Fast rectangle to rectangle intersection
function intersect(a, b) {
return (a.left <= b.right &&
b.left <= a.right &&
a.top <= b.bottom &&
b.top <= a.bottom)
}
This assumes that the top
is normally less than bottom
(i.e. that y
coordinates increase downwards).
This is how the .NET Framework implements Rectangle.Intersect
public bool IntersectsWith(Rectangle rect)
{
if (rect.X < this.X + this.Width && this.X < rect.X + rect.Width && rect.Y < this.Y + this.Height)
return this.Y < rect.Y + rect.Height;
else
return false;
}
Or the static version:
public static Rectangle Intersect(Rectangle a, Rectangle b)
{
int x = Math.Max(a.X, b.X);
int num1 = Math.Min(a.X + a.Width, b.X + b.Width);
int y = Math.Max(a.Y, b.Y);
int num2 = Math.Min(a.Y + a.Height, b.Y + b.Height);
if (num1 >= x && num2 >= y)
return new Rectangle(x, y, num1 - x, num2 - y);
else
return Rectangle.Empty;
}
This is how that code can be translated to JavaScript. Note that there is a typo in your code, and in that of the article, as the comments have suggested. Specifically r2->right left
should be r2->right < r1->left
and r2->bottom top
should be r2->bottom < r1->top
for the function to work.
function intersectRect(r1, r2) {
return !(r2.left > r1.right ||
r2.right < r1.left ||
r2.top > r1.bottom ||
r2.bottom < r1.top);
}
Test case:
var rectA = {
left: 10,
top: 10,
right: 30,
bottom: 30
};
var rectB = {
left: 20,
top: 20,
right: 50,
bottom: 50
};
var rectC = {
left: 70,
top: 70,
right: 90,
bottom: 90
};
intersectRect(rectA, rectB); // returns true
intersectRect(rectA, rectC); // returns false
Another more simple way. (This assumes the y-axis increases downwards).
function intersect(a, b) {
return Math.max(a.left, b.left) < Math.min(a.right, b.right) &&
Math.max(a.top, b.top) < Math.min(a.bottom, b.bottom);
}
The 4 numbers (max's and min's) in the condition above also give the intersection points.