86 Camera Bounds Clamping. 86 of 95.

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Camera Bounds Clamping

Pan and zoom should stop at the world edge.

Best experienced with a pointer.

The problem

Panning past the content leaves the viewport mostly empty, so orientation is lost in blank space.

The solution

Bounds clamping keeps the viewport filled; when the world fits, pan centers instead of freezing on an inverted range.

Experiment

Play with the values

20px
1

How it works

  • The world has explicit bounds; the camera is not free to pan into empty space.
  • A pan delta is applied as a proposed translation.
  • The viewport rectangle is computed in world coordinates after that proposal.
  • If the world is smaller than the view, the content is centered instead of clamping an inverted range.
  • Otherwise translation is clamped so the viewport stays filled up to the world edge.

Seen in

Map pans

Tile maps stop at the edge of available coverage instead of infinite gray void.

Image viewers

Zoomed photos clamp so a corner of the image always remains on screen.

Board canvases

Project boards keep the camera within a soft world rect around frames.

Game cameras

Side-scrollers clamp the camera so the player cannot look past level geometry.

References