// Example 1: Load and Print // // Load the data from the .obj then print it into a file // called e1Out.txt // Iostream - STD I/O Library #include // fStream - STD File I/O Library #include // 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; }