Wiki source code of Ball Physics
Version 9.1 by stu104225 on 2020/03/07 12:25
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7.1 | 1 | The **ball physics model**'s main objective is to provide a point in time to the controller, when the ball is predicted to be hittable, in order to not let the ball fall into the drain. |
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5.1 | 2 | |
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1.1 | 3 | \\ |
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7.1 | 5 | \\ |
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1.1 | 6 | |
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7.1 | 8 | |
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5.1 | 9 | {{toc/}} |
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4.1 | 11 | == Ball trajectory == |
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1.1 | 12 | |
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5.1 | 13 | ---- |
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8.1 | 15 | The trajectory of a ball can be modeled to be parabolic. From two point //p// and //p_old// with corresponding timestamps, the velocity //v// is computed. |
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9.1 | 16 | For a future point in time //t//, with //t=0 //being the timestamp of// p//, we can then approximately approximately predict the corresponding ball position using the following formulas. |
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4.1 | 17 | |
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8.1 | 18 | [[image:attach:Bildschirmfoto von 2020-03-07 12-21-22.png]] |
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7.1 | 19 | |
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9.1 | 20 | The incline of the playfield causes a vertical acceleration, which is modeled via a graviatational pull with the factor //g = sin(6°) * 9.81 m/s²//. |
| 21 | The value of 6° is the incline of the playfield measured on the physical device. | ||
| 22 | |||
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1.1 | 23 | == Configuration == |
| 24 | |||
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5.1 | 25 | ---- |
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1.1 | 26 | |
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5.1 | 27 | === Prediction parameters === |
| 28 | |||
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6.1 | 29 | (% class="wrapped" %) |
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5.1 | 30 | |=((( |
| 31 | Parameter | ||
| 32 | )))|=((( | ||
| 33 | Description | ||
| 34 | )))|=((( | ||
| 35 | Default value | ||
| 36 | ))) | ||
| 37 | |((( | ||
| 38 | PREDICTION_FRAME | ||
| 39 | )))|((( | ||
| 40 | window size for prediction - How far | ||
| 41 | |||
| 42 | into the future are predctions calculated at most. | ||
| 43 | )))|((( | ||
| 44 | 70ms | ||
| 45 | ))) | ||
| 46 | |((( | ||
| 47 | PREDICTION_STEP_SIZE | ||
| 48 | )))|((( | ||
| 49 | size of the steps for the forward search | ||
| 50 | )))|((( | ||
| 51 | 10ms | ||
| 52 | ))) | ||
| 53 | |((( | ||
| 54 | REFINEMENT_FACTOR | ||
| 55 | )))|((( | ||
| 56 | The prediction step size for the reverse search is | ||
| 57 | PREDICTION_STEP_SIZE divided by REFINEMENT_FACTOR. | ||
| 58 | )))|((( | ||
| 59 | 10 | ||
| 60 | ))) | ||
| 61 | |||
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6.1 | 62 | When setting the PREDICTION_FRAME keep in mind, that predictions, that reach multiple frames into the future, are likely to be overwritten, when new frames arrive and new predictions are calculated. |
| 63 | Nevertheless it is reasonable to calculate predictions beyond the next frame in case a ball is not recognized on the next frame. | ||
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5.1 | 64 | |
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6.1 | 65 | With the default values up to 7 predictions are calculated if the ball is not predicted to be in flipper range roughly within the next two frames. |
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5.1 | 66 | |
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6.1 | 67 | The REFINEMENT_FACTOR is also the worst case number of predictions calculated during the reverse search part of the prediction process. |
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5.1 | 68 | |
| 69 | \\ | ||
| 70 | |||
| 71 | === Flipper range === | ||
| 72 | |||
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4.1 | 73 | The model of the area, where the the flippers can hit a ball is computed from a set of five points. These points are set to real world coordinates in meter |
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1.1 | 74 | |
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4.1 | 75 | and should not need further adjustment after the camera is correctly calibrated (see [[doc:World Coordinate System]]). |
| 76 | |||
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5.1 | 77 | The values for the left flipper are set to be symmetrical. |
| 78 | |||
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1.1 | 79 | [[image:attach:physics_points.png]] |
| 80 | |||
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5.1 | 81 | (% class="wrapped" %) |
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4.1 | 82 | |=((( |
| 83 | Point# | ||
| 84 | )))|=((( | ||
| 85 | Description | ||
| 86 | ))) | ||
| 87 | |((( | ||
| 88 | 1 | ||
| 89 | )))|((( | ||
| 90 | center point of the circle that the flippers tip moves o | ||
| 91 | ))) | ||
| 92 | |((( | ||
| 93 | 2 | ||
| 94 | )))|((( | ||
| 95 | highest point a ball can be at when it hits the resting flipper | ||
| 96 | ))) | ||
| 97 | |((( | ||
| 98 | 3 | ||
| 99 | )))|((( | ||
| 100 | lowest point a ball can be at when it hits the resting flipper | ||
| 101 | ))) | ||
| 102 | |((( | ||
| 103 | 4 | ||
| 104 | )))|((( | ||
| 105 | lowest point a ball can be at when it hits the fully triggered flipper | ||
| 106 | ))) | ||
| 107 | |((( | ||
| 108 | 5 | ||
| 109 | )))|((( | ||
| 110 | highest point a ball can be at when it hits the fully triggered flipper | ||
| 111 | ))) | ||
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1.1 | 112 | |
| 113 | \\ | ||
| 114 | |||
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5.1 | 115 | From these points an area, where the ball is deemed to be hittable, is computed. |
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4.1 | 116 | |
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1.1 | 117 | [[image:attach:physics2.png]] |
| 118 | |||
| 119 | \\ | ||
| 120 | |||
| 121 | === Inlane Area === | ||
| 122 | |||
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5.1 | 123 | Since the trajectory prediction does not consider collisions in general, we need a different kind of predictions for the inlanes, |
| 124 | i.e. the path feeding a falling ball from the playfield to the flippers, behind the slingshot. | ||
| 125 | A ball is considered to be in an inlane, when it is in a rectangualar area, with one edge given by the begin of the flipper | ||
| 126 | and the other by a point at highest, outermost position of the angled part of the inlane. | ||
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4.1 | 127 | |
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6.1 | 128 | In this area the vertical accelleration is deactivated in the prediction, since it would cause the prediction to assume the would slide into the wall. |
| 129 | Though in reality the still is some accelleration, a simple linear prediction has shown to be practical in this less critical area. | ||
| 130 | |||
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1.1 | 131 | [[image:attach:physics_inlane.png]] |