C# moving the mouse around realistically

I tried the arc calculation method, turned out to be far to complex and, in the end, it didn't look realistic. Straight lines look much more human, as JP suggests in his comment.

This is a function I wrote to calculate a linear mouse movement. Should be pretty self-explanatory. GetCursorPosition() and SetCursorPosition(Point) are wrappers around the win32 functions GetCursorPos and SetCursorPos.

As far as the math goes - technically, this is called Linear Interpolation of a line segment.

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);
}

I converted the WindMouse function mentioned earlier into C# and it is actually pretty realistic. Note that this is just a rough sample and does not use wrappers for GetCursorPos and SetCursorPos. I will be using the Windows Input Simulator wrappers.

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);
}

procedure WindMouse(xs, ys, xe, ye, gravity, wind, minWait, maxWait, maxStep, targetArea: extended);
var
  veloX, veloY, windX, windY, veloMag, dist, randomDist, lastDist, step: extended;
  lastX, lastY: integer;
  sqrt2, sqrt3, sqrt5: extended;
begin
  sqrt2:= sqrt(2);
  sqrt3:= sqrt(3);
  sqrt5:= sqrt(5);
  while hypot(xs - xe, ys - ye) > 1 do
  begin
    dist:= hypot(xs - xe, ys - ye);
    wind:= minE(wind, dist);
    if dist >= targetArea then
    begin
      windX:= windX / sqrt3 + (random(round(wind) * 2 + 1) - wind) / sqrt5;
      windY:= windY / sqrt3 + (random(round(wind) * 2 + 1) - wind) / sqrt5;
    end else
    begin
      windX:= windX / sqrt2;
      windY:= windY / sqrt2;
      if (maxStep < 3) then
      begin
        maxStep:= random(3) + 3.0;
      end else
      begin
        maxStep:= maxStep / sqrt5;
      end;
    end;
    veloX:= veloX + windX;
    veloY:= veloY + windY;
    veloX:= veloX + gravity * (xe - xs) / dist;
    veloY:= veloY + gravity * (ye - ys) / dist;
    if hypot(veloX, veloY) > maxStep then
    begin
      randomDist:= maxStep / 2.0 + random(round(maxStep) / 2);
      veloMag:= sqrt(veloX * veloX + veloY * veloY);
      veloX:= (veloX / veloMag) * randomDist;
      veloY:= (veloY / veloMag) * randomDist;
    end;
    lastX:= Round(xs);
    lastY:= Round(ys);
    xs:= xs + veloX;
    ys:= ys + veloY;
    if (lastX <> Round(xs)) or (lastY <> Round(ys)) then
      MoveMouse(Round(xs), Round(ys));
    step:= hypot(xs - lastX, ys - lastY);
    wait(round((maxWait - minWait) * (step / maxStep) + minWait));
    lastdist:= dist;
  end;
  if (Round(xe) <> Round(xs)) or (Round(ye) <> Round(ys)) then
    MoveMouse(Round(xe), Round(ye));
end;

{*******************************************************************************
procedure MMouse(x, y, rx, ry: integer);
By: Benland100
Description: Moves the mouse.
*******************************************************************************}
//Randomness is just added to the x,y. Might want to change that.
procedure MMouse(x, y, rx, ry: integer);
var
  cx, cy: integer;
  randSpeed: extended;
begin
  randSpeed:= (random(MouseSpeed) / 2.0 + MouseSpeed) / 10.0;
  if randSpeed = 0.0 then
    randSpeed := 0.1;
  getMousePos(cx,cy);
  X := x + random(rx);
  Y := y + random(ry);
  WindMouse(cx,cy,x,y,9.0,3.0,10.0/randSpeed,15.0/randSpeed,10.0*randSpeed,10.0*randSpeed);
end;

Here are some methods written in SCAR. Converting them C# shouldn't be too hard, these are quite realistic.

Tags:

C#

Mouse