Fabien Stadelwieser
f3a0dfe01d

10 months ago  

asset  10 months ago  
inc  2 years ago  
lib  2 years ago  
src  2 years ago  
.function_whitelist.txt  2 years ago  
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Makefile  2 years ago  
README.md  10 months ago  
author  2 years ago 
README.md
FDF
Fil De Fer (ie: Wireframe)
Project a 2d array into the 3rd dimension.
The column is the x
, the line is the y
and the value is the z
.
./fdf test.fdf
File  Render 

Showcase
Render huge maps with million of points
Beautiful color scheme
Isometric and Parallel projection
Movable camera and angle
Install
One of the requirement of this project was to use 42l's minilibX which only run easily on the school's mac.
Could be done on Linux but you're on your own.
So make sure you have :
 MacOS
 42's MinilibX
Then :
git clone ssh://git@git.42l.fr:42084/Fabien/fdf.git
cd fdf
make
How it's done
// What minilibX look like :
// Only mlx_* function are from the minilibX
void draw_win(t_fdf *fdf)
{
mlx_clear_window(fdf>mlx.mlx, fdf>mlx.window);
clear_image(&fdf>mlx, fdf>disp.bg_color);
draw_fdf(fdf);
if (!fdf>flag.disp_helper)
draw_usage_bg(fdf, fdf>disp.usage_color);
mlx_put_image_to_window(fdf>mlx.mlx, fdf>mlx.window, fdf>mlx.image,
0, 0);
if (!fdf>flag.disp_helper)
draw_helper(fdf, fdf>disp.text_color);
}
For the projection the goal is to plot a 3d point on a 2d plane (the screen).
To do it, all you need to know is basic trigonometry and a good understanding of its implications.
We've only used the sin
and cos
function for this.
For example, for this parallel projection with a projection angle of r
:
Point  3d  2d 

A  0, 0, 0  0, 0 
B  1, 0, 0  1, 0 
C  1, 1, 0  1, 1 
D  1, 0, 1  cos(r) + 1, sin(r) 
E  0, 0, 1  cos(r), sin(r) 
So for one degree of projection we get :
destination.x = source.x + cos(angle) * source.z
destination.y = source.y + sin(angle) * source.z
And for an isometric projection it is the same thoughtprocess.
destination.x = source.x + cos(angle) * source.z  cos(angle) * source.y
destination.y = source.y * sin(angle)  source.z * sin(angle)
Once we get all the coordinate we properly offset and scale them properly on the screen. So in a 1000x1000 window [0, 0] may be at [500, 500] and [1, 1] at [550, 550] for example.
Then we draw all the lines. For this Pascal used Bresenham's line algorithm but another simpler (be it less pretty) could have been used, like Linear interpolation. Bresenham is said to give the best result.
Credit
Student project for School 42.
Realized as a group with Pfragnou.
Final Grade: 125/125