| /** |
| * 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. |
| */ |
| |
| var NavierStokes = new BenchmarkSuite('NavierStokes', 1484000, |
| [new Benchmark('NavierStokes', |
| runNavierStokes, |
| setupNavierStokes, |
| tearDownNavierStokes)]); |
| |
| var solver = null; |
| |
| function runNavierStokes() |
| { |
| solver.update(); |
| } |
| |
| function setupNavierStokes() |
| { |
| solver = new FluidField(null); |
| solver.setResolution(128, 128); |
| solver.setIterations(20); |
| solver.setDisplayFunction(function(){}); |
| solver.setUICallback(prepareFrame); |
| solver.reset(); |
| } |
| |
| function tearDownNavierStokes() |
| { |
| solver = null; |
| } |
| |
| function addPoints(field) { |
| 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) |
| { |
| if (framesTillAddingPoints == 0) { |
| addPoints(field); |
| framesTillAddingPoints = framesBetweenAddingPoints; |
| framesBetweenAddingPoints++; |
| } else { |
| framesTillAddingPoints--; |
| } |
| } |
| |
| // Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here. |
| function FluidField(canvas) { |
| function addFields(x, s, dt) |
| { |
| for (var i=0; i<size ; i++ ) x[i] += dt*s[i]; |
| } |
| |
| function set_bnd(b, x) |
| { |
| if (b===1) { |
| for (var i = 1; i <= width; i++) { |
| x[i] = x[i + rowSize]; |
| x[i + (height+1) *rowSize] = x[i + height * rowSize]; |
| } |
| |
| for (var j = 1; i <= height; i++) { |
| x[j * rowSize] = -x[1 + j * rowSize]; |
| x[(width + 1) + j * rowSize] = -x[width + j * rowSize]; |
| } |
| } else if (b === 2) { |
| for (var i = 1; i <= width; i++) { |
| x[i] = -x[i + rowSize]; |
| x[i + (height + 1) * rowSize] = -x[i + height * rowSize]; |
| } |
| |
| for (var j = 1; j <= height; j++) { |
| x[j * rowSize] = x[1 + j * rowSize]; |
| x[(width + 1) + j * rowSize] = x[width + j * rowSize]; |
| } |
| } else { |
| for (var i = 1; i <= width; i++) { |
| x[i] = x[i + rowSize]; |
| x[i + (height + 1) * rowSize] = x[i + height * rowSize]; |
| } |
| |
| for (var j = 1; j <= height; j++) { |
| x[j * rowSize] = x[1 + j * rowSize]; |
| x[(width + 1) + j * rowSize] = x[width + j * rowSize]; |
| } |
| } |
| var maxEdge = (height + 1) * rowSize; |
| x[0] = 0.5 * (x[1] + x[rowSize]); |
| x[maxEdge] = 0.5 * (x[1 + maxEdge] + x[height * rowSize]); |
| x[(width+1)] = 0.5 * (x[width] + x[(width + 1) + rowSize]); |
| x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]); |
| } |
| |
| function lin_solve(b, x, x0, a, c) |
| { |
| if (a === 0 && c === 1) { |
| for (var j=1 ; j<=height; j++) { |
| var currentRow = j * rowSize; |
| ++currentRow; |
| for (var i = 0; i < width; i++) { |
| x[currentRow] = x0[currentRow]; |
| ++currentRow; |
| } |
| } |
| set_bnd(b, x); |
| } else { |
| var invC = 1 / c; |
| for (var k=0 ; k<iterations; k++) { |
| for (var j=1 ; j<=height; j++) { |
| var lastRow = (j - 1) * rowSize; |
| var currentRow = j * rowSize; |
| var nextRow = (j + 1) * rowSize; |
| var lastX = x[currentRow]; |
| ++currentRow; |
| for (var i=1; i<=width; i++) |
| lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC; |
| } |
| set_bnd(b, x); |
| } |
| } |
| } |
| |
| function diffuse(b, x, x0, dt) |
| { |
| var a = 0; |
| lin_solve(b, x, x0, a, 1 + 4*a); |
| } |
| |
| function lin_solve2(x, x0, y, y0, a, c) |
| { |
| if (a === 0 && c === 1) { |
| for (var j=1 ; j <= height; j++) { |
| var currentRow = j * rowSize; |
| ++currentRow; |
| for (var i = 0; i < width; i++) { |
| x[currentRow] = x0[currentRow]; |
| y[currentRow] = y0[currentRow]; |
| ++currentRow; |
| } |
| } |
| set_bnd(1, x); |
| set_bnd(2, y); |
| } else { |
| var invC = 1/c; |
| for (var k=0 ; k<iterations; k++) { |
| for (var j=1 ; j <= height; j++) { |
| var lastRow = (j - 1) * rowSize; |
| var currentRow = j * rowSize; |
| var nextRow = (j + 1) * rowSize; |
| var lastX = x[currentRow]; |
| var lastY = y[currentRow]; |
| ++currentRow; |
| for (var i = 1; i <= 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; |
| } |
| } |
| set_bnd(1, x); |
| set_bnd(2, y); |
| } |
| } |
| } |
| |
| function diffuse2(x, x0, y, y0, dt) |
| { |
| var a = 0; |
| lin_solve2(x, x0, y, y0, a, 1 + 4 * a); |
| } |
| |
| function advect(b, d, d0, u, v, dt) |
| { |
| var Wdt0 = dt * width; |
| var Hdt0 = dt * height; |
| var Wp5 = width + 0.5; |
| var Hp5 = height + 0.5; |
| for (var j = 1; j<= height; j++) { |
| var pos = j * rowSize; |
| for (var i = 1; i <= 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 * rowSize; |
| var row2 = j1 * rowSize; |
| d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]); |
| } |
| } |
| set_bnd(b, d); |
| } |
| |
| function project(u, v, p, div) |
| { |
| var h = -0.5 / Math.sqrt(width * height); |
| for (var j = 1 ; j <= height; j++ ) { |
| var row = j * rowSize; |
| var previousRow = (j - 1) * rowSize; |
| var prevValue = row - 1; |
| var currentRow = row; |
| var nextValue = row + 1; |
| var nextRow = (j + 1) * rowSize; |
| for (var i = 1; i <= width; i++ ) { |
| div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]); |
| p[currentRow] = 0; |
| } |
| } |
| set_bnd(0, div); |
| set_bnd(0, p); |
| |
| lin_solve(0, p, div, 1, 4 ); |
| var wScale = 0.5 * width; |
| var hScale = 0.5 * height; |
| for (var j = 1; j<= height; j++ ) { |
| var prevPos = j * rowSize - 1; |
| var currentPos = j * rowSize; |
| var nextPos = j * rowSize + 1; |
| var prevRow = (j - 1) * rowSize; |
| var currentRow = j * rowSize; |
| var nextRow = (j + 1) * rowSize; |
| |
| for (var i = 1; i<= width; i++) { |
| u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]); |
| v[currentPos] -= hScale * (p[++nextRow] - p[++prevRow]); |
| } |
| } |
| set_bnd(1, u); |
| set_bnd(2, v); |
| } |
| |
| function dens_step(x, x0, u, v, dt) |
| { |
| addFields(x, x0, dt); |
| diffuse(0, x0, x, dt ); |
| advect(0, x, x0, u, v, dt ); |
| } |
| |
| function vel_step(u, v, u0, v0, dt) |
| { |
| addFields(u, u0, dt ); |
| addFields(v, v0, dt ); |
| var temp = u0; u0 = u; u = temp; |
| var temp = v0; v0 = v; v = temp; |
| diffuse2(u,u0,v,v0, dt); |
| project(u, v, u0, v0); |
| var temp = u0; u0 = u; u = temp; |
| var temp = v0; v0 = v; v = temp; |
| advect(1, u, u0, u0, v0, dt); |
| advect(2, v, v0, u0, v0, dt); |
| project(u, v, u0, v0 ); |
| } |
| var uiCallback = function(d,u,v) {}; |
| |
| function Field(dens, u, v) { |
| // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%) |
| // but makes the code ugly. |
| this.setDensity = function(x, y, d) { |
| dens[(x + 1) + (y + 1) * rowSize] = d; |
| } |
| this.getDensity = function(x, y) { |
| return dens[(x + 1) + (y + 1) * rowSize]; |
| } |
| this.setVelocity = function(x, y, xv, yv) { |
| u[(x + 1) + (y + 1) * rowSize] = xv; |
| v[(x + 1) + (y + 1) * rowSize] = yv; |
| } |
| this.getXVelocity = function(x, y) { |
| return u[(x + 1) + (y + 1) * rowSize]; |
| } |
| this.getYVelocity = function(x, y) { |
| return v[(x + 1) + (y + 1) * rowSize]; |
| } |
| this.width = function() { return width; } |
| this.height = function() { return height; } |
| } |
| function queryUI(d, u, v) |
| { |
| for (var i = 0; i < size; i++) |
| u[i] = v[i] = d[i] = 0.0; |
| uiCallback(new Field(d, u, v)); |
| } |
| |
| this.update = function () { |
| queryUI(dens_prev, u_prev, v_prev); |
| vel_step(u, v, u_prev, v_prev, dt); |
| dens_step(dens, dens_prev, u, v, dt); |
| displayFunc(new Field(dens, u, v)); |
| } |
| this.setDisplayFunction = function(func) { |
| displayFunc = func; |
| } |
| |
| this.iterations = function() { return iterations; } |
| this.setIterations = function(iters) { |
| if (iters > 0 && iters <= 100) |
| iterations = iters; |
| } |
| this.setUICallback = function(callback) { |
| uiCallback = callback; |
| } |
| var iterations = 10; |
| var visc = 0.5; |
| var dt = 0.1; |
| var dens; |
| var dens_prev; |
| var u; |
| var u_prev; |
| var v; |
| var v_prev; |
| var width; |
| var height; |
| var rowSize; |
| var size; |
| var displayFunc; |
| function reset() |
| { |
| rowSize = width + 2; |
| size = (width+2)*(height+2); |
| dens = new Array(size); |
| dens_prev = new Array(size); |
| u = new Array(size); |
| u_prev = new Array(size); |
| v = new Array(size); |
| v_prev = new Array(size); |
| for (var i = 0; i < size; i++) |
| dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0; |
| } |
| this.reset = reset; |
| this.setResolution = function (hRes, wRes) |
| { |
| var res = wRes * hRes; |
| if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) { |
| width = wRes; |
| height = hRes; |
| reset(); |
| return true; |
| } |
| return false; |
| } |
| this.setResolution(64, 64); |
| } |