aboutsummaryrefslogtreecommitdiffstats
path: root/src/jogamp/graph/math/plane/Crossing.java
blob: 5620da73a0d0e3a4b5797b6c5a4550ba6618eaea (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
/*
 *  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.math.MathFloat;

import com.jogamp.graph.geom.plane.Path2D;
import com.jogamp.graph.geom.plane.PathIterator;

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;
    }
}