Calculate Bounding box coordinates from a rotated

2019-01-01 15:01发布

I have the coordinates of the top left point of a rectangle as well as its width, height and rotation from 0 to 180 and -0 to -180.

I am trying to get the bounding coordinates of the actual box around the rectangle.

What is a simple way of calculating the coordinates of the bounding box

  • Min y, max y, min x, max x?

The A point is not always on the min y bound, it can be anywhere.

I can use matrix the transform toolkit in as3 if needed.

11条回答
只若初见
2楼-- · 2019-01-01 15:39

Although Code Guru stated the GetBounds() method, I've noticed the question is tagged as3, flex, so here is an as3 snippet that illustrates the idea.

var box:Shape = new Shape();
box.graphics.beginFill(0,.5);
box.graphics.drawRect(0,0,100,50);
box.graphics.endFill();
box.rotation = 20;
box.x = box.y = 100;
addChild(box);

var bounds:Rectangle = box.getBounds(this);

var boundingBox:Shape = new Shape();
boundingBox.graphics.lineStyle(1);
boundingBox.graphics.drawRect(bounds.x,bounds.y,bounds.width,bounds.height);
addChild(boundingBox);

I noticed that there two methods that seem to do the same thing: getBounds() and getRect()

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无与为乐者.
3楼-- · 2019-01-01 15:41

if you are using GDI+ , you can create a new GrpaphicsPath -> Add any points or shapes to it -> Apply rotate transformation -> use GraphicsPath.GetBounds() and it will return a rectangle that bounds your rotated shape.

(edit) VB.Net Sample

Public Shared Sub RotateImage(ByRef img As Bitmap, degrees As Integer)
' http://stackoverflow.com/questions/622140/calculate-bounding-box-coordinates-from-a-rotated-rectangle-picture-inside#680877
'
Using gp As New GraphicsPath
  gp.AddRectangle(New Rectangle(0, 0, img.Width, img.Height))

  Dim translateMatrix As New Matrix
  translateMatrix.RotateAt(degrees, New PointF(img.Width \ 2, img.Height \ 2))
  gp.Transform(translateMatrix)

  Dim gpb = gp.GetBounds

  Dim newwidth = CInt(gpb.Width)
  Dim newheight = CInt(gpb.Height)

  ' http://www.codeproject.com/Articles/58815/C-Image-PictureBox-Rotations
  '
  Dim rotatedBmp As New Bitmap(newwidth, newheight)

  rotatedBmp.SetResolution(img.HorizontalResolution, img.VerticalResolution)

  Using g As Graphics = Graphics.FromImage(rotatedBmp)
    g.Clear(Color.White)
    translateMatrix = New Matrix
    translateMatrix.Translate(newwidth \ 2, newheight \ 2)
    translateMatrix.Rotate(degrees)
    translateMatrix.Translate(-img.Width \ 2, -img.Height \ 2)
    g.Transform = translateMatrix
    g.DrawImage(img, New PointF(0, 0))
  End Using
  img.Dispose()
  img = rotatedBmp
End Using

End Sub

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宁负流年不负卿
4楼-- · 2019-01-01 15:46
    fitRect: function( rw,rh,radians ){
            var x1 = -rw/2,
                x2 = rw/2,
                x3 = rw/2,
                x4 = -rw/2,
                y1 = rh/2,
                y2 = rh/2,
                y3 = -rh/2,
                y4 = -rh/2;

            var x11 = x1 * Math.cos(radians) + y1 * Math.sin(radians),
                y11 = -x1 * Math.sin(radians) + y1 * Math.cos(radians),
                x21 = x2 * Math.cos(radians) + y2 * Math.sin(radians),
                y21 = -x2 * Math.sin(radians) + y2 * Math.cos(radians), 
                x31 = x3 * Math.cos(radians) + y3 * Math.sin(radians),
                y31 = -x3 * Math.sin(radians) + y3 * Math.cos(radians),
                x41 = x4 * Math.cos(radians) + y4 * Math.sin(radians),
                y41 = -x4 * Math.sin(radians) + y4 * Math.cos(radians);

            var x_min = Math.min(x11,x21,x31,x41),
                x_max = Math.max(x11,x21,x31,x41);

            var y_min = Math.min(y11,y21,y31,y41);
                y_max = Math.max(y11,y21,y31,y41);

            return [x_max-x_min,y_max-y_min];
        }
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唯独是你
5楼-- · 2019-01-01 15:47
  • Transform the coordinates of all four corners
  • Find the smallest of all four x's as min_x
  • Find the largest of all four x's and call it max_x
  • Ditto with the y's
  • Your bounding box is (min_x,min_y), (min_x,max_y), (max_x,max_y), (max_x,min_y)

AFAIK, there isn't any royal road that will get you there much faster.

If you are wondering how to transform the coordinates, try:

x2 = x0+(x-x0)*cos(theta)+(y-y0)*sin(theta)
y2 = y0-(x-x0)*sin(theta)+(y-y0)*cos(theta)

where (x0,y0) is the center around which you are rotating. You may need to tinker with this depending on your trig functions (do they expect degrees or radians) the sense / sign of your coordinate system vs. how you are specifying angles, etc.

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长期被迫恋爱
6楼-- · 2019-01-01 15:49

I realize that you're asking for ActionScript but, just in case anyone gets here looking for the iOS or OS-X answer, it is this:

+ (CGRect) boundingRectAfterRotatingRect: (CGRect) rect toAngle: (float) radians
{
    CGAffineTransform xfrm = CGAffineTransformMakeRotation(radians);
    CGRect result = CGRectApplyAffineTransform (rect, xfrm);

    return result;
}

If your OS offers to do all the hard work for you, let it! :)

Swift:

func boundingRectAfterRotatingRect(rect: CGRect, toAngle radians: CGFloat) -> CGRect {
    let xfrm = CGAffineTransformMakeRotation(radians)
    return CGRectApplyAffineTransform (rect, xfrm)
}
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