我有大小为300*200的UserControl。以及尺寸为300*200的矩形。
graphics.DrawRectangle(Pens.Black, 0, 0, 300, 200);
当我在userControl中旋转矩形30度时,我得到了旋转的矩形,但它太大了。
PointF center = new PointF(150,100);
graphics.FillRectangle(Brushes.Black, center.X, center.Y, 2, 2); // draw center point.
using (Matrix matrix = new Matrix())
{
matrix.RotateAt(30, center);
graphics.Transform = matrix;
graphics.DrawRectangle(Pens.Black, 0, 0, 300, 200);
graphics.ResetTransform();
}
我想像实际结果一样拟合矩形。在此处检查图像
有人能解决这个问题吗。
谢谢。
与其说是编程问题,不如说是数学问题。
计算以弧度为单位旋转任意角度的任意矩形的边界框。
var newWidth= Math.Abs(height*Math.Sin(angle)) + Math.Abs(width*Math.Cos(angle))
var newHeight= Math.Abs(width*Math.Sin(angle)) + Math.Abs(height*Math.Cos(angle))
计算x和y的比例:
scaleX = width/newWidth;
scaleY = height/newHeight;
将其应用于矩形。
编辑:应用于您的示例:
PointF center = new PointF(150, 100);
graphics.FillRectangle(Brushes.Black, center.X, center.Y, 2, 2); // draw center point.
var height = 200;
var width = 300;
var angle = 30;
var radians = angle * Math.PI / 180;
var boundingWidth = Math.Abs(height * Math.Sin(radians)) + Math.Abs(width * Math.Cos(radians));
var boundingHeight = Math.Abs(width * Math.Sin(radians)) + Math.Abs(height * Math.Cos(radians));
var scaleX = (float)(width / boundingWidth);
var scaleY = (float)(height / boundingHeight);
using (Matrix matrix = new Matrix())
{
matrix.Scale(scaleX, scaleY, MatrixOrder.Append);
matrix.Translate(((float)boundingWidth - width) / 2, ((float)boundingHeight - height) / 2);
matrix.RotateAt(angle, center);
graphics.Transform = matrix;
graphics.DrawRectangle(Pens.Black, 0, 0, width, height);
graphics.ResetTransform();
}