Tests if two line segments intersect or not.
using System; namespace ComputationalGeometry.Shapes { public static class MathUtility { /// <summary> /// Tests if two line segments intersect or not. /// The orientation of each line to other line's endpoints is used to determine /// the intersection. /// </summary> /// <param name="line1">Line 1.</param> /// <param name="line2">Line 2.</param> /// <returns>True if the lines intersect each other.</returns> public static bool DoLinesIntersect(Line2D line1, Line2D line2) { return CrossProduct(line1.InitialPoint, line1.TerminalPoint, line2.InitialPoint) != CrossProduct(line1.InitialPoint, line1.TerminalPoint, line2.TerminalPoint) || CrossProduct(line2.InitialPoint, line2.TerminalPoint, line1.InitialPoint) != CrossProduct(line2.InitialPoint, line2.TerminalPoint, line1.TerminalPoint); } /// <summary> /// Finds the cross product of the 2 vectors created by the 3 vertices. /// Vector 1 = v1 -> v2, Vector 2 = v2 -> v3 /// The vectors make a "right turn" if the sign of the cross product is negative. /// The vectors make a "left turn" if the sign of the cross product is positive. /// The vectors are colinear (on the same line) if the cross product is zero. /// </summary> /// <param name="p1">First point.</param> /// <param name="p2">Second point.</param> /// <param name="p3">Third point.</param> /// <returns>Cross product of the two vectors.</returns> public static double CrossProduct(Point2D p1, Point2D p2, Point2D p3) { return (p2.X - p1.X) * (p3.Y - p1.Y) - (p3.X - p1.X) * (p2.Y - p1.Y); } } }