Wavefront OBJ加载错误:缺少和不正确的面孔

时间:2014-07-04 19:57:15

标签: opengl model render lwjgl .obj

我正在尝试为我正在尝试制作的游戏加载Wavefront OBJ文件。我把它弄下来......有点儿。渲染时某些面要么丢失,要么它们的顶点位置不正确。我加载它们的方式可能也不是很优化。我正在使用LWJGL和它的OpenGL绑定(我认为它是一个绑定)来渲染我的模型。

这是模型应该是什么样子: http://i1291.photobucket.com/albums/b560/DandDMC/blender2014-07-0415-28-40-23_zps0fbfcebb.png

这就是游戏的样子: http://i1291.photobucket.com/albums/b560/DandDMC/javaw2014-07-0415-52-54-99_zpsdf14fb6c.png

这是加载方法:

public static Model loadModel(String fileLocation)
{
    File file = new File(fileLocation);

    if(!file.exists())
    {
        try
        {
            throw new FileNotFoundException("The file named: " + fileLocation + " doesn't exist!");
        }
        catch (FileNotFoundException e)
        {
            e.printStackTrace();
        }

        return null;
    }

    ArrayList<Vertex> vertices = new ArrayList<Vertex> ();
    ArrayList<Vertex> texVertices = new ArrayList<Vertex> ();
    ArrayList<Face> faces = new ArrayList<Face> ();

    try
    {
        BufferedReader r = new BufferedReader(new FileReader(file));
        String s = "";

        int refIndex = 1;

        int vertIndex = 1;
        int texVertIndex = 1;

        while((s = r.readLine()) != null)
        {               
            String[] split = s.split(" ");

            if(split[0].equals("v"))
            {
                vertices.add(new Vertex(Double.parseDouble(split[1]), Double.parseDouble(split[2]), Double.parseDouble(split[3]), vertIndex));
                vertIndex ++;
            }
            else if(split[0].equals("vt"))
            {
                texVertices.add(new Vertex(Double.parseDouble(split[1]), Double.parseDouble(split[2]), 0.0, texVertIndex));
                texVertIndex ++;
            }
            else if(split[0].equals("f"))
            {
                ArrayList<Integer> vert = new ArrayList<Integer> ();
                ArrayList<Integer> texVert = new ArrayList<Integer> ();

                for(int i = 1; i < split.length; i ++)
                {
                    String[] fSplit = split[i].split("/");

                    vert.add(Integer.parseInt(fSplit[0]));
                    texVert.add(Integer.parseInt(fSplit[1]));
                }

                faces.add(new Face(vert, texVert));
            }
            else if(split[0].equals("#") || split[0].equals("o") || split[0].equals("mtllib") || split[0].equals("usemtl") || split[0].equals("s"))
            {
                // Don't have a use for as of now
            }
            else
            {
                throw new Exception("The syntax at line: " + refIndex + " is incorrect.");
            }

            refIndex ++;
        }

        r.close();
    }
    catch (Exception e)
    {
        e.printStackTrace();
    }

    return new Model(vertices, texVertices, faces);
}

这是Face类(非常简单):

package com.glh.model;

import java.util.*;

public class Face
{
public ArrayList<Integer> verticeIndexes;
public ArrayList<Integer> texVerticeIndexes;

public Face(ArrayList<Integer> verticeIndexes, ArrayList<Integer> texVerticeIndexes)
{
    this.verticeIndexes = verticeIndexes;
    this.texVerticeIndexes = texVerticeIndexes;
}

public ArrayList<Vertex> getVertexPositions(Model parentModel)
{
    ArrayList<Vertex> l = new ArrayList<Vertex> ();

    for(int i : verticeIndexes)
    {
        l.add(parentModel.vertices.get(i - 1));
    }

    return l;
}

public ArrayList<Vertex> getTextureVertexPositions(Model parentModel)
{
    ArrayList<Vertex> l = new ArrayList<Vertex> ();

    for(int i : texVerticeIndexes)
    {
        l.add(parentModel.texVertices.get(i - 1));
    }

    return l;
}

}

Vertex类更简单:

package com.glh.model;

public class Vertex
{
public double x;
public double y;
public double z;
public int index;

public Vertex(double x, double y, double z, int index)
{
    this.x = x;
    this.y = y;
    this.z = z;
    this.index = index;
}

public Vertex()
{
    this(0.0, 0.0, 0.0, 0);
}
}

渲染它的方法:

public void renderModel_tri(Model m)
{
    // The model is much smaller in Blender
    glScalef(0.3F, 0.3F, 0.3F);

    glBegin(GL_QUADS);

    for(Face f : m.faces)
    {
        ArrayList<Vertex> vertices = f.getVertexPositions(m);
        ArrayList<Vertex> texVertices = f.getTextureVertexPositions(m);

        for(int i = 0; i < vertices.size(); i ++)
        {
            Vertex vert = vertices.get(i);
            Vertex texVert = texVertices.get(i);

            glTexCoord2d(texVert.x, texVert.y);
            glVertex3d(vert.x, vert.y, vert.z);
        }
    }

    glEnd();
}

Model类只包含所有顶点和面的列表。

package com.glh.model;

import java.util.*;

public class Model
{
public ArrayList<Vertex> vertices;
public ArrayList<Vertex> texVertices;
public ArrayList<Face> faces;

public Model(ArrayList<Vertex> vertices, ArrayList<Vertex> texVertices, ArrayList<Face> faces)
{
    this.vertices = vertices;
    this.texVertices = texVertices;
    this.faces = faces;
}
}

1 个答案:

答案 0 :(得分:0)

我发现它......我的模型由三角形组成,我在游戏中绘制了QUADS。我更改了:glBegin(GL_QUADS);到glBegin(GL_TRIANGLES);