The current implementation doesn't support relative indices and generates a "invalid vector<t> subscript" error when loading a mesh with a -10 index(or possible others, I haven't tried).
Changing the else clause at code/ObjFileParser.cpp(307) to the following seems to fix it, but I can't get my hands on any solid test data:
else
{
//OBJ USES 1 Base ARRAYS!!!!
const int iVal = atoi( pPtr );
int tmp = iVal;
while ( ( tmp = tmp / 10 )!=0 )
++iStep;
// fix for negative values
if( iVal < 0 ) ++iStep;
if ( iVal != 0 )
{
// Store parsed index
if ( 0 == iPos )
{
const int index = iVal < 0 ? m_pModel->m_Vertices.size() + iVal : iVal-1;
pIndices->push_back( index );
}
else if ( 1 == iPos )
{
const int index = iVal < 0 ? m_pModel->m_TextureCoord.size() + iVal : iVal-1;
pTexID->push_back( index );
}
else if ( 2 == iPos )
{
const int index = iVal < 0 ? m_pModel->m_Normals.size() + iVal : iVal-1;
pNormalID->push_back( index );
hasNormal = true;
}
else
{
reportErrorTokenInFace();
}
}
Attached is the handgun obj from http://www.turbosquid.com/3d-models/newhere-s-weapon-obj-free/556764 that has negative/relative indices, but this model seems to have invalid vertex data as well.
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Source: http://www.turbosquid.com/3d-models/newhere-s-weapon-obj-free/556764
Last edit: Anonymous 2015-12-27
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the vertex data of the attached model is fine, assimp viwer has problem displaying it since it's really small, scaling the model before or after fixes this issue.
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Files that load "successfully" have wrong coordinates.
Last edit: Anonymous 2015-12-26
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