WPF+Canvas实现平滑笔迹的示例代码

Jacuqeline ·
更新时间:2024-09-20
· 1326 次阅读

目录

实现思路

实现效果

实现代码

实现思路

收集路径点集。

平均采样路径点集。

将路径点集转为 LineB

把 LineB 数据传给 Path

实现效果

实现代码

1)Vector2D.cs 代码如下

using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace WPFDevelopers.Samples.ExampleViews.CanvasHandWriting {     public class Vector2D     {         public double X { get; set; } = 0;         public double Y { get; set; } = 0;         /// <summary>         /// 向量的模         /// </summary>         public double Mold         {             get             {                 //自身各分量平方运算.                 double X = this.X * this.X;                 double Y = this.Y * this.Y;                 return Math.Sqrt(X + Y);//开根号,最终返回向量的长度/模/大小.             }         }         /// <summary>         /// 单位向量         /// </summary>         public Vector2D UnitVector         {             get             {                 double sumSquares = (X * X) + (Y * Y);                 return new Vector2D(X / Math.Sqrt(sumSquares), Y / Math.Sqrt(sumSquares));             }         }         public Vector2D()         {         }         public Vector2D(double x, double y)         {             X = x;             Y = y;         }         public Vector2D(System.Windows.Point point)         {             X = point.X;             Y = point.Y;         }         public void Offset(double angle, double distance, AngleType angleType = AngleType.Radian)         {             var vector2D = Vector2D.CalculateVectorOffset(this, angle, distance, angleType);             X = vector2D.X;             Y = vector2D.Y;         }         public void Rotate(double angle, Vector2D vectorCenter = null, AngleType angleType = AngleType.Radian)         {             vectorCenter = vectorCenter == null ? this : vectorCenter;             var vector2D = Vector2D.CalculateVectorRotation(this, vectorCenter, angle, angleType);             X = vector2D.X;             Y = vector2D.Y;         }         #region 静态方法         /// <summary>         /// 计算两个向量之间的距离         /// </summary>         public static double CalculateVectorDistance(Vector2D vector2DA, Vector2D vector2DB)         {             Vector2D vector2D = vector2DA - vector2DB;             return vector2D.Mold;         }         /// <summary>         /// 计算两点夹角,右侧X轴线为0度,向下为正,向上为负         /// </summary>         public static double IncludedAngleXAxis(Vector2D vector2DA, Vector2D vector2DB, AngleType angleType = AngleType.Radian)         {             double radian = Math.Atan2(vector2DB.Y - vector2DA.Y, vector2DB.X - vector2DA.X); //弧度:1.1071487177940904             return angleType == AngleType.Radian ? radian : ComputingHelper.RadianToAngle(radian);         }         /// <summary>         /// 计算两点夹角,下侧Y轴线为0度,向右为正,向左为负         /// </summary>         public static double IncludedAngleYAxis(Vector2D vector2DA, Vector2D vector2DB, AngleType angleType = AngleType.Radian)         {             double radian = Math.Atan2(vector2DB.X - vector2DA.X, vector2DB.Y - vector2DA.Y); //弧度:0.46364760900080609             return angleType == AngleType.Radian ? radian : ComputingHelper.RadianToAngle(radian);         }         /// <summary>         /// 偏移向量到指定角度,指定距离         /// </summary>         public static Vector2D CalculateVectorOffset(Vector2D vector2D, double angle, double distance, AngleType angleType = AngleType.Radian)         {             Vector2D pointVector2D = new Vector2D();             if (angleType == AngleType.Angle)             {                 angle = angle / (180 / Math.PI);//角度转弧度             }             double width = Math.Cos(Math.Abs(angle)) * distance;             double height = Math.Sin(Math.Abs(angle)) * distance;             if(angle <= Math.PI && angle >= 0)             //if (angle is <= Math.PI and >= 0)             {                 pointVector2D.X = vector2D.X - width;                 pointVector2D.Y = vector2D.Y - height;             }             if (angle >= (-Math.PI) && angle <= 0)             //if (angle is >= (-Math.PI) and <= 0)             {                 pointVector2D.X = vector2D.X - width;                 pointVector2D.Y = vector2D.Y + height;             }             return pointVector2D;         }         /// <summary>         /// 围绕一个中心点,旋转一个向量,相对旋转         /// </summary>         public static Vector2D CalculateVectorRotation(Vector2D vector2D, Vector2D vectorCenter, double radian, AngleType angleType = AngleType.Radian)         {             radian = angleType == AngleType.Radian ? radian : ComputingHelper.RadianToAngle(radian);             double x1 = (vector2D.X - vectorCenter.X) * Math.Sin(radian) + (vector2D.Y - vectorCenter.Y) * Math.Cos(radian) + vectorCenter.X;             double y1 = -(vector2D.X - vectorCenter.X) * Math.Cos(radian) + (vector2D.Y - vectorCenter.Y) * Math.Sin(radian) + vectorCenter.Y;             return new Vector2D(x1, y1);         }         public static Vector2D CalculateVectorCenter(Vector2D vector2DA, Vector2D vector2DB)         {             return new Vector2D((vector2DA.X + vector2DB.X) / 2, (vector2DA.Y + vector2DB.Y) / 2);         }         /// <summary>         /// 判断坐标点是否在多边形区域内,射线法         /// </summary>         public static bool IsPointPolygonalArea(Vector2D vector2D, List<Vector2D> aolygonaArrayList)         {             var N = aolygonaArrayList.Count;             var boundOrVertex = true; //如果点位于多边形的顶点或边上,也算做点在多边形内,直接返回true             var crossNumber = 0; //x的交叉点计数             var precision = 2e-10; //浮点类型计算时候与0比较时候的容差             Vector2D p1, p2; //neighbour bound vertices             var p = vector2D; //测试点             p1 = aolygonaArrayList[0]; //left vertex                     for (var i = 1; i <= N; ++i)             {                 //check all rays                             if (p.X.Equals(p1.X) && p.Y.Equals(p1.Y))                 {                     return boundOrVertex; //p is an vertex                 }                 p2 = aolygonaArrayList[i % N]; //right vertex                             if (p.X < Math.Min(p1.X, p2.X) || p.X > Math.Max(p1.X, p2.X))                 {                     //ray is outside of our interests                                     p1 = p2;                     continue; //next ray left point                 }                 if (p.X > Math.Min(p1.X, p2.X) && p.X < Math.Max(p1.X, p2.X))                 {                     //ray is crossing over by the algorithm (common part of)                     if (p.Y <= Math.Max(p1.Y, p2.Y))                     {                         //x is before of ray                                             if (p1.X == p2.X && p.Y >= Math.Min(p1.Y, p2.Y))                         {                             //overlies on a horizontal ray                             return boundOrVertex;                         }                         if (p1.Y == p2.Y)                         {                             //ray is vertical                                                     if (p1.Y == p.Y)                             {                                 //overlies on a vertical ray                                 return boundOrVertex;                             }                             else                             {                                 //before ray                                 ++crossNumber;                             }                         }                         else                         {                             //cross point on the left side                                                     var xinters =                                 (p.X - p1.X) * (p2.Y - p1.Y) / (p2.X - p1.X) +                                 p1.Y; //cross point of Y                                                     if (Math.Abs(p.Y - xinters) < precision)                             {                                 //overlies on a ray                                 return boundOrVertex;                             }                             if (p.Y < xinters)                             {                                 //before ray                                 ++crossNumber;                             }                         }                     }                 }                 else                 {                     //special case when ray is crossing through the vertex                                     if (p.X == p2.X && p.Y <= p2.Y)                     {                         //p crossing over p2                                             var p3 = aolygonaArrayList[(i + 1) % N]; //next vertex                                             if (p.X >= Math.Min(p1.X, p3.X) && p.X <= Math.Max(p1.X, p3.X))                         {                             //p.X lies between p1.X & p3.X                             ++crossNumber;                         }                         else                         {                             crossNumber += 2;                         }                     }                 }                 p1 = p2; //next ray left point             }             if (crossNumber % 2 == 0)             {                 //偶数在多边形外                 return false;             }             else             {                 //奇数在多边形内                 return true;             }         }         /// <summary>         /// 判断一个点是否在一条边内         /// </summary>         public static bool IsPointEdge(Vector2D point, Vector2D startPoint, Vector2D endPoint)         {             return (point.X - startPoint.X) * (endPoint.Y - startPoint.Y) == (endPoint.X - startPoint.X) * (point.Y - startPoint.Y)                 && Math.Min(startPoint.X, endPoint.X) <= point.X && point.X <= Math.Max(startPoint.X, endPoint.X)                 && Math.Min(startPoint.Y, endPoint.Y) <= point.Y && point.Y <= Math.Max(startPoint.Y, endPoint.Y);         }         #endregion 静态方法         #region 运算符重载         /// <summary>         /// 重载运算符,和运算,可以用来计算两向量距离         /// </summary>         public static Vector2D operator +(Vector2D vector2DA, Vector2D vector2DB)         {             Vector2D vector2D = new Vector2D();             vector2D.X = vector2DA.X + vector2DB.X;             vector2D.Y = vector2DA.Y + vector2DB.Y;             return vector2D;         }         /// <summary>         /// 重载运算符,差运算,可以用来计算两向量距离         /// </summary>         public static Vector2D operator -(Vector2D vector2DA, Vector2D vector2DB)         {             Vector2D vector2D = new Vector2D();             vector2D.X = vector2DA.X - vector2DB.X;             vector2D.Y = vector2DA.Y - vector2DB.Y;             return vector2D;         }         /// <summary>         /// 重载运算符,差运算,可以用来计算两向量距离         /// </summary>         public static Vector2D operator -(Vector2D vector2D, double _float)         {             return new Vector2D(vector2D.X - _float, vector2D.Y - _float);         }         /// <summary>         /// 重载运算符,点积运算,可以用来计算两向量夹角         /// </summary>         public static double operator *(Vector2D vector2DA, Vector2D vector2DB)         {             return (vector2DA.X * vector2DB.X) + (vector2DA.Y * vector2DB.Y);         }         public static double operator *(Vector2D vector2D, double _float)         {             return (vector2D.X * _float) + (vector2D.Y * _float);         }         /// <summary>         /// 重载运算符,点积运算,可以用来计算两向量夹角         /// </summary>         public static double operator /(Vector2D vector2D, double para)         {             return (vector2D.X / para) + (vector2D.Y / para);         }         /// <summary>         /// 重载运算符         /// </summary>         public static bool operator >=(Vector2D vector2D, double para)         {             if (vector2D.Mold >= para)             {                 return true;             }             else             {                 return false;             }         }         public static bool operator <=(Vector2D vector2D, double para)         {             if (vector2D.Mold <= para)             {                 return true;             }             else             {                 return false;             }         }         public static bool operator >(Vector2D vector2D, double para)         {             if (vector2D.Mold > para)             {                 return true;             }             else             {                 return false;             }         }         public static bool operator <(Vector2D vector2D, double para)         {             if (vector2D.Mold < para)             {                 return true;             }             else             {                 return false;             }         }         #endregion 运算符重载         #region 隐式转换         /// <summary>         /// 重载隐式转换,可以直接使用Point         /// </summary>         /// <param name="v"></param>         public static implicit operator Vector2D(System.Windows.Point v)//隐式转换         {             return new Vector2D(v.X, v.Y);         }         /// <summary>         /// 重载隐式转换,可以直接使用Point         /// </summary>         /// <param name="v"></param>         public static implicit operator System.Windows.Point(Vector2D v)//隐式转换         {             return new System.Windows.Point(v.X, v.Y);         }         /// <summary>         /// 重载隐式转换,可以直接使用double         /// </summary>         /// <param name="v"></param>         public static implicit operator Vector2D(double v)//隐式转换         {             return new Vector2D(v, v);         }         #endregion 隐式转换         #region ToString         public override string ToString()         {             return X.ToString() + "," + Y.ToString();         }         public string ToString(string symbol)         {             return X.ToString() + symbol + Y.ToString();         }         public string ToString(string sender, string symbol)         {             return X.ToString(sender) + symbol + Y.ToString(sender);         }         #endregion     }     public enum AngleType      {         Angle,         Radian     } }

2)ComputingHelper.cs 代码如下

using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace WPFDevelopers.Samples.ExampleViews.CanvasHandWriting {     public static class ComputingHelper     {         public static double AngleToRadian(double angle)         {             return angle * (Math.PI / 180);         }         public static double RadianToAngle(double radian)         {             return radian * (180 / Math.PI);         }         /// <summary>         /// 将一个值从一个范围映射到另一个范围         /// </summary>         public static double RangeMapping(double inputValue, double enterLowerLimit, double enterUpperLimit, double outputLowerLimit, double OutputUpperLimit, CurveType curveType = CurveType.None)         {             var percentage = (enterUpperLimit - inputValue) / (enterUpperLimit - enterLowerLimit);             switch (curveType)             {                 case CurveType.Sine:                     percentage = Math.Sin(percentage);                     break;                 case CurveType.CoSine:                     percentage = Math.Cos(percentage);                     break;                 case CurveType.Tangent:                     percentage = Math.Tan(percentage);                     break;                 case CurveType.Cotangent:                     percentage = Math.Atan(percentage);                     break;                 default:                     break;             }             double outputValue = OutputUpperLimit - ((OutputUpperLimit - outputLowerLimit) * percentage);             return outputValue;         }         public static string ByteToKB(double _byte)         {             List<string> unit = new List<string>() { "B", "KB", "MB", "GB", "TB", "P", "PB" };             int i = 0;             while (_byte > 1024)             {                 _byte /= 1024;                 i++;             }             _byte = Math.Round(_byte, 3);//保留三位小数             return _byte + unit[i];         }         /// <summary>         /// 缩短一个数组,对其进行平均采样         /// </summary>         public static double[] AverageSampling(double[] sourceArray, int number)         {             if (sourceArray.Length <= number)             {                 return sourceArray;                 //throw new Exception("新的数组必须比原有的要小!");             }             double[] arrayList = new double[number];             double stride = (double)sourceArray.Length / number;             for (int i = 0, jIndex = 0; i < number; i++, jIndex++)             {                 double strideIncrement = i * stride;                 strideIncrement = Math.Round(strideIncrement, 6);                 double sum = 0;                 int firstIndex = (int)(strideIncrement);                 double firstDecimal = strideIncrement - firstIndex;                 int tailIndex = (int)(strideIncrement + stride);                 double tailDecimal = (strideIncrement + stride) - tailIndex;                 if (firstDecimal != 0)                     sum += sourceArray[firstIndex] * (1 - firstDecimal);                 if (tailDecimal != 0 && tailIndex != sourceArray.Length)                     sum += sourceArray[tailIndex] * (tailDecimal);                 int startIndex = firstDecimal == 0 ? firstIndex : firstIndex + 1;                 int endIndex = tailIndex;                 for (int j = startIndex; j < endIndex; j++)                     sum += sourceArray[j];                 arrayList[jIndex] = sum / stride;             }             return arrayList;         }         public static List<Vector2D> AverageSampling(List<Vector2D> sourceArray, int number)         {             if (sourceArray.Count <= number - 2)             {                 return sourceArray;             }             double[] x = new double[sourceArray.Count];             double[] y = new double[sourceArray.Count];             for (int i = 0; i < sourceArray.Count; i++)             {                 x[i] = sourceArray[i].X;                 y[i] = sourceArray[i].Y;             }             double[] X = AverageSampling(x, number - 2);             double[] Y = AverageSampling(y, number - 2);             List<Vector2D> arrayList = new List<Vector2D>();             for (int i = 0; i < number - 2; i++)             {                 arrayList.Add(new Vector2D(X[i], Y[i]));             }             arrayList.Insert(0, sourceArray[0]);//添加首             arrayList.Add(sourceArray[sourceArray.Count - 1]);//添加尾             return arrayList;         }     }     public enum CurveType      {         Sine,         CoSine,         Tangent,         Cotangent,         None     } }

3)LineB.cs 代码如下

using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Media; namespace WPFDevelopers.Samples.ExampleViews.CanvasHandWriting {     public class LineB     {         private List<Vector2D> _vector2DList = new List<Vector2D>();         public List<Vector2D> Vector2DList         {             get { return _vector2DList; }             set             {                 _vector2DList = value;             }         }         private List<BezierCurve> _bezierCurveList = new List<BezierCurve>();         public List<BezierCurve> BezierCurveList         {             get { return _bezierCurveList; }             private set { _bezierCurveList = value; }         }         private double _tension = 0.618;         public double Tension         {             get { return _tension; }             set             {                 _tension = value;                 if (_tension > 10)                     _tension = 10;                 if (_tension < 0)                     _tension = 0;             }         }         private bool _isClosedCurve = true;         public bool IsClosedCurve         {             get { return _isClosedCurve; }             set { _isClosedCurve = value; }         }         private string _pathData = string.Empty;         public string PathData         {             get             {                 if (_pathData == string.Empty)                 {                     _pathData = Vector2DToBezierCurve();                 }                 return _pathData;             }         }         private string Vector2DToBezierCurve()          {             if (Vector2DList.Count < 3)                 return string.Empty;             BezierCurveList.Clear();             for (int i = 0; i < Vector2DList.Count; i++)             {                 int pointTwoIndex = i + 1 < Vector2DList.Count ? i + 1 : 0;                 int pointThreeIndex = i + 2 < Vector2DList.Count ? i + 2 : i + 2 - Vector2DList.Count;                 Vector2D vector2D1 = Vector2DList[i];                 Vector2D vector2D2 = Vector2DList[pointTwoIndex];                 Vector2D vector2D3 = Vector2DList[pointThreeIndex];                 Vector2D startVector2D = Vector2D.CalculateVectorCenter(vector2D1, vector2D2);                 double startAngle = Vector2D.IncludedAngleXAxis(vector2D1, vector2D2);                 double startDistance = Vector2D.CalculateVectorDistance(startVector2D, vector2D2) * (1 - Tension);                 Vector2D startControlPoint = Vector2D.CalculateVectorOffset(vector2D2, startAngle, startDistance);                 Vector2D endVector2D = Vector2D.CalculateVectorCenter(vector2D2, vector2D3);                 double endAngle = Vector2D.IncludedAngleXAxis(endVector2D, vector2D2);                 double endDistance = Vector2D.CalculateVectorDistance(endVector2D, vector2D2) * (1 - Tension);                 Vector2D endControlPoint = Vector2D.CalculateVectorOffset(endVector2D, endAngle, endDistance);                 BezierCurve bezierCurve = new BezierCurve();                 bezierCurve.StartVector2D = startVector2D;                 bezierCurve.StartControlPoint = startControlPoint;                 bezierCurve.EndVector2D = endVector2D;                 bezierCurve.EndControlPoint = endControlPoint;                 BezierCurveList.Add(bezierCurve);             }             if (!IsClosedCurve)             {                 BezierCurveList[0].StartVector2D = Vector2DList[0];                 BezierCurveList.RemoveAt(BezierCurveList.Count - 1);                 BezierCurveList[BezierCurveList.Count - 1].EndVector2D = Vector2DList[Vector2DList.Count - 1];                 BezierCurveList[BezierCurveList.Count - 1].EndControlPoint = BezierCurveList[BezierCurveList.Count - 1].EndVector2D;             }             string path = $"M {BezierCurveList[0].StartVector2D.ToString()} ";             foreach (var item in BezierCurveList)             {                 path += $"C {item.StartControlPoint.ToString(" ")},{item.EndControlPoint.ToString(" ")},{item.EndVector2D.ToString(" ")} ";             }             return path;         }         public LineB()         {         }         public LineB(List<Vector2D> verVector2DList, bool isClosedCurve = true)         {             this.Vector2DList = verVector2DList;             this.IsClosedCurve = isClosedCurve;         }         /// <summary>         /// 重载隐式转换,可以直接使用Point         /// </summary>         /// <param name="v"></param>         public static implicit operator Geometry(LineB lineB)//隐式转换         {             return Geometry.Parse(lineB.PathData);         }     }     public class BezierCurve     {         private Vector2D _startVector2D = new Vector2D(0, 0);         public Vector2D StartVector2D         {             get { return _startVector2D; }             set { _startVector2D = value; }         }         private Vector2D _startControlPoint = new Vector2D(0, 100);         public Vector2D StartControlPoint         {             get { return _startControlPoint; }             set { _startControlPoint = value; }         }         private Vector2D _endControlPoint = new Vector2D(100, 0);         public Vector2D EndControlPoint         {             get { return _endControlPoint; }             set { _endControlPoint = value; }         }         private Vector2D _endVector2D = new Vector2D(100, 100);         public Vector2D EndVector2D         {             get { return _endVector2D; }             set { _endVector2D = value; }         }     } }

4)CanvasHandWritingExample.xaml 代码如下

<UserControl x:Class="WPFDevelopers.Samples.ExampleViews.CanvasHandWriting.CanvasHandWritingExample"              xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"              xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"              xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"               xmlns:d="http://schemas.microsoft.com/expression/blend/2008"               xmlns:local="clr-namespace:WPFDevelopers.Samples.ExampleViews.CanvasHandWriting"              mc:Ignorable="d"               d:DesignHeight="450" d:DesignWidth="800">     <UserControl.Resources>         <Style TargetType="{x:Type TextBlock}">             <Setter Property="Foreground" Value="{StaticResource PrimaryTextSolidColorBrush}" />         </Style>     </UserControl.Resources>     <Grid>         <Grid.RowDefinitions>             <RowDefinition Height="auto"/>             <RowDefinition/>         </Grid.RowDefinitions>         <StackPanel Orientation="Horizontal" Margin="4">             <TextBlock Text="张力:" VerticalAlignment="Center"/>             <TextBox Text="{Binding Tension,RelativeSource={RelativeSource AncestorType=local:CanvasHandWritingExample}}"/>             <Slider Width="100" SmallChange="0.01"                      Value="{Binding Tension,RelativeSource={RelativeSource AncestorType=local:CanvasHandWritingExample}}" Maximum="1"                      VerticalAlignment="Center"                      Margin="5,0"/>             <TextBlock  Text="平滑采样:" VerticalAlignment="Center"/>             <TextBox Text="{Binding SmoothSampling,RelativeSource={RelativeSource AncestorType=local:CanvasHandWritingExample}}"                      Margin="5,0"/>             <Slider Value="{Binding SmoothSampling,RelativeSource={RelativeSource AncestorType=local:CanvasHandWritingExample}}"                     Width="100"                      VerticalAlignment="Center"                      SmallChange="0.01" Maximum="1"                      TickFrequency="0.1"/>             <CheckBox Content="橡皮擦"                        VerticalAlignment="Center"                       Margin="5,0"                       IsChecked="{Binding IsEraser,RelativeSource={RelativeSource AncestorType=local:CanvasHandWritingExample}}"/>             <Button Content="清空画布" Click="btnClertCanvas_Click"/>         </StackPanel>         <Canvas x:Name="drawingCanvas"                  Grid.Row="1" Background="Black"                  PreviewMouseLeftButtonDown="DrawingCanvas_PreviewMouseLeftButtonDown"                 PreviewMouseMove="DrawingCanvas_PreviewMouseMove"                 PreviewMouseLeftButtonUp="DrawingCanvas_PreviewMouseLeftButtonUp"/>     </Grid> </UserControl>

5)CanvasHandWritingExample.xaml.cs 代码如下

using System; using System.Collections.Generic; using System.Threading; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; using System.Windows.Input; using System.Windows.Media; using System.Windows.Shapes; namespace WPFDevelopers.Samples.ExampleViews.CanvasHandWriting {     /// <summary>     ///     CanvasHandWritingExample.xaml 的交互逻辑     /// </summary>     public partial class CanvasHandWritingExample : UserControl     {         public static readonly DependencyProperty TensionProperty =             DependencyProperty.Register("Tension", typeof(double), typeof(CanvasHandWritingExample),                 new PropertyMetadata(0.618));         public static readonly DependencyProperty SmoothSamplingProperty =             DependencyProperty.Register("SmoothSampling", typeof(double), typeof(CanvasHandWritingExample),                 new UIPropertyMetadata(OnSmoothSamplingChanged));         public static readonly DependencyProperty IsEraserProperty =             DependencyProperty.Register("IsEraser", typeof(bool), typeof(CanvasHandWritingExample),                 new PropertyMetadata(false));         private readonly Dictionary<Path, List<Vector2D>> _PathVector2DDictionary ;         volatile bool _IsStart = false;         Path _DrawingPath = default;         private static void OnSmoothSamplingChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)         {             var mWindow = (CanvasHandWritingExample)d;             foreach (var item in mWindow._PathVector2DDictionary.Keys)             {                 mWindow.DrawLine(item);             }         }         public CanvasHandWritingExample()         {             InitializeComponent();             _PathVector2DDictionary = new Dictionary<Path, List<Vector2D>>();             SmoothSampling = 0.8;         }         private void DrawingCanvas_PreviewMouseLeftButtonDown(object sender, MouseButtonEventArgs e)         {             _IsStart = true;             _DrawingPath = new Path()             {                 StrokeDashCap = PenLineCap.Round,                 StrokeStartLineCap = PenLineCap.Round,                 StrokeEndLineCap = PenLineCap.Round,                 StrokeLineJoin = PenLineJoin.Round,             };             if (IsEraser)             {                 _DrawingPath.Stroke = new SolidColorBrush(Colors.Black);                 _DrawingPath.StrokeThickness = 40;             }             else             {                 var random = new Random();                 var strokeBrush = new SolidColorBrush(Color.FromRgb((byte)random.Next(200, 255), (byte)random.Next(0, 255), (byte)random.Next(0, 255)));                 _DrawingPath.Stroke = strokeBrush;                 _DrawingPath.StrokeThickness = 10;             }             _PathVector2DDictionary.Add(_DrawingPath, new List<Vector2D>());             drawingCanvas.Children.Add(_DrawingPath);         }         private void DrawingCanvas_PreviewMouseLeftButtonUp(object sender, MouseButtonEventArgs e)         {             _IsStart = false;             _DrawingPath = default;         }         private void DrawingCanvas_PreviewMouseMove(object sender, MouseEventArgs e)         {             if (!_IsStart)                 return;             if (_DrawingPath is null)                 return;             Vector2D currenPoint = e.GetPosition(drawingCanvas);             if (currenPoint.X < 0 || currenPoint.Y < 0)                 return;             if (currenPoint.X > drawingCanvas.ActualWidth || currenPoint.Y > drawingCanvas.ActualHeight)                 return;             if (_PathVector2DDictionary[_DrawingPath].Count > 0)             {                 if (Vector2D.CalculateVectorDistance(currenPoint, _PathVector2DDictionary[_DrawingPath][_PathVector2DDictionary[_DrawingPath].Count - 1]) > 1)                     _PathVector2DDictionary[_DrawingPath].Add(e.GetPosition(drawingCanvas));             }             else                 _PathVector2DDictionary[_DrawingPath].Add(e.GetPosition(drawingCanvas));             DrawLine(_DrawingPath);         }         public double Tension         {             get => (double)GetValue(TensionProperty);             set => SetValue(TensionProperty, value);         }         public double SmoothSampling         {             get => (double)GetValue(SmoothSamplingProperty);             set => SetValue(SmoothSamplingProperty, value);         }         public bool IsEraser         {             get => (bool)GetValue(IsEraserProperty);             set => SetValue(IsEraserProperty, value);         }         private void DrawLine(Path path)         {             if (_PathVector2DDictionary[path].Count > 2)             {                 var pathVector2Ds = _PathVector2DDictionary[path];                 var smoothNum = (int)(_PathVector2DDictionary[path].Count * SmoothSampling);                 if (smoothNum > 1)                     pathVector2Ds = ComputingHelper.AverageSampling(_PathVector2DDictionary[path], smoothNum);                 var lineB = new LineB(pathVector2Ds, false);                 lineB.Tension = Tension;                 path.Data = lineB;             }         }         private void btnClertCanvas_Click(object sender, RoutedEventArgs e)         {             drawingCanvas.Children.Clear();             _PathVector2DDictionary.Clear();         }     } }

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示例 平滑 wpf canvas

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