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119
types/BattedBall.ts
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119
types/BattedBall.ts
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export type BattedBall = {
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readonly exitVelo: number; // in mph
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readonly launchAngle: number; // vertical angle in degrees
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readonly attackAngle: number; // spray angle: pull = -89º, oppo = 89º
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readonly spinRate: number; // in RPM // calculated using the bat swing from the batter in the at bat.
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};
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export type BallFlightResult = {
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readonly hangTime: number;
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readonly distance: number;
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readonly landingHorizontalVelo: number;
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};
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/**
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* Calculates baseball flight trajectory including:
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* 1. Aerodynamic Drag (Sea Level)
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* 2. Magnus Effect (Lift from spin)
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* 3. Ground Friction (Impact physics based on spin type)
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*/
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export function calculateFullFlightPath(
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ball: BattedBall,
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surfaceFriction: number = 0.4 // 0.3 for turf, 0.4 for grass, 0.45 for dirt
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): BallFlightResult {
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// Physical Constants (Imperial: slugs, feet, seconds)
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const G = 32.174;
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const RHO = 0.0023769; // Air density at sea level
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const CD = 0.35; // Drag coefficient
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const AREA = 0.0458; // Cross-sectional area (sq ft)
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const MASS = 0.00994; // Mass (slugs)
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const RADIUS = 0.121; // Radius (ft)
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const E = 0.5; // Coefficient of restitution (bounciness)
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const MPH_TO_FPS = 1.46667;
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const FPS_TO_MPH = 0.681818;
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const DT = 0.005; // Smaller time step for better accuracy
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// Initial State
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let t = 0;
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let x = 0;
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let y = 3; // Standard contact height (ft)
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let z = 0;
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const v0 = ball.exitVelo * MPH_TO_FPS;
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const theta = (ball.launchAngle * Math.PI) / 180;
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const phi = (ball.attackAngle * Math.PI) / 180;
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const omega = (ball.spinRate * 2 * Math.PI) / 60; // RPM to Rad/s
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// Velocity Components
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let vy = v0 * Math.sin(theta);
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let v_horiz_initial = v0 * Math.cos(theta);
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let vx = v_horiz_initial * Math.cos(phi);
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let vz = v_horiz_initial * Math.sin(phi);
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// 1. Flight Simulation (Numerical integration using Euler's Method)
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while (y > 0) {
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const v = Math.sqrt(vx * vx + vy * vy + vz * vz);
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if (v < 0.1) break;
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// Aerodynamics: Drag and Magnus (Lift)
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const spinFactor = (RADIUS * omega) / v;
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const CL = 1 / (2 + (1 / spinFactor));
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const dragAccelFactor = (0.5 * RHO * v * CD * AREA) / MASS;
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const liftAccelFactor = (0.5 * RHO * v * CL * AREA) / MASS;
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// Acceleration Vectors
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// Lift acts perpendicular to velocity; for backspin, it provides upward lift
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const ax = -dragAccelFactor * vx - liftAccelFactor * (vy / v) * Math.cos(phi);
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const ay = -G - (dragAccelFactor * vy) + liftAccelFactor * (vx / v);
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const az = -dragAccelFactor * vz;
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// Update State
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vx += ax * DT;
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vy += ay * DT;
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vz += az * DT;
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x += vx * DT;
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y += vy * DT;
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z += vz * DT;
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t += DT;
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if (t > 15) break; // Safety timeout
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}
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// 2. Landing Physics (Impact Friction)
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// Horizontal velocity at the moment of impact
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const vx_impact = vx;
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const vz_impact = vz;
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const vy_impact = Math.abs(vy);
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const v_horiz_impact = Math.sqrt(vx_impact * vx_impact + vz_impact * vz_impact);
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/**
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* Slip Velocity Calculation:
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* v_slip = v_horizontal + (omega * radius)
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* Positive omega (backspin) increases slip, causing friction to act against motion.
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* Negative omega (topspin) decreases slip, potentially making it negative,
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* which causes friction to accelerate the ball forward.
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*/
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const v_slip = v_horiz_impact + (omega * RADIUS);
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// Horizontal Impulse (Change in velocity due to friction)
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const delta_v = surfaceFriction * vy_impact * (1 + E);
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let finalV_horiz: number;
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if (v_slip > 0) {
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// Friction acts as a braking force (Backspin)
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finalV_horiz = v_horiz_impact - delta_v;
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} else {
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// Friction acts as an accelerating force (Topspin)
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finalV_horiz = v_horiz_impact + delta_v;
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}
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// Results
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return {
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hangTime: Number(t.toFixed(2)),
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distance: Number(Math.sqrt(x * x + z * z).toFixed(2)),
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landingHorizontalVelo: Number(Math.max(0, finalV_horiz * FPS_TO_MPH).toFixed(2))
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};
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}
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