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# tinyobjloader
[](https://badge.fury.io/py/tinyobjloader)
[](https://dev.azure.com/tinyobjloader/tinyobjloader/_build/latest?definitionId=1&branchName=master)
[](https://ci.appveyor.com/project/syoyo/tinyobjloader-6e4qf/branch/master)
[](https://coveralls.io/github/syoyo/tinyobjloader?branch=master)
[](https://aur.archlinux.org/packages/tinyobjloader)
Tiny but powerful single file wavefront obj loader written in C++03. 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 .
Version notice
--------------
We recommend to use `master`(`main`) branch. Its v2.0 release candidate. Most features are now nearly robust and stable(Remaining task for release v2.0 is polishing C++ and Python API, and fix built-in triangulation code).
We have released new version v1.0.0 on 20 Aug, 2016.
Old version is available as `v0.9.x` branch https://github.com/syoyo/tinyobjloader/tree/v0.9.x
## What's new
* 29 Jul, 2021 : Added Mapbox's earcut for robust triangulation. Also fixes triangulation bug(still there is some issue in built-in triangulation algorithm: https://github.com/tinyobjloader/tinyobjloader/issues/319).
* 19 Feb, 2020 : The repository has been moved to https://github.com/tinyobjloader/tinyobjloader !
* 18 May, 2019 : Python binding!(See `python` folder. Also see https://pypi.org/project/tinyobjloader/)
* 14 Apr, 2019 : Bump version v2.0.0 rc0. New C++ API and python bindings!(1.x API still exists for backward compatibility)
* 20 Aug, 2016 : Bump version v1.0.0. New data structure and API!
## Requirements
* C++03 compiler
### Old version
Previous old version is available in `v0.9.x` branch.
## Example

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

* [examples/viewer/](examples/viewer) OpenGL .obj viewer
* [examples/callback_api/](examples/callback_api/) Callback API example
* [examples/voxelize/](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
* glslViewer: https://github.com/patriciogonzalezvivo/glslViewer
* Lighthouse2: https://github.com/jbikker/lighthouse2
* rayrender(an open source R package for raytracing scenes in created in R): https://github.com/tylermorganwall/rayrender
* liblava - A modern C++ and easy-to-use framework for the Vulkan API. [MIT]: https://github.com/liblava/liblava
* rtxON - Simple Vulkan raytracing tutorials https://github.com/iOrange/rtxON
* metal-ray-tracer - Writing ray-tracer using Metal Performance Shaders https://github.com/sergeyreznik/metal-ray-tracer https://sergeyreznik.github.io/metal-ray-tracer/index.html
* Supernova Engine - 2D and 3D projects with Lua or C++ in data oriented design: https://github.com/supernovaengine/supernova
* AGE (Arc Game Engine) - An open-source engine for building 2D & 3D real-time rendering and interactive contents: https://github.com/MohitSethi99/ArcGameEngine
* [Wicked Engine<img src="https://github.com/turanszkij/WickedEngine/blob/master/Content/logo_small.png" width="28px" align="center"/>](https://github.com/turanszkij/WickedEngine) - 3D engine with modern graphics
* 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
* Crease tag('t'). This is OpenSubdiv specific(not in wavefront .obj specification)
* Callback API for custom loading.
* Double precision support(for HPC application).
* Smoothing group
* Python binding : See `python` folder.
* Precompiled binary(manylinux1-x86_64 only) is hosted at pypi https://pypi.org/project/tinyobjloader/)
### Primitives
* [x] face(`f`)
* [x] lines(`l`)
* [ ] points(`p`)
* [ ] curve
* [ ] 2D curve
* [ ] surface.
* [ ] Free form curve/surfaces
### Material
* PBR material extension for .MTL. Please see [pbr-mtl.md](pbr-mtl.md) for details.
* Texture options
* Unknown material attributes are returned as key-value(value is string) map.
## TODO
* [ ] Fix obj_sticker example.
* [ ] More unit test codes.
## License
TinyObjLoader is licensed under MIT license.
### Third party licenses.
* pybind11 : BSD-style license.
* mapbox earcut.hpp: ISC License.
## Usage
### Installation
One option is to simply copy the header file into your project and to make sure that `TINYOBJLOADER_IMPLEMENTATION` is defined exactly once.
### Building tinyobjloader - Using vcpkg(not recommended though)
Although it is not a recommended way, you can download and install tinyobjloader using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager:
git clone https://github.com/Microsoft/vcpkg.git
cd vcpkg
./bootstrap-vcpkg.sh
./vcpkg integrate install
./vcpkg install tinyobjloader
The tinyobjloader port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.
### 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` flag 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.
### Robust triangulation
When you enable `triangulation`(default is enabled),
TinyObjLoader triangulate polygons(faces with 4 or more vertices).
Built-in trinagulation code may not work well in some polygon shape.
You can define `TINYOBJLOADER_USE_MAPBOX_EARCUT` for robust triangulation using `mapbox/earcut.hpp`.
This requires C++11 compiler though. And you need to copy `mapbox/earcut.hpp` to your project.
If you have your own `mapbox/earcut.hpp` file incuded in your project, you can define `TINYOBJLOADER_DONOT_INCLUDE_MAPBOX_EARCUT` so that `mapbox/earcut.hpp` is not included inside of `tiny_obj_loader.h`.
#### Example code (Deprecated API)
```c++
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
// Optional. define TINYOBJLOADER_USE_MAPBOX_EARCUT gives robust trinagulation. Requires C++11
//#define TINYOBJLOADER_USE_MAPBOX_EARCUT
#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 warn;
std::string err;
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, inputfile.c_str());
if (!warn.empty()) {
std::cout << warn << std::endl;
}
if (!err.empty()) {
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++) {
size_t fv = size_t(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*size_t(idx.vertex_index)+0];
tinyobj::real_t vy = attrib.vertices[3*size_t(idx.vertex_index)+1];
tinyobj::real_t vz = attrib.vertices[3*size_t(idx.vertex_index)+2];
// Check if `normal_index` is zero or positive. negative = no normal data
if (idx.normal_index >= 0) {
tinyobj::real_t nx = attrib.normals[3*size_t(idx.normal_index)+0];
tinyobj::real_t ny = attrib.normals[3*size_t(idx.normal_index)+1];
tinyobj::real_t nz = attrib.normals[3*size_t(idx.normal_index)+2];
}
// Check if `texcoord_index` is zero or positive. negative = no texcoord data
if (idx.texcoord_index >= 0) {
tinyobj::real_t tx = attrib.texcoords[2*size_t(idx.texcoord_index)+0];
tinyobj::real_t ty = attrib.texcoords[2*size_t(idx.texcoord_index)+1];
}
// Optional: vertex colors
// tinyobj::real_t red = attrib.colors[3*size_t(idx.vertex_index)+0];
// tinyobj::real_t green = attrib.colors[3*size_t(idx.vertex_index)+1];
// tinyobj::real_t blue = attrib.colors[3*size_t(idx.vertex_index)+2];
}
index_offset += fv;
// per-face material
shapes[s].mesh.material_ids[f];
}
}
```
#### Example code (New Object Oriented API)
```c++
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
// Optional. define TINYOBJLOADER_USE_MAPBOX_EARCUT gives robust trinagulation. Requires C++11
//#define TINYOBJLOADER_USE_MAPBOX_EARCUT
#include "tiny_obj_loader.h"
std::string inputfile = "cornell_box.obj";
tinyobj::ObjReaderConfig reader_config;
reader_config.mtl_search_path = "./"; // Path to material files
tinyobj::ObjReader reader;
if (!reader.ParseFromFile(inputfile, reader_config)) {
if (!reader.Error().empty()) {
std::cerr << "TinyObjReader: " << reader.Error();
}
exit(1);
}
if (!reader.Warning().empty()) {
std::cout << "TinyObjReader: " << reader.Warning();
}
auto& attrib = reader.GetAttrib();
auto& shapes = reader.GetShapes();
auto& materials = reader.GetMaterials();
// 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++) {
size_t fv = size_t(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*size_t(idx.vertex_index)+0];
tinyobj::real_t vy = attrib.vertices[3*size_t(idx.vertex_index)+1];
tinyobj::real_t vz = attrib.vertices[3*size_t(idx.vertex_index)+2];
// Check if `normal_index` is zero or positive. negative = no normal data
if (idx.normal_index >= 0) {
tinyobj::real_t nx = attrib.normals[3*size_t(idx.normal_index)+0];
tinyobj::real_t ny = attrib.normals[3*size_t(idx.normal_index)+1];
tinyobj::real_t nz = attrib.normals[3*size_t(idx.normal_index)+2];
}
// Check if `texcoord_index` is zero or positive. negative = no texcoord data
if (idx.texcoord_index >= 0) {
tinyobj::real_t tx = attrib.texcoords[2*size_t(idx.texcoord_index)+0];
tinyobj::real_t ty = attrib.texcoords[2*size_t(idx.texcoord_index)+1];
}
// Optional: vertex colors
// tinyobj::real_t red = attrib.colors[3*size_t(idx.vertex_index)+0];
// tinyobj::real_t green = attrib.colors[3*size_t(idx.vertex_index)+1];
// tinyobj::real_t blue = attrib.colors[3*size_t(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)
## Python binding
```
$ python -m pip install tinyobjloader
```
See [python/sample.py](python/sample.py) for example use of Python binding of tinyobjloader.
### CI + PyPI upload
cibuildwheels + twine upload for each git tagging event is handled in Github Actions and Cirrus CI(arm builds).
#### How to bump version(For developer)
* Apply `black` to python files(`python/sample.py`)
* Bump version in CMakeLists.txt
* Commit and push `release`. Confirm C.I. build is OK.
* Create tag starting with `v`(e.g. `v2.1.0`)
* `git push --tags`
* version settings is automatically handled in python binding through setuptools_scm.
* cibuildwheels + pypi upload(through twine) will be automatically triggered in Github Actions + Cirrus CI.
## Tests
Unit tests are provided in `tests` directory. See `tests/README.md` for details.
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