(Segments' intersection Adapted from a stackoverflow post, by ubuntu - stackoverflow.com)
Line 4: Line 4:
  
  
=== Segments' intersection <ref>Adapted from a stackoverflow post, by ''ubuntu'' - [http://stackoverflow.com/questions/15297590/improve-in-coding-saving-how-to-check-if-two-line-segments-are-crossing-in-pytho stackoverflow.com]</ref> ===
+
=== Segments' intersection <ref name="two-line-segments-are-crossing">Adapted from a stackoverflow post by ''ubuntu'' - [http://stackoverflow.com/questions/15297590/improve-in-coding-saving-how-to-check-if-two-line-segments-are-crossing-in-pytho stackoverflow.com]</ref> ===
  
  PVector intersetion( PVector a1, PVector a2, PVector b1, PVector b2 ) {
+
  vec2f intersetion( vec2f a1, vec2f a2, vec2f b1, vec2f b2 ) {
 
     float a = a2.x - a1.x;
 
     float a = a2.x - a1.x;
 
     float b = b1.x - b2.x;
 
     float b = b1.x - b2.x;
Line 16: Line 16:
 
     if ( abs( denom ) < 1e-5 ) {
 
     if ( abs( denom ) < 1e-5 ) {
 
       // parrallel
 
       // parrallel
       return null;
+
       return 0;
 
     } else {
 
     } else {
 
       float t = (e*d - b*f)/denom;
 
       float t = (e*d - b*f)/denom;
       return new PVector( a1.x + t * ( a2.x - a1.x ), a1.y + t * ( a2.y - a1.y ) );
+
       return new vec2f( a1.x + t * ( a2.x - a1.x ), a1.y + t * ( a2.y - a1.y ) );
 
     }
 
     }
 
   }
 
   }
 +
 +
=== Segments' crossing <ref name="two-line-segments-are-crossing"/> ===
 +
 +
  boolean crosses( vec2f a1, vec2f a2, vec2f b1, vec2f b2 ) {
 +
    float a = a2.x - a1.x;
 +
    float b = b1.x - b2.x;
 +
    float c = a2.y - a1.y;
 +
    float d = b1.y - b2.y;
 +
    float e = b1.x - a1.x;
 +
    float f = b1.y - a1.y;
 +
    float denom = a * d - b * c;
 +
    if ( abs( denom ) < 1e-5 ) {
 +
      // parrallel
 +
      return false;
 +
    } else {
 +
      float t = (e*d - b*f)/denom;
 +
      float s = (a*f - e*c)/denom;
 +
      return ( t >= 0 && t <= 1 && s >= 0 && s<=1 );
 +
    }
 +
  }
 +
 +
  
  
 
<references/>
 
<references/>

Revision as of 16:59, 16 April 2017

This page contains codes of useful math methods already turned into code.

Geometry

Segments' intersection [1]

vec2f intersetion( vec2f a1, vec2f a2, vec2f b1, vec2f b2 ) {
   float a = a2.x - a1.x;
   float b = b1.x - b2.x;
   float c = a2.y - a1.y;
   float d = b1.y - b2.y;
   float e = b1.x - a1.x;
   float f = b1.y - a1.y;
   float denom = a * d - b * c;
   if ( abs( denom ) < 1e-5 ) {
     // parrallel
     return 0;
   } else {
     float t = (e*d - b*f)/denom;
     return new vec2f( a1.x + t * ( a2.x - a1.x ), a1.y + t * ( a2.y - a1.y ) );
   }
 }

Segments' crossing [1]

 boolean crosses( vec2f a1, vec2f a2, vec2f b1, vec2f b2 ) {
   float a = a2.x - a1.x;
   float b = b1.x - b2.x;
   float c = a2.y - a1.y;
   float d = b1.y - b2.y;
   float e = b1.x - a1.x;
   float f = b1.y - a1.y;
   float denom = a * d - b * c;
   if ( abs( denom ) < 1e-5 ) {
     // parrallel
     return false;
   } else {
     float t = (e*d - b*f)/denom;
     float s = (a*f - e*c)/denom;
     return ( t >= 0 && t <= 1 && s >= 0 && s<=1 );
   }
 }



  1. 1.0 1.1 Adapted from a stackoverflow post by ubuntu - stackoverflow.com

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