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; }