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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;
},
});
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