<p>The first click will construct a region around the point.
The second click will add a new line.
Blue points are the points clicked. Red points are all the solutions found. Green points are solutions around the solution. Orange is the constructed polygon.</p>
<canvas id="canvas" width=300 height=300></canvas>
// canvas and mousedown related variables
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var $canvas = $("#canvas");
var canvasOffset = $canvas.offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var scrollX = $canvas.scrollLeft();
var scrollY = $canvas.scrollTop();
// save canvas size to vars b/ they're used often
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
// define the grid area
// lines can extend beyond grid
var gridRect = {
x: 50,
y: 50,
width: 200,
height: 200
}
// list of lines created
// each line is define by three numbers a, b, c
// with a x + b y + c >= 0
var lines = new Array();
// add the lines for the bounding rectangle
var line1 = { a : 1, b : 0, c : -50 }; // first line is x - 50 >= 0
var line2 = { a : -1, b : 0, c : 250 }; // first line is -x + 250 >= 0
var line3 = { a : 0, b : 1, c : -50 }; // first line is y - 50 >= 0
var line4 = { a : 0, b : -1, c : 250 }; // first line is -y + 250 >= 0
lines.push(line1,line2,line3,line4);
// list of all solutions
var allSolutions = new Array();
var refinedSols = new Array();
var polySols = new Array();
findAllIntersections();
draw();
// Draw a single line
function drawLine(line) {
var points = new Array();
// find the intersecetions with the boinding box
// lhs
// a * 0 + b * y + c = 0
if( line.b != 0 ) {
var y = -line.c / line.b;
if( y >= 0 && y <= canvasHeight )
points.push([0,y]);
}
// rhs
// a * canvasWidth + b * y + c = 0
if( line.b != 0 ) {
var y = ( - line.a * canvasWidth - line.c )/ line.b;
if( y >= 0 && y <= canvasHeight )
points.push([canvasWidth,y]);
}
// top
// a * x + b * 0 + c = 0
if( line.a != 0 ) {
var x = -line.c / line.a;
if( x > 0 && x < canvasWidth )
points.push([x,0]);
}
// bottom
// a * x + b * canvasHeight + c = 0
if( line.a != 0 ) {
...
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