improve:墨迹平滑方案
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@@ -33,12 +33,12 @@ namespace Ink_Canvas.Helpers
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/// <summary>
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/// 最小点间距阈值
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/// </summary>
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public double MinPointDistance { get; set; } = 2.0;
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public double MinPointDistance { get; set; } = 3.0; // 增加最小间距,减少毛刺
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/// <summary>
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/// 最大点间距阈值
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/// </summary>
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public double MaxPointDistance { get; set; } = 50.0;
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public double MaxPointDistance { get; set; } = 30.0; // 减少最大间距,提高平滑度
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/// <summary>
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/// 对笔画进行高级贝塞尔曲线平滑处理
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@@ -84,7 +84,11 @@ namespace Ink_Canvas.Helpers
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// 添加第一个点
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filteredPoints.Add(points[0]);
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for (int i = 1; i < points.Count; i++)
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// 使用移动平均来减少毛刺
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var smoothedPoints = new List<StylusPoint>();
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int windowSize = 3; // 移动平均窗口大小
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for (int i = 0; i < points.Count; i++)
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{
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var currentPoint = points[i];
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var lastPoint = filteredPoints[filteredPoints.Count - 1];
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@@ -95,6 +99,25 @@ namespace Ink_Canvas.Helpers
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if (distance < MinPointDistance)
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continue;
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// 应用移动平均平滑
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if (i >= windowSize - 1)
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{
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double avgX = 0, avgY = 0, avgPressure = 0;
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for (int j = 0; j < windowSize; j++)
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{
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var point = points[i - j];
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avgX += point.X;
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avgY += point.Y;
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avgPressure += point.PressureFactor;
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}
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avgX /= windowSize;
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avgY /= windowSize;
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avgPressure /= windowSize;
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var smoothedPoint = new StylusPoint(avgX, avgY, (float)avgPressure);
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currentPoint = smoothedPoint;
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}
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// 如果距离太远,插入中间点
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if (distance > MaxPointDistance)
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{
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@@ -132,8 +155,8 @@ namespace Ink_Canvas.Helpers
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// 第一个点的控制点
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Point nextPoint = points[i + 1].ToPoint();
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controlPoint = new Point(
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currentPoint.X + (nextPoint.X - currentPoint.X) * Tension * 0.5,
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currentPoint.Y + (nextPoint.Y - currentPoint.Y) * Tension * 0.5
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currentPoint.X + (nextPoint.X - currentPoint.X) * Tension * 0.3, // 减少张力,减少毛刺
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currentPoint.Y + (nextPoint.Y - currentPoint.Y) * Tension * 0.3
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);
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}
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else if (i == points.Count - 1)
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@@ -141,8 +164,8 @@ namespace Ink_Canvas.Helpers
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// 最后一个点的控制点
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Point prevPoint = points[i - 1].ToPoint();
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controlPoint = new Point(
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currentPoint.X + (currentPoint.X - prevPoint.X) * Tension * 0.5,
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currentPoint.Y + (currentPoint.Y - prevPoint.Y) * Tension * 0.5
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currentPoint.X + (currentPoint.X - prevPoint.X) * Tension * 0.3,
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currentPoint.Y + (currentPoint.Y - prevPoint.Y) * Tension * 0.3
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);
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}
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else
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@@ -151,14 +174,26 @@ namespace Ink_Canvas.Helpers
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Point prevPoint = points[i - 1].ToPoint();
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Point nextPoint = points[i + 1].ToPoint();
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// 计算切线方向
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double tangentX = (nextPoint.X - prevPoint.X) * 0.5;
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double tangentY = (nextPoint.Y - prevPoint.Y) * 0.5;
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// 计算切线方向,使用更保守的方法
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double tangentX = (nextPoint.X - prevPoint.X) * 0.3; // 减少切线强度
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double tangentY = (nextPoint.Y - prevPoint.Y) * 0.3;
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// 应用张力参数,但限制最大偏移
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double maxOffset = 10.0; // 限制控制点最大偏移距离
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double offsetX = tangentX * Tension;
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double offsetY = tangentY * Tension;
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// 限制偏移距离
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double offsetDistance = Math.Sqrt(offsetX * offsetX + offsetY * offsetY);
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if (offsetDistance > maxOffset)
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{
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offsetX = offsetX * maxOffset / offsetDistance;
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offsetY = offsetY * maxOffset / offsetDistance;
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}
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// 应用张力参数
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controlPoint = new Point(
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currentPoint.X + tangentX * Tension,
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currentPoint.Y + tangentY * Tension
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currentPoint.X + offsetX,
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currentPoint.Y + offsetY
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);
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}
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@@ -185,9 +220,9 @@ namespace Ink_Canvas.Helpers
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var startControl = controlPoints[i];
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var endControl = controlPoints[i + 1];
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// 计算自适应步长
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// 计算自适应步长,减少步数以避免毛刺
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double distance = GetDistance(startPoint.ToPoint(), endPoint.ToPoint());
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int steps = Math.Max(3, Math.Min(20, (int)(distance / 5.0)));
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int steps = Math.Max(2, Math.Min(15, (int)(distance / 8.0))); // 减少步数,增加步长
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// 生成贝塞尔曲线点
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for (int j = 0; j <= steps; j++)
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@@ -195,9 +230,16 @@ namespace Ink_Canvas.Helpers
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double t = (double)j / steps;
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var curvePoint = CalculateBezierPoint(startPoint.ToPoint(), startControl, endControl, endPoint.ToPoint(), t);
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// 插值压感值
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// 插值压感值,使用更平滑的插值
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float pressure = InterpolatePressure(startPoint.PressureFactor, endPoint.PressureFactor, t);
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// 对压感值进行额外的平滑处理
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if (j > 0 && j < steps)
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{
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float prevPressure = curvePoints[curvePoints.Count - 1].PressureFactor;
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pressure = (prevPressure + pressure) * 0.5f; // 简单的移动平均
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}
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var stylusPoint = new StylusPoint(curvePoint.X, curvePoint.Y, pressure);
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curvePoints.Add(stylusPoint);
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}
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@@ -249,7 +291,18 @@ namespace Ink_Canvas.Helpers
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/// </summary>
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private float InterpolatePressure(float p1, float p2, double ratio)
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{
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return (float)(p1 + (p2 - p1) * ratio);
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// 使用平滑的插值函数来减少毛刺
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double smoothRatio = SmoothStep(ratio);
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return (float)(p1 + (p2 - p1) * smoothRatio);
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}
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/// <summary>
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/// 平滑步进函数,用于减少插值时的毛刺
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/// </summary>
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private double SmoothStep(double t)
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{
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// 使用三次平滑函数
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return t * t * (3.0 - 2.0 * t);
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}
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/// <summary>
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