Does it assume a flat Cartesian world or does it handle ellipsoids or even map projections? (Or does it avoid the complexity altogether by not doing any work that cares about distances?)
Does it assume a flat Cartesian world or does it handle ellipsoids or even map projections? (Or does it avoid the complexity altogether by not doing any work that cares about distances?)
I've tried martinez-polygon-clipping, polygon-clipping, and polyclip-ts, all of which are based on the same algorithm, and all of which seem to throw exceptions frequently on geometry with overlapping edges.
I'm thinking I'll need to dig into JSTS in the hope it'll prove more stable... or learn how to write these kinds of algorithms myself.
[0]: https://docs.rs/geo/latest/geo/#algorithms
[1]: https://observablehq.com/@kylebarron/prototyping-georust-geo...
[2]: https://github.com/chrispahm/geos-wasm
[3]: https://observablehq.com/@kylebarron/zero-copy-apache-arrow-...
A) if you're handling projections or doing geodesic geometry then there's a bunch of other stuff to do and you'd probably have to mention it.
B) it would be obvious in the codebase if that was a part of it there'd be mentions of projections or some sort of constants for spherical maths.
C) Projections etc are often very application specific afaik it's not really possible to generalise it safely.
I blogged about it here: https://simonwillison.net/2023/Sep/23/tg-polygon-indexing/