Html5-canvas Tutorial => Are 2 Line Segments Intercepting?

Example

The function in this example returns true if two line segments are intersecting and false if not.

The example is designed for performance and uses closure to hold working variables

// point object: {x:, y:} // p0 & p1 form one segment, p2 & p3 form the second segment // Returns true if lines segments are intercepting var lineSegmentsIntercept = (function(){ // function as singleton so that closure can be used var v1, v2, v3, cross, u1, u2; // working variable are closed over so they do not need creation // each time the function is called. This gives a significant performance boost. v1 = {x : null, y : null}; // line p0, p1 as vector v2 = {x : null, y : null}; // line p2, p3 as vector v3 = {x : null, y : null}; // the line from p0 to p2 as vector function lineSegmentsIntercept (p0, p1, p2, p3) { v1.x = p1.x - p0.x; // line p0, p1 as vector v1.y = p1.y - p0.y; v2.x = p3.x - p2.x; // line p2, p3 as vector v2.y = p3.y - p2.y; if((cross = v1.x * v2.y - v1.y * v2.x) === 0){ // cross prod 0 if lines parallel return false; // no intercept } v3 = {x : p0.x - p2.x, y : p0.y - p2.y}; // the line from p0 to p2 as vector u2 = (v1.x * v3.y - v1.y * v3.x) / cross; // get unit distance along line p2 p3 // code point B if (u2 >= 0 && u2 <= 1){ // is intercept on line p2, p3 u1 = (v2.x * v3.y - v2.y * v3.x) / cross; // get unit distance on line p0, p1; // code point A return (u1 >= 0 && u1 <= 1); // return true if on line else false. // code point A end } return false; // no intercept; // code point B end } return lineSegmentsIntercept; // return function with closure for optimisation. })();

Usage example

var p1 = {x: 100, y: 0}; // line 1 var p2 = {x: 120, y: 200}; var p3 = {x: 0, y: 100}; // line 2 var p4 = {x: 100, y: 120}; var areIntersepting = lineSegmentsIntercept (p1, p2, p3, p4); // true

The example is easily modified to return the point of intercept. Replace the code between code point A and A end with

if(u1 >= 0 && u1 <= 1){ return { x : p0.x + v1.x * u1, y : p0.y + v1.y * u1, }; }

Or if you want to get the intercept point on the lines, ignoring the line segments start and ends replace the code between code point B and B end with

return { x : p2.x + v2.x * u2, y : p2.y + v2.y * u2, };

Both modifications will return false if there is no intercept or return the point of intercept as {x : xCoord, y : yCoord}

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