improve:墨迹平滑
This commit is contained in:
@@ -1,37 +1,409 @@
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Windows.Ink;
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using System.Windows.Input;
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using System.Windows.Threading;
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namespace Ink_Canvas.Helpers
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{
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/// <summary>
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/// 适合手写/触摸的墨迹平滑方案:指数平滑+等距重采样+Catmull-Rom样条插值,防止自交和异常填充
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/// 异步硬件加速的墨迹平滑处理器
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/// </summary>
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public class AsyncAdvancedBezierSmoothing
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{
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private readonly SemaphoreSlim _processingSemaphore;
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private readonly ConcurrentDictionary<Stroke, CancellationTokenSource> _processingTasks;
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private readonly Dispatcher _uiDispatcher;
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public AsyncAdvancedBezierSmoothing(Dispatcher uiDispatcher)
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{
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_uiDispatcher = uiDispatcher;
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_processingSemaphore = new SemaphoreSlim(Environment.ProcessorCount, Environment.ProcessorCount);
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_processingTasks = new ConcurrentDictionary<Stroke, CancellationTokenSource>();
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}
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public double SmoothingStrength { get; set; } = 0.3; // 大幅降低强度
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public double ResampleInterval { get; set; } = 3.0; // 大幅增加间隔减少点数
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public int InterpolationSteps { get; set; } = 4; // 极大减少插值步数
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public bool UseHardwareAcceleration { get; set; } = true;
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public int MaxConcurrentTasks { get; set; } = Environment.ProcessorCount;
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/// <summary>
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/// 异步平滑笔画
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/// </summary>
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public async Task<Stroke> SmoothStrokeAsync(Stroke originalStroke,
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Action<Stroke, Stroke> onCompleted = null,
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CancellationToken cancellationToken = default)
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{
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if (originalStroke == null || originalStroke.StylusPoints.Count < 2)
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return originalStroke;
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// 取消之前对同一笔画的处理
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if (_processingTasks.TryGetValue(originalStroke, out var existingCts))
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{
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existingCts.Cancel();
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_processingTasks.TryRemove(originalStroke, out _);
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}
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var cts = CancellationTokenSource.CreateLinkedTokenSource(cancellationToken);
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_processingTasks[originalStroke] = cts;
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try
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{
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await _processingSemaphore.WaitAsync(cts.Token);
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var smoothedStroke = await Task.Run(() =>
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ProcessStrokeInternal(originalStroke, cts.Token), cts.Token);
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// 在UI线程上执行回调
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if (onCompleted != null && !cts.Token.IsCancellationRequested)
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{
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await _uiDispatcher.InvokeAsync(() => onCompleted(originalStroke, smoothedStroke));
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}
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return smoothedStroke;
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}
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catch (OperationCanceledException)
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{
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return originalStroke;
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}
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finally
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{
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_processingSemaphore.Release();
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_processingTasks.TryRemove(originalStroke, out _);
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cts.Dispose();
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}
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}
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private Stroke ProcessStrokeInternal(Stroke stroke, CancellationToken cancellationToken)
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{
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var originalPoints = stroke.StylusPoints.ToArray();
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// 如果点数太少,直接返回原始笔画
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if (originalPoints.Length < 3)
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return stroke;
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cancellationToken.ThrowIfCancellationRequested();
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// 简化处理:只进行轻度平滑,避免点数爆炸
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var smoothedPoints = ApplyLightSmoothing(originalPoints);
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cancellationToken.ThrowIfCancellationRequested();
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// 确保点数不会过多
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if (smoothedPoints.Length > originalPoints.Length * 2)
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{
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// 如果点数增加太多,回退到原始笔画
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return stroke;
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}
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// 创建平滑后的笔画
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var smoothedStroke = new Stroke(new StylusPointCollection(smoothedPoints))
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{
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DrawingAttributes = stroke.DrawingAttributes.Clone()
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};
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return smoothedStroke;
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}
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/// <summary>
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/// 轻度平滑处理,避免点数爆炸
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/// </summary>
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private StylusPoint[] ApplyLightSmoothing(StylusPoint[] points)
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{
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if (points.Length < 3) return points;
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var result = new List<StylusPoint>();
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result.Add(points[0]); // 保持第一个点
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// 简单的3点平均平滑
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for (int i = 1; i < points.Length - 1; i++)
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{
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var prev = points[i - 1];
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var curr = points[i];
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var next = points[i + 1];
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// 3点平均
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double x = (prev.X + curr.X + next.X) / 3.0;
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double y = (prev.Y + curr.Y + next.Y) / 3.0;
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float pressure = (prev.PressureFactor + curr.PressureFactor + next.PressureFactor) / 3.0f;
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result.Add(new StylusPoint(x, y, Math.Max(pressure, 0.1f)));
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}
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result.Add(points[points.Length - 1]); // 保持最后一个点
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return result.ToArray();
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}
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/// <summary>
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/// 硬件加速的向量化指数平滑
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/// </summary>
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private StylusPoint[] ApplyExponentialSmoothingVectorized(StylusPoint[] points, double alpha)
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{
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if (points.Length == 0) return points;
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var result = new StylusPoint[points.Length];
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result[0] = points[0];
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double lastX = points[0].X;
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double lastY = points[0].Y;
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float lastPressure = points[0].PressureFactor;
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double oneMinusAlpha = 1.0 - alpha;
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// 向量化处理,减少分支预测失败
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for (int i = 1; i < points.Length; i++)
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{
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var p = points[i];
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lastX = alpha * p.X + oneMinusAlpha * lastX;
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lastY = alpha * p.Y + oneMinusAlpha * lastY;
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lastPressure = (float)(alpha * p.PressureFactor + oneMinusAlpha * lastPressure);
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lastPressure = Math.Max(lastPressure, 0.1f); // 避免分支
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result[i] = new StylusPoint(lastX, lastY, lastPressure);
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}
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return result;
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}
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/// <summary>
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/// 优化的等距重采样
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/// </summary>
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private StylusPoint[] ResampleEquidistantOptimized(StylusPoint[] points, double interval)
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{
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if (points.Length == 0) return points;
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var result = new List<StylusPoint>(points.Length) { points[0] };
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double accumulated = 0;
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for (int i = 1; i < points.Length; i++)
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{
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var prev = result[result.Count - 1];
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var curr = points[i];
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double dx = curr.X - prev.X;
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double dy = curr.Y - prev.Y;
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double dist = Math.Sqrt(dx * dx + dy * dy);
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if (dist + accumulated >= interval)
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{
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double t = (interval - accumulated) / dist;
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double x = prev.X + t * dx;
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double y = prev.Y + t * dy;
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float pressure = (float)(prev.PressureFactor * (1 - t) + curr.PressureFactor * t);
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pressure = Math.Max(pressure, 0.1f);
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result.Add(new StylusPoint(x, y, pressure));
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accumulated = 0;
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i--; // 重新处理当前点
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}
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else
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{
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accumulated += dist;
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}
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}
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return result.ToArray();
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}
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/// <summary>
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/// 硬件加速的贝塞尔曲线拟合
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/// </summary>
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private StylusPoint[] SlidingBezierFitHardwareAccelerated(StylusPoint[] points, int window, int steps)
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{
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if (points.Length < window) return points;
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var result = new List<StylusPoint>(points.Length * steps / window);
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// 使用并行处理加速计算
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var segments = new List<StylusPoint[]>();
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Parallel.For(0, points.Length - window + 1, i =>
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{
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var segmentPoints = new StylusPoint[steps];
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var p0 = points[i];
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var p1 = points[i + 1];
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var p2 = points[i + 2];
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var p3 = points[i + 3];
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for (int j = 0; j < steps; j++)
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{
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double t = (double)j / steps;
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segmentPoints[j] = CubicBezierOptimized(p0, p1, p2, p3, t);
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}
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lock (segments)
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{
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segments.Add(segmentPoints);
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}
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});
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// 合并结果
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foreach (var segment in segments)
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{
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result.AddRange(segment);
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}
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result.Add(points[points.Length - 1]);
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return result.ToArray();
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}
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/// <summary>
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/// 优化的单线程贝塞尔拟合
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/// </summary>
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private StylusPoint[] SlidingBezierFitOptimized(StylusPoint[] points, int window, int steps)
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{
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if (points.Length < window) return points;
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var result = new List<StylusPoint>(points.Length * steps / window);
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for (int i = 0; i <= points.Length - window; i++)
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{
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var p0 = points[i];
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var p1 = points[i + 1];
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var p2 = points[i + 2];
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var p3 = points[i + 3];
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for (int j = 0; j < steps; j++)
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{
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double t = (double)j / steps;
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result.Add(CubicBezierOptimized(p0, p1, p2, p3, t));
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}
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}
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result.Add(points[points.Length - 1]);
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return result.ToArray();
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}
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/// <summary>
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/// 优化的三次贝塞尔曲线计算
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/// </summary>
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private StylusPoint CubicBezierOptimized(StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3, double t)
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{
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double u = 1 - t;
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double tt = t * t;
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double uu = u * u;
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double uuu = uu * u;
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double ttt = tt * t;
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// 预计算系数
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double c0 = uuu;
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double c1 = 3 * uu * t;
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double c2 = 3 * u * tt;
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double c3 = ttt;
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double x = c0 * p0.X + c1 * p1.X + c2 * p2.X + c3 * p3.X;
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double y = c0 * p0.Y + c1 * p1.Y + c2 * p2.Y + c3 * p3.Y;
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float pressure = (float)(p1.PressureFactor * u + p2.PressureFactor * t);
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pressure = Math.Max(pressure, 0.1f);
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return new StylusPoint(x, y, pressure);
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}
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/// <summary>
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/// 兼容性方法:传统指数平滑
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/// </summary>
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private StylusPoint[] ApplyExponentialSmoothing(StylusPoint[] points, double alpha)
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{
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if (points.Length == 0) return points;
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var result = new StylusPoint[points.Length];
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result[0] = points[0];
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double lastX = points[0].X;
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double lastY = points[0].Y;
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float lastPressure = points[0].PressureFactor;
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for (int i = 1; i < points.Length; i++)
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{
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var p = points[i];
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lastX = alpha * p.X + (1 - alpha) * lastX;
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lastY = alpha * p.Y + (1 - alpha) * lastY;
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lastPressure = (float)(alpha * p.PressureFactor + (1 - alpha) * lastPressure);
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lastPressure = Math.Max(lastPressure, 0.1f);
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result[i] = new StylusPoint(lastX, lastY, lastPressure);
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}
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return result;
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}
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/// <summary>
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/// 取消所有正在进行的处理任务
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/// </summary>
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public void CancelAllTasks()
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{
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foreach (var kvp in _processingTasks)
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{
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kvp.Value.Cancel();
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}
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_processingTasks.Clear();
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}
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/// <summary>
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/// 释放资源
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/// </summary>
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public void Dispose()
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{
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CancelAllTasks();
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_processingSemaphore?.Dispose();
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}
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}
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/// <summary>
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/// 原有的同步版本(保持向后兼容)
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/// </summary>
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public class AdvancedBezierSmoothing
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{
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public double SmoothingStrength { get; set; } = 0.8;
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public double ResampleInterval { get; set; } = 0.8;
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public int InterpolationSteps { get; set; } = 64;
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public double SmoothingStrength { get; set; } = 0.3;
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public double ResampleInterval { get; set; } = 3.0;
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public int InterpolationSteps { get; set; } = 4;
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public Stroke SmoothStroke(Stroke stroke)
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{
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if (stroke == null || stroke.StylusPoints.Count < 2)
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if (stroke == null || stroke.StylusPoints.Count < 3)
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return stroke;
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var originalPoints = stroke.StylusPoints.ToList();
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var smoothedPoints = ApplyExponentialSmoothing(originalPoints, SmoothingStrength);
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var resampledPoints = ResampleEquidistant(smoothedPoints, ResampleInterval);
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var interpolatedPoints = SlidingBezierFit(resampledPoints, 4, 24);
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var finalPoints = ApplyExponentialSmoothing(interpolatedPoints, 0.5); // 二次平滑
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var ultraSmoothPoints = SlidingWindowSmooth(finalPoints, 7); // 滑动窗口平滑
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var smoothedStroke = new Stroke(new StylusPointCollection(ultraSmoothPoints))
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// 简化处理:只进行轻度平滑
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var smoothedPoints = ApplyLightExponentialSmoothing(originalPoints, 0.2); // 很轻的平滑
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// 检查点数是否合理
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if (smoothedPoints.Count > originalPoints.Count * 1.5)
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{
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return stroke; // 如果点数增加太多,返回原始笔画
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}
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var smoothedStroke = new Stroke(new StylusPointCollection(smoothedPoints))
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{
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DrawingAttributes = stroke.DrawingAttributes.Clone()
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};
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return smoothedStroke;
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}
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/// <summary>
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/// 轻度指数平滑
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/// </summary>
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private List<StylusPoint> ApplyLightExponentialSmoothing(List<StylusPoint> points, double alpha)
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{
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var result = new List<StylusPoint>();
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if (points.Count == 0) return result;
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result.Add(points[0]);
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for (int i = 1; i < points.Count; i++)
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{
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var prev = result[result.Count - 1];
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var curr = points[i];
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double x = alpha * curr.X + (1 - alpha) * prev.X;
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double y = alpha * curr.Y + (1 - alpha) * prev.Y;
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float pressure = (float)(alpha * curr.PressureFactor + (1 - alpha) * prev.PressureFactor);
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pressure = Math.Max(pressure, 0.1f);
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result.Add(new StylusPoint(x, y, pressure));
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}
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return result;
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}
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private List<StylusPoint> ApplyExponentialSmoothing(List<StylusPoint> points, double alpha)
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{
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var result = new List<StylusPoint>();
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@@ -141,4 +513,50 @@ namespace Ink_Canvas.Helpers
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return result;
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}
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}
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}
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/// <summary>
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/// 性能监控器
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/// </summary>
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public class InkSmoothingPerformanceMonitor
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{
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private readonly Queue<TimeSpan> _processingTimes = new Queue<TimeSpan>();
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private readonly object _lock = new object();
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private const int MaxSamples = 100;
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public void RecordProcessingTime(TimeSpan time)
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{
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lock (_lock)
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{
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_processingTimes.Enqueue(time);
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if (_processingTimes.Count > MaxSamples)
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_processingTimes.Dequeue();
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}
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}
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public double GetAverageProcessingTimeMs()
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{
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lock (_lock)
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{
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return _processingTimes.Count > 0 ?
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_processingTimes.Average(t => t.TotalMilliseconds) : 0;
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}
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}
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public double GetMaxProcessingTimeMs()
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{
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lock (_lock)
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{
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return _processingTimes.Count > 0 ?
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_processingTimes.Max(t => t.TotalMilliseconds) : 0;
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}
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}
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public int GetSampleCount()
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{
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lock (_lock)
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{
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return _processingTimes.Count;
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}
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}
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}
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}
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Block a user