fix(#33): bad auto rotatino

This commit is contained in:
Tomas Aparicio 2015-04-25 18:42:35 +02:00
parent ca206cdee1
commit 67221723ca
4 changed files with 47 additions and 55 deletions

View file

@ -78,6 +78,18 @@ func Resize(buf []byte, o Options) ([]byte, error) {
residual = float64(shrink) / factor
}
// Zoom image if necessary
image, err = zoomImage(image, o.Zoom)
if err != nil {
return nil, err
}
// Rotate / flip image if necessary
image, err = rotateAndFlipImage(image, o)
if err != nil {
return nil, err
}
// Transform image if necessary
shouldTransform := o.Width != inWidth || o.Height != inHeight || o.AreaWidth > 0 || o.AreaHeight > 0
if shouldTransform {
@ -106,18 +118,6 @@ func Resize(buf []byte, o Options) ([]byte, error) {
}
}
// Zoom image if necessary
image, err = zoomImage(image, o.Zoom)
if err != nil {
return nil, err
}
// Rotate / flip image if necessary
image, err = rotateImage(image, o)
if err != nil {
return nil, err
}
// Add watermark if necessary
image, err = watermakImage(image, o.Watermark)
if err != nil {
@ -167,7 +167,7 @@ func extractImage(image *C.struct__VipsImage, o Options) (*C.struct__VipsImage,
return image, err
}
func rotateImage(image *C.struct__VipsImage, o Options) (*C.struct__VipsImage, error) {
func rotateAndFlipImage(image *C.struct__VipsImage, o Options) (*C.struct__VipsImage, error) {
var err error
var direction Direction = -1
@ -341,41 +341,35 @@ func calculateRotationAndFlip(image *C.struct__VipsImage, angle Angle) (Angle, b
rotate := D0
flip := false
if angle == -1 {
switch vipsExifOrientation(image) {
case 6:
rotate = D90
break
case 3:
rotate = D180
break
case 8:
rotate = D270
break
case 2:
flip = true
break // flip 1
case 7:
flip = true
rotate = D90
break // flip 6
case 4:
flip = true
rotate = D180
break // flip 3
case 5:
flip = true
rotate = D270
break // flip 8
}
} else {
if angle == 90 {
rotate = D90
} else if angle == 180 {
rotate = D180
} else if angle == 270 {
rotate = D270
}
if angle > 0 {
return rotate, flip
}
switch vipsExifOrientation(image) {
case 6:
rotate = D90
break
case 3:
rotate = D180
break
case 8:
rotate = D270
break
case 2:
flip = true
break // flip 1
case 7:
flip = true
rotate = D90
break // flip 6
case 4:
flip = true
rotate = D180
break // flip 3
case 5:
flip = true
rotate = D270
break // flip 8
}
return rotate, flip