intersectCircleCircle

Test whether the one circle with center <code>(aX, aY)</code> and square radius <code>radiusSquaredA</code> intersects the other circle with center <code>(bX, bY)</code> and square radius <code>radiusSquaredB</code>, and store the center of the line segment of intersection in the <code>(x, y)</code> components of the supplied vector and the half-length of that line segment in the z component. <p> This method returns <code>false</code> when one circle contains the other circle. <p> Reference: <a href="http://gamedev.stackexchange.com/questions/75756/sphere-sphere-intersection-and-circle-sphere-intersection">http://gamedev.stackexchange.com</a>

@param aX the x coordinate of the first circle's center @param aY the y coordinate of the first circle's center @param radiusSquaredA the square of the first circle's radius @param bX the x coordinate of the second circle's center @param bY the y coordinate of the second circle's center @param radiusSquaredB the square of the second circle's radius @param intersectionCenterAndHL will hold the center of the circle of intersection in the <code>(x, y, z)</code> components and the radius in the w component @return <code>true</code> iff both circles intersect; <code>false</code> otherwise

  1. bool intersectCircleCircle(double aX, double aY, double radiusSquaredA, double bX, double bY, double radiusSquaredB, Vector3d intersectionCenterAndHL)
    static
    bool
    intersectCircleCircle
    (
    double aX
    ,
    double aY
    ,,
    double bX
    ,
    double bY
    ,,)
  2. bool intersectCircleCircle(Vector2d centerA, double radiusSquaredA, Vector2d centerB, double radiusSquaredB, Vector3d intersectionCenterAndHL)

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