safeGetline() already clears the string buffer before writing to it, so
the same buffer can be used multiple times, but the loops calling
safeGetline() have the string scoped within the loop, so its
constructed and destructed in each loop iteration, causing lots of
unnecessary allocations.
Parse times for some large .obj files (without asan):
File A File B File C
Before 2743ms 589ms 615ms
After 2500ms 573ms 545ms
tinyobjloader
http://syoyo.github.io/tinyobjloader/
Tiny but powerful 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.
tinyobjloader is good for embedding .obj loader to your (global illumination) renderer ;-)
If you are looking for C89 version, please see https://github.com/syoyo/tinyobjloader-c .
Notice!
We have released new version v1.0.0 on 20 Aug, 2016.
Old version is available v0.9.x branch https://github.com/syoyo/tinyobjloader/tree/v0.9.x
What's new
- 20 Aug, 2016 : Bump version v1.0.0. New data strcutre and API!
Old version
Previous old version is avaiable in v0.9.x branch.
Example
tinyobjloader can successfully load 6M triangles Rungholt scene. http://graphics.cs.williams.edu/data/meshes.xml
- examples/viewer/ OpenGL .obj viewer
- examples/callback_api/ Callback API example
- examples/voxelize/ Voxelizer example
Use case
TinyObjLoader is successfully used in ...
New version(v1.0.x)
- Loading models in Vulkan Tutorial https://vulkan-tutorial.com/Loading_models
- .obj viewer with Metal https://github.com/middlefeng/NuoModelViewer/tree/master
- Your project here!
Old version(v0.9.x)
- bullet3 https://github.com/erwincoumans/bullet3
- pbrt-v2 https://github.com/mmp/pbrt-v2
- OpenGL game engine development http://swarminglogic.com/jotting/2013_10_gamedev01
- mallie https://lighttransport.github.io/mallie
- IBLBaker (Image Based Lighting Baker). http://www.derkreature.com/iblbaker/
- Stanford CS148 http://web.stanford.edu/class/cs148/assignments/assignment3.pdf
- Awesome Bump http://awesomebump.besaba.com/about/
- sdlgl3-wavefront OpenGL .obj viewer https://github.com/chrisliebert/sdlgl3-wavefront
- pbrt-v3 https://github.com/mmp/pbrt-v3
- cocos2d-x https://github.com/cocos2d/cocos2d-x/
- Android Vulkan demo https://github.com/SaschaWillems/Vulkan
- voxelizer https://github.com/karimnaaji/voxelizer
- Probulator https://github.com/kayru/Probulator
- OptiX Prime baking https://github.com/nvpro-samples/optix_prime_baking
- FireRays SDK https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK
- parg, tiny C library of various graphics utilities and GL demos https://github.com/prideout/parg
- Opengl unit of ChronoEngine https://github.com/projectchrono/chrono-opengl
- Point Based Global Illumination on modern GPU https://pbgi.wordpress.com/code-source/
- Fast OBJ file importing and parsing in CUDA http://researchonline.jcu.edu.au/42515/1/2015.CVM.OBJCUDA.pdf
- Sorted Shading for Uni-Directional Pathtracing by Joshua Bainbridge https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc15/02Josh/joshua_bainbridge_thesis.pdf
- GeeXLab http://www.geeks3d.com/hacklab/20160531/geexlab-0-12-0-0-released-for-windows/
Features
- Group(parse multiple group name)
- Vertex
- Texcoord
- Normal
- Material
- Unknown material attributes are returned as key-value(value is string) map.
- Crease tag('t'). This is OpenSubdiv specific(not in wavefront .obj specification)
- PBR material extension for .MTL. Its proposed here: http://exocortex.com/blog/extending_wavefront_mtl_to_support_pbr
- Callback API for custom loading.
TODO
- Fix obj_sticker example.
- More unit test codes.
- Texture options
- Normal vector generation
- Support smoothing groups
License
Licensed under MIT license.
Usage
attrib_t contains single and linear array of vertex data(position, normal and texcoord).
Each shape_t does not contain vertex data but contains array index to attrib_t.
See loader_example.cc for more details.
#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;
std::vector<tinyobj::material_t> materials;
std::string err;
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, inputfile.c_str());
if (!err.empty()) { // `err` may contain warning message.
std::cerr << err << std::endl;
}
if (!ret) {
exit(1);
}
// 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.num_face_vertices.size(); f++) {
int fv = shapes[s].mesh.num_face_vertices[f];
// 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];
float vx = attrib.vertices[3*idx.vertex_index+0];
float vy = attrib.vertices[3*idx.vertex_index+1];
float vz = attrib.vertices[3*idx.vertex_index+2];
float nx = attrib.normals[3*idx.normal_index+0];
float ny = attrib.normals[3*idx.normal_index+1];
float nz = attrib.normals[3*idx.normal_index+2];
float tx = attrib.texcoords[2*idx.texcoord_index+0];
float ty = attrib.texcoords[2*idx.texcoord_index+1];
}
index_offset += fv;
// per-face material
shapes[s].mesh.material_ids[f];
}
}
Optimized loader
Optimized multi-threaded .obj loader is available at experimental/ directory.
If you want absolute performance to load .obj data, this optimized loader will fit your purpose.
Note that the optimized loader uses C++11 thread and it does less error checks but may work most .obj data.
Here is some benchmark result. Time are measured on MacBook 12(Early 2016, Core m5 1.2GHz).
- Rungholt scene(6M triangles)
- old version(v0.9.x): 15500 msecs.
- baseline(v1.0.x): 6800 msecs(2.3x faster than old version)
- optimised: 1500 msecs(10x faster than old version, 4.5x faster than basedline)
Tests
Unit tests are provided in tests directory. See tests/README.md for details.

