A suggestion for solving #141.
A Component could be: a single Obstacle, a pair of PeriodicWalls or a Vector{Obstacle} for having multiple obstacles in the billiard table.
The "index" of the obstacle in the billiard table will then always be a tuple (i, j) with the i looking at component and the j looking at the obstacle for this component.
I am guessing that this would make performance critical for simple billiards. So maybe a ComponentBilliard type should be introduced, having a dedicated bounce! function.?
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A suggestion for solving #141.
A
Componentcould be: a singleObstacle, a pair ofPeriodicWallsor aVector{Obstacle}for having multiple obstacles in the billiard table.The "index" of the obstacle in the billiard table will then always be a tuple
(i, j)with theilooking at component and thejlooking at the obstacle for this component.I am guessing that this would make performance critical for simple billiards. So maybe a
ComponentBilliardtype should be introduced, having a dedicatedbounce!function.?Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.