Category Archives: BitmapData

Quadratic Bezier

Actionscript:
  1. var canvas:BitmapData=new BitmapData(280,280,false,0x000000);
  2. addChild(new Bitmap(canvas, PixelSnapping.AUTO, true));
  3. var color:uint;
  4. // anchor x1, anchor y1,
  5. // control-handle x2, control-handle y2,
  6. // anchor x3, anchor y3, [resolution incremental value between 0-1]
  7. function quadBezier(x1:Number, y1:Number, x2:Number, y2:Number, x3:Number, y3:Number, resolution:Number=.03):void {
  8.     var b:Number,pre1:Number,pre2:Number,pre3:Number,pre4:Number;
  9.     for (var a:Number = 0; a <1;a+=resolution) {
  10.    
  11.         b=1-a;
  12.         pre1=(a*a);
  13.         pre2=2*a*b;
  14.         pre3=(b*b);
  15.        
  16.         canvas.setPixel(pre1*x1 + pre2*x2  + pre3*x3 ,
  17.                                      pre1*y1 + pre2*y2 + pre3*y3, color);
  18.     }
  19. }
  20.  
  21. // draw a few
  22. color = 0xFFFFFF;
  23.  
  24. for (var i:int = 0; i<20; i++){
  25. quadBezier(40,100, 150 , 20 + i * 10 , 200, 100,.01);
  26. }
  27.  
  28. color = 0xFF0000;
  29.  
  30. for (i= 0; i<20; i++){
  31. quadBezier(150,200, 100 + i * 10, 100  , 120, 30,.01);
  32. }

The above demos a function that draws quadratic bezier curves using setPixel().

One of the first posts on this site was a snippet that used setPixel() to draw a cubic bezier curve. I recently needed to do the exact same thing but I wanted to use a quadratic bezier... I knew I had the code laying around somewhere, but I couldn't seem to find it so I just looked on wikipedia and changed the previous cubicBezier() function accordingly.

Also posted in bezier, graphics algorithms, pixel manipulation, setPixel | Tagged , , | 2 Comments

Bresenham Circle Filled

Actionscript:
  1. var canvas:BitmapData = new BitmapData(400, 400, false, 0xCCCCCC);
  2. addChild(new Bitmap(canvas));
  3.  
  4. fillCircle(100,100,50,0xFF0000);
  5.  
  6. function fillCircle(xp:Number,yp:Number, radius:Number, col:uint = 0x000000):void {
  7.     var xoff:int =0;
  8.     var yoff:int = radius;
  9.     var balance:int = -radius;
  10.  
  11.     while (xoff <= yoff) {
  12.          var p0:int = xp - xoff;
  13.          var p1:int = xp - yoff;
  14.          
  15.          var w0:int = xoff + xoff;
  16.          var w1:int = yoff + yoff;
  17.          
  18.          hLine(p0, yp + yoff, w0, col);
  19.          hLine(p0, yp - yoff, w0, col);
  20.          
  21.          hLine(p1, yp + xoff, w1, col);
  22.          hLine(p1, yp - xoff, w1, col);
  23.        
  24.         if ((balance += xoff++ + xoff)>= 0) {
  25.             balance-=--yoff+yoff;
  26.         }
  27.     }
  28. }
  29.  
  30. function hLine(xp:Number, yp:Number, w:Number, col:uint):void {
  31.     for (var i:int = 0; i <w; i++){
  32.         canvas.setPixel(xp + i, yp, col);
  33.     }
  34. }

An implementation of yesterdays post that draws a filled circle instead of an outlined circle.

Also posted in graphics algorithms, pixel manipulation, setPixel | Tagged , | Leave a comment

Bresenham Circle No Multiplication

Actionscript:
  1. var canvas:BitmapData = new BitmapData(400, 400, false, 0xCCCCCC);
  2. addChild(new Bitmap(canvas));
  3.  
  4. drawCircle(200,100, 50);
  5.  
  6. // y, y radius, color
  7. function drawCircle(xp:Number,yp:Number, radius:Number, col:uint =0x000000):void {
  8.     var balance:int;
  9.     var xoff:int;
  10.     var yoff:int;
  11.     xoff=0;
  12.     yoff=radius;
  13.     balance=- radius;
  14.  
  15.     while (xoff <= yoff) {
  16.         canvas.setPixel(xp+xoff, yp+yoff, col);
  17.         canvas.setPixel(xp-xoff, yp+yoff, col);
  18.         canvas.setPixel(xp-xoff, yp-yoff, col);
  19.         canvas.setPixel(xp+xoff, yp-yoff, col);
  20.         canvas.setPixel(xp+yoff, yp+xoff, col);
  21.         canvas.setPixel(xp-yoff, yp+xoff, col);
  22.         canvas.setPixel(xp-yoff, yp-xoff, col);
  23.         canvas.setPixel(xp+yoff, yp-xoff, col);
  24.  
  25.         if ((balance += xoff++ + xoff)>= 0) {
  26.             balance-=--yoff+yoff;
  27.         }
  28.     }
  29. }

The above demos a circle drawing algorithm. This will draw an outlined circle with no fill. This implementation doesn't use multiplication.

Using setPixel to draw primitive shapes can be a good learning experience. I found this basic implementation of the Bresenham Circle algorithm a few years back and lost the original link.... I dug around for a good hour trying to find the original but to no avail. So if someone recognizes this interesting implementation .... let me know :)

The original code was written in java I think.

If your curious. The standard implementation I keep finding online looks something like this:

Actionscript:
  1. // ported from http://www.codeuu.com/Bresenham_Circle
  2. function drawCircle(cx:Number, cy:Number, r:Number, col:uint):void{
  3.     var xp:int  = 0, yp:int= r ;
  4.     var d:int = 3 - (2 * r);
  5.    
  6.     while(xp <= yp){
  7.        
  8.         canvas.setPixel(cx+xp,cy+yp,col);
  9.         canvas.setPixel(cx+yp,cy+xp,col);
  10.         canvas.setPixel(cx-xp,cy+yp,col);
  11.         canvas.setPixel(cx+yp,cy-xp,col);
  12.         canvas.setPixel(cx-xp,cy-yp,col);
  13.         canvas.setPixel(cx-yp,cy-xp,col);
  14.         canvas.setPixel(cx+xp,cy-yp,col);
  15.         canvas.setPixel(cx-yp,cy+xp,col);
  16.        
  17.         if (d<0){
  18.             d += (4*xp)+6;
  19.         }else{
  20.             d += (4*(xp-yp))+10;
  21.             yp -= 1;
  22.         }
  23.         xp++;
  24.     }
  25.    
  26. }

I did a few speed tests against the first one that doesn't make use of multiplication and it is only ever so slightly faster....

Also posted in graphics algorithms, pixel manipulation, setPixel | Tagged , , , | Leave a comment

BitmapData.floodFill()

Actionscript:
  1. var canvas:BitmapData = new BitmapData(400,400,false, 0xCC0000);
  2. addChild(new Bitmap(canvas));
  3.  
  4. var s:Shape = new Shape();
  5. s.graphics.beginFill(0x00CCCC);
  6. s.graphics.moveTo(Math.random()*400,Math.random()*400);
  7. for(var i:int = 0; i<10; i++){
  8.     s.graphics.lineTo(Math.random()*400,Math.random()*400);
  9. }
  10. canvas.draw(s);
  11.  
  12. stage.addEventListener(MouseEvent.CLICK, onDown);
  13. function onDown(evt:MouseEvent):void {
  14.     canvas.floodFill(mouseX, mouseY, 0x000000);
  15. }

floodFill() is basically the paint bucket (fill) tool in any bitmap drawing program. The above example draws an arbitrary blue polygon to a red background. Click anywhere on the resulting image to see floodFill() in action.

floodFill() takes 3 arguments... x, y and color.

Also posted in pixel manipulation | Tagged , | Leave a comment