tinyobjloader
(inactive. gitter chat will be removed in the future. Please use github issue if you have questions and got issues)
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 .
Notice!
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
- 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/ OpenGL .obj viewer
- examples/callback_api/ Callback API example
- 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
- 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
- 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)
- PBR material extension for .MTL. Its proposed here: http://exocortex.com/blog/extending_wavefront_mtl_to_support_pbr
- 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
- face(
f
) - lines(
l
) - points(
p
) - curve
- 2D curve
- surface.
- Free form curve/surfaces
TODO
- Fix obj_sticker example.
- More unit test codes.
- Texture options
License
TinyObjLoader is licensed under MIT license.
Third party licenses.
- pybind11 : BSD-style 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.
Tinyobjlaoder is also available as a conan package. Conan integrates with many build systems and lets you avoid manual dependency installation. Their documentation is a great starting point.
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.
Example code
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
#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++) {
int fv = 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*idx.vertex_index+0];
tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0];
tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1];
tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2];
tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0];
tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1];
// Optional: vertex colors
// tinyobj::real_t red = attrib.colors[3*idx.vertex_index+0];
// tinyobj::real_t green = attrib.colors[3*idx.vertex_index+1];
// tinyobj::real_t blue = attrib.colors[3*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)
Tests
Unit tests are provided in tests
directory. See tests/README.md
for details.