Added a little loading

This commit is contained in:
Ben
2019-02-27 14:58:43 +00:00
parent 55531371e3
commit c9a1d535a6
4 changed files with 101 additions and 109 deletions

View File

@@ -1,101 +1,80 @@
// Example 1: Load and Print
//
// Load the data from the .obj then print it into a file
// called e1Out.txt
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
#include "tiny_obj_loader.h"
// Iostream - STD I/O Library
#include <iostream>
std::string inputfile = "cornell_box.obj";
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
// fStream - STD File I/O Library
#include <fstream>
// OBJ_Loader - .obj Loader
#include "OBJ_Loader.h"
// Main function
int main(int argc, char* argv[])
{
// Initialize Loader
objl::Loader Loader;
// Load .obj File
bool loadout = Loader.LoadFile("box_stack.obj");
// Check to see if it loaded
// If so continue
if (loadout)
{
// Create/Open e1Out.txt
std::ofstream file("e1Out.txt");
// Go through each loaded mesh and out its contents
for (int i = 0; i < Loader.LoadedMeshes.size(); i++)
{
// Copy one of the loaded meshes to be our current mesh
objl::Mesh curMesh = Loader.LoadedMeshes[i];
// Print Mesh Name
file << "Mesh " << i << ": " << curMesh.MeshName << "\n";
// Print Vertices
file << "Vertices:\n";
// Go through each vertex and print its number,
// position, normal, and texture coordinate
for (int j = 0; j < curMesh.Vertices.size(); j++)
{
file << "V" << j << ": " <<
"P(" << curMesh.Vertices[j].Position.X << ", " << curMesh.Vertices[j].Position.Y << ", " << curMesh.Vertices[j].Position.Z << ") " <<
"N(" << curMesh.Vertices[j].Normal.X << ", " << curMesh.Vertices[j].Normal.Y << ", " << curMesh.Vertices[j].Normal.Z << ") " <<
"TC(" << curMesh.Vertices[j].TextureCoordinate.X << ", " << curMesh.Vertices[j].TextureCoordinate.Y << ")\n";
}
// Print Indices
file << "Indices:\n";
// Go through every 3rd index and print the
// triangle that these indices represent
for (int j = 0; j < curMesh.Indices.size(); j += 3)
{
file << "T" << j / 3 << ": " << curMesh.Indices[j] << ", " << curMesh.Indices[j + 1] << ", " << curMesh.Indices[j + 2] << "\n";
}
// Print Material
file << "Material: " << curMesh.MeshMaterial.name << "\n";
file << "Ambient Color: " << curMesh.MeshMaterial.Ka.X << ", " << curMesh.MeshMaterial.Ka.Y << ", " << curMesh.MeshMaterial.Ka.Z << "\n";
file << "Diffuse Color: " << curMesh.MeshMaterial.Kd.X << ", " << curMesh.MeshMaterial.Kd.Y << ", " << curMesh.MeshMaterial.Kd.Z << "\n";
file << "Specular Color: " << curMesh.MeshMaterial.Ks.X << ", " << curMesh.MeshMaterial.Ks.Y << ", " << curMesh.MeshMaterial.Ks.Z << "\n";
file << "Specular Exponent: " << curMesh.MeshMaterial.Ns << "\n";
file << "Optical Density: " << curMesh.MeshMaterial.Ni << "\n";
file << "Dissolve: " << curMesh.MeshMaterial.d << "\n";
file << "Illumination: " << curMesh.MeshMaterial.illum << "\n";
file << "Ambient Texture Map: " << curMesh.MeshMaterial.map_Ka << "\n";
file << "Diffuse Texture Map: " << curMesh.MeshMaterial.map_Kd << "\n";
file << "Specular Texture Map: " << curMesh.MeshMaterial.map_Ks << "\n";
file << "Alpha Texture Map: " << curMesh.MeshMaterial.map_d << "\n";
file << "Bump Map: " << curMesh.MeshMaterial.map_bump << "\n";
// Leave a space to separate from the next mesh
file << "\n";
}
// Close File
file.close();
}
// If not output an error
else
{
// Create/Open e1Out.txt
std::ofstream file("e1Out.txt");
// Output Error
file << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
// Close File
file.close();
}
// Exit the program
return 0;
std::string warn;
std::string err;
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, inputfile.c_str());
if (!err.empty()) { // `err` may contain warning message.
std::cerr << err << std::endl;
}
if (!ret) {
exit(1);
}
// Loop over shapes
for (size_t s = 0; s < shapes.size(); s++) {
// Loop over faces(polygon)
size_t index_offset = 0;
for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
int fv = shapes[s].mesh.num_face_vertices[f];
// Loop over vertices in the face.
for (size_t v = 0; v < fv; v++) {
// access to vertex
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0];
tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0];
tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1];
tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2];
tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0];
tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1];
// Optional: vertex colors
// tinyobj::real_t red = attrib.colors[3*idx.vertex_index+0];
// tinyobj::real_t green = attrib.colors[3*idx.vertex_index+1];
// tinyobj::real_t blue = attrib.colors[3*idx.vertex_index+2];
}
index_offset += fv;
// per-face material
shapes[s].mesh.material_ids[f];
}
}
/**
* attrib_t::vertices => 3 floats per vertex
v[0] v[1] v[2] v[3] v[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+-----------+-----------+-----------+-----------+ +-----------+
attrib_t::normals => 3 floats per vertex
n[0] n[1] n[2] n[3] n[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+-----------+-----------+-----------+-----------+ +-----------+
attrib_t::texcoords => 2 floats per vertex
t[0] t[1] t[2] t[3] t[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| u | v | u | v | u | v | u | v | .... | u | v |
+-----------+-----------+-----------+-----------+ +-----------+
attrib_t::colors => 3 floats per vertex(vertex color. optional)
c[0] c[1] c[2] c[3] c[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+-----------+-----------+-----------+-----------+ +-----------+
/*