mirror of
https://github.com/fluencelabs/assemblyscript
synced 2025-04-25 15:12:12 +00:00
211 lines
4.8 KiB
TypeScript
211 lines
4.8 KiB
TypeScript
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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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: 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: 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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return this;
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}
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}
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function Sun(): Body {
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return new Body(
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0.0, 0.0, 0.0, 0.0, 0.0, 0.0, SOLAR_MASS
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);
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}
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function Jupiter(): Body {
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return new Body(
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4.84143144246472090e+00,
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-1.16032004402742839e+00,
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-1.03622044471123109e-01,
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1.66007664274403694e-03 * DAYS_PER_YEAR,
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7.69901118419740425e-03 * DAYS_PER_YEAR,
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-6.90460016972063023e-05 * DAYS_PER_YEAR,
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9.54791938424326609e-04 * SOLAR_MASS
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);
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}
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function Saturn(): Body {
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return new Body(
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8.34336671824457987e+00,
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4.12479856412430479e+00,
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-4.03523417114321381e-01,
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-2.76742510726862411e-03 * DAYS_PER_YEAR,
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4.99852801234917238e-03 * DAYS_PER_YEAR,
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2.30417297573763929e-05 * DAYS_PER_YEAR,
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2.85885980666130812e-04 * SOLAR_MASS
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);
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}
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function Uranus(): Body {
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return new Body(
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1.28943695621391310e+01,
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-1.51111514016986312e+01,
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-2.23307578892655734e-01,
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2.96460137564761618e-03 * DAYS_PER_YEAR,
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2.37847173959480950e-03 * DAYS_PER_YEAR,
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-2.96589568540237556e-05 * DAYS_PER_YEAR,
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4.36624404335156298e-05 * SOLAR_MASS
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);
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}
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function Neptune(): Body {
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return new Body(
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1.53796971148509165e+01,
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-2.59193146099879641e+01,
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1.79258772950371181e-01,
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2.68067772490389322e-03 * DAYS_PER_YEAR,
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1.62824170038242295e-03 * DAYS_PER_YEAR,
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-9.51592254519715870e-05 * DAYS_PER_YEAR,
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5.15138902046611451e-05 * SOLAR_MASS
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);
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}
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class NBodySystem {
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constructor(public bodies: Body[]) {
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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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let m = b.mass;
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px += b.vx * m;
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py += b.vy * m;
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pz += b.vz * m;
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}
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bodies[0].offsetMomentum(px, py, pz);
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}
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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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for (let i: u32 = 0; i < size; ++i) {
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let bodyi = unchecked(bodies[i]);
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// let bodyi = load<Body>(buffer + i * sizeof<Body>(), 8);
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let ix = bodyi.x;
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let iy = bodyi.y;
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let iz = bodyi.z;
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let bivx = bodyi.vx;
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let bivy = bodyi.vy;
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let bivz = bodyi.vz;
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let bodyim = bodyi.mass;
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for (let j: u32 = i + 1; j < size; ++j) {
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let bodyj = unchecked(bodies[j]);
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// let bodyj = load<Body>(buffer + j * sizeof<Body>(), 8);
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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 distanceSq = dx * dx + dy * dy + dz * dz;
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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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let bjm = bodyj.mass * mag;
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bivx -= dx * bjm;
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bivy -= dy * bjm;
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bivz -= dz * bjm;
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bodyj.vx += dx * bim;
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bodyj.vy += dy * bim;
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bodyj.vz += dz * bim;
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}
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bodyi.vx = bivx;
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bodyi.vy = bivy;
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bodyi.vz = bivz;
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bodyi.x += dt * bivx;
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bodyi.y += dt * bivy;
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bodyi.z += dt * bivz;
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}
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}
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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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let bodyi = unchecked(bodies[i]);
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let ix = bodyi.x;
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let iy = bodyi.y;
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let iz = bodyi.z;
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let vx = bodyi.vx;
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let vy = bodyi.vy;
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let vz = bodyi.vz;
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let bim = bodyi.mass;
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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 = 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 = <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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return e;
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}
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}
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var system: NBodySystem;
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export function init(): void {
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system = new NBodySystem([
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Sun(),
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Jupiter(),
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Saturn(),
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Uranus(),
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Neptune()
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]);
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}
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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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export function bench(steps: u32): void {
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for (let i: u32 = 0; i < steps; ++i) system.advance(0.01);
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}
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export function getBody(index: i32): Body | null {
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var bodies = system.bodies;
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return <u32>index < <u32>bodies.length ? bodies[index] : null;
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}
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