Added on/off switch for forcing and accretion. Now both set to take effect in 1000 steps.

This commit is contained in:
JackHsu
2019-08-20 12:08:06 +08:00
parent 9a1a6fef17
commit eda83e5807

View File

@@ -252,11 +252,15 @@ run_simulation(void)
#if LSINK
const AcReal sum_mass = acReduceScal(RTYPE_MAX, VTXBUF_ACCRETION);
accreted_mass = accreted_mass + sum_mass;
if (i > 1000) {
accreted_mass = accreted_mass + sum_mass;
} else {
accreted_mass = 0.0;
}
AcReal sink_mass = 0.0;
//if (i > 1000 ) {
sink_mass = mesh_info.real_params[AC_M_sink_init] + accreted_mass;
//}
//}
printf("sink mass is: %e \n", sink_mass);
printf("accreted mass is: %e \n", accreted_mass);
acLoadDeviceConstant(AC_M_sink, sink_mass);
@@ -265,7 +269,10 @@ run_simulation(void)
#if LFORCING
const ForcingParams forcing_params = generateForcingParams(mesh_info);
loadForcingParamsToDevice(forcing_params);
if (i > 1000) {
loadForcingParamsToDevice(forcing_params);
}
#endif