https://github.com/syoyo/tinyobjloader
Tiny but powerful single file wavefront obj loader written in C++. No dependency except for C++ STL. It can parse over 10M polygons with moderate memory and time.
tinyobjloader
is good for embedding .obj loader to your (global illumination) renderer ;-)
If you are looking for C89 version, please see https://github.com/syoyo/tinyobjloader-c .
We have released new version v1.0.0 on 20 Aug, 2016. Old version is available v0.9.x
branch https://github.com/syoyo/tinyobjloader/tree/v0.9.x
Previous old version is avaiable in v0.9.x
branch.
tinyobjloader can successfully load 6M triangles Rungholt scene. http://casual-effects.com/data/index.html
TinyObjLoader is successfully used in ...
TINYOBJLOADER_USE_DOUBLE
thanks to nomaLicensed under MIT license.
attrib_t
contains single and linear array of vertex data(position, normal and texcoord).
attrib_t::vertices => 3 floats per vertex v[0] v[1] v[2] v[3] v[n-1] +-----------+-----------+-----------+-----------+ +-----------+ | x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z | +-----------+-----------+-----------+-----------+ +-----------+ attrib_t::normals => 3 floats per vertex n[0] n[1] n[2] n[3] n[n-1] +-----------+-----------+-----------+-----------+ +-----------+ | x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z | +-----------+-----------+-----------+-----------+ +-----------+ attrib_t::texcoords => 2 floats per vertex t[0] t[1] t[2] t[3] t[n-1] +-----------+-----------+-----------+-----------+ +-----------+ | u | v | u | v | u | v | u | v | .... | u | v | +-----------+-----------+-----------+-----------+ +-----------+ attrib_t::colors => 3 floats per vertex(vertex color. optional) c[0] c[1] c[2] c[3] c[n-1] +-----------+-----------+-----------+-----------+ +-----------+ | x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z | +-----------+-----------+-----------+-----------+ +-----------+
Each shape_t::mesh_t
does not contain vertex data but contains array index to attrib_t
. See loader_example.cc
for more details.
mesh_t::indices => array of vertex indices. +----+----+----+----+----+----+----+----+----+----+ +--------+ | i0 | i1 | i2 | i3 | i4 | i5 | i6 | i7 | i8 | i9 | ... | i(n-1) | +----+----+----+----+----+----+----+----+----+----+ +--------+ Each index has an array index to attrib_t::vertices, attrib_t::normals and attrib_t::texcoords. mesh_t::num_face_vertices => array of the number of vertices per face(e.g. 3 = triangle, 4 = quad , 5 or more = N-gons). +---+---+---+ +---+ | 3 | 4 | 3 | ...... | 3 | +---+---+---+ +---+ | | | | | | | +-----------------------------------------+ | | | | | | +------------------------------+ | | | | | | +------------------+ | | | | | | |/ |/ |/ |/ mesh_t::indices | face[0] | face[1] | face[2] | | face[n-1] | +----+----+----+----+----+----+----+----+----+----+ +--------+--------+--------+ | i0 | i1 | i2 | i3 | i4 | i5 | i6 | i7 | i8 | i9 | ... | i(n-3) | i(n-2) | i(n-1) | +----+----+----+----+----+----+----+----+----+----+ +--------+--------+--------+
Note that when triangulate
flas is true in tinyobj::LoadObj()
argument, num_face_vertices
are all filled with 3(triangle).
TinyObjLoader now use real_t
for floating point data type. Default is float(32bit)
. You can enable double(64bit)
precision by using TINYOBJLOADER_USE_DOUBLE
define.
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc #include "tiny_obj_loader.h" std::string inputfile = "cornell_box.obj"; tinyobj::attrib_t attrib; std::vector<tinyobj::shape_t> shapes; std::vector<tinyobj::material_t> materials; std::string err; bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, inputfile.c_str()); if (!err.empty()) { // `err` may contain warning message. std::cerr << err << std::endl; } if (!ret) { exit(1); } // Loop over shapes for (size_t s = 0; s < shapes.size(); s++) { // Loop over faces(polygon) size_t index_offset = 0; for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) { int fv = shapes[s].mesh.num_face_vertices[f]; // Loop over vertices in the face. for (size_t v = 0; v < fv; v++) { // access to vertex tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v]; tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0]; tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1]; tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2]; tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0]; tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1]; tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2]; tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0]; tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1]; // Optional: vertex colors // tinyobj::real_t red = attrib.colors[3*idx.vertex_index+0]; // tinyobj::real_t green = attrib.colors[3*idx.vertex_index+1]; // tinyobj::real_t blue = attrib.colors[3*idx.vertex_index+2]; } index_offset += fv; // per-face material shapes[s].mesh.material_ids[f]; } }
Optimized multi-threaded .obj loader is available at experimental/
directory. If you want absolute performance to load .obj data, this optimized loader will fit your purpose. Note that the optimized loader uses C++11 thread and it does less error checks but may work most .obj data.
Here is some benchmark result. Time are measured on MacBook 12(Early 2016, Core m5 1.2GHz).
Unit tests are provided in tests
directory. See tests/README.md
for details.