无法将简单网格加载到OpenGL中

时间:2015-02-01 06:50:14

标签: c++ visual-studio-2010 opengl blender .obj

我需要在 Visual Studio 2010 上将3D对象网格导入我的OpenGL代码中。我是OpenGL的新手,所以我一直在学习以下教程(第7期):

http://www.opengl-tutorial.org/beginners-tutorials/tutorial-7-model-loading/

现在,本教程使用一个简单的代码而不是一个库来导入" .obj"档 那些使用过该教程的人会知道" cube.obj"由本教程的创建者提供的工作正常。 但是,当我尝试加载我自己的简单立方体网格时,程序会通知我"我们的简单解析器无法处理.obj文件。请尝试使用其他选项导出"。

我认为这是代码的问题并转移到他的Assimp教程: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-9-vbo-indexing/

这一次," Suzanne.obj"已作为样本提供。然而,每当我尝试将自己的对象导出到代码中时,程序现在崩溃说#34; Visual Studio已停止工作"。这只发生在我导出的对象上。 为了缩小问题的原因,我使用了" cube.obj"在教程7和教程9中提供,它工作得很好。所以现在似乎问题在于从Blender导出对象。

我已遵循教程7中有关导出对象时需要检查哪些选项的所有说明。值得注意的是," .obj"我导出的对象的代码显示在一行中,没有任何换行符。 这是我导出的简单立方体网格的对象代码:

# Blender v2.73 (sub 0) OBJ File: 'ROOM.blend'
# www.blender.org
mtllib room.mtl
o Cube_Cube.004
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
v 1.000000 1.000000 -1.000000
v 1.000000 1.000000 1.000000
vn -1.000000 0.000000 0.000000
vn 0.000000 0.000000 -1.000000
vn 1.000000 0.000000 0.000000
vn 0.000000 0.000000 1.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 1.000000 0.000000
usemtl None
s off
f 6//1 2//1 1//1
f 7//2 3//2 2//2
f 8//3 4//3 3//3
f 5//4 1//4 4//4
f 2//5 3//5 4//5
f 7//6 6//6 5//6
f 5//1 6//1 1//1
f 6//2 7//2 2//2
f 7//3 8//3 3//3
f 8//4 5//4 4//4
f 1//5 2//5 4//5
f 8//6 7//6 5//6

教程中提供的多维数据集的.obj代码如下:

# Blender3D v249 OBJ File: untitled.blend
# www.blender3d.org
mtllib cube.mtl
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -1.000000
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
vt 0.748573 0.750412
vt 0.749279 0.501284
vt 0.999110 0.501077
vt 0.999455 0.750380
vt 0.250471 0.500702
vt 0.249682 0.749677
vt 0.001085 0.750380
vt 0.001517 0.499994
vt 0.499422 0.500239
vt 0.500149 0.750166
vt 0.748355 0.998230
vt 0.500193 0.998728
vt 0.498993 0.250415
vt 0.748953 0.250920
vn 0.000000 0.000000 -1.000000
vn -1.000000 -0.000000 -0.000000
vn -0.000000 -0.000000 1.000000
vn -0.000001 0.000000 1.000000
vn 1.000000 -0.000000 0.000000
vn 1.000000 0.000000 0.000001
vn 0.000000 1.000000 -0.000000
vn -0.000000 -1.000000 0.000000
usemtl Material_ray.png
s off
f 5/1/1 1/2/1 4/3/1
f 5/1/1 4/3/1 8/4/1
f 3/5/2 7/6/2 8/7/2
f 3/5/2 8/7/2 4/8/2
f 2/9/3 6/10/3 3/5/3
f 6/10/4 7/6/4 3/5/4
f 1/2/5 5/1/5 2/9/5
f 5/1/6 6/10/6 2/9/6
f 5/1/7 8/11/7 6/10/7
f 8/11/7 7/12/7 6/10/7
f 1/2/8 2/9/8 3/13/8
f 1/2/8 3/13/8 4/14/8

在调试崩溃的程序时,会发生以下异常:

  

tutorial09_AssImp.exe中0x00007FF76255E2D5处的未处理异常:   0xC0000005:访问冲突读取位置0x0000000000000000。

调用堆栈如下:

  
    

tutorial09_AssImp.exe!aiVector3t :: aiVector3t(const aiVector3t& o)第67行C ++       tutorial09_AssImp.exe!loadAssImp(const char * path,     std :: vector> &安培;指数,     的std ::向量,性病::分配器

         
      

&安培; vertices,std :: vector,std :: allocator       &安培; uvs,std :: vector,std :: allocator       &安培;第14行C ++ tutorial09_AssImp.exe!main()第92行C ++

    
  

此外,vector3.h中出现异常,如下所示:

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

Copyright (c) 2006-2012, assimp team

All rights reserved.

Redistribution and use of this software in source and binary forms, 
with or without modification, are permitted provided that the following 
conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file aiVector3D.h
 *  @brief 3D vector structure, including operators when compiling in C++
 */
#ifndef AI_VECTOR3D_H_INC
#define AI_VECTOR3D_H_INC

#include <math.h>


#include "./Compiler/pushpack1.h"

#ifdef __cplusplus

template<typename TReal> class aiMatrix3x3t;
template<typename TReal> class aiMatrix4x4t;

// ---------------------------------------------------------------------------
/** Represents a three-dimensional vector. */
template <typename TReal>
class aiVector3t 
{
public:

    aiVector3t () : x(), y(), z() {}
    aiVector3t (TReal _x, TReal _y, TReal _z) : x(_x), y(_y), z(_z) {}
    explicit aiVector3t (TReal _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
    aiVector3t (const aiVector3t& o) : x(o.x), y(o.y), z(o.z) {} //exception generated here

public:

    // combined operators
    const aiVector3t& operator += (const aiVector3t& o);
    const aiVector3t& operator -= (const aiVector3t& o);
    const aiVector3t& operator *= (TReal f);
    const aiVector3t& operator /= (TReal f);

    // transform vector by matrix
    aiVector3t& operator *= (const aiMatrix3x3t<TReal>& mat);
    aiVector3t& operator *= (const aiMatrix4x4t<TReal>& mat);

    // access a single element
    TReal operator[](unsigned int i) const;
    TReal& operator[](unsigned int i);

    // comparison
    bool operator== (const aiVector3t& other) const;
    bool operator!= (const aiVector3t& other) const;

    template <typename TOther>
    operator aiVector3t<TOther> () const;

public:

    /** @brief Set the components of a vector
     *  @param pX X component
     *  @param pY Y component
     *  @param pZ Z component  */
    void Set( TReal pX, TReal pY, TReal pZ);

    /** @brief Get the squared length of the vector
     *  @return Square length */
    TReal SquareLength() const;


    /** @brief Get the length of the vector
     *  @return length */
    TReal Length() const;


    /** @brief Normalize the vector */
    aiVector3t& Normalize();


    /** @brief Componentwise multiplication of two vectors
     *  
     *  Note that vec*vec yields the dot product.
     *  @param o Second factor */
    const aiVector3t SymMul(const aiVector3t& o);

    TReal x, y, z;  
} PACK_STRUCT;


typedef aiVector3t<float> aiVector3D;

#else

struct aiVector3D {

    float x,y,z;
} PACK_STRUCT;

#endif // __cplusplus

#include "./Compiler/poppack1.h"

#ifdef __cplusplus



#endif // __cplusplus

#endif // AI_VECTOR3D_H_INC

显然我在导出模型时没有做正确的事情。我怎么可能做错了?我有一个缺失的步骤吗?

1 个答案:

答案 0 :(得分:1)

该程序在objloader.cpp的第149行崩溃(表示callstack) 这条线是关于UV坐标。 你的模型没有任何,应该响铃=)

普通话会遇到同样的问题,顺便说一句。

所以,你有两个选择:

  • 使对象具有UV和法线
  • 使装载机支持没有UV或法线的网格。

因为无论如何你都需要它们,我会推荐第一个。

在Blender:

  • 对于UV,进入编辑模式,选择所有顶点('A'键),网格 - > UVs-&gt;自动展开;如果您挣扎,教程15包含一个显示您需要的所有内容的视频。
  • 对于法线,只需在导出到OBJ时勾选“导出法线”选项。

在任何情况下,输出OBJ必须具有v(位置),vn(法线),vt(UVs)和f('v'之间的连接性)

编辑:解释为什么callstack的顶部谈论aiVector3Dt: 第148行是

aiVector3D UVW = mesh->mTextureCoords[0][i];

UVW是mesh-&gt; mTextureCoords [0] [i]的副本,它没有指向内存中的有效位置,因为没有分配缓冲区,因为你的OBJ没有。因此,当尝试将此内存块复制到UVW时,构造函数(在callstack中:aiVector3Dt :: aiVector3Dt())崩溃。这里有一个小的区别,因为崩溃发生在一行之后,但它只是一个编译器优化。所以,aiVector3D的代码是完全正确的,但是你给了他一个不好的地址。你可以在调试器中看到这一点,方法是将当前帧设置为loadAssImp(),并在mesh-&gt; mTextureCoords [0]上进行间谍。