pooltool

The top-level API for the pooltool library

Important and highly used objects are placed in this top-level API. For example, System can be imported directly from the top module:

>>> import pooltool as pt
>>> system = pt.System.example()

Alternatively, it can be imported directly from its source location:

>>> from pooltool.system.datatypes import System
>>> system = System.example()

If the object you’re looking for isn’t in this top-level API, search for it in the submodules listed below. Relatedly, if you believe that an objects deserves to graduate to the top-level API, your input is valuable and such changes can be considered.

Subpackages

Submodules

Overview

Classes

EventType

An Enum of event types

GameType

An Enum for supported game types

Game

This class runs the pooltool application

ShotViewer

An interface for viewing shots from within python.

Ball

A billiards ball

BallParams

Ball parameters and physical constants

Cue

A cue stick

Table

A table.

TableType

An Enum describing the table type

Player

A player

MultiSystem

A storage for System objects

System

A class representing the billiards system.

Function

simulate(shot, engine, inplace, continuous, dt, t_final, quartic_solver, include, max_events)

Run a simulation on a system and return it

generate_layout(blueprint, table, ballset, ball_params, spacing_factor, seed)

Generate Ball objects based on a given blueprint and table dimensions.

get_rack(game_type, table, ball_params, ballset, spacing_factor)

Generate a ball rack.

get_ruleset(game)

Retrieve a ruleset class

Classes

class pooltool.EventType(value)[source]

An Enum of event types

NONE

The null event.

BALL_BALL

A ball-ball collision.

BALL_LINEAR_CUSHION

A ball collision with a linear cushion segment.

BALL_CIRCULAR_CUSHION

A ball collision with a circular cushion segment.

BALL_POCKET

A ball pocket “collision”. This marks the point at which the ball crosses the point of no return.

STICK_BALL

A cue-stick ball collision.

SPINNING_STATIONARY

A ball transition from spinning to stationary.

ROLLING_STATIONARY

A ball transition from rolling to stationary.

ROLLING_SPINNING

A ball transition from rolling to spinning.

SLIDING_ROLLING

A ball transition from sliding to rolling.

Bases: pooltool.utils.strenum.StrEnum

Methods:

is_collision() bool[source]

Returns whether the member is a collision

Return type:

bool

is_transition() bool[source]

Returns whether the member is a transition

Return type:

bool

class pooltool.GameType(value)[source]

An Enum for supported game types

EIGHTBALL
NINEBALL
THREECUSHION
SNOOKER
SANDBOX
SUMTOTHREE

Bases: pooltool.utils.strenum.StrEnum

class pooltool.Game(config=ShowBaseConfig.default())[source]

This class runs the pooltool application

Bases: Interface

Methods:

enter_game()[source]

Close the menu, setup the visualization, and start the game

create_system()[source]

Create the multisystem and game objects

FIXME This is where menu options for game type and further specifications should plug into.

class pooltool.ShotViewer(config=ShowBaseConfig.default())[source]

An interface for viewing shots from within python.

Important

For instructions on how to use the interactive interface, see The Interface.

Important

Only one instance of this class can be created per python process. You’ll receive a runtime error if you try. Instead, create one instance and use it for the lifetime of your python process.

For usage, see show().

Bases: Interface

Methods:

show(shot_or_shots: pooltool.system.datatypes.System | pooltool.system.datatypes.MultiSystem, title: str = '', camera_state: pooltool.ani.camera.CameraState | None = None)[source]

Opens the interactive interface for one or more shots.

Important

For instructions on how to use the interactive interface, see The Interface.

Parameters:

Example

This example visualizes a single shot.

>>> import pooltool as pt
>>> system = pt.System.example()

Make sure the shot is simulated, otherwise it will make for a boring visualization:

>>> pt.simulate(system, inplace=True)

Create a ShotViewer object:

>>> gui = pt.ShotViewer()

Now visualize the shot:

>>> gui.show(system)

(Press escape to exit the interface and continue script execution)

Example

This example explains the order in which events and script execution happens.

import pooltool as pt
system = pt.System.example()
pt.simulate(system, inplace=True)

# This line takes a view seconds to execute. It will generate a visible
# window. Once the window has been generated, script execution continues
gui = pt.ShotViewer()

# When this line is called, the window is populated with an animated
# scene of the shot.
gui.show(system)

# This line will not execute until <esc> is pressed while the window is
# active.
print('script continues')

# For subsequent calls to `show`, you must use the same `ShotViewer`
# object:
gui.show(system)
class pooltool.Ball(id: str, state: BallState = BallState.default, params: BallParams = BallParams.default, ballset: BallSet | None = None, initial_orientation: BallOrientation = BallOrientation.random, history: BallHistory = BallHistory.factory, history_cts: BallHistory = BallHistory.factory)[source]

A billiards ball

This class represents a billiards ball. It stores its parameters (mass, radius, etc.), it’s state (coordinates, velocity, spin, etc), its history (a time-resolved trajectory of its state), amongst other things.

id

An ID for the ball.

Use strings (e.g. “1” not 1).

Type:

str

state

The ball’s state.

This is the current state of the ball.

See also

  • See the Important section in Ball for a description of the role of states during simulation.

Type:

pooltool.objects.ball.datatypes.BallState

params

The ball’s physical parameters.

The physical parameters of the ball.

Type:

pooltool.objects.ball.params.BallParams

ballset

The ball set that the ball belongs to.

Important if rendering the ball in a scene.

See also

Type:

pooltool.objects.ball.sets.BallSet | None

initial_orientation

The initial rendered orientation of the ball.

Important if rendering the ball in a scene.

This is the orientation of the ball at \(t = 0\).

Type:

pooltool.objects.ball.datatypes.BallOrientation

history

The ball’s state history

The historical states of the ball from \(t_{initial}\) to \(t_{final}\).

See also

  • See the Important section in Ball for a description of the role of history during simulation.

Type:

pooltool.objects.ball.datatypes.BallHistory

history_cts

The ball’s continuous state history

The historical states of the ball from \(t_{initial}\) to \(t_{final}\) densely sampled with respect to time.

See also

  • See pooltool.evolution.event_based.continuize.continuize() for a details about continuizing a simulated system.

  • See the Important section in Ball for a description of the role of history_cts during simulation.

Type:

pooltool.objects.ball.datatypes.BallHistory

Important

To instantiate this class, consider using the create() constructor. Or, use functions within pooltool.layouts to generate entire collection of balls. Or, of course, construct as normal with __init__.

Important

The following explains how a Ball object is modified when its parent system is simulated (pooltool.evolution.event_based.simulate.simulate()).

At the start of the simulation process, state represents the ball state at \(t = 0\). A copy of state is appended to history.

For each timestep of the simulation, state is used to inform how the system should advance forward in time. Once determined, state is updated to reflect the ball’s new state. A copy of state is appended to history.

When the simulation is finished, state represents the final resting state of the ball. So too does history[-1].

Finally, if the system is continuized (see pooltool.evolution.continuize.continuize()), history_cts is populated. Otherwise it remains empty.

property xyz

The displacement (from origin) vector of the ball.

A shortcut for self.state.rvw[0].

property vel

The velocity vector of the ball.

A shortcut for self.state.rvw[1].

property avel

The angular velocity vector of the ball.

A shortcut for self.state.rvw[2].

Methods:

set_ballset(ballset: pooltool.objects.ball.sets.BallSet) None[source]

Update the ballset

Raises:

ValueError -- If the ball ID doesn’t match to a model name of the ballset.

See also

copy(drop_history: bool = False) Ball[source]

Create a copy

Parameters:

drop_history (bool) -- If True, the returned copy history and history_cts attributes are both set to empty BallHistory objects.

Return type:

Ball

static create(id: str, *, xy: Sequence[float] | None = None, ballset: pooltool.objects.ball.sets.BallSet | None = None, **kwargs) Ball[source]

Create a ball using keyword arguments.

This constructor flattens the tunable parameter space, allowing one to construct a Ball without directly instancing objects like like pooltool.objects.balls.params.BallParams and BallState.

Parameters:
  • xy (Optional[Sequence[float]]) -- The x and y coordinates of the ball position.

  • ballset (Optional[pooltool.objects.ball.sets.BallSet]) -- A ballset.

  • **kwargs -- Arguments accepted by pooltool.objects.balls.params.BallParams

Return type:

Ball

class pooltool.BallParams(m: float = 0.170097, R: float = 0.028575, u_s: float = 0.2, u_r: float = 0.01, u_sp_proportionality: float = 0.4444444444444444, e_c: float = 0.85, f_c: float = 0.2, g: float = 9.81)[source]

Ball parameters and physical constants

m

The mass of the ball (default = 0.170097

Type:

float

R

The radius of the ball (default = 0.028575).

Type:

float

u_s

The sliding coefficient of friction (default = 0.2).

Type:

float

u_r

The rolling coefficient of friction (default = 0.01).

Type:

float

u_sp_proportionality

The spinning coefficient of friction, with R factored out (default = 0.01).

See also

  • For the coefficient of spinning friction, use the property u_sp().

Type:

float

e_c

The cushion coefficient of restitution (default = 0.85).

Note

This is a potentially model-dependent ball-cushion parameter and should be placed elsewhere, either as a model parameter or as a cushion segment parameter.

Type:

float

f_c

The cushion coefficient of friction (default = 0.2).

Note

This is a potentially model-dependent ball-cushion parameter and should be placed elsewhere, either as a model parameter or as a cushion segment parameter.

Type:

float

g

The gravitational constant (default = 9.81).

Type:

float

Most of the default values (SI units) are taken from or based off of https://billiards.colostate.edu/faq/physics/physical-properties/.

Some of the parameters aren’t truly ball parameters, e.g. the gravitational constant. However, it is nice to be able to tune such parameters on a ball-by-ball basis, so they are included here.

Methods:

u_sp() float

Coefficient of spinning friction

This is equal to u_sp_proportionality * R

Cached Property Note

This is a cached property, and should be accessed as an attribute, not as a method call.

Return type:

float

copy() BallParams[source]

Return a copy

Note

  • Since the class is frozen and its attributes are immutable, this just returns self.

Return type:

BallParams

classmethod default(game_type: pooltool.game.datatypes.GameType = GameType.EIGHTBALL) BallParams[source]

Return prebuilt ball parameters based on game type

Parameters:

game_type (pooltool.game.datatypes.GameType) -- What type of game is being played?

Returns:

The prebuilt ball parameters associated with the passed game type.

Return type:

BallParams

classmethod prebuilt(name: PrebuiltBallParams) BallParams[source]

Return prebuilt ball parameters based on name

Parameters:

name (PrebuiltBallParams) -- A PrebuiltBallParams member.

Return type:

BallParams

All prebuilt ball parameters are named with the PrebuiltBallParams Enum. This constructor takes a prebuilt name and returns the corresponding ball parameters.

See also

  • PrebuiltBallParams

class pooltool.Cue(id: str = 'cue_stick', V0: float = 2.0, phi: float = 0.0, theta: float = 0.0, a: float = 0.0, b: float = 0.25, cue_ball_id: str = 'cue', specs: CueSpecs = CueSpecs.default)[source]

A cue stick

id

An ID for the cue.

Type:

str

V0

The impact speed.

Units are m/s.

Warning: This is the speed of the cue stick upon impact, not the speed of the ball upon impact.

Type:

float

phi

The directional strike angle.

The horizontal direction of the cue’s orientation relative to the table layout. Specified in degrees.

If you imagine facing from the head rail (where the cue is positioned for a break shot) towards the foot rail (where the balls are racked),

  • \(\phi = 0\) corresponds to striking the cue ball to the right

  • \(\phi = 90\) corresponds to striking the cue ball towards the foot rail

  • \(\phi = 180\) corresponds to striking the cue ball to the left

  • \(\phi = 270\) corresponds to striking the cue ball towards the head rail

  • \(\phi = 360\) corresponds to striking the cue ball to the right

Type:

float

theta

The cue inclination angle.

The vertical angle of the cue stick relative to the table surface. Specified in degrees.

  • \(\theta = 0\) corresponds to striking the cue ball parallel with the table (no massé)

  • \(\theta = 90\) corresponds to striking the cue ball downwards into the table (max massé)

Type:

float

a

The amount and direction of side spin.

  • \(a = -1\) is the rightmost side of ball

  • \(a = +1\) is the leftmost side of the ball

Type:

float

b

The amount of top/bottom spin.

  • \(b = -1\) is the bottom-most side of the ball

  • \(b = +1\) is the top-most side of the ball

Type:

float

cue_ball_id

The ball ID of the ball being cued.

Type:

str

specs

The cue specs.

Type:

pooltool.objects.cue.datatypes.CueSpecs

Methods:

copy() Cue[source]

Create a copy

Note

specs is shared between self and the copy, but that’s ok because it’s frozen and has no mutable attributes.

Return type:

Cue

reset_state() None[source]

Resets V0, phi, theta, a and b to their defaults.

set_state(V0: float | None = None, phi: float | None = None, theta: float | None = None, a: float | None = None, b: float | None = None, cue_ball_id: str | None = None) None[source]

Set the cueing parameters

Parameters:

If any arguments are None, they will be left untouched--they will not be set to None.

classmethod default() Cue[source]

Construct a cue with defaults

Return type:

Cue

class pooltool.Table(cushion_segments: CushionSegments, pockets: Dict[str, Pocket], table_type: TableType, model_descr: TableModelDescr | None = None, height: float = 0.708, lights_height: float = 1.99)[source]

A table.

While a table can be constructed by passing all of the following initialization parameters, there are many easier ways, all of which are detailed in the Table Specification </resources/table_specs> resource.

cushion_segments

The table’s linear and circular cushion segments.

Type:

pooltool.objects.table.components.CushionSegments

pockets

The table’s pockets.

Type:

Dict[str, pooltool.objects.table.components.Pocket]

table_type

An Enum specifying the type of table.

Type:

pooltool.objects.table.specs.TableType

height

The height of the playing surface (measured from the ground).

This is just used for visualization.

Type:

float

lights_height

The height of the table lights (measured from the playing surface).

This is just used for visualization.

Type:

float

property w: float

The width of the table.

Warning

This assumes the table follows the layout similar to this diagram. Specifically, it must have the linear cushion segments with IDs "3"` and "12".

Return type:

float

property l: float

The length of the table.

Warning

This assumes the table follows the layout similar to this diagram. Specifically, it must have the linear cushion segments with IDs "9"` and "18".

Return type:

float

property center: Tuple[float, float]

Return the 2D coordinates of the table’s center

Warning

This assumes l() and w() are defined.

Return type:

Tuple[float, float]

Methods:

copy() Table[source]

Create a copy.

Return type:

Table

static from_table_specs(specs: pooltool.objects.table.specs.TableSpecs) Table[source]

Build a table from a table specifications object

Parameters:

specs (pooltool.objects.table.specs.TableSpecs) --

A valid table specification.

Accepted objects:

Returns:

A table matching the specifications of the input.

Return type:

Table

classmethod prebuilt(name: pooltool.objects.table.collection.TableName) Table[source]

Create a default table based on name

Parameters:

name (pooltool.objects.table.collection.TableName) -- The name of the prebuilt table specs.

Returns:

A prebuilt table.

Return type:

Table

classmethod default(table_type: pooltool.objects.table.specs.TableType = TableType.POCKET) Table[source]

Create a default table based on table type

A default table is associated to each table type.

Parameters:

table_type (pooltool.objects.table.specs.TableType) -- The type of table.

Returns:

The default table for the given table type.

Return type:

Table

classmethod from_game_type(game_type: pooltool.game.datatypes.GameType) Table[source]

Create a default table based on table type

A default table is associated with each game type.

Parameters:

game_type (pooltool.game.datatypes.GameType) -- The game type.

Returns:

The default table for the given game type.

Return type:

Table

class pooltool.TableType(value)[source]

An Enum describing the table type

Bases: pooltool.utils.strenum.StrEnum

class pooltool.Player(name: str, ai: AIPlayer | None = None)[source]

A player

name

Player’s name.

Type:

str

ai

Not implemented yet…

Type:

pooltool.ruleset.datatypes.AIPlayer | None

class pooltool.MultiSystem(multisystem: List[System] = UNKNOWN)[source]

A storage for System objects

Houses a collection of systems, for example, shots taken sequentially in a game.

multisystem

A list of System objects (default = [])

Type:

List[pooltool.system.datatypes.System]

Example

This example illustrates the basics of multisystems.

First, make a system and evolve it.

>>> import pooltool as pt
>>> import numpy as np
>>> system = pt.System.example()
>>> system.strike(phi=90)
>>> pt.simulate(system, inplace=True)

Now add it to a multisystem.

>>> multisystem = pt.MultiSystem()
>>> multisystem.append(system)

Now copy the system, reset it’s history, strike it differently, simulate it, and add it to the mulisystem:

>>> next_system = multisystem[-1].copy()
>>> next_system.strike(phi=0)
>>> pt.simulate(next_system, inplace=True)
>>> multisystem.append(next_system)

The multisystem has a length,

>>> len(multisystem)
2

supports basic indexing,

>>> multisystem[0].t
6.017032496778012

and can be iterated through:

>>> for shot in multisystem: print(len(shot.events))
15
10

Now visualize the multisystem:

>>> gui = pt.ShotViewer()
>>> gui.show(multisystem, title="Press 'n' for next, 'p' for previous")

Methods:

append(system: System) None[source]

Append a system to the multisystem

This appends system to multisystem.

save(path: pooltool.serialize.serializers.Pathish) None[source]

Save the multisystem to file in a serialized format.

Supported file extensions:

  1. .json

  2. .msgpack

Parameters:

path (pooltool.serialize.serializers.Pathish) -- Either a pathlib.Path object or a string. The extension should match the supported filetypes mentioned above.

See also

classmethod load(path: pooltool.serialize.serializers.Pathish) MultiSystem[source]

Load a multisystem from a file in a serialized format.

Supported file extensions:

  1. .json

  2. .msgpack

Parameters:

path (pooltool.serialize.serializers.Pathish) -- Either a pathlib.Path object or a string representing the file path. The extension should match the supported filetypes mentioned above.

Returns:

The deserialized MultiSystem object loaded from the file.

Return type:

MultiSystem

See also

class pooltool.System(cue: Cue, table: Table, balls: Dict[str, Ball], t: float = 0.0, events: List[Event] = UNKNOWN)[source]

A class representing the billiards system.

This class holds:

  1. a collection of balls (pooltool.objects.ball.datatypes.Ball)

  2. a cue stick (pooltool.objects.cue.datatypes.Cue)

  3. a table (pooltool.objects.table.datatypes.Table)

Together, these objects, referred to as the system, fully describe the billiards system.

This object is a mutable object that can be evolved over the course of system’s evolution. When a billiards system is simulated, a list of pooltool.events.datatypes.Event objects is stored in this class.

This class also stores the duration of simulated time elapsed as t, measured in seconds.

cue

A cue stick.

Type:

pooltool.objects.cue.datatypes.Cue

table

A table.

Type:

pooltool.objects.table.datatypes.Table

balls

A dictionary of balls.

Warning

Each key must match each value’s id (e.g. {"2": Ball(id="1")} is invalid).

Type:

Dict[str, pooltool.objects.ball.datatypes.Ball]

t

The elapsed simulation time. If the system is in the process of being simulated, t is updated to be the number of seconds the system has evolved. After being simulated, t remains at the final simulation time.

Type:

float

events

The sequence of events in the simulation. Like t, this is updated incrementally as the system is evolved. (default = [])

Type:

List[pooltool.events.datatypes.Event]

Examples

Constructing a system requires a cue, a table, and a dictionary of balls:

>>> import pooltool as pt
>>> pt.System(
>>>     cue=pt.Cue.default(),
>>>     table=pt.Table.default(),
>>>     balls={"1": pt.Ball.create("1", xy=(0.2, 0.3))},
>>> )

If you need a quick system to experiment with, call example():

>>> import pooltool as pt
>>> system = pt.System.example()

You can simulate this system and introspect its attributes:

>>> pt.simulate(system, inplace=True)
>>> system.simulated
True
>>> len(system.events)
14
>>> system.cue
<Cue object at 0x7fb838080190>
 ├── V0    : 1.5
 ├── phi   : 95.07668213305062
 ├── a     : 0.0
 ├── b     : -0.3
 └── theta : 0.0

This system can also be visualized in the GUI:

>>> gui = pt.ShotViewer()
>>> gui.show(system)
property continuized

Checks if all balls have a non-empty continuous history.

Returns:

True if all balls have a non-empty continuous history, False otherwise.

Return type:

bool

See also

For a proper definition of continuous history, please see pooltool.objects.ball.datatypes.Ball.history_cts.

property simulated

Checks if the simulation has any events.

If there are events, it is assumed that the system has been simulated.

Returns:

True if there are events, False otherwise.

Return type:

bool

Methods:

set_ballset(ballset: pooltool.objects.ball.sets.BallSet) None[source]

Sets the ballset for each ball in the system.

Important only if rendering the system in a scene and you are manually creating balls (rather than relying on built-in utilities in pooltool.layouts)

In this case, you need to manually associate a pooltool.objects.ball.sets.BallSet to the balls in the system, so that the proper model skin can be applied to each. That’s what this method does.

Parameters:

ballset (pooltool.objects.ball.sets.BallSet) -- The ballset to be assigned to each ball.

Raises:

ValueError -- If any ball’s ID does not correspond to a model name associated with the ball set.

See also

reset_history()[source]

Resets the history for all balls, clearing events and resetting time.

Operations that this method performs:

  1. t is set to 0.0

  2. events is set to []

Additionally for each ball in self.balls,

(1) pooltool.objects.ball.datatypes.Ball.history is set to BallHistory() (2) pooltool.objects.ball.datatypes.Ball.history_cts is set to BallHistory() (3) The t attribute of pooltool.objects.ball.datatypes.Ball.state is set to 0.0

Calling this method thus erases any history.

reset_balls()[source]

Resets balls to their initial states based on their history

This sets the state of each ball to the ball’s initial historical state (i.e. before evolving the system). It doesn’t erase the history.

Example

This example shows that calling this method resets the ball’s states to before the system is simulated.

First, create a system and store the cue ball’s state

>>> import pooltool as pt
>>> system = pt.System.example()
>>> cue_ball_initial_state = system.balls["cue"].state.copy()
>>> cue_ball_initial_state
BallState(rvw=array([[0.4953  , 0.9906  , 0.028575],
       [0.      , 0.      , 0.      ],
       [0.      , 0.      , 0.      ]]), s=0, t=0.0)

Now simulate the system and assert that the cue ball’s new state has changed:

>>> pt.simulate(system, inplace=True)
>>> assert system.balls["cue"].state != cue_ball_initial_state

But after resetting the balls, the cue ball state once again matches the state before simulation.

>>> system.reset_balls()
>>> assert system.balls["cue"].state == cue_ball_initial_state

The system history is not erased:

>>> system.simulated
True
>>> len(system.events)
14
>>> system.t
5.193035203405666
stop_balls()[source]

Change ball states to stationary and remove all momentum

This method removes all kinetic energy from the system by:

  1. Setting the velocity and angular velocity vectors of each ball to <0, 0, 0>

  2. Setting the balls’ motion states to stationary (i.e. 0)

strike(**kwargs) None[source]

Set cue stick parameters

This is merely an alias for pooltool.objects.cue.datatypes.Cue.set_state()

Parameters:

kwargs -- **kwargs Cue stick parameters.

get_system_energy() float[source]

Calculate the energy of the system in Joules

Return type:

float

randomize_positions(ball_ids: List[str] | None = None, niter=100) bool[source]

Randomize ball positions on the table--ensure no overlap

This “algorithm” initializes a random state, and checks that all the balls are non-overlapping. If any are, a new state is initialized and the process is repeated. This is an inefficient algorithm, in case that needs to be said.

Parameters:
  • ball_ids (Optional[List[str]]) -- Only these balls will be randomized.

  • niter -- The number of iterations tried until the algorithm gives up.

Returns:

True if all balls are non-overlapping. Returns False otherwise.

Return type:

bool

is_balls_overlapping() bool[source]

Determines if any balls are overlapping.

Returns:

True if any balls overlap, False otherwise.

Return type:

bool

copy() System[source]

Creates a deep-ish copy of the system.

This method generates a copy of the system with a level of deep copying that is contingent on the mutability of the objects within the system. Immutable objects, frozen data structures, and read-only numpy arrays (array.flags["WRITEABLE"] = False) remain shared between the original and the copied system.

TLDR For all intents and purposes, mutating the system copy will not impact the original system, and vice versa.

Returns:

A deepcopy of the system.

Return type:

System

Example

>>> import pooltool as pt
>>> system = pt.System.example()
>>> system_copy = pt.System.example()
>>> pt.simulate(system, inplace=True)
>>> system.simulated
True
>>> system_copy.simulated
False
save(path: pooltool.serialize.serializers.Pathish, drop_continuized_history: bool = False) None[source]

Save a System to file in a serialized format.

Supported file extensions:

  1. .json

  2. .msgpack

Parameters:
  • path (pooltool.serialize.serializers.Pathish) -- Either a pathlib.Path object or a string. The extension should match the supported filetypes mentioned above.

  • drop_continuized_history (bool) -- If True, pooltool.objects.ball.datatypes.Ball.history_cts is wiped before the save operation, which can save a lot of disk space and increase save/load speed. If loading (deserializing) at a later time, the history_cts for each ball can be easily regenerated (see Examples).

Example

An example of saving to, and loading from, JSON:

>>> import pooltool as pt
>>> system = pt.System.example()
>>> system.save("case1.json")
>>> loaded_system = pt.System.load("case1.json")
>>> assert system == loaded_system

You can also save simulated systems:

>>> pt.simulate(system, inplace=True)
>>> system.save("case2.json")

Simulated systems contain the events of the shot, so they’re larger:

$ du -sh case1.json case2.json

12K case1.json 68K case2.json

Example

JSON may be human readable, but MSGPACK is faster:

>>> import pooltool as pt
>>> system = pt.System.example()
>>> pt.simulate(system, inplace=True)
>>> print("saving:")
>>> %timeit system.save("readable.json")
>>> %timeit system.save("fast.msgpack")
>>> print("loading:")
>>> %timeit pt.System.load("readable.json")
>>> %timeit pt.System.load("fast.msgpack")
saving:
5.4 ms ± 470 µs per loop (mean ± std. dev. of 7 runs, 100 loops each)
725 µs ± 55.8 µs per loop (mean ± std. dev. of 7 runs, 1,000 loops each)
loading:
3.16 ms ± 38.3 µs per loop (mean ± std. dev. of 7 runs, 100 loops each)
1.9 ms ± 15.2 µs per loop (mean ± std. dev. of 7 runs, 1,000 loops each)

Example

If the system has been continuized (see pooltool.evolution.continuize.continuize()), disk space and save/load times can be decreased by using drop_continuized_history:

>>> import pooltool as pt
>>> system = pt.System.example()
>>> # simulate and continuize the results
>>> pt.simulate(system, continuous=True, inplace=True)
>>> print("saving")
>>> %timeit system.save("no_drop.json")
>>> %timeit system.save("drop.json", drop_continuized_history=True)
>>> print("loading")
>>> %timeit pt.System.load("no_drop.json")
>>> %timeit pt.System.load("drop.json")
saving
36 ms ± 803 µs per loop (mean ± std. dev. of 7 runs, 10 loops each)
7.59 ms ± 342 µs per loop (mean ± std. dev. of 7 runs, 100 loops each)
loading
18.3 ms ± 1.15 ms per loop (mean ± std. dev. of 7 runs, 100 loops each)
3.14 ms ± 30.3 µs per loop (mean ± std. dev. of 7 runs, 100 loops each)
$ du -sh drop.json no_drop.json

68K drop.json

584K no_drop.json

However, the loaded system is no longer continuized. If you need it to be, call pooltool.evolution.continuize.continuize():

>>> loaded_system = pt.System.load("drop.json")
>>> assert loaded_system != system
>>> pt.continuize(loaded_system, inplace=True)
>>> assert loaded_system == system

See also

Load systems with load().

classmethod load(path: pooltool.serialize.serializers.Pathish) System[source]

Load a System from a file in a serialized format.

Supported file extensions:

  1. .json

  2. .msgpack

Parameters:

path (pooltool.serialize.serializers.Pathish) -- Either a pathlib.Path object or a string representing the file path. The extension should match the supported filetypes mentioned above.

Returns:

The deserialized System object loaded from the file.

Return type:

System

Raises:

Examples:

Please refer to the examples in save().

See also

Save systems with save().

classmethod example() System[source]

A simple example system

This system features 2 balls (IDs “1” and “cue”) on a pocket table. The cue stick parameters are set to pocket the “1” ball in the top-left pocket.

Example

The system can be constructed and introspected like so:

>>> import pooltool as pt
>>> system = pt.System.example()
>>> system.balls["cue"].xyz
array([0.4953  , 0.9906  , 0.028575])
>>> system.balls["1"].xyz
array([0.4953  , 1.4859  , 0.028575])
>>> system.cue
<Cue object at 0x7f7a2641ce40>
 ├── V0    : 1.5
 ├── phi   : 95.07668213305062
 ├── a     : 0.0
 ├── b     : -0.3
 └── theta : 0.0

It can be simulated and visualized:

>>> pt.simulate(system, inplace=True)
>>> gui = pt.ShotViewer()
>>> gui.show(system)
Return type:

System

Functions

pooltool.simulate(shot: pooltool.system.datatypes.System, engine: pooltool.physics.engine.PhysicsEngine | None = None, inplace: bool = False, continuous: bool = False, dt: float | None = None, t_final: float | None = None, quartic_solver: pooltool.ptmath.roots.quartic.QuarticSolver = QuarticSolver.HYBRID, include: Set[pooltool.events.EventType] = INCLUDED_EVENTS, max_events: int = 0) pooltool.system.datatypes.System[source]

Run a simulation on a system and return it

Parameters:
  • shot (pooltool.system.datatypes.System) -- The system you would like simulated. The system should already have energy, otherwise there will be nothing to simulate.

  • engine (Optional[pooltool.physics.engine.PhysicsEngine]) -- The engine holds all of the physics. You can instantiate your very own pooltool.physics.engine.PhysicsEngine object, or you can modify ~/.config/pooltool/physics/resolver.json to change the default engine.

  • inplace (bool) -- By default, a copy of the passed system is simulated and returned. This leaves the passed system unmodified. If inplace is set to True, the passed system is modified in place, meaning no copy is made and the returned system is the passed system. For a more practical distinction, see Examples below.

  • continuous (bool) -- If True, the system will not only be simulated, but it will also be “continuized”. This means each ball will be populated with a ball history with small fixed timesteps that make it ready for visualization.

  • dt (Optional[float]) -- The small fixed timestep used when continuous is True.

  • t_final (Optional[float]) -- If set, the simulation will end prematurely after the calculation of an event with event.time > t_final.

  • quartic_solver (pooltool.ptmath.roots.quartic.QuarticSolver) -- Which QuarticSolver do you want to use for solving quartic polynomials?

  • include (Set[pooltool.events.EventType]) -- Which EventType are you interested in resolving? By default, all detected events are resolved.

  • max_events (int) -- If this is greater than 0, and the shot has more than this many events, the simulation is stopped and the balls are set to stationary.

Returns:

The simulated system.

Return type:

System

Examples

Standard usage:

>>> # Simulate a system
>>> import pooltool as pt
>>> system = pt.System.example()
>>> simulated_system = pt.simulate(system)
>>> assert not system.simulated
>>> assert simulated_system.simulated

The returned system is simulated, but the passed system remains unchanged.

You can also modify the system in place:

>>> # Simulate a system in place
>>> import pooltool as pt
>>> system = pt.System.example()
>>> simulated_system = pt.simulate(system, inplace=True)
>>> assert system.simulated
>>> assert simulated_system.simulated
>>> assert system is simulated_system

Notice that the returned system _is_ the simulated system. Therefore, there is no point catching the return object when inplace is True:

>>> # Simulate a system in place
>>> import pooltool as pt
>>> system = pt.System.example()
>>> assert not system.simulated
>>> pt.simulate(system, inplace=True)
>>> assert system.simulated

You can continuize the ball trajectories with continuous

>>> # Simulate a system in place
>>> import pooltool as pt
>>> system = pt.simulate(pt.System.example(), continuous=True)
>>> for ball in system.balls.values(): assert len(ball.history_cts) > 0
pooltool.generate_layout(blueprint: List[BallPos], table: pooltool.objects.table.datatypes.Table, ballset: pooltool.objects.ball.sets.BallSet | None = None, ball_params: pooltool.objects.ball.datatypes.BallParams | None = None, spacing_factor: float = 0.001, seed: int | None = None) Dict[str, pooltool.objects.ball.datatypes.Ball][source]

Generate Ball objects based on a given blueprint and table dimensions.

The function calculates the absolute position of each ball on the table using the translations provided in the blueprint relative to table anchors. It then randomly assigns ball IDs to each position, ensuring no ball ID is used more than once.

Parameters:
  • blueprint (List[BallPos]) -- A list of ball positions represented as BallPos objects, which describe their location relative to table anchors or other positions.

  • table (pooltool.objects.table.datatypes.Table) -- A Table. This must exist so the rack can be created with respect to the table’s dimensions.

  • ball_params (Optional[pooltool.objects.ball.datatypes.BallParams]) -- A BallParams object, which all balls will be created with. This contains info like ball radius.

  • spacing_factor (float) -- This factor adjusts the spacing between balls to ensure they do not touch each other directly. Instead of being in direct contact, each ball is allocated within a larger, virtual radius defined as (1 + spacing_factor) * R, where R represents the actual radius of the ball. Within this expanded radius, the ball’s position is determined randomly, allowing for a controlled separation between each ball. The spacing_factor therefore dictates the degree of this separation, with higher values resulting in greater distances between adjacent balls. Setting this to 0 is not recommended.

  • seed (Optional[int]) -- Set a seed for reproducibility. That’s because getting a rack involves two random procedures. First, some ball positions can be satisfied with many different ball IDs. For example, in 9 ball, only the 1 ball and 9 ball are predetermined, the positions of the other balls are random. The second source of randomnness is from spacing_factor.

Returns:

A dictionary mapping ball IDs to their respective Ball objects, with their absolute positions on the table.

Return type:

Dict[str, Ball]

Notes

  • The table dimensions are normalized such that the bottom-left corner is (0.0, 0.0) and the top-right corner is (1.0, 1.0).

pooltool.get_rack(game_type: pooltool.game.datatypes.GameType, table: pooltool.objects.table.datatypes.Table, ball_params: pooltool.objects.ball.datatypes.BallParams | None = None, ballset: pooltool.objects.ball.sets.BallSet | None = None, spacing_factor: float = 0.001) Dict[str, pooltool.objects.ball.datatypes.Ball][source]

Generate a ball rack.

This function ultimately delegates to generate_layout().

Parameters:
  • game_type (pooltool.game.datatypes.GameType) -- The game type being played. This will determine what rack is returned.

  • table (pooltool.objects.table.datatypes.Table) -- A table. This must exist so the rack can be created with respect to the table’s dimensions.

  • ball_params (Optional[pooltool.objects.ball.datatypes.BallParams]) -- Ball parameters that all balls will be created with.

  • spacing_factor (float) -- This factor adjusts the spacing between balls to ensure they do not touch each other directly. Instead of being in direct contact, each ball is allocated within a larger, virtual radius defined as (1 + spacing_factor) * R, where R represents the actual radius of the ball. Within this expanded radius, the ball’s position is determined randomly, allowing for a controlled separation between each ball. The spacing_factor therefore dictates the degree of this separation, with higher values resulting in greater distances between adjacent balls. Setting this to 0 is not recommended.

Returns:

A dictionary mapping ball IDs to their respective Ball objects, with their absolute positions on the table.

Return type:

Dict[str, Ball]

pooltool.get_ruleset(game: pooltool.game.datatypes.GameType) Type[datatypes.Ruleset][source]

Retrieve a ruleset class

Parameters:

game (pooltool.game.datatypes.GameType) -- The game type.

Returns:

An uninitialized class object representing a game.

Return type:

Type[Ruleset]