improve:墨迹平滑

This commit is contained in:
2025-09-20 13:44:01 +08:00
parent 7392fa8165
commit b34f7142f6
3 changed files with 411 additions and 33 deletions
+385 -30
View File
@@ -95,18 +95,22 @@ namespace Ink_Canvas.Helpers
// 使用改进的贝塞尔曲线拟合
var smoothedPoints = ApplyImprovedBezierSmoothing(originalPoints);
System.Diagnostics.Debug.WriteLine($"AsyncAdvancedBezierSmoothing: 原始点数={originalPoints.Length}, 平滑后点数={smoothedPoints.Length}");
cancellationToken.ThrowIfCancellationRequested();
// 严格控制点数,避免产生过多点
if (smoothedPoints.Length > originalPoints.Length * 2)
// 放宽点数限制
if (smoothedPoints.Length > originalPoints.Length * 3.0)
{
System.Diagnostics.Debug.WriteLine($"AsyncAdvancedBezierSmoothing: 点数过多,进行重采样");
// 如果点数增加太多,进行重采样
smoothedPoints = ResampleEquidistantOptimized(smoothedPoints, ResampleInterval);
}
// 最终检查:确保点数不会过多
if (smoothedPoints.Length > originalPoints.Length * 1.5)
// 进一步放宽最终检查
if (smoothedPoints.Length > originalPoints.Length * 2.5)
{
System.Diagnostics.Debug.WriteLine($"AsyncAdvancedBezierSmoothing: 重采样后点数仍然过多,返回原始笔画");
// 如果仍然太多点,使用原始笔画
return stroke;
}
@@ -117,6 +121,7 @@ namespace Ink_Canvas.Helpers
DrawingAttributes = stroke.DrawingAttributes.Clone()
};
System.Diagnostics.Debug.WriteLine($"AsyncAdvancedBezierSmoothing: 成功创建平滑笔画");
return smoothedStroke;
}
@@ -125,33 +130,42 @@ namespace Ink_Canvas.Helpers
/// </summary>
private StylusPoint[] ApplyImprovedBezierSmoothing(StylusPoint[] points)
{
if (points.Length < 4) return points;
if (points.Length < 6) return points; // 5次贝塞尔需要6个点
var result = new List<StylusPoint>();
// 添加第一个点
result.Add(points[0]);
// 使用非重叠的窗口进行贝塞尔曲线拟合
for (int i = 0; i < points.Length - 3; i += 3) // 每次移动3个点,避免重叠
// 使用5次贝塞尔曲线,每次移动1个点确保连续性
for (int i = 0; i < points.Length - 5; i++)
{
var p0 = points[i];
var p1 = points[Math.Min(i + 1, points.Length - 1)];
var p2 = points[Math.Min(i + 2, points.Length - 1)];
var p3 = points[Math.Min(i + 3, points.Length - 1)];
var p1 = points[i + 1];
var p2 = points[i + 2];
var p3 = points[i + 3];
var p4 = points[i + 4];
var p5 = points[i + 5];
// 计算改进的控制点
var controlPoints = CalculateImprovedControlPoints(p0, p1, p2, p3);
// 计算5次贝塞尔的控制点
var controlPoints = CalculateQuinticControlPoints(p0, p1, p2, p3, p4, p5);
// 限制插值步数,避免点数爆炸
int steps = Math.Min(UseAdaptiveInterpolation ?
CalculateAdaptiveSteps(p0, p1, p2, p3) : InterpolationSteps, 16);
// 生成贝塞尔曲线点,但跳过第一个点避免重复
for (int j = 1; j <= steps; j++)
// 生成插值点
if (i == 0)
{
double t = (double)j / steps;
var bezierPoint = CubicBezierWithControlPoints(controlPoints, t, p0, p3);
// 第一个窗口:生成更多插值点
for (int j = 1; j <= 4; j++)
{
double t = (double)j / 5;
var bezierPoint = CalculateQuinticBezierPoint(p0, controlPoints, p5, t);
result.Add(bezierPoint);
}
}
else
{
// 后续窗口:只生成最后一个插值点,避免重复
double t = 4.0 / 5.0; // 只取最后一个插值点
var bezierPoint = CalculateQuinticBezierPoint(p0, controlPoints, p5, t);
result.Add(bezierPoint);
}
}
@@ -159,8 +173,209 @@ namespace Ink_Canvas.Helpers
// 添加最后一个点
result.Add(points[points.Length - 1]);
// 去重和优化点数
return RemoveDuplicatePoints(result.ToArray());
System.Diagnostics.Debug.WriteLine($"ApplyImprovedBezierSmoothing: 原始点数={points.Length}, 生成点数={result.Count}");
// 使用更宽松的去重
return RemoveDuplicatePointsLoose(result.ToArray());
}
/// <summary>
/// 5次贝塞尔曲线控制点计算
/// </summary>
private (Point cp1, Point cp2, Point cp3, Point cp4) CalculateQuinticControlPoints(
StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3, StylusPoint p4, StylusPoint p5)
{
// 计算控制点距离(基于相邻点距离)
double dist1 = Math.Sqrt((p1.X - p0.X) * (p1.X - p0.X) + (p1.Y - p0.Y) * (p1.Y - p0.Y));
double dist2 = Math.Sqrt((p2.X - p1.X) * (p2.X - p1.X) + (p2.Y - p1.Y) * (p2.Y - p1.Y));
double dist3 = Math.Sqrt((p4.X - p3.X) * (p4.X - p3.X) + (p4.Y - p3.Y) * (p4.Y - p3.Y));
double dist4 = Math.Sqrt((p5.X - p4.X) * (p5.X - p4.X) + (p5.Y - p4.Y) * (p5.Y - p4.Y));
// 使用更小的控制点距离,产生超平滑的曲线
double controlDist1 = dist1 * 0.15;
double controlDist2 = dist2 * 0.15;
double controlDist3 = dist3 * 0.15;
double controlDist4 = dist4 * 0.15;
// 计算控制点方向 - 使用更平滑的方向计算
double dir1X = p2.X - p0.X;
double dir1Y = p2.Y - p0.Y;
double dir2X = p3.X - p1.X;
double dir2Y = p3.Y - p1.Y;
double dir3X = p4.X - p2.X;
double dir3Y = p4.Y - p2.Y;
double dir4X = p5.X - p3.X;
double dir4Y = p5.Y - p3.Y;
// 归一化方向
NormalizeVector(ref dir1X, ref dir1Y);
NormalizeVector(ref dir2X, ref dir2Y);
NormalizeVector(ref dir3X, ref dir3Y);
NormalizeVector(ref dir4X, ref dir4Y);
// 计算控制点
var cp1 = new Point(p1.X + dir1X * controlDist1, p1.Y + dir1Y * controlDist1);
var cp2 = new Point(p2.X + dir2X * controlDist2, p2.Y + dir2Y * controlDist2);
var cp3 = new Point(p3.X - dir3X * controlDist3, p3.Y - dir3Y * controlDist3);
var cp4 = new Point(p4.X - dir4X * controlDist4, p4.Y - dir4Y * controlDist4);
return (cp1, cp2, cp3, cp4);
}
/// <summary>
/// 归一化向量
/// </summary>
private void NormalizeVector(ref double x, ref double y)
{
double length = Math.Sqrt(x * x + y * y);
if (length > 0)
{
x /= length;
y /= length;
}
}
/// <summary>
/// 5次贝塞尔曲线点计算
/// </summary>
private StylusPoint CalculateQuinticBezierPoint(StylusPoint p0, (Point cp1, Point cp2, Point cp3, Point cp4) controlPoints, StylusPoint p5, double t)
{
double oneMinusT = 1 - t;
double oneMinusT2 = oneMinusT * oneMinusT;
double oneMinusT3 = oneMinusT2 * oneMinusT;
double oneMinusT4 = oneMinusT3 * oneMinusT;
double oneMinusT5 = oneMinusT4 * oneMinusT;
double t2 = t * t;
double t3 = t2 * t;
double t4 = t3 * t;
double t5 = t4 * t;
// 5次贝塞尔曲线公式
double x = oneMinusT5 * p0.X +
5 * oneMinusT4 * t * controlPoints.cp1.X +
10 * oneMinusT3 * t2 * controlPoints.cp2.X +
10 * oneMinusT2 * t3 * controlPoints.cp3.X +
5 * oneMinusT * t4 * controlPoints.cp4.X +
t5 * p5.X;
double y = oneMinusT5 * p0.Y +
5 * oneMinusT4 * t * controlPoints.cp1.Y +
10 * oneMinusT3 * t2 * controlPoints.cp2.Y +
10 * oneMinusT2 * t3 * controlPoints.cp3.Y +
5 * oneMinusT * t4 * controlPoints.cp4.Y +
t5 * p5.Y;
// 压力插值 - 使用线性插值
float pressure = (float)((1 - t) * p0.PressureFactor + t * p5.PressureFactor);
return new StylusPoint(x, y, Math.Max(pressure, 0.1f));
}
/// <summary>
/// 简化的控制点计算
/// </summary>
private (Point cp1, Point cp2) CalculateSimpleControlPoints(StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3)
{
// 计算控制点距离(基于线段长度)
double dist1 = Math.Sqrt((p1.X - p0.X) * (p1.X - p0.X) + (p1.Y - p0.Y) * (p1.Y - p0.Y));
double dist2 = Math.Sqrt((p3.X - p2.X) * (p3.X - p2.X) + (p3.Y - p2.Y) * (p3.Y - p2.Y));
// 使用更小的控制点距离,产生更平滑的曲线
double controlDist1 = dist1 * 0.2; // 进一步减少控制点影响
double controlDist2 = dist2 * 0.2;
// 计算控制点方向 - 使用更平滑的方向计算
double dir1X = p2.X - p0.X; // 使用更远的点计算方向
double dir1Y = p2.Y - p0.Y;
double dir2X = p3.X - p1.X;
double dir2Y = p3.Y - p1.Y;
// 归一化方向
double len1 = Math.Sqrt(dir1X * dir1X + dir1Y * dir1Y);
double len2 = Math.Sqrt(dir2X * dir2X + dir2Y * dir2Y);
if (len1 > 0)
{
dir1X /= len1;
dir1Y /= len1;
}
if (len2 > 0)
{
dir2X /= len2;
dir2Y /= len2;
}
// 计算控制点
var cp1 = new Point(
p1.X + dir1X * controlDist1,
p1.Y + dir1Y * controlDist1
);
var cp2 = new Point(
p2.X - dir2X * controlDist2,
p2.Y - dir2Y * controlDist2
);
return (cp1, cp2);
}
/// <summary>
/// 宽松的去重算法
/// </summary>
private StylusPoint[] RemoveDuplicatePointsLoose(StylusPoint[] points)
{
if (points.Length < 2) return points;
var result = new List<StylusPoint>();
result.Add(points[0]);
double minDistance = 0.1; // 非常小的距离阈值,几乎不去重
for (int i = 1; i < points.Length; i++)
{
var lastPoint = result[result.Count - 1];
var currentPoint = points[i];
// 计算距离
double distance = Math.Sqrt(
(currentPoint.X - lastPoint.X) * (currentPoint.X - lastPoint.X) +
(currentPoint.Y - lastPoint.Y) * (currentPoint.Y - lastPoint.Y));
// 如果距离足够大,添加这个点
if (distance >= minDistance)
{
result.Add(currentPoint);
}
}
System.Diagnostics.Debug.WriteLine($"RemoveDuplicatePointsLoose: 输入点数={points.Length}, 输出点数={result.Count}");
return result.ToArray();
}
/// <summary>
/// 计算贝塞尔曲线上的点
/// </summary>
private StylusPoint CalculateBezierPoint(StylusPoint p0, Point cp1, Point cp2, StylusPoint p3, double t)
{
double x = Math.Pow(1 - t, 3) * p0.X +
3 * Math.Pow(1 - t, 2) * t * cp1.X +
3 * (1 - t) * Math.Pow(t, 2) * cp2.X +
Math.Pow(t, 3) * p3.X;
double y = Math.Pow(1 - t, 3) * p0.Y +
3 * Math.Pow(1 - t, 2) * t * cp1.Y +
3 * (1 - t) * Math.Pow(t, 2) * cp2.Y +
Math.Pow(t, 3) * p3.Y;
// 压力插值
float pressure = (float)(Math.Pow(1 - t, 3) * p0.PressureFactor +
3 * Math.Pow(1 - t, 2) * t * p0.PressureFactor +
3 * (1 - t) * Math.Pow(t, 2) * p3.PressureFactor +
Math.Pow(t, 3) * p3.PressureFactor);
return new StylusPoint(x, y, Math.Max(pressure, 0.1f));
}
/// <summary>
@@ -251,7 +466,7 @@ namespace Ink_Canvas.Helpers
var result = new List<StylusPoint>();
result.Add(points[0]);
double minDistance = ResampleInterval * 0.5; // 最小距离阈值
double minDistance = 0.3; // 进一步减少最小距离阈值,保留更多平滑点
for (int i = 1; i < points.Length; i++)
{
@@ -270,6 +485,7 @@ namespace Ink_Canvas.Helpers
}
}
System.Diagnostics.Debug.WriteLine($"RemoveDuplicatePoints: 输入点数={points.Length}, 输出点数={result.Count}");
return result.ToArray();
}
@@ -516,23 +732,31 @@ namespace Ink_Canvas.Helpers
/// </summary>
public class AdvancedBezierSmoothing
{
public double SmoothingStrength { get; set; } = 0.3;
public double ResampleInterval { get; set; } = 3.0;
public int InterpolationSteps { get; set; } = 8;
public double SmoothingStrength { get; set; } = 0.6;
public double ResampleInterval { get; set; } = 2.0;
public int InterpolationSteps { get; set; } = 12;
public Stroke SmoothStroke(Stroke stroke)
{
if (stroke == null || stroke.StylusPoints.Count < 3)
{
System.Diagnostics.Debug.WriteLine($"AdvancedBezierSmoothing: 笔画点数不足,跳过平滑 (点数: {stroke?.StylusPoints.Count ?? 0})");
return stroke;
}
var originalPoints = stroke.StylusPoints.ToList();
System.Diagnostics.Debug.WriteLine($"AdvancedBezierSmoothing: 开始平滑处理,原始点数: {stroke.StylusPoints.Count}");
// 简化处理:只进行轻度平滑
var smoothedPoints = ApplyLightExponentialSmoothing(originalPoints, 0.2); // 很轻的平滑
var originalPoints = stroke.StylusPoints.ToArray();
// 使用真正的贝塞尔曲线平滑
var smoothedPoints = ApplyCubicBezierSmoothing(originalPoints);
System.Diagnostics.Debug.WriteLine($"AdvancedBezierSmoothing: 平滑完成,平滑后点数: {smoothedPoints.Length}");
// 检查点数是否合理
if (smoothedPoints.Count > originalPoints.Count * 1.5)
if (smoothedPoints.Length > originalPoints.Length * 10.0)
{
System.Diagnostics.Debug.WriteLine($"AdvancedBezierSmoothing: 点数增加过多,返回原始笔画 (原始:{originalPoints.Length}, 平滑后:{smoothedPoints.Length})");
return stroke; // 如果点数增加太多,返回原始笔画
}
@@ -540,9 +764,140 @@ namespace Ink_Canvas.Helpers
{
DrawingAttributes = stroke.DrawingAttributes.Clone()
};
System.Diagnostics.Debug.WriteLine($"AdvancedBezierSmoothing: 创建平滑笔画成功");
return smoothedStroke;
}
/// <summary>
/// 三次贝塞尔曲线平滑
/// </summary>
private StylusPoint[] ApplyCubicBezierSmoothing(StylusPoint[] points)
{
if (points.Length < 4) return points;
var result = new List<StylusPoint>();
result.Add(points[0]);
// 使用更保守的窗口大小和插值
int windowSize = Math.Min(4, points.Length);
int stepSize = Math.Max(1, points.Length / 10); // 根据点数动态调整步长
for (int i = 0; i <= points.Length - windowSize; i += stepSize)
{
if (i + windowSize - 1 >= points.Length) break;
var p0 = points[i];
var p1 = points[Math.Min(i + 1, points.Length - 1)];
var p2 = points[Math.Min(i + 2, points.Length - 1)];
var p3 = points[Math.Min(i + windowSize - 1, points.Length - 1)];
// 计算控制点
var controlPoints = CalculateControlPoints(p0, p1, p2, p3);
// 只生成2-3个插值点
int steps = 2;
// 生成贝塞尔曲线点
for (int j = 1; j <= steps; j++)
{
double t = (double)j / steps;
var bezierPoint = CalculateBezierPoint(p0, controlPoints.cp1, controlPoints.cp2, p3, t);
result.Add(bezierPoint);
}
}
result.Add(points[points.Length - 1]);
// 去重处理
return RemoveDuplicatePoints(result.ToArray());
}
/// <summary>
/// 去除重复点
/// </summary>
private StylusPoint[] RemoveDuplicatePoints(StylusPoint[] points)
{
if (points.Length <= 1) return points;
var result = new List<StylusPoint> { points[0] };
double minDistance = 1.0; // 最小距离阈值
for (int i = 1; i < points.Length; i++)
{
var lastPoint = result[result.Count - 1];
var currentPoint = points[i];
double distance = Math.Sqrt(Math.Pow(currentPoint.X - lastPoint.X, 2) +
Math.Pow(currentPoint.Y - lastPoint.Y, 2));
if (distance > minDistance)
{
result.Add(currentPoint);
}
}
return result.ToArray();
}
/// <summary>
/// 计算控制点
/// </summary>
private (Point cp1, Point cp2) CalculateControlPoints(StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3)
{
// 计算切线方向
var tangent1 = new Vector(p1.X - p0.X, p1.Y - p0.Y);
var tangent2 = new Vector(p3.X - p2.X, p3.Y - p2.Y);
// 归一化切线
if (tangent1.Length > 0) tangent1.Normalize();
if (tangent2.Length > 0) tangent2.Normalize();
// 计算控制点距离
double dist1 = Math.Sqrt((p1.X - p0.X) * (p1.X - p0.X) + (p1.Y - p0.Y) * (p1.Y - p0.Y));
double dist2 = Math.Sqrt((p3.X - p2.X) * (p3.X - p2.X) + (p3.Y - p2.Y) * (p3.Y - p2.Y));
double controlDist1 = dist1 * SmoothingStrength;
double controlDist2 = dist2 * SmoothingStrength;
// 计算控制点
var cp1 = new Point(
p1.X + tangent1.X * controlDist1,
p1.Y + tangent1.Y * controlDist1
);
var cp2 = new Point(
p2.X - tangent2.X * controlDist2,
p2.Y - tangent2.Y * controlDist2
);
return (cp1, cp2);
}
/// <summary>
/// 计算贝塞尔曲线上的点
/// </summary>
private StylusPoint CalculateBezierPoint(StylusPoint p0, Point cp1, Point cp2, StylusPoint p3, double t)
{
double x = Math.Pow(1 - t, 3) * p0.X +
3 * Math.Pow(1 - t, 2) * t * cp1.X +
3 * (1 - t) * Math.Pow(t, 2) * cp2.X +
Math.Pow(t, 3) * p3.X;
double y = Math.Pow(1 - t, 3) * p0.Y +
3 * Math.Pow(1 - t, 2) * t * cp1.Y +
3 * (1 - t) * Math.Pow(t, 2) * cp2.Y +
Math.Pow(t, 3) * p3.Y;
// 压力插值
float pressure = (float)(Math.Pow(1 - t, 3) * p0.PressureFactor +
3 * Math.Pow(1 - t, 2) * t * p0.PressureFactor +
3 * (1 - t) * Math.Pow(t, 2) * p3.PressureFactor +
Math.Pow(t, 3) * p3.PressureFactor);
return new StylusPoint(x, y, Math.Max(pressure, 0.1f));
}
/// <summary>
/// 轻度指数平滑
/// </summary>
+6 -3
View File
@@ -75,6 +75,9 @@ namespace Ink_Canvas.Helpers
/// </summary>
public void ApplyQualitySettings()
{
// 保存用户设置的异步处理偏好
bool userAsyncPreference = UseAsyncProcessing;
switch (Quality)
{
case SmoothingQuality.Performance:
@@ -85,7 +88,7 @@ namespace Ink_Canvas.Helpers
CurveTension = 0.15;
MaxConcurrentTasks = Math.Max(1, Environment.ProcessorCount / 2);
UseHardwareAcceleration = true;
UseAsyncProcessing = true;
UseAsyncProcessing = userAsyncPreference;
break;
case SmoothingQuality.Balanced:
@@ -96,7 +99,7 @@ namespace Ink_Canvas.Helpers
CurveTension = 0.25;
MaxConcurrentTasks = Environment.ProcessorCount;
UseHardwareAcceleration = true;
UseAsyncProcessing = true;
UseAsyncProcessing = userAsyncPreference;
break;
case SmoothingQuality.Quality:
@@ -107,7 +110,7 @@ namespace Ink_Canvas.Helpers
CurveTension = 0.35;
MaxConcurrentTasks = Environment.ProcessorCount;
UseHardwareAcceleration = true;
UseAsyncProcessing = true;
UseAsyncProcessing = userAsyncPreference;
break;
}
}
@@ -717,16 +717,22 @@ namespace Ink_Canvas
catch { }
// 应用高级贝塞尔曲线平滑(仅在未进行直线拉直时)
Debug.WriteLine($"墨迹平滑检查: UseAdvancedBezierSmoothing={Settings.Canvas.UseAdvancedBezierSmoothing}, wasStraightened={wasStraightened}");
Debug.WriteLine($"异步平滑设置: UseAsyncInkSmoothing={Settings.Canvas.UseAsyncInkSmoothing}, _inkSmoothingManager={_inkSmoothingManager != null}");
if (Settings.Canvas.UseAdvancedBezierSmoothing && !wasStraightened)
{
try
{
Debug.WriteLine($"开始墨迹平滑处理: 原始点数={e.Stroke.StylusPoints.Count}, 直线拉直={wasStraightened}");
// 检查原始笔画是否仍然存在于画布中
if (inkCanvas.Strokes.Contains(e.Stroke))
{
// 使用新的异步墨迹平滑管理器
if (Settings.Canvas.UseAsyncInkSmoothing && _inkSmoothingManager != null)
{
Debug.WriteLine("使用异步墨迹平滑");
// 异步处理
_ = ProcessStrokeAsync(e.Stroke);
}
@@ -746,6 +752,10 @@ namespace Ink_Canvas
}
}
}
else
{
Debug.WriteLine("原始笔画不在画布中,跳过平滑处理");
}
}
catch (Exception ex)
{
@@ -766,17 +776,27 @@ namespace Ink_Canvas
{
try
{
Debug.WriteLine($"异步平滑开始: 原始点数={originalStroke.StylusPoints.Count}");
await _inkSmoothingManager.SmoothStrokeAsync(originalStroke, (original, smoothed) =>
{
Debug.WriteLine($"异步平滑完成: 原始点数={original.StylusPoints.Count}, 平滑后点数={smoothed.StylusPoints.Count}");
Debug.WriteLine($"墨迹比较: smoothed != original = {smoothed != original}");
Debug.WriteLine($"画布包含原始墨迹: {inkCanvas.Strokes.Contains(original)}");
// 在UI线程上执行笔画替换
if (inkCanvas.Strokes.Contains(original) && smoothed != original)
{
Debug.WriteLine("异步替换原始笔画为平滑后的笔画");
SetNewBackupOfStroke();
_currentCommitType = CommitReason.ShapeRecognition;
inkCanvas.Strokes.Remove(original);
inkCanvas.Strokes.Add(smoothed);
_currentCommitType = CommitReason.UserInput;
}
else
{
Debug.WriteLine($"异步平滑后的笔画与原始笔画相同,未进行替换 (contains={inkCanvas.Strokes.Contains(original)}, different={smoothed != original})");
}
});
}
catch (Exception ex)