モデルのロード方法を学ぶためだけに、単純なモデルローダーを作成しています。.OBJファイルをカスタム形式に変換するプログラムを作成しました。(それは事実上.OBJとまったく同じです、私は学習のためだけにもう一度書いた)。すべてのデータをに読み込むことはできますstd::vector
が、頂点とインデックスの配列にデータを配置する方法がわからないため、正しくレンダリングされません。カリングなしでワイヤーフレームを有効にした場合の結果は次のとおりです(球体であることが想定されており、中央のL形はモデルの一部ではありません)。
ポイントリストをレンダリングするように指示すると、すべての頂点が適切な場所にあります。ただし、顔が正しく形成されていないようです...
これはそれらをレンダリングするコードです:
//=========================================================
// CONVERT THE DATA INTO SOMETHING USABLE
//=========================================================
bool isDuplicate;
for(int i = 0; i < polygonCount; i++)
{
for(int i2 = 0; i2 < 3; i2++)
{
isDuplicate = false;
isCreated = false;
selectedVertex = faceDefinitions[i].vertexIndexes[i2];
for(int i3 = 0; i3 < vertexCount; i3++)
{
if(modelData->vertices[i3].position == vertexPositions[selectedVertex])
{
if(modelData->vertices[i3].texture == D3DXVECTOR2(0,0))
{
indices[selectedVertex] = i3;
isDuplicate = true;
break;
}
}
}
if(isDuplicate)
continue;
indices[selectedVertex] = selectedVertex;
modelData->vertices[selectedVertex].position = vertexPositions[selectedVertex];
modelData->vertices[selectedVertex].normal = vertexNormals[faceDefinitions[i].normalIndexes[i2]];
modelData->vertices[selectedVertex].texture = D3DXVECTOR2(0,0);
}
}
modelData->indices = indices;
それをする方法があることを私は知っていますが、私はそれに頭を包むようには見えません。おそらく5回は書き直しましたが、常に同じ結果が得られます。
これがModelData構造です。
struct ModelData
{
int vertexCount;
int normalCount;
int faceCount;
unsigned long* indices;
EntityBase::VertexType* vertices;
int errorCode;
};
FaceDefinition構造には、頂点の位置、法線、およびテクスチャ座標のインデックスが含まれています。ただし、テクスチャコードはまだ実装していません。
struct FaceDefinition
{
int vertexIndexes[3];
int textureIndexes[3];
int normalIndexes[3];
};
わかりやすくするために、ここに関数全体を示します。
ModelData* CModelLoader::LoadModel(WCHAR* modelName)
{
ifstream loaderStream(Application::FileSystem::GetFileLocation(FILE_TYPE_MODEL,modelName));
ModelData* modelData = new ModelData;
vector<D3DXVECTOR3> vertexPositions;
vector<D3DXVECTOR3> vertexNormals;
vector<D3DXVECTOR3> vertexTextureCoords;
vector<int> setVertices;
vector<FaceDefinition> faceDefinitions;
vector<string> tokens;
vector<string> faceToken;
int vertexCount = 0, normalCount = 0, polygonCount = 0;
unsigned long *indices;
int selectedVertex;
bool isCreated;
string input;
string currentToken;
string currentFaceToken;
std::istringstream streamReader;
std::istringstream faceReader;
D3DXVECTOR3 tempVector;
FaceDefinition tempFace;
modelData->errorCode = ERR_NO_ERROR;
if(!loaderStream)
modelData->errorCode = ERR_COULD_NOT_OPEN;
else
{
while(std::getline(loaderStream, input))
{
streamReader.clear();
streamReader.str(input);
tokens.clear();
while(std::getline(streamReader, currentToken, ' '))
{
tokens.push_back(currentToken);
}
if(tokens.size() < 1)
continue;
if(tokens[0] == "VERTEX")
{
vertexCount++;
if(tokens.size() >= 4)
{
tempVector = D3DXVECTOR3(0,0,0);
tempVector.x = (float) atof(tokens[1].c_str());
tempVector.y = (float) atof(tokens[2].c_str());
tempVector.z = (float) atof(tokens[3].c_str());
vertexPositions.push_back(tempVector);
continue;
}
else
{
vertexPositions.push_back(D3DXVECTOR3(0,0,0)); //give it a bad vertex, because we received a bad vertex
}
}
if(tokens[0] == "VERTEX_NORMAL")
{
normalCount++;
if(tokens.size() >= 4)
{
tempVector = D3DXVECTOR3(0,0,0);
tempVector.x = (float) atof(tokens[1].c_str());
tempVector.y = (float) atof(tokens[2].c_str());
tempVector.z = (float) atof(tokens[3].c_str());
vertexNormals.push_back(tempVector);
continue;
}
else
{
vertexNormals.push_back(D3DXVECTOR3(0,0,0)); //give it a bad normal, because we received a bad normal
}
}
if(tokens[0] == "FACE")
{
polygonCount++;
if(tokens.size() == 4) //sorry, but non triangles aren't worth the time
{
tempFace = FaceDefinition();
//vertex 1
faceReader.clear();
faceReader.str(tokens[1]);
faceToken.clear();
while(std::getline(faceReader, currentFaceToken, ','))
{
faceToken.push_back(currentFaceToken);
}
if(faceToken.size() == 3) //should have all the info, or, same as above, its not worth the time
{
tempFace.vertexIndexes[0] = atoi(faceToken[0].c_str()) - 1;
tempFace.textureIndexes[0] = atoi(faceToken[1].c_str()) - 1;
tempFace.normalIndexes[0] = atoi(faceToken[2].c_str()) - 1;
}
//vertex 2
faceReader.clear();
faceReader.str(tokens[2]);
faceToken.clear();
while(std::getline(faceReader, currentFaceToken, ','))
{
faceToken.push_back(currentFaceToken);
}
if(faceToken.size() == 3) //should have all the info, or, same as above, its not worth the time
{
tempFace.vertexIndexes[1] = atoi(faceToken[0].c_str()) - 1;
tempFace.textureIndexes[1] = atoi(faceToken[1].c_str()) - 1;
tempFace.normalIndexes[1] = atoi(faceToken[2].c_str()) - 1;
}
//vertex 3
faceReader.clear();
faceReader.str(tokens[3]);
faceToken.clear();
while(std::getline(faceReader, currentFaceToken, ','))
{
faceToken.push_back(currentFaceToken);
}
if(faceToken.size() == 3) //should have all the info, or, same as above, its not worth the time
{
tempFace.vertexIndexes[2] = atoi(faceToken[0].c_str()) - 1;
tempFace.textureIndexes[2] = atoi(faceToken[1].c_str()) - 1;
tempFace.normalIndexes[2] = atoi(faceToken[2].c_str()) - 1;
}
faceDefinitions.push_back(tempFace);
}
//if we receive a bad face, we just wont read it
}
}
}
indices = new unsigned long[vertexCount];
modelData->faceCount = polygonCount;
modelData->normalCount = normalCount;
modelData->vertexCount = vertexCount;
modelData->vertices = new EntityBase::VertexType[vertexCount];
//< ^^everything up here works^^ >
//=========================================================
// CONVERT THE DATA INTO SOMETHING USABLE
//=========================================================
//now is the boring part, creating the vertex list...
bool isDuplicate;
for(int i = 0; i < polygonCount; i++)
{
for(int i2 = 0; i2 < 3; i2++)
{
isDuplicate = false;
isCreated = false;
selectedVertex = faceDefinitions[i].vertexIndexes[i2];
for(int i3 = 0; i3 < vertexCount; i3++)
{
if(modelData->vertices[i3].position == vertexPositions[selectedVertex])
{
if(modelData->vertices[i3].texture == D3DXVECTOR2(0,0))
{
indices[selectedVertex] = i3;
isDuplicate = true;
break;
}
}
}
if(isDuplicate)
continue;
indices[selectedVertex] = selectedVertex;
modelData->vertices[selectedVertex].position = vertexPositions[selectedVertex];
modelData->vertices[selectedVertex].normal = vertexNormals[faceDefinitions[i].normalIndexes[i2]];
modelData->vertices[selectedVertex].texture = D3DXVECTOR2(0,0);
}
}
modelData->indices = indices;
return modelData;
}
これは球モデルファイルです:
#Vertex Info
VERTEX_COUNT:62
NORMAL_COUNT:62
FACE_COUNT:120
VERTEX 0 19.5 0
VERTEX 0 -19.5 0
VERTEX 9.75 -16.887495 0
VERTEX 8.443748 -16.887495 4.875
VERTEX 4.875 -16.887495 8.443748
VERTEX 0 -16.887495 9.75
VERTEX -4.875 -16.887495 8.443748
VERTEX -8.443748 -16.887495 4.875
VERTEX -9.75 -16.887495 0
VERTEX -8.443748 -16.887495 -4.875
VERTEX -4.875 -16.887495 -8.443748
VERTEX 0 -16.887495 -9.75
VERTEX 4.875 -16.887495 -8.443748
VERTEX 8.443748 -16.887495 -4.875
VERTEX 16.887497 -9.75 0
VERTEX 14.625001 -9.75 8.443748
VERTEX 8.443748 -9.75 14.625
VERTEX 0 -9.75 16.887497
VERTEX -8.443748 -9.75 14.625
VERTEX -14.625001 -9.75 8.443748
VERTEX -16.887497 -9.75 0
VERTEX -14.625001 -9.75 -8.443748
VERTEX -8.443748 -9.75 -14.625
VERTEX 0 -9.75 -16.887497
VERTEX 8.443748 -9.75 -14.625
VERTEX 14.625001 -9.75 -8.443748
VERTEX 19.5 1E-06 0
VERTEX 16.887495 1E-06 9.75
VERTEX 9.75 1E-06 16.887495
VERTEX 0 1E-06 19.5
VERTEX -9.75 1E-06 16.887495
VERTEX -16.887495 1E-06 9.75
VERTEX -19.5 1E-06 0
VERTEX -16.887495 1E-06 -9.75
VERTEX -9.75 1E-06 -16.887497
VERTEX 0 1E-06 -19.5
VERTEX 9.75 1E-06 -16.887497
VERTEX 16.887495 1E-06 -9.75
VERTEX 16.887495 9.750001 0
VERTEX 14.624999 9.750001 8.443748
VERTEX 8.443748 9.750001 14.625
VERTEX 0 9.750001 16.887495
VERTEX -8.443748 9.750001 14.625
VERTEX -14.624999 9.750001 8.443748
VERTEX -16.887495 9.750001 0
VERTEX -14.624999 9.750001 -8.443748
VERTEX -8.443748 9.750001 -14.625
VERTEX 0 9.750001 -16.887497
VERTEX 8.443748 9.750001 -14.625
VERTEX 14.624999 9.750001 -8.443748
VERTEX 9.750001 16.887495 0
VERTEX 8.443748 16.887495 4.875
VERTEX 4.875 16.887495 8.443748
VERTEX 0 16.887495 9.750001
VERTEX -4.875 16.887495 8.443748
VERTEX -8.443748 16.887495 4.875
VERTEX -9.750001 16.887495 0
VERTEX -8.443748 16.887495 -4.875
VERTEX -4.875 16.887495 -8.443748
VERTEX 0 16.887495 -9.750002
VERTEX 4.875 16.887495 -8.443748
VERTEX 8.443748 16.887495 -4.875
# Vertex Normals!
VERTEX_NORMAL 0 -1 0
VERTEX_NORMAL 0.573584 -0.819147 0
VERTEX_NORMAL 0.431481 -0.867044 0.249116
VERTEX_NORMAL 0 1 0
VERTEX_NORMAL 0.431481 0.867044 0.249116
VERTEX_NORMAL 0.573584 0.819147 0
VERTEX_NORMAL 0.286792 -0.819147 0.496738
VERTEX_NORMAL 0.286792 0.819147 0.496738
VERTEX_NORMAL 0 -0.867044 0.498231
VERTEX_NORMAL 0 0.867044 0.498231
VERTEX_NORMAL -0.286792 -0.819147 0.496738
VERTEX_NORMAL -0.286792 0.819147 0.496738
VERTEX_NORMAL -0.431481 -0.867044 0.249116
VERTEX_NORMAL -0.431481 0.867044 0.249116
VERTEX_NORMAL -0.573584 -0.819147 0
VERTEX_NORMAL -0.573584 0.819147 0
VERTEX_NORMAL -0.431481 -0.867044 -0.249116
VERTEX_NORMAL -0.431481 0.867044 -0.249116
VERTEX_NORMAL -0.286792 -0.819147 -0.496738
VERTEX_NORMAL -0.286792 0.819147 -0.496738
VERTEX_NORMAL 0 -0.867044 -0.498231
VERTEX_NORMAL 0 0.867044 -0.498231
VERTEX_NORMAL 0.286792 -0.819147 -0.496738
VERTEX_NORMAL 0.286792 0.819147 -0.496738
VERTEX_NORMAL 0.431481 -0.867044 -0.249116
VERTEX_NORMAL 0.431481 0.867044 -0.249116
VERTEX_NORMAL 0.865033 -0.501714 0
VERTEX_NORMAL 0.749141 -0.501714 0.432517
VERTEX_NORMAL 0.432517 -0.501714 0.749141
VERTEX_NORMAL 0 -0.501714 0.865033
VERTEX_NORMAL -0.432517 -0.501714 0.749141
VERTEX_NORMAL -0.749141 -0.501714 0.432517
VERTEX_NORMAL -0.865033 -0.501714 0
VERTEX_NORMAL -0.749141 -0.501714 -0.432517
VERTEX_NORMAL -0.432517 -0.501714 -0.749141
VERTEX_NORMAL 0 -0.501714 -0.865033
VERTEX_NORMAL 0.432517 -0.501714 -0.749141
VERTEX_NORMAL 0.749141 -0.501714 -0.432517
VERTEX_NORMAL 1 0 0
VERTEX_NORMAL 0.866025 0 0.5
VERTEX_NORMAL 0.5 0 0.866025
VERTEX_NORMAL 0 0 1
VERTEX_NORMAL -0.5 0 0.866025
VERTEX_NORMAL -0.866025 0 0.5
VERTEX_NORMAL -1 0 0
VERTEX_NORMAL -0.866025 0 -0.5
VERTEX_NORMAL -0.5 0 -0.866025
VERTEX_NORMAL 0 0 -1
VERTEX_NORMAL 0.5 0 -0.866025
VERTEX_NORMAL 0.866025 0 -0.5
VERTEX_NORMAL 0.865033 0.501714 0
VERTEX_NORMAL 0.749141 0.501714 0.432517
VERTEX_NORMAL 0.432517 0.501714 0.749141
VERTEX_NORMAL 0 0.501714 0.865033
VERTEX_NORMAL -0.432517 0.501714 0.749141
VERTEX_NORMAL -0.749141 0.501714 0.432517
VERTEX_NORMAL -0.865033 0.501714 0
VERTEX_NORMAL -0.749141 0.501714 -0.432517
VERTEX_NORMAL -0.432517 0.501715 -0.749141
VERTEX_NORMAL 0 0.501714 -0.865033
VERTEX_NORMAL 0.432517 0.501715 -0.749141
VERTEX_NORMAL 0.749141 0.501714 -0.432517
# Face Definitions!
FACE 2,1,1 3,2,2 4,3,3
FACE 1,4,4 52,5,5 51,6,6
FACE 2,7,1 4,3,3 5,8,7
FACE 1,9,4 53,10,8 52,5,5
FACE 2,11,1 5,8,7 6,12,9
FACE 1,13,4 54,14,10 53,10,8
FACE 2,15,1 6,12,9 7,16,11
FACE 1,17,4 55,18,12 54,14,10
FACE 2,19,1 7,16,11 8,20,13
FACE 1,21,4 56,22,14 55,18,12
FACE 2,23,1 8,20,13 9,24,15
FACE 1,25,4 57,26,16 56,22,14
FACE 2,27,1 9,24,15 10,28,17
FACE 1,29,4 58,30,18 57,26,16
FACE 2,31,1 10,28,17 11,32,19
FACE 1,33,4 59,34,20 58,30,18
FACE 2,35,1 11,32,19 12,36,21
FACE 1,37,4 60,38,22 59,34,20
FACE 2,39,1 12,36,21 13,40,23
FACE 1,41,4 61,42,24 60,38,22
FACE 2,43,1 13,40,23 14,44,25
FACE 1,45,4 62,46,26 61,42,24
FACE 2,47,1 14,44,25 3,48,2
FACE 1,49,4 51,50,6 62,46,26
FACE 3,2,2 15,51,27 16,52,28
FACE 3,2,2 16,52,28 4,3,3
FACE 4,3,3 16,52,28 5,8,7
FACE 16,52,28 17,53,29 5,8,7
FACE 5,8,7 17,53,29 18,54,30
FACE 5,8,7 18,54,30 6,12,9
FACE 6,12,9 18,54,30 7,16,11
FACE 18,54,30 19,55,31 7,16,11
FACE 7,16,11 19,55,31 20,56,32
FACE 7,16,11 20,56,32 8,20,13
FACE 8,20,13 20,56,32 9,24,15
FACE 20,56,32 21,57,33 9,24,15
FACE 9,24,15 21,57,33 22,58,34
FACE 9,24,15 22,58,34 10,28,17
FACE 10,28,17 22,58,34 11,32,19
FACE 22,58,34 23,59,35 11,32,19
FACE 11,32,19 23,59,35 24,60,36
FACE 11,32,19 24,60,36 12,36,21
FACE 12,36,21 24,60,36 13,40,23
FACE 24,60,36 25,61,37 13,40,23
FACE 13,40,23 25,61,37 26,62,38
FACE 13,40,23 26,62,38 14,44,25
FACE 14,44,25 26,62,38 3,48,2
FACE 26,62,38 15,63,27 3,48,2
FACE 15,51,27 27,64,39 16,52,28
FACE 27,64,39 28,65,40 16,52,28
FACE 16,52,28 28,65,40 29,66,41
FACE 16,52,28 29,66,41 17,53,29
FACE 17,53,29 29,66,41 18,54,30
FACE 29,66,41 30,67,42 18,54,30
FACE 18,54,30 30,67,42 31,68,43
FACE 18,54,30 31,68,43 19,55,31
FACE 19,55,31 31,68,43 20,56,32
FACE 31,68,43 32,69,44 20,56,32
FACE 20,56,32 32,69,44 33,70,45
FACE 20,56,32 33,70,45 21,57,33
FACE 21,57,33 33,70,45 22,58,34
FACE 33,70,45 34,71,46 22,58,34
FACE 22,58,34 34,71,46 35,72,47
FACE 22,58,34 35,72,47 23,59,35
FACE 23,59,35 35,72,47 24,60,36
FACE 35,72,47 36,73,48 24,60,36
FACE 24,60,36 36,73,48 37,74,49
FACE 24,60,36 37,74,49 25,61,37
FACE 25,61,37 37,74,49 26,62,38
FACE 37,74,49 38,75,50 26,62,38
FACE 26,62,38 38,75,50 27,76,39
FACE 26,62,38 27,76,39 15,63,27
FACE 27,64,39 39,77,51 40,78,52
FACE 27,64,39 40,78,52 28,65,40
FACE 28,65,40 40,78,52 29,66,41
FACE 40,78,52 41,79,53 29,66,41
FACE 29,66,41 41,79,53 42,80,54
FACE 29,66,41 42,80,54 30,67,42
FACE 30,67,42 42,80,54 31,68,43
FACE 42,80,54 43,81,55 31,68,43
FACE 31,68,43 43,81,55 44,82,56
FACE 31,68,43 44,82,56 32,69,44
FACE 32,69,44 44,82,56 33,70,45
FACE 44,82,56 45,83,57 33,70,45
FACE 33,70,45 45,83,57 46,84,58
FACE 33,70,45 46,84,58 34,71,46
FACE 34,71,46 46,84,58 35,72,47
FACE 46,84,58 47,85,59 35,72,47
FACE 35,72,47 47,85,59 48,86,60
FACE 35,72,47 48,86,60 36,73,48
FACE 36,73,48 48,86,60 37,74,49
FACE 48,86,60 49,87,61 37,74,49
FACE 37,74,49 49,87,61 50,88,62
FACE 37,74,49 50,88,62 38,75,50
FACE 38,75,50 50,88,62 27,76,39
FACE 50,88,62 39,89,51 27,76,39
FACE 39,77,51 51,6,6 40,78,52
FACE 51,6,6 52,5,5 40,78,52
FACE 40,78,52 52,5,5 53,10,8
FACE 40,78,52 53,10,8 41,79,53
FACE 41,79,53 53,10,8 42,80,54
FACE 53,10,8 54,14,10 42,80,54
FACE 42,80,54 54,14,10 55,18,12
FACE 42,80,54 55,18,12 43,81,55
FACE 43,81,55 55,18,12 44,82,56
FACE 55,18,12 56,22,14 44,82,56
FACE 44,82,56 56,22,14 57,26,16
FACE 44,82,56 57,26,16 45,83,57
FACE 45,83,57 57,26,16 46,84,58
FACE 57,26,16 58,30,18 46,84,58
FACE 46,84,58 58,30,18 59,34,20
FACE 46,84,58 59,34,20 47,85,59
FACE 47,85,59 59,34,20 48,86,60
FACE 59,34,20 60,38,22 48,86,60
FACE 48,86,60 60,38,22 61,42,24
FACE 48,86,60 61,42,24 49,87,61
FACE 49,87,61 61,42,24 50,88,62
FACE 61,42,24 62,46,26 50,88,62
FACE 50,88,62 62,46,26 51,50,6
FACE 50,88,62 51,50,6 39,89,51