Object reference not set to an instance of an object[error]

Hello. I'm trying to make a simple 3D scene with OBJ objects loaded I'm making a collision box to the FPS camera. What I did was make an array class and then loop through them to check if my camera collision box("Camera_Obj") is colliding with them. When I'm trying to run it, an error appears in "

An unhandled exception of type 'System.NullReferenceException' occurred in FPS Camera.exe

Additional information: Object reference not set to an instance of an object."

I think the error comes from the class. Btw, I'm using Visual studio 2010. Any help is appreciated. Thank you.


Class
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
class Model
{
private:
	// Model Info
	vector<Vertex3D> Vertices;
	vector<Texture2D> Textures;
	vector<Normal3D> Normals;
	vector<Face> Faces;
public:
	float ULX,ULY,LRX,LRY;
	float X, Y, Z;

	Model()
	{
	}
	Model(float x, float y, float z)
	{
		this->X = x;
		this->Y = y;
		this->Z = z;
	}
	//LOAD OBJ
	void Load(const char *OBJFile) 
	{
		ifstream ifs(OBJFile);
		cout << OBJFile << endl;
		while (!ifs.eof()) {
			char data[100000];

			for (int Dataindx = 0; Dataindx < 100000; Dataindx++)
				data[Dataindx] = '\0';

			ifs >> data; //Extract 1 word from the file
			if (strcmp(data, "v") == 0) {
				float x, y, z; //Vertex data

				//Extract x, y, z components
				ifs >> x;
				ifs >> y;
				ifs >> z;

				Vertex3D vert; //Create Vertex3D object
				vert.x = x;
				vert.y = y;
				vert.z = z;

				//Add the vertex into the vector
				this->Vertices.push_back(vert);
			}
			else if (strcmp(data, "vt") == 0) {
				float x, y; // Texture Data

				// Extract x, y components
				ifs >> x;
				ifs >> y;

				Texture2D text;
				text.x = x;
				text.y = y;

				//cout << ": X: " << x << ", Y: " << y << endl;

				// Add the texture into the vector
				this->Textures.push_back(text);
			}
			else if (strcmp(data, "vn") == 0) {
				float x, y, z; //Vertex normal

				//Extract vertex normal
				ifs >> x;
				ifs >> y;
				ifs >> z;

				Normal3D norm; //Create Normal3D object
				norm.x = x;
				norm.y = y;
				norm.z = z;

				//Add this normal into the vector
				this->Normals.push_back(norm);
			}
			else if (strcmp(data, "f") == 0) {
				if (this->Faces.size() == 2)
					int qwe = 0;

				char faceData[100000]; //Face data
				Face myFace;
				while (true) {
					ifs >> faceData; //Extract next data
					if (ContainSlash(faceData, 100000)) { //Check if data is valid
						char Vertexindx[15];
						char Textureindx[15];
						char Normalindx[15];

						ExtractVertexIdx(faceData, Vertexindx);
						ExtractTextureIdx(faceData, Textureindx);
						ExtractNormalIdx(faceData, Normalindx);

						int vIndex = atoi(Vertexindx);
						//cout << "VIndex: " << atoi(Vertexindx) << endl;
						int tIndex = atoi(Textureindx);
						//cout << "TIndex: " << atoi(Textureindx) << endl;
						int nIndex = atoi(Normalindx);
						//cout << "NIndex: " << atoi(Normalindx) << endl << endl;

						myFace.VertexIndex.push_back(vIndex);
						myFace.TextureIndex.push_back(tIndex);
						myFace.NormalIndex.push_back(nIndex);
					}
					else {
						this->Faces.push_back(myFace); //INVALID face data
						ifs.unget();
						break;
					}
				}
			}
		}
	}
	//RENDERING OBJ FILE
	void Render(GLuint _Texture)
	{
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, _Texture);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

		glPushMatrix();
		glTranslatef(this->X, this->Y, this->Z);
		glColor3f(1.0, 1.0, 1.0);
		glLineWidth(1);
		for (int i = 0; i < Faces.size(); i++)
		{
			glBegin(GL_POLYGON);
			for (int j = 0; j < Faces[i].NormalIndex.size(); j++)
			{
				int Normalindx = Faces[i].NormalIndex[j] - 1; //Get the normal
				float x, y, z;

				x = Normals[Normalindx].x;
				y = Normals[Normalindx].y;
				z = Normals[Normalindx].z;

				glNormal3f(x, y, z);

				int Textureindx = this->Faces[i].TextureIndex[j] - 1;

				x = this->Textures[Textureindx].x;
				y = this->Textures[Textureindx].y;

				glTexCoord2f(x, y);

				//Get the vertex
				int Vertexindx = Faces[i].VertexIndex[j] - 1;

				x = Vertices[Vertexindx].x;
				y = Vertices[Vertexindx].y;
				z = Vertices[Vertexindx].z;

				glVertex3f(x, y, z);
			}
			glEnd();
		}
		glDisable(GL_TEXTURE_2D);
		glPopMatrix();
	}
};
//DECLARE MODELS
Model model[6],Camera_Obj;



Topic archived. No new replies allowed.