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