*On 16/10/2013 at 06:48, ***xxxxxxxx** wrote:

For this technique, you have to make sure your object is closed and its normals are aligned

correctly. You can send out a ray from an arbitrary position in world space into the direction of

your point using the GeRayCollider. If the first surface's normal points towards the origin of your ray, your

starting number is 0. If it points away from you, your starting number is 1.

You can now count the number of surfaces they ray strikes through (including the first surface you

have used to determine the starting number). If the count is odd, the point lies in the object.

Best,

-Niklas