pooltool.physics¶
Physics subpackage for pooltool
Submodules¶
Classes¶
- class BallBallModel[source]¶
An Enum for different ball-ball collision models
Base Classes:
pooltool.utils.strenum.StrEnumAttributes:
- FRICTIONLESS_ELASTIC¶
A frictionless, instantaneous, elastic, equal mass collision resolver.
This is as simple as it gets.
See also
This physics of this model is blogged about at https://ekiefl.github.io/2020/04/24/pooltool-theory/#1-elastic-instantaneous-frictionless
- FRICTIONAL_INELASTIC¶
A simple ball-ball collision model including ball-ball friction, and coefficient of restitution for equal-mass balls.
Largely inspired by Dr. David Alciatore’s technical proofs (https://billiards.colostate.edu/technical_proofs), in particular, TP_A-5, TP_A-6, and TP_A-14. These ideas have been extended to include motion of both balls, and a more complete analysis of velocity and angular velocity in their vector forms.
- FRICTIONAL_MATHAVAN¶
Ball-ball collision resolver for the Mathavan et al. (2014) collision model.
The model “uses general theories of dynamics of spheres rolling on a flat surface and general frictional impact dynamics under the assumption of point contacts between the balls under collision and that of the table.”
The authors compare the model predictions to experimental exit velocities and angles measured with a high speed camera system and illustrate marked improvement over previous theories, which unlike this model, fail to account for spin.
References
Mathavan, S., Jackson, M.R. & Parkin, R.M. Numerical simulations of the frictional collisions of solid balls on a rough surface. Sports Eng 17, 227–237 (2014). https://doi.org/10.1007/s12283-014-0158-y
Available at https://billiards.colostate.edu/physics_articles/Mathavan_Sports_2014.pdf
- class BallBallFrictionModel[source]¶
An Enum for different ball-ball friction models
Base Classes:
pooltool.utils.strenum.StrEnumAttributes:
- AVERAGE¶
The friction is calculated as the average of ball-ball sliding friction of the two balls.
- ALCIATORE¶
Friction fit curve \(u_b = a + b e^{ -c v_{rel} }\) used in David Alciatore’s TP A-14.
- class BallCCushionModel[source]¶
An Enum for different ball-circular cushion collision models
Base Classes:
pooltool.utils.strenum.StrEnumAttributes:
- HAN_2005¶
See
BallLCushionModel.
- UNREALISTIC¶
See
BallLCushionModel.
- IMPULSE_FRICTIONAL_INELASTIC¶
See
BallLCushionModel.
- MATHAVAN_2010¶
See
BallLCushionModel.
- STRONGE_COMPLIANT¶
See
BallLCushionModel.
- class BallLCushionModel[source]¶
An Enum for different ball-linear cushion collision models
Base Classes:
pooltool.utils.strenum.StrEnumAttributes:
- UNREALISTIC¶
An unrealistic model in which balls are perfectly reflected. Spin is left untouched by the interaction.
- IMPULSE_FRICTIONAL_INELASTIC¶
An instantaneous/non-smooth, impulse-based collision model. This model includes effects of tangential friction and normal coefficient of restitution.
- MATHAVAN_2010¶
Ball-cushion collision resolver for the Mathavan et al. (2010) collision model.
This work predicts ball bounce angles and bounce speeds for the ball’s collisions with a cushion, under the assumption of insignificant cushion deformation. Differential equations are derived for the ball dynamics during the impact and these these equations are solved numerically.
References
Mathavan S, Jackson MR, Parkin RM. A theoretical analysis of billiard ball-cushion dynamics under cushion impacts. Proceedings of the Institution of Mechanical Engineers, Part C. 2010;224(9):1863-1873. doi:10.1243/09544062JMES1964
Available at https://drdavepoolinfo.com//physics_articles/Mathavan_IMechE_2010.pdf
- STRONGE_COMPLIANT¶
An instantaneous/non-smooth, collision model that accounts for tangential compliance. This model includes effects of tangential friction, tangential compliance, and normal coefficient of restitution. Accounting for tangential compliance allows for reversal of the slip direction at the contact point.
This model assumes the colliding bodies (ball and rail) are rigid bodies, one of which is connected at the contact point to a massless particle via two independent springs. One of the springs is oriented in the normal direction, the other in the tangent direction. During restitution, the stiffness of the normal spring increases depending on the coefficient of restitution. The tangential spring has a constant stiffness. This results in simple harmonic motion in both the normal and tangent directions. These equations can be solved for the final velocities after some root finding to determine transitions between sticking and slipping at the contact point. There is no numerical integration to solve for the final result.
References
W. J. Stronge, “Tangential Compliance in Planar Impact of Rough Bodies,” in Impact Mechanics, Cambridge: Cambridge University Press, 2018, pp. 89–115 doi:10.1017/9781139050227
- class BallPocketModel[source]¶
An Enum for different ball-pocket collision models
Base Classes:
pooltool.utils.strenum.StrEnumAttributes:
- CANONICAL¶
Sets the ball into the bottom of pocket and sets the state to pocketed.
- class BallTableModel[source]¶
An Enum for different ball-table collision models
Base Classes:
pooltool.utils.strenum.StrEnumAttributes:
- FRICTIONLESS_INELASTIC¶
Frictionless, instantaneous, inelastic collision.
- FRICTIONAL_INELASTIC¶
Frictional, inelastic (https://billiards.colostate.edu/technical_proofs/new/TP_A-14.pdf).
- class Resolver(ball_ball: BallBallCollisionStrategy, ball_linear_cushion: BallLCushionCollisionStrategy, ball_circular_cushion: BallCCushionCollisionStrategy, ball_pocket: BallPocketStrategy, stick_ball: StickBallCollisionStrategy, ball_table: BallTableCollisionStrategy, transition: BallTransitionStrategy, version: int | None = None)[source]¶
A physics engine component that characterizes event resolution
Important
For everything you need to know about this class, see Modular Physics.
Methods:
- class StickBallModel[source]¶
An Enum for different stick-ball collision models
The underlying math (see
cue_strike()) is fully 3D: it produces a ball velocity with a vertical component proportional tosin(theta), the cue elevation. The two members below differ only in what they do with that vertical component.Base Classes:
pooltool.utils.strenum.StrEnumAttributes:
- INSTANTANEOUS_POINT_3D¶
Instantaneous and point-like stick-ball interaction. The full 3D cue-strike result is applied to the ball, including any vertical velocity produced by cue elevation. Suitable for a 3D simulation that supports airborne motion.
A derivation can be found in Dr. Dave Billiard’s technical proof A-30 (https://billiards.colostate.edu/technical_proofs/new/TP_A-30.pdf). A deflection (squirt) angle is calculated via
pooltool.physics.resolve.stick_ball.squirt.
- INSTANTANEOUS_POINT_2D¶
Same 3D cue-strike math as
INSTANTANEOUS_POINT_3D, followed by a clamp that zeros the vertical velocity component of the ball. Suitable for a 2D simulation: the ball never leaves the table surface regardless of cue elevation.
Functions¶
- evolve_ball_motion(state: int, rvw: NDArray[float64], R: float, m: float, u_s: float, u_sp: float, u_r: float, g: float, t: float) tuple[NDArray[float64], int][source]¶
Evolve a ball’s kinematic state forward in time.
Contract: This function always returns a new array. The input rvw is never modified, and the returned array has no aliasing with the input. The caller owns the returned array.
- get_airborne_time(rvw: NDArray[float64], R: float, g: float) float[source]¶
Time until an airborne ball’s bottom touches the table plane (z = R).
Solves
-0.5 * g * t**2 + v_z * t + (z - R) = 0and returns the later root (the descending-leg intersection). Returnsnp.infwhen gravity is zero.- Return type:
- get_ball_energy(rvw: NDArray[float64], R: float, m: float, g: float) float[source]¶
Get the energy of a ball.
Sum of linear kinetic, rotational kinetic, and gravitational potential energy. Potential energy is defined relative to a ball at rest on the table (
z = R), so a ball sitting on the table contributes zero energy.- Return type:
Attributes¶
- ball_ball_models: dict[BallBallModel, type[core.BallBallCollisionStrategy]]¶
- ball_ball_friction_models: dict[BallBallFrictionModel, type[BallBallFrictionStrategy]]¶
- ball_ccushion_models: dict[BallCCushionModel, type[core.BallCCushionCollisionStrategy]]¶
- ball_lcushion_models: dict[BallLCushionModel, type[core.BallLCushionCollisionStrategy]]¶
- ball_pocket_models: dict[BallPocketModel, type[BallPocketStrategy]]¶
- ball_table_models: dict[BallTableModel, type[core.BallTableCollisionStrategy]]¶
- RESOLVER_PATH¶
The location of the resolver path YAML.
- stick_ball_models: dict[StickBallModel, type[core.StickBallCollisionStrategy]]¶
- ball_transition_models: dict[BallTransitionModel, type[BallTransitionStrategy]]¶