
recorded component type does not match the required type
for the actual number of stored points
This situation arises when decoding certain malformed files, most
notably it's seen in glb tiles from Google Earth's 3d tileset.
It's a port of the workaround used by Cesium native here:
d9172461e2/CesiumGltfReader/src/decodeDraco.cpp (L101)
Header only C++ tiny glTF library(loader/saver).
TinyGLTF
is a header only C++11 glTF 2.0 https://github.com/KhronosGroup/glTF library.
TinyGLTF
uses Niels Lohmann's json library (https://github.com/nlohmann/json), so now it requires C++11 compiler.
(Also, you can use RadpidJSON as an JSON backend)
If you are looking for old, C++03 version, please use devel-picojson
branch (but not maintained anymore).
Status
Currently TinyGLTF is stable and maintenance mode. No drastic changes and feature additions planned.
- v2.8.0 Add URICallbacks for custom URI handling in Buffer and Image. PR#397
- v2.7.0 Change WriteImageDataFunction user callback function signature. PR#393
- v2.6.0 Support serializing sparse accessor(Thanks to @fynv).
- v2.5.0 Add SetPreserveImageChannels() option to load image data as is.
- v2.4.0 Experimental RapidJSON support. Experimental C++14 support(C++14 may give better performance)
- v2.3.0 Modified Material representation according to glTF 2.0 schema(and introduced TextureInfo class)
- v2.2.0 release(Support loading 16bit PNG. Sparse accessor support)
- v2.1.0 release(Draco decoding support)
- v2.0.0 release(22 Aug, 2018)!
Branches
sajson
: Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson), but not well maintained.
Builds
Features
Probably mostly feature-complete. Last missing feature is Draco encoding: https://github.com/syoyo/tinygltf/issues/207
- Written in portable C++. C++-11 with STL dependency only.
- macOS + clang(LLVM)
- iOS + clang
- Linux + gcc/clang
- Windows + MinGW
- Windows + Visual Studio 2015 Update 3 or later.
- Visual Studio 2013 is not supported since they have limited C++11 support and failed to compile
json.hpp
.
- Visual Studio 2013 is not supported since they have limited C++11 support and failed to compile
- Android NDK
- Android + CrystaX(NDK drop-in replacement) GCC
- Web using Emscripten(LLVM)
- Moderate parsing time and memory consumption.
- glTF specification v2.0.0
- ASCII glTF
- Load
- Save
- Binary glTF(GLB)
- Load
- Save(.bin embedded .glb)
- ASCII glTF
- Buffers
- Parse BASE64 encoded embedded buffer data(DataURI).
- Load
.bin
file.
- Image(Using stb_image)
- Parse BASE64 encoded embedded image data(DataURI).
- Load external image file.
- Load PNG(8bit and 16bit)
- Load JPEG(8bit only)
- Load BMP
- Load GIF
- Custom Image decoder callback(e.g. for decoding OpenEXR image)
- Morph traget
- Sparse accessor
- Load glTF from memory
- Custom callback handler
- Image load
- Image save
- Extensions
- Draco mesh decoding
- Draco mesh encoding
Note on extension property
In extension(ExtensionMap
), JSON number value is parsed as int or float(number) and stored as tinygltf::Value
object. If you want a floating point value from tinygltf::Value
, use GetNumberAsDouble()
method.
IsNumber()
returns true if the underlying value is an int value or a floating point value.
Examples
- glview : Simple glTF geometry viewer.
- validator : Simple glTF validator with JSON schema.
- basic : Basic glTF viewer with texturing support.
- build-gltf : Build simple glTF scene from a scratch.
WASI/WASM build
Users who want to run TinyGLTF securely and safely(e.g. need to handle malcious glTF file to serve online glTF conver), I recommend to build TinyGLTF for WASM target. WASI build example is located in wasm .
Projects using TinyGLTF
- px_render Single header C++ Libraries for Thread Scheduling, Rendering, and so on... https://github.com/pplux/px
- Physical based rendering with Vulkan using glTF 2.0 models https://github.com/SaschaWillems/Vulkan-glTF-PBR
- GLTF loader plugin for OGRE 2.1. Support for PBR materials via HLMS/PBS https://github.com/Ybalrid/Ogre_glTF
- TinyGltfImporter plugin for Magnum, a lightweight and modular C++11/C++14 graphics middleware for games and data visualization.
- Diligent Engine - A modern cross-platform low-level graphics library and rendering framework
- Lighthouse 2: a rendering framework for real-time ray tracing / path tracing experiments. https://github.com/jbikker/lighthouse2
- QuickLook GLTF - quicklook plugin for macos. Also SceneKit wrapper for tinygltf.
- GlslViewer - live GLSL coding for MacOS and Linux
- Vulkan-Samples - The Vulkan Samples is collection of resources to help you develop optimized Vulkan applications.
- TDME2 - TDME2 - ThreeDeeMiniEngine2 is a lightweight 3D engine including tools suited for 3D game development using C++11
- SanityEngine - A C++/D3D12 renderer focused on the personal and professional development of its developer
- Open3D - A Modern Library for 3D Data Processing
- Supernova Engine - Game engine for 2D and 3D projects with Lua or C++ in data oriented design.
- Wicked Engine
- 3D engine with modern graphics
- Your projects here! (Please send PR)
TODOs
- Robust URI decoding/encoding. https://github.com/syoyo/tinygltf/issues/369
- Mesh Compression/decompression(Open3DGC, etc)
- Load Draco compressed mesh
- Save Draco compressed mesh
- Open3DGC?
- Support
extensions
andextras
property - HDR image?
- OpenEXR extension through TinyEXR.
- 16bit PNG support in Serialization
- Write example and tests for
animation
andskin
Optional
- Write C++ code generator which emits C++ code from JSON schema for robust parsing?
Licenses
TinyGLTF is licensed under MIT license.
TinyGLTF uses the following third party libraries.
- json.hpp : Copyright (c) 2013-2017 Niels Lohmann. MIT license.
- base64 : Copyright (C) 2004-2008 René Nyffenegger
- stb_image.h : v2.08 - public domain image loader - Github link
- stb_image_write.h : v1.09 - public domain image writer - Github link
Build and example
Copy stb_image.h
, stb_image_write.h
, json.hpp
and tiny_gltf.h
to your project.
Loading glTF 2.0 model
// Define these only in *one* .cc file.
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
// #define TINYGLTF_NOEXCEPTION // optional. disable exception handling.
#include "tiny_gltf.h"
using namespace tinygltf;
Model model;
TinyGLTF loader;
std::string err;
std::string warn;
bool ret = loader.LoadASCIIFromFile(&model, &err, &warn, argv[1]);
//bool ret = loader.LoadBinaryFromFile(&model, &err, &warn, argv[1]); // for binary glTF(.glb)
if (!warn.empty()) {
printf("Warn: %s\n", warn.c_str());
}
if (!err.empty()) {
printf("Err: %s\n", err.c_str());
}
if (!ret) {
printf("Failed to parse glTF\n");
return -1;
}
Loader options
TinyGLTF::SetPreserveimageChannels(bool onoff)
.true
to preserve image channels as stored in image file for loaded image.false
by default for backward compatibility(image channels are widen toRGBA
4 channels). Effective only when using builtin image loader(STB image loader).
Compile options
TINYGLTF_NOEXCEPTION
: Disable C++ exception in JSON parsing. You can use-fno-exceptions
or by defining the symbolJSON_NOEXCEPTION
andTINYGLTF_NOEXCEPTION
to fully remove C++ exception codes when compiling TinyGLTF.TINYGLTF_NO_STB_IMAGE
: Do not load images with stb_image. Instead useTinyGLTF::SetImageLoader(LoadimageDataFunction LoadImageData, void *user_data)
to set a callback for loading images.TINYGLTF_NO_STB_IMAGE_WRITE
: Do not write images with stb_image_write. Instead useTinyGLTF::SetImageWriter(WriteimageDataFunction WriteImageData, void *user_data)
to set a callback for writing images.TINYGLTF_NO_EXTERNAL_IMAGE
: Do not try to load external image file. This option would be helpful if you do not want to load image files during glTF parsing.TINYGLTF_ANDROID_LOAD_FROM_ASSETS
: Load all files from packaged app assets instead of the regular file system. Note: You must pass a valid asset manager from your android app totinygltf::asset_manager
beforehand.TINYGLTF_ENABLE_DRACO
: Enable Draco compression. User must provide include path and link correspnding libraries in your project file.TINYGLTF_NO_INCLUDE_JSON
: Disable includingjson.hpp
from withintiny_gltf.h
because it has been already included before or you want to include it using custom path before includingtiny_gltf.h
.TINYGLTF_NO_INCLUDE_RAPIDJSON
: Disable including RapidJson's header files from withintiny_gltf.h
because it has been already included before or you want to include it using custom path before includingtiny_gltf.h
.TINYGLTF_NO_INCLUDE_STB_IMAGE
: Disable includingstb_image.h
from withintiny_gltf.h
because it has been already included before or you want to include it using custom path before includingtiny_gltf.h
.TINYGLTF_NO_INCLUDE_STB_IMAGE_WRITE
: Disable includingstb_image_write.h
from withintiny_gltf.h
because it has been already included before or you want to include it using custom path before includingtiny_gltf.h
.TINYGLTF_USE_RAPIDJSON
: Use RapidJSON as a JSON parser/serializer. RapidJSON files are not included in TinyGLTF repo. Please set an include path to RapidJSON if you enable this feature.TINYGLTF_USE_CPP14
: Use C++14 feature(requires C++14 compiler). This may give better performance than C++11.
CMake options
You can add tinygltf using add_subdirectory
feature.
If you add tinygltf to your project using add_subdirectory
, it would be better to set TINYGLTF_HEADER_ONLY
on(just add an include path to tinygltf) and TINYGLTF_INSTALL
off(Which does not install tinygltf files).
// Your project's CMakeLists.txt
...
set(TINYGLTF_HEADER_ONLY ON CACHE INTERNAL "" FORCE)
set(TINYGLTF_INSTALL OFF CACHE INTERNAL "" FORCE)
add_subdirectory(/path/to/tinygltf)
Saving gltTF 2.0 model
- Buffers.
- To file
- Embedded
- Draco compressed?
- Images
- To file
- Embedded
- Binary(.glb)
- .bin embedded single .glb
- External .bin
Running tests.
glTF parsing test
Setup
Python required. Git clone https://github.com/KhronosGroup/glTF-Sample-Models to your local dir.
Run parsing test
After building loader_example
, edit test_runner.py
, then,
$ python test_runner.py
Unit tests
$ cd tests
$ make
$ ./tester
$ ./tester_noexcept
Fuzzing tests
See tests/fuzzer
for details.
After running fuzzer on Ryzen9 3950X a week, at least LoadASCIIFromString
looks safe except for out-of-memory error in Fuzzer.
We may be better to introduce bounded memory size checking when parsing glTF data.
Third party licenses
- json.hpp : Licensed under the MIT License http://opensource.org/licenses/MIT. Copyright (c) 2013-2017 Niels Lohmann http://nlohmann.me.
- stb_image : Public domain.
- catch : Copyright (c) 2012 Two Blue Cubes Ltd. All rights reserved. Distributed under the Boost Software License, Version 1.0.
- RapidJSON : Copyright (C) 2015 THL A29 Limited, a Tencent company, and Milo Yip. All rights reserved. http://rapidjson.org/
- dlib(uridecode, uriencode) : Copyright (C) 2003 Davis E. King Boost Software License 1.0. http://dlib.net/dlib/server/server_http.cpp.html