# sheep-Intersections

```1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 //credit to Paul Bourke for his algorithm on point intersection http://paulbourke.net/geometry/pointlineplane/ var state = true; function setup() { createCanvas(600, 600);   }   function draw() {   if (state === true) { var lines = [];   var intersectsX = []; var intersectsY = []; var resultX = 0; var resultY = 0; var originx; var originy; var angle; var lineLength = 100; var radius = 20; var numLines = 12; var borders = 100; var i = 0;   background(255,255,153); noStroke(); ellipseMode(CENTER); while (i < numLines) { angle = random(1) * PI * 2; originx = random(borders, width - borders); originy = random(borders, height - borders); append(lines, [round(originx), round(originy), round(originx + (cos(angle) * lineLength)), round(originy + (sin(angle) * lineLength))]); i += 1;   }     for (var a = 0; a < lines.length; a++) { for (var b = a; b < lines.length; b++) { resultX = intersectX(lines[a][0], lines[a][1], lines[a][2], lines[a][3], lines[b][0], lines[b][1], lines[b][2], lines[b][3]) resultY = intersectY(lines[a][0], lines[a][1], lines[a][2], lines[a][3], lines[b][0], lines[b][1], lines[b][2], lines[b][3]) if (!(resultX < 0 || resultX > 1 || resultY < 0 || resultY > 1)) { append(intersectsX, lines[a][0] + resultX * (lines[a][2] - lines[a][0])); append(intersectsY, lines[a][1] + resultX * (lines[a][3] - lines[a][1]));     }     }       }   for (var j = 0; j < intersectsX.length; j++) { noStroke(); fill(200, 10, 0,40); ellipse(intersectsX[j], intersectsY[j], radius, radius); } for (var a = 0; a < lines.length; a++) { stroke(100); line(lines[a][0], lines[a][1], lines[a][2], lines[a][3]); fill(0);   } state = false; }   }   function mouseClicked() { state = true; }   function intersectX(x1, y1, x2, y2, x3, y3, x4, y4) { return round((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1)); }   function intersectY(x1, y1, x2, y2, x3, y3, x4, y4) {   return round((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1)); }```