First a little helper class to handle things related to triangles made up of three nodes.
using System.Numerics;
public readonly struct Triangle
{
public const float DistanceTolerance = 1e-6f;
public Triangle(Vector3 a, Vector3 b, Vector3 c)
{
A = a;
B = b;
C = c;
}
public Vector3 A { get; }
public Vector3 B { get; }
public Vector3 C { get; }
private Vector3 AreaVector { get => (Vector3.Cross(A, B) + Vector3.Cross(B, C) + Vector3.Cross(C, A)) / 2; }
public float Area { get => AreaVector.Length(); }
public Vector3 Normal { get => Vector3.Normalize(AreaVector); }
public float DistanceTo(Vector3 point) => Vector3.Dot(Normal, point - A);
public Vector3 Project(Vector3 point)
{
// A projected point lies on the plane defined by the three veertices A,B,C
Vector3 n = Normal;
float d = Vector3.Dot(n, point - A);
return point - n * d;
}
public void Barycentric(Vector3 P, out (float w_A, float w_B, float w_C) coordinates)
{
Vector3 n = Vector3.Cross(A, B) + Vector3.Cross(B, C) + Vector3.Cross(C, A);
float w_A = Vector3.Dot(n, Vector3.Cross(P, B) + Vector3.Cross(B, C) + Vector3.Cross(C, P));
float w_B = Vector3.Dot(n, Vector3.Cross(A, P) + Vector3.Cross(P, C) + Vector3.Cross(C, A));
float w_C = Vector3.Dot(n, Vector3.Cross(A, B) + Vector3.Cross(B, P) + Vector3.Cross(P, A));
float sum = w_A + w_B + w_C;
coordinates = (w_A / sum, w_B / sum, w_C / sum);
}
public bool Contains(Vector3 P)
{
if (Math.Abs(DistanceTo(P)) <= DistanceTolerance)
{
Barycentric(P, out var coordinates);
return coordinates.w_A >= 0 && coordinates.w_A <= 1
&& coordinates.w_B >= 0 && coordinates.w_B <= 1
&& coordinates.w_C >= 0 && coordinates.w_C <= 1;
}
return false;
}
}
If you are not familiar with barycentric coordinates, they are the linear combinations of the vertices that make up an interior (or exterior) point.
For example if a point is defined as P = 0.3*A + 0.5*B + 0.2*C
then the barycentric coordinates of P
are (0.3,0.5,0.2)
. The only restriction here is that the sum of the barycentric coordinates must equal to 1.
A point P
is interior to the triangle ABC
if all the barycentric coordinates of P
are between 0 and 1.
This is the rule that I am using to write the Triangle.Contains(point)
function. I also check to see if the point is on the same plane as the triangle.
Now to get to the algorithm to check if an n-gon is convex, all I have to do is take 3 vertices at a time, and check that all remaining other vertices are exterior to those three.
public static bool IsConvex(Vector3[] nodes)
{
for (int i = 0; i < nodes.Length; i++)
{
// pick three nodes at a time i,j,k
var j = (i + 1) % nodes.Length;
var k = (i + 2) % nodes.Length;
var A = nodes[i];
var B = nodes[j];
var C = nodes[k];
// deefine triangle ABC from three nodes
var trig = new Triangle(A, B, C);
// check nodes after the three and wrap around to grab first nodes also
for (int r = 3; r < nodes.Length; r++)
{
var P = nodes[(r + i) % nodes.Length];
// if _any_ node is interior to ABC then non-convex
if (trig.Contains(P))
{
return false;
}
}
}
return true;
}
and some test code to make sure it all works as intended.
static readonly Random rng = new Random();
static void Main(string[] args)
{
// Generate a random 3D triangle
var trig = new Triangle(
new Vector3(10 * (float)rng.NextDouble(), 0, 0),
new Vector3(0, 10 * (float)rng.NextDouble(), 0),
new Vector3(0, 0, 10 * (float)rng.NextDouble()));
// Generate an interior point (in the plane)
var point1 = 0.3f * trig.A + 0.5f * trig.B + 0.2f * trig.C;
// Check that it is contained inside the triangle
Debug.Assert(trig.Contains(point1));
// Generate an exterior point (on the plane)
var point2 = -0.3f * trig.A + 0.5f * trig.B + 0.8f * trig.C;
// Check that it is not contained inside the triangle
Debug.Assert(!trig.Contains(point2));
// Generate a point out of plane
var point3 = point1 + 2.5f * trig.Normal;
// Check that it is not contained inside the triangle
Debug.Assert(!trig.Contains(point3));
// Generate a convex quadrilateral
var poly1 = new Vector3[] {
new Vector3(0f,0f,0f),
new Vector3(5f,0f,0f),
new Vector3(5f,3f,0f),
new Vector3(1f,7f,0f),
};
// Generate a non-convex quadrilateral
var poly2 = new Vector3[] {
new Vector3(0f,0f,0f),
new Vector3(5f,0f,0f),
new Vector3(2f,2f,0f),
new Vector3(1f,7f,0f),
};
// Check that it is convex
Debug.Assert(IsConvex(poly1));
// Check that it is not convex
Debug.Assert(!IsConvex(poly2));
}