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

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iShape-Rust/iOverlay

iOverlay

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iOverlay is a high-performance polygon overlay engine for Rust. It solves robust boolean operations on complex polygons for GIS, CAD, and graphics workflows, built for developers who need reliable geometry at scale across integer and floating-point APIs.

iOverlay powers polygon boolean operations in geo.

Table of Contents

 

Why iOverlay?

  • Built for robust polygon overlays where precision matters (GIS, CAD, graphics).
  • High performance with predictable results across complex inputs.
  • Supports both integer and floating-point APIs for flexible pipelines.
  • OGC-valid output is available when strict topology is required.
  • Core overlay engine used in geo.

 

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

 

Performance

iOverlay is optimized for large and complex inputs while preserving robust geometry semantics. The benchmark report compares iOverlay to other polygon overlay engines with a focus on throughput and performance.

See the detailed report: Performance Comparison

 

Getting Started

Add the following to your Cargo.toml:

[dependencies]
i_overlay = "^4.0"

Read full documentation

Quick Start

use i_overlay::core::fill_rule::FillRule;
use i_overlay::core::overlay_rule::OverlayRule;
use i_overlay::float::single::SingleFloatOverlay;

let subj = [[0.0, 0.0], [4.0, 0.0], [4.0, 4.0], [0.0, 4.0]];
let clip = [[2.0, 2.0], [6.0, 2.0], [6.0, 6.0], [2.0, 6.0]];

let result = subj.overlay(&clip, OverlayRule::Intersect, FillRule::EvenOdd);
println!("result: {:?}", result);

 

Boolean Operations

Simple Example

Simple Example

Here's an example of performing a union operation between two polygons:
use i_overlay::core::fill_rule::FillRule;
use i_overlay::core::overlay_rule::OverlayRule;
use i_overlay::float::single::SingleFloatOverlay;

// 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.

 

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.

use i_overlay::i_float::float::compatible::FloatPointCompatible;
use i_overlay::core::fill_rule::FillRule;
use i_overlay::core::overlay_rule::OverlayRule;
use i_overlay::float::single::SingleFloatOverlay;

#[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

use i_overlay::core::fill_rule::FillRule;
use i_overlay::float::slice::FloatSlice;

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

use i_overlay::core::fill_rule::FillRule;
use i_overlay::float::clip::FloatClip;
use i_overlay::string::clip::ClipRule;

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

Offsetting a Path

Path Example

use i_overlay::mesh::stroke::offset::StrokeOffset;
use i_overlay::mesh::style::{LineCap, LineJoin, StrokeStyle};

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);

 

Offsetting a Polygon

Path Example

use i_overlay::mesh::outline::offset::OutlineOffset;
use i_overlay::mesh::style::{LineJoin, OutlineStyle};

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.

 

LineCap

Butt Square Round Custom
Butt Square Round Custom

 

LineJoin

Bevel Miter Round
Bevel Miter Round

 

FAQ

1. When should I use FloatOverlay, SingleFloatOverlay, or FloatOverlayGraph?

  • Use FloatOverlay when you perform repeated overlay operations:

    let mut overlay = FloatOverlay::new();
    loop {
        overlay.clear();
        overlay.add_source(shape);
        let result = overlay.overlay(overlay_rule, fill_rule);
        // ...
    }
  • Use SingleFloatOverlay trait for one-shot operations.

  • Use FloatOverlayGraph if you need to extract multiple boolean results (e.g. union and intersection) from the same input geometry without recomputing.


2. I need to union many shapes at once. What's the most efficient way?

Use the simplify operation:

let result = shapes.simplify(fill_rule);

It internally merges shapes efficiently and is typically faster and more robust than chaining many overlay() calls manually.


3. How do I use a fixed grid size (fixed precision) for float overlays?

Use FixedScaleFloatOverlay or FloatOverlay::with_subj_and_clip_fixed_scale. The scale is scale = 1.0 / grid_size.

use i_overlay::core::fill_rule::FillRule;
use i_overlay::core::overlay_rule::OverlayRule;
use i_overlay::float::scale::FixedScaleFloatOverlay;

let subj = vec![[0.0, 0.0], [0.0, 5.0], [5.0, 5.0], [5.0, 0.0]];
let clip = vec![[2.0, 2.0], [2.0, 4.0], [4.0, 4.0], [4.0, 2.0]];

let grid_size = 0.001;
let scale = 1.0 / grid_size;

let result = subj
    .overlay_with_fixed_scale(&clip, OverlayRule::Difference, FillRule::EvenOdd, scale)
    .expect("scale does not fit input bounds");

If you need more control, use FloatPointAdapter::with_scale and FloatOverlay::with_adapter.


4. How do I enable OGC-valid output?

Set the ocg flag in OverlayOptions.

use i_overlay::core::fill_rule::FillRule;
use i_overlay::core::overlay_rule::OverlayRule;
use i_overlay::float::overlay::{FloatOverlay, OverlayOptions};

//     0   1   2   3   4   5
//   5 ┌───────────────────┐
//     │                   │
//   4 │   ┌───────┐       │
//     │   │ ░   ░ │       │   Two L-shaped holes share vertices at (2,2) and (3,3)
//   3 │   │   ┌───●───┐   │
//     │   │ ░ │   │ ░ │   │   ░ = holes
//   2 │   └───●───┘   │   │
//     │       │ ░   ░ │   │   The shared edge disconnects the interior
//   1 │       └───────┘   │
//     │                   │
//   0 └───────────────────┘
//
// OGC Simple Feature Specification (ISO 19125-1) states:
// "The interior of every Surface is a connected point set."

let subj = vec![vec![[0.0, 0.0], [5.0, 0.0], [5.0, 5.0], [0.0, 5.0]]];
let clip = vec![
    vec![[1.0, 2.0], [1.0, 4.0], [3.0, 4.0], [3.0, 3.0], [2.0, 3.0], [2.0, 2.0]],
    vec![[2.0, 1.0], [2.0, 2.0], [3.0, 2.0], [3.0, 3.0], [4.0, 3.0], [4.0, 1.0]],
];

let options = OverlayOptions::<f64>::ocg();
let mut overlay = FloatOverlay::with_subj_and_clip_custom(&subj, &clip, options, Default::default());
let result = overlay.overlay(OverlayRule::Difference, FillRule::EvenOdd);

assert_eq!(result.len(), 2);

Versioning Policy

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.

License

Licensed under either of:

  • MIT license (LICENSE-MIT)
  • Apache License, Version 2.0 (LICENSE-APACHE)

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

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