I always try to solve these geometrical problems using transformations instead of trigonometry, because at least for me it's easier to visualize. Here's how I do it on my application in XNA. Let's say I have a sprite that's been translated, rotated and scaled arbitrarily and I want to fit an AABB to it. I only need to know two things about this sprite: - The world matrix containing all three transformations combined - The sprite's *untransformed* extents (i.e. it's *original* width and height) (BTW, these two bits of information combined are also all you need in order to represent an OBB) Knowing that, I proceed to calculate an AABB like this: // Calculate the position of the four corners in world space by applying // The world matrix to the four corners in object space (0, 0, width, height) Vector2 tl = Vector2.Transform(Vector2.Zero, matrix); Vector2 tr = Vector2.Transform(new Vector2(extents.x, 0), matrix); Vector2 bl = Vector2.Transform(new Vector2(0, extents.y), matrix); Vector2 br = Vector2.Transform(extents, matrix); // Find the minimum and maximum "corners" based on the ones above float minX = Min(tl.X, Min(tr.X, Min(bl.X, br.X))); float maxX = Max(tl.X, Max(tr.X, Max(bl.X, br.X))); float minY = Min(tl.Y, Min(tr.Y, Min(bl.Y, br.Y))); float maxY = Max(tl.Y, Max(tr.Y, Max(bl.Y, br.Y))); Vector2 min = new Vector2(minX, minY); Vector2 max = new Vector2(maxX, maxY); // And create the AABB RectangleF aabb = new RectangleF(min, max - min); Maybe it's longer but at least I understand every step of the process this way.