After watching Philipp Kindermann's excellent sweep-line videos I think I finally understand how this algorithm works.
This is my humble take on an implementation of the segment line intersection sweep-line algorithm. \ \ The library crate also contains a line intersection function.
Code still in development, not ready for any purpose.
Interactive step-by-step example:
fish
cargo run --example fltk_gui --features console_trace
Most of this crate have been adapted for nalgebra, cgmath, mint and plain vector here. \ This crate will remain geo based.
Intersection function API example: ```rust use intersection2d::{intersect, Intersection}; use geo;
let line1:geo::Line::
let rv = intersect(&line1, &line2); match _rv { Some(Intersection::Intersection(a)) => panic!("expected an overlap"), Some(Intersection::OverLap(a)) => println!("{:?}", a), None => panic!("expected an overlap"), } // you can also get a single intersection point from the Intersection enum. // Albeit geometrically incorrect, it makes things easy if let Some(rv) =rv { println!("{:?}", _rv.single()); } ```
Sweep-line API example: ```rust use geo; use intersect2d::algorithm::AlgorithmData;
let l = vec![
geo::Line::new(
geo::Coordinate { x: 200., y: 200. },
geo::Coordinate { x: 350., y: 300. },
),
geo::Line::new(
geo::Coordinate { x: 400., y: 200. },
geo::Coordinate { x: 250., y: 300. },
),
];
let results = AlgorithmData::
Detection of self-intersecting geo::LineString:
```rust
let coords = vec![(200., 200.), (300., 300.), (400., 200.), (200., 300.)];
let linestring: geo::LineString
// Obviously this example only makes sense for LinesStrings with many points.
// A simple brute force O(n²) intersection test will be faster than this O(log(n)n)
// sweep-line algorithm if n is small enough.
let result = AlgorithmData::