import bpy def render_vec3(v): return f"{{{v.x:.6f}, {v.y:.6f}, {v.z:.6f}}}" def render_vec2(v): return f"{{{v.x:.6f}, {v.y:.6f}}}" def render_mesh_vertices(f, name, vertices): f.write(f"const vec3 {name}_position[] = {{\n") for vertex in vertices: f.write(f" {render_vec3(vertex.co)},\n") f.write("};\n\n") def render_vertex_normals(f, name, vertices): f.write(f"const vec3 {name}_normal[] = {{\n") for vertex in vertices: f.write(f" {render_vec3(vertex.normal)},\n") f.write("};\n\n") def render_polygon_normals(f, name, polygon_normals): f.write(f"const vec3 {name}_polygon_normal[] = {{\n") for normal in polygon_normals: f.write(f" {render_vec3(normal.vector)},\n") f.write("};\n\n") def render_polygons(f, name, polygons): f.write(f"const polygon {name}_polygons[] = {{\n") for i, polygon in enumerate(polygons): s = ", ".join(map(str, polygon.vertices)) c = "// " if len(polygon.vertices) != 4 else "" f.write(f" {c}{{{s}}},\n") f.write("};\n\n") def render_uv_map(f, name, name2, uvm): f.write(f"const vec2 {name}_{name2}_uvmap[] = {{\n") print(uvm) for uv in uvm: s = render_vec2(uv.vector) f.write(f" {s},\n") f.write("};\n\n") def render_location(f, location): s = render_vec3(location) f.write(f" .location = {s},\n") def render_scale(f, scale): s = render_vec3(scale) f.write(f" .scale = {s},\n") def render_rotation_axis_angle(f, r): r = f"{{{r[1]:.6f}, {r[2]:.6f}, {r[3]:.6f}, {r[0]:.6f}}}" f.write(f" .rotation = {r}, // rotation_axis_angle (XYZ T)\n") def render_rotation_quaternion(f, r): r = f"{{{r[1]:.6f}, {r[2]:.6f}, {r[3]:.6f}, {r[0]:.6f}}}" f.write(f" .rotation = {r}, // quaternion (XYZW)\n") def render_mesh(f, name, mesh): f.write(f"const vec2 * {name}_uv_layers[] = {{\n") for layer_name in mesh.uv_layers.keys(): f.write(f" {name}_{layer_name}_uvmap,\n"); f.write( "};\n\n") f.write(f"const mesh {name} = {{\n") f.write(f" .position = {name}_position,\n") f.write(f" .position_length = (sizeof ({name}_position)) / (sizeof ({name}_position[0])),\n") f.write(f" .normal = {name}_normal,\n") f.write(f" .normal_length = (sizeof ({name}_normal)) / (sizeof ({name}_normal[0])),\n") f.write(f" .polygon_normal = {name}_polygon_normal,\n") f.write(f" .polygon_normal_length = (sizeof ({name}_polygon_normal)) / (sizeof ({name}_polygon_normal[0])),\n") f.write(f" .polygons = {name}_polygons,\n") f.write(f" .polygons_length = (sizeof ({name}_polygons)) / (sizeof ({name}_polygons[0])),\n") f.write(f" .uv_layers = {name}_uv_layers,\n") f.write(f" .uv_layers_length = (sizeof ({name}_uv_layers)) / (sizeof ({name}_uv_layers[0])),\n") f.write( "};\n\n") def translate_name(name): return name.replace(".", "_").replace("-", "_") def mesh_objects(objects): for object in objects: if object.type == "MESH": yield object def mesh_meshes(objects): mesh_names = set() for object in mesh_objects(objects): mesh = object.data if mesh.name in mesh_names: continue mesh_names.add(mesh.name) yield mesh def export_meshes(f): for mesh in mesh_meshes(bpy.context.scene.objects): #mesh.vertex_normals #mesh.vertex_colors #mesh.vertices #mesh.uv_layers #mesh.polygons #mesh.polygon_normals #mesh.name mesh_name = "mesh_" + translate_name(mesh.name) render_mesh_vertices(f, mesh_name, mesh.vertices) for layer_name, layer in mesh.uv_layers.items(): render_uv_map(f, mesh_name, layer_name, layer.uv) render_vertex_normals(f, mesh_name, mesh.vertices) render_polygon_normals(f, mesh_name, mesh.polygon_normals) render_polygons(f, mesh_name, mesh.polygons) render_mesh(f, mesh_name, mesh); #mesh.polygons[0].vertices # [0, 1, 3, 2] # v = mesh.vertices[0] # v.normal # v.index def mesh_objects_sorted(objects): def key(o): return (o.data.name, o.name) return sorted(mesh_objects(objects), key=key) def export_objects(f): f.write("const struct object objects[] = {\n") for object in mesh_objects_sorted(bpy.context.scene.objects): #object.rotation_mode = 'AXIS_ANGLE' #object.name #object.rotation_axis_angle #object.rotation_euler #object.location obj_name = "object_" + translate_name(object.name) f.write(f" {{ // {obj_name}\n") obj_mesh_name = "mesh_" + translate_name(object.to_mesh().name) f.write(" ") f.write(f" .mesh = &{obj_mesh_name},\n") location, rotation, scale = object.matrix_world.decompose() f.write(" ") render_scale(f, scale) f.write(" ") render_rotation_quaternion(f, rotation) f.write(" ") render_location(f, location) f.write(" },\n") f.write("};\n\n") def export_scene(f): export_meshes(f) export_objects(f) with open("/home/bilbo/output.h", "w") as f: export_scene(f)