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// Adapted from http://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect/1968345#1968345 | |
var eps = 0.0000001; | |
function between(a, b, c) { | |
return a-eps <= b && b <= c+eps; | |
} | |
function segment_intersection(x1,y1,x2,y2, x3,y3,x4,y4) { | |
var x=((x1*y2-y1*x2)*(x3-x4)-(x1-x2)*(x3*y4-y3*x4)) / | |
((x1-x2)*(y3-y4)-(y1-y2)*(x3-x4)); | |
var y=((x1*y2-y1*x2)*(y3-y4)-(y1-y2)*(x3*y4-y3*x4)) / | |
((x1-x2)*(y3-y4)-(y1-y2)*(x3-x4)); | |
if (isNaN(x)||isNaN(y)) { | |
return false; | |
} else { | |
if (x1>=x2) { | |
if (!between(x2, x, x1)) {return false;} | |
} else { | |
if (!between(x1, x, x2)) {return false;} | |
} | |
if (y1>=y2) { | |
if (!between(y2, y, y1)) {return false;} | |
} else { | |
if (!between(y1, y, y2)) {return false;} | |
} | |
if (x3>=x4) { | |
if (!between(x4, x, x3)) {return false;} | |
} else { | |
if (!between(x3, x, x4)) {return false;} | |
} | |
if (y3>=y4) { | |
if (!between(y4, y, y3)) {return false;} | |
} else { | |
if (!between(y3, y, y4)) {return false;} | |
} | |
} | |
return {x: x, y: y}; | |
} |
lineSegmentInterception(line: Line): Point | undefined {
const p0 = this.point1, p1 = this.point2,
p2 = line.point1, p3 = line.point2
const s10_x = p1.x - p0.x, s10_y = p1.y - p0.y,
s32_x = p3.x - p2.x, s32_y = p3.y - p2.y
const denom = s10_x * s32_y - s32_x * s10_y
if(denom == 0) return undefined // collinear
const s02_x = p0.x - p2.x,
s02_y = p0.y - p2.y
const s_numer = s10_x * s02_y - s10_y * s02_x
if(s_numer < 0 == denom > 0) return undefined // no collision
const t_numer = s32_x * s02_y - s32_y * s02_x
if(t_numer < 0 == denom > 0) return undefined // no collision
if(s_numer > denom == denom > 0 || t_numer > denom == denom > 0) return undefined // no collision
// collision detected
const t = t_numer / denom
return new Point(p0.x + (t * s10_x), p0.y + (t * s10_y))
}
Clearly a best way to do it. No need of epsilon and failproof.
lineSegmentInterception(line: Line): Point | undefined {
const p0 = this.point1, p1 = this.point2,
p2 = line.point1, p3 = line.point2
const s10_x = p1.x - p0.x, s10_y = p1.y - p0.y,
s32_x = p3.x - p2.x, s32_y = p3.y - p2.y
const denom = s10_x * s32_y - s32_x * s10_y
if(denom == 0) return undefined // collinear
const s02_x = p0.x - p2.x,
s02_y = p0.y - p2.y
const s_numer = s10_x * s02_y - s10_y * s02_x
if(s_numer < 0 == denom > 0) return undefined // no collision
const t_numer = s32_x * s02_y - s32_y * s02_x
if(t_numer < 0 == denom > 0) return undefined // no collision
if(s_numer > denom == denom > 0 || t_numer > denom == denom > 0) return undefined // no collision
// collision detected
const t = t_numer / denom
return new Point(p0.x + (t * s10_x), p0.y + (t * s10_y))
}
A master peace! Thank you so much! Would you happen to have something similar for segment - circle intersection?
@YesIDont If I understand you correctly I think you're looking for something like this?
circleInterception(circleCenter: Point, circleRadius: number): Point[]{
const v1 = new Point(this.point2.x - this.point1.x, this.point2.y - this.point1.y)
const v2 = new Point(this.point1.x - circleCenter.x, this.point1.y - circleCenter.y)
const b = (v1.x * v2.x + v1.y * v2.y) * -2
const c = (v1.x * v1.x + v1.y * v1.y) * 2
const d = Math.sqrt(b * b - 2 * c * (v2.x * v2.x + v2.y * v2.y - circleRadius * circleRadius))
if(isNaN(d)) return [] // no intercept
const u1 = (b - d) / c // unit distance of line endpoints
const u2 = (b + d) / c
const points: Point[] = []
if(u1 <= 1 && u1 >= 0) points.push(new Point(this.point1.x + v1.x * u1, this.point1.y + v1.y * u1))
if(u2 <= 1 && u2 >= 0) points.push(new Point(this.point1.x + v1.x * u2, this.point1.y + v1.y * u2))
return points
}
(defined on a Line class so that's what this is referring to)
Hmm this didn't work for me for some reason. It didn't find points for certain lines. For example:
This worked for me:
TypeScript version based on this StackOverflow answer https://stackoverflow.com/posts/19550879/revisions