/*
 *  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 com.jogamp.math.geom.plane;

import com.jogamp.math.FloatUtil;

/* pp */ class Crossing2F {

    /**
     * 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(final float eqn[], final float res[]) {
        final float a = eqn[2];
        final float b = eqn[1];
        final 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 = FloatUtil.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(final float eqn[], final float res[]) {
        final float d = eqn[3];
        if (d == 0) {
            return solveQuad(eqn, res);
        }
        final float a = eqn[2] / d;
        final float b = eqn[1] / d;
        final float c = eqn[0] / d;
        int rc = 0;

        final float Q = (a * a - 3.0f * b) / 9.0f;
        final float R = (2.0f * a * a * a - 9.0f * a * b + 27.0f * c) / 54.0f;
        final float Q3 = Q * Q * Q;
        final float R2 = R * R;
        final float n = - a / 3.0f;

        if (R2 < Q3) {
            final float t = FloatUtil.acos(R / FloatUtil.sqrt(Q3)) / 3.0f;
            final float p = 2.0f * FloatUtil.PI / 3.0f;
            final float m = -2.0f * FloatUtil.sqrt(Q);
            res[rc++] = m * FloatUtil.cos(t) + n;
            res[rc++] = m * FloatUtil.cos(t + p) + n;
            res[rc++] = m * FloatUtil.cos(t - p) + n;
        } else {
//          Debug.println("R2 >= Q3 (" + R2 + "/" + Q3 + ")");
            float A = FloatUtil.pow(Math.abs(R) + FloatUtil.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 {
                final float B = Q / A;
                res[rc++] = A + B + n;
//              if (R2 == Q3) {
                final 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(final float res[], final 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(final float x1, final float y1, final float cx, final float cy, final float x2, final 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(final float res[], final int rc, final float py1, final float py2) {
            int cross = 0;

            for (int i = 0; i < rc; i++) {
                final 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) {
                    // FIXME: consider using FloatUtil.isEqual(ax, bx, epsilon), ...
                    if (py1 < ay && (ax != bx ? ax - bx : bx) > 0.0) {
                        cross++;
                    }
                    continue;
                }
                // CURVE-INSIDE
                final float ry = t * (t * Ay + By);
                // ry = t * t * Ay + t * By
                if (ry > py2) {
                    final 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(final float res[], final float px) {
            final float eqn[] = {-px, Bx, Ax};
            return solveQuad(eqn, res);
        }

        int solveExtrem(final 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(final float bound[], int bc, final float res[], final int rc, final float minX, final float maxX, final boolean changeId, int id) {
            for(int i = 0; i < rc; i++) {
                final float t = res[i];
                if (t > -DELTA && t < 1 + DELTA) {
                    final 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(final float x1, final float y1, final float cx1, final float cy1, final float cx2, final float cy2, final float x2, final 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(final float res[], final int rc, final float py1, final float py2) {
            int cross = 0;
            for (int i = 0; i < rc; i++) {
                final float t = res[i];

                // CURVE-OUTSIDE
                if (t < -DELTA || t > 1 + DELTA) {
                    continue;
                }
                // CURVE-START
                if (t < DELTA) {
                    // FIXME: consider using FloatUtil.isZero(bx, epsilon), ...
                    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
                final 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(final float res[], final float px) {
            final float eqn[] = {-px, Cx, Bx, Ax};
            return solveCubic(eqn, res);
        }

        int solveExtremX(final float res[]) {
            final float eqn[] = {Cx, Bx2, Ax3};
            return solveQuad(eqn, res);
        }

        int solveExtremY(final float res[]) {
            final float eqn[] = {Cy, By + By, Ay + Ay + Ay};
            return solveQuad(eqn, res);
        }

        int addBound(final float bound[], int bc, final float res[], final int rc, final float minX, final float maxX, final boolean changeId, int id) {
            for(int i = 0; i < rc; i++) {
                final float t = res[i];
                if (t > -DELTA && t < 1 + DELTA) {
                    final 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(final float x1, final float y1, final float x2, final float y2, final float x, final 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(final float x1, final float y1, final float cx, final float cy, final float x2, final float y2, final float x, final 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
        final QuadCurve c = new QuadCurve(x1, y1, cx, cy, x2, y2);
        final float px = x - x1;
        final float py = y - y1;
        final float res[] = new float[3];
        final 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(final float x1, final float y1, final float cx1, final float cy1, final float cx2, final float cy2, final float x2, final float y2, final float x, final 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
        final CubicCurve c = new CubicCurve(x1, y1, cx1, cy1, cx2, cy2, x2, y2);
        final float px = x - x1;
        final float py = y - y1;
        final float res[] = new float[3];
        final 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(final Path2F.Iterator p, final float x, final float y) {
        int cross = 0;
        float mx, my, cx, cy;
        mx = my = cx = cy = 0.0f;
        final float[] points = p.points();
        while ( p.hasNext() ) {
            final int idx = p.index();
            final Path2F.SegmentType segmentType = p.next();
            switch (segmentType) {
                case MOVETO:
                    if (cx != mx || cy != my) {
                        cross += crossLine(cx, cy, mx, my, x, y);
                    }
                    mx = cx = points[idx+0];
                    my = cy = points[idx+1];
                    break;
                case LINETO:
                    cross += crossLine(cx, cy, cx = points[idx+0], cy = points[idx+1], x, y);
                    break;
                case QUADTO:
                    cross += crossQuad(cx, cy, points[idx+0], points[idx+1], cx = points[idx+2], cy = points[idx+3], x, y);
                    break;
                case CUBICTO:
                    cross += crossCubic(cx, cy, points[idx+0], points[idx+1], points[idx+2], points[idx+3], cx = points[idx+4], cy = points[idx+5], x, y);
                    break;
                case 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;
            }
        }
        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(final Path2F s, final float x, final 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(final float val) {
        return -DELTA < val && val < DELTA;
    }

    /**
     * Sort bound array
     */
    static void sortBound(final float bound[], final 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(final float bound[], final int bc, final float py1, final 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) {
                final 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(final float x1, final float y1, final float x2, final float y2, final float rx1, final float ry1, final float rx2, final 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;
            }
            final float k = (y2 - y1) / (x2 - x1);
            final float by1 = k * (bx1 - x1) + y1;
            final 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(final float x1, final float y1, final float cx, final float cy, final float x2, final float y2, final float rx1, final float ry1, final float rx2, final 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 -------------------------------------------------------------
        final QuadCurve c = new QuadCurve(x1, y1, cx, cy, x2, y2);
        final float px1 = rx1 - x1;
        final float py1 = ry1 - y1;
        final float px2 = rx2 - x1;
        final float py2 = ry2 - y1;

        final float res1[] = new float[3];
        final float res2[] = new float[3];
        final int rc1 = c.solvePoint(res1, px1);
        int rc2 = c.solvePoint(res2, px2);

        // INSIDE-LEFT/RIGHT
        if (rc1 == 0 && rc2 == 0) {
            return 0;
        }

        // Build bound --------------------------------------------------------
        final float minX = px1 - DELTA;
        final float maxX = px2 + DELTA;
        final 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 ----------------------------------------------------

        final 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(final float x1, final float y1, final float cx1, final float cy1, final float cx2, final float cy2, final float x2, final float y2, final float rx1, final float ry1, final float rx2, final 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
        final CubicCurve c = new CubicCurve(x1, y1, cx1, cy1, cx2, cy2, x2, y2);
        final float px1 = rx1 - x1;
        final float py1 = ry1 - y1;
        final float px2 = rx2 - x1;
        final float py2 = ry2 - y1;

        final float res1[] = new float[3];
        final float res2[] = new float[3];
        final int rc1 = c.solvePoint(res1, px1);
        int rc2 = c.solvePoint(res2, px2);

        // LEFT/RIGHT
        if (rc1 == 0 && rc2 == 0) {
            return 0;
        }

        final float minX = px1 - DELTA;
        final float maxX = px2 + DELTA;

        // Build bound --------------------------------------------------------
        final 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 ----------------------------------------------------

        final 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(final Path2F.Iterator p, final float x, final float y, final float w, final float h) {

        int cross = 0;
        int count;
        float mx, my, cx, cy;
        mx = my = cx = cy = 0.0f;

        final float rx1 = x;
        final float ry1 = y;
        final float rx2 = x + w;
        final float ry2 = y + h;

        final float[] points = p.points();

        while ( p.hasNext() ) {
            final int idx = p.index();
            final Path2F.SegmentType segmentType = p.next();
            count = 0;
            switch (segmentType) {
                case MOVETO:
                    if (cx != mx || cy != my) {
                        count = intersectLine(cx, cy, mx, my, rx1, ry1, rx2, ry2);
                    }
                    mx = cx = points[idx+0];
                    my = cy = points[idx+1];
                    break;
                case LINETO:
                    count = intersectLine(cx, cy, cx = points[idx+0], cy = points[idx+1], rx1, ry1, rx2, ry2);
                    break;
                case QUADTO:
                    count = intersectQuad(cx, cy, points[idx+0], points[idx+1], cx = points[idx+2], cy = points[idx+3], rx1, ry1, rx2, ry2);
                    break;
                case CUBICTO:
                    count = intersectCubic(cx, cy, points[idx+0], points[idx+1], points[idx+2], points[idx+3], cx = points[idx+4], cy = points[idx+5], rx1, ry1, rx2, ry2);
                    break;
                case 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;
        }
        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(final Path2F s, final float x, final float y, final float w, final float h) {
        if (!s.getBounds2D().intersects2DRegion(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(final int cross) {
        return cross != 0;
    }

    /**
     * Returns true if cross count correspond inside location for even-odd path rule
     */
    public static boolean isInsideEvenOdd(final int cross) {
        return (cross & 1) != 0;
    }
}
