Circle Line Intersect Plugin

Hi people,

i´m trying to implement this code in a dynamic plugin, but i don´t know really how it works…
http://www.openprocessing.org/visuals/?visualID=8009

If anybody has a moment to check it would be great, this is my first attempt to make a plugin.

Here there is a realted thread.
https://discourse.vvvv.org/t/7075

Thanks in advance,

ari.

CircleLineIntersect.rar (9.5 kB)

Hi,
i think i´ve got it, but it returns 2 solutions even if one of the points is into the circle.

Any idea?

ari

Circle Line Intersect_2 (43.5 kB)

It seems that all the people is on Hollydays ?¿

Haven’t looked at your code, but i guess it creates the formula of the line based on the 2 points you pass to the algorithm.

And of course this line (almost) always has 2 intersections with the circle.

I guess if you only want the intersection that lies between these 2 points, take the solution(x,y) where solution(x) is between P1(x) and P2(x) and solution(y) is between P1(y) and P2(y).

Hi ft, thanks a lot for your response.
this is the code, i´ve just implemented the processing one.

Any help would be great.

Ari.

- region usings
using System;
using System.ComponentModel.Composition;

using VVVV.PluginInterfaces.V1;
using VVVV.PluginInterfaces.V2;
using VVVV.Utils.VColor;
using VVVV.Utils.VMath;

using VVVV.Core.Logging;
- endregion usings

namespace VVVV.Nodes
{
	#region PluginInfo
	[PluginInfo(Name = "CircleLineIntersect",
	            Category = "Value",
	            Help = "Basic template with one value in/out",
	            Tags = "")]
	#endregion PluginInfo
	public class ValueCircleLineIntersectNode : IPluginEvaluate
	{
		#region fields & pins
		[Input("CircleCenter")](Input("CircleCenter"))
		ISpread<Vector2D> center;
		
		[Input("CircleRadius", DefaultValue = 1.0)](Input("CircleRadius", DefaultValue = 1.0))
		ISpread<double> cr;

		[Input("Line1")](Input("Line1"))
		ISpread<Vector2D> L1;
		
		[Input("Line2")](Input("Line2"))
		ISpread<Vector2D> L2;
		
		[Output("Intersection 1 ")](Output("Intersection 1 "))
		ISpread<Vector2D> FIntersection1;
		
		[Output("Intersection 2 ")](Output("Intersection 2 "))
		ISpread<Vector2D> FIntersection2;
		
		[Output("Number of Solutions")](Output("Number of Solutions"))
		ISpread<int> FSolutionCount;

		[Import()](Import())
		ILogger FLogger;
		#endregion fields & pins
 
		//called when data for any output pin is requested
		public void Evaluate(int SpreadMax)
		{
			FIntersection1.SliceCount = SpreadMax;
			FIntersection2.SliceCount = SpreadMax;
			FSolutionCount.SliceCount = SpreadMax;

			for (int i = 0; i < SpreadMax; i++)
				{
				Vector2D s1;
				Vector2D s2;
				
				FSolutionCount[i](i) = CircleLineIntersection(center[i](i), cr[i](i), L1[i](i), L2[i](i) , out s1, out s2);
				FIntersection1[i](i) = s1;
				FIntersection2[i](i) = s2;
			}
				
			//FLogger.Log(LogType.Debug, "Logging to Renderer (TTY)");
		}
		private int CircleLineIntersection (Vector2D center, double cr, Vector2D L1 , Vector2D L2,  out Vector2D p1, out Vector2D p2)
		{
			p1 = new Vector2D();
			p2 = new Vector2D();
		
		double dx = L2.x - L1.x;
		double dy = L2.y - L1.y;
		double a = dx * dx + dy * dy;
		double b = 2 * (dx * (L1.x - center.x) + dy * (L1.y - center.y));
		double c = L1.x * L1.x + L1.y * L1.y + center.x * center.x + center.y * center.y - 2 * (center.x * L1.x + center.y * L1.y)-(cr * cr);
        double bb4ac = b * b - 4 * a * c;
        
        double mu1 = (-b + Math.Sqrt(bb4ac)) / (2*a);
        double mu2 = (-b - Math.Sqrt(bb4ac)) / (2*a);
        
        double i1x = L1.x + mu1*(dx);
        double i1y = L1.y + mu1*(dy);
   
        double i2x = L1.x + mu2*(dx);
        double i2y = L1.y + mu2*(dy);
      
        double dist1 = Math.Sqrt[L1.x-center.x)*(L1.x-center.x)+(L1.y-center.y)*(L1.y-center.y](https://vvvv.org/documentation/L1.x-center.x)*(L1.x-center.x)+(L1.y-center.y)*(L1.y-center.y);
        double dist2 = Math.Sqrt[L2.x-center.x)*(L2.x-center.x)+(L2.y-center.y)*(L2.y-center.y](https://vvvv.org/documentation/L2.x-center.x)*(L2.x-center.x)+(L2.y-center.y)*(L2.y-center.y);
        double dist3 = Math.Sqrt[L2.x-L1.x)*(L2.x-L1.x)+(L2.y-L1.y)*(L2.y-L1.y](https://vvvv.org/documentation/L2.x-L1.x)*(L2.x-L1.x)+(L2.y-L1.y)*(L2.y-L1.y);
        double dist4 = Math.Sqrt[p1.x-i1x)*(p1.x-i1x)+(p1.y-i1y)*(p1.y-i1y](https://vvvv.org/documentation/p1.x-i1x)*(p1.x-i1x)+(p1.y-i1y)*(p1.y-i1y);
        double dist5 = Math.Sqrt[p1.x-i2x)*(p1.x-i2x)+(p1.y-i2y)*(p1.y-i2y](https://vvvv.org/documentation/p1.x-i2x)*(p1.x-i2x)+(p1.y-i2y)*(p1.y-i2y);
       
       
       if (bb4ac < 0) {  // Not intersecting
    return 0;
  }
       if (bb4ac > 0) {  //2 solutions
     
            p1.x = i1x;
            p1.y = i1y;
			p2.x = i2x;
			p2.y = i2y;
			return 2;
   }
      if (bb4ac == 0) {  //1 solution tangent
     
            p1.x = i1x;
            p1.y = i1y;
			return 1;
   }
    // Figure out which point is closer to the circle
    if (dist1 < dist2 ) {  //&& cr >= dist2
    
      p1.x = L2.x;
      p1.y = L2.y;
      return 1;
      
    } if (dist1>dist2 ) {
    
      
      p1.x = L1.x;
      p1.y = L1.y;
      return 1;
    }
   if (dist4 < dist3 || dist5 < dist3) { //2 solutions 
    
            p1.x = i1x;
			p1.y = i1y;
			p2.x = i2x;
			p2.y = i2y;
			
      return 2;
    } else {
      return 0;
       
	}
}
}
}

Hi people,

i´ve made some changes and it works more or less, but when the points are outside the circle, the plugin shows 2 values instead of 0.

if anyone has time to look at it, it would be great.

Thanks,

Ari.

- region usings
using System;
using System.ComponentModel.Composition;

using VVVV.PluginInterfaces.V1;
using VVVV.PluginInterfaces.V2;
using VVVV.Utils.VColor;
using VVVV.Utils.VMath;

using VVVV.Core.Logging;
- endregion usings

namespace VVVV.Nodes
{
	#region PluginInfo
	[PluginInfo(Name = "CircleLineIntersect",
	            Category = "Value",
	            Help = "Basic template with one value in/out",
	            Tags = "")]
	#endregion PluginInfo
	public class ValueCircleLineIntersectNode : IPluginEvaluate
	{
		#region fields & pins
		[Input("CircleCenter")](Input("CircleCenter"))
		ISpread<Vector2D> center;
		
		[Input("CircleRadius", DefaultValue = 1.0)](Input("CircleRadius", DefaultValue = 1.0))
		ISpread<double> cr;

		[Input("Line1")](Input("Line1"))
		ISpread<Vector2D> L1;
		
		[Input("Line2")](Input("Line2"))
		ISpread<Vector2D> L2;
		
		[Output("Intersection 1 ")](Output("Intersection 1 "))
		ISpread<Vector2D> FIntersection1;
		
		[Output("Intersection 2 ")](Output("Intersection 2 "))
		ISpread<Vector2D> FIntersection2;
		
		[Output("Number of Solutions")](Output("Number of Solutions"))
		ISpread<int> FSolutionCount;

		[Import()](Import())
		ILogger FLogger;
		#endregion fields & pins
 
		//called when data for any output pin is requested
		public void Evaluate(int SpreadMax)
		{
			FIntersection1.SliceCount = SpreadMax;
			FIntersection2.SliceCount = SpreadMax;
			FSolutionCount.SliceCount = SpreadMax;

			for (int i = 0; i < SpreadMax; i++)
				{
				Vector2D s1;
				Vector2D s2;
				
				FSolutionCount[i](i) = CircleLineIntersection(center[i](i), cr[i](i), L1[i](i), L2[i](i) , out s1, out s2);
				FIntersection1[i](i) = s1;
				FIntersection2[i](i) = s2;
			}
				
			
		}
		private int CircleLineIntersection (Vector2D center, double cr, Vector2D L1 , Vector2D L2,  out Vector2D p1, out Vector2D p2)
		{
			p1 = new Vector2D();
			p2 = new Vector2D();
		
		double dx = L2.x - L1.x;
		double dy = L2.y - L1.y;
		double a = dx * dx + dy * dy;
		double b = 2 * (dx * (L1.x - center.x) + dy * (L1.y - center.y));
		double c = L1.x * L1.x + L1.y * L1.y + center.x * center.x + center.y * center.y - 2 * (center.x * L1.x + center.y * L1.y)-(cr * cr);
        double bb4ac = b * b - 4 * a * c;
        
        double mu1 = (-b + Math.Sqrt(bb4ac)) / (2*a);
        double mu2 = (-b - Math.Sqrt(bb4ac)) / (2*a);
        
        double i1x = L1.x + mu1*(dx);
        double i1y = L1.y + mu1*(dy);
   
        double i2x = L1.x + mu2*(dx);
        double i2y = L1.y + mu2*(dy);
      
        double dist1 = Math.Sqrt[L1.x-center.x)*(L1.x-center.x)+(L1.y-center.y)*(L1.y-center.y](https://vvvv.org/documentation/L1.x-center.x)*(L1.x-center.x)+(L1.y-center.y)*(L1.y-center.y);
        double dist2 = Math.Sqrt[L2.x-center.x)*(L2.x-center.x)+(L2.y-center.y)*(L2.y-center.y](https://vvvv.org/documentation/L2.x-center.x)*(L2.x-center.x)+(L2.y-center.y)*(L2.y-center.y);
       
  
        if  (bb4ac < 0)    // Not intersecting  (bb4ac < 0) 
        {
            return 0;
            }
            
        if  (bb4ac==0 )  //1 solution tangent  (bb4ac == 0)
        { 
            p1.x = i1x;
            p1.y = i1y;
            return 1;
            }
  
        if  ( (dist1>=cr & dist2>=cr ))    //2 solutions  (dist1>=cr & dist2>=cr)
        {
            p1.x = i1x;
            p1.y = i1y;
            p2.x = i2x;
			p2.y = i2y;
			return 2;
            }
            //else {return 0;}
            
        if  ( (dist1>=cr & dist2<=cr))    //1 solution  
        {
            p1.x = i2x;
            p1.y = i2y;
  			return 1;
            }
        if  ( (dist1<=cr & dist2>=cr))    //1 solution  
        {
            p1.x = i1x;
            p1.y = i1y;
			return 1;
            }
             
            {
			return 0;    
} 
}
}}

Finally i found the solution for the 5 cases, in a “finite line - circle intersection”.

Thanks ft for the hint.

Ari.

Finite Line - Circle intersection (11.1 kB)

Is there any way to do this spreadable???

… no text …

Hi Ari,

Its been a while since you posed the question but I recently started looking for the answer too. Andy McW and I went over the plugin to try and figure out a spreadable method and we got a very workable if not perfect solution.

The patch explains why but it ain’t bad.

Here’s the code if you wanna peak:

#region usings
using System;
using System.ComponentModel.Composition;

using VVVV.PluginInterfaces.V1;
using VVVV.PluginInterfaces.V2;
using VVVV.Utils.VColor;
using VVVV.Utils.VMath;

using VVVV.Core.Logging;
- endregion usings

namespace VVVV.Nodes
{
	#region PluginInfo
	[PluginInfo(Name = "IntersectCircles", Category = "2d", Help = "Basic template with one value in/out", Tags = "")](PluginInfo(Name = "IntersectCircles", Category = "2d", Help = "Basic template with one value in/out", Tags = ""))
	#endregion PluginInfo
	public class C2dIntersectCirclesNode : IPluginEvaluate
	{
		#region fields & pins
		[Input("Centers")](Input("Centers"))
		ISpread<Vector2D> FCenters;
		
		[Input("Radii", DefaultValue = 1.0)](Input("Radii", DefaultValue = 1.0))
		ISpread<double> FRadii;
		
		[Output("Intersections")](Output("Intersections"))
		ISpread<Vector2D> FIntersections;
		
		[Output("Number of Solutions")](Output("Number of Solutions"))
		ISpread<int> FSolutionCount;
		
		[Import()](Import())
		ILogger FLogger;
		#endregion fields & pins
		
		//called when data for any output pin is requested
		public void Evaluate(int SpreadMax)
		{
			FIntersections.SliceCount = SpreadMax;
			FSolutionCount.SliceCount = SpreadMax;
			
			for(int i = 0; i < FIntersections.SliceCount; i++)
			{
				FIntersections.RemoveAt(i);
			}
			
			for (int i = 0; i < SpreadMax; i++)
			{
				for (int j = i + 1; j < SpreadMax; j++)
				{	
					Vector2D s1;
					Vector2D s2;
					
					FSolutionCount[i](i) = CircleIntersection(FCenters[i](i), FRadii[i](i), FCenters[j](j), FRadii[j](j), out s1, out s2);
					
					FIntersections.Add(s1);
					FIntersections.Add(s2);	
				}
			}
		}
		
		private int CircleIntersection (Vector2D c1, double c1r, Vector2D c2, double c2r, out Vector2D p1, out Vector2D p2)
		{
			p1 = new Vector2D();
			p2 = new Vector2D();
			
			//Calculate distance between centres of circle
			double d = !(c1 - c2);
			double m = c1r + c2r;
			double n = c1r - c2r;
			
			if (n < 0)
				n = n * -1;
			
			//No solns
			if ( d > m )
				return 0;
			
			//Circle are contained within each other
			if ( d < n )
				return 0;
			
			//Circles are the same
			if ( d == 0 && c1r == c2r )
				return 0;
			
			//Solve for a
			double a = ( c1r * c1r - c2r * c2r + d * d ) / (2 * d);
			
			//Solve for h
			double h = Math.Sqrt( c1r * c1r - a * a );
			
			//Calculate point p, where the line through the circle intersection points crosses the line between the circle centers.
			Vector2D p;
			
			p.x = c1.x + ( a / d ) * ( c2.x -c1.x );
			p.y = c1.y + ( a / d ) * ( c2.y -c1.y );
			
			//1 soln , circles are touching
			if ( d == c1r + c2r ) 
			{
				p1 = p;
				return 1;
			}
			
			//2solns			
			p1.x = p.x + ( h / d ) * ( c2.y - c1.y );
			p1.y = p.y - ( h / d ) * ( c2.x - c1.x );
			
			p2.x = p.x - ( h / d ) * ( c2.y - c1.y );
			p2.y = p.y + ( h / d ) * ( c2.x - c1.x );
			

			return 2;
		}
		
	}
}

Hope its still helpful,

Hadasi

Circle Interesector Demo (25.5 kB)

Grande Hadasi!

i´ll try to use the same method to Circle-Line and Line-Line intersections.
could i share it as a contribution?

2d-circle-line-intersections

Thanks a lot.

Ari.

Be our guest!

The idea came from Elias’s ConnectAll))](https://vvvv.org/contribution/connectall">ConnectAll))) dynamic plug-in he did for his tutorial. In it he showed how multiple vectors can be made to analyse each other (the “for j = i+1” bit).

Most of the credit goes to Andy McWilliams and your good self, though, co-opted the ideas into a something usable and lovely.

Looking forward to the lines version!

Hayd

you should replace these lines

for(int i = 0; i < FIntersections.SliceCount; i++)
{
    FIntersections.RemoveAt(i);
}

with this

FIntersections.Clear();

it’s easier to read and has a better run time, as removing them one by one will trigger a shift of all remaining slices each time you remove one slice.

Danke Elias.

Hi Elias,

.Clear method wasn’t recognised.

‘VVVV.PluginInterfaces.V2.ISpread<VVVV.Utils.VMath.Vector2D>’ does not contain a definition for ‘Clear’ and no extension method ‘Clear’ accepting a first argument of type ‘VVVV.PluginInterfaces.V2.ISpread<VVVV.Utils.VMath.Vector2D>’ could be found (are you missing a using directive or an assembly reference?)

whaaat? :p
ok, then replace it with a

FIntersections.SliceCount = 0;

Hey guys,
i´m trying to make the multiple finite lines version,
but i don´t know how to feed the plugin with a spread of points instead of 4 points with individual inputs.

Any tip?

thanks.

- region usings
using System;
using System.ComponentModel.Composition;

using VVVV.PluginInterfaces.V1;
using VVVV.PluginInterfaces.V2;
using VVVV.Utils.VColor;
using VVVV.Utils.VMath;

using VVVV.Core.Logging;
- endregion usings

namespace VVVV.Nodes
{
	#region PluginInfo
	[PluginInfo(Name = "MultipleLinesIntersect", Category = "Value", Help = "2 lines intersect", Tags = "")](PluginInfo(Name = "MultipleLinesIntersect", Category = "Value", Help = "2 lines intersect", Tags = ""))
	//Source:
    //http://paulbourke.net/geometry/lineline2d/
    //Credits:
    //Lasal 2011

	#endregion PluginInfo
	public class Value2LinesIntersectNode : IPluginEvaluate
	{
		#region fields & pins
		
                // Could it be possible to use a spread of points? 
		
                [Input("P1")](Input("P1"))
		ISpread<Vector2D> P1;
		
		[Input("P2")](Input("P2"))
		ISpread<Vector2D> P2;
		
	        [Input("P3")](Input("P3"))
		ISpread<Vector2D> P3;
		
		[Input("P4")](Input("P4"))
		ISpread<Vector2D> P4;
				
		[Output("Intersection")](Output("Intersection"))
		ISpread<Vector2D> FIntersection;
				
		[Output("Number of Solutions")](Output("Number of Solutions"))
		ISpread<int> FSolutionCount;

		[Import()](Import())
		ILogger FLogger;
		#endregion fields & pins
 
		//called when data for any output pin is requested
		public void Evaluate(int SpreadMax)
		{
			FIntersection.SliceCount = SpreadMax;
			FSolutionCount.SliceCount = SpreadMax;
            
			for(int i = 0; i < FIntersection.SliceCount; i++)
            {
               FIntersection.RemoveAt(i);
            }
			
			for (int i = 0; i < SpreadMax; i++)
				{
                for (int j = i + 1; j < SpreadMax; j++)
                {    
                    Vector2D s1;
                    Vector2D s2;
			
				//How to use 10 variables? P1[j](j), P2[j](j), P3[j](j), P4[j](j)
                	
				FSolutionCount[i](i) = LinesIntersection( P1[i](i), P2[i](i), P3[i](i), P4[i](i), out s1, out s2);
				
                FIntersection.Add(s1);
                FIntersection.Add(s2);
                }
			
			}
				
			
		}
		private int LinesIntersection ( Vector2D P1 , Vector2D P2, Vector2D P3 , Vector2D P4, out Vector2D so1, out Vector2D so2)
		{
			so1 = new Vector2D();
			so2 = new Vector2D();
		
		// Denominator for ua and ub are the same, so store this calculation
         double d = 
            (P4.y - P3.y) * (P2.x - P1.x)
            -
            (P4.x - P3.x) * (P2.y - P1.y);

         //n_a and n_b are calculated as seperate values for readability
         double n_a =
            (P4.x - P3.x) * (P1.y - P3.y)
            -
            (P4.y - P3.y) * (P1.x - P3.x);

         double n_b =
            (P2.x - P1.x) * (P1.y - P2.y)
            -
            (P2.y - P1.y) * (P1.x - P2.x);
         
         // Calculate the intermediate fractional point that the lines potentially intersect.
         double ua = n_a / d;
         double ub = n_b / d;
         
         double   SX = P1.x + (ua * (P2.x - P1.x));
         double   SY = P1.y + (ua * (P2.y - P1.y));
        
        if (d == 0)   // Parallel lines.
        {
            return 0;
            }
            
        if (SX < P1.x & SX < P2.x | 
            SY < P1.y & SY < P2.y | 
            SX > P1.x & SX > P2.x | 
            SY > P1.y & SY > P2.y )  
            // No finite lines intersecting, delete this for infinite lines Intersection.
            {
            return 0;
            }
       
         
          // than 0 the lines would need to be longer to intersect.
         if (ua >= 0d && ua <= 1d && ub >= 0d && ub <= 1d)
         {
            so1.x = SX;
            so1.y = SY;
            return 1;
            }

           
            {
			return 0;    
} 
}
}}

I think Input 1 could be “line start(vector2D)” and Input 2 “line end(vector2D).”

Then you can compare the spread of lines

j = i + 1; 
line1[i](i); line2[j](j);

(Pardon my lack of correct formatting, and the fact I may be wrong)

Hayd

PS thanks Elias

Bam:

- region usings
using System;
using System.ComponentModel.Composition;
 
using VVVV.PluginInterfaces.V1;
using VVVV.PluginInterfaces.V2;
using VVVV.Utils.VColor;
using VVVV.Utils.VMath;
 
using VVVV.Core.Logging;
- endregion usings
 
namespace VVVV.Nodes
{
    #region PluginInfo
    [PluginInfo(Name = "MultipleLinesIntersect", Category = "Value", Help = "2 lines intersect", Tags = "")](PluginInfo(Name = "MultipleLinesIntersect", Category = "Value", Help = "2 lines intersect", Tags = ""))
    //Source:
    //http://paulbourke.net/geometry/lineline2d/
    //Credits:
    //Lasal 2011
 
    #endregion PluginInfo
    public class Value2LinesIntersectNode : IPluginEvaluate
    {
        #region fields & pins
 
                // Could it be possible to use a spread of points? 
 
                [Input("Line Start")](Input("Line Start"))
        ISpread<Vector2D> P1;
 
        [Input("Line End")](Input("Line End"))
        ISpread<Vector2D> P2;
 
 
        [Output("Intersection")](Output("Intersection"))
        ISpread<Vector2D> FIntersection;
 
        [Output("Number of Solutions")](Output("Number of Solutions"))
        ISpread<int> FSolutionCount;
 
        [Import()](Import())
        ILogger FLogger;
        #endregion fields & pins
 
        //called when data for any output pin is requested
        public void Evaluate(int SpreadMax)
        {
            FIntersection.SliceCount = SpreadMax;
            FSolutionCount.SliceCount = SpreadMax;
 
            for(int i = 0; i < FIntersection.SliceCount; i++)
            {
               FIntersection.SliceCount = 0;
            }
 
            for (int i = 0; i < SpreadMax; i++)
                {
                for (int j = i + 1; j < SpreadMax; j++)
                {    
                    Vector2D s1;
                    Vector2D s2;
 
                //How to use 10 variables? P1[j](j), P2[j](j), P3[j](j), P4[j](j)
 
                FSolutionCount[i](i) = LinesIntersection( P1[i](i), P2[i](i), P1[j](j), P2[j](j), out s1, out s2);
 
                FIntersection.Add(s1);
                FIntersection.Add(s2);
                }
 
            }
 
 
        }
        private int LinesIntersection ( Vector2D P1 , Vector2D P2, Vector2D P3 , Vector2D P4, out Vector2D so1, out Vector2D so2)
        {
            so1 = new Vector2D();
            so2 = new Vector2D();
 
        // Denominator for ua and ub are the same, so store this calculation
         double d = 
            (P4.y - P3.y) * (P2.x - P1.x)
            -
            (P4.x - P3.x) * (P2.y - P1.y);
 
         //n_a and n_b are calculated as seperate values for readability
         double n_a =
            (P4.x - P3.x) * (P1.y - P3.y)
            -
            (P4.y - P3.y) * (P1.x - P3.x);
 
         double n_b =
            (P2.x - P1.x) * (P1.y - P2.y)
            -
            (P2.y - P1.y) * (P1.x - P2.x);
 
         // Calculate the intermediate fractional point that the lines potentially intersect.
         double ua = n_a / d;
         double ub = n_b / d;
 
         double   SX = P1.x + (ua * (P2.x - P1.x));
         double   SY = P1.y + (ua * (P2.y - P1.y));
 
        if (d == 0)   // Parallel lines.
        {
            return 0;
            }
 
        if (SX < P1.x & SX < P2.x | 
            SY < P1.y & SY < P2.y | 
            SX > P1.x & SX > P2.x | 
            SY > P1.y & SY > P2.y )  
            // No finite lines intersecting, delete this for infinite lines Intersection.
            {
            return 0;
            }
 
 
          // than 0 the lines would need to be longer to intersect.
         if (ua >= 0d && ua <= 1d && ub >= 0d && ub <= 1d)
         {
            so1.x = SX;
            so1.y = SY;
            return 1;
            }
 
 
            {
            return 0;    
} 
}
}}

Gets a little upset if I try to setup a line one axis going along a zero co-ordinates, but seems okay otherwise. Any ideas how to avoid that?

Hayd

Line Intersection Demo with Plugin (23.7 kB)