objモデルをロードしようとしています:
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 05.11.2012 20:07:48
mtllib test.mtl
#
# object Box001
#
v -12.6264 0.0000 -58.6877
v -12.6264 0.0000 6.8357
v 43.9557 0.0000 6.8357
v 43.9557 0.0000 -58.6877
v 43.9557 -51.9219 6.8357
v -12.6264 -51.9219 6.8357
v -12.6264 -51.9219 -58.6877
v 43.9557 -51.9219 -58.6877
# 8 vertices
vn 0.0000 1.0000 -0.0000
vn 0.0000 -1.0000 -0.0000
vn 0.0000 0.0000 1.0000
vn 1.0000 0.0000 -0.0000
vn 0.0000 0.0000 -1.0000
vn -1.0000 0.0000 -0.0000
# 6 vertex normals
vt 0.0000 65.5234 0.0000
vt 0.0000 0.0000 0.0000
vt 56.5821 0.0000 0.0000
vt 56.5821 65.5234 0.0000
vt 0.0000 -51.9219 0.0000
vt 56.5821 -51.9219 0.0000
vt 65.5234 0.0000 0.0000
vt 65.5234 -51.9219 0.0000
# 8 texture coords
g Box001
usemtl wire_229154215
s 2
f 1/1/1 2/2/1 3/3/1 4/4/1
s 4
f 5/2/2 6/3/2 7/4/2 8/1/2
s 8
f 3/3/3 2/2/3 6/5/3 5/6/3
s 16
f 4/7/4 3/2/4 5/5/4 8/8/4
s 32
f 1/3/5 4/2/5 8/5/5 7/6/5
s 64
f 2/7/6 1/2/6 7/5/6 6/8/6
# 6 polygons
Modelというクラスがあります:
#ifndef _Model_H_
#define _Model_H_
#include <vector>
struct Coordinate{
float X,Y,Z;
Coordinate(float x,float y,float z);
};
struct TextureCoordinate{
float U,V;
TextureCoordinate(float u,float v);
};
struct Face
{
int VertexIndex,TextureIndex,NormalIndex;
Face(int vi, int ti, int ni);
};
class Model
{
public:
Model(void);
~Model(void);
bool IsTriangle;
std::string Name;
std::vector<Coordinate> Vertices;
std::vector<Coordinate> VerticesNormals;
std::vector<Coordinate> VerticesTexture;
std::vector<Face > Faces;
int ModelNumber;
};
#endif
そして、このようにロードしようとしています:-
Model ModelsLoader::LoadModel(const char * ModelName){
std::ifstream fs(ModelName);
char temp[256];
std::string * line;
Model m;
float tempX,tempY,tempZ;
int tempA1,tempA2,tempA3,tempA4;
if(fs.is_open()){
while (!fs.eof())
{
fs.getline(temp,256);
Lines.push_back(new std::string(temp));
}
int c,slashes;
for (int i = 0; i < Lines.size(); i++)
{
line = Lines[i];
if(line->size() == 0 ||(*line)[0] == '#' ) continue;
else if((*line)[0] == 'v' && (*line)[1] == ' ')
{
sscanf(line->c_str(),"v %f %f %f",&tempX,&tempY,&tempZ);
m.Vertices.push_back( Coordinate(tempX,tempY,tempZ));
}
else if((*line)[0] == 'v' && (*line)[1] == 't'){
sscanf(line->c_str(),"vn %f %f %f",&tempX,&tempY,&tempZ);
m.VerticesTexture.push_back( Coordinate(tempX,tempY,tempZ));
}
else if((*line)[0] == 'v' && (*line)[1] == 'n'){
sscanf(line->c_str(),"vn %f %f %f",&tempX,&tempY,&tempZ);
m.VerticesNormals.push_back( Coordinate(tempX,tempY,tempZ));
}
else if((*line)[0] == 'f' && (*line)[1] == ' ')
{
c = std::count(line->begin(),line->end(),' ') - 1;
slashes = std::count(line->begin(),line->end(),'/');
if( slashes / c == 2){
int i1,i2,i3,i4,i5,i6,i7,i8,i9,i10,i11,i12;
sscanf(line->c_str(),"f %d/%d/%d %d/%d/%d %d/%d/%d %d/%d/%d",&i1,&i2,&i3,&i4,&i5,&i6,&i7,&i8,&i9,&i10,&i11,&i12);
m.Faces.push_back(Face(i1-1,i2-1,i3-1));
m.Faces.push_back(Face(i4-1,i5-1,i6-1));
m.Faces.push_back(Face(i7-1,i8-1,i9-1));
m.Faces.push_back(Face(i10-1,i11-1,i12-1));
m.IsTriangle = false;
}
else if (slashes / c == 3)
{
int i1,i2,i3,i4,i5,i6,i7,i8,i9;
sscanf(line->c_str(),"f %d/%d/%d %d/%d/%d %d/%d/%d",&i1,&i2,&i3,&i4,&i5,&i6,&i7,&i8,&i9);
m.Faces.push_back(Face(i1-1,i2-1,i3-1));
m.Faces.push_back(Face(i4-1,i5-1,i6-1));
m.Faces.push_back(Face(i7-1,i8-1,i9-1));
m.IsTriangle = true;
}
}
}
fs.close();
m.ModelNumber = glGenLists(1);
glNewList(m.ModelNumber, GL_COMPILE);
for (int i = 0; i < m.Faces.size(); i++)
{
if(m.IsTriangle){
}
else
{
glBegin(GL_QUADS);
for (int i = 0; i < m.Faces.size(); i++)
{
glVertex3f(m.VerticesNormals[m.Faces[i].NormalIndex].X,m.VerticesNormals[m.Faces[i].NormalIndex].Y,m.VerticesNormals[m.Faces[i].NormalIndex].Z);
glNormal3f(m.Vertices[m.Faces[i].VertexIndex].X,m.Vertices[m.Faces[i].VertexIndex].Y,m.Vertices[m.Faces[i].VertexIndex].Z);
}
glEnd();
}
}
glEndList();
}
Clear();
return m;
}
リストを呼び出すと、何も表示されません:-
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); //Switch to the drawing perspective
glLoadIdentity(); //Reset the drawing perspective
camera();
glCallList(model.ModelNumber);
glutSwapBuffers(); //Send the 3D scene to the screen
}
ここで何をしているの!?