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Tiny but powerful single file wavefront obj loader
Tiny but poweful single file wavefront obj loader written in C++. No dependencies except for C++ STL. It can parse over 10M polygons with moderate memory and time.
+ -A great .obj loader for embedding into your (global illumination) renderer ;-)
- -http://syoyo.github.io/tinyobjloader/
+ -tinyobjloader can successfully load the Rungholt scene with 6M triangles.
+

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.
-First, load your mesh from file, storing the shapes and materials separately.
+tinyobjloader is good for embedding .obj loader to your (global illumination) renderer ;-)
master branch will be replaced with develop branch in the near future: https://github.com/syoyo/tinyobjloader/tree/develop
+develop branch has more better support and clean API interface for loading .obj and also it has optimized multi-threaded parser(probably 10x faster than master). If you are new to use TinyObjLoader, I highly recommend to use develop branch.
load_flag_t and flat normal calculation flag! Thanks Vazquinhos!
tinyobjloader can successfully load 6M triangles Rungholt scene. +http://graphics.cs.williams.edu/data/meshes.xml
+ +TinyObjLoader is successfully used in ...
+ +Licensed under 2 clause BSD.
+ +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 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(!tinyobj::LoadObj(shapes, materials, err, inputfile.c_str()))
- std::cerr << err << std::endl;
+if (!err.empty()) { // `err` may contain warning message.
+ std::cerr << err << std::endl;
}
-std::cout << "# of shapes : " << shapes.size() << std::endl;
-std::cout << "# of materials : " << materials.size() << std::endl;
-
+if (!ret) {
+ exit(1);
+}
-Now that you have loaded the shape and material data from file, you can iterate through each vector to get the information that you need.
-Each shape will contain vertex indices, positions, normals, UV coordinates and per-face material IDs.
+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]);
+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]);
+ 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]);
}
-}
+}
-The per-face material IDs can be used to reference the materials in the materials vector.
-
-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].normal_texname.c_str());
- std::map::const_iterator it(materials[i].unknown_parameter.begin());
- std::map::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());
+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");
-}
+ 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.
LoadObj(shapes, materials, inputfile.c_str(), "/materials") #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;
+int flags = 1; // see load_flags_t enum for more information.
+bool ret = tinyobj::LoadObj(shapes, materials, err, inputfile.c_str(), flags);
+
+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++) {
+ unsigned 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;
+ }
+
+}