Reputation: 159
How do I rotate image then move to the top left 0,0 without cutting off the image.
Please read the comments inside the code. I got stuck at STEP 3 I think using trigonometry should be able to solve this problem.
thanks
private Bitmap RotateImage(Bitmap b, float angle)
{
//create a new empty bitmap to hold rotated image
Bitmap returnBitmap = new Bitmap(b.Width, b.Height);
//make a graphics object from the empty bitmap
Graphics g = Graphics.FromImage(returnBitmap);
//STEP 1 move rotation point to top left
g.TranslateTransform((float)0, (float)0);
//STEP 2 rotate
g.RotateTransform(angle);
//STEP 3 move image back to top left without cutting off the image
//SOME trigonometry calculation here
int newY = b.Height;
g.TranslateTransform(-(float)0, -newY);
//draw passed in image onto graphics object
g.DrawImage(b, new Point(0, 0));
return returnBitmap;
}
Upvotes: 1
Views: 4352
Reputation: 501
Does this cover the 'trigonometry'? I have made it step 0 because I think you need to do it first. That way you can calculate the size of the resulting bitmap, which will be bigger - see my comments in the code.
private Bitmap RotateImage(Bitmap b, float Angle) {
// The original bitmap needs to be drawn onto a new bitmap which will probably be bigger
// because the corners of the original will move outside the original rectangle.
// An easy way (OK slightly 'brute force') is to calculate the new bounding box is to calculate the positions of the
// corners after rotation and get the difference between the maximum and minimum x and y coordinates.
float wOver2 = b.Width / 2.0f;
float hOver2 = b.Height / 2.0f;
float radians = -(float)(Angle / 180.0 * Math.PI);
// Get the coordinates of the corners, taking the origin to be the centre of the bitmap.
PointF[] corners = new PointF[]{
new PointF(-wOver2, -hOver2),
new PointF(+wOver2, -hOver2),
new PointF(+wOver2, +hOver2),
new PointF(-wOver2, +hOver2)
};
for (int i = 0; i < 4; i++) {
PointF p = corners[i];
PointF newP = new PointF((float)(p.X * Math.Cos(radians) - p.Y * Math.Sin(radians)), (float)(p.X * Math.Sin(radians) + p.Y * Math.Cos(radians)));
corners[i] = newP;
}
// Find the min and max x and y coordinates.
float minX = corners[0].X;
float maxX = minX;
float minY = corners[0].Y;
float maxY = minY;
for (int i = 1; i < 4; i++) {
PointF p = corners[i];
minX = Math.Min(minX, p.X);
maxX = Math.Max(maxX, p.X);
minY = Math.Min(minY, p.Y);
maxY = Math.Max(maxY, p.Y);
}
// Get the size of the new bitmap.
SizeF newSize = new SizeF(maxX - minX, maxY - minY);
// ...and create it.
Bitmap returnBitmap = new Bitmap((int)Math.Ceiling(newSize.Width), (int)Math.Ceiling(newSize.Height));
// Now draw the old bitmap on it.
using (Graphics g = Graphics.FromImage(returnBitmap)) {
g.TranslateTransform(newSize.Width / 2.0f, newSize.Height / 2.0f);
g.RotateTransform(Angle);
g.TranslateTransform(-b.Width / 2.0f, -b.Height / 2.0f);
g.DrawImage(b, 0, 0);
}
return returnBitmap;
}
Upvotes: 10