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fix video blocks not being raw
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Project.toml

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name = "DynamicalBilliards"
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uuid = "4986ee89-4ee5-5cef-b6b8-e49ba721d7a5"
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repo = "https://github.com/JuliaDynamics/DynamicalBilliards.jl.git"
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version = "3.10.1"
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version = "3.10.2"
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[deps]
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Distributed = "8ba89e20-285c-5b6f-9357-94700520ee1b"

docs/src/ray-splitting.md

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```@docs
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RaySplitter
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```
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---
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If you want different type of transmission/refraction functions for
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different obstacles, then you define multiple `RaySplitter`s.
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For example,
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```@example ray
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using Random
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Random.seed!(42)
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p = randominside(bd, 1.0)
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raysplitters = (raywall, raya)
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xt, yt, vxt, vyt, tt = timeseries(p, bd, 100, raysplitters)
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red obstacles, which allow for ray splitting. It is even cooler to animate
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this motion using [`animate_evolution`](@ref)!
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```@raw html
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<video width="100%" height="auto" controls>
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<source src="https://raw.githubusercontent.com/JuliaDynamics/JuliaDynamics/master/videos/billiards/ray.mp4?raw=true" type="video/mp4">
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</video>
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```
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!!! warning "Resetting the billiard"
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!!! info "Resetting the billiard"
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Notice that evolving a particle inside a billiard always mutates the billiard
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if ray-splitting is used. This means that you should always set the fields
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`pflag` of some obstacles to the values you desire after *each* call
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The function `reset_billiard!(bd)` turns all `pflag`s to `true`.
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!!! important "Angle of refraction is clamped"
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!!! warning "Angle of refraction is clamped"
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Internally we clamp the output of the angle of refraction function. Let `c = DynamicalBilliards.CLAMPING_ANGLE` (currently `c = 0.1`). We clamp `θ` to
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`-π/2 + c ≤ θ ≤ π/2 - c`. This is so that the relocating algorithm does not fall into an infinite loop.
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You can change the value of `c` but very small values can lead to infinite loops in extreme cases.
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You can change the value of `c` but very small values can lead to infinite loops in extreme cases.
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## The Ray-Splitting Algorithm
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In this section we describe the algorithm we follow to implement the ray-splitting
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# animate
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animate_evolution(ps, bd, 2.0, rs, colors = ["C0" for i 1:length(ps)],
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tailtime=2.5, savename = "lens")
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tailtime=2.5, savename = "lens")
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```
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```@raw html
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<video width="100%" height="auto" controls>
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<source src="https://raw.githubusercontent.com/JuliaDynamics/JuliaDynamics/master/videos/billiards/lens.mp4?raw=true" type="video/mp4">
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</video>
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```
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## Example of Affecting Multiple Obstacles
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animate_evolution(p, bd, 10.0, (ray,); ax = gca(), savename = "inverse", tailtime = 3.0)
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```
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```@raw html
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<video width="100%" height="auto" controls>
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<source src="https://raw.githubusercontent.com/JuliaDynamics/JuliaDynamics/master/videos/billiards/inverse.mp4?raw=true" type="video/mp4">
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</video>
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```

docs/src/visualizing.md

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animate_evolution(p, bd, 10.0; savename = "penta")
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```
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```@raw html
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<video width="100%" height="auto" controls>
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<source src="https://raw.githubusercontent.com/JuliaDynamics/JuliaDynamics/master/videos/billiards/penta.mp4?raw=true" type="video/mp4">
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</video>
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```
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The cool thing about [`animate_evolution`](@ref) is that it can animate multiple
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particles simultaneously! For example, here is a beautiful demonstration of chaos
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animate_evolution(ps, bd, 10.0; colors = cs, tailtime = 1.5, savename = "disperse")
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```
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```@raw html
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<video width="100%" height="auto" controls>
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<source src="https://raw.githubusercontent.com/JuliaDynamics/JuliaDynamics/master/videos/billiards/disperse.mp4?raw=true" type="video/mp4">
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</video>
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```
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## Periodic Billiards

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