This is all about mathematics. It's a shame that I'v forgotten those I learned in scool.
OK, I'm trying to get the image dimension after rotation (using canvas) with a certain angle in Javascript.

Since I don't have any tools other than MSPaint here, I'll re-use your image:

Say your original rectangle's size is R(ectangle)W(idth) * RH(eight),
in this case RW=200, RH=80;
After rotating a certain angle A, counterclockwise,
where 0deg <= A <= 90deg in degrees (or 0 <= A <= Math.PI/2 in radians),
in this case A=30deg or A=Math.PI/6,
In the new "outer" rectangle, each side is divided by two parts (for the convenience of describing; corresponding to the image).
On the left side, let's say the upper (purple) part is called N(ew)H(eight)U(p), and the lower (red) part is called NHL(ow);
Same rule on the bottom side, we have NW(idth)L(eft) (blue) and NWR(ight) (orange).
So the size (area) of new rectangle would be (NHU + NHL) * (NWL + NWR)
According to the definition of sin and cos:
NWL = RW * Math.cos(A); //where A is in radians
NHL = RW * Math.sin(A);
NHU = RH * Math.cos(A);
NWR = RH * Math.sin(A);
(if you're using A in degrees, replace A to Math.PI*A/180).
So the new "outer" width would be NWL + NWR, and new "outer" height would be NHU + NHL, and now you can calculate everything.
Here's a drop-in function that implements @Passerby's solution + a couple other safeguards:
function imageSizeAfterRotation(size, degrees) {
degrees = degrees % 180;
if (degrees < 0) {
degrees = 180 + degrees;
}
if (degrees >= 90) {
size = [ size[1], size[0] ];
degrees = degrees - 90;
}
if (degrees === 0) {
return size;
}
const radians = degrees * Math.PI / 180;
const width = (size[0] * Math.cos(radians)) + (size[1] * Math.sin(radians));
const height = (size[0] * Math.sin(radians)) + (size[1] * Math.cos(radians));
return [ width, height ];
}
// USAGE:
imageSizeAfterRotation([ 200, 80 ], 30) // [ 213.20508075688775, 169.28203230275508 ]
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