tinyobjloader ============= [![wercker status](https://app.wercker.com/status/495a3bac400212cdacdeb4dd9397bf4f/m "wercker status")](https://app.wercker.com/project/bykey/495a3bac400212cdacdeb4dd9397bf4f) 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. `tinyobjloader` is good for embedding .obj loader to your (global illumination) renderer ;-) What's new ---------- * 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](https://github.com/syoyo/tinyobjloader/blob/master/images/rungholt.jpg?raw=true) tinyobjloader can successfully load 6M triangles Rungholt scene. http://graphics.cs.williams.edu/data/meshes.xml Use case -------- 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 * 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 * Your project here! Features -------- * Group(parse multiple group name) * Vertex * Texcoord * Normal * Material * Unknown material attributes are treated as key-value(value is string). Notes ----- Polygon is converted into triangle. TODO ---- - [ ] Support quad polygon and some tags for OpenSubdiv http://graphics.pixar.com/opensubdiv/ License ------- Licensed under 2 clause BSD. Usage ----- std::string inputfile = "cornell_box.obj"; std::vector shapes; std::vector materials; std::string err = tinyobj::LoadObj(shapes, materials, inputfile.c_str()); if (!err.empty()) { std::cerr << err << std::endl; 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].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()); } printf("\n"); }