Files
community/Ink Canvas/Helpers/AdvancedBezierSmoothing.cs
T
2025-07-21 16:00:31 +08:00

144 lines
5.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Ink;
using System.Windows.Input;
namespace Ink_Canvas.Helpers
{
/// <summary>
/// 适合手写/触摸的墨迹平滑方案:指数平滑+等距重采样+Catmull-Rom样条插值,防止自交和异常填充
/// </summary>
public class AdvancedBezierSmoothing
{
public double SmoothingStrength { get; set; } = 0.8;
public double ResampleInterval { get; set; } = 0.8;
public int InterpolationSteps { get; set; } = 64;
public Stroke SmoothStroke(Stroke stroke)
{
if (stroke == null || stroke.StylusPoints.Count < 2)
return stroke;
var originalPoints = stroke.StylusPoints.ToList();
var smoothedPoints = ApplyExponentialSmoothing(originalPoints, SmoothingStrength);
var resampledPoints = ResampleEquidistant(smoothedPoints, ResampleInterval);
var interpolatedPoints = SlidingBezierFit(resampledPoints, 4, 24);
var finalPoints = ApplyExponentialSmoothing(interpolatedPoints, 0.5); // 二次平滑
var ultraSmoothPoints = SlidingWindowSmooth(finalPoints, 7); // 滑动窗口平滑
var smoothedStroke = new Stroke(new StylusPointCollection(ultraSmoothPoints))
{
DrawingAttributes = stroke.DrawingAttributes.Clone()
};
return smoothedStroke;
}
private List<StylusPoint> ApplyExponentialSmoothing(List<StylusPoint> points, double alpha)
{
var result = new List<StylusPoint>();
if (points.Count == 0) return result;
result.Add(points[0]);
double lastX = points[0].X;
double lastY = points[0].Y;
float lastPressure = points[0].PressureFactor;
for (int i = 1; i < points.Count; i++)
{
var p = points[i];
lastX = alpha * p.X + (1 - alpha) * lastX;
lastY = alpha * p.Y + (1 - alpha) * lastY;
lastPressure = (float)(alpha * p.PressureFactor + (1 - alpha) * lastPressure);
if (lastPressure < 0.1f) lastPressure = 0.1f;
result.Add(new StylusPoint(lastX, lastY, lastPressure));
}
return result;
}
private List<StylusPoint> ResampleEquidistant(List<StylusPoint> points, double interval = 2.0)
{
var result = new List<StylusPoint>();
if (points.Count == 0) return result;
result.Add(points[0]);
double accumulated = 0;
for (int i = 1; i < points.Count; i++)
{
var prev = result.Last();
var curr = points[i];
double dx = curr.X - prev.X;
double dy = curr.Y - prev.Y;
double dist = Math.Sqrt(dx * dx + dy * dy);
if (dist + accumulated >= interval)
{
double t = (interval - accumulated) / dist;
double x = prev.X + t * dx;
double y = prev.Y + t * dy;
float pressure = (float)(prev.PressureFactor * (1 - t) + curr.PressureFactor * t);
if (pressure < 0.1f) pressure = 0.1f;
var newPoint = new StylusPoint(x, y, pressure);
result.Add(newPoint);
accumulated = 0;
i--; // 重新处理当前点
}
else
{
accumulated += dist;
}
}
return result;
}
private List<StylusPoint> SlidingBezierFit(List<StylusPoint> points, int window = 4, int steps = 24)
{
var result = new List<StylusPoint>();
if (points.Count < window) return points;
for (int i = 0; i <= points.Count - window; i++)
{
var p0 = points[i];
var p1 = points[i + 1];
var p2 = points[i + 2];
var p3 = points[i + 3];
for (int j = 0; j < steps; j++)
{
double t = (double)j / steps;
var pt = CubicBezier(p0, p1, p2, p3, t);
result.Add(pt);
}
}
// 保证最后一个点被包含
result.Add(points.Last());
return result;
}
private StylusPoint CubicBezier(StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3, double t)
{
double u = 1 - t;
double tt = t * t;
double uu = u * u;
double uuu = uu * u;
double ttt = tt * t;
double x = uuu * p0.X + 3 * uu * t * p1.X + 3 * u * tt * p2.X + ttt * p3.X;
double y = uuu * p0.Y + 3 * uu * t * p1.Y + 3 * u * tt * p2.Y + ttt * p3.Y;
float pressure = (float)(p1.PressureFactor * (1 - t) + p2.PressureFactor * t);
if (pressure < 0.1f) pressure = 0.1f;
return new StylusPoint(x, y, pressure);
}
private List<StylusPoint> SlidingWindowSmooth(List<StylusPoint> points, int window = 5)
{
var result = new List<StylusPoint>();
int half = window / 2;
for (int i = 0; i < points.Count; i++)
{
double sumX = 0, sumY = 0, sumP = 0;
int count = 0;
for (int j = Math.Max(0, i - half); j <= Math.Min(points.Count - 1, i + half); j++)
{
sumX += points[j].X;
sumY += points[j].Y;
sumP += points[j].PressureFactor;
count++;
}
result.Add(new StylusPoint(sumX / count, sumY / count, (float)(sumP / count)));
}
return result;
}
}
}