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iOS开发- 相机获取到的图片自动旋转90度解决办法

iOS开发- 相机获取到的图片自动旋转90度解决办法

作者: Realank | 来源:发表于2016-05-04 11:28 被阅读5184次

    本文转载自这里:http://blog.csdn.net/hitwhylz/article/details/39518463

    今天写demo的时候发现, 如果把通过相机获取到的图片,直接进行操作, 比如裁剪, 缩放, 则会把原图片向又旋转90度。
    刚开始觉得莫名其妙, 不知所措。 后来百度了一下,找到了解决办法。

    查找过程中, 碰到了一种说法:

    //get original photo from iOS photos 
    //如果该图片大于2M,会自动旋转90度;否则不旋转
    UIImage* originalImg=[dict objectForKey:UIImagePickerControllerOriginalImage];
    

    至于是否正确, 还没确定。 先Mark。

    下面的解决办法亲测可行。 原文:http://www.cnblogs.com/jiangyazhou/archive/2012/03/22/2412343.html
    用相机拍摄出来的照片含有EXIF信息,UIImage的imageOrientation属性指的就是EXIF中的orientation信息。
    如果我们忽略orientation信息,而直接对照片进行像素处理或者drawInRect等操作,得到的结果是翻转或者旋转90之后的样子。这是因为我们执行像素处理或者drawInRect等操作之后,imageOrientaion信息被删除了,imageOrientaion被重设为0,造成照片内容和imageOrientaion不匹配。
    所以,在对照片进行处理之前,先将照片旋转到正确的方向,并且返回的imageOrientaion为0。
    下面这个方法就是一个UIImage category中的方法,用它可以达到以上目的。

    - (UIImage *)fixOrientation:(UIImage *)aImage {
        
        // No-op if the orientation is already correct
        if (aImage.imageOrientation == UIImageOrientationUp) 
            return aImage;
        
        // 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.
        CGAffineTransform transform = CGAffineTransformIdentity;
        
        switch (aImage.imageOrientation) {
            case UIImageOrientationDown:
            case UIImageOrientationDownMirrored:
                transform = CGAffineTransformTranslate(transform, aImage.size.width, aImage.size.height);
                transform = CGAffineTransformRotate(transform, M_PI);
                break;
                
            case UIImageOrientationLeft:
            case UIImageOrientationLeftMirrored:
                transform = CGAffineTransformTranslate(transform, aImage.size.width, 0);
                transform = CGAffineTransformRotate(transform, M_PI_2);
                break;
                
            case UIImageOrientationRight:
            case UIImageOrientationRightMirrored:
                transform = CGAffineTransformTranslate(transform, 0, aImage.size.height);
                transform = CGAffineTransformRotate(transform, -M_PI_2);
                break;
            default:
                break;
        }
        
        switch (aImage.imageOrientation) {
            case UIImageOrientationUpMirrored:
            case UIImageOrientationDownMirrored:
                transform = CGAffineTransformTranslate(transform, aImage.size.width, 0);
                transform = CGAffineTransformScale(transform, -1, 1);
                break;
                
            case UIImageOrientationLeftMirrored:
            case UIImageOrientationRightMirrored:
                transform = CGAffineTransformTranslate(transform, aImage.size.height, 0);
                transform = CGAffineTransformScale(transform, -1, 1);
                break;
            default:
                break;
        }
        
        // Now we draw the underlying CGImage into a new context, applying the transform
        // calculated above.
        CGContextRef ctx = CGBitmapContextCreate(NULL, aImage.size.width, aImage.size.height,
                                                 CGImageGetBitsPerComponent(aImage.CGImage), 0,
                                                 CGImageGetColorSpace(aImage.CGImage),
                                                 CGImageGetBitmapInfo(aImage.CGImage));
        CGContextConcatCTM(ctx, transform);
        switch (aImage.imageOrientation) {
            case UIImageOrientationLeft:
            case UIImageOrientationLeftMirrored:
            case UIImageOrientationRight:
            case UIImageOrientationRightMirrored:
                // Grr...
                CGContextDrawImage(ctx, CGRectMake(0,0,aImage.size.height,aImage.size.width), aImage.CGImage);
                break;
                
            default:
                CGContextDrawImage(ctx, CGRectMake(0,0,aImage.size.width,aImage.size.height), aImage.CGImage);
                break;
        }
        
        // And now we just create a new UIImage from the drawing context
        CGImageRef cgimg = CGBitmapContextCreateImage(ctx);
        UIImage *img = [UIImage imageWithCGImage:cgimg];
        CGContextRelease(ctx);
        CGImageRelease(cgimg);
        return img;
    }
    

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