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Maven dependency:
<dependency> <groupId>de.javagl</groupId> <artifactId>obj</artifactId> <version>0.4.0</version> </dependency>
Direct JAR link: https://oss.sonatype.org/content/repositories/releases/de/javagl/obj/0.4.0/obj-0.4.0.jar
Samples showing how to use this library are available in the ObjSamples project.
This is a simple loader and writer for Wavefront .OBJ files. The elements that are currently supported are
The Obj interface is basically an in-memory representation of an OBJ file. It combines a ReadableObj, which provides the contents of the OBJ file, and a WritableObj, which may receive elements like vertices and faces in order to build an OBJ in memory.
The ObjReader class may either create a new Obj object directly from an input stream, or pass the elements that are read from the input stream to a WritableObj.
The ObjWriter class offers a method to write a ReadableObj object to an output stream.
The ObjData class offers various methods to obtain the data that is stored in a ReadableObj as plain arrays or direct buffers.
The ObjUtils class offers basic utility methods for general operations on the OBJ data.
The ObjUtils class contains methods that aim at preparing the OBJ so that it may easily be rendered with OpenGL. These methods may...
The latter operations are also summarized in one dedicated method, namely the ObjUtils.convertToRenderable method:
InputStream inputStream = ...;
Obj obj = ObjUtils.convertToRenderable(
ObjReader.read(inputStream));
IntBuffer indices = ObjData.getFaceVertexIndices(obj);
FloatBuffer vertices = ObjData.getVertices(obj);
FloatBuffer texCoords = ObjData.getTexCoords(obj, 2);
FloatBuffer normals = ObjData.getNormals(obj);
These buffers may directly be used as the data for vertex buffer objects (VBO) in OpenGL.
An OBJ may contain multiple material definitions. When such an OBJ should be rendered with OpenGL, this usually means that there will be one shader for each material - or at least, different textures may have to be used for different parts of the objects. This library offers methods to extract the parts of the OBJ that have the same material. In the OBJ format, these groups consist of the triangles that follow one usemtl directive.
When such an OBJ file is read, the resulting material groups may be obtained from the ReadableObj object, and each of them can be converted into a new Obj object using the ObjUtils#groupToObj method.
The ObjSplitting class contains a convenience method for this:
Obj obj = ObjReader.read(...); Map<String, Obj> mtlObjs = ObjSplitting.splitByMaterialGroups(obj);;
Each of these Obj objects may then be converted into a renderable OBJ, using the ObjUtils.convertToRenderable method as described above, and then be rendered with the appropriate shader for the respective material.
In certain environments, the number of vertices that may be involved in one rendering call is limited. Particularly, in WebGL or OpenGL ES 2.0, the indices that are used for indexed draw calls may only be of the type GL_UNSIGNED_SHORT, which means that no object may have more than 65k vertices. In these cases, larger OBJ files have to be split into multiple parts. Additionally, the index buffers that are passed to the rendering API may not contain (4-byte) int elements, but only (2-byte) short elements.
The ObjSplitting class contains a method that allows splitting an OBJ into multiple parts, each having only a maximum number of vertices. Additionally, the ObjData class contains methods for converting an IntBuffer into a ShortBuffer.
So in order to split a large OBJ into multiple parts, and render each part with WebGL or OpenGL ES 2.0, the following code can be used:
Obj largeObj = ObjReader.read(...);
Obj renderableObj = ObjUtils.convertToRenderable(largeObj);
if (renderableObj.getNumVertices() > 65000)
{
// If this has to be rendered with OpenGL ES 2.0, then
// the object may not contain more than 65k vertices!
// Split it into multiple parts:
List<Obj> renderableParts =
ObjSplitting.splitByMaxNumVertices(renderableObj, 65000);
for (Obj renderablePart : renderableParts)
{
// Obtain the indices as a "short" buffer that may
// be used for OpenGL rendering with the index
// type GL_UNSIGNED_SHORT
ShortBuffer indices = ObjData.convertToShortBuffer(
ObjData.getFaceVertexIndices(renderablePart));
...
sendToRenderer(indices, ...);
}
}
...
0.4.1-SNAPSHOT
0.4.0 (2023-03-04)
Updated MTL handling to support additional options. This includes the options that have been part of the original MTL specification, as well as PBR (Physically Based Rendering) options.
A new interface TextureOptions has been introduced. For texture maps, the Mtl interface now has methods getMap...Options() and setMap...Options(...). This TextureOptions object contains the parameters that are common for all texture maps, like blending states, offsets, or scales, as described in the MTL specification.
API change: The Mtl#get... methods will now return null when no information was parsed from the input file. Code that originally called one of these methods, like
float d = mtl.getD();
should now check whether these values are not null, as in
float d = 1.0f; // The default value for the opacity
if (mtl.getD() != null)
{
d = mtl.getD();
}
This will not affect clients that only read or write the Mtl with the MtlReader or MtlWriter, because these classes will handle the null-cases internally.
0.3.0 (2018-01-12)
0.2.1 (2015-10-26)
0.2.0 (2015-10-05) :
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