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:
Wed Dec 22 21:48:24 2021 +0000
Revision:
116:80ebb41bad94
Parent:
114:c2410d2cfaf1
Add Arnoz RigMaster and KLShield boards

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 111:42dc75fbe623 1 // Vishay VCNL4010 Proximity Sensor interface
mjr 111:42dc75fbe623 2 //
mjr 111:42dc75fbe623 3 // OVERVIEW
mjr 111:42dc75fbe623 4 //
mjr 111:42dc75fbe623 5 // The Vishay VCNL4010 is an IR proximity sensor chip with an I2C interface
mjr 111:42dc75fbe623 6 // and an effective operating range of about 2mm to 100mm. The VirtuaPin
mjr 113:7330439f2ffc 7 // plunger kit v3 is based on this sensor, so it's in fairly widespread
mjr 113:7330439f2ffc 8 // use among pin cab builders.
mjr 111:42dc75fbe623 9 //
mjr 113:7330439f2ffc 10 // Like all proximity sensors, this chip is designed for sensing *proxmity*,
mjr 113:7330439f2ffc 11 // not distance. Proximity sensing is answering the yes/no question "is
mjr 113:7330439f2ffc 12 // there an object within my detection range?". However, many types of
mjr 113:7330439f2ffc 13 // proximity sensors, including this one, don't answer the proximity
mjr 113:7330439f2ffc 14 // question directly, but rather report an analog quantity that correlates
mjr 113:7330439f2ffc 15 // with distance to a detected object. For a proximity reading, we'd
mjr 113:7330439f2ffc 16 // compare that analog quantitiy to a threshold level to determine whether
mjr 113:7330439f2ffc 17 // or not an object is in range. But we can "abuse" the analog reading by
mjr 113:7330439f2ffc 18 // interpreting it as a continuous value instead of merely being on one side
mjr 113:7330439f2ffc 19 // or the other of a cutoff point. Since the analog value varies (in some
mjr 113:7330439f2ffc 20 // way) with the distance to the detected object, we can re-interpret the
mjr 113:7330439f2ffc 21 // reported analog quantity as a continuous distance value, as long as we
mjr 113:7330439f2ffc 22 // know the mathematical relationship between the distance to the target
mjr 113:7330439f2ffc 23 // and the sensor's reported reading.
mjr 111:42dc75fbe623 24 //
mjr 113:7330439f2ffc 25 // In the case of IR proximity sensors like this one, the analog quantity
mjr 113:7330439f2ffc 26 // that the sensor reports is the intensity of light reflected from the
mjr 113:7330439f2ffc 27 // target object. This type of sensor projects an IR light source in the
mjr 113:7330439f2ffc 28 // direction of the target, and measures the intensity of light reflected
mjr 114:c2410d2cfaf1 29 // from the target. At the basic physics level, the apparent brightness
mjr 114:c2410d2cfaf1 30 // of a point light source varies with the inverse of the square of the
mjr 114:c2410d2cfaf1 31 // distance between source and observer. Our setup isn't quite as simple
mjr 114:c2410d2cfaf1 32 // as that idealized model: we have a reflector instead of a point source,
mjr 114:c2410d2cfaf1 33 // so there are other factors that could vary by distance, especially the
mjr 114:c2410d2cfaf1 34 // cross-section of the target (the portion of the target within the spread
mjr 114:c2410d2cfaf1 35 // angle of the source light). These other factors might not even have
mjr 114:c2410d2cfaf1 36 // simple polynomial relationships to distance. Even so, the general idea
mjr 114:c2410d2cfaf1 37 // that the reflected brightness varies inversely with the distance should
mjr 114:c2410d2cfaf1 38 // hold, at least within a limited distance range. Assuming we can hold
mjr 114:c2410d2cfaf1 39 // all of the other quantities constant (brightness of the light source,
mjr 114:c2410d2cfaf1 40 // reflectivity of the target, etc), then, the reflected brightness should
mjr 114:c2410d2cfaf1 41 // serve as a proxy for the distance. It's obviously not possible to
mjr 113:7330439f2ffc 42 // compute an absolute distance (in millimeters from the sensor, say) from
mjr 114:c2410d2cfaf1 43 // the brightness reading alone, since that depends upon knowing the actual
mjr 114:c2410d2cfaf1 44 // values of all of the other quantities that assuming are held constant.
mjr 114:c2410d2cfaf1 45 // But we don't have to know those variables individually; we can roll them
mjr 114:c2410d2cfaf1 46 // into a proportionality constant that we can compute via calibration, by
mjr 114:c2410d2cfaf1 47 // taking brightness readings at known distances and then solving for the
mjr 114:c2410d2cfaf1 48 // constant.
mjr 114:c2410d2cfaf1 49 //
mjr 114:c2410d2cfaf1 50 // The VCNL4010 data sheet doesn't provide any specifications of how the
mjr 114:c2410d2cfaf1 51 // brightness reading relates to distance - it can't, for all of the reasons
mjr 114:c2410d2cfaf1 52 // mentioned above. But it at least provides a rough plot of readings taken
mjr 114:c2410d2cfaf1 53 // for a particular test configuration. That plot suggests that the power
mjr 114:c2410d2cfaf1 54 // law observed in the test configuration is roughly
mjr 114:c2410d2cfaf1 55 //
mjr 114:c2410d2cfaf1 56 // Brightness ~ 1/Distance^3.2
mjr 114:c2410d2cfaf1 57 //
mjr 114:c2410d2cfaf1 58 // over most of the range from 10mm to 100mm. In my own testing, the best
mjr 114:c2410d2cfaf1 59 // fit was more like 1/r^2. I suspect that the power law depends quite a
mjr 114:c2410d2cfaf1 60 // lot on the size and shape of the reflector. Vishay's test setup uses a
mjr 114:c2410d2cfaf1 61 // 3cm x 3cm square reflector, whereas my plunger test rig has about a 2.5cm
mjr 114:c2410d2cfaf1 62 // circular reflector, which is about as big as you can make the reflector
mjr 114:c2410d2cfaf1 63 // for a pin cab plunger without conflicting with the flipper switches. I
mjr 114:c2410d2cfaf1 64 // don't know if the difference in observed power law is due to the
mjr 114:c2410d2cfaf1 65 // reflector geometry or other factors. We might need to revisit the
mjr 114:c2410d2cfaf1 66 // formula I used for the distance conversion as we gain experience from
mjr 114:c2410d2cfaf1 67 // different users setting up the sensor. A possible future enhancement
mjr 114:c2410d2cfaf1 68 // would be to do a more detailed calibration as follows:
mjr 114:c2410d2cfaf1 69 //
mjr 114:c2410d2cfaf1 70 // - Ask the user to pull back the plunger slowly at a very steady rate,
mjr 114:c2410d2cfaf1 71 // maybe 3-5 seconds per pull
mjr 114:c2410d2cfaf1 72 //
mjr 114:c2410d2cfaf1 73 // - Collect frequent readings throughout this period, say every 50ms
mjr 114:c2410d2cfaf1 74 // (so around 60-100 readings per pull)
mjr 114:c2410d2cfaf1 75 //
mjr 114:c2410d2cfaf1 76 // - Do a best-fit calculation on the data to solve for the exponent X
mjr 114:c2410d2cfaf1 77 // and proportionality constant C in (Brightness = C/Distance^X),
mjr 114:c2410d2cfaf1 78 // assuming that the distances are uniformly distributed over the
mjr 114:c2410d2cfaf1 79 // pull range (because the user was pulling at constant speed).
mjr 114:c2410d2cfaf1 80 //
mjr 114:c2410d2cfaf1 81 // - Save the exponent as config.plunger.cal.raw1 (perhaps as a 4.4 bit
mjr 114:c2410d2cfaf1 82 // fixed-point value, such that X = raw1/16.0f)
mjr 114:c2410d2cfaf1 83 //
mjr 114:c2410d2cfaf1 84 // Alternatively, we could let the user provide the power law exponent
mjr 114:c2410d2cfaf1 85 // manually, as a configuration parameter, and add a Config Tool command
mjr 114:c2410d2cfaf1 86 // to collect the same calibration data described above and do the best-fit
mjr 114:c2410d2cfaf1 87 // analysis. It might be preferable to do it that way - the user could
mjr 114:c2410d2cfaf1 88 // experiment with different values manually to find one that provides the
mjr 114:c2410d2cfaf1 89 // best subjective feel, and they could use the analysis tool to suggest
mjr 114:c2410d2cfaf1 90 // the best value based on data collection. The reason I like the manual
mjr 114:c2410d2cfaf1 91 // approach is that the actual distance/brightness relationship isn't as
mjr 114:c2410d2cfaf1 92 // uniform as a simple power law, so even the best-fit power law will be
mjr 114:c2410d2cfaf1 93 // imperfect. What looks best subjectively might not match the mathematical
mjr 114:c2410d2cfaf1 94 // best fit, because divergence from the fit might be more noticeable to
mjr 114:c2410d2cfaf1 95 // the eye in some regions than in others. A manual fit would allow the
mjr 114:c2410d2cfaf1 96 // user to tweak it until it looked best in the whatever region they find
mjr 114:c2410d2cfaf1 97 // most noticeable.
mjr 111:42dc75fbe623 98 //
mjr 111:42dc75fbe623 99 //
mjr 111:42dc75fbe623 100 // SENSOR INTIALIZATION
mjr 111:42dc75fbe623 101 //
mjr 111:42dc75fbe623 102 // Initializing the VCNL4010 from the software side is just a matter of
mjr 111:42dc75fbe623 103 // programming the registers that control sample rate and sample collection
mjr 111:42dc75fbe623 104 // policy. From experience with other plunger sensors, we know that good
mjr 113:7330439f2ffc 105 // plunger motion tracking without aliasing requires samples at very short
mjr 113:7330439f2ffc 106 // intervals - ideally 2.5ms or less The VCNL4010's fastest sampling rate
mjr 113:7330439f2ffc 107 // for proximity is 250 samples/second, or 4ms intervals, so it's not quite
mjr 113:7330439f2ffc 108 // as fast as we'd like. But it's still usable. In addition, we'll use the
mjr 113:7330439f2ffc 109 // "on demand" mode to collect readings (rather than its interrupt mode),
mjr 113:7330439f2ffc 110 // since the upper software layers poll the sensor by design.
mjr 111:42dc75fbe623 111 //
mjr 111:42dc75fbe623 112 //
mjr 111:42dc75fbe623 113 // I2C INFORMATION
mjr 111:42dc75fbe623 114 //
mjr 113:7330439f2ffc 115 // This chip has an I2C interface with an immutable I2C address of 0010 011x.
mjr 113:7330439f2ffc 116 // In 8-bit address terms, this is 0x26 write, 0x27 read; or, if you prefer
mjr 113:7330439f2ffc 117 // the 7-bit notation, it's address 0x13.
mjr 111:42dc75fbe623 118 //
mjr 111:42dc75fbe623 119
mjr 111:42dc75fbe623 120 #ifndef _VCNL4010_H_
mjr 111:42dc75fbe623 121 #define _VCNL4010_H_
mjr 111:42dc75fbe623 122
mjr 111:42dc75fbe623 123 #include "mbed.h"
mjr 111:42dc75fbe623 124 #include "BitBangI2C.h"
mjr 113:7330439f2ffc 125 #include "config.h"
mjr 111:42dc75fbe623 126
mjr 111:42dc75fbe623 127 class VCNL4010
mjr 111:42dc75fbe623 128 {
mjr 111:42dc75fbe623 129 public:
mjr 111:42dc75fbe623 130 // Set up the interface with the given I2C pins.
mjr 111:42dc75fbe623 131 //
mjr 111:42dc75fbe623 132 // If 'internalPullups' is true, we'll set the I2C SDA/SCL pins to
mjr 111:42dc75fbe623 133 // enable the internal pullup resistors. Set this to false if you're
mjr 111:42dc75fbe623 134 // using your own external pullup resistors on the lines. External
mjr 111:42dc75fbe623 135 // pullups are better if you're attaching more than one device to the
mjr 111:42dc75fbe623 136 // same physical I2C bus; the internal pullups are fine if there's only
mjr 111:42dc75fbe623 137 // one I2C device (in this case the VCNL4010) connected to these pins.
mjr 113:7330439f2ffc 138 VCNL4010(PinName sda, PinName scl, bool internalPullups, int iredCurrent);
mjr 111:42dc75fbe623 139
mjr 111:42dc75fbe623 140 // initialize the chip
mjr 111:42dc75fbe623 141 void init();
mjr 111:42dc75fbe623 142
mjr 111:42dc75fbe623 143 // Start a distance reading, returning immediately without waiting
mjr 111:42dc75fbe623 144 // for the reading to finish. The caller can poll for the finished
mjr 113:7330439f2ffc 145 // reading via proxReady().
mjr 111:42dc75fbe623 146 void startProxReading();
mjr 111:42dc75fbe623 147
mjr 111:42dc75fbe623 148 // Is a proximity reading ready?
mjr 111:42dc75fbe623 149 bool proxReady();
mjr 113:7330439f2ffc 150
mjr 113:7330439f2ffc 151 // Read the proximity value. Note that this returns the "brightness"
mjr 113:7330439f2ffc 152 // value from the sensor, not a distance reading. This must be converted
mjr 113:7330439f2ffc 153 // into a distance reading via countToDistance().
mjr 113:7330439f2ffc 154 int getProx(int &proxCount, uint32_t &tMid, uint32_t &dt, uint32_t timeout_us);
mjr 111:42dc75fbe623 155
mjr 113:7330439f2ffc 156 // convert from raw sensor count values to distance units
mjr 113:7330439f2ffc 157 int countToDistance(int count);
mjr 113:7330439f2ffc 158
mjr 111:42dc75fbe623 159 // This chip has a fixed I2C address of 0x26 write, 0x27 read
mjr 111:42dc75fbe623 160 static const uint8_t I2C_ADDR = 0x26;
mjr 113:7330439f2ffc 161
mjr 113:7330439f2ffc 162 // Restore the saved calibration data from the configuration
mjr 113:7330439f2ffc 163 virtual void restoreCalibration(Config &config);
mjr 113:7330439f2ffc 164
mjr 113:7330439f2ffc 165 // Begin calibration
mjr 113:7330439f2ffc 166 virtual void beginCalibration();
mjr 111:42dc75fbe623 167
mjr 113:7330439f2ffc 168 // End calibration
mjr 113:7330439f2ffc 169 virtual void endCalibration(Config &config);
mjr 113:7330439f2ffc 170
mjr 111:42dc75fbe623 171 protected:
mjr 111:42dc75fbe623 172 // I2C read/write
mjr 111:42dc75fbe623 173 uint8_t readReg(uint8_t regAddr);
mjr 111:42dc75fbe623 174 void writeReg(uint8_t regAddr, uint8_t data);
mjr 111:42dc75fbe623 175
mjr 111:42dc75fbe623 176 // I2C interface to device
mjr 111:42dc75fbe623 177 BitBangI2C i2c;
mjr 111:42dc75fbe623 178
mjr 113:7330439f2ffc 179 // IR LED current setting (from configuration)
mjr 113:7330439f2ffc 180 int iredCurrent;
mjr 113:7330439f2ffc 181
mjr 111:42dc75fbe623 182 // sample timer
mjr 111:42dc75fbe623 183 Timer sampleTimer;
mjr 111:42dc75fbe623 184
mjr 111:42dc75fbe623 185 // time (from Timer t) of start of last range sample
mjr 111:42dc75fbe623 186 uint32_t tSampleStart;
mjr 113:7330439f2ffc 187
mjr 113:7330439f2ffc 188 // last raw proximity reading
mjr 113:7330439f2ffc 189 uint16_t lastProxCount;
mjr 113:7330439f2ffc 190
mjr 113:7330439f2ffc 191 // flag: calibration is in progress
mjr 113:7330439f2ffc 192 bool calibrating;
mjr 113:7330439f2ffc 193
mjr 113:7330439f2ffc 194 // minimum and maximum observed proximity counts during calibration
mjr 113:7330439f2ffc 195 uint16_t minProxCount;
mjr 113:7330439f2ffc 196 uint16_t maxProxCount;
mjr 113:7330439f2ffc 197
mjr 113:7330439f2ffc 198 // proximity count observed at "park" position during calibration
mjr 113:7330439f2ffc 199 uint16_t parkProxCount;
mjr 113:7330439f2ffc 200
mjr 113:7330439f2ffc 201 // Calculate the scaling factor for count -> distance conversions.
mjr 113:7330439f2ffc 202 // This uses the data collected during calibration to figure the
mjr 113:7330439f2ffc 203 // conversion factors.
mjr 113:7330439f2ffc 204 void calcScalingFactor();
mjr 113:7330439f2ffc 205
mjr 113:7330439f2ffc 206 // DC Offset for converting from count to distance. Per the Vishay
mjr 113:7330439f2ffc 207 // application notes, the sensor brightness signal contains a fixed
mjr 113:7330439f2ffc 208 // component that comes from a combination of physical factors such
mjr 113:7330439f2ffc 209 // as internal reflections, ambient light, ADC artifacts, and sensor
mjr 113:7330439f2ffc 210 // noise. This must be subtracted from the reported proximity count
mjr 113:7330439f2ffc 211 // to get a measure of the actual reflected brightness level. The
mjr 113:7330439f2ffc 212 // DC offset is a function of the overall setup, so it has to be
mjr 113:7330439f2ffc 213 // determined through calibration.
mjr 113:7330439f2ffc 214 int dcOffset;
mjr 113:7330439f2ffc 215
mjr 113:7330439f2ffc 216 // Scaling factor and offset for converting from count to distance.
mjr 113:7330439f2ffc 217 // We calculate these based on the counts collected at known points
mjr 113:7330439f2ffc 218 // during calibration.
mjr 113:7330439f2ffc 219 float scalingFactor;
mjr 113:7330439f2ffc 220 float scalingOffset;
mjr 111:42dc75fbe623 221 };
mjr 111:42dc75fbe623 222
mjr 111:42dc75fbe623 223 #endif // _VCNL4010_H_