У многих людей были проблемы с вращением изображений или фрагментов изображения из-за смещений и т. Д. Итак, я публикую решение, позволяющее вам вращать область (или целое) изображения и вставлять его в другое изображение есть функция вычислить изображение, где все будет просто соответствовать.
// ROTATE p by R
/**
* Rotate p according to rotation matrix (from getRotationMatrix2D()) R
* @param R Rotation matrix from getRotationMatrix2D()
* @param p Point2f to rotate
* @return Returns rotated coordinates in a Point2f
*/
Point2f rotPoint(const Mat &R, const Point2f &p)
{
Point2f rp;
rp.x = (float)(R.at<double>(0,0)*p.x + R.at<double>(0,1)*p.y + R.at<double>(0,2));
rp.y = (float)(R.at<double>(1,0)*p.x + R.at<double>(1,1)*p.y + R.at<double>(1,2));
return rp;
}
//COMPUTE THE SIZE NEEDED TO LOSSLESSLY STORE A ROTATED IMAGE
/**
* Return the size needed to contain bounding box bb when rotated by R
* @param R Rotation matrix from getRotationMatrix2D()
* @param bb bounding box rectangle to be rotated by R
* @return Size of image(width,height) that will compleley contain bb when rotated by R
*/
Size rotatedImageBB(const Mat &R, const Rect &bb)
{
//Rotate the rectangle coordinates
vector<Point2f> rp;
rp.push_back(rotPoint(R,Point2f(bb.x,bb.y)));
rp.push_back(rotPoint(R,Point2f(bb.x + bb.width,bb.y)));
rp.push_back(rotPoint(R,Point2f(bb.x + bb.width,bb.y+bb.height)));
rp.push_back(rotPoint(R,Point2f(bb.x,bb.y+bb.height)));
//Find float bounding box r
float x = rp[0].x;
float y = rp[0].y;
float left = x, right = x, up = y, down = y;
for(int i = 1; i<4; ++i)
{
x = rp[i].x;
y = rp[i].y;
if(left > x) left = x;
if(right < x) right = x;
if(up > y) up = y;
if(down < y) down = y;
}
int w = (int)(right - left + 0.5);
int h = (int)(down - up + 0.5);
return Size(w,h);
}
/**
* Rotate region "fromroi" in image "fromI" a total of "angle" degrees and put it in "toI" if toI exists.
* If toI doesn't exist, create it such that it will hold the entire rotated region. Return toI, rotated imge
* This will put the rotated fromroi piece of fromI into the toI image
*
* @param fromI Input image to be rotated
* @param toI Output image if provided, (else if &toI = 0, it will create a Mat fill it with the rotated image roi, and return it).
* @param fromroi roi region in fromI to be rotated.
* @param angle Angle in degrees to rotate
* @return Rotated image (you can ignore if you passed in toI
*/
Mat rotateImage(const Mat &fromI, Mat *toI, const Rect &fromroi, double angle)
{
//CHECK STUFF
// you should protect against bad parameters here ... omitted ...
//MAKE OR GET THE "toI" MATRIX
Point2f cx((float)fromroi.x + (float)fromroi.width/2.0,fromroi.y +
(float)fromroi.height/2.0);
Mat R = getRotationMatrix2D(cx,angle,1);
Mat rotI;
if(toI)
rotI = *toI;
else
{
Size rs = rotatedImageBB(R, fromroi);
rotI.create(rs,fromI.type());
}
//ADJUST FOR SHIFTS
double wdiff = (double)((cx.x - rotI.cols/2.0));
double hdiff = (double)((cx.y - rotI.rows/2.0));
R.at<double>(0,2) -= wdiff; //Adjust the rotation point to the middle of the dst image
R.at<double>(1,2) -= hdiff;
//ROTATE
warpAffine(fromI, rotI, R, rotI.size(), INTER_CUBIC, BORDER_CONSTANT, Scalar::all(0));
//& OUT
return(rotI);
}