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intersect2d

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.

Rusty voronoi

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.

Intersection function API example: ```rust use intersection2d::{intersect, Intersection}; use geo;

let line1:geo::Line:: = [(100.0,150.),(150.0,100.)].into(); let line2:geo::Line:: = [(100.0,150.),(150.0,100.)].into();

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::::default() .withignoreendpointintersections(false)? .withlines(l.intoiter())? .compute()?; for (p, l) in results.iter() { println!("Intersection @{:?} Involved lines:{:?}", p, l); } ```

Detection of self-intersecting geo::LineString: ```rust let coordinates = vec![(200., 200.), (300., 300.), (400., 200.), (200., 300.)]; let line_string = geo::LineString::from(coordinates);

// 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(nlog(n)+k) // sweep-line algorithm if n is small enough.
let result = AlgorithmData::::default() .withignoreendpointintersections(true)? .withstopatfirstintersection(true)? .withlines(linestring.lines())? .compute()?; for (p, l) in result.iter() { println!("Intersection detected @{:?} Involved lines:{:?}", p, l); } or using the `SelfIntersectingExclusive` trait: rust // SelfIntersectingExclusive does not report endpoint intersections use intersect2d::SelfIntersectingExclusive;

let coordinates = vec![(200., 200.), (300., 300.), (400., 200.), (200., 300.)]; let line_string = geo::LineString::from(coordinates);

if linestring.isself_intersecting()? { println!("Intersection detected"); }

for intersections in linestring.selfintersections()? { println!("Intersection: {:?}", intersections); } ```

You can also check a bunch of geo::Line for self intersections using the SelfIntersectingInclusive trait: rust // SelfIntersectingInclusive reports endpoint intersections use intersect2d::SelfIntersectingInclusive; let lines = 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. }, ), ]; if lines.is_self_intersecting_inclusive()? { println!("Intersection detected"); } for intersections in lines.self_intersections_inclusive()? { println!("Intersection: {:?}", intersections); }

Todo