/// <summary>
        /// True if the point is in the shape.
        /// </summary>
        /// <param name="pt">The point to test set.</param>
        public bool Contains(C2DPoint pt)
        {
            if (!BoundingRect.Contains(pt))
            {
                return(false);
            }

            var IntersectedPts = new C2DPointSet();

            var Ray = new C2DLine(pt, new C2DVector(BoundingRect.Width(), 0.000001));     // Make sure to leave

            if (!this.Crosses(Ray, IntersectedPts))
            {
                return(false);
            }
            else
            {
                IntersectedPts.SortByDistance(Ray.point);
                if (IntersectedPts[0].PointEqualTo(pt))
                {
                    // For integers, the pt can start On a line, meaning it's INSIDE, but the ray could cross again
                    // so just return true. Because the equality test is really a test for proximity, this leads to the
                    // possibility that a point could lie just outside the shape but be considered to be inside. This would
                    // only be a problem with very small shapes that are a very long way from the origin. E.g. a 1m2 object
                    // 1 million metres from the origin and a point 0.1mm away from the edge would give rise to a relative
                    // difference of 0.0001 / 1000000 = 0.000000001 which would just be consider to be inside.
                    return(true);
                }
                else
                {
                    // Return true if the ray
                    return((IntersectedPts.Count & (int)1) > 0);
                }
            }
        }
        /// <summary>
        /// True if it crosses the ray. Provides the intersection points.
        /// </summary>
        /// <param name="Ray">The infinite line.</param>
        /// <param name="IntersectionPts">Output. The intersection points.</param>
        public bool CrossesRay(C2DLine Ray, C2DPointSet IntersectionPts)
        {
            double dDist = Ray.point.Distance(BoundingRect.GetCentre());

            var LineTemp = new C2DLine(Ray);

            LineTemp.vector.SetLength(dDist + BoundingRect.Width() + BoundingRect.Height());

            return(Crosses(LineTemp, IntersectionPts));
        }