function solid_angle = polygon_solid_angle_3d ( n, v, p )
%*****************************************************************************80
%
%% polygon_solid_angle_3d(): projected solid angle of a 3D plane polygon.
%
% Discussion:
%
% A point P is at the center of a unit sphere. A planar polygon
% is to be projected onto the surface of this sphere, by drawing
% the ray from P to each polygonal vertex, and noting where this ray
% intersects the sphere.
%
% We compute the area on the sphere of the projected polygon.
%
% Since we are projecting the polygon onto a unit sphere, the area
% of the projected polygon is equal to the solid angle subtended by
% the polygon.
%
% The value returned by this routine will include a sign. The
% angle subtended will be NEGATIVE if the normal vector defined by
% the polygon points AWAY from the viewing point, and will be
% POSITIVE if the normal vector points towards the viewing point.
%
% If the orientation of the polygon is of no interest to you,
% then you can probably simply take the absolute value of the
% solid angle as the information you want.
%
% When vectors are employed in this function, they are required to
% be column vectors, not row vectors.
%
% Licensing:
%
% This code is distributed under the GNU LGPL license.
%
% Modified:
%
% 12 January 2021
%
% Author:
%
% John Burkardt
%
% Reference:
%
% Paulo Cezar Pinto Carvalho, Paulo Roma Cavalcanti,
% Point in Polyhedron Testing Using Spherical Polygons,
% in Graphics Gems V,
% edited by Alan Paeth,
% Academic Press, 1995,
% ISBN: 0125434553,
% LC: T385.G6975.
%
% Input:
%
% integer N, the number of vertices.
%
% real V(3,N), the coordinates of the vertices.
%
% real P(3,1), the point at the center of the unit sphere.
%
% Output:
%
% real SOLID_ANGLE, the solid angle subtended
% by the polygon, as projected onto the unit sphere around the point P.
%
if ( n < 3 )
solid_angle = 0.0;
return
end
plane = polygon_normal_3d ( n, v );
a(1:3,1) = v(1:3,n) - v(1:3,1);
area = 0.0;
for j = 1 : n
r1(1:3,1) = v(1:3,j) - p(1:3,1);
jp1 = i4_wrap ( j + 1, 1, n );
b(1:3,1) = v(1:3,jp1) - v(1:3,j);
normal1 = r8vec_cross_product_3d ( a, r1 );
normal1_norm = norm ( normal1 );
normal2 = r8vec_cross_product_3d ( r1, b );
normal2_norm = norm ( normal2 );
s = ( normal1(1:3,1)' * normal2(1:3,1) ) / ( normal1_norm * normal2_norm );
angle = acos ( s );
s = r8vec_scalar_triple_product ( b, a, plane );
if ( 0.0 < s )
area = area + pi - angle;
else
area = area + pi + angle;
end
a(1:3,1) = - b(1:3,1);
end
area = area - pi * ( n - 2 );
if ( 0.0 < plane(1:3,1)' * r1(1:3,1) )
solid_angle = -area;
else
solid_angle = area;
end
return
end