write a c function to draw a bezier curve. the function to plot points is void plot(int x,int y) google/gemma-4-12b-qat To draw a Bézier curve, we use the formula for a Cubic Bézier Curve, which is the standard for smooth shapes in computer graphics. A cubic Bézier curve is defined by four points: P0: Start Point P1: Control Point 1 P2: Control Point 2 P3: End Point The formula for a point B(t) at time t (where t ranges from 0 to 1) is: B(t) = (1-t)^3*P0 + 3(1-t)^2*t*P1 + 3(1-t)*t^2*P2 + t^3*P3 C Implementation Here is a clean, modular way to write this. I have used float for the calculations to ensure smoothness, as integer math would result in a very jagged line. #include #include // The function provided by your environment // (In a real scenario, this would draw to a screen or buffer) void plot(int x, int y); /** * Draws a cubic Bezier curve. * @param x0, y0: Start Point * @param x1, y1: Control Point 1 * @param x2, y2: Control Point 2 * @param x3, y3: End Point * @param steps: Number of segments to calculate (higher = smoother) */ void drawBezier(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, int steps) { for (int i = 0; i <= steps; i++) { // t goes from 0.0 to 1.0 float t = (float)i / (float)steps; // Calculate the coordinates using the cubic Bezier formula // B(t) = (1-t)^3*P0 + 3(1-t)^2*t*P1 + 3(1-t)*t^2*P2 + t^3*P3 float invT = 1.0f - t; float x = (invT * invT * invT * x0) + (3 * invT * invT * t * x1) + (3 * invT * t * t * x2) + (t * t * t * x3); float y = (invT * invT * invT * y0) + (3 * invT * invT * t * y1) + (3 * invT * t * t * y2) + (t * t * t * y3); // Call the provided plot function // We cast to int because plot expects integers plot((int)x, (int)y); } } // Example usage: int main() { // Start at (10, 10), end at (100, 100) with some curves in between drawBezier(10, 10, 50, 150, 150, 50, 100, 100, 100); return 0; } Key Explanations: The steps parameter: A Bézier curve is a mathematical line. To "draw" it on a pixel grid, we must sample it at many points. If steps is 10, you get a very jagged line. If steps is 100 or more, it looks like a smooth curve. Type Casting: I used float for the internal math because t is a decimal (e.g., 0.5). I cast the final result to (int) inside the plot function because pixel coordinates are usually integers. Complexity: This is an O(n) operation where n is the number of steps. It is very efficient and the standard way to render paths in engines like OpenGL or SVG.