I tried to import camera images from iPhone5 retinal iOs7. The following image shows the problem. The stage is the yellow filled rectangle and the image at the top is the image which is imported into the stage.
我试图从iPhone5视网膜iOs7导入相机图像。下图显示了该问题。舞台是黄色填充的矩形,顶部的图像是导入舞台的图像。
I created a Jsfiddle to demonstrate the problem here: http://jsfiddle.net/confile/45zdm/
我创建了一个Jsfiddle来演示这里的问题:http://jsfiddle.net/confile/45zdm/
I think that there are two problems the first one is that the pixel ration of 2 might be a problem. When I set
我认为有两个问题,第一个问题是2的像素比可能是一个问题。我订的时候
image.height(stage.height())
The image takes only half the height of the stage. This is only the can for images that are taken with the camera. When you import images from screen shots it works fine as I demonstrated in the following image:
图像仅占舞台高度的一半。这仅适用于相机拍摄的图像。当您从屏幕截图导入图像时,它可以正常工作,如下图所示:
The second problem is that images from camera are in the wrong angle so you have to take the exif orientation property into account.
第二个问题是来自摄像机的图像角度错误,因此您必须考虑exif orientation属性。
How can I import retina images from iPhone camera into KineticJs to be displayed correctly?
如何将iPhone相机中的视网膜图像导入KineticJs才能正确显示?
1 个解决方案
#1
1
I want to repost my comment from github: https://github.com/ericdrowell/KineticJS/pull/654#issuecomment-40284966
我想从github重新发表我的评论:https://github.com/ericdrowell/KineticJS/pull/654#issuecomment-40284966
Use fixed canvas instead of image.
使用固定画布而不是图像。
// detect scale ratio
function detectVerticalSquash(img) {
var iw = img.width, ih = img.height;
var canvas = document.createElement('canvas');
canvas.width = 1;
canvas.height = ih;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
var data = ctx.getImageData(0, 0, 1, ih).data;
// search image edge pixel position in case it is squashed vertically.
var sy = 0;
var ey = ih;
var py = ih;
while (py > sy) {
var alpha = data[(py - 1) * 4 + 3];
if (alpha === 0) {
ey = py;
} else {
sy = py;
}
py = (ey + sy) >> 1;
}
var ratio = (py / ih);
return (ratio===0)?1:ratio;
}
// create canvas to replace with image
function generateCanvas(image){
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
canvas.width = image.width;
canvas.height = image.height;
var vertSquashRatio = detectVerticalSquash(image);
context.drawImage(image, 0, 0,
image.width, image.height / vertSquashRatio);
return(canvas);
}
var img = new Image();
img.onload = function() {
var stage = new Kinetic.Stage({
container: 'con',
width: 1000,
height: 1000
});
var layer = new Kinetic.Layer();
stage.add(layer);
var image = new Kinetic.Image({
image : generateCanvas(img),
width : 200,
height : 200,
draggable : true
});
layer.add(image);
layer.draw();
}
img.src = 'diana2.jpg';
#1
1
I want to repost my comment from github: https://github.com/ericdrowell/KineticJS/pull/654#issuecomment-40284966
我想从github重新发表我的评论:https://github.com/ericdrowell/KineticJS/pull/654#issuecomment-40284966
Use fixed canvas instead of image.
使用固定画布而不是图像。
// detect scale ratio
function detectVerticalSquash(img) {
var iw = img.width, ih = img.height;
var canvas = document.createElement('canvas');
canvas.width = 1;
canvas.height = ih;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
var data = ctx.getImageData(0, 0, 1, ih).data;
// search image edge pixel position in case it is squashed vertically.
var sy = 0;
var ey = ih;
var py = ih;
while (py > sy) {
var alpha = data[(py - 1) * 4 + 3];
if (alpha === 0) {
ey = py;
} else {
sy = py;
}
py = (ey + sy) >> 1;
}
var ratio = (py / ih);
return (ratio===0)?1:ratio;
}
// create canvas to replace with image
function generateCanvas(image){
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
canvas.width = image.width;
canvas.height = image.height;
var vertSquashRatio = detectVerticalSquash(image);
context.drawImage(image, 0, 0,
image.width, image.height / vertSquashRatio);
return(canvas);
}
var img = new Image();
img.onload = function() {
var stage = new Kinetic.Stage({
container: 'con',
width: 1000,
height: 1000
});
var layer = new Kinetic.Layer();
stage.add(layer);
var image = new Kinetic.Image({
image : generateCanvas(img),
width : 200,
height : 200,
draggable : true
});
layer.add(image);
layer.draw();
}
img.src = 'diana2.jpg';