tor-browser

The Tor Browser
git clone https://git.dasho.dev/tor-browser.git
Log | Files | Refs | README | LICENSE

navier-stokes.js (13431B)


      1 /**
      2 * Copyright 2013 the V8 project authors. All rights reserved.
      3 * Copyright 2009 Oliver Hunt <http://nerget.com>
      4 *
      5 * Permission is hereby granted, free of charge, to any person
      6 * obtaining a copy of this software and associated documentation
      7 * files (the "Software"), to deal in the Software without
      8 * restriction, including without limitation the rights to use,
      9 * copy, modify, merge, publish, distribute, sublicense, and/or sell
     10 * copies of the Software, and to permit persons to whom the
     11 * Software is furnished to do so, subject to the following
     12 * conditions:
     13 *
     14 * The above copyright notice and this permission notice shall be
     15 * included in all copies or substantial portions of the Software.
     16 *
     17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
     18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
     19 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
     20 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
     21 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
     22 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
     23 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
     24 * OTHER DEALINGS IN THE SOFTWARE.
     25 *
     26 * Update 10/21/2013: fixed loop variables at line 119
     27 */
     28 
     29 var NavierStokes = new BenchmarkSuite('NavierStokes', [1484000],
     30                                      [new Benchmark('NavierStokes',
     31                                                     true,
     32                                                     false,
     33                                                     180,
     34                                                     runNavierStokes,
     35                                                     setupNavierStokes,
     36                                                     tearDownNavierStokes,
     37                                                     null,
     38                                                     16)]);
     39 
     40 var solver = null;
     41 var nsFrameCounter = 0;
     42 
     43 function runNavierStokes()
     44 {
     45    solver.update();
     46    nsFrameCounter++;
     47 
     48    if(nsFrameCounter==15)
     49        checkResult(solver.getDens());
     50 }
     51 
     52 function checkResult(dens) {
     53 
     54    this.result = 0;
     55    for (var i=7000;i<7100;i++) {
     56        this.result+=~~((dens[i]*10));
     57    }
     58 
     59    if (this.result!=77) {
     60        throw(new Error("checksum failed"));
     61    }
     62 }
     63 
     64 function setupNavierStokes()
     65 {
     66    solver = new FluidField(null);
     67    solver.setResolution(128, 128);
     68    solver.setIterations(20);
     69    solver.setDisplayFunction(function(){});
     70    solver.setUICallback(prepareFrame);
     71    solver.reset();
     72 }
     73 
     74 function tearDownNavierStokes()
     75 {
     76    solver = null;
     77 }
     78 
     79 function addPoints(field) {
     80    var n = 64;
     81    for (var i = 1; i <= n; i++) {
     82        field.setVelocity(i, i, n, n);
     83        field.setDensity(i, i, 5);
     84        field.setVelocity(i, n - i, -n, -n);
     85        field.setDensity(i, n - i, 20);
     86        field.setVelocity(128 - i, n + i, -n, -n);
     87        field.setDensity(128 - i, n + i, 30);
     88    }
     89 }
     90 
     91 var framesTillAddingPoints = 0;
     92 var framesBetweenAddingPoints = 5;
     93 
     94 function prepareFrame(field)
     95 {
     96    if (framesTillAddingPoints == 0) {
     97        addPoints(field);
     98        framesTillAddingPoints = framesBetweenAddingPoints;
     99        framesBetweenAddingPoints++;
    100    } else {
    101        framesTillAddingPoints--;
    102    }
    103 }
    104 
    105 // Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here.
    106 function FluidField(canvas) {
    107    function addFields(x, s, dt)
    108    {
    109        for (var i=0; i<size ; i++ ) x[i] += dt*s[i];
    110    }
    111 
    112    function set_bnd(b, x)
    113    {
    114        if (b===1) {
    115            for (var i = 1; i <= width; i++) {
    116                x[i] =  x[i + rowSize];
    117                x[i + (height+1) *rowSize] = x[i + height * rowSize];
    118            }
    119 
    120            for (var j = 1; j <= height; j++) {
    121                x[j * rowSize] = -x[1 + j * rowSize];
    122                x[(width + 1) + j * rowSize] = -x[width + j * rowSize];
    123            }
    124        } else if (b === 2) {
    125            for (var i = 1; i <= width; i++) {
    126                x[i] = -x[i + rowSize];
    127                x[i + (height + 1) * rowSize] = -x[i + height * rowSize];
    128            }
    129 
    130            for (var j = 1; j <= height; j++) {
    131                x[j * rowSize] =  x[1 + j * rowSize];
    132                x[(width + 1) + j * rowSize] =  x[width + j * rowSize];
    133            }
    134        } else {
    135            for (var i = 1; i <= width; i++) {
    136                x[i] =  x[i + rowSize];
    137                x[i + (height + 1) * rowSize] = x[i + height * rowSize];
    138            }
    139 
    140            for (var j = 1; j <= height; j++) {
    141                x[j * rowSize] =  x[1 + j * rowSize];
    142                x[(width + 1) + j * rowSize] =  x[width + j * rowSize];
    143            }
    144        }
    145        var maxEdge = (height + 1) * rowSize;
    146        x[0]                 = 0.5 * (x[1] + x[rowSize]);
    147        x[maxEdge]           = 0.5 * (x[1 + maxEdge] + x[height * rowSize]);
    148        x[(width+1)]         = 0.5 * (x[width] + x[(width + 1) + rowSize]);
    149        x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]);
    150    }
    151 
    152    function lin_solve(b, x, x0, a, c)
    153    {
    154        if (a === 0 && c === 1) {
    155            for (var j=1 ; j<=height; j++) {
    156                var currentRow = j * rowSize;
    157                ++currentRow;
    158                for (var i = 0; i < width; i++) {
    159                    x[currentRow] = x0[currentRow];
    160                    ++currentRow;
    161                }
    162            }
    163            set_bnd(b, x);
    164        } else {
    165            var invC = 1 / c;
    166            for (var k=0 ; k<iterations; k++) {
    167                for (var j=1 ; j<=height; j++) {
    168                    var lastRow = (j - 1) * rowSize;
    169                    var currentRow = j * rowSize;
    170                    var nextRow = (j + 1) * rowSize;
    171                    var lastX = x[currentRow];
    172                    ++currentRow;
    173                    for (var i=1; i<=width; i++)
    174                        lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC;
    175                }
    176                set_bnd(b, x);
    177            }
    178        }
    179    }
    180 
    181    function diffuse(b, x, x0, dt)
    182    {
    183        var a = 0;
    184        lin_solve(b, x, x0, a, 1 + 4*a);
    185    }
    186 
    187    function lin_solve2(x, x0, y, y0, a, c)
    188    {
    189        if (a === 0 && c === 1) {
    190            for (var j=1 ; j <= height; j++) {
    191                var currentRow = j * rowSize;
    192                ++currentRow;
    193                for (var i = 0; i < width; i++) {
    194                    x[currentRow] = x0[currentRow];
    195                    y[currentRow] = y0[currentRow];
    196                    ++currentRow;
    197                }
    198            }
    199            set_bnd(1, x);
    200            set_bnd(2, y);
    201        } else {
    202            var invC = 1/c;
    203            for (var k=0 ; k<iterations; k++) {
    204                for (var j=1 ; j <= height; j++) {
    205                    var lastRow = (j - 1) * rowSize;
    206                    var currentRow = j * rowSize;
    207                    var nextRow = (j + 1) * rowSize;
    208                    var lastX = x[currentRow];
    209                    var lastY = y[currentRow];
    210                    ++currentRow;
    211                    for (var i = 1; i <= width; i++) {
    212                        lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC;
    213                        lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC;
    214                    }
    215                }
    216                set_bnd(1, x);
    217                set_bnd(2, y);
    218            }
    219        }
    220    }
    221 
    222    function diffuse2(x, x0, y, y0, dt)
    223    {
    224        var a = 0;
    225        lin_solve2(x, x0, y, y0, a, 1 + 4 * a);
    226    }
    227 
    228    function advect(b, d, d0, u, v, dt)
    229    {
    230        var Wdt0 = dt * width;
    231        var Hdt0 = dt * height;
    232        var Wp5 = width + 0.5;
    233        var Hp5 = height + 0.5;
    234        for (var j = 1; j<= height; j++) {
    235            var pos = j * rowSize;
    236            for (var i = 1; i <= width; i++) {
    237                var x = i - Wdt0 * u[++pos];
    238                var y = j - Hdt0 * v[pos];
    239                if (x < 0.5)
    240                    x = 0.5;
    241                else if (x > Wp5)
    242                    x = Wp5;
    243                var i0 = x | 0;
    244                var i1 = i0 + 1;
    245                if (y < 0.5)
    246                    y = 0.5;
    247                else if (y > Hp5)
    248                    y = Hp5;
    249                var j0 = y | 0;
    250                var j1 = j0 + 1;
    251                var s1 = x - i0;
    252                var s0 = 1 - s1;
    253                var t1 = y - j0;
    254                var t0 = 1 - t1;
    255                var row1 = j0 * rowSize;
    256                var row2 = j1 * rowSize;
    257                d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]);
    258            }
    259        }
    260        set_bnd(b, d);
    261    }
    262 
    263    function project(u, v, p, div)
    264    {
    265        var h = -0.5 / Math.sqrt(width * height);
    266        for (var j = 1 ; j <= height; j++ ) {
    267            var row = j * rowSize;
    268            var previousRow = (j - 1) * rowSize;
    269            var prevValue = row - 1;
    270            var currentRow = row;
    271            var nextValue = row + 1;
    272            var nextRow = (j + 1) * rowSize;
    273            for (var i = 1; i <= width; i++ ) {
    274                div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]);
    275                p[currentRow] = 0;
    276            }
    277        }
    278        set_bnd(0, div);
    279        set_bnd(0, p);
    280 
    281        lin_solve(0, p, div, 1, 4 );
    282        var wScale = 0.5 * width;
    283        var hScale = 0.5 * height;
    284        for (var j = 1; j<= height; j++ ) {
    285            var prevPos = j * rowSize - 1;
    286            var currentPos = j * rowSize;
    287            var nextPos = j * rowSize + 1;
    288            var prevRow = (j - 1) * rowSize;
    289            var currentRow = j * rowSize;
    290            var nextRow = (j + 1) * rowSize;
    291 
    292            for (var i = 1; i<= width; i++) {
    293                u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]);
    294                v[currentPos]   -= hScale * (p[++nextRow] - p[++prevRow]);
    295            }
    296        }
    297        set_bnd(1, u);
    298        set_bnd(2, v);
    299    }
    300 
    301    function dens_step(x, x0, u, v, dt)
    302    {
    303        addFields(x, x0, dt);
    304        diffuse(0, x0, x, dt );
    305        advect(0, x, x0, u, v, dt );
    306    }
    307 
    308    function vel_step(u, v, u0, v0, dt)
    309    {
    310        addFields(u, u0, dt );
    311        addFields(v, v0, dt );
    312        var temp = u0; u0 = u; u = temp;
    313        var temp = v0; v0 = v; v = temp;
    314        diffuse2(u,u0,v,v0, dt);
    315        project(u, v, u0, v0);
    316        var temp = u0; u0 = u; u = temp;
    317        var temp = v0; v0 = v; v = temp;
    318        advect(1, u, u0, u0, v0, dt);
    319        advect(2, v, v0, u0, v0, dt);
    320        project(u, v, u0, v0 );
    321    }
    322    var uiCallback = function(d,u,v) {};
    323 
    324    function Field(dens, u, v) {
    325        // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%)
    326        // but makes the code ugly.
    327        this.setDensity = function(x, y, d) {
    328             dens[(x + 1) + (y + 1) * rowSize] = d;
    329        }
    330        this.getDensity = function(x, y) {
    331             return dens[(x + 1) + (y + 1) * rowSize];
    332        }
    333        this.setVelocity = function(x, y, xv, yv) {
    334             u[(x + 1) + (y + 1) * rowSize] = xv;
    335             v[(x + 1) + (y + 1) * rowSize] = yv;
    336        }
    337        this.getXVelocity = function(x, y) {
    338             return u[(x + 1) + (y + 1) * rowSize];
    339        }
    340        this.getYVelocity = function(x, y) {
    341             return v[(x + 1) + (y + 1) * rowSize];
    342        }
    343        this.width = function() { return width; }
    344        this.height = function() { return height; }
    345    }
    346    function queryUI(d, u, v)
    347    {
    348        for (var i = 0; i < size; i++)
    349            u[i] = v[i] = d[i] = 0.0;
    350        uiCallback(new Field(d, u, v));
    351    }
    352 
    353    this.update = function () {
    354        queryUI(dens_prev, u_prev, v_prev);
    355        vel_step(u, v, u_prev, v_prev, dt);
    356        dens_step(dens, dens_prev, u, v, dt);
    357        displayFunc(new Field(dens, u, v));
    358    }
    359    this.setDisplayFunction = function(func) {
    360        displayFunc = func;
    361    }
    362 
    363    this.iterations = function() { return iterations; }
    364    this.setIterations = function(iters) {
    365        if (iters > 0 && iters <= 100)
    366           iterations = iters;
    367    }
    368    this.setUICallback = function(callback) {
    369        uiCallback = callback;
    370    }
    371    var iterations = 10;
    372    var visc = 0.5;
    373    var dt = 0.1;
    374    var dens;
    375    var dens_prev;
    376    var u;
    377    var u_prev;
    378    var v;
    379    var v_prev;
    380    var width;
    381    var height;
    382    var rowSize;
    383    var size;
    384    var displayFunc;
    385    function reset()
    386    {
    387        rowSize = width + 2;
    388        size = (width+2)*(height+2);
    389        dens = new Array(size);
    390        dens_prev = new Array(size);
    391        u = new Array(size);
    392        u_prev = new Array(size);
    393        v = new Array(size);
    394        v_prev = new Array(size);
    395        for (var i = 0; i < size; i++)
    396            dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0;
    397    }
    398    this.reset = reset;
    399    this.getDens = function()
    400    {
    401        return dens;
    402    }
    403    this.setResolution = function (hRes, wRes)
    404    {
    405        var res = wRes * hRes;
    406        if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) {
    407            width = wRes;
    408            height = hRes;
    409            reset();
    410            return true;
    411        }
    412        return false;
    413    }
    414    this.setResolution(64, 64);
    415 }