这是我第一次发帖。我对这个名为 ASSIMP 的 3d 模型加载库有这个问题。我正在尝试将其集成到示例 Direct3d9 应用程序中。而且进展不顺利。我是一位经验丰富的 C++ 程序员,所以帮助我应该不会太麻烦:)。所以我过去制作了几个 d3d9 应用程序并渲染了手动原语。但现在我正在尝试渲染一个加载了 ASSIMP 的 obj 模型。当我尝试渲染它时,根本没有渲染任何内容。这很奇怪,甚至没有渲染一个多边形。这非常令人沮丧,因为我花了 1 周的时间试图解决这个问题,但在谷歌上搜索没有返回任何有用的结果。老实说,你们是我最后的希望,哈哈。好的,这是我的代码。漂亮请看一下并帮助我了解我做错了什么。
bool Mesh::LoadMesh(const std::string& Filename)
{
Assimp::Importer Importer;
const aiScene *pScene = NULL;
const aiMesh *pMesh = NULL;
pScene = Importer.ReadFile(Filename.c_str(), aiProcess_Triangulate | aiProcess_ConvertToLeftHanded | aiProcess_ValidateDataStructure | aiProcess_FindInvalidData);
if (!pScene)
{
printf("Error parsing '%s': '%s'\n", Filename.c_str(), Importer.GetErrorString());
return false;
}
pMesh = pScene->mMeshes[0];
if (!pMesh)
{
printf("Error Finding Model In file. Did you export an empty scene?");
return false;
}
for (unsigned int i = 0; i < pMesh->mNumFaces; i++)
{
if (pMesh->mFaces[i].mNumIndices == 3)
{
m_NumIndices = m_NumIndices + 3;
}
else
{
printf("Error parsing Faces. Try to Re-Export model from 3d package!");
return false;
}
}
m_NumFaces = pMesh->mNumFaces;
m_NumVertecies = pMesh->mNumVertices;
ZeroMemory(&m_pVB, sizeof(m_pVB));
m_pRenderDevice->CreateVertexBuffer(sizeof(Vertex) * m_NumVertecies, 0, VertexFVF, D3DPOOL_DEFAULT, &m_pVB, NULL);
m_pVB->Lock(0, 0, (void**)&m_pVertecies, 0);
for (int i = 0; i < pMesh->mNumVertices; i++)
{
Vertex *pvertex = new Vertex(D3DXVECTOR3(pMesh->mVertices[i].x, pMesh->mVertices[i].y, pMesh->mVertices[i].z), D3DXVECTOR2(pMesh->mTextureCoords[0][i].x, pMesh->mTextureCoords[0][i].y), D3DXVECTOR3(pMesh->mNormals[i].x, pMesh->mNormals[i].y, pMesh->mNormals[i].z));
m_pVertecies[i] = pvertex;
}
m_pVB->Unlock();
return true;
}
void Mesh::Render()
{
m_pRenderDevice->SetStreamSource(0, m_pVB, 0, sizeof(Vertex));
m_pRenderDevice->SetFVF(VertexFVF);
m_pRenderDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, m_NumFaces);
}
void Render()
{
D3DCOLOR Color = D3DCOLOR_ARGB(255, 0, 0, 255);
//Clear the Z and Back buffers
g_pRenderDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Color, 1.0f, 0);
g_pRenderDevice->BeginScene();
InitializeViewMatrix();
D3DXMATRIX Scale;
D3DXMatrixScaling(&Scale, CameraScaleX, CameraScaleY, CameraScaleZ);
D3DXMATRIX Rotation;
CameraRotX += 0.025;
D3DXMatrixRotationYawPitchRoll(&Rotation, CameraRotX, CameraRotY, CameraRotZ);
g_pRenderDevice->SetTransform(D3DTS_WORLD, &D3DXMATRIX(Scale * Rotation));
if (pMesh)
{
pMesh->Render();
}
g_pRenderDevice->EndScene();
g_pRenderDevice->Present(NULL, NULL, NULL, NULL);
}