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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.

This crate is educational, not ready for any production purpose. It has been adopted as a cgmath library here.

Rusty voronoi

Interactive step-by-step example: fish cargo run --example fltk_gui --features console_trace

Intersection function API example: ```rust use intersect2d::{intersect, Intersection};

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

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 println!("{:?}", rv.unwrap().single()); ```

Sweep-line API example: rust let lines = vec![ geo::Line::<f64>::from([(200.0,200.),(350.0,300.)]), geo::Line::<f64>::from([(400.0,200.),(250.0,300.)]), ]; let results = intersect2d::algorithm::AlgorithmData::<f64>::default() .with_ignore_end_point_intersections(false)? .with_lines(lines.into_iter())? .compute()?; for (point, line) in results { println!("Intersection @{:?} Involved lines:{:?}", point, line); }

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 = intersect2d::algorithm::AlgorithmData::::default() .withignoreendpointintersections(true)? .withstopatfirstintersection(true)? .withlines(linestring.lines())? .compute()?; for (p, l) in result { 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::<f64>::from([(200.0,200.),(350.0,300.)]), geo::Line::<f64>::from([(400.0,200.),(250.0,300.)]), ]; if lines.is_self_intersecting_inclusive()? { println!("Intersection detected"); } for intersections in lines.self_intersections_inclusive()? { println!("Intersection: {:?}", intersections); }

Todo