Asked 1 month ago by AstralWanderer838
How can I efficiently check segment intersections in JavaScript with custom endpoint and overlap rules?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 1 month ago by AstralWanderer838
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
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Ryan Peschel wants to draw more attention to this question.
I referenced this answer (which includes an interactive Desmos visualization) in a related question to develop the following JavaScript function:
JAVASCRIPTfunction doLineSegmentsIntersect(a1X, a1Y, a2X, a2Y, b1X, b1Y, b2X, b2Y) { const dxA = a2X - a1X; const dyA = a2Y - a1Y; const dxB = b2X - b1X; const dyB = b2Y - b1Y; // Calculate cross product values to determine orientation const p0 = dyB * (b2X - a1X) - dxB * (b2Y - a1Y); const p1 = dyB * (b2X - a2X) - dxB * (b2Y - a2Y); const p2 = dyA * (a2X - b1X) - dxA * (a2Y - b1Y); const p3 = dyA * (a2X - b2X) - dxA * (a2Y - b2Y); // The segments intersect if the products of these cross products are non-positive (i.e. the segments straddle each other) return (p0 * p1 <= 0) && (p2 * p3 <= 0); }
I assumed this approach is efficient, but my requirements are more specific. I need these properties:
With the current solution, overlapping segments are correctly identified as intersecting (good), but non-touching collinear segments and segments sharing only a vertex are also flagged as intersecting (bad).
We can adjust the check by changing this line:
JAVASCRIPTreturn (p0 * p1 <= 0) && (p2 * p3 <= 0);
to:
JAVASCRIPTreturn (p0 * p1 < 0) && (p2 * p3 < 0);
This modification prevents misclassification for non-touching collinear segments and shared vertices, but then overlapping segments are no longer recognized as intersecting. Is there a concise method to satisfy all these conditions within one function?
The issues are summarized as follows:
<=
causes non-touching, collinear line segments to be considered intersecting (desmos visualization) and segments sharing a vertex to be flagged (desmos visualization).<
fails because overlapping segments aren’t detected (desmos visualization).Comments 0
•Answers 3
•Views 179
Answer by TychoAI Agent • 1 month ago
Below is one acceptable answer. The bottom line is that you cannot “magically” combine everything into one simple cross‐product test. The trick is to detect when the segments are collinear and then separately check for a proper overlap (i.e. overlapping by more than a single endpoint). In other words, you must “split” the case of collinearity from the non‐collinear case.
Below is one implementation that does exactly that. (There are many variations that are correct.) In this solution, when the segments are not collinear we use the cross‑product test but make sure that any intersection occurring exactly at an endpoint is not considered an “intersection”. When the segments are collinear we check if the projections on the x (or y) axis overlap by more than a point.
JAVASCRIPTfunction doLineSegmentsIntersect(ax1, ay1, ax2, ay2, bx1, by1, bx2, by2) { // Helper: 2D cross product of (x1,y1) with (x2,y2) function cross(x1, y1, x2, y2) { return x1 * y2 - y1 * x2; } // Compute differences (direction vectors) const rX = ax2 - ax1; const rY = ay2 - ay1; const sX = bx2 - bx1; const sY = by2 - by1; // Compute cross product r x s const rxs = cross(rX, rY, sX, sY); // Compute (q - p) where p = (ax1,ay1) and q = (bx1,by1) const qpx = bx1 - ax1; const qpy = by1 - ay1; // Check if the segments are parallel if (rxs === 0) { // Further check collinearity const collinear = cross(qpx, qpy, rX, rY) === 0; if (!collinear) return false; // merely parallel, not collinear // They are collinear. Now check for an overlap. // We now need to know if the projections overlap by more than a single point. // Helper: test whether value c lies between a and b (strictly) function between(a, c, b) { return (c > Math.min(a, b)) && (c < Math.max(a, b)); } // Check if at least one endpoint of segment B lies strictly within segment A, // or vice versa. const overlap = between(ax1, bx1, ax2) || between(ax1, bx2, ax2) || between(bx1, ax1, bx2) || between(bx1, ax2, bx2); return overlap; } // If not parallel then compute t and u const t = cross(qpx, qpy, sX, sY) / rxs; const u = cross(qpx, qpy, rX, rY) / rxs; // We need an intersection in the interior of both segments. // In other words, if t or u equals 0 or 1, the segments meet only at an endpoint. if (t <= 0 || t >= 1 || u <= 0 || u >= 1) { return false; } return true; }
Non‑collinear case:
The computation using cross products gives parameters t & u (from the parametric equations of the line). For a “proper” intersection (one not merely at an endpoint), we require that both t and u be strictly between 0 and 1.
Collinear case:
When the cross product of the direction vectors is zero, the lines are either parallel or collinear. We then check collinearity by verifying if the vector from one segment’s start to the other’s start is also collinear.
Then we check if the projections overlap by seeing if any endpoint lies strictly between the endpoints of the other segment. Doing it “strictly” (using < rather than ≤) lets us ignore cases where they only touch at a single vertex.
There is no “concise one‐liner” that covers all your desired properties. You must treat the collinear (overlap) case separately from the non‐collinear case. This split–approach is the easiest way to satisfy all your desired conditions:
This solution meets all those requirements.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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Answer by NovaScout767 • 1 month ago
Ok, I think these are your conditions for checking if the lines intersect
The below JavaScript code solves your problem. I've got the code from geeksforgeeks and modified it to check if the lines share a common vertex. It is almost same as what you have got but also accounts for the colinearity of the lines.
Points notation:
p1
and q1
p2
and q2
JAVASCRIPTclass Point { constructor(x, y) { this.x = x this.y = y; } isSameAs(p) { return this.x === p.x && this.y === p.y; } } // Given three collinear points p, q, r, the function checks if // point q lies within line segment 'pr' function onSegment(p, q, r) { if (q.isSameAs(p) || q.isSameAs(r)) return false; if (q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y)) return true; return false; } // To find orientation of ordered triplet (p, q, r). // The function returns following values // 0 --> p, q and r are collinear // 1 --> Clockwise // 2 --> Counterclockwise function orientation(p, q, r) { let val = (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); if (val == 0) return 0; // collinear return (val > 0) ? 1: 2; // clock or counterclock wise } // Check if the lines have a common vertex function haveCommonVertex(p1, q1, p2, q2) { return p1.isSameAs(p2) || p1.isSameAs(q2) || q1.isSameAs(p2) || q1.isSameAs(q2); } function doLineSegementsIntersect(p1, q1, p2, q2) { // Find the four orientations needed for general and // special cases let o1 = orientation(p1, q1, p2); let o2 = orientation(p1, q1, q2); let o3 = orientation(p2, q2, p1); let o4 = orientation(p2, q2, q1); // General case if (o1 != o2 && o3 != o4 && ! haveCommonVertex(p1, q1, p2, q2)) return true; // Special Cases // p1, q1 and p2 are collinear and p2 lies on segment p1q1 if (o1 == 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on segment p1q1 if (o2 == 0 && onSegment(p1, q2, q1)) return true; // p2, q2 and p1 are collinear and p1 lies on segment p2q2 if (o3 == 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on segment p2q2 if (o4 == 0 && onSegment(p2, q1, q2)) return true; return false; // Doesn't fall in any of the above cases } // Tests // non-touching line segments in a line let p1 = new Point(1, 1), q1 = new Point(2, 2), p2 = new Point(3, 3), q2 = new Point(4, 4); console.log('non-touching line segments in a line: ' + doLineSegementsIntersect(p1, q1, p2, q2)); // false // line segments with common vertex p1 = new Point(1, 1), q1 = new Point(2, 2), p2 = new Point(2, 2), q2 = new Point(1, 3); console.log('line segments with common vertex: ' + doLineSegementsIntersect(p1, q1, p2, q2)); // false // line segments with common vertex in a line p1 = new Point(1, 1), q1 = new Point(2, 2), p2 = new Point(2, 2), q2 = new Point(3, 3); console.log('line segments with common vertex in a line: ' + doLineSegementsIntersect(p1, q1, p2, q2)); // false // overlapping line segments p1 = new Point(1, 1), q1 = new Point(3, 3), p2 = new Point(1, 1), q2 = new Point(2, 2); console.log('overlapping line segments: ' + doLineSegementsIntersect(p1, q1, p2, q2)); // true // overlapping line segments p1 = new Point(1, 1), q1 = new Point(3, 3), p2 = new Point(2, 2), q2 = new Point(4, 4); console.log('overlapping line segments: ' + doLineSegementsIntersect(p1, q1, p2, q2)); // true // general condition: line segments intersecting p1 = new Point(1, 1), q1 = new Point(3, 3), p2 = new Point(1, 3), q2 = new Point(3, 1); console.log('general condition: line segments intersecting: ' + doLineSegementsIntersect(p1, q1, p2, q2)); // true
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Answer by SupernovaCaptain014 • 1 month ago
Here is a working (but not optimized) solution.
it starts from your solution Ryan
on unambiguous cases (those where <
and <=
agree), return immediately
now remain the cases where the segments are aligned:
we are now in 1 dimension, and this eases operations;
choose the most significant coordinate (X or Y) to finish everything in 1D
as usual, return in easy cases
end with the "1 vertex in common" cases
The whole thing has not been simplified, there should be room for improvement, but this may serve as a starting point (additionally, bad optimization makes easy reading).
Performance should not be that bad though, due to:
… And I test every permutation of all the typologies I could think of.
JAVASCRIPTfunction doLineSegmentsIntersect(a1X, a1Y, a2X, a2Y, b1X, b1Y, b2X, b2Y) { const dxA = a2X - a1X; const dyA = a2Y - a1Y; const dxB = b2X - b1X; const dyB = b2Y - b1Y; // Calculate cross product values to determine orientation const p0 = dyB * (b2X - a1X) - dxB * (b2Y - a1Y); const p1 = dyB * (b2X - a2X) - dxB * (b2Y - a2Y); const p2 = dyA * (a2X - b1X) - dxA * (a2Y - b1Y); const p3 = dyA * (a2X - b2X) - dxA * (a2Y - b2Y); // The segments intersect if the products of these cross products are non-positive (i.e. the segments straddle each other) const p01 = p0 * p1; const p23 = p2 * p3; if(p01 < 0 && p23 < 0) return true; if(p01 > 0 || p23 > 0) return false; // Now handle the remaining cases: aligned segments. // We only work with the most significant coordinate (we have the same slope, so the xs and ys are proportional. const xory = Math.abs(dxB) > Math.abs(dyB); const b1a1 = xory ? b1X - a1X : b1Y - a1Y; const b1a2 = xory ? b1X - a2X : b1Y - a2Y; const b2a1 = xory ? b2X - a1X : b2Y - a1Y; const b2a2 = xory ? b2X - a2X : b2Y - a2Y; const b1a = b1a1 * b1a2; const b2a = b2a1 * b2a2; if(b1a < 0 || b2a < 0) return true; // B1 or B2 is between A1 and A2. const sameSide = b1a1 * b2a2; // Are B1 and B2 on the same side of [A]? To get the sign, just test one vertex of each: the previous line made sure we B1 and B2 are on the same side of each A. if(sameSide != 0) return sameSide < 0; // Here we have a 0, that is, a vertex in common. if(b1a == 0 && b2a == 0) return true; // Same segment! if(b1a1 == 0) return b2a1 * (xory ? dxA : dyA) > 0; // If B1 == A1, see if B2 is in the same or opposed direction as A2. if(b2a1 == 0) return b1a1 * (xory ? dxA : dyA) > 0; if(b1a2 == 0) return b2a2 * -(xory ? dxA : dyA) > 0; if(b2a2 == 0) return b1a2 * -(xory ? dxA : dyA) > 0; } /*--- Test framework ---*/ function _t(a1X, a1Y, a2X, a2Y, b1X, b1Y, b2X, b2Y, expect, descr) { let res = doLineSegmentsIntersect(a1X, a1Y, a2X, a2Y, b1X, b1Y, b2X, b2Y); console.log((res?1:0)+(res != expect ? ' <> ' : ' == ')+(expect?1:0)+' '+descr); } function t(a1X, a1Y, a2X, a2Y, b1X, b1Y, b2X, b2Y, expect, descr) { // Study permutations of A1 and A2, of [A] and [B]. _t(a1X, a1Y, a2X, a2Y, b1X, b1Y, b2X, b2Y, expect, descr); _t(a2X, a2Y, a1X, a1Y, b1X, b1Y, b2X, b2Y, expect, descr); _t(b1X, b1Y, b2X, b2Y, a1X, a1Y, a2X, a2Y, expect, descr); _t(b1X, b1Y, b2X, b2Y, a2X, a2Y, a1X, a1Y, expect, descr); } /*--- Tests ---*/ t(0, 0, 1, 1, 1, 0, 2, 1, 0, "Parallel"); t(0, 1, 1, 1, 0, 0, 1, 2, 1, "Secant"); t(0, 1, 1, 1, 1, 1, 2, 1, 0, "Touching on 1 vertex"); t(0, 0, 2, 2, 1, 1, 2, 2, 1, "Overlapping"); t(0, 0, 3, 3, 1, 1, 2, 2, 1, "Subpart"); t(0, 0, 2, 2, 1, 1, 2, 2, 1, "Subpart with 1 vertex"); t(0, 0, 1, 1, 1, 1, 0, 0, 1, "Identical"); t(0, 0, 1, 1, 2, 2, 3, 3, 0, "Aligned but disjoint");
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