Files
fs2open.github.com/code/model/modelread.cpp
T
2016-09-08 12:22:35 +02:00

5907 lines
173 KiB
C++

/*
* 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 <string.h>
#include <ctype.h>
#ifdef _WIN32
#include <io.h>
#include <direct.h>
#include <windows.h>
#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 <algorithm>
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<polymodel_instance*> Polygon_model_instances;
SCP_vector<bsp_collision_tree> 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
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<glow_point_bank_override> 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 submodel_intrinsic_rotation
{
public:
int submodel_num;
submodel_instance_info submodel_info_1;
submodel_intrinsic_rotation(int _submodel_num, float _turn_rate)
: submodel_num(_submodel_num)
{
memset(&submodel_info_1, 0, sizeof(submodel_info_1));
submodel_info_1.cur_turn_rate = _turn_rate;
submodel_info_1.desired_turn_rate = _turn_rate;
}
};
class intrinsic_rotation
{
public:
bool is_ship;
int model_instance_num;
SCP_vector<submodel_intrinsic_rotation> list;
intrinsic_rotation(bool _is_ship, int _model_instance_num)
: is_ship(_is_ship), model_instance_num(_model_instance_num), list()
{}
};
SCP_vector<intrinsic_rotation> 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; i<pm->n_paths; i++ ) {
for (j=0; j<pm->paths[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; i<pm->n_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 > -1 ) {
gr_delete_buffer(pm->shield.buffer_id);
pm->shield.buffer_id = -1;
pm->shield.buffer_n_verts = 0;
}
if ( pm->vert_source.Vbuffer_handle > -1 ) {
gr_delete_buffer(pm->vert_source.Vbuffer_handle);
pm->vert_source.Vbuffer_handle = -1;
}
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 > -1 ) {
gr_delete_buffer(pm->vert_source.Ibuffer_handle);
pm->vert_source.Ibuffer_handle = -1;
}
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 it = Ship_info.begin(); it != Ship_info.end(); ++it) {
if ( pm->id == it->model_num ) {
it->model_num = -1;
}
if ( pm->id == it->cockpit_model_num ) {
it->cockpit_model_num = -1;
}
if ( pm->id == it->model_num_hud ) {
it->model_num_hud = -1;
}
}
// need to reset weapon models as well
for (int k = 0; k < MAX_WEAPON_TYPES; ++k) {
if ( pm->id == Weapon_info[k].model_num ) {
Weapon_info[k].model_num = -1;
}
if ( pm->id == Weapon_info[k].external_model_num ) {
Weapon_info[k].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<MAX_POLYGON_MODELS;i++) {
// forcefully unload all loaded models (be careful with this)
model_unload(i, 1);
}
}
void model_instance_free_all()
{
size_t i;
// free any outstanding model instances
for ( i = 0; i < Polygon_model_instances.size(); ++i ) {
if ( Polygon_model_instances[i] ) {
model_delete_instance((int)i);
}
}
// clear skybox model instance if we have one; it is not an object and therefore has no <object>_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; i<MAX_POLYGON_MODELS; i++) {
if (Polygon_models[i] != NULL)
Polygon_models[i]->used_this_mission = 0;
}
}
void model_page_in_stop()
{
int i;
Assert( model_initted );
mprintf(( "Stopping model page in...\n" ));
for (i=0; i<MAX_POLYGON_MODELS; i++) {
if (Polygon_models[i] == NULL)
continue;
if (Polygon_models[i]->used_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;i<MAX_POLYGON_MODELS;i++) {
Polygon_models[i] = NULL;
}
model_initted = 1;
}
// routine to parse out values from a user property field of an object
void get_user_prop_value(char *buf, char *value)
{
char *p, *p1, c;
p = buf;
while ( isspace(*p) || (*p == '=') ) // skip white space and equal sign
p++;
p1 = p;
while ( !iscntrl(*p1) )
p1++;
c = *p1;
*p1 = '\0';
strcpy(value, p);
*p1 = c;
}
// 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 $rotate_time
float turn_rate;
if (idx == 0 || idx == 2) {
float turn_time = static_cast<float>(atof(buf));
if (turn_time == 0.0f) {
Warning(LOCATION, "Rotation has a turn time of 0 for subsystem '%s' on ship %s!", dname, model_get(model_num)->filename);
turn_rate = 1.0f;
} else {
turn_rate = PI2 / turn_time;
}
} else {
turn_rate = static_cast<float>(atof(buf));
}
// CASE OF WEAPON ROTATION (primary only)
if ( (p = strstr(props, "$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_info *sii)
{
vec3d diff;
vm_vec_sub(&diff, (vec3d*)&sii->angs, (vec3d*)&sii->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) && !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, 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; i<obj->n_models; i++ ) {
obj->submodel[i].num_children = 0;
obj->submodel[i].first_child = -1;
obj->submodel[i].next_sibling = -1;
}
for (i=0; i<obj->n_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;
}
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);
}
}
bool use_batched_rendering = true;
if ( GLSL_version >= 150 && !Cmdline_no_batching ) {
size_t stride = 0;
// figure out if the vertex stride of this entire model matches. if not, turn off batched rendering for this model
for ( i = 0; i < pm->n_models; ++i ) {
if ( pm->submodel[i].buffer.model_list != NULL && pm->submodel[i].buffer.stride != stride) {
if ( stride == 0 ) {
stride = pm->submodel[i].buffer.stride;
} else {
use_batched_rendering = false;
break;
}
}
}
} else {
use_batched_rendering = false;
}
// create another set of indexes for the detail buffers
if ( use_batched_rendering ) {
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();
}
if ( use_batched_rendering ) {
// 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_pack_buffer(&pm->vert_source, NULL);
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, 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;
}
// 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
// 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; i<pm->n_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);
Assert( pm->num_debris_objects <= MAX_DEBRIS_OBJECTS );
// mprintf(( "There are %d debris objects\n", pm->num_debris_objects ));
for (i=0; i<pm->num_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; i<pm->num_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; i<pm->num_lights; i++ ) {
cfread_vector(&pm->lights[i].pos,fp);
pm->lights[i].type = cfread_int(fp);
pm->lights[i].value = 0.0f;
}
}
} 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));
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;
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 $dumb_rotate_rate
float turn_rate;
if (idx == 0) {
float turn_time = static_cast<float>(atof(buf));
if (turn_time == 0.0f) {
Warning(LOCATION, "Dumb-Rotation has a turn time of 0 for subsystem '%s' on ship %s!", pm->submodel[n].name, pm->filename);
turn_rate = 1.0f;
} else {
turn_rate = PI2 / turn_time;
}
} else {
turn_rate = static_cast<float>(atof(buf));
}
pm->submodel[n].dumb_turn_rate = turn_rate;
} else {
pm->submodel[n].dumb_turn_rate = 0.0f;
}
// Sets can_move on submodels which are of a rotating type or which have such a parent somewhere down the hierarchy
if ((pm->submodel[n].movement_type != MOVEMENT_TYPE_NONE)
|| strstr(props, "$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, "$detail_sphere:")) != NULL ) {
p += 15;
while (*p == ' ') p++;
pm->submodel[n].use_render_sphere = atoi(p);
if ( (p = strstr(props, "$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, "$offset:")) != NULL ) {
p += 8;
while (*p == ' ') p++;
pm->submodel[n].render_sphere_offset.xyz.x = (float)strtod(p, (char **)NULL);
while (*p != ',') p++;
pm->submodel[n].render_sphere_offset.xyz.y = (float)strtod(++p, (char **)NULL);
while (*p != ',') p++;
pm->submodel[n].render_sphere_offset.xyz.z = (float)strtod(++p, (char **)NULL);
pm->submodel[n].use_render_sphere_offset = true;
} else {
pm->submodel[n].render_sphere_offset = vmd_zero_vector;
}
}
// Added for new handling of turret orientation - KeldorKatarn
matrix *orient = &pm->submodel[n].orientation;
if ( (p = strstr(props, "$uvec:")) != NULL ) {
p += 6;
char *parsed_string = p;
while (*parsed_string == ' ') {
parsed_string++; // Skip spaces
}
orient->vec.uvec.xyz.x = (float)(strtod(parsed_string, (char **)NULL));
// Find end of number
parsed_string = strchr(parsed_string, ',');
if (parsed_string == NULL) {
Error( 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."
"\n\nCouldn't find first comma (,)!",
pm->submodel[n].name, filename);
}
parsed_string++;
while (*parsed_string == ' ') {
parsed_string++; // Skip spaces
}
orient->vec.uvec.xyz.y = (float)(strtod(parsed_string, (char **)NULL));
// Find end of number
parsed_string = strchr(parsed_string, ',');
if (parsed_string == NULL) {
Error( 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."
"\n\nCouldn't find second comma (,)!",
pm->submodel[n].name, filename);
}
parsed_string++;
while (*parsed_string == ' ') {
parsed_string++; // Skip spaces
}
orient->vec.uvec.xyz.z = (float)(strtod(parsed_string, (char **)NULL));
if ( (p = strstr(props, "$fvec:")) != NULL ) {
parsed_string = p + 6;
while (*parsed_string == ' ') {
parsed_string++; // Skip spaces
}
orient->vec.fvec.xyz.x = (float)(strtod(parsed_string, (char **)NULL));
// Find end of number
parsed_string = strchr(parsed_string, ',');
if (parsed_string == NULL) {
Error( 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."
"\n\nCouldn't find first comma (,)!",
pm->submodel[n].name, filename);
}
parsed_string++;
while (*parsed_string == ' ') {
parsed_string++; // Skip spaces
}
orient->vec.fvec.xyz.y = (float)(strtod(parsed_string, (char **)NULL));
// Find end of number
parsed_string = strchr(parsed_string, ',');
if (parsed_string == NULL) {
Error( 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."
"\n\nCouldn't find second comma (,)!",
pm->submodel[n].name, filename);
}
parsed_string++;
while (*parsed_string == ' ') {
parsed_string++; // Skip spaces
}
orient->vec.fvec.xyz.z = (float)(strtod(parsed_string, (char **)NULL));
pm->submodel[n].force_turret_normal = true;
vm_vec_normalize(&orient->vec.uvec);
vm_vec_normalize(&orient->vec.fvec);
vm_vec_cross(&orient->vec.rvec, &orient->vec.uvec, &orient->vec.fvec);
vm_vec_cross(&orient->vec.fvec, &orient->vec.rvec, &orient->vec.uvec);
vm_vec_normalize(&orient->vec.fvec);
vm_vec_normalize(&orient->vec.rvec);
vm_orthogonalize_matrix(orient);
} else {
int parent_num = pm->submodel[n].parent;
if (parent_num > -1) {
*orient = pm->submodel[parent_num].orientation;
} else {
*orient = vmd_identity_matrix;
}
Warning( LOCATION, "Improper custom orientation matrix for subsystem %s, you must define a up vector, then a forward vector", pm->submodel[n].name);
}
} else {
int parent_num = pm->submodel[n].parent;
if (parent_num > -1) {
*orient = pm->submodel[parent_num].orientation;
} else {
*orient = vmd_identity_matrix;
}
if (strstr(props, "$fvec:") != NULL) {
Warning( LOCATION, "Improper custom orientation matrix for subsystem %s, you must define a up vector, then a forward vector", pm->submodel[n].name);
}
}
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;
}
pm->submodel[n].angs.p = 0.0f;
pm->submodel[n].angs.b = 0.0f;
pm->submodel[n].angs.h = 0.0f;
{
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;
}
if ( strstr( pm->submodel[n].name, "thruster") )
pm->submodel[n].is_thruster=1;
else
pm->submodel[n].is_thruster=0;
// 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;
}
if ( strstr( pm->submodel[n].name, "-destroyed") )
pm->submodel[n].is_damaged=1;
else
pm->submodel[n].is_damaged=0;
//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, "<unnamed bay %c>", 'A' + i);
}
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;
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=");
Assert(strstr( (const char *)&props, "$glow_texture=") != NULL);
Assert(length > base_length);
char *glow_texture_name = props + base_length;
if (glow_texture_name[0] == '$')
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
{
// niffiwan: no "props" string found - ensure we don't have a random texture assigned!
bank->glow_bitmap = -1;
bank->glow_neb_bitmap = -1;
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;
if (pm->version < 2117) {
bank->wash_info_pointer = NULL;
} else {
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=");
Assert( strstr( (const char *)&props, "$engine_subsystem=") != NULL );
Assert( length > base_length );
char *engine_subsys_name = props + base_length;
if (engine_subsys_name[0] == '$') {
engine_subsys_name++;
}
nprintf(("wash", "Ship %s with engine wash associated with subsys %s\n", filename, engine_subsys_name));
// set wash_info_index to invalid
int table_error = 1;
bank->wash_info_pointer = NULL;
for (int k=0; k<n_subsystems; k++) {
if ( !subsystem_stricmp(subsystems[k].subobj_name, engine_subsys_name) ) {
bank->submodel_num = subsystems[k].subobj_num;
bank->wash_info_pointer = subsystems[k].engine_wash_pointer;
if (bank->wash_info_pointer != NULL) {
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 == NULL) && (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);
}
}
} else {
bank->wash_info_pointer = NULL;
}
}
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 '$' character of the name
} else {
nprintf(("Warning", "Unknown special object type %s while reading model %s\n", name, pm->filename));
}
}
break;
}
case ID_TXTR: { //Texture filename list
int n;
// char name_buf[128];
//mprintf(0,"Got chunk TXTR, len=%d\n",len);
n = cfread_int(fp);
pm->n_textures = n;
// Don't overwrite memory!!
Verify(pm->n_textures <= MAX_MODEL_TEXTURES);
//mprintf(0," num textures = %d\n",n);
for (i=0; i<n; i++ )
{
char tmp_name[256];
cfread_string_len(tmp_name,127,fp);
model_load_texture(pm, i, tmp_name);
//mprintf(0,"<%s>\n",name_buf);
}
break;
}
/* case ID_IDTA: //Interpreter data
//mprintf(0,"Got chunk IDTA, len=%d\n",len);
pm->model_data = (ubyte *)vm_malloc(len);
pm->model_data_size = len;
Assert(pm->model_data != NULL );
cfread(pm->model_data,1,len,fp);
break;
*/
case ID_INFO: // don't need to do anything with info stuff
#ifndef NDEBUG
pm->debug_info_size = len;
pm->debug_info = (char *)vm_malloc(pm->debug_info_size+1);
Assert(pm->debug_info!=NULL);
memset(pm->debug_info,0,len+1);
cfread( pm->debug_info, 1, len, fp );
#endif
break;
case ID_GRID:
break;
case ID_PATH:
pm->n_paths = cfread_int( fp );
if (pm->n_paths <= 0) {
break;
}
pm->paths = (model_path *)vm_malloc(sizeof(model_path)*pm->n_paths);
Assert( pm->paths != NULL );
memset( pm->paths, 0, sizeof(model_path) * pm->n_paths );
for (i=0; i<pm->n_paths; i++ ) {
cfread_string_len(pm->paths[i].name , MAX_NAME_LEN-1, fp);
if ( pm->version >= 2002 ) {
// store the sub_model name number of the parent
cfread_string_len(pm->paths[i].parent_name , MAX_NAME_LEN-1, fp);
// get rid of leading '$' 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; j<pm->paths[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; idx<num_ins; idx++){
// get the detail level
pm->ins[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; idx2<num_verts; idx2++){
cfread_vector(&pm->ins[idx].vecs[idx2], fp);
}
// read in world offset
cfread_vector(&pm->ins[idx].offset, fp);
// read in all the faces
for(idx2=0; idx2<pm->ins[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];
texture_info *tunlit = &tmap->textures[TM_UNLIT_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();
tunlit->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);
}
// look for unlit map as well in case this texture needs a different diffuse response when rendered in no lighting
strcpy_s(tmp_name, file);
strcat_s(tmp_name, "-unlit");
strlwr(tmp_name);
tunlit->LoadTexture(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);
if( !Cmdline_no_batching && GLSL_version >= 150 ) {
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(char *filename, int n_subsystems, model_subsystem *subsystems, int ferror, int duplicate)
{
int i, num, arc_idx;
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;
}
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<uint>(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; i<pm->n_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; i<pm->n_models; i++ ) {
int j;
char destroyed_name[128];
strcpy_s( destroyed_name, pm->submodel[i].name );
strcat_s( destroyed_name, "-destroyed" );
for (j=0; j<pm->n_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; j<pm->n_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; i<pm->n_models; i++ ) {
int j;
size_t l1;
bsp_info * sm1 = &pm->submodel[i];
// set all arc types to be default
for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
sm1->arc_type[arc_idx] = MARC_TYPE_NORMAL;
}
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; j<pm->num_debris_objects;j++ ) {
if ( i == pm->debris_objects[j] ) {
sm1->is_damaged = 1;
}
}
for (j=0; j<MAX_MODEL_DETAIL_LEVELS; j++ ) {
sm1->details[j] = -1;
}
for (j=0; j<pm->n_models; j++ ) {
bsp_info * sm2 = &pm->submodel[j];
if ( i==j ) continue;
// set all arc types to be default
for(arc_idx=0; arc_idx < MAX_ARC_EFFECTS; arc_idx++){
sm2->arc_type[arc_idx] = MARC_TYPE_NORMAL;
}
// 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; k<l1; k++) {
// If a backward compatibility LOD name is declared use it
if (sm1->lod_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; j<sm1->num_details; j++ ) {
if ( sm1->details[j] == -1 ) {
sm1->num_details = 0;
}
}
}
model_octant_create( pm );
if ( !Cmdline_old_collision_sys ) {
for ( i = 0; i < pm->n_models; ++i ) {
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; i<pm->n_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;
}
}
polymodel_instance *pmi = (polymodel_instance*)vm_malloc(sizeof(polymodel_instance));
memset(pmi, 0, sizeof(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;
}
polymodel *pm = model_get(model_num);
pmi->submodel = (submodel_instance*)vm_malloc( sizeof(submodel_instance)*pm->n_models );
for ( i = 0; i < pm->n_models; i++ ) {
model_clear_submodel_instance( &pmi->submodel[i], &pm->submodel[i] );
}
// 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.list.push_back(submodel_intrinsic_rotation(i, pm->submodel[i].dumb_turn_rate));
}
}
if (intrinsic_rotate.list.empty()) {
Assertion(!intrinsic_rotate.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] != NULL);
polymodel_instance *pmi = Polygon_model_instances[model_instance_num];
if ( pmi->submodel ) {
vm_free(pmi->submodel);
}
vm_free(pmi);
Polygon_model_instances[model_instance_num] = NULL;
// 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
// 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);
}
}
// 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; idx<child->num_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 model
*
* Note that x1,y1,x2,y2 aren't clipped to 2D screen coordinates.
*
* @return zero if x1,y1,x2,y2 are valid
* @return 2 for point offscreen
*/
int model_find_2d_bound(int model_num,matrix *orient, vec3d * pos,int *x1, int *y1, int *x2, int *y2 )
{
float t,w,h;
vertex pnt;
polymodel * po;
po = model_get(model_num);
float width = po->rad;
float height = po->rad;
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;
t = (width * Canv_w2)/pnt.world.xyz.z;
w = t*Matrix_scale.xyz.x;
t = (height*Canv_h2)/pnt.world.xyz.z;
h = t*Matrix_scale.xyz.y;
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;
}
/**
* Find 2D bound for sub object
*
* Note that x1,y1,x2,y2 aren't clipped to 2D screen coordinates.
*
* @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 t,w,h;
vertex pnt;
float width = radius;
float height = radius;
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;
t = (width * Canv_w2)/pnt.world.xyz.z;
w = t*Matrix_scale.xyz.x;
t = (height*Canv_h2)/pnt.world.xyz.z;
h = t*Matrix_scale.xyz.y;
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;
}
// Given a vector that is in sub_model_num's frame of
// reference, and given the object's orient and position,
// return the vector in the model's frame of reference.
void model_find_obj_dir(vec3d *w_vec, vec3d *m_vec, int model_num, int submodel_num, matrix *objorient)
{
vec3d tvec, vec;
matrix m;
int mn;
polymodel *pm = model_get(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, &pm->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);
}
void model_instance_find_obj_dir(vec3d *w_vec, vec3d *m_vec, int model_instance_num, int submodel_num, matrix *objorient)
{
vec3d tvec, vec;
matrix m;
int mn;
polymodel_instance *pmi = model_get_instance(model_instance_num);
polymodel *pm = model_get(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, int model_instance_num, int submodel_num, matrix *objorient)
{
polymodel_instance *pmi = model_get_instance(model_instance_num);
polymodel *pm = model_get(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, model_instance_num, submodel_num, objorient);
}
// Does stepped rotation of a submodel
void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii)
{
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 - sii->step_zero_timestamp) < 0) {
sii->step_zero_timestamp = end_stamp;
rotation_time = 0.0f;
} else {
rotation_time = 0.001f * (end_stamp - sii->step_zero_timestamp);
}
//Assert(rotation_time >= 0);
// save last angles
sii->prev_angs = sii->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 = &sii->prev_angs.p;
ang_next = &sii->angs.p;
break;
case MOVEMENT_AXIS_Y:
ang_prev = &sii->prev_angs.h;
ang_next = &sii->angs.h;
break;
case MOVEMENT_AXIS_Z:
ang_prev = &sii->prev_angs.b;
ang_next = &sii->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( ((rotation_time - step_offset_time) / step_time) + 0.5f);
// 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;
sii->cur_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;
sii->cur_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);
sii->cur_turn_rate = psub->stepped_rotation->max_turn_rate * time_to_pause;
} else {
// do pause
*ang_next += step_size;
sii->cur_turn_rate = 0.0f;
}
}
void world_find_real_model_point(vec3d *out, vec3d *world_pt, polymodel *pm, int submodel_num, matrix *orient, vec3d *pos);
void submodel_look_at(polymodel *pm, int mn)
{
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; k<sm->num_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_info *sii)
{
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, sii);
}
// 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_info *sii)
{
// save last angles
sii->prev_angs = sii->angs;
// probably send in a calculated desired turn rate
float diff = sii->desired_turn_rate - sii->cur_turn_rate;
float final_turn_rate;
if (diff > 0) {
final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
if (final_turn_rate > sii->desired_turn_rate) {
final_turn_rate = sii->desired_turn_rate;
}
} else if (diff < 0) {
final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
if (final_turn_rate < sii->desired_turn_rate) {
final_turn_rate = sii->desired_turn_rate;
}
} else {
final_turn_rate = sii->desired_turn_rate;
}
float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
sii->cur_turn_rate = final_turn_rate;
// Apply rotation in the axis of movement
// then normalize the angle 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:
sii->angs.p += delta;
while (sii->angs.p > PI2)
sii->angs.p -= PI2;
while (sii->angs.p < 0.0f)
sii->angs.p += PI2;
break;
case MOVEMENT_AXIS_Y:
sii->angs.h += delta;
while (sii->angs.h > PI2)
sii->angs.h -= PI2;
while (sii->angs.h < 0.0f)
sii->angs.h += PI2;
break;
case MOVEMENT_AXIS_Z:
sii->angs.b += delta;
while (sii->angs.b > PI2)
sii->angs.b -= PI2;
while (sii->angs.b < 0.0f)
sii->angs.b += PI2;
break;
}
}
/*
void submodel_ai_rotate(model_subsystem *psub, submodel_instance_info *sii)
{
bsp_info * sm;
if ( psub->subobj_num < 0 ) return;
if(psub->ai_rotation.type = 0) return;
polymodel *pm = model_get(psub->model_num);
sm = &pm->submodel[psub->subobj_num];
if ( sm->movement_type != MOVEMENT_TYPE_ROT ) return;
// save last angles
sii->prev_angs = sii->angs;
// probably send in a calculated desired turn rate
float diff = sii->desired_turn_rate - sii->cur_turn_rate;
float final_turn_rate;
if (diff > 0) {
final_turn_rate = sii->cur_turn_rate + sii->turn_accel * flFrametime;
if (final_turn_rate > sii->desired_turn_rate) {
final_turn_rate = sii->desired_turn_rate;
}
} else if (diff < 0) {
final_turn_rate = sii->cur_turn_rate - sii->turn_accel * flFrametime;
if (final_turn_rate < sii->desired_turn_rate) {
final_turn_rate = sii->desired_turn_rate;
}
} else {
final_turn_rate = sii->desired_turn_rate;
}
float delta = (sii->cur_turn_rate + final_turn_rate) * 0.5f * flFrametime;
sii->cur_turn_rate = final_turn_rate;
//float delta = psub->turn_rate * flFrametime;
switch( sm->movement_axis ) {
case MOVEMENT_AXIS_X:
if (sii->angs.p + delta > psub->ai_rotation.max ){//if it will or has gone past it's max then set it to the max/min
sii->angs.p = psub->ai_rotation.max;
return;
} else if(sii->angs.p + delta < psub->ai_rotation.min){
sii->angs.p = psub->ai_rotation.min;
return;
}
sii->angs.p += delta;
if (sii->angs.p > PI2 )
sii->angs.p -= PI2;
else if (sii->angs.p < 0.0f )
sii->angs.p += PI2;
break;
case MOVEMENT_AXIS_Y:
sii->angs.h += delta;
if (sii->angs.h > PI2 )
sii->angs.h -= PI2;
else if (sii->angs.h < 0.0f )
sii->angs.h += PI2;
break;
case MOVEMENT_AXIS_Z:
sii->angs.b += delta;
if (sii->angs.b > PI2 )
sii->angs.b -= PI2;
else if (sii->angs.b < 0.0f )
sii->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.
void model_make_turret_matrix(int model_num, model_subsystem * turret )
{
polymodel * pm;
vec3d fvec, uvec, rvec;
pm = model_get(model_num);
bsp_info * gun = &pm->submodel[turret->turret_gun_sobj];
bsp_info * base = &pm->submodel[turret->subobj_num];
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
if (base->force_turret_normal == true)
turret->turret_norm = base->orientation.vec.uvec;
model_clear_instance(model_num);
base->angs.h = offset_base_h;
gun->angs.h = offset_barrel_h;
model_find_world_dir(&fvec, &turret->turret_norm, model_num, 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_find_world_dir(&rvec, &turret->turret_norm, model_num, 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_find_world_dir(&uvec, &turret->turret_norm, model_num, 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);
}
// 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(int model_num, model_subsystem *turret, matrix *orient, angles *base_angles, angles *gun_angles, vec3d *pos, vec3d *dst, int obj_idx, bool reset)
{
polymodel * pm;
object *objp = &Objects[obj_idx];
ship *shipp = &Ships[objp->instance];
ship_subsys *ss = ship_get_subsys(shipp, turret->subobj_name);
pm = model_get(model_num);
bsp_info * gun = &pm->submodel[turret->turret_gun_sobj];
bsp_info * base = &pm->submodel[turret->subobj_num];
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 );
//This should not happen
if ( base == gun ) {
return 0;
}
// Build the correct turret matrix if there isn't already one
if ( !(turret->flags[Model::Subsystem_Flags::Turret_matrix]) )
model_make_turret_matrix(model_num, 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->offset, orient);
vm_vec_add( &world_to_turret_translate, 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, 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; i<turret->n_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 != -1)
{
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 != -1)
{
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( pow(base_delta,2) + pow(gun_delta,2));
}
return 1;
}
// Goober5000
// For a submodel, return its overall offset from the main model.
void model_find_submodel_offset(vec3d *outpnt, int model_num, int sub_model_num)
{
int mn;
polymodel *pm = model_get(model_num);
vm_vec_zero(outpnt);
mn = sub_model_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 make_submodel_world_matrix(polymodel *pm, int sn, vec3d*v){
if (pm->submodel[sn].parent != -1) {
make_submodel_world_matrix(pm,pm->submodel[sn].parent,v);
}
vm_vec_sub2(v, &pm->submodel[sn].offset);
vec3d t = *v;
matrix a;
vm_angles_2_matrix(&a, &pm->submodel[sn].angs);
if (!IS_MAT_NULL(&pm->submodel[sn].orientation)) {
matrix inv, f;
vm_copy_transpose(&inv, &pm->submodel[sn].orientation);
vm_matrix_x_matrix(&f, &a, &inv);
vm_matrix_x_matrix(&a, &pm->submodel[sn].orientation, &f);
}
vm_vec_rotate(v, &t, &a);
}
// just like below, exept it actualy does what it says it does
void world_find_real_model_point(vec3d *out, vec3d *world_pt, polymodel *pm, int submodel_num, matrix *orient, vec3d *pos)
{
vec3d tempv1, tempv2;
// 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;
}
//vec3d os = ZERO_VECTOR;
// put into submodel RF
make_submodel_world_matrix(pm,submodel_num, &tempv2);
*out = tempv2;
}
// 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, int model_num, int submodel_num, const matrix *objorient, const vec3d *objpos)
{
vec3d pnt;
vec3d tpnt;
matrix m;
int mn;
polymodel *pm = model_get(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, &pm->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 model_instance_find_world_point(vec3d *outpnt, vec3d *mpnt, int model_instance_num, int submodel_num, const matrix *objorient, const vec3d *objpos)
{
vec3d pnt;
vec3d tpnt;
matrix m;
int mn;
polymodel_instance *pmi = model_get_instance(model_instance_num);
polymodel *pm = model_get(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);
}
// Given a point in the world RF, find the corresponding point in the model RF.
// This is special purpose code, specific for model collision.
// NOTE - this code ASSUMES submodel is 1 level down from hull (detail[0])
//
// out - point in model RF
// world_pt - point in world RF
// pm - polygon model
// submodel_num - submodel in whose RF we're trying to find the corresponding world point
// orient - orient matrix of ship
// pos - pos vector of ship
void world_find_model_point(vec3d *out, vec3d *world_pt, const polymodel *pm, int submodel_num, const matrix *orient, const vec3d *pos)
{
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, &pm->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);
}
void world_find_model_instance_point(vec3d *out, vec3d *world_pt, const polymodel_instance *pmi, int submodel_num, const matrix *orient, const vec3d *pos)
{
polymodel *pm = model_get(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, int model_instance_num, int submodel_num)
{
vm_vec_zero(outpnt);
matrix submodel_instance_matrix, rotation_matrix, inv_orientation;
polymodel_instance *pmi = model_get_instance(model_instance_num);
polymodel *pm = model_get(pmi->model_num);
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, int model_instance_num, int submodel_num, const vec3d *submodel_pnt, const vec3d *submodel_norm)
{
*outnorm = *submodel_norm;
vm_vec_zero(outpnt);
matrix submodel_instance_matrix, rotation_matrix, inv_orientation;
polymodel_instance *pmi = model_get_instance(model_instance_num);
polymodel *pm = model_get(pmi->model_num);
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, int model_instance_num, int submodel_num, const vec3d *submodel_pnt, const matrix *submodel_orient)
{
*outorient = *submodel_orient;
vm_vec_zero(outpnt);
matrix submodel_instance_matrix, rotation_matrix, inv_orientation;
polymodel_instance *pmi = model_get_instance(model_instance_num);
polymodel *pm = model_get(pmi->model_num);
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, int model_instance_num, int submodel_num, const matrix *objorient, const vec3d *objpos)
{
vec3d loc_pnt;
find_submodel_instance_point(&loc_pnt, model_instance_num, 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<int> *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);
int i = child_submodel->first_child;
while ( i >= 0 ) {
child_submodel = &pm->submodel[i];
// Don't check it or its children if it is destroyed or it is a replacement (non-moving)
if ( !child_submodel->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.
submodel_instance_info *sii = pmi->submodel[i].sii;
// If there is no instance info yet then ignore this submodel
if (sii != nullptr) {
// found the correct submodel instance - now check delta rotation angle not too large
float delta_angle = get_submodel_delta_angle(sii);
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<int> &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;
}
}
// 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, vec3d *in_dir, int model_num, int submodel_num, const matrix *objorient)
{
vec3d pnt;
vec3d tpnt;
matrix m;
int mn;
polymodel *pm = model_get(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, &pm->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);
}
// the same as above - just taking model instance data into account
// model_find_world_dir
void model_instance_find_world_dir(vec3d *out_dir, vec3d *in_dir, int model_instance_num, int submodel_num, const matrix *objorient)
{
vec3d pnt;
vec3d tpnt;
matrix m;
int mn;
polymodel_instance *pmi = model_get_instance(model_instance_num);
polymodel *pm = model_get(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)
{
polymodel * pm;
int i;
pm = model_get(model_num);
pm->gun_submodel_rotation = 0.0f;
// reset textures to original ones
for (i=0; i<pm->n_textures; i++ ) {
pm->maps[i].ResetToOriginal();
}
for (i=0; i<pm->n_models; i++ ) {
bsp_info *sm = &pm->submodel[i];
if ( pm->submodel[i].is_damaged ) {
sm->blown_off = 1;
} else {
sm->blown_off = 0;
}
sm->angs.p = 0.0f;
sm->angs.b = 0.0f;
sm->angs.h = 0.0f;
sm->num_arcs = 0; // Turn off any electric arcing effects
}
for (i=0; i<pm->num_lights; i++ ) {
pm->lights[i].value = 0.0f;
}
interp_clear_instance();
// if ( keyd_pressed[KEY_1] ) pm->lights[0].value = 1.0f/255.0f;
// if ( keyd_pressed[KEY_2] ) pm->lights[1].value = 1.0f/255.0f;
// if ( keyd_pressed[KEY_3] ) pm->lights[2].value = 1.0f/255.0f;
// if ( keyd_pressed[KEY_4] ) pm->lights[3].value = 1.0f/255.0f;
// if ( keyd_pressed[KEY_5] ) pm->lights[4].value = 1.0f/255.0f;
// if ( keyd_pressed[KEY_6] ) pm->lights[5].value = 1.0f/255.0f;
}
// initialization during ship set
void model_clear_instance_info( submodel_instance_info * sii )
{
sii->blown_off = 0;
sii->angs.p = 0.0f;
sii->angs.b = 0.0f;
sii->angs.h = 0.0f;
sii->prev_angs.p = 0.0f;
sii->prev_angs.b = 0.0f;
sii->prev_angs.h = 0.0f;
sii->cur_turn_rate = 0.0f;
sii->desired_turn_rate = 0.0f;
sii->turn_accel = 0.0f;
}
void model_clear_submodel_instance( submodel_instance *sm_instance, bsp_info *sm )
{
sm_instance->angs.p = 0.0f;
sm_instance->angs.b = 0.0f;
sm_instance->angs.h = 0.0f;
sm_instance->blown_off = sm->is_damaged ? true : false;
sm_instance->collision_checked = false;
sm_instance->sii = NULL;
}
void model_clear_submodel_instances( int model_instance_num )
{
int i;
polymodel_instance *pmi = model_get_instance(model_instance_num);
polymodel *pm = model_get(pmi->model_num);
for ( i = 0; i < pm->n_models; i++ ) {
model_clear_submodel_instance(&pmi->submodel[i], &pm->submodel[i]);
}
}
// initialization during ship set
void model_set_instance_info(submodel_instance_info *sii, float turn_rate, float turn_accel)
{
sii->blown_off = 0;
sii->angs.p = 0.0f;
sii->angs.b = 0.0f;
sii->angs.h = 0.0f;
sii->prev_angs.p = 0.0f;
sii->prev_angs.b = 0.0f;
sii->prev_angs.h = 0.0f;
sii->cur_turn_rate = turn_rate * 0.0f;
sii->desired_turn_rate = turn_rate;
sii->turn_accel = turn_accel;
sii->axis_set = 0;
sii->step_zero_timestamp = timestamp();
}
// Sets the submodel instance data in a submodel (for all detail levels)
void model_set_instance(int model_num, int sub_model_num, submodel_instance_info *sii, flagset<Ship::Subsystem_Flags>* flags)
{
int i;
polymodel * pm;
flagset<Ship::Subsystem_Flags> instance_flags;
if (flags != NULL)
instance_flags = *flags;
pm = model_get(model_num);
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];
if (instance_flags[Ship::Subsystem_Flags::No_disappear]) {
sm->blown_off = 0;
} else {
// Set the "blown out" flags
sm->blown_off = sii->blown_off;
}
if ( (sm->blown_off) && (!(instance_flags[Ship::Subsystem_Flags::No_replace])) ) {
if ( sm->my_replacement > -1 ) {
pm->submodel[sm->my_replacement].blown_off = 0;
pm->submodel[sm->my_replacement].angs = sii->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 > -1 && sm->my_replacement != sub_model_num) {
pm->submodel[sm->my_replacement].blown_off = 1;
}
}
// Set the angles
sm->angs = sii->angs;
// For all the detail levels of this submodel, set them also.
for (i=0; i<sm->num_details; i++ ) {
model_set_instance(model_num, sm->details[i], sii, &instance_flags);
}
}
// 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(int model_num, int sub_model_num, float angle_1, float angle_2)
{
polymodel * pm;
pm = model_get(model_num);
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];
// 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) {
pm->submodel[sm->my_replacement].blown_off = 1;
}
// Set the angles
sm->angs.p = angle_1;
sm->angs.h = angle_2;
}
void model_update_instance(int model_instance_num, int sub_model_num, submodel_instance_info *sii, flagset<Ship::Subsystem_Flags>& flags)
{
int i;
polymodel *pm;
polymodel_instance *pmi;
pmi = model_get_instance(model_instance_num);
pm = model_get(pmi->model_num);
Assertion(sub_model_num >= 0 && sub_model_num < pm->n_models,
"Sub model number (%d) which should be updated is out of range! Must be between 0 and %d. This happend on model %s.",
sub_model_num, pm->n_models - 1, pm->filename);
if ( sub_model_num < 0 ) return;
if ( sub_model_num >= pm->n_models ) return;
submodel_instance *smi = &pmi->submodel[sub_model_num];
bsp_info *sm = &pm->submodel[sub_model_num];
// Set the "blown out" flags
if ( flags[Ship::Subsystem_Flags::No_disappear] ) {
smi->blown_off = false;
} else {
smi->blown_off = sii->blown_off ? true : false;
}
if ( smi->blown_off && !(flags[Ship::Subsystem_Flags::No_replace]) ) {
if ( sm->my_replacement > -1 ) {
pmi->submodel[sm->my_replacement].blown_off = false;
pmi->submodel[sm->my_replacement].angs = sii->angs;
pmi->submodel[sm->my_replacement].prev_angs = sii->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 > -1 && sm->my_replacement != sub_model_num) {
pmi->submodel[sm->my_replacement].blown_off = true;
}
}
// Set the angles
smi->angs = sii->angs;
smi->prev_angs = sii->prev_angs;
smi->sii = sii;
// For all the detail levels of this submodel, set them also.
for (i=0; i<sm->num_details; i++ ) {
model_update_instance(model_instance_num, sm->details[i], sii, flags );
}
}
void model_do_intrinsic_rotations_sub(intrinsic_rotation *ir)
{
polymodel_instance *pmi = model_get_instance(ir->model_instance_num);
Assert(pmi != nullptr);
// Handle all submodels which have $dumb_rotate
for (auto submodel_it = ir->list.begin(); submodel_it != ir->list.end(); ++submodel_it)
{
polymodel *pm = model_get(pmi->model_num);
Assert(pm != nullptr);
bsp_info *sm = &pm->submodel[submodel_it->submodel_num];
// First, calculate the angles for the rotation
submodel_rotate(sm, &submodel_it->submodel_info_1);
// Now actually rotate the submodel instance
// (Since this is an intrinsic rotation, we have no associated subsystem, so pass 0 for subsystem flags.)
flagset<Ship::Subsystem_Flags> empty;
model_update_instance(ir->model_instance_num, submodel_it->submodel_num, &submodel_it->submodel_info_1, 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)
{
// Just as in ship_model_update_instance: first clear all the angles in the model to zero
model_clear_submodel_instances(intrinsic_it->model_instance_num);
// Now 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(submodel_instance_info *sii, int model_num, int submodel_num)
{
vec3d axis;
vec3d *mpoint1, *mpoint2;
vec3d p1, v1, p2, v2, int1;
polymodel *pm = model_get(model_num);
Assert(pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT || pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_INTRINSIC_ROTATE);
Assert(sii);
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 = pm->submodel[submodel_num].angs;
// find two points rotated into model RF when angs set to 0
vm_vec_copy_scale((vec3d*)&pm->submodel[submodel_num].angs, &axis, 0.0f);
model_find_world_point(&p1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
model_find_world_point(&p2, mpoint2, model_num, 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*)&pm->submodel[submodel_num].angs, &axis, PI);
model_find_world_point(&v1, mpoint1, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
model_find_world_point(&v2, mpoint2, model_num, submodel_num, &vmd_identity_matrix, &vmd_zero_vector);
// reset submodel angs
pm->submodel[submodel_num].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
sii->pt_on_axis = int1;
sii->axis_set = 1;
}
// Adds an electrical arcing effect to a submodel
void model_add_arc(int model_num, int sub_model_num, vec3d *v1, vec3d *v2, int arc_type )
{
polymodel * pm;
pm = model_get(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;
bsp_info *sm = &pm->submodel[sub_model_num];
if ( sm->num_arcs < MAX_ARC_EFFECTS ) {
sm->arc_type[sm->num_arcs] = (ubyte)arc_type;
sm->arc_pts[sm->num_arcs][0] = *v1;
sm->arc_pts[sm->num_arcs][1] = *v2;
sm->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, 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, "<unnamed bay ", 13))
{
int index = (name[13] - 'A');
if (index >= 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; i<pm->n_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
extern void model_allocate_interp_data(int, int, int);
// 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, 0);
for (n=0; n<nverts; n++ ) {
src->xyz.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; i<normcount[n]; i++){
src->xyz.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( &center->xyz.x );
center->xyz.y = INTEL_FLOAT( &center->xyz.y );
center->xyz.z = INTEL_FLOAT( &center->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;i<nv;i++){
verts[i].vertnum = INTEL_SHORT( verts[i].vertnum );
verts[i].normnum = INTEL_SHORT( verts[i].normnum );
verts[i].u = INTEL_FLOAT( &verts[i].u );
verts[i].v = INTEL_FLOAT( &verts[i].v );
}
if ( pm->version < 2003 ) {
// Set the "normal_point" part of field to be the center of the polygon
vec3d center_point;
vm_vec_zero( &center_point );
for (i=0;i<nv;i++) {
vm_vec_add2( &center_point, Interp_verts[verts[i].vertnum] );
}
center_point.xyz.x /= nv;
center_point.xyz.y /= nv;
center_point.xyz.z /= nv;
*vp(p+20) = center_point;
float rad = 0.0f;
for (i=0;i<nv;i++) {
float dist = vm_vec_dist( &center_point, Interp_verts[verts[i].vertnum] );
if ( dist > 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( &center->xyz.x );
center->xyz.y = INTEL_FLOAT( &center->xyz.y );
center->xyz.z = INTEL_FLOAT( &center->xyz.z );
nv = INTEL_INT( w(p+36)); //tigital
w(p+36) = nv;
if ( nv < 0 ) return;
verts = (short *)(p+44);
for (i=0; i<nv*2; i++){
verts[i] = INTEL_SHORT( verts[i] );
}
if ( pm->version < 2003 ) {
// Set the "normal_point" part of field to be the center of the polygon
vec3d center_point;
vm_vec_zero( &center_point );
for (i=0;i<nv;i++) {
vm_vec_add2( &center_point, Interp_verts[verts[i*2]] );
}
center_point.xyz.x /= nv;
center_point.xyz.y /= nv;
center_point.xyz.z /= nv;
*vp(p+20) = center_point;
float rad = 0.0f;
for (i=0;i<nv;i++) {
float dist = vm_vec_dist( &center_point, Interp_verts[verts[i*2]] );
if ( dist > 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( &center->xyz.x );
center->xyz.y = INTEL_FLOAT( &center->xyz.y );
center->xyz.z = INTEL_FLOAT( &center->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;
#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]);
}
}
#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<glow_point_bank_override>::iterator get_glowpoint_bank_override_by_name(const char* name)
{
SCP_vector<glow_point_bank_override>::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")) {
gpo.glow_bitmap = bm_load(glow_texture_name);
if (gpo.glow_bitmap < 0)
{
Warning(LOCATION, "Couldn't open texture '%s'\nreferenced by glowpoint present '%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<glow_point_bank_override>::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 = 0;
turret_base_rotation_snd_mult = 0;
turret_gun_rotation_snd = 0;
turret_gun_rotation_snd_mult = 0;
alive_snd = 0;
dead_snd = 0;
rotation_snd = 0;
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;
}