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April 29, 2024 11:41
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Rotate base64 image (Javascript)
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function rotate(srcBase64, degrees, callback) { | |
const canvas = document.createElement('canvas'); | |
const ctx = canvas.getContext('2d'); | |
const image = new Image(); | |
image.onload = function () { | |
canvas.width = degrees % 180 === 0 ? image.width : image.height; | |
canvas.height = degrees % 180 === 0 ? image.height : image.width; | |
ctx.translate(canvas.width / 2, canvas.height / 2); | |
ctx.rotate(degrees * Math.PI / 180); | |
ctx.drawImage(image, image.width / -2, image.height / -2); | |
callback(canvas.toDataURL()); | |
}; | |
image.src = srcBase64; | |
} | |
// Usage: | |
const img = document.getElementById('image'); | |
rotate(img.attributes.src.value, 90, function(resultBase64) { | |
img.setAttribute('src', resultBase64); | |
}); |
Thanks
works like a charm!
thanks
nice! It solved my problem.
Here's an async version of this function that uses HTMLImageElement.decode()
This can be used to initiate loading of the image prior to attaching it to an element in the DOM (or adding it to the DOM as a new element), so that the image can be rendered immediately upon being added to the DOM. This, in turn, prevents the rendering of the next frame after adding the image to the DOM from causing a delay while the image loads.
Thank you!
I just needed these 2 lines:
canvas.width = degrees % 180 === 0 ? image.width : image.height;
canvas.height = degrees % 180 === 0 ? image.height : image.width;
thank you.
Thank you for this 👍
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Hi @Bart1909
Uuh, i only intended this to be used with
[90, 180, 270]
degrees. That's why the canvas size is calculated very naively. You would need thecanvas.width
andcanvas.height
to match your image's diagonal lengths.