/* ======================================================================== *\ ! ! * ! * This file is part of MARS, the MAGIC Analysis and Reconstruction ! * Software. It is distributed to you in the hope that it can be a useful ! * and timesaving tool in analyzing Data of imaging Cerenkov telescopes. ! * It is distributed WITHOUT ANY WARRANTY. ! * ! * Permission to use, copy, modify and distribute this software and its ! * documentation for any purpose is hereby granted without fee, ! * provided that the above copyright notice appear in all copies and ! * that both that copyright notice and this permission notice appear ! * in supporting documentation. It is provided "as is" without express ! * or implied warranty. ! * ! ! Author(s): Thomas Bretz ! Author(s): Markus Gaug 09/2004 ! ! Copyright: MAGIC Software Development, 2002-2006 ! ! \* ======================================================================== */ ////////////////////////////////////////////////////////////////////////////// // // MExtralgoSpline // // Fast Spline extractor using a cubic spline algorithm, adapted from // Numerical Recipes in C++, 2nd edition, pp. 116-119. // // The coefficients "ya" are here denoted as "fVal" corresponding to // the FADC value subtracted by the clock-noise corrected pedestal. // // The coefficients "y2a" get immediately divided 6. and are called here // fDer2 although they are now not exactly the second derivative // coefficients any more. // // The calculation of the cubic-spline interpolated value "y" on a point // "x" along the FADC-slices axis becomes: EvalAt(x) // // The coefficients fDer2 are calculated with the simplified // algorithm in InitDerivatives. // // This algorithm takes advantage of the fact that the x-values are all // separated by exactly 1 which simplifies the Numerical Recipes algorithm. // (Note that the variables fDer are not real first derivative coefficients.) // ////////////////////////////////////////////////////////////////////////////// #include "MExtralgoSpline.h" #include #include "../mbase/MMath.h" using namespace std; // -------------------------------------------------------------------------- // // Calculate the first and second derivative for the splie. // // The coefficients are calculated such that // 1) fVal[i] = Eval(i, 0) // 2) Eval(i-1, 1)==Eval(i, 0) // // In other words: The values with the index i describe the spline // between fVal[i] and fVal[i+1] // void MExtralgoSpline::InitDerivatives() const { if (fNum<2) return; fDer1[0] = 0.; fDer2[0] = 0.; for (Int_t i=1; i=0; k--) fDer2[k] = fDer2[k]*fDer2[k+1] + fDer1[k]; for (Int_t k=fNum-2; k>=0; k--) fDer2[k] /= 6.; } // -------------------------------------------------------------------------- // // Returns the highest x value in [min;max[ at which the spline in // the bin i is equal to y // // min and max are defined to be [0;1] // // The default for min is 0, the default for max is 1 // The defaule for y is 0 // Double_t MExtralgoSpline::FindY(Int_t i, Double_t y, Double_t min, Double_t max) const { // y = a*x^3 + b*x^2 + c*x + d' // 0 = a*x^3 + b*x^2 + c*x + d' - y // Calculate coefficients const Double_t a = fDer2[i+1]-fDer2[i]; const Double_t b = 3*fDer2[i]; const Double_t c = fVal[i+1]-fVal[i] -2*fDer2[i]-fDer2[i+1]; const Double_t d = fVal[i] - y; Double_t x1, x2, x3; const Int_t rc = MMath::SolvePol3(a, b, c, d, x1, x2, x3); Double_t x = -1; if (rc>0 && x1>=min && x1x) x = x1; if (rc>1 && x2>=min && x2x) x = x2; if (rc>2 && x3>=min && x3x) x = x3; return x<0 ? -2 : x+i; } // -------------------------------------------------------------------------- // // Search analytically downward for the value y of the spline, starting // at x, until x==0. If y is not found -2 is returned. // Double_t MExtralgoSpline::SearchY(Float_t x, Float_t y) const { if (x>=fNum-1) x = fNum-1.0001; Int_t i = TMath::FloorNint(x); Double_t rc = FindY(i, y, 0, x-i); while (--i>=0 && rc<0) rc = FindY(i, y); return rc; } Double_t MExtralgoSpline::SearchYup(Float_t x, Float_t y) const { if (x<0) x = 0.0001; Int_t i = TMath::FloorNint(x); Double_t rc = FindY(i, y, x-i, 1.); while (i++ max) start = max; if (start < 0) start = 0; start += step/2; Double_t sum = 0.; for (Int_t i=0; imax) pos = max; return EvalInteg(pos-fRiseTime, pos+fFallTime); } Float_t MExtralgoSpline::ExtractNoise(/*Int_t iter*/) { if (fNum<5) return 0; // FIXME: Shell we keep the extraction inside one slice // or randomize it along the extraction window? const Float_t nsx = gRandom->Uniform(); //iter * fResolution; if (fExtractionType == kAmplitude) return Eval(2, nsx); else return CalcIntegral(2 + nsx); } void MExtralgoSpline::Extract(Byte_t sat, Int_t maxbin, Bool_t width) { fSignal = 0; fTime = 0; fWidth = 0; fSignalDev = -1; fTimeDev = -1; fWidthDev = -1; if (fNum<2) return; /* // // Allow no saturated slice and // Don't start if the maxpos is too close to the limits. // const Bool_t limlo = maxbin < TMath::Ceil(fRiseTime); const Bool_t limup = maxbin > fNum-TMath::Ceil(fFallTime)-1; if (sat || limlo || limup) { fTimeDev = 1.0; if (fExtractionType == kAmplitude) { fSignal = fVal[maxbin]; fTime = maxbin; fSignalDev = 0; // means: is valid return; } fSignal = CalcIntegral(limlo ? 0 : fNum); fTime = maxbin - 1; fSignalDev = 0; // means: is valid return; } // // Now find the maximum // Float_t step = 0.2; // start with step size of 1ns and loop again with the smaller one Int_t klo = maxbin-1; Float_t maxpos = maxbin;//! Current position of the maximum of the spline Float_t max = fVal[maxbin];//! Current maximum of the spline // // Search for the maximum, starting in interval maxpos-1 in steps of 0.2 till maxpos-0.2. // If no maximum is found, go to interval maxpos+1. // for (Int_t i=0; i max) { max = y; maxpos = x; } } // // Search for the absolute maximum from maxpos to maxpos+1 in steps of 0.2 // if (maxpos > maxbin - 0.1) { klo = maxbin; for (Int_t i=0; i max) { max = y; maxpos = x; } } } // // Now, the time, abmax and khicont and klocont are set correctly within the previous precision. // Try a better precision. // const Float_t up = maxpos+step - 3.0*fResolution; const Float_t lo = maxpos-step + 3.0*fResolution; const Float_t abmaxpos = maxpos; step = 2.*fResolution; // step size of 0.1 FADC slices for (int i=0; i max) { max = y; maxpos = x; } } // // Second, try from time down to time-0.2 in steps of fResolution. // // // Test the possibility that the absolute maximum has not been found between // maxpos and maxpos+0.05, then we have to look between maxpos-0.05 and maxpos // which requires new setting of klocont and khicont // if (abmaxpos < klo + fResolution) klo--; for (int i=TMath::Nint(TMath::Ceil((abmaxpos-lo)/step))-1; i>=0; i--) { const Float_t x = abmaxpos - (i+1)*step; //const Float_t y = Eval(klo, x); const Float_t y = Eval(klo, x-klo); if (y > max) { max = y; maxpos = x; } } fTime = maxpos; fTimeDev = fResolution; fSignal = CalcIntegral(maxpos); fSignalDev = 0; // means: is valid return; */ // --- Start NEW --- // This block extracts values very similar to the old algorithm... // for max>10 /* Most accurate (old identical) version: Float_t xmax=maxpos, ymax=Eval(maxpos-1, 1); Int_t rc = GetMaxPos(maxpos-1, xmax, ymax); if (xmax==maxpos) { GetMaxPos(maxpos, xmax, ymax); Float_t y = Eval(maxpos, 1); if (y>ymax) { ymax = y; xmax = maxpos+1; } }*/ Float_t maxpos; // FIXME: Check the default if no maximum found!!! GetMaxAroundI(maxbin, maxpos, fHeight); // --- End NEW --- if (fExtractionType == kAmplitude) { fTime = maxpos; fTimeDev = 0; fSignal = fHeight; fSignalDev = 0; // means: is valid return; } const Float_t h = fExtractionType==kIntegralAbs ? fHeightTm : fHeight*fHeightTm; // Search downwards for fHeight/2 // By doing also a search upwards we could extract the pulse width fTime = SearchY(maxpos, h); fTimeDev = 0; if (width) { fWidth = SearchYup(maxpos, h)-fTime; fWidthDev = 0; } fSignal = CalcIntegral(maxpos); fSignalDev = 0; // means: is valid // // Loop from the beginning of the slice upwards to reach the maxhalf: // With means of bisection: // /* static const Float_t sqrt2 = TMath::Sqrt(2.); step = sqrt2*3*0.061;//fRiseTime; Float_t x = maxpos-0.86-3*0.061;//fRiseTime*1.25; // step = sqrt2*0.5;//fRiseTime; // Float_t x = maxpos-1.25;//fRiseTime*1.25; Int_t cnt =0; while (cnt++<30) { const Float_t y=EvalAt(x); if (TMath::Abs(y-maxval/2)maxval/2 ? -step : +step; } */ // // Now integrate the whole thing! // // fTime = cnt==31 ? -1 : x; // fTimeDev = fResolution; // fSignal = cnt==31 ? CalcIntegral(x) : CalcIntegral(maxpos); // fSignalDev = 0; // means: is valid }