#!/usr/bin/python3 # Default mesh generator # Input from wavefront obj file # Usage: ./genmesh.py mesh.obj > mesh.cpp import sys HEADER = """ static float CUBE_VERTICES[] = { // positions // normals // texture coords """ FOOTER = """ };""" file = open(sys.argv[1], "r") vert_coords = [] vert_norms = [] vert_uvs = [] out_vertices = [] # greatest_coord = 0 # least_coord = 0 def normalize(x, y, z): return (x/2, y/2, z/2) for line in file: if line.startswith('v '): coords = line.split(' ')[1:] vert_coords.append((float(coords[0]), float(coords[1]), float(coords[2]))) if line.startswith('vn '): coords = line.split(' ')[1:] vert_norms.append((float(coords[0]), float(coords[1]), float(coords[2]))) if line.startswith('vt '): coords = line.split(' ')[1:] vert_uvs.append((float(coords[0]), float(coords[1]))) if line.startswith('f '): verts = line.split(' ')[1:] for vert in verts: coords, uv, normal = vert.split('/') coords, uv, normal = int(coords), int(uv), int(normal) coords, uv, normal = vert_coords[coords-1], vert_uvs[uv-1], vert_norms[normal-1] coords = normalize(*coords) # for coord in [*normal]: # if coord > greatest_coord: greatest_coord = coord # if coord < least_coord: least_coord = coord out_vertices.append((coords, normal, uv)) print(HEADER) for coords, normal, uv in out_vertices: print(f"\t{coords[0]}, {coords[1]}, {coords[2]},\t{normal[0]}, {normal[1]}, {normal[2]},\t{uv[0]}, {uv[1]},") print(FOOTER)