/// <summary> /// Testing a point inside a polyhedron is similar with the 2D version of a point inside a polygon by testing intersection between a ray starting from the point. /// If the number of intersection is odd the point is inside. In 3D the intersection is against the Faces /// </summary> /// <param name="polyH"></param> /// <param name="aPoint"></param> /// <returns></returns> public static bool inside(Polyhedron polyH, Point3D aPoint) { double extent = 0; if (Octree.WorldBB == null) { extent = Point3D.distance(polyH.boundingBox.LLB, polyH.boundingBox.URT); } else { extent = Octree.WorldBB.extent; } // define a ray using linesegment from the point toward and along +X-axis with 2*the extent of the World BB to ensure ray is always long enough LineSegment3D ray = new LineSegment3D(aPoint, new Point3D(aPoint.X + 2 * extent, aPoint.Y, aPoint.Z)); List <Face3D> reducedList = Face3D.inclFacesBeyondAxis(polyH.Faces, new Plane3D(aPoint, new Vector3D(1.0, 0.0, 0.0))); // beyond YZ plane List <Point3D> corners = new List <Point3D>(); corners.Add(aPoint); corners.Add(aPoint); BoundingBox3D bound = new BoundingBox3D(corners); if (reducedList.Count > 0) { reducedList = Face3D.exclFacesOutsideOfBound(reducedList, bound, 0x011); // reduce list on Y and Z both direction } if (reducedList.Count == 0) { return(false); // no faces left, either they are all on the left or they are all on the right } int iCount = 0; for (int i = 0; i < reducedList.Count; i++) { List <Point3D> intPts = new List <Point3D>(); if (Face3D.intersect(reducedList[i], ray, out intPts)) { iCount++; } } if ((iCount % 2) == 1) { return(true); } return(false); }
/// <summary> /// To determine that a line segment is inside (completely inside) of a polyhedron, it must satisfy the following: /// 1. both end points are inside the polyhedron /// 2. There no intersection between the segment and the polyhedron /// </summary> /// <param name="polyH"></param> /// <param name="lineS"></param> /// <returns></returns> public static bool inside(Polyhedron polyH, LineSegment3D lineS) { // reducing the face candidate list is less expensive than inside test, do it first Point3D leftX = new Point3D(); Point3D rightX = new Point3D(); leftX.X = lineS.startPoint.X < lineS.endPoint.X ? lineS.startPoint.X : lineS.endPoint.X; rightX.X = lineS.startPoint.X < lineS.endPoint.X ? lineS.endPoint.X : lineS.startPoint.X; List <Face3D> reducedList = Face3D.inclFacesBeyondAxis(polyH.Faces, new Plane3D(leftX, new Vector3D(1.0, 0.0, 0.0))); // reducedList = Face3D.exclFacesBeyondAxis(reducedList, rightX); // cannot remove this otherwise inside test for StartPoint may not be correct!!! List <Point3D> corners = new List <Point3D>(); corners.Add(lineS.startPoint); corners.Add(lineS.endPoint); BoundingBox3D bound = new BoundingBox3D(corners); if (reducedList.Count > 0) { reducedList = Face3D.exclFacesOutsideOfBound(reducedList, bound, 0x011); // reduce list on Y and Z both direction } if (reducedList.Count == 0) { return(false); // no faces left, either they are all on the left or they are all on the right } // inside test for both segment ends. Test one by one so that we can exit when any one of them are not inside if (!inside(polyH, lineS.startPoint)) { return(false); } if (!inside(polyH, lineS.endPoint)) { return(false); } // Now test whether there is any intersection. If there is, the segment is not completely inside for (int i = 0; i < reducedList.Count; i++) { List <Point3D> iPoints = new List <Point3D>(); if (Face3D.intersect(reducedList[i], lineS, out iPoints)) { return(false); } } return(true); }