예제 #1
0
int LD3dsExporter::getMaterial(int colorNumber)
{
	IntIntMap::iterator it = m_colorNumbers.find(colorNumber);

	if (it == m_colorNumbers.end())
	{
		int material = (int)m_colorNumbers.size();
		Lib3dsMaterial *mat = lib3ds_material_new((std::string("ldraw_") +
			ltostr(colorNumber)).c_str());
        lib3ds_file_insert_material(m_file, mat, -1);
		int r, g, b, a;
		LDLPalette *pPalette = m_topModel->getMainModel()->getPalette();
		pPalette->getRGBA(colorNumber, r, g, b, a);
		LDLColorInfo colorInfo = pPalette->getAnyColorInfo(colorNumber);

        mat->diffuse[0] = r / 255.0f;
        mat->diffuse[1] = g / 255.0f;
        mat->diffuse[2] = b / 255.0f;
		mat->transparency = 1.0f - a / 255.0f;
		mat->two_sided = 1;
		if (colorInfo.rubber)
		{
			mat->specular[0] = mat->specular[1] = mat->specular[2] = 0.05f;
		}
		mat->shading = LIB3DS_SHADING_PHONG;
		m_colorNumbers[colorNumber] = material;
		return material;
	}
	else
	{
		return it->second;
	}
}
예제 #2
0
Lib3dsMaterial* GLC_WorldTo3ds::create3dsMaterialFromGLC_Material(GLC_Material* pMat, const QString& matName)
{
	Lib3dsMaterial* pSubject= lib3ds_material_new();
	strcpy(pSubject->name, matName.toLocal8Bit().data());


	// Ambient Color
	QColor ambient= pMat->ambientColor();
	pSubject->ambient[0]= static_cast<float>(ambient.redF());
	pSubject->ambient[1]= static_cast<float>(ambient.greenF());
	pSubject->ambient[2]= static_cast<float>(ambient.blueF());
	pSubject->ambient[3]= static_cast<float>(ambient.alphaF());

	// Diffuse Color
	QColor diffuse= pMat->diffuseColor();
	pSubject->diffuse[0]= static_cast<float>(diffuse.redF());
	pSubject->diffuse[1]= static_cast<float>(diffuse.greenF());
	pSubject->diffuse[2]= static_cast<float>(diffuse.blueF());
	pSubject->diffuse[3]= static_cast<float>(diffuse.alphaF());

	// Specular Color
	QColor specular= pMat->specularColor();
	pSubject->specular[0]= static_cast<float>(specular.redF());
	pSubject->specular[1]= static_cast<float>(specular.greenF());
	pSubject->specular[2]= static_cast<float>(specular.blueF());
	pSubject->specular[3]= static_cast<float>(specular.alphaF());


	// Shininess
	pSubject->shininess= pMat->shininess();

	// Transparency

	pSubject->transparency= 1.0f - static_cast<float>(pMat->opacity());

	// Texture
	if (pMat->hasTexture())
	{
		if (!m_TextureToFileName.contains(pMat->textureHandle()))
		{
			QString filePath= QFileInfo(m_FileName).absolutePath();
			QString textureName= matName;
			QImage textureImage= pMat->textureHandle()->imageOfTexture();
			if (!pMat->textureFileName().isEmpty())
			{
				textureName= matName + '-' + QFileInfo(pMat->textureFileName()).fileName();
				textureImage.load(pMat->textureFileName());
			}
			else
			{
				textureName= textureName + ".jpg";
			}
			textureName= textureName.right(63);

			if (!textureImage.isNull())
			{
				const QString type(QFileInfo(textureName).suffix());
				QString newTextureFile= filePath + QDir::separator() + textureName;
				textureImage.save(newTextureFile, type.toUpper().toAscii().data());
				strcpy(pSubject->texture1_map.name, textureName.toLocal8Bit().data());
				m_TextureToFileName.insert(pMat->textureHandle(), textureName);
			}
		}
		else
		{
			QString textureName= m_TextureToFileName.value(pMat->textureHandle());
			strcpy(pSubject->texture1_map.name, textureName.toLocal8Bit().data());
		}

	}

	lib3ds_file_insert_material(m_pLib3dsFile, pSubject);
	m_NameToMaterial.insert(matName, pSubject);

	return pSubject;
}
예제 #3
0
파일: file.cpp 프로젝트: nitrologic/mod
static Lib3dsBool
mdata_read(Lib3dsFile *file, FILE *f)
{
    Lib3dsChunk c;
    Lib3dsWord chunk;

    if (!lib3ds_chunk_read_start(&c, LIB3DS_MDATA, f)) {
        return(LIB3DS_FALSE);
    }

    while ((chunk=lib3ds_chunk_read_next(&c, f))!=0) {
        switch (chunk) {
        case LIB3DS_MESH_VERSION:
        {
            file->mesh_version=lib3ds_intd_read(f);
        }
        break;
        case LIB3DS_MASTER_SCALE:
        {
            file->master_scale=lib3ds_float_read(f);
        }
        break;
        case LIB3DS_SHADOW_MAP_SIZE:
        case LIB3DS_LO_SHADOW_BIAS:
        case LIB3DS_HI_SHADOW_BIAS:
        case LIB3DS_SHADOW_SAMPLES:
        case LIB3DS_SHADOW_RANGE:
        case LIB3DS_SHADOW_FILTER:
        case LIB3DS_RAY_BIAS:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_shadow_read(&file->shadow, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        case LIB3DS_VIEWPORT_LAYOUT:
        case LIB3DS_DEFAULT_VIEW:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_viewport_read(&file->viewport, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        case LIB3DS_O_CONSTS:
        {
            int i;
            for (i=0; i<3; ++i) {
                file->construction_plane[i]=lib3ds_float_read(f);
            }
        }
        break;
        case LIB3DS_AMBIENT_LIGHT:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!ambient_read(file, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        case LIB3DS_BIT_MAP:
        case LIB3DS_SOLID_BGND:
        case LIB3DS_V_GRADIENT:
        case LIB3DS_USE_BIT_MAP:
        case LIB3DS_USE_SOLID_BGND:
        case LIB3DS_USE_V_GRADIENT:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_background_read(&file->background, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        case LIB3DS_FOG:
        case LIB3DS_LAYER_FOG:
        case LIB3DS_DISTANCE_CUE:
        case LIB3DS_USE_FOG:
        case LIB3DS_USE_LAYER_FOG:
        case LIB3DS_USE_DISTANCE_CUE:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_atmosphere_read(&file->atmosphere, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        case LIB3DS_MAT_ENTRY:
        {
            Lib3dsMaterial *material;

            material=lib3ds_material_new();
            if (!material) {
                return(LIB3DS_FALSE);
            }
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_material_read(material, f)) {
                return(LIB3DS_FALSE);
            }
            lib3ds_file_insert_material(file, material);
        }
        break;
        case LIB3DS_NAMED_OBJECT:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!named_object_read(file, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        default:
            lib3ds_chunk_unknown(chunk);
        }
    }

    lib3ds_chunk_read_end(&c, f);
    return(LIB3DS_TRUE);
}
예제 #4
0
static void dump_to_3ds(Lib3dsFile *f, FILE *fp)
{
	Lib3dsMesh	*m = lib3ds_mesh_new("Warzone Mesh");
	Lib3dsMaterial	*material = lib3ds_material_new("Warzone texture");
	Lib3dsTextureMap *texture = &material->texture1_map;
	int i, num, x, y, levels;
	char s[200];

	num = fscanf(fp, "PIE %d\n", &i);
	if (num != 1)
	{
		fprintf(stderr, "Bad PIE file %s\n", input);
		exit(1);
	}
	fprintf(stdout, "PIE version %d\n", i);

	num = fscanf(fp, "TYPE %d\n", &i); // ignore
	if (num != 1)
	{
		fprintf(stderr, "Bad TYPE directive in %s\n", input);
		exit(1);
	}

	num = fscanf(fp, "TEXTURE %d %s %d %d\n", &i, s, &x, &y);
	if (num != 4)
	{
		fprintf(stderr, "Bad TEXTURE directive in %s\n", input);
		exit(1);
	}
	strcpy(texture->name, s);

	num = fscanf(fp, "LEVELS %d\n", &levels);
	if (num != 1)
	{
		fprintf(stderr, "Bad LEVELS directive in %s\n", input);
		exit(1);
	}

	f->frames = levels;
	f->meshes = m;
	f->materials = material;
	for (i = 0; i < levels; i++)
	{
		int j, points, faces, faces3DS, faceCount, points3DS, pointCount;
		WZ_FACE *faceList;
		WZ_POSITION *posList;

		num = fscanf(fp, "LEVEL %d\n", &x);
		if (num != 1 || (i + 1) != x)
		{
			fprintf(stderr, "Bad LEVEL directive in %s, was %d should be %d\n", input, x, i + 1);
			exit(1);
		}

		num = fscanf(fp, "POINTS %d\n", &points);
		if (num != 1)
		{
			fprintf(stderr, "Bad POINTS directive in %s frame %d\n", input, i);
			exit(1);
		}
		posList = malloc(sizeof(WZ_POSITION) * points);
		for (j = 0; j < points; j++)
		{
			if (swapYZ)
			{
				num = fscanf(fp, "%d %d %d\n", &posList[j].x, &posList[j].z, &posList[j].y);
			}
			else
			{
				num = fscanf(fp, "%d %d %d\n", &posList[j].x, &posList[j].y, &posList[j].z);
			}
			if (num != 3)
			{
				fprintf(stderr, "Bad POINTS entry frame %d, number %d\n", i, j);
				exit(1);
			}
		}

		num = fscanf(fp, "POLYGONS %d", &faces);
		if (num != 1)
		{
			fprintf(stderr, "Bad POLYGONS directive in %s frame %d\n", input, i);
			exit(1);			
		}
		faces3DS = faces;	// for starters
		faceList = malloc(sizeof(WZ_FACE) * faces);
		points3DS = 0;
		for (j = 0; j < faces; ++j)
		{
			int k;
			unsigned int flags;

			num = fscanf(fp, "\n%x", &flags);
			if (num != 1)
			{
				fprintf(stderr, "Bad POLYGONS texture flag entry frame %d, number %d\n", i, j);
				exit(1);
			}
			if (!(flags & iV_IMD_TEX))
			{
				fprintf(stderr, "Bad texture flag entry frame %d, number %d - no texture flag!\n", i, j);
				exit(1);
			}

			num = fscanf(fp, "%d", &faceList[j].vertices);
			if (num != 1)
			{
				fprintf(stderr, "Bad POLYGONS vertices entry frame %d, number %d\n", i, j);
				exit(1);
			}
			assert(faceList[j].vertices <= MAX_POLYGON_SIZE); // larger polygons not supported
			assert(faceList[j].vertices >= 3); // points and lines not supported
			if (faceList[j].vertices > 3)
			{
				// since they are triangle fans already, we get to do easy tessellation
				faces3DS += (faceList[j].vertices - 3);
			}
			points3DS += faceList[j].vertices;

			// Read in vertex indices and texture coordinates
			for (k = 0; k < faceList[j].vertices; k++)
			{
				num = fscanf(fp, "%d", &faceList[j].index[k]);
				if (num != 1)
				{
					fprintf(stderr, "Bad vertex position entry frame %d, number %d\n", i, j);
					exit(1);
				}
			}
			if (flags & iV_IMD_TEXANIM)
			{
				// read in and discard animation values for now
				int frames, rate, width, height;

				num = fscanf(fp, "%d %d %d %d", &frames, &rate, &width, &height);
				if (num != 4)
				{
					fprintf(stderr, "Bad texture animation entry frame %d, number %d\n", i, j);
					exit(1);
				}
			}
			for (k = 0; k < faceList[j].vertices; k++)
			{
				num = fscanf(fp, "%d %d", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
				if (num != 2)
				{
					fprintf(stderr, "Bad texture coordinate entry frame %d, number %d\n", i, j);
					exit(1);
				}
			}
		}

		// Calculate position list. Since positions hold texture coordinates in 3DS, unlike in Warzone,
		// we need to use some black magic to transfer them over here.
		lib3ds_mesh_new_point_list(m, points3DS);
		lib3ds_mesh_new_texel_list(m, points3DS);
		pointCount = 0;
		for (j = 0; j < faces; j++)
		{
			int k;

			for (k = 0; k < faceList[j].vertices; k++)
			{
				Lib3dsVector pos;

				pos[0] = posList[faceList[j].index[k]].x;
				pos[1] = posList[faceList[j].index[k]].y;
				pos[2] = posList[faceList[j].index[k]].z;

				lib3ds_vector_copy(m->pointL[pointCount].pos, pos);
				faceList[j].index[k] = pointCount; // use new position list

				if (invertUV)
				{
					m->texelL[pointCount][0] = ((float)faceList[j].texCoord[k][0] / 256.0f);
					m->texelL[pointCount][1] = 1.0f - ((float)faceList[j].texCoord[k][1] / 256.0f);
				}
				else
				{
					m->texelL[pointCount][0] = ((float)faceList[j].texCoord[k][0] / 256.0f);
					m->texelL[pointCount][1] = ((float)faceList[j].texCoord[k][1] / 256.0f);
				}
				pointCount++;
			}
		}

		lib3ds_mesh_new_face_list(m, faces3DS);
		faceCount = 0;

		// TODO reverse winding afterwards
		for (j = 0; j < faces; j++)
		{
			int k, key, previous;

			key = m->faceL[faceCount].points[0] = faceList[j].index[0];
			m->faceL[faceCount].points[1] = faceList[j].index[1];
			previous = m->faceL[faceCount].points[2] = faceList[j].index[2];
			faceCount++;

			// Generate triangles from the Warzone triangle fans (PIEs, get it?)
			for (k = 3; k < faceList[j].vertices; k++)
			{
				m->faceL[faceCount].points[0] = key;
				m->faceL[faceCount].points[1] = previous;
				previous = m->faceL[faceCount].points[0] = faceList[j].index[k];
			}

			// Since texture coordinates are properties of positions, not indices,
			// we do not need a similar expansion of these
		}
		free(faceList);
		free(posList);
	}
	if (!lib3ds_file_save(f, output))
	{
		fprintf(stderr, "Cannot open \"%s\" for writing: %s", output, strerror(errno));
		exit(1);
	}
}
예제 #5
0
static void
mdata_read(Lib3dsFile *file, Lib3dsIo *io) {
    Lib3dsChunk c;
    uint16_t chunk;

    lib3ds_chunk_read_start(&c, CHK_MDATA, io);

    while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) {
        switch (chunk) {
            case CHK_MESH_VERSION: {
                file->mesh_version = lib3ds_io_read_intd(io);
                break;
            }

            case CHK_MASTER_SCALE: {
                file->master_scale = lib3ds_io_read_float(io);
                break;
            }

            case CHK_SHADOW_MAP_SIZE:
            case CHK_LO_SHADOW_BIAS:
            case CHK_HI_SHADOW_BIAS:
            case CHK_SHADOW_SAMPLES:
            case CHK_SHADOW_RANGE:
            case CHK_SHADOW_FILTER:
            case CHK_RAY_BIAS: {
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_shadow_read(&file->shadow, io);
                break;
            }

            case CHK_VIEWPORT_LAYOUT:
            case CHK_DEFAULT_VIEW: {
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_viewport_read(&file->viewport, io);
                break;
            }

            case CHK_O_CONSTS: {
                int i;
                for (i = 0; i < 3; ++i) {
                    file->construction_plane[i] = lib3ds_io_read_float(io);
                }
                break;
            }

            case CHK_AMBIENT_LIGHT: {
                lib3ds_chunk_read_reset(&c, io);
                ambient_read(file, io);
                break;
            }

            case CHK_BIT_MAP:
            case CHK_SOLID_BGND:
            case CHK_V_GRADIENT:
            case CHK_USE_BIT_MAP:
            case CHK_USE_SOLID_BGND:
            case CHK_USE_V_GRADIENT: {
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_background_read(&file->background, io);
                break;
            }

            case CHK_FOG:
            case CHK_LAYER_FOG:
            case CHK_DISTANCE_CUE:
            case CHK_USE_FOG:
            case CHK_USE_LAYER_FOG:
            case CHK_USE_DISTANCE_CUE: {
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_atmosphere_read(&file->atmosphere, io);
                break;
            }

            case CHK_MAT_ENTRY: {
                Lib3dsMaterial *material = lib3ds_material_new(NULL);
                lib3ds_file_insert_material(file, material, -1);
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_material_read(material, io);
                break;
            }

            case CHK_NAMED_OBJECT: {
                lib3ds_chunk_read_reset(&c, io);
                named_object_read(file, io);
                break;
            }

            default:
                lib3ds_chunk_unknown(chunk, io);
        }
    }

    lib3ds_chunk_read_end(&c, io);
}
예제 #6
0
int main(int argc, char **argv) {
    Lib3dsFile *file = lib3ds_file_new();
    file->frames = 360;
    
    {
        Lib3dsMaterial *mat = lib3ds_material_new("c_tex");
        lib3ds_file_insert_material(file, mat, -1);
        strcpy(mat->texture1_map.name, "cube.tga");
        mat->texture1_map.percent = 1.0;

        mat = lib3ds_material_new("c_red");
        lib3ds_file_insert_material(file, mat, -1);
        mat->diffuse[0] = 1.0;
        mat->diffuse[1] = 0.0;
        mat->diffuse[2] = 0.0;

        mat = lib3ds_material_new("c_blue");
        lib3ds_file_insert_material(file, mat, -1);
        mat->diffuse[0] = 0.0;
        mat->diffuse[1] = 0.0;
        mat->diffuse[2] = 1.0;
    }

    {
        int i, j;
        Lib3dsMesh *mesh = lib3ds_mesh_new("cube");
        Lib3dsMeshInstanceNode *inst;        
        lib3ds_file_insert_mesh(file, mesh, -1);

        lib3ds_mesh_resize_vertices(mesh, 8, 1, 0);
        for (i = 0; i < 8; ++i) {
            lib3ds_vector_copy(mesh->vertices[i], g_vertices[i]);
            mesh->texcos[i][0] = g_texcoords[i][0];
            mesh->texcos[i][1] = g_texcoords[i][1];
        }

        lib3ds_mesh_resize_faces(mesh, 12);
        for (i = 0; i < 12; ++i) {
            for (j = 0; j < 3; ++j) {
                mesh->faces[i].index[j] = g_indices[i][j];
            }
        }

        for (i = 0; i < 8; ++i) {
            mesh->faces[i].material = 0;
        }
        for (i = 0; i < 2; ++i) {
            mesh->faces[8+i].material = 1;
        }
        for (i = 0; i < 2; ++i) {
            mesh->faces[10+i].material = 2;
        }

        inst = lib3ds_node_new_mesh_instance(mesh, "01", NULL, NULL, NULL);
        lib3ds_file_append_node(file, (Lib3dsNode*)inst, NULL);
    }

    {
        Lib3dsCamera *camera;
        Lib3dsCameraNode *n;
        Lib3dsTargetNode *t;
        int i;

        camera = lib3ds_camera_new("camera01");
        lib3ds_file_insert_camera(file, camera, -1);
        lib3ds_vector_make(camera->position, 0.0, -100, 0.0);
        lib3ds_vector_make(camera->target, 0.0, 0.0, 0.0);

        n = lib3ds_node_new_camera(camera);
        t = lib3ds_node_new_camera_target(camera);
        lib3ds_file_append_node(file, (Lib3dsNode*)n, NULL);
        lib3ds_file_append_node(file, (Lib3dsNode*)t, NULL);

        lib3ds_track_resize(&n->pos_track, 37);
        for (i = 0; i <= 36; i++) {
            n->pos_track.keys[i].frame = 10 * i;
            lib3ds_vector_make(n->pos_track.keys[i].value, 
                (float)(100.0 * cos(2 * M_PI * i / 36.0)), 
                (float)(100.0 * sin(2 * M_PI * i / 36.0)), 
                50.0
            );
        }
    }

    if (!lib3ds_file_save(file, "cube.3ds")) {
        fprintf(stderr, "ERROR: Saving 3ds file failed!\n");
    }
    lib3ds_file_free(file);
}
예제 #7
0
// TODO: Build own exporter class
void objectExporter::on_buttonBox_accepted()
{
    QString fileName = QFileDialog::getSaveFileName(gloParent, "Save 3ds Object", ".", "3D Object (*.3ds)", 0, 0);

    QList<trackHandler*> trackList = gloParent->getTrackList();
    trackHandler* curTrack = trackList[ui->trackBox->currentIndex()];

    trackMesh* mesh = curTrack->mMesh;

    QVector<float> *vertices = new QVector<float>();
    QVector<unsigned int> *indices = new QVector<unsigned int>();
    QVector<unsigned int> *borders = new QVector<unsigned int>();

    Lib3dsFile *file = lib3ds_file_new();
    file->frames = 360;

    {
        Lib3dsMaterial* mat = lib3ds_material_new("coaster");
        lib3ds_file_insert_material(file, mat, -1);
        mat->diffuse[0] = curTrack->trackColors[0].red()/255.f;
        mat->diffuse[1] = curTrack->trackColors[0].green()/255.f;
        mat->diffuse[2] = curTrack->trackColors[0].blue()/255.f;
    }

    {
        for(int section = 0; section < curTrack->trackData->lSections.size(); ++section) {
            vertices->clear();
            indices->clear();
            borders->clear();
            mesh->build3ds(section, vertices, indices, borders);

            float* fvertices = new float[vertices->size()];
            for(int i = 0; i < vertices->size()/3; ++i) {
                fvertices[3*i+0] = vertices->at(3*i+0);
                fvertices[3*i+1] = -vertices->at(3*i+2);
                fvertices[3*i+2] = vertices->at(3*i+1);

                //exportScreen->doFastExport();
            }
            for(int subIndex = 0; subIndex < borders->size()-2; subIndex+= 2) {
                int fromVIndex = borders->at(subIndex)/3;
                int toVIndex = borders->at(subIndex+2)/3;
                int fromIIndex = borders->at(subIndex+1)/3;
                int toIIndex = borders->at(subIndex+3)/3;

                int i, j;
                QString name = QString::number(section).append(QString("_").append(QString::number(subIndex/2)));
                Lib3dsMesh *mesh = lib3ds_mesh_new(name.toLocal8Bit().data());
                Lib3dsMeshInstanceNode *inst;
                lib3ds_file_insert_mesh(file, mesh, -1);

                lib3ds_mesh_resize_vertices(mesh, toVIndex-fromVIndex, 1, 0);
                for (i = 0; i < toVIndex-fromVIndex; ++i) {
                    lib3ds_vector_copy(mesh->vertices[i], &fvertices[(i+fromVIndex)*3]);
                    mesh->texcos[i][0] = 0.f;
                    mesh->texcos[i][1] = 0.f;
                }

                lib3ds_mesh_resize_faces(mesh, toIIndex-fromIIndex);
                for (i = 0; i < toIIndex-fromIIndex; ++i) {
                    for (j = 0; j < 3; ++j) {
                        mesh->faces[i].index[j] = indices->at(3*(i+fromIIndex)+j)-fromVIndex;
                        mesh->faces[i].material = 0;
                    }
                }
                inst = lib3ds_node_new_mesh_instance(mesh, name.toLocal8Bit().data(), NULL, NULL, NULL);
                lib3ds_file_append_node(file, (Lib3dsNode*)inst, NULL);
            }
            delete[] fvertices;
        }
    }

    {
        Lib3dsCamera *camera;
        Lib3dsCameraNode *n;
        Lib3dsTargetNode *t;
        int i;

        camera = lib3ds_camera_new("camera01");
        lib3ds_file_insert_camera(file, camera, -1);
        lib3ds_vector_make(camera->position, 0.0, -100, 0.0);
        lib3ds_vector_make(camera->target, 0.0, 0.0, 0.0);

        n = lib3ds_node_new_camera(camera);
        t = lib3ds_node_new_camera_target(camera);
        lib3ds_file_append_node(file, (Lib3dsNode*)n, NULL);
        lib3ds_file_append_node(file, (Lib3dsNode*)t, NULL);

        lib3ds_track_resize(&n->pos_track, 37);
        for (i = 0; i <= 36; i++) {
            n->pos_track.keys[i].frame = 10 * i;
            lib3ds_vector_make(n->pos_track.keys[i].value,
                (float)(100.0 * cos(2 * F_PI * i / 36.0)),
                (float)(100.0 * sin(2 * F_PI * i / 36.0)),
                50.0
            );
        }
    }

    if (!lib3ds_file_save(file, fileName.toLocal8Bit().data())) {
         qDebug("ERROR: Saving 3ds file failed!\n");
    }
    lib3ds_file_free(file);

    delete indices;
    delete vertices;
}