[![Build Status](https://github.com/21re/rust-geo-booleanop/actions/workflows/ci.yml/badge.svg)](https://github.com/21re/rust-geo-booleanop/actions/workflows/ci.yml) [![crates.io](https://img.shields.io/crates/v/geo-booleanop.svg)](https://crates.io/crates/geo-booleanop) # Boolean operations on geo shapes This is an implementation of the [Martinez-Rueda Polygon Clipping Algorithm](http://www.cs.ucr.edu/~vbz/cs230papers/martinez_boolean.pdf) in rust to integrate smoothly into the already exsting geospatial library [georust/geo](https://github.com/georust/geo). In fact the implementation closely follows the "reference" implementation in JavaScript: [https://github.com/w8r/martinez](https://github.com/w8r/martinez). Most of the concepts and fixtures have been taken from there. At the moment the implementation contains its own splay tree implementation (adapted from [https://github.com/alexcrichton/splay-rs](https://github.com/alexcrichton/splay-rs)) as the JavaScript implementation also uses a splay-tree. This might be refactored out in the future in favor of the standard collection types (like BTreeSet). # IMPORTANT: How to report bugs Please be aware (so far) this implementation is based on the JavaScript version. If you find a bug (i.e. two polygons not producing the expected result), chances are that the original algorithm has the same problem. So please first check with [https://github.com/w8r/martinez](https://github.com/w8r/martinez) and file a report there. Once there is a fix I will happily backport it to the rust version. If you do not know how to do that (You understand rust but not javascript? ... I mean ... seriously?), you may take a look at this example: https://gist.github.com/untoldwind/e95b7eff8ad61527a5dc4bdd889169b0 I.e. just create `package.json`, ìnsert your example coordinates in `main.js` and then do `npm install` followed by `node main.js` # Usage Pretty straightforward: ``` geo-booleanop = "0.2.1" ``` ```rust extern create geo; extern crate geo_booleanop; use geo_booleanop::boolean::BooleanOp; fn main() { let poly1 : geo::Polygon = ... let poly2 : geo::Polygon = ... let intersect = poly1.intersection(&poly2); let union = poly1.union(&poly2); let diff = poly1.difference(&poly2); let xor = poly1.xor(&poly2); ... } ``` MultiPolygon is supported as well.