diff --git a/Ink Canvas/Helpers/AdvancedBezierSmoothing.cs b/Ink Canvas/Helpers/AdvancedBezierSmoothing.cs
index f05135dc..35ea4088 100644
--- a/Ink Canvas/Helpers/AdvancedBezierSmoothing.cs
+++ b/Ink Canvas/Helpers/AdvancedBezierSmoothing.cs
@@ -40,6 +40,21 @@ namespace Ink_Canvas.Helpers
///
public double MaxPointDistance { get; set; } = 30.0; // 减少最大间距,提高平滑度
+ ///
+ /// 手抖修正强度 (0.0 - 1.0)
+ ///
+ public double ShakeCorrectionStrength { get; set; } = 0.6;
+
+ ///
+ /// 速度加权平滑强度 (0.0 - 1.0)
+ ///
+ public double VelocityWeightedSmoothingStrength { get; set; } = 0.7;
+
+ ///
+ /// 时间加权平滑强度 (0.0 - 1.0)
+ ///
+ public double TimeWeightedSmoothingStrength { get; set; } = 0.5;
+
///
/// 对笔画进行高级贝塞尔曲线平滑处理
///
@@ -53,18 +68,35 @@ namespace Ink_Canvas.Helpers
var originalPoints = stroke.StylusPoints.ToList();
var smoothedPoints = new List();
- // 第一步:点过滤和重采样
- var filteredPoints = FilterAndResamplePoints(originalPoints);
+ // 检查采样率,如果点太少则使用不同的处理策略
+ bool isLowSamplingRate = originalPoints.Count < 10; // 少于10个点认为是低采样率
- // 第二步:计算控制点
+ if (isLowSamplingRate)
+ {
+ // 低采样率情况下的特殊处理
+ return HandleLowSamplingRateStroke(stroke);
+ }
+
+ // 第一步:手抖修正
+ var shakeCorrectedPoints = ApplyShakeCorrection(originalPoints);
+
+ // 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);
+
+ // 第四步:计算控制点
var controlPoints = CalculateControlPoints(filteredPoints);
- // 第三步:生成平滑曲线点
+ // 第五步:生成平滑曲线点
var curvePoints = GenerateCurvePoints(filteredPoints, controlPoints);
- // 第四步:创建新的笔画
- var newStylusPoints = new StylusPointCollection(curvePoints);
- var smoothedStroke = new Stroke(newStylusPoints)
+ // 第六步:修正收尾相连问题
+ var fixedStylusPoints = FixEndToEndConnection(new StylusPointCollection(curvePoints));
+
+ // 第七步:创建新的笔画
+ var smoothedStroke = new Stroke(fixedStylusPoints)
{
DrawingAttributes = stroke.DrawingAttributes.Clone()
};
@@ -72,6 +104,39 @@ namespace Ink_Canvas.Helpers
return smoothedStroke;
}
+ ///
+ /// 检测并修正收尾相连问题
+ ///
+ private StylusPointCollection FixEndToEndConnection(StylusPointCollection points)
+ {
+ if (points.Count < 3) return points;
+
+ var resultPoints = new StylusPointCollection();
+
+ // 复制所有点
+ foreach (var point in points)
+ {
+ resultPoints.Add(point);
+ }
+
+ // 检查首尾是否过于接近
+ var firstPoint = resultPoints[0];
+ var lastPoint = resultPoints[resultPoints.Count - 1];
+ 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)
+ {
+ // 移除最后一个点,避免收尾相连
+ if (resultPoints.Count > 1)
+ {
+ resultPoints.RemoveAt(resultPoints.Count - 1);
+ }
+ }
+
+ return resultPoints;
+ }
+
///
/// 过滤和重采样点
///
@@ -145,6 +210,11 @@ namespace Ink_Canvas.Helpers
if (points.Count < 2) return controlPoints;
+ // 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
+
for (int i = 0; i < points.Count; i++)
{
Point currentPoint = points[i].ToPoint();
@@ -154,19 +224,39 @@ namespace Ink_Canvas.Helpers
{
// 第一个点的控制点
Point nextPoint = points[i + 1].ToPoint();
- controlPoint = new Point(
- currentPoint.X + (nextPoint.X - currentPoint.X) * Tension * 0.3, // 减少张力,减少毛刺
- currentPoint.Y + (nextPoint.Y - currentPoint.Y) * Tension * 0.3
- );
+ double distance = GetDistance(currentPoint, nextPoint);
+
+ // 如果距离太远,使用更保守的控制点
+ if (distance > 50.0)
+ {
+ controlPoint = currentPoint; // 直接使用当前点作为控制点
+ }
+ else
+ {
+ controlPoint = new Point(
+ currentPoint.X + (nextPoint.X - currentPoint.X) * Tension * tensionMultiplier,
+ currentPoint.Y + (nextPoint.Y - currentPoint.Y) * Tension * tensionMultiplier
+ );
+ }
}
else if (i == points.Count - 1)
{
// 最后一个点的控制点
Point prevPoint = points[i - 1].ToPoint();
- controlPoint = new Point(
- currentPoint.X + (currentPoint.X - prevPoint.X) * Tension * 0.3,
- currentPoint.Y + (currentPoint.Y - prevPoint.Y) * Tension * 0.3
- );
+ double distance = GetDistance(currentPoint, prevPoint);
+
+ // 如果距离太远,使用更保守的控制点
+ if (distance > 50.0)
+ {
+ controlPoint = currentPoint; // 直接使用当前点作为控制点
+ }
+ else
+ {
+ controlPoint = new Point(
+ currentPoint.X + (currentPoint.X - prevPoint.X) * Tension * tensionMultiplier,
+ currentPoint.Y + (currentPoint.Y - prevPoint.Y) * Tension * tensionMultiplier
+ );
+ }
}
else
{
@@ -174,27 +264,41 @@ namespace Ink_Canvas.Helpers
Point prevPoint = points[i - 1].ToPoint();
Point nextPoint = points[i + 1].ToPoint();
- // 计算切线方向,使用更保守的方法
- double tangentX = (nextPoint.X - prevPoint.X) * 0.3; // 减少切线强度
- double tangentY = (nextPoint.Y - prevPoint.Y) * 0.3;
-
- // 应用张力参数,但限制最大偏移
- double maxOffset = 10.0; // 限制控制点最大偏移距离
- double offsetX = tangentX * Tension;
- double offsetY = tangentY * Tension;
+ // 检查前后点的距离,如果太远则使用更保守的方法
+ double prevDistance = GetDistance(currentPoint, prevPoint);
+ double nextDistance = GetDistance(currentPoint, nextPoint);
- // 限制偏移距离
- double offsetDistance = Math.Sqrt(offsetX * offsetX + offsetY * offsetY);
- if (offsetDistance > maxOffset)
+ if (prevDistance > 50.0 || nextDistance > 50.0)
{
- offsetX = offsetX * maxOffset / offsetDistance;
- offsetY = offsetY * maxOffset / offsetDistance;
+ // 距离太远,使用线性插值作为控制点
+ controlPoint = new Point(
+ (prevPoint.X + nextPoint.X) / 2.0,
+ (prevPoint.Y + nextPoint.Y) / 2.0
+ );
}
+ else
+ {
+ // 计算切线方向,使用更保守的方法
+ double tangentX = (nextPoint.X - prevPoint.X) * tensionMultiplier;
+ double tangentY = (nextPoint.Y - prevPoint.Y) * tensionMultiplier;
- controlPoint = new Point(
- currentPoint.X + offsetX,
- currentPoint.Y + offsetY
- );
+ // 应用张力参数,但限制最大偏移
+ double offsetX = tangentX * Tension;
+ double offsetY = tangentY * Tension;
+
+ // 限制偏移距离
+ double offsetDistance = Math.Sqrt(offsetX * offsetX + offsetY * offsetY);
+ if (offsetDistance > maxOffset)
+ {
+ offsetX = offsetX * maxOffset / offsetDistance;
+ offsetY = offsetY * maxOffset / offsetDistance;
+ }
+
+ controlPoint = new Point(
+ currentPoint.X + offsetX,
+ currentPoint.Y + offsetY
+ );
+ }
}
controlPoints.Add(controlPoint);
@@ -222,7 +326,17 @@ namespace Ink_Canvas.Helpers
// 计算自适应步长,减少步数以避免毛刺
double distance = GetDistance(startPoint.ToPoint(), endPoint.ToPoint());
- int steps = Math.Max(2, Math.Min(15, (int)(distance / 8.0))); // 减少步数,增加步长
+
+ // 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
+ }
// 生成贝塞尔曲线点
for (int j = 0; j <= steps; j++)
@@ -305,6 +419,208 @@ namespace Ink_Canvas.Helpers
return t * t * (3.0 - 2.0 * t);
}
+ ///
+ /// 应用手抖修正
+ ///
+ private List ApplyShakeCorrection(List points)
+ {
+ if (points.Count < 3) return points;
+
+ var correctedPoints = new List();
+ correctedPoints.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];
+
+ // 计算当前点的预期位置(基于前后点的线性插值)
+ double expectedX = (prev.X + next.X) / 2.0;
+ double expectedY = (prev.Y + next.Y) / 2.0;
+
+ // 计算当前点与预期位置的偏差
+ double deviationX = Math.Abs(curr.X - expectedX);
+ double deviationY = Math.Abs(curr.Y - expectedY);
+ 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
+ if (deviation > shakeThreshold)
+ {
+ // 应用手抖修正
+ double correctionFactor = ShakeCorrectionStrength;
+ double correctedX = curr.X + (expectedX - curr.X) * correctionFactor;
+ double correctedY = curr.Y + (expectedY - curr.Y) * correctionFactor;
+
+ // 保持压感值不变
+ var correctedPoint = new StylusPoint(correctedX, correctedY, curr.PressureFactor);
+ correctedPoints.Add(correctedPoint);
+ }
+ else
+ {
+ correctedPoints.Add(curr);
+ }
+ }
+
+ correctedPoints.Add(points[points.Count - 1]); // 添加最后一个点
+ return correctedPoints;
+ }
+
+ ///
+ /// 应用基于速度和时间的加权平滑
+ ///
+ private List ApplyVelocityTimeWeightedSmoothing(List points)
+ {
+ if (points.Count < 3) return points;
+
+ var smoothedPoints = new List();
+ smoothedPoints.Add(points[0]); // 添加第一个点
+
+ // 计算每个点的速度和加速度
+ var velocities = new List();
+ var accelerations = new List();
+ var timeWeights = new List();
+
+ for (int i = 1; i < points.Count; i++)
+ {
+ var prev = points[i - 1];
+ var curr = points[i];
+
+ // 计算速度(距离/时间,这里假设时间间隔为1)
+ double velocity = GetDistance(prev.ToPoint(), curr.ToPoint());
+ velocities.Add(velocity);
+
+ // 计算加速度
+ if (i > 1)
+ {
+ double prevVelocity = velocities[velocities.Count - 2];
+ double acceleration = velocity - prevVelocity;
+ accelerations.Add(acceleration);
+ }
+
+ // 计算时间权重(基于点的密度)
+ double timeWeight = 1.0;
+ if (i > 1)
+ {
+ // 如果点过于密集,增加时间权重
+ double avgDistance = velocity;
+ if (avgDistance < 2.0)
+ {
+ timeWeight = 1.5; // 增加权重
+ }
+ else if (avgDistance > 20.0)
+ {
+ timeWeight = 0.5; // 减少权重
+ }
+ }
+ timeWeights.Add(timeWeight);
+ }
+
+ // 应用加权平滑
+ for (int i = 1; i < points.Count - 1; i++)
+ {
+ var prev = points[i - 1];
+ var curr = points[i];
+ var next = points[i + 1];
+
+ // 计算速度权重
+ double velocityWeight = 1.0;
+ if (i < velocities.Count)
+ {
+ 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);
+ }
+
+ // 计算加速度权重
+ double accelerationWeight = 1.0;
+ if (i < accelerations.Count)
+ {
+ 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);
+ }
+
+ // 获取时间权重
+ double timeWeight = timeWeights[i];
+
+ // 综合权重
+ double totalWeight = (velocityWeight * VelocityWeightedSmoothingStrength +
+ accelerationWeight * VelocityWeightedSmoothingStrength +
+ timeWeight * TimeWeightedSmoothingStrength) / 3.0;
+
+ // 应用加权平滑
+ double smoothedX = curr.X;
+ double smoothedY = curr.Y;
+
+ 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
+ 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;
+ }
+
+ var smoothedPoint = new StylusPoint(smoothedX, smoothedY, curr.PressureFactor);
+ smoothedPoints.Add(smoothedPoint);
+ }
+
+ smoothedPoints.Add(points[points.Count - 1]); // 添加最后一个点
+ return smoothedPoints;
+ }
+
+ ///
+ /// 处理低采样率笔画
+ ///
+ private Stroke HandleLowSamplingRateStroke(Stroke stroke)
+ {
+ var points = stroke.StylusPoints.ToList();
+ var resultPoints = new List();
+
+ // 对于低采样率,使用简单的线性插值而不是贝塞尔曲线
+ for (int i = 0; i < points.Count - 1; i++)
+ {
+ var currentPoint = points[i];
+ var nextPoint = points[i + 1];
+
+ // 添加当前点
+ resultPoints.Add(currentPoint);
+
+ // 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
+ {
+ int segments = Math.Max(2, Math.Min(5, (int)(distance / 10.0))); // 限制插值段数
+ for (int j = 1; j < segments; j++)
+ {
+ double ratio = (double)j / segments;
+ var interpolatedPoint = InterpolatePoint(currentPoint, nextPoint, ratio);
+ resultPoints.Add(interpolatedPoint);
+ }
+ }
+ }
+
+ // 添加最后一个点
+ resultPoints.Add(points[points.Count - 1]);
+
+ // 应用轻微的手抖修正
+ var shakeCorrectedPoints = ApplyShakeCorrection(resultPoints);
+
+ // 修正收尾相连问题
+ var fixedStylusPoints = FixEndToEndConnection(new StylusPointCollection(shakeCorrectedPoints));
+
+ // 创建新的笔画
+ var smoothedStroke = new Stroke(fixedStylusPoints)
+ {
+ DrawingAttributes = stroke.DrawingAttributes.Clone()
+ };
+
+ return smoothedStroke;
+ }
+
///
/// 应用自适应平滑
///
diff --git a/Ink Canvas/MainWindow.xaml b/Ink Canvas/MainWindow.xaml
index 5916c263..40878556 100644
--- a/Ink Canvas/MainWindow.xaml
+++ b/Ink Canvas/MainWindow.xaml
@@ -782,7 +782,7 @@
Foreground="#a1a1aa" />
+ VerticalAlignment="Center" FontSize="14" Margin="0,0,16,0" />
@@ -822,7 +822,37 @@
IsOn="True" FontFamily="Microsoft YaHei UI" FontWeight="Bold"
Toggled="ToggleSwitchEnableAdaptiveSmoothing_Toggled" />
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Ink Canvas/MainWindow_cs/MW_Settings.cs b/Ink Canvas/MainWindow_cs/MW_Settings.cs
index d93965a6..63a3b2c5 100644
--- a/Ink Canvas/MainWindow_cs/MW_Settings.cs
+++ b/Ink Canvas/MainWindow_cs/MW_Settings.cs
@@ -1329,6 +1329,24 @@ namespace Ink_Canvas {
SaveSettingsToFile();
}
+ private void ShakeCorrectionStrengthSlider_ValueChanged(object sender, RoutedPropertyChangedEventArgs e) {
+ if (!isLoaded) return;
+ Settings.Canvas.ShakeCorrectionStrength = ShakeCorrectionStrengthSlider.Value;
+ SaveSettingsToFile();
+ }
+
+ private void VelocityWeightedSmoothingStrengthSlider_ValueChanged(object sender, RoutedPropertyChangedEventArgs e) {
+ if (!isLoaded) return;
+ Settings.Canvas.VelocityWeightedSmoothingStrength = VelocityWeightedSmoothingStrengthSlider.Value;
+ SaveSettingsToFile();
+ }
+
+ private void TimeWeightedSmoothingStrengthSlider_ValueChanged(object sender, RoutedPropertyChangedEventArgs 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;
diff --git a/Ink Canvas/MainWindow_cs/MW_SettingsToLoad.cs b/Ink Canvas/MainWindow_cs/MW_SettingsToLoad.cs
index e1dd2960..81fb018a 100644
--- a/Ink Canvas/MainWindow_cs/MW_SettingsToLoad.cs
+++ b/Ink Canvas/MainWindow_cs/MW_SettingsToLoad.cs
@@ -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;
diff --git a/Ink Canvas/MainWindow_cs/MW_ShapeDrawing.cs b/Ink Canvas/MainWindow_cs/MW_ShapeDrawing.cs
index 46037236..661bf3e0 100644
--- a/Ink Canvas/MainWindow_cs/MW_ShapeDrawing.cs
+++ b/Ink Canvas/MainWindow_cs/MW_ShapeDrawing.cs
@@ -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
diff --git a/Ink Canvas/MainWindow_cs/MW_SimulatePressure&InkToShape.cs b/Ink Canvas/MainWindow_cs/MW_SimulatePressure&InkToShape.cs
index 9cc49768..d6909954 100644
--- a/Ink Canvas/MainWindow_cs/MW_SimulatePressure&InkToShape.cs
+++ b/Ink Canvas/MainWindow_cs/MW_SimulatePressure&InkToShape.cs
@@ -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;
}
diff --git a/Ink Canvas/Resources/Settings.cs b/Ink Canvas/Resources/Settings.cs
index 04bf5e92..47e98dfe 100644
--- a/Ink Canvas/Resources/Settings.cs
+++ b/Ink Canvas/Resources/Settings.cs
@@ -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")]