Inclusion of A Point in A Polygon
Inclusion of A Point in A Polygon
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by Dan Sunday
Determining the inclusion of a point P in a 2D planar polygon is a geometric problem that results in
interesting algorithms. Two commonly used methods are:
If a polygon is simple (i.e., it has no self intersections), then both methods give the same result for all points.
But for non-simple polygons, the two methods can give different answers for some points. For example, when
a polygon overlaps with itself, then points in the region of overlap are found to be outside using the crossing
number, but are inside using the winding number, as shown in the diagrams:
In this example, points inside the overlap region have wn = 2, implying that they are inside the polygon twice.
Clearly, the winding number gives a better intuitive answer than the crossing number does.
Despite this, the crossing number method is more commonly used since cn is erroneously thought to be
significantly (up to 20 times!) more efficient to compute than wn [O'Rourke, 1998]. But this is not the case,
and wn can be computed with the same efficiency as cn by counting signed crossings. In fact, our
implementation for wn_PnPoly() is faster than the code for cn given by [Franklin, 2000], [ Haines, 1994] or
[O'Rourke, 1998], although the cn "PointInPolygon()" routine of [Moller & Haines, 1999] is comparable to
our wn algorithm. But the bottom line is that for both geometric correctness and efficiency reasons, the wn
algorithm should always be preferred for determining the inclusion of a point in a polygon.
In implementing an algorithm for the cn method, one must insure that only crossings that change the in-out
parity are counted. In particular, special cases where the ray passes through a vertex must be handled properly.
These include the following types of ray crossings:
Further, one must decide whether a point on the polygon's boundary is inside or outside. A standard
convention is to say that a point on a left or bottom edge is inside, and a point on a right or top edge is outside.
This way, if two distinct polygons share a common boundary segment, then a point on that segment will be in
one polygon or the other, but not both at the same time. This avoids a number of problems that might occur,
especially in computer graphics displays.
A straightforward "crossing number" algorithm selects a horizontal ray extending to the right of P and parallel
to the positive x-axis. Using this specific ray, it is easy to compute the intersection of a polygon edge with it. It
is even easier to determine when no such intersection is possible. To count the total crossings, cn, the
algorithm simply loops through all edges of the polygon, tests each for a crossing, and increments cn when
one occurs. Additionally, the crossing tests must handle the special cases and points on an edge. This is
accomplished by the
2. a downward edge excludes its starting endpoint, and includes its final endpoint;
One can apply these rules to the preceding special cases, and see that they correctly determine valid crossings.
Note that Rule #4 results in points on a right-side boundary edge being outside, and ones on a left-side edge
being inside.
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.
The Winding Number
On the other hand, the winding number accurately determines if a point is inside a nonsimple closed polygon.
It does this by computing how many times the polygon winds around the point. A point is outside only when
the polygon doesn't wind around the point at all which is when the winding number wn = 0. More generally,
one can define the winding number of any closed continuous curve C around a point P in the 2D
plane. Let the continuous 2D curve C be defined by the points , for with
. And let P be a point not on C. Then, define the vector c(P,u) = C(u) – P from P to C(u), and
the unit vector w(P,u) = c(P,u) / |c(P,u)| which gives a continuous function mapping the
point C(u) on C to the point w(P,u) on the unit circle . This map can be represented
in polar coordinates as where is a positive counterclockwise angle in
radians. The winding number is then equal to the integer number of times that W(P) wraps C
around S1. This corresponds to a homotopy class of S1, and can be computed by the integral:
When the curve C is a polygon with vertices V0,V1,...,Vn = V0, this integral reduces to the sum of the
(signed) angles that each edge ViVi+1 subtends with the point P. So, if , we have:
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.
Pseudo-Code: Winding Number Inclusion
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.
typedef struct {int x, y;} Point;
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.
Enhancements
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.
3D Planar Polygons
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.
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.
Implementations
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 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.
}
//===================================================================
References
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)
Tomas Moller & Eric Haines, "Ray/Polygon Intersection" in Real-Time Rendering (3rd Edition) (2008)
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]