Rotating a square TBitmap on its center

孤街醉人 提交于 2019-11-28 02:27:11

you are doing this the other way around so there may be present holes in the resulting image because you are looping the source pixels with 1 pixel step .... to remedy this loop the target pixels instead...

  1. loop through bitmap2 pixels (x2,y2)
  2. for each compute rotated-back (x1,y1) position in bitmap1
  3. copy pixel value if (x1,y1) is outside bitmap1 then use backgroun color like clBlack instead.

To improve speed use TBitmap->ScanLine[y] property that will improve speed at least 1000x times if used right see:

After I put all this together I got this:

#include <math.h> // just for cos,sin

// rotate src around x0,y0 [pixels] by angle [rad] and store result in dst
void rotate(Graphics::TBitmap *dst,Graphics::TBitmap *src,double x0,double y0,double angle)
    {
    int x,y,xx,yy,xs,ys;
    double s,c,fx,fy;
    // resize dst to the same size as src
    xs=src->Width;
    ys=src->Height;
    dst->SetSize(xs,ys);
    // allow direct pixel access for src
    src->HandleType=bmDIB;
    src->PixelFormat=pf32bit;
    DWORD **psrc=new DWORD*[ys];
    for (y=0;y<ys;y++) psrc[y]=(DWORD*)src->ScanLine[y];
    // allow direct pixel access for dst
    dst->HandleType=bmDIB;
    dst->PixelFormat=pf32bit;
    DWORD **pdst=new DWORD*[ys];
    for (y=0;y<ys;y++) pdst[y]=(DWORD*)dst->ScanLine[y];
    // precompute variables
    c=cos(angle);
    s=sin(angle);
    // loop all dst pixels
    for (y=0;y<ys;y++)
     for (x=0;x<xs;x++)
        {
        // compute position in src
        fx=x;       // convert to double
        fy=y;
        fx-=x0;     // translate to center of rotation
        fy-=y0;
        xx=double(+(fx*c)+(fy*s)+x0);   // rotate and translate back
        yy=double(-(fx*s)+(fy*c)+y0);
        // copy pixels
        if ((xx>=0)&&(xx<xs)&&(yy>=0)&&(yy<ys)) pdst[y][x]=psrc[yy][xx];
         else pdst[y][x]=0; // black
        }
    // free memory
    delete[] psrc;
    delete[] pdst;
    }

usage:

// init
Graphics::TBitmap *bmp1,*bmp2;
bmp1=new Graphics::TBitmap;
bmp1->LoadFromFile("image.bmp");
bmp1->HandleType=bmDIB;
bmp1->PixelFormat=pf32bit;
bmp2=new Graphics::TBitmap;
bmp2->HandleType=bmDIB;
bmp2->PixelFormat=pf32bit;

// rotate
rotate(bmp2,bmp1,bmp1->Width/2,bmp1->Height/2,25.0*M_PI/180.0);
// here render bmp2 or whatever

// exit
delete bmp1;
delete bmp2;

Here example output:

On the left is bmp1 and on the right rotated bmp2

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