deleted and moved .py files
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exp/baseball.py
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192
exp/baseball.py
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# -*- coding: utf-8 -*-
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"""
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Computes the trajectory of a stitched baseball with air drag.
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Takes altitude into account (higher altitude means further travel) and the
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stitching on the baseball influencing drag.
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This is based on the book Computational Physics by N. Giordano.
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The takeaway point is that the drag coefficient on a stitched baseball is
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LOWER the higher its velocity, which is somewhat counterintuitive.
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"""
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from __future__ import division
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import math
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import matplotlib.pyplot as plt
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from numpy.random import randn
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import numpy as np
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class BaseballPath(object):
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def __init__(self, x0, y0, launch_angle_deg, velocity_ms, noise=(1.0,1.0)):
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""" Create baseball path object in 2D (y=height above ground)
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x0,y0 initial position
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launch_angle_deg angle ball is travelling respective to ground plane
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velocity_ms speeed of ball in meters/second
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noise amount of noise to add to each reported position in (x,y)
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"""
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omega = radians(launch_angle_deg)
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self.v_x = velocity_ms * cos(omega)
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self.v_y = velocity_ms * sin(omega)
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self.x = x0
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self.y = y0
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self.noise = noise
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def drag_force (self, velocity):
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""" Returns the force on a baseball due to air drag at
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the specified velocity. Units are SI
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"""
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B_m = 0.0039 + 0.0058 / (1. + exp((velocity-35.)/5.))
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return B_m * velocity
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def update(self, dt, vel_wind=0.):
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""" compute the ball position based on the specified time step and
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wind velocity. Returns (x,y) position tuple.
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"""
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# Euler equations for x and y
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self.x += self.v_x*dt
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self.y += self.v_y*dt
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# force due to air drag
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v_x_wind = self.v_x - vel_wind
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v = sqrt (v_x_wind**2 + self.v_y**2)
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F = self.drag_force(v)
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# Euler's equations for velocity
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self.v_x = self.v_x - F*v_x_wind*dt
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self.v_y = self.v_y - 9.81*dt - F*self.v_y*dt
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return (self.x + random.randn()*self.noise[0],
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self.y + random.randn()*self.noise[1])
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def a_drag (vel, altitude):
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""" returns the drag coefficient of a baseball at a given velocity (m/s)
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and altitude (m).
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"""
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v_d = 35
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delta = 5
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y_0 = 1.0e4
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val = 0.0039 + 0.0058 / (1 + math.exp((vel - v_d)/delta))
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val *= math.exp(-altitude / y_0)
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return val
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def compute_trajectory_vacuum (v_0_mph,
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theta,
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dt=0.01,
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noise_scale=0.0,
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x0=0., y0 = 0.):
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theta = math.radians(theta)
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x = x0
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y = y0
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v0_y = v_0_mph * math.sin(theta)
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v0_x = v_0_mph * math.cos(theta)
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xs = []
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ys = []
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t = dt
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while y >= 0:
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x = v0_x*t + x0
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y = -0.5*9.8*t**2 + v0_y*t + y0
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xs.append (x + randn() * noise_scale)
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ys.append (y + randn() * noise_scale)
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t += dt
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return (xs, ys)
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def compute_trajectory(v_0_mph, theta, v_wind_mph=0, alt_ft = 0.0, dt = 0.01):
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g = 9.8
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### comput
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theta = math.radians(theta)
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# initial velocity in direction of travel
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v_0 = v_0_mph * 0.447 # mph to m/s
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# velocity components in x and y
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v_x = v_0 * math.cos(theta)
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v_y = v_0 * math.sin(theta)
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v_wind = v_wind_mph * 0.447 # mph to m/s
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altitude = alt_ft / 3.28 # to m/s
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ground_level = altitude
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x = [0.0]
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y = [altitude]
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i = 0
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while y[i] >= ground_level:
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v = math.sqrt((v_x - v_wind) **2+ v_y**2)
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x.append(x[i] + v_x * dt)
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y.append(y[i] + v_y * dt)
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v_x = v_x - a_drag(v, altitude) * v * (v_x - v_wind) * dt
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v_y = v_y - a_drag(v, altitude) * v * v_y * dt - g * dt
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i += 1
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# meters to yards
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np.multiply (x, 1.09361)
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np.multiply (y, 1.09361)
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return (x,y)
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def predict (x0, y0, x1, y1, dt, time):
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g = 10.724*dt*dt
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v_x = x1-x0
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v_y = y1-y0
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v = math.sqrt(v_x**2 + v_y**2)
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x = x1
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y = y1
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while time > 0:
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v_x = v_x - a_drag(v, y) * v * v_x
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v_y = v_y - a_drag(v, y) * v * v_y - g
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x = x + v_x
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y = y + v_y
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time -= dt
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return (x,y)
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if __name__ == "__main__":
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x,y = compute_trajectory(v_0_mph = 110., theta=35., v_wind_mph = 0., alt_ft=5000.)
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plt.plot (x, y)
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plt.show()
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