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I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom.

I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered).

So, I'm drawing the world like this:

  _SpriteBatch.Begin(
                SpriteSortMode.FrontToBack,
                null,
                SamplerState.PointClamp,        // Don't smooth            
                null, null, null,
                _Camera.GetTransformation());   

The GetTransformation() method on my Camera object does this:

    public Matrix GetTransformation()
    {
        _transform =
           Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) *
           Matrix.CreateRotationZ(Rotation) *
           Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) *
           Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f,
               _viewportHeight * 0.5f, 0));
        return _transform;
    }

The camera properties in the method above should be self explanatory.

How can I get a rectangle indicating what the camera is looking at in world space?

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  • \$\begingroup\$ Do you use rotation? \$\endgroup\$ Oct 17, 2013 at 17:56
  • \$\begingroup\$ No, camera has fixed rotation. \$\endgroup\$
    – user34935
    Oct 17, 2013 at 17:58
  • \$\begingroup\$ You can just create one from the position of the rectangle then, viewport width and height, multiplied by scale. \$\endgroup\$ Oct 17, 2013 at 17:59
  • \$\begingroup\$ Sorry, I don't understand that. Surely the camera position has to be involved? \$\endgroup\$
    – user34935
    Oct 17, 2013 at 18:10
  • 1
    \$\begingroup\$ Sorry, by position of rectangle I meant the camera... :) \$\endgroup\$ Oct 17, 2013 at 18:14

1 Answer 1

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Ok, so here's what seemed to do the trick:

 Rectangle CameraWorldRect = new Rectangle(
                Convert.ToInt32(_Camera.Pos.X - ((Window.ClientBounds.Width / 2) / _Camera.Zoom)),
                Convert.ToInt32(_Camera.Pos.Y - ((Window.ClientBounds.Height / 2) / _Camera.Zoom)),
                Convert.ToInt32(Window.ClientBounds.Width / _Camera.Zoom),
                Convert.ToInt32(Window.ClientBounds.Height / _Camera.Zoom));

Reduced CPU usage 3% by not drawing unnecessary tiles, happy days.

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  • \$\begingroup\$ You could use your _viewportWidth(Height) instead of Window.ClientBounds. \$\endgroup\$ Oct 19, 2013 at 1:02
  • \$\begingroup\$ Any particular advantage to one over the other? \$\endgroup\$
    – user34935
    Oct 19, 2013 at 15:59

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