Created
September 17, 2011 00:27
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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[] = {') | |
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 normals[] = {') | |
for face in mesh.faces: | |
for v in face.vertices: | |
norm = mesh.vertices[v].normal | |
f.write(str(norm.x) + 'f, ' + str(norm.y) + 'f, ' + str(norm.z) + 'f, \n') | |
f.write('};\n') | |
f.write('private float texture[] = {') | |
for i, uv in enumerate(uvtex.data): | |
uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4 | |
for j, v in enumerate(mesh.faces[i].vertices): | |
vertex = mesh.vertices[v] | |
uv_coord_list.append(uvs[j]) | |
f.write(str(uv_coord_list[-1][0]) + 'f, ' + str(uv_coord_list[-1][1]) + 'f, \n') | |
f.write('};\n') | |
f.write('private short indices[] = {') | |
i = 0 | |
for face in mesh.faces: | |
for v in range(len(face.vertices)): | |
f.write('%d, ' % i) | |
i += 1 | |
f.write('\n};\n') | |
f.close |
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