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 } 388