[algorithm] Circle line-segment collision detection algorithm?

Here is my solution in TypeScript, following the idea that @Mizipzor suggested (using projection):

/**
 * Determines whether a line segment defined by a start and end point intersects with a sphere defined by a center point and a radius
 * @param a the start point of the line segment
 * @param b the end point of the line segment
 * @param c the center point of the sphere
 * @param r the radius of the sphere
 */
export function lineSphereIntersects(
  a: IPoint,
  b: IPoint,
  c: IPoint,
  r: number
): boolean {
  // find the three sides of the triangle formed by the three points
  const ab: number = distance(a, b);
  const ac: number = distance(a, c);
  const bc: number = distance(b, c);

  // check to see if either ends of the line segment are inside of the sphere
  if (ac < r || bc < r) {
    return true;
  }

  // find the angle between the line segment and the center of the sphere
  const numerator: number = Math.pow(ac, 2) + Math.pow(ab, 2) - Math.pow(bc, 2);
  const denominator: number = 2 * ac * ab;
  const cab: number = Math.acos(numerator / denominator);

  // find the distance from the center of the sphere and the line segment
  const cd: number = Math.sin(cab) * ac;

  // if the radius is at least as long as the distance between the center and the line
  if (r >= cd) {
    // find the distance between the line start and the point on the line closest to
    // the center of the sphere
    const ad: number = Math.cos(cab) * ac;
    // intersection occurs when the point on the line closest to the sphere center is
    // no further away than the end of the line
    return ad <= ab;
  }
  return false;
}

export function distance(a: IPoint, b: IPoint): number {
  return Math.sqrt(
    Math.pow(b.z - a.z, 2) + Math.pow(b.y - a.y, 2) + Math.pow(b.x - a.x, 2)
  );
}

export interface IPoint {
  x: number;
  y: number;
  z: number;
}

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