Eri*_*bes 22
我尝试了弧计算方法,结果证明是复杂的,最后看起来并不现实.JP在他的评论中表示,直线看起来更加人性化.
这是我编写的用于计算线性鼠标移动的函数.应该是不言自明的.GetCursorPosition()和SetCursorPosition(Point)是win32函数GetCursorPos和SetCursorPos的包装器.
就数学而言 - 从技术上讲,这称为线段的线性插值.
public void LinearSmoothMove(Point newPosition, int steps) {
Point start = GetCursorPosition();
PointF iterPoint = start;
// Find the slope of the line segment defined by start and newPosition
PointF slope = new PointF(newPosition.X - start.X, newPosition.Y - start.Y);
// Divide by the number of steps
slope.X = slope.X / steps;
slope.Y = slope.Y / steps;
// Move the mouse to each iterative point.
for (int i = 0; i < steps; i++)
{
iterPoint = new PointF(iterPoint.X + slope.X, iterPoint.Y + slope.Y);
SetCursorPosition(Point.Round(iterPoint));
Thread.Sleep(MouseEventDelayMS);
}
// Move the mouse to the final destination.
SetCursorPosition(newPosition);
}
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我将WindMouse
前面提到的函数转换为C#,实际上非常逼真.请注意,这只是一个粗略的示例,并没有使用包装器GetCursorPos
和SetCursorPos
.我将使用Windows输入模拟器包装器.
static class SampleMouseMove {
static Random random = new Random();
static int mouseSpeed = 15;
static void Main(string[] args) {
MoveMouse(0, 0, 0, 0);
}
static void MoveMouse(int x, int y, int rx, int ry) {
Point c = new Point();
GetCursorPos(out c);
x += random.Next(rx);
y += random.Next(ry);
double randomSpeed = Math.Max((random.Next(mouseSpeed) / 2.0 + mouseSpeed) / 10.0, 0.1);
WindMouse(c.X, c.Y, x, y, 9.0, 3.0, 10.0 / randomSpeed,
15.0 / randomSpeed, 10.0 * randomSpeed, 10.0 * randomSpeed);
}
static void WindMouse(double xs, double ys, double xe, double ye,
double gravity, double wind, double minWait, double maxWait,
double maxStep, double targetArea) {
double dist, windX = 0, windY = 0, veloX = 0, veloY = 0, randomDist, veloMag, step;
int oldX, oldY, newX = (int)Math.Round(xs), newY = (int)Math.Round(ys);
double waitDiff = maxWait - minWait;
double sqrt2 = Math.Sqrt(2.0);
double sqrt3 = Math.Sqrt(3.0);
double sqrt5 = Math.Sqrt(5.0);
dist = Hypot(xe - xs, ye - ys);
while (dist > 1.0) {
wind = Math.Min(wind, dist);
if (dist >= targetArea) {
int w = random.Next((int)Math.Round(wind) * 2 + 1);
windX = windX / sqrt3 + (w - wind) / sqrt5;
windY = windY / sqrt3 + (w - wind) / sqrt5;
}
else {
windX = windX / sqrt2;
windY = windY / sqrt2;
if (maxStep < 3)
maxStep = random.Next(3) + 3.0;
else
maxStep = maxStep / sqrt5;
}
veloX += windX;
veloY += windY;
veloX = veloX + gravity * (xe - xs) / dist;
veloY = veloY + gravity * (ye - ys) / dist;
if (Hypot(veloX, veloY) > maxStep) {
randomDist = maxStep / 2.0 + random.Next((int)Math.Round(maxStep) / 2);
veloMag = Hypot(veloX, veloY);
veloX = (veloX / veloMag) * randomDist;
veloY = (veloY / veloMag) * randomDist;
}
oldX = (int)Math.Round(xs);
oldY = (int)Math.Round(ys);
xs += veloX;
ys += veloY;
dist = Hypot(xe - xs, ye - ys);
newX = (int)Math.Round(xs);
newY = (int)Math.Round(ys);
if (oldX != newX || oldY != newY)
SetCursorPos(newX, newY);
step = Hypot(xs - oldX, ys - oldY);
int wait = (int)Math.Round(waitDiff * (step / maxStep) + minWait);
Thread.Sleep(wait);
}
int endX = (int)Math.Round(xe);
int endY = (int)Math.Round(ye);
if (endX != newX || endY != newY)
SetCursorPos(endX, endY);
}
static double Hypot(double dx, double dy) {
return Math.Sqrt(dx * dx + dy * dy);
}
[DllImport("user32.dll")]
static extern bool SetCursorPos(int X, int Y);
[DllImport("user32.dll")]
public static extern bool GetCursorPos(out Point p);
}
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