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https://github.com/fluencelabs/assemblyscript
synced 2025-06-23 03:31:44 +00:00
Implement 'this' context parsing and serialization; Other minor improvements
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@ -3,22 +3,24 @@ import "allocator/arena";
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// From The Computer Language Benchmarks Game
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// http://benchmarksgame.alioth.debian.org
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const SOLAR_MASS = 4.0 * Math.PI * Math.PI;
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const DAYS_PER_YEAR = 365.24;
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type float = f64; // interchangeable f32/f64 for testing
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const SOLAR_MASS = <float>(4.0 * Math.PI * Math.PI);
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const DAYS_PER_YEAR: float = 365.24;
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class Body {
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constructor(
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public x: f64,
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public y: f64,
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public z: f64,
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public vx: f64,
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public vy: f64,
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public vz: f64,
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public mass: f64
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public x: float,
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public y: float,
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public z: float,
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public vx: float,
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public vy: float,
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public vz: float,
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public mass: float
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) {}
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offsetMomentum(px: f64, py: f64, pz: f64): this {
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offsetMomentum(px: float, py: float, pz: float): this {
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this.vx = -px / SOLAR_MASS;
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this.vy = -py / SOLAR_MASS;
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this.vz = -pz / SOLAR_MASS;
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@ -85,9 +87,9 @@ class NBodySystem {
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constructor(
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public bodies: Body[]
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) {
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var px = 0.0;
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var py = 0.0;
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var pz = 0.0;
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var px: float = 0.0;
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var py: float = 0.0;
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var pz: float = 0.0;
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var size = bodies.length;
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for (let i = 0; i < size; i++) {
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let b = unchecked(bodies[i]);
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@ -99,7 +101,7 @@ class NBodySystem {
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bodies[0].offsetMomentum(px, py, pz);
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}
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advance(dt: f64): void {
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advance(dt: float): void {
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var bodies = this.bodies;
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var size: u32 = bodies.length;
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// var buffer = changetype<usize>(bodies.buffer_);
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@ -126,7 +128,7 @@ class NBodySystem {
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let dz = iz - bodyj.z;
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let distanceSq = dx * dx + dy * dy + dz * dz;
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let distance = Math.sqrt(distanceSq);
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let distance = <float>Math.sqrt(distanceSq);
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let mag = dt / (distanceSq * distance);
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let bim = bodyim * mag;
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@ -151,8 +153,8 @@ class NBodySystem {
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}
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}
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energy(): f64 {
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var e = 0.0;
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energy(): float {
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var e: float = 0.0;
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var bodies = this.bodies;
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for (let i: u32 = 0, size: u32 = bodies.length; i < size; ++i) {
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@ -171,11 +173,11 @@ class NBodySystem {
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e += 0.5 * bim * (vx * vx + vy * vy + vz * vz);
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for (let j: u32 = i + 1; j < size; ++j) {
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let bodyj = bodies[j];
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let bodyj = unchecked(bodies[j]);
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let dx = ix - bodyj.x;
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let dy = iy - bodyj.y;
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let dz = iz - bodyj.z;
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let distance = Math.sqrt(dx * dx + dy * dy + dz * dz);
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let distance = <float>Math.sqrt(dx * dx + dy * dy + dz * dz);
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e -= bim * bodyj.mass / distance;
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}
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}
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@ -200,7 +202,7 @@ export function getBody(index: i32): Body | null {
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return <u32>index < <u32>bodies.length ? bodies[index] : null;
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}
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export function step(): f64 {
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export function step(): float {
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system.advance(0.01);
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return system.energy();
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}
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