I was wondering how to make a function that you give it two line equations in the form y=mx+c
you pass it the gradient and y-intercept of both.
then it returns a vector which is the point in which the two given lines would intersect
I was wondering how to make a function that you give it two line equations in the form y=mx+c
you pass it the gradient and y-intercept of both.
then it returns a vector which is the point in which the two given lines would intersect
Check out Daniel Shiffman’s “Ray Tracing” on youtube. He explains it quite well
class Line {
//PVector a,b;
float x1, x2, y1, y2;
PVector m;
cell a, b;
Line(float a, Float b,float c, Float d) {
x1 = a;
y1 = b;
x2 = c;
y2 = d;
};
Line(int a, int b,int c, int d) {
x1 = a;
y1 = b;
x2 = c;
y2 = d;
};
Line(PVector cell1, PVector cell2) {
x1 = cell1.x;
y1 = cell1.y;
x2 = cell2.x;
y2 = cell2.y;
};
Line(PVector cell1, PVector cell2,PVector c) {
x1 = cell1.x;
y1 = cell1.y;
x2 = cell2.x;
y2 = cell2.y;
m = new PVector(c.x,c.y);
};
Line(cell cell1, cell cell2) {
x1 = cell1.x;
y1 = cell1.y;
x2 = cell2.x;
y2 = cell2.y;
};
void checkMouse() {
};
void draw(){
stroke(0);
strokeWeight(2);
line(x1,y1,x2,y2);
};
void drawM(){
stroke(0);
strokeWeight(20);
point(m.x,m.y);
};
};
PVector checkIntersect(Line a, Line b) {
float a1 = a.y2 - a.y1;
float b1 = a.x1 - a.x2;
float c1 = a1 * a.x1 + b1 * a.y1;
float a2 = b.y2 - b.y1;
float b2 = b.x1 - b.x2;
float c2 = a2 * b.x1 + b2 * b.y1;
float denom = a1 * b2 - a2 * b1;
//stroke(0,0,255);
//strokeWeight(2);
//line(a.x1,a.y1,a.x2,a.y2);
//stroke(0,255,255);
//strokeWeight(2);
//line(b.x1,b.y1,b.x2,b.y2);
if ((a.x1==b.x1||a.x2==b.x2)&&(a.y1==b.y1||a.y2==b.y2)) {
return null;
} else {
Float X = (b2 *c1 - b1 * c2) / denom;
Float Y = (a1 *c2 - a2 * c1) / denom;
PVector p = new PVector(X, Y);
boolean Linea = ((p.x<a.x1&&p.x>a.x2)||(p.x>a.x1&&p.x<a.x2))&&((p.y<a.y1&&p.y>a.y2)||(p.y>a.y1&&p.y<a.y2));
boolean Lineb = ((p.x<b.x1&&p.x>b.x2)||(p.x>b.x1&&p.x<b.x2))&&((p.y<b.y1&&p.y>b.y2)||(p.y>b.y1&&p.y<b.y2));
float n = 0.001;
if (Linea&&Lineb) {
//strokeWeight(10);
//stroke(255,255,0);
//point(p.x,p.y);
//strokeWeight(1);
return p;
} else {
return null;
}
}
};
Hello,
“Wonder is the beginning of wisdom.” - Socrates
You can adapt this easily into a function:
A simple example of returning a PVector:
PVector v1;
void setup()
{
size(500, 500);
background(0);
}
void draw()
{
v1 = dot(mouseX, mouseY);
println(v1);
strokeWeight(2);
stroke(255, 255, 0);
point(v1.x, v1.y);
}
PVector dot(float x, float y)
{
PVector v = new PVector(x, y);
return v;
}
:)