ya kno it
emg.cpp
- Committer:
- Thijs12va
- Date:
- 2017-10-27
- Revision:
- 2:02d31a0caac1
- Parent:
- 0:850bf2d90868
- Child:
- 3:cd11e6e02817
File content as of revision 2:02d31a0caac1:
#include "emg.h" emg_shield::emg_shield(PinName pin,float fs):emg_in(pin) { float Ts = 1/fs; float fc = 9.0; highpass.a= 1/(2*3.1415*Ts*fc +1); // filter coefficient of high-pass filter float lambda= 51.6 *2.0*3.1415; // 50 Hz notch filter frequency in rad/s (Hz*2*pi) float b= 4.0 *2.0*3.1415; // 50 Hz notch filter bandwidth in rad/s (Hz*2*pi) notch50.lambda = lambda/(2.0*fs); // scaling for the 2/T multiplication which happens in the transform from s-domain to z-domain notch50.b = b/(2.0*fs); // scaling for the 2/T multiplication which happens in the transform from s-domain to z-domain float lambda2=103.2 *2.0*3.1415; // 100 Hz notch filter frequency in rad/s (Hz*2*pi) float b2= 4.0 *2.0*3.1415; // 100 Hz notch filter frequency in rad/s (Hz*2*pi) notch100.lambda = lambda2/(2.0*fs); // scaling for the 2/T multiplication which happens in the transform from s-domain to z-domain notch100.b = b2 /(2.0*fs); // scaling for the 2/T multiplication which happens in the transform from s-domain to z-domain float wc = 5.0 *2.0*3.1415; // butterworth filter cutoff frequency in rad/s (Hz*2*pi) butter.w = wc/(2.0f*fs); Value=0; butter.yprev[0]=0; butter.yprev[1]=0; butter.xprev[2]=0; butter.xprev[0]=0; butter.xprev[1]=0; tick.attach(this,&emg_shield::tickFunction, 1.0f/fs); } void emg_shield::tickFunction(){ float raw_data = emg_in.read(); // obtain raw EMG data float emg_notch = notch50.filter(raw_data); // notch filter to filter out the noise (especially from laptop charger) float emg_hp = highpass.filter(emg_notch); // high-pass filter float emg_hp_abs = fabs(emg_hp); // full wave rectification //float emg_envelope = lowpass.filter(emg_hp_abs); // 2 1st order low-pass filters //emg_envelope = lowpass2.filter(emg_envelope); float emg_envelope = butter.filter(emg_hp_abs); // or 1 2nd order (butterworth) low-pass filter Value = emg_envelope; } float emg_shield::GetValue(){ return Value; }