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5 | 5 | :description: This document defines the Field Coordinate System which can be used to specify position on the playing field. |
6 | 6 |
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7 | 7 | Summary: The *FIRST* Tech Challenge Field Coordinate System is a Cartesian Coordinate System of three dimensions. |
8 | | -The X and Y axes will refer to a position on the Field and the Z axis a height above the Field. |
| 8 | +The X and Y axes will refer to a position on the field and the Z axis a height above the field. |
9 | 9 |
|
10 | 10 | Scope |
11 | 11 | ----- |
12 | 12 |
|
13 | 13 | This document defines the Field Coordinate System |
14 | | -for a *FIRST* Tech Challenge playing Field. This definition can be |
| 14 | +for a *FIRST* Tech Challenge playing field. This definition can be |
15 | 15 | used for consistent field-centric navigation, target localization and path |
16 | 16 | planning. |
17 | 17 |
|
18 | 18 | Reference Frame |
19 | 19 | --------------- |
20 | 20 |
|
21 | | -The reference frame for this definition is the Field perimeter wall, adjacent |
| 21 | +The reference frame for this definition is the field perimeter wall, adjacent |
22 | 22 | to the red Alliance Area, known here after as the Red Wall. The definition is |
23 | | -from the perspective of a person, standing outside the Field, in the center of |
24 | | -Red Wall, looking towards the center of the Field. |
| 23 | +from the perspective of a person, standing outside the field, in the center of |
| 24 | +Red Wall, looking towards the center of the field. |
25 | 25 |
|
26 | 26 | .. note:: |
27 | 27 | If the red Alliance Area is ever adjacent to two perimeter walls, |
|
43 | 43 | ^^^^^^ |
44 | 44 |
|
45 | 45 | The 0,0,0 origin of the *FIRST* Tech Challenge coordinate system is the point |
46 | | -in the center of the Field, equidistant from all 4 perimeter walls (where the |
| 46 | +in the center of the field, equidistant from all 4 perimeter walls (where the |
47 | 47 | four center tiles meet). The origin point rests on the top surface of the floor |
48 | 48 | mat. |
49 | 49 |
|
@@ -74,87 +74,89 @@ Rotation About Axes |
74 | 74 | When considering rotations about an axis, consider yourself looking down the |
75 | 75 | axis from the positive end towards the origin. Positive |
76 | 76 | rotations are then counterclockwise and negative rotations clockwise. |
| 77 | + |
| 78 | +Imagine looking down the positive Z axis towards the origin. |
| 79 | +This would be like standing in the middle of the field |
| 80 | +looking down. |
| 81 | +A positive rotation about the Z axis would be counterclockwise. |
| 82 | + |
77 | 83 |
|
78 | 84 | .. figure:: images/image1.jpg |
79 | | - :alt: |
| 85 | + :alt: X, Y and Z coordinate axes |
80 | 86 |
|
81 | | - Rotations about each axis. |
82 | | - |
83 | | -Imagine looking down the positive Z axis towards the origin. |
84 | | -This would be like standing in the middle of the Field |
85 | | -looking down at the intersection of the tiles in the very center of the Field. |
86 | | -A positive rotation about the Z axis is then counterclockwise. |
| 87 | + Counterclockwise rotations about each axis |
87 | 88 |
|
88 | 89 | Example: a robot spinning clockwise on the Field is making a negative rotation about the Z axis. |
89 | 90 |
|
90 | 91 | Field Configuration Examples |
91 | 92 | ---------------------------- |
92 | 93 |
|
93 | 94 | Below are two examples illustrating the Field Coordinate System for different |
94 | | -*FIRST* Tech Challenge Field configurations. |
| 95 | +*FIRST* Tech Challenge field configurations. |
95 | 96 |
|
96 | 97 | .. note:: |
97 | | - In both Field configurations the red Alliance is facing out along the positive Y axis, |
98 | | - and the Z axis points up from the center of the Field. |
| 98 | + In both field configurations the red Alliance is facing out along the positive Y axis, |
| 99 | + and the Z axis points up from the center of the field. |
99 | 100 |
|
100 | 101 | Diamond Field |
101 | 102 | ^^^^^^^^^^^^^ |
102 | 103 |
|
103 | | -.. figure:: images/image2.jpg |
104 | | - :alt: |
105 | | - |
106 | | - The *FIRST* RES-Q game Field with X, Y and Z axes shown. |
107 | | - |
108 | | -In a diamond Field configuration the two Alliance walls are adjacent. |
109 | | -The Field is rotated 45 degrees such that both Alliances face the audience. |
110 | | -From the audience perspective the Field forms a diamond shape. |
| 104 | +In a diamond field configuration the two Alliance walls are adjacent. |
| 105 | +The field is rotated 45 degrees such that both Alliances face the audience. |
| 106 | +From the audience perspective the field forms a diamond shape. |
111 | 107 | The Red Wall will be on the right as seen from the audience, |
112 | 108 | and the blue wall will be on the left. |
113 | | -The Y axis points across the Field as seen from the Red Wall. |
| 109 | +The Y axis points across the field as seen from the Red Wall. |
114 | 110 | The X axis points to the blue wall. |
| 111 | + |
| 112 | + |
| 113 | +.. figure:: images/image2.jpg |
| 114 | + :alt: A diamond field with X, Y and Z axes shown |
| 115 | + |
| 116 | + The FIRST RES-Q game field |
115 | 117 |
|
116 | 118 | Square Field |
117 | 119 | ^^^^^^^^^^^^ |
118 | 120 |
|
| 121 | +In a square field configuration the two Alliances face each other across the field. |
| 122 | +The field is oriented such that the Red Wall is on the right as seen |
| 123 | +from the audience, and the blue wall will be on the left. |
| 124 | +The Y axis points across the field from the Red Wall to the blue wall. |
| 125 | +The X axis points away from the audience to the rear of the field. |
| 126 | + |
119 | 127 | .. figure:: images/image3.jpg |
120 | | - :alt: |
| 128 | + :alt: A square field with X, Y and Z axes shown |
121 | 129 |
|
122 | | - The Cascade Effect game Field with X, Y and Z axes shown. |
123 | | - |
124 | | -In a square Field configuration the two Alliances face each other across the Field. |
125 | | -The Field is oriented such that the Red Wall is on the right as seen |
126 | | -from the audience, and the blue wall will be on the left. |
127 | | -The Y axis points across the Field from the Red Wall to the blue wall. |
128 | | -The X axis points away from the audience to the rear of the Field. |
| 130 | + The Cascade Effect game field |
129 | 131 |
|
130 | 132 | Coordinate Position Example |
131 | 133 | --------------------------- |
132 | 134 |
|
133 | | -Let's consider a robot on the Cascade Effect Field at coordinates |
| 135 | +Let's consider a robot on the Cascade Effect field at coordinates |
134 | 136 | (60, -60, 10) in inches. So X = 60, y = -60, and Z = 10. |
135 | 137 | Measured in inches, the walls would be about 72 inches from the origin. |
136 | | -Cascade Effect was a Square Field configuration, so |
| 138 | +Cascade Effect was a square field configuration, so |
137 | 139 | the X axis value of positive 60 would be located close to the rear field wall, away from the audience. |
138 | 140 | The Y axis value of negative 60 would be located close to the Red Wall, away from the origin. |
139 | | -Together the X and Y values (60, -60) indicate a position in the corner of the Field. |
| 141 | +Together the X and Y values (60, -60) indicate a position in the corner of the field. |
140 | 142 | That corner is adjacent to the Red Wall and furthest from the audience. |
141 | 143 | The Z axis value of 10 places the robot on top of the red |
142 | 144 | ramp that is in that corner in the Cascade Effect game. |
143 | 145 |
|
144 | 146 | Measured Values |
145 | 147 | --------------- |
146 | 148 |
|
147 | | -The following metric values have been measured from a 2016 competition Field. They are |
| 149 | +The following metric values have been measured from a 2016 competition field. They are |
148 | 150 | representative only, and should not be assumed to be exact, or guaranteed. |
149 | 151 |
|
150 | 152 | - Distance between opposite inside faces of panels: 3580 mm, |
151 | | - (if the Field is assembled well: the straps give some adjustment tolerance) |
| 153 | + (if the field is assembled well: the straps give some adjustment tolerance) |
152 | 154 | - Polycarbonate transparencies have a visible opening height of 255 mm |
153 | 155 | - The top edge of transparencies is 30 mm from the top of the perimeter |
154 | 156 | - Total perimeter height is 313 mm |
155 | 157 | - Tiles are 13 mm thick |
156 | 158 |
|
157 | | -So, for a diamond Field configuration, the corner of the Field closest to the |
| 159 | +So, for a diamond field configuration, the corner of the field closest to the |
158 | 160 | audience, at a height equal to the top of the perimeter wall, would have a |
159 | 161 | coordinate position of: (-1790, 1790, 300) in millimeters. |
160 | 162 |
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