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Edwinzero/tinyobjloader

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tinyobjloader

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

Build Status

wercker status

Build status

Coverage Status

http://syoyo.github.io/tinyobjloader/

Tiny but powerful single file wavefront obj loader written in C++. No dependency except for C++ STL. It can parse 10M over polygons with moderate memory and time.

tinyobjloader is good for embedding .obj loader to your (global illumination) renderer ;-)

What's new

  • Jan 29, 2016 : Support n-polygon(no triangulation) and OpenSubdiv crease tag! Thanks dboogert!
  • Nov 26, 2015 : Now single-header only!.
  • Nov 08, 2015 : Improved API.
  • Jun 23, 2015 : Various fixes and added more projects using tinyobjloader. Thanks many contributors!
  • Mar 03, 2015 : Replace atof() with hand-written parser for robust reading of numeric value. Thanks skurmedel!
  • Feb 06, 2015 : Fix parsing multi-material object
  • Sep 14, 2014 : Add support for multi-material per object/group. Thanks Mykhailo!
  • Mar 17, 2014 : Fixed trim newline bugs. Thanks ardneran!
  • Apr 29, 2014 : Add API to read .obj from std::istream. Good for reading compressed .obj or connecting to procedural primitive generator. Thanks burnse!
  • Apr 21, 2014 : Define default material if no material definition exists in .obj. Thanks YarmUI!
  • Apr 10, 2014 : Add support for parsing 'illum' and 'd'/'Tr' statements. Thanks mmp!
  • Jan 27, 2014 : Added CMake project. Thanks bradc6!
  • Nov 26, 2013 : Performance optimization by NeuralSandwich. 9% improvement in his project, thanks!
  • Sep 12, 2013 : Added multiple .obj sticher example.

Example

Rungholt

tinyobjloader can successfully load 6M triangles Rungholt scene. http://graphics.cs.williams.edu/data/meshes.xml

Use case

TinyObjLoader is successfully used in ...

Features

  • Group(parse multiple group name)
  • Vertex
  • 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)

TODO

  • Support different indices for vertex/normal/texcoord

License

Licensed under 2 clause BSD.

Usage

TinyObjLoader triangulate input .obj by default.

#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
#include "tiny_obj_loader.h"

std::string inputfile = "cornell_box.obj";
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
  
std::string err;
bool ret = tinyobj::LoadObj(shapes, materials, err, inputfile.c_str());
  
if (!err.empty()) { // `err` may contain warning message.
  std::cerr << err << std::endl;
}

if (!ret) {
  exit(1);
}

std::cout << "# of shapes    : " << shapes.size() << std::endl;
std::cout << "# of materials : " << materials.size() << std::endl;
  
for (size_t i = 0; i < shapes.size(); i++) {
  printf("shape[%ld].name = %s\n", i, shapes[i].name.c_str());
  printf("Size of shape[%ld].indices: %ld\n", i, shapes[i].mesh.indices.size());
  printf("Size of shape[%ld].material_ids: %ld\n", i, shapes[i].mesh.material_ids.size());
  assert((shapes[i].mesh.indices.size() % 3) == 0);
  for (size_t f = 0; f < shapes[i].mesh.indices.size() / 3; f++) {
    printf("  idx[%ld] = %d, %d, %d. mat_id = %d\n", f, shapes[i].mesh.indices[3*f+0], shapes[i].mesh.indices[3*f+1], shapes[i].mesh.indices[3*f+2], shapes[i].mesh.material_ids[f]);
  }

  printf("shape[%ld].vertices: %ld\n", i, shapes[i].mesh.positions.size());
  assert((shapes[i].mesh.positions.size() % 3) == 0);
  for (size_t v = 0; v < shapes[i].mesh.positions.size() / 3; v++) {
    printf("  v[%ld] = (%f, %f, %f)\n", v,
      shapes[i].mesh.positions[3*v+0],
      shapes[i].mesh.positions[3*v+1],
      shapes[i].mesh.positions[3*v+2]);
  }
}

for (size_t i = 0; i < materials.size(); i++) {
  printf("material[%ld].name = %s\n", i, materials[i].name.c_str());
  printf("  material.Ka = (%f, %f ,%f)\n", materials[i].ambient[0], materials[i].ambient[1], materials[i].ambient[2]);
  printf("  material.Kd = (%f, %f ,%f)\n", materials[i].diffuse[0], materials[i].diffuse[1], materials[i].diffuse[2]);
  printf("  material.Ks = (%f, %f ,%f)\n", materials[i].specular[0], materials[i].specular[1], materials[i].specular[2]);
  printf("  material.Tr = (%f, %f ,%f)\n", materials[i].transmittance[0], materials[i].transmittance[1], materials[i].transmittance[2]);
  printf("  material.Ke = (%f, %f ,%f)\n", materials[i].emission[0], materials[i].emission[1], materials[i].emission[2]);
  printf("  material.Ns = %f\n", materials[i].shininess);
  printf("  material.Ni = %f\n", materials[i].ior);
  printf("  material.dissolve = %f\n", materials[i].dissolve);
  printf("  material.illum = %d\n", materials[i].illum);
  printf("  material.map_Ka = %s\n", materials[i].ambient_texname.c_str());
  printf("  material.map_Kd = %s\n", materials[i].diffuse_texname.c_str());
  printf("  material.map_Ks = %s\n", materials[i].specular_texname.c_str());
  printf("  material.map_Ns = %s\n", materials[i].specular_highlight_texname.c_str());
  std::map<std::string, std::string>::const_iterator it(materials[i].unknown_parameter.begin());
  std::map<std::string, std::string>::const_iterator itEnd(materials[i].unknown_parameter.end());
  for (; it != itEnd; it++) {
    printf("  material.%s = %s\n", it->first.c_str(), it->second.c_str());
  }
  printf("\n");
}

Reading .obj without triangulation. Use num_vertices[i] to iterate over faces(indices). num_vertices[i] stores the number of vertices for ith face.

#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
#include "tiny_obj_loader.h"

std::string inputfile = "cornell_box.obj";
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
  
std::string err;
bool triangulate = false;
bool ret = tinyobj::LoadObj(shapes, materials, err, inputfile.c_str(), triangulate);
  
if (!err.empty()) { // `err` may contain warning message.
  std::cerr << err << std::endl;
}

if (!ret) {
  exit(1);
}

for (size_t i = 0; i < shapes.size(); i++) {

  size_t indexOffset = 0;
  for (size_t n = 0; n < shapes[i].mesh.num_vertices.size(); n++) {
    int ngon = shapes[i].mesh.num_vertices[n];
    for (size_t f = 0; f < ngon; f++) {
      unsigend int v = shapes[i].mesh.indices[indexOffset + f];
      printf("  face[%ld] v[%ld] = (%f, %f, %f)\n", n,
        shapes[i].mesh.positions[3*v+0],
        shapes[i].mesh.positions[3*v+1],
        shapes[i].mesh.positions[3*v+2]);
      
    }
    indexOffset += ngon;
  }

}

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Tiny but powerful single file wavefront obj loader

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