731 lines
28 KiB
C#
731 lines
28 KiB
C#
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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using System.Windows.Media;
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using Point = System.Windows.Point;
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namespace Ink_Canvas.Helpers
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{
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/// <summary>
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/// 高级贝塞尔曲线平滑算法 - 优化版本
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/// 用于解决墨迹闪烁问题,提供更平滑的笔迹效果
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/// 优化特性:
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/// 1. 更平滑的墨迹:改进的贝塞尔曲线算法
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/// 2. 更平滑的拐点:优化的控制点计算
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/// 3. 1像素级别插点:精确到像素级别的曲线生成
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/// </summary>
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public class AdvancedBezierSmoothing
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{
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/// <summary>
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/// 平滑强度 (0.0 - 1.0) - 优化为更平滑的默认值
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/// </summary>
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public double SmoothingStrength { get; set; } = 0.7;
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/// <summary>
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/// 张力参数 (0.0 - 1.0) - 优化为更平滑的默认值
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/// </summary>
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public double Tension { get; set; } = 0.4;
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/// <summary>
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/// 是否启用自适应平滑
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/// </summary>
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public bool EnableAdaptiveSmoothing { get; set; } = true;
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/// <summary>
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/// 最小点间距阈值 - 优化为1像素级别
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/// </summary>
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public double MinPointDistance { get; set; } = 1.0; // 降低到1像素级别
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/// <summary>
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/// 最大点间距阈值 - 优化为更精细的控制
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/// </summary>
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public double MaxPointDistance { get; set; } = 15.0; // 进一步减少最大间距,提高平滑度
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/// <summary>
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/// 手抖修正强度 (0.0 - 1.0) - 优化为更平滑的默认值
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/// </summary>
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public double ShakeCorrectionStrength { get; set; } = 0.8;
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/// <summary>
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/// 速度加权平滑强度 (0.0 - 1.0) - 优化为更平滑的默认值
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/// </summary>
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public double VelocityWeightedSmoothingStrength { get; set; } = 0.8;
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/// <summary>
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/// 时间加权平滑强度 (0.0 - 1.0) - 优化为更平滑的默认值
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/// </summary>
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public double TimeWeightedSmoothingStrength { get; set; } = 0.6;
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/// <summary>
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/// 拐点平滑强度 (0.0 - 1.0) - 新增参数,优化为更平滑的默认值
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/// </summary>
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public double CornerSmoothingStrength { get; set; } = 0.8;
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/// <summary>
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/// 1像素级别插点精度 - 新增参数
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/// </summary>
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public double PixelLevelPrecision { get; set; } = 1.0;
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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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/// </summary>
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/// <param name="stroke">原始笔画</param>
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/// <returns>平滑后的笔画</returns>
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public Stroke SmoothStroke(Stroke stroke)
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{
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if (stroke == null || stroke.StylusPoints.Count < 3)
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return stroke;
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var originalPoints = stroke.StylusPoints.ToList();
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var smoothedPoints = new List<StylusPoint>();
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// 检查采样率,如果点太少则使用不同的处理策略
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bool isLowSamplingRate = originalPoints.Count < 10; // 少于10个点认为是低采样率
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if (isLowSamplingRate)
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{
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// 低采样率情况下的特殊处理
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return HandleLowSamplingRateStroke(stroke);
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}
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// 第一步:手抖修正
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var shakeCorrectedPoints = ApplyShakeCorrection(originalPoints);
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// 第二步:基于速度和时间的加权平滑
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var velocityTimeWeightedPoints = ApplyVelocityTimeWeightedSmoothing(shakeCorrectedPoints);
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// 第三步:拐点检测和平滑
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var cornerSmoothedPoints = ApplyCornerSmoothing(velocityTimeWeightedPoints);
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// 第四步:点过滤和重采样(1像素级别)
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var filteredPoints = FilterAndResamplePoints(cornerSmoothedPoints);
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// 第五步:计算优化的控制点
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var controlPoints = CalculateOptimizedControlPoints(filteredPoints);
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// 第六步:生成1像素级别的平滑曲线点
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var curvePoints = GeneratePixelLevelCurvePoints(filteredPoints, controlPoints);
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// 第七步:修正收尾相连问题
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var fixedStylusPoints = FixEndToEndConnection(new StylusPointCollection(curvePoints));
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// 第八步:创建新的笔画
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var smoothedStroke = new Stroke(fixedStylusPoints)
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{
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DrawingAttributes = stroke.DrawingAttributes.Clone()
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};
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return smoothedStroke;
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}
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/// <summary>
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/// 检测并修正收尾相连问题
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/// </summary>
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private StylusPointCollection FixEndToEndConnection(StylusPointCollection points)
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{
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if (points.Count < 3) return points;
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var resultPoints = new StylusPointCollection();
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// 复制所有点
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foreach (var point in points)
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{
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resultPoints.Add(point);
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}
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// 检查首尾是否过于接近
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var firstPoint = resultPoints[0];
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var lastPoint = resultPoints[resultPoints.Count - 1];
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double endToEndDistance = GetDistance(firstPoint.ToPoint(), lastPoint.ToPoint());
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// 如果首尾距离太近,可能是收尾相连问题
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if (endToEndDistance < 3.0) // 降低阈值到3像素
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{
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// 移除最后一个点,避免收尾相连
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if (resultPoints.Count > 1)
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{
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resultPoints.RemoveAt(resultPoints.Count - 1);
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}
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}
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return resultPoints;
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}
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/// <summary>
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/// 过滤和重采样点(1像素级别优化)
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/// </summary>
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private List<StylusPoint> FilterAndResamplePoints(List<StylusPoint> points)
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{
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var filteredPoints = new List<StylusPoint>();
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if (points.Count == 0) return filteredPoints;
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// 添加第一个点
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filteredPoints.Add(points[0]);
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// 使用改进的移动平均来减少毛刺
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var smoothedPoints = new List<StylusPoint>();
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int windowSize = 5; // 增加窗口大小以获得更平滑的效果
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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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double distance = GetDistance(lastPoint.ToPoint(), currentPoint.ToPoint());
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// 如果距离太近,跳过(1像素级别)
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if (distance < MinPointDistance)
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continue;
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// 应用改进的移动平均平滑
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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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double totalWeight = 0;
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// 使用加权移动平均,中心点权重更高
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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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double weight = 1.0 - Math.Abs(j - (windowSize - 1) / 2.0) / (windowSize / 2.0);
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weight = Math.Max(0.1, weight); // 确保最小权重
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avgX += point.X * weight;
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avgY += point.Y * weight;
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avgPressure += point.PressureFactor * weight;
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totalWeight += weight;
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}
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avgX /= totalWeight;
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avgY /= totalWeight;
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avgPressure /= totalWeight;
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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(1像素级别精度)
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if (distance > MaxPointDistance)
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{
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int segments = Math.Max(2, (int)(distance / PixelLevelPrecision));
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for (int j = 1; j < segments; j++)
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{
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double ratio = (double)j / segments;
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var interpolatedPoint = InterpolatePoint(lastPoint, currentPoint, ratio);
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filteredPoints.Add(interpolatedPoint);
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}
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}
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filteredPoints.Add(currentPoint);
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}
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return filteredPoints;
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}
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/// <summary>
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/// 计算优化的控制点(改进拐点平滑)
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/// </summary>
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private List<Point> CalculateOptimizedControlPoints(List<StylusPoint> points)
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{
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var controlPoints = new List<Point>();
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if (points.Count < 2) return controlPoints;
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// 检查点密度,如果点太稀疏则使用更保守的控制点计算
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bool isSparsePoints = points.Count < 5;
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double tensionMultiplier = isSparsePoints ? 0.05 : 0.2; // 进一步减少张力
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double maxOffset = isSparsePoints ? 3.0 : 8.0; // 减少最大偏移
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for (int i = 0; i < points.Count; i++)
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{
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Point currentPoint = points[i].ToPoint();
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Point controlPoint;
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if (i == 0)
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{
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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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double distance = GetDistance(currentPoint, nextPoint);
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// 如果距离太远,使用更保守的控制点
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if (distance > 30.0) // 降低阈值
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{
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controlPoint = currentPoint; // 直接使用当前点作为控制点
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}
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else
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{
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// 使用更平滑的控制点计算
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double tension = Tension * tensionMultiplier * CornerSmoothingStrength;
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controlPoint = new Point(
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currentPoint.X + (nextPoint.X - currentPoint.X) * tension,
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currentPoint.Y + (nextPoint.Y - currentPoint.Y) * tension
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);
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}
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}
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else if (i == points.Count - 1)
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{
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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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double distance = GetDistance(currentPoint, prevPoint);
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// 如果距离太远,使用更保守的控制点
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if (distance > 30.0) // 降低阈值
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{
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controlPoint = currentPoint; // 直接使用当前点作为控制点
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}
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else
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{
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// 使用更平滑的控制点计算
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double tension = Tension * tensionMultiplier * CornerSmoothingStrength;
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controlPoint = new Point(
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currentPoint.X + (currentPoint.X - prevPoint.X) * tension,
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currentPoint.Y + (currentPoint.Y - prevPoint.Y) * tension
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);
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}
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}
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else
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{
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// 中间点的控制点(改进拐点平滑)
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Point prevPoint = points[i - 1].ToPoint();
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Point nextPoint = points[i + 1].ToPoint();
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// 检查前后点的距离,如果太远则使用更保守的方法
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double prevDistance = GetDistance(currentPoint, prevPoint);
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double nextDistance = GetDistance(currentPoint, nextPoint);
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if (prevDistance > 30.0 || nextDistance > 30.0) // 降低阈值
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{
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// 距离太远,使用线性插值作为控制点
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controlPoint = new Point(
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(prevPoint.X + nextPoint.X) / 2.0,
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(prevPoint.Y + nextPoint.Y) / 2.0
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);
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}
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else
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{
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// 计算改进的切线方向,使用更平滑的方法
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double tangentX = (nextPoint.X - prevPoint.X) * tensionMultiplier;
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double tangentY = (nextPoint.Y - prevPoint.Y) * tensionMultiplier;
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// 应用张力参数和拐点平滑,但限制最大偏移
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double offsetX = tangentX * Tension * CornerSmoothingStrength;
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double offsetY = tangentY * Tension * CornerSmoothingStrength;
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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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controlPoint = new Point(
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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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}
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controlPoints.Add(controlPoint);
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}
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return controlPoints;
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}
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/// <summary>
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/// 生成1像素级别的平滑曲线点
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/// </summary>
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private List<StylusPoint> GeneratePixelLevelCurvePoints(List<StylusPoint> points, List<Point> controlPoints)
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{
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var curvePoints = new List<StylusPoint>();
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if (points.Count < 2) return curvePoints;
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// 为每个线段生成贝塞尔曲线点
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for (int i = 0; i < points.Count - 1; i++)
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{
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var startPoint = points[i];
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var endPoint = points[i + 1];
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var startControl = controlPoints[i];
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var endControl = controlPoints[i + 1];
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// 计算1像素级别的步长
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double distance = GetDistance(startPoint.ToPoint(), endPoint.ToPoint());
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// 根据距离计算精确的步数,确保1像素级别精度
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int steps = Math.Max(1, (int)(distance / PixelLevelPrecision));
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// 限制最大步数以避免过度细分
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steps = Math.Min(steps, 50);
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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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{
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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,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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}
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return curvePoints;
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}
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/// <summary>
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/// 应用拐点平滑
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/// </summary>
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private List<StylusPoint> ApplyCornerSmoothing(List<StylusPoint> points)
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{
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if (points.Count < 3) return points;
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var smoothedPoints = new List<StylusPoint>();
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smoothedPoints.Add(points[0]); // 添加第一个点
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for (int i = 1; i < points.Count - 1; 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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// 计算角度变化
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double angle1 = Math.Atan2(curr.Y - prev.Y, curr.X - prev.X);
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double angle2 = Math.Atan2(next.Y - curr.Y, next.X - curr.X);
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double angleDiff = Math.Abs(angle2 - angle1);
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// 标准化角度差
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if (angleDiff > Math.PI) angleDiff = 2 * Math.PI - angleDiff;
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// 如果角度变化太大,认为是拐点
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if (angleDiff > Math.PI / 4) // 45度阈值
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{
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// 应用拐点平滑
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double smoothingFactor = CornerSmoothingStrength;
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double smoothedX = curr.X * (1.0 - smoothingFactor) +
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(prev.X + next.X) * 0.5 * smoothingFactor;
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double smoothedY = curr.Y * (1.0 - smoothingFactor) +
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(prev.Y + next.Y) * 0.5 * smoothingFactor;
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var smoothedPoint = new StylusPoint(smoothedX, smoothedY, curr.PressureFactor);
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smoothedPoints.Add(smoothedPoint);
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}
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else
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{
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smoothedPoints.Add(curr);
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}
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}
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smoothedPoints.Add(points[points.Count - 1]); // 添加最后一个点
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return smoothedPoints;
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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 Point CalculateBezierPoint(Point p0, Point p1, Point p2, Point 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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Point point = new Point();
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point.X = uuu * p0.X + 3 * uu * t * p1.X + 3 * u * tt * p2.X + ttt * p3.X;
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point.Y = uuu * p0.Y + 3 * uu * t * p1.Y + 3 * u * tt * p2.Y + ttt * p3.Y;
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return point;
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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 GetDistance(Point p1, Point p2)
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{
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return Math.Sqrt((p1.X - p2.X) * (p1.X - p2.X) + (p1.Y - p2.Y) * (p1.Y - p2.Y));
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}
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/// <summary>
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/// 插值两点间的点
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/// </summary>
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private StylusPoint InterpolatePoint(StylusPoint p1, StylusPoint p2, double ratio)
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{
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return new StylusPoint(
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p1.X + (p2.X - p1.X) * ratio,
|
|
p1.Y + (p2.Y - p1.Y) * ratio,
|
|
InterpolatePressure(p1.PressureFactor, p2.PressureFactor, ratio)
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 插值压感值
|
|
/// </summary>
|
|
private float InterpolatePressure(float p1, float p2, double 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>
|
|
/// 应用手抖修正
|
|
/// </summary>
|
|
private List<StylusPoint> ApplyShakeCorrection(List<StylusPoint> points)
|
|
{
|
|
if (points.Count < 3) return points;
|
|
|
|
var correctedPoints = new List<StylusPoint>();
|
|
correctedPoints.Add(points[0]); // 添加第一个点
|
|
|
|
for (int i = 1; i < points.Count - 1; i++)
|
|
{
|
|
var prev = points[i - 1];
|
|
var curr = points[i];
|
|
var next = points[i + 1];
|
|
|
|
// 计算当前点的预期位置(基于前后点的线性插值)
|
|
double expectedX = (prev.X + next.X) / 2.0;
|
|
double expectedY = (prev.Y + next.Y) / 2.0;
|
|
|
|
// 计算当前点与预期位置的偏差
|
|
double deviationX = Math.Abs(curr.X - expectedX);
|
|
double deviationY = Math.Abs(curr.Y - expectedY);
|
|
double deviation = Math.Sqrt(deviationX * deviationX + deviationY * deviationY);
|
|
|
|
// 如果偏差超过阈值,认为是手抖
|
|
double shakeThreshold = 3.0; // 降低手抖检测阈值
|
|
if (deviation > shakeThreshold)
|
|
{
|
|
// 应用手抖修正
|
|
double correctionFactor = ShakeCorrectionStrength;
|
|
double correctedX = curr.X + (expectedX - curr.X) * correctionFactor;
|
|
double correctedY = curr.Y + (expectedY - curr.Y) * correctionFactor;
|
|
|
|
// 保持压感值不变
|
|
var correctedPoint = new StylusPoint(correctedX, correctedY, curr.PressureFactor);
|
|
correctedPoints.Add(correctedPoint);
|
|
}
|
|
else
|
|
{
|
|
correctedPoints.Add(curr);
|
|
}
|
|
}
|
|
|
|
correctedPoints.Add(points[points.Count - 1]); // 添加最后一个点
|
|
return correctedPoints;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 应用基于速度和时间的加权平滑
|
|
/// </summary>
|
|
private List<StylusPoint> ApplyVelocityTimeWeightedSmoothing(List<StylusPoint> points)
|
|
{
|
|
if (points.Count < 3) return points;
|
|
|
|
var smoothedPoints = new List<StylusPoint>();
|
|
smoothedPoints.Add(points[0]); // 添加第一个点
|
|
|
|
// 计算每个点的速度和加速度
|
|
var velocities = new List<double>();
|
|
var accelerations = new List<double>();
|
|
var timeWeights = new List<double>();
|
|
|
|
for (int i = 1; i < points.Count; i++)
|
|
{
|
|
var prev = points[i - 1];
|
|
var curr = points[i];
|
|
|
|
// 计算速度(距离/时间,这里假设时间间隔为1)
|
|
double velocity = GetDistance(prev.ToPoint(), curr.ToPoint());
|
|
velocities.Add(velocity);
|
|
|
|
// 计算加速度
|
|
if (i > 1)
|
|
{
|
|
double prevVelocity = velocities[velocities.Count - 2];
|
|
double acceleration = velocity - prevVelocity;
|
|
accelerations.Add(acceleration);
|
|
}
|
|
|
|
// 计算时间权重(基于点的密度)
|
|
double timeWeight = 1.0;
|
|
if (i > 1)
|
|
{
|
|
// 如果点过于密集,增加时间权重
|
|
double avgDistance = velocity;
|
|
if (avgDistance < 1.0) // 降低阈值
|
|
{
|
|
timeWeight = 1.5; // 增加权重
|
|
}
|
|
else if (avgDistance > 15.0) // 降低阈值
|
|
{
|
|
timeWeight = 0.5; // 减少权重
|
|
}
|
|
}
|
|
timeWeights.Add(timeWeight);
|
|
}
|
|
|
|
// 应用加权平滑
|
|
for (int i = 1; i < points.Count - 1; i++)
|
|
{
|
|
var prev = points[i - 1];
|
|
var curr = points[i];
|
|
var next = points[i + 1];
|
|
|
|
// 计算速度权重
|
|
double velocityWeight = 1.0;
|
|
if (i < velocities.Count)
|
|
{
|
|
double velocity = velocities[i - 1];
|
|
// 速度越快,权重越大(更平滑)
|
|
velocityWeight = Math.Min(2.0, velocity / 8.0 + 0.5); // 调整参数
|
|
}
|
|
|
|
// 计算加速度权重
|
|
double accelerationWeight = 1.0;
|
|
if (i < accelerations.Count)
|
|
{
|
|
double acceleration = Math.Abs(accelerations[i - 1]);
|
|
// 加速度越大,权重越大(更平滑)
|
|
accelerationWeight = Math.Min(2.0, acceleration / 3.0 + 0.5); // 调整参数
|
|
}
|
|
|
|
// 获取时间权重
|
|
double timeWeight = timeWeights[i];
|
|
|
|
// 综合权重
|
|
double totalWeight = (velocityWeight * VelocityWeightedSmoothingStrength +
|
|
accelerationWeight * VelocityWeightedSmoothingStrength +
|
|
timeWeight * TimeWeightedSmoothingStrength) / 3.0;
|
|
|
|
// 应用加权平滑
|
|
double smoothedX = curr.X;
|
|
double smoothedY = curr.Y;
|
|
|
|
if (totalWeight > 1.0)
|
|
{
|
|
// 向相邻点加权平均
|
|
double weight = (totalWeight - 1.0) * 0.2; // 减少最大影响
|
|
smoothedX = curr.X * (1.0 - weight) + (prev.X + next.X) * 0.5 * weight;
|
|
smoothedY = curr.Y * (1.0 - weight) + (prev.Y + next.Y) * 0.5 * weight;
|
|
}
|
|
|
|
var smoothedPoint = new StylusPoint(smoothedX, smoothedY, curr.PressureFactor);
|
|
smoothedPoints.Add(smoothedPoint);
|
|
}
|
|
|
|
smoothedPoints.Add(points[points.Count - 1]); // 添加最后一个点
|
|
return smoothedPoints;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 处理低采样率笔画
|
|
/// </summary>
|
|
private Stroke HandleLowSamplingRateStroke(Stroke stroke)
|
|
{
|
|
var points = stroke.StylusPoints.ToList();
|
|
var resultPoints = new List<StylusPoint>();
|
|
|
|
// 对于低采样率,使用简单的线性插值而不是贝塞尔曲线
|
|
for (int i = 0; i < points.Count - 1; i++)
|
|
{
|
|
var currentPoint = points[i];
|
|
var nextPoint = points[i + 1];
|
|
|
|
// 添加当前点
|
|
resultPoints.Add(currentPoint);
|
|
|
|
// 计算两点间距离
|
|
double distance = GetDistance(currentPoint.ToPoint(), nextPoint.ToPoint());
|
|
|
|
// 如果距离太远,插入中间点(1像素级别)
|
|
if (distance > 15.0) // 降低阈值
|
|
{
|
|
int segments = Math.Max(2, Math.Min(8, (int)(distance / PixelLevelPrecision))); // 使用像素级别精度
|
|
for (int j = 1; j < segments; j++)
|
|
{
|
|
double ratio = (double)j / segments;
|
|
var interpolatedPoint = InterpolatePoint(currentPoint, nextPoint, ratio);
|
|
resultPoints.Add(interpolatedPoint);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 添加最后一个点
|
|
resultPoints.Add(points[points.Count - 1]);
|
|
|
|
// 应用轻微的手抖修正
|
|
var shakeCorrectedPoints = ApplyShakeCorrection(resultPoints);
|
|
|
|
// 修正收尾相连问题
|
|
var fixedStylusPoints = FixEndToEndConnection(new StylusPointCollection(shakeCorrectedPoints));
|
|
|
|
// 创建新的笔画
|
|
var smoothedStroke = new Stroke(fixedStylusPoints)
|
|
{
|
|
DrawingAttributes = stroke.DrawingAttributes.Clone()
|
|
};
|
|
|
|
return smoothedStroke;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 应用自适应平滑
|
|
/// </summary>
|
|
private void ApplyAdaptiveSmoothing(List<StylusPoint> points)
|
|
{
|
|
if (!EnableAdaptiveSmoothing || points.Count < 3)
|
|
return;
|
|
|
|
// 计算笔迹的速度变化
|
|
var speeds = new List<double>();
|
|
for (int i = 1; i < points.Count - 1; i++)
|
|
{
|
|
var prev = points[i - 1].ToPoint();
|
|
var curr = points[i].ToPoint();
|
|
var next = points[i + 1].ToPoint();
|
|
|
|
double speed1 = GetDistance(prev, curr);
|
|
double speed2 = GetDistance(curr, next);
|
|
double avgSpeed = (speed1 + speed2) / 2.0;
|
|
|
|
speeds.Add(avgSpeed);
|
|
}
|
|
|
|
// 根据速度调整平滑强度
|
|
if (speeds.Count > 0)
|
|
{
|
|
double avgSpeed = speeds.Average();
|
|
double maxSpeed = speeds.Max();
|
|
double minSpeed = speeds.Min();
|
|
|
|
// 速度变化越大,平滑强度越小
|
|
double speedVariation = (maxSpeed - minSpeed) / avgSpeed;
|
|
SmoothingStrength = Math.Max(0.1, Math.Min(0.9, SmoothingStrength * (1.0 - speedVariation * 0.3)));
|
|
}
|
|
}
|
|
}
|
|
} |