code: public static boolean intersectLineCircle(float x0, float y0, float x1, float y1, float centerX, float centerY, float radius, Vector3f intersectionCenterAndHL) {
          // Build general line equation from two points and use the other method
          return intersectLineCircle(y0 - y1, x1 - x0, (x0 - x1) * y0 + (y1 - y0) * x0, centerX, centerY, radius, intersectionCenterAndHL);
      }
docs: Test whether the line defined by the two points <code>(x0, y0)</code> and <code>(x1, y1)</code> intersects the circle with center
  <code>(centerX, centerY)</code> and <code>radius</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>
  Reference: <a href="http://math.stackexchange.com/questions/943383/determine-circle-of-intersection-of-plane-and-sphere">http://math.stackexchange.com</a>
  
  @param x0
  the x coordinate of the first point on the line
  @param y0
  the y coordinate of the first point on the line
  @param x1
  the x coordinate of the second point on the line
  @param y1
  the y coordinate of the second point on the line
  @param centerX
  the x coordinate of the circle's center
  @param centerY
  the y coordinate of the circle's center
  @param radius
  the radius of the circle
  @param intersectionCenterAndHL
  will hold the center of the line segment of intersection in the <code>(x, y)</code> components and the half-length in the z component
  @return <code>true</code> iff the line intersects the circle; <code>false</code> otherwise