a port of the Processing Visualization Language

### Line Intersections

Move mouse to view line intersections.

```int DONT_INTERSECT = 0;
int COLLINEAR = 1;
int DO_INTERSECT = 2;

float x =0, y=0;

void setup(){
size(200,200);
fill(255,0,0);
}

void draw(){

int intersected;

background(255);

// lignes
stroke(0);

// ligne fixe
line(20,height/2, width-20, (height/2)-20);

// ligne en mouvement
line(10,10,mouseX, mouseY);

intersected = intersect(20, height/2, width-20, (height/2)-20, 10, 10, mouseX, mouseY);

// dessiner le point d'intersection
noStroke();
if (intersected == DO_INTERSECT) ellipse(x, y, 5, 5);

}

int intersect(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4){

float a1, a2, b1, b2, c1, c2;
float r1, r2 , r3, r4;
float denom, offset, num;

// Compute a1, b1, c1, where line joining points 1 and 2
// is "a1 x + b1 y + c1 = 0".
a1 = y2 - y1;
b1 = x1 - x2;
c1 = (x2 * y1) - (x1 * y2);

// Compute r3 and r4.
r3 = ((a1 * x3) + (b1 * y3) + c1);
r4 = ((a1 * x4) + (b1 * y4) + 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) && same_sign(r3, r4)){
return DONT_INTERSECT;
}

// Compute a2, b2, c2
a2 = y4 - y3;
b2 = x3 - x4;
c2 = (x4 * y3) - (x3 * y4);

// Compute r1 and r2
r1 = (a2 * x1) + (b2 * y1) + c2;
r2 = (a2 * x2) + (b2 * y2) + 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) && (same_sign(r1, r2))){
return DONT_INTERSECT;
}

//Line segments intersect: compute intersection point.
denom = (a1 * b2) - (a2 * b1);

if (denom == 0) {
return COLLINEAR;
}

if (denom < 0){
offset = -denom / 2;
}
else {
offset = 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);
if (num < 0){
x = (num - offset) / denom;
}
else {
x = (num + offset) / denom;
}

num = (a2 * c1) - (a1 * c2);
if (num < 0){
y = ( num - offset) / denom;
}
else {
y = (num + offset) / denom;
}

// lines_intersect
return DO_INTERSECT;
}

boolean same_sign(float a, float b){

return (( a * b) >= 0);
}```