Heditor /is a simple 3D modelling tool which outputs its models as C header files. This allows models to be imported into C, C++ and Objective-C programs with no tool chain and no need for any model loading code.
Apart from the compulsory 3D modelling feature of creating triangles and moving them about, the only other trick that Heditor has is a smoothing algorithm. You create a control mesh with a small number of triangles, set smooth weights for your vertices, and the editor will generate low, medium, and high LOD (level-of-detail) versions of your model automatically. All three LODs are output in the header file.
I originally developed this program specifically for my game Substream, not expecting to release it to the public. Heditor doesn't have common modelling features like materials, animation, or texture mapping. But simplicity is it's advantage. I've released Heditor because I think people who are working with OpenGL or DirectX to build a game prototype or code up a tech demo could find it useful to get some models into a project without thinking about file converters, asset directories or loading libraries.
In C++ this is how much code you need to get a model into a form that you can directly copy into a render buffer:
#include "mymodel.h" // path to the header output by Heditor
Vector3 pos, normal;
const HeditorVertex * modelBuffer =
reinterpret_cast< const HeditorVertex * >( MEDLOD_mymodel );
You can replace
Vector3 with the name of your three float vector structure and
modelBuffer will then point to an array of vertices, with each group of three making a triangle. The number of triangles in that array is also defined in the header file.