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# Closest Polyline Point //Javascript Function

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```
Given a dot and a set of lines, it returns the nearest dot over one of the given lines.

[UPDATED CODE AND HELP CAN BE FOUND HERE]

```
//+ Jonas Raoni Soares Silva
//@ http://jsfromhell.com/math/closest-polyline-point [v1.0]

closestPolyLinePoint = function( px, py, x0, y0, x1, y1, etc, etc, etc ){
function dotLineLength( x, y, x0, y0, x1, y1, o ){
function lineLength( x, y, x0, y0 ){
return Math.sqrt( ( x -= x0 ) * x + ( y -= y0 ) * y );
}
if( o && !( o = function( x, y, x0, y0, x1, y1 ){
if( !( x1 - x0 ) ) return { x: x0, y: y };
else if( !( y1 - y0 ) ) return { x: x, y: y0 };
var left, tg = -1 / ( ( y1 - y0 ) / ( x1 - x0 ) );
return { x: left = ( x1 * ( x * tg - y + y0 ) + x0 * ( x * - tg + y - y1 ) ) / ( tg * ( x1 - x0 ) + y0 - y1 ), y: tg * left - tg * x + y };
}( x, y, x0, y0, x1, y1 ), o.x >= Math.min( x0, x1 ) && o.x <= Math.max( x0, x1 ) && o.y >= Math.min( y0, y1 ) && o.y <= Math.max( y0, y1 ) ) ){
var l1 = lineLength( x, y, x0, y0 ), l2 = lineLength( x, y, x1, y1 );
return l1 > l2 ? l2 : l1;
}
else {
var a = y0 - y1, b = x1 - x0, c = x0 * y1 - y0 * x1;
return Math.abs( a * x + b * y + c ) / Math.sqrt( a * a + b * b );
}
};
for( var args = [].slice.call( arguments, 0 ), lines = []; args.length > 4; lines[lines.length] = { y1: args.pop(), x1: args.pop(), y0: args.pop(), x0: args.pop() } );
if( !lines.length )
return { x: px, y: py };
var l, i, o = lines[0], lower = { i: 0, l: dotLineLength( px, py, o.x0, o.y0, o.x1, o.y1 ) };
for( i in lines )
if( lower.l > ( l = dotLineLength( px, py, ( o = lines[i] ).x0, o.y0, o.x1, o.y1 ) ) )
lower = { i: i, l: l };
py = py < Math.min( ( o = lines[lower.i] ).y0, o.y1 ) ? Math.min( o.y0, o.y1 ) : py > Math.max( o.y0, o.y1 ) ? Math.max( o.y0, o.y1 ) : py;
px = px < Math.min( o.x0, o.x1 ) ? Math.min( o.x0, o.x1 ) : px > Math.max( o.x0, o.x1 ) ? Math.max( o.x0, o.x1 ) : px;
return Math.abs( o.x0 - o.x1 ) < Math.abs( o.y0 - o.y1 ) ? { x: ( py * ( o.x0 - o.x1 ) - o.x0 * o.y1 + o.y0 * o.x1 ) / ( o.y0 - o.y1 ), y: py }
: { x: px, y: ( px * ( o.y0 - o.y1 ) - o.y0 * o.x1 + o.x0 * o.y1 ) / ( o.x0 - o.x1 ) };
};
``````
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