Rotating UIImage for Google ML Vision framework on Swift 4 - ios

When an image gets captured it defaults to left orientation. So when you feed it into the textDetector inside the Google Vision framework, it comes all jumbled, unless you take the photo oriented left (home button on the right). I want my app to support both orientations.
let visionImage = VisionImage(image: image)
self.textDetector?.detect(in: visionImage, completion: { (features, error) in
//2
guard error == nil, let features = features, !features.isEmpty else {
print("Could not recognize any text")
self.dismiss(animated: true, completion: nil)
return
}
//3
print("Detected Text Has \(features.count) Blocks:\n\n")
for block in features {
//4
print("\(block.text)\n\n")
}
})
I have tried to recreate the Image with a new orientation and that won't change it.
Does anyone know what to do?
I have tried all of these suggestions
How to rotate image in Swift?

Try normalizing the UIImage object, using this function:
import UIKit
public extension UIImage {
public func normalizeImage() -> UIImage {
if self.imageOrientation == UIImageOrientation.up {
return self
}
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
self.draw(in: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height))
let normalizedImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return normalizedImage
}
}
I hope this helps, cause I usually use this whenever there's an orientation problem.

Related

How to combine a Gif Image into UIImageView with overlaying UIImageView in swift?

A gif image is loaded into a UIImageView (by using this extension) and another UIImageView is overlaid on it. Everything works fine but the problem is when I going for combine both via below code, it shows a still image (.jpg). I wanna combine both and after combine it should be a animated image (.gif) too.
let bottomImage = gifPlayer.image
let topImage = UIImage
let size = CGSize(width: (bottomImage?.size.width)!, height: (bottomImage?.size.height)!)
UIGraphicsBeginImageContext(size)
let areaSize = CGRect(x: 0, y: 0, width: size.width, height: size.height)
bottomImage!.draw(in: areaSize)
topImage!.draw(in: areaSize, blendMode: .normal, alpha: 0.8)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
Click here to know more about this problem please.
When using an animated GIF in a UIImageView, it becomes an array of UIImage.
We can set that array with (for example):
imageView.animationImages = arrayOfImages
imageView.animationDuration = 1.0
or, we can set the .image property to an animatedImage -- that's how the GIF-Swift code you are using works:
if let img = UIImage.gifImageWithName("funny") {
bottomImageView.image = img
}
in that case, the image also contains the duration:
img.images?.duration
So, to generate a new animated GIF with the border/overlay image, you need to get that array of images and generate each "frame" with the border added to it.
Here's a quick example...
This assumes:
you are using GIF-Swift
you have added bottomImageView and topImageView in Storyboard
you have a GIF in the bundle named "funny.gif" (edit the code if yours is different)
you have a "border.png" in assets (again, edit the code as needed)
and you have a button to connect to the #IBAction:
import UIKit
import ImageIO
import UniformTypeIdentifiers
class animImageViewController: UIViewController {
#IBOutlet var bottomImageView: UIImageView!
#IBOutlet var topImageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
if let img = UIImage.gifImageWithName("funny") {
bottomImageView.image = img
}
if let img = UIImage(named: "border") {
topImageView.image = img
}
}
#IBAction func saveButtonTapped(_ sender: Any) {
generateNewGif(from: bottomImageView, with: topImageView)
}
func generateNewGif(from animatedImageView: UIImageView, with overlayImageView: UIImageView) {
var images: [UIImage]!
var delayTime: Double!
guard let overlayImage = overlayImageView.image else {
print("Could not get top / overlay image!")
return
}
if let imgs = animatedImageView.image?.images {
// the image view is using .image = animatedImage
// unwrap the duration
if let dur = animatedImageView.image?.duration {
images = imgs
delayTime = dur / Double(images.count)
} else {
print("Image view is using an animatedImage, but could not get the duration!" )
return
}
} else if let imgs = animatedImageView.animationImages {
// the image view is using .animationImages
images = imgs
delayTime = animatedImageView.animationDuration / Double(images.count)
} else {
print("Could not get images array!")
return
}
// we now have a valid [UIImage] array, and
// a valid inter-frame duration, and
// a valid "overlay" UIImage
// generate unique file name
let destinationFilename = String(NSUUID().uuidString + ".gif")
// create empty file in temp folder to hold gif
let destinationURL = URL(fileURLWithPath: NSTemporaryDirectory()).appendingPathComponent(destinationFilename)
// metadata for gif file to describe it as an animated gif
let fileDictionary = [kCGImagePropertyGIFDictionary : [kCGImagePropertyGIFLoopCount : 0]]
// create the file and set the file properties
guard let animatedGifFile = CGImageDestinationCreateWithURL(destinationURL as CFURL, UTType.gif.identifier as CFString, images.count, nil) else {
print("error creating file")
return
}
CGImageDestinationSetProperties(animatedGifFile, fileDictionary as CFDictionary)
let frameDictionary = [kCGImagePropertyGIFDictionary : [kCGImagePropertyGIFDelayTime: delayTime]]
// use original size of gif
let sz: CGSize = images[0].size
let renderer: UIGraphicsImageRenderer = UIGraphicsImageRenderer(size: sz)
// loop through the images
// drawing the top/border image on top of each "frame" image with 80% alpha
// then writing the combined image to the gif file
images.forEach { img in
let combinedImage = renderer.image { ctx in
img.draw(at: .zero)
overlayImage.draw(in: CGRect(origin: .zero, size: sz), blendMode: .normal, alpha: 0.8)
}
guard let cgFrame = combinedImage.cgImage else {
print("error creating cgImage")
return
}
// add the combined image to the new animated gif
CGImageDestinationAddImage(animatedGifFile, cgFrame, frameDictionary as CFDictionary)
}
// done writing
CGImageDestinationFinalize(animatedGifFile)
print("New GIF created at:")
print(destinationURL)
print()
// do something with the newly created file...
// maybe move it to documents folder, or
// upload it somewhere, or
// save to photos library, etc
}
}
Notes:
the code is based on this article: How to Make an Animated GIF Using Swift
this should be considered Example Code Only!!! -- a starting-point for you, not a "production ready" solution.

How do you add MKPolylines to MKSnapShotter in swift 3?

Is there a way to take a screenshot of mapView and include the polyline? I believe I need to draw CGPoint's on the image that the MKSnapShotter returns, but I am unsure on how to do so.
Current code
func takeSnapshot(mapView: MKMapView, withCallback: (UIImage?, NSError?) -> ()) {
let options = MKMapSnapshotOptions()
options.region = mapView.region
options.size = mapView.frame.size
options.scale = UIScreen.main().scale
let snapshotter = MKMapSnapshotter(options: options)
snapshotter.start() { snapshot, error in
guard snapshot != nil else {
withCallback(nil, error)
return
}
if let image = snapshot?.image{
withCallback(image, nil)
for coordinate in self.area {
image.draw(at:snapshot!.point(for: coordinate))
}
}
}
}
I had the same problem today. After several hours of research, here is how I solve it.
The following codes are in Swift 3.
1. Init your polyline coordinates array
// initial this array with your polyline coordinates
var yourCoordinates = [CLLocationCoordinate2D]()
yourCoorinates.append( coordinate 1 )
yourCoorinates.append( coordinate 2 )
...
// you can use any data structure you like
2. take the snapshot as usual, but set the region based on your coordinates:
func takeSnapShot() {
let mapSnapshotOptions = MKMapSnapshotOptions()
// Set the region of the map that is rendered. (by polyline)
let polyLine = MKPolyline(coordinates: &yourCoordinates, count: yourCoordinates.count)
let region = MKCoordinateRegionForMapRect(polyLine.boundingMapRect)
mapSnapshotOptions.region = region
// Set the scale of the image. We'll just use the scale of the current device, which is 2x scale on Retina screens.
mapSnapshotOptions.scale = UIScreen.main.scale
// Set the size of the image output.
mapSnapshotOptions.size = CGSize(width: IMAGE_VIEW_WIDTH, height: IMAGE_VIEW_HEIGHT)
// Show buildings and Points of Interest on the snapshot
mapSnapshotOptions.showsBuildings = true
mapSnapshotOptions.showsPointsOfInterest = true
let snapShotter = MKMapSnapshotter(options: mapSnapshotOptions)
snapShotter.start() { snapshot, error in
guard let snapshot = snapshot else {
return
}
// Don't just pass snapshot.image, pass snapshot itself!
self.imageView.image = self.drawLineOnImage(snapshot: snapshot)
}
}
3. Use snapshot.point() to draw Polylines on Snapshot Image
func drawLineOnImage(snapshot: MKMapSnapshot) -> UIImage {
let image = snapshot.image
// for Retina screen
UIGraphicsBeginImageContextWithOptions(self.imageView.frame.size, true, 0)
// draw original image into the context
image.draw(at: CGPoint.zero)
// get the context for CoreGraphics
let context = UIGraphicsGetCurrentContext()
// set stroking width and color of the context
context!.setLineWidth(2.0)
context!.setStrokeColor(UIColor.orange.cgColor)
// Here is the trick :
// We use addLine() and move() to draw the line, this should be easy to understand.
// The diificult part is that they both take CGPoint as parameters, and it would be way too complex for us to calculate by ourselves
// Thus we use snapshot.point() to save the pain.
context!.move(to: snapshot.point(for: yourCoordinates[0]))
for i in 0...yourCoordinates.count-1 {
context!.addLine(to: snapshot.point(for: yourCoordinates[i]))
context!.move(to: snapshot.point(for: yourCoordinates[i]))
}
// apply the stroke to the context
context!.strokePath()
// get the image from the graphics context
let resultImage = UIGraphicsGetImageFromCurrentImageContext()
// end the graphics context
UIGraphicsEndImageContext()
return resultImage!
}
That's it, hope this helps someone.
References
How do I draw on an image in Swift?
MKTile​Overlay,MKMap​Snapshotter & MKDirections
Creating an MKMapSnapshotter with an MKPolylineRenderer
Render a Map as an Image using MapKit
What is wrong with:
snapshotter.start( completionHandler: { snapshot, error in
guard snapshot != nil else {
withCallback(nil, error)
return
}
if let image = snapshot?.image {
withCallback(image, nil)
for coordinate in self.area {
image.draw(at:snapshot!.point(for: coordinate))
}
}
})
If you just want a copy of the image the user sees in the MKMapView, remember that it's a UIView subclass, and so you could do this...
public extension UIView {
public var snapshot: UIImage? {
get {
UIGraphicsBeginImageContextWithOptions(self.bounds.size, false, UIScreen.main.scale)
self.drawHierarchy(in: self.bounds, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
}
// ...
if let img = self.mapView.snapshot {
// Do something
}

CGImageCreateWithImageInRect() returning nil

I'm trying to crop an image into a square, but once I actually try to do the crop by using CGImageCreateWithImageInRect(), this line crashes. I set breakpoints and made sure that the arguments passed into this function are not nil.
I'm fairly new to programming and Swift, but have searched around and haven't found any solution to my problem.
The failure reason:
fatal error: unexpectedly found nil while unwrapping an Optional value
func cropImageToSquare(imageData: NSData) -> NSData {
let image = UIImage(data: imageData)
let contextImage : UIImage = UIImage(CGImage: image!.CGImage!)
let contextSize: CGSize = contextImage.size
let imageDimension: CGFloat = contextSize.height
let posY : CGFloat = (contextSize.height + (contextSize.width - contextSize.height)/2)
let rect: CGRect = CGRectMake(0, posY, imageDimension, imageDimension)
// error on line below: fatal error: unexpectedly found nil while unwrapping an Optional value
let imageRef: CGImageRef = CGImageCreateWithImageInRect(contextImage.CGImage, rect)!
let croppedImage : UIImage = UIImage(CGImage: imageRef, scale: 1.0, orientation: image!.imageOrientation)
let croppedImageData = UIImageJPEGRepresentation(croppedImage, 1.0)
return croppedImageData!
}
Your code uses a lot of force-unwrapping with !s. I would recommend avoiding this — the compiler is trying to help you write code that won't crash. Use optional chaining with ?, and if let / guard let, instead.
The ! on that particular line is hiding an issue where CGImageCreateWithImageInRect might return nil. The documentation explains that this happens when the rect is not correctly inside the image bounds. Your code works for images in portrait orientation, but not landscape.
Furthermore, there's a convenient function provided by AVFoundation which can automatically find the right rectangle for you to use, called AVMakeRectWithAspectRatioInsideRect. No need to do the calculations manually :-)
Here's what I would recommend:
import AVFoundation
extension UIImage
{
func croppedToSquare() -> UIImage
{
guard let cgImage = self.CGImage else { return self }
// Note: self.size depends on self.imageOrientation, so we use CGImageGetWidth/Height here.
let boundingRect = CGRect(
x: 0, y: 0,
width: CGImageGetWidth(cgImage),
height: CGImageGetHeight(cgImage))
// Crop to square (1:1 aspect ratio) and round the resulting rectangle to integer coordinates.
var cropRect = AVMakeRectWithAspectRatioInsideRect(CGSize(width: 1, height: 1), boundingRect)
cropRect.origin.x = ceil(cropRect.origin.x)
cropRect.origin.y = ceil(cropRect.origin.y)
cropRect.size.width = floor(cropRect.size.width)
cropRect.size.height = floor(cropRect.size.height)
guard let croppedImage = CGImageCreateWithImageInRect(cgImage, cropRect) else {
assertionFailure("cropRect \(cropRect) was not inside \(boundingRect)")
return self
}
return UIImage(CGImage: croppedImage, scale: self.scale, orientation: self.imageOrientation)
}
}
// then:
let croppedImage = myUIImage.croppedToSquare()

Tesseract OCR w/ iOS & Swift returns error or gibberish

I used this tutorial to get Tesseract OCR working with Swift: http://www.piterwilson.com/blog/2014/10/18/minimal-tesseact-ocr-setup-in-swift/
It works fine if I upload the demo image and call
tesseract.image = UIImage(named: "image_sample.jpg");
But if I use my camera code and take a picture of that same image and call
tesseract.image = self.image.blackAndWhite();
the result is either gibberish like
s I 5E251 :Ec
‘-. —7.//:E*髧
a g :_{:7 IC‘
J 7 iii—1553‘
: fizzle —‘;-—:
; ~:~./: -:-‘-
‘- :~£:': _-'~‘:
: 37%; §:‘—_
: ::::E 7,;.
1f:,:~ ——,
Or it returns a BAD_EXC_ACCESS error. I haven't been able to reproduce the reasoning behind why it gives the error or the gibberish. This is the code of my camera capture (photo taken()) and the processing step (nextStepTapped()):
#IBAction func photoTaken(sender: UIButton) {
var videoConnection = stillImageOutput.connectionWithMediaType(AVMediaTypeVideo)
if videoConnection != nil {
// Show next step button
self.view.bringSubviewToFront(self.nextStep)
self.nextStep.hidden = false
// Secure image
stillImageOutput.captureStillImageAsynchronouslyFromConnection(videoConnection) {
(imageDataSampleBuffer, error) -> Void in
var imageData = AVCaptureStillImageOutput.jpegStillImageNSDataRepresentation(imageDataSampleBuffer)
self.image = UIImage(data: imageData)
//var dataProvider = CGDataProviderCreateWithCFData(imageData)
//var cgImageRef = CGImageCreateWithJPEGDataProvider(dataProvider, nil, true, kCGRenderingIntentDefault)
//self.image = UIImage(CGImage: cgImageRef, scale: 1.0, orientation: UIImageOrientation.Right)
}
// Freeze camera preview
captureSession.stopRunning()
}
}
#IBAction func nextStepTapped(sender: UIButton) {
// Save to camera roll & proceeed
//UIImageWriteToSavedPhotosAlbum(self.image.blackAndWhite(), nil, nil, nil)
//UIImageWriteToSavedPhotosAlbum(self.image, nil, nil, nil)
// OCR
var tesseract:Tesseract = Tesseract();
tesseract.language = "eng";
tesseract.delegate = self;
tesseract.image = self.image.blackAndWhite();
tesseract.recognize();
NSLog("%#", tesseract.recognizedText);
}
The image saves to the Camera Roll and is completely legible if I uncomment the commented lines. Not sure why it won't work. It has no problem reading the text on the image if it's uploaded directly into Xcode as a supporting file, but if I take a picture of the exact same image on my screen then it can't read it.
Stumbled upon this tutorial: http://www.raywenderlich.com/93276/implementing-tesseract-ocr-ios
It happened to mention scaling the image. They chose the max dimension as 640. I was taking my pictures as 640x480, so I figured I didn't need to scale them, but I think this code essentially redraws the image. For some reason now my photos OCR fairly well. I still need to work on image processing for smaller text, but it works perfectly for large text. Run my image through this scaling function and I'm good to go.
func scaleImage(image: UIImage, maxDimension: CGFloat) -> UIImage {
var scaledSize = CGSize(width: maxDimension, height: maxDimension)
var scaleFactor: CGFloat
if image.size.width > image.size.height {
scaleFactor = image.size.height / image.size.width
scaledSize.width = maxDimension
scaledSize.height = scaledSize.width * scaleFactor
} else {
scaleFactor = image.size.width / image.size.height
scaledSize.height = maxDimension
scaledSize.width = scaledSize.height * scaleFactor
}
UIGraphicsBeginImageContext(scaledSize)
image.drawInRect(CGRectMake(0, 0, scaledSize.width, scaledSize.height))
let scaledImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return scaledImage
}

UIImage Orientation Swift

I have written this code to capture an image using the AVFoundation library in Swift:
#IBAction func cameraButtonWasPressed(sender: AnyObject) {
if let videoConnection = stillImageOutput.connectionWithMediaType(AVMediaTypeVideo){
stillImageOutput.captureStillImageAsynchronouslyFromConnection(videoConnection){
(imageSampleBuffer : CMSampleBuffer!, _) in
let imageDataJpeg = AVCaptureStillImageOutput.jpegStillImageNSDataRepresentation(imageSampleBuffer)
var pickedImage: UIImage = UIImage(data: imageDataJpeg)!
let library = ALAssetsLibrary()
library.writeImageToSavedPhotosAlbum(pickedImage.CGImage,
metadata:nil,
completionBlock:nil)
}
}
}
It works fine, but when I go to the photo library the image shows rotated 90 degrees counter clockwise.
Can someone give me an hint on where to dig to fix this?
Maybe this Swift code can help you.
//correctlyOrientedImage.swift
import UIKit
extension UIImage {
public func correctlyOrientedImage() -> UIImage {
if self.imageOrientation == UIImageOrientation.Up {
return self
}
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
self.drawInRect(CGRectMake(0, 0, self.size.width, self.size.height))
var normalizedImage:UIImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return normalizedImage;
}
}
I saw it somewhere in stack overflow and incorporated in my project as well.
You should be using a slightly different writeImage method:
(1) get the orientation from the UIImage imageOrientation property (an enum), and cast it to ALAssetOrientation (an enum with the same Int values as UIImageOrientation)
var orientation : ALAssetOrientation = ALAssetOrientation(rawValue:
pickedImage.imageOrientation.rawValue)!
(2) use a similar-but-different method on ALAssetLibrary
library.writeImageToSavedPhotosAlbum(
pickedImage.CGImage,
orientation: orientation,
completionBlock:nil)
This works for me in Objective-C ... I have had a quick go at translating to Swift (as above) but I am getting compiler warnings.
Cannot invoke 'writeImageToSavedPhotosAlbum' with an argument list of type '(CGImage!, orientation: ALAssetOrientation, completionBlock: NilLiteralConvertible)'
Perhaps you could try (I don't have the time to construct a full AVFoundation pipeline in Swift to test this definitively)
If you can't get that to work, the other solution is to extract the exif metadata from the sampleBuffer and pass it through to the method you are already using
library.writeImageToSavedPhotosAlbum(pickedImage.CGImage,
metadata:nil,
completionBlock:nil
Swift 5
extension UIImage {
public func correctlyOrientedImage() -> UIImage {
if self.imageOrientation == UIImage.Orientation.up {
return self
}
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
self.draw(in: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height))
let normalizedImage = UIGraphicsGetImageFromCurrentImageContext()!;
UIGraphicsEndImageContext();
return normalizedImage;
}
}

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