js/src/v8/navier-stokes.js

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/js/src/v8/navier-stokes.js	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,387 @@
     1.4 +/**
     1.5 + * Copyright 2012 the V8 project authors. All rights reserved.
     1.6 + * Copyright 2009 Oliver Hunt <http://nerget.com>
     1.7 + *
     1.8 + * Permission is hereby granted, free of charge, to any person
     1.9 + * obtaining a copy of this software and associated documentation
    1.10 + * files (the "Software"), to deal in the Software without
    1.11 + * restriction, including without limitation the rights to use,
    1.12 + * copy, modify, merge, publish, distribute, sublicense, and/or sell
    1.13 + * copies of the Software, and to permit persons to whom the
    1.14 + * Software is furnished to do so, subject to the following
    1.15 + * conditions:
    1.16 + *
    1.17 + * The above copyright notice and this permission notice shall be
    1.18 + * included in all copies or substantial portions of the Software.
    1.19 + *
    1.20 + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
    1.21 + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
    1.22 + * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
    1.23 + * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
    1.24 + * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
    1.25 + * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
    1.26 + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
    1.27 + * OTHER DEALINGS IN THE SOFTWARE.
    1.28 + */
    1.29 +
    1.30 +var NavierStokes = new BenchmarkSuite('NavierStokes', 1484000,
    1.31 +                                      [new Benchmark('NavierStokes',
    1.32 +                                                     runNavierStokes,
    1.33 +                                                     setupNavierStokes,
    1.34 +                                                     tearDownNavierStokes)]);
    1.35 +
    1.36 +var solver = null;
    1.37 +
    1.38 +function runNavierStokes()
    1.39 +{
    1.40 +    solver.update();
    1.41 +}
    1.42 +
    1.43 +function setupNavierStokes()
    1.44 +{
    1.45 +    solver = new FluidField(null);
    1.46 +    solver.setResolution(128, 128);
    1.47 +    solver.setIterations(20);
    1.48 +    solver.setDisplayFunction(function(){});
    1.49 +    solver.setUICallback(prepareFrame);
    1.50 +    solver.reset();
    1.51 +}
    1.52 +
    1.53 +function tearDownNavierStokes()
    1.54 +{
    1.55 +    solver = null;
    1.56 +}
    1.57 +
    1.58 +function addPoints(field) {
    1.59 +    var n = 64;
    1.60 +    for (var i = 1; i <= n; i++) {
    1.61 +        field.setVelocity(i, i, n, n);
    1.62 +        field.setDensity(i, i, 5);
    1.63 +        field.setVelocity(i, n - i, -n, -n);
    1.64 +        field.setDensity(i, n - i, 20);
    1.65 +        field.setVelocity(128 - i, n + i, -n, -n);
    1.66 +        field.setDensity(128 - i, n + i, 30);
    1.67 +    }
    1.68 +}
    1.69 +
    1.70 +var framesTillAddingPoints = 0;
    1.71 +var framesBetweenAddingPoints = 5;
    1.72 +
    1.73 +function prepareFrame(field)
    1.74 +{
    1.75 +    if (framesTillAddingPoints == 0) {
    1.76 +        addPoints(field);
    1.77 +        framesTillAddingPoints = framesBetweenAddingPoints;
    1.78 +        framesBetweenAddingPoints++;
    1.79 +    } else {
    1.80 +        framesTillAddingPoints--;
    1.81 +    }
    1.82 +}
    1.83 +
    1.84 +// Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here.
    1.85 +function FluidField(canvas) {
    1.86 +    function addFields(x, s, dt)
    1.87 +    {
    1.88 +        for (var i=0; i<size ; i++ ) x[i] += dt*s[i];
    1.89 +    }
    1.90 +
    1.91 +    function set_bnd(b, x)
    1.92 +    {
    1.93 +        if (b===1) {
    1.94 +            for (var i = 1; i <= width; i++) {
    1.95 +                x[i] =  x[i + rowSize];
    1.96 +                x[i + (height+1) *rowSize] = x[i + height * rowSize];
    1.97 +            }
    1.98 +
    1.99 +            for (var j = 1; i <= height; i++) {
   1.100 +                x[j * rowSize] = -x[1 + j * rowSize];
   1.101 +                x[(width + 1) + j * rowSize] = -x[width + j * rowSize];
   1.102 +            }
   1.103 +        } else if (b === 2) {
   1.104 +            for (var i = 1; i <= width; i++) {
   1.105 +                x[i] = -x[i + rowSize];
   1.106 +                x[i + (height + 1) * rowSize] = -x[i + height * rowSize];
   1.107 +            }
   1.108 +
   1.109 +            for (var j = 1; j <= height; j++) {
   1.110 +                x[j * rowSize] =  x[1 + j * rowSize];
   1.111 +                x[(width + 1) + j * rowSize] =  x[width + j * rowSize];
   1.112 +            }
   1.113 +        } else {
   1.114 +            for (var i = 1; i <= width; i++) {
   1.115 +                x[i] =  x[i + rowSize];
   1.116 +                x[i + (height + 1) * rowSize] = x[i + height * rowSize];
   1.117 +            }
   1.118 +
   1.119 +            for (var j = 1; j <= height; j++) {
   1.120 +                x[j * rowSize] =  x[1 + j * rowSize];
   1.121 +                x[(width + 1) + j * rowSize] =  x[width + j * rowSize];
   1.122 +            }
   1.123 +        }
   1.124 +        var maxEdge = (height + 1) * rowSize;
   1.125 +        x[0]                 = 0.5 * (x[1] + x[rowSize]);
   1.126 +        x[maxEdge]           = 0.5 * (x[1 + maxEdge] + x[height * rowSize]);
   1.127 +        x[(width+1)]         = 0.5 * (x[width] + x[(width + 1) + rowSize]);
   1.128 +        x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]);
   1.129 +    }
   1.130 +
   1.131 +    function lin_solve(b, x, x0, a, c)
   1.132 +    {
   1.133 +        if (a === 0 && c === 1) {
   1.134 +            for (var j=1 ; j<=height; j++) {
   1.135 +                var currentRow = j * rowSize;
   1.136 +                ++currentRow;
   1.137 +                for (var i = 0; i < width; i++) {
   1.138 +                    x[currentRow] = x0[currentRow];
   1.139 +                    ++currentRow;
   1.140 +                }
   1.141 +            }
   1.142 +            set_bnd(b, x);
   1.143 +        } else {
   1.144 +            var invC = 1 / c;
   1.145 +            for (var k=0 ; k<iterations; k++) {
   1.146 +                for (var j=1 ; j<=height; j++) {
   1.147 +                    var lastRow = (j - 1) * rowSize;
   1.148 +                    var currentRow = j * rowSize;
   1.149 +                    var nextRow = (j + 1) * rowSize;
   1.150 +                    var lastX = x[currentRow];
   1.151 +                    ++currentRow;
   1.152 +                    for (var i=1; i<=width; i++)
   1.153 +                        lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC;
   1.154 +                }
   1.155 +                set_bnd(b, x);
   1.156 +            }
   1.157 +        }
   1.158 +    }
   1.159 +
   1.160 +    function diffuse(b, x, x0, dt)
   1.161 +    {
   1.162 +        var a = 0;
   1.163 +        lin_solve(b, x, x0, a, 1 + 4*a);
   1.164 +    }
   1.165 +
   1.166 +    function lin_solve2(x, x0, y, y0, a, c)
   1.167 +    {
   1.168 +        if (a === 0 && c === 1) {
   1.169 +            for (var j=1 ; j <= height; j++) {
   1.170 +                var currentRow = j * rowSize;
   1.171 +                ++currentRow;
   1.172 +                for (var i = 0; i < width; i++) {
   1.173 +                    x[currentRow] = x0[currentRow];
   1.174 +                    y[currentRow] = y0[currentRow];
   1.175 +                    ++currentRow;
   1.176 +                }
   1.177 +            }
   1.178 +            set_bnd(1, x);
   1.179 +            set_bnd(2, y);
   1.180 +        } else {
   1.181 +            var invC = 1/c;
   1.182 +            for (var k=0 ; k<iterations; k++) {
   1.183 +                for (var j=1 ; j <= height; j++) {
   1.184 +                    var lastRow = (j - 1) * rowSize;
   1.185 +                    var currentRow = j * rowSize;
   1.186 +                    var nextRow = (j + 1) * rowSize;
   1.187 +                    var lastX = x[currentRow];
   1.188 +                    var lastY = y[currentRow];
   1.189 +                    ++currentRow;
   1.190 +                    for (var i = 1; i <= width; i++) {
   1.191 +                        lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC;
   1.192 +                        lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC;
   1.193 +                    }
   1.194 +                }
   1.195 +                set_bnd(1, x);
   1.196 +                set_bnd(2, y);
   1.197 +            }
   1.198 +        }
   1.199 +    }
   1.200 +
   1.201 +    function diffuse2(x, x0, y, y0, dt)
   1.202 +    {
   1.203 +        var a = 0;
   1.204 +        lin_solve2(x, x0, y, y0, a, 1 + 4 * a);
   1.205 +    }
   1.206 +
   1.207 +    function advect(b, d, d0, u, v, dt)
   1.208 +    {
   1.209 +        var Wdt0 = dt * width;
   1.210 +        var Hdt0 = dt * height;
   1.211 +        var Wp5 = width + 0.5;
   1.212 +        var Hp5 = height + 0.5;
   1.213 +        for (var j = 1; j<= height; j++) {
   1.214 +            var pos = j * rowSize;
   1.215 +            for (var i = 1; i <= width; i++) {
   1.216 +                var x = i - Wdt0 * u[++pos];
   1.217 +                var y = j - Hdt0 * v[pos];
   1.218 +                if (x < 0.5)
   1.219 +                    x = 0.5;
   1.220 +                else if (x > Wp5)
   1.221 +                    x = Wp5;
   1.222 +                var i0 = x | 0;
   1.223 +                var i1 = i0 + 1;
   1.224 +                if (y < 0.5)
   1.225 +                    y = 0.5;
   1.226 +                else if (y > Hp5)
   1.227 +                    y = Hp5;
   1.228 +                var j0 = y | 0;
   1.229 +                var j1 = j0 + 1;
   1.230 +                var s1 = x - i0;
   1.231 +                var s0 = 1 - s1;
   1.232 +                var t1 = y - j0;
   1.233 +                var t0 = 1 - t1;
   1.234 +                var row1 = j0 * rowSize;
   1.235 +                var row2 = j1 * rowSize;
   1.236 +                d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]);
   1.237 +            }
   1.238 +        }
   1.239 +        set_bnd(b, d);
   1.240 +    }
   1.241 +
   1.242 +    function project(u, v, p, div)
   1.243 +    {
   1.244 +        var h = -0.5 / Math.sqrt(width * height);
   1.245 +        for (var j = 1 ; j <= height; j++ ) {
   1.246 +            var row = j * rowSize;
   1.247 +            var previousRow = (j - 1) * rowSize;
   1.248 +            var prevValue = row - 1;
   1.249 +            var currentRow = row;
   1.250 +            var nextValue = row + 1;
   1.251 +            var nextRow = (j + 1) * rowSize;
   1.252 +            for (var i = 1; i <= width; i++ ) {
   1.253 +                div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]);
   1.254 +                p[currentRow] = 0;
   1.255 +            }
   1.256 +        }
   1.257 +        set_bnd(0, div);
   1.258 +        set_bnd(0, p);
   1.259 +
   1.260 +        lin_solve(0, p, div, 1, 4 );
   1.261 +        var wScale = 0.5 * width;
   1.262 +        var hScale = 0.5 * height;
   1.263 +        for (var j = 1; j<= height; j++ ) {
   1.264 +            var prevPos = j * rowSize - 1;
   1.265 +            var currentPos = j * rowSize;
   1.266 +            var nextPos = j * rowSize + 1;
   1.267 +            var prevRow = (j - 1) * rowSize;
   1.268 +            var currentRow = j * rowSize;
   1.269 +            var nextRow = (j + 1) * rowSize;
   1.270 +
   1.271 +            for (var i = 1; i<= width; i++) {
   1.272 +                u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]);
   1.273 +                v[currentPos]   -= hScale * (p[++nextRow] - p[++prevRow]);
   1.274 +            }
   1.275 +        }
   1.276 +        set_bnd(1, u);
   1.277 +        set_bnd(2, v);
   1.278 +    }
   1.279 +
   1.280 +    function dens_step(x, x0, u, v, dt)
   1.281 +    {
   1.282 +        addFields(x, x0, dt);
   1.283 +        diffuse(0, x0, x, dt );
   1.284 +        advect(0, x, x0, u, v, dt );
   1.285 +    }
   1.286 +
   1.287 +    function vel_step(u, v, u0, v0, dt)
   1.288 +    {
   1.289 +        addFields(u, u0, dt );
   1.290 +        addFields(v, v0, dt );
   1.291 +        var temp = u0; u0 = u; u = temp;
   1.292 +        var temp = v0; v0 = v; v = temp;
   1.293 +        diffuse2(u,u0,v,v0, dt);
   1.294 +        project(u, v, u0, v0);
   1.295 +        var temp = u0; u0 = u; u = temp;
   1.296 +        var temp = v0; v0 = v; v = temp;
   1.297 +        advect(1, u, u0, u0, v0, dt);
   1.298 +        advect(2, v, v0, u0, v0, dt);
   1.299 +        project(u, v, u0, v0 );
   1.300 +    }
   1.301 +    var uiCallback = function(d,u,v) {};
   1.302 +
   1.303 +    function Field(dens, u, v) {
   1.304 +        // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%)
   1.305 +        // but makes the code ugly.
   1.306 +        this.setDensity = function(x, y, d) {
   1.307 +             dens[(x + 1) + (y + 1) * rowSize] = d;
   1.308 +        }
   1.309 +        this.getDensity = function(x, y) {
   1.310 +             return dens[(x + 1) + (y + 1) * rowSize];
   1.311 +        }
   1.312 +        this.setVelocity = function(x, y, xv, yv) {
   1.313 +             u[(x + 1) + (y + 1) * rowSize] = xv;
   1.314 +             v[(x + 1) + (y + 1) * rowSize] = yv;
   1.315 +        }
   1.316 +        this.getXVelocity = function(x, y) {
   1.317 +             return u[(x + 1) + (y + 1) * rowSize];
   1.318 +        }
   1.319 +        this.getYVelocity = function(x, y) {
   1.320 +             return v[(x + 1) + (y + 1) * rowSize];
   1.321 +        }
   1.322 +        this.width = function() { return width; }
   1.323 +        this.height = function() { return height; }
   1.324 +    }
   1.325 +    function queryUI(d, u, v)
   1.326 +    {
   1.327 +        for (var i = 0; i < size; i++)
   1.328 +            u[i] = v[i] = d[i] = 0.0;
   1.329 +        uiCallback(new Field(d, u, v));
   1.330 +    }
   1.331 +
   1.332 +    this.update = function () {
   1.333 +        queryUI(dens_prev, u_prev, v_prev);
   1.334 +        vel_step(u, v, u_prev, v_prev, dt);
   1.335 +        dens_step(dens, dens_prev, u, v, dt);
   1.336 +        displayFunc(new Field(dens, u, v));
   1.337 +    }
   1.338 +    this.setDisplayFunction = function(func) {
   1.339 +        displayFunc = func;
   1.340 +    }
   1.341 +
   1.342 +    this.iterations = function() { return iterations; }
   1.343 +    this.setIterations = function(iters) {
   1.344 +        if (iters > 0 && iters <= 100)
   1.345 +           iterations = iters;
   1.346 +    }
   1.347 +    this.setUICallback = function(callback) {
   1.348 +        uiCallback = callback;
   1.349 +    }
   1.350 +    var iterations = 10;
   1.351 +    var visc = 0.5;
   1.352 +    var dt = 0.1;
   1.353 +    var dens;
   1.354 +    var dens_prev;
   1.355 +    var u;
   1.356 +    var u_prev;
   1.357 +    var v;
   1.358 +    var v_prev;
   1.359 +    var width;
   1.360 +    var height;
   1.361 +    var rowSize;
   1.362 +    var size;
   1.363 +    var displayFunc;
   1.364 +    function reset()
   1.365 +    {
   1.366 +        rowSize = width + 2;
   1.367 +        size = (width+2)*(height+2);
   1.368 +        dens = new Array(size);
   1.369 +        dens_prev = new Array(size);
   1.370 +        u = new Array(size);
   1.371 +        u_prev = new Array(size);
   1.372 +        v = new Array(size);
   1.373 +        v_prev = new Array(size);
   1.374 +        for (var i = 0; i < size; i++)
   1.375 +            dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0;
   1.376 +    }
   1.377 +    this.reset = reset;
   1.378 +    this.setResolution = function (hRes, wRes)
   1.379 +    {
   1.380 +        var res = wRes * hRes;
   1.381 +        if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) {
   1.382 +            width = wRes;
   1.383 +            height = hRes;
   1.384 +            reset();
   1.385 +            return true;
   1.386 +        }
   1.387 +        return false;
   1.388 +    }
   1.389 +    this.setResolution(64, 64);
   1.390 +}

mercurial