import bpy def render_vec3(v): return f"{{{v.x}, {v.y}, {v.z}}}" 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_mesh_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_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_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[0]}, {r[1]}, {r[2]}, {r[3]}}}" f.write(f" .rotation = {r},\n") def render_mesh(f, name): 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" .polygons = {name}_polygons,\n") f.write(f" .polygons_length = (sizeof ({name}_polygons)) / (sizeof ({name}_polygons[0])),\n") f.write("};\n\n") def translate_name(name): return name.replace(".", "_").replace("-", "_") def export_scene(f): meshes = set() for object in bpy.context.scene.objects: #mesh = c.to_mesh() #mesh.vertex_normals #mesh.vertex_colors #mesh.vertices #mesh.uv_layers #mesh.polygons #mesh.polygon_normals #mesh.name mesh = object.to_mesh() if mesh.name in meshes: continue meshes.add(mesh.name) mesh_name = "mesh_" + translate_name(mesh.name) render_mesh_vertices(f, mesh_name, mesh.vertices) render_mesh_normals(f, mesh_name, mesh.vertices) render_polygons(f, mesh_name, mesh.polygons) render_mesh(f, mesh_name); #mesh.polygons[0].vertices # [0, 1, 3, 2] # v = mesh.vertices[0] # v.normal # v.index f.write("const struct object objects[] = {\n") for object in 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" .mesh = &{obj_mesh_name},\n") render_scale(f, object.scale) render_rotation_axis_angle(f, object.rotation_axis_angle) render_location(f, object.location) f.write("},\n") f.write("};\n\n") with open("output.h", "w") as f: export_scene(f)