Bitmap/Bézier curves/Cubic: Difference between revisions

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proc drawCubicBezier*(
proc drawCubicBezier*(
image: var Image; pt1, pt2, pt3, pt4: Point; color: Color; nseg: Positive = 20) =
image: Image; pt1, pt2, pt3, pt4: Point; color: Color; nseg: Positive = 20) =


var points = newSeq[Point](nseg + 1)
var points = newSeq[Point](nseg + 1)

Revision as of 00:19, 26 October 2020

Task
Bitmap/Bézier curves/Cubic
You are encouraged to solve this task according to the task description, using any language you may know.

Using the data storage type defined on this page for raster images, and the draw_line function defined in this other one, draw a cubic bezier curve (definition on Wikipedia).

Ada

<lang ada>procedure Cubic_Bezier

         (  Picture        : in out Image;
            P1, P2, P3, P4 : Point;
            Color          : Pixel;
            N              : Positive := 20
         )  is
  Points : array (0..N) of Point;

begin

  for I in Points'Range loop
     declare
        T : constant Float := Float (I) / Float (N);
        A : constant Float := (1.0 - T)**3;
        B : constant Float := 3.0 * T * (1.0 - T)**2;
        C : constant Float := 3.0 * T**2 * (1.0 - T);
        D : constant Float := T**3;
     begin
        Points (I).X := Positive (A * Float (P1.X) + B * Float (P2.X) + C * Float (P3.X) + D * Float (P4.X));
        Points (I).Y := Positive (A * Float (P1.Y) + B * Float (P2.Y) + C * Float (P3.Y) + D * Float (P4.Y));
     end;
  end loop;
  for I in Points'First..Points'Last - 1 loop
     Line (Picture, Points (I), Points (I + 1), Color);
  end loop;

end Cubic_Bezier;</lang> The following test <lang ada> X : Image (1..16, 1..16); begin

  Fill (X, White);
  Cubic_Bezier (X, (16, 1), (1, 4), (3, 16), (15, 11), Black);
  Print (X);</lang>

should produce output:





       HH
     HH  HH
    H      H
    H      H
   H       H
  H        H
 H         H
 H         H
 H         H
 H         H
H         H
H

ALGOL 68

Translation of: Ada
Works with: ALGOL 68 version Revision 1 - one minor extension to language used - PRAGMA READ, similar to C's #include directive.
Works with: ALGOL 68G version Any - tested with release algol68g-2.6.

File: prelude/Bitmap/Bezier_curves/Cubic.a68<lang algol68># -*- coding: utf-8 -*- #

cubic bezier OF class image :=

         (  REF IMAGE picture,
            POINT p1, p2, p3, p4,
            PIXEL color,
            UNION(INT, VOID) in n
         )VOID:

BEGIN

  INT n = (in n|(INT n):n|20); # default 20 #
  [0:n]POINT points;
  FOR i FROM LWB points TO UPB points DO
        REAL t = i / n,
             a = (1 - t)**3,
             b = 3 * t * (1 - t)**2,
             c = 3 * t**2 * (1 - t),
             d = t**3;
        x OF points [i] := ENTIER (0.5 + a * x OF p1 + b * x OF p2 + c * x OF p3 + d * x OF p4);
        y OF points [i] := ENTIER (0.5 + a * y OF p1 + b * y OF p2 + c * y OF p3 + d * y OF p4)
  OD;
  FOR i FROM LWB points TO UPB points - 1 DO
     (line OF class image)(picture, points (i), points (i + 1), color)
  OD

END # cubic bezier #;

SKIP</lang>File: test/Bitmap/Bezier_curves/Cubic.a68<lang algol68>#!/usr/bin/a68g --script #

  1. -*- coding: utf-8 -*- #

PR READ "prelude/Bitmap.a68" PR; # c.f. rc:Bitmap # PR READ "prelude/Bitmap/Bresenhams_line_algorithm.a68" PR; # c.f. rc:Bitmap/Bresenhams_line_algorithm # PR READ "prelude/Bitmap/Bezier_curves/Cubic.a68" PR;

  1. The following test #

test:(

  REF IMAGE x = INIT LOC[16,16]PIXEL;
  (fill OF class image)(x, (white OF class image));
  (cubic bezier OF class image)(x, (16, 1), (1, 4), (3, 16), (15, 11), (black OF class image), EMPTY);
  (print OF class image) (x)

)</lang>Output:

ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffff000000000000ffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffff000000000000ffffffffffff000000000000ffffffffffffffffffffffffffffff
ffffffffffffffffffffffff000000ffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffff
ffffffffffffffffffffffff000000ffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffff
ffffffffffffffffff000000ffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffff
ffffffffffff000000ffffffffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffff
ffffff000000ffffffffffffffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffff
ffffff000000ffffffffffffffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffff
ffffff000000ffffffffffffffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffff
ffffff000000ffffffffffffffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffff
000000ffffffffffffffffffffffffffffffffffffffffffffffffffffff000000ffffffffffffffffffffffffffffff
000000ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff

BBC BASIC

<lang bbcbasic> Width% = 200

     Height% = 200
     
     REM Set window size:
     VDU 23,22,Width%;Height%;8,16,16,128
     
     REM Draw cubic Bézier curve:
     PROCbeziercubic(160,150, 10,120, 30,0, 150,50, 20, 0,0,0)
     END
     
     DEF PROCbeziercubic(x1,y1,x2,y2,x3,y3,x4,y4,n%,r%,g%,b%)
     LOCAL i%, t, t1, a, b, c, d, p{()}
     DIM p{(n%) x%,y%}
     
     FOR i% = 0 TO n%
       t = i% / n%
       t1 = 1 - t
       a = t1^3
       b = 3 * t * t1^2
       c = 3 * t^2 * t1
       d = t^3
       p{(i%)}.x% = INT(a * x1 + b * x2 + c * x3 + d * x4 + 0.5)
       p{(i%)}.y% = INT(a * y1 + b * y2 + c * y3 + d * y4 + 0.5)
     NEXT
     
     FOR i% = 0 TO n%-1
       PROCbresenham(p{(i%)}.x%,p{(i%)}.y%,p{(i%+1)}.x%,p{(i%+1)}.y%, \
       \             r%,g%,b%)
     NEXT
     ENDPROC
     
     DEF PROCbresenham(x1%,y1%,x2%,y2%,r%,g%,b%)
     LOCAL dx%, dy%, sx%, sy%, e
     dx% = ABS(x2% - x1%) : sx% = SGN(x2% - x1%)
     dy% = ABS(y2% - y1%) : sy% = SGN(y2% - y1%)
     IF dx% < dy% e = dx% / 2 ELSE e = dy% / 2
     REPEAT
       PROCsetpixel(x1%,y1%,r%,g%,b%)
       IF x1% = x2% IF y1% = y2% EXIT REPEAT
       IF dx% > dy% THEN
         x1% += sx% : e -= dy% : IF e < 0 e += dx% : y1% += sy%
       ELSE
         y1% += sy% : e -= dx% : IF e < 0 e += dy% : x1% += sx%
       ENDIF
     UNTIL FALSE
     ENDPROC
     
     DEF PROCsetpixel(x%,y%,r%,g%,b%)
     COLOUR 1,r%,g%,b%
     GCOL 1
     LINE x%*2,y%*2,x%*2,y%*2
     ENDPROC</lang>

C

"Interface" imglib.h.

<lang c>void cubic_bezier(

      	image img,
       unsigned int x1, unsigned int y1,
       unsigned int x2, unsigned int y2,
       unsigned int x3, unsigned int y3,
       unsigned int x4, unsigned int y4,
       color_component r,
       color_component g,
       color_component b );</lang>

<lang c>#include <math.h>

/* number of segments for the curve */

  1. define N_SEG 20
  1. define plot(x, y) put_pixel_clip(img, x, y, r, g, b)
  2. define line(x0,y0,x1,y1) draw_line(img, x0,y0,x1,y1, r,g,b)

void cubic_bezier(

      	image img,
       unsigned int x1, unsigned int y1,
       unsigned int x2, unsigned int y2,
       unsigned int x3, unsigned int y3,
       unsigned int x4, unsigned int y4,
       color_component r,
       color_component g,
       color_component b )

{

   unsigned int i;
   double pts[N_SEG+1][2];
   for (i=0; i <= N_SEG; ++i)
   {
       double t = (double)i / (double)N_SEG;
       double a = pow((1.0 - t), 3.0);
       double b = 3.0 * t * pow((1.0 - t), 2.0);
       double c = 3.0 * pow(t, 2.0) * (1.0 - t);
       double d = pow(t, 3.0);
       double x = a * x1 + b * x2 + c * x3 + d * x4;
       double y = a * y1 + b * y2 + c * y3 + d * y4;
       pts[i][0] = x;
       pts[i][1] = y;
   }

  1. if 0
   /* draw only points */
   for (i=0; i <= N_SEG; ++i)
   {
       plot( pts[i][0],
             pts[i][1] );
   }
  1. else
   /* draw segments */
   for (i=0; i < N_SEG; ++i)
   {
       int j = i + 1;

line( pts[i][0], pts[i][1],

             pts[j][0], pts[j][1] );
   }
  1. endif

}

  1. undef plot
  2. undef line</lang>

D

This solution uses two modules, from the Grayscale image and Bresenham's line algorithm Tasks. <lang d>import grayscale_image, bitmap_bresenhams_line_algorithm;

struct Pt { int x, y; } // Signed.

void cubicBezier(size_t nSegments=20, Color)

               (Image!Color im,
                in Pt p1, in Pt p2, in Pt p3, in Pt p4,
                in Color color)

pure nothrow @nogc if (nSegments > 0) {

   Pt[nSegments + 1] points = void;
   foreach (immutable i, ref p; points) {
       immutable double t = i / double(nSegments),
                        a = (1.0 - t) ^^ 3,
                        b = 3.0 * t * (1.0 - t) ^^ 2,
                        c = 3.0 * t ^^ 2 * (1.0 - t),
                        d = t ^^ 3;
       alias T = typeof(Pt.x);
       p = Pt(cast(T)(a * p1.x + b * p2.x + c * p3.x + d * p4.x),
              cast(T)(a * p1.y + b * p2.y + c * p3.y + d * p4.y));
   }
   foreach (immutable i, immutable p; points[0 .. $ - 1])
       im.drawLine(p.x, p.y, points[i + 1].x, points[i + 1].y, color);

}

void main() {

   auto im = new Image!Gray(17, 17);
   im.clear(Gray.white);
   im.cubicBezier(Pt(16, 1), Pt(1, 4), Pt(3, 16), Pt(15, 11),
                  Gray.black);
   im.textualShow();

}</lang>

Output:
.................
.............####
.........####....
........#........
.......#.........
......#..........
......#..........
.....#...........
.....#...........
.....#...........
.....#...........
......##....####.
........####.....
.................
.................
.................
.................

F#

<lang f#> /// Uses Vector<float> from Microsoft.FSharp.Math (in F# PowerPack) module CubicBezier

/// Create bezier curve from p1 to p4, using the control points p2, p3 /// Returns the requested number of segments let cubic_bezier (p1:vector) (p2:vector) (p3:vector) (p4:vector) segments =

   [0 .. segments - 1]
       |> List.map(fun i ->
           let t = float i / float segments
           let a = (1. - t) ** 3.
           let b = 3. * t * ((1. - t) ** 2.)
           let c = 3. * (t ** 2.) * (1. - t)
           let d = t ** 3.
           let x = a * p1.[0] + b * p2.[0] + c * p3.[0] + d * p4.[0]
           let y = a * p1.[1] + b * p2.[1] + c * p3.[1] + d * p4.[1]
           vector [x; y])

</lang> <lang f#> // For rendering.. let drawPoints points (canvas:System.Windows.Controls.Canvas) =

   let addLineToScreen (v1:vector) (v2:vector) =
       canvas.Children.Add(new System.Windows.Shapes.Line(X1 = v1.[0],
                                       Y1 = -v1.[1],
                                       X2 = v2.[0],
                                       Y2 = -v2.[1],
                                       StrokeThickness = 2.)) |> ignore
   let renderPoint (previous:vector) (current:vector) = 
       addLineToScreen previous current
       current
   points |> List.fold renderPoint points.Head

</lang>

Factor

The points should probably be in a sequence... <lang factor>USING: arrays kernel locals math math.functions

rosettacode.raster.storage sequences ;

IN: rosettacode.raster.line

! this gives a function

(cubic-bezier) ( P0 P1 P2 P3 -- bezier )
   [ :> x
       1 x - 3 ^ P0 n*v
       1 x - sq 3 * x * P1 n*v
       1 x - 3 * x sq * P2 n*v
       x 3 ^ P3 n*v
       v+ v+ v+ ] ; inline

! gives an interval of x from 0 to 1 to map the bezier function

t-interval ( x -- interval )
   [ iota ] keep 1 - [ / ] curry map ;

! turns a list of points into the list of lines between them

points-to-lines ( seq -- seq )
   dup rest [ 2array ] 2map ;
draw-lines ( {R,G,B} points image -- )
   [ [ first2 ] dip draw-line ] curry with each ;
bezier-lines ( {R,G,B} P0 P1 P2 P3 image -- )
   ! 100 is an arbitrary value.. could be given as a parameter..
   100 t-interval P0 P1 P2 P3 (cubic-bezier) map
   points-to-lines
   {R,G,B} swap image draw-lines ;</lang>

FBSL

Windows' graphics origin is located at the bottom-left corner of device bitmap.

Translation of BBC BASIC using pure FBSL's built-in graphics functions: <lang qbasic>#DEFINE WM_LBUTTONDOWN 513

  1. DEFINE WM_CLOSE 16

FBSLSETTEXT(ME, "Bezier Cubic") FBSLSETFORMCOLOR(ME, RGB(0, 255, 255)) ' Cyan: persistent background color DRAWWIDTH(5) ' Adjust point size FBSL.GETDC(ME) ' Use volatile FBSL.GETDC below to avoid extra assignments

RESIZE(ME, 0, 0, 235, 235) CENTER(ME) SHOW(ME)

DIM Height AS INTEGER FBSL.GETCLIENTRECT(ME, 0, 0, 0, Height)

BEGIN EVENTS SELECT CASE CBMSG CASE WM_LBUTTONDOWN: BezierCube(160, 150, 10, 120, 30, 0, 150, 50, 20) ' Draw CASE WM_CLOSE: FBSL.RELEASEDC(ME, FBSL.GETDC) ' Clean up END SELECT END EVENTS

SUB BezierCube(x1, y1, x2, y2, x3, y3, x4, y4, n) TYPE POINTAPI x AS INTEGER y AS INTEGER END TYPE

DIM t, t1, a, b, c, d, p[n] AS POINTAPI

FOR DIM i = 0 TO n t = i / n: t1 = 1 - t a = t1 ^ 3 b = 3 * t * t1 ^ 2 c = 3 * t ^ 2 * t1 d = t ^ 3 p[i].x = a * x1 + b * x2 + c * x3 + d * x4 + 0.5 p[i].y = Height - (a * y1 + b * y2 + c * y3 + d * y4 + 0.5) NEXT

FOR i = 0 TO n - 1 Bresenham(p[i].x, p[i].y, p[i + 1].x, p[i + 1].y) NEXT

SUB Bresenham(x0, y0, x1, y1) DIM dx = ABS(x0 - x1), sx = SGN(x0 - x1) DIM dy = ABS(y0 - y1), sy = SGN(y0 - y1) DIM tmp, er = IIF(dx > dy, dx, -dy) / 2

WHILE NOT (x0 = x1 ANDALSO y0 = y1) PSET(FBSL.GETDC, x0, y0, &HFF) ' Red: Windows stores colors in BGR order tmp = er IF tmp > -dx THEN: er = er - dy: x0 = x0 + sx: END IF IF tmp < +dy THEN: er = er + dx: y0 = y0 + sy: END IF WEND END SUB END SUB</lang> Output:

Fortran

Translation of: C

This subroutine should go inside the RCImagePrimitive module (see Bresenham's line algorithm)

<lang fortran>subroutine cubic_bezier(img, p1, p2, p3, p4, color)

 type(rgbimage), intent(inout) :: img
 type(point), intent(in) :: p1, p2, p3, p4
 type(rgb), intent(in) :: color
 integer :: i, j
 real :: pts(0:N_SEG,0:1), t, a, b, c, d, x, y
 do i = 0, N_SEG
    t = real(i) / real(N_SEG)
    a = (1.0 - t)**3.0
    b = 3.0 * t * (1.0 - t)**2
    c = 3.0 * (1.0 - t) * t**2
    d = t**3.0
    x = a * p1%x + b * p2%x + c * p3%x + d * p4%x
    y = a * p1%y + b * p2%y + c * p3%y + d * p4%y
    pts(i,0) = x
    pts(i,1) = y
 end do
 do i = 0, N_SEG-1
    j = i + 1
    call draw_line(img, point(pts(i,0), pts(i,1)), &
                   point(pts(j,0), pts(j,1)), color)
 end do

end subroutine cubic_bezier</lang>

FreeBASIC

Translation of: BBC BASIC

<lang freebasic>' version 01-11-2016 ' compile with: fbc -s console

' translation from Bitmap/Bresenham's line algorithm C entry Sub Br_line(x0 As Integer, y0 As Integer, x1 As Integer, y1 As Integer, _

                                           Col As UInteger = &HFFFFFF)
   Dim As Integer dx = Abs(x1 - x0), dy = Abs(y1 - y0)
   Dim As Integer sx = IIf(x0 < x1, 1, -1)
   Dim As Integer sy = IIf(y0 < y1, 1, -1)
   Dim As Integer er = IIf(dx > dy, dx, -dy) \ 2, e2
   Do
       PSet(x0, y0), col
       If (x0 = x1) And (y0 = y1) Then Exit Do
       e2 = er
       If e2 > -dx Then Er -= dy : x0 += sx
       If e2 <  dy Then Er += dx : y0 += sy
   Loop

End Sub

' Bitmap/Bézier curves/Cubic BBC BASIC entry Sub beziercubic(x1 As Double, y1 As Double, x2 As Double, y2 As Double, _

               x3 As Double, y3 As Double, x4 As Double, y4 As Double, _
                               n As ULong, col As UInteger = &HFFFFFF)
   Type point_
       x As Integer
       y As Integer
   End Type
   Dim As ULong i
   Dim As Double t, t1, a, b, c, d
   Dim As point_ p(n)
   For i = 0 To n
       t = i / n
       t1 = 1 - t
       a = t1 ^ 3
       b = t * t1 * t1 * 3
       c = t * t * t1 * 3
       d = t ^ 3
       p(i).x = Int(a * x1 + b * x2  + c * x3 + d * x4 + .5)
       p(i).y = Int(a * y1 + b * y2  + c * y3 + d * y4 + .5)
   Next
   For i = 0 To n -1
       Br_line(p(i).x, p(i).y, p(i +1).x, p(i +1).y, col)
   Next

End Sub

' ------=< MAIN >=------

ScreenRes 250,250,32 ' 0,0 in top left corner

beziercubic(160, 150, 10, 120, 30, 0, 150, 50, 20)


' empty keyboard buffer While Inkey <> "" : Wend Print : Print "hit any key to end program" Sleep End</lang>

Go

Translation of: C

<lang go>package raster

const b3Seg = 30

func (b *Bitmap) Bézier3(x1, y1, x2, y2, x3, y3, x4, y4 int, p Pixel) {

   var px, py [b3Seg + 1]int
   fx1, fy1 := float64(x1), float64(y1)
   fx2, fy2 := float64(x2), float64(y2)
   fx3, fy3 := float64(x3), float64(y3)
   fx4, fy4 := float64(x4), float64(y4)
   for i := range px {
       d := float64(i) / b3Seg
       a := 1 - d
       b, c := a * a, d * d
       a, b, c, d = a*b, 3*b*d, 3*a*c, c*d
       px[i] = int(a*fx1 + b*fx2 + c*fx3 + d*fx4)
       py[i] = int(a*fy1 + b*fy2 + c*fy3 + d*fy4)
   }
   x0, y0 := px[0], py[0]
   for i := 1; i <= b3Seg; i++ {
       x1, y1 := px[i], py[i]
       b.Line(x0, y0, x1, y1, p)
       x0, y0 = x1, y1
   }

}

func (b *Bitmap) Bézier3Rgb(x1, y1, x2, y2, x3, y3, x4, y4 int, c Rgb) {

   b.Bézier3(x1, y1, x2, y2, x3, y3, x4, y4, c.Pixel())

}</lang> Demonstration program:

<lang go>package main

import (

   "fmt"
   "raster"

)

func main() {

   b := raster.NewBitmap(400, 300)
   b.FillRgb(0xffefbf)
   b.Bézier3Rgb(20, 200, 700, 50, -300, 50, 380, 150, raster.Rgb(0x3f8fef))
   if err := b.WritePpmFile("bez3.ppm"); err != nil {
       fmt.Println(err)
   }

}</lang>

J

Solution:
See the Bernstein Polynomials essay on the J Wiki.
Uses code from Basic bitmap storage, Bresenham's line algorithm and Midpoint circle algorithm. <lang j>require 'numeric'

bik=: 2 : '((*&(u!v))@(^&u * ^&(v-u)@-.))' basiscoeffs=: <: 4 : 'x bik y t. i.>:y'"0~ i. linearcomb=: basiscoeffs@#@[ evalBernstein=: ([ +/ .* linearcomb) p. ] NB. evaluate Bernstein Polynomial (general)

NB.*getBezierPoints v Returns points for bezier curve given control points (y) NB. eg: getBezierPoints controlpoints NB. y is: y0 x0, y1 x1, y2 x2 ... getBezierPoints=: monad define

 ctrlpts=. (/: {:"1)  _2]\ y  NB. sort ctrlpts for increasing x
 xvals=. ({: ,~ {. + +:@:i.@<.@-:@-~/) ({:"1) 0 _1{ctrlpts
 tvals=.  ((] - {.) % ({: - {.)) xvals
 xvals ,.~ ({."1 ctrlpts) evalBernstein tvals

)

NB.*drawBezier v Draws bezier curve defined by (x) on image (y) NB. eg: (42 40 10 30 186 269 26 187;255 0 0) drawBezier myimg NB. x is: 2-item list of boxed (controlpoints) ; (color) drawBezier=: (1&{:: ;~ 2 ]\ [: roundint@getBezierPoints"1 (0&{::))@[ drawLines ]</lang>

Example usage: <lang j>myimg=: 0 0 255 makeRGB 300 300 ]randomctrlpts=: ,3 2 ?@$ }:$ myimg NB. 3 control points - quadratic ]randomctrlpts=: ,4 2 ?@$ }:$ myimg NB. 4 control points - cubic myimg=: ((2 ,.~ _2]\randomctrlpts);255 0 255) drawCircles myimg NB. draw control points viewRGB (randomctrlpts; 255 255 0) drawBezier myimg NB. display image with bezier line</lang>

JavaScript

<lang javascript>

 function draw() {
   var canvas = document.getElementById("container");
   context = canvas.getContext("2d");
   bezier3(20, 200, 700, 50, -300, 50, 380, 150);

// bezier3(160, 10, 10, 40, 30, 160, 150, 110); // bezier3(0,149, 30,50, 120,130, 160,30, 0);

 }
 // http://rosettacode.org/wiki/Cubic_bezier_curves#C
 function bezier3(x1, y1, x2, y2, x3, y3, x4, y4) {
   var px = [], py = [];
   for (var i = 0; i <= b3Seg; i++) {
     var d = i / b3Seg;
     var a = 1 - d;
     var b = a * a;
     var c = d * d;
     a = a * b;
     b = 3 * b * d;
     c = 3 * a * c;
     d = c * d;
     px[i] = parseInt(a * x1 + b * x2 + c * x3 + d * x4);
     py[i] = parseInt(a * y1 + b * y2 + c * y3 + d * y4);
   }
   var x0 = px[0];
   var y0 = py[0];
   for (i = 1; i <= b3Seg; i++) {
     var x = px[i];
     var y = py[i];
     drawPolygon(context, [[x0, y0], [x, y]], "red", "red");
     x0 = x;
     y0 = y;
   }
 }

function drawPolygon(context, polygon, strokeStyle, fillStyle) {

 context.strokeStyle = strokeStyle;
 context.beginPath();
 context.moveTo(polygon[0][0],polygon[0][1]);
 for (i = 1; i < polygon.length; i++)
   context.lineTo(polygon[i][0],polygon[i][1]);
 context.closePath();
 context.stroke();
 if (fillStyle == undefined)
   return;
 context.fillStyle = fillStyle;
 context.fill();

} </lang>

Julia

Works with: Julia version 0.6

<lang julia>using Images

function cubicbezier!(xy::Matrix,

                     img::Matrix = fill(RGB(255.0, 255.0, 255.0), 17, 17),
                     col::ColorTypes.Color = convert(eltype(img), Gray(0.0)),
                     n::Int = 20)
   t = collect(0:n) ./ n
   M = hcat((1 .- t) .^ 3, # a
            3t .* (1 .- t) .^ 2, # b
            3t .^ 2 .* (1 .- t), # c
            t .^ 3) # d
   p = floor.(Int, M * xy)
   for i in 1:n
       drawline!(img, p[i, :]..., p[i+1, :]..., col)
   end
   return img

end

xy = [16 1; 1 4; 3 16; 15 11] cubicbezier!(xy)</lang>

Kotlin

This incorporates code from other relevant tasks in order to provide a runnable example. <lang scala>// Version 1.2.40

import java.awt.Color import java.awt.Graphics import java.awt.image.BufferedImage import kotlin.math.abs import java.io.File import javax.imageio.ImageIO

class Point(var x: Int, var y: Int)

class BasicBitmapStorage(width: Int, height: Int) {

   val image = BufferedImage(width, height, BufferedImage.TYPE_3BYTE_BGR)
   fun fill(c: Color) {
       val g = image.graphics
       g.color = c
       g.fillRect(0, 0, image.width, image.height)
   }
   fun setPixel(x: Int, y: Int, c: Color) = image.setRGB(x, y, c.getRGB())
   fun getPixel(x: Int, y: Int) = Color(image.getRGB(x, y))
   fun drawLine(x0: Int, y0: Int, x1: Int, y1: Int, c: Color) {
       val dx = abs(x1 - x0)
       val dy = abs(y1 - y0)
       val sx = if (x0 < x1) 1 else -1
       val sy = if (y0 < y1) 1 else -1
       var xx = x0
       var yy = y0
       var e1 = (if (dx > dy) dx else -dy) / 2
       var e2: Int
       while (true) {
           setPixel(xx, yy, c)
           if (xx == x1 && yy == y1) break
           e2 = e1
           if (e2 > -dx) { e1 -= dy; xx += sx }
           if (e2 <  dy) { e1 += dx; yy += sy }
       }
   }
   fun cubicBezier(p1: Point, p2: Point, p3: Point, p4: Point, clr: Color, n: Int) {
       val pts = List(n + 1) { Point(0, 0) }
       for (i in 0..n) {
           val t = i.toDouble() / n
           val u = 1.0 - t
           val a = u * u * u
           val b = 3.0 * t * u * u
           val c = 3.0 * t * t * u
           val d = t * t * t
           pts[i].x = (a * p1.x + b * p2.x + c * p3.x + d * p4.x).toInt()
           pts[i].y = (a * p1.y + b * p2.y + c * p3.y + d * p4.y).toInt()
           setPixel(pts[i].x, pts[i].y, clr)
       }
       for (i in 0 until n) {
           val j = i + 1
           drawLine(pts[i].x, pts[i].y, pts[j].x, pts[j].y, clr)
       }
   }

}

fun main(args: Array<String>) {

   val width = 200
   val height = 200
   val bbs = BasicBitmapStorage(width, height)
   with (bbs) {
       fill(Color.cyan)
       val p1 = Point(0, 149)
       val p2 = Point(30, 50)
       val p3 = Point(120, 130)
       val p4 = Point(160, 30)
       cubicBezier(p1, p2, p3, p4, Color.black, 20)
       val cbFile = File("cubic_bezier.jpg")
       ImageIO.write(image, "jpg", cbFile)
   }

}</lang>

Lambdatalk

<lang scheme> Drawing a cubic bezier curve out of any SVG or CANVAS frame. 1) interpolating 4 points

The Bézier curve is defined as an array of 4 given points, each defined as an array of 2 numbers. The bezier function returns the point interpolating the 4 points.

{def bezier

{def bezier.interpol 
 {lambda {:a0 :a1 :a2 :a3 :t :u}
  {round 
   {+ {* :a0 :u :u :u 1} 
      {* :a1 :u :u :t 3} 
      {* :a2 :u :t :t 3}
      {* :a3 :t :t :t 1}}}}}
{lambda {:bz :t}
 {A.new {bezier.interpol {A.get 0 {A.get 0 :bz}}
                         {A.get 0 {A.get 1 :bz}}
                         {A.get 0 {A.get 2 :bz}}
                         {A.get 0 {A.get 3 :bz}} :t {- 1 :t}} 
        {bezier.interpol {A.get 1 {A.get 0 :bz}}
                         {A.get 1 {A.get 1 :bz}}
                         {A.get 1 {A.get 2 :bz}}
                         {A.get 1 {A.get 3 :bz}} :t {- 1 :t}}} }}

-> bezier

2) plotting a dot

We don't draw in any SVG or CANVAS frame, but directly in the HTML page, using div HTML blocks designed as colored circles.

{def dot

{lambda {:p :r :col} 
 {div {@ style="position:absolute;
                left:  {- {A.get 0 :p} {/ :r 2}}px;
                top:   {- {A.get 1 :p} {/ :r 2}}px;
                width: :rpx; height: :rpx; 
                border-radius: :rpx; 
                border: 1px solid #000;
                background: :col;"}}}}

-> dot

3) defining 4 control points

{def Q0 {A.new 150 150}} -> Q0 {def Q1 {A.new 500 300}} -> Q1 {def Q2 {A.new 100 500}} -> Q2 {def Q3 {A.new 300 500}} -> Q3

4) defining 2 curves

We use the same control points but in different orders to define two curves

{def BZ1 {A.new {Q0} {Q1} {Q2} {Q3}}} -> BZ1 {def BZ2 {A.new {Q0} {Q2} {Q1} {Q3}}} -> BZ2

5) drawing curves and dots

We map the bezier function on a serie of values in a range [start end step]

{S.map {lambda {:t} {dot {bezier {BZ1} :t} 5 red}}

      {S.serie -0.1 1.2 0.02}} 

{S.map {lambda {:t} {dot {bezier {BZ2} :t} 5 blue}}

      {S.serie -0.1 1.2 0.02}} 

{dot {Q0} 20 cyan} {dot {Q1} 20 cyan} {dot {Q2} 20 cyan} {dot {Q3} 20 cyan}

The result can be seen in http://lambdaway.free.fr/lambdawalks/?view=bezier

</lang>


Mathematica / Wolfram Language

<lang Mathematica>points= {{0, 0}, {1, 1}, {2, -1}, {3, 0}}; Graphics[{BSplineCurve[points], Green, Line[points], Red, Point[points]}]</lang>

MATLAB

Note: Store this function in a file named "bezierCubic.mat" in the @Bitmap folder for the Bitmap class defined here. <lang MATLAB> function bezierCubic(obj,pixel_0,pixel_1,pixel_2,pixel_3,color,varargin)

   if( isempty(varargin) )
       resolution = 20;
   else
       resolution = varargin{1};
   end
   %Calculate time axis
   time = (0:1/resolution:1)';
   timeMinus = 1-time;
   %The formula for the curve is expanded for clarity, the lack of
   %loops is because its calculation has been vectorized
   curve = (timeMinus).^3*pixel_0; %First term of polynomial
   curve = curve + (3.*time.*timeMinus.^2)*pixel_1; %second term of polynomial
   curve = curve + (3.*timeMinus.*time.^2)*pixel_2; %third term of polynomial
   curve = curve + time.^3*pixel_3; %Fourth term of polynomial
   curve = round(curve); %round each of the points to the nearest integer
   %connect each of the points in the curve with a line using the
   %Bresenham Line algorithm
   for i = (1:length(curve)-1)
       obj.bresenhamLine(curve(i,:),curve(i+1,:),color);
   end
   
   assignin('caller',inputname(1),obj); %saves the changes to the object
   

end </lang>

Sample usage: This will generate the image example for the PHP solution. <lang MATLAB> >> img = Bitmap(200,200); >> img.fill([255 255 255]); >> img.bezierCubic([160 10],[10 40],[30 160],[150 110],[255 0 0],110); >> disp(img) </lang>

Nim

Translation of: Ada

We use module “bitmap” for bitmap management and module “bresenham” to draw segments. <lang Nim>import bitmap import bresenham import lenientops

proc drawCubicBezier*(

       image: Image; pt1, pt2, pt3, pt4: Point; color: Color; nseg: Positive = 20) =
 var points = newSeq[Point](nseg + 1)
 for i in 0..nseg:
   let t = i / nseg
   let u = (1 - t) * (1 - t)
   let a = (1 - t) * u
   let b = 3 * t * u
   let c = 3 * (t * t) * (1 - t)
   let d = t * t * t
   points[i] = (x: (a * pt1.x + b * pt2.x + c * pt3.x + d * pt4.x).toInt,
                y: (a * pt1.y + b * pt2.y + c * pt3.y + d * pt4.y).toInt)
 for i in 1..points.high:
   image.drawLine(points[i - 1], points[i], color)
  1. ———————————————————————————————————————————————————————————————————————————————————————————————————

when isMainModule:

 var img = newImage(16, 16)
 img.fill(White)
 img.drawCubicBezier((0, 15), (3, 0), (15, 2), (10, 14), Black)
 img.print</lang>
Output:
................
................
................
................
.......HH.......
.....HH..HH.....
....H......H....
....H......H....
...H.......H....
..H........H....
.H.........H....
.H.........H....
.H.........H....
.H.........H....
H.........H.....
H...............

OCaml

<lang ocaml>let cubic_bezier ~img ~color

       ~p1:(_x1, _y1)
       ~p2:(_x2, _y2)
       ~p3:(_x3, _y3)
       ~p4:(_x4, _y4) =
 let x1, y1, x2, y2, x3, y3, x4, y4 =
   (float _x1, float _y1,
    float _x2, float _y2,
    float _x3, float _y3,
    float _x4, float _y4)
 in
 let bz t =
   let a = (1.0 -. t) ** 3.0
   and b = 3.0 *. t *. ((1.0 -. t) ** 2.0)
   and c = 3.0 *. (t ** 2.0) *. (1.0 -. t)
   and d = t ** 3.0
   in
   let x = a *. x1 +. b *. x2 +. c *. x3 +. d *. x4
   and y = a *. y1 +. b *. y2 +. c *. y3 +. d *. y4
   in
   (int_of_float x, int_of_float y)
 in
 let rec loop _t acc =
   if _t > 20 then acc else
   begin
     let t = (float _t) /. 20.0 in
     let x, y = bz t in
     loop (succ _t) ((x,y)::acc)
   end
 in
 let pts = loop 0 [] in
 (*
 (* draw only points *)
 List.iter (fun (x, y) -> put_pixel img color x y) pts;
 *)
 (* draw segments *)
 let line = draw_line ~img ~color in
 let by_pair li f =
   ignore (List.fold_left (fun prev x -> f prev x; x) (List.hd li) (List.tl li))
 in
 by_pair pts (fun p0 p1 -> line ~p0 ~p1);
</lang>

Phix

Output similar to Mathematica Requires new_image() from Bitmap, bresLine() from Bresenham's_line_algorithm, write_ppm() from Write_a_PPM_file. Included as demo\rosetta\Bitmap_BezierCubic.exw, results may be verified with demo\rosetta\viewppm.exw <lang Phix>function cubic_bezier(sequence img, atom x1, atom y1, atom x2, atom y2, atom x3, atom y3, atom x4, atom y4, integer colour, integer segments) atom t, t1, a, b, c, d sequence pts = repeat(0,segments*2)

   for i=0 to segments*2-1 by 2 do
       t = i/segments
       t1 = 1-t
       a = power(t1,3)
       b = 3*t*power(t1,2)
       c = 3*power(t,2)*t1
       d = power(t,3)
       pts[i+1] = floor(a*x1+b*x2+c*x3+d*x4)
       pts[i+2] = floor(a*y1+b*y2+c*y3+d*y4)
   end for
   for i=1 to segments*2-2 by 2 do
       img = bresLine(img, pts[i], pts[i+1], pts[i+2], pts[i+3], colour)
   end for
   return img

end function

sequence img = new_image(300,200,black)

   img = cubic_bezier(img, 0,100, 100,0, 200,200, 300,100, white, 40)
   img = bresLine(img,0,100,100,0,green)
   img = bresLine(img,100,0,200,200,green)
   img = bresLine(img,200,200,300,100,green)
   img[1][100] = red
   img[100][1] = red
   img[200][200] = red
   img[300][100] = red
   write_ppm("Bézier.ppm",img)</lang>

PHP

Translation of: Python
Works with: PHP version 4.3.0
Library: GD

Outputs image to the right directly to browser or stdout.

<lang php><?

$image = imagecreate(200, 200); // The first allocated color will be the background color: imagecolorallocate($image, 255, 255, 255); $color = imagecolorallocate($image, 255, 0, 0); cubicbezier($image, $color, 160, 10, 10, 40, 30, 160, 150, 110); imagepng($image);

function cubicbezier($img, $col, $x0, $y0, $x1, $y1, $x2, $y2, $x3, $y3, $n = 20) { $pts = array();

for($i = 0; $i <= $n; $i++) { $t = $i / $n; $t1 = 1 - $t; $a = pow($t1, 3); $b = 3 * $t * pow($t1, 2); $c = 3 * pow($t, 2) * $t1; $d = pow($t, 3);

$x = round($a * $x0 + $b * $x1 + $c * $x2 + $d * $x3); $y = round($a * $y0 + $b * $y1 + $c * $y2 + $d * $y3); $pts[$i] = array($x, $y); }

for($i = 0; $i < $n; $i++) { imageline($img, $pts[$i][0], $pts[$i][1], $pts[$i+1][0], $pts[$i+1][1], $col); } } </lang>

PicoLisp

This uses the 'brez' line drawing function from Bitmap/Bresenham's line algorithm#PicoLisp. <lang PicoLisp>(scl 6)

(de cubicBezier (Img N X1 Y1 X2 Y2 X3 Y3 X4 Y4)

  (let (R (* N N N)  X X1  Y Y1  DX 0  DY 0)
     (for I N
        (let
           (J (- N I)
              A (*/ 1.0 J J J R)
              B (*/ 3.0 I J J R)
              C (*/ 3.0 I I J R)
              D (*/ 1.0 I I I R) )
           (brez Img
              X
              Y
              (setq DX
                 (-
                    (+ (*/ A X1 1.0) (*/ B X2 1.0) (*/ C X3 1.0) (*/ D X4 1.0))
                    X ) )
              (setq DY
                 (-
                    (+ (*/ A Y1 1.0) (*/ B Y2 1.0) (*/ C Y3 1.0) (*/ D Y4 1.0))
                    Y ) ) )
           (inc 'X DX)
           (inc 'Y DY) ) ) ) )</lang>

Test: <lang PicoLisp>(let Img (make (do 200 (link (need 300 0)))) # Create image 300 x 200

  (cubicBezier Img 24 20 120 540 33 -225 33 285 100)
  (out "img.pbm"                                  # Write to bitmap file
     (prinl "P1")
     (prinl 300 " " 200)
     (mapc prinl Img) ) )

(call 'display "img.pbm")</lang>

Processing

<lang Prolog>noFill(); bezier(85, 20, 10, 10, 90, 90, 15, 80); /*

bezier(x1, y1, x2, y2, x3, y3, x4, y4)
Can also be drawn in 3D.
bezier(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4)
  • /</lang>A working sketch with movable anchor and control points.

It can be run on line :
here. <lang> float[] x = new float[4]; float[] y = new float[4]; boolean[] permitDrag = new boolean[4];

void setup() {

 size(300, 300);
 smooth();
 //  startpoint coordinates
 x[0] = x[1] =  50;

y[0] = 50; y[1] = y[2] = 150;

 x[2] = x[3] = 250;
 y[3] = 250;
 

}

void draw() {

 background(255);
 noFill();
 stroke(0, 0, 255);
 bezier(x[1], y[1], x[0], y[0], x[3], y[3], x[2], y[2]);
 // the bezier handles
 strokeWeight(1);
 stroke(100);
 line(x[0], y[0], x[1], y[1]);
 line(x[2], y[2], x[3], y[3]);
 // the anchor and control points
 stroke(0);
 fill(0);
 for (int i = 0; i< 4; i++) {
   if (i == 0 || i == 3) {
     fill(255, 100, 10);
     rectMode(CENTER);
     rect(x[i], y[i], 5, 5);
   } else {
     fill(0);
     ellipse(x[i], y[i], 5, 5);
   }
 }
 // permit dragging 
 for (int i = 0; i < 4; i++) {
   if (permitDrag[i]) {
     x[i] = mouseX;
     y[i] = mouseY;
   }
 }

}

void mouseReleased () {

 for (int i = 0; i < 4; i++) {
   permitDrag[i] = false;
 }

}

void mousePressed () {

 for (int i = 0; i < 4; i++) {
   if (mouseX >= x[i]-5 && mouseX <= x[i]+10 && mouseY >= y[i]-5 && mouseY <= y[i]+10) {
     permitDrag[i] = true;
   }
 }

}

// hand curser when dragging over points void mouseMoved () {

 cursor(ARROW);
 for (int i = 0; i < 4; i++) {
   if (mouseX >= x[i]-5 && mouseX <= x[i]+10 && mouseY >= y[i]-5 && mouseY <= y[i]+10) {
     cursor(HAND);
   }
 }

} </lang>

PureBasic

<lang PureBasic>Procedure cubic_bezier(img, p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y, Color, n_seg)

 Protected i
 Protected.f t, t1, a, b, c, d
 Dim pts.POINT(n_seg)
 
 For i = 0 To n_seg
   t = i / n_seg
   t1 = 1.0 - t
   a = Pow(t1, 3)
   b = 3.0 * t * Pow(t1, 2)
   c = 3.0 * Pow(t, 2) * t1
   d = Pow(t, 3)
   pts(i)\x = a * p1x + b * p2x + c * p3x + d * p4x
   pts(i)\y = a * p1y + b * p2y + c * p3y + d * p4y
 Next
 
 StartDrawing(ImageOutput(img))
   FrontColor(Color)
   For i = 0 To n_seg - 1
     BresenhamLine(pts(i)\x, pts(i)\y, pts(i + 1)\x, pts(i + 1)\y) ;this calls the implementation of a draw_line routine
   Next
 StopDrawing()

EndProcedure

Define w, h, img w = 200: h = 200: img = 1 CreateImage(img, w, h) ;img is internal id of the image

OpenWindow(0, 0, 0, w, h,"Bezier curve, cubic", #PB_Window_SystemMenu) cubic_bezier(1, 160,10, 10,40, 30,160, 150,110, RGB(255, 255, 255), 20) ImageGadget(0, 0, 0, w, h, ImageID(1))

Define event Repeat

 event = WaitWindowEvent()

Until event = #PB_Event_CloseWindow</lang>

Python

Works with: Python version 3.1

Extending the example given here and using the algorithm from the C solution above: <lang python>def cubicbezier(self, x0, y0, x1, y1, x2, y2, x3, y3, n=20):

   pts = []
   for i in range(n+1):
       t = i / n
       a = (1. - t)**3
       b = 3. * t * (1. - t)**2
       c = 3.0 * t**2 * (1.0 - t)
       d = t**3
       
       x = int(a * x0 + b * x1 + c * x2 + d * x3)
       y = int(a * y0 + b * y1 + c * y2 + d * y3)
       pts.append( (x, y) )
   for i in range(n):
       self.line(pts[i][0], pts[i][1], pts[i+1][0], pts[i+1][1])

Bitmap.cubicbezier = cubicbezier

bitmap = Bitmap(17,17) bitmap.cubicbezier(16,1, 1,4, 3,16, 15,11) bitmap.chardisplay()


The origin, 0,0; is the lower left, with x increasing to the right, and Y increasing upwards.

The chardisplay above produces the following output : +-----------------+ | | | | | | | | | @@@@ | | @@@ @@@ | | @ | | @ | | @ | | @ | | @ | | @ | | @ | | @ | | @@@@ | | @@@@| | | +-----------------+ </lang>

R

<lang R># x, y: the x and y coordinates of the hull points

  1. n: the number of points in the curve.

bezierCurve <- function(x, y, n=10) { outx <- NULL outy <- NULL

i <- 1 for (t in seq(0, 1, length.out=n)) { b <- bez(x, y, t) outx[i] <- b$x outy[i] <- b$y

i <- i+1 }

return (list(x=outx, y=outy)) }

bez <- function(x, y, t) { outx <- 0 outy <- 0 n <- length(x)-1 for (i in 0:n) { outx <- outx + choose(n, i)*((1-t)^(n-i))*t^i*x[i+1] outy <- outy + choose(n, i)*((1-t)^(n-i))*t^i*y[i+1] }

return (list(x=outx, y=outy)) }

  1. Example usage

x <- c(4,6,4,5,6,7) y <- 1:6 plot(x, y, "o", pch=20) points(bezierCurve(x,y,20), type="l", col="red")</lang>

Racket

<lang racket>

  1. lang racket

(require racket/draw)

(define (draw-line dc p q)

 (match* (p q) [((list x y) (list s t)) (send dc draw-line x y s t)]))

(define (draw-lines dc ps)

 (void
  (for/fold ([p0 (first ps)]) ([p (rest ps)])
    (draw-line dc p0 p)
    p)))

(define (int t p q)

 (define ((int1 t) x0 x1) (+ (* (- 1 t) x0) (* t x1)))
 (map (int1 t) p q))
 

(define (bezier-points p0 p1 p2 p3)

 (for/list ([t (in-range 0.0 1.0 (/ 1.0 20))])
   (int t (int t p0 p1) (int t p2 p3))))

(define bm (make-object bitmap% 17 17)) (define dc (new bitmap-dc% [bitmap bm])) (send dc set-smoothing 'unsmoothed) (send dc set-pen "red" 1 'solid) (draw-lines dc (bezier-points '(16 1) '(1 4) '(3 16) '(15 11))) bm </lang>

Raku

(formerly Perl 6)

Works with: Rakudo version 2017.09

Uses pieces from Bitmap, and Bresenham's line algorithm tasks. They are included here to make a complete, runnable program.

<lang perl6>class Pixel { has UInt ($.R, $.G, $.B) } class Bitmap {

   has UInt ($.width, $.height);
   has Pixel @!data;
   method fill(Pixel $p) {
       @!data = $p.clone xx ($!width*$!height)
   }
   method pixel(

$i where ^$!width, $j where ^$!height --> Pixel

   ) is rw { @!data[$i + $j * $!width] }
   method set-pixel ($i, $j, Pixel $p) {
       self.pixel($i, $j) = $p.clone;
   }
   method get-pixel ($i, $j) returns Pixel {

self.pixel($i, $j);

   }
   method line(($x0 is copy, $y0 is copy), ($x1 is copy, $y1 is copy), $pix) {
       my $steep = abs($y1 - $y0) > abs($x1 - $x0);
       if $steep {
           ($x0, $y0) = ($y0, $x0);
           ($x1, $y1) = ($y1, $x1);
       }
       if $x0 > $x1 {
           ($x0, $x1) = ($x1, $x0);
           ($y0, $y1) = ($y1, $y0);
       }
       my $Δx = $x1 - $x0;
       my $Δy = abs($y1 - $y0);
       my $error = 0;
       my $Δerror = $Δy / $Δx;
       my $y-step = $y0 < $y1 ?? 1 !! -1;
       my $y = $y0;
       for $x0 .. $x1 -> $x {
           if $steep {
               self.set-pixel($y, $x, $pix);
           } else {
               self.set-pixel($x, $y, $pix);
           }
           $error += $Δerror;
           if $error >= 0.5 {
               $y += $y-step;
               $error -= 1.0;
           }
       }
   }
   method dot (($px, $py), $pix, $radius = 2) {
       for $px - $radius .. $px + $radius -> $x {
           for $py - $radius .. $py + $radius -> $y {
               self.set-pixel($x, $y, $pix) if ( $px - $x + ($py - $y) * i ).abs <= $radius;
           }
       }
   }
   method cubic ( ($x1, $y1), ($x2, $y2), ($x3, $y3), ($x4, $y4), $pix, $segments = 30 ) {
       my @line-segments = map -> $t {
           my \a = (1-$t)³;
           my \b = $t  * (1-$t)² * 3;
           my \c = $t² * (1-$t)  * 3;
           my \d = $t³;
           (a*$x1 + b*$x2 + c*$x3 + d*$x4).round(1),(a*$y1 + b*$y2 + c*$y3 + d*$y4).round(1)
       }, (0, 1/$segments, 2/$segments ... 1);
       for @line-segments.rotor(2=>-1) -> ($p1, $p2) { self.line( $p1, $p2, $pix) };
   }
   method data { @!data }

}

role PPM {

   method P6 returns Blob {

"P6\n{self.width} {self.height}\n255\n".encode('ascii') ~ Blob.new: flat map { .R, .G, .B }, self.data

   }

}

sub color( $r, $g, $b) { Pixel.new(R => $r, G => $g, B => $b) }

my Bitmap $b = Bitmap.new( width => 600, height => 400) but PPM;

$b.fill( color(2,2,2) );

my @points = (85,390), (5,5), (580,370), (270,10);

my %seen; my $c = 0; for @points.permutations -> @this {

   %seen{@this.reverse.join.Str}++;
   next if %seen{@this.join.Str};
   $b.cubic( |@this, color(255-$c,127,$c+=22) );

}

@points.map: { $b.dot( $_, color(255,0,0), 3 )}

$*OUT.write: $b.P6;</lang>

See example image here, (converted to a .png as .ppm format is not widely supported).

Ruby

Translation of: Tcl

Requires code from the Bitmap and Bitmap/Bresenham's line algorithm#Ruby Bresenham's line algorithm tasks

<lang ruby>class Pixmap

 def draw_bezier_curve(points, colour)
   # ensure the points are increasing along the x-axis
   points = points.sort_by {|p| [p.x, p.y]}
   xmin = points[0].x
   xmax = points[-1].x
   increment = 2
   prev = points[0]
   ((xmin + increment) .. xmax).step(increment) do |x|
     t = 1.0 * (x - xmin) / (xmax - xmin)
     p = Pixel[x, bezier(t, points).round]
     draw_line(prev, p, colour)
     prev = p
   end
 end

end

  1. the generalized n-degree Bezier summation

def bezier(t, points)

 n = points.length - 1
 points.each_with_index.inject(0.0) do |sum, (point, i)|
   sum += n.choose(i) * (1-t)**(n - i) * t**i * point.y
 end

end

class Fixnum

 def choose(k)
   self.factorial / (k.factorial * (self - k).factorial)
 end
 def factorial
   (2 .. self).reduce(1, :*)
 end

end

bitmap = Pixmap.new(400, 400) points = [

 Pixel[40,100], Pixel[100,350], Pixel[150,50], 
 Pixel[150,150], Pixel[350,250], Pixel[250,250]

] points.each {|p| bitmap.draw_circle(p, 3, RGBColour::RED)} bitmap.draw_bezier_curve(points, RGBColour::BLUE)</lang>

Tcl

Library: Tk

This solution can be applied to any number of points. Uses code from Basic bitmap storage (newImage, fill), Bresenham's line algorithm (drawLine), and Midpoint circle algorithm (drawCircle) <lang tcl>package require Tcl 8.5 package require Tk

proc drawBezier {img colour args} {

   # ensure the points are increasing along the x-axis
   set points [lsort -real -index 0 $args]
   
   set xmin [x [lindex $points 0]]
   set xmax [x [lindex $points end]]
   set prev [lindex $points 0]
   set increment 2
   for {set x [expr {$xmin + $increment}]} {$x <= $xmax} {incr x $increment} {
       set t [expr {1.0 * ($x - $xmin) / ($xmax - $xmin)}]
       set this [list $x [::tcl::mathfunc::round [bezier $t $points]]]
       drawLine $img $colour $prev $this
       set prev $this
   }

}

  1. the generalized n-degree Bezier summation

proc bezier {t points} {

   set n [expr {[llength $points] - 1}]
   for {set i 0; set sum 0.0} {$i <= $n} {incr i} {
       set sum [expr {$sum + [C $n $i] * (1-$t)**($n - $i) * $t**$i * [y [lindex $points $i]]}]
   }
   return $sum

}

proc C {n i} {expr {[ifact $n] / ([ifact $i] * [ifact [expr {$n - $i}]])}} proc ifact n {

   for {set i $n; set sum 1} {$i >= 2} {incr i -1} {
       set sum [expr {$sum * $i}]
   }
   return $sum

}

proc x p {lindex $p 0} proc y p {lindex $p 1}

proc newbezier {n w} {

   set size 400
   set bezier [newImage $size $size]
   fill $bezier white
   for {set i 1} {$i <= $n} {incr i} {
       set point [list [expr {int($size*rand())}] [expr {int($size*rand())}]]
       lappend points $point
       drawCircle $bezier red $point 3
   }
   puts $points
   
   drawBezier $bezier blue {*}$points    
   
   $w configure -image $bezier

}

set degree 4 ;# cubic bezier -- for quadratic, use 3 label .img button .new -command [list newbezier $degree .img] -text New button .exit -command exit -text Exit pack .new .img .exit -side top</lang> Results in:

TI-89 BASIC

Note: This example does not use a user-defined image type, since that would be particularly impractical, but rather draws on the calculator's graph screen, which has essentially the same operations as an implementation of Basic bitmap storage would, except for being black-and-white.

<lang ti89b>Define cubic(p1,p2,p3,p4,segs) = Prgm

 Local i,t,u,prev,pt
 0 → pt
 For i,1,segs+1
   (i-1.0)/segs → t   © Decimal to avoid slow exact arithetic
   (1-t) → u
   pt → prev
   u^3*p1 + 3t*u^2*p2 + 3t^2*u*p3 + t^3*p4 → pt
   If i>1 Then
     PxlLine floor(prev[1,1]), floor(prev[1,2]), floor(pt[1,1]), floor(pt[1,2])
   EndIf
 EndFor

EndPrgm</lang>

Wren

Library: DOME

Requires version 1.3.0 of DOME or later. <lang ecmascript>import "graphics" for Canvas, ImageData, Color, Point import "dome" for Window

class Game {

   static bmpCreate(name, w, h) { ImageData.create(name, w, h) }
   static bmpFill(name, col) {
       var image = ImageData[name]
       for (x in 0...image.width) {
           for (y in 0...image.height) image.pset(x, y, col)
       }
   }
   static bmpPset(name, x, y, col) { ImageData[name].pset(x, y, col) }
   static bmpPget(name, x, y) { ImageData[name].pget(x, y) }
   static bmpLine(name, x0, y0, x1, y1, col) {
       var dx = (x1 - x0).abs
       var dy = (y1 - y0).abs
       var sx = (x0 < x1) ? 1 : -1
       var sy = (y0 < y1) ? 1 : -1
       var err = ((dx > dy ? dx : - dy) / 2).floor
       while (true) {
           bmpPset(name, x0, y0, col)
           if (x0 == x1 && y0 == y1) break
           var e2 = err
           if (e2 > -dx) {
               err = err - dy
               x0 = x0 + sx
           }
           if (e2 < dy) {
               err = err + dx
               y0 = y0 + sy
           }
       }
   }
   static bmpCubicBezier(name, p1, p2, p3, p4, col, n) {
       var pts = List.filled(n+1, null)
       for (i in 0..n) {
           var t = i / n
           var u = 1 - t
           var a = u * u * u
           var b = 3 * t * u * u
           var c = 3 * t * t * u
           var d = t * t * t
           var px = (a * p1.x + b * p2.x + c * p3.x + d * p4.x).truncate
           var py = (a * p1.y + b * p2.y + c * p3.y + d * p4.y).truncate
           pts[i] = Point.new(px, py, col)
       }
       for (i in 0...n) {
           var j = i + 1
           bmpLine(name, pts[i].x, pts[i].y, pts[j].x, pts[j].y, col)
       }
   }
           
   static init() {
       Window.title = "Cubic Bézier curve"
       var size = 200
       Window.resize(size, size)
       Canvas.resize(size, size)
       var name = "cubic"
       var bmp = bmpCreate(name, size, size)
       bmpFill(name, Color.white)
       var p1 = Point.new(160,  10)
       var p2 = Point.new( 10,  40)
       var p3 = Point.new( 30, 160)
       var p4 = Point.new(150, 110)
       bmpCubicBezier(name, p1, p2, p3, p4, Color.darkblue, 20)
       bmp.draw(0, 0)
   }
   static update() {}
   static draw(alpha) {}

}</lang>

XPL0

<lang XPL0>include c:\cxpl\codes; \intrinsic 'code' declarations

proc Bezier(P0, P1, P2, P3); \Draw cubic Bezier curve real P0, P1, P2, P3; def Segments = 8; int I; real S1, T, T2, T3, U, U2, U3, B, C, X, Y; [Move(fix(P0(0)), fix(P0(1))); S1:= 1./float(Segments); T:= 0.; for I:= 1 to Segments-1 do

       [T:= T+S1;
       T2:= T*T;
       T3:= T2*T;
       U:= 1.-T;
       U2:= U*U;
       U3:= U2*U;
       B:= 3.*T*U2;
       C:= 3.*T2*U;
       X:= U3*P0(0) + B*P1(0) + C*P2(0) + T3*P3(0);
       Y:= U3*P0(1) + B*P1(1) + C*P2(1) + T3*P3(1);
       Line(fix(X), fix(Y), $00FFFF);          \cyan line segments
       ];
Line(fix(P3(0)), fix(P3(1)), $00FFFF);

Point(fix(P0(0)), fix(P0(1)), $FF0000); \red control points Point(fix(P1(0)), fix(P1(1)), $FF0000); Point(fix(P2(0)), fix(P2(1)), $FF0000); Point(fix(P3(0)), fix(P3(1)), $FF0000); ];

[SetVid($112); \set 640x480x24 video graphics Bezier([0., 0.], [30., 100.], [120., 20.], [160., 120.]); if ChIn(1) then []; \wait for keystroke SetVid(3); \restore normal text display ]</lang>

zkl

Image cribbed from XPL0

Uses the PPM class from http://rosettacode.org/wiki/Bitmap/Bresenham%27s_line_algorithm#zkl

Add this to the PPM class: <lang zkl> fcn cBezier(p0x,p0y, p1x,p1y, p2x,p2y, p3x,p3y, rgb, numPts=500){

     numPts.pump(Void,'wrap(t){ // B(t)
     	 t=t.toFloat()/numPts; t1:=(1.0 - t);

a:=t1*t1*t1; b:=t*t1*t1*3; c:=t1*t*t*3; d:=t*t*t; x:=a*p0x + b*p1x + c*p2x + d*p3x + 0.5; y:=a*p0y + b*p1y + c*p2y + d*p3y + 0.5; __sSet(rgb,x,y);

     });
  }</lang>

Doesn't use line segments, they don't seem like an improvement. <lang zkl>bitmap:=PPM(200,150,0xff|ff|ff); bitmap.cBezier(0,149, 30,50, 120,130, 160,30, 0); bitmap.write(File("foo.ppm","wb"));</lang>