Source code for pooltool.evolution.event_based.simulate

#! /usr/bin/env python

from __future__ import annotations

from itertools import combinations
from typing import Dict, Optional, Set

import attrs
import numpy as np

import pooltool.constants as const
import pooltool.physics.evolve as evolve
import pooltool.ptmath as ptmath
from pooltool.events import (
    AgentType,
    Event,
    EventType,
    ball_ball_collision,
    ball_circular_cushion_collision,
    ball_linear_cushion_collision,
    ball_pocket_collision,
    null_event,
    rolling_spinning_transition,
    rolling_stationary_transition,
    sliding_rolling_transition,
    spinning_stationary_transition,
    stick_ball_collision,
)
from pooltool.evolution.continuize import continuize
from pooltool.evolution.event_based import solve
from pooltool.evolution.event_based.config import INCLUDED_EVENTS
from pooltool.objects.ball.datatypes import Ball, BallState
from pooltool.objects.table.components import (
    CircularCushionSegment,
    LinearCushionSegment,
    Pocket,
)
from pooltool.physics.engine import PhysicsEngine
from pooltool.ptmath.roots.quartic import QuarticSolver
from pooltool.system.datatypes import System

DEFAULT_ENGINE = PhysicsEngine()


[docs] def simulate( shot: System, engine: Optional[PhysicsEngine] = None, inplace: bool = False, continuous: bool = False, dt: Optional[float] = None, t_final: Optional[float] = None, quartic_solver: QuarticSolver = QuarticSolver.HYBRID, include: Set[EventType] = INCLUDED_EVENTS, max_events: int = 0, ) -> System: """Run a simulation on a system and return it Args: shot: The system you would like simulated. The system should already have energy, otherwise there will be nothing to simulate. engine: The engine holds all of the physics. You can instantiate your very own :class:`pooltool.physics.engine.PhysicsEngine` object, or you can modify ``~/.config/pooltool/physics/resolver.json`` to change the default engine. inplace: 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: 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: The small fixed timestep used when continuous is True. t_final: If set, the simulation will end prematurely after the calculation of an event with ``event.time > t_final``. quartic_solver: Which QuarticSolver do you want to use for solving quartic polynomials? include: Which EventType are you interested in resolving? By default, all detected events are resolved. max_events: 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: System: The simulated 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 See Also: - :func:`pooltool.evolution.continuize.continuize` """ if not inplace: shot = shot.copy() if not engine: engine = DEFAULT_ENGINE shot.reset_history() shot._update_history(null_event(time=0)) if shot.get_system_energy() == 0 and shot.cue.V0 > 0: # System has no energy, but the cue stick has an impact velocity. So create and # resolve a stick-ball collision to start things off event = stick_ball_collision( stick=shot.cue, ball=shot.balls[shot.cue.cue_ball_id], time=0, set_initial=True, ) engine.resolver.resolve(shot, event) shot._update_history(event) transition_cache = TransitionCache.create(shot) events = 0 while True: event = get_next_event( shot, transition_cache=transition_cache, quartic_solver=quartic_solver, ) if event.time == np.inf: shot._update_history(null_event(time=shot.t)) break _evolve(shot, event.time - shot.t) if event.event_type in include: engine.resolver.resolve(shot, event) transition_cache.update(event) shot._update_history(event) if t_final is not None and shot.t >= t_final: shot._update_history(null_event(time=shot.t)) break if max_events > 0 and events > max_events: shot.stop_balls() break events += 1 if continuous: continuize(shot, dt=0.01 if dt is None else dt, inplace=True) return shot
def _evolve(shot: System, dt: float): """Evolves current ball an amount of time dt FIXME This is very inefficent. each ball should store its natural trajectory thereby avoid a call to the clunky evolve_ball_motion. It could even be a partial function so parameters don't continuously need to be passed """ for ball in shot.balls.values(): rvw, _ = evolve.evolve_ball_motion( state=ball.state.s, rvw=ball.state.rvw, R=ball.params.R, m=ball.params.m, u_s=ball.params.u_s, u_sp=ball.params.u_sp, u_r=ball.params.u_r, g=ball.params.g, t=dt, ) ball.state = BallState(rvw, ball.state.s, shot.t + dt) def get_next_event( shot: System, *, transition_cache: Optional[TransitionCache] = None, quartic_solver: QuarticSolver = QuarticSolver.HYBRID, ) -> Event: # Start by assuming next event doesn't happen event = null_event(time=np.inf) if transition_cache is None: transition_cache = TransitionCache.create(shot) transition_event = transition_cache.get_next() if transition_event.time < event.time: event = transition_event ball_ball_event = get_next_ball_ball_collision(shot, solver=quartic_solver) if ball_ball_event.time < event.time: event = ball_ball_event ball_linear_cushion_event = get_next_ball_linear_cushion_collision(shot) if ball_linear_cushion_event.time < event.time: event = ball_linear_cushion_event ball_circular_cushion_event = get_next_ball_circular_cushion_event( shot, solver=quartic_solver ) if ball_circular_cushion_event.time < event.time: event = ball_circular_cushion_event ball_pocket_event = get_next_ball_pocket_collision(shot, solver=quartic_solver) if ball_pocket_event.time < event.time: event = ball_pocket_event return event def _null(): return {"null": null_event(time=np.inf)} @attrs.define class TransitionCache: transitions: Dict[str, Event] = attrs.field(default=_null) def get_next(self) -> Event: return min( (trans for trans in self.transitions.values()), key=lambda event: event.time ) def update(self, event: Event) -> None: """Update transition cache for all balls in Event""" for agent in event.agents: if agent.agent_type == AgentType.BALL: assert isinstance(ball := agent.final, Ball) self.transitions[agent.id] = _next_transition(ball) @classmethod def create(cls, shot: System) -> TransitionCache: return cls( {ball_id: _next_transition(ball) for ball_id, ball in shot.balls.items()} ) def _next_transition(ball: Ball) -> Event: if ball.state.s == const.stationary or ball.state.s == const.pocketed: return null_event(time=np.inf) elif ball.state.s == const.spinning: dtau_E = ptmath.get_spin_time( ball.state.rvw, ball.params.R, ball.params.u_sp, ball.params.g ) return spinning_stationary_transition(ball, ball.state.t + dtau_E) elif ball.state.s == const.rolling: dtau_E_spin = ptmath.get_spin_time( ball.state.rvw, ball.params.R, ball.params.u_sp, ball.params.g ) dtau_E_roll = ptmath.get_roll_time( ball.state.rvw, ball.params.u_r, ball.params.g ) if dtau_E_spin > dtau_E_roll: return rolling_spinning_transition(ball, ball.state.t + dtau_E_roll) else: return rolling_stationary_transition(ball, ball.state.t + dtau_E_roll) elif ball.state.s == const.sliding: dtau_E = ptmath.get_slide_time( ball.state.rvw, ball.params.R, ball.params.u_s, ball.params.g ) return sliding_rolling_transition(ball, ball.state.t + dtau_E) else: raise NotImplementedError(f"Unknown '{ball.state.s=}'") def get_next_ball_ball_collision( shot: System, solver: QuarticSolver = QuarticSolver.HYBRID ) -> Event: """Returns next ball-ball collision""" dtau_E = np.inf ball_ids = [] collision_coeffs = [] for ball1, ball2 in combinations(shot.balls.values(), 2): ball1_state = ball1.state ball1_params = ball1.params ball2_state = ball2.state ball2_params = ball2.params if ball1_state.s == const.pocketed or ball2_state.s == const.pocketed: continue if ( ball1_state.s in const.nontranslating and ball2_state.s in const.nontranslating ): continue if ( ptmath.norm3d(ball1_state.rvw[0] - ball2_state.rvw[0]) < ball1_params.R + ball2_params.R ): # If balls are intersecting, avoid internal collisions continue collision_coeffs.append( solve.ball_ball_collision_coeffs( rvw1=ball1_state.rvw, rvw2=ball2_state.rvw, s1=ball1_state.s, s2=ball2_state.s, mu1=( ball1_params.u_s if ball1_state.s == const.sliding else ball1_params.u_r ), mu2=( ball2_params.u_s if ball2_state.s == const.sliding else ball2_params.u_r ), m1=ball1_params.m, m2=ball2_params.m, g1=ball1_params.g, g2=ball2_params.g, R=ball1_params.R, ) ) ball_ids.append((ball1.id, ball2.id)) if not len(collision_coeffs): # There are no collisions to test for return ball_ball_collision(Ball.dummy(), Ball.dummy(), shot.t + dtau_E) dtau_E, index = ptmath.roots.quartic.minimum_quartic_root( ps=np.array(collision_coeffs), solver=solver ) ball1_id, ball2_id = ball_ids[index] ball1, ball2 = shot.balls[ball1_id], shot.balls[ball2_id] return ball_ball_collision(ball1, ball2, shot.t + dtau_E) def get_next_ball_circular_cushion_event( shot: System, solver: QuarticSolver = QuarticSolver.HYBRID ) -> Event: """Returns next ball-cushion collision (circular cushion segment)""" dtau_E = np.inf agent_ids = [] collision_coeffs = [] for ball in shot.balls.values(): if ball.state.s in const.nontranslating: continue state = ball.state params = ball.params for cushion in shot.table.cushion_segments.circular.values(): collision_coeffs.append( solve.ball_circular_cushion_collision_coeffs( rvw=state.rvw, s=state.s, a=cushion.a, b=cushion.b, r=cushion.radius, mu=(params.u_s if state.s == const.sliding else params.u_r), m=params.m, g=params.g, R=params.R, ) ) agent_ids.append((ball.id, cushion.id)) if not len(collision_coeffs): # There are no collisions to test for return ball_circular_cushion_collision( Ball.dummy(), CircularCushionSegment.dummy(), shot.t + dtau_E ) dtau_E, index = ptmath.roots.quartic.minimum_quartic_root( ps=np.array(collision_coeffs), solver=solver ) ball_id, cushion_id = agent_ids[index] ball, cushion = ( shot.balls[ball_id], shot.table.cushion_segments.circular[cushion_id], ) return ball_circular_cushion_collision(ball, cushion, shot.t + dtau_E) def get_next_ball_linear_cushion_collision(shot: System) -> Event: """Returns next ball-cushion collision (linear cushion segment)""" dtau_E_min = np.inf involved_agents = (Ball.dummy(), LinearCushionSegment.dummy()) for ball in shot.balls.values(): if ball.state.s in const.nontranslating: continue state = ball.state params = ball.params for cushion in shot.table.cushion_segments.linear.values(): dtau_E = solve.ball_linear_cushion_collision_time( rvw=state.rvw, s=state.s, lx=cushion.lx, ly=cushion.ly, l0=cushion.l0, p1=cushion.p1, p2=cushion.p2, direction=cushion.direction, mu=(params.u_s if state.s == const.sliding else params.u_r), m=params.m, g=params.g, R=params.R, ) if dtau_E < dtau_E_min: involved_agents = (ball, cushion) dtau_E_min = dtau_E dtau_E = dtau_E_min return ball_linear_cushion_collision(*involved_agents, shot.t + dtau_E) def get_next_ball_pocket_collision( shot: System, solver: QuarticSolver = QuarticSolver.HYBRID ) -> Event: """Returns next ball-pocket collision""" dtau_E = np.inf agent_ids = [] collision_coeffs = [] for ball in shot.balls.values(): if ball.state.s in const.nontranslating: continue state = ball.state params = ball.params for pocket in shot.table.pockets.values(): collision_coeffs.append( solve.ball_pocket_collision_coeffs( rvw=state.rvw, s=state.s, a=pocket.a, b=pocket.b, r=pocket.radius, mu=(params.u_s if state.s == const.sliding else params.u_r), m=params.m, g=params.g, R=params.R, ) ) agent_ids.append((ball.id, pocket.id)) if not len(collision_coeffs): # There are no collisions to test for return ball_pocket_collision(Ball.dummy(), Pocket.dummy(), shot.t + dtau_E) dtau_E, index = ptmath.roots.quartic.minimum_quartic_root( ps=np.array(collision_coeffs), solver=solver ) ball_id, pocket_id = agent_ids[index] ball, pocket = shot.balls[ball_id], shot.table.pockets[pocket_id] return ball_pocket_collision(ball, pocket, shot.t + dtau_E)