I`m confused. I've read a lot of different tutorials related with ray picking. But every time those example are based on some simple shape, square or triangle. In each example for each shape there is a function that is checking this specific shape. How it should be managed without that ? I have different and unnatural shapes, how it can be managed ?
Ray picking in android - how to manage different shapes
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For 2D polygons, I use the Winding number point inside a polygon as described here: http://geomalgorithms.com/a03-_inclusion.html
Near the bottom is C code implementation that is pretty simple to port.
Your polygon hulls are a (closed) list of points.