improve:墨迹平滑方案
This commit is contained in:
@@ -40,6 +40,21 @@ namespace Ink_Canvas.Helpers
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/// </summary>
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public double MaxPointDistance { get; set; } = 30.0; // 减少最大间距,提高平滑度
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/// <summary>
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/// 手抖修正强度 (0.0 - 1.0)
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/// </summary>
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public double ShakeCorrectionStrength { get; set; } = 0.6;
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/// <summary>
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/// 速度加权平滑强度 (0.0 - 1.0)
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/// </summary>
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public double VelocityWeightedSmoothingStrength { get; set; } = 0.7;
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/// <summary>
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/// 时间加权平滑强度 (0.0 - 1.0)
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/// </summary>
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public double TimeWeightedSmoothingStrength { get; set; } = 0.5;
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/// <summary>
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/// 对笔画进行高级贝塞尔曲线平滑处理
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/// </summary>
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@@ -53,18 +68,35 @@ namespace Ink_Canvas.Helpers
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var originalPoints = stroke.StylusPoints.ToList();
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var smoothedPoints = new List<StylusPoint>();
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// 第一步:点过滤和重采样
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var filteredPoints = FilterAndResamplePoints(originalPoints);
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// 检查采样率,如果点太少则使用不同的处理策略
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bool isLowSamplingRate = originalPoints.Count < 10; // 少于10个点认为是低采样率
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// 第二步:计算控制点
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if (isLowSamplingRate)
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{
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// 低采样率情况下的特殊处理
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return HandleLowSamplingRateStroke(stroke);
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}
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// 第一步:手抖修正
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var shakeCorrectedPoints = ApplyShakeCorrection(originalPoints);
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// 第二步:基于速度和时间的加权平滑
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var velocityTimeWeightedPoints = ApplyVelocityTimeWeightedSmoothing(shakeCorrectedPoints);
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// 第三步:点过滤和重采样
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var filteredPoints = FilterAndResamplePoints(velocityTimeWeightedPoints);
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// 第四步:计算控制点
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var controlPoints = CalculateControlPoints(filteredPoints);
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// 第三步:生成平滑曲线点
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// 第五步:生成平滑曲线点
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var curvePoints = GenerateCurvePoints(filteredPoints, controlPoints);
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// 第四步:创建新的笔画
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var newStylusPoints = new StylusPointCollection(curvePoints);
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var smoothedStroke = new Stroke(newStylusPoints)
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// 第六步:修正收尾相连问题
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var fixedStylusPoints = FixEndToEndConnection(new StylusPointCollection(curvePoints));
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// 第七步:创建新的笔画
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var smoothedStroke = new Stroke(fixedStylusPoints)
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{
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DrawingAttributes = stroke.DrawingAttributes.Clone()
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};
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@@ -72,6 +104,39 @@ namespace Ink_Canvas.Helpers
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return smoothedStroke;
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}
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/// <summary>
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/// 检测并修正收尾相连问题
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/// </summary>
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private StylusPointCollection FixEndToEndConnection(StylusPointCollection points)
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{
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if (points.Count < 3) return points;
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var resultPoints = new StylusPointCollection();
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// 复制所有点
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foreach (var point in points)
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{
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resultPoints.Add(point);
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}
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// 检查首尾是否过于接近
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var firstPoint = resultPoints[0];
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var lastPoint = resultPoints[resultPoints.Count - 1];
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double endToEndDistance = GetDistance(firstPoint.ToPoint(), lastPoint.ToPoint());
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// 如果首尾距离太近,可能是收尾相连问题
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if (endToEndDistance < 5.0)
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{
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// 移除最后一个点,避免收尾相连
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if (resultPoints.Count > 1)
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{
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resultPoints.RemoveAt(resultPoints.Count - 1);
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}
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}
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return resultPoints;
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}
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/// <summary>
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/// 过滤和重采样点
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/// </summary>
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@@ -145,6 +210,11 @@ namespace Ink_Canvas.Helpers
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if (points.Count < 2) return controlPoints;
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// 检查点密度,如果点太稀疏则使用更保守的控制点计算
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bool isSparsePoints = points.Count < 5;
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double tensionMultiplier = isSparsePoints ? 0.1 : 0.3; // 稀疏点时使用更小的张力
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double maxOffset = isSparsePoints ? 5.0 : 10.0; // 稀疏点时使用更小的最大偏移
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for (int i = 0; i < points.Count; i++)
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{
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Point currentPoint = points[i].ToPoint();
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@@ -154,19 +224,39 @@ namespace Ink_Canvas.Helpers
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{
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// 第一个点的控制点
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Point nextPoint = points[i + 1].ToPoint();
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controlPoint = new Point(
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currentPoint.X + (nextPoint.X - currentPoint.X) * Tension * 0.3, // 减少张力,减少毛刺
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currentPoint.Y + (nextPoint.Y - currentPoint.Y) * Tension * 0.3
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);
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double distance = GetDistance(currentPoint, nextPoint);
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// 如果距离太远,使用更保守的控制点
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if (distance > 50.0)
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{
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controlPoint = currentPoint; // 直接使用当前点作为控制点
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}
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else
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{
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controlPoint = new Point(
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currentPoint.X + (nextPoint.X - currentPoint.X) * Tension * tensionMultiplier,
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currentPoint.Y + (nextPoint.Y - currentPoint.Y) * Tension * tensionMultiplier
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);
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}
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}
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else if (i == points.Count - 1)
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{
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// 最后一个点的控制点
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Point prevPoint = points[i - 1].ToPoint();
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controlPoint = new Point(
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currentPoint.X + (currentPoint.X - prevPoint.X) * Tension * 0.3,
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currentPoint.Y + (currentPoint.Y - prevPoint.Y) * Tension * 0.3
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);
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double distance = GetDistance(currentPoint, prevPoint);
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// 如果距离太远,使用更保守的控制点
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if (distance > 50.0)
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{
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controlPoint = currentPoint; // 直接使用当前点作为控制点
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}
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else
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{
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controlPoint = new Point(
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currentPoint.X + (currentPoint.X - prevPoint.X) * Tension * tensionMultiplier,
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currentPoint.Y + (currentPoint.Y - prevPoint.Y) * Tension * tensionMultiplier
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);
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}
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}
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else
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{
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@@ -174,27 +264,41 @@ namespace Ink_Canvas.Helpers
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Point prevPoint = points[i - 1].ToPoint();
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Point nextPoint = points[i + 1].ToPoint();
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// 计算切线方向,使用更保守的方法
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double tangentX = (nextPoint.X - prevPoint.X) * 0.3; // 减少切线强度
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double tangentY = (nextPoint.Y - prevPoint.Y) * 0.3;
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// 应用张力参数,但限制最大偏移
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double maxOffset = 10.0; // 限制控制点最大偏移距离
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double offsetX = tangentX * Tension;
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double offsetY = tangentY * Tension;
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// 检查前后点的距离,如果太远则使用更保守的方法
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double prevDistance = GetDistance(currentPoint, prevPoint);
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double nextDistance = GetDistance(currentPoint, nextPoint);
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// 限制偏移距离
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double offsetDistance = Math.Sqrt(offsetX * offsetX + offsetY * offsetY);
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if (offsetDistance > maxOffset)
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if (prevDistance > 50.0 || nextDistance > 50.0)
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{
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offsetX = offsetX * maxOffset / offsetDistance;
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offsetY = offsetY * maxOffset / offsetDistance;
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// 距离太远,使用线性插值作为控制点
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controlPoint = new Point(
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(prevPoint.X + nextPoint.X) / 2.0,
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(prevPoint.Y + nextPoint.Y) / 2.0
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);
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}
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else
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{
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// 计算切线方向,使用更保守的方法
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double tangentX = (nextPoint.X - prevPoint.X) * tensionMultiplier;
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double tangentY = (nextPoint.Y - prevPoint.Y) * tensionMultiplier;
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controlPoint = new Point(
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currentPoint.X + offsetX,
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currentPoint.Y + offsetY
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);
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// 应用张力参数,但限制最大偏移
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double offsetX = tangentX * Tension;
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double offsetY = tangentY * Tension;
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// 限制偏移距离
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double offsetDistance = Math.Sqrt(offsetX * offsetX + offsetY * offsetY);
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if (offsetDistance > maxOffset)
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{
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offsetX = offsetX * maxOffset / offsetDistance;
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offsetY = offsetY * maxOffset / offsetDistance;
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}
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controlPoint = new Point(
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currentPoint.X + offsetX,
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currentPoint.Y + offsetY
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);
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}
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}
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controlPoints.Add(controlPoint);
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@@ -222,7 +326,17 @@ namespace Ink_Canvas.Helpers
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// 计算自适应步长,减少步数以避免毛刺
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double distance = GetDistance(startPoint.ToPoint(), endPoint.ToPoint());
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int steps = Math.Max(2, Math.Min(15, (int)(distance / 8.0))); // 减少步数,增加步长
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// 根据点密度调整步数
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int steps;
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if (points.Count < 5) // 低密度点
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{
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steps = Math.Max(1, Math.Min(3, (int)(distance / 15.0))); // 更少的步数
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}
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else
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{
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steps = Math.Max(2, Math.Min(15, (int)(distance / 8.0))); // 正常步数
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}
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// 生成贝塞尔曲线点
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for (int j = 0; j <= steps; j++)
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@@ -305,6 +419,208 @@ namespace Ink_Canvas.Helpers
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return t * t * (3.0 - 2.0 * t);
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}
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/// <summary>
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/// 应用手抖修正
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/// </summary>
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private List<StylusPoint> ApplyShakeCorrection(List<StylusPoint> points)
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{
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if (points.Count < 3) return points;
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var correctedPoints = new List<StylusPoint>();
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correctedPoints.Add(points[0]); // 添加第一个点
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for (int i = 1; i < points.Count - 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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// 计算当前点的预期位置(基于前后点的线性插值)
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double expectedX = (prev.X + next.X) / 2.0;
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double expectedY = (prev.Y + next.Y) / 2.0;
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// 计算当前点与预期位置的偏差
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double deviationX = Math.Abs(curr.X - expectedX);
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double deviationY = Math.Abs(curr.Y - expectedY);
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double deviation = Math.Sqrt(deviationX * deviationX + deviationY * deviationY);
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// 如果偏差超过阈值,认为是手抖
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double shakeThreshold = 5.0; // 手抖检测阈值
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if (deviation > shakeThreshold)
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{
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// 应用手抖修正
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double correctionFactor = ShakeCorrectionStrength;
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double correctedX = curr.X + (expectedX - curr.X) * correctionFactor;
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double correctedY = curr.Y + (expectedY - curr.Y) * correctionFactor;
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// 保持压感值不变
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var correctedPoint = new StylusPoint(correctedX, correctedY, curr.PressureFactor);
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correctedPoints.Add(correctedPoint);
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}
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else
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{
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correctedPoints.Add(curr);
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}
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}
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correctedPoints.Add(points[points.Count - 1]); // 添加最后一个点
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return correctedPoints;
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}
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/// <summary>
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/// 应用基于速度和时间的加权平滑
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/// </summary>
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private List<StylusPoint> ApplyVelocityTimeWeightedSmoothing(List<StylusPoint> points)
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{
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if (points.Count < 3) return points;
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var smoothedPoints = new List<StylusPoint>();
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smoothedPoints.Add(points[0]); // 添加第一个点
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// 计算每个点的速度和加速度
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var velocities = new List<double>();
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var accelerations = new List<double>();
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var timeWeights = new List<double>();
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for (int i = 1; i < points.Count; 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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// 计算速度(距离/时间,这里假设时间间隔为1)
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double velocity = GetDistance(prev.ToPoint(), curr.ToPoint());
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velocities.Add(velocity);
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// 计算加速度
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if (i > 1)
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{
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double prevVelocity = velocities[velocities.Count - 2];
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double acceleration = velocity - prevVelocity;
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accelerations.Add(acceleration);
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}
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// 计算时间权重(基于点的密度)
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double timeWeight = 1.0;
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if (i > 1)
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{
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// 如果点过于密集,增加时间权重
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double avgDistance = velocity;
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if (avgDistance < 2.0)
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{
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timeWeight = 1.5; // 增加权重
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}
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else if (avgDistance > 20.0)
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{
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timeWeight = 0.5; // 减少权重
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}
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}
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timeWeights.Add(timeWeight);
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}
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// 应用加权平滑
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for (int i = 1; i < points.Count - 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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// 计算速度权重
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double velocityWeight = 1.0;
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if (i < velocities.Count)
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{
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double velocity = velocities[i - 1];
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// 速度越快,权重越大(更平滑)
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velocityWeight = Math.Min(2.0, velocity / 10.0 + 0.5);
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}
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// 计算加速度权重
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double accelerationWeight = 1.0;
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if (i < accelerations.Count)
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{
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double acceleration = Math.Abs(accelerations[i - 1]);
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// 加速度越大,权重越大(更平滑)
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accelerationWeight = Math.Min(2.0, acceleration / 5.0 + 0.5);
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}
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// 获取时间权重
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double timeWeight = timeWeights[i];
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// 综合权重
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double totalWeight = (velocityWeight * VelocityWeightedSmoothingStrength +
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accelerationWeight * VelocityWeightedSmoothingStrength +
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timeWeight * TimeWeightedSmoothingStrength) / 3.0;
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// 应用加权平滑
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double smoothedX = curr.X;
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double smoothedY = curr.Y;
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if (totalWeight > 1.0)
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{
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// 向相邻点加权平均
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double weight = (totalWeight - 1.0) * 0.3; // 限制最大影响
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smoothedX = curr.X * (1.0 - weight) + (prev.X + next.X) * 0.5 * weight;
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smoothedY = curr.Y * (1.0 - weight) + (prev.Y + next.Y) * 0.5 * weight;
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}
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var smoothedPoint = new StylusPoint(smoothedX, smoothedY, curr.PressureFactor);
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smoothedPoints.Add(smoothedPoint);
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}
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smoothedPoints.Add(points[points.Count - 1]); // 添加最后一个点
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return smoothedPoints;
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}
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/// <summary>
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/// 处理低采样率笔画
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/// </summary>
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private Stroke HandleLowSamplingRateStroke(Stroke stroke)
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{
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var points = stroke.StylusPoints.ToList();
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var resultPoints = new List<StylusPoint>();
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// 对于低采样率,使用简单的线性插值而不是贝塞尔曲线
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for (int i = 0; i < points.Count - 1; i++)
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{
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var currentPoint = points[i];
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var nextPoint = points[i + 1];
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// 添加当前点
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resultPoints.Add(currentPoint);
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// 计算两点间距离
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double distance = GetDistance(currentPoint.ToPoint(), nextPoint.ToPoint());
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// 如果距离太远,插入中间点
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if (distance > 20.0) // 低采样率下使用更大的阈值
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{
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int segments = Math.Max(2, Math.Min(5, (int)(distance / 10.0))); // 限制插值段数
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for (int j = 1; j < segments; j++)
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{
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double ratio = (double)j / segments;
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var interpolatedPoint = InterpolatePoint(currentPoint, nextPoint, ratio);
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resultPoints.Add(interpolatedPoint);
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}
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}
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}
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// 添加最后一个点
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resultPoints.Add(points[points.Count - 1]);
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// 应用轻微的手抖修正
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var shakeCorrectedPoints = ApplyShakeCorrection(resultPoints);
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// 修正收尾相连问题
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var fixedStylusPoints = FixEndToEndConnection(new StylusPointCollection(shakeCorrectedPoints));
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// 创建新的笔画
|
||||
var smoothedStroke = new Stroke(fixedStylusPoints)
|
||||
{
|
||||
DrawingAttributes = stroke.DrawingAttributes.Clone()
|
||||
};
|
||||
|
||||
return smoothedStroke;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 应用自适应平滑
|
||||
/// </summary>
|
||||
|
||||
@@ -782,7 +782,7 @@
|
||||
Foreground="#a1a1aa" />
|
||||
<ui:SimpleStackPanel Orientation="Horizontal" HorizontalAlignment="Left">
|
||||
<TextBlock Foreground="#fafafa" Text="使用WPF默认贝塞尔曲线平滑"
|
||||
VerticalAlignment="Center" FontSize="14" Margin="0,0,16,0" />
|
||||
VerticalAlignment="Center" FontSize="14" Margin="0,0,16,0" />
|
||||
<ui:ToggleSwitch OnContent="" OffContent="" Name="ToggleSwitchFitToCurve"
|
||||
IsOn="False" FontFamily="Microsoft YaHei UI" FontWeight="Bold"
|
||||
Toggled="ToggleSwitchFitToCurve_Toggled" />
|
||||
@@ -822,7 +822,37 @@
|
||||
IsOn="True" FontFamily="Microsoft YaHei UI" FontWeight="Bold"
|
||||
Toggled="ToggleSwitchEnableAdaptiveSmoothing_Toggled" />
|
||||
</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和毛刺问题。启用高级平滑时会自动禁用系统默认平滑。平滑强度控制平滑程度(较低值减少毛刺),张力参数控制曲线的紧绷程度(较低值减少毛刺),自适应平滑会根据笔迹速度自动调整平滑参数。" TextWrapping="Wrap" Foreground="#a1a1aa" />
|
||||
<ui:SimpleStackPanel Orientation="Horizontal" HorizontalAlignment="Left"
|
||||
Visibility="{Binding ElementName=ToggleSwitchAdvancedBezierSmoothing, Path=IsOn, Converter={StaticResource BooleanToVisibilityConverter}}">
|
||||
<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"
|
||||
ValueChanged="ShakeCorrectionStrengthSlider_ValueChanged" />
|
||||
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=ShakeCorrectionStrengthSlider, 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="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"
|
||||
ValueChanged="VelocityWeightedSmoothingStrengthSlider_ValueChanged" />
|
||||
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=VelocityWeightedSmoothingStrengthSlider, 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="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"
|
||||
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>
|
||||
<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>
|
||||
<!-- 新增:崩溃后操作设置 -->
|
||||
|
||||
@@ -1329,6 +1329,24 @@ namespace Ink_Canvas {
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
private void ShakeCorrectionStrengthSlider_ValueChanged(object sender, RoutedPropertyChangedEventArgs<double> e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.Canvas.ShakeCorrectionStrength = ShakeCorrectionStrengthSlider.Value;
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
private void VelocityWeightedSmoothingStrengthSlider_ValueChanged(object sender, RoutedPropertyChangedEventArgs<double> e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.Canvas.VelocityWeightedSmoothingStrength = VelocityWeightedSmoothingStrengthSlider.Value;
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
private void TimeWeightedSmoothingStrengthSlider_ValueChanged(object sender, RoutedPropertyChangedEventArgs<double> e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.Canvas.TimeWeightedSmoothingStrength = TimeWeightedSmoothingStrengthSlider.Value;
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
private void ToggleSwitchAutoSaveStrokesInPowerPoint_Toggled(object sender, RoutedEventArgs e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.PowerPointSettings.IsAutoSaveStrokesInPowerPoint = ToggleSwitchAutoSaveStrokesInPowerPoint.IsOn;
|
||||
@@ -1634,6 +1652,9 @@ namespace Ink_Canvas {
|
||||
Settings.Canvas.AdvancedSmoothingStrength = 0.4;
|
||||
Settings.Canvas.AdvancedSmoothingTension = 0.3;
|
||||
Settings.Canvas.EnableAdaptiveSmoothing = true;
|
||||
Settings.Canvas.ShakeCorrectionStrength = 0.6;
|
||||
Settings.Canvas.VelocityWeightedSmoothingStrength = 0.7;
|
||||
Settings.Canvas.TimeWeightedSmoothingStrength = 0.5;
|
||||
Settings.Canvas.EnablePressureTouchMode = false;
|
||||
Settings.Canvas.DisablePressure = false;
|
||||
Settings.Canvas.AutoStraightenLine = true;
|
||||
|
||||
@@ -540,6 +540,9 @@ namespace Ink_Canvas {
|
||||
AdvancedSmoothingStrengthSlider.Value = Settings.Canvas.AdvancedSmoothingStrength;
|
||||
AdvancedSmoothingTensionSlider.Value = Settings.Canvas.AdvancedSmoothingTension;
|
||||
ToggleSwitchEnableAdaptiveSmoothing.IsOn = Settings.Canvas.EnableAdaptiveSmoothing;
|
||||
ShakeCorrectionStrengthSlider.Value = Settings.Canvas.ShakeCorrectionStrength;
|
||||
VelocityWeightedSmoothingStrengthSlider.Value = Settings.Canvas.VelocityWeightedSmoothingStrength;
|
||||
TimeWeightedSmoothingStrengthSlider.Value = Settings.Canvas.TimeWeightedSmoothingStrength;
|
||||
|
||||
// 初始化直线自动拉直相关设置
|
||||
ToggleSwitchAutoStraightenLine.IsOn = Settings.Canvas.AutoStraightenLine;
|
||||
|
||||
@@ -1599,7 +1599,10 @@ namespace Ink_Canvas {
|
||||
{
|
||||
SmoothingStrength = Settings.Canvas.AdvancedSmoothingStrength,
|
||||
Tension = Settings.Canvas.AdvancedSmoothingTension,
|
||||
EnableAdaptiveSmoothing = Settings.Canvas.EnableAdaptiveSmoothing
|
||||
EnableAdaptiveSmoothing = Settings.Canvas.EnableAdaptiveSmoothing,
|
||||
ShakeCorrectionStrength = Settings.Canvas.ShakeCorrectionStrength,
|
||||
VelocityWeightedSmoothingStrength = Settings.Canvas.VelocityWeightedSmoothingStrength,
|
||||
TimeWeightedSmoothingStrength = Settings.Canvas.TimeWeightedSmoothingStrength
|
||||
};
|
||||
|
||||
// 对临时笔画应用平滑
|
||||
|
||||
@@ -16,6 +16,9 @@ namespace Ink_Canvas {
|
||||
private const double LINE_STRAIGHTEN_THRESHOLD = 0.20; // 默认灵敏度阈值,与UI默认值对应
|
||||
|
||||
private void inkCanvas_StrokeCollected(object sender, InkCanvasStrokeCollectedEventArgs e) {
|
||||
// 标记是否进行了直线拉直
|
||||
bool wasStraightened = false;
|
||||
|
||||
// 禁用原有的FitToCurve,使用新的高级贝塞尔曲线平滑
|
||||
if (Settings.Canvas.FitToCurve == true) drawingAttributes.FitToCurve = false;
|
||||
|
||||
@@ -118,8 +121,9 @@ namespace Ink_Canvas {
|
||||
}
|
||||
}
|
||||
|
||||
// Apply line straightening and endpoint snapping if ink-to-shape is enabled
|
||||
if (Settings.InkToShape.IsInkToShapeEnabled) {
|
||||
// Apply line straightening and endpoint snapping if ink-to-shape is enabled
|
||||
|
||||
if (Settings.InkToShape.IsInkToShapeEnabled) {
|
||||
// 检查是否启用了直线自动拉直功能
|
||||
if (Settings.Canvas.AutoStraightenLine && IsPotentialStraightLine(e.Stroke)) {
|
||||
// Get start and end points of the stroke
|
||||
@@ -169,6 +173,8 @@ namespace Ink_Canvas {
|
||||
newStrokes.Remove(e.Stroke);
|
||||
newStrokes.Add(straightStroke);
|
||||
}
|
||||
|
||||
wasStraightened = true; // 标记已进行直线拉直
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -573,26 +579,33 @@ namespace Ink_Canvas {
|
||||
}
|
||||
catch { }
|
||||
|
||||
// 应用高级贝塞尔曲线平滑
|
||||
if (Settings.Canvas.UseAdvancedBezierSmoothing)
|
||||
// 应用高级贝塞尔曲线平滑(仅在未进行直线拉直时)
|
||||
if (Settings.Canvas.UseAdvancedBezierSmoothing && !wasStraightened)
|
||||
{
|
||||
try
|
||||
{
|
||||
var advancedSmoothing = new Helpers.AdvancedBezierSmoothing
|
||||
// 检查原始笔画是否仍然存在于画布中
|
||||
if (inkCanvas.Strokes.Contains(e.Stroke))
|
||||
{
|
||||
SmoothingStrength = Settings.Canvas.AdvancedSmoothingStrength,
|
||||
Tension = Settings.Canvas.AdvancedSmoothingTension,
|
||||
EnableAdaptiveSmoothing = Settings.Canvas.EnableAdaptiveSmoothing
|
||||
};
|
||||
var advancedSmoothing = new Helpers.AdvancedBezierSmoothing
|
||||
{
|
||||
SmoothingStrength = Settings.Canvas.AdvancedSmoothingStrength,
|
||||
Tension = Settings.Canvas.AdvancedSmoothingTension,
|
||||
EnableAdaptiveSmoothing = Settings.Canvas.EnableAdaptiveSmoothing,
|
||||
ShakeCorrectionStrength = Settings.Canvas.ShakeCorrectionStrength,
|
||||
VelocityWeightedSmoothingStrength = Settings.Canvas.VelocityWeightedSmoothingStrength,
|
||||
TimeWeightedSmoothingStrength = Settings.Canvas.TimeWeightedSmoothingStrength
|
||||
};
|
||||
|
||||
var smoothedStroke = advancedSmoothing.SmoothStroke(e.Stroke);
|
||||
|
||||
// 替换原始笔画
|
||||
SetNewBackupOfStroke();
|
||||
_currentCommitType = CommitReason.ShapeRecognition;
|
||||
inkCanvas.Strokes.Remove(e.Stroke);
|
||||
inkCanvas.Strokes.Add(smoothedStroke);
|
||||
_currentCommitType = CommitReason.UserInput;
|
||||
var smoothedStroke = advancedSmoothing.SmoothStroke(e.Stroke);
|
||||
|
||||
// 替换原始笔画
|
||||
SetNewBackupOfStroke();
|
||||
_currentCommitType = CommitReason.ShapeRecognition;
|
||||
inkCanvas.Strokes.Remove(e.Stroke);
|
||||
inkCanvas.Strokes.Add(smoothedStroke);
|
||||
_currentCommitType = CommitReason.UserInput;
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
@@ -600,7 +613,7 @@ namespace Ink_Canvas {
|
||||
System.Diagnostics.Debug.WriteLine($"高级贝塞尔曲线平滑失败: {ex.Message}");
|
||||
}
|
||||
}
|
||||
else if (Settings.Canvas.FitToCurve == true)
|
||||
else if (Settings.Canvas.FitToCurve == true && !wasStraightened)
|
||||
{
|
||||
drawingAttributes.FitToCurve = true;
|
||||
}
|
||||
|
||||
@@ -56,6 +56,12 @@ namespace Ink_Canvas
|
||||
public double AdvancedSmoothingTension { get; set; } = 0.3; // 高级平滑张力 (0.0 - 1.0),降低以减少毛刺
|
||||
[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)
|
||||
[JsonProperty("velocityWeightedSmoothingStrength")]
|
||||
public double VelocityWeightedSmoothingStrength { get; set; } = 0.7; // 速度加权平滑强度 (0.0 - 1.0)
|
||||
[JsonProperty("timeWeightedSmoothingStrength")]
|
||||
public double TimeWeightedSmoothingStrength { get; set; } = 0.5; // 时间加权平滑强度 (0.0 - 1.0)
|
||||
[JsonProperty("clearCanvasAndClearTimeMachine")]
|
||||
public bool ClearCanvasAndClearTimeMachine { get; set; } = false;
|
||||
[JsonProperty("enablePressureTouchMode")]
|
||||
|
||||
Reference in New Issue
Block a user