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UIImage를 90도 회전시키는 방법

bestprogram 2023. 4. 12. 23:04

UIImage를 90도 회전시키는 방법

는 나나 a a a가 있다UIImage, 그그 that thatUIImageOrientationUp(세로) 시계 반대 방향으로 90도 회전하고 싶다.사용하고 싶지 않다CGAffineTransform을 of of of of of 의 픽셀을 UIImage위치를 바꿀 수 있습니다. 코드그림 을하고 있습니다.코드 은 원래 크기 있습니다.UIImage이 일을 하기 위해서.를 현재 했습니다.UIImage에러가 표시됩니다.

(오류): CGBitmapContextCreate: 비활성 데이터 바이트/행: 8개의 정수 비트/컴포넌트, 3개의 컴포넌트, kCGImageAlphaPremultiplidLast에 대해 1708 이상이어야 합니다.

(타깃 사이즈 BTW로 작은 사이즈를 제공해도 에러는 발생하지 않습니다).어떻게 나의 방방 how 를 회전시킬 수 ?UIImage현재 크기를 유지하면서 코어 그래픽 기능만 사용하는 90도 CCW?

-(UIImage*)reverseImageByScalingToSize:(CGSize)targetSize:(UIImage*)anImage
{
    UIImage* sourceImage = anImage; 
    CGFloat targetWidth = targetSize.height;
    CGFloat targetHeight = targetSize.width;

    CGImageRef imageRef = [sourceImage CGImage];
    CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
    CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef);

    if (bitmapInfo == kCGImageAlphaNone) {
        bitmapInfo = kCGImageAlphaNoneSkipLast;
    }

    CGContextRef bitmap;

    if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) {
        bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);

    } else {


        bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);

    }       


    if (sourceImage.imageOrientation == UIImageOrientationRight) {
        CGContextRotateCTM (bitmap, radians(90));
        CGContextTranslateCTM (bitmap, 0, -targetHeight);

    } else if (sourceImage.imageOrientation == UIImageOrientationLeft) {
        CGContextRotateCTM (bitmap, radians(-90));
        CGContextTranslateCTM (bitmap, -targetWidth, 0);

    } else if (sourceImage.imageOrientation == UIImageOrientationDown) {
        // NOTHING
    } else if (sourceImage.imageOrientation == UIImageOrientationUp) {
        CGContextRotateCTM (bitmap, radians(90));
        CGContextTranslateCTM (bitmap, 0, -targetHeight);
    }

    CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef);
    CGImageRef ref = CGBitmapContextCreateImage(bitmap);
    UIImage* newImage = [UIImage imageWithCGImage:ref];

    CGContextRelease(bitmap);
    CGImageRelease(ref);

    return newImage; 
}

가장 쉬운 방법(및 스레드 세이프)은 다음과 같습니다.

//assume that the image is loaded in landscape mode from disk
UIImage * landscapeImage = [UIImage imageNamed:imgname];
UIImage * portraitImage = [[UIImage alloc] initWithCGImage: landscapeImage.CGImage
                                                     scale: 1.0
                                               orientation: UIImageOrientationRight];

주의: Brainware가 말했듯이 이는 이미지의 방향 데이터만 변경할 뿐 픽셀 데이터는 변경되지 않습니다.애플리케이션에 따라서는, 이것만으로는 불충분한 경우가 있습니다.

또는 Swift:

guard
    let landscapeImage = UIImage(named: "imgname"),
    let landscapeCGImage = landscapeImage.cgImage
else { return }
let portraitImage = UIImage(cgImage: landscapeCGImage, scale: landscapeImage.scale, orientation: .right)

Hardy Macia의 심플하고 멋진 코드를 확인하십시오: 컷-스케일링-회전-의이미지

그냥 전화하세요.

UIImage *rotatedImage = [originalImage imageRotatedByDegrees:90.0];

고마워 하디 마시아!

머리글:

- **(UIImage *)imageAtRect:(CGRect)rect;**
- **(UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;**
- **(UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize;**
- **(UIImage *)imageByScalingToSize:(CGSize)targetSize;**
- **(UIImage *)imageRotatedByRadians:(CGFloat)radians;**
- **(UIImage *)imageRotatedByDegrees:(CGFloat)degrees;**

링크가 끊어질 수도 있으므로, 여기 완전한 코드가 있습니다.

//
//  UIImage-Extensions.h
//
//  Created by Hardy Macia on 7/1/09.
//  Copyright 2009 Catamount Software. All rights reserved.
//
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>

@interface UIImage (CS_Extensions)
- (UIImage *)imageAtRect:(CGRect)rect;
- (UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize;
- (UIImage *)imageByScalingToSize:(CGSize)targetSize;
- (UIImage *)imageRotatedByRadians:(CGFloat)radians;
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees;

@end;

//
//  UIImage-Extensions.m
//
//  Created by Hardy Macia on 7/1/09.
//  Copyright 2009 Catamount Software. All rights reserved.
//

#import "UIImage-Extensions.h"

CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;};
CGFloat RadiansToDegrees(CGFloat radians) {return radians * 180/M_PI;};

@implementation UIImage (CS_Extensions)

-(UIImage *)imageAtRect:(CGRect)rect
{
   
   CGImageRef imageRef = CGImageCreateWithImageInRect([self CGImage], rect);
   UIImage* subImage = [UIImage imageWithCGImage: imageRef];
   CGImageRelease(imageRef);
   
   return subImage;
   
}

- (UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize {
   
   UIImage *sourceImage = self;
   UIImage *newImage = nil;
   
   CGSize imageSize = sourceImage.size;
   CGFloat width = imageSize.width;
   CGFloat height = imageSize.height;
   
   CGFloat targetWidth = targetSize.width;
   CGFloat targetHeight = targetSize.height;
   
   CGFloat scaleFactor = 0.0;
   CGFloat scaledWidth = targetWidth;
   CGFloat scaledHeight = targetHeight;
   
   CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
   
   if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
      
      CGFloat widthFactor = targetWidth / width;
      CGFloat heightFactor = targetHeight / height;
      
      if (widthFactor > heightFactor) 
         scaleFactor = widthFactor;
      else
         scaleFactor = heightFactor;
      
      scaledWidth  = width * scaleFactor;
      scaledHeight = height * scaleFactor;
      
      // center the image
      
      if (widthFactor > heightFactor) {
         thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5; 
      } else if (widthFactor < heightFactor) {
         thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
      }
   }
   
   
   // this is actually the interesting part:
   
   UIGraphicsBeginImageContext(targetSize);
   
   CGRect thumbnailRect = CGRectZero;
   thumbnailRect.origin = thumbnailPoint;
   thumbnailRect.size.width  = scaledWidth;
   thumbnailRect.size.height = scaledHeight;
   
   [sourceImage drawInRect:thumbnailRect];
   
   newImage = UIGraphicsGetImageFromCurrentImageContext();
   UIGraphicsEndImageContext();
   
   if(newImage == nil) NSLog(@"could not scale image");
   
   
   return newImage ;
}


- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize {
   
   UIImage *sourceImage = self;
   UIImage *newImage = nil;
   
   CGSize imageSize = sourceImage.size;
   CGFloat width = imageSize.width;
   CGFloat height = imageSize.height;
   
   CGFloat targetWidth = targetSize.width;
   CGFloat targetHeight = targetSize.height;
   
   CGFloat scaleFactor = 0.0;
   CGFloat scaledWidth = targetWidth;
   CGFloat scaledHeight = targetHeight;
   
   CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
   
   if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
      
      CGFloat widthFactor = targetWidth / width;
      CGFloat heightFactor = targetHeight / height;
      
      if (widthFactor < heightFactor) 
         scaleFactor = widthFactor;
      else
         scaleFactor = heightFactor;
      
      scaledWidth  = width * scaleFactor;
      scaledHeight = height * scaleFactor;
      
      // center the image
      
      if (widthFactor < heightFactor) {
         thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5; 
      } else if (widthFactor > heightFactor) {
         thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
      }
   }
   
   
   // this is actually the interesting part:
   
   UIGraphicsBeginImageContext(targetSize);
   
   CGRect thumbnailRect = CGRectZero;
   thumbnailRect.origin = thumbnailPoint;
   thumbnailRect.size.width  = scaledWidth;
   thumbnailRect.size.height = scaledHeight;
   
   [sourceImage drawInRect:thumbnailRect];
   
   newImage = UIGraphicsGetImageFromCurrentImageContext();
   UIGraphicsEndImageContext();
   
   if(newImage == nil) NSLog(@"could not scale image");
   
   
   return newImage ;
}


- (UIImage *)imageByScalingToSize:(CGSize)targetSize {
   
   UIImage *sourceImage = self;
   UIImage *newImage = nil;
   
   //   CGSize imageSize = sourceImage.size;
   //   CGFloat width = imageSize.width;
   //   CGFloat height = imageSize.height;
   
   CGFloat targetWidth = targetSize.width;
   CGFloat targetHeight = targetSize.height;
   
   //   CGFloat scaleFactor = 0.0;
   CGFloat scaledWidth = targetWidth;
   CGFloat scaledHeight = targetHeight;
   
   CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
   
   // this is actually the interesting part:
   
   UIGraphicsBeginImageContext(targetSize);
   
   CGRect thumbnailRect = CGRectZero;
   thumbnailRect.origin = thumbnailPoint;
   thumbnailRect.size.width  = scaledWidth;
   thumbnailRect.size.height = scaledHeight;
   
   [sourceImage drawInRect:thumbnailRect];
   
   newImage = UIGraphicsGetImageFromCurrentImageContext();
   UIGraphicsEndImageContext();
   
   if(newImage == nil) NSLog(@"could not scale image");
   
   
   return newImage ;
}


- (UIImage *)imageRotatedByRadians:(CGFloat)radians
{
   return [self imageRotatedByDegrees:RadiansToDegrees(radians)];
}

- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees 
{   
   // calculate the size of the rotated view's containing box for our drawing space
   UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,self.size.width, self.size.height)];
   CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
   rotatedViewBox.transform = t;
   CGSize rotatedSize = rotatedViewBox.frame.size;
   [rotatedViewBox release];
   
   // Create the bitmap context
   UIGraphicsBeginImageContext(rotatedSize);
   CGContextRef bitmap = UIGraphicsGetCurrentContext();
   
   // Move the origin to the middle of the image so we will rotate and scale around the center.
   CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);
   
   //   // Rotate the image context
   CGContextRotateCTM(bitmap, DegreesToRadians(degrees));
   
   // Now, draw the rotated/scaled image into the context
   CGContextScaleCTM(bitmap, 1.0, -1.0);
   CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2, self.size.width, self.size.height), [self CGImage]);
   
   UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
   UIGraphicsEndImageContext();
   return newImage;
   
}

@end;

예를 들어 다음과 같습니다.

static inline double radians (double degrees) {return degrees * M_PI/180;}
UIImage* rotate(UIImage* src, UIImageOrientation orientation)
{
    UIGraphicsBeginImageContext(src.size);

    CGContextRef context = UIGraphicsGetCurrentContext();

    if (orientation == UIImageOrientationRight) {
        CGContextRotateCTM (context, radians(90));
    } else if (orientation == UIImageOrientationLeft) {
        CGContextRotateCTM (context, radians(-90));
    } else if (orientation == UIImageOrientationDown) {
        // NOTHING
    } else if (orientation == UIImageOrientationUp) {
        CGContextRotateCTM (context, radians(90));
    }

    [src drawAtPoint:CGPointMake(0, 0)];

    UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return image;
}

이상하게도 다음 코드가 문제를 해결했습니다.

+ (UIImage*)unrotateImage:(UIImage*)image {
    CGSize size = image.size;
    UIGraphicsBeginImageContext(size);
    [image drawInRect:CGRectMake(0,0,size.width ,size.height)];
    UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();

    return newImage;
}

스레드 세이프 회전 기능은 다음과 같습니다(훨씬 잘 작동합니다).

-(UIImage*)imageByRotatingImage:(UIImage*)initImage fromImageOrientation:(UIImageOrientation)orientation
{
CGImageRef imgRef = initImage.CGImage;

CGFloat width = CGImageGetWidth(imgRef);
CGFloat height = CGImageGetHeight(imgRef);

CGAffineTransform transform = CGAffineTransformIdentity;
CGRect bounds = CGRectMake(0, 0, width, height);
CGSize imageSize = CGSizeMake(CGImageGetWidth(imgRef), CGImageGetHeight(imgRef));
CGFloat boundHeight;
UIImageOrientation orient = orientation;
switch(orient) {

    case UIImageOrientationUp: //EXIF = 1
        return initImage;
        break;

    case UIImageOrientationUpMirrored: //EXIF = 2
        transform = CGAffineTransformMakeTranslation(imageSize.width, 0.0);
        transform = CGAffineTransformScale(transform, -1.0, 1.0);
        break;

    case UIImageOrientationDown: //EXIF = 3
        transform = CGAffineTransformMakeTranslation(imageSize.width, imageSize.height);
        transform = CGAffineTransformRotate(transform, M_PI);
        break;

    case UIImageOrientationDownMirrored: //EXIF = 4
        transform = CGAffineTransformMakeTranslation(0.0, imageSize.height);
        transform = CGAffineTransformScale(transform, 1.0, -1.0);
        break;

    case UIImageOrientationLeftMirrored: //EXIF = 5
        boundHeight = bounds.size.height;
        bounds.size.height = bounds.size.width;
        bounds.size.width = boundHeight;
        transform = CGAffineTransformMakeTranslation(imageSize.height, imageSize.width);
        transform = CGAffineTransformScale(transform, -1.0, 1.0);
        transform = CGAffineTransformRotate(transform, 3.0 * M_PI / 2.0);
        break;

    case UIImageOrientationLeft: //EXIF = 6
        boundHeight = bounds.size.height;
        bounds.size.height = bounds.size.width;
        bounds.size.width = boundHeight;
        transform = CGAffineTransformMakeTranslation(0.0, imageSize.width);
        transform = CGAffineTransformRotate(transform, 3.0 * M_PI / 2.0);
        break;

    case UIImageOrientationRightMirrored: //EXIF = 7
        boundHeight = bounds.size.height;
        bounds.size.height = bounds.size.width;
        bounds.size.width = boundHeight;
        transform = CGAffineTransformMakeScale(-1.0, 1.0);
        transform = CGAffineTransformRotate(transform, M_PI / 2.0);
        break;

    case UIImageOrientationRight: //EXIF = 8
        boundHeight = bounds.size.height;
        bounds.size.height = bounds.size.width;
        bounds.size.width = boundHeight;
        transform = CGAffineTransformMakeTranslation(imageSize.height, 0.0);
        transform = CGAffineTransformRotate(transform, M_PI / 2.0);
        break;

    default:
        [NSException raise:NSInternalInconsistencyException format:@"Invalid image orientation"];

}
// Create the bitmap context
CGContextRef    context = NULL;
void *          bitmapData;
int             bitmapByteCount;
int             bitmapBytesPerRow;

// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow   = (bounds.size.width * 4);
bitmapByteCount     = (bitmapBytesPerRow * bounds.size.height);
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL)
{
    return nil;
}

// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
// per component. Regardless of what the source image format is
// (CMYK, Grayscale, and so on) it will be converted over to the format
// specified here by CGBitmapContextCreate.
CGColorSpaceRef colorspace = CGImageGetColorSpace(imgRef);
context = CGBitmapContextCreate (bitmapData,bounds.size.width,bounds.size.height,8,bitmapBytesPerRow,
                                 colorspace, kCGBitmapAlphaInfoMask & kCGImageAlphaPremultipliedLast);

if (context == NULL)
    // error creating context
    return nil;

CGContextScaleCTM(context, -1.0, -1.0);
CGContextTranslateCTM(context, -bounds.size.width, -bounds.size.height);

CGContextConcatCTM(context, transform);

// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextDrawImage(context, CGRectMake(0,0,width, height), imgRef);

CGImageRef imgRef2 = CGBitmapContextCreateImage(context);
CGContextRelease(context);
free(bitmapData);
UIImage * image = [UIImage imageWithCGImage:imgRef2 scale:initImage.scale orientation:UIImageOrientationUp];
CGImageRelease(imgRef2);
return image;
}

저는 승인된 답변을 포함하여 위의 ll에 문제가 있었습니다.이미지를 회전시키는 것이 전부였기 때문에 하디의 카테고리를 수법으로 다시 변환했습니다.다음은 코드와 사용방법입니다.

- (UIImage *)imageRotatedByDegrees:(UIImage*)oldImage deg:(CGFloat)degrees{
// calculate the size of the rotated view's containing box for our drawing space
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,oldImage.size.width, oldImage.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(degrees * M_PI / 180);
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef bitmap = UIGraphicsGetCurrentContext();

// Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);

//   // Rotate the image context
CGContextRotateCTM(bitmap, (degrees * M_PI / 180));

// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-oldImage.size.width / 2, -oldImage.size.height / 2, oldImage.size.width, oldImage.size.height), [oldImage CGImage]);

UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}

사용방법:

UIImage *image2 = [self imageRotatedByDegrees:image deg:90];

고마워 하디!

이미지를 90도 회전합니다(시계/시계 반대 방향).

함수 호출 -

 UIImage *rotatedImage = [self rotateImage:originalImage clockwise:YES];

구현:

- (UIImage*)rotateImage:(UIImage*)sourceImage clockwise:(BOOL)clockwise
  {
    CGSize size = sourceImage.size;
    UIGraphicsBeginImageContext(CGSizeMake(size.height, size.width));
    [[UIImage imageWithCGImage:[sourceImage CGImage]
                         scale:1.0
                   orientation:clockwise ? UIImageOrientationRight : UIImageOrientationLeft]
                   drawInRect:CGRectMake(0,0,size.height ,size.width)];

   UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
   UIGraphicsEndImageContext();

   return newImage;
  }

스위프트사용하세요.let rotatedImage = image.rotated(byDegrees: degree)다른 답변 중 하나에서 Objective-C 코드를 사용하여 잘못된 몇 줄(회전 상자)을 삭제하고 UIImage의 확장자로 변환했습니다.

extension UIImage {

func rotate(byDegrees degree: Double) -> UIImage {
    let radians = CGFloat(degree*M_PI)/180.0 as CGFloat
    let rotatedSize = self.size
    let scale = UIScreen.mainScreen().scale
    UIGraphicsBeginImageContextWithOptions(rotatedSize, false, scale)
    let bitmap = UIGraphicsGetCurrentContext()
    CGContextTranslateCTM(bitmap, rotatedSize.width / 2, rotatedSize.height / 2);
    CGContextRotateCTM(bitmap, radians);
    CGContextScaleCTM(bitmap, 1.0, -1.0);
    CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2 , self.size.width, self.size.height), self.CGImage );
    let newImage = UIGraphicsGetImageFromCurrentImageContext()

    return newImage
}
}

90」은, 「90」으로, 「90」은 「90」으로 되어 있습니다 )finalImageUIIMage를 사용하다)

- (void)rotatePhoto {
    UIImage *rotatedImage;

    if (finalImage.imageOrientation == UIImageOrientationRight)
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                              scale: 1.0
                                        orientation: UIImageOrientationDown];
    else if (finalImage.imageOrientation == UIImageOrientationDown)
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                              scale: 1.0
                                        orientation: UIImageOrientationLeft];
    else if (finalImage.imageOrientation == UIImageOrientationLeft)
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                              scale: 1.0
                                        orientation: UIImageOrientationUp];
    else
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                                     scale: 1.0
                                               orientation: UIImageOrientationRight];
    finalImage = rotatedImage;
}

간단해 그냥 이미지 방향 플래그를 바꾸면 돼

UIImage *oldImage = [UIImage imageNamed:@"whatever.jpg"];
UIImageOrientation newOrientation;
switch (oldImage.imageOrientation) {
    case UIImageOrientationUp:
        newOrientation = UIImageOrientationLandscapeLeft;
        break;
    case UIImageOrientationLandscapeLeft:
        newOrientation = UIImageOrientationDown;
        break;
    case UIImageOrientationDown:
        newOrientation = UIImageOrientationLandscapeRight;
        break;
    case UIImageOrientationLandscapeRight:
        newOrientation = UIImageOrientationUp;
        break;
    // you can also handle mirrored orientations similarly ...
}
UIImage *rotatedImage = [UIImage imageWithCGImage:oldImage.CGImage scale:1.0f orientation:newOrientation];

Swift 3 UIMage 확장:

func fixOrientation() -> UIImage {

    // No-op if the orientation is already correct
    if ( self.imageOrientation == .up ) {
        return self;
    }

    // We need to calculate the proper transformation to make the image upright.
    // We do it in 2 steps: Rotate if Left/Right/Down, and then flip if Mirrored.
    var transform: CGAffineTransform = .identity

    if ( self.imageOrientation == .down || self.imageOrientation == .downMirrored ) {
        transform = transform.translatedBy(x: self.size.width, y: self.size.height)
        transform = transform.rotated(by: .pi)
    }

    if ( self.imageOrientation == .left || self.imageOrientation == .leftMirrored ) {
        transform = transform.translatedBy(x: self.size.width, y: 0)
        transform = transform.rotated(by: .pi/2)
    }

    if ( self.imageOrientation == .right || self.imageOrientation == .rightMirrored ) {
        transform = transform.translatedBy(x: 0, y: self.size.height);
        transform = transform.rotated(by: -.pi/2);
    }

    if ( self.imageOrientation == .upMirrored || self.imageOrientation == .downMirrored ) {
        transform = transform.translatedBy(x: self.size.width, y: 0)
        transform = transform.scaledBy(x: -1, y: 1)
    }

    if ( self.imageOrientation == .leftMirrored || self.imageOrientation == .rightMirrored ) {
        transform = transform.translatedBy(x: self.size.height, y: 0);
        transform = transform.scaledBy(x: -1, y: 1);
    }

    // Now we draw the underlying CGImage into a new context, applying the transform
    // calculated above.
    let ctx: CGContext = CGContext(data: nil, width: Int(self.size.width), height: Int(self.size.height),
                                   bitsPerComponent: self.cgImage!.bitsPerComponent, bytesPerRow: 0,
                                   space: self.cgImage!.colorSpace!,
                                   bitmapInfo: self.cgImage!.bitmapInfo.rawValue)!;

    ctx.concatenate(transform)

    if ( self.imageOrientation == .left ||
        self.imageOrientation == .leftMirrored ||
        self.imageOrientation == .right ||
        self.imageOrientation == .rightMirrored ) {
        ctx.draw(self.cgImage!, in: CGRect(x: 0.0,y: 0.0,width: self.size.height,height: self.size.width))
    } else {
        ctx.draw(self.cgImage!, in: CGRect(x: 0.0,y: 0.0,width: self.size.width,height: self.size.height))
    }

    // And now we just create a new UIImage from the drawing context and return it
    return UIImage(cgImage: ctx.makeImage()!)
}

이 코드를 사용해 보면, 동작합니다.http://www.catamount.com/blog/1015/uiimage-extensions-for-cutting-scaling-and-rotating-uiimages/ 에서 취득했습니다.

+ (UIImage *)rotateImage:(UIImage*)src byRadian:(CGFloat)radian
{
    // calculate the size of the rotated view's containing box for our drawing space
    UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0, src.size.width, src.size.height)];
    CGAffineTransform t = CGAffineTransformMakeRotation(radian);
    rotatedViewBox.transform = t;
    CGSize rotatedSize = rotatedViewBox.frame.size;

    // Create the bitmap context
    UIGraphicsBeginImageContext(rotatedSize);
    CGContextRef bitmap = UIGraphicsGetCurrentContext();

    // Move the origin to the middle of the image so we will rotate and scale around the center.
    CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);

    //   // Rotate the image context
    CGContextRotateCTM(bitmap, radian);

    // Now, draw the rotated/scaled image into the context
    CGContextScaleCTM(bitmap, 1.0, -1.0);
    CGContextDrawImage(bitmap, CGRectMake(-src.size.width / 2, -src.size.height / 2, src.size.width, src.size.height), [src CGImage]);

    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return newImage;
}

하디 마시아의 코드에 기초한 다른 답변에 대한 약간의 변경입니다..UIView오브젝트는 단순히 회전된 이미지의 경계 직사각형을 계산합니다.만 하면 .CGRectApplyAffineTransform.

static CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;}
static CGFloat RadiansToDegrees(CGFloat radians) {return radians * 180/M_PI;}


- (CGSize)rotatedImageSize:(CGFloat)degrees
{
    CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
    CGRect originalImageRect = CGRectMake(0, 0, self.size.width, self.size.height);
    CGRect rotatedImageRect = CGRectApplyAffineTransform(originalImageRect, t);
    CGSize rotatedSize = rotatedImageRect.size;

    return rotatedSize;
}

- (UIImage*)imageRotatedByDegrees:(CGFloat)degrees
{
    // calculate the size of the rotated view's containing box for our drawing space
    CGSize rotatedSize = [self rotatedImageSize:degrees];

    // Create the bitmap context
    UIGraphicsBeginImageContext(rotatedSize);
    CGContextRef bitmap = UIGraphicsGetCurrentContext();

    // Move the origin to the middle of the image so we will rotate and scale around the center.
    CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);

    //   // Rotate the image context
    CGContextRotateCTM(bitmap, DegreesToRadians(degrees));

    // Now, draw the rotated/scaled image into the context
    CGContextScaleCTM(bitmap, 1.0, -1.0);
    CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2, self.size.width, self.size.height), [self CGImage]);

    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return newImage;
}

Swift 4.2 버전 RawMean의 답변:

extension UIImage {

func rotated(byDegrees degree: Double) -> UIImage {
    let radians = CGFloat(degree * .pi) / 180.0 as CGFloat
    let rotatedSize = self.size
    let scale = UIScreen.main.scale
    UIGraphicsBeginImageContextWithOptions(rotatedSize, false, scale)
    let bitmap = UIGraphicsGetCurrentContext()
    bitmap?.translateBy(x: rotatedSize.width / 2, y: rotatedSize.height / 2)
    bitmap?.rotate(by: radians)
    bitmap?.scaleBy(x: 1.0, y: -1.0)
    bitmap?.draw(
        self.cgImage!,
        in: CGRect.init(x: -self.size.width / 2, y: -self.size.height / 2 , width: self.size.width, height: self.size.height))
    let newImage = UIGraphicsGetImageFromCurrentImageContext()
    UIGraphicsEndImageContext() // this is needed
    return newImage!
}

}

"tint uiimage grayscale"이 이 작업에 적합한 Google-Fu인 것 같습니다.

바로 알 수 있어:

https://discussions.apple.com/message/8104516?messageID=8104516&#8104516

https://discussions.apple.com/thread/2751445?start=0&tstart=0

iPhone에서 이미지를 프로그램 방식으로 색칠하려면 어떻게 해야 합니까?

한 에 든다Peter Sarnowski은요, 수 수 EXIF메타데이터 등입니다.실제 이미지 데이터를 회전해야 하는 경우에는 다음과 같은 것을 권장합니다.

- (UIImage *)rotateImage:(UIImage *) img
{
    CGSize imgSize = [img size];
    UIGraphicsBeginImageContext(imgSize);
    CGContextRef context = UIGraphicsGetCurrentContext();
    CGContextRotateCTM(context, M_PI_2);
    CGContextTranslateCTM(context, 0, -640);
    [img drawInRect:CGRectMake(0, 0, imgSize.height, imgSize.width)];
    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return newImage;
}

위의 코드는 다음과 같은 방향의 이미지를 촬영합니다.Landscape안 나네요)Landscape Left ★★★★★★★★★★★★★★★★★」Landscape Right )로합니다.Portrait고객님의 필요에 따라 수정할 수 있는 예시입니다.

할 은 바로 이겁니다.CGContextRotateCTM(context, M_PI_2)하지만, 그 에 '얼마나 회전하고 싶은지', '얼마나 회전하고 싶은지', '얼마나 회전하고 싶은지', '얼마나', '얼마나 회전하고 싶은지', '얼마나 회전하고 싶은지'를 사용하여 화면에 그림을 .CGContextTranslateCTM(context, 0, -640)이 마지막 부분은 빈 화면이 아닌 이미지를 확인하는 데 매우 중요합니다.

상세한 것에 대하여는, 출처를 확인해 주세요.

resize-a-uiimage-the-way는 많은 코드샘플이 안고 있는 문제를 설명하고 UIImage+resize.m의 프라이빗 도우미 메서드는 회전을 허용하는 변환을 받아들이기 때문에 퍼블릭인터페이스로서 공개하면 됩니다.

// Returns a copy of the image that has been transformed using the given affine transform and scaled to the new size
// The new image's orientation will be UIImageOrientationUp, regardless of the current image's orientation
// If the new size is not integral, it will be rounded up
- (UIImage *)resizedImage:(CGSize)newSize
                transform:(CGAffineTransform)transform
           drawTransposed:(BOOL)transpose
     interpolationQuality:(CGInterpolationQuality)quality {
    CGRect newRect = CGRectIntegral(CGRectMake(0, 0, newSize.width, newSize.height));
    CGRect transposedRect = CGRectMake(0, 0, newRect.size.height, newRect.size.width);
    CGImageRef imageRef = self.CGImage;

    // Build a context that's the same dimensions as the new size
    CGContextRef bitmap = CGBitmapContextCreate(NULL,
                                                newRect.size.width,
                                                newRect.size.height,
                                                CGImageGetBitsPerComponent(imageRef),
                                                0,
                                                CGImageGetColorSpace(imageRef),
                                                CGImageGetBitmapInfo(imageRef));

    // Rotate and/or flip the image if required by its orientation
    CGContextConcatCTM(bitmap, transform);

    // Set the quality level to use when rescaling
    CGContextSetInterpolationQuality(bitmap, quality);

    // Draw into the context; this scales the image
    CGContextDrawImage(bitmap, transpose ? transposedRect : newRect, imageRef);

    // Get the resized image from the context and a UIImage
    CGImageRef newImageRef = CGBitmapContextCreateImage(bitmap);
    UIImage *newImage = [UIImage imageWithCGImage:newImageRef];

    // Clean up
    CGContextRelease(bitmap);
    CGImageRelease(newImageRef);

    return newImage;
}

이 파일의 라이선스는 다음과 같습니다.

// Created by Trevor Harmon on 8/5/09.
// Free for personal or commercial use, with or without modification.
// No warranty is expressed or implied.

NYXIMagesKit라는 매우 효율적인 UIImage 카테고리가 있습니다.vDSP, CoreImage 및 vImage를 사용하여 최대한 고속화합니다.[UIImage + Rotating ]카테고리가 있어, 나의 일상을 살렸습니다:)

https://github.com/Nyx0uf/NYXImagesKit

Swift의 경우: UIMage에 대한 간단한 확장:

//ImageRotation.swift

import UIKit

extension UIImage {  
    public func imageRotatedByDegrees(degrees: CGFloat, flip: Bool) -> UIImage {
        let radiansToDegrees: (CGFloat) -> CGFloat = {
            return $0 * (180.0 / CGFloat(M_PI))
        }
        let degreesToRadians: (CGFloat) -> CGFloat = {
            return $0 / 180.0 * CGFloat(M_PI)
        }

        // calculate the size of the rotated view's containing box for our drawing space
        let rotatedViewBox = UIView(frame: CGRect(origin: CGPointZero, size: size))
        let t = CGAffineTransformMakeRotation(degreesToRadians(degrees));
        rotatedViewBox.transform = t
        let rotatedSize = rotatedViewBox.frame.size

        // Create the bitmap context
        UIGraphicsBeginImageContext(rotatedSize)
        let bitmap = UIGraphicsGetCurrentContext()

        // Move the origin to the middle of the image so we will rotate and scale around the center.
        CGContextTranslateCTM(bitmap, rotatedSize.width / 2.0, rotatedSize.height / 2.0);

        //   // Rotate the image context
        CGContextRotateCTM(bitmap, degreesToRadians(degrees));

        // Now, draw the rotated/scaled image into the context
        var yFlip: CGFloat

        if(flip){
            yFlip = CGFloat(-1.0)
        } else {
            yFlip = CGFloat(1.0)
        }

        CGContextScaleCTM(bitmap, yFlip, -1.0)
        CGContextDrawImage(bitmap, CGRectMake(-size.width / 2, -size.height / 2, size.width, size.height), CGImage)

        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()

        return newImage
    }
}

(출처)

사용처:

rotatedPhoto = rotatedPhoto?.imageRotatedByDegrees(90, flip: false) 

플립이 참으로 설정된 경우 전자가 이미지를 회전시켜 플립합니다.

언급URL : https://stackoverflow.com/questions/1315251/how-to-rotate-a-uiimage-90-degrees