C++20 or later is required. Ensure your CMake toolchain targets C++20:
set(CMAKE_CXX_STANDARD 20)Build with CMake:
cmake -B build
cmake --build buildInclude the main header in your source files:
#include <libgolf.hpp>The library uses a phase-based flight simulation architecture that automatically transitions between aerial, bounce, and roll phases. A complete simulation requires two inputs: launch data and atmospheric conditions.
const LaunchData ball{
.ballSpeedMph = 160.0f,
.launchAngleDeg = 11.0f,
.directionDeg = 0.0f,
.backspinRpm = 3000.0f,
.sidespinRpm = 0.0f,
};These fields match the output of a typical launch monitor. An optional start position can be provided in feet:
LaunchData ball{
.ballSpeedMph = 160.0f,
.launchAngleDeg = 11.0f,
.directionDeg = 0.0f,
.backspinRpm = 3000.0f,
.sidespinRpm = 0.0f,
};
ball.startX = 0.0f; // feet, lateral
ball.startY = 0.0f; // feet, downrange
ball.startZ = 0.0f; // feet, height above groundconst AtmosphericData atmos{
.temp = 70.0f,
.elevation = 0.0f,
.vWind = 0.0f,
.phiWind = 0.0f,
.hWind = 0.0f,
.relHumidity = 50.0f,
.pressure = 29.92f,
};Every field defaults to a sea-level standard day (59°F, 29.92 inHg, no wind,
dry air), so AtmosphericData{} is a valid baseline and you only need to set
the fields that differ from standard:
AtmosphericData atmos{}; // standard day
atmos.elevation = 5280.0f; // mile-high courseField definitions are documented in include/atmospheric_data.hpp.
GroundSurface ground; // Uses default fairway properties
// Or with custom values:
// GroundSurface green{0.0f, 0.35f, 0.4f, 0.12f, 0.95f, 0.85f};
// {height, restitution, frictionStatic, frictionDynamic, firmness, spinRetention}For position-dependent surfaces (e.g., fairway → rough → green), implement TerrainInterface:
class MyTerrain : public TerrainInterface {
public:
float getHeight(float x, float y) const override { return 0.0f; }
Vector3D getNormal(float x, float y) const override { return {0.0f, 0.0f, 1.0f}; }
const GroundSurface& getSurfaceProperties(float x, float y) const override {
// Return surface based on position
}
};
FlightSimulator sim(ball, atmos, std::make_shared<MyTerrain>());See Terrain System for details.
FlightSimulator sim(ball, atmos, ground);
sim.run(); // uses default 10ms time step
LandingResult result = sim.getLandingResult();
printf("Distance: %.1f yards\n", result.distance);
printf("Bearing: %.1f degrees\n", result.bearing);LandingResult contains:
xF,yF,zF— final position in yardsdistance— total distance in yardsbearing— direction in degreestimeOfFlight— total simulation time in seconds
To capture the complete flight path for visualization or analysis:
FlightSimulator sim(ball, atmos, ground);
auto trajectory = sim.runAndGetTrajectory(); // vector of BallState
for (const auto& state : trajectory) {
printf("%.1f %.1f %.1f\n",
state.position[0] / physics_constants::YARDS_TO_FEET,
state.position[1] / physics_constants::YARDS_TO_FEET,
state.position[2]);
}See examples/calculate_ball_trajectory.cpp for a complete implementation.
Both run() and runAndGetTrajectory() accept an optional time step in seconds (default 0.01f):
sim.run(0.005f); // 5ms time step for higher resolutionAfter run(), the final ball state is available via getState():
const BallState& finalState = sim.getState();
// finalState.position — Vector3D in feet
// finalState.velocity — Vector3D in ft/s
// finalState.spinVector — Vector3D in rad/s (|spinVector| * ballRadius = r·ω, ft/s)
// finalState.currentTime — secondsPhysics variables computed at launch (air density, Reynolds number, etc.) are accessible via:
const ShotPhysicsContext& vars = sim.getPhysicsVariables();
float rho = vars.getRhoImperial(); // lb/ft³The library uses a right-handed coordinate system:
- x-axis: Lateral direction (positive = right of target line)
- y-axis: Forward/downrange direction (direction = 0° points along +y)
- z-axis: Vertical/height (positive = up)
All position and velocity components are in feet. Use physics_constants::YARDS_TO_FEET for unit conversion when needed.
The simulator automatically manages three flight phases:
- Aerial: Ball in flight subject to aerodynamic forces
- Bounce: Ball impacting and rebounding from the ground surface
- Roll: Ball rolling along the ground until coming to rest
The current phase can be queried using sim.getCurrentPhaseName(), which returns "aerial", "bounce", "roll", or "complete".
When passing a TerrainInterface instead of a flat GroundSurface, the simulator queries terrain properties at the ball's position during phase transitions. This enables fairways, roughs, greens, slopes, and elevated surfaces. See the Terrain System for implementation details.
By default, the simulator uses a built-in drag/lift model for a standard golf ball. You can replace it by implementing AerodynamicModel and passing it to FlightSimulator:
#include <libgolf.hpp>
class MyModel : public AerodynamicModel {
public:
Vector3D computeAcceleration(const AerodynamicState& s) const override {
float vRelX = s.velocity[0] - s.windVelocity[0];
float vRelY = s.velocity[1] - s.windVelocity[1];
float vRelZ = s.velocity[2] - s.windVelocity[2];
float vw = std::sqrt(vRelX*vRelX + vRelY*vRelY + vRelZ*vRelZ);
if (vw < 0.01f) return {0.0f, 0.0f, 0.0f};
// Constant drag, no lift
float scale = -s.c0 * 0.30f * vw;
return { scale * vRelX, scale * vRelY, scale * vRelZ };
}
float computeSpinDecayTau(const AerodynamicState& s) const override {
float v = std::sqrt(s.velocity[0]*s.velocity[0] +
s.velocity[1]*s.velocity[1] +
s.velocity[2]*s.velocity[2]);
return 1.0F / (0.00002F * v / s.ballRadius);
}
};
auto model = std::make_shared<MyModel>();
FlightSimulator sim(ball, atmos, ground, model);See Aerodynamic Models for full details and worked examples.
Replace ball-ground bounce physics by implementing BounceModel. Pass it as the fifth argument to FlightSimulator; pass nullptr for the aero slot to keep the default:
auto bounce = std::make_shared<MyBounceModel>();
FlightSimulator sim(ball, atmos, ground, /*aero*/ nullptr, bounce);See Bounce Models for the interface, the default algorithm, and a worked example.
Replace ball-on-ground roll physics (friction law, integrator, stop criterion) by implementing RollModel. Pass it as the sixth argument:
auto roll = std::make_shared<MyRollModel>();
FlightSimulator sim(ball, atmos, ground, /*aero*/ nullptr, /*bounce*/ nullptr, roll);See Roll Models for the interface and a worked example.
The simulator models a standard golf ball by default. Pass a BallProperties
to simulate a different ball; its mass and circumference feed the aerodynamic
coefficients and the radius the force models receive:
BallProperties ball{.massOz = 1.80f, .circumferenceIn = 5.30f};
FlightSimulator sim(launch, atmos, ground,
/*aero*/ nullptr, /*bounce*/ nullptr, /*roll*/ nullptr, ball);A default-constructed BallProperties{} reproduces the standard ball exactly,
so omitting the argument leaves results unchanged.
Gravity defaults to Earth (32.174 ft/s²) and can be set through the
FlightSimulator constructor. It is applied to the aerial and between-bounce
flight integration:
constexpr float kMoonGravity = 5.31f; // ft/s²
FlightSimulator sim(launch, atmos, ground,
/*aero*/ nullptr, /*bounce*/ nullptr, /*roll*/ nullptr,
/*ball*/ BallProperties{}, kMoonGravity);The built-in roll model decelerates under Earth gravity; a custom RollModel
can use any value.
The aerial and between-bounce flight integration uses a semi-implicit Euler
scheme by default. Implement Integrator to substitute your own (e.g. RK4 or
an adaptive step) and pass it to FlightSimulator:
auto integrator = std::make_shared<MyRK4Integrator>();
FlightSimulator sim(launch, atmos, ground,
/*aero*/ nullptr, /*bounce*/ nullptr, /*roll*/ nullptr,
/*ball*/ BallProperties{},
physics_constants::GRAVITY_FT_PER_S2, integrator);The flight phase owns spin decay, wind, and the acceleration model; the
integrator owns only how position and velocity advance. It receives an
acceleration field it can sample at trial states. The roll phase runs its own
integrator inside RollModel.
You can replace the three per-phase physics models (aerodynamics, bounce, roll) and the terrain. Everything else is fixed in the current release:
- Air model — the air-density, viscosity, and saturation-vapor-pressure formulas are fixed. You supply
AtmosphericDatainputs; you cannot swap the model that converts them into density. - Phase machine — the aerial → bounce → roll transition logic and the criteria for when each transition fires are internal. You can replace what each phase computes and how the flight phases step (see Custom Integrator), but not how the phases are sequenced.
- Launch transform — the mapping from
LaunchData(launch-monitor inputs) to the initial state vector is fixed.
The examples/ directory contains complete working implementations:
- calculate_ball_landing.cpp: Compute final landing position only
- calculate_ball_trajectory.cpp: Collect full trajectory for visualization
- multi_ground_simulation.cpp: Demonstrate dynamic ground types (fairway/rough/green)
- custom_aerodynamic_model.cpp: Inject a custom
AerodynamicModel - custom_bounce_model.cpp: Inject a custom
BounceModel - custom_roll_model.cpp: Inject a custom
RollModel