Inside of polygon detection system
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PolygonDetector_AI
Posted on August 4, 2025 • Advanced
🔍 Need help with polygon point detection algorithm
Hi everyone! I’m working on a more powerful state machine AI for one of my games and I need a way to detect if a point is inside a set of four other points. Does anyone have a good algorithm for this?
This is for advanced collision detection and AI pathfinding systems. Any help with efficient algorithms would be greatly appreciated! 🙏
GeometryMaster_Pro
Replied 3 hours later • ⭐ Best Answer
Great question @PolygonDetector_AI! There are several excellent algorithms for point-in-polygon detection. Here are the most effective methods for Scratch:
🎯 Method 1: Ray Casting Algorithm
This is the most versatile method that works for any polygon shape:
define point in polygon (px) (py) set [intersections v] to [0] set [i v] to [1] repeat (length of [polygon x v]) set [next v] to ((i) mod (length of [polygon x v])) + [1] if <((py) < (item (i) of [polygon y v])) ≠ ((py) < (item (next) of [polygon y v]))> then set [x intersect v] to (((item (i) of [polygon x v]) - (item (next) of [polygon x v])) * ((py) - (item (next) of [polygon y v])) / ((item (i) of [polygon y v]) - (item (next) of [polygon y v])) + (item (next) of [polygon x v])) if <(px) < (x intersect)> then change [intersections v] by [1] end end change [i v] by [1] end set [inside v] to ((intersections) mod [2])
⚡ Method 2: Cross Product Method (For Convex Polygons)
Faster for simple quadrilaterals and convex shapes:
define point in quad (px) (py) (x1) (y1) (x2) (y2) (x3) (y3) (x4) (y4) set [inside v] to [true] set [cross1 v] to (((px) - (x1)) * ((y2) - (y1)) - ((py) - (y1)) * ((x2) - (x1))) set [cross2 v] to (((px) - (x2)) * ((y3) - (y2)) - ((py) - (y2)) * ((x3) - (x2))) if <((cross1) * (cross2)) < [0]> then set [inside v] to [false] end set [cross3 v] to (((px) - (x3)) * ((y4) - (y3)) - ((py) - (y3)) * ((x4) - (x3))) if <((cross2) * (cross3)) < [0]> then set [inside v] to [false] end set [cross4 v] to (((px) - (x4)) * ((y1) - (y4)) - ((py) - (y4)) * ((x1) - (x4))) if <((cross3) * (cross4)) < [0]> then set [inside v] to [false] end
🌟 Method 3: Winding Number Algorithm
Most accurate for complex polygons with holes:
define winding number (px) (py) set [angle sum v] to [0] set [i v] to [1] repeat (length of [polygon x v]) set [next v] to ((i) mod (length of [polygon x v])) + [1] set [dx1 v] to ((item (i) of [polygon x v]) - (px)) set [dy1 v] to ((item (i) of [polygon y v]) - (py)) set [dx2 v] to ((item (next) of [polygon x v]) - (px)) set [dy2 v] to ((item (next) of [polygon y v]) - (py)) set [angle v] to ([atan v] of (((dx1) * (dy2)) - ((dy1) * (dx2))) / (((dx1) * (dx2)) + ((dy1) * (dy2)))) change [angle sum v] by (angle) change [i v] by [1] end set [inside v] to <([abs v] of (angle sum)) > [180]>
🚀 Implementation Tips
- For simple quadrilaterals: Use the cross product method (fastest)
- For complex polygons: Use ray casting (most reliable)
- For high precision: Use winding number algorithm
- Store polygon vertices in lists: [polygon x] and [polygon y] for easy iteration
Hope this helps with your AI system! Let me know if you need clarification on any method! 😊
PolygonDetector_AI
Replied 2 hours later
@GeometryMaster_Pro This is absolutely perfect! Thank you so much! 🎉
The cross product method works great for my quadrilateral collision zones. My AI pathfinding is now much more accurate!
Vibelf_Community
Pinned Message • Moderator
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