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@takumikinjo
Created September 16, 2011 17:17
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import bpy
mesh = bpy.context.active_object.data
uv_coord_list = []
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.quads_convert_to_tris()
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
uvtex = mesh.uv_textures.active
f = open('/Users/kinjo/foo', 'w')
f.write('private float vertices[] = {\n')
for face in mesh.faces:
for v in face.vertices:
co = mesh.vertices[v].co
f.write(str(co.x) + 'f, ' + str(co.y) + 'f, ' + str(co.z) + 'f, \n')
f.write('};\n')
f.write('private float colors[] = {\n')
for face in mesh.faces:
col = mesh.materials[face.material_index].diffuse_color
for n in range(len(face.vertices)):
co = mesh.vertices[v].co
f.write(str(col.r) + 'f, ' + str(col.g) + 'f, ' + str(col.b) + 'f, ' + '1.0f, \n')
f.write('};\n')
f.write('private short indices[] = {\n')
i = 0
for face in mesh.faces:
for v in range(len(face.vertices)):
f.write('%d, \n' % i)
i += 1
f.write('};\n')
f.close
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