GV

GeezerVison

The World Wide Web, restored to 800 pixels of glory.

Home|About|Gaming cabinet|Archives|How it works|Starter sites

On this site

  • Sign in
  • ActionsCI/CD and automation
  • CodespacesCloud development environments
  • All Features
  • Documentation
  • Training
  • Certifications
  • Build with Copilot
  • Customize Copilot
  • Integrations
  • Trending repos
  • GitHub Sponsors
  • Developer articles
  • Enterprises

This view

  • Original page
  • New address

GeezerVison is showing github.com — GitHub - Neptilo/tinyobjloader: Tiny but powerful single file wavefront obj loader

BranchesTags
Open more actions menu
 
 

Latest commit

 

History

526 Commits
526 Commits

Folders and files

NameName
Last commit message
Last commit date
deps
deps
 
 
examples
examples
 
 
experimental
experimental
 
 
fuzzer
fuzzer
 
 
images
images
 
 
jni
jni
 
 
models
models
 
 
python
python
 
 
tests
tests
 
 
tools
tools
 
 
.bintray.in
.bintray.in
 
 
.clang-format
.clang-format
 
 
.drone.yml
.drone.yml
 
 
.gitignore
.gitignore
 
 
.travis.yml
.travis.yml
 
 
CMakeLists.txt
CMakeLists.txt
 
 
LICENSE
LICENSE
 
 
README.md
README.md
 
 
appveyor.yml
appveyor.yml
 
 
build.ninja
build.ninja
 
 
loader_example.cc
loader_example.cc
 
 
premake4.lua
premake4.lua
 
 
tiny_obj_loader.cc
tiny_obj_loader.cc
 
 
tiny_obj_loader.h
tiny_obj_loader.h
 
 
tinyobjloader-config.cmake.in
tinyobjloader-config.cmake.in
 
 
tinyobjloader.pc.in
tinyobjloader.pc.in
 
 
vcsetup.bat
vcsetup.bat
 
 
wercker.yml
wercker.yml
 
 

Repository files navigation

tinyobjloader

Join the chat at https://gitter.im/syoyo/tinyobjloader

Build Status

wercker status

Build status

Coverage Status

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 .

Notice!

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

What's new

  • 20 Aug, 2016 : Bump version v1.0.0. New data structure and API!

Old version

Previous old version is avaiable in v0.9.x branch.

Example

Rungholt

tinyobjloader can successfully load 6M triangles Rungholt scene. http://casual-effects.com/data/index.html

  • examples/viewer/ OpenGL .obj viewer
  • examples/callback_api/ Callback API example
  • examples/voxelize/ Voxelizer example

Use case

TinyObjLoader is successfully used in ...

New version(v1.0.x)

  • 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!)

Old version(v0.9.x)

  • 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/

Features

  • 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).
  • Smoothing group

TODO

  • Fix obj_sticker example.
  • More unit test codes.
  • Texture options

License

Licensed under MIT license.

Usage

Data format

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).

float data type

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.

Example code

#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 loader

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).

  • 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)

Tests

Unit tests are provided in tests directory. See tests/README.md for details.

About

Tiny but powerful single file wavefront obj loader

Resources

Readme
MIT license
Activity

Stars

0 stars

Watchers

1 watching

Forks

0 forks
Report repository

Releases

Packages

Contributors

Languages

You are visitor 01402503 — GeezerVison does not store the pages you look up.
Best viewed with Netscape Navigator 4.7 or Internet Explorer 6 at 800×600. No cookies required.