improve:墨迹平滑方案

This commit is contained in:
2025-07-20 15:27:02 +08:00
parent d5142ad82c
commit c5355d7497
5 changed files with 78 additions and 25 deletions
+70 -17
View File
@@ -33,12 +33,12 @@ namespace Ink_Canvas.Helpers
/// <summary>
/// 最小点间距阈值
/// </summary>
public double MinPointDistance { get; set; } = 2.0;
public double MinPointDistance { get; set; } = 3.0; // 增加最小间距,减少毛刺
/// <summary>
/// 最大点间距阈值
/// </summary>
public double MaxPointDistance { get; set; } = 50.0;
public double MaxPointDistance { get; set; } = 30.0; // 减少最大间距,提高平滑度
/// <summary>
/// 对笔画进行高级贝塞尔曲线平滑处理
@@ -84,7 +84,11 @@ namespace Ink_Canvas.Helpers
// 添加第一个点
filteredPoints.Add(points[0]);
for (int i = 1; i < points.Count; i++)
// 使用移动平均来减少毛刺
var smoothedPoints = new List<StylusPoint>();
int windowSize = 3; // 移动平均窗口大小
for (int i = 0; i < points.Count; i++)
{
var currentPoint = points[i];
var lastPoint = filteredPoints[filteredPoints.Count - 1];
@@ -95,6 +99,25 @@ namespace Ink_Canvas.Helpers
if (distance < MinPointDistance)
continue;
// 应用移动平均平滑
if (i >= windowSize - 1)
{
double avgX = 0, avgY = 0, avgPressure = 0;
for (int j = 0; j < windowSize; j++)
{
var point = points[i - j];
avgX += point.X;
avgY += point.Y;
avgPressure += point.PressureFactor;
}
avgX /= windowSize;
avgY /= windowSize;
avgPressure /= windowSize;
var smoothedPoint = new StylusPoint(avgX, avgY, (float)avgPressure);
currentPoint = smoothedPoint;
}
// 如果距离太远,插入中间点
if (distance > MaxPointDistance)
{
@@ -132,8 +155,8 @@ 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 * 0.5,
currentPoint.Y + (nextPoint.Y - currentPoint.Y) * Tension * 0.5
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
);
}
else if (i == points.Count - 1)
@@ -141,8 +164,8 @@ namespace Ink_Canvas.Helpers
// 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 * 0.5,
currentPoint.Y + (currentPoint.Y - prevPoint.Y) * Tension * 0.5
currentPoint.X + (currentPoint.X - prevPoint.X) * Tension * 0.3,
currentPoint.Y + (currentPoint.Y - prevPoint.Y) * Tension * 0.3
);
}
else
@@ -151,14 +174,26 @@ namespace Ink_Canvas.Helpers
Point prevPoint = points[i - 1].ToPoint();
Point nextPoint = points[i + 1].ToPoint();
// 计算切线方向
double tangentX = (nextPoint.X - prevPoint.X) * 0.5;
double tangentY = (nextPoint.Y - prevPoint.Y) * 0.5;
// 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;
// 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;
}
// 应用张力参数
controlPoint = new Point(
currentPoint.X + tangentX * Tension,
currentPoint.Y + tangentY * Tension
currentPoint.X + offsetX,
currentPoint.Y + offsetY
);
}
@@ -185,9 +220,9 @@ namespace Ink_Canvas.Helpers
var startControl = controlPoints[i];
var endControl = controlPoints[i + 1];
// 计算自适应步长
// 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(3, Math.Min(20, (int)(distance / 5.0)));
int steps = Math.Max(2, Math.Min(15, (int)(distance / 8.0))); // 减少步数,增加步长
// 生成贝塞尔曲线点
for (int j = 0; j <= steps; j++)
@@ -195,9 +230,16 @@ namespace Ink_Canvas.Helpers
double t = (double)j / steps;
var curvePoint = CalculateBezierPoint(startPoint.ToPoint(), startControl, endControl, endPoint.ToPoint(), t);
// 插值压感值
// 插值压感值,使用更平滑的插值
float pressure = InterpolatePressure(startPoint.PressureFactor, endPoint.PressureFactor, t);
// 对压感值进行额外的平滑处理
if (j > 0 && j < steps)
{
float prevPressure = curvePoints[curvePoints.Count - 1].PressureFactor;
pressure = (prevPressure + pressure) * 0.5f; // 简单的移动平均
}
var stylusPoint = new StylusPoint(curvePoint.X, curvePoint.Y, pressure);
curvePoints.Add(stylusPoint);
}
@@ -249,7 +291,18 @@ namespace Ink_Canvas.Helpers
/// </summary>
private float InterpolatePressure(float p1, float p2, double ratio)
{
return (float)(p1 + (p2 - p1) * ratio);
// 使用平滑的插值函数来减少毛刺
double smoothRatio = SmoothStep(ratio);
return (float)(p1 + (p2 - p1) * smoothRatio);
}
/// <summary>
/// 平滑步进函数,用于减少插值时的毛刺
/// </summary>
private double SmoothStep(double t)
{
// 使用三次平滑函数
return t * t * (3.0 - 2.0 * t);
}
/// <summary>