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The current algorithm is comparably slow, ~~can sometimes fail~~ (known issues since fixed in #5), and doesn't handle things like interior polygons. Time to switch to another algorithm, such as Martin…
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Can you please tell me whose algorithm is used in case of intersection of polygons?
Sutherland-Hodgeman algorithm
or
Weiler–Atherton clipping algorithm
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I see some TODO-like comments in the source https://github.com/morganherlocker/turf/blob/4a4772433b3deb6ae5f8dc9d24afbdd9c6555911/lib/erase.js#L4 but it seems like a good idea to veer away from too mu…
tmcw updated
8 months ago
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Replace `scipy.spatial.Delaunay` triangulation with algorithm that works for arbitrary polygons so that agent placing algorithm supports spawns that `non-convex` and can have `holes`.
https://stac…
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Hi!
I'm investigating on how to produce an offsetted version of a polygon, both inward or outward, like in these StackOverflow threads:
- https://stackoverflow.com/questions/54033808/how-to-offset…
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If needed I implemented my own clipping algorithm (3 variants) in the marlin renderer that supports any closed polygon or stroked/dashed path...
It works as a stream processor and blazing fast.
If n…
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```
This might get shot down quickly, seeing as jbox2d only aims to be a direct
port of the C library called box2d. However, it would still be cool to see the
Bayazit algorithm implemented right int…
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**Is your feature request related to a problem? Please describe.**
Polygon Triangulation :
Triangulating a polygon means partitioning it into triangles. Triangulating a polygon is an important pre-p…
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In my application, it would be nice to calculate a tessellation inside an arbitrary bounding shape. What needs to be implemented for this to work? With some guidance I could implement it myself, but i…
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```
This might get shot down quickly, seeing as jbox2d only aims to be a direct
port of the C library called box2d. However, it would still be cool to see the
Bayazit algorithm implemented right int…