# tinyobjloader [![Join the chat at https://gitter.im/syoyo/tinyobjloader](https://badges.gitter.im/Join%20Chat.svg)](https://gitter.im/syoyo/tinyobjloader?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge) [![Build Status](https://travis-ci.org/syoyo/tinyobjloader.svg)](https://travis-ci.org/syoyo/tinyobjloader) [![wercker status](https://app.wercker.com/status/495a3bac400212cdacdeb4dd9397bf4f/m "wercker status")](https://app.wercker.com/project/bykey/495a3bac400212cdacdeb4dd9397bf4f) [![Build status](https://ci.appveyor.com/api/projects/status/tlb421q3t2oyobcn/branch/master?svg=true)](https://ci.appveyor.com/project/syoyo/tinyobjloader/branch/master) [![Coverage Status](https://coveralls.io/repos/github/syoyo/tinyobjloader/badge.svg?branch=master)](https://coveralls.io/github/syoyo/tinyobjloader?branch=master) 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 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 `v0.9.x` branch https://github.com/syoyo/tinyobjloader/tree/v0.9.x ## What's new * 20 Aug, 2016 : Bump version v1.0.0. New data structure and API! ### Old version Previous old version is avaiable in `v0.9.x` branch. ## Example ![Rungholt](images/rungholt.jpg) tinyobjloader can successfully load 6M triangles Rungholt scene. http://casual-effects.com/data/index.html ![](images/sanmugel.png) * [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 * 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). ## TODO * [ ] Fix obj_sticker example. * [ ] More unit test codes. * [x] Texture options * [ ] Normal vector generation * [ ] Support smoothing groups ## License Licensed under MIT license. ## Usage ### 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` flas 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 ```c++ #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 shapes; std::vector materials; std::string err; bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, inputfile.c_str()); if (!err.empty()) { // `err` may contain warning message. 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.