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- Point* intersection(Point p1, Point p2, Point p3, Point p4) {
- // Store the values for fast access and easy
- // equations-to-code conversion
- float x1 = p1.x, x2 = p2.x, x3 = p3.x, x4 = p4.x;
- float y1 = p1.y, y2 = p2.y, y3 = p3.y, y4 = p4.y;
- float d = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);
- // If d is zero, there is no intersection
- if (d == 0) return NULL;
- // Get the x and y
- float pre = (x1*y2 - y1*x2), post = (x3*y4 - y3*x4);
- float x = ( pre * (x3 - x4) - (x1 - x2) * post ) / d;
- float y = ( pre * (y3 - y4) - (y1 - y2) * post ) / d;
- // Check if the x and y coordinates are within both lines
- if ( x < min(x1, x2) || x > max(x1, x2) ||
- x < min(x3, x4) || x > max(x3, x4) ) return NULL;
- if ( y < min(y1, y2) || y > max(y1, y2) ||
- y < min(y3, y4) || y > max(y3, y4) ) return NULL;
- // Return the point of intersection
- Point* ret = new Point();
- ret->x = x;
- ret->y = y;
- return ret;
- }
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