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A library of intersection algorithms covering all SVG shape types

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kld-intersections


A library of intersection algorithms covering all permutations for any two of the following SVG shapes:

  • Quadratic Bézier
  • Cubic Bézier
  • Circle
  • Ellipse
  • Line
  • Polygon
  • Polyline
  • Rectangle

Goals

  • Cover intersections for all types of curves and shapes in SVG
  • Minimize external dependencies
  • Make it easier to port to other languages
  • Assume this is a low-level API upon which other APIs will be built
  • Be a potential educational resource by demonstrating each intersection type independently, without relying on the results of other intersection types

Installation

npm install kld-intersections

Usage

kld-intersection allows you to find intersections using two general approaches:

  • By calling the intersection methods directly
  • By creating simple descriptors of shapes and then letting the library determine which method to invoke

Intersection API

At the lowest level, you can invoke intersection methods directly in the Intersection class. In order to determine which intersection routine to invoke, you will need to determine two bits of information for each curve involved in the intersection:

  1. The name the library uses to refer to the given curve type
  2. The arguments used to represent the curve parameters to the library

Below is a table listing each of the supported curve types. The Name column is the name you will need to use to refer to the shape of the given type. Arguments lists the parameters you will use to describe the shape of the given curve.

Shape Name Arguments
Quadratic Bézier Bezier2 c1 : Point2D, c2 : Point2D, c3: Point2D
Cubic Bézier Bezier3 c1 : Point2D, c2 : Point2D, c3: Point2D, c4: Point2D
Circle Circle center : Point2D, radius : Number
Ellipse Ellipse center : Point2D, radiusX : Number, radiusY : Number
Line Line p1 : Point2D, p2 : Point2D
Polygon Polygon points : Array< Point2D >
Polyline Polyline points : Array< Point2D >
Rectangle Rectangle topLeft : Point2D, bottomRight : Point2D

Once you've determined the names and arguments, you can build the intersection method name like so:

  1. All intersections begin with intersect
  2. Append the Name of the first curve type
  3. Append the Name of the second curve type

It is important to note that not all combinations of names are available in the API. The current implementation supports 8 types of curves. If we count all combinations of any two curves, we end up needing 8 * 8 = 64 methods to cover all cases. And when we add Arc and Path to our list, we will need 10 * 10 = 100 methods to be written. Fortunately, the order in which we specify the curves is not important.

If we intersect a rectangle with a circle or a circle with a rectangle, we will get the same results, regardless of their order. Recognizing this allows us to reduce the number of methods to 8 7 6 5 4 3 2 1 = 36. Due to this reduction, one more restriction applies when determining the intersection method name:

Shape names must be appended to the method name in alphabetical order

In our earlier example of intersecting a Rectangle and a Circle, we will need to append Circle before Rectangle giving us intersectCircleRectangle instead of intersectRectangleCircle.

Now that you have determined the method name, you need to pass in arguments to describe the shape of each curve. You do that as below:

  1. Review the Arguments list in the table above
  2. Add all arguments for the first curve in the specified order to the method call
  3. Add all arguments for the second curve in the specified order to the method call

Example

Lets intersect our circle and rectangle. From the table above, we see that the circle's name is, unsurprisingly, Circle, and the name of the rectangle is Rectangle. Following the rules stated above, this means our method name is:

intersectCircleRectangle

A circle is described with a center point and a radius. Those are our first two arguments.

A rectangle is described with two points: the top-left corner and the bottom-right corner. Those are our final arguments.

Putting this all together, we end up with something like the following:

let lib          = require('kld-intersections'),
    Point2D      = lib.Point2D,
    Intersection = lib.Intersection;

let circle = {
    center: new Point2D(0, 0),
    radius: 50,
};

let rectangle = {
    topLeft: new Point2D(0, 0),
    bottomRight: new Point2D(60, 30)
};

let result = Intersection.intersectCircleRectangle(
    circle.center, circle.radius,
    rectangle.topLeft, rectangle.bottomRight
);

console.log(result);

Note that the circle and rectangle variables were used to make the code more readable. You could easily remove those objects, passing in their arguments directly. That would make a minimal example like the following:

let lib          = require('kld-intersections'),
    Point2D      = lib.Point2D,
    Intersection = lib.Intersection;

let result = Intersection.intersectCircleRectangle(
    new Point2D(0, 0), 50,
    new Point2D(0, 0), new Point2D(60, 30)
);

console.log(result);

Result

Intersection {
  status: 'Intersection',
  points: 
   [ Point2D { x: 50, y: 0 },
     Point2D { x: 40.00000000000001, y: 30.000000000000004 } ] }

Note that x and y in the second point are not exactly 40 and 30 due to floating point imprecision.

Visual Representation

If we were to plot the results, we would end up with an image like the following.

Example image 1

Shapes API

The Shapes API allows you to create descriptions of shapes and curves which the intersection library can then use to determine which intersection method to invoke. This API allows you to create the following shapes:

  • quadraticBezier
  • cubicBezier
  • circle
  • ellipse
  • line
  • path
  • polygon
  • polyline
  • rectangle

To create these shapes, invoke the method name from the list above, passing in the arguments as described in the table in Intersection API. However, when passing in, for example, a Point2D, you will need to pass in the x and y values separately. This allows your code to utilize the intersection library without having to commit to the kld-affine classes.

To find the intersections of these shapes, invoke Intersection.intersect passing in your two shape descriptors, in any order.

Example

let lib          = require('kld-intersections'),
    Point2D      = lib.Point2D,
    Intersection = lib.Intersection,
    Shapes       = lib.Shapes;

let circle    = Shapes.circle(0, 0, 50);
let rectangle = Shapes.rectangle(0, 0, 60, 30);
let result    = Intersection.intersect(circle, rectangle);

console.log(result);

Result

Intersection {
  status: 'Intersection',
  points: 
   [ Point2D { x: 50, y: 0 },
     Point2D { x: 40.00000000000001, y: 30.000000000000004 } ] }

Visual Representation

Example image 2

Affine Shapes API

The Affine Shapes API is very similar to the Shapes API but it allows you to use a slightly higher level of abstraction by utilizing the kld-affine classes. This API allows you to create the following shapes:

  • quadraticBezier
  • cubicBezier
  • circle
  • ellipse
  • line
  • path
  • polygon
  • polyline
  • rectangle

To create these shapes, invoke the method name from the list above, passing in the arguments as described in the table in Intersection API.

To find the intersections of these shapes, invoke Intersection.intersect passing in your two shape descriptors, in any order.

Example

let lib          = require('../index'),
    Point2D      = lib.Point2D,
    Vector2D     = lib.Vector2D,
    Intersection = lib.Intersection,
    AffineShapes = lib.AffineShapes;

let circle    = AffineShapes.circle(new Point2D(0, 0), 50);
let rectangle = AffineShapes.rectangle(new Point2D(0, 0), new Vector2D(60, 30));
let result    = Intersection.intersect(circle, rectangle);

console.log(result);

Result

Intersection {
  status: 'Intersection',
  points: 
   [ Point2D { x: 50, y: 0 },
     Point2D { x: 40.00000000000001, y: 30.000000000000004 } ] }

Visual Representation

Example image 3

Use Your Own Objects

If you have a look at the code, you'll find that the Shapes and Affine Shapes APIs are quite simple. These APIs create instances of the IntersectionArgs class. In turn the IntersectionArgs class is quite simple too, consisting of two properties: name and args. name is the name of the shape or curve as defined in the table describing the Intersection API. Likewise, args is an array of the arguments described in the arguments column in that same table. So, you can pass in any object to Intersection.intersect as long as it contains those two properties which need to follow the name and argument conventions just described.

Known Issues

Please note that the bézier-bézier intersections are not well-behaved. There is work being done to make these more stable, but no eta is available at this time. As a workaround, bézier shapes can be approximated using polylines and then intersected with an appropriate polyline intersection method. See tessellate-cubic-beziers.js as an example of how you might do this.

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