AVFoundation Ориентация изображения на 90 градусов в предварительном просмотре, но прекрасная в рулоне камеры

Что-то действительно странное происходит, я пытаюсь захватить изображение с помощью AVFoundation, изображение ролика камеры кажется просто прекрасным, но просмотр изображения имеет изображение, повернутое на 90 градусов.

Это код, который я использую для захвата изображения

AVCaptureConnection *videoConnection = nil;
for (AVCaptureConnection *connection in stillImageOutput.connections)
{
    for (AVCaptureInputPort *port in [connection inputPorts])
    {
        if ([[port mediaType] isEqual:AVMediaTypeVideo] )
        {
            videoConnection = connection;
            break;
        }
    }
    if (videoConnection)
    {
        break;
    }
}

//NSLog(@"about to request a capture from: %@", stillImageOutput);
[stillImageOutput captureStillImageAsynchronouslyFromConnection:videoConnection completionHandler: ^(CMSampleBufferRef imageSampleBuffer, NSError *error)
 {
     CFDictionaryRef exifAttachments = CMGetAttachment( imageSampleBuffer, kCGImagePropertyExifDictionary, NULL);
     if (exifAttachments)
     {
         // Do something with the attachments.
         //NSLog(@"attachements: %@", exifAttachments);
     } else {
         NSLog(@"no attachments");
     }

     NSData *imageData = [AVCaptureStillImageOutput jpegStillImageNSDataRepresentation:imageSampleBuffer];

     UIImage *image = [[UIImage alloc] initWithData:imageData];

     self.vImage.image = image;

     UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil);
 }];

Ответ 1

да, это происходит, когда вы снимаете изображение в портретной ориентации вашего устройства и используете это изображение в своем приложении, поскольку ориентация изображения по умолчанию - это Landscape на любом устройстве IOS, поэтому вам нужно изменить ориентацию изображения после выбора из Галерея для использования в вашем приложении.

Я поставил код для достижения этого

Objective-C код

- (UIImage *)fixOrientationOfImage:(UIImage *)image {

    // No-op if the orientation is already correct
    if (image.imageOrientation == UIImageOrientationUp) return image;

    // We need to calculate the proper transformation to make the image upright.
    // We do it in 2 steps: Rotate if Left/Right/Down, and then flip if Mirrored.
    CGAffineTransform transform = CGAffineTransformIdentity;

    switch (image.imageOrientation) {
        case UIImageOrientationDown:
        case UIImageOrientationDownMirrored:
            transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height);
            transform = CGAffineTransformRotate(transform, M_PI);
            break;

        case UIImageOrientationLeft:
        case UIImageOrientationLeftMirrored:
            transform = CGAffineTransformTranslate(transform, image.size.width, 0);
            transform = CGAffineTransformRotate(transform, M_PI_2);
            break;

        case UIImageOrientationRight:
        case UIImageOrientationRightMirrored:
            transform = CGAffineTransformTranslate(transform, 0, image.size.height);
            transform = CGAffineTransformRotate(transform, -M_PI_2);
            break;
        case UIImageOrientationUp:
        case UIImageOrientationUpMirrored:
            break;
    }

    switch (image.imageOrientation) {
        case UIImageOrientationUpMirrored:
        case UIImageOrientationDownMirrored:
            transform = CGAffineTransformTranslate(transform, image.size.width, 0);
            transform = CGAffineTransformScale(transform, -1, 1);
            break;

        case UIImageOrientationLeftMirrored:
        case UIImageOrientationRightMirrored:
            transform = CGAffineTransformTranslate(transform, image.size.height, 0);
            transform = CGAffineTransformScale(transform, -1, 1);
            break;
        case UIImageOrientationUp:
        case UIImageOrientationDown:
        case UIImageOrientationLeft:
        case UIImageOrientationRight:
            break;
    }

    // Now we draw the underlying CGImage into a new context, applying the transform
    // calculated above.
    CGContextRef ctx = CGBitmapContextCreate(NULL, image.size.width, image.size.height,
                                             CGImageGetBitsPerComponent(image.CGImage), 0,
                                             CGImageGetColorSpace(image.CGImage),
                                             CGImageGetBitmapInfo(image.CGImage));
    CGContextConcatCTM(ctx, transform);
    switch (image.imageOrientation) {
        case UIImageOrientationLeft:
        case UIImageOrientationLeftMirrored:
        case UIImageOrientationRight:
        case UIImageOrientationRightMirrored:
            // Grr...
            CGContextDrawImage(ctx, CGRectMake(0,0,image.size.height,image.size.width), image.CGImage);
            break;

        default:
            CGContextDrawImage(ctx, CGRectMake(0,0,image.size.width,image.size.height), image.CGImage);
            break;
    }

    // And now we just create a new UIImage from the drawing context
    CGImageRef cgimg = CGBitmapContextCreateImage(ctx);
    UIImage *img = [UIImage imageWithCGImage:cgimg];
    CGContextRelease(ctx);
    CGImageRelease(cgimg);
    return img;
}

Быстрый код

func fixOrientationOfImage(image: UIImage) -> UIImage? {
   if image.imageOrientation == .Up {
      return image
   }

   // We need to calculate the proper transformation to make the image upright.
   // We do it in 2 steps: Rotate if Left/Right/Down, and then flip if Mirrored.
   var transform = CGAffineTransformIdentity

   switch image.imageOrientation {
   case .Down, .DownMirrored:
      transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height)
      transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
   case .Left, .LeftMirrored:
      transform = CGAffineTransformTranslate(transform, image.size.width, 0)
      transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
   case .Right, .RightMirrored:
      transform = CGAffineTransformTranslate(transform, 0, image.size.height)
      transform = CGAffineTransformRotate(transform, -CGFloat(M_PI_2))
   default:
      break
   }

   switch image.imageOrientation {
   case .UpMirrored, .DownMirrored:
      transform = CGAffineTransformTranslate(transform, image.size.width, 0)
      transform = CGAffineTransformScale(transform, -1, 1)
   case .LeftMirrored, .RightMirrored:
      transform = CGAffineTransformTranslate(transform, image.size.height, 0)
      transform = CGAffineTransformScale(transform, -1, 1)
   default:
      break
   }

   // Now we draw the underlying CGImage into a new context, applying the transform
   // calculated above.
   guard let context = CGBitmapContextCreate(nil, Int(image.size.width), Int(image.size.height), CGImageGetBitsPerComponent(image.CGImage), 0, CGImageGetColorSpace(image.CGImage), CGImageGetBitmapInfo(image.CGImage).rawValue) else {
      return nil
   }

   CGContextConcatCTM(context, transform)

   switch image.imageOrientation {
   case .Left, .LeftMirrored, .Right, .RightMirrored:
      CGContextDrawImage(context, CGRect(x: 0, y: 0, width: image.size.height, height: image.size.width), image.CGImage)
   default:
      CGContextDrawImage(context, CGRect(origin: .zero, size: image.size), image.CGImage)
   }

   // And now we just create a new UIImage from the drawing context
   guard let CGImage = CGBitmapContextCreateImage(context) else {
      return nil
   }

   return UIImage(CGImage: CGImage)
}

Swift 3.0

func fixOrientationOfImage(image: UIImage) -> UIImage? {
    if image.imageOrientation == .up {
        return image
    }

    // We need to calculate the proper transformation to make the image upright.
    // We do it in 2 steps: Rotate if Left/Right/Down, and then flip if Mirrored.
    var transform = CGAffineTransform.identity

    switch image.imageOrientation {
       case .down, .downMirrored:
        transform = transform.translatedBy(x: image.size.width, y: image.size.height)
        transform = transform.rotated(by: CGFloat(Double.pi))
    case .left, .leftMirrored:
        transform = transform.translatedBy(x: image.size.width, y: 0)
        transform = transform.rotated(by:  CGFloat(Double.pi / 2))
    case .right, .rightMirrored:
        transform = transform.translatedBy(x: 0, y: image.size.height)
        transform = transform.rotated(by:  -CGFloat(Double.pi / 2))
    default:
        break
    }

    switch image.imageOrientation {
    case .upMirrored, .downMirrored:
        transform = transform.translatedBy(x: image.size.width, y: 0)
        transform = transform.scaledBy(x: -1, y: 1)
    case .leftMirrored, .rightMirrored:
        transform = transform.translatedBy(x: image.size.height, y: 0)
        transform = transform.scaledBy(x: -1, y: 1)
    default:
        break
    }

    // Now we draw the underlying CGImage into a new context, applying the transform
    // calculated above.
    guard let context = CGContext(data: nil, width: Int(image.size.width), height: Int(image.size.height), bitsPerComponent: image.cgImage!.bitsPerComponent, bytesPerRow: 0, space: image.cgImage!.colorSpace!, bitmapInfo: image.cgImage!.bitmapInfo.rawValue) else {
        return nil
    }

    context.concatenate(transform)

    switch image.imageOrientation {
      case .left, .leftMirrored, .right, .rightMirrored:
        context.draw(image.cgImage!, in: CGRect(x: 0, y: 0, width: image.size.height, height: image.size.width))
       default:
          context.draw(image.cgImage!, in: CGRect(origin: .zero, size: image.size))
    }

    // And now we just create a new UIImage from the drawing context
    guard let CGImage = context.makeImage() else {
        return nil
    }

    return UIImage(cgImage: CGImage)
}

Ответ 2

Принятый ответ работает, но намного сложнее, чем нужно. Для поворота изображения вы можете использовать следующее.

- (UIImage *)cropImage:(UIImage*)image toRect:(CGRect)rect {
    CGFloat (^rad)(CGFloat) = ^CGFloat(CGFloat deg) {
        return deg / 180.0f * (CGFloat) M_PI;
    };

    // determine the orientation of the image and apply a transformation to the crop rectangle to shift it to the correct position
    CGAffineTransform rectTransform;
    switch (image.imageOrientation) {
        case UIImageOrientationLeft:
            rectTransform = CGAffineTransformTranslate(CGAffineTransformMakeRotation(rad(90)), 0, -image.size.height);
            break;
        case UIImageOrientationRight:
            rectTransform = CGAffineTransformTranslate(CGAffineTransformMakeRotation(rad(-90)), -image.size.width, 0);
            break;
        case UIImageOrientationDown:
            rectTransform = CGAffineTransformTranslate(CGAffineTransformMakeRotation(rad(-180)), -image.size.width, -image.size.height);
            break;
        default:
            rectTransform = CGAffineTransformIdentity;
    };

    // adjust the transformation scale based on the image scale
    rectTransform = CGAffineTransformScale(rectTransform, image.scale, image.scale);

    // apply the transformation to the rect to create a new, shifted rect
    CGRect transformedCropSquare = CGRectApplyAffineTransform(rect, rectTransform);
    // use the rect to crop the image
    CGImageRef imageRef = CGImageCreateWithImageInRect(image.CGImage, transformedCropSquare);
    // create a new UIImage and set the scale and orientation appropriately
    UIImage *result = [UIImage imageWithCGImage:imageRef scale:image.scale orientation:image.imageOrientation];
    // memory cleanup
    CGImageRelease(imageRef);

    return result;
}

Чтобы просто повернуть изображение и не обрезать, вы можете просто называть его следующим образом:

UIImage *image;
[self cropImage:image toRect:rect.bounds];