float[] checkIntersection(float lineAx1,float lineAy1,float lineAx2,float lineAy2,float lineBx1,float lineBy1,float lineBx2,float lineBy2){ float aM, bM, aB, bB, isX=0, isY=0; if((lineAx2-lineAx1)==0){ isX=lineAx1; bM=(lineBy2-lineBy1)/(lineBx2-lineBx1); bB=lineBy2-bM*lineBx2; isY=bM*isX+bB; } else if((lineBx2-lineBx1)==0){ isX=lineBx1; aM=(lineAy2-lineAy1)/(lineAx2-lineAx1); aB=lineAy2-aM*lineAx2; isY=aM*isX+aB; } else{ aM=(lineAy2-lineAy1)/(lineAx2-lineAx1); bM=(lineBy2-lineBy1)/(lineBx2-lineBx1); aB=lineAy2-aM*lineAx2; bB=lineBy2-bM*lineBx2; isX=max(((bB-aB)/(aM-bM)),0); isY=aM*isX+aB; } float[] r={ isX,isY }; return r; }
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