This page contains snippets of useful math methods already turned into pseudo-code.
vec2f intersection( 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; float s = (a*f - e*c)/denom; if ( t >= 0 && t <= 1 && s >= 0 && s<=1 ) { return new vec2f( a1.x + t * ( a2.x - a1.x ), a1.y + t * ( a2.y - a1.y ) ); } return 0; } }
To transform this method into a line intersection detection, just comment the test on t and s. The smarter thing to do is to make this test optional:
vec2f intersection( vec2f a1, vec2f a2, vec2f b1, vec2f b2, bool keep_in_segment = true ) { ... if ( ( keep_in_segment && t >= 0 && t <= 1 && s >= 0 && s<=1 ) || ( !keep_in_segment ) ) {
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 ); } }
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