Ios AVFoundation图像方向在预览中关闭90度,但在摄影机滚动中精细
发生了一些非常奇怪的事情,我正在尝试使用AVFoundation拍摄图像,相机的滚动图像看起来很好,但是图像预览将图像旋转了90度 这是我用来捕获图像的代码Ios AVFoundation图像方向在预览中关闭90度,但在摄影机滚动中精细,ios,avfoundation,Ios,Avfoundation,发生了一些非常奇怪的事情,我正在尝试使用AVFoundation拍摄图像,相机的滚动图像看起来很好,但是图像预览将图像旋转了90度 这是我用来捕获图像的代码 AVCaptureConnection *videoConnection = nil; for (AVCaptureConnection *connection in stillImageOutput.connections) { for (AVCaptureInputPort *port in [connection inputP
AVCaptureConnection *videoConnection = nil;
for (AVCaptureConnection *connection in stillImageOutput.connections)
{
for (AVCaptureInputPort *port in [connection inputPorts])
{
if ([[port mediaType] isEqual:AVMediaTypeVideo] )
{
videoConnection = connection;
break;
}
}
if (videoConnection)
{
break;
}
}
//NSLog(@"about to request a capture from: %@", stillImageOutput);
[stillImageOutput captureStillImageAsynchronouslyFromConnection:videoConnection completionHandler: ^(CMSampleBufferRef imageSampleBuffer, NSError *error)
{
CFDictionaryRef exifAttachments = CMGetAttachment( imageSampleBuffer, kCGImagePropertyExifDictionary, NULL);
if (exifAttachments)
{
// Do something with the attachments.
//NSLog(@"attachements: %@", exifAttachments);
} else {
NSLog(@"no attachments");
}
NSData *imageData = [AVCaptureStillImageOutput jpegStillImageNSDataRepresentation:imageSampleBuffer];
UIImage *image = [[UIImage alloc] initWithData:imageData];
self.vImage.image = image;
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil);
}];
是的,当您以设备的纵向方向捕获图像并在应用程序中使用该图像时,会发生这种情况,因为任何IOS设备中图像的默认方向都是横向的,因此您需要在从Gallery中拾取图像后更改图像的方向,以便在应用程序中使用 我已经把代码实现了这一点 目标C代码
- (UIImage *)fixOrientationOfImage:(UIImage *)image {
// No-op if the orientation is already correct
if (image.imageOrientation == UIImageOrientationUp) return image;
// 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 (image.imageOrientation) {
case UIImageOrientationDown:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, 0);
transform = CGAffineTransformRotate(transform, M_PI_2);
break;
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, 0, image.size.height);
transform = CGAffineTransformRotate(transform, -M_PI_2);
break;
case UIImageOrientationUp:
case UIImageOrientationUpMirrored:
break;
}
switch (image.imageOrientation) {
case UIImageOrientationUpMirrored:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationLeftMirrored:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, image.size.height, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationUp:
case UIImageOrientationDown:
case UIImageOrientationLeft:
case UIImageOrientationRight:
break;
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
CGContextRef ctx = CGBitmapContextCreate(NULL, image.size.width, image.size.height,
CGImageGetBitsPerComponent(image.CGImage), 0,
CGImageGetColorSpace(image.CGImage),
CGImageGetBitmapInfo(image.CGImage));
CGContextConcatCTM(ctx, transform);
switch (image.imageOrientation) {
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
// Grr...
CGContextDrawImage(ctx, CGRectMake(0,0,image.size.height,image.size.width), image.CGImage);
break;
default:
CGContextDrawImage(ctx, CGRectMake(0,0,image.size.width,image.size.height), image.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;
}
func fixOrientationOfImage(image: UIImage) -> UIImage? {
if image.imageOrientation == .Up {
return image
}
// 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 = CGAffineTransformIdentity
switch image.imageOrientation {
case .Down, .DownMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
case .Left, .LeftMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, 0)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
case .Right, .RightMirrored:
transform = CGAffineTransformTranslate(transform, 0, image.size.height)
transform = CGAffineTransformRotate(transform, -CGFloat(M_PI_2))
default:
break
}
switch image.imageOrientation {
case .UpMirrored, .DownMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, 0)
transform = CGAffineTransformScale(transform, -1, 1)
case .LeftMirrored, .RightMirrored:
transform = CGAffineTransformTranslate(transform, image.size.height, 0)
transform = CGAffineTransformScale(transform, -1, 1)
default:
break
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
guard let context = CGBitmapContextCreate(nil, Int(image.size.width), Int(image.size.height), CGImageGetBitsPerComponent(image.CGImage), 0, CGImageGetColorSpace(image.CGImage), CGImageGetBitmapInfo(image.CGImage).rawValue) else {
return nil
}
CGContextConcatCTM(context, transform)
switch image.imageOrientation {
case .Left, .LeftMirrored, .Right, .RightMirrored:
CGContextDrawImage(context, CGRect(x: 0, y: 0, width: image.size.height, height: image.size.width), image.CGImage)
default:
CGContextDrawImage(context, CGRect(origin: .zero, size: image.size), image.CGImage)
}
// And now we just create a new UIImage from the drawing context
guard let CGImage = CGBitmapContextCreateImage(context) else {
return nil
}
return UIImage(CGImage: CGImage)
}
Swift代码
- (UIImage *)fixOrientationOfImage:(UIImage *)image {
// No-op if the orientation is already correct
if (image.imageOrientation == UIImageOrientationUp) return image;
// 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 (image.imageOrientation) {
case UIImageOrientationDown:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, 0);
transform = CGAffineTransformRotate(transform, M_PI_2);
break;
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, 0, image.size.height);
transform = CGAffineTransformRotate(transform, -M_PI_2);
break;
case UIImageOrientationUp:
case UIImageOrientationUpMirrored:
break;
}
switch (image.imageOrientation) {
case UIImageOrientationUpMirrored:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationLeftMirrored:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, image.size.height, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationUp:
case UIImageOrientationDown:
case UIImageOrientationLeft:
case UIImageOrientationRight:
break;
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
CGContextRef ctx = CGBitmapContextCreate(NULL, image.size.width, image.size.height,
CGImageGetBitsPerComponent(image.CGImage), 0,
CGImageGetColorSpace(image.CGImage),
CGImageGetBitmapInfo(image.CGImage));
CGContextConcatCTM(ctx, transform);
switch (image.imageOrientation) {
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
// Grr...
CGContextDrawImage(ctx, CGRectMake(0,0,image.size.height,image.size.width), image.CGImage);
break;
default:
CGContextDrawImage(ctx, CGRectMake(0,0,image.size.width,image.size.height), image.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;
}
func fixOrientationOfImage(image: UIImage) -> UIImage? {
if image.imageOrientation == .Up {
return image
}
// 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 = CGAffineTransformIdentity
switch image.imageOrientation {
case .Down, .DownMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
case .Left, .LeftMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, 0)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
case .Right, .RightMirrored:
transform = CGAffineTransformTranslate(transform, 0, image.size.height)
transform = CGAffineTransformRotate(transform, -CGFloat(M_PI_2))
default:
break
}
switch image.imageOrientation {
case .UpMirrored, .DownMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, 0)
transform = CGAffineTransformScale(transform, -1, 1)
case .LeftMirrored, .RightMirrored:
transform = CGAffineTransformTranslate(transform, image.size.height, 0)
transform = CGAffineTransformScale(transform, -1, 1)
default:
break
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
guard let context = CGBitmapContextCreate(nil, Int(image.size.width), Int(image.size.height), CGImageGetBitsPerComponent(image.CGImage), 0, CGImageGetColorSpace(image.CGImage), CGImageGetBitmapInfo(image.CGImage).rawValue) else {
return nil
}
CGContextConcatCTM(context, transform)
switch image.imageOrientation {
case .Left, .LeftMirrored, .Right, .RightMirrored:
CGContextDrawImage(context, CGRect(x: 0, y: 0, width: image.size.height, height: image.size.width), image.CGImage)
default:
CGContextDrawImage(context, CGRect(origin: .zero, size: image.size), image.CGImage)
}
// And now we just create a new UIImage from the drawing context
guard let CGImage = CGBitmapContextCreateImage(context) else {
return nil
}
return UIImage(CGImage: CGImage)
}
Swift 3.0
func fixOrientationOfImage(image: UIImage) -> UIImage? {
if image.imageOrientation == .up {
return image
}
// 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
switch image.imageOrientation {
case .down, .downMirrored:
transform = transform.translatedBy(x: image.size.width, y: image.size.height)
transform = transform.rotated(by: CGFloat(Double.pi))
case .left, .leftMirrored:
transform = transform.translatedBy(x: image.size.width, y: 0)
transform = transform.rotated(by: CGFloat(Double.pi / 2))
case .right, .rightMirrored:
transform = transform.translatedBy(x: 0, y: image.size.height)
transform = transform.rotated(by: -CGFloat(Double.pi / 2))
default:
break
}
switch image.imageOrientation {
case .upMirrored, .downMirrored:
transform = transform.translatedBy(x: image.size.width, y: 0)
transform = transform.scaledBy(x: -1, y: 1)
case .leftMirrored, .rightMirrored:
transform = transform.translatedBy(x: image.size.height, y: 0)
transform = transform.scaledBy(x: -1, y: 1)
default:
break
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
guard let context = CGContext(data: nil, width: Int(image.size.width), height: Int(image.size.height), bitsPerComponent: image.cgImage!.bitsPerComponent, bytesPerRow: 0, space: image.cgImage!.colorSpace!, bitmapInfo: image.cgImage!.bitmapInfo.rawValue) else {
return nil
}
context.concatenate(transform)
switch image.imageOrientation {
case .left, .leftMirrored, .right, .rightMirrored:
context.draw(image.cgImage!, in: CGRect(x: 0, y: 0, width: image.size.height, height: image.size.width))
default:
context.draw(image.cgImage!, in: CGRect(origin: .zero, size: image.size))
}
// And now we just create a new UIImage from the drawing context
guard let CGImage = context.makeImage() else {
return nil
}
return UIImage(cgImage: CGImage)
}
公认的答案是可行的,但比实际需要复杂得多。可以使用以下命令旋转图像
- (UIImage *)cropImage:(UIImage*)image toRect:(CGRect)rect {
CGFloat (^rad)(CGFloat) = ^CGFloat(CGFloat deg) {
return deg / 180.0f * (CGFloat) M_PI;
};
// determine the orientation of the image and apply a transformation to the crop rectangle to shift it to the correct position
CGAffineTransform rectTransform;
switch (image.imageOrientation) {
case UIImageOrientationLeft:
rectTransform = CGAffineTransformTranslate(CGAffineTransformMakeRotation(rad(90)), 0, -image.size.height);
break;
case UIImageOrientationRight:
rectTransform = CGAffineTransformTranslate(CGAffineTransformMakeRotation(rad(-90)), -image.size.width, 0);
break;
case UIImageOrientationDown:
rectTransform = CGAffineTransformTranslate(CGAffineTransformMakeRotation(rad(-180)), -image.size.width, -image.size.height);
break;
default:
rectTransform = CGAffineTransformIdentity;
};
// adjust the transformation scale based on the image scale
rectTransform = CGAffineTransformScale(rectTransform, image.scale, image.scale);
// apply the transformation to the rect to create a new, shifted rect
CGRect transformedCropSquare = CGRectApplyAffineTransform(rect, rectTransform);
// use the rect to crop the image
CGImageRef imageRef = CGImageCreateWithImageInRect(image.CGImage, transformedCropSquare);
// create a new UIImage and set the scale and orientation appropriately
UIImage *result = [UIImage imageWithCGImage:imageRef scale:image.scale orientation:image.imageOrientation];
// memory cleanup
CGImageRelease(imageRef);
return result;
}
要仅旋转图像而不进行裁剪,只需将其称为:
UIImage *image;
[self cropImage:image toRect:rect.bounds];
迪本·潘查萨拉的答案很好,但可能有一个问题。当您处理大图像(例如来自iPhoneX的图像)时,会出现大量内存峰值,这在某些情况下可能是一个问题 所以,也许你想改变这一行:
context.draw(image.cgImage!, in: CGRect(x: 0, y: 0, width: image.size.height, height: image.size.width))
对于一些内存优化的东西。例如,这将在16(4*4)个步骤中中断图像绘制,从而显著减少内存消耗:
let partInAxis: CGFloat = 4
let partWidth = image.size.height/partInAxis
let partHeight = image.size.width/partInAxis
for i in 0...Int(partInAxis)-1 {
for j in 0...Int(partInAxis)-1 {
let partialImage = image.cgImage?.cropping(to: CGRect(x: CGFloat(i)*partWidth, y: CGFloat(j)*partHeight, width: partWidth, height: partHeight))
context.draw(partialImage!, in: CGRect(x: CGFloat(i)*partWidth, y: CGFloat(Int(partInAxis)-1-j)*partHeight, width: partWidth, height: partHeight))
}
}
请注意,在这种情况下,图像的高度和宽度必须除以4。顺便问一下,为什么会被否决?解决方案有那么简单吗?如果是,请启发我!这是一个学习不要回避的地方。我正在尽我最大的努力学习,就像你在某个时候会做的那样!如果是的话,请与usDipen分享,是的,我最终使用了类似的东西。但我面临另一个问题,我希望我保存的图像被裁剪成我在方形视频容器中显示的内容。但事实并非如此,它甚至保存了图像在框中不可见的部分。为此,您需要使用一些裁剪方法来裁剪图像,这些方法在QuartzCore框架中可用。@DipenPanchasara-很棒的东西!!你很棒,迪本。我需要一些逻辑方面的帮助。我将它复制到我的项目中并使用它,“瞧”,我的图像被旋转了。耶!但是当执行到达重画部分时,方向不是我所需要的。我试图理解每一步都发生了什么,但还没有理解。我会继续研究,但如果你或其他人能插话并启发我,我会很高兴的。再次感谢这么好的帖子!谢谢你,先生!我已经找了好几天了。。现在我只需要找到代码来修复启动stillImageOutput后UIImageView的伸缩性哈哈。非常感谢你!我用黑屏拍摄image@decades它不适用于哪个方向和设备?另外,请记住,这是在查看图像的方向,因此如果它没有记录到图像中(我相信如果您围绕AV框架构建自己的框架,您必须手动设置),这将不起作用。我正在尝试将您的代码与captureStillImageAsynchronouslyFromConnection的结果结合使用。也许我错了最后的答案17加上我的修改意见是我问题的完美解决方案@几十年有没有办法轮换数据requestImageDataForAsset@TejasPadliya在结果处理程序中,可以使用
[[UIImage alloc]从NSData
对象实例化UIImage
initWithData:data]