Played around with forcing and cleaned the example implementation a bit

This commit is contained in:
jpekkila
2019-06-18 17:40:27 +03:00
parent d4907332f2
commit b5753f0bec

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@@ -195,12 +195,13 @@ forcing(int3 globalVertexIdx)
Vector b = (Vector){(globalVertexIdx.x - nx_min) * dsx, Vector b = (Vector){(globalVertexIdx.x - nx_min) * dsx,
(globalVertexIdx.y - ny_min) * dsy, (globalVertexIdx.y - ny_min) * dsy,
(globalVertexIdx.z - nz_min) * dsz}; // sink (current index) (globalVertexIdx.z - nz_min) * dsz}; // sink (current index)
Vector dir = normalized(b - a);
if (is_valid(dir)) { Scalar magnitude = 0.1;
return Scalar(1.) * dir; // Vector c = magnitude * (1 / length(b - a)) * normalized(b - a); // Outward flow
} else { Vector c = magnitude * cross(normalized(b - a), (Vector){0, 0, 1}); // Vortex
return (Vector){0, 0, 0}; if (is_valid(c)) { return c; }
} else { return (Vector){0, 0, 0}; }
#else #else
return (Vector){0, 0, 0}; return (Vector){0, 0, 0};
#endif // LFORCING #endif // LFORCING