您的位置:首页 > 产品设计 > UI/UE

从UIImage的矩阵变换看矩阵运算的原理

2016-04-05 11:39 573 查看
1.矩阵的基本知识:

struct CGAffineTransform

{

CGFloat a, b, c, d;

CGFloat tx, ty;

};

CGAffineTransform CGAffineTransformMake (CGFloat a,CGFloat b,CGFloat c,CGFloat d,CGFloat tx,CGFloat ty);

为了把二维图形的变化统一在一个坐标系里,引入了齐次坐标的概念,即把一个图形用一个三维矩阵表示,其中第三列总是(0,0,1),用来作为坐标系的标准。所以所有的变化都由前两列完成。

以上参数在矩阵中的表示为:

|a b 0|

|c d 0|

|tx ty 1|

运算原理:原坐标设为(X,Y,1);

|a b 0|

[X,Y, 1] |c d 0| = [aX + cY + tx bX + dY + ty 1] ;

|tx ty 1|

通过矩阵运算后的坐标[aX + cY + tx bX + dY + ty 1],我们对比一下可知:

第一种:设a=d=1, b=c=0.



[aX + cY + tx bX + dY + ty 1] = [X + tx Y + ty 1];

可见,这个时候,坐标是按照向量(tx,ty)进行平移,其实这也就是函数

CGAffineTransform CGAffineMakeTranslation(CGFloat tx,CGFloat ty)的计算原理。

第二种:设b=c=tx=ty=0.



[aX + cY + tx bX + dY + ty 1] = [aX dY 1];

可见,这个时候,坐标X按照a进行缩放,Y按照d进行缩放,a,d就是X,Y的比例系数,其实这也就是函数

CGAffineTransform CGAffineTransformMakeScale(CGFloat sx, CGFloat sy)的计算原理。a对应于sx,d对应于sy。

第三种:设tx=ty=0,a=cosɵ,b=sinɵ,c=-sinɵ,d=cosɵ。

[aX + cY + tx bX + dY + ty 1] = [Xcosɵ - Ysinɵ Xsinɵ + Ycosɵ 1] ;

可见,这个时候,ɵ就是旋转的角度,逆时针为正,顺时针为负。其实这也就是函数

CGAffineTransform CGAffineTransformMakeRotation(CGFloat angle)的计算原理。angle即ɵ的弧度表示。

2.利用上面的变换写一个UIImage矩阵变换的例子:

下面是一个关于image的矩阵运算的例子,无外乎是运用以上三种变换的组合,达到所定义的效果:

[cpp] view
plain copy

print?

//UIImageOrientation的定义,定义了如下几种变换

typedef enum

{

UIImageOrientationUp, // default orientation

UIImageOrientationDown, // 180 deg rotation

UIImageOrientationLeft, // 90 deg CCW

UIImageOrientationRight, // 90 deg CW

UIImageOrientationUpMirrored, // as above but image mirrored along other axis. horizontal flip

UIImageOrientationDownMirrored, // horizontal flip

UIImageOrientationLeftMirrored, // vertical flip

UIImageOrientationRightMirrored, // vertical flip

} UIImageOrientation;

//按照UIImageOrientation的定义,利用矩阵自定义实现对应的变换;

-(UIImage *)transformImage:(UIImage *)aImage

{

CGImageRef imgRef = aImage.CGImage;

CGFloat width = CGImageGetWidth(imgRef);

CGFloat height = CGImageGetHeight(imgRef);

CGAffineTransform transform = CGAffineTransformIdentity;

CGRect bounds = CGRectMake(0, 0, width, height);

CGFloat scaleRatio = 1;

CGFloat boundHeight;

UIImageOrientation orient = aImage.imageOrientation;

switch(UIImageOrientationLeftMirrored)

{

case UIImageOrientationUp:

transform = CGAffineTransformIdentity;

break;

case UIImageOrientationUpMirrored:

transform = CGAffineTransformMakeTranslation(width, 0.0);

transform = CGAffineTransformScale(transform, -1.0, 1.0);

break;

case UIImageOrientationDown:

transform = CGAffineTransformMakeTranslation(width, height);

transform = CGAffineTransformRotate(transform, M_PI);

break;

case UIImageOrientationDownMirrored:

transform = CGAffineTransformMakeTranslation(0.0, height);

transform = CGAffineTransformScale(transform, 1.0, -1.0);

break;

case UIImageOrientationLeft:

boundHeight = bounds.size.height;

bounds.size.height = bounds.size.width;

bounds.size.width = boundHeight;

transform = CGAffineTransformMakeTranslation(0.0, width);

transform = CGAffineTransformRotate(transform, 3.0 * M_PI / 2.0);

break;

case UIImageOrientationLeftMirrored:

boundHeight = bounds.size.height;

bounds.size.height = bounds.size.width;

bounds.size.width = boundHeight;

transform = CGAffineTransformMakeTranslation(height, width);

transform = CGAffineTransformScale(transform, -1.0, 1.0);

transform = CGAffineTransformRotate(transform, 3.0 * M_PI / 2.0);

break;

case UIImageOrientationRight: //EXIF = 8

boundHeight = bounds.size.height;

bounds.size.height = bounds.size.width;

bounds.size.width = boundHeight;

transform = CGAffineTransformMakeTranslation(height, 0.0);

transform = CGAffineTransformRotate(transform, M_PI / 2.0);

break;

case UIImageOrientationRightMirrored:

boundHeight = bounds.size.height;

bounds.size.height = bounds.size.width;

bounds.size.width = boundHeight;

transform = CGAffineTransformMakeScale(-1.0, 1.0);

transform = CGAffineTransformRotate(transform, M_PI / 2.0);

break;

default:

[NSException raise:NSInternalInconsistencyException format:@"Invalid image orientation"];

}

UIGraphicsBeginImageContext(bounds.size);

CGContextRef context = UIGraphicsGetCurrentContext();

if (orient == UIImageOrientationRight || orient == UIImageOrientationLeft) {

CGContextScaleCTM(context, -scaleRatio, scaleRatio);

CGContextTranslateCTM(context, -height, 0);

}

else {

CGContextScaleCTM(context, scaleRatio, -scaleRatio);

CGContextTranslateCTM(context, 0, -height);

}

CGContextConcatCTM(context, transform);

CGContextDrawImage(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, width, height), imgRef);

UIImage *imageCopy = UIGraphicsGetImageFromCurrentImageContext();

UIGraphicsEndImageContext();

return imageCopy;

}

掌握矩阵运算的原理,对视图的矩阵操作便会得心应手,巧妙利用旋转,平移,缩放,组合起来达到你所想要的变换效果!
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: