(
curvePoints: number[][],
center: number[],
radius: number
)
| 29 | const v2DistSquare = vec2.distSquare; |
| 30 | const mathAbs = Math.abs; |
| 31 | function intersectCurveCircle( |
| 32 | curvePoints: number[][], |
| 33 | center: number[], |
| 34 | radius: number |
| 35 | ) { |
| 36 | const p0 = curvePoints[0]; |
| 37 | const p1 = curvePoints[1]; |
| 38 | const p2 = curvePoints[2]; |
| 39 | |
| 40 | let d = Infinity; |
| 41 | let t; |
| 42 | const radiusSquare = radius * radius; |
| 43 | let interval = 0.1; |
| 44 | |
| 45 | for (let _t = 0.1; _t <= 0.9; _t += 0.1) { |
| 46 | v1[0] = quadraticAt(p0[0], p1[0], p2[0], _t); |
| 47 | v1[1] = quadraticAt(p0[1], p1[1], p2[1], _t); |
| 48 | const diff = mathAbs(v2DistSquare(v1, center) - radiusSquare); |
| 49 | if (diff < d) { |
| 50 | d = diff; |
| 51 | t = _t; |
| 52 | } |
| 53 | } |
| 54 | |
| 55 | // Assume the segment is monotone,Find root through Bisection method |
| 56 | // At most 32 iteration |
| 57 | for (let i = 0; i < 32; i++) { |
| 58 | // let prev = t - interval; |
| 59 | const next = t + interval; |
| 60 | // v1[0] = quadraticAt(p0[0], p1[0], p2[0], prev); |
| 61 | // v1[1] = quadraticAt(p0[1], p1[1], p2[1], prev); |
| 62 | v2[0] = quadraticAt(p0[0], p1[0], p2[0], t); |
| 63 | v2[1] = quadraticAt(p0[1], p1[1], p2[1], t); |
| 64 | v3[0] = quadraticAt(p0[0], p1[0], p2[0], next); |
| 65 | v3[1] = quadraticAt(p0[1], p1[1], p2[1], next); |
| 66 | |
| 67 | const diff = v2DistSquare(v2, center) - radiusSquare; |
| 68 | if (mathAbs(diff) < 1e-2) { |
| 69 | break; |
| 70 | } |
| 71 | |
| 72 | // let prevDiff = v2DistSquare(v1, center) - radiusSquare; |
| 73 | const nextDiff = v2DistSquare(v3, center) - radiusSquare; |
| 74 | |
| 75 | interval /= 2; |
| 76 | if (diff < 0) { |
| 77 | if (nextDiff >= 0) { |
| 78 | t = t + interval; |
| 79 | } |
| 80 | else { |
| 81 | t = t - interval; |
| 82 | } |
| 83 | } |
| 84 | else { |
| 85 | if (nextDiff >= 0) { |
| 86 | t = t - interval; |
| 87 | } |
| 88 | else { |
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