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November 1, 2020 18:05
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A function which lets you draw bezier cuves in GameMaker.
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/// @desc Draws a bezier curve with 3 control points. | |
/// @param x1 {Real} The X coordinate of the first control point. | |
/// @param y1 {Real} The Y coordinate of the first control point. | |
/// @param x2 {Real} The X coordinate of the second control point. | |
/// @param y2 {Real} The Y coordinate of the second control point. | |
/// @param x3 {Real} The X coordinate of the third control point. | |
/// @param y3 {Real} The Y coordinate of the third control point. | |
/// @author Kat @katsaii | |
var x1 = argument0; | |
var y1 = argument1; | |
var x2 = argument2; | |
var y2 = argument3; | |
var x3 = argument4; | |
var y3 = argument5; | |
var step = 0.1; | |
draw_primitive_begin(pr_linestrip); | |
draw_vertex(x1, y1); | |
for (var i = 0; i <= 1; i += step) { | |
// get intermediate coordinates | |
var ix = lerp(x1, x2, i); | |
var iy = lerp(y1, y2, i); | |
var jx = lerp(x2, x3, i); | |
var jy = lerp(y2, y3, i); | |
// get final curve point | |
var bx = lerp(ix, jx, i); | |
var by = lerp(iy, jy, i); | |
draw_vertex(bx, by); | |
} | |
draw_vertex(x3, y3); | |
draw_primitive_end(); |
For 4 control points:
/// @desc Draws a bezier curve with 4 control points.
/// @param x1 {Real} The X coordinate of the first control point.
/// @param y1 {Real} The Y coordinate of the first control point.
/// @param x2 {Real} The X coordinate of the second control point.
/// @param y2 {Real} The Y coordinate of the second control point.
/// @param x3 {Real} The X coordinate of the third control point.
/// @param y3 {Real} The Y coordinate of the third control point.
/// @param x4 {Real} The X coordinate of the fourth control point.
/// @param y4 {Real} The Y coordinate of the fourth control point.
/// @author Kat @katsaii
var x1 = argument0;
var y1 = argument1;
var x2 = argument2;
var y2 = argument3;
var x3 = argument4;
var y3 = argument5;
var x4 = argument6;
var y4 = argument7;
var step = 0.1;
draw_primitive_begin(pr_linestrip);
draw_vertex(x1, y1);
for (var i = 0; i <= 1; i += step) {
// get intermediate coordinates
var ix = lerp(x1, x2, i);
var iy = lerp(y1, y2, i);
var jx = lerp(x2, x3, i);
var jy = lerp(y2, y3, i);
var kx = lerp(x3, x4, i);
var ky = lerp(y3, y4, i);
// get further intermediate coordinates
var iix = lerp(ix, jx, i);
var iiy = lerp(iy, jy, i);
var jjx = lerp(jx, kx, i);
var jjy = lerp(jy, ky, i);
// get final curve point
var bx = lerp(iix, jjx, i);
var by = lerp(iiy, jjy, i);
draw_vertex(bx, by);
}
draw_vertex(x4, y4);
draw_primitive_end();
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excellent.