我需要在Visual Studio 2010的OpenGL代码中导入3D对象网格。我是OpenGL的新手,所以我一直在学习以下教程(编号7):
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-7-model-loading/
现在,本教程使用简单的代码而不是库来导入“ .obj”文件。使用过本教程的人会知道,本教程的创建者提供的“ cube.obj”效果很好。但是,当我尝试加载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进行导出”。
我认为这是代码问题,然后转到他的Assimp教程:http : //www.opengl-tutorial.org/intermediate-tutorials/tutorial-9-vbo-indexing/
这次,提供了“ Suzanne.obj”作为示例。再一次,每当我尝试将自己的对象导出到代码中时,该程序现在都崩溃,并显示“ Visual Studio已停止工作”。这仅在我导出的对象中发生。为了缩小问题原因,我使用了教程7和教程9中提供的“ cube.obj”,并且效果很好。因此目前看来,问题出在从Blender导出对象。
我已经遵循了教程7中有关在导出对象时需要检查哪些选项的所有说明。但是,值得注意的是,我导出的对象的“ .obj”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物体的obj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
相比之下,本教程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,发生以下异常:
tutorial09_AssImp.exe中0x00007FF76255E2D5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 aVector3t&o)第67行C ++ tutorial09_AssImp.exe!loadAssImp(const char * path,std :: vector>&index,std :: vector,std :: allocator
&顶点,std :: vector,std :: allocator&uvs,std :: vector,std :: allocator&normals)149行C ++ tutorial09_AssImp.exe!main()92行C ++
此外,在vector3.h中会发生异常,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,导出模型时我做的不正确。我可能做错了什么?我缺少步骤了吗?
程序在objloader.cpp的第149行崩溃(例如调用堆栈)。该行与UV坐标有关。您的模型没有任何东西,应该响起铃声=)
顺便说一句,法线也会有同样的问题。
因此,您有2个选择:
由于仍然需要它们,因此我建议您使用第一个。
在Blender中:
无论如何,输出OBJ必须具有v(位置),vn(法线),vt(UV)和f(“ v”之间的连接性)
编辑:为什么在调用堆栈的顶部谈论aiVector3Dt的说明:第148行是
aiVector3D UVW = mesh->mTextureCoords[0][i];
UVW是mesh-> mTextureCoords [0] [i]的副本,该副本未指向内存中的有效位置,因为未分配缓冲区,因为您的OBJ没有任何缓冲区。因此,在尝试将此内存块复制到UVW时,构造函数(在调用堆栈中:aiVector3Dt :: aiVector3Dt())崩溃。这里有一个小的差异,因为崩溃发生在一行之后,但这只是编译器的优化。因此,aiVector3D的代码是完全正确的,但是您给了他不好的地址。通过将当前帧设置为loadAssImp(),并在mesh-> mTextureCoords [0]上进行监视,您可以在调试器中看到这一点。
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