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Locus Effects

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15 Feb 2006CPOL12 min read 296K   3.7K   188  
.NET/C# visual effects framework for changing the user's locus of attention to an area on the screen.
#region � Copyright 2005, BigMan's Stuff - Yuval Naveh, Locus Effects
// Locus Effects
// 
// � Copyright 2005, BigMan's Stuff - Yuval Naveh
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without modification, 
// are permitted provided that the following conditions are met:
//
//  * Redistributions of source code must retain the above copyright notice, 
//    this list of conditions and the following disclaimer. 
//  * Redistributions in binary form must reproduce the above copyright notice,
//    this list of conditions and the following disclaimer in the documentation
//    and/or other materials provided with the distribution. 
//  * Neither the name of BigMan's Stuff, Locus Effects, nor the names of its contributors 
//    may be used to endorse or promote products derived from this software
//    without specific prior written permission. 
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, 
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#endregion

using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;

namespace BigMansStuff.Common
{
	/// <summary>
	/// BitmapUtilities -
	/// Provides common  utilities for bitmap manipulation
	/// </summary>
	public sealed class BitmapUtilities
	{
		#region Constructors
		/// <summary>
		/// Private constructor to avoid instantiation
		/// </summary>
		private BitmapUtilities()
		{
		}
		#endregion //Private

		#region Public Methods

		/// <summary>
		/// Creates a new Image containing the same image only rotated
		/// </summary>
		/// <param name="image">The <see cref="System.Drawing.Image"/> to rotate</param>
		/// <param name="angle">The amount to rotate the image, clockwise, in degrees</param>
		/// <returns>A new <see cref="System.Drawing.Bitmap"/> that is just large enough
		/// to contain the rotated image without cutting any corners off.</returns>
		/// <exception cref="System.ArgumentNullException">Thrown if 'image' is null.</exception>
		/// <remarks>
		/// Based on Code Project article: Image Rotation in .NET By James T. Johnson.
		/// http://www.codeproject.com/csharp/rotateimage.asp
		///  Thanks James!
		/// </remarks>
		public static Bitmap RotateImage(Image image, float angle)
		{
			if(image == null)
				throw new ArgumentNullException( "image" ) ;

			angle = angle % 360 ;

			const double pi2 = Math.PI / 2.0;

			// Why can't C# allow these to be const, or at least readonly
			// *sigh*  I'm starting to talk like Christian Graus :omg:
			double oldWidth = (double) image.Width;
			double oldHeight = (double) image.Height;
			
			// Convert degrees to radians
			double theta = ((double) angle) * Math.PI / 180.0;
			double locked_theta = theta;

			// Ensure theta is now [0, 2pi)
			while( locked_theta < 0.0 )
				locked_theta += 2 * Math.PI;

			double newWidth, newHeight; 
			int nWidth, nHeight; // The newWidth/newHeight expressed as ints

			#region Explaination of the calculations
			/*
			 * The trig involved in calculating the new width and height
			 * is fairly simple; the hard part was remembering that when 
			 * PI/2 <= theta <= PI and 3PI/2 <= theta < 2PI the width and 
			 * height are switched.
			 * 
			 * When you rotate a rectangle, r, the bounding box surrounding r
			 * contains for right-triangles of empty space.  Each of the 
			 * triangles hypotenuse's are a known length, either the width or
			 * the height of r.  Because we know the length of the hypotenuse
			 * and we have a known angle of rotation, we can use the trig
			 * function identities to find the length of the other two sides.
			 * 
			 * sine = opposite/hypotenuse
			 * cosine = adjacent/hypotenuse
			 * 
			 * solving for the unknown we get
			 * 
			 * opposite = sine * hypotenuse
			 * adjacent = cosine * hypotenuse
			 * 
			 * Another interesting point about these triangles is that there
			 * are only two different triangles. The proof for which is easy
			 * to see, but its been too long since I've written a proof that
			 * I can't explain it well enough to want to publish it.  
			 * 
			 * Just trust me when I say the triangles formed by the lengths 
			 * width are always the same (for a given theta) and the same 
			 * goes for the height of r.
			 * 
			 * Rather than associate the opposite/adjacent sides with the
			 * width and height of the original bitmap, I'll associate them
			 * based on their position.
			 * 
			 * adjacent/oppositeTop will refer to the triangles making up the 
			 * upper right and lower left corners
			 * 
			 * adjacent/oppositeBottom will refer to the triangles making up 
			 * the upper left and lower right corners
			 * 
			 * The names are based on the right side corners, because thats 
			 * where I did my work on paper (the right side).
			 * 
			 * Now if you draw this out, you will see that the width of the 
			 * bounding box is calculated by adding together adjacentTop and 
			 * oppositeBottom while the height is calculate by adding 
			 * together adjacentBottom and oppositeTop.
			 */
			#endregion

			double adjacentTop, oppositeTop;
			double adjacentBottom, oppositeBottom;

			// We need to calculate the sides of the triangles based
			// on how much rotation is being done to the bitmap.
			//   Refer to the first paragraph in the explaination above for 
			//   reasons why.
			if( (locked_theta >= 0.0 && locked_theta < pi2) ||
				(locked_theta >= Math.PI && locked_theta < (Math.PI + pi2) ) )
			{
				adjacentTop = Math.Abs(Math.Cos(locked_theta)) * oldWidth;
				oppositeTop = Math.Abs(Math.Sin(locked_theta)) * oldWidth;

				adjacentBottom = Math.Abs(Math.Cos(locked_theta)) * oldHeight;
				oppositeBottom = Math.Abs(Math.Sin(locked_theta)) * oldHeight;
			}
			else
			{
				adjacentTop = Math.Abs(Math.Sin(locked_theta)) * oldHeight;
				oppositeTop = Math.Abs(Math.Cos(locked_theta)) * oldHeight;

				adjacentBottom = Math.Abs(Math.Sin(locked_theta)) * oldWidth;
				oppositeBottom = Math.Abs(Math.Cos(locked_theta)) * oldWidth;
			}
			
			newWidth = adjacentTop + oppositeBottom;
			newHeight = adjacentBottom + oppositeTop;

			nWidth = (int) Math.Ceiling(newWidth);
			nHeight = (int) Math.Ceiling(newHeight);

			Bitmap rotatedBmp = new Bitmap( nWidth, nHeight ) ;

			using ( Graphics g = Graphics.FromImage( rotatedBmp ) )
			{
				// This array will be used to pass in the three points that 
				// make up the rotated image
				Point [] points;

				/*
				 * The values of opposite/adjacentTop/Bottom are referring to 
				 * fixed locations instead of in relation to the
				 * rotating image so I need to change which values are used
				 * based on the how much the image is rotating.
				 * 
				 * For each point, one of the coordinates will always be 0, 
				 * nWidth, or nHeight.  This because the Bitmap we are drawing on
				 * is the bounding box for the rotated bitmap.  If both of the 
				 * corrdinates for any of the given points wasn't in the set above
				 * then the bitmap we are drawing on WOULDN'T be the bounding box
				 * as required.
				 */
				if( locked_theta >= 0.0 && locked_theta < pi2 )
				{
					points = new Point[] { 
											 new Point( (int) oppositeBottom, 0 ), 
											 new Point( nWidth, (int) oppositeTop ),
											 new Point( 0, (int) adjacentBottom )
										 };

				}
				else if( locked_theta >= pi2 && locked_theta < Math.PI )
				{
					points = new Point[] { 
											 new Point( nWidth, (int) oppositeTop ),
											 new Point( (int) adjacentTop, nHeight ),
											 new Point( (int) oppositeBottom, 0 )						 
										 };
				}
				else if( locked_theta >= Math.PI && locked_theta < (Math.PI + pi2) )
				{
					points = new Point[] { 
											 new Point( (int) adjacentTop, nHeight ), 
											 new Point( 0, (int) adjacentBottom ),
											 new Point( nWidth, (int) oppositeTop )
										 };
				}
				else
				{
					points = new Point[] { 
											 new Point( 0, (int) adjacentBottom ), 
											 new Point( (int) oppositeBottom, 0 ),
											 new Point( (int) adjacentTop, nHeight )		
										 };
				}

				g.DrawImage( image, points ) ;
			}

			return rotatedBmp ;
		}


		#endregion //Public
	}
  
}

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
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I've been punching code since the age of 9 when I got my first computer - A Sinclair Spectrum with 48Kb of RAM!
That was a great time, when peek and pokes were the way to do stuff.

I wrote in X86 Assembly, Logo Wink | ;) , Basic, C, C++, Pascal, Delphi, Java and in the last 16 years C#, but NodeJS and Python too.

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