1 | /* ======================================================================== *\
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2 | !
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3 | ! *
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4 | ! * This file is part of CheObs, the Modular Analysis and Reconstruction
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5 | ! * Software. It is distributed to you in the hope that it can be a useful
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6 | ! * and timesaving tool in analysing Data of imaging Cerenkov telescopes.
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7 | ! * It is distributed WITHOUT ANY WARRANTY.
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8 | ! *
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9 | ! * Permission to use, copy, modify and distribute this software and its
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10 | ! * documentation for any purpose is hereby granted without fee,
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11 | ! * provided that the above copyright notice appears in all copies and
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12 | ! * that both that copyright notice and this permission notice appear
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13 | ! * in supporting documentation. It is provided "as is" without express
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14 | ! * or implied warranty.
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15 | ! *
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16 | !
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17 | !
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18 | ! Author(s): Thomas Bretz, 1/2009 <mailto:tbretz@astro.uni-wuerzburg.de>
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19 | !
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20 | ! Copyright: CheObs Software Development, 2000-2009
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21 | !
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22 | !
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23 | \* ======================================================================== */
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24 |
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25 | //////////////////////////////////////////////////////////////////////////////
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26 | //
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27 | // MAnalogSignal
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28 | //
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29 | // This is the equivalent to an analog signal. The signal is stored by
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30 | // a sampling in equidistant bins.
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31 | //
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32 | //////////////////////////////////////////////////////////////////////////////
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33 | #include "MAnalogSignal.h"
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34 |
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35 | #include <TF1.h>
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36 | #include <TRandom.h>
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37 | #include <TObjArray.h>
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38 |
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39 | #include "MLog.h"
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40 | #include "MLogManip.h"
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41 |
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42 | #include "MSpline3.h"
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43 | #include "MDigitalSignal.h"
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44 |
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45 | #include "MExtralgoSpline.h"
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46 |
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47 | ClassImp(MAnalogSignal);
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48 |
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49 | using namespace std;
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50 |
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51 | // ------------------------------------------------------------------------
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52 | //
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53 | // Set the array length and the length of the buffers.
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54 | //
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55 | void MAnalogSignal::Set(UInt_t n)
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56 | {
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57 | // FIXME: Maybe we move this before initializing the spline
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58 | // with a check?
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59 | fDer1.Set(n);
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60 | fDer2.Set(n);
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61 |
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62 | MArrayF::Set(n);
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63 | }
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64 |
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65 | // ------------------------------------------------------------------------
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66 | //
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67 | // Evaluate the spline an add the result between t+xmin and t+xmax
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68 | // (xmin and xmax are the limits of the spline) to the signal.
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69 | // The spline is evaluated at the bin-center of the analog signal
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70 | // and multiplied by f.
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71 | //
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72 | // Return kTRUE if the full range of the spline could be added to the
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73 | // analog signal, kFALSE otherwise.
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74 | //
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75 | Bool_t MAnalogSignal::AddPulse(const MSpline3 &spline, Float_t t, Float_t f)
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76 | {
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77 | // FIXME: This could be improved using a MExtralgoSpline with
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78 | // the identical stepping as the signal and we could use
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79 | // the integral instead of the pure y-value if we want.
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80 |
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81 | // Both in units of the sampling frequency
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82 | const Float_t start = t+spline.GetXmin();
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83 | const Float_t end = t+spline.GetXmax();
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84 |
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85 | Int_t first = TMath::CeilNint(start);
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86 | UInt_t last = TMath::CeilNint(end); // Ceil:< Floor:<=
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87 |
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88 | Bool_t rc = kTRUE;
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89 | if (first<0)
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90 | {
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91 | first=0;
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92 | rc = kFALSE;
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93 | }
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94 | if (last>GetSize())
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95 | {
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96 | last=GetSize();
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97 | rc = kFALSE;
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98 | }
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99 |
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100 | // FIXME: As soon as we have access to TSpline3::fPoly we can
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101 | // gain a lot in execution speed here.
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102 |
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103 | Float_t *arr = GetArray();
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104 | for (UInt_t i=first; i<last; i++)
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105 | arr[i] += spline.Eval(i-t)*f;
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106 |
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107 | return rc;
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108 | }
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109 |
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110 | // ------------------------------------------------------------------------
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111 | //
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112 | // Evaluate the spline an add the result between t+xmin and t+xmax
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113 | // (xmin and xmax are the limits of the TF1) to the signal.
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114 | // The spline is evaluated at the bin-center of the analog signal
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115 | // and multiplied by f.
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116 | //
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117 | // Return kTRUE if the full range of the function could be added to the
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118 | // analog signal, kFALSE otherwise.
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119 | //
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120 | Bool_t MAnalogSignal::AddPulse(const TF1 &func, Float_t t, Float_t f)
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121 | {
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122 | // Both in units of the sampling frequency
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123 | const Float_t start = t+func.GetXmin();
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124 | const Float_t end = t+func.GetXmax();
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125 |
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126 | Int_t first = TMath::CeilNint(start);
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127 | UInt_t last = TMath::CeilNint(end); // Ceil:< Floor:<=
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128 |
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129 | Bool_t rc = kTRUE;
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130 | if (first<0)
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131 | {
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132 | first=0;
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133 | rc = kFALSE;
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134 | }
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135 | if (last>GetSize())
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136 | {
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137 | last=GetSize();
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138 | rc = kFALSE;
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139 | }
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140 |
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141 | // FIXME: As soon as we have access to TSpline3::fPoly we can
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142 | // gain a lot in execution speed here.
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143 |
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144 | Float_t *arr = GetArray();
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145 | for (UInt_t i=first; i<last; i++)
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146 | arr[i] += func.Eval(i-t)*f;
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147 |
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148 | return rc;
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149 | }
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150 |
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151 | // ------------------------------------------------------------------------
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152 | //
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153 | // Add a second analog signal. Just by addining it bin by bin.
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154 | //
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155 | void MAnalogSignal::AddSignal(const MAnalogSignal &s, Int_t delay,
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156 | Float_t dampingFactor )
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157 | {
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158 | Add(s.GetArray(), s.fN, delay, dampingFactor);
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159 | }
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160 |
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161 |
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162 | // Deprecated. Use MSimRandomPhotons instead
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163 | void MAnalogSignal::AddRandomPulses(const MSpline3 &spline, Float_t num)
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164 | {
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165 | // Average number (1./freq) of pulses per slice
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166 |
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167 | const Float_t start = 0 -spline.GetXmin();
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168 | const Float_t end = (fN-1)-spline.GetXmax();
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169 |
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170 | const UInt_t first = TMath::CeilNint(start);
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171 | const UInt_t last = TMath::CeilNint(end); // Ceil:< Floor:<=
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172 |
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173 | Double_t d = first;
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174 |
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175 | while (d<last)
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176 | {
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177 | d += gRandom->Exp(num);
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178 | AddPulse(spline, d);
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179 | }
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180 | }
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181 |
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182 | // ------------------------------------------------------------------------
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183 | //
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184 | // Add a random gaussian with amplitude and offset to every bin
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185 | // of the analog signal. The default offset is 0. The default amplitude 1.
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186 | //
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187 | void MAnalogSignal::AddGaussianNoise(Float_t amplitude, Float_t offset)
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188 | {
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189 | for (Float_t *ptr = GetArray(); ptr<GetArray()+fN; ptr++)
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190 | *ptr += gRandom->Gaus(offset, amplitude);
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191 | }
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192 |
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193 | // ------------------------------------------------------------------------
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194 | //
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195 | // The signal is evaluated using the spline MExtralgoSpline.
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196 | // Searching upwards from the beginning all points are calculated at
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197 | // which the spline is equal to threshold. After a rising edge
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198 | // a leading edge is searched. From this an MDigitalSignal is
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199 | // created and added to an newly created TObjArray. If len<0 then
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200 | // the signal length is equal to the time above threshold, otherwise
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201 | // the length is fixed to len. The start of the digital signal is the
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202 | // rising edge. If due to fixed length two digital signal overlap the
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203 | // digital signals are combined into one signal.
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204 | //
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205 | // For numerical reasons we have to avoid to find the same x-value twice.
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206 | // Therefor a "dead-time" of 1e-4 is implemented after each edge.
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207 | //
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208 | // The user is responsible of deleting the TObjArray.
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209 | //
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210 | TObjArray *MAnalogSignal::Discriminate(Float_t threshold, Double_t start, Double_t end, Float_t len) const
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211 | {
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212 | TObjArray *ttl = new TObjArray;
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213 | ttl->SetOwner();
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214 |
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215 | // The time after which we start searching for a falling or leading
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216 | // edge at threshold after a leading or falling edge respectively.
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217 | // This value has mainly numerical reasons. If starting the search
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218 | // too early we might end up in an endless loop finding the same
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219 | // value again and again. This just means that a glitch above or
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220 | // below the threshold which is shorter than this value can
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221 | // stay unnoticed. This shouldn't hurt.
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222 | const Double_t deadtime = 1e-4;
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223 |
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224 | // FIXME: Are local maximum/minima handled correctly?
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225 |
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226 | const MExtralgoSpline sp(GetArray(), fN, fDer1.GetArray(), fDer2.GetArray());
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227 |
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228 | Double_t x1 = 0;
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229 | Double_t x2 = start; // Start searching at x2
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230 |
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231 | while (1)
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232 | {
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233 | // Search for the next rising edge (starting at x2)
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234 | while (1)
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235 | {
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236 | x1 = sp.SearchYup(x2+deadtime, threshold);
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237 | if (x1<0 || x1>=end)
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238 | return ttl;
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239 |
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240 | const Bool_t rising = sp.Deriv1(x1)>0;
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241 | if (rising)
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242 | break;
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243 |
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244 | x2 = x1;
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245 | }
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246 |
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247 | // Search for the next falling edge (starting at x1)
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248 | while (1)
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249 | {
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250 | x2 = sp.SearchYup(x1+deadtime, threshold);
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251 | if (x2<0)
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252 | x2 = end;
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253 | if (x2>=end)
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254 | break;
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255 |
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256 | const Bool_t falling = sp.Deriv1(x2)<0;
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257 | if (falling)
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258 | break;
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259 |
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260 | x1 = x2;
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261 | }
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262 |
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263 | // We found a rising and a falling edge
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264 | MDigitalSignal *sig = new MDigitalSignal(x1, len>0?len:x2-x1);
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265 |
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266 | // In case of a fixed length we have to check for possible overlapping
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267 | if (len>0 && ttl->GetEntriesFast()>0)
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268 | {
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269 | // FIXME: What if in such a case the electronics is just dead?
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270 | MDigitalSignal *last = static_cast<MDigitalSignal*>(ttl->Last());
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271 | // Combine both signals to one if they overlap
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272 | if (last->Combine(*sig))
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273 | {
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274 | // Both signals overlap and have been combined into the existing one
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275 | delete sig;
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276 | continue;
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277 | }
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278 | // The signals don't overlap we add the new signal as usual
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279 | }
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280 |
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281 | // Add the new signal to the list of signals
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282 | ttl->Add(sig);
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283 | }
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284 |
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285 | return ttl;
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286 | }
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