2012-10-12 92 views
1

好吧我想我必须使这个更清楚:)在画布中旋转图像

我的代码适用于方形图像,但它对矩形图像没有任何作用。 我认为这是因为imageData.width和imageData.height仍然是相同的,不能改变。

你们知道我该怎么做到这一点吗?

var canvas = document.getElementById("canvas0calc"); 
var ctx = canvas.getContext('2d'); 

var objImageData = ctx.getImageData(0, 0, canvas.width, canvas.height); 

// swap canvas size 
var temp = canvas.width; 
canvas.width = canvas.height; 
canvas.height = temp; 


//create new Array for Data 
var newImageData = new Array(objImageData.height); 
for (var k = 0; k < newImageData.length; k++) { 
    newImageData[k] = new Array(objImageData.width); 
} 

//the actual matrix-rotate algorithm which is working perfectly 
for (var i = 0; i < objImageData.height; i++) { 
    for (var j = 0; j < objImageData.width; j++) { 
     newImageData[i][j] = [objImageData.data[((i*(objImageData.width*4)) + ((objImageData.width - j - 1)*4))], objImageData.data[((i*(objImageData.width*4)) + ((objImageData.width - j - 1)*4)) + 1],objImageData.data[((i*(objImageData.width*4)) + ((objImageData.width - j - 1)*4)) + 2],objImageData.data[((i*(objImageData.width*4)) + ((objImageData.width - j - 1)*4)) + 3]]; 
    } 
} 

var resultArray = new Array(objImageData.width * objImageData.height * 4); 
var count = 0; 
for (var y = 0; y < newImageData.length; y++) { 
    for (var x = 0; x < newImageData[0].length; x++) { 
     for (var z = 0; z < 4; z++) { 
      resultArray[count++] = newImageData[x][y][z]; 
     } 
    } 
} 

for (var u = 0; u < objImageData.data.length; u++) { 
    objImageData.data[u] = resultArray[u]; 
} 

ctx.putImageData(objImageData, 0, 0); 
+0

有一个jsFiddle? – alex

+0

你能告诉我们你的旋转算法的实现吗? – Philipp

+0

我更新了这个问题,我想现在应该更清楚了:D – kaljak

回答

3

还有更多的不只是交换宽度和高度值!如果我选取一个正方形,然后将其旋转45°,然后交换宽度和高度将不会执行任何操作 - 图像实际上是sqrt(2)倍于之前的宽度和高度(从一个对角线到另一个对角线的长度为sqrt (1^2 + 1^2)乘以相邻角之间的长度。问题是,你需要计算出你的新图像的尺寸比简单的交换要好一些。在网络上任何地方都可以在10年或15年前尽可能轻松地完成 - 这是我们现在拥有的所有高速图形硬件,这使得它可以满足很多人的需求。 90°,180°或270° - 虽然我无法确定,但我想通过简单的宽度和高度交换来达到这个目的。如果是这样,看看这个这里的文章:http://www.codeproject.com/Articles/21446/Fast-Image-Rotation-For-NET-Compact-Framework

但是,如果你想旋转任意角度,阅读。

我意识到这是C和你正在使用的JavaScript - 但无论如何,旋转数学是一样的,只是忽略/使用equiv JavaScript函数根据需要。

// RotateMemoryDC rotates a memory DC and returns the rotated DC as well as its dimensions 
HBITMAP RotateMemoryDC(HBITMAP hBmpSrc, float angleDeg) 
{ 
    HBITMAP hBmpDst; 
    float x1, x2, x3, x4, y1, y2, y3, y4, cA, sA; 
    float CtX, CtY, orgX, orgY, divisor; 
    int OfX, OfY; 
    int stepX, stepY; 
    int iorgX, iorgY; 
    RECT rt; 
    pBGR src, dst, dstLine; 
    BITMAPINFO bi; 
    // my edits 
    BITMAP bm; 
    int SrcX, SrcY, dstX, dstY;  // were input variables, with the & symbol in front of them (input/output vars)\ 

    HDC hdcSrc, hdcDst, hdcScreen; 

    HBITMAP oldDstBmp, oldSrcBmp; 

    GetObject(hBmpSrc, sizeof(bm), &bm); 
    SrcX = bm.bmWidth; 
    SrcY = bm.bmHeight; 

    // Rotate the bitmap around the center 
    CtX = ((float) SrcX)/2; 
    CtY = ((float) SrcY)/2; 

    // First, calculate the destination positions for the four courners to get dstX and dstY 
    float angleRad = angleDeg * 3.1415926/180.0; 
    cA = (float) cos(angleRad); 
    sA = (float) sin(angleRad); 

    x1 = CtX + (-CtX) * cA - (-CtY) * sA; 
    x2 = CtX + (SrcX - CtX) * cA - (-CtY) * sA; 
    x3 = CtX + (SrcX - CtX) * cA - (SrcY - CtY) * sA; 
    x4 = CtX + (-CtX) * cA - (SrcY - CtY) * sA; 

    y1 = CtY + (-CtY) * cA + (-CtX) * sA; 
    y2 = CtY + (SrcY - CtY) * cA + (-CtX) * sA; 
    y3 = CtY + (SrcY - CtY) * cA + (SrcX - CtX) * sA; 
    y4 = CtY + (-CtY) * cA + (SrcX - CtX) * sA; 

    OfX = ((int) floor(min4(x1, x2, x3, x4))); 
    OfY = ((int) floor(min4(y1, y2, y3, y4))); 

    dstX = ((int) ceil(max4(x1, x2, x3, x4))) - OfX; 
    dstY = ((int) ceil(max4(y1, y2, y3, y4))) - OfY; 

    // Create the new memory DC 
    hdcScreen = GetDC(NULL); 
    hdcDst = CreateCompatibleDC(hdcScreen); 
    hdcSrc = CreateCompatibleDC(hdcScreen); 
    hBmpDst = CreateCompatibleBitmap(hdcScreen, dstX, dstY); 
    oldDstBmp = (HBITMAP)SelectObject(hdcDst, hBmpDst); 
    oldSrcBmp = (HBITMAP)SelectObject(hdcSrc, hBmpSrc); 

    // Fill the new memory DC with the current Window color 
    rt.left = 0; 
    rt.top = 0; 
    rt.right = dstX; 
    rt.bottom = dstY; 
    HBRUSH redBrush = CreateSolidBrush(RGB(255,0,0)); 

    FillRect(hdcDst, &rt, redBrush); 
    DeleteObject(redBrush); 

    // Get the bitmap bits for the source and destination 
    src = MyGetDibBits(hdcSrc, hBmpSrc, SrcX, SrcY); 
    dst = MyGetDibBits(hdcDst, hBmpDst, dstX, dstY); 

    dstLine = dst; 
    divisor = cA*cA + sA*sA; 
    // Step through the destination bitmap 
    for (stepY = 0; stepY < dstY; stepY++) 
    { 
     for (stepX = 0; stepX < dstX; stepX++) 
     { 
      // Calculate the source coordinate 
      orgX = (cA * (((float) stepX + OfX) + CtX * (cA - 1)) + sA * (((float) stepY + OfY) + CtY * (sA - 1)))/divisor; 
      orgY = CtY + (CtX - ((float) stepX + OfX)) * sA + cA *(((float) stepY + OfY) - CtY + (CtY - CtX) * sA); 
      iorgX = (int) orgX; 
      iorgY = (int) orgY; 
      if ((iorgX >= 0) && (iorgY >= 0) && (iorgX < SrcX) && (iorgY < SrcY)) 
      { 
       // Inside the source bitmap -> copy the bits 
       dstLine[dstX - stepX - 1] = src[iorgX + iorgY * SrcX]; 
      } 
      else 
      { 
       // Outside the source -> set the color to light grey 
       // dstLine[dstX - stepX - 1].b = 240; 
       // dstLine[dstX - stepX - 1].g = 20; 
       // dstLine[dstX - stepX - 1].r = 240; 
      } 
     } 
     dstLine = dstLine + dstX; 
    } 

    // Set the new Bitmap 
    bi.bmiHeader.biSize = sizeof(bi.bmiHeader); 
    bi.bmiHeader.biWidth = dstX; 
    bi.bmiHeader.biHeight = dstY; 
    bi.bmiHeader.biPlanes = 1; 
    bi.bmiHeader.biBitCount = 32; 
    bi.bmiHeader.biCompression = BI_RGB; 
    bi.bmiHeader.biSizeImage = dstX * 4 * dstY; 
    bi.bmiHeader.biClrUsed = 0; 
    bi.bmiHeader.biClrImportant = 0; 
    SetDIBits(hdcDst, hBmpDst, 0, dstY, dst, &bi, DIB_RGB_COLORS); 

    // Free the color arrays 
    free(src); 
    free(dst); 
    SelectObject(hdcSrc, oldSrcBmp); 
    SelectObject(hdcDst, oldDstBmp); 
    ReleaseDC(NULL, hdcScreen); 
    DeleteDC(hdcSrc); 
    DeleteDC(hdcDst); 
    return hBmpDst; 
}