In general, the simplest (and quite optimal) algorithm is checking on which side of the half-plane created by the edges the point is.
Here’s some high quality info in this topic on GameDev, including performance issues.
And here’s some code to get you started:
float sign (fPoint p1, fPoint p2, fPoint p3) { return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y); } bool PointInTriangle (fPoint pt, fPoint v1, fPoint v2, fPoint v3) { float d1, d2, d3; bool has_neg, has_pos; d1 = sign(pt, v1, v2); d2 = sign(pt, v2, v3); d3 = sign(pt, v3, v1); has_neg = (d1 < 0) || (d2 < 0) || (d3 < 0); has_pos = (d1 > 0) || (d2 > 0) || (d3 > 0); return !(has_neg && has_pos); }
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