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Note that the tests for upward and downward crossing satisfying Rules #1 and #2 also exclude horizontal edges (Rule #3). All-in-all, a lot of work is done by just a few tests which makes this an elegant algorithm. However, the validity of the crossing number method is based on the "Jordan Curve Theorem" which says that a simple closed curve divides the 2D plane into exactly 2 connected components: a bounded "inside" one and an unbounded "outside" one. The catch is that the curve must be simple (without self intersections), otherwise there can be more than 2 components and then there is no guarantee that crossing a boundary changes the in-out parity. For a closed (and thus bounded) curve, there is exactly one unbounded "outside" component; but bounded components can be either inside or outside. And two of the bounded components that have a shared boundary may both be inside, and crossing over their shared boundary would not change the in-out parity.
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This formula is clearly not very efficient since it uses a computationally expensive arccos() trig function. But, a simple observation lets us replace this formula by a more efficient one. Pick any point Q on S1. Then, as the curve W(P) wraps around S1, it passes Q a certain number of times. If we count (+1) when it passes Q counterclockwise, and (–1) when it passes clockwise, then the accumulated sum is exactly the total number of times that W(P) wraps around S1, and is equal to the winding number
. Further, if we take an infinite ray R starting at P and extending in the direction of the vector Q, then intersections where R crosses the curve C correspond to the points where W(P) passes Q. To do the math, we have to distinguish between positive and negative crossings where C crosses R from right-to-left or left-to-right. This can be determined by the sign of the dot product between a normal vector to C and the direction vector q = Q [Foley et al, 1996, p-965], and when the curve C is a polygon, one just needs to make this determination once for each edge. For a horizontal ray R from P, testing whether an edge's endpoints are above and below the ray suffices. If the edge crosses the positive ray from below to above, the crossing is positive (+1); but if it crosses from above to below, the crossing is negative (–1). One then simply adds all crossing values to get
. For example:

Additionally, one can avoid computing the actual edge-ray intersection point by using the isLeft() attribute; however, it needs to be applied differently for ascending and descending edges. If an upward edge crosses the ray to the right of P, then P is on the left side of the edge since the triangle ViVi+1P is oriented counterclockwise. On the other hand, a downward edge crossing the positive ray would have P on the right side since the triangle ViVi+1P would then be oriented clockwise.

This results in the following wn algorithm which is an adaptation of the cn algorithm and uses the same edge crossing rules as before to handle special cases.
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Clearly, this winding number algorithm has the same efficiency as the analogous crossing number algorithm. Thus, since it is more accurate in general, the winding number algorithm should always be the preferred method to determine inclusion of a point in an arbitrary polygon.
The wn algorithm's efficiency can be improved further by rearranging the crossing comparison tests. This is shown in the detailed implementation of wn_PnPoly() given below. In that code, all edges that are totally above or totally below P get rejected after only two (2) inequality tests. However, currently popular implementations of the cn algorithm ([Franklin, 2000], [ Haines, 1994], [O'Rourke, 1998]) use at least three (3) inequality tests for each rejected edge. Since most of the edges in a large polygon get rejected in practical applications, there is about a 33% (or more) reduction in the number of comparisons done. In runtime tests using very large (1,000,000 edge) random polygons (with edge length < 1/10 the polygon diameter) and 1000 random test points (inside the polygon's bounding box), we measured a 20% increase in efficiency overall.
There are some enhancements to point in polygon algorithms [Haines, 1994] that software developers should be aware of. We mention a few that pertain to ray crossing algorithms. However, there are other techniques that give better performance in special cases such as testing inclusion in small convex polygons like triangles. These are discussed in [Haines, 1994].
It is efficient to first test that a point P is inside the bounding box or ball of a large polygon before testing all edges for ray crossings. If a point is outside the bounding box or ball, it is also outside the polygon, and no further testing is needed. But, one must precompute the bounding box (the max and min for vertex x and y coordinates) or the bounding ball (center and minimum radius) and store it for future use. This is worth doing if more than a few points are going to be tested for inclusion, which is generally the case. Further information about computing bounding containers can be found in Algorithm 8.
In 3D applications, one sometimes wants to test a point and polygon that are in the same plane. For example, one may have the intersection point of a ray with the plane of a polyhedron's face, and want to test if it is inside the face. Or one may want to know if the base of a 3D perpendicular dropped from a point is inside a planar polygon.
3D inclusion is easily determined by projecting the point and polygon into 2D. To do this, one simply ignores one of the 3D coordinates and uses the other two. To optimally select the coordinate to ignore, compute a normal vector to the plane, and select the coordinate with the largest absolute value [Snyder & Barr, 1987]. This gives the projection of the polygon with maximum area, and results in robust computations.
When a polygon is known to be convex, many computations can be speeded up. For example, the bounding box can be computed in O(log n) time [O'Rourke, 1998] instead of O(n) as for nonconvex polygons. Also, point inclusion can be tested in O(log n) time. More generally, the following algorithm works for convex or monotone polygons.
A convex or y-monotone polygon can be split into two polylines, one with edges increasing in y, and one with edges decreasing in y. The split occurs at two vertices with max y and min y coordinates. Note that these vertices are at the top and bottom of the polygon's bounding box, and if they are both above or both below P’s y-coordinate, then the test point is outside the polygon. Otherwise, each of these two polylines intersects a ray paralell to the x-axis once, and each potential crossing edge can be found by doing a binary search on the vertices of each polyline. This results in a practical O(log n) (preprocessing and runtime) algorithm for convex and montone polygon inclusion testing. For example, in the following diagram, only three binary search vertices have to be tested on each polyline (A1, A2, A3 ascending; and B1, B2, B3 descending):

This method also works for polygons that are monotone in an arbitrary direction. One then uses a ray from P that is perpendicular to the direction of monotonicity, and the algorithm is easily adapted. A little more computation is needed to determine which side of the ray a vertex is on, but for a large enough polygon, the O(log n) performance more than makes up for the overhead.
Here is a "C++" implementation of the winding number algorithm for the inclusion of a point in polygon. We just give the 2D case, and use the simplest structures for a point and a polygon which may differ in your application.
// Copyright 2000 softSurfer, 2012 Dan Sunday
// This code may be freely used, distributed and modified for any purpose
// providing that this copyright notice is included with it.
// SoftSurfer makes no warranty for this code, and cannot be held
// liable for any real or imagined damage resulting from its use.
// Users of this code must verify correctness for their application.
// a Point is defined by its coordinates {int x, y;}
//===================================================================
// isLeft(): tests if a point is Left|On|Right of an infinite line.
// Input: three points P0, P1, and P2
// Return: >0 for P2 left of the line through P0 and P1
// =0 for P2 on the line
// <0 for P2 right of the line
// See: Algorithm 1 "Area of Triangles and Polygons"
inline int
isLeft( Point P0, Point P1, Point P2 )
{
return ( (P1.x - P0.x) * (P2.y - P0.y)
- (P2.x - P0.x) * (P1.y - P0.y) );
}
//===================================================================
// cn_PnPoly(): crossing number test for a point in a polygon
// Input: P = a point,
// V[] = vertex points of a polygon V[n+1] with V[n]=V[0]
// Return: 0 = outside, 1 = inside
// This code is patterned after [Franklin, 2000]
int
cn_PnPoly( Point P, Point* V, int n )
{
int cn = 0; // the crossing number counter
// loop through all edges of the polygon
for (int i=0; i<n; i++) { // edge from V[i] to V[i+1]
if (((V[i].y <= P.y) && (V[i+1].y > P.y)) // an upward crossing
|| ((V[i].y > P.y) && (V[i+1].y <= P.y))) { // a downward crossing
// compute the actual edge-ray intersect x-coordinate
float vt = (float)(P.y - V[i].y) / (V[i+1].y - V[i].y);
if (P.x < V[i].x + vt * (V[i+1].x - V[i].x)) // P.x < intersect
++cn; // a valid crossing of y=P.y right of P.x
}
}
return (cn&1); // 0 if even (out), and 1 if odd (in)
}
//===================================================================
// wn_PnPoly(): winding number test for a point in a polygon
// Input: P = a point,
// V[] = vertex points of a polygon V[n+1] with V[n]=V[0]
// Return: wn = the winding number (=0 only when P is outside)
int
wn_PnPoly( Point P, Point* V, int n )
{
int wn = 0; // the winding number counter
// loop through all edges of the polygon
for (int i=0; i<n; i++) { // edge from V[i] to V[i+1]
if (V[i].y <= P.y) { // start y <= P.y
if (V[i+1].y > P.y) // an upward crossing
if (isLeft( V[i], V[i+1], P) > 0) // P left of edge
++wn; // have a valid up intersect
}
else { // start y > P.y (no test needed)
if (V[i+1].y <= P.y) // a downward crossing
if (isLeft( V[i], V[i+1], P) < 0) // P right of edge
--wn; // have a valid down intersect
}
}
return wn;
}
//===================================================================
James Foley, Andries van Dam, Steven Feiner & John Hughes, "Filled Primitives" in Computer Graphics (3rd Edition) (2013)
Wm. Randolph Franklin, "PNPOLY - Point Inclusion in Polygon Test" Web Page (2000)
Eric Haines, "Point in Polygon Strategies" in Graphics Gems IV (1994)
Tomas Moller & Eric Haines, "Ray/Polygon Intersection" in Real-Time Rendering (3rd Edition) (2008)
Joseph O'Rourke, "Point in Polygon" in Computational Geometry in C (2nd Edition) (1998)
John M. Snyder & Alan H. Barr, "Ray Tracing Complex Models Containing Surface Tessellations", Computer Graphics 21(4), 119-126 (1987) [also in the Proceedings of SIGGRAPH 1987]
© Copyright 2012 Dan Sunday, 2001 softSurfer
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