bullet3/examples/ThirdPartyLibs/Wavefront
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LICENSE.txt Create LICENSE.txt 2021-02-08 07:57:25 -08:00
main.cpp Code-style consistency improvement: 2018-09-23 14:17:31 -07:00
premake4.lua add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
README.md update obj loader 2019-08-13 16:53:51 -07:00
tiny_obj_loader.cpp update obj loader 2019-08-13 16:53:51 -07:00
tiny_obj_loader.h fix compile 2019-08-14 11:01:48 -07:00

tinyobjloader

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 ;-)

Example

Rungholt

tinyobjloader can successfully load 6M triangles Rungholt scene. http://graphics.cs.williams.edu/data/meshes.xml

Features

  • Group
  • Vertex
  • Texcoord
  • Normal
  • Material
    • Unknown material attributes are treated as key-value.

Notes

Polygon is converted into triangle.

License

Licensed under 2 clause BSD.

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) | +----+----+----+----+----+----+----+----+----+----+ +--------+--------+--------+

#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;

LoadObj(attrib, shapes, inputfile.c_str());

// 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.indices.size(); f++) {
    int fv = 3;
    // 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];
    }
    index_offset += fv;
  }
}