improve:插入图片及墨迹平滑
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@@ -7,11 +7,12 @@ using System.Threading.Tasks;
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using System.Windows.Ink;
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using System.Windows.Input;
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using System.Windows.Threading;
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using System.Windows;
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namespace Ink_Canvas.Helpers
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{
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/// <summary>
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/// 异步硬件加速的墨迹平滑处理器
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/// 改进的异步硬件加速墨迹平滑处理器,使用优化的三次贝塞尔曲线拟合
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/// </summary>
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public class AsyncAdvancedBezierSmoothing
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{
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@@ -26,11 +27,13 @@ namespace Ink_Canvas.Helpers
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_processingTasks = new ConcurrentDictionary<Stroke, CancellationTokenSource>();
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}
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public double SmoothingStrength { get; set; } = 0.3; // 大幅降低强度
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public double ResampleInterval { get; set; } = 3.0; // 大幅增加间隔减少点数
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public int InterpolationSteps { get; set; } = 8; // 从4增加到8,提高插值步数
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public double SmoothingStrength { get; set; } = 0.4; // 适中的平滑强度
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public double ResampleInterval { get; set; } = 2.5; // 适中的重采样间隔
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public int InterpolationSteps { get; set; } = 12; // 增加插值步数提高精度
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public bool UseHardwareAcceleration { get; set; } = true;
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public int MaxConcurrentTasks { get; set; } = Environment.ProcessorCount;
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public bool UseAdaptiveInterpolation { get; set; } = true; // 自适应插值
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public double CurveTension { get; set; } = 0.3; // 曲线张力参数
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/// <summary>
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/// 异步平滑笔画
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@@ -89,16 +92,16 @@ namespace Ink_Canvas.Helpers
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cancellationToken.ThrowIfCancellationRequested();
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// 简化处理:只进行轻度平滑,避免点数爆炸
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var smoothedPoints = ApplyLightSmoothing(originalPoints);
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// 使用改进的贝塞尔曲线拟合
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var smoothedPoints = ApplyImprovedBezierSmoothing(originalPoints);
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cancellationToken.ThrowIfCancellationRequested();
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// 确保点数不会过多
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if (smoothedPoints.Length > originalPoints.Length * 2)
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// 确保点数合理
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if (smoothedPoints.Length > originalPoints.Length * 3)
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{
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// 如果点数增加太多,回退到原始笔画
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return stroke;
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// 如果点数增加太多,进行重采样
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smoothedPoints = ResampleEquidistantOptimized(smoothedPoints, ResampleInterval);
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}
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// 创建平滑后的笔画
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@@ -111,34 +114,155 @@ namespace Ink_Canvas.Helpers
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}
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/// <summary>
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/// 轻度平滑处理,避免点数爆炸
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/// 改进的贝塞尔曲线平滑处理
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/// </summary>
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private StylusPoint[] ApplyLightSmoothing(StylusPoint[] points)
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private StylusPoint[] ApplyImprovedBezierSmoothing(StylusPoint[] points)
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{
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if (points.Length < 3) return points;
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if (points.Length < 4) return points;
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var result = new List<StylusPoint>();
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result.Add(points[0]); // 保持第一个点
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// 添加第一个点
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result.Add(points[0]);
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// 简单的3点平均平滑
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for (int i = 1; i < points.Length - 1; i++)
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// 使用滑动窗口进行贝塞尔曲线拟合
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for (int i = 0; i <= points.Length - 4; 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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var p0 = points[i];
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var p1 = points[i + 1];
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var p2 = points[i + 2];
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var p3 = points[i + 3];
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// 3点平均
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double x = (prev.X + curr.X + next.X) / 3.0;
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double y = (prev.Y + curr.Y + next.Y) / 3.0;
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float pressure = (prev.PressureFactor + curr.PressureFactor + next.PressureFactor) / 3.0f;
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// 计算改进的控制点
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var controlPoints = CalculateImprovedControlPoints(p0, p1, p2, p3);
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// 自适应插值步数
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int steps = UseAdaptiveInterpolation ?
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CalculateAdaptiveSteps(p0, p1, p2, p3) : InterpolationSteps;
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result.Add(new StylusPoint(x, y, Math.Max(pressure, 0.1f)));
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// 生成贝塞尔曲线点
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for (int j = 1; j <= steps; j++) // 从1开始避免重复第一个点
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{
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double t = (double)j / steps;
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var bezierPoint = CubicBezierWithControlPoints(controlPoints, t, p0, p3);
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result.Add(bezierPoint);
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}
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}
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result.Add(points[points.Length - 1]); // 保持最后一个点
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// 添加最后一个点
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result.Add(points[points.Length - 1]);
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return result.ToArray();
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}
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/// <summary>
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/// 计算改进的控制点
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/// </summary>
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private (Point cp1, Point cp2) CalculateImprovedControlPoints(StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3)
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{
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// 计算切线方向
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var tangent1 = new Vector(p1.X - p0.X, p1.Y - p0.Y);
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var tangent2 = new Vector(p3.X - p2.X, p3.Y - p2.Y);
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// 归一化切线
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if (tangent1.Length > 0) tangent1.Normalize();
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if (tangent2.Length > 0) tangent2.Normalize();
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// 计算控制点距离(基于点间距离)
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double dist1 = Math.Sqrt((p1.X - p0.X) * (p1.X - p0.X) + (p1.Y - p0.Y) * (p1.Y - p0.Y));
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double dist2 = Math.Sqrt((p3.X - p2.X) * (p3.X - p2.X) + (p3.Y - p2.Y) * (p3.Y - p2.Y));
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double controlDist1 = dist1 * CurveTension;
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double controlDist2 = dist2 * CurveTension;
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// 计算控制点
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var cp1 = new Point(
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p1.X + tangent1.X * controlDist1,
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p1.Y + tangent1.Y * controlDist1
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);
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var cp2 = new Point(
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p2.X - tangent2.X * controlDist2,
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p2.Y - tangent2.Y * controlDist2
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);
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return (cp1, cp2);
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}
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/// <summary>
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/// 自适应插值步数计算
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/// </summary>
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private int CalculateAdaptiveSteps(StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3)
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{
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// 基于曲线长度和复杂度计算步数
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double totalLength = 0;
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totalLength += Math.Sqrt((p1.X - p0.X) * (p1.X - p0.X) + (p1.Y - p0.Y) * (p1.Y - p0.Y));
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totalLength += Math.Sqrt((p2.X - p1.X) * (p2.X - p1.X) + (p2.Y - p1.Y) * (p2.Y - p1.Y));
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totalLength += Math.Sqrt((p3.X - p2.X) * (p3.X - p2.X) + (p3.Y - p2.Y) * (p3.Y - p2.Y));
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// 计算曲率(简化版本)
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double curvature = CalculateCurvature(p0, p1, p2, p3);
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// 基于长度和曲率计算步数
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int baseSteps = Math.Max(8, Math.Min(20, (int)(totalLength / 10)));
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int curvatureSteps = (int)(curvature * 10);
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return Math.Max(InterpolationSteps, Math.Min(24, baseSteps + curvatureSteps));
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}
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/// <summary>
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/// 计算曲率(简化版本)
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/// </summary>
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private double CalculateCurvature(StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3)
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{
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// 计算三个向量的角度变化
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var v1 = new Vector(p1.X - p0.X, p1.Y - p0.Y);
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var v2 = new Vector(p2.X - p1.X, p2.Y - p1.Y);
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var v3 = new Vector(p3.X - p2.X, p3.Y - p2.Y);
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if (v1.Length == 0 || v2.Length == 0 || v3.Length == 0) return 0;
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v1.Normalize();
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v2.Normalize();
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v3.Normalize();
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// 计算角度变化
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double angle1 = Math.Acos(Math.Max(-1, Math.Min(1, Vector.Multiply(v1, v2))));
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double angle2 = Math.Acos(Math.Max(-1, Math.Min(1, Vector.Multiply(v2, v3))));
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return (angle1 + angle2) / Math.PI; // 归一化到0-1
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}
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/// <summary>
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/// 使用控制点的三次贝塞尔曲线计算
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/// </summary>
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private StylusPoint CubicBezierWithControlPoints((Point cp1, Point cp2) controlPoints, double t, StylusPoint p0, StylusPoint p3)
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{
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var p1 = controlPoints.cp1;
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var p2 = controlPoints.cp2;
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double u = 1 - t;
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double tt = t * t;
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double uu = u * u;
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double uuu = uu * u;
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double ttt = tt * t;
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// 预计算系数
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double c0 = uuu;
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double c1 = 3 * uu * t;
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double c2 = 3 * u * tt;
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double c3 = ttt;
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double x = c0 * p0.X + c1 * p1.X + c2 * p2.X + c3 * p3.X;
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double y = c0 * p0.Y + c1 * p1.Y + c2 * p2.Y + c3 * p3.Y;
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// 插值压力值
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float pressure = (float)(p0.PressureFactor * u + p3.PressureFactor * t);
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pressure = Math.Max(pressure, 0.1f);
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return new StylusPoint(x, y, pressure);
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}
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/// <summary>
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/// 硬件加速的向量化指数平滑
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/// </summary>
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