| // |
| // 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); }); |