how I can detect the intersection line renderer

I can do as I hit between line renderer, I think several lines drawing with the touch but I need the intersection between the lines that make or detect collision with a hit

this is my code:

var thePen: GameObject;
private var currentPen: GameObject;
var linePoints: ArrayList = new ArrayList();
private var lineCount:int = 0;
var lastPos: Vector3 = Vector3.one * float.MaxValue;
var startWidth: float = 0.2f;
var endWidth: float = 0.2f;
var threshold: float = 0.001f;

function Start () {

}

function Update () 
{
if( (Input.touchCount > 0  Input.GetTouch(0).phase == TouchPhase.Began) || Input.GetMouseButtonDown(0))
   {
      var mousePos: Vector3 = Input.mousePosition;
      mousePos.z = 1;
      var mouseWorld: Vector3 = Camera.main.ScreenToWorldPoint(mousePos);

     currentPen = Instantiate(thePen, thePen.transform.position,thePen.transform.rotation);
      linePoints = new ArrayList();
      lineCount = 0;
      lastPos = mouseWorld;
      linePoints.Add(mouseWorld);     
      UpdateLine();
      
      var hit : RaycastHit;
		var ray = Camera.main.ScreenPointToRay (mousePos);
		if (!Physics.Raycast (ray, hit, 10000))
			return;
 
		//we've hit a sphere
		if(hit.transform.gameObject.name == "ball")
		{
		
		Debug.Log("Hit the ball");
		}
		
		if(hit.transform.gameObject.name == "capsule")
		{
		
		Debug.Log("Hit the capsule");
		}
      
   }

   else if(((Input.touchCount > 0  Input.GetTouch(0).phase == TouchPhase.Moved) || Input.GetMouseButton(0)))
   {
      var mousePos2: Vector3 = Input.mousePosition;
      mousePos2.z = 1;
      var mouseWorld2: Vector3 = Camera.main.ScreenToWorldPoint(mousePos2);
      var dist: float = Vector3.Distance(lastPos, mouseWorld2);
      if(dist <= threshold)
        return;
      lastPos = mouseWorld2;
      if(linePoints == null)
      linePoints = new ArrayList();
      linePoints.Add(mouseWorld2);
      UpdateLine(); 
      

    var hit1 : RaycastHit;
		var ray1 = Camera.main.ScreenPointToRay (mousePos2);
		if (!Physics.Raycast (ray1, hit1, 10000))
			return;
 
		//we've hit a sphere
		if(hit1.transform.gameObject.name == "ball")
		{
		
		Debug.Log("Hit the ball");
		}
		
		if(hit1.transform.gameObject.name == "capsule")
		{
		
		Debug.Log("Hit the capsule");
		
		}
		if(hit1.transform.gameObject.name == "hit the line")
		{
		
		Debug.Log("Hit the line");
		
		}
      
   }
   else if((Input.touchCount > 0  Input.GetTouch(0).phase == TouchPhase.Ended) || Input.GetMouseButtonUp(0))
   {
  
    }
}

function UpdateLine()
	{
	var mousePos3: Vector3 = Input.mousePosition;
	
		//currentPen = Instantiate(thePen, thePen.transform.position,thePen.transform.rotation);
	   currentPen.GetComponent(LineRenderer).SetWidth(0.2f, 0.2f);
	   currentPen.GetComponent(LineRenderer).SetVertexCount(linePoints.Count);
	  for(var i = lineCount; i < linePoints.Count; i++)
	  {
	    currentPen.GetComponent(LineRenderer).SetPosition(i, linePoints[i]);
	    
	  
	  }
	  currentPen.GetComponent(LineRenderer).materials[0].mainTextureScale = new Vector2 (linePoints.Count-1,1);
	  currentPen.GetComponent(LineRenderer).name = "Swipe";
	  lineCount = linePoints.Count;
	  
	  var hit2 : RaycastHit;
		var ray2 = Camera.main.ScreenPointToRay (mousePos3);
	  
		  if (Physics.Raycast (ray2, hit2, 10000))
		  	Debug.Log("Hit the line");	 
			return;
 			
		//we've hit a sphere
		if(hit2.transform.gameObject.tag == lineCount)
		{
			Debug.Log("Hit the line");	 	
		}
	}

I need to detect any ideas?

sorry for my English

You’ve already posted this topic; it’s against the rules to post duplicates.

–Eric