Calculating the Bounding Rectangle of a Circular Sector
6 months ago
- #GLSL
- #game development
- #2D geometry
- The article discusses calculating the bounding rectangle of a circular sector (2D cone) for use in 2D games.
- A circular sector is defined by an apex, direction vector, half-angle, and radius.
- The bounding rectangle is determined by considering the apex, edge points, and extra points along X and Y axes.
- The algorithm avoids using raw angles, operating instead on vectors for efficiency.
- Optimizations include precomputing sine and cosine or deriving one from the other.
- The solution is implemented in GLSL and shared via ShaderToy.