| # tinyobjloader |
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| [](https://gitter.im/syoyo/tinyobjloader?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge) |
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| [](https://travis-ci.org/syoyo/tinyobjloader) |
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| [](https://app.wercker.com/project/bykey/495a3bac400212cdacdeb4dd9397bf4f) |
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| [](https://ci.appveyor.com/project/syoyo/tinyobjloader/branch/master) |
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| [](https://coveralls.io/github/syoyo/tinyobjloader?branch=master) |
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| [https://github.com/syoyo/tinyobjloader](https://github.com/syoyo/tinyobjloader) |
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| 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. |
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| `tinyobjloader` is good for embedding .obj loader to your (global illumination) renderer ;-) |
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| If you are looking for C89 version, please see https://github.com/syoyo/tinyobjloader-c . |
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| Notice! |
| ------- |
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| 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 |
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| ## What's new |
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| * 20 Aug, 2016 : Bump version v1.0.0. New data structure and API! |
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| ### Old version |
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| Previous old version is avaiable in `v0.9.x` branch. |
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| ## Example |
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|  |
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| tinyobjloader can successfully load 6M triangles Rungholt scene. |
| http://casual-effects.com/data/index.html |
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|  |
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| * [examples/viewer/](examples/viewer) OpenGL .obj viewer |
| * [examples/callback_api/](examples/callback_api/) Callback API example |
| * [examples/voxelize/](examples/voxelize/) Voxelizer example |
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| ## Use case |
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| TinyObjLoader is successfully used in ... |
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| ### New version(v1.0.x) |
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| * Double precision support through `TINYOBJLOADER_USE_DOUBLE` thanks to noma |
| * Loading models in Vulkan Tutorial https://vulkan-tutorial.com/Loading_models |
| * .obj viewer with Metal https://github.com/middlefeng/NuoModelViewer/tree/master |
| * Vulkan Cookbook https://github.com/PacktPublishing/Vulkan-Cookbook |
| * cudabox: CUDA Solid Voxelizer Engine https://github.com/gaspardzoss/cudavox |
| * Drake: A planning, control, and analysis toolbox for nonlinear dynamical systems https://github.com/RobotLocomotion/drake |
| * VFPR - a Vulkan Forward Plus Renderer : https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer |
| * Your project here! (Letting us know via github issue is welcome!) |
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| ### Old version(v0.9.x) |
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| * bullet3 https://github.com/erwincoumans/bullet3 |
| * pbrt-v2 https://github.com/mmp/pbrt-v2 |
| * OpenGL game engine development http://swarminglogic.com/jotting/2013_10_gamedev01 |
| * mallie https://lighttransport.github.io/mallie |
| * IBLBaker (Image Based Lighting Baker). http://www.derkreature.com/iblbaker/ |
| * Stanford CS148 http://web.stanford.edu/class/cs148/assignments/assignment3.pdf |
| * Awesome Bump http://awesomebump.besaba.com/about/ |
| * sdlgl3-wavefront OpenGL .obj viewer https://github.com/chrisliebert/sdlgl3-wavefront |
| * pbrt-v3 https://github.com/mmp/pbrt-v3 |
| * cocos2d-x https://github.com/cocos2d/cocos2d-x/ |
| * Android Vulkan demo https://github.com/SaschaWillems/Vulkan |
| * voxelizer https://github.com/karimnaaji/voxelizer |
| * Probulator https://github.com/kayru/Probulator |
| * OptiX Prime baking https://github.com/nvpro-samples/optix_prime_baking |
| * FireRays SDK https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK |
| * parg, tiny C library of various graphics utilities and GL demos https://github.com/prideout/parg |
| * Opengl unit of ChronoEngine https://github.com/projectchrono/chrono-opengl |
| * Point Based Global Illumination on modern GPU https://pbgi.wordpress.com/code-source/ |
| * Fast OBJ file importing and parsing in CUDA http://researchonline.jcu.edu.au/42515/1/2015.CVM.OBJCUDA.pdf |
| * Sorted Shading for Uni-Directional Pathtracing by Joshua Bainbridge https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc15/02Josh/joshua_bainbridge_thesis.pdf |
| * GeeXLab http://www.geeks3d.com/hacklab/20160531/geexlab-0-12-0-0-released-for-windows/ |
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| ## Features |
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| * Group(parse multiple group name) |
| * Vertex |
| * Vertex color(as an extension: https://blender.stackexchange.com/questions/31997/how-can-i-get-vertex-painted-obj-files-to-import-into-blender) |
| * Texcoord |
| * Normal |
| * Material |
| * Unknown material attributes are returned as key-value(value is string) map. |
| * Crease tag('t'). This is OpenSubdiv specific(not in wavefront .obj specification) |
| * PBR material extension for .MTL. Its proposed here: http://exocortex.com/blog/extending_wavefront_mtl_to_support_pbr |
| * Callback API for custom loading. |
| * Double precision support(for HPC application). |
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| ## TODO |
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| * [ ] Fix obj_sticker example. |
| * [ ] More unit test codes. |
| * [x] Texture options |
| * [ ] Normal vector generation |
| * [ ] Support smoothing groups |
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| ## License |
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| Licensed under MIT license. |
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| ## Usage |
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| ### Data format |
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| `attrib_t` contains single and linear array of vertex data(position, normal and texcoord). |
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| ``` |
| attrib_t::vertices => 3 floats per vertex |
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| 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 | |
| +-----------+-----------+-----------+-----------+ +-----------+ |
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| attrib_t::normals => 3 floats per vertex |
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| 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 | |
| +-----------+-----------+-----------+-----------+ +-----------+ |
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| attrib_t::texcoords => 2 floats per vertex |
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| t[0] t[1] t[2] t[3] t[n-1] |
| +-----------+-----------+-----------+-----------+ +-----------+ |
| | u | v | u | v | u | v | u | v | .... | u | v | |
| +-----------+-----------+-----------+-----------+ +-----------+ |
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| attrib_t::colors => 3 floats per vertex(vertex color. optional) |
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| 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 | |
| +-----------+-----------+-----------+-----------+ +-----------+ |
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| ``` |
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| Each `shape_t::mesh_t` does not contain vertex data but contains array index to `attrib_t`. |
| See `loader_example.cc` for more details. |
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| ``` |
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| mesh_t::indices => array of vertex indices. |
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| +----+----+----+----+----+----+----+----+----+----+ +--------+ |
| | i0 | i1 | i2 | i3 | i4 | i5 | i6 | i7 | i8 | i9 | ... | i(n-1) | |
| +----+----+----+----+----+----+----+----+----+----+ +--------+ |
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| Each index has an array index to attrib_t::vertices, attrib_t::normals and attrib_t::texcoords. |
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| mesh_t::num_face_vertices => array of the number of vertices per face(e.g. 3 = triangle, 4 = quad , 5 or more = N-gons). |
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| +---+---+---+ +---+ |
| | 3 | 4 | 3 | ...... | 3 | |
| +---+---+---+ +---+ |
| | | | | |
| | | | +-----------------------------------------+ |
| | | | | |
| | | +------------------------------+ | |
| | | | | |
| | +------------------+ | | |
| | | | | |
| |/ |/ |/ |/ |
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| mesh_t::indices |
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| | 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) | |
| +----+----+----+----+----+----+----+----+----+----+ +--------+--------+--------+ |
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| ``` |
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| Note that when `triangulate` flas is true in `tinyobj::LoadObj()` argument, `num_face_vertices` are all filled with 3(triangle). |
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| ### float data type |
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| 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. |
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| #### Example code |
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| ```c++ |
| #define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc |
| #include "tiny_obj_loader.h" |
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| std::string inputfile = "cornell_box.obj"; |
| tinyobj::attrib_t attrib; |
| std::vector<tinyobj::shape_t> shapes; |
| std::vector<tinyobj::material_t> materials; |
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| std::string err; |
| bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, inputfile.c_str()); |
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| if (!err.empty()) { // `err` may contain warning message. |
| std::cerr << err << std::endl; |
| } |
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| if (!ret) { |
| exit(1); |
| } |
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| // 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]; |
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| // 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; |
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| // per-face material |
| shapes[s].mesh.material_ids[f]; |
| } |
| } |
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| ``` |
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| ## Optimized loader |
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| 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. |
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| Here is some benchmark result. Time are measured on MacBook 12(Early 2016, Core m5 1.2GHz). |
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| * Rungholt scene(6M triangles) |
| * old version(v0.9.x): 15500 msecs. |
| * baseline(v1.0.x): 6800 msecs(2.3x faster than old version) |
| * optimised: 1500 msecs(10x faster than old version, 4.5x faster than baseline) |
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| ## Tests |
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| Unit tests are provided in `tests` directory. See `tests/README.md` for details. |