Update of the ray integration demo code in the swirl example for added stability.
We move the ray origin into the intersected element to minimize cancellation. As previously, wel skip rays that are parallel to either axis direction of an element, in the swirl demo, since error by division in the intersection computation is not unbounded.
I'd appreciate a merge by merge commit since that will include and validate the history of developing this feature (mostly covered in #213), which is so far sidelined. The diff to the official develop branch is, code-wise, minimal.
Update of the ray integration demo code in the swirl example for added stability.
We move the ray origin into the intersected element to minimize cancellation. As previously, wel skip rays that are parallel to either axis direction of an element, in the swirl demo, since error by division in the intersection computation is not unbounded.
I'd appreciate a merge by merge commit since that will include and validate the history of developing this feature (mostly covered in #213), which is so far sidelined. The diff to the official develop branch is, code-wise, minimal.