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  Manual image rotation without Graphics2D  (Read 2958 times)
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Offline Captain-Goatse

Junior Member




I suck at teh 2D. XBOX IS BIG LOL!111


« Posted 2002-10-28 12:15:12 »

Constructor
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            //imageWidth    =  toRotate.getWidth(observer);
           //imageHeight   =  toRotate.getHeight(observer);
           imageWidth = 48;
            imageHeight = 48;
           
            pixels        =  new int[ 48 * 48];
            rotatedPixels =  new int[ 48 * 48];

            //grabber       =  new PixelGrabber(toRotate, 0, 0,
         //                               imageWidth,imageHeight,  
           //                             pixels, 0, imageWidth);
           grabber       =  new PixelGrabber(passedImage, 0, 0,
                                       imageWidth,imageHeight,  
                                     pixels, 0, imageHeight);            
           
           try {    
              status = grabber.grabPixels();
                     if ( !status) {
                        throw new InterruptedException();
                     } // end if.            
           } catch (InterruptedException e) {
             
               System.exit(0);            
      } // End try/catch.





The *core*
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protected Image rotate(double angle) { 
   
   int    x, y;
   int    fromX, fromY;
   int    toX,   toY;
   int    transparent = 0x00000000;
   //double radians  = (((-(angle -180) ) %360) / 180.0) * Math.PI;
  double radians = angle; //disable if you use ints.
  //Change angle to int and then enable the above and you can use ints
  double cosAngle = Math.cos(radians);
   double sinAngle = Math.sin(radians);


      for ( y = 0; y < imageHeight; y++) {
         for ( x = 0; x < imageWidth; x++) {
            // Rotate around the center of the image.
           toX   = ( imageWidth  /2) - x;
            toY   = ( imageHeight /2) - y;
            fromX = (int)( ( toX * cosAngle) - ( toY * sinAngle));
            fromY = (int)( ( toX * sinAngle) + ( toY * cosAngle));
            fromX += imageWidth  /2;
            fromY += imageHeight /2;          
                             
            if ( (fromX < 0) || (fromX >= imageWidth)  ||
                 (fromY < 0) || (fromY >= imageHeight) ){
               // Rotated point is outside the image
              rotatedPixels[ (y * imageWidth) + x] = transparent;
            } else {                            
               rotatedPixels[ (y * imageWidth) + x] =
                      pixels[ (fromY * imageWidth) + fromX];
            } // End if.          
        } // End x loop.
     } // End y loop.  
     
         
     

      rotatedImage =  component.createImage(
                           new MemoryImageSource(imageWidth, imageHeight,  
                                                 rotatedPixels, 0, imageWidth));
      return rotatedImage;        
   } // end rotate;



I still would use Graphics2D rotate, but nothing feels like homemade code.
Offline javatypo

Junior Member





« Reply #1 - Posted 2002-12-04 00:17:11 »

What???

How does Graphics2D rotate work??

can you do that with buffer strategy??

if you can then... sweetchin.
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