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WavefrontOBJ

Empower your project with a self-contained header-only C++ 11 OBJ parser.

Compatibility and Dependencies

  • C++ 11 Standard
  • Standard Template Library (STL)

This project is designed to be compatible with C++11 and utilizes solely C++ Standard Template Library (STL) components. It has been thoughtfully engineered to function independently without the need for any external libraries or dependencies. This design ensures the project remains self-contained, promoting simplicity and ease of integration into your development environment.

If you require the use of C++98, see Wavefront98 repository.

OS Support

  • Windows
  • Linux
  • macOS

Speed and memory

  • By supporting C++ 11 Standard only and without use of multithreading, we have achieved a good level of speed.
  • This solution boasts minimal memory usage, typically averaging twice the file size in memory consumption.

Usage

Copy WavefrontOBJ.h to your project and include the file.

#include "WavefrontOBJ.h"

Parsed examples

WavfrontOBJ and WavefrontMTL parsers have been integrated into the Polyscope 3D viewer, showcasing the parsing capabilities.

Polyscope 3D model Mars Perseverance Rover, from NASA's Jet Propulsion Laboratory

3D Model Data Structures

After parsing the obj file, users gain access to geometry by utilizing the following lists.

Component Description
Vertex Defines points in 3D space, shaping the model.
Texture Manages texture details for enhanced visuals.
Normal Specifies surface orientation for lighting.
Face Contains indices for creating flat surfaces.
Line Stores indices, useful for wireframe models.
Point Manages indices for individual 3D points.

WavefrontOBJ supports various vertex and texture coordinate lists, allowing you to copy coordinates to your list formats.

Supported user vertex list formats

  • Classic Format (x, y, z): Represents vertices with x, y, and z coordinates in 3D space.
    {x,y,z, x,y,z, x,y,z, ....} => obj::VertexFormat::xyz

  • Homogeneous Format (x, y, z, w): Extends the classic format with an additional component, w, often used for transformations.
    {x,y,z,w, x,y,z,w, x,y,z,w, ....} => obj::VertexFormat::xyzw

  • Ending RGB Format (x, y, z, r, g, b): Combines vertex position with colour attributes, enhancing visual representation.
    {x,y,z,r,g,b, x,y,z,r,g,b, x,y,z,r,g,b, ....} => obj::VertexFormat::xyzrgb

Supported user texture list formats

  • Classic UV Format (u, v): Represents texture coordinates using U and V values.
    {u,v, u,v, u,v, ....} => obj::TextureFormat::uv

  • UVW Format (u, v, w): Extends the UV format with an additional component, w, useful for specific texture mapping scenarios.
    {u,v,w, u,v,w, u,v,w, ....} => obj::TextureFormat::uvw

When copying data, these formats follow your coordinate data structures.

If your list aligns with any of the examples below, WavefrontOBJ allows you to copy the internal list to your list using a single copy operation.

std::vector<float> vertex;
std::vector<float> normal;
std::vector<float> texture;

std::vector<double> vertex;
std::vector<double> normal;
std::vector<double> texture;

std::vector<std::vector<float>> vertex;
std::vector<std::vector<float>> normal;
std::vector<std::vector<float>> texture;

std::vector<std::vector<double>> vertex;
std::vector<std::vector<double>> normal;
std::vector<std::vector<double>> texture;

If not, you'll need to copy the internal list to your list manually.
See section Load and get vertex manually.

Examples

Load and count

#include "WavefrontOBJ.h"
#include <iostream>

int main()
{
	obj::Load file;

	if( !file.load("C:\\temp\\example.obj") )
		return 1;

	std::cout << "Geometric vertices: " << obj.vertex.size() << std::endl;
	std::cout << "Texture vertices: " << obj.texture.size() << std::endl;
	std::cout << "Normal vertices: " << obj.normal.size() << std::endl;
	
	std::cout << "Vertex indices: " << obj.face.vertex.size() << std::endl;
	std::cout << "Texture indices: " << obj.face.texture.size() << std::endl;
	std::cout << "Normal indices: " << obj.face.normal.size() << std::endl;

	return 0;
}

Load and get coordinates with the same list types (float)

obj::Load obj;

if (!obj.load("C:\\temp\\example.obj"))
	return 1;

std::vector<float> vertex;
std::vector<float> normal;
std::vector<float> texture;

obj::copy(obj.vertex, vertex);
obj::copy(obj.texture, texture);
obj::copy(obj.normal, normal);

If all vertex in the above obj.vertex list has the same format as xyz, the obj.vertex list will be moved to vertex list (std::move).
WavfrontOBJ will always try to move the list instead of copying the list for better performence.

Load and get coordinates with different list types

obj::Load obj;

if (!obj.load("C:\\temp\\example.obj"))
	return 1;

{
	std::vector<double> vertex;
	std::vector<double> normal;
	std::vector<double> texture;

	obj::copy(obj.vertex, vertex);
	obj::copy(obj.texture, texture);
	obj::copy(obj.normal, normal);
}

{
	std::vector<std::vector<double>> vertex;
	std::vector<std::vector<double>> normal;
	std::vector<std::vector<double>> texture;

	obj::copy(obj.vertex, vertex);
	obj::copy(obj.texture, texture);
	obj::copy(obj.normal, normal);
}

WavfrontOBJ will copy all lists above.
Above obj.vertex list is double and therefor it will be copied into vertex list.
You can choose xyz, xyzw or xyzrgb as third argument in copy function. Default is xyz.
Ex. If you choose xyzrgb and obj.vertex don't have that format, your list will contains zero values for rgb {x,y,z,0,0,0}

Load and get face colors

WavefrontOBJ uses WavefrontMTL to simplify the process of loading materials and colors. To easily integrate this feature, copy the WavefrontMTL.h file from the WavefrontMTL repository into the same directory as WavefrontOBJ.h. This enables straightforward handling of materials and colors within your project.

#include "WavefrontOBJ.h"
#include "WavefrontMTL.h"
#include <iostream>

int main()
{
	obj::Load obj;

	if (!obj.load("C:\\temp\\example.obj"))
		return 1;

	mtl::Load mtl;

	if (!mtl.load(obj.mtllib()))
		return 1;

	std::vector<float> color;
	
	obj::Copy(obj, mtl, color);

	return 0;
}

Possible color lists:

std::vector<float> color;
std::vector<double> color;

std::vector<std::vector<float>> color;
std::vector<std::vector<double>> color;

Triangulation

In the Wavefront OBJ file format, 3D models are commonly described using triangles due to their simplicity and broad compatibility. However, the format also supports faces with polygons, which means more than three vertices. While some applications struggle to handle these polygons, many prefer triangles for predictable rendering.

To bridge this gap, a solution known as triangulation is provided, see TriangulateOBJ repository.

To perform triangulation on an OBJ file, specify the following object definition.

obj::Load file(true);

Benchmark

The benchmark was conducted on a computer with the following specifications:

  • Processor: Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz 2.59 GHz
  • Memory: 16.0 GB
  • Operating System: 64-bit operating system, x64-based processor
  • Compiler: Visual Studio Version 2022 (v143, C++ 14 Standard)
  • Release Mode: Visual Studio release mode was used for benchmarking.
File Name File Size (KB) Load time (Milliseconds) Memory Usage
rungholt 269 215 1271 594MB
powerplant 798 723 3563 1.6GB
san-miguel 1 116 252 4982 2.1GB

Time was evaluated through 10 iterative runs, calculating the average execution time.
Memory usage was analyzed using Visual Studio 2022 C++17 Diagnostic Tools in Release mode.
See section Benchmark code at the end of this document.

The files above are sourced from Morgan McGuire, Computer Graphics Archive, July 2017.

The benchmark results vary based on the computer's hardware and software configuration.

References

The following sources have been utilized in developing this Wavefront OBJ parser.

Paul Bourke: Object Files (OBJ)

Wikipedia: Wavefront .obj file

License

This software is released under the GNU General Public License v3.0 terms.
Details and terms of this license can be found at: https://www.gnu.org/licenses/gpl-3.0.html

For those who require the freedom to operate without the constraints of the GPL,
a commercial license can be obtained by contacting the author at stefan.johnsen@outlook.com


Need a Wavefront Material Template Library (MTL) parser?

When working with Wavefront OBJ files, having a robust Wavefront Material Template Library (MTL) parser can greatly enhance your workflow. WavefrontOBJ is designed to complement and work seamlessly with the WavefrontMTL repository.

Sample codes

Load and get vertex manually

obj::Load obj;

if (!obj.load("C:\\temp\\example.obj"))
	return 1;

auto vertex = obj.vertex.v.begin();

for (const auto& size : obj.vertex.s)
{
	obj::VertexFormat format = obj::vertexFormat(size);

	switch (format)
	{
		case obj::xyz:
		{
			double x = *(vertex + 0);
			double y = *(vertex + 1);
			double z = *(vertex + 2);

//			... your code here

			break;
		}
	
		case obj::xyzw:
		{
			double x = *(vertex + 0);
			double y = *(vertex + 1);
			double z = *(vertex + 2);
			double w = *(vertex + 3);
			break;
		}
	
		case obj::xyzrgb:
		{
			double x = *(vertex + 0);
			double y = *(vertex + 1);
			double z = *(vertex + 2);
			double r = *(vertex + 3);
			double g = *(vertex + 4);
			double b = *(vertex + 5);
			break;
		}
	}

	vertex += size;
}

Load and get texture manually

obj::Load obj;

if (!obj.load("C:\\temp\\example.obj"))
	return 1;

auto texture = obj.texture.v.begin();

for (const auto& size : obj.texture.s)
{
	obj::TextureFormat format = obj::textureFormat(size);

	switch (format)
	{
		case obj::uv:
		{
			double u = *(texture + 0);
			double v = *(texture + 1);
			break;
		}

		case obj::uvw:
		{
			double u = *(texture + 0);
			double v = *(texture + 1);
			double w = *(texture + 2);
			break;
		}
	}

	vertex += size;
}

Load and get normal manually

obj::Load obj;

if (!obj.load("C:\\temp\\example.obj"))
	return 1;

auto normal = obj.normal.v.begin();

for (const auto& size : obj.normal.s)
{
	double x = *(normal + 0);
	double y = *(normal + 1);
	double z = *(normal + 2);

	normal += size;
}

Benchmark code

This code snippet demonstrates the file-loading performance for OBJ and MTL files. The program loads each file 10 times and calculates the average time taken for loading. The resulting average loading times are then displayed, providing insights into the efficiency of loading processes enabled by the WavefrontOBJ and WavefrontMTL libraries.

#include "WavefrontOBJ.h"
#include "WavefrontMTL.h"
#include <iostream>
#include <chrono>

using namespace std::chrono;

template<typename Wavefront>
void SpeedTest(const std::string& file)
{
	std::cout << std::endl << "File " << file << " ";

	int count(0);

	int number_of_runs(10);

	microseconds microSeconds(0);

	while (count++ < number_of_runs)
	{
		Wavefront load;

		std::cout << ".";

		auto start = high_resolution_clock::now();

		if (!load.load(file)) return;

		auto stop = high_resolution_clock::now();

		microSeconds += duration_cast<microseconds>(stop - start);
	}

	microSeconds = std::chrono::microseconds(microSeconds.count() / number_of_runs);

	if(microSeconds.count() > 1000)
	{
		auto milliSeconds = duration_cast<milliseconds>(microSeconds);

		std::cout << std::endl << "Loading was completed in " << milliSeconds.count() << " milliseconds" << std::endl;
	}
	else
		std::cout << std::endl << "Loading was completed in " << microSeconds.count() << " microseconds" << std::endl;
}

int main()
{
	SpeedTest<obj::Load>("C:\\temp\\rungholt.obj");
	SpeedTest<mtl::Load>("C:\\temp\\rungholt.mtl");

	return 0;
}
File C:\temp\rungholt.obj ..........
Loading was completed in 1164 milliseconds

File C:\temp\rungholt.mtl ..........
Loading was completed in 783 microseconds