| /** | 
 |  * Copyright 2012 the V8 project authors. All rights reserved. | 
 |  * Copyright 2009 Oliver Hunt <http://nerget.com> | 
 |  * | 
 |  * Permission is hereby granted, free of charge, to any person | 
 |  * obtaining a copy of this software and associated documentation | 
 |  * files (the "Software"), to deal in the Software without | 
 |  * restriction, including without limitation the rights to use, | 
 |  * copy, modify, merge, publish, distribute, sublicense, and/or sell | 
 |  * copies of the Software, and to permit persons to whom the | 
 |  * Software is furnished to do so, subject to the following | 
 |  * conditions: | 
 |  * | 
 |  * The above copyright notice and this permission notice shall be | 
 |  * included in all copies or substantial portions of the Software. | 
 |  * | 
 |  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | 
 |  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES | 
 |  * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND | 
 |  * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT | 
 |  * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | 
 |  * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | 
 |  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | 
 |  * OTHER DEALINGS IN THE SOFTWARE. | 
 |  */ | 
 |  | 
 | var NavierStokes = new BenchmarkSuite('NavierStokes', 1484000, | 
 |                                       [new Benchmark('NavierStokes', | 
 |                                                      runNavierStokes, | 
 |                                                      setupNavierStokes, | 
 |                                                      tearDownNavierStokes)]); | 
 |  | 
 | var solver = null; | 
 |  | 
 | function runNavierStokes() | 
 | { | 
 |     solver.update(); | 
 | } | 
 |  | 
 | function setupNavierStokes() | 
 | { | 
 |     solver = new FluidField(null); | 
 |     solver.setResolution(128, 128); | 
 |     solver.setIterations(20); | 
 |     solver.setDisplayFunction(function(){}); | 
 |     solver.setUICallback(prepareFrame); | 
 |     solver.reset(); | 
 | } | 
 |  | 
 | function tearDownNavierStokes() | 
 | { | 
 |     solver = null; | 
 | } | 
 |  | 
 | function addPoints(field) { | 
 |     var n = 64; | 
 |     for (var i = 1; i <= n; i++) { | 
 |         field.setVelocity(i, i, n, n); | 
 |         field.setDensity(i, i, 5); | 
 |         field.setVelocity(i, n - i, -n, -n); | 
 |         field.setDensity(i, n - i, 20); | 
 |         field.setVelocity(128 - i, n + i, -n, -n); | 
 |         field.setDensity(128 - i, n + i, 30); | 
 |     } | 
 | } | 
 |  | 
 | var framesTillAddingPoints = 0; | 
 | var framesBetweenAddingPoints = 5; | 
 |  | 
 | function prepareFrame(field) | 
 | { | 
 |     if (framesTillAddingPoints == 0) { | 
 |         addPoints(field); | 
 |         framesTillAddingPoints = framesBetweenAddingPoints; | 
 |         framesBetweenAddingPoints++; | 
 |     } else { | 
 |         framesTillAddingPoints--; | 
 |     } | 
 | } | 
 |  | 
 | // Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here. | 
 | function FluidField(canvas) { | 
 |     function addFields(x, s, dt) | 
 |     { | 
 |         for (var i=0; i<size ; i++ ) x[i] += dt*s[i]; | 
 |     } | 
 |  | 
 |     function set_bnd(b, x) | 
 |     { | 
 |         if (b===1) { | 
 |             for (var i = 1; i <= width; i++) { | 
 |                 x[i] =  x[i + rowSize]; | 
 |                 x[i + (height+1) *rowSize] = x[i + height * rowSize]; | 
 |             } | 
 |  | 
 |             for (var j = 1; i <= height; i++) { | 
 |                 x[j * rowSize] = -x[1 + j * rowSize]; | 
 |                 x[(width + 1) + j * rowSize] = -x[width + j * rowSize]; | 
 |             } | 
 |         } else if (b === 2) { | 
 |             for (var i = 1; i <= width; i++) { | 
 |                 x[i] = -x[i + rowSize]; | 
 |                 x[i + (height + 1) * rowSize] = -x[i + height * rowSize]; | 
 |             } | 
 |  | 
 |             for (var j = 1; j <= height; j++) { | 
 |                 x[j * rowSize] =  x[1 + j * rowSize]; | 
 |                 x[(width + 1) + j * rowSize] =  x[width + j * rowSize]; | 
 |             } | 
 |         } else { | 
 |             for (var i = 1; i <= width; i++) { | 
 |                 x[i] =  x[i + rowSize]; | 
 |                 x[i + (height + 1) * rowSize] = x[i + height * rowSize]; | 
 |             } | 
 |  | 
 |             for (var j = 1; j <= height; j++) { | 
 |                 x[j * rowSize] =  x[1 + j * rowSize]; | 
 |                 x[(width + 1) + j * rowSize] =  x[width + j * rowSize]; | 
 |             } | 
 |         } | 
 |         var maxEdge = (height + 1) * rowSize; | 
 |         x[0]                 = 0.5 * (x[1] + x[rowSize]); | 
 |         x[maxEdge]           = 0.5 * (x[1 + maxEdge] + x[height * rowSize]); | 
 |         x[(width+1)]         = 0.5 * (x[width] + x[(width + 1) + rowSize]); | 
 |         x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]); | 
 |     } | 
 |  | 
 |     function lin_solve(b, x, x0, a, c) | 
 |     { | 
 |         if (a === 0 && c === 1) { | 
 |             for (var j=1 ; j<=height; j++) { | 
 |                 var currentRow = j * rowSize; | 
 |                 ++currentRow; | 
 |                 for (var i = 0; i < width; i++) { | 
 |                     x[currentRow] = x0[currentRow]; | 
 |                     ++currentRow; | 
 |                 } | 
 |             } | 
 |             set_bnd(b, x); | 
 |         } else { | 
 |             var invC = 1 / c; | 
 |             for (var k=0 ; k<iterations; k++) { | 
 |                 for (var j=1 ; j<=height; j++) { | 
 |                     var lastRow = (j - 1) * rowSize; | 
 |                     var currentRow = j * rowSize; | 
 |                     var nextRow = (j + 1) * rowSize; | 
 |                     var lastX = x[currentRow]; | 
 |                     ++currentRow; | 
 |                     for (var i=1; i<=width; i++) | 
 |                         lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC; | 
 |                 } | 
 |                 set_bnd(b, x); | 
 |             } | 
 |         } | 
 |     } | 
 |  | 
 |     function diffuse(b, x, x0, dt) | 
 |     { | 
 |         var a = 0; | 
 |         lin_solve(b, x, x0, a, 1 + 4*a); | 
 |     } | 
 |  | 
 |     function lin_solve2(x, x0, y, y0, a, c) | 
 |     { | 
 |         if (a === 0 && c === 1) { | 
 |             for (var j=1 ; j <= height; j++) { | 
 |                 var currentRow = j * rowSize; | 
 |                 ++currentRow; | 
 |                 for (var i = 0; i < width; i++) { | 
 |                     x[currentRow] = x0[currentRow]; | 
 |                     y[currentRow] = y0[currentRow]; | 
 |                     ++currentRow; | 
 |                 } | 
 |             } | 
 |             set_bnd(1, x); | 
 |             set_bnd(2, y); | 
 |         } else { | 
 |             var invC = 1/c; | 
 |             for (var k=0 ; k<iterations; k++) { | 
 |                 for (var j=1 ; j <= height; j++) { | 
 |                     var lastRow = (j - 1) * rowSize; | 
 |                     var currentRow = j * rowSize; | 
 |                     var nextRow = (j + 1) * rowSize; | 
 |                     var lastX = x[currentRow]; | 
 |                     var lastY = y[currentRow]; | 
 |                     ++currentRow; | 
 |                     for (var i = 1; i <= width; i++) { | 
 |                         lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC; | 
 |                         lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC; | 
 |                     } | 
 |                 } | 
 |                 set_bnd(1, x); | 
 |                 set_bnd(2, y); | 
 |             } | 
 |         } | 
 |     } | 
 |  | 
 |     function diffuse2(x, x0, y, y0, dt) | 
 |     { | 
 |         var a = 0; | 
 |         lin_solve2(x, x0, y, y0, a, 1 + 4 * a); | 
 |     } | 
 |  | 
 |     function advect(b, d, d0, u, v, dt) | 
 |     { | 
 |         var Wdt0 = dt * width; | 
 |         var Hdt0 = dt * height; | 
 |         var Wp5 = width + 0.5; | 
 |         var Hp5 = height + 0.5; | 
 |         for (var j = 1; j<= height; j++) { | 
 |             var pos = j * rowSize; | 
 |             for (var i = 1; i <= width; i++) { | 
 |                 var x = i - Wdt0 * u[++pos]; | 
 |                 var y = j - Hdt0 * v[pos]; | 
 |                 if (x < 0.5) | 
 |                     x = 0.5; | 
 |                 else if (x > Wp5) | 
 |                     x = Wp5; | 
 |                 var i0 = x | 0; | 
 |                 var i1 = i0 + 1; | 
 |                 if (y < 0.5) | 
 |                     y = 0.5; | 
 |                 else if (y > Hp5) | 
 |                     y = Hp5; | 
 |                 var j0 = y | 0; | 
 |                 var j1 = j0 + 1; | 
 |                 var s1 = x - i0; | 
 |                 var s0 = 1 - s1; | 
 |                 var t1 = y - j0; | 
 |                 var t0 = 1 - t1; | 
 |                 var row1 = j0 * rowSize; | 
 |                 var row2 = j1 * rowSize; | 
 |                 d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]); | 
 |             } | 
 |         } | 
 |         set_bnd(b, d); | 
 |     } | 
 |  | 
 |     function project(u, v, p, div) | 
 |     { | 
 |         var h = -0.5 / Math.sqrt(width * height); | 
 |         for (var j = 1 ; j <= height; j++ ) { | 
 |             var row = j * rowSize; | 
 |             var previousRow = (j - 1) * rowSize; | 
 |             var prevValue = row - 1; | 
 |             var currentRow = row; | 
 |             var nextValue = row + 1; | 
 |             var nextRow = (j + 1) * rowSize; | 
 |             for (var i = 1; i <= width; i++ ) { | 
 |                 div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]); | 
 |                 p[currentRow] = 0; | 
 |             } | 
 |         } | 
 |         set_bnd(0, div); | 
 |         set_bnd(0, p); | 
 |  | 
 |         lin_solve(0, p, div, 1, 4 ); | 
 |         var wScale = 0.5 * width; | 
 |         var hScale = 0.5 * height; | 
 |         for (var j = 1; j<= height; j++ ) { | 
 |             var prevPos = j * rowSize - 1; | 
 |             var currentPos = j * rowSize; | 
 |             var nextPos = j * rowSize + 1; | 
 |             var prevRow = (j - 1) * rowSize; | 
 |             var currentRow = j * rowSize; | 
 |             var nextRow = (j + 1) * rowSize; | 
 |  | 
 |             for (var i = 1; i<= width; i++) { | 
 |                 u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]); | 
 |                 v[currentPos]   -= hScale * (p[++nextRow] - p[++prevRow]); | 
 |             } | 
 |         } | 
 |         set_bnd(1, u); | 
 |         set_bnd(2, v); | 
 |     } | 
 |  | 
 |     function dens_step(x, x0, u, v, dt) | 
 |     { | 
 |         addFields(x, x0, dt); | 
 |         diffuse(0, x0, x, dt ); | 
 |         advect(0, x, x0, u, v, dt ); | 
 |     } | 
 |  | 
 |     function vel_step(u, v, u0, v0, dt) | 
 |     { | 
 |         addFields(u, u0, dt ); | 
 |         addFields(v, v0, dt ); | 
 |         var temp = u0; u0 = u; u = temp; | 
 |         var temp = v0; v0 = v; v = temp; | 
 |         diffuse2(u,u0,v,v0, dt); | 
 |         project(u, v, u0, v0); | 
 |         var temp = u0; u0 = u; u = temp; | 
 |         var temp = v0; v0 = v; v = temp; | 
 |         advect(1, u, u0, u0, v0, dt); | 
 |         advect(2, v, v0, u0, v0, dt); | 
 |         project(u, v, u0, v0 ); | 
 |     } | 
 |     var uiCallback = function(d,u,v) {}; | 
 |  | 
 |     function Field(dens, u, v) { | 
 |         // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%) | 
 |         // but makes the code ugly. | 
 |         this.setDensity = function(x, y, d) { | 
 |              dens[(x + 1) + (y + 1) * rowSize] = d; | 
 |         } | 
 |         this.getDensity = function(x, y) { | 
 |              return dens[(x + 1) + (y + 1) * rowSize]; | 
 |         } | 
 |         this.setVelocity = function(x, y, xv, yv) { | 
 |              u[(x + 1) + (y + 1) * rowSize] = xv; | 
 |              v[(x + 1) + (y + 1) * rowSize] = yv; | 
 |         } | 
 |         this.getXVelocity = function(x, y) { | 
 |              return u[(x + 1) + (y + 1) * rowSize]; | 
 |         } | 
 |         this.getYVelocity = function(x, y) { | 
 |              return v[(x + 1) + (y + 1) * rowSize]; | 
 |         } | 
 |         this.width = function() { return width; } | 
 |         this.height = function() { return height; } | 
 |     } | 
 |     function queryUI(d, u, v) | 
 |     { | 
 |         for (var i = 0; i < size; i++) | 
 |             u[i] = v[i] = d[i] = 0.0; | 
 |         uiCallback(new Field(d, u, v)); | 
 |     } | 
 |  | 
 |     this.update = function () { | 
 |         queryUI(dens_prev, u_prev, v_prev); | 
 |         vel_step(u, v, u_prev, v_prev, dt); | 
 |         dens_step(dens, dens_prev, u, v, dt); | 
 |         displayFunc(new Field(dens, u, v)); | 
 |     } | 
 |     this.setDisplayFunction = function(func) { | 
 |         displayFunc = func; | 
 |     } | 
 |  | 
 |     this.iterations = function() { return iterations; } | 
 |     this.setIterations = function(iters) { | 
 |         if (iters > 0 && iters <= 100) | 
 |            iterations = iters; | 
 |     } | 
 |     this.setUICallback = function(callback) { | 
 |         uiCallback = callback; | 
 |     } | 
 |     var iterations = 10; | 
 |     var visc = 0.5; | 
 |     var dt = 0.1; | 
 |     var dens; | 
 |     var dens_prev; | 
 |     var u; | 
 |     var u_prev; | 
 |     var v; | 
 |     var v_prev; | 
 |     var width; | 
 |     var height; | 
 |     var rowSize; | 
 |     var size; | 
 |     var displayFunc; | 
 |     function reset() | 
 |     { | 
 |         rowSize = width + 2; | 
 |         size = (width+2)*(height+2); | 
 |         dens = new Array(size); | 
 |         dens_prev = new Array(size); | 
 |         u = new Array(size); | 
 |         u_prev = new Array(size); | 
 |         v = new Array(size); | 
 |         v_prev = new Array(size); | 
 |         for (var i = 0; i < size; i++) | 
 |             dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0; | 
 |     } | 
 |     this.reset = reset; | 
 |     this.setResolution = function (hRes, wRes) | 
 |     { | 
 |         var res = wRes * hRes; | 
 |         if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) { | 
 |             width = wRes; | 
 |             height = hRes; | 
 |             reset(); | 
 |             return true; | 
 |         } | 
 |         return false; | 
 |     } | 
 |     this.setResolution(64, 64); | 
 | } |