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;
}
有一个jsFiddle? – alex
你能告诉我们你的旋转算法的实现吗? – Philipp
我更新了这个问题,我想现在应该更清楚了:D – kaljak