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I have an acceleration data for X-axis and time vector for it. I determined the peaks more than threshold and now I should find the FFT for every peak.
As result I have this:
Peak Value 1 = 458, index 1988
Peak Value 2 = 456, index 1990
Peak Value 3 = 450, index 12081
....
Peak Value 9 = 432, index 12151
To find these peaks I used the peakfinder script.
The command [peakLoc, peakMag] = peakfinder(x0,...) gives me location and magnitude of peaks.
Also I have the Time (from time data vector) for each peak.
So what I suppose, that I should take every peak, find its width (or some data points around the peak) and make the FFT. Am I right? Could you help me in that?
I'm working in Octave and I'm new here :)
Code:
load ("C:\\..patch..\\peakfinder.m");
d =dlmread("C:\\..patch..\\acc2.csv", ";");
T=d(:,1);
Ax=d(:,2);
[peakInd peakVal]=peakfinder(Ax,10,430,1);
peakTime=T(peakInd);
[sortVal sortInd] = sort(peakVal, 'descend');
originInd = peakInd(sortInd);
for k = 1 : length(sortVal)
fprintf(1, 'Peak #%d = %d, index%d\n', k, sortVal(k), originInd (k));
end
plot(T,Ax,'b-',T(peakInd),Ax(peakInd),'rv');
and here you can download the data http://www.filedropper.com/acc2
FFT
d =dlmread("C:\\..path..\\acc2.csv", ";");
T=d(:,1);
Ax=d(:,2);
% sampling frequency
Fs_a=2000;
% length of FFT
Length_Ax=numel(Ax);
% number of lines of Fourier spectrum
fft_L= Fs_a*2;
% an array of time samples
T_Ax=0:1/Fs_a: Length_Ax;
fft_Ax=abs(fft(Ax,fft_L));
fft_Ax=2*fft_Ax./fft_L;
F=0:Fs_a/fft_L:Fs_a/2-1/fft_L;
subplot(3,1,1);
plot(T,Ax);
title('Ax axis');
xlabel('time (s)');
ylabel('amplitude)'); grid on;
subplot(3,1,2);
plot(F,fft_Ax(1:length(F)));
title('spectrum max Ax axis');
xlabel('frequency (Hz)');
ylabel('amplitude'); grid on;
It looks like you have two clusters of peaks, so I would plot the data over three plots: one of the whole timeseries, one zoomed in on the first cluster, and the last one zoomed in on the second cluster (note I have divided all your time values by 1e6 otherwise the tick labels get ugly):
figure
subplot(3,1,1)
plot(T/1e6,Ax,'b-',peakTime/1e6,peakVal,'rv');
subplot(3,1,2)
plot(T/1e6,Ax,'b-',peakTime(1:4)/1e6,peakVal(1:4),'rv');
axis([0.99*peakTime(1)/1e6 1.01*peakTime(4)/1e6 0.9*peakVal(1) 1.1*peakVal(4)])
subplot(3,1,3)
plot(T/1e6,Ax,'b-',peakTime(5:end)/1e6,peakVal(5:end),'rv');
axis([0.995*peakTime(5)/1e6 1.005*peakTime(end)/1e6 0.9*peakVal(5) 1.1*peakVal(end)])
I have set the axes around the extreme time and acceleration values, using some coefficients to have some "padding" around (the values of these coefficients were obtained through trial and error). This gives me the following plot, hopefully this is the sort of thing you are after. You can add x and y labels if you wish.
EDIT
Here's how I would do the FFT:
Fs = 2000;
L = length(Ax);
NFFT = 2^nextpow2(L); % Next power of 2 from length of Ax
Ax_FFT = fft(Ax,NFFT)/L;
f = Fs/2*linspace(0,1,NFFT/2+1);
% Plot single-sided amplitude spectrum.
figure
semilogx(f,2*abs(Ax_FFT(1:NFFT/2+1))) % using semilogx as huge DC component
title('Single-Sided Amplitude Spectrum of Ax')
xlabel('Frequency (Hz)')
ylabel('|Ax(f)|')
ylim([0 300])
giving the following result:
I've been trying this to no avail for some days now, but basically I have some creatures and the player on the screen. What I want to happen is for the enemies to turn to face the player at a variable speed, rather than 'lock' into position and face the player immediately.
What I am trying to do is work out whether it is faster for a given enemy to rotate clockwise or counter clockwise to face the player, but it's proving to be beyond my capabilities with trigonometry.
Example:
x in these figures represents the 'shorter' path and the direction I want to rotate in each situation.
What is the simplest way to work out either 'clockwise' or 'counter-clockwise' in this situation, using any of the following:
The direction the enemy is facing.
The angle between the enemy to the player, and player to the enemy.
There is no need to calculate angles or use trigonometric functions here, assuming you have a direction vector.
var pos_x, pos_y, dir_x, dir_y, target_x, target_y;
if ((pos_x - target_x) * dir_y > (pos_y - target_y) * dir_x) {
// Target lies clockwise
} else {
// Target lies anticlockwise
}
This simply draws an imaginary line through the object in the direction it's facing, and figures out which side of that line the target is on. This is basic linear algebra, so you should not need to use sin() or cos() etc. anywhere in this function, unless you need to calculate the direction vector from the angle.
This also uses a right-handed coordinate system, it will be backwards if you are using a left-handed coordinate system -- the formulas will be the same, but "clockwise" and "anticlockwise" will be swapped.
Deeper explanation: The function computes the outer product of the forward vector (dir_x, dir_y) and the vector to the target, (target_x - pos_x, target_y - pos_y). The resulting outer product is a pseudoscalar which is positive or negative, depending on whether the target is clockwise or anticlockwise.
Crash course on vectors
A vector is a magnitude and direction, e.g., 3 km north, or 6 centimeters down. You can represent a vector using cartesian coordinates (x, y), or you can represent it using polar coordinates (r,θ). Both representations give you the same vectors, but they use different numbers and different formulas. In general, you should stick with cartesian coordinates instead of polar coordinates. If you're writing a game, polar coordinates suck royally — they litter your code with sin() and cos() everywhere.
The code has three vectors in it:
The vector (pos_x, pos_y) is the position of the object, relative to the origin.
The vector (target_x, target_y) is the position of the target, relative to the origin.
The vector (dir_x, dir_y) is the direction that the object is facing.
const CLOCKWISE:int = 0;
const COUNTER_CLOCKWISE:int = 1;
const PI2:Number = Math.PI * 2
function determineSmallestAngle(from:Sprite, to:Sprite):int
{
var a1:Number = Math.atan2(to.y - from.y, to.x - from.x);
var a2:Number = from.rotation * Math.PI / 180;
a2 -= Math.floor(a2 / PI2) * PI2;
if(a2 > Math.PI) a2 -= PI2;
a2 -= a1;
if (a2 > Math.PI) a2 -= PI2;
if (a2 < -1 * Math.PI) a2 += PI2;
if (a2 > 0) return CLOCKWISE;
return COUNTER_CLOCKWISE;
}
I hope someone can help me here, I have been asked to write some code for an Lua script for a game. Firstly i am not an Lua Scripter and I am defiantly no mathematician.
What i need to do is generate random points within a parallelogram, so over time the entire parallelogram becomes filled. I have played with the scripting and had some success with the parallelogram (rectangle) positioned on a straight up and down or at 90 degrees. My problem comes when the parallelogram is rotated.
As you can see in the image, things are made even worse by the coordinates originating at the centre of the map area, and the parallelogram can be positioned anywhere within the map area. The parallelogram itself is defined by 3 pairs of coordinates, start_X and Start_Y, Height_X and Height_Y and finally Width_X and Width_Y. The random points generated need to be within the bounds of these coordinates regardless of position or orientation.
Map coordinates and example parallelogram
An example of coordinates are...
Start_X = 122.226
Start_Y = -523.541
Height_X = 144.113
Height_Y = -536.169
Width_X = 128.089
Width_Y = -513.825
In my script testing i have eliminated the decimals down to .5 as any smaller seems to have no effect on the final outcome. Also in real terms the start width and height could be in any orientation when in final use.
Is there anyone out there with the patients to explain what i need to do to get this working, my maths is pretty basic, so please be gentle.
Thanks for reading and in anticipation of a reply.
Ian
In Pseudocode
a= random number with 0<=a<=1
b= random number with 0<=b<=1
x= Start_X + a*(Width_X-Start_X) + b*(Height_X-Start_X)
y= Start_Y + a*(Width_Y-Start_Y) + b*(Height_Y-Start_Y)
this should make a random point at coordinates x,y within the parallelogram
The idea is that each point inside the parallelogram can be specified by saying how far you go from Start in the direction of the first edge (a) and how far you go in the direction of the second edge (b).
For example, if you have a=0, and b=0, then you do not move at all and are still at Start.
If you have a=1, and b=0, then you move to Width.
If you have a=1, and b=1, then you move to the opposite corner.
You can use something like "texture coordinates", which are in the range [0,1], to generate X,Y for a point inside your parallelogram. Then, you could generate random numbers (u,v) from range [0,1] and get a random point you want.
To explain this better, here is a picture:
The base is formed by vectors v1 and v2. The four points A,B,C,D represent the corners of the parallelogram. You can see the "texture coordinates" (which I will call u,v) of the points in parentheses, for example A is (0,0), D is (1,1). Every point inside the parallelogram will have coordinates within (0,0) and (1,1), for example the center of the parallelogram has coordinates (0.5,0.5).
To get the vectors v1,v2, you need to do vector subtraction: v1 = B - A, v2 = C - A. When you generate random coordinates u,v for a random point r, you can get back the X,Y using this vector formula: r = A + u*v1 + v*v2.
In Lua, you can do this as follows:
-- let's say that you have A,B,C,D defined as the four corners as {x=...,y=...}
-- (actually, you do not need D, as it is D=v1+v2)
-- returns the vector a+b
function add(a,b)
return {x = a.x + b.x, y = a.y + b.y} end
end
-- returns the vector a-b
function sub(a,b)
return {x = a.x - b.x, y = a.y - b.y} end
end
-- returns the vector v1*u + v2*v
function combine(v1,u,v2,v)
return {x = v1.x*u + v2.x*v, y = v1.y*u + v2.y*v}
end
-- returns a random point in parallelogram defined by 2 vectors and start
function randomPoint(s,v1,v2)
local u,v = math.random(), math.random() -- these are in range [0,1]
return add(s, combine(v1,u,v2,v))
end
v1 = sub(B,A) -- your basis vectors v1, v2
v2 = sub(C,A)
r = randomPoint(A,v1,v2) -- this will be in your parallelogram defined by A,B,C
Note that this will not work with your current layout - start, width, height. How do you want to handle rotation with these parameters?
You are given the radius of a circle, as well as a point P in the circle( x,y), how do you write a function to return an x number of points( x,y), all on the circumference of the given circle. Also, how do you go about finding the angle between each generated point and point P.
I assume you would want the points on the circumference to be evenly distributed along the circumference. If this is the case, you can calculate the number of degrees between each point by dividing 360 by the number of points that you want.
Then, you can obtain any point's (x, y) coordinates as such:
(x, y) = (cos(angle), sin(angle))
where 'angle' the is the angle for the given point. (This is assuming you want values between -1 and 1, as is the case with a unit circle: http://en.wikipedia.org/wiki/Unit_circle) For example, if you want 4 points along the circle's circumference, you can calculate that there is exactly 360/4 = 90 degrees between consecutive points.
So let's call these points point0, point1, point2 and point3. Point0 is at an angle of 0 degrees, point1 at 90 degrees (1 * 90), point2 at 180 (2 * 90) and point3 at 270 (3 * 90). The coordinates for each point are then:
point0 = (cos(0), sin(0)) = (1, 0)
point1 = (cos(90), sin(90)) = (0, 1)
point2 = (cos(180), sin(180)) = (-1, 0)
point3 = (cos(270), sin(270)) = (0, -1)
Keep in mind that you normally start measuring angles on the right side of the horizontal axis of a circle. (On a clock: At the 3)
EDIT: Also please note that almost all trigonometric functions in programming take radian values instead of degrees. Radians can be hard to think with, however, which is why it's very useful to know how to convert radians and degrees to eachother. To convert degrees to radians, multiply the degree value by (pi/180). To convert radians to degrees, multiply the radian value by (180/pi). There is a reasoning behind this all, so if you would like to know more about this, I suggest you read up on radians. http://en.wikipedia.org/wiki/Radian
As far as the angle between these points and the point P goes; I will only give you some directions. You can calculate the x- and y-differences between the points and point P (this should be trivial for you, it consists of mere subtractions). Using these two values, you can calculate the angle between the points.
I have a question i know a line i just know its slope(m) and a point on it A(x,y) How can i calculate the points(actually two of them) on this line with a distance(d) from point A ???
I m asking this for finding intensity of pixels on a line that pass through A(x,y) with a distance .Distance in this case will be number of pixels.
I would suggest converting the line to a parametric format instead of point-slope. That is, a parametric function for the line returns points along that line for the value of some parameter t. You can represent the line as a reference point, and a vector representing the direction of the line going through that point. That way, you just travel d units forward and backward from point A to get your other points.
Since your line has slope m, its direction vector is <1, m>. Since it moves m pixels in y for every 1 pixel in x. You want to normalize that direction vector to be unit length so you divide by the magnitude of the vector.
magnitude = (1^2 + m^2)^(1/2)
N = <1, m> / magnitude = <1 / magnitude, m / magnitude>
The normalized direction vector is N. Now you are almost done. You just need to write the equation for your line in parameterized format:
f(t) = A + t*N
This uses vector math. Specifically, scalar vector multiplication (of your parameter t and the vector N) and vector addition (of A and t*N). The result of the function f is a point along the line. The 2 points you are looking for are f(d) and f(-d). Implement that in the language of your choosing.
The advantage to using this method, as opposed to all the other answers so far, is that you can easily extend this method to support a line with "infinite" slope. That is, a vertical line like x = 3. You don't really need the slope, all you need is the normalized direction vector. For a vertical line, it is <0, 1>. This is why graphics operations often use vector math, because the calculations are more straight-forward and less prone to singularities.
It may seem a little complicated at first, but once you get the hang of vector operations, a lot of computer graphics tasks get a lot easier.
Let me explain the answer in a simple way.
Start point - (x0, y0)
End point - (x1, y1)
We need to find a point (xt, yt) at a distance dt from start point towards end point.
The distance between Start and End point is given by d = sqrt((x1 - x0)^2 + (y1 - y0)^2)
Let the ratio of distances, t = dt / d
Then the point (xt, yt) = (((1 - t) * x0 + t * x1), ((1 - t) * y0 + t * y1))
When 0 < t < 1, the point is on the line.
When t < 0, the point is outside the line near to (x0, y0).
When t > 1, the point is outside the line near to (x1, y1).
Here's a Python implementation to find a point on a line segment at a given distance from the initial point:
import numpy as np
def get_point_on_vector(initial_pt, terminal_pt, distance):
v = np.array(initial_pt, dtype=float)
u = np.array(terminal_pt, dtype=float)
n = v - u
n /= np.linalg.norm(n, 2)
point = v - distance * n
return tuple(point)
Based on the excellent answer from #Theophile here on math stackexchange.
Let's call the point you are trying to find P, with coordinates px, py, and your starting point A's coordinates ax and ay. Slope m is just the ratio of the change in Y over the change in X, so if your point P is distance s from A, then its coordinates are px = ax + s, and py = ay + m * s. Now using Pythagoras, the distance d from A to P will be d = sqrt(s * s + (m * s) * (m * s)). To make P be a specific D units away from A, find s as s = D/sqrt(1 + m * m).
I thought this was an awesome and easy to understand solution:
http://www.physicsforums.com/showpost.php?s=f04d131386fbd83b7b5df27f8da84fa1&p=2822353&postcount=4