improve:墨迹平滑方案

This commit is contained in:
2025-07-20 16:48:16 +08:00
parent 9ce9631135
commit 0f3b6c4cec
7 changed files with 183 additions and 87 deletions
+146 -75
View File
@@ -10,20 +10,24 @@ using Point = System.Windows.Point;
namespace Ink_Canvas.Helpers
{
/// <summary>
/// 高级贝塞尔曲线平滑算法
/// 高级贝塞尔曲线平滑算法 - 优化版本
/// 用于解决墨迹闪烁问题,提供更平滑的笔迹效果
/// 优化特性:
/// 1. 更平滑的墨迹:改进的贝塞尔曲线算法
/// 2. 更平滑的拐点:优化的控制点计算
/// 3. 1像素级别插点:精确到像素级别的曲线生成
/// </summary>
public class AdvancedBezierSmoothing
{
/// <summary>
/// 平滑强度 (0.0 - 1.0)
/// 平滑强度 (0.0 - 1.0) - 优化为更平滑的默认值
/// </summary>
public double SmoothingStrength { get; set; } = 0.6;
public double SmoothingStrength { get; set; } = 0.7;
/// <summary>
/// 张力参数 (0.0 - 1.0)
/// 张力参数 (0.0 - 1.0) - 优化为更平滑的默认值
/// </summary>
public double Tension { get; set; } = 0.5;
public double Tension { get; set; } = 0.4;
/// <summary>
/// 是否启用自适应平滑
@@ -31,29 +35,39 @@ namespace Ink_Canvas.Helpers
public bool EnableAdaptiveSmoothing { get; set; } = true;
/// <summary>
/// 最小点间距阈值
/// 最小点间距阈值 - 优化为1像素级别
/// </summary>
public double MinPointDistance { get; set; } = 3.0; // 增加最小间距,减少毛刺
public double MinPointDistance { get; set; } = 1.0; // 降低到1像素级别
/// <summary>
/// 最大点间距阈值
/// 最大点间距阈值 - 优化为更精细的控制
/// </summary>
public double MaxPointDistance { get; set; } = 30.0; // 减少最大间距,提高平滑度
public double MaxPointDistance { get; set; } = 15.0; // 进一步减少最大间距,提高平滑度
/// <summary>
/// 手抖修正强度 (0.0 - 1.0)
/// 手抖修正强度 (0.0 - 1.0) - 优化为更平滑的默认值
/// </summary>
public double ShakeCorrectionStrength { get; set; } = 0.6;
public double ShakeCorrectionStrength { get; set; } = 0.8;
/// <summary>
/// 速度加权平滑强度 (0.0 - 1.0)
/// 速度加权平滑强度 (0.0 - 1.0) - 优化为更平滑的默认值
/// </summary>
public double VelocityWeightedSmoothingStrength { get; set; } = 0.7;
public double VelocityWeightedSmoothingStrength { get; set; } = 0.8;
/// <summary>
/// 时间加权平滑强度 (0.0 - 1.0)
/// 时间加权平滑强度 (0.0 - 1.0) - 优化为更平滑的默认值
/// </summary>
public double TimeWeightedSmoothingStrength { get; set; } = 0.5;
public double TimeWeightedSmoothingStrength { get; set; } = 0.6;
/// <summary>
/// 拐点平滑强度 (0.0 - 1.0) - 新增参数,优化为更平滑的默认值
/// </summary>
public double CornerSmoothingStrength { get; set; } = 0.8;
/// <summary>
/// 1像素级别插点精度 - 新增参数
/// </summary>
public double PixelLevelPrecision { get; set; } = 1.0;
/// <summary>
/// 对笔画进行高级贝塞尔曲线平滑处理
@@ -83,19 +97,22 @@ namespace Ink_Canvas.Helpers
// 第二步:基于速度和时间的加权平滑
var velocityTimeWeightedPoints = ApplyVelocityTimeWeightedSmoothing(shakeCorrectedPoints);
// 第三步:点过滤和重采样
var filteredPoints = FilterAndResamplePoints(velocityTimeWeightedPoints);
// 第三步:拐点检测和平滑
var cornerSmoothedPoints = ApplyCornerSmoothing(velocityTimeWeightedPoints);
// 第四步:计算控制
var controlPoints = CalculateControlPoints(filteredPoints);
// 第四步:点过滤和重采样(1像素级别)
var filteredPoints = FilterAndResamplePoints(cornerSmoothedPoints);
// 第五步:生成平滑曲线
var curvePoints = GenerateCurvePoints(filteredPoints, controlPoints);
// 第五步:计算优化的控制
var controlPoints = CalculateOptimizedControlPoints(filteredPoints);
// 第六步:修正收尾相连问题
// 第六步:生成1像素级别的平滑曲线点
var curvePoints = GeneratePixelLevelCurvePoints(filteredPoints, controlPoints);
// 第七步:修正收尾相连问题
var fixedStylusPoints = FixEndToEndConnection(new StylusPointCollection(curvePoints));
// 第步:创建新的笔画
// 第步:创建新的笔画
var smoothedStroke = new Stroke(fixedStylusPoints)
{
DrawingAttributes = stroke.DrawingAttributes.Clone()
@@ -125,7 +142,7 @@ namespace Ink_Canvas.Helpers
double endToEndDistance = GetDistance(firstPoint.ToPoint(), lastPoint.ToPoint());
// 如果首尾距离太近,可能是收尾相连问题
if (endToEndDistance < 5.0)
if (endToEndDistance < 3.0) // 降低阈值到3像素
{
// 移除最后一个点,避免收尾相连
if (resultPoints.Count > 1)
@@ -138,7 +155,7 @@ namespace Ink_Canvas.Helpers
}
/// <summary>
/// 过滤和重采样点
/// 过滤和重采样点1像素级别优化)
/// </summary>
private List<StylusPoint> FilterAndResamplePoints(List<StylusPoint> points)
{
@@ -149,9 +166,9 @@ namespace Ink_Canvas.Helpers
// 添加第一个点
filteredPoints.Add(points[0]);
// 使用移动平均来减少毛刺
// 使用改进的移动平均来减少毛刺
var smoothedPoints = new List<StylusPoint>();
int windowSize = 3; // 移动平均窗口大小
int windowSize = 5; // 增加窗口大小以获得更平滑的效果
for (int i = 0; i < points.Count; i++)
{
@@ -160,33 +177,41 @@ namespace Ink_Canvas.Helpers
double distance = GetDistance(lastPoint.ToPoint(), currentPoint.ToPoint());
// 如果距离太近,跳过
// 如果距离太近,跳过1像素级别)
if (distance < MinPointDistance)
continue;
// 应用移动平均平滑
// 应用改进的移动平均平滑
if (i >= windowSize - 1)
{
double avgX = 0, avgY = 0, avgPressure = 0;
double totalWeight = 0;
// 使用加权移动平均,中心点权重更高
for (int j = 0; j < windowSize; j++)
{
var point = points[i - j];
avgX += point.X;
avgY += point.Y;
avgPressure += point.PressureFactor;
double weight = 1.0 - Math.Abs(j - (windowSize - 1) / 2.0) / (windowSize / 2.0);
weight = Math.Max(0.1, weight); // 确保最小权重
avgX += point.X * weight;
avgY += point.Y * weight;
avgPressure += point.PressureFactor * weight;
totalWeight += weight;
}
avgX /= windowSize;
avgY /= windowSize;
avgPressure /= windowSize;
avgX /= totalWeight;
avgY /= totalWeight;
avgPressure /= totalWeight;
var smoothedPoint = new StylusPoint(avgX, avgY, (float)avgPressure);
currentPoint = smoothedPoint;
}
// 如果距离太远,插入中间点
// 如果距离太远,插入中间点1像素级别精度)
if (distance > MaxPointDistance)
{
int segments = (int)(distance / MaxPointDistance) + 1;
int segments = Math.Max(2, (int)(distance / PixelLevelPrecision));
for (int j = 1; j < segments; j++)
{
double ratio = (double)j / segments;
@@ -202,9 +227,9 @@ namespace Ink_Canvas.Helpers
}
/// <summary>
/// 计算贝塞尔曲线的控制点
/// 计算优化的控制点(改进拐点平滑)
/// </summary>
private List<Point> CalculateControlPoints(List<StylusPoint> points)
private List<Point> CalculateOptimizedControlPoints(List<StylusPoint> points)
{
var controlPoints = new List<Point>();
@@ -212,8 +237,8 @@ namespace Ink_Canvas.Helpers
// 检查点密度,如果点太稀疏则使用更保守的控制点计算
bool isSparsePoints = points.Count < 5;
double tensionMultiplier = isSparsePoints ? 0.1 : 0.3; // 稀疏点时使用更小的张力
double maxOffset = isSparsePoints ? 5.0 : 10.0; // 稀疏点时使用更小的最大偏移
double tensionMultiplier = isSparsePoints ? 0.05 : 0.2; // 进一步减少张力
double maxOffset = isSparsePoints ? 3.0 : 8.0; // 减少最大偏移
for (int i = 0; i < points.Count; i++)
{
@@ -227,15 +252,17 @@ namespace Ink_Canvas.Helpers
double distance = GetDistance(currentPoint, nextPoint);
// 如果距离太远,使用更保守的控制点
if (distance > 50.0)
if (distance > 30.0) // 降低阈值
{
controlPoint = currentPoint; // 直接使用当前点作为控制点
}
else
{
// 使用更平滑的控制点计算
double tension = Tension * tensionMultiplier * CornerSmoothingStrength;
controlPoint = new Point(
currentPoint.X + (nextPoint.X - currentPoint.X) * Tension * tensionMultiplier,
currentPoint.Y + (nextPoint.Y - currentPoint.Y) * Tension * tensionMultiplier
currentPoint.X + (nextPoint.X - currentPoint.X) * tension,
currentPoint.Y + (nextPoint.Y - currentPoint.Y) * tension
);
}
}
@@ -246,21 +273,23 @@ namespace Ink_Canvas.Helpers
double distance = GetDistance(currentPoint, prevPoint);
// 如果距离太远,使用更保守的控制点
if (distance > 50.0)
if (distance > 30.0) // 降低阈值
{
controlPoint = currentPoint; // 直接使用当前点作为控制点
}
else
{
// 使用更平滑的控制点计算
double tension = Tension * tensionMultiplier * CornerSmoothingStrength;
controlPoint = new Point(
currentPoint.X + (currentPoint.X - prevPoint.X) * Tension * tensionMultiplier,
currentPoint.Y + (currentPoint.Y - prevPoint.Y) * Tension * tensionMultiplier
currentPoint.X + (currentPoint.X - prevPoint.X) * tension,
currentPoint.Y + (currentPoint.Y - prevPoint.Y) * tension
);
}
}
else
{
// 中间点的控制点
// 中间点的控制点(改进拐点平滑)
Point prevPoint = points[i - 1].ToPoint();
Point nextPoint = points[i + 1].ToPoint();
@@ -268,7 +297,7 @@ namespace Ink_Canvas.Helpers
double prevDistance = GetDistance(currentPoint, prevPoint);
double nextDistance = GetDistance(currentPoint, nextPoint);
if (prevDistance > 50.0 || nextDistance > 50.0)
if (prevDistance > 30.0 || nextDistance > 30.0) // 降低阈值
{
// 距离太远,使用线性插值作为控制点
controlPoint = new Point(
@@ -278,13 +307,13 @@ namespace Ink_Canvas.Helpers
}
else
{
// 计算切线方向,使用更保守的方法
// 计算改进的切线方向,使用更平滑的方法
double tangentX = (nextPoint.X - prevPoint.X) * tensionMultiplier;
double tangentY = (nextPoint.Y - prevPoint.Y) * tensionMultiplier;
// 应用张力参数,但限制最大偏移
double offsetX = tangentX * Tension;
double offsetY = tangentY * Tension;
// 应用张力参数和拐点平滑,但限制最大偏移
double offsetX = tangentX * Tension * CornerSmoothingStrength;
double offsetY = tangentY * Tension * CornerSmoothingStrength;
// 限制偏移距离
double offsetDistance = Math.Sqrt(offsetX * offsetX + offsetY * offsetY);
@@ -308,9 +337,9 @@ namespace Ink_Canvas.Helpers
}
/// <summary>
/// 生成曲线点
/// 生成1像素级别的平滑曲线点
/// </summary>
private List<StylusPoint> GenerateCurvePoints(List<StylusPoint> points, List<Point> controlPoints)
private List<StylusPoint> GeneratePixelLevelCurvePoints(List<StylusPoint> points, List<Point> controlPoints)
{
var curvePoints = new List<StylusPoint>();
@@ -324,19 +353,14 @@ namespace Ink_Canvas.Helpers
var startControl = controlPoints[i];
var endControl = controlPoints[i + 1];
// 计算自适应步长,减少步数以避免毛刺
// 计算1像素级别的步长
double distance = GetDistance(startPoint.ToPoint(), endPoint.ToPoint());
// 根据点密度调整步数
int steps;
if (points.Count < 5) // 低密度点
{
steps = Math.Max(1, Math.Min(3, (int)(distance / 15.0))); // 更少的步数
}
else
{
steps = Math.Max(2, Math.Min(15, (int)(distance / 8.0))); // 正常步数
}
// 根据距离计算精确的步数,确保1像素级别精度
int steps = Math.Max(1, (int)(distance / PixelLevelPrecision));
// 限制最大步数以避免过度细分
steps = Math.Min(steps, 50);
// 生成贝塞尔曲线点
for (int j = 0; j <= steps; j++)
@@ -362,6 +386,53 @@ namespace Ink_Canvas.Helpers
return curvePoints;
}
/// <summary>
/// 应用拐点平滑
/// </summary>
private List<StylusPoint> ApplyCornerSmoothing(List<StylusPoint> points)
{
if (points.Count < 3) return points;
var smoothedPoints = new List<StylusPoint>();
smoothedPoints.Add(points[0]); // 添加第一个点
for (int i = 1; i < points.Count - 1; i++)
{
var prev = points[i - 1];
var curr = points[i];
var next = points[i + 1];
// 计算角度变化
double angle1 = Math.Atan2(curr.Y - prev.Y, curr.X - prev.X);
double angle2 = Math.Atan2(next.Y - curr.Y, next.X - curr.X);
double angleDiff = Math.Abs(angle2 - angle1);
// 标准化角度差
if (angleDiff > Math.PI) angleDiff = 2 * Math.PI - angleDiff;
// 如果角度变化太大,认为是拐点
if (angleDiff > Math.PI / 4) // 45度阈值
{
// 应用拐点平滑
double smoothingFactor = CornerSmoothingStrength;
double smoothedX = curr.X * (1.0 - smoothingFactor) +
(prev.X + next.X) * 0.5 * smoothingFactor;
double smoothedY = curr.Y * (1.0 - smoothingFactor) +
(prev.Y + next.Y) * 0.5 * smoothingFactor;
var smoothedPoint = new StylusPoint(smoothedX, smoothedY, curr.PressureFactor);
smoothedPoints.Add(smoothedPoint);
}
else
{
smoothedPoints.Add(curr);
}
}
smoothedPoints.Add(points[points.Count - 1]); // 添加最后一个点
return smoothedPoints;
}
/// <summary>
/// 计算贝塞尔曲线上的点
/// </summary>
@@ -445,7 +516,7 @@ namespace Ink_Canvas.Helpers
double deviation = Math.Sqrt(deviationX * deviationX + deviationY * deviationY);
// 如果偏差超过阈值,认为是手抖
double shakeThreshold = 5.0; // 手抖检测阈值
double shakeThreshold = 3.0; // 降低手抖检测阈值
if (deviation > shakeThreshold)
{
// 应用手抖修正
@@ -505,11 +576,11 @@ namespace Ink_Canvas.Helpers
{
// 如果点过于密集,增加时间权重
double avgDistance = velocity;
if (avgDistance < 2.0)
if (avgDistance < 1.0) // 降低阈值
{
timeWeight = 1.5; // 增加权重
}
else if (avgDistance > 20.0)
else if (avgDistance > 15.0) // 降低阈值
{
timeWeight = 0.5; // 减少权重
}
@@ -530,7 +601,7 @@ namespace Ink_Canvas.Helpers
{
double velocity = velocities[i - 1];
// 速度越快,权重越大(更平滑)
velocityWeight = Math.Min(2.0, velocity / 10.0 + 0.5);
velocityWeight = Math.Min(2.0, velocity / 8.0 + 0.5); // 调整参数
}
// 计算加速度权重
@@ -539,7 +610,7 @@ namespace Ink_Canvas.Helpers
{
double acceleration = Math.Abs(accelerations[i - 1]);
// 加速度越大,权重越大(更平滑)
accelerationWeight = Math.Min(2.0, acceleration / 5.0 + 0.5);
accelerationWeight = Math.Min(2.0, acceleration / 3.0 + 0.5); // 调整参数
}
// 获取时间权重
@@ -557,7 +628,7 @@ namespace Ink_Canvas.Helpers
if (totalWeight > 1.0)
{
// 向相邻点加权平均
double weight = (totalWeight - 1.0) * 0.3; // 限制最大影响
double weight = (totalWeight - 1.0) * 0.2; // 减少最大影响
smoothedX = curr.X * (1.0 - weight) + (prev.X + next.X) * 0.5 * weight;
smoothedY = curr.Y * (1.0 - weight) + (prev.Y + next.Y) * 0.5 * weight;
}
@@ -590,10 +661,10 @@ namespace Ink_Canvas.Helpers
// 计算两点间距离
double distance = GetDistance(currentPoint.ToPoint(), nextPoint.ToPoint());
// 如果距离太远,插入中间点
if (distance > 20.0) // 低采样率下使用更大的阈值
// 如果距离太远,插入中间点1像素级别)
if (distance > 15.0) // 低阈值
{
int segments = Math.Max(2, Math.Min(5, (int)(distance / 10.0))); // 限制插值段数
int segments = Math.Max(2, Math.Min(8, (int)(distance / PixelLevelPrecision))); // 使用像素级别精度
for (int j = 1; j < segments; j++)
{
double ratio = (double)j / segments;
+15 -5
View File
@@ -799,7 +799,7 @@
<TextBlock Foreground="#fafafa" Text="平滑强度" VerticalAlignment="Center"
FontSize="14" Margin="0,0,16,0" />
<Slider Name="AdvancedSmoothingStrengthSlider" Width="150" Minimum="0.1" Maximum="1.0"
Value="0.4" TickFrequency="0.1" IsSnapToTickEnabled="True"
Value="0.7" TickFrequency="0.1" IsSnapToTickEnabled="True"
ValueChanged="AdvancedSmoothingStrengthSlider_ValueChanged" />
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=AdvancedSmoothingStrengthSlider, Path=Value, StringFormat={}{0:F1}}"
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
@@ -809,7 +809,7 @@
<TextBlock Foreground="#fafafa" Text="张力参数" VerticalAlignment="Center"
FontSize="14" Margin="0,0,16,0" />
<Slider Name="AdvancedSmoothingTensionSlider" Width="150" Minimum="0.1" Maximum="1.0"
Value="0.3" TickFrequency="0.1" IsSnapToTickEnabled="True"
Value="0.4" TickFrequency="0.1" IsSnapToTickEnabled="True"
ValueChanged="AdvancedSmoothingTensionSlider_ValueChanged" />
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=AdvancedSmoothingTensionSlider, Path=Value, StringFormat={}{0:F1}}"
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
@@ -827,7 +827,7 @@
<TextBlock Foreground="#fafafa" Text="手抖修正强度" VerticalAlignment="Center"
FontSize="14" Margin="0,0,16,0" />
<Slider Name="ShakeCorrectionStrengthSlider" Width="150" Minimum="0.0" Maximum="1.0"
Value="0.6" TickFrequency="0.1" IsSnapToTickEnabled="True"
Value="0.8" TickFrequency="0.1" IsSnapToTickEnabled="True"
ValueChanged="ShakeCorrectionStrengthSlider_ValueChanged" />
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=ShakeCorrectionStrengthSlider, Path=Value, StringFormat={}{0:F1}}"
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
@@ -837,7 +837,7 @@
<TextBlock Foreground="#fafafa" Text="速度加权强度" VerticalAlignment="Center"
FontSize="14" Margin="0,0,16,0" />
<Slider Name="VelocityWeightedSmoothingStrengthSlider" Width="150" Minimum="0.0" Maximum="1.0"
Value="0.7" TickFrequency="0.1" IsSnapToTickEnabled="True"
Value="0.8" TickFrequency="0.1" IsSnapToTickEnabled="True"
ValueChanged="VelocityWeightedSmoothingStrengthSlider_ValueChanged" />
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=VelocityWeightedSmoothingStrengthSlider, Path=Value, StringFormat={}{0:F1}}"
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
@@ -847,11 +847,21 @@
<TextBlock Foreground="#fafafa" Text="时间加权强度" VerticalAlignment="Center"
FontSize="14" Margin="0,0,16,0" />
<Slider Name="TimeWeightedSmoothingStrengthSlider" Width="150" Minimum="0.0" Maximum="1.0"
Value="0.5" TickFrequency="0.1" IsSnapToTickEnabled="True"
Value="0.6" TickFrequency="0.1" IsSnapToTickEnabled="True"
ValueChanged="TimeWeightedSmoothingStrengthSlider_ValueChanged" />
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=TimeWeightedSmoothingStrengthSlider, Path=Value, StringFormat={}{0:F1}}"
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
</ui:SimpleStackPanel>
<ui:SimpleStackPanel Orientation="Horizontal" HorizontalAlignment="Left"
Visibility="{Binding ElementName=ToggleSwitchAdvancedBezierSmoothing, Path=IsOn, Converter={StaticResource BooleanToVisibilityConverter}}">
<TextBlock Foreground="#fafafa" Text="拐点平滑强度" VerticalAlignment="Center"
FontSize="14" Margin="0,0,16,0" />
<Slider Name="CornerSmoothingStrengthSlider" Width="150" Minimum="0.0" Maximum="1.0"
Value="0.8" TickFrequency="0.1" IsSnapToTickEnabled="True"
ValueChanged="CornerSmoothingStrengthSlider_ValueChanged" />
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=CornerSmoothingStrengthSlider, Path=Value, StringFormat={}{0:F1}}"
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
</ui:SimpleStackPanel>
<TextBlock Text="# 高级贝塞尔曲线平滑(推荐):使用自定义算法替代系统默认的FitToCurve,提供更平滑的笔迹效果并解决墨迹闪烁、毛刺和低采样率收尾相连问题。启用高级平滑时会自动禁用系统默认平滑。手抖修正可自动检测并修正手抖造成的偏差,速度加权平滑根据笔迹速度调整平滑强度,时间加权平滑根据点密度调整平滑参数,自适应平滑会根据笔迹速度自动调整平滑参数。低采样率时自动使用线性插值避免收尾相连。" TextWrapping="Wrap" Foreground="#a1a1aa" />
</ui:SimpleStackPanel>
</GroupBox>
+6
View File
@@ -1347,6 +1347,12 @@ namespace Ink_Canvas {
SaveSettingsToFile();
}
private void CornerSmoothingStrengthSlider_ValueChanged(object sender, RoutedPropertyChangedEventArgs<double> e) {
if (!isLoaded) return;
Settings.Canvas.CornerSmoothingStrength = CornerSmoothingStrengthSlider.Value;
SaveSettingsToFile();
}
private void ToggleSwitchAutoSaveStrokesInPowerPoint_Toggled(object sender, RoutedEventArgs e) {
if (!isLoaded) return;
Settings.PowerPointSettings.IsAutoSaveStrokesInPowerPoint = ToggleSwitchAutoSaveStrokesInPowerPoint.IsOn;
@@ -543,6 +543,7 @@ namespace Ink_Canvas {
ShakeCorrectionStrengthSlider.Value = Settings.Canvas.ShakeCorrectionStrength;
VelocityWeightedSmoothingStrengthSlider.Value = Settings.Canvas.VelocityWeightedSmoothingStrength;
TimeWeightedSmoothingStrengthSlider.Value = Settings.Canvas.TimeWeightedSmoothingStrength;
CornerSmoothingStrengthSlider.Value = Settings.Canvas.CornerSmoothingStrength;
// 初始化直线自动拉直相关设置
ToggleSwitchAutoStraightenLine.IsOn = Settings.Canvas.AutoStraightenLine;
+3 -1
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@@ -1602,7 +1602,9 @@ namespace Ink_Canvas {
EnableAdaptiveSmoothing = Settings.Canvas.EnableAdaptiveSmoothing,
ShakeCorrectionStrength = Settings.Canvas.ShakeCorrectionStrength,
VelocityWeightedSmoothingStrength = Settings.Canvas.VelocityWeightedSmoothingStrength,
TimeWeightedSmoothingStrength = Settings.Canvas.TimeWeightedSmoothingStrength
TimeWeightedSmoothingStrength = Settings.Canvas.TimeWeightedSmoothingStrength,
CornerSmoothingStrength = Settings.Canvas.CornerSmoothingStrength,
PixelLevelPrecision = Settings.Canvas.PixelLevelPrecision
};
// 对临时笔画应用平滑
@@ -594,7 +594,9 @@ namespace Ink_Canvas {
EnableAdaptiveSmoothing = Settings.Canvas.EnableAdaptiveSmoothing,
ShakeCorrectionStrength = Settings.Canvas.ShakeCorrectionStrength,
VelocityWeightedSmoothingStrength = Settings.Canvas.VelocityWeightedSmoothingStrength,
TimeWeightedSmoothingStrength = Settings.Canvas.TimeWeightedSmoothingStrength
TimeWeightedSmoothingStrength = Settings.Canvas.TimeWeightedSmoothingStrength,
CornerSmoothingStrength = Settings.Canvas.CornerSmoothingStrength,
PixelLevelPrecision = Settings.Canvas.PixelLevelPrecision
};
var smoothedStroke = advancedSmoothing.SmoothStroke(e.Stroke);
+9 -5
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@@ -51,17 +51,21 @@ namespace Ink_Canvas
[JsonProperty("useAdvancedBezierSmoothing")]
public bool UseAdvancedBezierSmoothing { get; set; } = true; // 默认启用高级贝塞尔曲线平滑
[JsonProperty("advancedSmoothingStrength")]
public double AdvancedSmoothingStrength { get; set; } = 0.4; // 高级平滑强度 (0.0 - 1.0)降低以减少毛刺
public double AdvancedSmoothingStrength { get; set; } = 0.7; // 高级平滑强度 (0.0 - 1.0)提高以获得更平滑的效果
[JsonProperty("advancedSmoothingTension")]
public double AdvancedSmoothingTension { get; set; } = 0.3; // 高级平滑张力 (0.0 - 1.0)降低以减少毛刺
public double AdvancedSmoothingTension { get; set; } = 0.4; // 高级平滑张力 (0.0 - 1.0)适度提高以获得更平滑的曲线
[JsonProperty("enableAdaptiveSmoothing")]
public bool EnableAdaptiveSmoothing { get; set; } = true; // 是否启用自适应平滑
[JsonProperty("shakeCorrectionStrength")]
public double ShakeCorrectionStrength { get; set; } = 0.6; // 手抖修正强度 (0.0 - 1.0)
public double ShakeCorrectionStrength { get; set; } = 0.8; // 手抖修正强度 (0.0 - 1.0),提高以减少手抖
[JsonProperty("velocityWeightedSmoothingStrength")]
public double VelocityWeightedSmoothingStrength { get; set; } = 0.7; // 速度加权平滑强度 (0.0 - 1.0)
public double VelocityWeightedSmoothingStrength { get; set; } = 0.8; // 速度加权平滑强度 (0.0 - 1.0),提高以获得更平滑的效果
[JsonProperty("timeWeightedSmoothingStrength")]
public double TimeWeightedSmoothingStrength { get; set; } = 0.5; // 时间加权平滑强度 (0.0 - 1.0)
public double TimeWeightedSmoothingStrength { get; set; } = 0.6; // 时间加权平滑强度 (0.0 - 1.0),提高以获得更平滑的效果
[JsonProperty("cornerSmoothingStrength")]
public double CornerSmoothingStrength { get; set; } = 0.8; // 拐点平滑强度 (0.0 - 1.0),新增参数用于更平滑的拐点
[JsonProperty("pixelLevelPrecision")]
public double PixelLevelPrecision { get; set; } = 1.0; // 1像素级别插点精度,新增参数用于精确控制
[JsonProperty("clearCanvasAndClearTimeMachine")]
public bool ClearCanvasAndClearTimeMachine { get; set; } = false;
[JsonProperty("enablePressureTouchMode")]