| Ben Murdoch | 3ef787d | 2012-04-12 10:51:47 +0100 | [diff] [blame] | 1 | /** | 
 | 2 |  * Copyright 2012 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 |  | 
 | 27 | var NavierStokes = new BenchmarkSuite('NavierStokes', 1484000, | 
 | 28 |                                       [new Benchmark('NavierStokes', | 
 | 29 |                                                      runNavierStokes, | 
 | 30 |                                                      setupNavierStokes, | 
 | 31 |                                                      tearDownNavierStokes)]); | 
 | 32 |  | 
 | 33 | var solver = null; | 
 | 34 |  | 
 | 35 | function runNavierStokes() | 
 | 36 | { | 
 | 37 |     solver.update(); | 
 | 38 | } | 
 | 39 |  | 
 | 40 | function setupNavierStokes() | 
 | 41 | { | 
 | 42 |     solver = new FluidField(null); | 
 | 43 |     solver.setResolution(128, 128); | 
 | 44 |     solver.setIterations(20); | 
 | 45 |     solver.setDisplayFunction(function(){}); | 
 | 46 |     solver.setUICallback(prepareFrame); | 
 | 47 |     solver.reset(); | 
 | 48 | } | 
 | 49 |  | 
 | 50 | function tearDownNavierStokes() | 
 | 51 | { | 
 | 52 |     solver = null; | 
 | 53 | } | 
 | 54 |  | 
 | 55 | function addPoints(field) { | 
 | 56 |     var n = 64; | 
 | 57 |     for (var i = 1; i <= n; i++) { | 
 | 58 |         field.setVelocity(i, i, n, n); | 
 | 59 |         field.setDensity(i, i, 5); | 
 | 60 |         field.setVelocity(i, n - i, -n, -n); | 
 | 61 |         field.setDensity(i, n - i, 20); | 
 | 62 |         field.setVelocity(128 - i, n + i, -n, -n); | 
 | 63 |         field.setDensity(128 - i, n + i, 30); | 
 | 64 |     } | 
 | 65 | } | 
 | 66 |  | 
 | 67 | var framesTillAddingPoints = 0; | 
 | 68 | var framesBetweenAddingPoints = 5; | 
 | 69 |  | 
 | 70 | function prepareFrame(field) | 
 | 71 | { | 
 | 72 |     if (framesTillAddingPoints == 0) { | 
 | 73 |         addPoints(field); | 
 | 74 |         framesTillAddingPoints = framesBetweenAddingPoints; | 
 | 75 |         framesBetweenAddingPoints++; | 
 | 76 |     } else { | 
 | 77 |         framesTillAddingPoints--; | 
 | 78 |     } | 
 | 79 | } | 
 | 80 |  | 
 | 81 | // Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here. | 
 | 82 | function FluidField(canvas) { | 
 | 83 |     function addFields(x, s, dt) | 
 | 84 |     { | 
 | 85 |         for (var i=0; i<size ; i++ ) x[i] += dt*s[i]; | 
 | 86 |     } | 
 | 87 |  | 
 | 88 |     function set_bnd(b, x) | 
 | 89 |     { | 
 | 90 |         if (b===1) { | 
 | 91 |             for (var i = 1; i <= width; i++) { | 
 | 92 |                 x[i] =  x[i + rowSize]; | 
 | 93 |                 x[i + (height+1) *rowSize] = x[i + height * rowSize]; | 
 | 94 |             } | 
 | 95 |  | 
 | 96 |             for (var j = 1; i <= height; i++) { | 
 | 97 |                 x[j * rowSize] = -x[1 + j * rowSize]; | 
 | 98 |                 x[(width + 1) + j * rowSize] = -x[width + j * rowSize]; | 
 | 99 |             } | 
 | 100 |         } else if (b === 2) { | 
 | 101 |             for (var i = 1; i <= width; i++) { | 
 | 102 |                 x[i] = -x[i + rowSize]; | 
 | 103 |                 x[i + (height + 1) * rowSize] = -x[i + height * rowSize]; | 
 | 104 |             } | 
 | 105 |  | 
 | 106 |             for (var j = 1; j <= height; j++) { | 
 | 107 |                 x[j * rowSize] =  x[1 + j * rowSize]; | 
 | 108 |                 x[(width + 1) + j * rowSize] =  x[width + j * rowSize]; | 
 | 109 |             } | 
 | 110 |         } else { | 
 | 111 |             for (var i = 1; i <= width; i++) { | 
 | 112 |                 x[i] =  x[i + rowSize]; | 
 | 113 |                 x[i + (height + 1) * rowSize] = x[i + height * rowSize]; | 
 | 114 |             } | 
 | 115 |  | 
 | 116 |             for (var j = 1; j <= height; j++) { | 
 | 117 |                 x[j * rowSize] =  x[1 + j * rowSize]; | 
 | 118 |                 x[(width + 1) + j * rowSize] =  x[width + j * rowSize]; | 
 | 119 |             } | 
 | 120 |         } | 
 | 121 |         var maxEdge = (height + 1) * rowSize; | 
 | 122 |         x[0]                 = 0.5 * (x[1] + x[rowSize]); | 
 | 123 |         x[maxEdge]           = 0.5 * (x[1 + maxEdge] + x[height * rowSize]); | 
 | 124 |         x[(width+1)]         = 0.5 * (x[width] + x[(width + 1) + rowSize]); | 
 | 125 |         x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]); | 
 | 126 |     } | 
 | 127 |  | 
 | 128 |     function lin_solve(b, x, x0, a, c) | 
 | 129 |     { | 
 | 130 |         if (a === 0 && c === 1) { | 
 | 131 |             for (var j=1 ; j<=height; j++) { | 
 | 132 |                 var currentRow = j * rowSize; | 
 | 133 |                 ++currentRow; | 
 | 134 |                 for (var i = 0; i < width; i++) { | 
 | 135 |                     x[currentRow] = x0[currentRow]; | 
 | 136 |                     ++currentRow; | 
 | 137 |                 } | 
 | 138 |             } | 
 | 139 |             set_bnd(b, x); | 
 | 140 |         } else { | 
 | 141 |             var invC = 1 / c; | 
 | 142 |             for (var k=0 ; k<iterations; k++) { | 
 | 143 |                 for (var j=1 ; j<=height; j++) { | 
 | 144 |                     var lastRow = (j - 1) * rowSize; | 
 | 145 |                     var currentRow = j * rowSize; | 
 | 146 |                     var nextRow = (j + 1) * rowSize; | 
 | 147 |                     var lastX = x[currentRow]; | 
 | 148 |                     ++currentRow; | 
 | 149 |                     for (var i=1; i<=width; i++) | 
 | 150 |                         lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC; | 
 | 151 |                 } | 
 | 152 |                 set_bnd(b, x); | 
 | 153 |             } | 
 | 154 |         } | 
 | 155 |     } | 
 | 156 |  | 
 | 157 |     function diffuse(b, x, x0, dt) | 
 | 158 |     { | 
 | 159 |         var a = 0; | 
 | 160 |         lin_solve(b, x, x0, a, 1 + 4*a); | 
 | 161 |     } | 
 | 162 |  | 
 | 163 |     function lin_solve2(x, x0, y, y0, a, c) | 
 | 164 |     { | 
 | 165 |         if (a === 0 && c === 1) { | 
 | 166 |             for (var j=1 ; j <= height; j++) { | 
 | 167 |                 var currentRow = j * rowSize; | 
 | 168 |                 ++currentRow; | 
 | 169 |                 for (var i = 0; i < width; i++) { | 
 | 170 |                     x[currentRow] = x0[currentRow]; | 
 | 171 |                     y[currentRow] = y0[currentRow]; | 
 | 172 |                     ++currentRow; | 
 | 173 |                 } | 
 | 174 |             } | 
 | 175 |             set_bnd(1, x); | 
 | 176 |             set_bnd(2, y); | 
 | 177 |         } else { | 
 | 178 |             var invC = 1/c; | 
 | 179 |             for (var k=0 ; k<iterations; k++) { | 
 | 180 |                 for (var j=1 ; j <= height; j++) { | 
 | 181 |                     var lastRow = (j - 1) * rowSize; | 
 | 182 |                     var currentRow = j * rowSize; | 
 | 183 |                     var nextRow = (j + 1) * rowSize; | 
 | 184 |                     var lastX = x[currentRow]; | 
 | 185 |                     var lastY = y[currentRow]; | 
 | 186 |                     ++currentRow; | 
 | 187 |                     for (var i = 1; i <= width; i++) { | 
 | 188 |                         lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC; | 
 | 189 |                         lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC; | 
 | 190 |                     } | 
 | 191 |                 } | 
 | 192 |                 set_bnd(1, x); | 
 | 193 |                 set_bnd(2, y); | 
 | 194 |             } | 
 | 195 |         } | 
 | 196 |     } | 
 | 197 |  | 
 | 198 |     function diffuse2(x, x0, y, y0, dt) | 
 | 199 |     { | 
 | 200 |         var a = 0; | 
 | 201 |         lin_solve2(x, x0, y, y0, a, 1 + 4 * a); | 
 | 202 |     } | 
 | 203 |  | 
 | 204 |     function advect(b, d, d0, u, v, dt) | 
 | 205 |     { | 
 | 206 |         var Wdt0 = dt * width; | 
 | 207 |         var Hdt0 = dt * height; | 
 | 208 |         var Wp5 = width + 0.5; | 
 | 209 |         var Hp5 = height + 0.5; | 
 | 210 |         for (var j = 1; j<= height; j++) { | 
 | 211 |             var pos = j * rowSize; | 
 | 212 |             for (var i = 1; i <= width; i++) { | 
 | 213 |                 var x = i - Wdt0 * u[++pos]; | 
 | 214 |                 var y = j - Hdt0 * v[pos]; | 
 | 215 |                 if (x < 0.5) | 
 | 216 |                     x = 0.5; | 
 | 217 |                 else if (x > Wp5) | 
 | 218 |                     x = Wp5; | 
 | 219 |                 var i0 = x | 0; | 
 | 220 |                 var i1 = i0 + 1; | 
 | 221 |                 if (y < 0.5) | 
 | 222 |                     y = 0.5; | 
 | 223 |                 else if (y > Hp5) | 
 | 224 |                     y = Hp5; | 
 | 225 |                 var j0 = y | 0; | 
 | 226 |                 var j1 = j0 + 1; | 
 | 227 |                 var s1 = x - i0; | 
 | 228 |                 var s0 = 1 - s1; | 
 | 229 |                 var t1 = y - j0; | 
 | 230 |                 var t0 = 1 - t1; | 
 | 231 |                 var row1 = j0 * rowSize; | 
 | 232 |                 var row2 = j1 * rowSize; | 
 | 233 |                 d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]); | 
 | 234 |             } | 
 | 235 |         } | 
 | 236 |         set_bnd(b, d); | 
 | 237 |     } | 
 | 238 |  | 
 | 239 |     function project(u, v, p, div) | 
 | 240 |     { | 
 | 241 |         var h = -0.5 / Math.sqrt(width * height); | 
 | 242 |         for (var j = 1 ; j <= height; j++ ) { | 
 | 243 |             var row = j * rowSize; | 
 | 244 |             var previousRow = (j - 1) * rowSize; | 
 | 245 |             var prevValue = row - 1; | 
 | 246 |             var currentRow = row; | 
 | 247 |             var nextValue = row + 1; | 
 | 248 |             var nextRow = (j + 1) * rowSize; | 
 | 249 |             for (var i = 1; i <= width; i++ ) { | 
 | 250 |                 div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]); | 
 | 251 |                 p[currentRow] = 0; | 
 | 252 |             } | 
 | 253 |         } | 
 | 254 |         set_bnd(0, div); | 
 | 255 |         set_bnd(0, p); | 
 | 256 |  | 
 | 257 |         lin_solve(0, p, div, 1, 4 ); | 
 | 258 |         var wScale = 0.5 * width; | 
 | 259 |         var hScale = 0.5 * height; | 
 | 260 |         for (var j = 1; j<= height; j++ ) { | 
 | 261 |             var prevPos = j * rowSize - 1; | 
 | 262 |             var currentPos = j * rowSize; | 
 | 263 |             var nextPos = j * rowSize + 1; | 
 | 264 |             var prevRow = (j - 1) * rowSize; | 
 | 265 |             var currentRow = j * rowSize; | 
 | 266 |             var nextRow = (j + 1) * rowSize; | 
 | 267 |  | 
 | 268 |             for (var i = 1; i<= width; i++) { | 
 | 269 |                 u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]); | 
 | 270 |                 v[currentPos]   -= hScale * (p[++nextRow] - p[++prevRow]); | 
 | 271 |             } | 
 | 272 |         } | 
 | 273 |         set_bnd(1, u); | 
 | 274 |         set_bnd(2, v); | 
 | 275 |     } | 
 | 276 |  | 
 | 277 |     function dens_step(x, x0, u, v, dt) | 
 | 278 |     { | 
 | 279 |         addFields(x, x0, dt); | 
 | 280 |         diffuse(0, x0, x, dt ); | 
 | 281 |         advect(0, x, x0, u, v, dt ); | 
 | 282 |     } | 
 | 283 |  | 
 | 284 |     function vel_step(u, v, u0, v0, dt) | 
 | 285 |     { | 
 | 286 |         addFields(u, u0, dt ); | 
 | 287 |         addFields(v, v0, dt ); | 
 | 288 |         var temp = u0; u0 = u; u = temp; | 
 | 289 |         var temp = v0; v0 = v; v = temp; | 
 | 290 |         diffuse2(u,u0,v,v0, dt); | 
 | 291 |         project(u, v, u0, v0); | 
 | 292 |         var temp = u0; u0 = u; u = temp; | 
 | 293 |         var temp = v0; v0 = v; v = temp; | 
 | 294 |         advect(1, u, u0, u0, v0, dt); | 
 | 295 |         advect(2, v, v0, u0, v0, dt); | 
 | 296 |         project(u, v, u0, v0 ); | 
 | 297 |     } | 
 | 298 |     var uiCallback = function(d,u,v) {}; | 
 | 299 |  | 
 | 300 |     function Field(dens, u, v) { | 
 | 301 |         // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%) | 
 | 302 |         // but makes the code ugly. | 
 | 303 |         this.setDensity = function(x, y, d) { | 
 | 304 |              dens[(x + 1) + (y + 1) * rowSize] = d; | 
 | 305 |         } | 
 | 306 |         this.getDensity = function(x, y) { | 
 | 307 |              return dens[(x + 1) + (y + 1) * rowSize]; | 
 | 308 |         } | 
 | 309 |         this.setVelocity = function(x, y, xv, yv) { | 
 | 310 |              u[(x + 1) + (y + 1) * rowSize] = xv; | 
 | 311 |              v[(x + 1) + (y + 1) * rowSize] = yv; | 
 | 312 |         } | 
 | 313 |         this.getXVelocity = function(x, y) { | 
 | 314 |              return u[(x + 1) + (y + 1) * rowSize]; | 
 | 315 |         } | 
 | 316 |         this.getYVelocity = function(x, y) { | 
 | 317 |              return v[(x + 1) + (y + 1) * rowSize]; | 
 | 318 |         } | 
 | 319 |         this.width = function() { return width; } | 
 | 320 |         this.height = function() { return height; } | 
 | 321 |     } | 
 | 322 |     function queryUI(d, u, v) | 
 | 323 |     { | 
 | 324 |         for (var i = 0; i < size; i++) | 
 | 325 |             u[i] = v[i] = d[i] = 0.0; | 
 | 326 |         uiCallback(new Field(d, u, v)); | 
 | 327 |     } | 
 | 328 |  | 
 | 329 |     this.update = function () { | 
 | 330 |         queryUI(dens_prev, u_prev, v_prev); | 
 | 331 |         vel_step(u, v, u_prev, v_prev, dt); | 
 | 332 |         dens_step(dens, dens_prev, u, v, dt); | 
 | 333 |         displayFunc(new Field(dens, u, v)); | 
 | 334 |     } | 
 | 335 |     this.setDisplayFunction = function(func) { | 
 | 336 |         displayFunc = func; | 
 | 337 |     } | 
 | 338 |  | 
 | 339 |     this.iterations = function() { return iterations; } | 
 | 340 |     this.setIterations = function(iters) { | 
 | 341 |         if (iters > 0 && iters <= 100) | 
 | 342 |            iterations = iters; | 
 | 343 |     } | 
 | 344 |     this.setUICallback = function(callback) { | 
 | 345 |         uiCallback = callback; | 
 | 346 |     } | 
 | 347 |     var iterations = 10; | 
 | 348 |     var visc = 0.5; | 
 | 349 |     var dt = 0.1; | 
 | 350 |     var dens; | 
 | 351 |     var dens_prev; | 
 | 352 |     var u; | 
 | 353 |     var u_prev; | 
 | 354 |     var v; | 
 | 355 |     var v_prev; | 
 | 356 |     var width; | 
 | 357 |     var height; | 
 | 358 |     var rowSize; | 
 | 359 |     var size; | 
 | 360 |     var displayFunc; | 
 | 361 |     function reset() | 
 | 362 |     { | 
 | 363 |         rowSize = width + 2; | 
 | 364 |         size = (width+2)*(height+2); | 
 | 365 |         dens = new Array(size); | 
 | 366 |         dens_prev = new Array(size); | 
 | 367 |         u = new Array(size); | 
 | 368 |         u_prev = new Array(size); | 
 | 369 |         v = new Array(size); | 
 | 370 |         v_prev = new Array(size); | 
 | 371 |         for (var i = 0; i < size; i++) | 
 | 372 |             dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0; | 
 | 373 |     } | 
 | 374 |     this.reset = reset; | 
 | 375 |     this.setResolution = function (hRes, wRes) | 
 | 376 |     { | 
 | 377 |         var res = wRes * hRes; | 
 | 378 |         if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) { | 
 | 379 |             width = wRes; | 
 | 380 |             height = hRes; | 
 | 381 |             reset(); | 
 | 382 |             return true; | 
 | 383 |         } | 
 | 384 |         return false; | 
 | 385 |     } | 
 | 386 |     this.setResolution(64, 64); | 
 | 387 | } |