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ads-game:: better organized spacetime display
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@ -137,9 +137,15 @@ void draw_game_cell(const cell_to_draw& cd) {
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}
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if(hv) {
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ads_point M = current * (V * rock.at) * ads_matrix(Id, rock.pt_main.shift) * C0;
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ld t = rock.life_start;
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if(t < -100) t = 0;
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ld shift = floor((rock.pt_main.shift - t) / spacetime_step) * spacetime_step + t;
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ads_point M = current * (V * rock.at) * ads_matrix(Id, shift) * C0;
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optimize_shift(M);
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for(ld z=-5; z<=5; z+=0.2) {
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for(int z0=-spacetime_qty; z0<=spacetime_qty; z0++) {
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ld z = z0 * spacetime_step;
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if((shift+z) < rock.life_start) continue;
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if((shift+z) > rock.life_end) continue;
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for(int i=0; i<isize(shape); i += 2) {
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auto h = rots::uxpush(shape[i] * ads_scale) * rots::uypush(shape[i+1] * ads_scale) * C0;
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curvepoint(h);
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@ -501,10 +501,13 @@ void view_ds_game() {
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if(hv) {
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ld t = rock.at.shift;
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if(rock.type == oMainRock) t = floor(10*t + .5) / 10;
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if(rock.type == oMainRock) t = floor(t / spacetime_step + .5) * spacetime_step;
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transmatrix at = current.T * lorentz(2, 3, t - current.shift) * rock.at.T;
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for(ld s=-3; s<=3; s+=0.1) {
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transmatrix at1 = at * lorentz(2, 3, s);
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for(int z0=-spacetime_qty; z0<=spacetime_qty; z0++) {
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ld z = z0 * spacetime_step;
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if(t-z < rock.life_start) continue;
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if(t-z > rock.life_end) continue;
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transmatrix at1 = at * lorentz(2, 3, z);
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if((at1 * pov) [2] < 0) continue;
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auto& sh = *rock.shape;
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@ -136,4 +136,6 @@ bool ads_draw_cell(cell *c, const shiftmatrix& V);
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extern transmatrix Duality;
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extern int use_duality;
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ld spacetime_step = 0.1;
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int spacetime_qty = 30;
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}}
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