You can find the new version of the script right here.
Thanks, Paul!
# # 8 GB capacity for about 2,000 songs, 10,000 photos, or 10 hours of video # Up to 40 hours of audio playback or 7 hours of video playback on a single charge # Support for AAC, Protected AAC (iTunes Store) and other audio formats; H.264, MPEG-4,
# One-year limited warranty # iPod touch has 8 GB capacity for about 2,000 songs, 10,000 photos, or 10 hours of video. # iPod touch has a 3.5-inch (diagonal) widescreen Multi-Touch display with 960-by-640-pixel resolution (326 pixels per inch). › See more technical details.
# iPod touch has one-year limited warranty. # IPod touch plays up to 40 hours of audio playback or 7 hours of video playback on a single charge. # Motion JPEG video codecs in M4V, MP4, MOV, and AVI formats
#!BPY
"""
Name: 'Objective-C Header (.h)'
Blender: 244
Group: 'Export'
Tooltip: 'Exports header file for use with the OpenGL ES template for iPhone available from http://iphonedevelopment.blogspot.com/'
"""
import Blender
from Blender import *
import bpy
import bpy
import os
def write_obj(filepath):
out = file(filepath, 'w')
sce = bpy.data.scenes.active
ob = sce.objects.active
mesh = Mesh.New()
mesh.getFromObject(ob.name)
editmode = Window.EditMode()
if editmode: Window.EditMode(0)
has_quads = False
for f in mesh.faces:
if len(f) == 4:
has_quads = True
break
if has_quads:
oldmode = Mesh.Mode()
Mesh.Mode(Mesh.SelectModes['FACE'])
mesh.sel = True
tempob = sce.objects.new(mesh)
mesh.quadToTriangle(0) # more=0 shortest length
oldmode = Mesh.Mode(oldmode)
sce.objects.unlink(tempob)
Mesh.Mode(oldmode)
objectname = ob.getData(True)
basename = objectname.capitalize()
out.write('#import "OpenGLCommon.h"\n\n\n')
if (mesh.faceUV):
out.write('static const TexturedVertexData3D %sVertexData[] = {\n' % basename)
for face in mesh.faces:
for (vert, uvert) in zip(face.verts, face.uv):
out.write('\t{/*v:*/{%f, %f, %f}, ' % (vert.co.x, vert.co.y, vert.co.z) )
out.write('/*n:*/{%f, %f, %f}, ' % (vert.no.x, vert.no.y, vert.no.z))
out.write('/*t:*/{%f, %f}' % ( uvert.x, uvert.y ) )
out.write('},\n')
out.write('};\n\n')
elif (mesh.vertexColors):
out.write('static const ColoredVertexData3D %sVertexData[] = {\n' % basename)
for face in mesh.faces:
for (vert, color) in zip(face.verts, face.col):
out.write('\t{/*v:*/{%f, %f, %f}, ' % (vert.co.x, vert.co.y, vert.co.z) )
out.write('/*n:*/{%f, %f, %f}, ' % (vert.no.x, vert.no.y, vert.no.z))
out.write('/*c:*/{%f, %f, %f, %f}' % ( color.r / 255.0, color.g / 255.0, color.b / 255.0, color.a / 255.0) )
out.write('},\n')
out.write('};\n\n')
else:
out.write
out.write('static const VertexData3D %sVertexData[] = {\n' % basename)
for face in mesh.faces:
for vert in face.verts:
out.write('\t{/*v:*/{%f, %f, %f}, ' % (vert.co.x, vert.co.y, vert.co.z) )
out.write('/*n:*/{%f, %f, %f} ' % (vert.no.x, vert.no.y, vert.no.z))
out.write('},\n')
out.write('};\n\n')
if editmode: Window.EditMode(1)
out.write('#define k%sNumberOfVertices\t%i\n' % (basename, len(mesh.faces) * 3) )
out.write('// Drawing Code:\n')
out.write('// glEnableClientState(GL_VERTEX_ARRAY);\n')
if (mesh.faceUV):
out.write('// glEnableClientState(GL_TEXTURE_COORD_ARRAY);\n')
elif (mesh.vertexColors):
out.write('// glEnableClientState(GL_COLOR_ARRAY);\n')
out.write('// glEnable(GL_COLOR_MATERIAL)\n')
out.write('// glEnableClientState(GL_NORMAL_ARRAY);\n')
out.write('// glVertexPointer(3, GL_FLOAT, sizeof(TexturedVertexData3D), &%sVertexData[0].vertex);\n' % basename)
out.write('// glNormalPointer(GL_FLOAT, sizeof(TexturedVertexData3D), &%sVertexData[0].normal);\n' % basename)
if (mesh.faceUV):
out.write('// glTexCoordPointer(2, GL_FLOAT, sizeof(TexturedVertexData3D), &%sVertexData[0].texCoord);\n' % basename)
elif (mesh.vertexColors):
out.write('// glColorPointer(4, GL_FLOAT, sizeof(ColoredVertexData3D), &%sVertexData[0].color);\n' % basename)
out.write('// glDrawArrays(GL_TRIANGLES, 0, k%sNumberOfVertices);\n' % basename)
out.write('// glDisableClientState(GL_VERTEX_ARRAY);\n')
if (mesh.faceUV):
out.write('// glDisableClientState(GL_TEXTURE_COORD_ARRAY);\n')
elif (mesh.vertexColors):
out.write('// glDisableClientState(GL_NORMAL_ARRAY);\n')
out.write('// glDisable(GL_COLOR_MATERIAL);\n')
out.write('// glDisableClientState(GL_NORMAL_ARRAY);\n\n\n')
out.close()
filename = os.path.splitext(Blender.Get('filename'))[0]
Blender.Window.FileSelector(write_obj, "Export", '%s.h' % filename)