Field
The field is a rectangle of 1 ft tiles (or the tile size you give): columns x rows, split into equal lanes. Its near-left corner is (0, 0); x runs across, y away from the near edge. Cameras and projectors are placed in these inches.
Detection every camera
A pixel at least this bright (0-255) is part of a band. Reflections and lamps dimmer than this are nothing; the bands must stay brighter. Set it on the live image: Tune on the live image in the camera panel shows what gets through.
to
A bright patch smaller than the first is a speck of noise, larger than the second a lamp or a window: neither becomes a player.
Reflectors closer than this are one band: a band's two stripes glow into one from afar but show as two up close (0 = never merge). Two feet held together become one too.
Two bands closer than the first are one child's ankles; two lone bands closer than the second are one child mid-stride.
Bands up to this far outside the field still count.
Movement when a step or a hop counts
ms, withinin
A child is standing on a tile (an "entered" action) after this long with the feet moving less than this. Longer and wider = fewer actions from shuffling feet.
Standing this close to a tile edge changes nothing: no flicker between two tiles.
frames; gone afterms
A new pair of bands must be seen this many frames in a row before it is a player (a flicker is nothing); a player hidden for less than this is still there (no "lost" and a new player a moment later).
A hop is both bands kicking outward (away from the camera) by at least the first figure: higher = fewer jumps from a shuffle. Landed when they are back within the second; longer in the air than the third was a step.
A player cannot move further than this between frames (further away is another player); at most this many players. Try the settings live: Tune on the live image with tracking on lists every action.
Projectors (displays)
| # | Screen | Pixels | Floor x0..x1 (in) | y0..y1 (in) |
|---|
Each projector paints one rectangle of the floor on one screen (screen 1 = the first projector output in Windows). Pin its corners onto the taped floor afterwards with
calibrate-projectors; a pinned projector keeps its pins while its rectangle stays the same.This node and the area
:
One playing area is live: this field. For a floor made of several projections later, each computer is a node; a sensor node's cameras feed the master, and the origin and rotation say where this node's field sits in the master's area. Projectors on other computers (display nodes) are designed, not built yet.
Plan drag a camera to move it; drag its aim mark to point it
no camera sees the tileone cameratwo or morecamera footprintprojector
Coverage check
The TOML that will be saved
Cameras
Camera
Placement (inches)
Plumb point: where a plumb line from the lens meets the floor, in field inches (negative y = behind the near edge). Aim point: where the middle of the picture lands on the floor.
Capture
x@fps
Camera type
x@fps
A type is a camera model: its lens (the true horizontal field of view) and the mode it must deliver. The coverage check uses the lens; the capture settings should match the mode.