From eda83e58073867311ad03eb11bf33470974d1333 Mon Sep 17 00:00:00 2001 From: JackHsu Date: Tue, 20 Aug 2019 12:08:06 +0800 Subject: [PATCH] Added on/off switch for forcing and accretion. Now both set to take effect in 1000 steps. --- src/standalone/simulation.cc | 13 ++++++++++--- 1 file changed, 10 insertions(+), 3 deletions(-) diff --git a/src/standalone/simulation.cc b/src/standalone/simulation.cc index c72f1d9..167da4e 100644 --- a/src/standalone/simulation.cc +++ b/src/standalone/simulation.cc @@ -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