIENT_TYPE]; strcpy_s(tmp_name, file); strcat_s(tmp_name, "-ao"); strlwr(tmp_name); tambient->LoadTexture(tmp_name, pm->filename); // Utility map ------------------------------------------------------------- texture_info *tmisc = &tmap->textures[TM_MISC_TYPE]; strcpy_s(tmp_name, file); strcat_s(tmp_name, "-misc"); strlwr(tmp_name); tmisc->LoadTexture(tmp_name, pm->filename); // ------------------------------------------------------------------------- // See if we need to compile a new shader for this material int shader_flags = 0; if (tbase->GetTexture() > 0) shader_flags |= SDR_FLAG_MODEL_DIFFUSE_MAP; if (tglow->GetTexture() > 0 && Cmdline_glow) shader_flags |= SDR_FLAG_MODEL_GLOW_MAP; if ((tspec->GetTexture() > 0 || tspecgloss->GetTexture() > 0) && Cmdline_spec) shader_flags |= SDR_FLAG_MODEL_SPEC_MAP; if (tnorm->GetTexture() > 0 && Cmdline_normal) shader_flags |= SDR_FLAG_MODEL_NORMAL_MAP; if (theight->GetTexture() > 0 && Cmdline_height) shader_flags |= SDR_FLAG_MODEL_HEIGHT_MAP; if ((tspec->GetTexture() > 0 || tspecgloss->GetTexture() > 0) && Cmdline_env && Cmdline_spec) // No env maps without spec map shader_flags |= SDR_FLAG_MODEL_ENV_MAP; if (tmisc->GetTexture() > 0) shader_flags |= SDR_FLAG_MODEL_MISC_MAP; if (tambient->GetTexture() >0) shader_flags |= SDR_FLAG_MODEL_AMBIENT_MAP; gr_maybe_create_shader(SDR_TYPE_MODEL, SDR_FLAG_MODEL_SHADOW_MAP); shader_flags |= SDR_FLAG_MODEL_CLIP; gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT | SDR_FLAG_MODEL_ANIMATED); gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT | SDR_FLAG_MODEL_ANIMATED | SDR_FLAG_MODEL_FOG); shader_flags |= SDR_FLAG_MODEL_DEFERRED; gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT); gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT | SDR_FLAG_MODEL_FOG); shader_flags &= ~SDR_FLAG_MODEL_DEFERRED; shader_flags |= SDR_FLAG_MODEL_TRANSFORM; gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT | SDR_FLAG_MODEL_ANIMATED); gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT | SDR_FLAG_MODEL_ANIMATED | SDR_FLAG_MODEL_FOG); gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT); gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT | SDR_FLAG_MODEL_FOG); shader_flags |= SDR_FLAG_MODEL_DEFERRED; gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT | SDR_FLAG_MODEL_ANIMATED); gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT | SDR_FLAG_MODEL_ANIMATED | SDR_FLAG_MODEL_FOG); gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT); gr_maybe_create_shader(SDR_TYPE_MODEL, shader_flags | SDR_FLAG_MODEL_LIGHT | SDR_FLAG_MODEL_FOG); } //returns the number of this model int model_load(const char *filename, int n_subsystems, model_subsystem *subsystems, int ferror, int duplicate) { int i, num; polymodel *pm = NULL; if ( !model_initted ) model_init(); num = -1; for (i=0; i< MAX_POLYGON_MODELS; i++) { if ( Polygon_models[i] ) { if (!stricmp(filename, Polygon_models[i]->filename) && !duplicate) { // Model already loaded; just return. Polygon_models[i]->used_this_mission++; return Polygon_models[i]->id; } } else if ( num == -1 ) { // This is the first empty slot num = i; } } // No empty slot if ( num == -1 ) { Error( LOCATION, "Too many models" ); return -1; } TRACE_SCOPE(tracing::LoadModelFile); mprintf(( "Loading model '%s' into slot '%i'\n", filename, num )); pm = new polymodel; Polygon_models[num] = pm; pm->n_paths = 0; pm->paths = NULL; uint org_sig = static_cast(Model_signature); if ( org_sig + MAX_POLYGON_MODELS > INT_MAX || org_sig + MAX_POLYGON_MODELS < org_sig ) { Model_signature = 0; // Overflow } else { Model_signature+=MAX_POLYGON_MODELS; // No overflow } Assert( (Model_signature % MAX_POLYGON_MODELS) == 0 ); pm->id = Model_signature + num; Assert( (pm->id % MAX_POLYGON_MODELS) == num ); extern int Parse_normal_problem_count; Parse_normal_problem_count = 0; pm->used_this_mission = 0; #ifndef NDEBUG char busy_text[60] = { '\0' }; strcat_s( busy_text, "** ModelLoad: " ); strcat_s( busy_text, filename ); strcat_s( busy_text, " **" ); game_busy(busy_text); #endif if (read_model_file(pm, filename, n_subsystems, subsystems, ferror) < 0) { if (pm != NULL) { delete pm; } Polygon_models[num] = NULL; return -1; } pm->used_this_mission++; #ifdef _DEBUG if(Fred_running && Parse_normal_problem_count > 0) { char buffer[100]; sprintf(buffer,"Serious problem loading model %s, %d normals capped to zero", filename, Parse_normal_problem_count); os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR, buffer); } #endif //============================= // Find the destroyed replacement models // Set up the default values for (i=0; in_models; i++ ) { pm->submodel[i].my_replacement = -1; // assume nothing replaces this pm->submodel[i].i_replace = -1; // assume this doesn't replaces anything } // Search for models that have destroyed versions for (i=0; in_models; i++ ) { int j; char destroyed_name[128]; strcpy_s( destroyed_name, pm->submodel[i].name ); strcat_s( destroyed_name, "-destroyed" ); for (j=0; jn_models; j++ ) { if ( !stricmp( pm->submodel[j].name, destroyed_name )) { pm->submodel[i].my_replacement = j; pm->submodel[j].i_replace = i; } } // Search for models with live debris // This debris comes from a destroyed subsystem when ship is still alive char live_debris_name[128]; strcpy_s( live_debris_name, "debris-" ); strcat_s( live_debris_name, pm->submodel[i].name ); pm->submodel[i].num_live_debris = 0; for (j=0; jn_models; j++ ) { // check if current model name is substring of destroyed if ( strstr( pm->submodel[j].name, live_debris_name )) { mprintf(( "Found live debris model for '%s'\n", pm->submodel[i].name )); Assert(pm->submodel[i].num_live_debris < MAX_LIVE_DEBRIS); pm->submodel[i].live_debris[pm->submodel[i].num_live_debris++] = j; pm->submodel[j].is_live_debris = 1; } } } create_family_tree(pm); // maybe generate vertex buffers create_vertex_buffer(pm); //============================== // Find all the lower detail versions of the hires model for (i=0; in_models; i++ ) { int j; size_t l1; bsp_info * sm1 = &pm->submodel[i]; sm1->num_details = 0; // If a backward compatibility LOD name is declared use it if (sm1->lod_name[0] != '\0') { l1=strlen(sm1->lod_name); } // otherwise use the name for LOD comparision else { l1 = strlen(sm1->name); } for (j=0; jnum_debris_objects;j++ ) { if ( i == pm->debris_objects[j] ) { sm1->is_damaged = true; } } for (j=0; jdetails[j] = -1; } for (j=0; jn_models; j++ ) { bsp_info * sm2 = &pm->submodel[j]; if ( i==j ) continue; // if sm2 is a detail of sm1 and sm1 is a high detail, then add it to sm1's list if (strlen(sm2->name)!=l1) continue; int ndiff = 0; size_t first_diff = 0; for ( size_t k=0; klod_name[0] != '\0') { if (sm1->lod_name[k] != sm2->name[k] ) { if (ndiff==0) first_diff = k; ndiff++; } } // otherwise do the standard LOD comparision else { if (sm1->name[k] != sm2->name[k] ) { if (ndiff==0) first_diff = k; ndiff++; } } } if (ndiff==1) { // They only differ by one character! int dl1, dl2; // If a backward compatibility LOD name is declared use it if (sm1->lod_name[0] != '\0') { dl1 = tolower(sm1->lod_name[first_diff]) - 'a'; } // otherwise do the standard LOD comparision else { dl1 = tolower(sm1->name[first_diff]) - 'a'; } dl2 = tolower(sm2->name[first_diff]) - 'a'; // Handle LODs named "detail0/1/2/etc" too (as opposed to "detaila/b/c/etc") if (sm1->parent == -1 && sm2->parent == -1 && !sm1->is_damaged && !sm2->is_damaged && !sm1->is_live_debris && !sm2->is_live_debris) { dl2 = dl2 - dl1; dl1 = 0; } if ( (dl1<0) || (dl2<0) || (dl1>=MAX_MODEL_DETAIL_LEVELS) || (dl2>=MAX_MODEL_DETAIL_LEVELS) ) continue; // invalid detail levels if ( dl1 == 0 ) { dl2--; // Start from 1 up... if (dl2 >= sm1->num_details ) sm1->num_details = dl2+1; sm1->details[dl2] = j; mprintf(( "Submodel '%s' is detail level %d of '%s'\n", sm2->name, dl2 + 1, sm1->name )); } } } for (j=0; jnum_details; j++ ) { if ( sm1->details[j] == -1 ) { sm1->num_details = 0; } } } model_octant_create( pm ); TRACE_SCOPE(tracing::ModelParseAllBSPTrees); for (i = 0; i < pm->n_models; ++i) { if (!(pm->submodel[i].nocollide_this_only || pm->submodel[i].no_collisions)) { pm->submodel[i].collision_tree_index = model_create_bsp_collision_tree(); bsp_collision_tree* tree = model_get_bsp_collision_tree(pm->submodel[i].collision_tree_index); model_collide_parse_bsp(tree, pm->submodel[i].bsp_data, pm->version); } } // Find the core_radius... the minimum of float rx, ry, rz; rx = fl_abs( pm->submodel[pm->detail[0]].max.xyz.x - pm->submodel[pm->detail[0]].min.xyz.x ); ry = fl_abs( pm->submodel[pm->detail[0]].max.xyz.y - pm->submodel[pm->detail[0]].min.xyz.y ); rz = fl_abs( pm->submodel[pm->detail[0]].max.xyz.z - pm->submodel[pm->detail[0]].min.xyz.z ); pm->core_radius = MIN( rx, MIN(ry, rz) ) / 2.0f; for (i=0; in_view_positions; i++ ) { if ( pm->view_positions[i].parent == pm->detail[0] ) { float d = vm_vec_mag( &pm->view_positions[i].pnt ); d += 0.1f; // Make the eye 1/10th of a meter inside the sphere. if ( d > pm->core_radius ) { pm->core_radius = d; } } } // Goober5000 - originally done in ship_create for no apparent reason model_set_subsys_path_nums(pm, n_subsystems, subsystems); model_set_bay_path_nums(pm); return pm->id; } int model_create_instance(bool is_ship, int model_num) { int i = 0; int open_slot = -1; // go through model instances and find an empty slot for ( i = 0; i < (int)Polygon_model_instances.size(); i++) { if ( !Polygon_model_instances[i] ) { open_slot = i; } } auto pmi = new polymodel_instance; pmi->model_num = model_num; // if not found, create a slot if ( open_slot < 0 ) { Polygon_model_instances.push_back( pmi ); open_slot = (int)(Polygon_model_instances.size() - 1); } else { Polygon_model_instances[open_slot] = pmi; } pmi->id = open_slot; polymodel *pm = model_get(model_num); if (pm->n_models > 0) pmi->submodel = new submodel_instance[pm->n_models]; // add intrinsic_rotation instances if this model is intrinsic-rotating if (pm->flags & PM_FLAG_HAS_INTRINSIC_ROTATE) { intrinsic_rotation intrinsic_rotate(is_ship, open_slot); for (i = 0; i < pm->n_models; i++) { if (pm->submodel[i].movement_type == MOVEMENT_TYPE_INTRINSIC_ROTATE) { intrinsic_rotate.add_submodel(i, &pmi->submodel[i], pm->submodel[i].dumb_turn_rate); } } if (intrinsic_rotate.submodel_list.empty()) { Assertion(!intrinsic_rotate.submodel_list.empty(), "This model has the PM_FLAG_HAS_INTRINSIC_ROTATE flag; why doesn't it have an intrinsic-rotating submodel?"); } else { Intrinsic_rotations.push_back(intrinsic_rotate); } } return open_slot; } void model_delete_instance(int model_instance_num) { Assert(model_instance_num >= 0); Assert(model_instance_num < (int)Polygon_model_instances.size()); Assert(Polygon_model_instances[model_instance_num] != nullptr); polymodel_instance *pmi = Polygon_model_instances[model_instance_num]; if ( pmi->submodel ) { delete[] pmi->submodel; pmi->submodel = nullptr; } delete pmi; Polygon_model_instances[model_instance_num] = nullptr; // delete intrinsic rotations associated with this instance for (auto intrinsic_it = Intrinsic_rotations.begin(); intrinsic_it != Intrinsic_rotations.end(); ++intrinsic_it) { if (intrinsic_it->model_instance_num == model_instance_num) { Intrinsic_rotations.erase(intrinsic_it); break; } } } // ensure that the subsys path is at least SUBSYS_PATH_DIST from the // second last to last point. void model_maybe_fixup_subsys_path(polymodel *pm, int path_num) { vec3d *v1, *v2, dir; float dist; int index_1, index_2; Assert( (path_num >= 0) && (path_num < pm->n_paths) ); model_path *mp; mp = &pm->paths[path_num]; Assert(mp != NULL); if (mp->nverts <= 1 ) { Error(LOCATION, "Subsystem Path (%s) Parent (%s) in model (%s) has less than 2 vertices/points!", mp->name, mp->parent_name, pm->filename); } index_1 = 1; index_2 = 0; v1 = &mp->verts[index_1].pos; v2 = &mp->verts[index_2].pos; dist = vm_vec_dist(v1, v2); if (dist < (SUBSYS_PATH_DIST - 10)) { vm_vec_normalized_dir(&dir, v2, v1); vm_vec_scale_add(v2, v1, &dir, SUBSYS_PATH_DIST); } } // fill in the path_num field inside the model_subsystem struct. This is an index into // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem // (used for attacking purposes) // // NOTE: path_num in model_subsystem has the follows the following convention: // > 0 => index into pm->paths[] for model that subsystem sits on // -1 => path is not yet determined (may or may not exist) // -2 => path doesn't yet exist for this subsystem void model_set_subsys_path_nums(polymodel *pm, int n_subsystems, model_subsystem *subsystems) { int i, j; for (i = 0; i < n_subsystems; i++) subsystems[i].path_num = -1; for (i = 0; i < n_subsystems; i++) { for (j = 0; j < pm->n_paths; j++) { if ( ((subsystems[i].subobj_num != -1) && (subsystems[i].subobj_num == pm->paths[j].parent_submodel)) || (!subsystem_stricmp(subsystems[i].subobj_name, pm->paths[j].parent_name)) ) { if (pm->n_paths > j) { subsystems[i].path_num = j; model_maybe_fixup_subsys_path(pm, j); break; } } } // If a path num wasn't located, then set value to -2 if (subsystems[i].path_num == -1) subsystems[i].path_num = -2; } } // Determine the path indices (indicies into pm->paths[]) for the paths used for approaching/departing // a fighter bay on a capital ship. void model_set_bay_path_nums(polymodel *pm) { int i; if (pm->ship_bay != NULL) { vm_free(pm->ship_bay); pm->ship_bay = NULL; } /* // currently only capital ships have fighter bays if ( !(sip->is_big_or_huge()) ) { return; } */ // malloc out storage for the path information pm->ship_bay = (ship_bay *) vm_malloc(sizeof(ship_bay)); Assert(pm->ship_bay != NULL); pm->ship_bay->num_paths = 0; // TODO: determine if zeroing out here is affecting any earlier initializations pm->ship_bay->arrive_flags = 0; // bitfield, set to 1 when that path number is reserved for an arrival pm->ship_bay->depart_flags = 0; // bitfield, set to 1 when that path number is reserved for a departure // sanity part 1 memset(pm->ship_bay->path_indexes, -1, MAX_SHIP_BAY_PATHS * sizeof(int)); // iterate through the paths that exist in the polymodel, searching for $bayN pathnames bool too_many_paths = false; for (i = 0; i < pm->n_paths; i++) { if (!strnicmp(pm->paths[i].name, NOX("$bay"), 4)) { int bay_num; char temp[3]; strncpy(temp, pm->paths[i].name + 4, 2); temp[2] = 0; bay_num = atoi(temp); if (bay_num < 1 || bay_num > MAX_SHIP_BAY_PATHS) { if(bay_num > MAX_SHIP_BAY_PATHS) { too_many_paths = true; } if(bay_num < 1) { Warning(LOCATION, "Model '%s' bay path '%s' index '%d' has an invalid bay number of %d", pm->filename, pm->paths[i].name, i, bay_num); } continue; } pm->ship_bay->path_indexes[bay_num - 1] = i; pm->ship_bay->num_paths++; } } if(too_many_paths) { Warning(LOCATION, "Model '%s' has too many bay paths - max is %d", pm->filename, MAX_SHIP_BAY_PATHS); } // sanity part 2 for (i = 0; i < pm->ship_bay->num_paths; i++) { if (pm->ship_bay->path_indexes[i] < 0) { Warning(LOCATION, "Model '%s' does not have a '$bay%.2d' path specified! A total of %d bay paths were counted. Either there is a gap in the path sequence, or a path has a duplicate name.", pm->filename, i + 1, pm->ship_bay->num_paths); pm->ship_bay->path_indexes[i] = 0; // avoid crashes } } } // Get "parent" submodel for live debris submodel int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num ) { polymodel *pm = model_get(model_num); Assert(pm->submodel[live_debris_model_num].is_live_debris == 1); int mn; bsp_info *child; // Start with the high level of detail hull // Check all its children until we find the submodel to which the live debris belongs child = &pm->submodel[pm->detail[0]]; mn = child->first_child; while (mn > 0) { child = &pm->submodel[mn]; if (child->num_live_debris > 0) { // check all live debris submodels for the current child for (int idx=0; idxnum_live_debris; idx++) { if (child->live_debris[idx] == live_debris_model_num) { return mn; } } // DKA 5/26/99: can multiple live debris subsystems with each ship // NO LONGER TRUE Can only be 1 submodel with live debris // Error( LOCATION, "Could not find parent submodel for live debris. Possible model error"); } // get next child mn = child->next_sibling; } Error( LOCATION, "Could not find parent submodel for live debris"); return -1; } float model_get_radius( int modelnum ) { polymodel *pm; pm = model_get(modelnum); return pm->rad; } float model_get_core_radius( int modelnum ) { polymodel *pm; pm = model_get(modelnum); return pm->core_radius; } float submodel_get_radius( int modelnum, int submodelnum ) { polymodel *pm; pm = model_get(modelnum); return pm->submodel[submodelnum].rad; } polymodel * model_get(int model_num) { if ( model_num < 0 ) { Warning(LOCATION, "Invalid model number %d requested. Please post the call stack where an SCP coder can see it.\n", model_num); return NULL; } int num = model_num % MAX_POLYGON_MODELS; Assertion( num >= 0, "Model id %d is invalid. Please backtrace and investigate.\n", num); Assertion( num < MAX_POLYGON_MODELS, "Model id %d is larger than MAX_POLYGON_MODELS (%d). This is impossible, thus we have to conclude that math as we know it has ceased to work.\n", num, MAX_POLYGON_MODELS ); Assertion( Polygon_models[num], "No model with id %d found. Please backtrace and investigate.\n", num ); Assertion( Polygon_models[num]->id == model_num, "Index collision between model %s and requested model %d. Please backtrace and investigate.\n", Polygon_models[num]->filename, model_num ); if (num < 0 || num > MAX_POLYGON_MODELS || !Polygon_models[num] || Polygon_models[num]->id != model_num) return NULL; return Polygon_models[num]; } polymodel_instance* model_get_instance(int model_instance_num) { Assert( model_instance_num >= 0 ); Assert( model_instance_num < (int)Polygon_model_instances.size() ); if ( model_instance_num < 0 || model_instance_num >= (int)Polygon_model_instances.size() ) { return NULL; } return Polygon_model_instances[model_instance_num]; } // 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! int model_find_2d_bound_min(int model_num,matrix *orient, vec3d * pos,int *x1, int *y1, int *x2, int *y2 ) { polymodel * po; int n_valid_pts; int i, x,y,min_x, min_y, max_x, max_y; int rval = 0; po = model_get(model_num); g3_start_instance_matrix(pos,orient,false); n_valid_pts = 0; int hull = po->detail[0]; min_x = min_y = max_x = max_y = 0; for (i=0; i<8; i++ ) { vertex pt; ubyte flags; flags = g3_rotate_vertex(&pt,&po->submodel[hull].bounding_box[i]); if ( !(flags&CC_BEHIND) ) { g3_project_vertex(&pt); if (!(pt.flags & PF_OVERFLOW)) { x = fl2i(pt.screen.xyw.x); y = fl2i(pt.screen.xyw.y); if ( n_valid_pts == 0 ) { min_x = x; min_y = y; max_x = x; max_y = y; } else { if ( x < min_x ) min_x = x; if ( y < min_y ) min_y = y; if ( x > max_x ) max_x = x; if ( y > max_y ) max_y = y; } n_valid_pts++; } } } if ( n_valid_pts < 8 ) { rval = 2; } if (x1) *x1 = min_x; if (y1) *y1 = min_y; if (x2) *x2 = max_x; if (y2) *y2 = max_y; g3_done_instance(false); return rval; } // 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! int submodel_find_2d_bound_min(int model_num,int submodel, matrix *orient, vec3d * pos,int *x1, int *y1, int *x2, int *y2 ) { polymodel * po; int n_valid_pts; int i, x,y,min_x, min_y, max_x, max_y; bsp_info * sm; po = model_get(model_num); if ( (submodel < 0) || (submodel >= po->n_models ) ) return 1; sm = &po->submodel[submodel]; g3_start_instance_matrix(pos,orient,false); n_valid_pts = 0; min_x = min_y = max_x = max_y = 0; for (i=0; i<8; i++ ) { vertex pt; ubyte flags; flags = g3_rotate_vertex(&pt,&sm->bounding_box[i]); if ( !(flags&CC_BEHIND) ) { g3_project_vertex(&pt); if (!(pt.flags & PF_OVERFLOW)) { x = fl2i(pt.screen.xyw.x); y = fl2i(pt.screen.xyw.y); if ( n_valid_pts == 0 ) { min_x = x; min_y = y; max_x = x; max_y = y; } else { if ( x < min_x ) min_x = x; if ( y < min_y ) min_y = y; if ( x > max_x ) max_x = x; if ( y > max_y ) max_y = y; } n_valid_pts++; } } } if ( n_valid_pts == 0 ) { return 2; } if (x1) *x1 = min_x; if (y1) *y1 = min_y; if (x2) *x2 = max_x; if (y2) *y2 = max_y; g3_done_instance(false); return 0; } /** * Find 2D bound for sub object * * Note that x1,y1,x2,y2 aren't clipped to 2D screen coordinates. * * Calculates the focal length of the camera, and uses the law of similar * triangles to project the subsystem's radius to the screen. * * @return zero if x1,y1,x2,y2 are valid * @return 2 for point offscreen */ int subobj_find_2d_bound(float radius ,matrix * /*orient*/, vec3d * pos,int *x1, int *y1, int *x2, int *y2 ) { float w,h,focal_length; vertex pnt; g3_rotate_vertex(&pnt,pos); if ( pnt.flags & CC_BEHIND ) return 2; if (!(pnt.flags&PF_PROJECTED)) g3_project_vertex(&pnt); if (pnt.flags & PF_OVERFLOW) return 2; focal_length = Canv_h2 * Matrix_scale.xyz.y; h = radius * focal_length / pnt.world.xyz.z; w = h; if (x1) *x1 = fl2i(pnt.screen.xyw.x - w); if (y1) *y1 = fl2i(pnt.screen.xyw.y - h); if (x2) *x2 = fl2i(pnt.screen.xyw.x + w); if (y2) *y2 = fl2i(pnt.screen.xyw.y + h); return 0; } void model_instance_find_obj_dir(vec3d *w_vec, vec3d *m_vec, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, matrix *objorient) { vec3d tvec, vec; matrix m; int mn; Assert(pm->id == pmi->model_num); vec = *m_vec; mn = submodel_num; // instance up the tree for this point while ( (mn >= 0) && (pm->submodel[mn].parent >= 0) ) { // By using this kind of computation, the rotational angles can always // be computed relative to the submodel itself, instead of relative // to the parent - KeldorKatarn matrix rotation_matrix = pm->submodel[mn].orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &pmi->submodel[mn].angs); matrix inv_orientation; vm_copy_transpose(&inv_orientation, &pm->submodel[mn].orientation); vm_matrix_x_matrix(&m, &rotation_matrix, &inv_orientation); vm_vec_unrotate(&tvec, &vec, &m); vec = tvec; mn = pm->submodel[mn].parent; } // now instance for the entire object vm_vec_unrotate(w_vec, &vec, objorient); } // Given a rotating submodel, find the ship and world axes of rotation. void model_get_rotating_submodel_axis(vec3d *model_axis, vec3d *world_axis, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, matrix *objorient) { Assert(pm->id == pmi->model_num); bsp_info *sm = &pm->submodel[submodel_num]; Assert(sm->movement_type == MOVEMENT_TYPE_ROT || sm->movement_type == MOVEMENT_TYPE_INTRINSIC_ROTATE); if (sm->movement_axis == MOVEMENT_AXIS_X) { vm_vec_make(model_axis, 1.0f, 0.0f, 0.0f); } else if (sm->movement_axis == MOVEMENT_AXIS_Y) { vm_vec_make(model_axis, 0.0f, 1.0f, 0.0f); } else { Assert(sm->movement_axis == MOVEMENT_AXIS_Z); vm_vec_make(model_axis, 0.0f, 0.0f, 1.0f); } model_instance_find_obj_dir(world_axis, model_axis, pm, pmi, submodel_num, objorient); } // Does stepped rotation of a submodel void submodel_stepped_rotate(model_subsystem *psub, submodel_instance *smi) { Assert(psub->flags[Model::Subsystem_Flags::Stepped_rotate]); if ( psub->subobj_num < 0 ) return; polymodel *pm = model_get(psub->model_num); bsp_info *sm = &pm->submodel[psub->subobj_num]; if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return; // get active rotation time this frame int end_stamp = timestamp(); // just to make sure this issue wont pop up again... might cause odd jerking in some extremely odd situations // but given that those issues would require the timer to be reseted in any case it probably wont hurt float rotation_time; if ((end_stamp - smi->step_zero_timestamp) < 0) { smi->step_zero_timestamp = end_stamp; rotation_time = 0.0f; } else { rotation_time = 0.001f * (end_stamp - smi->step_zero_timestamp); } //Assert(rotation_time >= 0); // save last angles smi->prev_angs = smi->angs; // float pointer into struct to get angle (either p,b,h) float *ang_prev = NULL, *ang_next = NULL; switch( sm->movement_axis ) { case MOVEMENT_AXIS_X: ang_prev = &smi->prev_angs.p; ang_next = &smi->angs.p; break; case MOVEMENT_AXIS_Y: ang_prev = &smi->prev_angs.h; ang_next = &smi->angs.h; break; case MOVEMENT_AXIS_Z: ang_prev = &smi->prev_angs.b; ang_next = &smi->angs.b; break; } // just in case we got through that switch statement in error if ( (ang_prev == NULL) && (ang_next == NULL) ) return; // angular displacement of one step float step_size = (PI2 / psub->stepped_rotation->num_steps); // get time to complete one step, including pause float step_time = psub->stepped_rotation->t_transit + psub->stepped_rotation->t_pause; // cur_step is step number relative to zero (0 - num_steps) // step_offset_time is TIME into current step float step_offset_time = (float)fmod(rotation_time, step_time); // subtract off fractional step part, round up (ie, 1.999999 -> 2) int cur_step = (int)std::lround((rotation_time - step_offset_time) / step_time); // mprintf(("cur step %d\n", cur_step)); // Assert(step_offset_time >= 0); if (cur_step >= psub->stepped_rotation->num_steps) { // I don;t know why, but removing this line makes it all good. // sii->step_zero_timestamp += int(1000.0f * (psub->stepped_rotation->num_steps * step_time) + 0.5f); // reset cur_step (use mod to handle physics/ai pause) cur_step = cur_step % psub->stepped_rotation->num_steps; } // get base angle *ang_next = cur_step * step_size; // determine which phase of rotation we're in float coast_start_time = psub->stepped_rotation->fraction * psub->stepped_rotation->t_transit; float decel_start_time = psub->stepped_rotation->t_transit * (1.0f - psub->stepped_rotation->fraction); float pause_start_time = psub->stepped_rotation->t_transit; float start_coast_angle = 0.5f * psub->stepped_rotation->max_turn_accel * coast_start_time * coast_start_time; if (step_offset_time < coast_start_time) { // do accel float accel_time = step_offset_time; *ang_next += 0.5f * psub->stepped_rotation->max_turn_accel * accel_time * accel_time; smi->current_turn_rate = psub->stepped_rotation->max_turn_accel * accel_time; } else if (step_offset_time < decel_start_time) { // do coast float coast_time = step_offset_time - coast_start_time; *ang_next += start_coast_angle + psub->stepped_rotation->max_turn_rate * coast_time; smi->current_turn_rate = psub->stepped_rotation->max_turn_rate; } else if (step_offset_time < pause_start_time) { // do decel float time_to_pause = psub->stepped_rotation->t_transit - step_offset_time; *ang_next += (step_size - 0.5f * psub->stepped_rotation->max_turn_accel * time_to_pause * time_to_pause); smi->current_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause; } else { // do pause *ang_next += step_size; smi->current_turn_rate = 0.0f; } } void submodel_look_at(polymodel *pm, int mn) { SCP_UNUSED(pm); SCP_UNUSED(mn); // To be reimplemented /* bsp_info * sm; if ( mn < 0 ) { return; } sm = &pm->submodel[mn]; angles *angs = &pm->submodel[mn].angs; if ( sm->movement_type != MOVEMENT_TYPE_LOOK_AT ) { return; } vec3d other, mp; int pmn = pm->id; // VA - Run this bit only once for each look_at enabled submodel, to correctly associate the name given in the $look_at: property with the number of that named subobject if (sm->look_at_num == -2) { // Search through submodels for the look_at target name for (int i = 0; i < pm->n_models; i++) { if (!strcmp(sm->look_at, pm->submodel[i].name)) { sm->look_at_num = i; // Found it nprintf(("Model", "NOTE: Matched $look_at: target <%s> with subobject id %d\n", sm->look_at, i)); break; } } if (sm->look_at_num == -2) { Warning( LOCATION, "Invalid submodel name given in $look_at: property in model file <%s>. (%s looking for %s)\n", pm->filename, pm->submodel->name, sm->look_at ); sm->look_at_num = -1; // Set to -1 to not break stuff } } model_find_world_point(&mp, &vmd_zero_vector, pmn, sm->look_at_num, &vmd_identity_matrix, &vmd_zero_vector); world_find_real_model_point(&other, &mp, pm, mn, &vmd_identity_matrix, &vmd_zero_vector); if (!IS_MAT_NULL(&pm->submodel[mn].orientation)) { vm_vec_rotate(&mp, &other, &pm->submodel[mn].orientation); } else { mp = other; } vec3d d, l; model_find_submodel_offset(&d, pmn, mn); model_find_submodel_offset(&l, pmn, sm->look_at_num); vm_vec_sub(&other, &l, &d); if (!IS_MAT_NULL(&pm->submodel[mn].orientation)) { vm_vec_rotate(&l, &other, &pm->submodel[mn].orientation); } else { l = other; } float *a; int axis; switch( sm->movement_axis ) { default: case MOVEMENT_AXIS_X: l.xyz.x = 0; mp.xyz.x = 0; a = &angs->p; axis = 0; break; case MOVEMENT_AXIS_Y: l.xyz.y = 0; mp.xyz.y = 0; a = &angs->h; axis = 1; break; case MOVEMENT_AXIS_Z: l.xyz.z = 0; mp.xyz.z = 0; a = &angs->b; axis = 2; break; } vm_vec_normalize(&mp); vm_vec_normalize(&l); vec3d c; vm_vec_cross(&c, &l, &mp); float dot=vm_vec_dot(&l,&mp); if (dot>=0.0f) { *a = asinf(c.a1d[axis]); } else { *a = PI-asinf(c.a1d[axis]); } if (*a > PI2 ) { *a -= PI2; } else { if (*a < 0.0f ) *a += PI2; } for (int k=0; knum_details; k++ ) { pm->submodel[sm->details[k]].angs = *angs; } */ } // Rotates the angle of a submodel, when the submodel has a subsystem (which is almost always the case) void submodel_rotate(model_subsystem *psub, submodel_instance *smi) { bsp_info * sm; if ( psub->subobj_num < 0 ) return; polymodel *pm = model_get(psub->model_num); sm = &pm->submodel[psub->subobj_num]; if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return; submodel_rotate(sm, smi); } // Rotates the angle of a submodel. If the submodel has a subsystem, the execution flow should first go through the other // submodel_rotate function before this one. (This function is called directly in the case of dumb_rotation.) void submodel_rotate(bsp_info *sm, submodel_instance *smi) { // save last angles smi->prev_angs = smi->angs; // probably send in a calculated desired turn rate float diff = smi->desired_turn_rate - smi->current_turn_rate; float final_turn_rate; if (diff > 0) { final_turn_rate = smi->current_turn_rate + smi->turn_accel * flFrametime; if (final_turn_rate > smi->desired_turn_rate) { final_turn_rate = smi->desired_turn_rate; } } else if (diff < 0) { final_turn_rate = smi->current_turn_rate - smi->turn_accel * flFrametime; if (final_turn_rate < smi->desired_turn_rate) { final_turn_rate = smi->desired_turn_rate; } } else { final_turn_rate = smi->desired_turn_rate; } float delta = (smi->current_turn_rate + final_turn_rate) * 0.5f * flFrametime; smi->current_turn_rate = final_turn_rate; // Apply rotation in the axis of movement // then normalize the angle so that we are within a valid range: // greater than or equal to 0 // less than PI2 switch( sm->movement_axis ) { case MOVEMENT_AXIS_X: smi->angs.p += delta; while (smi->angs.p > PI2) smi->angs.p -= PI2; while (smi->angs.p < 0.0f) smi->angs.p += PI2; break; case MOVEMENT_AXIS_Y: smi->angs.h += delta; while (smi->angs.h > PI2) smi->angs.h -= PI2; while (smi->angs.h < 0.0f) smi->angs.h += PI2; break; case MOVEMENT_AXIS_Z: smi->angs.b += delta; while (smi->angs.b > PI2) smi->angs.b -= PI2; while (smi->angs.b < 0.0f) smi->angs.b += PI2; break; } } //========================================================================= // Make a turret's correct orientation matrix. This should be done when // the model is read, but I wasn't sure at what point all the data that I // needed was read, so I just check a flag and call this routine when // I determine I need the correct matrix. In this code, you can't use // vm_vec_2_matrix or anything, since these turrets could be either // right handed or left handed. // Addendum: Since we no longer stuff angles into the model, we need a // model instance to do angle calculation. We can just piggy back on // the active ship's model instance because all invocations of this // function are done from somewhere with a valid ship. void model_make_turret_matrix(polymodel *pm, polymodel_instance *pmi, model_subsystem *turret) { vec3d fvec, uvec, rvec; Assert(pm->id == pmi->model_num); auto base = &pmi->submodel[turret->subobj_num]; auto gun = &pmi->submodel[turret->turret_gun_sobj]; float offset_base_h = 0.0f; float offset_barrel_h = 0.0f; #ifdef WMC_SIDE_TURRETS offset_base_h = -PI_2; offset_barrel_h = -PI_2; #endif auto pm_base = &pm->submodel[turret->subobj_num]; if (pm_base->force_turret_normal) turret->turret_norm = pm_base->orientation.vec.uvec; auto save_base_angs = base->angs; auto save_gun_angs = gun->angs; base->angs = gun->angs = vmd_zero_angles; base->angs.h = offset_base_h; gun->angs.h = offset_barrel_h; model_instance_find_world_dir(&fvec, &turret->turret_norm, pm, pmi, turret->turret_gun_sobj, &vmd_identity_matrix); base->angs.h = -PI_2 + offset_base_h; gun->angs.p = -PI_2; gun->angs.h = offset_barrel_h; model_instance_find_world_dir(&rvec, &turret->turret_norm, pm, pmi, turret->turret_gun_sobj, &vmd_identity_matrix); base->angs.h = 0.0f + offset_base_h; gun->angs.p = -PI_2; gun->angs.h = offset_barrel_h; model_instance_find_world_dir(&uvec, &turret->turret_norm, pm, pmi, turret->turret_gun_sobj, &vmd_identity_matrix); vm_vec_normalize(&fvec); vm_vec_normalize(&rvec); vm_vec_normalize(&uvec); turret->turret_matrix.vec.fvec = fvec; turret->turret_matrix.vec.rvec = rvec; turret->turret_matrix.vec.uvec = uvec; // vm_vector_2_matrix(&turret->turret_matrix,&turret->turret_norm,NULL,NULL); // HACK!! WARNING!!! // I'm doing nothing to verify that this matrix is orthogonal!! // In other words, there's no guarantee that the vectors are 90 degrees // from each other. // I'm not doing this because I don't know how to do it without ruining // the handedness of the matrix... however, I'm not too worried about // this because I am creating these 3 vectors by making them 90 degrees // apart, so this should be close enough. I think this will start // causing weird errors when we view from turrets. -John turret->flags.set(Model::Subsystem_Flags::Turret_matrix); // restore the position of the turret before we entered this function base->angs = save_base_angs; gun->angs = save_gun_angs; } // Tries to move joints so that the turret points to the point dst. // turret1 is the angles of the turret, turret2 is the angles of the gun from turret // Returns 1 if rotated gun, 0 if no gun to rotate (rotation handled by AI) int model_rotate_gun(object *objp, polymodel *pm, polymodel_instance *pmi, model_subsystem *turret, vec3d *dst, bool reset) { ship *shipp = &Ships[objp->instance]; ship_subsys *ss = ship_get_subsys(shipp, turret->subobj_name); // This should not happen if ( turret->subobj_num == turret->turret_gun_sobj ) { return 0; } auto base_sm = &pm->submodel[turret->subobj_num]; // auto gun_sm = &pm->submodel[turret->turret_gun_sobj]; auto base_smi = &pmi->submodel[turret->subobj_num]; auto gun_smi = &pmi->submodel[turret->turret_gun_sobj]; auto base_angles = &base_smi->angs; auto gun_angles = &gun_smi->angs; bool limited_base_rotation = false; // Check for a valid turret Assert( turret->turret_num_firing_points > 0 ); // Check for a valid subsystem Assert( ss != NULL ); // Build the correct turret matrix if there isn't already one if ( !(turret->flags[Model::Subsystem_Flags::Turret_matrix]) ) { model_make_turret_matrix(pm, pmi, turret); } Assert( turret->flags[Model::Subsystem_Flags::Turret_matrix]); // Assert( gun->movement_axis == MOVEMENT_AXIS_X ); // Gun must be able to change pitch // Assert( base->movement_axis == MOVEMENT_AXIS_Z ); // Parent must be able to change heading //------------ // rotate the dest point into the turret gun normal's frame of // reference, but not using the turret's angles. // Call this vector of_dst vec3d of_dst; matrix world_to_turret_matrix; // converts world coordinates to turret's FOR vec3d world_to_turret_translate; // converts world coordinates to turret's FOR vec3d tempv; vm_vec_unrotate( &tempv, &base_sm->offset, &objp->orient ); vm_vec_add( &world_to_turret_translate, &objp->pos, &tempv ); if (turret->flags[Model::Subsystem_Flags::Turret_alt_math]) world_to_turret_matrix = ss->world_to_turret_matrix; else vm_matrix_x_matrix( &world_to_turret_matrix, &objp->orient, &turret->turret_matrix ); vm_vec_sub( &tempv, dst, &world_to_turret_translate ); vm_vec_rotate( &of_dst, &tempv, &world_to_turret_matrix ); vm_vec_normalize(&of_dst); //------------ // Find the heading and pitch that the gun needs to turn to // by extracting them from the of_dst vector. // Call this the desired_angles angles desired_angles; // vm_extract_angles_vector(&desired_angles, &of_dst); if (reset == false) { desired_angles.p = acosf(of_dst.xyz.z); desired_angles.h = PI - atan2_safe(of_dst.xyz.x, of_dst.xyz.y); desired_angles.b = 0.0f; } else { desired_angles.p = 0.0f; desired_angles.h = 0.0f; desired_angles.b = 0.0f; if (turret->n_triggers > 0) { int i; for (i = 0; in_triggers; i++) { desired_angles.p = turret->triggers[i].angle.xyz.x; desired_angles.h = turret->triggers[i].angle.xyz.y; } } } if (turret->flags[Model::Subsystem_Flags::Turret_alt_math]) limited_base_rotation = true; // mprintf(( "Z = %.1f, atan= %.1f\n", of_dst.xyz.z, desired_angles.p )); //------------ // Gradually turn the turret towards the desired angles float step_size = turret->turret_turning_rate * flFrametime; float base_delta, gun_delta; if (reset == true) step_size /= 3.0f; else ss->rotation_timestamp = timestamp(turret->turret_reset_delay); // reset these two ss->base_rotation_rate_pct = 0.0f; ss->gun_rotation_rate_pct = 0.0f; base_delta = vm_interp_angle(&base_angles->h, desired_angles.h, step_size, limited_base_rotation); gun_delta = vm_interp_angle(&gun_angles->p, desired_angles.p, step_size); if (turret->turret_base_rotation_snd.isValid()) { if (step_size > 0) { base_delta = (float) (fabs(base_delta)) / step_size; if (base_delta > 1.0f) base_delta = 1.0f; ss->base_rotation_rate_pct = base_delta; } } if (turret->turret_gun_rotation_snd.isValid()) { if (step_size > 0) { gun_delta = (float) (fabs(gun_delta)) / step_size; if (gun_delta > 1.0f) gun_delta = 1.0f; ss->gun_rotation_rate_pct = gun_delta; } } // base_angles->h -= step_size*(key_down_timef(KEY_1)-key_down_timef(KEY_2) ); // gun_angles->p += step_size*(key_down_timef(KEY_3)-key_down_timef(KEY_4) ); if (turret->flags[Model::Subsystem_Flags::Fire_on_target]) { base_delta = vm_delta_from_interp_angle( base_angles->h, desired_angles.h ); gun_delta = vm_delta_from_interp_angle( gun_angles->p, desired_angles.p ); ss->points_to_target = sqrt((base_delta*base_delta) + (gun_delta*gun_delta)); } return 1; } // Goober5000 // For a submodel, return its overall offset from the main model. void model_find_submodel_offset(vec3d *outpnt, const polymodel *pm, int submodel_num) { vm_vec_zero(outpnt); int mn = submodel_num; //instance up the tree for this point while ( (mn >= 0) && (pm->submodel[mn].parent >= 0) ) { vm_vec_add2(outpnt, &pm->submodel[mn].offset); mn = pm->submodel[mn].parent; } } void model_find_world_point(vec3d *outpnt, vec3d *mpnt, int model_num, int submodel_num, const matrix *objorient, const vec3d *objpos) { return model_find_world_point(outpnt, mpnt, model_get(model_num), submodel_num, objorient, objpos); } // Given a point (pnt) that is in submodel_num's frame of // reference, and given the object's orient and position, // return the point in 3-space in outpnt. void model_find_world_point(vec3d *outpnt, vec3d *mpnt, const polymodel *pm, int submodel_num, const matrix *objorient, const vec3d *objpos) { vec3d pnt; vec3d tpnt; matrix m; int mn; pnt = *mpnt; mn = submodel_num; //instance up the tree for this point while ( (mn >= 0) && (pm->submodel[mn].parent >= 0) ) { // By using this kind of computation, the rotational angles can always // be computed relative to the submodel itself, instead of relative // to the parent - KeldorKatarn matrix rotation_matrix = pm->submodel[mn].orientation; // the angles in non-instanced models are always zero, so no need to rotate matrix inv_orientation; vm_copy_transpose(&inv_orientation, &pm->submodel[mn].orientation); vm_matrix_x_matrix(&m, &rotation_matrix, &inv_orientation); vm_vec_unrotate(&tpnt, &pnt, &m); vm_vec_add(&pnt, &tpnt, &pm->submodel[mn].offset); mn = pm->submodel[mn].parent; } //now instance for the entire object vm_vec_unrotate(outpnt,&pnt,objorient); vm_vec_add2(outpnt,objpos); } void model_instance_find_world_point(vec3d *outpnt, vec3d *mpnt, int model_instance_num, int submodel_num, const matrix *objorient, const vec3d *objpos) { auto pmi = model_get_instance(model_instance_num); auto pm = model_get(pmi->model_num); return model_instance_find_world_point(outpnt, mpnt, pm, pmi, submodel_num, objorient, objpos); } void model_instance_find_world_point(vec3d *outpnt, vec3d *mpnt, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient, const vec3d *objpos) { vec3d pnt; vec3d tpnt; matrix m; int mn; Assert(pm->id == pmi->model_num); pnt = *mpnt; mn = submodel_num; //instance up the tree for this point while ( (mn >= 0) && (pm->submodel[mn].parent >= 0) ) { // By using this kind of computation, the rotational angles can always // be computed relative to the submodel itself, instead of relative // to the parent - KeldorKatarn matrix rotation_matrix = pm->submodel[mn].orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &pmi->submodel[mn].angs); matrix inv_orientation; vm_copy_transpose(&inv_orientation, &pm->submodel[mn].orientation); vm_matrix_x_matrix(&m, &rotation_matrix, &inv_orientation); vm_vec_unrotate(&tpnt, &pnt, &m); vm_vec_add(&pnt, &tpnt, &pm->submodel[mn].offset); mn = pm->submodel[mn].parent; } //now instance for the entire object vm_vec_unrotate(outpnt,&pnt,objorient); vm_vec_add2(outpnt,objpos); } void world_find_model_instance_point(vec3d *out, vec3d *world_pt, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *orient, const vec3d *pos) { Assert(pm->id == pmi->model_num); Assert( (pm->submodel[submodel_num].parent == pm->detail[0]) || (pm->submodel[submodel_num].parent == -1) ); vec3d tempv1, tempv2; matrix m; // get into ship RF vm_vec_sub(&tempv1, world_pt, pos); vm_vec_rotate(&tempv2, &tempv1, orient); if (pm->submodel[submodel_num].parent == -1) { *out = tempv2; return; } // put into submodel RF vm_vec_sub2(&tempv2, &pm->submodel[submodel_num].offset); // By using this kind of computation, the rotational angles can always // be computed relative to the submodel itself, instead of relative // to the parent - KeldorKatarn matrix rotation_matrix = pm->submodel[submodel_num].orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &pmi->submodel[submodel_num].angs); matrix inv_orientation; vm_copy_transpose(&inv_orientation, &pm->submodel[submodel_num].orientation); vm_matrix_x_matrix(&m, &rotation_matrix, &inv_orientation); vm_vec_rotate(out, &tempv2, &m); } /** * Finds the current location of a submodel (in the ship's frame of reference), * taking into account the rotations of any parent submodels it might have. * * @param *outpnt Output point * @param model_instance_num Index into Polygon_model_instances * @param submodel_num The number of the submodel we're interested in */ void find_submodel_instance_point(vec3d *outpnt, const polymodel *pm, const polymodel_instance *pmi, int submodel_num) { Assert(pm->id == pmi->model_num); vm_vec_zero(outpnt); matrix submodel_instance_matrix, rotation_matrix, inv_orientation; int mn = submodel_num; while ( (mn >= 0) && (pm->submodel[mn].parent >= 0) ) { vec3d offset = pm->submodel[mn].offset; int parent_mn = pm->submodel[mn].parent; if (pm->submodel[parent_mn].can_move) { rotation_matrix = pm->submodel[parent_mn].orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &pmi->submodel[parent_mn].angs); vm_copy_transpose(&inv_orientation, &pm->submodel[parent_mn].orientation); vm_matrix_x_matrix(&submodel_instance_matrix, &rotation_matrix, &inv_orientation); vec3d tvec = offset; vm_vec_unrotate(&offset, &tvec, &submodel_instance_matrix); } vm_vec_add2(outpnt, &offset); mn = parent_mn; } } /** * Finds the current location and rotation (in the ship's frame of reference) of * a submodel point, taking into account the rotations of the submodel and any * parent submodels it might have. * * @param *outpnt Output point * @param *outnorm Output normal * @param model_instance_num Index into Polygon_model_instances * @param submodel_num The number of the submodel we're interested in * @param *submodel_pnt The point which's current position we want, in the submodel's frame of reference * @param *submodel_norm The normal which's current direction we want, in the ship's frame of reference */ void find_submodel_instance_point_normal(vec3d *outpnt, vec3d *outnorm, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const vec3d *submodel_pnt, const vec3d *submodel_norm) { Assert(pm->id == pmi->model_num); *outnorm = *submodel_norm; vm_vec_zero(outpnt); matrix submodel_instance_matrix, rotation_matrix, inv_orientation; int mn = submodel_num; while ( (mn >= 0) && (pm->submodel[mn].parent >= 0) ) { vec3d offset = pm->submodel[mn].offset; if ( mn == submodel_num) { vec3d submodel_pnt_offset = *submodel_pnt; rotation_matrix = pm->submodel[submodel_num].orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &pmi->submodel[submodel_num].angs); vm_copy_transpose(&inv_orientation, &pm->submodel[submodel_num].orientation); vm_matrix_x_matrix(&submodel_instance_matrix, &rotation_matrix, &inv_orientation); vec3d tvec = submodel_pnt_offset; vm_vec_unrotate(&submodel_pnt_offset, &tvec, &submodel_instance_matrix); vec3d tnorm = *outnorm; vm_vec_unrotate(outnorm, &tnorm, &submodel_instance_matrix); vm_vec_add2(&offset, &submodel_pnt_offset); } int parent_model_num = pm->submodel[mn].parent; rotation_matrix = pm->submodel[parent_model_num].orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &pmi->submodel[parent_model_num].angs); vm_copy_transpose(&inv_orientation, &pm->submodel[parent_model_num].orientation); vm_matrix_x_matrix(&submodel_instance_matrix, &rotation_matrix, &inv_orientation); vec3d tvec = offset; vm_vec_unrotate(&offset, &tvec, &submodel_instance_matrix); vec3d tnorm = *outnorm; vm_vec_unrotate(outnorm, &tnorm, &submodel_instance_matrix); vm_vec_add2(outpnt, &offset); mn = parent_model_num; } } /** * Same as find_submodel_instance_point_normal, except that this takes and * returns matrices instead of normals. * * Finds the current location and rotation (in the ship's frame of reference) of * a submodel point, taking into account the rotations of the submodel and any * parent submodels it might have. * * @param *outpnt Output point * @param *outorient Output matrix * @param model_instance_num Index into Polygon_model_instances * @param submodel_num The number of the submodel we're interested in * @param *submodel_pnt The point which's current position we want, in the submodel's frame of reference * @param *submodel_orient The local matrix which's current orientation in the ship's frame of reference we want */ void find_submodel_instance_point_orient(vec3d *outpnt, matrix *outorient, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const vec3d *submodel_pnt, const matrix *submodel_orient) { Assert(pm->id == pmi->model_num); *outorient = *submodel_orient; vm_vec_zero(outpnt); matrix submodel_instance_matrix, rotation_matrix, inv_orientation; int mn = submodel_num; while ( (mn >= 0) && (pm->submodel[mn].parent >= 0) ) { vec3d offset = pm->submodel[mn].offset; if ( mn == submodel_num) { vec3d submodel_pnt_offset = *submodel_pnt; rotation_matrix = pm->submodel[submodel_num].orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &pmi->submodel[submodel_num].angs); vm_copy_transpose(&inv_orientation, &pm->submodel[submodel_num].orientation); vm_matrix_x_matrix(&submodel_instance_matrix, &rotation_matrix, &inv_orientation); vec3d tvec = submodel_pnt_offset; vm_vec_unrotate(&submodel_pnt_offset, &tvec, &submodel_instance_matrix); matrix tnorm = *outorient; vm_matrix_x_matrix(outorient, &tnorm, &submodel_instance_matrix); vm_vec_add2(&offset, &submodel_pnt_offset); } int parent_model_num = pm->submodel[mn].parent; rotation_matrix = pm->submodel[parent_model_num].orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &pmi->submodel[parent_model_num].angs); vm_copy_transpose(&inv_orientation, &pm->submodel[parent_model_num].orientation); vm_matrix_x_matrix(&submodel_instance_matrix, &rotation_matrix, &inv_orientation); vec3d tvec = offset; vm_vec_unrotate(&offset, &tvec, &submodel_instance_matrix); matrix tnorm = *outorient; vm_matrix_x_matrix(outorient, &tnorm, &submodel_instance_matrix); vm_vec_add2(outpnt, &offset); mn = parent_model_num; } } /** * Finds the current world location of a submodel, taking into account the * rotations of any parent submodels it might have. * * @param *outpnt Output point * @param model_instance_num Index into Polygon_model_instances * @param submodel_num The number of the submodel we're interested in */ void find_submodel_instance_world_point(vec3d *outpnt, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient, const vec3d *objpos) { vec3d loc_pnt; Assert(pm->id == pmi->model_num); find_submodel_instance_point(&loc_pnt, pm, pmi, submodel_num); vm_vec_unrotate(outpnt, &loc_pnt, objorient); vm_vec_add2(outpnt, objpos); } // Verify rotating submodel has corresponding ship subsystem -- info in which to store rotation angle int rotating_submodel_has_ship_subsys(int submodel, ship *shipp) { model_subsystem *psub; ship_subsys *pss; int found = 0; // Go through all subsystems and look for submodel // the subsystems that need it. for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) { psub = pss->system_info; if (psub->subobj_num == submodel) { found = 1; break; } } return found; } /* * Get all submodel indexes that satisfy the following: * 1) Have the rotating or intrinsic-rotating movement type * 2) Are currently rotating (i.e. actually moving and not part of the superstructure due to being destroyed or replaced) * 3) Are not rotating too far for collision detection (c.f. MAX_SUBMODEL_COLLISION_ROT_ANGLE) */ void model_get_rotating_submodel_list(SCP_vector *submodel_vector, object *objp) { Assert(objp->type == OBJ_SHIP || objp->type == OBJ_WEAPON || objp->type == OBJ_ASTEROID); int model_instance_num; int model_num; if (objp->type == OBJ_SHIP) { model_instance_num = Ships[objp->instance].model_instance_num; model_num = Ship_info[Ships[objp->instance].ship_info_index].model_num; } else if (objp->type == OBJ_WEAPON) { model_instance_num = Weapons[objp->instance].model_instance_num; if (model_instance_num < 0) { return; } model_num = Weapon_info[Weapons[objp->instance].weapon_info_index].model_num; } else if (objp->type == OBJ_ASTEROID) { model_instance_num = Asteroids[objp->instance].model_instance_num; if (model_instance_num < 0) { return; } model_num = Asteroid_info[Asteroids[objp->instance].asteroid_type].model_num[Asteroids[objp->instance].asteroid_subtype]; } else { return; } polymodel *pm = model_get(model_num); bsp_info *child_submodel = &pm->submodel[pm->detail[0]]; if(child_submodel->no_collisions) { // if detail0 has $no_collision set dont check childs return; } polymodel_instance *pmi = model_get_instance(model_instance_num); submodel_instance *child_submodel_instance; int i = child_submodel->first_child; while ( i >= 0 ) { child_submodel = &pm->submodel[i]; child_submodel_instance = &pmi->submodel[i]; // Don't check it or its children if it is destroyed or it is a replacement (non-moving) if ( !child_submodel_instance->blown_off && (child_submodel->i_replace == -1) && !child_submodel->no_collisions && !child_submodel->nocollide_this_only) { // Only look for submodels that rotate or intrinsic-rotate if (child_submodel->movement_type == MOVEMENT_TYPE_ROT || child_submodel->movement_type == MOVEMENT_TYPE_INTRINSIC_ROTATE) { // check submodel rotation is less than max allowed. float delta_angle = get_submodel_delta_angle(child_submodel_instance); if (delta_angle < MAX_SUBMODEL_COLLISION_ROT_ANGLE) { submodel_vector->push_back(i); } } } i = child_submodel->next_sibling; } } void model_get_submodel_tree_list(SCP_vector &submodel_vector, polymodel* pm, int mn) { if ( pm->submodel[mn].buffer.model_list != NULL ) { submodel_vector.push_back(mn); } int i = pm->submodel[mn].first_child; while ( i >= 0 ) { model_get_submodel_tree_list(submodel_vector, pm, i); i = pm->submodel[i].next_sibling; } } void model_find_world_dir(vec3d *out_dir, const vec3d *in_dir, int model_num, int submodel_num, const matrix *objorient) { model_find_world_dir(out_dir, in_dir, model_get(model_num), submodel_num, objorient); } // Given a direction (pnt) that is in submodel_num's frame of // reference, and given the object's orient and position, // return the point in 3-space in outpnt. void model_find_world_dir(vec3d *out_dir, const vec3d *in_dir, const polymodel *pm, int submodel_num, const matrix *objorient) { vec3d pnt; vec3d tpnt; matrix m; int mn; pnt = *in_dir; mn = submodel_num; //instance up the tree for this point while ( (mn >= 0) && (pm->submodel[mn].parent >= 0) ) { // By using this kind of computation, the rotational angles can always // be computed relative to the submodel itself, instead of relative // to the parent - KeldorKatarn matrix rotation_matrix = pm->submodel[mn].orientation; // the angles in non-instanced models are always zero, so no need to rotate matrix inv_orientation; vm_copy_transpose(&inv_orientation, &pm->submodel[mn].orientation); vm_matrix_x_matrix(&m, &rotation_matrix, &inv_orientation); vm_vec_unrotate(&tpnt, &pnt, &m); pnt = tpnt; mn = pm->submodel[mn].parent; } //now instance for the entire object vm_vec_unrotate(out_dir,&pnt,objorient); } // the same as model_find_world_dir - just taking model instance data into account void model_instance_find_world_dir(vec3d *out_dir, const vec3d *in_dir, int model_instance_num, int submodel_num, const matrix *objorient) { auto pmi = model_get_instance(model_instance_num); auto pm = model_get(pmi->model_num); model_instance_find_world_dir(out_dir, in_dir, pm, pmi, submodel_num, objorient); } void model_instance_find_world_dir(vec3d *out_dir, const vec3d *in_dir, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient) { vec3d pnt; vec3d tpnt; matrix m; int mn; Assert(pm->id == pmi->model_num); pnt = *in_dir; mn = submodel_num; //instance up the tree for this point while ( (mn >= 0) && (pm->submodel[mn].parent >= 0) ) { // By using this kind of computation, the rotational angles can always // be computed relative to the submodel itself, instead of relative // to the parent - KeldorKatarn matrix rotation_matrix = pm->submodel[mn].orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &pmi->submodel[mn].angs); matrix inv_orientation; vm_copy_transpose(&inv_orientation, &pm->submodel[mn].orientation); vm_matrix_x_matrix(&m, &rotation_matrix, &inv_orientation); vm_vec_unrotate(&tpnt, &pnt, &m); pnt = tpnt; mn = pm->submodel[mn].parent; } //now instance for the entire object vm_vec_unrotate(out_dir,&pnt,objorient); } // Clears all the submodel instances stored in a model to their defaults. void model_clear_instance(int model_num) { // ---- stuff that should be moved into model instances at some point int i; auto pm = model_get(model_num); // reset textures to original ones for (i=0; in_textures; i++ ) { pm->maps[i].ResetToOriginal(); } // ---- end of stuff that should be moved into model instances at some point interp_clear_instance(); } void model_set_submodel_turn_info(submodel_instance *smi, float turn_rate, float turn_accel) { smi->current_turn_rate = 0.0f; smi->desired_turn_rate = turn_rate; smi->turn_accel = turn_accel; } // Sets the submodel instance data in a submodel (for all detail levels) // Techroom version uses two floats of setting rotation angles (for turrets) // instead of using larger but largely unused structures for storing the same data void model_set_instance_techroom(polymodel *pm, polymodel_instance *pmi, int sub_model_num, float angle_1, float angle_2) { Assert( sub_model_num >= 0 ); Assert( sub_model_num < pm->n_models ); if ( sub_model_num < 0 ) return; if ( sub_model_num >= pm->n_models ) return; bsp_info *sm = &pm->submodel[sub_model_num]; auto smi = &pmi->submodel[sub_model_num]; // If submodel isn't yet blown off and has a -destroyed replacement model, we prevent // the replacement model from being drawn by marking it as having been blown off if ( sm->my_replacement > -1 && sm->my_replacement != sub_model_num) { pmi->submodel[sm->my_replacement].blown_off = true; } // Set the angles smi->angs.p = angle_1; smi->angs.h = angle_2; } void model_update_instance(int model_instance_num, int submodel_num, flagset& flags) { auto pmi = model_get_instance(model_instance_num); auto pm = model_get(pmi->model_num); model_update_instance(pm, pmi, submodel_num, flags); } /* * This function handles copying submodel instance information to other submodel instances as appropriate. The copy_from parameter is used for * copying data to other LODs, and is only specified from within model_update_instance itself. The "public" function header omits this parameter. */ void model_update_instance(polymodel *pm, polymodel_instance *pmi, const submodel_instance *copy_from, int submodel_num, flagset& flags) { Assert(pm->id == pmi->model_num); Assertion(submodel_num >= 0 && submodel_num < pm->n_models, "Submodel number (%d) which should be updated is out of range! Must be between 0 and %d. This happened on model %s.", submodel_num, pm->n_models - 1, pm->filename); if ( submodel_num < 0 ) return; if ( submodel_num >= pm->n_models ) return; submodel_instance *smi = &pmi->submodel[submodel_num]; bsp_info *sm = &pm->submodel[submodel_num]; // Set the "blown out" flags. if ( flags[Ship::Subsystem_Flags::No_disappear] ) { smi->blown_off = false; } else if ( copy_from ) { smi->blown_off = copy_from->blown_off; } if ( smi->blown_off ) { if ( sm->my_replacement >= 0 && !(flags[Ship::Subsystem_Flags::No_replace]) ) { auto r_smi = &pmi->submodel[sm->my_replacement]; r_smi->blown_off = false; if ( copy_from ) { r_smi->angs = copy_from->angs; r_smi->prev_angs = copy_from->prev_angs; } else { r_smi->angs = smi->angs; r_smi->prev_angs = smi->prev_angs; } } } else { // If submodel isn't yet blown off and has a -destroyed replacement model, we prevent // the replacement model from being drawn by marking it as having been blown off if ( sm->my_replacement >= 0 && sm->my_replacement != submodel_num) { auto r_smi = &pmi->submodel[sm->my_replacement]; r_smi->blown_off = true; } } // Set the angles. if ( copy_from ) { smi->angs = copy_from->angs; smi->prev_angs = copy_from->prev_angs; } // For all the detail levels of this submodel, set them also. for ( int i=0; inum_details; i++ ) { model_update_instance( pm, pmi, smi, sm->details[i], flags ); } } void model_update_instance(polymodel *pm, polymodel_instance *pmi, int submodel_num, flagset& flags) { model_update_instance(pm, pmi, nullptr, submodel_num, flags); } void model_do_intrinsic_rotations_sub(intrinsic_rotation *ir) { polymodel_instance *pmi = model_get_instance(ir->model_instance_num); Assert(pmi != nullptr); polymodel *pm = model_get(pmi->model_num); Assert(pm != nullptr); flagset empty; // Handle all submodels which have $dumb_rotate for (auto submodel_num: ir->submodel_list) { bsp_info *sm = &pm->submodel[submodel_num]; submodel_instance *smi = &pmi->submodel[submodel_num]; // First, calculate the angles for the rotation submodel_rotate(sm, smi); // Now actually rotate the submodel instance // (Since this is an intrinsic rotation, we have no associated subsystem, so pass 0 for subsystem flags.) model_update_instance(pm, pmi, submodel_num, empty); } } // Handle the intrinsic rotations for either a) a single ship model; or b) all non-ship models. The reason for the two cases is that ship_model_update_instance will // be called for each ship via obj_move_all_post, but we also need to handle non-ship models once obj_move_all_post exits. Since the two processes are almost identical, // they are both handled here. // // This function is quite a bit different than Bobboau's old model_do_dumb_rotation function. Whereas Bobboau used the brute-force technique of navigating through // each model hierarchy as it was rendered, this function should be seen as a version of obj_move_all_post, but for models rather than objects. In fact, the only reason // for the special ship case is that the ship intrinsic rotations kind of need to be handled where all the other ship rotations are. (Unless you want inconsistent collisions // or damage sparks that aren't attached to models.) // // -- Goober5000 void model_do_intrinsic_rotations(int model_instance_num) { // we are handling a specific ship if (model_instance_num >= 0) { for (auto intrinsic_it = Intrinsic_rotations.begin(); intrinsic_it != Intrinsic_rotations.end(); ++intrinsic_it) { if (intrinsic_it->model_instance_num == model_instance_num) { Assertion(intrinsic_it->is_ship, "This code path is only for ship rotations! See the comments associated with the model_do_intrinsic_rotations function!"); // we're just doing one ship, and in ship_model_update_instance, that ship's angles were already set to zero // Now update the angles in the submodels model_do_intrinsic_rotations_sub(&(*intrinsic_it)); // once we've handled this one ship, we're done break; } } } // we are handling all non-ships else { for (auto intrinsic_it = Intrinsic_rotations.begin(); intrinsic_it != Intrinsic_rotations.end(); ++intrinsic_it) { if (!intrinsic_it->is_ship) { // update the angles in the submodels model_do_intrinsic_rotations_sub(&(*intrinsic_it)); } } } } void model_do_children_look_at(polymodel * pm, int mn) { while ( mn >= 0 ) { submodel_look_at(pm, mn); if (pm->submodel[mn].first_child >-1) { model_do_children_look_at(pm, pm->submodel[mn].first_child); } mn = pm->submodel[mn].next_sibling; } } void model_do_look_at(int pn) { polymodel * pm; pm = model_get(pn); int mn = pm->detail[0]; model_do_children_look_at(pm,mn); } // Finds a point on the rotation axis of a submodel, used in collision, generally find rotational velocity void model_init_submodel_axis_pt(polymodel *pm, polymodel_instance *pmi, int submodel_num) { vec3d axis; vec3d *mpoint1, *mpoint2; vec3d p1, v1, p2, v2, int1; Assert(pm->id == pmi->model_num); Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT || pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_INTRINSIC_ROTATE); submodel_instance *smi = &pmi->submodel[submodel_num]; mpoint1 = NULL; mpoint2 = NULL; // find 2 fixed points in submodel RF // these will be rotated to about the axis an angle of 0 and PI and we'll find the intersection of the // two lines to find a point on the axis if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_X) { axis = vmd_x_vector; mpoint1 = &vmd_y_vector; mpoint2 = &vmd_z_vector; } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Y) { mpoint1 = &vmd_x_vector; axis = vmd_z_vector; // rotation about y is a change in heading (p,b,h), so we need z mpoint2 = &vmd_z_vector; } else if (pm->submodel[submodel_num].movement_axis == MOVEMENT_AXIS_Z) { mpoint1 = &vmd_x_vector; mpoint2 = &vmd_y_vector; axis = vmd_y_vector; // rotation about z is a change in bank (p,b,h), so we need y } else { // must be one of these axes or submodel_rot_hit is incorrectly set Int3(); } // copy submodel angs angles copy_angs = smi->angs; // find two points rotated into model RF when angs set to 0 vm_vec_copy_scale((vec3d*)&smi->angs, &axis, 0.0f); model_instance_find_world_point(&p1, mpoint1, pm, pmi, submodel_num, &vmd_identity_matrix, &vmd_zero_vector); model_instance_find_world_point(&p2, mpoint2, pm, pmi, submodel_num, &vmd_identity_matrix, &vmd_zero_vector); // find two points rotated into model RF when angs set to PI vm_vec_copy_scale((vec3d*)&smi->angs, &axis, PI); model_instance_find_world_point(&v1, mpoint1, pm, pmi, submodel_num, &vmd_identity_matrix, &vmd_zero_vector); model_instance_find_world_point(&v2, mpoint2, pm, pmi, submodel_num, &vmd_identity_matrix, &vmd_zero_vector); // reset submodel angs smi->angs = copy_angs; // find direction vectors of the two lines vm_vec_sub2(&v1, &p1); vm_vec_sub2(&v2, &p2); // find the intersection of the two lines float s, t; fvi_two_lines_in_3space(&p1, &v1, &p2, &v2, &s, &t); // find the actual intersection points vm_vec_scale_add(&int1, &p1, &v1, s); // set flag to init smi->point_on_axis = int1; smi->axis_set = true; } void model_instance_clear_arcs(polymodel *pm, polymodel_instance *pmi) { Assert(pm->id == pmi->model_num); for (int i = 0; i < pm->n_models; ++i) { pmi->submodel[i].num_arcs = 0; // Turn off any electric arcing effects } } // Adds an electrical arcing effect to a submodel void model_instance_add_arc(polymodel *pm, polymodel_instance *pmi, int sub_model_num, vec3d *v1, vec3d *v2, int arc_type ) { Assert(pm->id == pmi->model_num); if ( sub_model_num == -1 ) { sub_model_num = pm->detail[0]; } Assert( sub_model_num >= 0 ); Assert( sub_model_num < pm->n_models ); if ( sub_model_num < 0 ) return; if ( sub_model_num >= pm->n_models ) return; auto smi = &pmi->submodel[sub_model_num]; if ( smi->num_arcs < MAX_ARC_EFFECTS ) { smi->arc_type[smi->num_arcs] = (ubyte)arc_type; smi->arc_pts[smi->num_arcs][0] = *v1; smi->arc_pts[smi->num_arcs][1] = *v2; smi->num_arcs++; } } // function to return an index into the docking_bays array which matches the criteria passed // to this function. dock_type is one of the DOCK_TYPE_XXX defines in model.h // Goober5000 - now finds more than one dockpoint of this type int model_find_dock_index(int modelnum, int dock_type, int index_to_start_at) { int i; polymodel *pm; // get model and make sure it has dockpoints pm = model_get(modelnum); if ( pm->n_docks <= 0 ) return -1; // look for a dockpoint of this type for (i = index_to_start_at; i < pm->n_docks; i++ ) { if ( dock_type & pm->docking_bays[i].type_flags ) return i; } // if we get here, type wasn't found -- return -1 and hope for the best return -1; } // function to return an index into the docking_bays array which matches the string passed // Fred uses strings to identify docking positions. This function also accepts generic strings // so that a desginer doesn't have to know exact names if building a mission from hand. int model_find_dock_name_index(int modelnum, const char* name) { int i; polymodel *pm; // get model and make sure it has dockpoints pm = model_get(modelnum); if ( pm->n_docks <= 0 ) return -1; // check the generic names and call previous function to find first dock point of // the specified type for(i = 0; i < Num_dock_type_names; i++) { if(!stricmp(name, Dock_type_names[i].name)) { return model_find_dock_index(modelnum, Dock_type_names[i].def); } } /* if ( !stricmp(name, "cargo") ) return model_find_dock_index( modelnum, DOCK_TYPE_CARGO ); else if (!stricmp( name, "rearm") ) return model_find_dock_index( modelnum, DOCK_TYPE_REARM ); else if (!stricmp( name, "generic") ) return model_find_dock_index( modelnum, DOCK_TYPE_GENERIC ); */ // look for a dockpoint with this name for (i = 0; i < pm->n_docks; i++ ) { if ( !stricmp(pm->docking_bays[i].name, name) ) return i; } // if the bay does not have a name in the model, the model loading code // will assign it a default name... check for that here if (!strnicmp(name, "= 0 && index < pm->n_docks) return index; } // if we get here, name wasn't found -- return -1 and hope for the best return -1; } // returns the actual name of a docking point on a model, needed by Fred. char *model_get_dock_name(int modelnum, int index) { polymodel *pm; pm = model_get(modelnum); Assert((index >= 0) && (index < pm->n_docks)); return pm->docking_bays[index].name; } int model_get_num_dock_points(int modelnum) { polymodel *pm; pm = model_get(modelnum); return pm->n_docks; } int model_get_dock_index_type(int modelnum, int index) { polymodel *pm = model_get(modelnum); return pm->docking_bays[index].type_flags; } // get all the different docking point types on a model int model_get_dock_types(int modelnum) { int i, type = 0; polymodel *pm; pm = model_get(modelnum); for (i=0; in_docks; i++) type |= pm->docking_bays[i].type_flags; return type; } // Goober5000 // returns index in [0, MAX_SHIP_BAY_PATHS) int model_find_bay_path(int modelnum, char *bay_path_name) { int i; polymodel *pm = model_get(modelnum); if (pm->ship_bay == NULL) return -1; if (pm->ship_bay->num_paths <= 0) return -1; for (i = 0; i < pm->ship_bay->num_paths; i++) { if (!stricmp(pm->paths[pm->ship_bay->path_indexes[i]].name, bay_path_name)) return i; } return -1; } int model_create_bsp_collision_tree() { // first find an open slot size_t i; bool slot_found = false; for ( i = 0; i < Bsp_collision_tree_list.size(); ++i ) { if ( !Bsp_collision_tree_list[i].used ) { slot_found = true; break; } } if ( slot_found ) { Bsp_collision_tree_list[i].used = true; return (int)i; } bsp_collision_tree tree; tree.used = true; Bsp_collision_tree_list.push_back(tree); return (int)(Bsp_collision_tree_list.size() - 1); } bsp_collision_tree *model_get_bsp_collision_tree(int tree_index) { Assert(tree_index >= 0); Assert((uint) tree_index < Bsp_collision_tree_list.size()); return &Bsp_collision_tree_list[tree_index]; } void model_remove_bsp_collision_tree(int tree_index) { Bsp_collision_tree_list[tree_index].used = false; if ( Bsp_collision_tree_list[tree_index].node_list ) { vm_free(Bsp_collision_tree_list[tree_index].node_list); } if ( Bsp_collision_tree_list[tree_index].leaf_list ) { vm_free(Bsp_collision_tree_list[tree_index].leaf_list); } if ( Bsp_collision_tree_list[tree_index].point_list ) { vm_free( Bsp_collision_tree_list[tree_index].point_list ); } if ( Bsp_collision_tree_list[tree_index].vert_list ) { vm_free( Bsp_collision_tree_list[tree_index].vert_list); } } #if BYTE_ORDER == BIG_ENDIAN // tigital - void swap_bsp_defpoints(ubyte * p) { int n, i; int nverts = INTEL_INT( w(p+8) ); //tigital int offset = INTEL_INT( w(p+16) ); int n_norms = INTEL_INT( w(p+12) ); w(p+8) = nverts; w(p+16) = offset; w(p+12) = n_norms; ubyte * normcount = p+20; vec3d *src = vp(p+offset); model_allocate_interp_data(nverts, n_norms); for (n=0; nxyz.x = INTEL_FLOAT( &src->xyz.x ); //tigital src->xyz.y = INTEL_FLOAT( &src->xyz.y ); src->xyz.z = INTEL_FLOAT( &src->xyz.z ); Interp_verts[n] = src; src++; //tigital for (i=0; ixyz.x = INTEL_FLOAT( &src->xyz.x ); //tigital src->xyz.y = INTEL_FLOAT( &src->xyz.y ); src->xyz.z = INTEL_FLOAT( &src->xyz.z ); src++; } } } void swap_bsp_tmappoly( polymodel * pm, ubyte * p ) { int i, nv; model_tmap_vert *verts; vec3d * normal = vp(p+8); //tigital vec3d * center = vp(p+20); float radius = INTEL_FLOAT( &fl(p+32) ); fl(p+32) = radius; normal->xyz.x = INTEL_FLOAT( &normal->xyz.x ); normal->xyz.y = INTEL_FLOAT( &normal->xyz.y ); normal->xyz.z = INTEL_FLOAT( &normal->xyz.z ); center->xyz.x = INTEL_FLOAT( ¢er->xyz.x ); center->xyz.y = INTEL_FLOAT( ¢er->xyz.y ); center->xyz.z = INTEL_FLOAT( ¢er->xyz.z ); nv = INTEL_INT( w(p+36)); //tigital w(p+36) = nv; int tmap_num = INTEL_INT( w(p+40) ); //tigital w(p+40) = tmap_num; if ( nv < 0 ) return; verts = (model_tmap_vert *)(p+44); for (i=0;iversion < 2003 ) { // Set the "normal_point" part of field to be the center of the polygon vec3d center_point; vm_vec_zero( ¢er_point ); for (i=0;i rad ) { rad = dist; } } fl(p+32) = rad; } } void swap_bsp_flatpoly( polymodel * pm, ubyte * p ) { int i, nv; short *verts; vec3d * normal = vp(p+8); //tigital vec3d * center = vp(p+20); float radius = INTEL_FLOAT( &fl(p+32) ); fl(p+32) = radius; normal->xyz.x = INTEL_FLOAT( &normal->xyz.x ); normal->xyz.y = INTEL_FLOAT( &normal->xyz.y ); normal->xyz.z = INTEL_FLOAT( &normal->xyz.z ); center->xyz.x = INTEL_FLOAT( ¢er->xyz.x ); center->xyz.y = INTEL_FLOAT( ¢er->xyz.y ); center->xyz.z = INTEL_FLOAT( ¢er->xyz.z ); nv = INTEL_INT( w(p+36)); //tigital w(p+36) = nv; if ( nv < 0 ) return; verts = (short *)(p+44); for (i=0; iversion < 2003 ) { // Set the "normal_point" part of field to be the center of the polygon vec3d center_point; vm_vec_zero( ¢er_point ); for (i=0;i rad ) { rad = dist; } } fl(p+32) = rad; } } void swap_bsp_sortnorms( polymodel * pm, ubyte * p ) { int frontlist = INTEL_INT( w(p+36) ); //tigital int backlist = INTEL_INT( w(p+40) ); int prelist = INTEL_INT( w(p+44) ); int postlist = INTEL_INT( w(p+48) ); int onlist = INTEL_INT( w(p+52) ); w(p+36) = frontlist; w(p+40) = backlist; w(p+44) = prelist; w(p+48) = postlist; w(p+52) = onlist; vec3d * normal = vp(p+8); //tigital vec3d * center = vp(p+20); int tmp = INTEL_INT( w(p+32) ); w(p+32) = tmp; normal->xyz.x = INTEL_FLOAT( &normal->xyz.x ); normal->xyz.y = INTEL_FLOAT( &normal->xyz.y ); normal->xyz.z = INTEL_FLOAT( &normal->xyz.z ); center->xyz.x = INTEL_FLOAT( ¢er->xyz.x ); center->xyz.y = INTEL_FLOAT( ¢er->xyz.y ); center->xyz.z = INTEL_FLOAT( ¢er->xyz.z ); vec3d * bmin = vp(p+56); //tigital vec3d * bmax = vp(p+68); bmin->xyz.x = INTEL_FLOAT( &bmin->xyz.x ); bmin->xyz.y = INTEL_FLOAT( &bmin->xyz.y ); bmin->xyz.z = INTEL_FLOAT( &bmin->xyz.z ); bmax->xyz.x = INTEL_FLOAT( &bmax->xyz.x ); bmax->xyz.y = INTEL_FLOAT( &bmax->xyz.y ); bmax->xyz.z = INTEL_FLOAT( &bmax->xyz.z ); if (prelist) swap_bsp_data(pm,p+prelist); if (backlist) swap_bsp_data(pm,p+backlist); if (onlist) swap_bsp_data(pm,p+onlist); if (frontlist) swap_bsp_data(pm,p+frontlist); if (postlist) swap_bsp_data(pm,p+postlist); } #endif // BIG_ENDIAN void swap_bsp_data( polymodel * pm, void * model_ptr ) { #if BYTE_ORDER == BIG_ENDIAN ubyte *p = (ubyte *)model_ptr; int chunk_type, chunk_size; vec3d * min; vec3d * max; chunk_type = INTEL_INT( w(p) ); //tigital chunk_size = INTEL_INT( w(p+4) ); w(p) = chunk_type; w(p+4) = chunk_size; while (chunk_type != OP_EOF) { switch (chunk_type) { case OP_EOF: return; case OP_DEFPOINTS: swap_bsp_defpoints(p); break; case OP_FLATPOLY: swap_bsp_flatpoly(pm, p); break; case OP_TMAPPOLY: swap_bsp_tmappoly(pm, p); break; case OP_SORTNORM: swap_bsp_sortnorms(pm, p); break; case OP_BOUNDBOX: min = vp(p+8); max = vp(p+20); min->xyz.x = INTEL_FLOAT( &min->xyz.x ); min->xyz.y = INTEL_FLOAT( &min->xyz.y ); min->xyz.z = INTEL_FLOAT( &min->xyz.z ); max->xyz.x = INTEL_FLOAT( &max->xyz.x ); max->xyz.y = INTEL_FLOAT( &max->xyz.y ); max->xyz.z = INTEL_FLOAT( &max->xyz.z ); break; default: mprintf(( "Bad chunk type %d, len=%d in modelread:swap_bsp_data\n", chunk_type, chunk_size )); Int3(); // Bad chunk type! return; } p += chunk_size; chunk_type = INTEL_INT( w(p)); //tigital chunk_size = INTEL_INT( w(p+4) ); w(p) = chunk_type; w(p+4) = chunk_size; } return; #else (void)pm; (void)model_ptr; #endif } void swap_sldc_data(ubyte * buffer) { #if BYTE_ORDER == BIG_ENDIAN char *type_p = (char *)(buffer); int *size_p = (int *)(buffer+1); *size_p = INTEL_INT(*size_p); // split and polygons vec3d *minbox_p = (vec3d*)(buffer+5); vec3d *maxbox_p = (vec3d*)(buffer+17); minbox_p->xyz.x = INTEL_FLOAT(&minbox_p->xyz.x); minbox_p->xyz.y = INTEL_FLOAT(&minbox_p->xyz.y); minbox_p->xyz.z = INTEL_FLOAT(&minbox_p->xyz.z); maxbox_p->xyz.x = INTEL_FLOAT(&maxbox_p->xyz.x); maxbox_p->xyz.y = INTEL_FLOAT(&maxbox_p->xyz.y); maxbox_p->xyz.z = INTEL_FLOAT(&maxbox_p->xyz.z); // split unsigned int *front_offset_p = (unsigned int*)(buffer+29); unsigned int *back_offset_p = (unsigned int*)(buffer+33); // polygons unsigned int *num_polygons_p = (unsigned int*)(buffer+29); unsigned int *shld_polys = (unsigned int*)(buffer+33); if (*type_p == 0) // SPLIT { *front_offset_p = INTEL_INT(*front_offset_p); *back_offset_p = INTEL_INT(*back_offset_p); } else { *num_polygons_p = INTEL_INT(*num_polygons_p); for (unsigned int i = 0; i < *num_polygons_p; i++) { shld_polys[i] = INTEL_INT(shld_polys[i]); } } #else (void)buffer; #endif } void glowpoint_override_defaults(glow_point_bank_override *gpo) { gpo->name[0] = 0; gpo->type = 0; gpo->on_time = 0; gpo->off_time = 0; gpo->disp_time = 0; gpo->glow_bitmap = -1; gpo->glow_neb_bitmap = -1; gpo->is_on = true; gpo->type_override = false; gpo->on_time_override = false; gpo->off_time_override = false; gpo->disp_time_override = false; gpo->glow_bitmap_override = false; gpo->pulse_period_override = false; gpo->pulse_type = 0; gpo->pulse_period = 0; gpo->pulse_amplitude = 1.0f; gpo->pulse_bias = 0.0f; gpo->pulse_exponent = 1.0f; gpo->is_lightsource = false; gpo->radius_multi = 15.0f; gpo->light_color = vmd_zero_vector; gpo->light_mix_color = vmd_zero_vector; gpo->lightcone = false; gpo->cone_angle = 90.0f; gpo->cone_direction = vmd_zero_vector; gpo->dualcone = false; gpo->rotating = false; gpo->rotation_axis = vmd_zero_vector; gpo->rotation_speed = 0.0f; } SCP_vector::iterator get_glowpoint_bank_override_by_name(const char* name) { SCP_vector::iterator gpo = glowpoint_bank_overrides.begin(); for(;gpo != glowpoint_bank_overrides.end(); ++gpo) { if(!strcmp(gpo->name, name)) { return gpo; } } return glowpoint_bank_overrides.end(); } void parse_glowpoint_table(const char *filename) { try { if (cf_exists_full(filename, CF_TYPE_TABLES)) read_file_text(filename, CF_TYPE_TABLES); else return; reset_parse(); if (!optional_string("#Glowpoint overrides")) { return; } while (!required_string_either("$Name:", "#End")) { glow_point_bank_override gpo; glowpoint_override_defaults(&gpo); bool replace = false; bool skip = false; required_string("$Name:"); stuff_string(gpo.name, F_NAME, NAME_LENGTH); if (optional_string("+nocreate")) { if (Parsing_modular_table) { replace = true; } else { mprintf(("+nocreate specified in non-modular glowpoint table.\n")); } } if (optional_string("$On:")) { stuff_boolean(&gpo.is_on); } if (optional_string("$Displacement time:")) { stuff_int(&gpo.disp_time); gpo.disp_time_override = true; } if (optional_string("$On time:")) { stuff_int(&gpo.on_time); gpo.on_time_override = true; } if (optional_string("$Off time:")) { stuff_int(&gpo.off_time); gpo.off_time_override = true; } if (optional_string("$Texture:")) { char glow_texture_name[32]; stuff_string(glow_texture_name, F_NAME, NAME_LENGTH); gpo.glow_bitmap_override = true; if (stricmp(glow_texture_name, "none") != 0) { gpo.glow_bitmap = bm_load(glow_texture_name); if (gpo.glow_bitmap < 0) { Warning(LOCATION, "Couldn't open texture '%s'\nreferenced by glowpoint preset '%s'\n", glow_texture_name, gpo.name); } else { nprintf(("Model", "Glowpoint preset %s texture num is %d\n", gpo.name, gpo.glow_bitmap)); } char glow_texture_neb_name[256]; strncpy(glow_texture_neb_name, glow_texture_name, 256); strcat(glow_texture_neb_name, "-neb"); gpo.glow_neb_bitmap = bm_load(glow_texture_neb_name); if (gpo.glow_neb_bitmap < 0) { gpo.glow_neb_bitmap = gpo.glow_bitmap; nprintf(("Model", "Glowpoint preset nebula texture not found for '%s', using normal glowpoint texture instead\n", gpo.name)); } else { nprintf(("Model", "Glowpoint preset %s nebula texture num is %d\n", gpo.name, gpo.glow_neb_bitmap)); } } else { gpo.glow_bitmap_override = true; } } if (optional_string("$Type:")) { stuff_int(&gpo.type); gpo.type_override = true; } if (optional_string("$Pulse type:")) { char pulsetype[33]; stuff_string(pulsetype, F_NAME, NAME_LENGTH); if (!stricmp(pulsetype, "sine")) { gpo.pulse_type = PULSE_SIN; } else if (!stricmp(pulsetype, "cosine")) { gpo.pulse_type = PULSE_COS; } else if (!stricmp(pulsetype, "triangle")) { gpo.pulse_type = PULSE_TRI; } else if (!stricmp(pulsetype, "shiftedtriangle")) { gpo.pulse_type = PULSE_SHIFTTRI; } } if (optional_string("$Pulse period:")) { stuff_int(&gpo.pulse_period); gpo.pulse_period_override = true; } if (optional_string("$Pulse amplitude:")) { stuff_float(&gpo.pulse_amplitude); } if (optional_string("$Pulse bias:")) { stuff_float(&gpo.pulse_bias); } if (optional_string("$Pulse exponent:")) { stuff_float(&gpo.pulse_exponent); } if (optional_string("+light")) { gpo.is_lightsource = true; if (optional_string("$Light radius multiplier:")) { stuff_float(&gpo.radius_multi); } required_string("$Light color:"); int temp; stuff_int(&temp); gpo.light_color.xyz.x = temp / 255.0f; stuff_int(&temp); gpo.light_color.xyz.y = temp / 255.0f; stuff_int(&temp); gpo.light_color.xyz.z = temp / 255.0f; if (optional_string("$Light mix color:")) { stuff_int(&temp); gpo.light_mix_color.xyz.x = temp / 255.0f; stuff_int(&temp); gpo.light_mix_color.xyz.y = temp / 255.0f; stuff_int(&temp); gpo.light_mix_color.xyz.z = temp / 255.0f; } if (optional_string("+lightcone")) { gpo.lightcone = true; if (optional_string("$Cone angle:")) { stuff_float(&gpo.cone_angle); gpo.cone_inner_angle = cosf((gpo.cone_angle - ((gpo.cone_angle < 20.0f) ? gpo.cone_angle*0.5f : 20.0f)) / 180.0f * PI); gpo.cone_angle = cosf(gpo.cone_angle / 180.0f * PI); } required_string("$Cone direction:"); stuff_float_list(gpo.cone_direction.a1d, 3); if (vm_vec_mag_quick(&gpo.cone_direction) != 0.0f) { vm_vec_normalize(&gpo.cone_direction); } else { Warning(LOCATION, "Null vector specified in cone direction for glowpoint override %s. Discarding preset.", gpo.name); skip = true; } if (optional_string("+dualcone")) { gpo.dualcone = true; } if (optional_string("+rotating")) { gpo.rotating = true; required_string("$Rotation axis:"); stuff_float_list(gpo.rotation_axis.a1d, 3); if (vm_vec_mag_quick(&gpo.rotation_axis) != 0.0f) { vm_vec_normalize(&gpo.rotation_axis); } else { Warning(LOCATION, "Null vector specified in rotation axis for glowpoint override %s. Discarding preset.", gpo.name); skip = true; } required_string("$Rotation speed:"); stuff_float(&gpo.rotation_speed); } } } if (!skip) { SCP_vector::iterator gpoi = get_glowpoint_bank_override_by_name(gpo.name); if (gpoi == glowpoint_bank_overrides.end()) { if (!replace) { glowpoint_bank_overrides.push_back(gpo); } } else { if (!replace) { Warning(LOCATION, "+nocreate not specified for glowpoint override that already exists. Discarding duplicate entry: %s", gpo.name); } else { glowpoint_bank_overrides.erase(gpoi); glowpoint_bank_overrides.push_back(gpo); } } } } required_string("#End"); } catch (const parse::ParseException& e) { mprintf(("Unable to parse '%s'! Error message = %s.\n", filename, e.what())); return; } } void glowpoint_init() { glowpoint_bank_overrides.clear(); parse_glowpoint_table("glowpoints.tbl"); parse_modular_table(NOX("*-gpo.tbm"), parse_glowpoint_table); } void model_subsystem::reset() { flags.reset(); memset(name, 0, sizeof(name)); memset(subobj_name, 0, sizeof(alt_dmg_sub_name)); memset(alt_sub_name, 0, sizeof(alt_sub_name)); memset(alt_dmg_sub_name, 0, sizeof(alt_dmg_sub_name)); subobj_num = 0; model_num = 0; type = 0; pnt.xyz.x = pnt.xyz.y = pnt.xyz.z = 0.0f; radius = 0; max_subsys_strength = 0; armor_type_idx = 0; memset(crewspot, 0, sizeof(crewspot)); turret_norm.xyz.x = turret_norm.xyz.y = turret_norm.xyz.z = 0.0f; for (auto it = std::begin(turret_matrix.a1d); it != std::end(turret_matrix.a1d); ++it) *it = 0.0f; turret_fov = 0; turret_max_fov = 0; turret_y_fov = 0; turret_num_firing_points = 0; for (auto it = std::begin(turret_firing_point); it != std::end(turret_firing_point); ++it) it->xyz.x = it->xyz.y = it->xyz.z = 0.0f; turret_gun_sobj = 0; turret_turning_rate = 0; turret_base_rotation_snd = gamesnd_id(); turret_base_rotation_snd_mult = 0; turret_gun_rotation_snd = gamesnd_id(); turret_gun_rotation_snd_mult = 0; alive_snd = gamesnd_id(); dead_snd = gamesnd_id(); rotation_snd = gamesnd_id(); engine_wash_pointer = NULL; turn_rate = 0; weapon_rotation_pbank = 0; stepped_rotation = NULL; awacs_intensity = 0.0f; awacs_radius = 0.0f; for (auto it = std::begin(primary_banks); it != std::end(primary_banks); ++it) *it = 0; for (auto it = std::begin(primary_bank_capacity); it != std::end(primary_bank_capacity); ++it) *it = 0; for (auto it = std::begin(secondary_banks); it != std::end(secondary_banks); ++it) *it = 0; for (auto it = std::begin(secondary_bank_capacity); it != std::end(secondary_bank_capacity); ++it) *it = 0; path_num = 0; n_triggers = 0; triggers = NULL; turret_reset_delay = 0; for (auto it = std::begin(target_priority); it != std::end(target_priority); ++it) *it = 0; num_target_priorities = 0; optimum_range = 0; favor_current_facing = 0; turret_rof_scaler = 0; turret_max_bomb_ownage = 0; turret_max_target_ownage = 0; beam_warmdown_program = actions::ProgramSet(); } model_subsystem::model_subsystem() { reset(); }