// Copyright (C) 1999 Jean-Marc Valin
#include "BufferedNode.h"
#include "Buffer.h"
#include "Vector.h"
#include <math.h>
using namespace std;
namespace FD {
class SmoothAdd;
DECLARE_NODE(SmoothAdd)
/*Node
*
* @name SmoothAdd
* @category DSP:Manip
* @description No description available
*
* @input_name LEFT
* @input_description No description available
*
* @input_name CENTER
* @input_description No description available
*
* @input_name RIGHT
* @input_description No description available
*
* @output_name OUTPUT
* @output_description No description available
*
* @parameter_name LENGTH
* @parameter_description No description available
*
END*/
class SmoothAdd : public BufferedNode {
int input1ID;
int input2ID;
int input3ID;
int outputID;
int length;
vector<float> hanning;
public:
SmoothAdd(string nodeName, ParameterSet params)
: BufferedNode(nodeName, params)
{
input1ID = addInput("LEFT");
input2ID = addInput("CENTER");
input3ID = addInput("RIGHT");
outputID = addOutput("OUTPUT");
length = dereference_cast<int> (parameters.get("LENGTH"));
}
virtual void initialize()
{
hanning.resize(length);
for (int i=0;i<length;i++)
hanning[i] = .5-.5*cos((2*M_PI*i)/length);
this->BufferedNode::initialize();
}
void calculate(int output_id, int count, Buffer &out)
{
ObjectRef input1Value = getInput(input1ID, count);
ObjectRef input2Value = getInput(input2ID, count);
ObjectRef input3Value = getInput(input3ID, count);
const Vector<float> &in2 = object_cast<Vector<float> > (input2Value);
out[count] = Vector<float>::alloc(length);
Vector<float> &output = object_cast<Vector<float> > (out[count]);
for (int i=0;i<length;i++)
{
output[i]=hanning[i]*in2[i];
}
int half = length >> 1;
const Vector<float> &in1 = object_cast<Vector<float> > (input1Value);
for (int i=0;i<half;i++)
{
output[i]+=(1.0-hanning[i])*in1[i];
}
const Vector<float> &in3 = object_cast<Vector<float> > (input3Value);
for (int i=half;i<length;i++)
{
output[i]+=(1-hanning[i])*in3[i];
}
}
};
}//namespace FD
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