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1 <!DOCTYPE html> |
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2 <head> |
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3 <!-- |
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4 Copyright (C) 2007 Apple Inc. All rights reserved. |
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5 |
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6 Redistribution and use in source and binary forms, with or without |
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7 modification, are permitted provided that the following conditions |
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8 are met: |
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9 1. Redistributions of source code must retain the above copyright |
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10 notice, this list of conditions and the following disclaimer. |
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11 2. Redistributions in binary form must reproduce the above copyright |
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12 notice, this list of conditions and the following disclaimer in the |
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13 documentation and/or other materials provided with the distribution. |
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14 |
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15 THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY |
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16 EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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17 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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18 PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
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19 CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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20 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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21 PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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22 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
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23 OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 --> |
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27 |
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28 <title>SunSpider 3d-cube</title> |
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29 |
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30 </head> |
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31 |
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32 <body> |
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33 <h3>3d-cube</h3> |
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34 <div id="console"> |
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35 </div> |
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36 |
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37 <script> |
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38 |
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39 var _sunSpiderStartDate = new Date(); |
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40 |
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41 // 3D Cube Rotation |
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42 // http://www.speich.net/computer/moztesting/3d.htm |
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43 // Created by Simon Speich |
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44 |
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45 var Q = new Array(); |
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46 var MTrans = new Array(); // transformation matrix |
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47 var MQube = new Array(); // position information of qube |
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48 var I = new Array(); // entity matrix |
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49 var Origin = new Object(); |
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50 var Testing = new Object(); |
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51 var LoopTimer; |
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52 |
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53 var DisplArea = new Object(); |
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54 DisplArea.Width = 300; |
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55 DisplArea.Height = 300; |
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56 |
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57 function DrawLine(From, To) { |
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58 var x1 = From.V[0]; |
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59 var x2 = To.V[0]; |
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60 var y1 = From.V[1]; |
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61 var y2 = To.V[1]; |
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62 var dx = Math.abs(x2 - x1); |
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63 var dy = Math.abs(y2 - y1); |
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64 var x = x1; |
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65 var y = y1; |
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66 var IncX1, IncY1; |
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67 var IncX2, IncY2; |
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68 var Den; |
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69 var Num; |
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70 var NumAdd; |
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71 var NumPix; |
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72 |
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73 if (x2 >= x1) { IncX1 = 1; IncX2 = 1; } |
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74 else { IncX1 = -1; IncX2 = -1; } |
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75 if (y2 >= y1) { IncY1 = 1; IncY2 = 1; } |
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76 else { IncY1 = -1; IncY2 = -1; } |
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77 if (dx >= dy) { |
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78 IncX1 = 0; |
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79 IncY2 = 0; |
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80 Den = dx; |
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81 Num = dx / 2; |
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82 NumAdd = dy; |
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83 NumPix = dx; |
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84 } |
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85 else { |
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86 IncX2 = 0; |
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87 IncY1 = 0; |
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88 Den = dy; |
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89 Num = dy / 2; |
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90 NumAdd = dx; |
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91 NumPix = dy; |
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92 } |
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93 |
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94 NumPix = Math.round(Q.LastPx + NumPix); |
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95 |
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96 var i = Q.LastPx; |
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97 for (; i < NumPix; i++) { |
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98 Num += NumAdd; |
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99 if (Num >= Den) { |
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100 Num -= Den; |
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101 x += IncX1; |
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102 y += IncY1; |
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103 } |
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104 x += IncX2; |
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105 y += IncY2; |
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106 } |
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107 Q.LastPx = NumPix; |
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108 } |
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109 |
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110 function CalcCross(V0, V1) { |
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111 var Cross = new Array(); |
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112 Cross[0] = V0[1]*V1[2] - V0[2]*V1[1]; |
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113 Cross[1] = V0[2]*V1[0] - V0[0]*V1[2]; |
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114 Cross[2] = V0[0]*V1[1] - V0[1]*V1[0]; |
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115 return Cross; |
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116 } |
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117 |
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118 function CalcNormal(V0, V1, V2) { |
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119 var A = new Array(); var B = new Array(); |
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120 for (var i = 0; i < 3; i++) { |
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121 A[i] = V0[i] - V1[i]; |
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122 B[i] = V2[i] - V1[i]; |
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123 } |
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124 A = CalcCross(A, B); |
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125 var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]); |
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126 for (var i = 0; i < 3; i++) A[i] = A[i] / Length; |
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127 A[3] = 1; |
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128 return A; |
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129 } |
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130 |
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131 function CreateP(X,Y,Z) { |
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132 this.V = [X,Y,Z,1]; |
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133 } |
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134 |
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135 // multiplies two matrices |
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136 function MMulti(M1, M2) { |
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137 var M = [[],[],[],[]]; |
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138 var i = 0; |
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139 var j = 0; |
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140 for (; i < 4; i++) { |
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141 j = 0; |
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142 for (; j < 4; j++) M[i][j] = M1[i][0] * M2[0][j] + M1[i][1] * M2[1][j] + M1[i][2] * M2[2][j] + M1[i][3] * M2[3][j]; |
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143 } |
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144 return M; |
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145 } |
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146 |
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147 //multiplies matrix with vector |
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148 function VMulti(M, V) { |
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149 var Vect = new Array(); |
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150 var i = 0; |
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151 for (;i < 4; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2] + M[i][3] * V[3]; |
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152 return Vect; |
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153 } |
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154 |
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155 function VMulti2(M, V) { |
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156 var Vect = new Array(); |
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157 var i = 0; |
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158 for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2]; |
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159 return Vect; |
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160 } |
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161 |
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162 // add to matrices |
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163 function MAdd(M1, M2) { |
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164 var M = [[],[],[],[]]; |
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165 var i = 0; |
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166 var j = 0; |
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167 for (; i < 4; i++) { |
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168 j = 0; |
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169 for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j]; |
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170 } |
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171 return M; |
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172 } |
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173 |
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174 function Translate(M, Dx, Dy, Dz) { |
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175 var T = [ |
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176 [1,0,0,Dx], |
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177 [0,1,0,Dy], |
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178 [0,0,1,Dz], |
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179 [0,0,0,1] |
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180 ]; |
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181 return MMulti(T, M); |
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182 } |
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183 |
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184 function RotateX(M, Phi) { |
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185 var a = Phi; |
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186 a *= Math.PI / 180; |
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187 var Cos = Math.cos(a); |
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188 var Sin = Math.sin(a); |
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189 var R = [ |
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190 [1,0,0,0], |
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191 [0,Cos,-Sin,0], |
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192 [0,Sin,Cos,0], |
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193 [0,0,0,1] |
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194 ]; |
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195 return MMulti(R, M); |
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196 } |
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197 |
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198 function RotateY(M, Phi) { |
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199 var a = Phi; |
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200 a *= Math.PI / 180; |
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201 var Cos = Math.cos(a); |
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202 var Sin = Math.sin(a); |
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203 var R = [ |
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204 [Cos,0,Sin,0], |
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205 [0,1,0,0], |
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206 [-Sin,0,Cos,0], |
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207 [0,0,0,1] |
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208 ]; |
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209 return MMulti(R, M); |
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210 } |
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211 |
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212 function RotateZ(M, Phi) { |
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213 var a = Phi; |
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214 a *= Math.PI / 180; |
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215 var Cos = Math.cos(a); |
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216 var Sin = Math.sin(a); |
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217 var R = [ |
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218 [Cos,-Sin,0,0], |
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219 [Sin,Cos,0,0], |
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220 [0,0,1,0], |
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221 [0,0,0,1] |
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222 ]; |
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223 return MMulti(R, M); |
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224 } |
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225 |
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226 function DrawQube() { |
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227 // calc current normals |
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228 var CurN = new Array(); |
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229 var i = 5; |
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230 Q.LastPx = 0; |
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231 for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]); |
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232 if (CurN[0][2] < 0) { |
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233 if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; }; |
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234 if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; }; |
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235 if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; }; |
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236 if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; }; |
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237 } |
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238 if (CurN[1][2] < 0) { |
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239 if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; }; |
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240 if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; }; |
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241 if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; }; |
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242 if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; }; |
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243 } |
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244 if (CurN[2][2] < 0) { |
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245 if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; }; |
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246 if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; }; |
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247 if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; }; |
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248 if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; }; |
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249 } |
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250 if (CurN[3][2] < 0) { |
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251 if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; }; |
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252 if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; }; |
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253 if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; }; |
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254 if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; }; |
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255 } |
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256 if (CurN[4][2] < 0) { |
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257 if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; }; |
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258 if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; }; |
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259 if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; }; |
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260 if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; }; |
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261 } |
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262 if (CurN[5][2] < 0) { |
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263 if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; }; |
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264 if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; }; |
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265 if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; }; |
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266 if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; }; |
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267 } |
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268 Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false]; |
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269 Q.LastPx = 0; |
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270 } |
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271 |
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272 function Loop() { |
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273 if (Testing.LoopCount > Testing.LoopMax) return; |
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274 var TestingStr = String(Testing.LoopCount); |
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275 while (TestingStr.length < 3) TestingStr = "0" + TestingStr; |
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276 MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]); |
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277 MTrans = RotateX(MTrans, 1); |
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278 MTrans = RotateY(MTrans, 3); |
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279 MTrans = RotateZ(MTrans, 5); |
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280 MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]); |
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281 MQube = MMulti(MTrans, MQube); |
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282 var i = 8; |
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283 for (; i > -1; i--) { |
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284 Q[i].V = VMulti(MTrans, Q[i].V); |
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285 } |
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286 DrawQube(); |
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287 Testing.LoopCount++; |
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288 Loop(); |
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289 } |
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290 |
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291 function Init(CubeSize) { |
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292 // init/reset vars |
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293 Origin.V = [150,150,20,1]; |
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294 Testing.LoopCount = 0; |
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295 Testing.LoopMax = 50; |
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296 Testing.TimeMax = 0; |
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297 Testing.TimeAvg = 0; |
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298 Testing.TimeMin = 0; |
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299 Testing.TimeTemp = 0; |
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300 Testing.TimeTotal = 0; |
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301 Testing.Init = false; |
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302 |
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303 // transformation matrix |
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304 MTrans = [ |
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305 [1,0,0,0], |
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306 [0,1,0,0], |
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307 [0,0,1,0], |
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308 [0,0,0,1] |
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309 ]; |
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310 |
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311 // position information of qube |
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312 MQube = [ |
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313 [1,0,0,0], |
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314 [0,1,0,0], |
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315 [0,0,1,0], |
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316 [0,0,0,1] |
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317 ]; |
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318 |
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319 // entity matrix |
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320 I = [ |
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321 [1,0,0,0], |
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322 [0,1,0,0], |
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323 [0,0,1,0], |
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324 [0,0,0,1] |
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325 ]; |
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326 |
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327 // create qube |
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328 Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize); |
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329 Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize); |
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330 Q[2] = new CreateP( CubeSize, CubeSize, CubeSize); |
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331 Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize); |
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332 Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize); |
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333 Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize); |
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334 Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize); |
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335 Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize); |
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336 |
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337 // center of gravity |
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338 Q[8] = new CreateP(0, 0, 0); |
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339 |
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340 // anti-clockwise edge check |
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341 Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]]; |
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342 |
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343 // calculate squad normals |
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344 Q.Normal = new Array(); |
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345 for (var i = 0; i < Q.Edge.length; i++) Q.Normal[i] = CalcNormal(Q[Q.Edge[i][0]].V, Q[Q.Edge[i][1]].V, Q[Q.Edge[i][2]].V); |
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346 |
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347 // line drawn ? |
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348 Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false]; |
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349 |
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350 // create line pixels |
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351 Q.NumPx = 9 * 2 * CubeSize; |
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352 for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0); |
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353 |
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354 MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]); |
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355 MQube = MMulti(MTrans, MQube); |
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356 |
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357 var i = 0; |
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358 for (; i < 9; i++) { |
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359 Q[i].V = VMulti(MTrans, Q[i].V); |
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360 } |
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361 DrawQube(); |
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362 Testing.Init = true; |
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363 Loop(); |
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364 } |
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365 |
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366 for ( var i = 20; i <= 160; i *= 2 ) { |
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367 Init(i); |
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368 } |
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369 |
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370 Q = null; |
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371 MTrans = null; |
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372 MQube = null; |
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373 I = null; |
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374 Origin = null; |
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375 Testing = null; |
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376 LoopTime = null; |
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377 DisplArea = null; |
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378 |
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379 |
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380 var _sunSpiderInterval = new Date() - _sunSpiderStartDate; |
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381 |
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382 document.getElementById("console").innerHTML = _sunSpiderInterval; |
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383 </script> |
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384 |
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385 |
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386 </body> |
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387 </html> |