pooltool.ptmath¶
Math functions
Subpackages¶
Submodules¶
Functions¶
- angle(v2: NDArray[float64], v1: NDArray[float64] = np.array([1, 0])) float[source]¶
Returns counter-clockwise angle of projections of v1 and v2 onto the x-y plane
(just-in-time compiled)
- Return type:
- angle_between_vectors(a: NDArray[float64], b: NDArray[float64]) float[source]¶
Compute the angle between two 3D vectors in radians.
- Returns:
The angle between vectors a and b in radians. Can take on values within [0, pi].
- Return type:
- are_points_on_same_side(p1, p2, p3, p4) bool[source]¶
Are points p3, p4 are on the same side of the line formed by points p1 and p2?
Accepts indexable objects. This is a 2D function, but if higher dimensions are provided, that’s ok (only the first two dimensions will be used).
- Return type:
- convert_2D_to_3D(array: NDArray[float64]) NDArray[float64][source]¶
Convert a 2D vector to a 3D vector, setting z=0
- coordinate_rotation(v: NDArray[float64], phi: float) NDArray[float64][source]¶
Rotate vector/matrix from one frame of reference to another (3D FIXME)
(just-in-time compiled)
- cross(u: NDArray[float64], v: NDArray[float64]) NDArray[float64][source]¶
Compute cross product u x v, where u and v are 3-dimensional vectors
(just-in-time compiled)
- decompose_normal_tangent(v: NDArray[float64], n: NDArray[float64], flip_tangent_direction: bool = False) tuple[float, float, NDArray[float64]][source]¶
Decomposes a vector into normal and tangent components given the unit normal direction
- Returns:
Tuple of decomposed components and directions,
(v_n, v_t, t).v_nis the signed component in the normal direction,v_tis the signed component in the tangent component, andtis the unit tangent direction. The unit normal direction isn’t returned, since it’s passed as an argument.- Return type:
- find_intersection_2D(l1x: float, l1y: float, l10: float, l2x: float, l2y: float, l20: float) tuple[float, float][source]¶
Find the intersection point of two lines in 2D space
The lines are defined by their linear equations in the general form: (l1x)x + (l1y)y + l10 = 0 and (l2x)x + (l2y)y + l20 = 0.
- Parameters:
l1x : float
The coefficient of x in the first line equation.
l1y : float
The coefficient of y in the first line equation.
l10 : float
The constant term in the first line equation.
l2x : float
The coefficient of x in the second line equation.
l2y : float
The coefficient of y in the second line equation.
l20 : float
The constant term in the second line equation.
- Returns:
A tuple (x, y) representing the intersection point if the lines intersect at a single point. Returns None if the lines are parallel or coincident (no unique intersection).
- Return type:
- get_ball_energy(rvw: NDArray[float64], R: float, m: float) float[source]¶
Get the energy of a ball
Currently calculating linear and rotational kinetic energy. Need to add potential energy if z-axis is freed
- Return type:
- is_overlapping(rvw1: NDArray[float64], rvw2: NDArray[float64], R1: float, R2: float, min_spacer: float = 0.0) bool[source]¶
- Return type:
- norm2d(vec: NDArray[float64]) float[source]¶
Calculate the norm of a 2D vector
This is faster than np.linalg.norm
- Return type:
- norm3d(vec: NDArray[float64]) float[source]¶
Calculate the norm of a 3D vector
This is ~10x faster than np.linalg.norm
>>> import numpy as np >>> from pooltool.ptmath import * >>> vec = np.random.rand(3) >>> norm3d(vec) >>> %timeit np.linalg.norm(vec) >>> %timeit norm3d(vec) 2.65 µs ± 63 ns per loop (mean ± std. dev. of 7 runs, 100,000 loops each) 241 ns ± 2.57 ns per loop (mean ± std. dev. of 7 runs, 1,000,000 loops each)
- Return type:
- point_on_line_closest_to_point(p1: NDArray[float64], p2: NDArray[float64], p0: NDArray[float64]) NDArray[float64][source]¶
Returns point on line defined by points p1 and p2 closest to the point p0
Equations from https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
- quaternion_from_vector_to_vector(a: NDArray[float64], b: NDArray[float64]) Any[source]¶
Compute the quaternion representing the rotation from vector a to vector b
- rel_velocity(rvw: NDArray[float64], R: float) NDArray[float64][source]¶
Compute velocity of ball’s point of contact with the cloth relative to the cloth
This vector is non-zero whenever the ball is sliding
- rotation_from_vector_to_vector(a: NDArray[float64], b: NDArray[float64]) scipy.spatial.transform.Rotation[source]¶
Compute the rotation that transforms vector a to vector b.
- Returns:
A scipy Rotation object representing the rotation from a to b.
- Return type:
scipy.spatial.transform.Rotation
- solve_transcendental(f: Callable[[float], float], a: float, b: float, tol: float = 1e-05, max_iter: int = 100) float[source]¶
Solve transcendental equation f(x) = 0 in interval [a, b] using bisection method
- Parameters:
-
A function representing the transcendental equation.
a : float
The lower bound of the interval.
b : float
The upper bound of the interval.
tol : float
The tolerance level for the solution. The function stops when the absolute difference between the upper and lower bounds is less than tol.
max_iter : int
The maximum number of iterations to perform.
-
- Returns:
The approximate root of f within the interval [a, b].
- Raises:
ValueError -- If f(a) and f(b) have the same sign, indicating no root within the interval.
RuntimeError -- If the maximum number of iterations is reached without convergence.
- Return type:
- squared_norm2d(vec: NDArray[float64]) float[source]¶
Calculate the squared norm of a 2D vector
- Return type:
- squared_norm3d(vec: NDArray[float64]) float[source]¶
Calculate the squared norm of a 3D vector
- Return type:
- surface_velocity(rvw: NDArray[float64], d: NDArray[float64], R: float) NDArray[float64][source]¶
Compute velocity of a point on ball’s surface (specified by unit direction vector)
- tangent_surface_velocity(rvw: NDArray[float64], d: NDArray[float64], R: float) NDArray[float64][source]¶
Compute velocity tangent to surface at a point on ball’s surface (specified by unit direction vector)
- unit_vector(vector: NDArray[float64], handle_zero: bool = False) NDArray[float64][source]¶
Returns the unit vector of the vector (just-in-time compiled)
- Parameters:
handle_zero : bool
If True and vector = <0,0,0>, <0,0,0> is returned.
- Return type:
Notes
Only supports 3D (for 2D see unit_vector_slow)