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License: The BSD License
Image Rotation in .NETBy James T. JohnsonRotates an image without having to worry about cropping the edges. |
C#.NET 1.0, Win2K, WinXP, Dev
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A few days ago
Tweety
asked me how you would go about rotating an Image object. The reply seemed
simple enough, use the Transform property of your Graphics object with a
Matrix object
having the appropriate Rotate method called on it. But I forgot about one
aspect regarding the transforms, while it is easy to rotate the Image, you have
to jump through hoops to get it to rotate correctly and still remain in somewhat
the same location.
Since I was disgusted from looking at the same non-working code for the past two weeks this was a welcome vacation.
I wanted to take what seemed the obvious way to do this, so I started messing
around with the Rotate/RotateAt methods and trying to figure out what the
equation to create the proper translation should be. Unfortunately I could
never figure out the proper formula. Looking over my previous drawings
something did occur to me, I could figure out the size of the smallest possible
rectangle in which the rotated bitmap would fit, or the bounding box.
Given an angle of rotation, theta, and knowing the width and height of the original bitmap I can figure out the size of the triangles of 'empty space'.
Some basic trig identities are used to calculate the lengths of the sides of the triangles. Assuming a right triangle, then:
cos(theta) = length(adjacent)/length(hypotenuse)
sin(theta) = length(opposite)/length(hypotenuse)
Solving for the unknown you get:
length(adjacent) = cos(theta) * length(hypotenuse)
length(opposite) = sin(theta) * length(hypotenuse)
Since we have a known theta and hypotenuse we can calculate the length of the other two sides of each triangle. To make it clear, the length of the hypotenuse is either the width or the height of the original rectangle, r.
Now looking at the diagram we can see that the width of the bounding box will be oh + aw and the height of the bounding box will be ah + ow. I'll leave it as an exercise for the reader to come up with the proof that shows why there are only at most two different sized triangles for any rectangle r in the above diagram.
Also looking at the diagram it became obvious what the coordinates of each corner of the bitmap would be for the rotation, now if only I had a way to specify the coordinates of each corner when drawing an image...what do you know, I do!
Graphics.DrawImage(Image image, Point[] destPoints);
destPoints is a 3 element array of Point objects, which defines
a parallelogram. The three points you need to pass in define where the
upper-left corner, the upper-right corner, and the lower-left corner of the
original image should be drawn. With this one method you can perform scales and
rotations easily.
The last part to take into consideration is that the above portions only work when the angle of rotation is between 0 and 90 degrees, or 0 and PI/2 radians. But handling rotations greater than that is easy, by using the absolute value of the values of cos(theta) and sin(theta) the first rotation of 90 degrees will cause the return to go from 0 to 1 and the next rotation causes it to go from 1 to 0, repeating forever which is the behavior we desire. The only tricky part is that each time you rotate 90 degrees the height and width need to switch, else you'll be calculating values based on the wrong hypotenuse.
While the bitmap is rotating, the points used differ for each quadrant theta is in, so when calculating the points I had to break it up based on that condition.
In the code snippet before 7 values are used, nWidth and
nHeight are the width and height, respectively, of the bounding box/new
bitmap. adjacentTop and oppositeTop are the
lengths of the adjacent and opposite sides of the triangle labeled top in the
diagram. The same is true for adjacentBottom and
oppositeBottom except it uses the other triangle; the last value is of
course 0. Because the trig functions expect everything to be done in
radians (and I prefer radians anyway), theta has been converted
from degrees to radians.
const double pi2 = Math.PI / 2.0;
if( theta >= 0.0 && theta < pi2 )
{
points = new Point[] {
new Point( (int) oppositeBottom, 0 ),
new Point( nWidth, (int) oppositeTop ),
new Point( 0, (int) adjacentBottom )
};
}
else if( theta >= pi2 && theta < Math.PI )
{
points = new Point[] {
new Point( nWidth, (int) oppositeTop ),
new Point( (int) adjacentTop, nHeight ),
new Point( (int) oppositeBottom, 0 )
};
}
else if( theta >= Math.PI && theta < (Math.PI + pi2) )
{
points = new Point[] {
new Point( (int) adjacentTop, nHeight ),
new Point( 0, (int) adjacentBottom ),
new Point( nWidth, (int) oppositeTop )
};
}
else // theta >= (Math.PI + pi2)
{
points = new Point[] {
new Point( 0, (int) adjacentBottom ),
new Point( (int) oppositeBottom, 0 ),
new Point( (int) adjacentTop, nHeight )
};
}
Rather than use the same bitmap for the rotation, I always create a new bitmap to draw on. This is done for a couple reasons:
So when you pass an Image in, you will get a new one out and it should be of comparable quality to the original image.
The demo program is extremely basic, the only interesting portion of it, is
that I made the NumericUpDown control wrap around using the next bit of code.
if( angle.Value > 359.9m )
{
angle.Value = 0;
return ;
}
if( angle.Value < 0.0m )
{
angle.Value = 359.9m;
return ;
}
pictureBox.Image = Utilities.RotateImage(img,
(float) angle.Value );
After setting the new value I return from the method so that it can run again because of the change I made.
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Last Updated: 6 Dec 2002 Editor: James T. Johnson |
Copyright 2002 by James T. Johnson Everything else Copyright © CodeProject, 1999-2009 Web19 | Advertise on the Code Project |