jsx
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a faster, safer, easier JavaScript
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JSX
// -*- mode: jsx; jsx-indent-level: 4; indent-tabs-mode: nil; -*-
/**
* Copyright 2012 the V8 project authors. All rights reserved.
* Copyright 2009 Oliver Hunt <http://nerget.com>
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
import './base.jsx';
class NavierStokes {
function constructor() {
var solver = null : FluidField;
function addPoints(field : Field) : void {
var n = 64;
for (var i = 1; i <= n; i++) {
field.setVelocity(i, i, n, n);
field.setDensity(i, i, 5);
field.setVelocity(i, n - i, -n, -n);
field.setDensity(i, n - i, 20);
field.setVelocity(128 - i, n + i, -n, -n);
field.setDensity(128 - i, n + i, 30);
}
}
var framesTillAddingPoints = 0;
var framesBetweenAddingPoints = 5;
function prepareFrame(field : Field) : void
{
if (framesTillAddingPoints == 0) {
addPoints(field);
framesTillAddingPoints = framesBetweenAddingPoints;
framesBetweenAddingPoints++;
} else {
framesTillAddingPoints--;
}
}
function runNavierStokes() : void
{
solver.update();
}
function setupNavierStokes() : void
{
solver = new FluidField();
solver.setResolution(128, 128);
solver.setIterations(20);
solver.setDisplayFunction(function(f : Field):void{});
solver.setUICallback(prepareFrame);
solver.reset();
}
function tearDownNavierStokes() : void
{
solver = null;
}
var navierStokes = new BenchmarkSuite('NavierStokes', 1484000, [
new Benchmark('NavierStokes',
runNavierStokes,
setupNavierStokes,
tearDownNavierStokes)
]);
}
}
// Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here.
class FluidField {
var _width : number;
var _height : number;
var _rowSize : number;
var _iterations = 10;
var _uiCallback = function(f : Field) : void {};
var _displayFunc = null : (Field) -> void;
var _visc = 0.5;
var _dt = 0.1;
var _dens = null : number[];
var _dens_prev = null : number[];
var _u = null : number[];
var _u_prev = null : number[];
var _v = null : number[];
var _v_prev = null : number[];
var _size = -1;
function constructor() {
this.setResolution(64, 64);
}
function _add_fields (x : number[], s : number[], dt : number) : void {
for (var i=0; i<this._size ; i++ )
x[i] += dt*s[i];
}
function _set_bnd(b : number, x : number[]) : void {
if (b==1) {
for (var i = 1; i <= this._width; i++) {
x[i] = x[i + this._rowSize];
x[i + (this._height+1) *this._rowSize] = x[i + this._height * this._rowSize];
}
for (var j = 1; i <= this._height; i++) {
x[j * this._rowSize] = -x[1 + j * this._rowSize];
x[(this._width + 1) + j * this._rowSize] = -x[this._width + j * this._rowSize];
}
} else if (b == 2) {
for (var i = 1; i <= this._width; i++) {
x[i] = -x[i + this._rowSize];
x[i + (this._height + 1) * this._rowSize] = -x[i + this._height * this._rowSize];
}
for (var j = 1; j <= this._height; j++) {
x[j * this._rowSize] = x[1 + j * this._rowSize];
x[(this._width + 1) + j * this._rowSize] = x[this._width + j * this._rowSize];
}
} else {
for (var i = 1; i <= this._width; i++) {
x[i] = x[i + this._rowSize];
x[i + (this._height + 1) * this._rowSize] = x[i + this._height * this._rowSize];
}
for (var j = 1; j <= this._height; j++) {
x[j * this._rowSize] = x[1 + j * this._rowSize];
x[(this._width + 1) + j * this._rowSize] = x[this._width + j * this._rowSize];
}
}
var maxEdge = (this._height + 1) * this._rowSize;
x[0] = 0.5 * (x[1] + x[this._rowSize]);
x[maxEdge] = 0.5 * (x[1 + maxEdge] + x[this._height * this._rowSize]);
x[(this._width+1)] = 0.5 * (x[this._width] + x[(this._width + 1) + this._rowSize]);
x[(this._width+1)+maxEdge] = 0.5 * (x[this._width + maxEdge] + x[(this._width + 1) + this._height * this._rowSize]);
}
function _lin_solve(b : number, x : number[], x0 : number[], a : number, c : number) : void {
if (a == 0 && c == 1) {
for (var j=1 ; j<=this._height; j++) {
var currentRow = j * this._rowSize;
++currentRow;
for (var i = 0; i < this._width; i++) {
x[currentRow] = x0[currentRow];
++currentRow;
}
}
this._set_bnd(b, x);
} else {
var invC = 1 / c;
for (var k=0 ; k<this._iterations; k++) {
for (var j=1 ; j<=this._height; j++) {
var lastRow = (j - 1) * this._rowSize;
var currentRow = j * this._rowSize;
var nextRow = (j + 1) * this._rowSize;
var lastX = x[currentRow];
++currentRow;
for (var i=1; i<=this._width; i++)
lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC;
}
this._set_bnd(b, x);
}
}
}
function _diffuse(b : number, x : number[], x0 : number[], dt : number) : void {
var a = 0;
this._lin_solve(b, x, x0, a, 1 + 4*a);
}
function _lin_solve2(x : number[], x0 : number[], y : number[], y0 : number[], a : number, c : number) : void {
if (a == 0 && c == 1) {
for (var j=1 ; j <= this._height; j++) {
var currentRow = j * this._rowSize;
++currentRow;
for (var i = 0; i < this._width; i++) {
x[currentRow] = x0[currentRow];
y[currentRow] = y0[currentRow];
++currentRow;
}
}
this._set_bnd(1, x);
this._set_bnd(2, y);
} else {
var invC = 1/c;
for (var k=0 ; k<this._iterations; k++) {
for (var j=1 ; j <= this._height; j++) {
var lastRow = (j - 1) * this._rowSize;
var currentRow = j * this._rowSize;
var nextRow = (j + 1) * this._rowSize;
var lastX = x[currentRow];
var lastY = y[currentRow];
++currentRow;
for (var i = 1; i <= this._width; i++) {
lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC;
lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC;
}
}
this._set_bnd(1, x);
this._set_bnd(2, y);
}
}
}
function _diffuse2(x : number[], x0 : number[], y : number[], y0 : number[], dt : number) : void {
var a = 0;
this._lin_solve2(x, x0, y, y0, a, 1 + 4 * a);
}
function _advect(b : number, d : number[], d0 : number[], u : number[], v : number[], dt : number) : void {
var Wdt0 = dt * this._width;
var Hdt0 = dt * this._height;
var Wp5 = this._width + 0.5;
var Hp5 = this._height + 0.5;
for (var j = 1; j<= this._height; j++) {
var pos = j * this._rowSize;
for (var i = 1; i <= this._width; i++) {
var x = i - Wdt0 * u[++pos];
var y = j - Hdt0 * v[pos];
if (x < 0.5)
x = 0.5;
else if (x > Wp5)
x = Wp5;
var i0 = x | 0;
var i1 = i0 + 1;
if (y < 0.5)
y = 0.5;
else if (y > Hp5)
y = Hp5;
var j0 = y | 0;
var j1 = j0 + 1;
var s1 = x - i0;
var s0 = 1 - s1;
var t1 = y - j0;
var t0 = 1 - t1;
var row1 = j0 * this._rowSize;
var row2 = j1 * this._rowSize;
d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]);
}
}
this._set_bnd(b, d);
}
function _project(u : number[], v : number[], p : number[], div : number[]) : void {
var h = -0.5 / Math.sqrt(this._width * this._height);
for (var j = 1 ; j <= this._height; j++ ) {
var row = j * this._rowSize;
var previousRow = (j - 1) * this._rowSize;
var prevValue = row - 1;
var currentRow = row;
var nextValue = row + 1;
var nextRow = (j + 1) * this._rowSize;
for (var i = 1; i <= this._width; i++ ) {
div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]);
p[currentRow] = 0;
}
}
this._set_bnd(0, div);
this._set_bnd(0, p);
this._lin_solve(0, p, div, 1, 4 );
var wScale = 0.5 * this._width;
var hScale = 0.5 * this._height;
for (var j = 1; j<= this._height; j++ ) {
var prevPos = j * this._rowSize - 1;
var currentPos = j * this._rowSize;
var nextPos = j * this._rowSize + 1;
var prevRow = (j - 1) * this._rowSize;
var currentRow = j * this._rowSize;
var nextRow = (j + 1) * this._rowSize;
for (var i = 1; i<= this._width; i++) {
u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]);
v[currentPos] -= hScale * (p[++nextRow] - p[++prevRow]);
}
}
this._set_bnd(1, u);
this._set_bnd(2, v);
}
function _dens_step(x : number[], x0 : number[], u : number[], v : number[], dt : number) : void {
this._add_fields(x, x0, dt);
this._diffuse(0, x0, x, dt );
this._advect(0, x, x0, u, v, dt );
}
function _vel_step(u : number[], v : number[], u0 : number[], v0 : number[], dt : number) : void {
this._add_fields(u, u0, dt );
this._add_fields(v, v0, dt );
var temp = u0; u0 = u; u = temp;
var temp = v0; v0 = v; v = temp;
this._diffuse2(u,u0,v,v0, dt);
this._project(u, v, u0, v0);
var temp = u0; u0 = u; u = temp;
var temp = v0; v0 = v; v = temp;
this._advect(1, u, u0, u0, v0, dt);
this._advect(2, v, v0, u0, v0, dt);
this._project(u, v, u0, v0 );
}
function update () : void {
this.queryUI(this._dens_prev, this._u_prev, this._v_prev);
this._vel_step(this._u, this._v, this._u_prev, this._v_prev, this._dt);
this._dens_step(this._dens, this._dens_prev, this._u, this._v, this._dt);
this._displayFunc(new Field(this, this._dens, this._u, this._v));
}
function iterations () : number {
return this._iterations;
}
function setIterations (iters : number) : void {
if (iters > 0 && iters <= 100)
this._iterations = iters;
}
function queryUI (d : number[], u : number[], v : number[]) : void {
for (var i = 0; i < this._size; i++)
u[i] = v[i] = d[i] = 0.0;
this._uiCallback(new Field(this, d, u, v));
}
function setUICallback (callback : (Field) -> void) : void {
this._uiCallback = callback;
}
function setDisplayFunction (func : (Field) -> void) : void {
this._displayFunc = func;
}
function reset () : void {
this._rowSize = this._width + 2;
this._size = (this._width+2)*(this._height+2);
this._dens = new Array.<number>(this._size);
this._dens_prev = new Array.<number>(this._size);
this._u = new Array.<number>(this._size);
this._u_prev = new Array.<number>(this._size);
this._v = new Array.<number>(this._size);
this._v_prev = new Array.<number>(this._size);
for (var i = 0; i < this._size; i++)
this._dens_prev[i] = this._u_prev[i] = this._v_prev[i] = this._dens[i] = this._u[i] = this._v[i] = 0;
}
function setResolution (hRes : number, wRes : number) : boolean {
var res = wRes * hRes;
if (res > 0 && res < 1000000 && (wRes != this._width || hRes != this._height)) {
this._width = wRes;
this._height = hRes;
this.reset();
return true;
}
return false;
}
}
class Field {
var fluid : FluidField;
var dens : number[];
var u : number[];
var v : number[];
function constructor(fluid : FluidField, dens : number[], u : number[], v : number[]) {
this.fluid = fluid;
this.dens = dens;
this.u = u;
this.v = v;
}
function setDensity(x : number, y : number, d : number) : void {
this.dens[(x + 1) + (y + 1) * this.fluid._rowSize] = d;
}
function getDensity(x : number, y : number) : number {
return this.dens[(x + 1) + (y + 1) * this.fluid._rowSize];
}
function setVelocity(x : number, y : number, xv : number, yv : number) : void {
this.u[(x + 1) + (y + 1) * this.fluid._rowSize] = xv;
this.v[(x + 1) + (y + 1) * this.fluid._rowSize] = yv;
}
function getXVelocity(x : number, y : number) : number {
return this.u[(x + 1) + (y + 1) * this.fluid._rowSize];
}
function getYVelocity(x : number, y : number) : number {
return this.v[(x + 1) + (y + 1) * this.fluid._rowSize];
}
function width() : number {
return this.fluid._width;
}
function height() : number {
return this.fluid._height;
}
}
// vim: set expandtab: