   Finding where vectors intersect
  Hi.I am trying to program realistic car physics for a go cart game that I am writing. I am following the car physics tutorial in the resources area of this site. When turning you need to find the circle created by the front wheels and back wheels. I have the right vector of the front wheels and that of the back wheels. When the front wheel is tryned to the right, these should intersect. How do I find out where they intersect, so that I can get the redius of this circle.ThanksGiant  
  class Line{public:// Line equation: L = m_M * t + m_BVector3m_M;///< Direction (length is always 1)Vector3m_B;///< Location of a point on the line};int Intersection( Line const & a, Line const & b, float * pt, float * pu ){Vector3 constn= Cross( a.m_M, b.m_M );Vector3 constab= b.m_B - a.m_B;// If the lines are parallel, then there are either 0 or infinite intersections ...if ( Math::IsCloseToZero( n.Length2(), 2.*Math::DEFAULT_FLOAT_TOLERANCE ) ){float constd= Dot( ab, a.m_M );if ( Math::IsRelativelyCloseTo( ab.Length2(), d * d, 2.*Math::DEFAULT_FLOAT_TOLERANCE ) ){return std::numeric_limits<int>::max();// Co-linear, return big number}else{return 0;// No intersection, return 0}}// ... they are not parallel but if the distance between them is > 0 ...else if ( !Math::IsCloseToZero( Dot( n, ab ) ) ){return 0;// No intersection, return 0}// ... otherwise, they intersect at a single point ...else{// Source: http://www.flipcode.com/geometry/gprimer2_issue02.shtml// Use the minor with largest determinant to maintain precision and prevent divide-by-0if ( fabs( n.m_Z ) > fabs( n.m_X )  &&  fabs( n.m_Z ) > fabs( n.m_Y ) ){*pt =   ( ab.m_X * b.m_M.m_Y - ab.m_Y * b.m_M.m_X ) / n.m_Z;*pu = - ( ab.m_X * a.m_M.m_Y - ab.m_Y * a.m_M.m_X ) / n.m_Z;}else if ( fabs( n.m_X ) > fabs( n.m_Y ) ){*pt =   ( ab.m_Y * b.m_M.m_Z - ab.m_Z * b.m_M.m_Y ) / n.m_X;*pu = - ( ab.m_Y * a.m_M.m_Z - ab.m_Z * a.m_M.m_Y ) / n.m_X;}else{*pt =   ( ab.m_Z * b.m_M.m_X - ab.m_X * b.m_M.m_Z ) / n.m_Y;*pu = - ( ab.m_Z * a.m_M.m_X - ab.m_X * a.m_M.m_Z ) / n.m_Y;}return 1;// 1 intersection, return 1}}int Intersection( Line const & a, Line const & b, Point * pi ){floatt, u;int constn= Intersection( a, b, &t, &u );if ( n == 1 ){*pi = a.m_M * t + a.m_B;}return n;}  