I'm building a custom physics engine to accompany a level-editor. This image shows how the level-editor outputs levels:
Now, some explanation is in order. The curve is defined by the red points. After they are connected in threes by circles (yellow lines show these circles), a system connects them in a 'streamlined' way - as shown by the blue lines. This makes the curves flow seamlessly.
Now, these curves are 'irregular,' so to say. For the accompanying physics engine - how do I detect the angle made between a pixel on the curve and a colliding circle (per-pixel collision check)?