예제 #1
0
        /// <summary>
        /// Warning, this suffers from FP tolerance issues,
        /// when the polygon has arc segments with very large radii (for instance).
        /// </summary>
        public bool IsPointInside(Vector3D p)
        {
            // ZZZ - Our "ray" will be half a circle for now.
            //		 (We'll throw out intersections where x <= p.X)
            Circle ray = new Circle();

            //ray.From3Points( p + new Vector3D( -500, 1 ), p, p + new Vector3D( 500, 1 ) );		// Circle was too huge (r ~= 125000), which caused tolerance issues.
            //ray.From3Points( p + new Vector3D( -103, 1 ), p, p + new Vector3D( 193, 1 ) );		// primes! (r ~= 10000)  Still suffering
            ray.From2Points(p, p + new Vector3D(10007, 103));                                                                                   // Best, but still not perfect.

            return(IsPointInside(p, ray));
        }
예제 #2
0
        /// <summary>
        /// Try not to use this.
        /// See IsInverted method about this HACK.
        /// ZZZ - Need to find a better way to make IsPointInside more robust :(
        /// </summary>
        public bool IsPointInsideParanoid(Vector3D p)
        {
            int    insideCount = 0;
            Circle ray         = new Circle();

            if (this.IsPointInside(p))
            {
                insideCount++;
            }

            ray.From2Points(p, p + new Vector3D(103, 10007));
            if (this.IsPointInside(p, ray))
            {
                insideCount++;
            }

            ray.From2Points(p, p + new Vector3D(7001, 7993));
            if (this.IsPointInside(p, ray))
            {
                insideCount++;
            }

            return(insideCount >= 2);
        }