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dagre-d3

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A D3-based renderer for Dagre

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module.exports = 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; }