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
Starting from v3.0.0, the default output contour direction has changed:
- Outer contours are now counter-clockwise
- Holes are clockwise
This aligns with the standard mathematical convention and improves compatibility across other libraries.
🔧 Note: Output direction is fully configurable — you can still override it if needed.
- Features
- Demo
- Getting Started
- Boolean Operations
- Custom Point Type Support
- Slicing & Clipping
- Buffering
- Versioning Policy
- 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.
Add the following to your Cargo.toml:
[dependencies]
i_overlay = "^3.0"
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],
[4.0, 0.0],
[4.0, 5.0],
[1.0, 5.0], // the contour is auto closed!
],
// hole contour
vec![
[2.0, 1.0],
[2.0, 4.0],
[3.0, 4.0],
[3.0, 1.0], // 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 (counterclockwise order)
[
[0.0, 3.0], [0.0, 2.0], [1.0, 2.0], [1.0, 0.0], [4.0, 0.0], [4.0, 2.0], [5.0, 2.0], [5.0, 3.0], [4.0, 3.0], [4.0, 5.0], [1.0, 5.0], [1.0, 3.0]
],
// first hole (clockwise order)
[
[2.0, 1.0], [2.0, 2.0], [3.0, 2.0], [3.0, 1.0]
],
// second hole (clockwise order)
[
[2.0, 3.0], [2.0, 4.0], [3.0, 4.0], [3.0, 3.0]
]
]
// ... 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 (counterclockwise), and subsequent contours represent holes (clockwise).
Contour
: A sequence of points (Vec<P: FloatPointCompatible>
) forming a closed contour.
Note: By default, outer boundaries are counterclockwise and holes are clockwise—unless main_direction
is set. More information about contours.
A,B | A ∪ B | A ∩ B | A - B | B - A | A ⊕ B |
---|---|---|---|---|---|
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);
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);
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);
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);
let shape = vec![
vec![
[2.0, 1.0],
[4.0, 1.0],
[5.0, 2.0],
[13.0, 2.0],
[13.0, 3.0],
[12.0, 3.0],
[12.0, 4.0],
[11.0, 4.0],
[11.0, 3.0],
[10.0, 3.0],
[9.0, 4.0],
[8.0, 4.0],
[8.0, 3.0],
[5.0, 3.0],
[5.0, 4.0],
[4.0, 5.0],
[2.0, 5.0],
[1.0, 4.0],
[1.0, 2.0]
],
vec![
[2.0, 4.0],
[4.0, 4.0],
[4.0, 2.0],
[2.0, 2.0]
],
];
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:
- No self-intersections.
- Outer boundaries are counterclockwise, holes are clockwise—unless
main_direction
is set.
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.
Butt | Square | Round | Custom |
---|---|---|---|
Bevel | Mitter | Round |
---|---|---|
This crate follows a pragmatic versioning approach:
PATCH updates (e.g., 1.8.1 → 1.8.2): Guaranteed to be backward-compatible, containing only bug fixes or small improvements.
MINOR updates (e.g., 1.8.0 → 1.9.0): 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.