Played around with forcing and cleaned the example implementation a bit
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@@ -189,20 +189,21 @@ Vector
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forcing(int3 globalVertexIdx)
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{
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#if LFORCING
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Vector a = Scalar(.5) * (Vector){globalGrid.n.x * dsx,
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globalGrid.n.y * dsy,
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globalGrid.n.z * dsz}; // source (origin)
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Vector b = (Vector){(globalVertexIdx.x - nx_min) * dsx,
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(globalVertexIdx.y - ny_min) * dsy,
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(globalVertexIdx.z - nz_min) * dsz}; // sink (current index)
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Vector dir = normalized(b - a);
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if (is_valid(dir)) {
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return Scalar(1.) * dir;
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} else {
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return (Vector){0, 0, 0};
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}
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Vector a = Scalar(.5) * (Vector){globalGrid.n.x * dsx,
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globalGrid.n.y * dsy,
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globalGrid.n.z * dsz}; // source (origin)
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Vector b = (Vector){(globalVertexIdx.x - nx_min) * dsx,
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(globalVertexIdx.y - ny_min) * dsy,
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(globalVertexIdx.z - nz_min) * dsz}; // sink (current index)
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Scalar magnitude = 0.1;
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// Vector c = magnitude * (1 / length(b - a)) * normalized(b - a); // Outward flow
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Vector c = magnitude * cross(normalized(b - a), (Vector){0, 0, 1}); // Vortex
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if (is_valid(c)) { return c; }
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else { return (Vector){0, 0, 0}; }
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#else
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return (Vector){0, 0, 0};
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return (Vector){0, 0, 0};
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#endif // LFORCING
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}
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