blender to C++ exporter for vertices and normals of triangulated mesh
Use in vnvnvn way with OpenGL.
import bpy ao = bpy.context.active_object lineNum = 0 f = open("Obj.cpp", "w") # vertices and normals lineNum = 0 i = 0 l = [] f.write("GLfloat Obj::vtxnml_src[] = {\n") for v in ao.data.vertices: i += 1 n = v.normal f.write("%f, %f, %f, \t%f, %f, %f,\n"% (v.co.x, v.co.y, v.co.z, n.x, n.y, n.z)) if i%10 == 0: f.write("// line %d\n" %i) f.write("};\n\n") #indices lineNum = 0 i = 0 f.write("GLushort Obj::idx_src[] = {\n") for p in ao.data.polygons: l = [] for ek in p.edge_keys: for v in ek: if v.numerator not in l: i += 1 l.append(v.numerator) f.write("%d, "% v.numerator) if i%3 == 0: f.write("\t") if i%12 == 0: f.write("\n") lineNum += 1 if lineNum%10 == 0: f.write("// line %d\n" %lineNum) f.write("};\n") f.close()