An input/output controller for virtual pinball machines, with plunger position tracking, accelerometer-based nudge sensing, button input encoding, and feedback device control.

Dependencies:   USBDevice mbed FastAnalogIn FastIO FastPWM SimpleDMA

/media/uploads/mjr/pinscape_no_background_small_L7Miwr6.jpg

The Pinscape Controller is a special-purpose software project that I wrote for my virtual pinball machine.

New version: V2 is now available! The information below is for version 1, which will continue to be available for people who prefer the original setup.

What exactly is a virtual pinball machine? It's basically a video-game pinball emulator built to look like a real pinball machine. (The picture at right is the one I built.) You start with a standard pinball cabinet, either built from scratch or salvaged from a real machine. Inside, you install a PC motherboard to run the software, and install TVs in place of the playfield and backglass. Several Windows pinball programs can take advantage of this setup, including the open-source project Visual Pinball, which has hundreds of tables available. Building one of these makes a great DIY project, and it's a good way to add to your skills at woodworking, computers, and electronics. Check out the Cabinet Builders' Forum on vpforums.org for lots of examples and advice.

This controller project is a key piece in my setup that helps integrate the video game into the pinball cabinet. It handles several input/output tasks that are unique to virtual pinball machines. First, it lets you connect a mechanical plunger to the software, so you can launch the ball like on a real machine. Second, it sends "nudge" data to the software, based on readings from an accelerometer. This lets you interact with the game physically, which makes the playing experience more realistic and immersive. Third, the software can handle button input (for wiring flipper buttons and other cabinet buttons), and fourth, it can control output devices (for tactile feedback, button lights, flashers, and other special effects).

Documentation

The Hardware Build Guide (PDF) has detailed instructions on how to set up a Pinscape Controller for your own virtual pinball cabinet.

Update notes

December 2015 version: This version fully supports the new Expansion Board project, but it'll also run without it. The default configuration settings haven't changed, so existing setups should continue to work as before.

August 2015 version: Be sure to get the latest version of the Config Tool for windows if you're upgrading from an older version of the firmware. This update adds support for TSL1412R sensors (a version of the 1410 sensor with a slightly larger pixel array), and a config option to set the mounting orientation of the board in the firmware rather than in VP (for better support for FP and other pinball programs that don't have VP's flexibility for setting the rotation).

Feb/March 2015 software versions: If you have a CCD plunger that you've been using with the older versions, and the plunger stops working (or doesn't work as well) after you update to the latest version, you might need to increase the brightness of your light source slightly. Check the CCD exposure with the Windows config tool to see if it looks too dark. The new software reads the CCD much more quickly than the old versions did. This makes the "shutter speed" faster, which might require a little more light to get the same readings. The CCD is actually really tolerant of varying light levels, so you probably won't have to change anything for the update - I didn't. But if you do have any trouble, have a look at the exposure meter and try a slightly brighter light source if the exposure looks too dark.

Downloads

  • Config tool for Windows (.exe and C# source): this is a Windows program that lets you view the raw pixel data from the CCD sensor, trigger plunger calibration mode, and configure some of the software options on the controller.
  • Custom VP builds: I created modified versions of Visual Pinball 9.9 and Physmod5 that you might want to use in combination with this controller. The modified versions have special handling for plunger calibration specific to the Pinscape Controller, as well as some enhancements to the nudge physics. If you're not using the plunger, you might still want it for the nudge improvements. The modified version also works with any other input controller, so you can get the enhanced nudging effects even if you're using a different plunger/nudge kit. The big change in the modified versions is a "filter" for accelerometer input that's designed to make the response to cabinet nudges more realistic. It also makes the response more subdued than in the standard VP, so it's not to everyone's taste. The downloads include both the updated executables and the source code changes, in case you want to merge the changes into your own custom version(s).

    Note! These features are now standard in the official VP 9.9.1 and VP 10 releases, so you don't need my custom builds if you're using 9.9.1 or 10 or later. I don't think there's any reason to use my 9.9 instead of the official 9.9.1, but I'm leaving it here just in case. In the official VP releases, look for the checkbox "Enable Nudge Filter" in the Keys preferences dialog. (There's no checkbox in my custom builds, though; the filter is simply always on in those.)
  • Output circuit shopping list: This is a saved shopping cart at mouser.com with the parts needed for each output driver, if you want to use the LedWiz emulator feature. Note that quantities in the cart are for one output channel, so multiply everything by the number of channels you plan to use, except that you only need one of the ULN2803 transistor array chips for each eight output circuits.
  • Lemming77's potentiometer mounting bracket and shooter rod connecter: Sketchup designs for 3D-printable parts for mounting a slide potentiometer as the plunger sensor. These were designed for a particular slide potentiometer that used to be available from an Aliexpress.com seller but is no longer listed. You can probably use this design as a starting point for other similar devices; just check the dimensions before committing the design to plastic.

Features

  • Plunger position sensing, using a TAOS TSL 1410R CCD linear array sensor. This sensor is a 1280 x 1 pixel array at 400 dpi, which makes it about 3" long - almost exactly the travel distance of a standard pinball plunger. The idea is that you install the sensor just above (within a few mm of) the shooter rod on the inside of the cabinet, with the CCD window facing down, aligned with and centered on the long axis of the shooter rod, and positioned so that the rest position of the tip is about 1/2" from one end of the window. As you pull back the plunger, the tip will travel down the length of the window, and the maximum retraction point will put the tip just about at the far end of the window. Put a light source below, facing the sensor - I'm using two typical 20 mA blue LEDs about 8" away (near the floor of the cabinet) with good results. The principle of operation is that the shooter rod casts a shadow on the CCD, so pixels behind the rod will register lower brightness than pixels that aren't in the shadow. We scan down the length of the sensor for the edge between darker and brighter, and this tells us how far back the rod has been pulled. We can read the CCD at about 25-30 ms intervals, so we can get rapid updates. We pass the readings reports to VP via our USB joystick reports.

    The hardware build guide includes schematics showing how to wire the CCD to the KL25Z. It's pretty straightforward - five wires between the two devices, no external components needed. Two GPIO ports are used as outputs to send signals to the device and one is used as an ADC in to read the pixel brightness inputs. The config tool has a feature that lets you display the raw pixel readings across the array, so you can test that the CCD is working and adjust the light source to get the right exposure level.

    Alternatively, you can use a slide potentiometer as the plunger sensor. This is a cheaper and somewhat simpler option that seems to work quite nicely, as you can see in Lemming77's video of this setup in action. This option is also explained more fully in the build guide.
  • Nudge sensing via the KL25Z's on-board accelerometer. Mounting the board in your cabinet makes it feel the same accelerations the cabinet experiences when you nudge it. Visual Pinball already knows how to interpret accelerometer input as nudging, so we simply feed the acceleration readings to VP via the joystick interface.
  • Cabinet button wiring. Up to 24 pushbuttons and switches can be wired to the controller for input controls (for example, flipper buttons, the Start button, the tilt bob, coin slot switches, and service door buttons). These appear to Windows as joystick buttons. VP can map joystick buttons to pinball inputs via its keyboard preferences dialog. (You can raise the 24-button limit by editing the source code, but since all of the GPIO pins are allocated, you'll have to reassign pins currently used for other functions.)
  • LedWiz emulation (limited). In addition to emulating a joystick, the device emulates the LedWiz USB interface, so controllers on the PC side such as DirectOutput Framework can recognize it and send it commands to control lights, solenoids, and other feedback devices. 22 GPIO ports are assigned by default as feedback device outputs. This feature has some limitations. The big one is that the KL25Z hardware only has 10 PWM channels, which isn't enough for a fully decked-out cabinet. You also need to build some external power driver circuitry to use this feature, because of the paltry 4mA output capacity of the KL25Z GPIO ports. The build guide includes instructions for a simple and robust output circuit, including part numbers for the exact components you need. It's not hard if you know your way around a soldering iron, but just be aware that it'll take a little work.

Warning: This is not replacement software for the VirtuaPin plunger kit. If you bought the VirtuaPin kit, please don't try to install this software. The VP kit happens to use the same microcontroller board, but the rest of its hardware is incompatible. The VP kit uses a different type of sensor for its plunger and has completely different button wiring, so the Pinscape software won't work properly with it.

Committer:
mjr
Date:
Wed Feb 03 22:57:25 2016 +0000
Revision:
40:cc0d9814522b
Parent:
35:e959ffba78fd
Child:
43:7a6364d82a41
Gamma correction option for outputs; work in progress on new config program

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 17:ab3cec0c8bf4 1 // CCD plunger sensor
mjr 17:ab3cec0c8bf4 2 //
mjr 35:e959ffba78fd 3 // This class implements our generic plunger sensor interface for the
mjr 35:e959ffba78fd 4 // TAOS TSL1410R and TSL1412R linear sensor arrays. Physically, these
mjr 35:e959ffba78fd 5 // sensors are installed with their image window running parallel to
mjr 35:e959ffba78fd 6 // the plunger rod, spanning the travel range of the plunger tip.
mjr 35:e959ffba78fd 7 // A light source is positioned on the opposite side of the rod, so
mjr 35:e959ffba78fd 8 // that the rod casts a shadow on the sensor. We sense the position
mjr 35:e959ffba78fd 9 // by looking for the edge of the shadow.
mjr 35:e959ffba78fd 10 //
mjr 35:e959ffba78fd 11 // These sensors can take an image quickly, but it takes a significant
mjr 35:e959ffba78fd 12 // amount of time to transfer the image data from the sensor to the
mjr 35:e959ffba78fd 13 // microcontroller, since each pixel's analog voltage level must be
mjr 35:e959ffba78fd 14 // sampled serially. It takes about 20us to sample a pixel accurately.
mjr 35:e959ffba78fd 15 // The TSL1410R has 1280 pixels, and the 1412R has 1536. Sampling
mjr 35:e959ffba78fd 16 // every pixel would thus take about 25ms or 30ms respectively.
mjr 35:e959ffba78fd 17 // This is too slow for a responsive feel in the UI, and much too
mjr 35:e959ffba78fd 18 // slow to track the plunger release motion in real time. To improve
mjr 35:e959ffba78fd 19 // on the read speed, we only sample a subset of pixels for each
mjr 35:e959ffba78fd 20 // reading - for higher speed at the expense of spatial resolution.
mjr 35:e959ffba78fd 21 // The sensor's native resolution is much higher than we need, so
mjr 35:e959ffba78fd 22 // this is a perfectly equitable trade.
mjr 17:ab3cec0c8bf4 23
mjr 35:e959ffba78fd 24 #include "plunger.h"
mjr 17:ab3cec0c8bf4 25
mjr 17:ab3cec0c8bf4 26
mjr 25:e22b88bd783a 27 // PlungerSensor interface implementation for the CCD
mjr 35:e959ffba78fd 28 class PlungerSensorCCD: public PlungerSensor
mjr 17:ab3cec0c8bf4 29 {
mjr 17:ab3cec0c8bf4 30 public:
mjr 35:e959ffba78fd 31 PlungerSensorCCD(int nPix, PinName si, PinName clock, PinName ao1, PinName ao2)
mjr 35:e959ffba78fd 32 : ccd(nPix, si, clock, ao1, ao2)
mjr 17:ab3cec0c8bf4 33 {
mjr 17:ab3cec0c8bf4 34 }
mjr 17:ab3cec0c8bf4 35
mjr 17:ab3cec0c8bf4 36 // initialize
mjr 35:e959ffba78fd 37 virtual void init()
mjr 17:ab3cec0c8bf4 38 {
mjr 17:ab3cec0c8bf4 39 // flush any random power-on values from the CCD's integration
mjr 17:ab3cec0c8bf4 40 // capacitors, and start the first integration cycle
mjr 17:ab3cec0c8bf4 41 ccd.clear();
mjr 17:ab3cec0c8bf4 42 }
mjr 17:ab3cec0c8bf4 43
mjr 17:ab3cec0c8bf4 44 // Perform a low-res scan of the sensor.
mjr 35:e959ffba78fd 45 virtual bool lowResScan(int &pos)
mjr 17:ab3cec0c8bf4 46 {
mjr 17:ab3cec0c8bf4 47 // read the pixels at low resolution
mjr 17:ab3cec0c8bf4 48 const int nlpix = 32;
mjr 17:ab3cec0c8bf4 49 uint16_t pix[nlpix];
mjr 17:ab3cec0c8bf4 50 ccd.read(pix, nlpix);
mjr 17:ab3cec0c8bf4 51
mjr 17:ab3cec0c8bf4 52 // determine which end is brighter
mjr 17:ab3cec0c8bf4 53 uint16_t p1 = pix[0];
mjr 17:ab3cec0c8bf4 54 uint16_t p2 = pix[nlpix-1];
mjr 40:cc0d9814522b 55 int si = 0, di = 1;
mjr 17:ab3cec0c8bf4 56 if (p1 < p2)
mjr 40:cc0d9814522b 57 si = nlpix - 1, di = -1;
mjr 17:ab3cec0c8bf4 58
mjr 17:ab3cec0c8bf4 59 // figure the shadow edge threshold - just use the midpoint
mjr 17:ab3cec0c8bf4 60 // of the levels at the bright and dark ends
mjr 17:ab3cec0c8bf4 61 uint16_t shadow = uint16_t((long(p1) + long(p2))/2);
mjr 17:ab3cec0c8bf4 62
mjr 17:ab3cec0c8bf4 63 // find the current tip position
mjr 17:ab3cec0c8bf4 64 for (int n = 0 ; n < nlpix ; ++n, si += di)
mjr 17:ab3cec0c8bf4 65 {
mjr 17:ab3cec0c8bf4 66 // check to see if we found the shadow
mjr 17:ab3cec0c8bf4 67 if (pix[si] <= shadow)
mjr 17:ab3cec0c8bf4 68 {
mjr 17:ab3cec0c8bf4 69 // got it - normalize it to normal 'npix' resolution and
mjr 17:ab3cec0c8bf4 70 // return the result
mjr 35:e959ffba78fd 71 pos = n*npix/nlpix;
mjr 35:e959ffba78fd 72 return true;
mjr 17:ab3cec0c8bf4 73 }
mjr 17:ab3cec0c8bf4 74 }
mjr 17:ab3cec0c8bf4 75
mjr 35:e959ffba78fd 76 // didn't find a shadow - return failure
mjr 35:e959ffba78fd 77 return false;
mjr 17:ab3cec0c8bf4 78 }
mjr 17:ab3cec0c8bf4 79
mjr 17:ab3cec0c8bf4 80 // Perform a high-res scan of the sensor.
mjr 35:e959ffba78fd 81 virtual bool highResScan(int &pos)
mjr 17:ab3cec0c8bf4 82 {
mjr 17:ab3cec0c8bf4 83 // read the array
mjr 18:5e890ebd0023 84 ccd.read(pix, npix);
mjr 17:ab3cec0c8bf4 85
mjr 18:5e890ebd0023 86 // get the brightness at each end of the sensor
mjr 18:5e890ebd0023 87 long b1 = pix[0];
mjr 18:5e890ebd0023 88 long b2 = pix[npix-1];
mjr 17:ab3cec0c8bf4 89
mjr 17:ab3cec0c8bf4 90 // Work from the bright end to the dark end. VP interprets the
mjr 17:ab3cec0c8bf4 91 // Z axis value as the amount the plunger is pulled: zero is the
mjr 17:ab3cec0c8bf4 92 // rest position, and the axis maximum is fully pulled. So we
mjr 17:ab3cec0c8bf4 93 // essentially want to report how much of the sensor is lit,
mjr 17:ab3cec0c8bf4 94 // since this increases as the plunger is pulled back.
mjr 18:5e890ebd0023 95 int si = 0, di = 1;
mjr 18:5e890ebd0023 96 long hi = b1;
mjr 18:5e890ebd0023 97 if (b1 < b2)
mjr 18:5e890ebd0023 98 si = npix - 1, di = -1, hi = b2;
mjr 17:ab3cec0c8bf4 99
mjr 17:ab3cec0c8bf4 100 // Figure the shadow threshold. In practice, the portion of the
mjr 17:ab3cec0c8bf4 101 // sensor that's not in shadow has all pixels consistently near
mjr 17:ab3cec0c8bf4 102 // saturation; the first drop in brightness is pretty reliably the
mjr 17:ab3cec0c8bf4 103 // start of the shadow. So set the threshold level to be closer
mjr 17:ab3cec0c8bf4 104 // to the bright end's brightness level, so that we detect the leading
mjr 17:ab3cec0c8bf4 105 // edge if the shadow isn't perfectly sharp. Use the point 1/3 of
mjr 17:ab3cec0c8bf4 106 // the way down from the high top the low side, so:
mjr 17:ab3cec0c8bf4 107 //
mjr 17:ab3cec0c8bf4 108 // threshold = lo + (hi - lo)*2/3
mjr 17:ab3cec0c8bf4 109 // = lo + hi*2/3 - lo*2/3
mjr 17:ab3cec0c8bf4 110 // = lo - lo*2/3 + hi*2/3
mjr 17:ab3cec0c8bf4 111 // = lo*1/3 + hi*2/3
mjr 17:ab3cec0c8bf4 112 // = (lo + hi*2)/3
mjr 17:ab3cec0c8bf4 113 //
mjr 18:5e890ebd0023 114 // Now, 'lo' is always one of b1 or b2, and 'hi' is the other
mjr 18:5e890ebd0023 115 // one, so we can rewrite this as:
mjr 18:5e890ebd0023 116 long midpt = (b1 + b2 + hi)/3;
mjr 17:ab3cec0c8bf4 117
mjr 17:ab3cec0c8bf4 118 // If we have enough contrast, proceed with the scan.
mjr 17:ab3cec0c8bf4 119 //
mjr 17:ab3cec0c8bf4 120 // If the bright end and dark end don't differ by enough, skip this
mjr 17:ab3cec0c8bf4 121 // reading entirely. Either we have an overexposed or underexposed frame,
mjr 17:ab3cec0c8bf4 122 // or the sensor is misaligned and is either fully in or out of shadow
mjr 17:ab3cec0c8bf4 123 // (it's supposed to be mounted such that the edge of the shadow always
mjr 17:ab3cec0c8bf4 124 // falls within the sensor, for any possible plunger position).
mjr 18:5e890ebd0023 125 if (labs(b1 - b2) > 0x1000)
mjr 17:ab3cec0c8bf4 126 {
mjr 17:ab3cec0c8bf4 127 uint16_t *pixp = pix + si;
mjr 18:5e890ebd0023 128 for (int n = 0 ; n < npix ; ++n, pixp += di)
mjr 17:ab3cec0c8bf4 129 {
mjr 17:ab3cec0c8bf4 130 // if we've crossed the midpoint, report this position
mjr 18:5e890ebd0023 131 if (long(*pixp) < midpt)
mjr 17:ab3cec0c8bf4 132 {
mjr 17:ab3cec0c8bf4 133 // note the new position
mjr 17:ab3cec0c8bf4 134 pos = n;
mjr 17:ab3cec0c8bf4 135 return true;
mjr 17:ab3cec0c8bf4 136 }
mjr 17:ab3cec0c8bf4 137 }
mjr 17:ab3cec0c8bf4 138 }
mjr 17:ab3cec0c8bf4 139
mjr 17:ab3cec0c8bf4 140 // we didn't find a shadow - return no reading
mjr 17:ab3cec0c8bf4 141 return false;
mjr 17:ab3cec0c8bf4 142 }
mjr 17:ab3cec0c8bf4 143
mjr 17:ab3cec0c8bf4 144 // send an exposure report to the joystick interface
mjr 35:e959ffba78fd 145 virtual void sendExposureReport(USBJoystick &js)
mjr 17:ab3cec0c8bf4 146 {
mjr 17:ab3cec0c8bf4 147 // send reports for all pixels
mjr 17:ab3cec0c8bf4 148 int idx = 0;
mjr 17:ab3cec0c8bf4 149 while (idx < npix)
mjr 18:5e890ebd0023 150 {
mjr 17:ab3cec0c8bf4 151 js.updateExposure(idx, npix, pix);
mjr 18:5e890ebd0023 152 wait_ms(1);
mjr 18:5e890ebd0023 153 }
mjr 17:ab3cec0c8bf4 154
mjr 17:ab3cec0c8bf4 155 // The pixel dump requires many USB reports, since each report
mjr 17:ab3cec0c8bf4 156 // can only send a few pixel values. An integration cycle has
mjr 17:ab3cec0c8bf4 157 // been running all this time, since each read starts a new
mjr 17:ab3cec0c8bf4 158 // cycle. Our timing is longer than usual on this round, so
mjr 17:ab3cec0c8bf4 159 // the integration won't be comparable to a normal cycle. Throw
mjr 17:ab3cec0c8bf4 160 // this one away by doing a read now, and throwing it away - that
mjr 17:ab3cec0c8bf4 161 // will get the timing of the *next* cycle roughly back to normal.
mjr 17:ab3cec0c8bf4 162 ccd.read(pix, npix);
mjr 17:ab3cec0c8bf4 163 }
mjr 17:ab3cec0c8bf4 164
mjr 35:e959ffba78fd 165 protected:
mjr 17:ab3cec0c8bf4 166 // pixel buffer
mjr 35:e959ffba78fd 167 uint16_t *pix;
mjr 17:ab3cec0c8bf4 168
mjr 17:ab3cec0c8bf4 169 // the low-level interface to the CCD hardware
mjr 35:e959ffba78fd 170 TSL1410R ccd;
mjr 17:ab3cec0c8bf4 171 };
mjr 35:e959ffba78fd 172
mjr 35:e959ffba78fd 173
mjr 35:e959ffba78fd 174 // TSL1410R sensor
mjr 35:e959ffba78fd 175 class PlungerSensorTSL1410R: public PlungerSensorCCD
mjr 35:e959ffba78fd 176 {
mjr 35:e959ffba78fd 177 public:
mjr 35:e959ffba78fd 178 PlungerSensorTSL1410R(PinName si, PinName clock, PinName ao1, PinName ao2)
mjr 35:e959ffba78fd 179 : PlungerSensorCCD(1280, si, clock, ao1, ao2)
mjr 35:e959ffba78fd 180 {
mjr 35:e959ffba78fd 181 // This sensor is 1x1280 pixels at 400dpi. Sample every 8th
mjr 35:e959ffba78fd 182 // pixel -> 160 pixels at 50dpi == 0.5mm spatial resolution.
mjr 35:e959ffba78fd 183 npix = 160;
mjr 35:e959ffba78fd 184 pix = pixbuf;
mjr 35:e959ffba78fd 185 }
mjr 35:e959ffba78fd 186
mjr 35:e959ffba78fd 187 uint16_t pixbuf[160];
mjr 35:e959ffba78fd 188 };
mjr 35:e959ffba78fd 189
mjr 35:e959ffba78fd 190 // TSL1412R
mjr 35:e959ffba78fd 191 class PlungerSensorTSL1412R: public PlungerSensorCCD
mjr 35:e959ffba78fd 192 {
mjr 35:e959ffba78fd 193 public:
mjr 35:e959ffba78fd 194 PlungerSensorTSL1412R(PinName si, PinName clock, PinName ao1, PinName ao2)
mjr 35:e959ffba78fd 195 : PlungerSensorCCD(1536, si, clock, ao1, ao2)
mjr 35:e959ffba78fd 196 {
mjr 35:e959ffba78fd 197 // This sensor is 1x1536 pixels at 400dpi. Sample every 8th
mjr 35:e959ffba78fd 198 // pixel -> 192 pixels at 50dpi == 0.5mm spatial resolution.
mjr 35:e959ffba78fd 199 npix = 192;
mjr 35:e959ffba78fd 200 pix = pixbuf;
mjr 35:e959ffba78fd 201 }
mjr 35:e959ffba78fd 202
mjr 35:e959ffba78fd 203 uint16_t pixbuf[192];
mjr 35:e959ffba78fd 204 };
mjr 35:e959ffba78fd 205