How to determine if a point is in a 2D triangle? [closed]
Is there an easy way to determine if a point is inside a triangle? It's 2D, not 3D.
In general, the simplest (and quite optimal) algorithm is checking on which side of the half-plane created by the edges the point is.
Here's some high quality info in this topic on GameDev, including performance issues.
And here's some code to get you started:
float sign (fPoint p1, fPoint p2, fPoint p3)
{
return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y);
}
bool PointInTriangle (fPoint pt, fPoint v1, fPoint v2, fPoint v3)
{
float d1, d2, d3;
bool has_neg, has_pos;
d1 = sign(pt, v1, v2);
d2 = sign(pt, v2, v3);
d3 = sign(pt, v3, v1);
has_neg = (d1 < 0) || (d2 < 0) || (d3 < 0);
has_pos = (d1 > 0) || (d2 > 0) || (d3 > 0);
return !(has_neg && has_pos);
}
Solve the following equation system:
p = p0 + (p1 - p0) * s + (p2 - p0) * t
The point p
is inside the triangle if 0 <= s <= 1
and 0 <= t <= 1
and s + t <= 1
.
s
,t
and 1 - s - t
are called the barycentric coordinates of the point p
.
I agree with Andreas Brinck, barycentric coordinates are very convenient for this task. Note that there is no need to solve an equation system every time: just evaluate the analytical solution. Using Andreas' notation, the solution is:
s = 1/(2*Area)*(p0y*p2x - p0x*p2y + (p2y - p0y)*px + (p0x - p2x)*py);
t = 1/(2*Area)*(p0x*p1y - p0y*p1x + (p0y - p1y)*px + (p1x - p0x)*py);
where Area
is the (signed) area of the triangle:
Area = 0.5 *(-p1y*p2x + p0y*(-p1x + p2x) + p0x*(p1y - p2y) + p1x*p2y);
Just evaluate s
, t
and 1-s-t
. The point p
is inside the triangle if and only if they are all positive.
EDIT: Note that the above expression for the area assumes that the triangle node numbering is counter-clockwise. If the numbering is clockwise, this expression will return a negative area (but with correct magnitude). The test itself (s>0 && t>0 && 1-s-t>0
) doesn't depend on the direction of the numbering, however, since the expressions above that are multiplied by 1/(2*Area)
also change sign if the triangle node orientation changes.
EDIT 2: For an even better computational efficiency, see coproc's comment below (which makes the point that if the orientation of the triangle nodes (clockwise or counter-clockwise) is known beforehand, the division by 2*Area
in the expressions for s
and t
can be avoided). See also Perro Azul's jsfiddle-code in the comments under Andreas Brinck's answer.