blob: 913c6486c6441fb5edbd0f3fdbdd734519332af8 [file] [log] [blame]
//
// NBody adapted from Intel's nbody benchmark.
//
load(libdir + "util.js");
load(libdir + "seedrandom.js");
var NBody = {
Constant: {
"deltaTime": 1, // 0.005 in their code.
"epsSqr": 50, // softening factor, when they compute, set to 50.
"initialVelocity": 8 // set to 0 to turn off
},
init: function init(mode, numBodies) {
var initPos = new Array(numBodies);
var initVel = new Array(numBodies);
// initialization of inputs
for (var i = 0; i < numBodies; i++) {
// [x,y,z]
initPos[i] = [Math.floor((Math.random()) * 40000),
Math.floor((Math.random()) * 20000),
Math.floor((Math.random() - .25) * 50000)];
// [x,y,z,x,y,z]
initVel[i] = [(Math.random() - 0.5) * NBody.Constant.initialVelocity,
(Math.random() - 0.5) * NBody.Constant.initialVelocity,
(Math.random()) * NBody.Constant.initialVelocity + 10,
(Math.random() - 0.5) * NBody.Constant.initialVelocity,
(Math.random() - 0.5) * NBody.Constant.initialVelocity,
(Math.random()) * NBody.Constant.initialVelocity];
}
NBody.private = {};
if (mode === "par") {
NBody.private.pos = new ParallelArray(initPos);
NBody.private.vel = new ParallelArray(initVel);
} else {
NBody.private.pos = initPos;
NBody.private.vel = initVel;
}
NBody.numBodies = numBodies;
NBody.time = 0;
},
// Parallel
tickPar: function tickPar() {
NBody.private.vel = new ParallelArray([NBody.numBodies], NBody.velocityPar);
NBody.private.pos = new ParallelArray([NBody.numBodies], NBody.positionPar);
NBody.time++;
},
velocityPar: function velocityPar(index) {
var pos = NBody.private.pos;
var vel = NBody.private.vel;
var deltaTime = NBody.Constant.deltaTime;
var epsSqr = NBody.Constant.epsSqr;
var time = NBody.time;
var shape = vel.shape[0];
var newVel;
var newX, newY, newZ;
var newX2, newY2, newZ2;
var cX = Math.cos(time / 22) * -4200;
var cY = Math.sin(time / 14) * 9200;
var cZ = Math.sin(time / 27) * 6000;
// pull to center
var maxDistance = 3400;
var pullStrength = .042;
var speedLimit = 8;
// zones
var zone = 400;
var repel = 100;
var align = 300;
var attract = 100;
if (time < 500) {
speedLimit = 2000;
var attractPower = 100.9;
} else {
speedLimit = .2;
attractPower = 20.9;
}
var zoneSqrd = zone * zone + zone * zone + zone * zone;
var accX = 0, accY = 0, accZ = 0;
var accX2 = 0, accY2 = 0, accZ2 = 0;
var i;
// define particle 1 center distance
var dirToCenterX = cX - pos.get(index)[0];
var dirToCenterY = cY - pos.get(index)[1];
var dirToCenterZ = cZ - pos.get(index)[2];
var distanceSquaredTo = dirToCenterX * dirToCenterX + dirToCenterY * dirToCenterY + dirToCenterZ * dirToCenterZ;
var distToCenter = Math.sqrt(distanceSquaredTo);
// orient to center
if (distToCenter > maxDistance) {
var velc = (distToCenter - maxDistance) * pullStrength;
if (time < 200)
velc = .2;
else velc = (distToCenter - maxDistance) * pullStrength;
accX += (dirToCenterX / distToCenter) * velc;
accY += (dirToCenterY / distToCenter) * velc;
accZ += (dirToCenterZ / distToCenter) * velc;
}
for (i = 0; i < shape; i = i + 1) {
var rx = pos.get(i)[0] - pos.get(index)[0];
var ry = pos.get(i)[1] - pos.get(index)[1];
var rz = pos.get(i)[2] - pos.get(index)[2];
// make sure we are not testing the particle against its own position
var areSame = 0;
if (pos.get(i)[0] == pos.get(index)[0] && pos.get(i)[1] == pos.get(index)[1] && pos.get(i)[2] == pos.get(index)[2])
areSame += 1;
var distSqrd = rx * rx + ry * ry + rz * rz;
// cant use eqals to test, only <= or >= WTF
if (distSqrd < zoneSqrd && areSame <= 0) {
var length = Math.sqrt(distSqrd);
var percent = distSqrd / zoneSqrd;
if (distSqrd < repel) {
var F = (repel / percent - 1) * .025;
var normalRx = (rx / length) * F;
var normalRy = (ry / length) * F;
var normalRz = (rz / length) * F;
accX = accX + normalRx;
accY = accY + normalRy;
accZ = accZ + normalRz;
accX2 = accX2 - normalRx;
accY2 = accY2 - normalRy;
accZ2 = accZ2 - normalRz;
} else if (distSqrd < align) { //align
var threshDelta = align - repel;
var adjustedPercent = (percent - repel) / threshDelta;
var Q = (.5 - Math.cos(adjustedPercent * 3.14159265 * 2) * .5 + .5) * 100.9;
// get velocity 2
var velX2 = vel.get(i)[4];
var velY2 = vel.get(i)[5];
var velZ2 = vel.get(i)[6];
var velLength2 = Math.sqrt(velX2 * velX2 + velY2 * velY2 + velZ2 * velZ2);
// normalize vel2 and multiply by factor
velX2 = (velX2 / velLength2) * Q;
velY2 = (velY2 / velLength2) * Q;
velZ2 = (velZ2 / velLength2) * Q;
// get own velocity
var velX = vel.get(i)[0];
var velY = vel.get(i)[1];
var velZ = vel.get(i)[2];
var velLength = Math.sqrt(velX * velX + velY * velY + velZ * velZ);
// normalize own velocity
velX = (velX / velLength) * Q;
velY = (velY / velLength) * Q;
velZ = (velZ / velLength) * Q;
accX += velX2;
accY += velY2;
accZ += velZ2;
accX2 += velX;
accY2 += velY;
accZ2 += velZ;
}
if (distSqrd > attract) { // attract
var threshDelta2 = 1 - attract;
var adjustedPercent2 = (percent - attract) / threshDelta2;
var C = (1 - (Math.cos(adjustedPercent2 * 3.14159265 * 2) * 0.5 + 0.5)) * attractPower;
// normalize the distance vector
var dx = (rx / (length)) * C;
var dy = (ry / (length)) * C;
var dz = (rz / (length)) * C;
accX += dx;
accY += dy;
accZ += dz;
accX2 -= dx;
accY2 -= dy;
accZ2 -= dz;
}
}
}
// Speed limits
if (time > 500) {
var accSquared = accX * accX + accY * accY + accZ * accZ;
if (accSquared > speedLimit) {
accX = accX * .015;
accY = accY * .015;
accZ = accZ * .015;
}
var accSquared2 = accX2 * accX2 + accY2 * accY2 + accZ2 * accZ2;
if (accSquared2 > speedLimit) {
accX2 = accX2 * .015;
accY2 = accY2 * .015;
accZ2 = accZ2 * .015;
}
}
// Caclulate new velocity
newX = (vel.get(index)[0]) + accX;
newY = (vel.get(index)[1]) + accY;
newZ = (vel.get(index)[2]) + accZ;
newX2 = (vel.get(index)[3]) + accX2;
newY2 = (vel.get(index)[4]) + accY2;
newZ2 = (vel.get(index)[5]) + accZ2;
if (time < 500) {
var acs = newX2 * newX2 + newY2 * newY2 + newZ2 * newZ2;
if (acs > speedLimit) {
newX2 = newX2 * .15;
newY2 = newY2 * .15;
newZ2 = newZ2 * .15;
}
var acs2 = newX * newX + newY * newY + newZ * newZ;
if (acs2 > speedLimit) {
newX = newX * .15;
newY = newY * .15;
newZ = newZ * .15;
}
}
return [newX, newY, newZ, newX2, newY2, newZ2];
},
positionPar: function positionPar(index) {
var vel = NBody.private.vel;
var pos = NBody.private.pos;
var x = 0;
var y = 0;
var z = 0;
var velX = vel.get(index)[0];
var velY = vel.get(index)[1];
var velZ = vel.get(index)[2];
var velX2 = vel.get(index)[3];
var velY2 = vel.get(index)[4];
var velZ2 = vel.get(index)[5];
var netVelX = (velX - velX2);
var netVelY = (velY - velY2);
var netVelZ = (velZ - velZ2);
x = pos.get(index)[0] + (netVelX);
y = pos.get(index)[1] + (netVelY);
z = pos.get(index)[2] + (netVelZ);
return [x, y, z];
},
// Sequential
tickSeq: function tickSeq() {
var numBodies = NBody.numBodies;
var newVel = new Array(numBodies);
var newPos = new Array(numBodies);
for (var i = 0; i < numBodies; i++)
newVel[i] = NBody.velocitySeq(i);
for (var i = 0; i < numBodies; i++)
newPos[i] = NBody.positionSeq(i);
NBody.private.vel = newVel;
NBody.private.pos = newPos;
NBody.time++;
},
velocitySeq: function velocitySeq(index) {
var vel = NBody.private.vel;
var pos = NBody.private.pos;
var deltaTime = NBody.Constant.deltaTime;
var epsSqr = NBody.Constant.epsSqr;
var time = NBody.time;
var shape = pos.length;
var newVel;
var newX, newY, newZ;
var newX2, newY2, newZ2;
var cX = Math.cos(time / 22) * -4200;
var cY = Math.sin(time / 14) * 9200;
var cZ = Math.sin(time / 27) * 6000;
// pull to center
var maxDistance = 3400;
var pullStrength = .042;
var speedLimit = 8;
// zones
var zone = 400;
var repel = 100;
var align = 300;
var attract = 100;
if (time < 500) {
speedLimit = 2000;
var attractPower = 100.9;
} else {
speedLimit = .2;
attractPower = 20.9;
}
var zoneSqrd = zone * zone + zone * zone + zone * zone;
var accX = 0, accY = 0, accZ = 0;
var accX2 = 0, accY2 = 0, accZ2 = 0;
var i;
// define particle 1 center distance
var dirToCenterX = cX - pos[index][0];
var dirToCenterY = cY - pos[index][1];
var dirToCenterZ = cZ - pos[index][2];
var distanceSquaredTo = dirToCenterX * dirToCenterX + dirToCenterY * dirToCenterY + dirToCenterZ * dirToCenterZ;
var distToCenter = Math.sqrt(distanceSquaredTo);
// orient to center
if (distToCenter > maxDistance) {
var velc = (distToCenter - maxDistance) * pullStrength;
if (time < 200)
velc = .2;
else velc = (distToCenter - maxDistance) * pullStrength;
accX += (dirToCenterX / distToCenter) * velc;
accY += (dirToCenterY / distToCenter) * velc;
accZ += (dirToCenterZ / distToCenter) * velc;
}
for (i = 0; i < shape; i = i + 1) {
var rx = pos[i][0] - pos[index][0];
var ry = pos[i][1] - pos[index][1];
var rz = pos[i][2] - pos[index][2];
var areSame = 0;
if (pos[i][0] == pos[index][0] && pos[i][1] == pos[index][1] && pos[i][2] == pos[index][2])
areSame += 1;
var distSqrd = rx * rx + ry * ry + rz * rz;
// cant use eqals to test, only <= or >= WTF
if (distSqrd < zoneSqrd && areSame <= 0) {
var length = Math.sqrt(distSqrd);
var percent = distSqrd / zoneSqrd;
if (distSqrd < repel) {
var F = (repel / percent - 1) * .025;
var normalRx = (rx / length) * F;
var normalRy = (ry / length) * F;
var normalRz = (rz / length) * F;
accX = accX + normalRx;
accY = accY + normalRy;
accZ = accZ + normalRz;
accX2 = accX2 - normalRx;
accY2 = accY2 - normalRy;
accZ2 = accZ2 - normalRz;
} else if (distSqrd < align) { //align
var threshDelta = align - repel;
var adjustedPercent = (percent - repel) / threshDelta;
var Q = (.5 - Math.cos(adjustedPercent * 3.14159265 * 2) * .5 + .5) * 100;
// get velocity 2
var velX2 = vel[i][3];
var velY2 = vel[i][4];
var velZ2 = vel[i][5];
var velLength2 = Math.sqrt(velX2 * velX2 + velY2 * velY2 + velZ2 * velZ2);
// normalize vel2 and multiply by factor
velX2 = (velX2 / velLength2) * Q;
velY2 = (velY2 / velLength2) * Q;
velZ2 = (velZ2 / velLength2) * Q;
// get own velocity
var velX = vel[i][0];
var velY = vel[i][1];
var velZ = vel[i][2];
var velLength = Math.sqrt(velX * velX + velY * velY + velZ * velZ);
// normalize own velocity
velX = (velX / velLength) * Q;
velY = (velY / velLength) * Q;
velZ = (velZ / velLength) * Q;
accX += velX2;
accY += velY2;
accZ += velZ2;
accX2 += velX;
accY2 += velY;
accZ2 += velZ;
}
if (distSqrd > attract) { //attract
var threshDelta2 = 1 - align;
var adjustedPercent2 = (percent - align) / threshDelta2;
var C = (1 - (Math.cos(adjustedPercent2 * 3.14159265 * 2) * 0.5 + 0.5)) * attractPower;
// normalize the distance vector
var dx = (rx / (length)) * C;
var dy = (ry / (length)) * C;
var dz = (rz / (length)) * C;
debug = 1.1;
accX += dx;
accY += dy;
accZ += dz;
accX2 -= dx;
accY2 -= dy;
accZ2 -= dz;
}
}
}
// enforce speed limits
if (time > 500) {
var accSquared = accX * accX + accY * accY + accZ * accZ;
if (accSquared > speedLimit) {
accX = accX * .015;
accY = accY * .015;
accZ = accZ * .015;
}
var accSquared2 = accX2 * accX2 + accY2 * accY2 + accZ2 * accZ2;
if (accSquared2 > speedLimit) {
accX2 = accX2 * .015;
accY2 = accY2 * .015;
accZ2 = accZ2 * .015;
}
}
// Caclulate new velocity
newX = vel[index][0] + accX;
newY = vel[index][1] + accY;
newZ = vel[index][2] + accZ;
newX2 = vel[index][3] + accX2;
newY2 = vel[index][4] + accY2;
newZ2 = vel[index][5] + accZ2;
if (time < 500) {
var acs = newX2 * newX2 + newY2 * newY2 + newZ2 * newZ2;
if (acs > speedLimit) {
newX2 = newX2 * .15;
newY2 = newY2 * .15;
newZ2 = newZ2 * .15;
}
var acs2 = newX * newX + newY * newY + newZ * newZ;
if (acs2 > speedLimit) {
newX = newX * .15;
newY = newY * .15;
newZ = newZ * .15;
}
}
return [newX, newY, newZ, newX2, newY2, newZ2];
},
positionSeq: function positionSeq(index) {
var vel = NBody.private.vel;
var pos = NBody.private.pos;
var x = 0;
var y = 0;
var z = 0;
var velX = vel[index][0];
var velY = vel[index][1];
var velZ = vel[index][2];
var velX2 = vel[index][3];
var velY2 = vel[index][4];
var velZ2 = vel[index][5];
var netX = (velX - velX2);
var netY = (velY - velY2);
var netZ = (velZ - velZ2);
x = pos[index][0] + netX;
y = pos[index][1] + netY;
z = pos[index][2] + netZ;
return [x, y, z];
}
};
function emulateNBody(mode, numBodies, ticks) {
NBody.init(mode, numBodies);
for (var i = 0; i < ticks; i++) {
var start = Date.now();
if (mode === "par")
NBody.tickPar();
else
NBody.tickSeq();
//print(NBody.private.pos);
print(mode + " bodies=" + numBodies + " tick=" + (i+1) + "/" + ticks + ": " + (Date.now() - start) + " ms");
}
}
// Using 4000 bodies going off Rick's comment as 4000 being a typical workload.
const NUMBODIES = 4000;
const TICKS = 10;
Math.seedrandom("seed");
benchmark("NBODY", 1, DEFAULT_MEASURE,
function () { emulateNBody("seq", NUMBODIES, TICKS); },
function () { emulateNBody("par", NUMBODIES, TICKS); });