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export { intersectLine };
/*
* Returns the point at which two lines, p and q, intersect or returns
* undefined if they do not intersect.
*/
function intersectLine(p1, p2, q1, q2) {
// Algorithm from J. Avro, (ed.) Graphics Gems, No 2, Morgan Kaufmann, 1994,
// p7 and p473.
var a1, a2, b1, b2, c1, c2;
var r1, r2, r3, r4;
var denom, offset, num;
var x, y;
// Compute a1, b1, c1, where line joining points 1 and 2 is F(x,y) = a1 x +
// b1 y + c1 = 0.
a1 = p2.y - p1.y;
b1 = p1.x - p2.x;
c1 = p2.x * p1.y - p1.x * p2.y;
// Compute r3 and r4.
r3 = a1 * q1.x + b1 * q1.y + c1;
r4 = a1 * q2.x + b1 * q2.y + c1;
// Check signs of r3 and r4. If both point 3 and point 4 lie on
// same side of line 1, the line segments do not intersect.
if (r3 !== 0 && r4 !== 0 && sameSign(r3, r4)) {
return /*DONT_INTERSECT*/;
}
// Compute a2, b2, c2 where line joining points 3 and 4 is G(x,y) = a2 x + b2 y + c2 = 0
a2 = q2.y - q1.y;
b2 = q1.x - q2.x;
c2 = q2.x * q1.y - q1.x * q2.y;
// Compute r1 and r2
r1 = a2 * p1.x + b2 * p1.y + c2;
r2 = a2 * p2.x + b2 * p2.y + c2;
// Check signs of r1 and r2. If both point 1 and point 2 lie
// on same side of second line segment, the line segments do
// not intersect.
if (r1 !== 0 && r2 !== 0 && sameSign(r1, r2)) {
return /*DONT_INTERSECT*/;
}
// Line segments intersect: compute intersection point.
denom = a1 * b2 - a2 * b1;
if (denom === 0) {
return /*COLLINEAR*/;
}
offset = Math.abs(denom / 2);
// The denom/2 is to get rounding instead of truncating. It
// is added or subtracted to the numerator, depending upon the
// sign of the numerator.
num = b1 * c2 - b2 * c1;
x = num < 0 ? (num - offset) / denom : (num + offset) / denom;
num = a2 * c1 - a1 * c2;
y = num < 0 ? (num - offset) / denom : (num + offset) / denom;
return { x: x, y: y };
}
function sameSign(r1, r2) {
return r1 * r2 > 0;
}