improve:插入图片及墨迹平滑
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Windows;
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using System.Windows.Ink;
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using System.Windows.Input;
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namespace Ink_Canvas.Helpers
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{
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/// <summary>
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/// 改进的三次贝塞尔曲线平滑算法
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/// </summary>
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public class ImprovedBezierSmoothing
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{
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private readonly InkSmoothingConfig _config;
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public ImprovedBezierSmoothing(InkSmoothingConfig config = null)
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{
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_config = config ?? new InkSmoothingConfig();
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}
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/// <summary>
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/// 使用改进的贝塞尔曲线算法平滑笔画
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/// </summary>
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public Stroke SmoothStroke(Stroke originalStroke)
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{
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if (originalStroke == null || originalStroke.StylusPoints.Count < 3)
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return originalStroke;
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var originalPoints = originalStroke.StylusPoints.ToArray();
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// 预处理:去除噪声点
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var cleanedPoints = RemoveNoisePoints(originalPoints);
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// 使用改进的贝塞尔曲线拟合
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var smoothedPoints = ApplyCubicBezierSmoothing(cleanedPoints);
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// 后处理:重采样和优化
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var finalPoints = PostProcessPoints(smoothedPoints);
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return new Stroke(new StylusPointCollection(finalPoints))
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{
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DrawingAttributes = originalStroke.DrawingAttributes.Clone()
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};
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}
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/// <summary>
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/// 去除噪声点
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/// </summary>
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private StylusPoint[] RemoveNoisePoints(StylusPoint[] points)
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{
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if (points.Length < 3) return points;
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var result = new List<StylusPoint> { points[0] };
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double minDistance = _config.ResampleInterval * 0.5;
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for (int i = 1; i < points.Length - 1; i++)
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{
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var prev = result[result.Count - 1];
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var curr = points[i];
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var next = points[i + 1];
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// 计算到前一个点的距离
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double distToPrev = Math.Sqrt((curr.X - prev.X) * (curr.X - prev.X) +
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(curr.Y - prev.Y) * (curr.Y - prev.Y));
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// 如果距离太近,跳过这个点
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if (distToPrev < minDistance)
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continue;
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// 检查是否为异常点(与前后点形成锐角)
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if (IsOutlierPoint(prev, curr, next))
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continue;
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result.Add(curr);
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}
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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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/// 检查是否为异常点
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/// </summary>
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private bool IsOutlierPoint(StylusPoint prev, StylusPoint curr, StylusPoint next)
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{
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var v1 = new Vector(curr.X - prev.X, curr.Y - prev.Y);
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var v2 = new Vector(next.X - curr.X, next.Y - curr.Y);
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if (v1.Length == 0 || v2.Length == 0) return false;
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v1.Normalize();
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v2.Normalize();
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double dotProduct = Vector.Multiply(v1, v2);
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double angle = Math.Acos(Math.Max(-1, Math.Min(1, dotProduct)));
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// 如果角度小于30度,认为是异常点
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return angle < Math.PI / 6;
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}
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/// <summary>
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/// 应用三次贝塞尔曲线平滑
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/// </summary>
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private StylusPoint[] ApplyCubicBezierSmoothing(StylusPoint[] points)
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{
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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]);
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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 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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// 计算控制点
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var controlPoints = CalculateOptimalControlPoints(p0, p1, p2, p3);
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// 计算插值步数
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int steps = CalculateInterpolationSteps(p0, p1, p2, p3);
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// 生成贝塞尔曲线点
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for (int j = 1; j <= steps; j++)
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{
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double t = (double)j / steps;
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var bezierPoint = CalculateBezierPoint(p0, controlPoints.cp1, controlPoints.cp2, p3, t);
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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]);
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return result.ToArray();
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}
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/// <summary>
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/// 计算最优控制点
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/// </summary>
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private (Point cp1, Point cp2) CalculateOptimalControlPoints(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 = CalculateTangent(p0, p1, p2);
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var tangent2 = CalculateTangent(p1, p2, p3);
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// 计算控制点距离
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double dist1 = CalculateDistance(p0, p1);
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double dist2 = CalculateDistance(p2, p3);
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double controlDist1 = dist1 * _config.CurveTension;
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double controlDist2 = dist2 * _config.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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/// 计算切线方向
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/// </summary>
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private Vector CalculateTangent(StylusPoint p0, StylusPoint p1, StylusPoint p2)
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{
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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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// 如果向量长度为零,返回零向量
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if (v1.Length == 0 || v2.Length == 0)
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return new Vector(0, 0);
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v1.Normalize();
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v2.Normalize();
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// 返回平均方向
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var tangent = (v1 + v2) / 2;
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if (tangent.Length > 0)
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tangent.Normalize();
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return tangent;
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}
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/// <summary>
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/// 计算两点间距离
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/// </summary>
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private double CalculateDistance(StylusPoint p1, StylusPoint p2)
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{
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double dx = p2.X - p1.X;
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double dy = p2.Y - p1.Y;
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return Math.Sqrt(dx * dx + dy * dy);
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}
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/// <summary>
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/// 计算插值步数
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/// </summary>
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private int CalculateInterpolationSteps(StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3)
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{
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if (!_config.UseAdaptiveInterpolation)
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return _config.InterpolationSteps;
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// 计算曲线长度
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double totalLength = CalculateDistance(p0, p1) + CalculateDistance(p1, p2) + CalculateDistance(p2, p3);
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// 计算曲率
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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 * 15);
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return Math.Max(_config.InterpolationSteps, Math.Min(30, baseSteps + curvatureSteps));
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}
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/// <summary>
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/// 计算曲率
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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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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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/// 计算贝塞尔曲线上的点
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/// </summary>
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private StylusPoint CalculateBezierPoint(StylusPoint p0, Point cp1, Point cp2, StylusPoint p3, double t)
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{
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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 * cp1.X + c2 * cp2.X + c3 * p3.X;
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double y = c0 * p0.Y + c1 * cp1.Y + c2 * cp2.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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/// 后处理点集
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/// </summary>
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private StylusPoint[] PostProcessPoints(StylusPoint[] points)
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{
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if (points.Length == 0) return points;
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// 如果点数过多,进行重采样
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if (points.Length > _config.MaxPointsPerStroke)
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{
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return ResamplePoints(points, _config.ResampleInterval);
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}
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return points;
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}
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/// <summary>
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/// 重采样点集
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/// </summary>
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private StylusPoint[] ResamplePoints(StylusPoint[] points, double interval)
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{
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var result = new List<StylusPoint> { points[0] };
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double accumulated = 0;
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for (int i = 1; i < points.Length; i++)
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{
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var prev = result[result.Count - 1];
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var curr = points[i];
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double dx = curr.X - prev.X;
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double dy = curr.Y - prev.Y;
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double dist = Math.Sqrt(dx * dx + dy * dy);
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if (dist + accumulated >= interval)
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{
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double t = (interval - accumulated) / dist;
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double x = prev.X + t * dx;
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double y = prev.Y + t * dy;
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float pressure = (float)(prev.PressureFactor * (1 - t) + curr.PressureFactor * t);
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pressure = Math.Max(pressure, 0.1f);
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result.Add(new StylusPoint(x, y, pressure));
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accumulated = 0;
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i--; // 重新处理当前点
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}
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else
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{
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accumulated += dist;
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}
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}
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return result.ToArray();
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}
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}
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}
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