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a faster, safer, easier JavaScript

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// -*- 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: