I am just wondering how to rotate a rectangle image with paintComponent() method of JLabel component and set its new width and height correctly?
I tried to rotate (see attached image) and the image scale becomes bigger but the JLabel scale keeps the same what makes image be out of JLabel bounds or something :S So my question is how to set image new width and height to component dynamically in a more optimal way?
+1 to MadProgrammers comment and link.
Using the method from link (edited slightly to omit use of GraphicsConfiguration, drawRenderImage(..) and changed variable names):
//https://stackoverflow.com/questions/4156518/rotate-an-image-in-java
public static BufferedImage createTransformedImage(BufferedImage image, double angle) {
double sin = Math.abs(Math.sin(angle));
double cos = Math.abs(Math.cos(angle));
int originalWidth = image.getWidth();
int originalHeight = image.getHeight();
int newWidth = (int) Math.floor(originalWidth * cos + originalHeight * sin);
int newHeight = (int) Math.floor(originalHeight * cos + originalWidth * sin);
BufferedImage rotatedBI = new BufferedImage(newWidth, newHeight, BufferedImage.TRANSLUCENT);
Graphics2D g2d = rotatedBI.createGraphics();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.translate((newWidth - originalWidth) / 2, (newHeight - originalHeight) / 2);
g2d.rotate(angle, originalWidth / 2, originalHeight / 2);
g2d.drawImage(image, 0, 0, null);
g2d.dispose();
return rotatedBI;
}
Here is an example:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class RotateImage {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new MyRotatableImage(createImage(), -45));
frame.pack();
frame.setVisible(true);
}
});
}
public static BufferedImage createImage() {
BufferedImage img = new BufferedImage(100, 50, BufferedImage.TRANSLUCENT);
Graphics2D g2d = img.createGraphics();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(Color.WHITE);
g2d.fillRect(0, 0, img.getWidth(), img.getHeight());
g2d.setColor(Color.BLACK);
g2d.setFont(new Font("Calibri", Font.BOLD, 20));
FontMetrics fm = g2d.getFontMetrics();
String text = "Hello world";
int textWidth = fm.stringWidth(text);
g2d.drawString(text, (img.getWidth() / 2) - textWidth / 2, img.getHeight() / 2);
g2d.dispose();
return img;
}
}
class MyRotatableImage extends JPanel {
private BufferedImage transformedImage;
public MyRotatableImage(BufferedImage img, int angle) {
transformedImage = createTransformedImage(img, angle);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.drawImage(transformedImage, 0, 0, null);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(transformedImage.getWidth(), transformedImage.getHeight());
}
//https://stackoverflow.com/questions/4156518/rotate-an-image-in-java
public static BufferedImage createTransformedImage(BufferedImage image, double angle) {
double sin = Math.abs(Math.sin(angle));
double cos = Math.abs(Math.cos(angle));
int originalWidth = image.getWidth();
int originalHeight = image.getHeight();
int newWidth = (int) Math.floor(originalWidth * cos + originalHeight * sin);
int newHeight = (int) Math.floor(originalHeight * cos + originalWidth * sin);
BufferedImage rotatedBI = new BufferedImage(newWidth, newHeight, BufferedImage.TRANSLUCENT);
Graphics2D g2d = rotatedBI.createGraphics();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.translate((newWidth - originalWidth) / 2, (newHeight - originalHeight) / 2);
g2d.rotate(angle, originalWidth / 2, originalHeight / 2);
g2d.drawImage(image, 0, 0, null);
g2d.dispose();
return rotatedBI;
}
}
Reference:
Rotate an image in java
OK, so you want the JLabel to keep its dimensions and resize the image instead.
You're probably already using an affine transform anyways, so you can use some trigonometry and min/max to find the AABB of the rotated image. Scale appropriately (I assume you're already using affine transforms to do the rotation)
Edit:
AABB = Axis Aligned Bounding Box, its sides correspond to the min/max x,y coords of the rotated image. Just a more concise way of saying things.
OK I tried the sample David Kroukamp showed me. Thanks, David, you pointed me to right direction. I think it is a really good snippet to lean back on.
public static BufferedImage rotateImage(Image image, int angle)
{
double sin = Math.abs(Math.sin(angle));
double cos = Math.abs(Math.cos(angle));
int originalWidth = image.getWidth(null);
int originalHeight = image.getHeight(null);
int newWidth = (int) Math.floor(originalWidth * cos + originalHeight * sin);
int newHeight = (int) Math.floor(originalHeight * cos + originalWidth * sin);
BufferedImage rotatedBI = new BufferedImage(newWidth, newHeight, BufferedImage.TRANSLUCENT);
Graphics2D g2d = rotatedBI.createGraphics();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.translate((newWidth - originalWidth) / 2, (newHeight - originalHeight) / 2);
g2d.rotate(angle, originalWidth / 2, originalHeight / 2);
g2d.drawImage(image, 0, 0, null);
g2d.dispose();
return rotatedBI;
}
David Kroukamp's result image preview
I tested the snippet and the result image + its component's scale were really dynamic changed.
But the result component width I've got has been always a little bit wider than it's inner image was :S
For example here is my version of an image rotated in 45 degrees angle
... As I could find (on blue background) its width is not totally fit to surround white image ... Actually I was looking for some kind of standard Java Image Processing rotate solution but I couldn't find it :( so I had to dig deeper to the problem and at least figure out how to solve the 'wider effect' and avoid create new BufferedImage object every re-paint...
OK, as a reault of my research, I tried to write some kind of my rotate code adaptation. Here it is :
>tested
public static void rotateImage(Graphics g, Image image,int tilt,JComponent component)
{
// create the transform, note that the transformations happen
// in reversed order (so check them backwards)
AffineTransform at = new AffineTransform();
//5. modify component scale ...
double sin = Math.abs(Math.sin(Math.toRadians(tilt)));
double cos = Math.abs(Math.cos(Math.toRadians(tilt)));
int w=image.getWidth(null);
int h=image.getHeight(null);
int newW=(int) Math.floor(w * cos + h * sin);
int newH=(int) Math.floor(h * cos + w * sin);
component.setSize(newW, newH);
int width=component.getWidth();
int height=component.getHeight();
// 4. translate it to the center of the component
at.translate(width / 2, height / 2);
// 3. do the actual rotation
at.rotate(Math.toRadians(tilt));
// 2. just a scale because this image is big
// at.scale(1, 1);
// 1. translate the object so that you rotate it around the
// center (easier :))
at.translate(-image.getWidth(null)/2, -image.getHeight(null)/2);
// draw the image
((Graphics2D) g).drawImage(image, at, null);
}
... so the result image rotated on -30 degrees tilt looks like this
I dearly hope the tip saves ones day :)
Thank you all for help
Related
I'm trying to create a BufferedImage from an arbitrary image file and then center that image in the background of a JPanel. I don't have any problems with square images, but I can't figure out how to handle non-square images.
Some debugging indicates that the (immediate) problem is that when I use ImageIO to create a BufferedImage from a rectangular input file, say one that's 256x128, BufferedImage.getHeight() returns 256 rather than 128.
Here's a snippet approximating my code:
class ExtendedPanel extends JPanel {
static final int WIDTH = 400;
static final int HEIGHT = 400;
BufferedImage image;
public ExtendedPanel(File f) {
super();
setPreferredSize(new Dimension(WIDTH,HEIGHT));
image = ImageIO.read(f);
}
#Override
public void paintComponent(Graphics g) {
int x = (WIDTH - image.getWidth())/2;
int y = (HEIGHT - image.getHeight())/2;
Graphics2D g2d = (Graphics2d)g;
g2d.drawRenderedImage(image,AffineTransform.getTranslateInstance(x,y));
}
}
As I said, this is fine for square image files. But with rectangular images that are wider than they are tall, the image is displayed higher than it should be. I haven't tried it yet with images taller than they are wide but I'm afraid that it that case the image would be displayed too far to the left. What can I do?
It is more a problem of (understanding) the right calculation.
public void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2d)g;
// How to scale the image:
double xscale = ((double)WIDTH) / image.getWidth();
double yscale = ((double)HEIGHT) / image.getHeight());
// When scaling proportionally:
double scale = Math.min(xscale, yscale); // max for covering entire panel.
xscale = scale;
yscale = scale;
double w = scalex * image.getWidth();
double h = scaley * image.getHeight();
double x = (getWidth() - w) / 2;
double y = (getHeight() - h) / 2;
g.drawImage(img, (int)x, (int)y, (int)w, (int)h, Color.BLACK, null);
//g2d.translate(x, y);
//g2d.scale(xscale, yscale);
//g2d.draw...;
}
Using the simple (scaling) version of drawImage what is needed is entirely clear.
To be considered is proportionally scaling, filling entirely (loss of image part) or upto maximal size (seeing background).
I'm quite new to Java and want to program an easy sun system where the moon rotates around the earth and the earth around the sun.
Everything works well except the moon doesn't want to move correctly :/
Because the earth diverges from the moon's initial position, the rotation radius of the moon grows accordingly to that distance. And again when the earth gets closer to the moons inertial position, the rotation radius decreases.
If the initial position is (0;0), it works but the moon hits the sun...
So how can I keep the distance between earth and moon constant?
I'm using AffineTransforms and here is a snippet of my code ;)
Thanks in advance!
Ellipse2D.Double MoonFrame = new Ellipse2D.Double(orbitEarth + orbitMoon - radiusMoon, -radiusMoon, radiusMoon*2, radiusMoon*2);
for (int i = 0; i < 360; i++)
{
theta += Math.PI/30;
AffineTransform TransformMoon = AffineTransform.getRotateInstance(theta,TransformEarth.getTranslateX(),TransformEarth.getTranslateY());
g2d.fill(TransformMond.createTransformedShape(MoonFrame));
}
So, your basic question comes down to "how do I find a point on a circle for a give angle" ... seriously, it's that simple
Based on many hours of googling and trial and error, I basically use the following, more or less.
protected Point pointOnCircle() {
double rads = Math.toRadians(orbitAngle - 180); // Make 0 point out to the right...
int fullLength = Math.round((outterRadius));
// Calculate the outter point of the line
int xPosy = Math.round((float) (Math.cos(rads) * fullLength));
int yPosy = Math.round((float) (Math.sin(rads) * fullLength));
return new Point(xPosy, yPosy);
}
The rest basically comes down to properly handling the compounding nature of transformations,
Basically, this takes a base Graphics context, applies the translation to it (the Earth's position) and creates two other contexts off it to apply additional transformations, one for the Earth and one for the moon...
Graphics2D g2d = (Graphics2D) g.create();
int yPos = (getHeight() - size) / 2;
// Transform the offset
g2d.transform(AffineTransform.getTranslateInstance(xPos, yPos));
Graphics2D earthG = (Graphics2D) g2d.create();
// Rotate around the 0x0 point, this becomes the center point
earthG.transform(AffineTransform.getRotateInstance(Math.toRadians(angle)));
// Draw the "earth" around the center point
earthG.drawRect(-(size / 2), -(size / 2), size, size);
earthG.dispose();
// Removes the last transformation
Graphics2D moonG = (Graphics2D) g2d.create();
// Calclate the point on the circle - based on the outterRadius or
// distance from the center point of the earth
Point poc = pointOnCircle();
int moonSize = size / 2;
// This is only a visial guide used to show the position of the earth
//moonG.drawOval(-outterRadius, -outterRadius, outterRadius * 2, outterRadius * 2);
moonG.fillOval(poc.x - (moonSize / 2), poc.y - (moonSize / 2), moonSize, moonSize);
moonG.dispose();
g2d.dispose();
And because I know how much that would have you scratching your head, a runnable example...
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.AffineTransform;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private double angle;
private double orbitAngle;
private int xPos = 0;
private int size = 20;
private int outterRadius = size * 2;
private int delta = 2;
public TestPane() {
new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
xPos += delta;
if (xPos + size >= getWidth()) {
xPos = getWidth() - size;
delta *= -1;
} else if (xPos < 0) {
xPos = 0;
delta *= -1;
}
angle += 4;
orbitAngle -= 2;
repaint();
}
}).start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 200);
}
protected Point pointOnCircle() {
double rads = Math.toRadians(orbitAngle - 180); // Make 0 point out to the right...
int fullLength = Math.round((outterRadius));
// Calculate the outter point of the line
int xPosy = Math.round((float) (Math.cos(rads) * fullLength));
int yPosy = Math.round((float) (Math.sin(rads) * fullLength));
return new Point(xPosy, yPosy);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int yPos = (getHeight() - size) / 2;
// Transform the offset
g2d.transform(AffineTransform.getTranslateInstance(xPos, yPos));
Graphics2D earthG = (Graphics2D) g2d.create();
// Rotate around the 0x0 point, this becomes the center point
earthG.transform(AffineTransform.getRotateInstance(Math.toRadians(angle)));
// Draw the "earth" around the center point
earthG.drawRect(-(size / 2), -(size / 2), size, size);
earthG.dispose();
// Removes the last transformation
Graphics2D moonG = (Graphics2D) g2d.create();
// Calclate the point on the circle - based on the outterRadius or
// distance from the center point of the earth
Point poc = pointOnCircle();
int moonSize = size / 2;
// This is only a visial guide used to show the position of the earth
//moonG.drawOval(-outterRadius, -outterRadius, outterRadius * 2, outterRadius * 2);
moonG.fillOval(poc.x - (moonSize / 2), poc.y - (moonSize / 2), moonSize, moonSize);
moonG.dispose();
g2d.dispose();
}
}
}
This moves a "Earth" object, which is rotating in one direction and then rotates the moon around it, in the opposite direction
You can simplify your math by concatenating transforms. Work backwards from the last transform to the first, or use preConcatenate to build them in a more natural order.
Compose complex transforms from simple transforms, for example by building an orbital transform from a translate and a rotate:
// Earth transform.
// Set the orbital radius to 1/3rd the panel width
AffineTransform earthTx = AffineTransform.getTranslateInstance(getWidth() / 3, 0);
// Rotate
earthTx.preConcatenate(AffineTransform.getRotateInstance(angle));
Later transforms (e.g. the moon orbiting the earth) can then be built on top of earlier results:
// Moon transform.
// Set the orbital radius to 1/10th the panel width
AffineTransform moonTx = AffineTransform.getTranslateInstance(getWidth() / 10, 0);
// Rotate
moonTx.preConcatenate(AffineTransform.getRotateInstance(angle));
// Add the earth transform
moonTx.preConcatenate(earthTx);
Full example:
public class Orbit {
public static class OrbitPanel extends JComponent {
int width;
int height;
public OrbitPanel(int width, int height) {
this.width = width;
this.height = height;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(width, height);
}
#Override
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// Clear the background.
g2.setColor(getBackground());
g2.fillRect(0, 0, getWidth(), getHeight());
// Sun transform. Just centre it in the window.
AffineTransform sunTx = AffineTransform.getTranslateInstance(getWidth() / 2, getHeight() / 2);
// Draw the sun
g2.setTransform(sunTx);
drawBody(g2, 30, Color.YELLOW);
// Orbital period.
// One rotation every 10s.
double percentRotation = System.currentTimeMillis() % 10000 / 10000.0;
// To radians.
double angle = Math.PI * 2 * percentRotation;
// Earth transform.
// Set the orbital radius to 1/3rd the panel width
AffineTransform earthTx = AffineTransform.getTranslateInstance(getWidth() / 3, 0);
// Rotate
earthTx.preConcatenate(AffineTransform.getRotateInstance(angle));
// Add the sun transform
earthTx.preConcatenate(sunTx);
// Draw the earth
g2.setTransform(earthTx);
drawBody(g2, 10, Color.BLUE);
// Moon transform.
// Set the orbital radius to 1/10th the panel width
AffineTransform moonTx = AffineTransform.getTranslateInstance(getWidth() / 10, 0);
// Rotate
moonTx.preConcatenate(AffineTransform.getRotateInstance(angle));
// Add the earth transform (already includes the sun transform)
moonTx.preConcatenate(earthTx);
// Draw the moon
g2.setTransform(moonTx);
drawBody(g2, 5, Color.DARK_GRAY);
}
private void drawBody(Graphics2D g2, int size, Color color) {
g2.setColor(color);
g2.fillOval(-size / 2, -size / 2, size, size);
}
}
public static void main(String[] args) throws IOException, InterruptedException {
JFrame frame = new JFrame("Orbit");
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
JComponent orbitPanel = new OrbitPanel(250, 250);
frame.add(orbitPanel);
frame.pack();
frame.setVisible(true);
while (true) {
Thread.sleep(20);
orbitPanel.repaint();
}
}
}
I am trying to calculate image center(to add water marks)following - add-water-to-image and the results shows negative x, for some of the images, here is the math part:
int centerX = (sourceImage.getWidth() - (int) rect.getWidth()) / 2;
int centerY = sourceImage.getHeight() / 2;
and the entire function:
public void addTextWatermark(String text, File sourceImageFile, File destImageFile, int textSize) {
try {
BufferedImage sourceImage = ImageIO.read(sourceImageFile);
Graphics2D g2d = (Graphics2D) sourceImage.getGraphics();
// initializes necessary graphic properties
AlphaComposite alphaChannel = AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.1f);
g2d.setComposite(alphaChannel);
g2d.setColor(Color.BLACK.darker());
//Font(fontName, fontStyle, foneSize)
g2d.setFont(new java.awt.Font("Arial", Font.BOLD, textSize));
FontMetrics fontMetrics = g2d.getFontMetrics();
//text - input text , g2d - Graphics2D
Rectangle2D rect = fontMetrics.getStringBounds(text, g2d);
// calculates the coordinate where the String is painted
int centerX = (sourceImage.getWidth() - (int) rect.getWidth()) / 2;
int centerY = sourceImage.getHeight() / 2;
// paints the textual watermark
g2d.drawString(text, centerX, centerY);
ImageIO.write(sourceImage, "png", destImageFile);
g2d.dispose();
} catch (IOException ex) {
System.out.println(ex.getMessage().toString());
}
}
1-Is there a way to ensure the math will work for all images?
2-Is there a diffrence between jpg and png in this calclation?
Thanks.
edit
The image sizes that was causeing it were:
1-to big(3000*3000).
2-to small(60*60).
With textSize(g2d.setFont(new java.awt.Font("Arial", Font.BOLD, textSize));) - 32 or less.
So I found 2 ways to handle this issue:
1- if x or y are smaller then 0 I have resize the image using resize-image
2- if the watermark is to small just increase text size - g2d.setFont(new java.awt.Font("Arial", Font.BOLD, textSize));
Thanks for all the help #jon Skeet.
I need to be able to rotate images individually(in java). The only thing I have found so far is g2d.drawImage(image, affinetransform, ImageObserver ). Unfortunately, I need to draw the image at a specific point, and there is no method with an argument that 1.rotates the image separately and 2. allows me to set the x and y. any help is appreciated
This is how you can do it. This code assumes the existance of a buffered image called 'image' (like your comment says)
// The required drawing location
int drawLocationX = 300;
int drawLocationY = 300;
// Rotation information
double rotationRequired = Math.toRadians (45);
double locationX = image.getWidth() / 2;
double locationY = image.getHeight() / 2;
AffineTransform tx = AffineTransform.getRotateInstance(rotationRequired, locationX, locationY);
AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_BILINEAR);
// Drawing the rotated image at the required drawing locations
g2d.drawImage(op.filter(image, null), drawLocationX, drawLocationY, null);
AffineTransform instances can be concatenated (added together). Therefore you can have a transform that combines 'shift to origin', 'rotate' and 'shift back to desired position'.
A simple way to do it without the use of such a complicated draw statement:
//Make a backup so that we can reset our graphics object after using it.
AffineTransform backup = g2d.getTransform();
//rx is the x coordinate for rotation, ry is the y coordinate for rotation, and angle
//is the angle to rotate the image. If you want to rotate around the center of an image,
//use the image's center x and y coordinates for rx and ry.
AffineTransform a = AffineTransform.getRotateInstance(angle, rx, ry);
//Set our Graphics2D object to the transform
g2d.setTransform(a);
//Draw our image like normal
g2d.drawImage(image, x, y, null);
//Reset our graphics object so we can draw with it again.
g2d.setTransform(backup);
I struggled a little with the existing answers because my image to be rotated is not always a square, furthermore the accepted answer has a comment asking "Any info on how to circumvent the cutoff problem" that is not answered.
So for those who had the issue of image being croped when rotated here is the code that worked for me :
public static BufferedImage rotate(BufferedImage bimg, Double angle) {
double sin = Math.abs(Math.sin(Math.toRadians(angle))),
cos = Math.abs(Math.cos(Math.toRadians(angle)));
int w = bimg.getWidth();
int h = bimg.getHeight();
int neww = (int) Math.floor(w*cos + h*sin),
newh = (int) Math.floor(h*cos + w*sin);
BufferedImage rotated = new BufferedImage(neww, newh, bimg.getType());
Graphics2D graphic = rotated.createGraphics();
graphic.translate((neww-w)/2, (newh-h)/2);
graphic.rotate(Math.toRadians(angle), w/2, h/2);
graphic.drawRenderedImage(bimg, null);
graphic.dispose();
return rotated;
}
public static BufferedImage rotateCw( BufferedImage img )
{
int width = img.getWidth();
int height = img.getHeight();
BufferedImage newImage = new BufferedImage( height, width, img.getType() );
for( int i=0 ; i < width ; i++ )
for( int j=0 ; j < height ; j++ )
newImage.setRGB( height-1-j, i, img.getRGB(i,j) );
return newImage;
}
from https://coderanch.com/t/485958/java/Rotating-buffered-image
Here is a solution for rotations of 90, 180 & 270 degrees.
For these cases, the AffineTransform can introduce some loss/interpolation.
This solution is lossless & can also handle (esoteric?) Colour Models with more than 8 Bits/Pixel which BufferedImage.getRGB(int x, int y) cannot.
The solution proceeds on a pixel-by-pixel basis, which has the advantage of being simple to code.
It is possible to read the original Image row-by-row to gain performance, but its more complex, so I've left that out.
import java.awt.image.BufferedImage;
import java.awt.image.WritableRaster;
/**
* N.B. this example uses the new switch/case/Arrow notation, which requires Java 14.
*/
public enum Rotation {
CLOCKWISE_90,
CLOCKWISE_180,
CLOCKWISE_270;
public BufferedImage rotate(final BufferedImage original) {
final int oW = original.getWidth();
final int oH = original.getHeight();
final BufferedImage rotated =
switch (this) {
case CLOCKWISE_180 -> new BufferedImage(oW, oH, original.getType());
default -> new BufferedImage(oH, oW, original.getType());
};
final WritableRaster rasterOriginal = original.copyData(null);
final WritableRaster rasterRotated = rotated .copyData(null);
/*
* The Data for 1 Pixel...
*/
final int[] onePixel = new int[original.getSampleModel().getNumBands()];
/*
* Copy the Pixels one-by-one into the result...
*/
for (int x = 0; x < oW; x++) {
for (int y = 0; y < oH; y++) {
; rasterOriginal.getPixel( x, y, onePixel);
switch (this) {
case CLOCKWISE_90 -> rasterRotated .setPixel(oH - 1 - y, x, onePixel);
case CLOCKWISE_270 -> rasterRotated .setPixel( y, oW - 1 - x, onePixel);
default -> rasterRotated .setPixel(oW - 1 - x, oH - 1 - y, onePixel);
};
}
}
rotated.setData(rasterRotated);
return rotated;
}
}
Sorry, but all the answers are difficult to understand for me as a beginner in graphics...
After some fiddling, this is working for me and it is easy to reason about.
#Override
public void draw(Graphics2D g) {
AffineTransform tr = new AffineTransform();
// X and Y are the coordinates of the image
tr.translate((int)getX(), (int)getY());
tr.rotate(
Math.toRadians(this.rotationAngle),
img.getWidth() / 2,
img.getHeight() / 2
);
// img is a BufferedImage instance
g.drawImage(img, tr, null);
}
I suppose that if you want to rotate a rectangular image this method wont work and will cut the image, but I thing you should create square png images and rotate that.
I think the sturdiest and easiest approach is to not only rotate the image, but also the coordinates you're working with. This code will turn a bufferedImage around the topleft corner and draw it accordingly without cropping, and the returned image will be drawn in the right place. If you know what a vector and matrix are and look at the wikipedia article for rotation matrix you will understand this code easily. I also added a little hand drawing to it. In the 2nd part of the algorithm we determine the position and dimension of the bigger rectangle, which contains our rotated bufferedImage. The first 4 points we define are technically not used, but they still help you understand where the points are initially.
public void drawRotated(final Graphics g, final BufferedImage bufferedImage, final int x, final int y, final int width, final int height, final double angle) {
final Rectangle collision = new Rectangle(x, y, width, height);
final BufferedImage resize = resize(bufferedImage, collision.width, collision.height);
final BufferedImage rotate = rotate(resize, angle, collision);
g.drawImage(rotate, collision.x, collision.y, collision.width, collision.height, null);
}
public static BufferedImage resize(final BufferedImage bufferedImage, final int newWidth, final int newHeight) {
final BufferedImage resized = new BufferedImage(newWidth, newHeight, bufferedImage.getType());
final Graphics g = resized.createGraphics();
g.drawImage(bufferedImage, 0, 0, newWidth, newHeight, null);
return resized;
}
public static BufferedImage rotate(final BufferedImage bufferedImage, final double angle, final Rectangle collision) {
final double sin = Math.sin(Math.toRadians(angle));
final double cos = Math.cos(Math.toRadians(angle));
final int x1 = collision.x;
final int y1 = collision.y;
final int x2 = collision.x+collision.width;
final int y2 = collision.y;
final int x3 = collision.x;
final int y3 = collision.y+collision.height;
final int x4 = collision.x+collision.width;
final int y4 = collision.y+collision.height;
//turn all 4 points around the top left point
final int newx1 = collision.x;
final int newy1 = collision.y;
//the y component is 0
final int newx2 = (int) (collision.x+collision.width*cos);
final int newy2 = (int) (collision.y+collision.width*sin);
//the x component is 0
final int newx3 = (int) (collision.x-collision.height*sin);
final int newy3 = (int) (collision.y+collision.height*cos);
final int newx4 = (int) (collision.x+collision.width*cos-collision.height*sin);
final int newy4 = (int) (collision.y+collision.width*sin+collision.height*cos);
//determine the new position of our bigger rectangle containing our image
collision.x = Math.min(Math.min(newx1, newx2), Math.min(newx3, newx4));
collision.y = Math.min(Math.min(newy1, newy2), Math.min(newy3, newy4));
//determine the new dimensions of our bigger rectangle containing our image
collision.width = Math.max(Math.max(newx1, newx2), Math.max(newx3, newx4))-collision.x;
collision.height = Math.max(Math.max(newy1, newy2), Math.max(newy3, newy4))-collision.y;
final BufferedImage rotated = new BufferedImage(collision.width, collision.height, bufferedImage.getType());
final Graphics2D g2d = rotated.createGraphics();
g2d.translate(newx1- collision.x, newy1- collision.y);
g2d.rotate(Math.toRadians(angle), 0, 0);
g2d.drawRenderedImage(bufferedImage, null);
g2d.dispose();
return rotated;
}
i want to rotate an image and in next level i want to resize it plese
help me.
i create a class that extended from JPanel and override paintComponent() method
for drawing image.
public class NewJPanel extends javax.swing.JPanel {
/** Creates new form NewJPanel */
public NewJPanel() {
initComponents();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 20, 20, this);
}
Here is some code I use. You can modify it to fit your needs.
Resize Image:
/**
* Resizes the image
*
* #param filePath File path to the image to resize
* #param w Width of the image
* #param h Height of the image
* #return A resized image
*/
public ImageIcon resizeImage(String filePath, int w, int h) {
String data = filePath;
BufferedImage bsrc, bdest;
ImageIcon theIcon;
//scale the image
try {
if (dataSource == DataTypeEnum.file) {
bsrc = ImageIO.read(new File(data));
} else {
bsrc = ImageIO.read(new URL(filePath));
}
bdest = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB);
Graphics2D g = bdest.createGraphics();
AffineTransform at = AffineTransform.getScaleInstance(
(double) w / bsrc.getWidth(), (double) h / bsrc.getHeight());
g.drawRenderedImage(bsrc, at);
//add the scaled image
theIcon = new ImageIcon(bdest);
return theIcon;
} catch (Exception e) {
Window.getLogger().warning("This image can not be resized. " +
"Please check the path and type of file.");
//restore the old background
return null;
}
}
Rotate Image:
NOTE: The angle is in radians
public static BufferedImage rotate(BufferedImage image, double angle) {
double sin = Math.abs(Math.sin(angle)),
cos = Math.abs(Math.cos(angle));
int w = image.getWidth(),
h = image.getHeight();
int neww = (int) Math.floor(w * cos + h * sin),
newh = (int) Math.floor(h * cos + w * sin);
GraphicsConfiguration gc = getDefaultConfiguration();
BufferedImage result =
gc.createCompatibleImage(neww, newh, Transparency.TRANSLUCENT);
Graphics2D g = result.createGraphics();
g.translate((neww - w) / 2, (newh - h) / 2);
g.rotate(angle, w / 2, h / 2);
g.drawRenderedImage(image, null);
g.dispose();
return result;
}
Without giving away a full solution
Graphics2D has rotate and scale functions.
Use the BufferedImage class
BufferedImage newImg = new BufferedImage(newWidth, newHeight, imageType);
newImg.createGraphics().drawImage(oldImg,0,0,newWidth, newHeight,0,0,oldWidth,oldHeight, null);
then just repaint using newImg instead of the old image, should work, I'm not near a compiler at the moment to test.
http://download.oracle.com/javase/1.4.2/docs/api/java/awt/Graphics.html#drawImage%28java.awt.Image,%20int,%20int,%20int,%20int,%20int,%20int,%20int,%20int,%20java.awt.image.ImageObserver%29