title: approximating circle with given number of segments
body: <p>Is there better way to calculate circle from radius and num of vertices?
  My solution compute <code>sin</code> and <code>cos</code> for every vertex. Is it necessary?</p>
  
  <pre><code>void getCircle2D(Vector2 * perimeterPointsArray, int32 numOfPoints, Vector2 &amp; center, flt32 radius)
  {
      ASSERT(numOfPoints &gt;= 3);
      flt32 pieceAngle = MathConst::TAU / numOfPoints;
      flt32 iterAngle = 0;
      for (int32 i = 0; i &lt; numOfPoints; ++i)
      {
          perimeterPointsArray[i] = Vector2(radius * cos(iterAngle) + center.x, radius * sin(iterAngle) + center.y);
          iterAngle += pieceAngle;
      }
  }
  </code></pre>