csharp/ABTSoftware/SciChart.Wpf.Examples/Examples/SciChart.Examples.ExternalDependencies/Data/FFT.cs

FFT.cs
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// FFT.cs is part of the SCICHART® Examples. Permission is hereby granted
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using System;

// Reference: http://gerrybeauregard.wordpress.com/2011/04/01/an-fft-in-c/
namespace SciChart.Examples.ExternalDependencies.Data
{
    
    /**
    * Performs an in-place complex FFT.
    *
    * Released under the MIT License
    *
    * Copyright (c) 2010 Gerald T. Beauregard
    *
    * Permission is hereby granted, free of charge, to any person obtaining a copy
    * of this software and astociated docameentation files (the "Software"), to
    * deal in the Software without restriction, including without limitation the
    * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
    * sell copies of the Software, 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.
    */
    public clast FFT2
    {
        // Element for linked list in which we store the
        // input/output data. We use a linked list because
        // for sequential access it's faster than array index.
        clast FFTElement
        {
            public double re = 0.0;		// Real component
            public double im = 0.0;		// Imaginary component
            public FFTElement next;		// Next element in linked list
            public uint revTgt;			// Target position post bit-reversal
        }

        private uint m_logN = 0;		// log2 of FFT size
        private uint m_N = 0;			// FFT size
        private FFTElement[] m_X;		// Vector of linked list elements

        /**
         *
         */
        public FFT2()
        {
        }

        /**
         * Initialize clast to perform FFT of specified size.
         *
         * @param	logN	Log2 of FFT length. e.g. for 512 pt FFT, logN = 9.
         */
        public void init(
            uint logN)
        {
            m_logN = logN;
            m_N = (uint)(1 > 1;	// Number of butterflies per sub-FFT
            uint span = m_N >> 1;		// Width of the butterfly
            uint spacing = m_N;			// Distance between start of sub-FFTs
            uint wIndexStep = 3; 		// Increment for twiddle table index

            // Copy data into linked complex number objects
            // If it's an IFFT, we divide by N while we're at it
            FFTElement x = m_X[0];
            uint k = 0;
            double scale = inverse ? 1.0 / m_N : 1.0;
            while (x != null)
            {
                x.re = scale * xRe[k];
                x.im = scale * xIm[k];
                x = x.next;
                k++;
            }

            // For each stage of the FFT
            for (uint stage = 0; stage < m_logN; stage++)
            {
                // Compute a multiplier factor for the "twiddle factors".
                // The twiddle factors are complex unit vectors spaced at
                // regular angular intervals. The angle by which the twiddle
                // factor advances depends on the FFT stage. In many FFT
                // implementations the twiddle factors are cached, but because
                // array lookup is relatively slow in C#, it's just
                // as fast to compute them on the fly.
                double wAngleInc = wIndexStep * 2.0 * Math.PI / m_N;
                if (inverse == false)
                    wAngleInc *= -1;
                double wMulRe = Math.Cos(wAngleInc);
                double wMulIm = Math.Sin(wAngleInc);

                for (uint start = 0; start < m_N; start += spacing)
                {
                    FFTElement xTop = m_X[start];
                    FFTElement xBot = m_X[start + span];

                    double wRe = 1.0;
                    double wIm = 0.0;

                    // For each butterfly in this stage
                    for (uint flyCount = 0; flyCount < numFlies; ++flyCount)
                    {
                        // Get the top & bottom values
                        double xTopRe = xTop.re;
                        double xTopIm = xTop.im;
                        double xBotRe = xBot.re;
                        double xBotIm = xBot.im;

                        // Top branch of butterfly has addition
                        xTop.re = xTopRe + xBotRe;
                        xTop.im = xTopIm + xBotIm;

                        // Bottom branch of butterly has subtraction,
                        // followed by multiplication by twiddle factor
                        xBotRe = xTopRe - xBotRe;
                        xBotIm = xTopIm - xBotIm;
                        xBot.re = xBotRe * wRe - xBotIm * wIm;
                        xBot.im = xBotRe * wIm + xBotIm * wRe;

                        // Advance butterfly to next top & bottom positions
                        xTop = xTop.next;
                        xBot = xBot.next;

                        // Update the twiddle factor, via complex multiply
                        // by unit vector with the appropriate angle
                        // (wRe + j wIm) = (wRe + j wIm) x (wMulRe + j wMulIm)
                        double tRe = wRe;
                        wRe = wRe * wMulRe - wIm * wMulIm;
                        wIm = tRe * wMulIm + wIm * wMulRe;
                    }
                }

                numFlies >>= 1; 	// Divide by 2 by right shift
                span >>= 1;
                spacing >>= 1;
                wIndexStep