AirScout/CubicSpline/CubicSpline.cs

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6.6 KiB
C#

//
// Author: Ryan Seghers
//
// Copyright (C) 2013 Ryan Seghers
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the irrevocable, perpetual, worldwide, and royalty-free
// rights to use, copy, modify, merge, publish, distribute, sublicense,
// display, perform, create derivative works from and/or sell copies of
// the Software, both in source and object code form, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using System;
namespace CubicSpline
{
/// <summary>
/// Cubic spline interpolation.
/// Call Fit to compute spline coefficients, then Eval to evaluate the spline at other X coordinates.
/// </summary>
/// <remarks>
/// <para>
/// This is implemented based on the wikipedia article:
/// http://en.wikipedia.org/wiki/Spline_interpolation
/// I'm not sure I have the right to include a copy of the article so the equation numbers referenced in
/// comments will end up being wrong at some point.
/// </para>
/// <para>
/// This is not optimized, and is not MT safe.
/// This can extrapolate off the ends of the splines.
/// You must provide points in X sort order.
/// </para>
/// </remarks>
public class CubicSpline
{
// N-1 spline coefficients for N points
private float[] a;
private float[] b;
// Save the original x and y for Eval
private float[] xOrig;
private float[] yOrig;
/// <summary>
/// Fit x,y and then eval at points xs and return the corresponding y's.
/// This does the "natural spline" style for ends.
/// This can extrapolate off the ends of the splines.
/// You must provide points in X sort order.
/// </summary>
/// <param name="x">Input. X coordinates to fit.</param>
/// <param name="y">Input. Y coordinates to fit.</param>
/// <param name="xs">Input. X coordinates to evaluate the fitted curve at.</param>
/// <returns>The computed y values for each xs.</returns>
public float[] FitAndEval(float[] x, float[] y, float[] xs, bool debug = false)
{
Fit(x, y, debug);
return Eval(xs, debug);
}
/// <summary>
/// Compute spline coefficients for the specified x,y points.
/// This does the "natural spline" style for ends.
/// This can extrapolate off the ends of the splines.
/// You must provide points in X sort order.
/// </summary>
/// <param name="x">Input. X coordinates to fit.</param>
/// <param name="y">Input. Y coordinates to fit.</param>
/// <param name="debug">Turn on console output. Default is false.</param>
public void Fit(float[] x, float[] y, bool debug = false)
{
// Save x and y for eval
this.xOrig = x;
this.yOrig = y;
int n = x.Length;
float[] r = new float[n]; // the right hand side numbers: wikipedia page overloads b
TriDiagonalMatrixF m = new TriDiagonalMatrixF(n);
float dx1, dx2, dy1, dy2;
// First row is different (equation 16 from the article)
dx1 = x[1] - x[0];
m.C[0] = 1.0f / dx1;
m.B[0] = 2.0f * m.C[0];
r[0] = 3 * (y[1] - y[0]) / (dx1 * dx1);
// Body rows (equation 15 from the article)
for (int i = 1; i < n - 1; i++)
{
dx1 = x[i] - x[i - 1];
dx2 = x[i + 1] - x[i];
m.A[i] = 1.0f / dx1;
m.C[i] = 1.0f / dx2;
m.B[i] = 2.0f * (m.A[i] + m.C[i]);
dy1 = y[i] - y[i - 1];
dy2 = y[i + 1] - y[i];
r[i] = 3 * (dy1 / (dx1 * dx1) + dy2 / (dx2 * dx2));
}
// Last row also different (equation 17 from the article)
dx1 = x[n - 1] - x[n - 2];
dy1 = y[n - 1] - y[n - 2];
m.A[n - 1] = 1.0f / dx1;
m.B[n - 1] = 2.0f * m.A[n - 1];
r[n - 1] = 3 * (dy1 / (dx1 * dx1));
if (debug) Console.WriteLine("Tri-diagonal matrix:\n{0}", m.ToDisplayString(":0.0000", " "));
if (debug) Console.WriteLine("r: {0}", ArrayUtil.ToString<float>(r));
// k is the solution to the matrix
float[] k = m.Solve(r);
if (debug) Console.WriteLine("k = {0}", ArrayUtil.ToString<float>(k));
// a and b are each spline's coefficients
this.a = new float[n - 1];
this.b = new float[n - 1];
for (int i = 1; i < n; i++)
{
dx1 = x[i] - x[i - 1];
dy1 = y[i] - y[i - 1];
a[i - 1] = k[i - 1] * dx1 - dy1; // equation 10 from the article
b[i - 1] = -k[i] * dx1 + dy1; // equation 11 from the article
}
if (debug) Console.WriteLine("a: {0}", ArrayUtil.ToString<float>(a));
if (debug) Console.WriteLine("b: {0}", ArrayUtil.ToString<float>(b));
}
/// <summary>
/// Evaluate the spline at the specified x coordinates.
/// This can extrapolate off the ends of the splines.
/// You must provide X's in ascending order.
/// </summary>
/// <param name="x">Input. X coordinates to evaluate the fitted curve at.</param>
/// <param name="debug">Turn on console output. Default is false.</param>
/// <returns>The computed y values for each x.</returns>
public float[] Eval(float[] x, bool debug = false)
{
int n = x.Length;
float[] y = new float[n];
_lastIndex = 0; // Reset simultaneous traversal in case there are multiple calls
for (int i = 0; i < n; i++)
{
// Find which spline can be used to compute this x
int j = GetNextXIndex(x[i]);
// Evaluate using j'th spline
float t = (x[i] - xOrig[j]) / (xOrig[j + 1] - xOrig[j]);
y[i] = (1 - t) * yOrig[j] + t * yOrig[j + 1] + t * (1 - t) * (a[j] * (1 - t) + b[j] * t); // equation 9
if (debug) Console.WriteLine("[{0}]: xs = {1}, j = {2}, t = {3}", i, x[i], j, t);
}
return y;
}
private int _lastIndex = 0;
/// <summary>
/// Find where in xOrig the specified x falls, by simultaneous traverse.
/// This allows xs to be less than x[0] and/or greater than x[n-1]. So allows extrapolation.
/// This keeps state, so requires that x be sorted and xs called in ascending order.
/// </summary>
private int GetNextXIndex(float x)
{
while ((_lastIndex < xOrig.Length - 2) && (x > xOrig[_lastIndex + 1]))
{
_lastIndex++;
}
return _lastIndex;
}
}
}