42's project, represent an elevation map in 3d
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Fabien Stadelwieser f3a0dfe01d Clearer sub-title 4 months ago
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inc renommed color theme to white_on_black 2 years ago
lib fixed stridx for color parsing 2 years ago
src fixed printf in main.c 2 years ago
.function_whitelist.txt all : project init 2 years ago
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README.md Clearer sub-title 4 months ago
author all : project init 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
Usage 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.

Trigonometry

For example, for this parallel projection with a projection angle of r :

Parallel cube

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 thought-process.

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