An I/O controller for virtual pinball machines: accelerometer nudge sensing, analog plunger input, button input encoding, LedWiz compatible output controls, and more.

Dependencies:   mbed FastIO FastPWM USBDevice

Fork of Pinscape_Controller by Mike R

/media/uploads/mjr/pinscape_no_background_small_L7Miwr6.jpg

This is Version 2 of the Pinscape Controller, an I/O controller for virtual pinball machines. (You can find the old version 1 software here.) Pinscape is software for the KL25Z that turns the board into a full-featured I/O controller for virtual pinball, with support for accelerometer-based nudging, a mechanical plunger, button inputs, and feedback device control.

In case you haven't heard of the idea before, a "virtual pinball machine" is basically a video pinball simulator that's built into a real pinball machine body. A TV monitor goes in place of the pinball playfield, and a second TV goes in the backbox to show the backglass artwork. Some cabs also include a third monitor to simulate the DMD (Dot Matrix Display) used for scoring on 1990s machines, or even an original plasma DMD. A computer (usually a Windows PC) is hidden inside the cabinet, running pinball emulation software that displays a life-sized playfield on the main TV. The cabinet has all of the usual buttons, too, so it not only looks like the real thing, but plays like it too. That's a picture of my own machine to the right. On the outside, it's built exactly like a real arcade pinball machine, with the same overall dimensions and all of the standard pinball cabinet trim hardware.

It's possible to buy a pre-built virtual pinball machine, but it also makes a great DIY project. If you have some basic wood-working skills and know your way around PCs, you can build one from scratch. The computer part is just an ordinary Windows PC, and all of the pinball emulation can be built out of free, open-source software. In that spirit, the Pinscape Controller is an open-source software/hardware project that offers a no-compromises, all-in-one control center for all of the unique input/output needs of a virtual pinball cabinet. If you've been thinking about building one of these, but you're not sure how to connect a plunger, flipper buttons, lights, nudge sensor, and whatever else you can think of, this project might be just what you're looking for.

You can find much more information about DIY Pin Cab building in general in the Virtual Cabinet Forum on vpforums.org. Also visit my Pinscape Resources page for more about this project and other virtual pinball projects I'm working on.

Downloads

  • Pinscape Release Builds: This page has download links for all of the Pinscape software. To get started, install and run the Pinscape Config Tool on your Windows computer. It will lead you through the steps for installing the Pinscape firmware on the KL25Z.
  • Config Tool Source Code. The complete C# source code for the config tool. You don't need this to run the tool, but it's available if you want to customize anything or see how it works inside.

Documentation

The new Version 2 Build Guide is now complete! This new version aims to be a complete guide to building a virtual pinball machine, including not only the Pinscape elements but all of the basics, from sourcing parts to building all of the hardware.

You can also refer to the original Hardware Build Guide (PDF), but that's out of date now, since it refers to the old version 1 software, which was rather different (especially when it comes to configuration).

System Requirements

The new Config Tool requires a fairly up-to-date Microsoft .NET installation. If you use Windows Update to keep your system current, you should be fine. A modern version of Internet Explorer (IE) is required, even if you don't use it as your main browser, because the Config Tool uses some system components that Microsoft packages into the IE install set. I test with IE11, so that's known to work. IE8 doesn't work. IE9 and 10 are unknown at this point.

The Windows requirements are only for the config tool. The firmware doesn't care about anything on the Windows side, so if you can make do without the config tool, you can use almost any Windows setup.

Main Features

Plunger: The Pinscape Controller started out as a "mechanical plunger" controller: a device for attaching a real pinball plunger to the video game software so that you could launch the ball the natural way. This is still, of course, a central feature of the project. The software supports several types of sensors: a high-resolution optical sensor (which works by essentially taking pictures of the plunger as it moves); a slide potentiometer (which determines the position via the changing electrical resistance in the pot); a quadrature sensor (which counts bars printed on a special guide rail that it moves along); and an IR distance sensor (which determines the position by sending pulses of light at the plunger and measuring the round-trip travel time). The Build Guide explains how to set up each type of sensor.

Nudging: The KL25Z (the little microcontroller that the software runs on) has a built-in accelerometer. The Pinscape software uses it to sense when you nudge the cabinet, and feeds the acceleration data to the pinball software on the PC. This turns physical nudges into virtual English on the ball. The accelerometer is quite sensitive and accurate, so we can measure the difference between little bumps and hard shoves, and everything in between. The result is natural and immersive.

Buttons: You can wire real pinball buttons to the KL25Z, and the software will translate the buttons into PC input. You have the option to map each button to a keyboard key or joystick button. You can wire up your flipper buttons, Magna Save buttons, Start button, coin slots, operator buttons, and whatever else you need.

Feedback devices: You can also attach "feedback devices" to the KL25Z. Feedback devices are things that create tactile, sound, and lighting effects in sync with the game action. The most popular PC pinball emulators know how to address a wide variety of these devices, and know how to match them to on-screen action in each virtual table. You just need an I/O controller that translates commands from the PC into electrical signals that turn the devices on and off. The Pinscape Controller can do that for you.

Expansion Boards

There are two main ways to run the Pinscape Controller: standalone, or using the "expansion boards".

In the basic standalone setup, you just need the KL25Z, plus whatever buttons, sensors, and feedback devices you want to attach to it. This mode lets you take advantage of everything the software can do, but for some features, you'll have to build some ad hoc external circuitry to interface external devices with the KL25Z. The Build Guide has detailed plans for exactly what you need to build.

The other option is the Pinscape Expansion Boards. The expansion boards are a companion project, which is also totally free and open-source, that provides Printed Circuit Board (PCB) layouts that are designed specifically to work with the Pinscape software. The PCB designs are in the widely used EAGLE format, which many PCB manufacturers can turn directly into physical boards for you. The expansion boards organize all of the external connections more neatly than on the standalone KL25Z, and they add all of the interface circuitry needed for all of the advanced software functions. The big thing they bring to the table is lots of high-power outputs. The boards provide a modular system that lets you add boards to add more outputs. If you opt for the basic core setup, you'll have enough outputs for all of the toys in a really well-equipped cabinet. If your ambitions go beyond merely well-equipped and run to the ridiculously extravagant, just add an extra board or two. The modular design also means that you can add to the system over time.

Expansion Board project page

Update notes

If you have a Pinscape V1 setup already installed, you should be able to switch to the new version pretty seamlessly. There are just a couple of things to be aware of.

First, the "configuration" procedure is completely different in the new version. Way better and way easier, but it's not what you're used to from V1. In V1, you had to edit the project source code and compile your own custom version of the program. No more! With V2, you simply install the standard, pre-compiled .bin file, and select options using the Pinscape Config Tool on Windows.

Second, if you're using the TSL1410R optical sensor for your plunger, there's a chance you'll need to boost your light source's brightness a little bit. The "shutter speed" is faster in this version, which means that it doesn't spend as much time collecting light per frame as before. The software actually does "auto exposure" adaptation on every frame, so the increased shutter speed really shouldn't bother it, but it does require a certain minimum level of contrast, which requires a certain minimal level of lighting. Check the plunger viewer in the setup tool if you have any problems; if the image looks totally dark, try increasing the light level to see if that helps.

New Features

V2 has numerous new features. Here are some of the highlights...

Dynamic configuration: as explained above, configuration is now handled through the Config Tool on Windows. It's no longer necessary to edit the source code or compile your own modified binary.

Improved plunger sensing: the software now reads the TSL1410R optical sensor about 15x faster than it did before. This allows reading the sensor at full resolution (400dpi), about 400 times per second. The faster frame rate makes a big difference in how accurately we can read the plunger position during the fast motion of a release, which allows for more precise position sensing and faster response. The differences aren't dramatic, since the sensing was already pretty good even with the slower V1 scan rate, but you might notice a little better precision in tricky skill shots.

Keyboard keys: button inputs can now be mapped to keyboard keys. The joystick button option is still available as well, of course. Keyboard keys have the advantage of being closer to universal for PC pinball software: some pinball software can be set up to take joystick input, but nearly all PC pinball emulators can take keyboard input, and nearly all of them use the same key mappings.

Local shift button: one physical button can be designed as the local shift button. This works like a Shift button on a keyboard, but with cabinet buttons. It allows each physical button on the cabinet to have two PC keys assigned, one normal and one shifted. Hold down the local shift button, then press another key, and the other key's shifted key mapping is sent to the PC. The shift button can have a regular key mapping of its own as well, so it can do double duty. The shift feature lets you access more functions without cluttering your cabinet with extra buttons. It's especially nice for less frequently used functions like adjusting the volume or activating night mode.

Night mode: the output controller has a new "night mode" option, which lets you turn off all of your noisy devices with a single button, switch, or PC command. You can designate individual ports as noisy or not. Night mode only disables the noisemakers, so you still get the benefit of your flashers, button lights, and other quiet devices. This lets you play late into the night without disturbing your housemates or neighbors.

Gamma correction: you can designate individual output ports for gamma correction. This adjusts the intensity level of an output to make it match the way the human eye perceives brightness, so that fades and color mixes look more natural in lighting devices. You can apply this to individual ports, so that it only affects ports that actually have lights of some kind attached.

IR Remote Control: the controller software can transmit and/or receive IR remote control commands if you attach appropriate parts (an IR LED to send, an IR sensor chip to receive). This can be used to turn on your TV(s) when the system powers on, if they don't turn on automatically, and for any other functions you can think of requiring IR send/receive capabilities. You can assign IR commands to cabinet buttons, so that pressing a button on your cabinet sends a remote control command from the attached IR LED, and you can have the controller generate virtual key presses on your PC in response to received IR commands. If you have the IR sensor attached, the system can use it to learn commands from your existing remotes.

Yet more USB fixes: I've been gradually finding and fixing USB bugs in the mbed library for months now. This version has all of the fixes of the last couple of releases, of course, plus some new ones. It also has a new "last resort" feature, since there always seems to be "just one more" USB bug. The last resort is that you can tell the device to automatically reboot itself if it loses the USB connection and can't restore it within a given time limit.

More Downloads

  • 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 releases, so you don't need my custom builds if you're using 9.9.1 or later and/or VP 10. I don't think there's any reason to use my versions instead of the latest official ones, and in fact I'd encourage you to use the official releases since they're more up to date, but I'm leaving my builds available just in case. In the official versions, look for the checkbox "Enable Nudge Filter" in the Keys preferences dialog. My custom versions don't include that checkbox; they just enable the filter unconditionally.
  • Output circuit shopping list: This is a saved shopping cart at mouser.com with the parts needed to build one copy of the high-power output circuit for the LedWiz emulator feature, for use with the standalone KL25Z (that is, without the expansion boards). The quantities in the cart are for one output channel, so if you want N outputs, simply multiply the quantities by the N, with one exception: you only need one ULN2803 transistor array chip for each eight output circuits. If you're using the expansion boards, you won't need any of this, since the boards provide their own high-power outputs.
  • Cary Owens' optical sensor housing: A 3D-printable design for a housing/mounting bracket for the optical plunger sensor, designed by Cary Owens. This makes it easy to mount the sensor.
  • 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.

Copyright and License

The Pinscape firmware is copyright 2014, 2021 by Michael J Roberts. It's released under an MIT open-source license. See License.

Warning to VirtuaPin Kit Owners

This software isn't designed as a replacement for the VirtuaPin plunger kit's firmware. If you bought the VirtuaPin kit, I recommend that you don't install this software. The KL25Z can only run one firmware program at a time, so if you install the Pinscape firmware on your KL25Z, it will replace and erase your existing VirtuaPin proprietary firmware. If you do this, the only way to restore your VirtuaPin firmware is to physically ship the KL25Z back to VirtuaPin and ask them to re-flash it. They don't allow you to do this at home, and they don't even allow you to back up your firmware, since they want to protect their proprietary software from copying. For all of these reasons, if you want to run the Pinscape software, I strongly recommend that you buy a "blank" retail KL25Z to use with Pinscape. They only cost about $15 and are available at several online retailers, including Amazon, Mouser, and eBay. The blank retail boards don't come with any proprietary firmware pre-installed, so installing Pinscape won't delete anything that you paid extra for.

With those warnings in mind, if you're absolutely sure that you don't mind permanently erasing your VirtuaPin firmware, it is at least possible to use Pinscape as a replacement for the VirtuaPin firmware. Pinscape uses the same button wiring conventions as the VirtuaPin setup, so you can keep your buttons (although you'll have to update the GPIO pin mappings in the Config Tool to match your physical wiring). As of the June, 2021 firmware, the Vishay VCNL4010 plunger sensor that comes with the VirtuaPin v3 plunger kit is supported, so you can also keep your plunger, if you have that chip. (You should check to be sure that's the sensor chip you have before committing to this route, if keeping the plunger sensor is important to you. The older VirtuaPin plunger kits came with different IR sensors that the Pinscape software doesn't handle.)

Committer:
mjr
Date:
Fri Apr 21 18:50:37 2017 +0000
Revision:
86:e30a1f60f783
Parent:
82:4f6209cb5c33
Child:
87:8d35c74403af
Capture a bunch of alternative bar code decoder tests, mostly unsuccessful

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 82:4f6209cb5c33 1 // Base class for TSL14xx-based plunger sensors.
mjr 82:4f6209cb5c33 2 //
mjr 82:4f6209cb5c33 3 // This provides a common base class for plunger sensors based on
mjr 82:4f6209cb5c33 4 // AMS/TAOS TSL14xx sensors (TSL1410R, TSL1412S, TSL1401CL). The sensors
mjr 82:4f6209cb5c33 5 // in this series all work the same way, differing mostly in the number
mjr 82:4f6209cb5c33 6 // of pixels. However, we have two fundamentally different ways of using
mjr 82:4f6209cb5c33 7 // these image sensors to detect position: sensing the position of the
mjr 82:4f6209cb5c33 8 // shadow cast by the plunger on the sensor, and optically reading a bar
mjr 82:4f6209cb5c33 9 // code telling us the location of the sensor along a scale. This class
mjr 82:4f6209cb5c33 10 // provides the low-level pixel-sensor interface; subclasses provide the
mjr 82:4f6209cb5c33 11 // image analysis that figures the position from the captured image.
mjr 82:4f6209cb5c33 12
mjr 82:4f6209cb5c33 13
mjr 82:4f6209cb5c33 14 #ifndef _TSL14XXSENSOR_H_
mjr 82:4f6209cb5c33 15 #define _TSL14XXSENSOR_H_
mjr 82:4f6209cb5c33 16
mjr 82:4f6209cb5c33 17 #include "plunger.h"
mjr 82:4f6209cb5c33 18 #include "TSL14xx.h"
mjr 82:4f6209cb5c33 19
mjr 82:4f6209cb5c33 20 class PlungerSensorTSL14xx: public PlungerSensor
mjr 82:4f6209cb5c33 21 {
mjr 82:4f6209cb5c33 22 public:
mjr 86:e30a1f60f783 23 PlungerSensorTSL14xx(int nativePix, int nativeScale,
mjr 86:e30a1f60f783 24 PinName si, PinName clock, PinName ao)
mjr 86:e30a1f60f783 25 : PlungerSensor(nativeScale),
mjr 86:e30a1f60f783 26 sensor(nativePix, si, clock, ao)
mjr 82:4f6209cb5c33 27 {
mjr 86:e30a1f60f783 28 // remember the native pixel size
mjr 82:4f6209cb5c33 29 native_npix = nativePix;
mjr 82:4f6209cb5c33 30
mjr 82:4f6209cb5c33 31 // start with no additional integration time for automatic
mjr 82:4f6209cb5c33 32 // exposure control
mjr 82:4f6209cb5c33 33 axcTime = 0;
mjr 82:4f6209cb5c33 34 }
mjr 82:4f6209cb5c33 35
mjr 82:4f6209cb5c33 36 // is the sensor ready?
mjr 82:4f6209cb5c33 37 virtual bool ready() { return sensor.ready(); }
mjr 82:4f6209cb5c33 38
mjr 82:4f6209cb5c33 39 virtual void init()
mjr 82:4f6209cb5c33 40 {
mjr 82:4f6209cb5c33 41 sensor.clear();
mjr 82:4f6209cb5c33 42 }
mjr 82:4f6209cb5c33 43
mjr 82:4f6209cb5c33 44 // Send a status report to the joystick interface.
mjr 82:4f6209cb5c33 45 // See plunger.h for details on the arguments.
mjr 82:4f6209cb5c33 46 virtual void sendStatusReport(USBJoystick &js, uint8_t flags, uint8_t extraTime)
mjr 82:4f6209cb5c33 47 {
mjr 86:e30a1f60f783 48 // The sensor's internal buffering scheme makes it a little tricky
mjr 86:e30a1f60f783 49 // to get the requested timing, and our own double-buffering adds a
mjr 86:e30a1f60f783 50 // little complexity as well. To get the exact timing requested, we
mjr 86:e30a1f60f783 51 // have to work with the buffering pipeline like so:
mjr 82:4f6209cb5c33 52 //
mjr 86:e30a1f60f783 53 // 1. Call startCapture(). This waits for any in-progress pixel
mjr 86:e30a1f60f783 54 // transfer from the sensor to finish, then executes a HOLD/SI pulse
mjr 86:e30a1f60f783 55 // on the sensor. The HOLD/SI takes a snapshot of the current live
mjr 86:e30a1f60f783 56 // photo receptors to the sensor shift register. These pixels have
mjr 86:e30a1f60f783 57 // been integrating starting from before we were called; call this
mjr 86:e30a1f60f783 58 // integration period A. So the shift register contains period A.
mjr 86:e30a1f60f783 59 // The HOLD/SI then grounds the photo receptors, clearing their
mjr 86:e30a1f60f783 60 // charge, thus starting a new integration period B. After sending
mjr 86:e30a1f60f783 61 // the HOLD/SI pulse, startCapture() begins a DMA transfer of the
mjr 86:e30a1f60f783 62 // shift register pixels (period A) to one of our two buffers (call
mjr 86:e30a1f60f783 63 // it the EVEN buffer).
mjr 82:4f6209cb5c33 64 //
mjr 86:e30a1f60f783 65 // 2. Wait for the current transfer (period A to the EVEN buffer)
mjr 86:e30a1f60f783 66 // to finish. The minimum integration time is the time of one
mjr 86:e30a1f60f783 67 // transfer cycle, so this brings us to the minimum time for
mjr 86:e30a1f60f783 68 // period B.
mjr 86:e30a1f60f783 69 //
mjr 86:e30a1f60f783 70 // 3. Now pause for the reqeusted extra delay time. Period B is
mjr 86:e30a1f60f783 71 // still running at this point (it keeps going until we start a
mjr 86:e30a1f60f783 72 // new capture), so this pause adds the requested extra time to
mjr 86:e30a1f60f783 73 // period B's total integration time. This brings period B to
mjr 86:e30a1f60f783 74 // exactly the requested total time.
mjr 82:4f6209cb5c33 75 //
mjr 86:e30a1f60f783 76 // 4. Call startCapture() to end period B, move period B's pixels
mjr 86:e30a1f60f783 77 // to the sensor's shift register, and begin period C. This
mjr 86:e30a1f60f783 78 // switches DMA buffers, so the EVEN buffer (with period A) is now
mjr 86:e30a1f60f783 79 // available, and the ODD buffer becomes the DMA target for the
mjr 86:e30a1f60f783 80 // period B pixels.
mjr 82:4f6209cb5c33 81 //
mjr 86:e30a1f60f783 82 // 5. Wait for the period B pixels to become available, via
mjr 86:e30a1f60f783 83 // waitPix(). This waits for the DMA transfer to complete and
mjr 86:e30a1f60f783 84 // hands us the latest (ODD) transfer buffer.
mjr 86:e30a1f60f783 85 //
mjr 86:e30a1f60f783 86 sensor.startCapture(axcTime); // begin transfer of pixels from incoming period A, begin integration period B
mjr 82:4f6209cb5c33 87 sensor.wait(); // wait for scan of A to complete, as minimum integration B time
mjr 82:4f6209cb5c33 88 wait_us(long(extraTime) * 100); // add extraTime (0.1ms == 100us increments) to integration B time
mjr 86:e30a1f60f783 89 sensor.startCapture(axcTime); // begin transfer of pixels from integration period B, begin period C; period A pixels now available
mjr 82:4f6209cb5c33 90
mjr 86:e30a1f60f783 91 // wait for the DMA transfer of period B to finish, and get the
mjr 86:e30a1f60f783 92 // period B pixels
mjr 82:4f6209cb5c33 93 uint8_t *pix;
mjr 82:4f6209cb5c33 94 uint32_t t;
mjr 86:e30a1f60f783 95 sensor.waitPix(pix, t);
mjr 82:4f6209cb5c33 96
mjr 82:4f6209cb5c33 97 // start a timer to measure the processing time
mjr 82:4f6209cb5c33 98 Timer pt;
mjr 82:4f6209cb5c33 99 pt.start();
mjr 82:4f6209cb5c33 100
mjr 82:4f6209cb5c33 101 // process the pixels and read the position
mjr 86:e30a1f60f783 102 int pos, rawPos;
mjr 82:4f6209cb5c33 103 int n = native_npix;
mjr 86:e30a1f60f783 104 if (process(pix, n, rawPos))
mjr 86:e30a1f60f783 105 {
mjr 86:e30a1f60f783 106 // success - apply the jitter filter
mjr 86:e30a1f60f783 107 pos = jitterFilter(rawPos);
mjr 86:e30a1f60f783 108 }
mjr 86:e30a1f60f783 109 else
mjr 86:e30a1f60f783 110 {
mjr 86:e30a1f60f783 111 // report 0xFFFF to indicate that the position wasn't read
mjr 82:4f6209cb5c33 112 pos = 0xFFFF;
mjr 86:e30a1f60f783 113 rawPos = 0xFFFF;
mjr 86:e30a1f60f783 114 }
mjr 82:4f6209cb5c33 115
mjr 82:4f6209cb5c33 116 // note the processing time
mjr 82:4f6209cb5c33 117 uint32_t processTime = pt.read_us();
mjr 82:4f6209cb5c33 118
mjr 86:e30a1f60f783 119 // If a low-res scan is desired, reduce to a subset of pixels. Ignore
mjr 86:e30a1f60f783 120 // this for smaller sensors (below 512 pixels)
mjr 86:e30a1f60f783 121 if ((flags & 0x01) && n >= 512)
mjr 82:4f6209cb5c33 122 {
mjr 82:4f6209cb5c33 123 // figure how many sensor pixels we combine into each low-res pixel
mjr 82:4f6209cb5c33 124 const int group = 8;
mjr 82:4f6209cb5c33 125 int lowResPix = n / group;
mjr 82:4f6209cb5c33 126
mjr 82:4f6209cb5c33 127 // combine the pixels
mjr 82:4f6209cb5c33 128 int src, dst;
mjr 82:4f6209cb5c33 129 for (src = dst = 0 ; dst < lowResPix ; ++dst)
mjr 82:4f6209cb5c33 130 {
mjr 82:4f6209cb5c33 131 // average this block of pixels
mjr 82:4f6209cb5c33 132 int a = 0;
mjr 82:4f6209cb5c33 133 for (int j = 0 ; j < group ; ++j)
mjr 82:4f6209cb5c33 134 a += pix[src++];
mjr 82:4f6209cb5c33 135
mjr 82:4f6209cb5c33 136 // we have the sum, so get the average
mjr 82:4f6209cb5c33 137 a /= group;
mjr 82:4f6209cb5c33 138
mjr 82:4f6209cb5c33 139 // store the down-res'd pixel in the array
mjr 82:4f6209cb5c33 140 pix[dst] = uint8_t(a);
mjr 82:4f6209cb5c33 141 }
mjr 82:4f6209cb5c33 142
mjr 82:4f6209cb5c33 143 // update the pixel count to the reduced array size
mjr 82:4f6209cb5c33 144 n = lowResPix;
mjr 82:4f6209cb5c33 145 }
mjr 82:4f6209cb5c33 146
mjr 86:e30a1f60f783 147 // figure the report flags
mjr 86:e30a1f60f783 148 int jsflags = 0;
mjr 86:e30a1f60f783 149
mjr 86:e30a1f60f783 150 // add flags for the detected orientation: 0x01 for normal orientation,
mjr 86:e30a1f60f783 151 // 0x02 for reversed orientation; no flags if orientation is unknown
mjr 86:e30a1f60f783 152 int dir = getOrientation();
mjr 86:e30a1f60f783 153 if (dir == 1)
mjr 86:e30a1f60f783 154 jsflags |= 0x01;
mjr 86:e30a1f60f783 155 else if (dir == -1)
mjr 86:e30a1f60f783 156 jsflags |= 0x02;
mjr 86:e30a1f60f783 157
mjr 86:e30a1f60f783 158 // send the sensor status report headers
mjr 86:e30a1f60f783 159 js.sendPlungerStatus(n, pos, jsflags, sensor.getAvgScanTime(), processTime);
mjr 86:e30a1f60f783 160 js.sendPlungerStatus2(nativeScale, jfLo, jfHi, rawPos, axcTime);
mjr 82:4f6209cb5c33 161
mjr 82:4f6209cb5c33 162 // If we're not in calibration mode, send the pixels
mjr 82:4f6209cb5c33 163 extern bool plungerCalMode;
mjr 82:4f6209cb5c33 164 if (!plungerCalMode)
mjr 82:4f6209cb5c33 165 {
mjr 82:4f6209cb5c33 166 // send the pixels in report-sized chunks until we get them all
mjr 82:4f6209cb5c33 167 int idx = 0;
mjr 82:4f6209cb5c33 168 while (idx < n)
mjr 82:4f6209cb5c33 169 js.sendPlungerPix(idx, n, pix);
mjr 82:4f6209cb5c33 170 }
mjr 82:4f6209cb5c33 171
mjr 82:4f6209cb5c33 172 // It takes us a while to send all of the pixels, since we have
mjr 82:4f6209cb5c33 173 // to break them up into many USB reports. This delay means that
mjr 82:4f6209cb5c33 174 // the sensor has been sitting there integrating for much longer
mjr 82:4f6209cb5c33 175 // than usual, so the next frame read will be overexposed. To
mjr 82:4f6209cb5c33 176 // mitigate this, make sure we don't have a capture running,
mjr 82:4f6209cb5c33 177 // then clear the sensor and start a new capture.
mjr 82:4f6209cb5c33 178 sensor.wait();
mjr 82:4f6209cb5c33 179 sensor.clear();
mjr 82:4f6209cb5c33 180 sensor.startCapture(axcTime);
mjr 82:4f6209cb5c33 181 }
mjr 82:4f6209cb5c33 182
mjr 82:4f6209cb5c33 183 // get the average sensor scan time
mjr 82:4f6209cb5c33 184 virtual uint32_t getAvgScanTime() { return sensor.getAvgScanTime(); }
mjr 82:4f6209cb5c33 185
mjr 82:4f6209cb5c33 186 protected:
mjr 82:4f6209cb5c33 187 // Analyze the image and find the plunger position. If successful,
mjr 82:4f6209cb5c33 188 // fills in 'pixpos' with the plunger position using the 0..65535
mjr 82:4f6209cb5c33 189 // scale and returns true. If no position can be detected from the
mjr 82:4f6209cb5c33 190 // image data, returns false.
mjr 82:4f6209cb5c33 191 virtual bool process(const uint8_t *pix, int npix, int &pixpos) = 0;
mjr 82:4f6209cb5c33 192
mjr 82:4f6209cb5c33 193 // Get the currently detected sensor orientation, if applicable.
mjr 82:4f6209cb5c33 194 // Returns 1 for standard orientation, -1 for reversed orientation,
mjr 82:4f6209cb5c33 195 // or 0 for orientation unknown or not applicable. Edge sensors can
mjr 82:4f6209cb5c33 196 // automatically detect orientation by observing which side of the
mjr 82:4f6209cb5c33 197 // image is in shadow. Bar code sensors generally can't detect
mjr 82:4f6209cb5c33 198 // orientation.
mjr 82:4f6209cb5c33 199 virtual int getOrientation() const { return 0; }
mjr 82:4f6209cb5c33 200
mjr 82:4f6209cb5c33 201 // the low-level interface to the TSL14xx sensor
mjr 82:4f6209cb5c33 202 TSL14xx sensor;
mjr 82:4f6209cb5c33 203
mjr 82:4f6209cb5c33 204 // number of pixels
mjr 82:4f6209cb5c33 205 int native_npix;
mjr 82:4f6209cb5c33 206
mjr 82:4f6209cb5c33 207 // Automatic exposure control time, in microseconds. This is an amount
mjr 82:4f6209cb5c33 208 // of time we add to each integration cycle to compensate for low light
mjr 82:4f6209cb5c33 209 // levels. By default, this is always zero; the base class doesn't have
mjr 82:4f6209cb5c33 210 // any logic for determining proper exposure, because that's a function
mjr 82:4f6209cb5c33 211 // of the type of image we're looking for. Subclasses can add logic in
mjr 82:4f6209cb5c33 212 // the process() function to check exposure level and adjust this value
mjr 82:4f6209cb5c33 213 // if the image looks over- or under-exposed.
mjr 82:4f6209cb5c33 214 uint32_t axcTime;
mjr 82:4f6209cb5c33 215 };
mjr 82:4f6209cb5c33 216
mjr 86:e30a1f60f783 217 // ---------------------------------------------------------------------
mjr 86:e30a1f60f783 218 //
mjr 86:e30a1f60f783 219 // Subclass for the large sensors, such as TSL1410R (1280 pixels)
mjr 86:e30a1f60f783 220 // and TSL1412S (1536 pixels).
mjr 86:e30a1f60f783 221 //
mjr 86:e30a1f60f783 222 // For the large sensors, pixel transfers take a long time: about
mjr 86:e30a1f60f783 223 // 2.5ms on the 1410R and 1412S. This is much longer than our main
mjr 86:e30a1f60f783 224 // loop time, so we don't want to block other work to do a transfer.
mjr 86:e30a1f60f783 225 // Instead, we want to do our transfers asynchronously, so that the
mjr 86:e30a1f60f783 226 // main loop can keep going while a transfer proceeds. This is
mjr 86:e30a1f60f783 227 // possible via our DMA double buffering.
mjr 86:e30a1f60f783 228 //
mjr 86:e30a1f60f783 229 // This scheme gives us three images in our pipeline at any given time:
mjr 86:e30a1f60f783 230 //
mjr 86:e30a1f60f783 231 // - a live image integrating light on the photo receptors on the sensor
mjr 86:e30a1f60f783 232 // - the prior image being held in the sensor's shift register and being
mjr 86:e30a1f60f783 233 // transferred via DMA into one of our buffers
mjr 86:e30a1f60f783 234 // - the image before that in our other buffer
mjr 86:e30a1f60f783 235 //
mjr 86:e30a1f60f783 236 // Integration of a live image starts when we begin the transfer of the
mjr 86:e30a1f60f783 237 // prior image. Integration ends when we start the next transfer after
mjr 86:e30a1f60f783 238 // that. So the total integration time, which is to say the exposure
mjr 86:e30a1f60f783 239 // time, is the time between consecutive transfer starts. It's important
mjr 86:e30a1f60f783 240 // for this time to be consistent from image to image, because that
mjr 86:e30a1f60f783 241 // determines the exposure level. We use polling from the main loop
mjr 86:e30a1f60f783 242 // to initiate new transfers, so the main loop is responsible for
mjr 86:e30a1f60f783 243 // polling frequently during the 2.5ms transfer period. It would be
mjr 86:e30a1f60f783 244 // more consistent if we did this in an interrupt handler instead,
mjr 86:e30a1f60f783 245 // but that would complicate things considerably since our image
mjr 86:e30a1f60f783 246 // analysis is too time-consuming to do in interrupt context.
mjr 86:e30a1f60f783 247 //
mjr 86:e30a1f60f783 248 class PlungerSensorTSL14xxLarge: public PlungerSensorTSL14xx
mjr 86:e30a1f60f783 249 {
mjr 86:e30a1f60f783 250 public:
mjr 86:e30a1f60f783 251 PlungerSensorTSL14xxLarge(int nativePix, int nativeScale,
mjr 86:e30a1f60f783 252 PinName si, PinName clock, PinName ao)
mjr 86:e30a1f60f783 253 : PlungerSensorTSL14xx(nativePix, nativeScale, si, clock, ao)
mjr 86:e30a1f60f783 254 {
mjr 86:e30a1f60f783 255 }
mjr 86:e30a1f60f783 256
mjr 86:e30a1f60f783 257 // read the plunger position
mjr 86:e30a1f60f783 258 virtual bool readRaw(PlungerReading &r)
mjr 86:e30a1f60f783 259 {
mjr 86:e30a1f60f783 260 // start reading the next pixel array (this waits for any DMA
mjr 86:e30a1f60f783 261 // transfer in progress to finish, ensuring a stable pixel buffer)
mjr 86:e30a1f60f783 262 sensor.startCapture(axcTime);
mjr 86:e30a1f60f783 263
mjr 86:e30a1f60f783 264 // get the image array from the last capture
mjr 86:e30a1f60f783 265 uint8_t *pix;
mjr 86:e30a1f60f783 266 uint32_t tpix;
mjr 86:e30a1f60f783 267 sensor.getPix(pix, tpix);
mjr 86:e30a1f60f783 268
mjr 86:e30a1f60f783 269 // process the pixels
mjr 86:e30a1f60f783 270 int pixpos;
mjr 86:e30a1f60f783 271 if (process(pix, native_npix, pixpos))
mjr 86:e30a1f60f783 272 {
mjr 86:e30a1f60f783 273 r.pos = pixpos;
mjr 86:e30a1f60f783 274 r.t = tpix;
mjr 86:e30a1f60f783 275
mjr 86:e30a1f60f783 276 // success
mjr 86:e30a1f60f783 277 return true;
mjr 86:e30a1f60f783 278 }
mjr 86:e30a1f60f783 279 else
mjr 86:e30a1f60f783 280 {
mjr 86:e30a1f60f783 281 // no position found
mjr 86:e30a1f60f783 282 return false;
mjr 86:e30a1f60f783 283 }
mjr 86:e30a1f60f783 284 }
mjr 86:e30a1f60f783 285 };
mjr 86:e30a1f60f783 286
mjr 86:e30a1f60f783 287 // ---------------------------------------------------------------------
mjr 86:e30a1f60f783 288 //
mjr 86:e30a1f60f783 289 // Subclass for the small sensors, such as TSL1401CL (128 pixels).
mjr 86:e30a1f60f783 290 //
mjr 86:e30a1f60f783 291 // For the small sensors, we can't use the asynchronous transfer
mjr 86:e30a1f60f783 292 // scheme we use for the large sensors, because the transfer times
mjr 86:e30a1f60f783 293 // are so short that the main loop can't poll frequently enough to
mjr 86:e30a1f60f783 294 // maintain consistent exposure times. With the short transfer
mjr 86:e30a1f60f783 295 // times, though, we don't need to do them asynchronously.
mjr 86:e30a1f60f783 296 //
mjr 86:e30a1f60f783 297 // Instead, each time we want to read the sensor, we do the whole
mjr 86:e30a1f60f783 298 // integration and transfer synchronously, so that we can precisly
mjr 86:e30a1f60f783 299 // control the total time. This requires two transfers. First,
mjr 86:e30a1f60f783 300 // we start a transfer in order to set the exact starting time of
mjr 86:e30a1f60f783 301 // an integration period: call it period A. We wait for the
mjr 86:e30a1f60f783 302 // transfer to complete, which fills a buffer with the prior
mjr 86:e30a1f60f783 303 // integration period's pixels. We don't want those pixels,
mjr 86:e30a1f60f783 304 // because they started before we got here and thus we can't
mjr 86:e30a1f60f783 305 // control how long they were integrating. So we discard that
mjr 86:e30a1f60f783 306 // buffer and start a new transfer. This starts period B while
mjr 86:e30a1f60f783 307 // transferring period A's pixels into a DMA buffer. We want
mjr 86:e30a1f60f783 308 // those period A pixels, so we wait for this transfer to finish.
mjr 86:e30a1f60f783 309 //
mjr 86:e30a1f60f783 310 class PlungerSensorTSL14xxSmall: public PlungerSensorTSL14xx
mjr 86:e30a1f60f783 311 {
mjr 86:e30a1f60f783 312 public:
mjr 86:e30a1f60f783 313 PlungerSensorTSL14xxSmall(int nativePix, int nativeScale,
mjr 86:e30a1f60f783 314 PinName si, PinName clock, PinName ao)
mjr 86:e30a1f60f783 315 : PlungerSensorTSL14xx(nativePix, nativeScale, si, clock, ao)
mjr 86:e30a1f60f783 316 {
mjr 86:e30a1f60f783 317 }
mjr 86:e30a1f60f783 318
mjr 86:e30a1f60f783 319 // read the plunger position
mjr 86:e30a1f60f783 320 virtual bool readRaw(PlungerReading &r)
mjr 86:e30a1f60f783 321 {
mjr 86:e30a1f60f783 322 // Clear the sensor. This sends a HOLD/SI pulse to the sensor,
mjr 86:e30a1f60f783 323 // which ends the current integration period, starts a new one
mjr 86:e30a1f60f783 324 // (call the new one period A) right now, and clocks out all
mjr 86:e30a1f60f783 325 // of the pixels from the old cycle. We want to discard these
mjr 86:e30a1f60f783 326 // pixels because they've been integrating from some time in
mjr 86:e30a1f60f783 327 // the past, so we can't control the exact timing of that cycle.
mjr 86:e30a1f60f783 328 // Clearing the sensor clocks the pixels out without waiting to
mjr 86:e30a1f60f783 329 // read them on DMA, so it's much faster than a regular transfer
mjr 86:e30a1f60f783 330 // and thus gives us the shortest possible base integration time
mjr 86:e30a1f60f783 331 // for period A.
mjr 86:e30a1f60f783 332 sensor.clear();
mjr 86:e30a1f60f783 333
mjr 86:e30a1f60f783 334 // Start a real transfer. This ends integration period A (the
mjr 86:e30a1f60f783 335 // one we just started), starts a new integration period B, and
mjr 86:e30a1f60f783 336 // begins transferring period A's pixels to memory via DMA. We
mjr 86:e30a1f60f783 337 // use the auto-exposure time to get the optimal exposure.
mjr 86:e30a1f60f783 338 sensor.startCapture(axcTime);
mjr 86:e30a1f60f783 339
mjr 86:e30a1f60f783 340 // wait for the period A pixel transfer to finish, and grab
mjr 86:e30a1f60f783 341 // its pixels
mjr 86:e30a1f60f783 342 uint8_t *pix;
mjr 86:e30a1f60f783 343 uint32_t tpix;
mjr 86:e30a1f60f783 344 sensor.waitPix(pix, tpix);
mjr 86:e30a1f60f783 345
mjr 86:e30a1f60f783 346 // process the pixels
mjr 86:e30a1f60f783 347 int pixpos;
mjr 86:e30a1f60f783 348 if (process(pix, native_npix, pixpos))
mjr 86:e30a1f60f783 349 {
mjr 86:e30a1f60f783 350 r.pos = pixpos;
mjr 86:e30a1f60f783 351 r.t = tpix;
mjr 86:e30a1f60f783 352
mjr 86:e30a1f60f783 353 // success
mjr 86:e30a1f60f783 354 return true;
mjr 86:e30a1f60f783 355 }
mjr 86:e30a1f60f783 356 else
mjr 86:e30a1f60f783 357 {
mjr 86:e30a1f60f783 358 // no position found
mjr 86:e30a1f60f783 359 return false;
mjr 86:e30a1f60f783 360 }
mjr 86:e30a1f60f783 361 }
mjr 86:e30a1f60f783 362 };
mjr 86:e30a1f60f783 363
mjr 86:e30a1f60f783 364
mjr 82:4f6209cb5c33 365 #endif