[SOLVED]Need help rendering data parsed from a .obj file.

Started by Rekenaar, April 19, 2012, 21:15:11

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Rekenaar

Hi everyone, sorry if this has been asked already (couldn't find it).

Anyway, I've parsed all of the data from a .obj file into float arrays (for verts, normals, texture-coords, and the face data aswell)
I've checked all the data against the actual file, so I don't think my parsing is a problem, but when I try to render the object (which is a cube) I just get 2 triangles. (Below, viewed from an angle)



I'm guessing that my problem is that I'm not doing anything with the face data and am just drawing the vertices.
If that is the case, could someone show me how to draw the faces aswell?

Here's my code:

The parse function of my OBJModel class
try {
	while(((currentLine = file.readLine()) != null)) {
		lineCount++;
		currentLine = currentLine.trim();

		if(currentLine.length() > 0) {
			// Vertices
			if(currentLine.charAt(0) == 'v' & currentLine.charAt(1) == ' ') {
				String[] vertexCoordinatesString = currentLine.split("\\s+");
				for(int i = 1; i < vertexCoordinatesString.length; i++) {
					vertexArrayList.add(Float.valueOf(vertexCoordinatesString[i]).floatValue());
				}
			}
			// Normals
			if(currentLine.charAt(0) == 'v' & currentLine.charAt(1) == 'n') {
				String[] normalCoordinatesString = currentLine.split("\\s+");
				for(int i = 1; i < normalCoordinatesString.length; i++) {
					vertexNormalsArrayList.add(Float.valueOf(normalCoordinatesString[i]).floatValue());
				}
			}
			// Texture Coordinates
			if(currentLine.charAt(0) == 'v' & currentLine.charAt(1) == 't') {
				String[] textureCoordinatesString = currentLine.split("\\s+");
				for(int i = 1; i < textureCoordinatesString.length; i++) {
					vertexTextureCoordinatesArrayList.add(Float.valueOf(textureCoordinatesString[i]).floatValue());
				}
			}
			if(currentLine.charAt(0) == 'f' & currentLine.charAt(1) == ' ') {
				String[] faceCoordinatesString = currentLine.split("\\s+");

				for(int i = 1; i < faceCoordinatesString.length; i++) {
					String fixstring = faceCoordinatesString[i].replaceAll("//","/0/");
					String[] tempstring = fixstring.split("/");

					faceArrayList.add(Float.valueOf(tempstring[0]).floatValue());
					if(tempstring.length > 1) {
						faceTextureCoordinatesArrayList.add(Float.valueOf(tempstring[1]).floatValue());
					}
					else {
						faceTextureCoordinatesArrayList.add(0.0f);
					}
					if(tempstring.length > 2) {
						faceNormalsArrayList.add(Float.valueOf(tempstring[2]).floatValue());
					}
					else {
						faceNormalsArrayList.add(0.0f);
					}
				}
			}
		}
	}
	// Convert ArrayLists to float[] arrays
	// Vertices
	vertices = new float[vertexArrayList.size()];
	for (int i = 0; i < vertexArrayList.size(); i++) {
		vertices[i] = vertexArrayList.get(i);
	}
	vertexNormals = new float[vertexNormalsArrayList.size()];
	for (int i = 0; i < vertexNormalsArrayList.size(); i++) {
		vertexNormals[i] = vertexNormalsArrayList.get(i);
	}
	vertexTextureCoordinates = new float[vertexTextureCoordinatesArrayList.size()];
	for (int i = 0; i < vertexTextureCoordinatesArrayList.size(); i++) {
		vertexTextureCoordinates[i] = vertexTextureCoordinatesArrayList.get(i);
	}
	// Faces
	faces = new float[faceArrayList.size()];
	for (int i = 0; i < faceArrayList.size(); i++) {
		faces[i] = faceArrayList.get(i);
	}
	faceNormals = new float[faceNormalsArrayList.size()];
	for (int i = 0; i < faceNormalsArrayList.size(); i++) {
		faceNormals[i] = faceNormalsArrayList.get(i);
	}
	faceTextureCoordinates = new float[faceTextureCoordinatesArrayList.size()];
	for (int i = 0; i < faceTextureCoordinatesArrayList.size(); i++) {
		faceTextureCoordinates[i] = faceTextureCoordinatesArrayList.get(i);
	}
}


The code I use to draw the object
public void Draw(Vector3f position, Vector3f rotation, Color colour) {
	GL11.glTranslatef(position.x,position.y,position.z);
	GL11.glRotatef(rotation.x, 1, 0, 0);
	GL11.glRotatef(rotation.y, 0, 1, 0);
	GL11.glRotatef(rotation.z, 0, 0, 1);
	GL11.glColor3f(colour.r, colour.g, colour.b);

	GL11.glBegin(GL11.GL_TRIANGLES);
		for (int i = 0; i < model.vertices.length / 3; i++) {
			GL11.glVertex3f(model.vertices[0 + 3 * i],model.vertices[1 + 3 * i],model.vertices[2 + 3 * i]);
		}
	GL11.glEnd();
}


Thanks  :)
--
Daniel

kappa

haven't had a look at your code but there is a working obj loader in this thread which might help.

Rekenaar

Yeah, I actually based mine off that  ::)
Anyway, if nothing comes of this thread I'll just use that one.

Thanks
--
Daniel


Rekenaar

Oh wow, that one looks great!
I'll check that one out later today and report progress.


seanrowens

Cool.  I wrote it.  I'm going to work on making materials work better (currently it parses everything in materials and then ignores everything unless it's a mapKd in which cases it uses it as a texture, but very simply.)   I'm also thinking of changing the sample Builder implementation to use org.lwjgl.util.vector.Vector3f instead of the various vertex classes.  Let me know what you think.

Rekenaar

Yay! I managed to figure it out!
What I wasn't doing, was drawing the faces correctly (or at all for that matter).

This posted by Rraawwrr really helped me out.
QuoteThe rows that start with f are position/UV index pairs.

So, the 1/1 line refers to position at index 1 (v 0.084387 1.041998 1.380985) and texture coordinate (vt 0.000000 0.000000).

Note also that obj files are indexed starting from 1.

Here is the updated rendering code:
GL11.glBegin(GL11.GL_TRIANGLES);
for(int i = 0; i < model.faces.length; i++) {
	GL11.glVertex3f(model.vertices[((model.faces[i] - 1) * 3)], model.vertices[((model.faces[i] - 1) * 3) + 1], model.vertices[((model.faces[i] - 1) * 3) + 2]);
}
GL11.glEnd();


Thanks for all the help everyone :)
--
Daniel