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Unity 2D Line Segment Intersection
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using UnityEngine; | |
public static class LineUtil { | |
public static void Swap<T>(ref T lhs, ref T rhs) { | |
T temp = lhs; | |
lhs = rhs; | |
rhs = temp; | |
} | |
public static bool Approximately(float a, float b, float tolerance = 1e-5f) { | |
return Mathf.Abs(a - b) <= tolerance; | |
} | |
public static float CrossProduct2D(Vector2 a, Vector2 b) { | |
return a.x * b.y - b.x * a.y; | |
} | |
/// <summary> | |
/// Determine whether 2 lines intersect, and give the intersection point if so. | |
/// </summary> | |
/// <param name="p1start">Start point of the first line</param> | |
/// <param name="p1end">End point of the first line</param> | |
/// <param name="p2start">Start point of the second line</param> | |
/// <param name="p2end">End point of the second line</param> | |
/// <param name="intersection">If there is an intersection, this will be populated with the point</param> | |
/// <returns>True if the lines intersect, false otherwise.</returns> | |
public static bool IntersectLineSegments2D(Vector2 p1start, Vector2 p1end, Vector2 p2start, Vector2 p2end, | |
out Vector2 intersection) { | |
// Consider: | |
// p1start = p | |
// p1end = p + r | |
// p2start = q | |
// p2end = q + s | |
// We want to find the intersection point where : | |
// p + t*r == q + u*s | |
// So we need to solve for t and u | |
var p = p1start; | |
var r = p1end - p1start; | |
var q = p2start; | |
var s = p2end - p2start; | |
var qminusp = q - p; | |
float cross_rs = CrossProduct2D(r, s); | |
if (Approximately(cross_rs, 0f)) { | |
// Parallel lines | |
if (Approximately(CrossProduct2D(qminusp, r), 0f)) { | |
// Co-linear lines, could overlap | |
float rdotr = Vector2.Dot(r, r); | |
float sdotr = Vector2.Dot(s, r); | |
// this means lines are co-linear | |
// they may or may not be overlapping | |
float t0 = Vector2.Dot(qminusp, r / rdotr); | |
float t1 = t0 + sdotr / rdotr; | |
if (sdotr < 0) { | |
// lines were facing in different directions so t1 > t0, swap to simplify check | |
Swap(ref t0, ref t1); | |
} | |
if (t0 <= 1 && t1 >= 0) { | |
// Nice half-way point intersection | |
float t = Mathf.Lerp(Mathf.Max(0, t0), Mathf.Min(1, t1), 0.5f); | |
intersection = p + t * r; | |
return true; | |
} else { | |
// Co-linear but disjoint | |
intersection = Vector2.zero; | |
return false; | |
} | |
} else { | |
// Just parallel in different places, cannot intersect | |
intersection = Vector2.zero; | |
return false; | |
} | |
} else { | |
// Not parallel, calculate t and u | |
float t = CrossProduct2D(qminusp, s) / cross_rs; | |
float u = CrossProduct2D(qminusp, r) / cross_rs; | |
if (t >= 0 && t <= 1 && u >= 0 && u <= 1) { | |
intersection = p + t * r; | |
return true; | |
} else { | |
// Lines only cross outside segment range | |
intersection = Vector2.zero; | |
return false; | |
} | |
} | |
} | |
} |
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