// <copyright file="Window.cs" company="Math.NET">
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// Math.NET Numerics, part of the Math.NET Project
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// http://numerics.mathdotnet.com
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// http://github.com/mathnet/mathnet-numerics
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//
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// Copyright (c) 2009-2013 Math.NET
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the "Software"), to deal in the Software without
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// restriction, including without limitation the rights to use,
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// copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following
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// conditions:
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//
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// The above copyright notice and this permission notice shall be
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// included in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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// </copyright>
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using System;
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namespace IStation.Numerics
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{
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public static class Window
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{
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/// <summary>
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/// Hamming window. Named after Richard Hamming.
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/// Symmetric version, useful e.g. for filter design purposes.
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/// </summary>
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public static double[] Hamming(int width)
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{
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const double a = 0.53836;
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const double b = -0.46164;
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double phaseStep = (2.0*Math.PI)/(width - 1.0);
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = a + b*Math.Cos(i*phaseStep);
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}
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return w;
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}
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/// <summary>
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/// Hamming window. Named after Richard Hamming.
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/// Periodic version, useful e.g. for FFT purposes.
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/// </summary>
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public static double[] HammingPeriodic(int width)
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{
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const double a = 0.53836;
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const double b = -0.46164;
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double phaseStep = (2.0*Math.PI)/width;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = a + b*Math.Cos(i*phaseStep);
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}
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return w;
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}
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/// <summary>
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/// Hann window. Named after Julius von Hann.
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/// Symmetric version, useful e.g. for filter design purposes.
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/// </summary>
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public static double[] Hann(int width)
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{
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double phaseStep = (2.0*Math.PI)/(width - 1.0);
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = 0.5 - 0.5*Math.Cos(i*phaseStep);
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}
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return w;
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}
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/// <summary>
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/// Hann window. Named after Julius von Hann.
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/// Periodic version, useful e.g. for FFT purposes.
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/// </summary>
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public static double[] HannPeriodic(int width)
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{
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double phaseStep = (2.0*Math.PI)/width;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = 0.5 - 0.5*Math.Cos(i*phaseStep);
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}
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return w;
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}
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/// <summary>
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/// Cosine window.
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/// Symmetric version, useful e.g. for filter design purposes.
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/// </summary>
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public static double[] Cosine(int width)
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{
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double phaseStep = Math.PI/(width - 1.0);
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = Math.Sin(i*phaseStep);
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}
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return w;
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}
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/// <summary>
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/// Cosine window.
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/// Periodic version, useful e.g. for FFT purposes.
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/// </summary>
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public static double[] CosinePeriodic(int width)
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{
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double phaseStep = Math.PI/width;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = Math.Sin(i*phaseStep);
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}
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return w;
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}
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/// <summary>
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/// Lanczos window.
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/// Symmetric version, useful e.g. for filter design purposes.
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/// </summary>
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public static double[] Lanczos(int width)
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{
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double phaseStep = 2.0/(width - 1.0);
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = Trig.Sinc(i*phaseStep - 1.0);
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}
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return w;
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}
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/// <summary>
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/// Lanczos window.
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/// Periodic version, useful e.g. for FFT purposes.
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/// </summary>
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public static double[] LanczosPeriodic(int width)
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{
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double phaseStep = 2.0/width;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = Trig.Sinc(i*phaseStep - 1.0);
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}
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return w;
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}
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/// <summary>
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/// Gauss window.
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/// </summary>
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public static double[] Gauss(int width, double sigma)
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{
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double a = (width - 1)/2.0;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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double exponent = (i - a)/(sigma*a);
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w[i] = Math.Exp(-0.5*exponent*exponent);
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}
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return w;
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}
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/// <summary>
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/// Blackman window.
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/// </summary>
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public static double[] Blackman(int width)
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{
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const double alpha = 0.16;
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const double a = 0.5 - 0.5*alpha;
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const double b = 0.5*alpha;
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int last = width - 1;
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double c = 2.0*Math.PI/last;
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double d = 2.0*c;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = a
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- 0.5*Math.Cos(i*c)
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+ b*Math.Cos(i*d);
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}
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return w;
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}
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/// <summary>
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/// Blackman-Harris window.
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/// </summary>
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public static double[] BlackmanHarris(int width)
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{
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const double a = 0.35875;
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const double b = -0.48829;
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const double c = 0.14128;
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const double d = -0.01168;
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int last = width - 1;
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double e = 2.0*Math.PI/last;
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double f = 2.0*e;
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double g = 3.0*e;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = a
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+ b*Math.Cos(e*i)
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+ c*Math.Cos(f*i)
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+ d*Math.Cos(g*i);
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}
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return w;
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}
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/// <summary>
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/// Blackman-Nuttall window.
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/// </summary>
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public static double[] BlackmanNuttall(int width)
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{
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const double a = 0.3635819;
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const double b = -0.4891775;
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const double c = 0.1365995;
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const double d = -0.0106411;
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int last = width - 1;
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double e = 2.0*Math.PI/last;
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double f = 2.0*e;
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double g = 3.0*e;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = a
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+ b*Math.Cos(e*i)
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+ c*Math.Cos(f*i)
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+ d*Math.Cos(g*i);
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}
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return w;
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}
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/// <summary>
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/// Bartlett window.
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/// </summary>
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public static double[] Bartlett(int width)
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{
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int last = width - 1;
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double a = 2.0/last;
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double b = last/2.0;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = a*(b - Math.Abs(i - b));
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}
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return w;
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}
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/// <summary>
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/// Bartlett-Hann window.
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/// </summary>
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public static double[] BartlettHann(int width)
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{
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const double a = 0.62;
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const double b = -0.48;
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const double c = -0.38;
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int last = width - 1;
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double d = 1.0/last;
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double e = 2.0*Math.PI/last;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = a
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+ b*Math.Abs(i*d - 0.5)
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+ c*Math.Cos(i*e);
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}
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return w;
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}
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/// <summary>
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/// Nuttall window.
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/// </summary>
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public static double[] Nuttall(int width)
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{
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const double a = 0.355768;
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const double b = -0.487396;
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const double c = 0.144232;
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const double d = -0.012604;
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int last = width - 1;
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double e = 2.0*Math.PI/last;
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double f = 2.0*e;
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double g = 3.0*e;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = a
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+ b*Math.Cos(e*i)
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+ c*Math.Cos(f*i)
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+ d*Math.Cos(g*i);
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}
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return w;
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}
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/// <summary>
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/// Flat top window.
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/// </summary>
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public static double[] FlatTop(int width)
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{
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const double a = 1.0;
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const double b = -1.93;
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const double c = 1.29;
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const double d = -0.388;
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const double e = 0.032;
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int last = width - 1;
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double f = 2.0*Math.PI/last;
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double g = 2.0*f;
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double h = 3.0*f;
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double k = 4.0*f;
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double[] w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = a
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+ b*Math.Cos(f*i)
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+ c*Math.Cos(g*i)
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+ d*Math.Cos(h*i)
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+ e*Math.Cos(k*i);
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}
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return w;
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}
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/// <summary>
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/// Uniform rectangular (Dirichlet) window.
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/// </summary>
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public static double[] Dirichlet(int width)
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{
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = 1.0;
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}
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return w;
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}
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/// <summary>
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/// Triangular window.
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/// </summary>
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public static double[] Triangular(int width)
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{
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double a = 2.0/width;
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double b = width/2.0;
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double c = (width - 1)/2.0;
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var w = new double[width];
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for (int i = 0; i < w.Length; i++)
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{
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w[i] = a*(b - Math.Abs(i - c));
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}
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return w;
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}
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/// <summary>
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/// Tukey tapering window. A rectangular window bounded
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/// by half a cosine window on each side.
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/// </summary>
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/// <param name="width">Width of the window</param>
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/// <param name="r">Fraction of the window occupied by the cosine parts</param>
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public static double[] Tukey(int width, double r = 0.5)
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{
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if (r <= 0)
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{
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return Generate.Repeat(width, 1.0);
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}
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else if (r >= 1)
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{
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return Hann(width);
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}
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var w = new double[width];
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var period = (width - 1) * r;
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var step = 2* Math.PI / period;
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var b1 = (int)Math.Floor((width - 1) * r * 0.5 + 1);
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var b2 = width - b1;
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for (var i = 0; i < b1; i++)
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{
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w[i] = (1 - Math.Cos(i * step)) * 0.5;
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}
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for (var i = b1; i < b2; i++)
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{
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w[i] = 1;
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}
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for (var i = b2; i < width; i++)
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{
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w[i] = w[width-i-1];
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}
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return w;
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}
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}
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}
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