#! /usr/bin/env python
from __future__ import annotations
from itertools import combinations
from typing import List, Optional, Set, Tuple
import numpy as np
import pooltool.constants as const
import pooltool.physics.evolve as evolve
import pooltool.ptmath as ptmath
from pooltool.events import (
Event,
EventType,
ball_ball_collision,
ball_circular_cushion_collision,
ball_linear_cushion_collision,
ball_pocket_collision,
null_event,
stick_ball_collision,
)
from pooltool.evolution.continuize import continuize
from pooltool.evolution.event_based import solve
from pooltool.evolution.event_based.cache import CollisionCache, TransitionCache
from pooltool.evolution.event_based.config import INCLUDED_EVENTS
from pooltool.objects.ball.datatypes import BallState
from pooltool.physics.engine import PhysicsEngine
from pooltool.ptmath.roots.quartic import QuarticSolver, solve_quartics
from pooltool.system.datatypes import System
DEFAULT_ENGINE = PhysicsEngine()
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)
[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)
collision_cache = CollisionCache.create()
transition_cache = TransitionCache.create(shot)
events = 0
while True:
event = get_next_event(
shot,
transition_cache=transition_cache,
collision_cache=collision_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)
collision_cache.invalidate(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 get_next_event(
shot: System,
*,
transition_cache: Optional[TransitionCache] = None,
collision_cache: Optional[CollisionCache] = 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)
if collision_cache is None:
collision_cache = CollisionCache.create()
transition_event = transition_cache.get_next()
if transition_event.time < event.time:
event = transition_event
ball_ball_event = get_next_ball_ball_collision(
shot, collision_cache=collision_cache, solver=quartic_solver
)
if ball_ball_event.time < event.time:
event = ball_ball_event
ball_circular_cushion_event = get_next_ball_circular_cushion_event(
shot, collision_cache=collision_cache, solver=quartic_solver
)
if ball_circular_cushion_event.time < event.time:
event = ball_circular_cushion_event
ball_linear_cushion_event = get_next_ball_linear_cushion_collision(
shot, collision_cache=collision_cache
)
if ball_linear_cushion_event.time < event.time:
event = ball_linear_cushion_event
ball_pocket_event = get_next_ball_pocket_collision(
shot, collision_cache=collision_cache, solver=quartic_solver
)
if ball_pocket_event.time < event.time:
event = ball_pocket_event
return event
def get_next_ball_ball_collision(
shot: System,
collision_cache: CollisionCache,
solver: QuarticSolver = QuarticSolver.HYBRID,
) -> Event:
"""Returns next ball-ball collision"""
ball_pairs: List[Tuple[str, str]] = []
collision_coeffs: List[Tuple[float, ...]] = []
cache = collision_cache.times.setdefault(EventType.BALL_BALL, {})
for ball1, ball2 in combinations(shot.balls.values(), 2):
ball_pair = (ball1.id, ball2.id)
if ball_pair in cache:
continue
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:
cache[ball_pair] = np.inf
elif (
ball1_state.s in const.nontranslating
and ball2_state.s in const.nontranslating
):
cache[ball_pair] = np.inf
elif (
ptmath.norm3d(ball1_state.rvw[0] - ball2_state.rvw[0])
< ball1_params.R + ball2_params.R
):
# If balls are intersecting, avoid internal collisions
cache[ball_pair] = np.inf
else:
ball_pairs.append(ball_pair)
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,
)
)
if len(collision_coeffs):
roots = solve_quartics(ps=np.array(collision_coeffs), solver=solver)
for root, ball_pair in zip(roots, ball_pairs):
cache[ball_pair] = shot.t + root
# The cache is now populated and up-to-date
ball_pair = min(cache, key=lambda k: cache[k])
return ball_ball_collision(
ball1=shot.balls[ball_pair[0]],
ball2=shot.balls[ball_pair[1]],
time=cache[ball_pair],
)
def get_next_ball_circular_cushion_event(
shot: System,
collision_cache: CollisionCache,
solver: QuarticSolver = QuarticSolver.HYBRID,
) -> Event:
"""Returns next ball-cushion collision (circular cushion segment)"""
if not shot.table.has_circular_cushions:
return null_event(np.inf)
ball_cushion_pairs: List[Tuple[str, str]] = []
collision_coeffs: List[Tuple[float, ...]] = []
cache = collision_cache.times.setdefault(EventType.BALL_CIRCULAR_CUSHION, {})
for ball in shot.balls.values():
state = ball.state
params = ball.params
for cushion in shot.table.cushion_segments.circular.values():
obj_ids = (ball.id, cushion.id)
if obj_ids in cache:
continue
if ball.state.s in const.nontranslating:
cache[obj_ids] = np.inf
continue
ball_cushion_pairs.append(obj_ids)
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,
)
)
if len(collision_coeffs):
roots = solve_quartics(ps=np.array(collision_coeffs), solver=solver)
for root, ball_cushion_pair in zip(roots, ball_cushion_pairs):
cache[ball_cushion_pair] = shot.t + root
# The cache is now populated and up-to-date
ball_id, cushion_id = min(cache, key=lambda k: cache[k])
return ball_circular_cushion_collision(
ball=shot.balls[ball_id],
cushion=shot.table.cushion_segments.circular[cushion_id],
time=cache[(ball_id, cushion_id)],
)
def get_next_ball_linear_cushion_collision(
shot: System, collision_cache: CollisionCache
) -> Event:
"""Returns next ball-cushion collision (linear cushion segment)"""
if not shot.table.has_linear_cushions:
return null_event(np.inf)
cache = collision_cache.times.setdefault(EventType.BALL_LINEAR_CUSHION, {})
for ball in shot.balls.values():
state = ball.state
params = ball.params
for cushion in shot.table.cushion_segments.linear.values():
obj_ids = (ball.id, cushion.id)
if obj_ids in cache:
continue
if ball.state.s in const.nontranslating:
cache[obj_ids] = np.inf
continue
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,
)
cache[obj_ids] = shot.t + dtau_E
obj_ids = min(cache, key=lambda k: cache[k])
return ball_linear_cushion_collision(
ball=shot.balls[obj_ids[0]],
cushion=shot.table.cushion_segments.linear[obj_ids[1]],
time=cache[obj_ids],
)
def get_next_ball_pocket_collision(
shot: System,
collision_cache: CollisionCache,
solver: QuarticSolver = QuarticSolver.HYBRID,
) -> Event:
"""Returns next ball-pocket collision"""
if not shot.table.has_pockets:
return null_event(np.inf)
ball_pocket_pairs: List[Tuple[str, str]] = []
collision_coeffs: List[Tuple[float, ...]] = []
cache = collision_cache.times.setdefault(EventType.BALL_POCKET, {})
for ball in shot.balls.values():
state = ball.state
params = ball.params
for pocket in shot.table.pockets.values():
obj_ids = (ball.id, pocket.id)
if obj_ids in cache:
continue
if ball.state.s in const.nontranslating:
cache[obj_ids] = np.inf
continue
ball_pocket_pairs.append(obj_ids)
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,
)
)
if len(collision_coeffs):
roots = solve_quartics(ps=np.array(collision_coeffs), solver=solver)
for root, ball_pocket_pair in zip(roots, ball_pocket_pairs):
cache[ball_pocket_pair] = shot.t + root
# The cache is now populated and up-to-date
ball_id, pocket_id = min(cache, key=lambda k: cache[k])
return ball_pocket_collision(
ball=shot.balls[ball_id],
pocket=shot.table.pockets[pocket_id],
time=cache[(ball_id, pocket_id)],
)