http://syoyo.github.io/tinyobjloader/
Tiny but poweful 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.
Good for embedding .obj loader to your (global illumination) renderer ;-)
- 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.
tinyobjloader can successfully load 6M triangles Rungholt scene. http://graphics.cs.williams.edu/data/meshes.xml
TinyObjLoader is successfully used in ...
- bullet3 https://github.com/erwincoumans/bullet3
- pbrt-v2 https://https://github.com/mmp/pbrt-v2
- OpenGL game engine development http://swarminglogic.com/jotting/2013_10_gamedev01
- Group(parse multiple group name)
- Vertex
- Texcoord
- Normal
- Material
- Unknown material attributes are treated as key-value.
Polygon is converted into triangle.
- Support quad polygon and some tags for OpenSubdiv http://graphics.pixar.com/opensubdiv/
Licensed under 2 clause BSD.
std::string inputfile = "cornell_box.obj";
std::vector<tinyobj::shape_t> shapes;
std::string err = tinyobj::LoadObj(shapes, inputfile.c_str());
if (!err.empty()) {
std::cerr << err << std::endl;
exit(1);
}
std::cout << "# of shapes : " << shapes.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("shape[%ld].indices: %ld\n", i, shapes[i].mesh.indices.size());
assert((shapes[i].mesh.indices.size() % 3) == 0);
for (size_t f = 0; f < shapes[i].mesh.indices.size(); f++) {
printf(" idx[%ld] = %d\n", f, shapes[i].mesh.indices[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]);
}
printf("shape[%ld].material.name = %s\n", i, shapes[i].material.name.c_str());
printf(" material.Ka = (%f, %f ,%f)\n", shapes[i].material.ambient[0], shapes[i].material.ambient[1], shapes[i].material.ambient[2]);
printf(" material.Kd = (%f, %f ,%f)\n", shapes[i].material.diffuse[0], shapes[i].material.diffuse[1], shapes[i].material.diffuse[2]);
printf(" material.Ks = (%f, %f ,%f)\n", shapes[i].material.specular[0], shapes[i].material.specular[1], shapes[i].material.specular[2]);
printf(" material.Tr = (%f, %f ,%f)\n", shapes[i].material.transmittance[0], shapes[i].material.transmittance[1], shapes[i].material.transmittance[2]);
printf(" material.Ke = (%f, %f ,%f)\n", shapes[i].material.emission[0], shapes[i].material.emission[1], shapes[i].material.emission[2]);
printf(" material.Ns = %f\n", shapes[i].material.shininess);
printf(" material.map_Ka = %s\n", shapes[i].material.ambient_texname.c_str());
printf(" material.map_Kd = %s\n", shapes[i].material.diffuse_texname.c_str());
printf(" material.map_Ks = %s\n", shapes[i].material.specular_texname.c_str());
printf(" material.map_Ns = %s\n", shapes[i].material.normal_texname.c_str());
std::map<std::string, std::string>::iterator it(shapes[i].material.unknown_parameter.begin());
std::map<std::string, std::string>::iterator itEnd(shapes[i].material.unknown_parameter.end());
for (; it != itEnd; it++) {
printf(" material.%s = %s\n", it->first.c_str(), it->second.c_str());
}
printf("\n");
}