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iOS UIImagePickerController orientación de la imagen después de la carga (10)

Estoy probando mi aplicación de iPhone en un iPhone iOS 3.1.3. Estoy seleccionando / capturando una imagen usando un UIImagePickerController :

UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init];
[imagePicker setSourceType:UIImagePickerControllerSourceTypeCamera];
[imagePicker setDelegate:self];
[self.navigationController presentModalViewController:imagePicker animated:YES];
[imagePicker release];



- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
    self.image = [info objectForKey:UIImagePickerControllerOriginalImage];
    imageView.image = self.image;
    [self.navigationController dismissModalViewControllerAnimated:YES];
    submitButton.enabled = YES;
}

Luego, en algún momento, lo envío a mi servidor web utilizando las clases ASI:

ASIFormDataRequest *request = [ASIFormDataRequest requestWithURL:[NSURL URLWithString:@"http://example.com/myscript.php"]];
[request setDelegate:self];
[request setStringEncoding:NSUTF8StringEncoding];
[request setShouldContinueWhenAppEntersBackground:YES];
//other post keys/values
[request setFile:UIImageJPEGRepresentation(self.image, 100.0f) withFileName:[NSString stringWithFormat:@"%d.jpg", [[NSDate date] timeIntervalSinceNow]] andContentType:@"image/jpg" forKey:@"imageFile"];
[request startAsynchronous];

El problema: cuando tomo una foto con el iPhone mientras lo mantengo en horizontal, la imagen se carga en el servidor y se ve como se espera. al tomar una foto con el teléfono en vertical, la imagen se carga y se ve como se giró 90 grados.

Mi aplicación está configurada para funcionar solo en modo vertical (al revés y regular).

¿Cómo puedo hacer que la imagen muestre siempre la orientación correcta después de subirla?

la imagen parece ser correcta como se muestra en un UIImageView (directamente después de tomar la foto), pero ver en el servidor dice lo contrario.


Actualización para Swift 3.1 basada en la Sourabh Sharma de Sourabh Sharma , con limpieza de código.

extension UIImage {
    func fixedOrientation() -> UIImage {
        if imageOrientation == .up { return self }

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

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

        let ctx = CGContext(data: nil, width: Int(size.width), height: Int(size.height),
                                       bitsPerComponent: cgImage!.bitsPerComponent, bytesPerRow: 0,
                                       space: cgImage!.colorSpace!, bitmapInfo: cgImage!.bitmapInfo.rawValue)!
        ctx.concatenate(transform)

        switch imageOrientation {
        case .left, .leftMirrored, .right, .rightMirrored:
            ctx.draw(cgImage!, in: CGRect(x: 0, y: 0, width: size.height,height: size.width))
        default:
            ctx.draw(cgImage!, in: CGRect(x: 0, y: 0, width: size.width,height: size.height))
        }
        return UIImage(cgImage: ctx.makeImage()!)
    }
}

Ejemplo de método de delegado de selector:

func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : Any]) {
    guard let originalImage = info[UIImagePickerControllerOriginalImage] as? UIImage else { return }
    let fixedImage = originalImage.fixedOrientation()
    // do your work
}

Aquí está la extensión de UIImage para swift:

extension UIImage {

    func fixOrientation() -> UIImage {

        // No-op if the orientation is already correct
        if ( self.imageOrientation == UIImageOrientation.Up ) {
            return self;
        }

        // 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 = CGAffineTransformIdentity

        if ( self.imageOrientation == UIImageOrientation.Down || self.imageOrientation == UIImageOrientation.DownMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
        }

        if ( self.imageOrientation == UIImageOrientation.Left || self.imageOrientation == UIImageOrientation.LeftMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
        }

        if ( self.imageOrientation == UIImageOrientation.Right || self.imageOrientation == UIImageOrientation.RightMirrored ) {
            transform = CGAffineTransformTranslate(transform, 0, self.size.height);
            transform = CGAffineTransformRotate(transform,  CGFloat(-M_PI_2));
        }

        if ( self.imageOrientation == UIImageOrientation.UpMirrored || self.imageOrientation == UIImageOrientation.DownMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformScale(transform, -1, 1)
        }

        if ( self.imageOrientation == UIImageOrientation.LeftMirrored || self.imageOrientation == UIImageOrientation.RightMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.height, 0);
            transform = CGAffineTransformScale(transform, -1, 1);
        }

        // Now we draw the underlying CGImage into a new context, applying the transform
        // calculated above.
        var ctx: CGContextRef = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
            CGImageGetBitsPerComponent(self.CGImage), 0,
            CGImageGetColorSpace(self.CGImage),
            CGImageGetBitmapInfo(self.CGImage));

        CGContextConcatCTM(ctx, transform)

        if ( self.imageOrientation == UIImageOrientation.Left ||
            self.imageOrientation == UIImageOrientation.LeftMirrored ||
            self.imageOrientation == UIImageOrientation.Right ||
            self.imageOrientation == UIImageOrientation.RightMirrored ) {
                CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)
        } else {
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
        }

        // And now we just create a new UIImage from the drawing context and return it
        return UIImage(CGImage: CGBitmapContextCreateImage(ctx))!
    }
}

Basado en el trabajo anterior de MetalHeart2003.


Aquí hay una extensión de UIImage en Swift 2 basada en la respuesta aceptada por @Anomie. Utiliza un caso de interruptor más claro. También tiene en cuenta el valor opcional devuelto por CGBitmapContextCreateImage() .

extension UIImage {
    func rotateImageByOrientation() -> UIImage {
        // No-op if the orientation is already correct
        guard self.imageOrientation != .Up else {
            return self
        }

        // 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 (self.imageOrientation) {
        case .Down, .DownMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI))

        case .Left, .LeftMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))

        case .Right, .RightMirrored:
            transform = CGAffineTransformTranslate(transform, 0, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(-M_PI_2))

        default:
            break
        }

        switch (self.imageOrientation) {
        case .UpMirrored, .DownMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformScale(transform, -1, 1)

        case .LeftMirrored, .RightMirrored:
            transform = CGAffineTransformTranslate(transform, self.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.
        let ctx = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
            CGImageGetBitsPerComponent(self.CGImage), 0,
            CGImageGetColorSpace(self.CGImage),
            CGImageGetBitmapInfo(self.CGImage).rawValue)
        CGContextConcatCTM(ctx, transform)
        switch (self.imageOrientation) {
        case .Left, .LeftMirrored, .Right, .RightMirrored:
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)

        default:
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
        }

        // And now we just create a new UIImage from the drawing context
        if let cgImage = CGBitmapContextCreateImage(ctx) {
            return UIImage(CGImage: cgImage)
        } else {
            return self
        }
    }
}

Descubrí una mucho más simple:

- (UIImage *)normalizedImage {
    if (self.imageOrientation == UIImageOrientationUp) return self; 

    UIGraphicsBeginImageContextWithOptions(self.size, NO, self.scale);
    [self drawInRect:(CGRect){0, 0, self.size}];
    UIImage *normalizedImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return normalizedImage;
}

Por cierto: el código de @Anomie no tiene en cuenta la scale , por lo que no funcionará para imágenes 2x.


He experimentado este problema con imágenes tomadas de la cámara o guardadas en el rollo de la cámara que se tomaron de la cámara. Las imágenes descargadas en la biblioteca de fotos desde el navegador de safari no giran cuando se cargan.

Pude resolver este problema haciendo que los datos de la imagen fueran JPEG antes de subirlos.

let image = info[UIImagePickerControllerOriginalImage] as! UIImage        
let data = UIImageJPEGRepresentation(image, 1.0)

Ahora podemos usar los datos para cargar y la imagen no se rotará después de cargar.

Espero que esto funcione.


Si entiendo, ¿qué quiere hacer es ignorar la orientación de la UIImage? Si es así, entonces podrías hacer esto:

//image is your original image
image = [UIImage imageWithCGImage:[image CGImage]
                             scale:[image scale]
                       orientation: UIImageOrientationUp];

o en Swift: -

image = UIImage(CGImage: image.CGImage!, scale: image.scale, orientation:.Up)

Resolvió mi problema de recorte ... Espero, esto es lo que estás buscando ...


Swift 3 versión basada en @ jake1981 que la tomó de @ MetalHeart2003

extension UIImage {

    func fixOrientation() -> UIImage {

        // No-op if the orientation is already correct
        if ( self.imageOrientation == UIImageOrientation.up ) {
            return self;
        }

        // 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 = CGAffineTransform.identity

        if ( self.imageOrientation == UIImageOrientation.down || self.imageOrientation == UIImageOrientation.downMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: self.size.height)
            transform = transform.rotated(by: CGFloat(M_PI))
        }

        if ( self.imageOrientation == UIImageOrientation.left || self.imageOrientation == UIImageOrientation.leftMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.rotated(by: CGFloat(M_PI_2))
        }

        if ( self.imageOrientation == UIImageOrientation.right || self.imageOrientation == UIImageOrientation.rightMirrored ) {
            transform = transform.translatedBy(x: 0, y: self.size.height);
            transform = transform.rotated(by: CGFloat(-M_PI_2));
        }

        if ( self.imageOrientation == UIImageOrientation.upMirrored || self.imageOrientation == UIImageOrientation.downMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.scaledBy(x: -1, y: 1)
        }

        if ( self.imageOrientation == UIImageOrientation.leftMirrored || self.imageOrientation == UIImageOrientation.rightMirrored ) {
            transform = transform.translatedBy(x: self.size.height, y: 0);
            transform = transform.scaledBy(x: -1, y: 1);
        }

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

        if ( self.imageOrientation == UIImageOrientation.left ||
            self.imageOrientation == UIImageOrientation.leftMirrored ||
            self.imageOrientation == UIImageOrientation.right ||
            self.imageOrientation == UIImageOrientation.rightMirrored ) {

            ctx.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: self.size.height, height: self.size.width))
        } else {
            ctx.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height))
        }

        // And now we just create a new UIImage from the drawing context and return it
        return UIImage(cgImage: ctx.makeImage()!)

    }
}

Un UIImage tiene una propiedad imageOrientation , que instruye a UIImageView y otros consumidores de UIImage para rotar los datos de imagen en bruto. Existe una buena posibilidad de que esta bandera se esté guardando en los datos exif en la imagen jpeg cargada, pero el programa que utiliza para verla no respeta esa bandera.

Para girar el UIImage para que se muestre correctamente cuando se cargue, puede usar una categoría como esta:

UIImage + fixOrientation.h

@interface UIImage (fixOrientation)

- (UIImage *)fixOrientation;

@end

UIImage + fixOrientation.m

@implementation UIImage (fixOrientation)

- (UIImage *)fixOrientation {

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

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

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

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

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

        case UIImageOrientationLeftMirrored:
        case UIImageOrientationRightMirrored:
            transform = CGAffineTransformTranslate(transform, self.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, self.size.width, self.size.height,
                                             CGImageGetBitsPerComponent(self.CGImage), 0,
                                             CGImageGetColorSpace(self.CGImage),
                                             CGImageGetBitmapInfo(self.CGImage));
    CGContextConcatCTM(ctx, transform);
    switch (self.imageOrientation) {
        case UIImageOrientationLeft:
        case UIImageOrientationLeftMirrored:
        case UIImageOrientationRight:
        case UIImageOrientationRightMirrored:
            // Grr...
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage);
            break;

        default:
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.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;
}

@end

Versión Swift 4.1 de la solución de @an0 :

extension UIImage {
    func upOrientationImage() -> UIImage? {
        switch imageOrientation {
        case .up:
            return self
        default:
            UIGraphicsBeginImageContextWithOptions(size, false, scale)
            draw(in: CGRect(origin: .zero, size: size))
            let result = UIGraphicsGetImageFromCurrentImageContext()
            UIGraphicsEndImageContext()
            return result
        }
    }
}

en rápido;)

ACTUALIZACIÓN SWIFT 3.0: D

func sFunc_imageFixOrientation(img:UIImage) -> UIImage {


    // No-op if the orientation is already correct
    if (img.imageOrientation == UIImageOrientation.up) {
        return img;
    }
    // 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 = CGAffineTransform.identity

    if (img.imageOrientation == UIImageOrientation.down
        || img.imageOrientation == UIImageOrientation.downMirrored) {

        transform = transform.translatedBy(x: img.size.width, y: img.size.height)
        transform = transform.rotated(by: CGFloat(M_PI))
    }

    if (img.imageOrientation == UIImageOrientation.left
        || img.imageOrientation == UIImageOrientation.leftMirrored) {

        transform = transform.translatedBy(x: img.size.width, y: 0)
        transform = transform.rotated(by: CGFloat(M_PI_2))
    }

    if (img.imageOrientation == UIImageOrientation.right
        || img.imageOrientation == UIImageOrientation.rightMirrored) {

        transform = transform.translatedBy(x: 0, y: img.size.height);
        transform = transform.rotated(by: CGFloat(-M_PI_2));
    }

    if (img.imageOrientation == UIImageOrientation.upMirrored
        || img.imageOrientation == UIImageOrientation.downMirrored) {

        transform = transform.translatedBy(x: img.size.width, y: 0)
        transform = transform.scaledBy(x: -1, y: 1)
    }

    if (img.imageOrientation == UIImageOrientation.leftMirrored
        || img.imageOrientation == UIImageOrientation.rightMirrored) {

        transform = transform.translatedBy(x: img.size.height, y: 0);
        transform = transform.scaledBy(x: -1, y: 1);
    }


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

    ctx.concatenate(transform)


    if (img.imageOrientation == UIImageOrientation.left
        || img.imageOrientation == UIImageOrientation.leftMirrored
        || img.imageOrientation == UIImageOrientation.right
        || img.imageOrientation == UIImageOrientation.rightMirrored
        ) {


        ctx.draw(img.cgImage!, in: CGRect(x:0,y:0,width:img.size.height,height:img.size.width))

    } else {
        ctx.draw(img.cgImage!, in: CGRect(x:0,y:0,width:img.size.width,height:img.size.height))
    }


    // And now we just create a new UIImage from the drawing context
    let cgimg:CGImage = ctx.makeImage()!
    let imgEnd:UIImage = UIImage(cgImage: cgimg)

    return imgEnd
}




uiimagepickercontroller