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Bug 872352 - Add NBody to parjs-benchmarks. (r=nmatsakis) DONTBUILD
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554
js/src/parjs-benchmarks/nbody-seeded.js
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554
js/src/parjs-benchmarks/nbody-seeded.js
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//
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// NBody adapted from Intel's nbody benchmark.
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//
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load(libdir + "util.js");
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load(libdir + "seedrandom.js");
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var NBody = {
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Constant: {
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"deltaTime": 1, // 0.005 in their code.
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"epsSqr": 50, // softening factor, when they compute, set to 50.
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"initialVelocity": 8 // set to 0 to turn off
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},
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init: function init(mode, numBodies) {
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var initPos = new Array(numBodies);
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var initVel = new Array(numBodies);
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// initialization of inputs
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for (var i = 0; i < numBodies; i++) {
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// [x,y,z]
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initPos[i] = [Math.floor((Math.random()) * 40000),
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Math.floor((Math.random()) * 20000),
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Math.floor((Math.random() - .25) * 50000)];
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// [x,y,z,x,y,z]
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initVel[i] = [(Math.random() - 0.5) * NBody.Constant.initialVelocity,
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(Math.random() - 0.5) * NBody.Constant.initialVelocity,
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(Math.random()) * NBody.Constant.initialVelocity + 10,
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(Math.random() - 0.5) * NBody.Constant.initialVelocity,
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(Math.random() - 0.5) * NBody.Constant.initialVelocity,
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(Math.random()) * NBody.Constant.initialVelocity];
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}
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NBody.private = {};
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if (mode === "par") {
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NBody.private.pos = new ParallelArray(initPos);
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NBody.private.vel = new ParallelArray(initVel);
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} else {
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NBody.private.pos = initPos;
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NBody.private.vel = initVel;
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}
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NBody.numBodies = numBodies;
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NBody.time = 0;
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},
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// Parallel
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tickPar: function tickPar() {
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NBody.private.vel = new ParallelArray([NBody.numBodies], NBody.velocityPar);
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NBody.private.pos = new ParallelArray([NBody.numBodies], NBody.positionPar);
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NBody.time++;
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},
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velocityPar: function velocityPar(index) {
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var pos = NBody.private.pos;
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var vel = NBody.private.vel;
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var deltaTime = NBody.Constant.deltaTime;
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var epsSqr = NBody.Constant.epsSqr;
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var time = NBody.time;
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var shape = vel.shape[0];
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var newVel;
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var newX, newY, newZ;
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var newX2, newY2, newZ2;
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var cX = Math.cos(time / 22) * -4200;
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var cY = Math.sin(time / 14) * 9200;
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var cZ = Math.sin(time / 27) * 6000;
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// pull to center
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var maxDistance = 3400;
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var pullStrength = .042;
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var speedLimit = 8;
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// zones
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var zone = 400;
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var repel = 100;
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var align = 300;
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var attract = 100;
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if (time < 500) {
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speedLimit = 2000;
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var attractPower = 100.9;
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} else {
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speedLimit = .2;
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attractPower = 20.9;
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}
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var zoneSqrd = zone * zone + zone * zone + zone * zone;
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var accX = 0, accY = 0, accZ = 0;
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var accX2 = 0, accY2 = 0, accZ2 = 0;
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var i;
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// define particle 1 center distance
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var dirToCenterX = cX - pos.get(index)[0];
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var dirToCenterY = cY - pos.get(index)[1];
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var dirToCenterZ = cZ - pos.get(index)[2];
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var distanceSquaredTo = dirToCenterX * dirToCenterX + dirToCenterY * dirToCenterY + dirToCenterZ * dirToCenterZ;
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var distToCenter = Math.sqrt(distanceSquaredTo);
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// orient to center
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if (distToCenter > maxDistance) {
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var velc = (distToCenter - maxDistance) * pullStrength;
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if (time < 200)
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velc = .2;
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else velc = (distToCenter - maxDistance) * pullStrength;
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accX += (dirToCenterX / distToCenter) * velc;
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accY += (dirToCenterY / distToCenter) * velc;
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accZ += (dirToCenterZ / distToCenter) * velc;
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}
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for (i = 0; i < shape; i = i + 1) {
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var rx = pos.get(i)[0] - pos.get(index)[0];
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var ry = pos.get(i)[1] - pos.get(index)[1];
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var rz = pos.get(i)[2] - pos.get(index)[2];
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// make sure we are not testing the particle against its own position
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var areSame = 0;
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if (pos.get(i)[0] == pos.get(index)[0] && pos.get(i)[1] == pos.get(index)[1] && pos.get(i)[2] == pos.get(index)[2])
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areSame += 1;
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var distSqrd = rx * rx + ry * ry + rz * rz;
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// cant use eqals to test, only <= or >= WTF
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if (distSqrd < zoneSqrd && areSame <= 0) {
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var length = Math.sqrt(distSqrd);
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var percent = distSqrd / zoneSqrd;
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if (distSqrd < repel) {
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var F = (repel / percent - 1) * .025;
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var normalRx = (rx / length) * F;
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var normalRy = (ry / length) * F;
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var normalRz = (rz / length) * F;
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accX = accX + normalRx;
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accY = accY + normalRy;
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accZ = accZ + normalRz;
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accX2 = accX2 - normalRx;
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accY2 = accY2 - normalRy;
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accZ2 = accZ2 - normalRz;
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} else if (distSqrd < align) { //align
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var threshDelta = align - repel;
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var adjustedPercent = (percent - repel) / threshDelta;
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var Q = (.5 - Math.cos(adjustedPercent * 3.14159265 * 2) * .5 + .5) * 100.9;
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// get velocity 2
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var velX2 = vel.get(i)[4];
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var velY2 = vel.get(i)[5];
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var velZ2 = vel.get(i)[6];
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var velLength2 = Math.sqrt(velX2 * velX2 + velY2 * velY2 + velZ2 * velZ2);
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// normalize vel2 and multiply by factor
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velX2 = (velX2 / velLength2) * Q;
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velY2 = (velY2 / velLength2) * Q;
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velZ2 = (velZ2 / velLength2) * Q;
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// get own velocity
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var velX = vel.get(i)[0];
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var velY = vel.get(i)[1];
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var velZ = vel.get(i)[2];
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var velLength = Math.sqrt(velX * velX + velY * velY + velZ * velZ);
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// normalize own velocity
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velX = (velX / velLength) * Q;
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velY = (velY / velLength) * Q;
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velZ = (velZ / velLength) * Q;
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accX += velX2;
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accY += velY2;
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accZ += velZ2;
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accX2 += velX;
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accY2 += velY;
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accZ2 += velZ;
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}
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if (distSqrd > attract) { // attract
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var threshDelta2 = 1 - attract;
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var adjustedPercent2 = (percent - attract) / threshDelta2;
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var C = (1 - (Math.cos(adjustedPercent2 * 3.14159265 * 2) * 0.5 + 0.5)) * attractPower;
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// normalize the distance vector
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var dx = (rx / (length)) * C;
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var dy = (ry / (length)) * C;
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var dz = (rz / (length)) * C;
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accX += dx;
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accY += dy;
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accZ += dz;
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accX2 -= dx;
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accY2 -= dy;
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accZ2 -= dz;
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}
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}
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}
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// Speed limits
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if (time > 500) {
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var accSquared = accX * accX + accY * accY + accZ * accZ;
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if (accSquared > speedLimit) {
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accX = accX * .015;
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accY = accY * .015;
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accZ = accZ * .015;
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}
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var accSquared2 = accX2 * accX2 + accY2 * accY2 + accZ2 * accZ2;
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if (accSquared2 > speedLimit) {
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accX2 = accX2 * .015;
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accY2 = accY2 * .015;
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accZ2 = accZ2 * .015;
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}
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}
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// Caclulate new velocity
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newX = (vel.get(index)[0]) + accX;
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newY = (vel.get(index)[1]) + accY;
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newZ = (vel.get(index)[2]) + accZ;
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newX2 = (vel.get(index)[3]) + accX2;
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newY2 = (vel.get(index)[4]) + accY2;
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newZ2 = (vel.get(index)[5]) + accZ2;
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if (time < 500) {
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var acs = newX2 * newX2 + newY2 * newY2 + newZ2 * newZ2;
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if (acs > speedLimit) {
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newX2 = newX2 * .15;
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newY2 = newY2 * .15;
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newZ2 = newZ2 * .15;
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}
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var acs2 = newX * newX + newY * newY + newZ * newZ;
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if (acs2 > speedLimit) {
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newX = newX * .15;
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newY = newY * .15;
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newZ = newZ * .15;
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}
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}
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return [newX, newY, newZ, newX2, newY2, newZ2];
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},
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positionPar: function positionPar(index) {
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var vel = NBody.private.vel;
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var pos = NBody.private.pos;
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var x = 0;
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var y = 0;
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var z = 0;
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var velX = vel.get(index)[0];
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var velY = vel.get(index)[1];
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var velZ = vel.get(index)[2];
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var velX2 = vel.get(index)[3];
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var velY2 = vel.get(index)[4];
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var velZ2 = vel.get(index)[5];
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var netVelX = (velX - velX2);
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var netVelY = (velY - velY2);
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var netVelZ = (velZ - velZ2);
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x = pos.get(index)[0] + (netVelX);
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y = pos.get(index)[1] + (netVelY);
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z = pos.get(index)[2] + (netVelZ);
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return [x, y, z];
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},
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// Sequential
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tickSeq: function tickSeq() {
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var numBodies = NBody.numBodies;
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var newVel = new Array(numBodies);
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var newPos = new Array(numBodies);
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for (var i = 0; i < numBodies; i++)
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newVel[i] = NBody.velocitySeq(i);
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for (var i = 0; i < numBodies; i++)
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newPos[i] = NBody.positionSeq(i);
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NBody.private.vel = newVel;
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NBody.private.pos = newPos;
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NBody.time++;
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},
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velocitySeq: function velocitySeq(index) {
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var vel = NBody.private.vel;
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var pos = NBody.private.pos;
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var deltaTime = NBody.Constant.deltaTime;
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var epsSqr = NBody.Constant.epsSqr;
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var time = NBody.time;
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var shape = pos.length;
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var newVel;
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var newX, newY, newZ;
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var newX2, newY2, newZ2;
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var cX = Math.cos(time / 22) * -4200;
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var cY = Math.sin(time / 14) * 9200;
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var cZ = Math.sin(time / 27) * 6000;
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// pull to center
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var maxDistance = 3400;
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var pullStrength = .042;
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var speedLimit = 8;
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// zones
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var zone = 400;
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var repel = 100;
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var align = 300;
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var attract = 100;
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if (time < 500) {
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speedLimit = 2000;
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var attractPower = 100.9;
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} else {
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speedLimit = .2;
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attractPower = 20.9;
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}
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var zoneSqrd = zone * zone + zone * zone + zone * zone;
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var accX = 0, accY = 0, accZ = 0;
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var accX2 = 0, accY2 = 0, accZ2 = 0;
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var i;
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// define particle 1 center distance
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var dirToCenterX = cX - pos[index][0];
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var dirToCenterY = cY - pos[index][1];
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var dirToCenterZ = cZ - pos[index][2];
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var distanceSquaredTo = dirToCenterX * dirToCenterX + dirToCenterY * dirToCenterY + dirToCenterZ * dirToCenterZ;
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var distToCenter = Math.sqrt(distanceSquaredTo);
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// orient to center
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if (distToCenter > maxDistance) {
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var velc = (distToCenter - maxDistance) * pullStrength;
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if (time < 200)
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velc = .2;
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else velc = (distToCenter - maxDistance) * pullStrength;
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accX += (dirToCenterX / distToCenter) * velc;
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accY += (dirToCenterY / distToCenter) * velc;
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accZ += (dirToCenterZ / distToCenter) * velc;
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}
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for (i = 0; i < shape; i = i + 1) {
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var rx = pos[i][0] - pos[index][0];
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var ry = pos[i][1] - pos[index][1];
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var rz = pos[i][2] - pos[index][2];
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var areSame = 0;
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if (pos[i][0] == pos[index][0] && pos[i][1] == pos[index][1] && pos[i][2] == pos[index][2])
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areSame += 1;
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var distSqrd = rx * rx + ry * ry + rz * rz;
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// cant use eqals to test, only <= or >= WTF
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if (distSqrd < zoneSqrd && areSame <= 0) {
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var length = Math.sqrt(distSqrd);
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var percent = distSqrd / zoneSqrd;
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if (distSqrd < repel) {
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var F = (repel / percent - 1) * .025;
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var normalRx = (rx / length) * F;
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var normalRy = (ry / length) * F;
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var normalRz = (rz / length) * F;
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accX = accX + normalRx;
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accY = accY + normalRy;
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accZ = accZ + normalRz;
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accX2 = accX2 - normalRx;
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accY2 = accY2 - normalRy;
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accZ2 = accZ2 - normalRz;
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} else if (distSqrd < align) { //align
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var threshDelta = align - repel;
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var adjustedPercent = (percent - repel) / threshDelta;
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var Q = (.5 - Math.cos(adjustedPercent * 3.14159265 * 2) * .5 + .5) * 100;
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// get velocity 2
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var velX2 = vel[i][3];
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var velY2 = vel[i][4];
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var velZ2 = vel[i][5];
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var velLength2 = Math.sqrt(velX2 * velX2 + velY2 * velY2 + velZ2 * velZ2);
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// normalize vel2 and multiply by factor
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velX2 = (velX2 / velLength2) * Q;
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velY2 = (velY2 / velLength2) * Q;
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velZ2 = (velZ2 / velLength2) * Q;
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// get own velocity
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var velX = vel[i][0];
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var velY = vel[i][1];
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var velZ = vel[i][2];
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var velLength = Math.sqrt(velX * velX + velY * velY + velZ * velZ);
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// normalize own velocity
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velX = (velX / velLength) * Q;
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velY = (velY / velLength) * Q;
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velZ = (velZ / velLength) * Q;
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accX += velX2;
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accY += velY2;
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accZ += velZ2;
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accX2 += velX;
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accY2 += velY;
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accZ2 += velZ;
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}
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if (distSqrd > attract) { //attract
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var threshDelta2 = 1 - align;
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var adjustedPercent2 = (percent - align) / threshDelta2;
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var C = (1 - (Math.cos(adjustedPercent2 * 3.14159265 * 2) * 0.5 + 0.5)) * attractPower;
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// normalize the distance vector
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var dx = (rx / (length)) * C;
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var dy = (ry / (length)) * C;
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var dz = (rz / (length)) * C;
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debug = 1.1;
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accX += dx;
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accY += dy;
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accZ += dz;
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accX2 -= dx;
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accY2 -= dy;
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accZ2 -= dz;
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}
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}
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}
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// enforce speed limits
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if (time > 500) {
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var accSquared = accX * accX + accY * accY + accZ * accZ;
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if (accSquared > speedLimit) {
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accX = accX * .015;
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accY = accY * .015;
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accZ = accZ * .015;
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||||
}
|
||||
|
||||
var accSquared2 = accX2 * accX2 + accY2 * accY2 + accZ2 * accZ2;
|
||||
if (accSquared2 > speedLimit) {
|
||||
accX2 = accX2 * .015;
|
||||
accY2 = accY2 * .015;
|
||||
accZ2 = accZ2 * .015;
|
||||
}
|
||||
}
|
||||
|
||||
// Caclulate new velocity
|
||||
newX = vel[index][0] + accX;
|
||||
newY = vel[index][1] + accY;
|
||||
newZ = vel[index][2] + accZ;
|
||||
|
||||
newX2 = vel[index][3] + accX2;
|
||||
newY2 = vel[index][4] + accY2;
|
||||
newZ2 = vel[index][5] + accZ2;
|
||||
|
||||
if (time < 500) {
|
||||
var acs = newX2 * newX2 + newY2 * newY2 + newZ2 * newZ2;
|
||||
if (acs > speedLimit) {
|
||||
newX2 = newX2 * .15;
|
||||
newY2 = newY2 * .15;
|
||||
newZ2 = newZ2 * .15;
|
||||
}
|
||||
|
||||
var acs2 = newX * newX + newY * newY + newZ * newZ;
|
||||
if (acs2 > speedLimit) {
|
||||
newX = newX * .15;
|
||||
newY = newY * .15;
|
||||
newZ = newZ * .15;
|
||||
}
|
||||
}
|
||||
|
||||
return [newX, newY, newZ, newX2, newY2, newZ2];
|
||||
},
|
||||
|
||||
positionSeq: function positionSeq(index) {
|
||||
var vel = NBody.private.vel;
|
||||
var pos = NBody.private.pos;
|
||||
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
var z = 0;
|
||||
|
||||
var velX = vel[index][0];
|
||||
var velY = vel[index][1];
|
||||
var velZ = vel[index][2];
|
||||
|
||||
var velX2 = vel[index][3];
|
||||
var velY2 = vel[index][4];
|
||||
var velZ2 = vel[index][5];
|
||||
|
||||
var netX = (velX - velX2);
|
||||
var netY = (velY - velY2);
|
||||
var netZ = (velZ - velZ2);
|
||||
|
||||
x = pos[index][0] + netX;
|
||||
y = pos[index][1] + netY;
|
||||
z = pos[index][2] + netZ;
|
||||
|
||||
return [x, y, z];
|
||||
}
|
||||
};
|
||||
|
||||
function emulateNBody(mode, numBodies, ticks) {
|
||||
NBody.init(mode, numBodies);
|
||||
for (var i = 0; i < ticks; i++) {
|
||||
var start = Date.now();
|
||||
if (mode === "par")
|
||||
NBody.tickPar();
|
||||
else
|
||||
NBody.tickSeq();
|
||||
//print(NBody.private.pos);
|
||||
print(mode + " bodies=" + numBodies + " tick=" + (i+1) + "/" + ticks + ": " + (Date.now() - start) + " ms");
|
||||
}
|
||||
}
|
||||
|
||||
// Using 4000 bodies going off Rick's comment as 4000 being a typical workload.
|
||||
const NUMBODIES = 4000;
|
||||
const TICKS = 10;
|
||||
|
||||
Math.seedrandom("seed");
|
||||
|
||||
benchmark("NBODY", 1, DEFAULT_MEASURE,
|
||||
function () { emulateNBody("seq", NUMBODIES, TICKS); },
|
||||
function () { emulateNBody("par", NUMBODIES, TICKS); });
|
299
js/src/parjs-benchmarks/seedrandom.js
Normal file
299
js/src/parjs-benchmarks/seedrandom.js
Normal file
@ -0,0 +1,299 @@
|
||||
// seedrandom.js version 2.1.
|
||||
// Author: David Bau
|
||||
// Date: 2013 Mar 16
|
||||
//
|
||||
// Defines a method Math.seedrandom() that, when called, substitutes
|
||||
// an explicitly seeded RC4-based algorithm for Math.random(). Also
|
||||
// supports automatic seeding from local or network sources of entropy.
|
||||
//
|
||||
// http://davidbau.com/encode/seedrandom.js
|
||||
// http://davidbau.com/encode/seedrandom-min.js
|
||||
//
|
||||
// Usage:
|
||||
//
|
||||
// <script src=http://davidbau.com/encode/seedrandom-min.js></script>
|
||||
//
|
||||
// Math.seedrandom('yay.'); Sets Math.random to a function that is
|
||||
// initialized using the given explicit seed.
|
||||
//
|
||||
// Math.seedrandom(); Sets Math.random to a function that is
|
||||
// seeded using the current time, dom state,
|
||||
// and other accumulated local entropy.
|
||||
// The generated seed string is returned.
|
||||
//
|
||||
// Math.seedrandom('yowza.', true);
|
||||
// Seeds using the given explicit seed mixed
|
||||
// together with accumulated entropy.
|
||||
//
|
||||
// <script src="https://jsonlib.appspot.com/urandom?callback=Math.seedrandom">
|
||||
// </script> Seeds using urandom bits from a server.
|
||||
//
|
||||
// More advanced examples:
|
||||
//
|
||||
// Math.seedrandom("hello."); // Use "hello." as the seed.
|
||||
// document.write(Math.random()); // Always 0.9282578795792454
|
||||
// document.write(Math.random()); // Always 0.3752569768646784
|
||||
// var rng1 = Math.random; // Remember the current prng.
|
||||
//
|
||||
// var autoseed = Math.seedrandom(); // New prng with an automatic seed.
|
||||
// document.write(Math.random()); // Pretty much unpredictable x.
|
||||
//
|
||||
// Math.random = rng1; // Continue "hello." prng sequence.
|
||||
// document.write(Math.random()); // Always 0.7316977468919549
|
||||
//
|
||||
// Math.seedrandom(autoseed); // Restart at the previous seed.
|
||||
// document.write(Math.random()); // Repeat the 'unpredictable' x.
|
||||
//
|
||||
// function reseed(event, count) { // Define a custom entropy collector.
|
||||
// var t = [];
|
||||
// function w(e) {
|
||||
// t.push([e.pageX, e.pageY, +new Date]);
|
||||
// if (t.length < count) { return; }
|
||||
// document.removeEventListener(event, w);
|
||||
// Math.seedrandom(t, true); // Mix in any previous entropy.
|
||||
// }
|
||||
// document.addEventListener(event, w);
|
||||
// }
|
||||
// reseed('mousemove', 100); // Reseed after 100 mouse moves.
|
||||
//
|
||||
// Version notes:
|
||||
//
|
||||
// The random number sequence is the same as version 1.0 for string seeds.
|
||||
// Version 2.0 changed the sequence for non-string seeds.
|
||||
// Version 2.1 speeds seeding and uses window.crypto to autoseed if present.
|
||||
//
|
||||
// The standard ARC4 key scheduler cycles short keys, which means that
|
||||
// seedrandom('ab') is equivalent to seedrandom('abab') and 'ababab'.
|
||||
// Therefore it is a good idea to add a terminator to avoid trivial
|
||||
// equivalences on short string seeds, e.g., Math.seedrandom(str + '\0').
|
||||
// Starting with version 2.0, a terminator is added automatically for
|
||||
// non-string seeds, so seeding with the number 111 is the same as seeding
|
||||
// with '111\0'.
|
||||
//
|
||||
// When seedrandom() is called with zero args, it uses a seed
|
||||
// drawn from the browser crypto object if present. If there is no
|
||||
// crypto support, seedrandom() uses the current time, the native rng,
|
||||
// and a walk of several DOM objects to collect a few bits of entropy.
|
||||
//
|
||||
// Each time the one- or two-argument forms of seedrandom are called,
|
||||
// entropy from the passed seed is accumulated in a pool to help generate
|
||||
// future seeds for the zero- and two-argument forms of seedrandom.
|
||||
//
|
||||
// On speed - This javascript implementation of Math.random() is about
|
||||
// 3-10x slower than the built-in Math.random() because it is not native
|
||||
// code, but that is typically fast enough. Some details (timings on
|
||||
// Chrome 25 on a 2010 vintage macbook):
|
||||
//
|
||||
// seeded Math.random() - avg less than 0.0002 milliseconds per call
|
||||
// seedrandom('explicit.') - avg less than 0.2 milliseconds per call
|
||||
// seedrandom('explicit.', true) - avg less than 0.2 milliseconds per call
|
||||
// seedrandom() with crypto - avg less than 0.2 milliseconds per call
|
||||
// seedrandom() without crypto - avg about 12 milliseconds per call
|
||||
//
|
||||
// On a 2012 windows 7 1.5ghz i5 laptop, Chrome, Firefox 19, IE 10, and
|
||||
// Opera have similarly fast timings. Slowest numbers are on Opera, with
|
||||
// about 0.0005 milliseconds per seeded Math.random() and 15 milliseconds
|
||||
// for autoseeding.
|
||||
//
|
||||
// LICENSE (BSD):
|
||||
//
|
||||
// Copyright 2013 David Bau, all rights reserved.
|
||||
//
|
||||
// Redistribution and use in source and binary forms, with or without
|
||||
// modification, are permitted provided that the following conditions are met:
|
||||
//
|
||||
// 1. Redistributions of source code must retain the above copyright
|
||||
// notice, this list of conditions and the following disclaimer.
|
||||
//
|
||||
// 2. Redistributions in binary form must reproduce the above copyright
|
||||
// notice, this list of conditions and the following disclaimer in the
|
||||
// documentation and/or other materials provided with the distribution.
|
||||
//
|
||||
// 3. Neither the name of this module nor the names of its contributors may
|
||||
// be used to endorse or promote products derived from this software
|
||||
// without specific prior written permission.
|
||||
//
|
||||
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
//
|
||||
/**
|
||||
* All code is in an anonymous closure to keep the global namespace clean.
|
||||
*/
|
||||
(function (
|
||||
global, pool, math, width, chunks, digits) {
|
||||
|
||||
//
|
||||
// The following constants are related to IEEE 754 limits.
|
||||
//
|
||||
var startdenom = math.pow(width, chunks),
|
||||
significance = math.pow(2, digits),
|
||||
overflow = significance * 2,
|
||||
mask = width - 1;
|
||||
|
||||
//
|
||||
// seedrandom()
|
||||
// This is the seedrandom function described above.
|
||||
//
|
||||
math['seedrandom'] = function(seed, use_entropy) {
|
||||
var key = [];
|
||||
|
||||
// Flatten the seed string or build one from local entropy if needed.
|
||||
var shortseed = mixkey(flatten(
|
||||
use_entropy ? [seed, tostring(pool)] :
|
||||
0 in arguments ? seed : autoseed(), 3), key);
|
||||
|
||||
// Use the seed to initialize an ARC4 generator.
|
||||
var arc4 = new ARC4(key);
|
||||
|
||||
// Mix the randomness into accumulated entropy.
|
||||
mixkey(tostring(arc4.S), pool);
|
||||
|
||||
// Override Math.random
|
||||
|
||||
// This function returns a random double in [0, 1) that contains
|
||||
// randomness in every bit of the mantissa of the IEEE 754 value.
|
||||
|
||||
math['random'] = function() { // Closure to return a random double:
|
||||
var n = arc4.g(chunks), // Start with a numerator n < 2 ^ 48
|
||||
d = startdenom, // and denominator d = 2 ^ 48.
|
||||
x = 0; // and no 'extra last byte'.
|
||||
while (n < significance) { // Fill up all significant digits by
|
||||
n = (n + x) * width; // shifting numerator and
|
||||
d *= width; // denominator and generating a
|
||||
x = arc4.g(1); // new least-significant-byte.
|
||||
}
|
||||
while (n >= overflow) { // To avoid rounding up, before adding
|
||||
n /= 2; // last byte, shift everything
|
||||
d /= 2; // right using integer math until
|
||||
x >>>= 1; // we have exactly the desired bits.
|
||||
}
|
||||
return (n + x) / d; // Form the number within [0, 1).
|
||||
};
|
||||
|
||||
// Return the seed that was used
|
||||
return shortseed;
|
||||
};
|
||||
|
||||
//
|
||||
// ARC4
|
||||
//
|
||||
// An ARC4 implementation. The constructor takes a key in the form of
|
||||
// an array of at most (width) integers that should be 0 <= x < (width).
|
||||
//
|
||||
// The g(count) method returns a pseudorandom integer that concatenates
|
||||
// the next (count) outputs from ARC4. Its return value is a number x
|
||||
// that is in the range 0 <= x < (width ^ count).
|
||||
//
|
||||
/** @constructor */
|
||||
function ARC4(key) {
|
||||
var t, keylen = key.length,
|
||||
me = this, i = 0, j = me.i = me.j = 0, s = me.S = [];
|
||||
|
||||
// The empty key [] is treated as [0].
|
||||
if (!keylen) { key = [keylen++]; }
|
||||
|
||||
// Set up S using the standard key scheduling algorithm.
|
||||
while (i < width) {
|
||||
s[i] = i++;
|
||||
}
|
||||
for (i = 0; i < width; i++) {
|
||||
s[i] = s[j = mask & (j + key[i % keylen] + (t = s[i]))];
|
||||
s[j] = t;
|
||||
}
|
||||
|
||||
// The "g" method returns the next (count) outputs as one number.
|
||||
(me.g = function(count) {
|
||||
// Using instance members instead of closure state nearly doubles speed.
|
||||
var t, r = 0,
|
||||
i = me.i, j = me.j, s = me.S;
|
||||
while (count--) {
|
||||
t = s[i = mask & (i + 1)];
|
||||
r = r * width + s[mask & ((s[i] = s[j = mask & (j + t)]) + (s[j] = t))];
|
||||
}
|
||||
me.i = i; me.j = j;
|
||||
return r;
|
||||
// For robust unpredictability discard an initial batch of values.
|
||||
// See http://www.rsa.com/rsalabs/node.asp?id=2009
|
||||
})(width);
|
||||
}
|
||||
|
||||
//
|
||||
// flatten()
|
||||
// Converts an object tree to nested arrays of strings.
|
||||
//
|
||||
function flatten(obj, depth) {
|
||||
var result = [], typ = (typeof obj)[0], prop;
|
||||
if (depth && typ == 'o') {
|
||||
for (prop in obj) {
|
||||
if (obj.hasOwnProperty(prop)) {
|
||||
try { result.push(flatten(obj[prop], depth - 1)); } catch (e) {}
|
||||
}
|
||||
}
|
||||
}
|
||||
return (result.length ? result : typ == 's' ? obj : obj + '\0');
|
||||
}
|
||||
|
||||
//
|
||||
// mixkey()
|
||||
// Mixes a string seed into a key that is an array of integers, and
|
||||
// returns a shortened string seed that is equivalent to the result key.
|
||||
//
|
||||
function mixkey(seed, key) {
|
||||
var stringseed = seed + '', smear, j = 0;
|
||||
while (j < stringseed.length) {
|
||||
key[mask & j] =
|
||||
mask & ((smear ^= key[mask & j] * 19) + stringseed.charCodeAt(j++));
|
||||
}
|
||||
return tostring(key);
|
||||
}
|
||||
|
||||
//
|
||||
// autoseed()
|
||||
// Returns an object for autoseeding, using window.crypto if available.
|
||||
//
|
||||
/** @param {Uint8Array=} seed */
|
||||
function autoseed(seed) {
|
||||
try {
|
||||
global.crypto.getRandomValues(seed = new Uint8Array(width));
|
||||
return tostring(seed);
|
||||
} catch (e) {
|
||||
return [+new Date, global.document, global.history,
|
||||
global.navigator, global.screen, tostring(pool)];
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// tostring()
|
||||
// Converts an array of charcodes to a string
|
||||
//
|
||||
function tostring(a) {
|
||||
return String.fromCharCode.apply(0, a);
|
||||
}
|
||||
|
||||
//
|
||||
// When seedrandom.js is loaded, we immediately mix a few bits
|
||||
// from the built-in RNG into the entropy pool. Because we do
|
||||
// not want to intefere with determinstic PRNG state later,
|
||||
// seedrandom will not call math.random on its own again after
|
||||
// initialization.
|
||||
//
|
||||
mixkey(math.random(), pool);
|
||||
|
||||
// End anonymous scope, and pass initial values.
|
||||
})(
|
||||
this, // global window object
|
||||
[], // pool: entropy pool starts empty
|
||||
Math, // math: package containing random, pow, and seedrandom
|
||||
256, // width: each RC4 output is 0 <= x < 256
|
||||
6, // chunks: at least six RC4 outputs for each double
|
||||
52 // digits: there are 52 significant digits in a double
|
||||
);
|
Loading…
Reference in New Issue
Block a user