diff options
Diffstat (limited to 'turtle2d/src/jogamp/graph/math/plane/Crossing.java')
-rw-r--r-- | turtle2d/src/jogamp/graph/math/plane/Crossing.java | 897 |
1 files changed, 0 insertions, 897 deletions
diff --git a/turtle2d/src/jogamp/graph/math/plane/Crossing.java b/turtle2d/src/jogamp/graph/math/plane/Crossing.java deleted file mode 100644 index 8f8638632..000000000 --- a/turtle2d/src/jogamp/graph/math/plane/Crossing.java +++ /dev/null @@ -1,897 +0,0 @@ -/* - * Licensed to the Apache Software Foundation (ASF) under one or more - * contributor license agreements. See the NOTICE file distributed with - * this work for additional information regarding copyright ownership. - * The ASF licenses this file to You under the Apache License, Version 2.0 - * (the "License"); you may not use this file except in compliance with - * the License. You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ -/** - * @author Denis M. Kishenko - */ -package jogamp.graph.math.plane; - -import jogamp.graph.geom.plane.Path2D; -import jogamp.graph.geom.plane.PathIterator; -import jogamp.graph.math.MathFloat; - - -public class Crossing { - - /** - * Allowable tolerance for bounds comparison - */ - static final float DELTA = (float) 1E-5; - - /** - * If roots have distance less then <code>ROOT_DELTA</code> they are double - */ - static final float ROOT_DELTA = (float) 1E-10; - - /** - * Rectangle cross segment - */ - public static final int CROSSING = 255; - - /** - * Unknown crossing result - */ - static final int UNKNOWN = 254; - - /** - * Solves quadratic equation - * @param eqn - the coefficients of the equation - * @param res - the roots of the equation - * @return a number of roots - */ - public static int solveQuad(float eqn[], float res[]) { - float a = eqn[2]; - float b = eqn[1]; - float c = eqn[0]; - int rc = 0; - if (a == 0.0) { - if (b == 0.0) { - return -1; - } - res[rc++] = -c / b; - } else { - float d = b * b - 4.0f * a * c; - // d < 0.0 - if (d < 0.0) { - return 0; - } - d = MathFloat.sqrt(d); - res[rc++] = (- b + d) / (a * 2.0f); - // d != 0.0 - if (d != 0.0) { - res[rc++] = (- b - d) / (a * 2.0f); - } - } - return fixRoots(res, rc); - } - - /** - * Solves cubic equation - * @param eqn - the coefficients of the equation - * @param res - the roots of the equation - * @return a number of roots - */ - public static int solveCubic(float eqn[], float res[]) { - float d = eqn[3]; - if (d == 0) { - return solveQuad(eqn, res); - } - float a = eqn[2] / d; - float b = eqn[1] / d; - float c = eqn[0] / d; - int rc = 0; - - float Q = (a * a - 3.0f * b) / 9.0f; - float R = (2.0f * a * a * a - 9.0f * a * b + 27.0f * c) / 54.0f; - float Q3 = Q * Q * Q; - float R2 = R * R; - float n = - a / 3.0f; - - if (R2 < Q3) { - float t = MathFloat.acos(R / MathFloat.sqrt(Q3)) / 3.0f; - float p = 2.0f * MathFloat.PI / 3.0f; - float m = -2.0f * MathFloat.sqrt(Q); - res[rc++] = m * MathFloat.cos(t) + n; - res[rc++] = m * MathFloat.cos(t + p) + n; - res[rc++] = m * MathFloat.cos(t - p) + n; - } else { -// Debug.println("R2 >= Q3 (" + R2 + "/" + Q3 + ")"); - float A = MathFloat.pow(MathFloat.abs(R) + MathFloat.sqrt(R2 - Q3), 1.0f / 3.0f); - if (R > 0.0) { - A = -A; - } -// if (A == 0.0) { - if (-ROOT_DELTA < A && A < ROOT_DELTA) { - res[rc++] = n; - } else { - float B = Q / A; - res[rc++] = A + B + n; -// if (R2 == Q3) { - float delta = R2 - Q3; - if (-ROOT_DELTA < delta && delta < ROOT_DELTA) { - res[rc++] = - (A + B) / 2.0f + n; - } - } - - } - return fixRoots(res, rc); - } - - /** - * Excludes float roots. Roots are float if they lies enough close with each other. - * @param res - the roots - * @param rc - the roots count - * @return new roots count - */ - static int fixRoots(float res[], int rc) { - int tc = 0; - for(int i = 0; i < rc; i++) { - out: { - for(int j = i + 1; j < rc; j++) { - if (isZero(res[i] - res[j])) { - break out; - } - } - res[tc++] = res[i]; - } - } - return tc; - } - - /** - * QuadCurve class provides basic functionality to find curve crossing and calculating bounds - */ - public static class QuadCurve { - - float ax, ay, bx, by; - float Ax, Ay, Bx, By; - - public QuadCurve(float x1, float y1, float cx, float cy, float x2, float y2) { - ax = x2 - x1; - ay = y2 - y1; - bx = cx - x1; - by = cy - y1; - - Bx = bx + bx; // Bx = 2.0 * bx - Ax = ax - Bx; // Ax = ax - 2.0 * bx - - By = by + by; // By = 2.0 * by - Ay = ay - By; // Ay = ay - 2.0 * by - } - - int cross(float res[], int rc, float py1, float py2) { - int cross = 0; - - for (int i = 0; i < rc; i++) { - float t = res[i]; - - // CURVE-OUTSIDE - if (t < -DELTA || t > 1 + DELTA) { - continue; - } - // CURVE-START - if (t < DELTA) { - if (py1 < 0.0 && (bx != 0.0 ? bx : ax - bx) < 0.0) { - cross--; - } - continue; - } - // CURVE-END - if (t > 1 - DELTA) { - if (py1 < ay && (ax != bx ? ax - bx : bx) > 0.0) { - cross++; - } - continue; - } - // CURVE-INSIDE - float ry = t * (t * Ay + By); - // ry = t * t * Ay + t * By - if (ry > py2) { - float rxt = t * Ax + bx; - // rxt = 2.0 * t * Ax + Bx = 2.0 * t * Ax + 2.0 * bx - if (rxt > -DELTA && rxt < DELTA) { - continue; - } - cross += rxt > 0.0 ? 1 : -1; - } - } // for - - return cross; - } - - int solvePoint(float res[], float px) { - float eqn[] = {-px, Bx, Ax}; - return solveQuad(eqn, res); - } - - int solveExtrem(float res[]) { - int rc = 0; - if (Ax != 0.0) { - res[rc++] = - Bx / (Ax + Ax); - } - if (Ay != 0.0) { - res[rc++] = - By / (Ay + Ay); - } - return rc; - } - - int addBound(float bound[], int bc, float res[], int rc, float minX, float maxX, boolean changeId, int id) { - for(int i = 0; i < rc; i++) { - float t = res[i]; - if (t > -DELTA && t < 1 + DELTA) { - float rx = t * (t * Ax + Bx); - if (minX <= rx && rx <= maxX) { - bound[bc++] = t; - bound[bc++] = rx; - bound[bc++] = t * (t * Ay + By); - bound[bc++] = id; - if (changeId) { - id++; - } - } - } - } - return bc; - } - - } - - /** - * CubicCurve class provides basic functionality to find curve crossing and calculating bounds - */ - public static class CubicCurve { - - float ax, ay, bx, by, cx, cy; - float Ax, Ay, Bx, By, Cx, Cy; - float Ax3, Bx2; - - public CubicCurve(float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2) { - ax = x2 - x1; - ay = y2 - y1; - bx = cx1 - x1; - by = cy1 - y1; - cx = cx2 - x1; - cy = cy2 - y1; - - Cx = bx + bx + bx; // Cx = 3.0 * bx - Bx = cx + cx + cx - Cx - Cx; // Bx = 3.0 * cx - 6.0 * bx - Ax = ax - Bx - Cx; // Ax = ax - 3.0 * cx + 3.0 * bx - - Cy = by + by + by; // Cy = 3.0 * by - By = cy + cy + cy - Cy - Cy; // By = 3.0 * cy - 6.0 * by - Ay = ay - By - Cy; // Ay = ay - 3.0 * cy + 3.0 * by - - Ax3 = Ax + Ax + Ax; - Bx2 = Bx + Bx; - } - - int cross(float res[], int rc, float py1, float py2) { - int cross = 0; - for (int i = 0; i < rc; i++) { - float t = res[i]; - - // CURVE-OUTSIDE - if (t < -DELTA || t > 1 + DELTA) { - continue; - } - // CURVE-START - if (t < DELTA) { - if (py1 < 0.0 && (bx != 0.0 ? bx : (cx != bx ? cx - bx : ax - cx)) < 0.0) { - cross--; - } - continue; - } - // CURVE-END - if (t > 1 - DELTA) { - if (py1 < ay && (ax != cx ? ax - cx : (cx != bx ? cx - bx : bx)) > 0.0) { - cross++; - } - continue; - } - // CURVE-INSIDE - float ry = t * (t * (t * Ay + By) + Cy); - // ry = t * t * t * Ay + t * t * By + t * Cy - if (ry > py2) { - float rxt = t * (t * Ax3 + Bx2) + Cx; - // rxt = 3.0 * t * t * Ax + 2.0 * t * Bx + Cx - if (rxt > -DELTA && rxt < DELTA) { - rxt = t * (Ax3 + Ax3) + Bx2; - // rxt = 6.0 * t * Ax + 2.0 * Bx - if (rxt < -DELTA || rxt > DELTA) { - // Inflection point - continue; - } - rxt = ax; - } - cross += rxt > 0.0 ? 1 : -1; - } - } //for - - return cross; - } - - int solvePoint(float res[], float px) { - float eqn[] = {-px, Cx, Bx, Ax}; - return solveCubic(eqn, res); - } - - int solveExtremX(float res[]) { - float eqn[] = {Cx, Bx2, Ax3}; - return solveQuad(eqn, res); - } - - int solveExtremY(float res[]) { - float eqn[] = {Cy, By + By, Ay + Ay + Ay}; - return solveQuad(eqn, res); - } - - int addBound(float bound[], int bc, float res[], int rc, float minX, float maxX, boolean changeId, int id) { - for(int i = 0; i < rc; i++) { - float t = res[i]; - if (t > -DELTA && t < 1 + DELTA) { - float rx = t * (t * (t * Ax + Bx) + Cx); - if (minX <= rx && rx <= maxX) { - bound[bc++] = t; - bound[bc++] = rx; - bound[bc++] = t * (t * (t * Ay + By) + Cy); - bound[bc++] = id; - if (changeId) { - id++; - } - } - } - } - return bc; - } - - } - - /** - * Returns how many times ray from point (x,y) cross line. - */ - public static int crossLine(float x1, float y1, float x2, float y2, float x, float y) { - - // LEFT/RIGHT/UP/EMPTY - if ((x < x1 && x < x2) || - (x > x1 && x > x2) || - (y > y1 && y > y2) || - (x1 == x2)) - { - return 0; - } - - // DOWN - if (y < y1 && y < y2) { - } else { - // INSIDE - if ((y2 - y1) * (x - x1) / (x2 - x1) <= y - y1) { - // INSIDE-UP - return 0; - } - } - - // START - if (x == x1) { - return x1 < x2 ? 0 : -1; - } - - // END - if (x == x2) { - return x1 < x2 ? 1 : 0; - } - - // INSIDE-DOWN - return x1 < x2 ? 1 : -1; - } - - /** - * Returns how many times ray from point (x,y) cross quard curve - */ - public static int crossQuad(float x1, float y1, float cx, float cy, float x2, float y2, float x, float y) { - - // LEFT/RIGHT/UP/EMPTY - if ((x < x1 && x < cx && x < x2) || - (x > x1 && x > cx && x > x2) || - (y > y1 && y > cy && y > y2) || - (x1 == cx && cx == x2)) - { - return 0; - } - - // DOWN - if (y < y1 && y < cy && y < y2 && x != x1 && x != x2) { - if (x1 < x2) { - return x1 < x && x < x2 ? 1 : 0; - } - return x2 < x && x < x1 ? -1 : 0; - } - - // INSIDE - QuadCurve c = new QuadCurve(x1, y1, cx, cy, x2, y2); - float px = x - x1; - float py = y - y1; - float res[] = new float[3]; - int rc = c.solvePoint(res, px); - - return c.cross(res, rc, py, py); - } - - /** - * Returns how many times ray from point (x,y) cross cubic curve - */ - public static int crossCubic(float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, float x, float y) { - - // LEFT/RIGHT/UP/EMPTY - if ((x < x1 && x < cx1 && x < cx2 && x < x2) || - (x > x1 && x > cx1 && x > cx2 && x > x2) || - (y > y1 && y > cy1 && y > cy2 && y > y2) || - (x1 == cx1 && cx1 == cx2 && cx2 == x2)) - { - return 0; - } - - // DOWN - if (y < y1 && y < cy1 && y < cy2 && y < y2 && x != x1 && x != x2) { - if (x1 < x2) { - return x1 < x && x < x2 ? 1 : 0; - } - return x2 < x && x < x1 ? -1 : 0; - } - - // INSIDE - CubicCurve c = new CubicCurve(x1, y1, cx1, cy1, cx2, cy2, x2, y2); - float px = x - x1; - float py = y - y1; - float res[] = new float[3]; - int rc = c.solvePoint(res, px); - return c.cross(res, rc, py, py); - } - - /** - * Returns how many times ray from point (x,y) cross path - */ - public static int crossPath(PathIterator p, float x, float y) { - int cross = 0; - float mx, my, cx, cy; - mx = my = cx = cy = 0.0f; - float coords[] = new float[6]; - - while (!p.isDone()) { - switch (p.currentSegment(coords)) { - case PathIterator.SEG_MOVETO: - if (cx != mx || cy != my) { - cross += crossLine(cx, cy, mx, my, x, y); - } - mx = cx = coords[0]; - my = cy = coords[1]; - break; - case PathIterator.SEG_LINETO: - cross += crossLine(cx, cy, cx = coords[0], cy = coords[1], x, y); - break; - case PathIterator.SEG_QUADTO: - cross += crossQuad(cx, cy, coords[0], coords[1], cx = coords[2], cy = coords[3], x, y); - break; - case PathIterator.SEG_CUBICTO: - cross += crossCubic(cx, cy, coords[0], coords[1], coords[2], coords[3], cx = coords[4], cy = coords[5], x, y); - break; - case PathIterator.SEG_CLOSE: - if (cy != my || cx != mx) { - cross += crossLine(cx, cy, cx = mx, cy = my, x, y); - } - break; - } - - // checks if the point (x,y) is the vertex of shape with PathIterator p - if (x == cx && y == cy) { - cross = 0; - cy = my; - break; - } - p.next(); - } - if (cy != my) { - cross += crossLine(cx, cy, mx, my, x, y); - } - return cross; - } - - /** - * Returns how many times ray from point (x,y) cross shape - */ - public static int crossShape(Path2D s, float x, float y) { - if (!s.getBounds2D().contains(x, y)) { - return 0; - } - return crossPath(s.iterator(null), x, y); - } - - /** - * Returns true if value enough small - */ - public static boolean isZero(float val) { - return -DELTA < val && val < DELTA; - } - - /** - * Sort bound array - */ - static void sortBound(float bound[], int bc) { - for(int i = 0; i < bc - 4; i += 4) { - int k = i; - for(int j = i + 4; j < bc; j += 4) { - if (bound[k] > bound[j]) { - k = j; - } - } - if (k != i) { - float tmp = bound[i]; - bound[i] = bound[k]; - bound[k] = tmp; - tmp = bound[i + 1]; - bound[i + 1] = bound[k + 1]; - bound[k + 1] = tmp; - tmp = bound[i + 2]; - bound[i + 2] = bound[k + 2]; - bound[k + 2] = tmp; - tmp = bound[i + 3]; - bound[i + 3] = bound[k + 3]; - bound[k + 3] = tmp; - } - } - } - - /** - * Returns are bounds intersect or not intersect rectangle - */ - static int crossBound(float bound[], int bc, float py1, float py2) { - - // LEFT/RIGHT - if (bc == 0) { - return 0; - } - - // Check Y coordinate - int up = 0; - int down = 0; - for(int i = 2; i < bc; i += 4) { - if (bound[i] < py1) { - up++; - continue; - } - if (bound[i] > py2) { - down++; - continue; - } - return CROSSING; - } - - // UP - if (down == 0) { - return 0; - } - - if (up != 0) { - // bc >= 2 - sortBound(bound, bc); - boolean sign = bound[2] > py2; - for(int i = 6; i < bc; i += 4) { - boolean sign2 = bound[i] > py2; - if (sign != sign2 && bound[i + 1] != bound[i - 3]) { - return CROSSING; - } - sign = sign2; - } - } - return UNKNOWN; - } - - /** - * Returns how many times rectangle stripe cross line or the are intersect - */ - public static int intersectLine(float x1, float y1, float x2, float y2, float rx1, float ry1, float rx2, float ry2) { - - // LEFT/RIGHT/UP - if ((rx2 < x1 && rx2 < x2) || - (rx1 > x1 && rx1 > x2) || - (ry1 > y1 && ry1 > y2)) - { - return 0; - } - - // DOWN - if (ry2 < y1 && ry2 < y2) { - } else { - - // INSIDE - if (x1 == x2) { - return CROSSING; - } - - // Build bound - float bx1, bx2; - if (x1 < x2) { - bx1 = x1 < rx1 ? rx1 : x1; - bx2 = x2 < rx2 ? x2 : rx2; - } else { - bx1 = x2 < rx1 ? rx1 : x2; - bx2 = x1 < rx2 ? x1 : rx2; - } - float k = (y2 - y1) / (x2 - x1); - float by1 = k * (bx1 - x1) + y1; - float by2 = k * (bx2 - x1) + y1; - - // BOUND-UP - if (by1 < ry1 && by2 < ry1) { - return 0; - } - - // BOUND-DOWN - if (by1 > ry2 && by2 > ry2) { - } else { - return CROSSING; - } - } - - // EMPTY - if (x1 == x2) { - return 0; - } - - // CURVE-START - if (rx1 == x1) { - return x1 < x2 ? 0 : -1; - } - - // CURVE-END - if (rx1 == x2) { - return x1 < x2 ? 1 : 0; - } - - if (x1 < x2) { - return x1 < rx1 && rx1 < x2 ? 1 : 0; - } - return x2 < rx1 && rx1 < x1 ? -1 : 0; - - } - - /** - * Returns how many times rectangle stripe cross quad curve or the are intersect - */ - public static int intersectQuad(float x1, float y1, float cx, float cy, float x2, float y2, float rx1, float ry1, float rx2, float ry2) { - - // LEFT/RIGHT/UP ------------------------------------------------------ - if ((rx2 < x1 && rx2 < cx && rx2 < x2) || - (rx1 > x1 && rx1 > cx && rx1 > x2) || - (ry1 > y1 && ry1 > cy && ry1 > y2)) - { - return 0; - } - - // DOWN --------------------------------------------------------------- - if (ry2 < y1 && ry2 < cy && ry2 < y2 && rx1 != x1 && rx1 != x2) { - if (x1 < x2) { - return x1 < rx1 && rx1 < x2 ? 1 : 0; - } - return x2 < rx1 && rx1 < x1 ? -1 : 0; - } - - // INSIDE ------------------------------------------------------------- - QuadCurve c = new QuadCurve(x1, y1, cx, cy, x2, y2); - float px1 = rx1 - x1; - float py1 = ry1 - y1; - float px2 = rx2 - x1; - float py2 = ry2 - y1; - - float res1[] = new float[3]; - float res2[] = new float[3]; - int rc1 = c.solvePoint(res1, px1); - int rc2 = c.solvePoint(res2, px2); - - // INSIDE-LEFT/RIGHT - if (rc1 == 0 && rc2 == 0) { - return 0; - } - - // Build bound -------------------------------------------------------- - float minX = px1 - DELTA; - float maxX = px2 + DELTA; - float bound[] = new float[28]; - int bc = 0; - // Add roots - bc = c.addBound(bound, bc, res1, rc1, minX, maxX, false, 0); - bc = c.addBound(bound, bc, res2, rc2, minX, maxX, false, 1); - // Add extremal points` - rc2 = c.solveExtrem(res2); - bc = c.addBound(bound, bc, res2, rc2, minX, maxX, true, 2); - // Add start and end - if (rx1 < x1 && x1 < rx2) { - bound[bc++] = 0.0f; - bound[bc++] = 0.0f; - bound[bc++] = 0.0f; - bound[bc++] = 4; - } - if (rx1 < x2 && x2 < rx2) { - bound[bc++] = 1.0f; - bound[bc++] = c.ax; - bound[bc++] = c.ay; - bound[bc++] = 5; - } - // End build bound ---------------------------------------------------- - - int cross = crossBound(bound, bc, py1, py2); - if (cross != UNKNOWN) { - return cross; - } - return c.cross(res1, rc1, py1, py2); - } - - /** - * Returns how many times rectangle stripe cross cubic curve or the are intersect - */ - public static int intersectCubic(float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, float rx1, float ry1, float rx2, float ry2) { - - // LEFT/RIGHT/UP - if ((rx2 < x1 && rx2 < cx1 && rx2 < cx2 && rx2 < x2) || - (rx1 > x1 && rx1 > cx1 && rx1 > cx2 && rx1 > x2) || - (ry1 > y1 && ry1 > cy1 && ry1 > cy2 && ry1 > y2)) - { - return 0; - } - - // DOWN - if (ry2 < y1 && ry2 < cy1 && ry2 < cy2 && ry2 < y2 && rx1 != x1 && rx1 != x2) { - if (x1 < x2) { - return x1 < rx1 && rx1 < x2 ? 1 : 0; - } - return x2 < rx1 && rx1 < x1 ? -1 : 0; - } - - // INSIDE - CubicCurve c = new CubicCurve(x1, y1, cx1, cy1, cx2, cy2, x2, y2); - float px1 = rx1 - x1; - float py1 = ry1 - y1; - float px2 = rx2 - x1; - float py2 = ry2 - y1; - - float res1[] = new float[3]; - float res2[] = new float[3]; - int rc1 = c.solvePoint(res1, px1); - int rc2 = c.solvePoint(res2, px2); - - // LEFT/RIGHT - if (rc1 == 0 && rc2 == 0) { - return 0; - } - - float minX = px1 - DELTA; - float maxX = px2 + DELTA; - - // Build bound -------------------------------------------------------- - float bound[] = new float[40]; - int bc = 0; - // Add roots - bc = c.addBound(bound, bc, res1, rc1, minX, maxX, false, 0); - bc = c.addBound(bound, bc, res2, rc2, minX, maxX, false, 1); - // Add extrimal points - rc2 = c.solveExtremX(res2); - bc = c.addBound(bound, bc, res2, rc2, minX, maxX, true, 2); - rc2 = c.solveExtremY(res2); - bc = c.addBound(bound, bc, res2, rc2, minX, maxX, true, 4); - // Add start and end - if (rx1 < x1 && x1 < rx2) { - bound[bc++] = 0.0f; - bound[bc++] = 0.0f; - bound[bc++] = 0.0f; - bound[bc++] = 6; - } - if (rx1 < x2 && x2 < rx2) { - bound[bc++] = 1.0f; - bound[bc++] = c.ax; - bound[bc++] = c.ay; - bound[bc++] = 7; - } - // End build bound ---------------------------------------------------- - - int cross = crossBound(bound, bc, py1, py2); - if (cross != UNKNOWN) { - return cross; - } - return c.cross(res1, rc1, py1, py2); - } - - /** - * Returns how many times rectangle stripe cross path or the are intersect - */ - public static int intersectPath(PathIterator p, float x, float y, float w, float h) { - - int cross = 0; - int count; - float mx, my, cx, cy; - mx = my = cx = cy = 0.0f; - float coords[] = new float[6]; - - float rx1 = x; - float ry1 = y; - float rx2 = x + w; - float ry2 = y + h; - - while (!p.isDone()) { - count = 0; - switch (p.currentSegment(coords)) { - case PathIterator.SEG_MOVETO: - if (cx != mx || cy != my) { - count = intersectLine(cx, cy, mx, my, rx1, ry1, rx2, ry2); - } - mx = cx = coords[0]; - my = cy = coords[1]; - break; - case PathIterator.SEG_LINETO: - count = intersectLine(cx, cy, cx = coords[0], cy = coords[1], rx1, ry1, rx2, ry2); - break; - case PathIterator.SEG_QUADTO: - count = intersectQuad(cx, cy, coords[0], coords[1], cx = coords[2], cy = coords[3], rx1, ry1, rx2, ry2); - break; - case PathIterator.SEG_CUBICTO: - count = intersectCubic(cx, cy, coords[0], coords[1], coords[2], coords[3], cx = coords[4], cy = coords[5], rx1, ry1, rx2, ry2); - break; - case PathIterator.SEG_CLOSE: - if (cy != my || cx != mx) { - count = intersectLine(cx, cy, mx, my, rx1, ry1, rx2, ry2); - } - cx = mx; - cy = my; - break; - } - if (count == CROSSING) { - return CROSSING; - } - cross += count; - p.next(); - } - if (cy != my) { - count = intersectLine(cx, cy, mx, my, rx1, ry1, rx2, ry2); - if (count == CROSSING) { - return CROSSING; - } - cross += count; - } - return cross; - } - - /** - * Returns how many times rectangle stripe cross shape or the are intersect - */ - public static int intersectShape(Path2D s, float x, float y, float w, float h) { - if (!s.getBounds2D().intersects(x, y, w, h)) { - return 0; - } - return intersectPath(s.iterator(null), x, y, w, h); - } - - /** - * Returns true if cross count correspond inside location for non zero path rule - */ - public static boolean isInsideNonZero(int cross) { - return cross != 0; - } - - /** - * Returns true if cross count correspond inside location for even-odd path rule - */ - public static boolean isInsideEvenOdd(int cross) { - return (cross & 1) != 0; - } -} |