.NET Core ImageSharp image scaling - c#

I have two images, one as background and one containing a signature.
I want to be able to down/up scale the signature depending on a scalefactor but within the the height/width of the background.
I've tried AffineTransformBuilder.AppendScale without any success so instead i've tried to scale the signature with resize instead.
How can i scale the signature image within the bounds of the background image?
Image results
Expected result
Actual result with resize
Code
public class ImageConverter
{
public byte[] GetPngImage(byte[] plots)
{
var desiredWidth = 250;
var desiredHeight = 250;
var Rgba32 backgroundColor = Rgba32.White;
var Rgba32 foregroundColor = Rgba32.Black;
var plottedLines = GetPlottedLines(plots);
var minX = lines.Min(p => p.Start.X > p.End.X ? p.Start.X : p.End.X);
var maxX = lines.Max(p => p.Start.X > p.End.X ? p.Start.X : p.End.X);
var minY = lines.Min(p => p.Start.Y > p.End.Y ? p.Start.Y : p.End.Y);
var maxY = lines.Max(p => p.Start.Y > p.End.Y ? p.Start.Y : p.End.Y);
var width = maxX - minX;
var height = maxY - minY;
var scaleFactor = CalculateScaleFactor(width, height, desiredWidth, desiredHeight);
using (var canvas = new Image<Rgba32>(desiredWidth, desiredHeight))
using(var signature = new Image<Rgba32>(width, height))
{
signature.Mutate(ctx =>
{
var pen = new Pen<Rgba32>(foregroundColor, 1);
foreach (var line in plottedLines)
{
ctx.DrawLines(pen, new PointF(line.Start.X - minX, line.Start.Y - minY),
new PointF(line.End.X - minX, line.End.Y - minY));
}
ctx.Resize(new ResizeOptions
{
Size = new Size(desiredWidth, desiredHeight),
Mode = ResizeMode.BoxPad,
});
//var transformX = ((desiredWidth / 2f) - (width * scaleFactor) / 2f) < 0f ? 0f : ((desiredWidth / 2f) - (width * scaleFactor) / 2f);
//var transformY = ((desiredHeight / 2f) - (height * scaleFactor) / 2f) < 0f ? 0f : ((desiredHeight / 2f) - (height * scaleFactor) / 2f);
//var transformBuilder = new AffineTransformBuilder();
//transformBuilder.AppendTranslation(new PointF(transformX, transformY));
//transformBuilder.AppendScale(scaleFactor);
//ctx.Transform(transformBuilder);
//var pen = new Pen<Rgba32>(foregroundColor, 1);
//foreach (var line in plottedLines)
//{
//ctx.DrawLines(pen, new PointF(line.Start.X - minX, line.Start.Y - minY), new PointF(line.End.X - minX, line.End.Y - minY));
//}
});
canvas.Mutate(ctx =>
{
ctx.Fill(new SolidBrush<Rgba32>(backgroundColor), new RectangleF(0, 0, desiredWidth, desiredHeight));
ctx.DrawImage(signature, new Point(0, 0), 1);
});
using (var ms = new MemoryStream())
{
canvas.Save(ms, new PngEncoder());
return ms.ToArray();
}
}
}
private List<Line> GetPlottedLines(byte[] plotChunk)
{
var plotString = Encoding.Default.GetString(plotChunk);
var lines = plotString.Split(new[] {"|"}, StringSplitOptions.RemoveEmptyEntries);
return lines.Select(line =>
line.Split(new[] {","}, StringSplitOptions.RemoveEmptyEntries))
.Select(points => new Line(
new Point(Convert.ToInt32(points[0]), Convert.ToInt32(points[1])),
new Point(Convert.ToInt32(points[2]), Convert.ToInt32(points[3]))))
.ToList();
}
private float CalculateScaleFactor(float currentImageWidthInPixels, float currentImageHeightInPixels,
int desiredWidthInPixels, int desiredHeightInPixels)
{
var scaleFactorWidth = desiredWidthInPixels / currentImageWidthInPixels;
var scaleFactorHeight = desiredHeightInPixels / currentImageHeightInPixels;
var scaleFactor = scaleFactorWidth < scaleFactorHeight ? scaleFactorWidth : scaleFactorHeight;
return scaleFactor == 0.0 ? 1.0f : scaleFactor;
}
private class Line
{
internal Point Start { get; }
internal Point End { get; }
public Line(Point start, Point end)
{
Start = start;
End = end;
}
}
}

Related

Get List<Segment> from a PathGeometry

I draw in a canvas several shapes. I have two kinds of shapes : Ellipse, and Path.
Now when I make a click on my Canvas, I want to get the nearest Shape.
I could manage to do something for Ellipse, but for Path I don't manage to find how to get its coordinates.
Here is the code I use to generate a List, in case something is not optimum in that method :
Concretely, "percage" are drillings, if Type=12, it means I draw a slot(Path). else I draw a circle(Ellipse)
if (percage.Type == 12)
{
double r = percage.Diametre / 2;
LineSegment ligne1 = new LineSegment();
LineSegment ligne2 = new LineSegment();
Point ptCentre = new Point(dx + percage.Coor_X, this.MyScrollViewer.ActualHeight * echelle - dy - percage.Coor_Y);
double angle = percage.AnglePer;
double xLeft = ptCentre.X - r;
double xRight = ptCentre.X + r;
double yUp = ptCentre.Y - ((percage.Longueur / 2) - r);
double yDown = ptCentre.Y + ((percage.Longueur / 2) - r);
Point pt1 = new Point(xLeft, yUp);
Point pt2 = new Point(xRight, yUp);
Point pt3 = new Point(xRight, yDown);
Point pt4 = new Point(xLeft, yDown);
pt1 = Global.RotatePoint(pt1, ptCentre, angle - 90);
pt2 = Global.RotatePoint(pt2, ptCentre, angle - 90);
pt3 = Global.RotatePoint(pt3, ptCentre, angle - 90);
pt4 = Global.RotatePoint(pt4, ptCentre, angle - 90);
Path arc_path1 = new Path();
arc_path1.Stroke = Brushes.Red;
arc_path1.StrokeThickness = 2;
PathGeometry pathGeometry = new PathGeometry();
ArcSegment arc1 = new ArcSegment();
ArcSegment arc2 = new ArcSegment();
PathFigure pathfigure1 = new PathFigure();
PathFigure pathfigure2 = new PathFigure();
arc1.Point = new Point(pt2.X, pt2.Y);
arc1.Point = new Point(pt4.X, pt4.Y);
pathfigure1.StartPoint = new Point(pt1.X, pt1.Y);
pathfigure1.StartPoint = new Point(pt3.X, pt3.Y);
SweepDirection sd = SweepDirection.Counterclockwise;
if (yUp < yDown)
{
sd = SweepDirection.Clockwise;
}
arc1.Size = new Size(r, r);
arc1.SweepDirection = sd;
arc2.Size = new Size(r, r);
arc2.SweepDirection = sd;
arc1.Point = pt2;
arc2.Point = pt4;
ligne1.Point = new Point(pt3.X, pt3.Y);
ligne2.Point = new Point(pt1.X, pt1.Y);
pathfigure1.StartPoint = new Point(pt1.X, pt1.Y);
pathfigure1.Segments.Add(arc1);
pathfigure1.Segments.Add(ligne1);
pathfigure1.Segments.Add(arc2);
pathfigure1.Segments.Add(ligne2);
pathGeometry.Figures.Add(pathfigure1);
arc_path1.Data = pathGeometry;
arc_path1.Tag = percage;
percage.ListShapes.Add(arc_path1);
}
else
{
Ellipse ellipse = new Ellipse();
ellipse.Stroke = System.Windows.Media.Brushes.Red;
ellipse.StrokeThickness = 1;
ellipse.Fill = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Colors.Red);
ellipse.Width = percage.Diametre;
ellipse.Height = percage.Diametre;
percage.Coor_X_Graph = X1 + dx - (percage.Diametre / 2);
percage.Coor_Y_Graph = this.MyScrollViewer.ActualHeight * echelle - (Y1 + dy) - (percage.Diametre / 2);
ellipse.Margin = new System.Windows.Thickness(percage.Coor_X_Graph, percage.Coor_Y_Graph, 0, 0);
ellipse.Tag = percage;
percage.ListShapes.Add(ellipse);
}
Then, to get the nearest shape, I began that code :
For ellipse I can retrieve its coordinates, but for Path, couldn't find the List of Segments inside.
StartPoint = e.GetPosition(monDessin);
double distance=-1;
Shape selectedShape = null;
for (int i = monDessin.Children.Count - 1; i > -1; i--)
{
if (monDessin.Children[i] is Ellipse)
{
Ellipse ell = (Ellipse)monDessin.Children[i];
double x = ell.Margin.Left + Width / 2;
double y = ell.Margin.Top - ell.Height / 2;
double dist = Math.Sqrt((StartPoint.X - x) * (StartPoint.X - x) + (StartPoint.Y -y) * (StartPoint.Y - y));
if(distance==-1 || dist<distance)
{
distance = dist;
}
}
else if(monDessin.Children[i] is Path)
{
Path path=(Path)monDessin.Children[i];
Geometry geometry = path.Data;
foreach(PathFigure pf in ?????)
}
}
Finally, I could do it myself looking a bit more on internet (not sure it is the best way as I began on that theme,so any other suggestion is welcome)
I found some "solution" here
But the code didn't work, got an error on the following line (without understand why, neither what it does)
string value = seralizer.ConvertToString(geomerty, null);
Finally I adapted it looking on msdn website, I found geometry.GetOutlinedPathGeometry() and pathGeometry.Figures that allowed to get list of figures. I just don't understand why all my ArcSegment became BezierSegment.
Anyway, it works fine, so I put here the code :
StartPoint = e.GetPosition(monDessin);
double distance=-1;
double dist;
Shape selectedShape = null;
for (int i = monDessin.Children.Count - 1; i > -1; i--)
{
string type = monDessin.Children[i].GetType().ToString();
if (monDessin.Children[i] is Ellipse)
{
Ellipse ell = (Ellipse)monDessin.Children[i];
double x = ell.Margin.Left + ell.Width / 2;
double y = ell.Margin.Top - ell.Height / 2;
dist = Math.Sqrt((StartPoint.X - x) * (StartPoint.X - x) + (StartPoint.Y -y) * (StartPoint.Y - y));
if(distance==-1 || dist<distance)
{
distance = dist;
}
}
else if(monDessin.Children[i] is Path)
{
Path path=(Path)monDessin.Children[i];
string titi = path.Tag.GetType().ToString();
Geometry geometry = path.Data;
PathGeometry pathGeometry = geometry.GetOutlinedPathGeometry();
PathFigureCollection figures = pathGeometry.Figures;
if (figures != null)
{
foreach (PathFigure figure in figures)
{
foreach (PathSegment segment in figure.Segments)
{
//first syntax : if(segment is LineSegment)
if(segment is LineSegment)
{
LineSegment lineSegment = (LineSegment)segment;
double x = lineSegment.Point.X;
ouble y = lineSegment.Point.Y;
}
//2nd syntax :
//ArcSegment arcSegment = segment as ArcSegment;
//Then check if not null
ArcSegment arcSegment = segment as ArcSegment;
if (arcSegment != null)
{
double x = arcSegment.Point.X;
double y = arcSegment.Point.Y;
dist = Math.Sqrt((StartPoint.X - x) * (StartPoint.X - x) + (StartPoint.Y - y) * (StartPoint.Y - y));
if (distance == -1 || dist < distance)
{
distance = dist;
}
}
BezierSegment bezierSegment = segment as BezierSegment;
if (bezierSegment != null)
{
double x = bezierSegment.Point3.X;
double y = bezierSegment.Point3.Y;
dist = Math.Sqrt((StartPoint.X - x) * (StartPoint.X - x) + (StartPoint.Y - y) * (StartPoint.Y - y));
if (distance == -1 || dist < distance)
{
distance = dist;
}
}
}
}
}
}
}
Nota : I found two different syntaxes to check the type of segment(i.e LineSegment), I don't know which is the best approach, the first syntax seems better, but the 2nd one has the advantage to check if it is null(even if in theory it may never happen???)

how to control mouse pointer with head movement using emguCV C#?

I am developing a system just like Camera mouse or other face control mouse, I have implemented all the functionality, the mouse pointer is also moving well, but I want to create the movement smooth just like the mouse control the pointer. the code I am using is:
if (startButton == true)
{
try
{
cap = new Capture();
pictureBox1.Image = cap.QueryFrame().ToImage<Bgr, Byte>().Bitmap;
}
catch (Exception exp)
{
MessageBox.Show("Error:" + exp);
}
_cascadeClassifier = new CascadeClassifier(Application.StartupPath + "/haarcascade_frontalface_default.xml");
eye_cascadeClassifier = new CascadeClassifier(Application.StartupPath + "/haarcascade_eye.xml");
timer1.Start();
}
private void timer1_Tick(object sender, EventArgs e)
{
using (var imageFrame = cap.QueryFrame().ToImage<Bgr, Byte>().Flip(FlipType.Horizontal))
{
if (imageFrame != null)
{
var grayframe = imageFrame.Convert<Gray, byte>();
var faces = _cascadeClassifier.DetectMultiScale(grayframe, 1.1, 10, Size.Empty); //the actual face detection happens here
foreach (var face in faces)
{
if(Configure.FaceBoxCheck==true)
imageFrame.Draw(face, new Bgr(Color.LightGreen), 2); //the detected face(s) is highlighted here using a box that is drawn around it/them
Int32 yCoordStartSearchEyes = face.Top + (face.Height * 3 / 11);
Point startingPointSearchEyes = new Point(face.X, yCoordStartSearchEyes);
Size searchEyesAreaSize = new Size(face.Width, (face.Height * 3 / 11));
Rectangle possibleROI_eyes = new Rectangle(startingPointSearchEyes, searchEyesAreaSize);
int widthNav = (imageFrame.Width / 11 * 3);
int heightNav = (imageFrame.Height / 11 * 3);
Rectangle nav = new Rectangle(new Point(imageFrame.Width / 2 - widthNav / 2, imageFrame.Height / 2 - heightNav / 2), new Size(widthNav, heightNav));
imageFrame.Draw(nav, new Bgr(Color.Lavender), 3);
Point cursor = new Point(face.X + searchEyesAreaSize.Width / 2, yCoordStartSearchEyes + searchEyesAreaSize.Height / 2);
grayframe.ROI = possibleROI_eyes;
var eyes = eye_cascadeClassifier.DetectMultiScale(grayframe, 2.15, 3, Size.Empty);
foreach (var eye in eyes)
{
//imageFrame.Draw(eye, new Bgr(Color.Red), 2);
if(Configure.EyeBoxCheck==true)
imageFrame.Draw(possibleROI_eyes, new Bgr(Color.DarkGreen), 2);
if (nav.Left < cursor.X && cursor.X < (nav.Left + nav.Width) && nav.Top < cursor.Y && cursor.Y < nav.Top + nav.Height)
{
LineSegment2D CursorDraw = new LineSegment2D(cursor, new Point(cursor.X, cursor.Y + 1));
imageFrame.Draw(CursorDraw, new Bgr(Color.White), 3);
//we compute new cursor coordinate using a simple scale based on frame width and height
int xCoord = (imageFrame.Width * (cursor.X - nav.Left)) / nav.Width;
int yCoord = (imageFrame.Height * (cursor.Y - nav.Top)) / nav.Height;
//We set our new cursor position
Cursor.Position = new Point(xCoord * 2, yCoord *2);
}
}
}
Ok, I'm sure there are a lot of other better ways, but this is a quick&dirty way of moving cursor position in a "Smooth" way from point a to point b. Of course this implementation can and should be optimized using a different thread instead of using Application.DoEvents() to avoid blocking the UI thread, but i hope this gets you on the track. First, how you should use it. Instead of:
Cursor.Position = new Point(xCoord * 2, yCoord *2);
You should do this:
MoveCursorSmooth(Cursor.Position, new Point(xCoord * 2, yCoord *2));
Now, the implementation of MoveCursorSmooth:
private void MoveCursorSmooth(Point a, Point b)
{
var step = 5;
var left = Math.Min(a.X, b.X);
var right = Math.Max(a.X, b.X);
int width = right - left;
var top = a.Y;
var bottom = b.Y;
int height = bottom - top;
if (width > height)
{
double slope = (double)height / (double)width;
if (a.X <= b.X)
for (int x = 1; x < width; ++x)
{
Cursor.Position = new Point((left + x), (a.Y + ((int)(slope * x + 0.5))));
System.Threading.Thread.Sleep(step);
Application.DoEvents();
}
else
for (int x = 1; x < width; ++x) // xOffset
{
Cursor.Position = new Point((right - x), (a.Y + ((int)(slope * x + 0.5))));
System.Threading.Thread.Sleep(step);
Application.DoEvents();
}
}
else
{
double slope = (double)width / (double)height;
if (a.X <= b.X)
{
for (int y = 1; y < height; ++y)
{
Cursor.Position = new Point((a.X + ((int)(slope * y + 0.5))), (top + y));
System.Threading.Thread.Sleep(step);
Application.DoEvents();
}
}
else
{
for (int y = 1; y < height; ++y)
{
Cursor.Position = new Point((b.X + ((int)(slope * y + 0.5))), (bottom - y));
System.Threading.Thread.Sleep(step);
Application.DoEvents();
}
}
}
}
This method is based on this answer

Translating coordinates between two 2d coordinate systems

I'm writing a small graph writing program as a personal project.
Each point is supposed to get drawn on a wpf canvas but I'm having trouble translating the points from the graph's coordinate system, example: x = -8 to 4 y=-4 to 4, to the canvas' coordinate system example: x = 600 to 0 y = 400 to 0.
I'm using the method outlined here to precompute the transformation equations.
However I'm having trouble with the result of the multiplication v=M^-1*u.
My expected result is:
[0.2 ]
[0.0 ]
[-8.0]
[4.0 ]
But the result I'm getting is:
[4.0 ]
[-4.0 ]
[0.01 ]
[-0.006]
I've verified that my transformation matrix is correct and when I do the calculation by hand I'm getting the expected result.
The method to calculate the transformation equations:
private void CalculateTransformationFunctions()
{
// Define the transformation matrix
var transformationMatrix = new Matrix4x4
{
M11 = _destArea.XMin,
M12 = _destArea.YMin,
M13 = 1,
M14 = 0,
M21 = -_destArea.YMin,
M22 = _destArea.XMin,
M23 = 0,
M24 = 1,
M31 = _destArea.XMax,
M32 = _destArea.YMax,
M33 = 1,
M34 = 0,
M41 = -_destArea.YMax,
M42 = _destArea.XMax,
M43 = 0,
M44 = 1
};
// Define the source vector
var srcVector = new Vector4
{
X = _srcArea.XMin,
Y = _srcArea.YMax,
Z = _srcArea.XMax,
W = _srcArea.YMin
};
// Invert the transformationmatrix before the multiplication
Matrix4x4 invertedTransformationMatrix;
if(!Matrix4x4.Invert(transformationMatrix,out invertedTransformationMatrix))
throw new Exception();
// Returns the wrong value
var transformResult = Vector4.Transform(srcVector, invertedTransformationMatrix);
float a = transformResult.X,
b = transformResult.Y,
c = transformResult.Z,
d = transformResult.W;
_xTransformationFunction = (x, y) => (a*x + b*y - b*d - a*c)/(a*a + b*b);
_yTransformationFunction = (x, y) => (b*x - a*y - b*c + a*d)/(a*a + b*b);
}
Which is called in the constructor of its parent class.
My question:
Am I misunderstanding what Vector4.Transform() does here? Or am I completely blind and missing something very obvious?
Full source of the class:
using System;
using System.Numerics;
using System.Windows;
using System.Windows.Media;
using Grapher.Control.Grapher;
namespace Grapher.GraphingMath
{
public class Translator
{
private GraphingArea _srcArea;
private GraphingArea _destArea;
public GraphingArea SourceArea
{
get
{
return _srcArea;
}
set
{
_srcArea = value;
CalculateTransformationFunctions();
}
}
public GraphingArea DestinationArea
{
get { return _destArea; }
set
{
_destArea = value;
CalculateTransformationFunctions();
}
}
private Func<double, double, double> _xTransformationFunction;
private Func<double, double, double> _yTransformationFunction;
public Translator(GraphingArea sourceArea, GraphingArea destArea)
{
_destArea = destArea;
_srcArea = sourceArea;
CalculateTransformationFunctions();
}
public Point TranslatePoint(Point point)
{
var x = point.X;
var y = point.Y;
return new Point
{
X = _xTransformationFunction(x, y),
Y = _yTransformationFunction(x, y)
};
}
/*
x1 y1 1 0
-y1 x1 0 1
M= x2 y2 1 0
-y2 x2 0 1
x1,y1 = dest_min
x2,y2 = dest_max
*/
private void CalculateTransformationFunctions()
{
// Define the transformation matrix
var transformationMatrix = new Matrix4x4
{
M11 = _destArea.XMin,
M12 = _destArea.YMin,
M13 = 1,
M14 = 0,
M21 = -_destArea.YMin,
M22 = _destArea.XMin,
M23 = 0,
M24 = 1,
M31 = _destArea.XMax,
M32 = _destArea.YMax,
M33 = 1,
M34 = 0,
M41 = -_destArea.YMax,
M42 = _destArea.XMax,
M43 = 0,
M44 = 1
};
// Define the source vector
var srcVector = new Vector4
{
X = _srcArea.XMin,
Y = _srcArea.YMax,
Z = _srcArea.XMax,
W = _srcArea.YMin
};
// Invert the transformationmatrix before the multiplication
Matrix4x4 invertedTransformationMatrix;
if(!Matrix4x4.Invert(transformationMatrix,out invertedTransformationMatrix))
throw new Exception();
// Returns the wrong value
var transformResult = Vector4.Transform(srcVector, invertedTransformationMatrix);
float a = transformResult.X,
b = transformResult.Y,
c = transformResult.Z,
d = transformResult.W;
_xTransformationFunction = (x, y) => (a*x + b*y - b*d - a*c)/(a*a + b*b);
_yTransformationFunction = (x, y) => (b*x - a*y - b*c + a*d)/(a*a + b*b);
}
}
}
And for the graphing area struct:
using System;
namespace Grapher.Control.Grapher
{
public struct GraphingArea
{
public float XMin { get; set; }
public float YMin { get; set; }
public float XMax { get; set; }
public float YMax { get; set; }
public float Width => Math.Abs(XMax - XMin);
public float Height => Math.Abs(YMax - YMin);
}
}
In my main method I call the Translator class like this:
Point testPoint = new Point {X = 0, Y = 0};
var srcArea = new GraphingArea
{
XMax = 4,
XMin = -8,
YMax = 4,
YMin = -4
};
var destArea = new GraphingArea
{
XMax = 600,
XMin = 0,
YMax = 400,
YMin = 0
};
var translator = new Translator(srcArea, destArea);
var translatedPoint = translator.TranslatePoint(testPoint);
Edit
Ended up just writing my own matrix multiplication method. I must be misunderstanding what Vector4.Transform() does...
Code here, for anyone interested:
using System.Numerics;
namespace Grapher.GraphingMath.MatrixAndVectorMath
{
public static class Matrix4x4Multiply
{
public static Vector4 Vector4Multiply(Matrix4x4 matrix, Vector4 vector)
{
var mat = new float[4, 4]
{
{matrix.M11, matrix.M12, matrix.M13, matrix.M14},
{matrix.M21, matrix.M22, matrix.M23, matrix.M24},
{matrix.M31, matrix.M32, matrix.M33, matrix.M34},
{matrix.M41, matrix.M42, matrix.M43, matrix.M44}
}; // We'll just wrap the matrix in a float so we can index it.
var vec = new float[4] {vector.X, vector.Y, vector.Z, vector.W}; // And the same with the vector
var result = new float[4] {0, 0, 0, 0};
for (var row = 0; row < mat.GetLength(0); row++)
{
for (var col = 0; col < mat.GetLength(1); col++)
{
result[row] += mat[row, col]*vec[col];
}
}
return new Vector4
{
X = result[0],
Y = result[1],
Z = result[2],
W = result[3]
};
}
}
}
I don't know if this will help but I do something along those lines in one of my projects. I don't use matrices though so it may not be what you are looking for. I simply store the extents of coordinates for the graph and the container (canvas) width and height. I then provide two extensions functions:
public static System.Windows.Point ConvertToScreen(this System.Windows.Point point, CartesianExtents2D extents, double containerWidth, double containerHeight)
{
var x = (point.X - extents.XMinimum) * containerWidth / (extents.XMaximum - extents.XMinimum);
var y = (extents.YMaximum - point.Y) * containerHeight / (extents.YMaximum - extents.YMinimum);
return new System.Windows.Point(x, y);
}
public static System.Windows.Point ConvertToReal(this System.Windows.Point point, CartesianExtents2D extents, double containerWidth, double containerHeight, )
{
var x = extents.XMinimum + (point.X * (extents.XMaximum - extents.XMinimum)) / containerWidth;
var y = extents.YMaximum - (point.Y * (extents.YMaximum - extents.YMinimum)) / containerHeight;
return new System.Windows.Point(x, y);
}
Call thus:
Point p = new Point();
p.ConvertToReal(...);
I'm hoping the contents of CartesianExtents2D is obvious - just min and max for x and y

Drawing a path surrounding a given path

* Update *
Found a solution using Clipper library. Solution added as answer. New / better / easier ideas are still welcome though!
Given a path like this:
I want to create a path surrounding this path with a given distance, e.g. 1 cm. The following sketch demonstrates that - the red path surrounds the black path with a distance of 1 cm.
How can this be done in a generic way using PDFSharp? (Meaning I want to finally draw it with PDFSharp, I don't care where the calculations are done)
Here is the code for the black path:
// helper for easily getting an XPoint in centimeters
private XPoint cmPoint(double x, double y)
{
return new XPoint(
XUnit.FromCentimeter(x),
XUnit.FromCentimeter(y)
);
}
// the path to be drawn
private XGraphicsPath getMyPath()
{
XGraphicsPath path = new XGraphicsPath();
XPoint[] points = new XPoint[3];
points[0] = cmPoint(0, 0);
points[1] = cmPoint(5, 2);
points[2] = cmPoint(10,0);
path.AddCurve(points);
path.AddLine(cmPoint(10, 0), cmPoint(10, 10));
path.AddLine(cmPoint(10, 10), cmPoint(0, 10));
path.CloseFigure();
return path;
}
// generate the PDF file
private void button3_Click(object sender, RoutedEventArgs e)
{
// Create a temporary file
string filename = String.Format("{0}_tempfile.pdf", Guid.NewGuid().ToString("D").ToUpper());
XPen penBlack = new XPen(XColors.Black, 1);
XPen penRed = new XPen(XColors.Red, 1);
PdfDocument pdfDocument = new PdfDocument();
PdfPage page = pdfDocument.AddPage();
page.Size = PdfSharp.PageSize.A1;
XGraphics gfx = XGraphics.FromPdfPage(page);
//give us some space to the left and top
gfx.TranslateTransform(XUnit.FromCentimeter(3), XUnit.FromCentimeter(3));
// draw the desired path
gfx.DrawPath(penBlack, getMyPath());
// Save the pdfDocument...
pdfDocument.Save(filename);
// ...and start a viewer
Process.Start(filename);
}
Thanks for any help on this topic!
You can use Widen() function, which replaces the path with curves that enclose the area that is filled when the path is drawn by a specified pen, adding an additional outline to the path.
This function receives as parameter a XPen, so you can create this XPen using the desired offset as width and an outer path will be added at a constant distance (pen's width).
XGraphicsPath class is in fact a wrapper of System.Drawing.Drawing2D.GraphicsPath, so you can use Widen() function in XGraphicsPath, get the internal object and iterate on it using GraphicsPathIterator class to get the path added.
This method will do the job:
public XGraphicsPath GetSurroundPath(XGraphicsPath path, double width)
{
XGraphicsPath container = new XGraphicsPath();
container.StartFigure();
container.AddPath(path, false);
container.CloseFigure();
var penOffset = new XPen(XColors.Black, width);
container.StartFigure();
container.Widen(penOffset);
container.CloseFigure();
var iterator = new GraphicsPathIterator(container.Internals.GdiPath);
bool isClosed;
var outline = new XGraphicsPath();
iterator.NextSubpath(outline.Internals.GdiPath, out isClosed);
return outline;
}
You can handle level of flatness in curves using the overload Widen(XPen pen, XMatrix matrix, double flatness). Doing this call container.Widen(penOffset, XMatrix.Identity, 0.05); results in more rounded edges.
Then draw an outer path using this function:
string filename = String.Format("{0}_tempfile.pdf", Guid.NewGuid().ToString("D").ToUpper());
XPen penBlack = new XPen(XColors.Black, 1);
XPen penRed = new XPen(XColors.Red, 1);
PdfDocument pdfDocument = new PdfDocument();
PdfPage page = pdfDocument.AddPage();
page.Size = PdfSharp.PageSize.A1;
XGraphics gfx = XGraphics.FromPdfPage(page);
//give us some space to the left and top
gfx.TranslateTransform(XUnit.FromCentimeter(3), XUnit.FromCentimeter(3));
var path = getMyPath();
// draw the desired path
gfx.DrawPath(penBlack, path);
gfx.DrawPath(penRed, GetSurroundPath(path, XUnit.FromCentimeter(1).Point));
// Save the pdfDocument...
pdfDocument.Save(filename);
// ...and start a viewer
Process.Start(filename);
This is what you get:
Another way may be using reflection to retrieve internal Pen in XPen and setup CompoundArray property. This allows you draws parallel lines and spaces. Using this property you can do something like this:
But the problem is that you can only use one color, anyway this is just an idea, I have not tried in PDFsharp
Also, you should search for offset polyline curves or offsetting polygon algorithms.
This can be done using Clipper
double scale = 1024.0;
List<IntPoint> points = new List<IntPoint>();
points.Add(new IntPoint(0*scale, 0*scale));
points.Add(new IntPoint(5*scale, 2*scale));
points.Add(new IntPoint(10*scale, 0*scale));
points.Add(new IntPoint(10*scale, 10*scale));
points.Add(new IntPoint(0*scale, 10*scale));
points.Reverse();
List<List<IntPoint>> solution = new List<List<IntPoint>>();
ClipperOffset co = new ClipperOffset();
co.AddPath(points, JoinType.jtMiter, EndType.etClosedPolygon);
co.Execute(ref solution, 1 * scale);
foreach (IntPoint point in solution[0])
{
Console.WriteLine("OUTPUT: " + point.X + "/" + point.Y + " -> " + point.X/scale + "/" + point.Y/scale);
}
And the output:
OUTPUT: 11264/11264 -> 11/11
OUTPUT: -1024/11264 -> -1/11
OUTPUT: -1024/-1512 -> -1/-1,4765625
OUTPUT: 5120/945 -> 5/0,9228515625
OUTPUT: 11264/-1512 -> 11/-1,4765625
Drawn original and offset path:
This is still not perfect for various mathematical reasons, but already quite good.
This is an updated Answer requested
The XGraphicPath is sealed class which was implemented with bad practices IMO, so the only way is to use a wrapper around it. I tried to make the code as self documented as possible
public class OGraphicPath
{
private readonly ICollection<XPoint[]> _curves;
private readonly ICollection<Tuple<XPoint, XPoint>> _lines;
public OGraphicPath()
{
_lines = new List<Tuple<XPoint, XPoint>>();
_curves = new List<XPoint[]>();
}
public XGraphicsPath XGraphicsPath
{
get
{
var path = new XGraphicsPath();
foreach (var curve in _curves)
{
path.AddCurve(curve);
}
foreach (var line in _lines)
{
path.AddLine(line.Item1, line.Item2);
}
path.CloseFigure();
return path;
}
}
public void AddCurve(XPoint[] points)
{
_curves.Add(points);
}
public void AddLine(XPoint point1, XPoint point2)
{
_lines.Add(new Tuple<XPoint, XPoint>(point1, point2));
}
// Finds Highest and lowest X and Y to find the Center O(x,y)
private XPoint FindO()
{
var xs = new List<double>();
var ys = new List<double>();
foreach (var point in _curves.SelectMany(points => points))
{
xs.Add(point.X);
ys.Add(point.Y);
}
foreach (var line in _lines)
{
xs.Add(line.Item1.X);
xs.Add(line.Item2.X);
ys.Add(line.Item1.Y);
ys.Add(line.Item2.Y);
}
var OX = xs.Min() + xs.Max()/2;
var OY = ys.Min() + ys.Max()/2;
return new XPoint(OX, OY);
}
// If a point is above O, it's surrounded point is even higher, if it's below O, it's surrunded point is below O too...
private double FindPlace(double p, double o, double distance)
{
var dp = p - o;
if (dp < 0)
{
return p - distance;
}
if (dp > 0)
{
return p + distance;
}
return p;
}
public XGraphicsPath Surrond(double distance)
{
var path = new XGraphicsPath();
var O = FindO();
foreach (var curve in _curves)
{
var points = new XPoint[curve.Length];
for (var i = 0; i < curve.Length; i++)
{
var point = curve[i];
var x = FindPlace(point.X, O.X, distance);
var y = FindPlace(point.Y, O.Y, distance);
points[i] = new XPoint(x, y);
}
path.AddCurve(points);
}
foreach (var line in _lines)
{
var ax = FindPlace(line.Item1.X, O.X, distance);
var ay = FindPlace(line.Item1.Y, O.Y, distance);
var a = new XPoint(ax, ay);
var bx = FindPlace(line.Item2.X, O.X, distance);
var by = FindPlace(line.Item2.Y, O.Y, distance);
var b = new XPoint(bx, by);
path.AddLine(a, b);
}
path.CloseFigure();
return path;
}
}
And is Consumed Like this
// draw the desired path
var path = getMyPath();
gfx.DrawPath(penBlack, path.XGraphicsPath);
gfx.DrawPath(penRed, path.Surrond(XUnit.FromCentimeter(1)));
What if we made a "DrawOutline" extension to xGraphics?
public static class XGraphicsExtentions
{
public static void DrawOutline(this XGraphics gfx, XPen pen, XGraphicsPath path, int offset)
{
// finding the size of the original path so that we know how much to scale it in x and y
var points = path.Internals.GdiPath.PathPoints;
float minX, minY;
float maxX, maxY;
GetMinMaxValues(points, out minX, out minY, out maxX, out maxY);
var deltaY = XUnit.FromPoint(maxY - minY);
var deltaX = XUnit.FromPoint(maxX - minX);
var offsetInPoints = XUnit.FromCentimeter(offset);
var scaleX = XUnit.FromPoint((deltaX + offsetInPoints)/deltaX);
var scaleY = XUnit.FromPoint((deltaY + offsetInPoints)/deltaY);
var transform = -offsetInPoints/2.0;
gfx.TranslateTransform(transform, transform);
gfx.ScaleTransform(scaleX, scaleY);
gfx.DrawPath(pen, path);
// revert changes to graphics object before exiting
gfx.ScaleTransform(1/scaleX,1/scaleY);
gfx.TranslateTransform(-transform, -transform);
}
private static void GetMinMaxValues(PointF[] points, out float minX, out float minY, out float maxX, out float maxY)
{
minX = float.MaxValue;
maxX = float.MinValue;
minY = float.MaxValue;
maxY = float.MinValue;
foreach (var point in points)
{
if (point.X < minX)
minX = point.X;
if (point.X > maxX)
maxX = point.X;
if (point.Y < minY)
minY = point.Y;
if (point.Y > maxY)
maxY = point.Y;
}
}
}
Usage:
// draw the desired path
gfx.DrawPath(penBlack, getMyPath());
gfx.DrawOutline(penRed, getMyPath(), 2);
Result:
Clipper is a great choice, but depending on your needs it will not result in a perfect offset.
offset from edge is not equal to offset from corner
A better solution, which will require you to remove any beizer curves and only use line primitives, is using CGAL library for contour offsets: http://doc.cgal.org/latest/Straight_skeleton_2/index.html
Another way of doing it, which is actually pretty cool (albeit taking a lot of memory), is to convert your path to a bitmap and then apply a dilate operation, https://en.wikipedia.org/wiki/Dilation_(morphology). This will give you a correct transformation, but in the bitmap resolution.
You can the convert the bitmap to vector graphics, using a tool like https://en.wikipedia.org/wiki/Potrace
A good image toolbox is OpenCV, and http://www.emgu.com/wiki/index.php/Main_Page for .NET/C#. It includes dilation.
This will give you a somewhat limited resolution approach, but the end result will be precise to the bitmap resolution (and actually a lot higher since you are using a contour offset that, in fact, is limiting the offsetted contour details).
try this:
public Lis<Point> Draw(Point[] points /*Current polygon*/, int distance /*distance to new polygon*/) {
List<Point> lResult = new List<Point>();
foreach(Point lPoint in points) {
Point lNewPoint = new Point(lPoint.X - distance, lPoint.Y);
if(!CheckCurrentPoint(lNewPoint, points)) {
lResult.Add(lNewPoint)
continue;
}
lNewPoint = new Point(lPoint.X + distance, lPoint.Y);
if(!CheckCurrentPoint(lNewPoint, points)) {
lResult.Add(lNewPoint)
continue;
}
lNewPoint = new Point(lPoint.X, lPoint.Y - distance);
if(!CheckCurrentPoint(lNewPoint, points)) {
lResult.Add(lNewPoint)
continue;
}
lNewPoint = new Point(lPoint.X, lPoint.Y + distance);
if(!CheckCurrentPoint(lNewPoint, points)) {
lResult.Add(lNewPoint)
continue;
}
}
return lResult; // Points of new polygon
}
private static int Crs(Point a1, Point a2, Point p, ref bool ans) {
const double e = 0.00000000000001;
int lCrsResult = 0;
if (Math.Abs(a1.Y - a2.Y) < e)
if ((Math.Abs(p.Y - a1.Y) < e) && ((p.X - a1.X) * (p.X - a2.X) < 0.0))
ans = false;
if ((a1.Y - p.Y) * (a2.Y - p.Y) > 0.0)
return lCrsResult;
double lX = a2.X - (a2.Y - p.Y) / (a2.Y - a1.Y) * (a2.X - a1.X);
if (Math.Abs(lX - p.X) < e)
ans = false;
else if (lX < p.X) {
lCrsResult = 1;
if ((Math.Abs(a1.Y - p.Y) < e) && (a1.Y < a2.Y))
lCrsResult = 0;
else if ((Math.Abs(a2.Y - p.Y) < e) && (a2.Y < a1.Y))
lCrsResult = 0;
}
return lCrsResult;
}
private static bool CheckCurrentPoint(Point p /*Point of new posible polygon*/, Points[] points /*points of current polygon*/) {
if (points.Count == 0)
return false;
int lC = 0;
bool lAns = true;
for (int lIndex = 1; lIndex < points.Count; lIndex++) {
lC += Crs(points[lIndex - 1], points[lIndex], p, ref lAns);
if (!lAns)
return false;
}
lC += Crs(points[points.Count - 1], points[0], p, ref lAns);
if (!lAns)
return false;
return (lC & 1) > 0;
}
From mentioned sample in comments

Circular Fisheye Image dewarp to flat image

UPDATE as on 12 Nov 2015
I used PanoTools plugin with Photoshop and Hugin and played with all those parameters. End up i found the parameters for projection, HFOV and image output size that fulfill my lowest requirement.
Parameteres:
Processed Output:
My question is then how can i convert all these parameters and values into C# algorithm coding so that when I provide the original image, i will get the corrected output image?
Thanks a lot.
I have a square image captured from a circular fisheye camera. The size is 2650 * 2650 pixels.
Now, i will need to programmatically dewarp the image to a flat panorama image using C# language.
I had look around from internet with different algorithm example from Link for code below , Link1 and Link2 but just can't make it success. My maths sincerely sucks and can't help me with that. Hopefully someone able to guide me through this.
Thanks a lot.
Example of image output from the camera:
--Image grabbed from Wikipedia Fisheye Lens & size modified to fit my sample pixel.
The code i tried to dewarp it but no luck:
Bitmap sourceImage = (Bitmap)Bitmap.FromFile("circularfisheye.jpg");
double factor = 0.5;
Boolean autoCrop = false;
Color backgroundColor = Color.White;
Bitmap StartImage = null;
BitmapData srcBitmapData = null;
Byte[] srcPixels = null;
Byte[] dstPixels = null;
Bitmap NewImage = null;
BitmapData dstBitmapData = null;
try
{
// Checks whether bpp ​​( Bits Per Pixel ) is 8 , 24, or 32
int Depth = System.Drawing.Bitmap.GetPixelFormatSize(sourceImage.PixelFormat);
if (Depth != 8 && Depth != 24 && Depth != 32)
{
throw new ArgumentException("Only 8, 24 and 32 bpp images are supported.");
}
// Retrieves the count of the color components
int cCount = Depth / 8;
Size baseSize = new Size(sourceImage.Width, sourceImage.Height);
// check if a low image resize and need to improve the quality
// and not generate image aliasing
Int32 maxSize = Math.Max(sourceImage.Width, sourceImage.Height);
if (maxSize < 3000)
{
float percent = 3000F / (float)maxSize;
baseSize = new Size((Int32)((float)sourceImage.Width * percent), (Int32)((float)sourceImage.Height * percent));
}
StartImage = new Bitmap(baseSize.Width, baseSize.Height, sourceImage.PixelFormat);
StartImage.SetResolution(sourceImage.HorizontalResolution, sourceImage.VerticalResolution);
// Create the drawing object and white background
Graphics g = Graphics.FromImage(StartImage);
g.SmoothingMode = SmoothingMode.AntiAlias;
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
g.DrawImage(sourceImage, new Rectangle(-1, -1, baseSize.Width + 1, baseSize.Height + 1), 0, 0, sourceImage.Width, sourceImage.Height, GraphicsUnit.Pixel);
g.Dispose();
// Locks the source image and copies it to the byte array and releases the source image
srcBitmapData = StartImage.LockBits(new Rectangle(0, 0, StartImage.Width, StartImage.Height), ImageLockMode.ReadOnly, StartImage.PixelFormat);
srcPixels = new byte[StartImage.Width * StartImage.Height * (Depth / 8)];
Marshal.Copy(srcBitmapData.Scan0, srcPixels, 0, srcPixels.Length);
StartImage.UnlockBits(srcBitmapData);
srcBitmapData = null;
// Create the target image byte array
dstPixels = new Byte[srcPixels.Length];
// Fill the entire frame with the selected background color
Int32 index = ((1 * StartImage.Width) + 1) * cCount; //index = ((Y * Width) + X) * cCount
do
{
if (Depth == 32) //For 32 bpp defines Red , Green, Blue and Alpha
{
dstPixels[index++] = backgroundColor.B;
dstPixels[index++] = backgroundColor.G;
dstPixels[index++] = backgroundColor.R;
dstPixels[index++] = backgroundColor.A; // a
}
if (Depth == 24) //For 24 bpp defines Red , Green and Blue
{
dstPixels[index++] = backgroundColor.B;
dstPixels[index++] = backgroundColor.G;
dstPixels[index++] = backgroundColor.R;
}
if (Depth == 8)
// For 8 bpp defines the value of color ( Red , Green and Blue to be the same thing)
{
dstPixels[index++] = backgroundColor.B;
}
} while (index < srcPixels.Length);
// Calculate the maximum possible extent for the image and multiply by the desired factor
double amp = 0;
double ang = Math.PI * 0.5;
for (Int32 a = 0; a < StartImage.Height; a++)
{
int y = (int)((StartImage.Height / 2) - amp * Math.Sin(ang));
if ((y < 0) || (y > StartImage.Height))
break;
amp = a;
}
amp = (amp - 2) * (factor < -1 ? -1 : (factor > 1 ? 1 : factor));
// Define variables that calculates the cutoff points (if any)
Int32 x1, y1, x2, y2;
x1 = StartImage.Width;
y1 = StartImage.Height;
x2 = 0;
y2 = 0;
// Copy pixel by pixel for the new positions
index = ((1 * StartImage.Width) + 1) * cCount;
do
{
Int32 y = (Int32)((index / cCount) / StartImage.Width);
Int32 x = (index / cCount) - (y * StartImage.Width);
Point pt = NewPoint(new Point(x, y), StartImage.Width, StartImage.Height, amp, factor < 0);
//Values ​​for crop
if (factor >= 0)
{
if (x == StartImage.Width / 2)
{
if (pt.Y < y1)
y1 = pt.Y;
if (pt.Y > y2)
y2 = pt.Y;
}
if (y == StartImage.Height / 2)
{
if (pt.X < x1)
x1 = pt.X;
if (pt.X > x2)
x2 = pt.X;
}
}
else
{
if ((x == 1) && (y == 1))
{
y1 = pt.Y;
x1 = pt.X;
}
if ((x == StartImage.Width - 1) && (y == StartImage.Height - 1))
{
y2 = pt.Y;
x2 = pt.X;
}
}
//Bytes Index which will apply the pixel
Int32 dstIndex = ((pt.Y * StartImage.Width) + pt.X) * cCount;
if (Depth == 32)
{
dstPixels[dstIndex] = srcPixels[index++];
dstPixels[dstIndex + 1] = srcPixels[index++];
dstPixels[dstIndex + 2] = srcPixels[index++];
dstPixels[dstIndex + 3] = srcPixels[index++]; // a
}
if (Depth == 24)
{
dstPixels[dstIndex] = srcPixels[index++];
dstPixels[dstIndex + 1] = srcPixels[index++];
dstPixels[dstIndex + 2] = srcPixels[index++];
}
if (Depth == 8)
{
dstPixels[dstIndex] = srcPixels[index++];
}
} while (index < srcPixels.Length);
//Creates a new image based on the byte array previously created
NewImage = new Bitmap(StartImage.Width, StartImage.Height, StartImage.PixelFormat);
NewImage.SetResolution(StartImage.HorizontalResolution, StartImage.VerticalResolution);
dstBitmapData = NewImage.LockBits(new Rectangle(0, 0, StartImage.Width, StartImage.Height), ImageLockMode.WriteOnly, StartImage.PixelFormat);
Marshal.Copy(dstPixels, 0, dstBitmapData.Scan0, dstPixels.Length);
NewImage.UnlockBits(dstBitmapData);
//Generates the final image to crop or resize the real coo
Bitmap FinalImage = new Bitmap(sourceImage.Width + 1, sourceImage.Height, StartImage.PixelFormat);
NewImage.SetResolution(StartImage.HorizontalResolution, StartImage.VerticalResolution);
Graphics g1 = Graphics.FromImage(FinalImage);
g1.SmoothingMode = SmoothingMode.AntiAlias;
g1.InterpolationMode = InterpolationMode.HighQualityBicubic;
g1.PixelOffsetMode = PixelOffsetMode.HighQuality;
//Performs the cut if enabled automatic cutting and there is need to cut
if ((autoCrop) && ((x1 > 0) || (y1 > 0) || (x2 < NewImage.Height) || (y2 < NewImage.Height)))
{
Rectangle cropRect = new Rectangle(x1, y1, x2 - x1, y2 - y1);
g1.DrawImage(NewImage, new Rectangle(-1, -1, FinalImage.Width + 1, FinalImage.Height + 1), cropRect.X, cropRect.Y, cropRect.Width, cropRect.Height, GraphicsUnit.Pixel);
}
else
{
g1.DrawImage(NewImage, new Rectangle(-1, -1, FinalImage.Width + 1, FinalImage.Height + 1), 0, 0, NewImage.Width, NewImage.Height, GraphicsUnit.Pixel);
}
g1.Dispose();
g1 = null;
NewImage = null;
FinalImage.Save("output.jpg");
FinalImage.Dispose();
}
finally
{
srcBitmapData = null;
srcPixels = null;
dstPixels = null;
dstBitmapData = null;
}
Such a distortion as a symmetry of revolution.
In polar coordinates, with the pole at the center of the image, it is expressed as
r' = f(r)
Θ' = Θ
where the quote indicates the distorted coordinates. The function f is unknown and should be measured empirically, by calibration (looking at a regular target).
To correct the image, you need to invert the function f and apply the reverse transform to the image. In fact, it is easier to measure g directly by calibration. As a starting approximation, a simple model like
r = r' + a.r'³
can do.
Most probably you don't have a picture of a grid taken with the same lens. Your last resort is to implement the undistortion function with adjustable parameters, and optimize these by trial and error.
It should also be possible to derive the calibration curve by looking at the deformation of straight lines, but this is more "technical".
In Cartesian coordinates, you can express the correction transform as
x = g(r').x'/r'
y = g(r').y'/r'
where r' = √x'²+y'².
Use the algorithm from here:
http://www.helviojunior.com.br/fotografia/barrel-and-pincushion-distortion/
It worked for me
I've made some revamp to the HelvioJunior's library (that was linked by #Tarek.Mh), I think this may suit your need:
Below, the code:
using System.Drawing;
using System.Drawing.Imaging;
using System.Linq;
using System.Runtime.InteropServices;
using static System.Math;
namespace HelvioJunior
{
//https://www.helviojunior.com.br/fotografia/barrel-and-pincushion-distortion/
public class Program
{
private static void Main(string[] args)
{
Bitmap source = (Bitmap)Image.FromFile(#"JpwX0.png");
Bitmap bmp = BarrelDistortion(source, 4/10f, true);
bmp.Save(#"test.png");
bmp.Dispose();
source.Dispose();
}
static public Bitmap BarrelDistortion(Bitmap sourceImage, double factor = 0, bool autoCrop = true, uint previewRectangleWidth = 0, Color? fillerColor = null)
{
int sourceRight = sourceImage.Width - 1, sourceBottom = sourceImage.Height - 1;
// Vertical amplitude is half the height times factor
// Horizontal amplitude is missing ; vertical amplitude's applied to both directions
double amp = sourceBottom / 2f * factor;
// Inner shrinking area points
RePoint[] lPts;
bool inverse = factor < 0;
// Shrinking area coordinates (center point is considered always available)
double x1 = sourceRight / 2f,
y1 = sourceBottom / 2f,
x2 = sourceRight / 2f,
y2 = sourceBottom / 2f;
if (inverse)
{
lPts = new RePoint[]
{
new RePoint(0, 0),
new RePoint(0, sourceBottom),
new RePoint(sourceRight, sourceBottom),
new RePoint(sourceRight, 0)
};
}
else
{
lPts = new RePoint[]
{
new RePoint(sourceRight * 1 / 2f, 0),
new RePoint(0, sourceBottom * 1 / 2f),
new RePoint(sourceRight, sourceBottom * 1 / 2f),
new RePoint(sourceRight * 1 / 2f, sourceBottom)
};
}
foreach (var pN in lPts.Select(pt => NewPoint(pt, sourceImage.Width, sourceImage.Height, amp, inverse)))
{
if (pN.Y < y1) y1 = pN.Y;
if (pN.Y > y2) y2 = pN.Y;
if (pN.X < x1) x1 = pN.X;
if (pN.X > x2) x2 = pN.X;
}
// Bytes per color from bit per pixel (bpp) format
int bpcCount = Image.GetPixelFormatSize(sourceImage.PixelFormat) / 8;
Rectangle sourceRectangle = new Rectangle(0, 0, sourceImage.Width, sourceImage.Height);
int srcLength = sourceImage.Width * sourceImage.Height * bpcCount;
// Gets sourceImage byte array as srcpixels
BitmapData srcBitmapData = sourceImage.LockBits(sourceRectangle, ImageLockMode.ReadOnly, sourceImage.PixelFormat);
byte[] srcPixels = new byte[srcLength];
Marshal.Copy(srcBitmapData.Scan0, srcPixels, 0, srcLength);
sourceImage.UnlockBits(srcBitmapData);
srcBitmapData = null;
// Destination byte array preparation as dstPixels
byte[] dstPixels = new byte[srcLength];
int dstIndex = 0;
// Filler color preparation
Color fillColor = fillerColor ?? Color.Transparent;
if (!autoCrop)
{
if (bpcCount <= 4) // Depth > 32bpp may not work as expected, filler color's not applied for bit safety reason
do
{
dstPixels[dstIndex++] = fillColor.B;
if (bpcCount > 1)
{
dstPixels[dstIndex++] = fillColor.G;
dstPixels[dstIndex++] = fillColor.R;
if (bpcCount > 3)
dstPixels[dstIndex++] = fillColor.A; // a
}
} while (dstIndex < srcLength);
}
// Byte-to-byte copy (incl. Point transformation)
int index = 0, srcBpcLength = srcLength - bpcCount;
do
{
int comp = index / bpcCount; // comp yields the current "pixel" position
int y = comp / sourceImage.Width; // Each line is sourceImage.Width bytes wide
int x = comp - (y * sourceImage.Width); // Remaining (comp - lines) bytes is target column (ranges from 0 to width - 1)
// Destination "pixel"
RePoint pt = NewPoint(new RePoint(x, y), sourceImage.Width, sourceImage.Height, amp, inverse);
dstIndex = (((int)pt.Y * sourceImage.Width) + (int)pt.X) * bpcCount; // dstIndex++ overflows when |amp| >= 2
if (dstIndex >= 0 && dstIndex <= srcBpcLength)
for (int i = 0; i++ < bpcCount;)
dstPixels[dstIndex++] = srcPixels[index++];
else
index += bpcCount;
} while (index < srcLength);
srcPixels = null;
// Destination bytes application
BitmapData dstBitmapData = sourceImage.LockBits(sourceRectangle, ImageLockMode.WriteOnly, sourceImage.PixelFormat);
Marshal.Copy(dstPixels, 0, dstBitmapData.Scan0, srcLength);
sourceImage.UnlockBits(dstBitmapData);
dstBitmapData = null;
dstPixels = null;
// Final Image area
Rectangle cropRect = new Rectangle((int)Ceiling(x1), (int)Ceiling(y1), (int)Ceiling(x2 - x1), (int)Ceiling(y2 - y1));
Rectangle destRectangle = autoCrop ? cropRect : sourceRectangle;
// Final image preparation
Bitmap FinalImage = new Bitmap(destRectangle.Width, destRectangle.Height, sourceImage.PixelFormat);
FinalImage.SetResolution(sourceImage.HorizontalResolution, sourceImage.VerticalResolution);
Graphics g1 = Graphics.FromImage(FinalImage);
g1.DrawImage(sourceImage, -destRectangle.X, -destRectangle.Y);
// Previsualization rectangle
if (previewRectangleWidth > 0)
g1.DrawRectangle(new Pen(Color.Red, previewRectangleWidth), cropRect.X - 1, cropRect.Y - 1, cropRect.Width + previewRectangleWidth, cropRect.Height + previewRectangleWidth);
g1.Dispose();
g1 = null;
return FinalImage;
}
private static RePoint NewPoint(RePoint aP, double Width, double Height, double Amplitude, bool inverse)
{
double h = aP.Y / (Height - 1);
double w = aP.X / (Width - 1);
// Works ok for [0/2] to [1/2]
// Floating point error(s) here, in the range of ]1/2] to [2/2] (No workaround found)
double sinX = Round(Sin(PI * w), 15); // Range of [0] to [1] * PI ; result ranges from 0 (far from center) to 1 (at center)
double sinY = Round(Sin(PI * h), 15);
double caX = Amplitude * (1 - 2 * w);
double caY = Amplitude * (1 - 2 * h);
double aY = 0, aX = 0;
if (inverse)
{
aX = -caX;
aY = -caY;
}
double pY = aP.Y + aY + caY * sinX;
double pX = aP.X + aX + caX * sinY;
return new RePoint(pX, pY);
}
private struct RePoint
{
public double X;
public double Y;
public RePoint(double x, double y)
{
X = x;
Y = y;
}
}
}
}

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