Write now sink infor to time series. Also a bug cerrection for sink switch.
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@@ -48,22 +48,27 @@ gradients(in VectorField uu)
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#if LSINK
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Vector
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sink_gravity(int3 globalVertexIdx){
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Vector force_gravity;
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const Vector grid_pos = (Vector){(globalVertexIdx.x - nx_min) * dsx,
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(globalVertexIdx.y - ny_min) * dsy,
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(globalVertexIdx.z - nz_min) * dsz};
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const Scalar sink_mass = DCONST_REAL(AC_M_sink);
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const Vector sink_pos = (Vector){DCONST_REAL(AC_sink_pos_x),
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DCONST_REAL(AC_sink_pos_y),
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DCONST_REAL(AC_sink_pos_z)};
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const Scalar distance = length(grid_pos - sink_pos);
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const Scalar soft = DCONST_REAL(AC_soft);
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const Scalar gravity_magnitude = (AC_G_const * sink_mass) / pow(((distance * distance) + soft*soft), 1.5);
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const Vector direction = (Vector){(sink_pos.x - grid_pos.x) / distance,
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(sink_pos.y - grid_pos.y) / distance,
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(sink_pos.z - grid_pos.z) / distance};
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force_gravity = gravity_magnitude * direction;
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return force_gravity;
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int accretion_switch = DCONST_INT(AC_switch_accretion);
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if (accretion_switch == 1){
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Vector force_gravity;
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const Vector grid_pos = (Vector){(globalVertexIdx.x - nx_min) * dsx,
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(globalVertexIdx.y - ny_min) * dsy,
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(globalVertexIdx.z - nz_min) * dsz};
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const Scalar sink_mass = DCONST_REAL(AC_M_sink);
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const Vector sink_pos = (Vector){DCONST_REAL(AC_sink_pos_x),
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DCONST_REAL(AC_sink_pos_y),
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DCONST_REAL(AC_sink_pos_z)};
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const Scalar distance = length(grid_pos - sink_pos);
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const Scalar soft = DCONST_REAL(AC_soft);
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const Scalar gravity_magnitude = (AC_G_const * sink_mass) / pow(((distance * distance) + soft*soft), 1.5);
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const Vector direction = (Vector){(sink_pos.x - grid_pos.x) / distance,
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(sink_pos.y - grid_pos.y) / distance,
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(sink_pos.z - grid_pos.z) / distance};
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force_gravity = gravity_magnitude * direction;
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return force_gravity;
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} else {
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return (Vector){0.0, 0.0, 0.0};
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}
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}
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#endif
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