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nom-obj

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An obj/mtl (wavefront 3d model format) file format parser written with nom.

https://en.wikipedia.org/wiki/Wavefront_.obj_file

This crate was designed to parse an obj, and any referenced mtl files that it points to. It doesn't try to implement the entire spec, but instead just relies on triangulated meshes. The purpose was to provide a model parser for sg-engine. Since the purpose was to generate a structure of data for the GPU to consume, I went with the opinionated stance of interleaved vertex data (vertex/texture/normal information). Both glutin and vulkano require implementing a trait on a vertex (either using a macro or manually), so we have to copy the vertex data into our desired format.

let obj = Obj::read_file("assets/cube.obj")?;// Multiple mesh objects are supported, stored in objects[] vecletInterleaved{ v_vt_vn, idx } = obj.objects[0].interleaved();// Copy interleaved vertex informationlet verts = v_vt_vn.iter().map(|&(v,vt,vn)| Vertex::create(v.0, v.1, v.2, vt.0, vt.1, vt.2, vn.0, vn.1, vn.0)).collect::<Vec<_>>();assert!(verts.len() > 0);let indices = idx.iter().map(|x:&usize| *x asu16).collect::<Vec<_>>();use std::path::Path;let material_path = obj.material.diffuse_map.clone();let diffuse_map = image::open(material_path).expect("unable to open image file from material");

Todo:

  • upgrade nom to 5.1+
  • update code to rust 2018
  • some usage examples are needed. For now it can be seen in sg-engine
  • fix paths to assets (probably only works on unix currently)
  • file paths for materials need some attention in Windows.
  • Support multiple materials per mtl file - multiple materials can be defined in an mtl file.

Notes:

  • obj and mtl parsers are implemented in terms of nom parser combinators, and while the learning curve was a bit high, I really enjoyed writing parsers this way. It's a very different experience from classical manual parsing. obj and mtl are plain text formats. Thanks Geal, nom is an excellent tool. Be sure to check out nom for your parsing needs in Rust.

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obj file parser written in Rust using nom

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
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var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
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navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
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});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
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var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
GitHub - dwerner/nom-obj: obj file parser written in Rust using nom · GitHub
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nom-obj

Build StatusCrates.io Version

An obj/mtl (wavefront 3d model format) file format parser written with nom.

https://en.wikipedia.org/wiki/Wavefront_.obj_file

This crate was designed to parse an obj, and any referenced mtl files that it points to. It doesn't try to implement the entire spec, but instead just relies on triangulated meshes. The purpose was to provide a model parser for sg-engine. Since the purpose was to generate a structure of data for the GPU to consume, I went with the opinionated stance of interleaved vertex data (vertex/texture/normal information). Both glutin and vulkano require implementing a trait on a vertex (either using a macro or manually), so we have to copy the vertex data into our desired format.

let obj = Obj::read_file("assets/cube.obj")?;// Multiple mesh objects are supported, stored in objects[] vecletInterleaved{ v_vt_vn, idx } = obj.objects[0].interleaved();// Copy interleaved vertex informationlet verts = v_vt_vn.iter().map(|&(v,vt,vn)| Vertex::create(v.0, v.1, v.2, vt.0, vt.1, vt.2, vn.0, vn.1, vn.0)).collect::<Vec<_>>();assert!(verts.len() > 0);let indices = idx.iter().map(|x:&usize| *x asu16).collect::<Vec<_>>();use std::path::Path;let material_path = obj.material.diffuse_map.clone();let diffuse_map = image::open(material_path).expect("unable to open image file from material");

Todo:

  • upgrade nom to 5.1+
  • update code to rust 2018
  • some usage examples are needed. For now it can be seen in sg-engine
  • fix paths to assets (probably only works on unix currently)
  • file paths for materials need some attention in Windows.
  • Support multiple materials per mtl file - multiple materials can be defined in an mtl file.

Notes:

  • obj and mtl parsers are implemented in terms of nom parser combinators, and while the learning curve was a bit high, I really enjoyed writing parsers this way. It's a very different experience from classical manual parsing. obj and mtl are plain text formats. Thanks Geal, nom is an excellent tool. Be sure to check out nom for your parsing needs in Rust.

About

obj file parser written in Rust using nom

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6 stars

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - dwerner/nom-obj: obj file parser written in Rust using nom · GitHub
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nom-obj

Build StatusCrates.io Version

An obj/mtl (wavefront 3d model format) file format parser written with nom.

https://en.wikipedia.org/wiki/Wavefront_.obj_file

This crate was designed to parse an obj, and any referenced mtl files that it points to. It doesn't try to implement the entire spec, but instead just relies on triangulated meshes. The purpose was to provide a model parser for sg-engine. Since the purpose was to generate a structure of data for the GPU to consume, I went with the opinionated stance of interleaved vertex data (vertex/texture/normal information). Both glutin and vulkano require implementing a trait on a vertex (either using a macro or manually), so we have to copy the vertex data into our desired format.

let obj = Obj::read_file("assets/cube.obj")?;// Multiple mesh objects are supported, stored in objects[] vecletInterleaved{ v_vt_vn, idx } = obj.objects[0].interleaved();// Copy interleaved vertex informationlet verts = v_vt_vn.iter().map(|&(v,vt,vn)| Vertex::create(v.0, v.1, v.2, vt.0, vt.1, vt.2, vn.0, vn.1, vn.0)).collect::<Vec<_>>();assert!(verts.len() > 0);let indices = idx.iter().map(|x:&usize| *x asu16).collect::<Vec<_>>();use std::path::Path;let material_path = obj.material.diffuse_map.clone();let diffuse_map = image::open(material_path).expect("unable to open image file from material");

Todo:

  • upgrade nom to 5.1+
  • update code to rust 2018
  • some usage examples are needed. For now it can be seen in sg-engine
  • fix paths to assets (probably only works on unix currently)
  • file paths for materials need some attention in Windows.
  • Support multiple materials per mtl file - multiple materials can be defined in an mtl file.

Notes:

  • obj and mtl parsers are implemented in terms of nom parser combinators, and while the learning curve was a bit high, I really enjoyed writing parsers this way. It's a very different experience from classical manual parsing. obj and mtl are plain text formats. Thanks Geal, nom is an excellent tool. Be sure to check out nom for your parsing needs in Rust.

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obj file parser written in Rust using nom

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - dwerner/nom-obj: obj file parser written in Rust using nom · GitHub
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nom-obj

Build StatusCrates.io Version

An obj/mtl (wavefront 3d model format) file format parser written with nom.

https://en.wikipedia.org/wiki/Wavefront_.obj_file

This crate was designed to parse an obj, and any referenced mtl files that it points to. It doesn't try to implement the entire spec, but instead just relies on triangulated meshes. The purpose was to provide a model parser for sg-engine. Since the purpose was to generate a structure of data for the GPU to consume, I went with the opinionated stance of interleaved vertex data (vertex/texture/normal information). Both glutin and vulkano require implementing a trait on a vertex (either using a macro or manually), so we have to copy the vertex data into our desired format.

let obj = Obj::read_file("assets/cube.obj")?;// Multiple mesh objects are supported, stored in objects[] vecletInterleaved{ v_vt_vn, idx } = obj.objects[0].interleaved();// Copy interleaved vertex informationlet verts = v_vt_vn.iter().map(|&(v,vt,vn)| Vertex::create(v.0, v.1, v.2, vt.0, vt.1, vt.2, vn.0, vn.1, vn.0)).collect::<Vec<_>>();assert!(verts.len() > 0);let indices = idx.iter().map(|x:&usize| *x asu16).collect::<Vec<_>>();use std::path::Path;let material_path = obj.material.diffuse_map.clone();let diffuse_map = image::open(material_path).expect("unable to open image file from material");

Todo:

  • upgrade nom to 5.1+
  • update code to rust 2018
  • some usage examples are needed. For now it can be seen in sg-engine
  • fix paths to assets (probably only works on unix currently)
  • file paths for materials need some attention in Windows.
  • Support multiple materials per mtl file - multiple materials can be defined in an mtl file.

Notes:

  • obj and mtl parsers are implemented in terms of nom parser combinators, and while the learning curve was a bit high, I really enjoyed writing parsers this way. It's a very different experience from classical manual parsing. obj and mtl are plain text formats. Thanks Geal, nom is an excellent tool. Be sure to check out nom for your parsing needs in Rust.

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obj file parser written in Rust using nom

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' GitHub - dwerner/nom-obj: obj file parser written in Rust using nom · GitHub
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nom-obj

Build StatusCrates.io Version

An obj/mtl (wavefront 3d model format) file format parser written with nom.

https://en.wikipedia.org/wiki/Wavefront_.obj_file

This crate was designed to parse an obj, and any referenced mtl files that it points to. It doesn't try to implement the entire spec, but instead just relies on triangulated meshes. The purpose was to provide a model parser for sg-engine. Since the purpose was to generate a structure of data for the GPU to consume, I went with the opinionated stance of interleaved vertex data (vertex/texture/normal information). Both glutin and vulkano require implementing a trait on a vertex (either using a macro or manually), so we have to copy the vertex data into our desired format.

let obj = Obj::read_file("assets/cube.obj")?;// Multiple mesh objects are supported, stored in objects[] vecletInterleaved{ v_vt_vn, idx } = obj.objects[0].interleaved();// Copy interleaved vertex informationlet verts = v_vt_vn.iter().map(|&(v,vt,vn)| Vertex::create(v.0, v.1, v.2, vt.0, vt.1, vt.2, vn.0, vn.1, vn.0)).collect::<Vec<_>>();assert!(verts.len() > 0);let indices = idx.iter().map(|x:&usize| *x asu16).collect::<Vec<_>>();use std::path::Path;let material_path = obj.material.diffuse_map.clone();let diffuse_map = image::open(material_path).expect("unable to open image file from material");

Todo:

  • upgrade nom to 5.1+
  • update code to rust 2018
  • some usage examples are needed. For now it can be seen in sg-engine
  • fix paths to assets (probably only works on unix currently)
  • file paths for materials need some attention in Windows.
  • Support multiple materials per mtl file - multiple materials can be defined in an mtl file.

Notes:

  • obj and mtl parsers are implemented in terms of nom parser combinators, and while the learning curve was a bit high, I really enjoyed writing parsers this way. It's a very different experience from classical manual parsing. obj and mtl are plain text formats. Thanks Geal, nom is an excellent tool. Be sure to check out nom for your parsing needs in Rust.

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obj file parser written in Rust using nom

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - dwerner/nom-obj: obj file parser written in Rust using nom · GitHub
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nom-obj

Build StatusCrates.io Version

An obj/mtl (wavefront 3d model format) file format parser written with nom.

https://en.wikipedia.org/wiki/Wavefront_.obj_file

This crate was designed to parse an obj, and any referenced mtl files that it points to. It doesn't try to implement the entire spec, but instead just relies on triangulated meshes. The purpose was to provide a model parser for sg-engine. Since the purpose was to generate a structure of data for the GPU to consume, I went with the opinionated stance of interleaved vertex data (vertex/texture/normal information). Both glutin and vulkano require implementing a trait on a vertex (either using a macro or manually), so we have to copy the vertex data into our desired format.

let obj = Obj::read_file("assets/cube.obj")?;// Multiple mesh objects are supported, stored in objects[] vecletInterleaved{ v_vt_vn, idx } = obj.objects[0].interleaved();// Copy interleaved vertex informationlet verts = v_vt_vn.iter().map(|&(v,vt,vn)| Vertex::create(v.0, v.1, v.2, vt.0, vt.1, vt.2, vn.0, vn.1, vn.0)).collect::<Vec<_>>();assert!(verts.len() > 0);let indices = idx.iter().map(|x:&usize| *x asu16).collect::<Vec<_>>();use std::path::Path;let material_path = obj.material.diffuse_map.clone();let diffuse_map = image::open(material_path).expect("unable to open image file from material");

Todo:

  • upgrade nom to 5.1+
  • update code to rust 2018
  • some usage examples are needed. For now it can be seen in sg-engine
  • fix paths to assets (probably only works on unix currently)
  • file paths for materials need some attention in Windows.
  • Support multiple materials per mtl file - multiple materials can be defined in an mtl file.

Notes:

  • obj and mtl parsers are implemented in terms of nom parser combinators, and while the learning curve was a bit high, I really enjoyed writing parsers this way. It's a very different experience from classical manual parsing. obj and mtl are plain text formats. Thanks Geal, nom is an excellent tool. Be sure to check out nom for your parsing needs in Rust.

About

obj file parser written in Rust using nom

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - dwerner/nom-obj: obj file parser written in Rust using nom · GitHub
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nom-obj

Build StatusCrates.io Version

An obj/mtl (wavefront 3d model format) file format parser written with nom.

https://en.wikipedia.org/wiki/Wavefront_.obj_file

This crate was designed to parse an obj, and any referenced mtl files that it points to. It doesn't try to implement the entire spec, but instead just relies on triangulated meshes. The purpose was to provide a model parser for sg-engine. Since the purpose was to generate a structure of data for the GPU to consume, I went with the opinionated stance of interleaved vertex data (vertex/texture/normal information). Both glutin and vulkano require implementing a trait on a vertex (either using a macro or manually), so we have to copy the vertex data into our desired format.

let obj = Obj::read_file("assets/cube.obj")?;// Multiple mesh objects are supported, stored in objects[] vecletInterleaved{ v_vt_vn, idx } = obj.objects[0].interleaved();// Copy interleaved vertex informationlet verts = v_vt_vn.iter().map(|&(v,vt,vn)| Vertex::create(v.0, v.1, v.2, vt.0, vt.1, vt.2, vn.0, vn.1, vn.0)).collect::<Vec<_>>();assert!(verts.len() > 0);let indices = idx.iter().map(|x:&usize| *x asu16).collect::<Vec<_>>();use std::path::Path;let material_path = obj.material.diffuse_map.clone();let diffuse_map = image::open(material_path).expect("unable to open image file from material");

Todo:

  • upgrade nom to 5.1+
  • update code to rust 2018
  • some usage examples are needed. For now it can be seen in sg-engine
  • fix paths to assets (probably only works on unix currently)
  • file paths for materials need some attention in Windows.
  • Support multiple materials per mtl file - multiple materials can be defined in an mtl file.

Notes:

  • obj and mtl parsers are implemented in terms of nom parser combinators, and while the learning curve was a bit high, I really enjoyed writing parsers this way. It's a very different experience from classical manual parsing. obj and mtl are plain text formats. Thanks Geal, nom is an excellent tool. Be sure to check out nom for your parsing needs in Rust.

About

obj file parser written in Rust using nom

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); GitHub - dwerner/nom-obj: obj file parser written in Rust using nom · GitHub
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nom-obj

Build StatusCrates.io Version

An obj/mtl (wavefront 3d model format) file format parser written with nom.

https://en.wikipedia.org/wiki/Wavefront_.obj_file

This crate was designed to parse an obj, and any referenced mtl files that it points to. It doesn't try to implement the entire spec, but instead just relies on triangulated meshes. The purpose was to provide a model parser for sg-engine. Since the purpose was to generate a structure of data for the GPU to consume, I went with the opinionated stance of interleaved vertex data (vertex/texture/normal information). Both glutin and vulkano require implementing a trait on a vertex (either using a macro or manually), so we have to copy the vertex data into our desired format.

let obj = Obj::read_file("assets/cube.obj")?;// Multiple mesh objects are supported, stored in objects[] vecletInterleaved{ v_vt_vn, idx } = obj.objects[0].interleaved();// Copy interleaved vertex informationlet verts = v_vt_vn.iter().map(|&(v,vt,vn)| Vertex::create(v.0, v.1, v.2, vt.0, vt.1, vt.2, vn.0, vn.1, vn.0)).collect::<Vec<_>>();assert!(verts.len() > 0);let indices = idx.iter().map(|x:&usize| *x asu16).collect::<Vec<_>>();use std::path::Path;let material_path = obj.material.diffuse_map.clone();let diffuse_map = image::open(material_path).expect("unable to open image file from material");

Todo:

  • upgrade nom to 5.1+
  • update code to rust 2018
  • some usage examples are needed. For now it can be seen in sg-engine
  • fix paths to assets (probably only works on unix currently)
  • file paths for materials need some attention in Windows.
  • Support multiple materials per mtl file - multiple materials can be defined in an mtl file.

Notes:

  • obj and mtl parsers are implemented in terms of nom parser combinators, and while the learning curve was a bit high, I really enjoyed writing parsers this way. It's a very different experience from classical manual parsing. obj and mtl are plain text formats. Thanks Geal, nom is an excellent tool. Be sure to check out nom for your parsing needs in Rust.

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obj file parser written in Rust using nom

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