I am trying to extend a line (from to points(X,Y)) to the end of the drawing area. so far i found a couple of instructions on how to calculate the extension end point.
however i don't really get it done it works in one direction and breaks as soon as you reach over the middle point.
see attached code sample (the real product i am working on is in swift, but as it is not a programming language related issue, i ported it to javascript)
on the right side it seems to work, black line is the one the user selects, red one is the extension to the edge of canvas, going to the left side produces garbage.
var canvas = document.getElementById("myCanvas");
var endPoint = {
x: 200,
y: 200
};
function draw() {
//Demo only in final product user also can select the startpoint
startPoint = {
x: 150,
y: 150
}
screenMax = {
x: canvas.height,
y: canvas.width
}
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.moveTo(startPoint.x, startPoint.y);
ctx.lineTo(endPoint.x, endPoint.y);
ctx.strokeStyle = "#000000";
ctx.stroke();
//Extend line to end of canvas according to slope
var slope = 1.0
var extendedPoint = {
x: 0,
y: 0
}
if (endPoint.x != startPoint.x) {
slope = (endPoint.y - startPoint.y) / (endPoint.x - startPoint.x);
extendedPoint = {
x: screenMax.x,
y: slope * (screenMax.x - endPoint.x) + endPoint.y
}
} else {
slope = 0
extendedPoint.x = endPoint.x;
extendedPoint.y = screenMax.y;
}
console.log(endPoint);
//Draw the Extension
ctx.beginPath();
ctx.moveTo(endPoint.x, endPoint.y);
ctx.lineTo(extendedPoint.x, extendedPoint.y);
ctx.strokeStyle = "#FF0000";
ctx.stroke();
}
//initial draw
draw();
//handle Mouse dOwn
canvas.onmousedown = function(e) {
handleMouseDown(e);
}
// handle the mousedown event
//Set new endpoint
function handleMouseDown(e) {
mouseX = parseInt(e.clientX);
mouseY = parseInt(e.clientY);
endPoint = {
x: mouseX,
y: mouseY
}
draw();
}
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
</body>
</html>
This function may help, takes the line
x1,y1
tox2,y2
and extends it to the border defined byleft,top,right,bottom
returning the intercept point as{x:?,y:?}
Slope approach is not universal - it cannot work with vertical lines (x0=x1).
I'd use parametric representation of ray (line)
Now check what border will be intersected first (with smaller t value)