iOS开发--解决拍照后照片旋转90度的问题(附Swift版本)

当我们使用相机拍照后,调用UIImagePickerController的delegate方法,如下代码所示:

- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
    UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage];
}复制代码


通过UIImagePickerControllerOriginalImage这个key从info字典中可以获取到拍照后的UIImage,但如果断点查看图片,我们会发现图片是旋转了90度的。

不过如果直接使用图片,比如使用这个UIImage赋值给一个UIImageView的实例,显示出来的图片是完全没有问题的。

但如果使用这个UIImage作他用,比如上传到服务器,就会出现问题了,上传到服务器的图片也是旋转了90度的。

原因:通过UIImagePickerControllerOriginalImage这个key从info字典中可以获取到拍照后的UIImage,其imageOrientation属性默认是UIImageOrientationRight,也就是说默认就是向左侧旋转了90度的。


解决方法如下:

方法一:创建UIImagePickerController实例的时候,设置实例的一个属性allowsEditing为YES,设了这个值,拍完照片后会在照片上出现一个框框,可以对照片的裁剪编辑。在UIImagePickerController的代理方法中取照片的时候也就别用UIImagePickerControllerOriginalImage这个key来取了,而要用UIImagePickerControllerEditedImage,此时取出来的照片,它的imageOrientation是UIImageOrientationUp而不是默认的UIImageOrientationRight了。

方法二:有一个专门针对UIImage旋转这个问题的很好的Category,代码如下:

OC版本:

UIImage+fixOrientation.h

#import <UIKit/UIKit.h>

@interface UIImage (fixOrientation)

- (UIImage *)fixOrientation;

@end
复制代码

UIImage+fixOrientation.m

#import "UIImage+fixOrientation.h"

@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;
    }
    
    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;
    }
    
    // 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
复制代码


Swift版本:

import UIKit
 
extension UIImage {
    // 修复图片旋转
    func fixOrientation() -> UIImage {
        if self.imageOrientation == .up {
            return self
        }
         
        var transform = CGAffineTransform.identity
         
        switch self.imageOrientation {
        case .down, .downMirrored:
            transform = transform.translatedBy(x: self.size.width, y: self.size.height)
            transform = transform.rotated(by: .pi)
            break
             
        case .left, .leftMirrored:
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.rotated(by: .pi / 2)
            break
             
        case .right, .rightMirrored:
            transform = transform.translatedBy(x: 0, y: self.size.height)
            transform = transform.rotated(by: -.pi / 2)
            break
             
        default:
            break
        }
         
        switch self.imageOrientation {
        case .upMirrored, .downMirrored:
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.scaledBy(x: -1, y: 1)
            break
             
        case .leftMirrored, .rightMirrored:
            transform = transform.translatedBy(x: self.size.height, y: 0);
            transform = transform.scaledBy(x: -1, y: 1)
            break
             
        default:
            break
        }
         
        let ctx = 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)
         
        switch self.imageOrientation {
        case .left, .leftMirrored, .right, .rightMirrored:
            ctx?.draw(self.cgImage!, in: CGRect(x: CGFloat(0), y: CGFloat(0), width: CGFloat(size.height), height: CGFloat(size.width)))
            break
             
        default:
            ctx?.draw(self.cgImage!, in: CGRect(x: CGFloat(0), y: CGFloat(0), width: CGFloat(size.width), height: CGFloat(size.height)))
            break
        }
         
        let cgimg: CGImage = (ctx?.makeImage())!
        let img = UIImage(cgImage: cgimg)
         
        return img
    }
}
复制代码


转载于:https://juejin.im/post/5ad05377f265da238f12f56e

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