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Bresenham's line-drawing algorithm in my toy language.
# doesn't handle vertical lines
def (line x0 y0 x1 y1)
collect+let steep ((> abs) y1-y0 x1-x0)
when steep
swap! x0 y0
swap! x1 y1
when (x0 > x1)
swap! x0 x1
swap! y0 y1
withs (deltax x1-x0
deltay (abs y1-y0)
error deltax/2
ystep (if (y0 < y1) 1 -1)
y y0)
for x x0 (x <= x1) ++x
if steep
yield `(,y ,x)
yield `(,x ,y)
error -= deltay
when (error < 0)
y += ystep
error += deltax
# easy cases: constant coordinate changes
(test "line 0°"
:valueof (line 2 2 2 6)
:should be '((2 2) (2 3) (2 4) (2 5) (2 6)))
(test "line 45°"
:valueof (line 2 2 6 6)
:should be '((2 2) (3 3) (4 4) (5 5) (6 6)))
(test "line 135°"
:valueof (line 6 2 2 6)
:should be '((2 6) (3 5) (4 4) (5 3) (6 2)))
(test "line 180°"
:valueof (line 2 6 2 2)
:should be '((2 2) (2 3) (2 4) (2 5) (2 6)))
(test "line 225°"
:valueof (line 6 6 2 2)
:should be '((2 2) (3 3) (4 4) (5 5) (6 6)))
(test "line 315°"
:valueof (line 6 2 2 6)
:should be '((2 6) (3 5) (4 4) (5 3) (6 2)))
# harder cases
(test "line 30°"
:valueof (line 0 0 6 3)
:should be '((0 0) (1 0) (2 1) (3 1) (4 2) (5 2) (6 3)))
(test "line 60°"
:valueof (line 0 0 3 6)
:should be '((0 0) (0 1) (1 2) (1 3) (2 4) (2 5) (3 6)))
(test "line 120°"
:valueof (line 3 0 0 6)
:should be '((3 0) (3 1) (2 2) (2 3) (1 4) (1 5) (0 6)))
(test "line 150°"
:valueof (line 6 0 0 3)
:should be '((0 3) (1 3) (2 2) (3 2) (4 1) (5 1) (6 0)))
(test "line 210°"
:valueof (line 6 3 0 0)
:should be '((0 0) (1 0) (2 1) (3 1) (4 2) (5 2) (6 3)))
(test "line 240°"
:valueof (line 3 6 0 0)
:should be '((0 0) (0 1) (1 2) (1 3) (2 4) (2 5) (3 6)))
(test "line 300°"
:valueof (line 0 6 3 0)
:should be '((3 0) (3 1) (2 2) (2 3) (1 4) (1 5) (0 6)))
(test "line 330°"
:valueof (line 0 3 6 0)
:should be '((0 3) (1 3) (2 2) (3 2) (4 1) (5 1) (6 0)))
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