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Current Path : C:/inetpub/vhost/invest.gdtsolutions.vn/api/node_modules/@jimp/plugin-rotate/es/ |
Current File : C:/inetpub/vhost/invest.gdtsolutions.vn/api/node_modules/@jimp/plugin-rotate/es/index.js |
import { isNodePattern, throwError } from "@jimp/utils"; /** * Rotates an image counter-clockwise by multiple of 90 degrees. NB: 'this' must be a Jimp object. * * This function is based on matrix rotation. Check this to get an initial idea how it works: https://stackoverflow.com/a/8664879/10561909 * * @param {number} deg the number of degrees to rotate the image by, it should be a multiple of 90 */ function matrixRotate(deg) { if (Math.abs(deg) % 90 !== 0) { throw new Error("Unsupported matrix rotation degree"); } deg %= 360; if (Math.abs(deg) === 0) { // no rotation for 0, 360, -360, 720, -720, ... return; } const w = this.bitmap.width; const h = this.bitmap.height; // decide which rotation angle to use let angle; switch (deg) { // 90 degree & -270 degree are same case 90: case -270: angle = 90; break; case 180: case -180: angle = 180; break; case 270: case -90: angle = -90; break; default: throw new Error("Unsupported matrix rotation degree"); } // After this switch block, angle will be 90, 180 or -90 // calculate the new width and height const nW = angle === 180 ? w : h; const nH = angle === 180 ? h : w; const dstBuffer = Buffer.alloc(this.bitmap.data.length); // function to translate the x, y coordinate to the index of the pixel in the buffer function createIdxTranslationFunction(w, h) { return function (x, y) { return y * w + x << 2; }; } const srcIdxFunction = createIdxTranslationFunction(w, h); const dstIdxFunction = createIdxTranslationFunction(nW, nH); for (let x = 0; x < w; x++) { for (let y = 0; y < h; y++) { const srcIdx = srcIdxFunction(x, y); const pixelRGBA = this.bitmap.data.readUInt32BE(srcIdx); let dstIdx; switch (angle) { case 90: dstIdx = dstIdxFunction(y, w - x - 1); break; case -90: dstIdx = dstIdxFunction(h - y - 1, x); break; case 180: dstIdx = dstIdxFunction(w - x - 1, h - y - 1); break; default: throw new Error("Unsupported matrix rotation angle"); } dstBuffer.writeUInt32BE(pixelRGBA, dstIdx); } } this.bitmap.data = dstBuffer; this.bitmap.width = nW; this.bitmap.height = nH; } /** * Rotates an image counter-clockwise by an arbitrary number of degrees. NB: 'this' must be a Jimp object. * @param {number} deg the number of degrees to rotate the image by * @param {string|boolean} mode (optional) resize mode or a boolean, if false then the width and height of the image will not be changed */ function advancedRotate(deg, mode) { deg %= 360; const rad = deg * Math.PI / 180; const cosine = Math.cos(rad); const sine = Math.sin(rad); // the final width and height will change if resize == true let w = this.bitmap.width; let h = this.bitmap.height; if (mode === true || typeof mode === "string") { // resize the image to it maximum dimension and blit the existing image // onto the center so that when it is rotated the image is kept in bounds // http://stackoverflow.com/questions/3231176/how-to-get-size-of-a-rotated-rectangle // Plus 1 border pixel to ensure to show all rotated result for some cases. w = Math.ceil(Math.abs(this.bitmap.width * cosine) + Math.abs(this.bitmap.height * sine)) + 1; h = Math.ceil(Math.abs(this.bitmap.width * sine) + Math.abs(this.bitmap.height * cosine)) + 1; // Ensure destination to have even size to a better result. if (w % 2 !== 0) { w++; } if (h % 2 !== 0) { h++; } const c = this.cloneQuiet(); this.scanQuiet(0, 0, this.bitmap.width, this.bitmap.height, function (x, y, idx) { this.bitmap.data.writeUInt32BE(this._background, idx); }); const max = Math.max(w, h, this.bitmap.width, this.bitmap.height); this.resize(max, max, mode); this.blit(c, this.bitmap.width / 2 - c.bitmap.width / 2, this.bitmap.height / 2 - c.bitmap.height / 2); } const bW = this.bitmap.width; const bH = this.bitmap.height; const dstBuffer = Buffer.alloc(this.bitmap.data.length); function createTranslationFunction(deltaX, deltaY) { return function (x, y) { return { x: x + deltaX, y: y + deltaY }; }; } const translate2Cartesian = createTranslationFunction(-(bW / 2), -(bH / 2)); const translate2Screen = createTranslationFunction(bW / 2 + 0.5, bH / 2 + 0.5); for (let y = 1; y <= bH; y++) { for (let x = 1; x <= bW; x++) { const cartesian = translate2Cartesian(x, y); const source = translate2Screen(cosine * cartesian.x - sine * cartesian.y, cosine * cartesian.y + sine * cartesian.x); const dstIdx = bW * (y - 1) + x - 1 << 2; if (source.x >= 0 && source.x < bW && source.y >= 0 && source.y < bH) { const srcIdx = (bW * (source.y | 0) + source.x | 0) << 2; const pixelRGBA = this.bitmap.data.readUInt32BE(srcIdx); dstBuffer.writeUInt32BE(pixelRGBA, dstIdx); } else { // reset off-image pixels dstBuffer.writeUInt32BE(this._background, dstIdx); } } } this.bitmap.data = dstBuffer; if (mode === true || typeof mode === "string") { // now crop the image to the final size const x = bW / 2 - w / 2; const y = bH / 2 - h / 2; this.crop(x, y, w, h); } } export default (() => ({ /** * Rotates the image counter-clockwise by a number of degrees. By default the width and height of the image will be resized appropriately. * @param {number} deg the number of degrees to rotate the image by * @param {string|boolean} mode (optional) resize mode or a boolean, if false then the width and height of the image will not be changed * @param {function(Error, Jimp)} cb (optional) a callback for when complete * @returns {Jimp} this for chaining of methods */ rotate(deg, mode, cb) { // enable overloading if (typeof mode === "undefined" || mode === null) { // e.g. image.resize(120); // e.g. image.resize(120, null, cb); // e.g. image.resize(120, undefined, cb); mode = true; } if (typeof mode === "function" && typeof cb === "undefined") { // e.g. image.resize(120, cb); cb = mode; mode = true; } if (typeof deg !== "number") { return throwError.call(this, "deg must be a number", cb); } if (typeof mode !== "boolean" && typeof mode !== "string") { return throwError.call(this, "mode must be a boolean or a string", cb); } // use matrixRotate if the angle is a multiple of 90 degrees (eg: 180 or -90) and resize is allowed or not needed. const matrixRotateAllowed = deg % 90 === 0 && (mode || this.bitmap.width === this.bitmap.height || deg % 180 === 0); if (matrixRotateAllowed) { matrixRotate.call(this, deg); } else { advancedRotate.call(this, deg, mode, cb); } if (isNodePattern(cb)) { cb.call(this, null, this); } return this; } })); //# sourceMappingURL=index.js.map