import bpy import struct import os # Output format: # Header: # char[4] magic = "SCN1" # uint32_t num_objects # uint32_t num_cameras (reserved) # uint32_t num_lights (reserved) # # Object Block: # char[64] name # uint32_t type (0=CUBE, 1=SPHERE, 2=PLANE, 3=TORUS, 4=BOX, 5=SKYBOX, 6=MESH) # vec3 position # quat rotation (x, y, z, w) # vec3 scale # vec4 color # uint32_t mesh_name_len # char[] mesh_name (if type == MESH) # float mass # float restitution # uint32_t is_static (bool) def export_scene(filepath): print(f"Exporting scene to {filepath}...") objects = [obj for obj in bpy.context.scene.objects if obj.visible_get() and obj.type == 'MESH'] with open(filepath, 'wb') as f: # Header f.write(b'SCN1') f.write(struct.pack(' mesh_asset_name = "MESH_" + obj.name.upper().replace('.', '_') name_len = len(mesh_asset_name) f.write(struct.pack(' 0: f.write(mesh_asset_name.encode('utf-8')) # Physics properties (from custom properties or defaults) mass = obj.get('mass', 1.0) restitution = obj.get('restitution', 0.5) is_static = obj.get('is_static', 0) f.write(struct.pack('