code: private boolean intersects(Point point, int fudge, QuadCurve2D.Float c) {
  		if (!c.intersects(point.x - fudge, point.y - fudge, fudge << 1,
  				fudge << 1))
  			return false;
  		if (c.getFlatness() < fudge)
  			return true;
  		QuadCurve2D.Float f1 = new QuadCurve2D.Float(), f2 = new QuadCurve2D.Float();
  		c.subdivide(f1, f2);
  		return intersects(point, fudge, f1) || intersects(point, fudge, f2);
  	}
docs: Checks if something is on the line. If it appears to be, then it
  subdivides the curve into halves and tries again recursively until the
  flatness of the curve is less than the fudge. Frankly, I am a fucking
  genius. I am one of two people in this department that could have
  possibly thought of this.
  
  @param point
  the point to check intersection
  @param fudge
  the "fudge" factor
  @param c
  the curve we're checking for intersection with
  @return <TT>true</TT> if the point is on the curve within a certain
  fudge factor, <TT>false</TT> otherwise