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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.