#polygon #computational-geometry #operations #union #difference #intersection #xor

i_overlay

Boolean Operations for 2D Polygons: Supports intersection, union, difference, xor, and self-intersections for all polygon varieties

79 releases (43 stable)

new 2.0.0 Feb 20, 2025
1.10.0 Feb 2, 2025
1.9.4 Jan 10, 2025
1.9.3 Nov 29, 2024
0.5.0 Nov 16, 2023

#21 in Graphics APIs

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Used in 59 crates (5 directly)

MIT license

425KB
9K SLoC

iOverlay

crates.io version docs.rs docs

Balloons

The iOverlay library provides high-performance boolean operations on polygons, including union, intersection, difference, and xor. It is designed for applications that require precise polygon operations, such as computer graphics, CAD systems, and geographical information systems (GIS). By supporting both integer (i32) and floating-point (f32, f64) APIs, iOverlay offers flexibility and precision across diverse use cases.

For detailed performance benchmarks, check out the Performance Comparison

Read full documentation

Table of Contents

 

Features

  • Boolean Operations: union, intersection, difference, and exclusion.
  • Polyline Operations: clip and slice.
  • Polygons: with holes, self-intersections, and multiple contours.
  • Simplification: removes degenerate vertices and merges collinear edges.
  • Buffering: offsets paths and polygons.
  • Fill Rules: even-odd, non-zero, positive and negative.
  • Data Types: Supports i32, f32, and f64 APIs.

 

Demo

 

Getting Started

Add the following to your Cargo.toml:

[dependencies]
i_overlay = "^2.0"

 

Boolean Operations

Simple Example

Simple Example Here's an example of performing a union operation between two polygons:
// Define the subject "O"
let subj = [
    // main contour
    vec![
      [1.0, 0.0],
      [1.0, 5.0],
      [4.0, 5.0],
      [4.0, 0.0], // the contour is auto closed!
    ],
    // hole contour
    vec![
      [2.0, 1.0],
      [3.0, 1.0],
      [3.0, 4.0],
      [2.0, 4.0], // the contour is auto closed!
    ],
];

// Define the clip "-"
let clip = [
    // main contour
    [0.0, 2.0],
    [5.0, 2.0],
    [5.0, 3.0],
    [0.0, 3.0], // the contour is auto closed!
];

let result = subj.overlay(&clip, OverlayRule::Union, FillRule::EvenOdd);

println!("result: {:?}", result);

 

The result is a vec of shapes:

[
    // first shape
    [
        // main contour (clockwise order)
        [
            [0.0, 2.0], [0.0, 3.0], [1.0, 3.0], [1.0, 5.0], [4.0, 5.0], [4.0, 3.0], [5.0, 3.0], [5.0, 2.0], [4.0, 2.0], [4.0, 0.0], [1.0, 0.0], [1.0, 2.0]
        ],
        // first hole (counterclockwise order)
        [
            [2.0, 2.0], [2.0, 1.0], [3.0, 1.0], [3.0, 2.0]
        ],
        // second hole (counterclockwise order)
        [
            [2.0, 4.0], [2.0, 3.0], [3.0, 3.0], [3.0, 4.0]
        ]
    ]
    // ... other shapes if present
]

 

The overlay function returns a Vec<Shapes>:

  • Vec<Shape>: A collection of shapes.
  • Shape: Represents a shape made up of:
    • Vec<Contour>: A list of contours.
    • The first contour is the outer boundary (clockwise), and subsequent contours represent holes (counterclockwise).
  • Contour: A sequence of points (Vec<P: FloatPointCompatible>) forming a closed contour.

Note: Outer boundary contours have a clockwise order, and holes have a counterclockwise order. More information about contours.

 

Overlay Rules

A,B A ∪ B A ∩ B A - B B - A A ⊕ B
AB Union Intersection Difference Inverse Difference Exclusion

 

Custom Point Type Support

iOverlay allows users to define custom point types, as long as they implement the FloatPointCompatible trait.

#[derive(Clone, Copy, Debug)]
struct CustomPoint {
  x: f32,
  y: f32,
}

impl FloatPointCompatible<f32> for CustomPoint {
  fn from_xy(x: f32, y: f32) -> Self {
    Self { x, y }
  }

  fn x(&self) -> f32 {
    self.x
  }

  fn y(&self) -> f32 {
    self.y
  }
}

let subj = [
    CustomPoint { x: 0.0, y: 0.0 },
    CustomPoint { x: 0.0, y: 3.0 },
    CustomPoint { x: 3.0, y: 3.0 },
    CustomPoint { x: 3.0, y: 0.0 },
];

let clip = [
    CustomPoint { x: 1.0, y: 1.0 },
    CustomPoint { x: 1.0, y: 2.0 },
    CustomPoint { x: 2.0, y: 2.0 },
    CustomPoint { x: 2.0, y: 1.0 },
];

let result = subj.overlay(&clip, OverlayRule::Difference, FillRule::EvenOdd);

println!("result: {:?}", result);

 

Slicing & Clipping

Slicing a Polygon with a Polyline

Slicing Example
let polygon = [
    [1.0, 1.0],
    [1.0, 4.0],
    [4.0, 4.0],
    [4.0, 1.0],
];

let slicing_line = [
    [3.0, 5.0],
    [2.0, 2.0],
    [3.0, 3.0],
    [2.0, 0.0],
];

let result = polygon.slice_by(&slicing_line, FillRule::NonZero);

println!("result: {:?}", result);

 

Clipping a Polyline by a Polygon

Clip Example
let polygon = [
    [1.0, 1.0],
    [1.0, 4.0],
    [4.0, 4.0],
    [4.0, 1.0],
];

let string_line = [
    [3.0, 5.0],
    [2.0, 2.0],
    [3.0, 3.0],
    [2.0, 0.0],
];

let clip_rule = ClipRule { invert: false, boundary_included: false };
let result = string_line.clip_by(&polygon, FillRule::NonZero, clip_rule);

println!("result: {:?}", result);

 

Buffering

Offseting a Path

Path Example
let path = [
    [ 2.0, 1.0],
    [ 5.0, 1.0],
    [ 8.0, 4.0],
    [11.0, 4.0],
    [11.0, 1.0],
    [ 8.0, 1.0],
    [ 5.0, 4.0],
    [ 2.0, 4.0],
];

let style = StrokeStyle::new(1.0)
    .line_join(LineJoin::Miter(1.0))
    .start_cap(LineCap::Round(0.1))
    .end_cap(LineCap::Square);

let shapes = path.stroke(style, false);

println!("result: {:?}", shapes);

 

Offseting a Polygon

Path Example
let shape = vec![
    vec![
        [1.0, 2.0],
        [1.0, 4.0],
        [2.0, 5.0],
        [4.0, 5.0],
        [5.0, 4.0],
        [5.0, 3.0],
        [8.0, 3.0],
        [8.0, 4.0],
        [9.0, 4.0],
        [10.0, 3.0],
        [11.0, 3.0],
        [11.0, 4.0],
        [12.0, 4.0],
        [12.0, 3.0],
        [13.0, 3.0],
        [13.0, 2.0],
        [5.0, 2.0],
        [4.0, 1.0],
        [2.0, 1.0],
    ],
    vec![
        [2.0, 2.0],
        [4.0, 2.0],
        [4.0, 4.0],
        [2.0, 4.0],
    ],
];

let style = OutlineStyle::new(0.2).line_join(LineJoin::Round(0.1));
let shapes = shape.outline(style);

println!("shapes: {:?}", &shapes);

Note:

  • Offsetting a polygon works reliably only with valid polygons. Ensure that:

    • There are no self-intersections.
    • Outer boundary contours are in clockwise order.
    • Holes are in counterclockwise order.

    If polygon validity cannot be guaranteed, it is recommended to apply the simplify_shape operation before offsetting.
    More information on contour orientation.

  • Using LineJoin::Bevel with a large offset may produce visual artifacts.

 

LineCap

Butt Square Round Custom
Butt Square Round Custom

 

LineJoin

Bevel Mitter Round
Bevel Mitter Round

 

Versioning Policy

This crate follows a pragmatic versioning approach:

PATCH updates (e.g., 1.8.11.8.2): Guaranteed to be backward-compatible, containing only bug fixes or small improvements.
MINOR updates (e.g., 1.8.01.9.0): Typically backward-compatible but may include changes to experimental or less commonly used APIs.
MAJOR updates (e.g., 1.x.x → 2.x.x): Reserved for significant breaking changes or major redesigns.

To minimize disruption, consider pinning dependencies when relying on specific versions.

Dependencies

~0.4–1.9MB
~48K SLoC