The best quadratic fit is simpler than the best cubic fit. Here's some code:
static class DrawingUtility
{
static void bez3pts1(double x0, double y0, double x3, double y3, double x2, double y2, out double x1, out double y1)
{
// find chord lengths
double c1 = Math.Sqrt((x3 - x0) * (x3 - x0) + (y3 - y0) * (y3 - y0));
double c2 = Math.Sqrt((x3 - x2) * (x3 - x2) + (y3 - y2) * (y3 - y2));
// guess "best" t
double t = c1 / (c1 + c2);
// quadratic Bezier is B(t) = (1-t)^2*P0 + 2*t*(1-t)*P1 + t^2*P2
// solving gives P1 = [B(t) - (1-t)^2*P0 - t^2*P2] / [2*t*(1-t)] where P3 is B(t)
x1 = (x3 - (1 - t) * (1 - t) * x0 - t * t * x2) / (2 * t * (1 - t));
y1 = (y3 - (1 - t) * (1 - t) * y0 - t * t * y2) / (2 * t * (1 - t));
}
// pass in a PathFigure and it will append a QuadraticBezierSegment connecting the previous point to int1 and endPt
static public void QuadraticBezierFromIntersection(PathFigure path, Point startPt, Point int1, Point endPt)
{
double x1, y1;
bez3pts1(startPt.X, startPt.Y, int1.X, int1.Y, endPt.X, endPt.Y, out x1, out y1);
path.Segments.Add(new QuadraticBezierSegment { Point1 = new Point(x1, y1), Point2 = endPt } );
}
}