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| 1 <!DOCTYPE html> |
| 2 <head> |
| 3 <!-- |
| 4 Copyright (C) 2007 Apple Inc. All rights reserved. |
| 5 |
| 6 Redistribution and use in source and binary forms, with or without |
| 7 modification, are permitted provided that the following conditions |
| 8 are met: |
| 9 1. Redistributions of source code must retain the above copyright |
| 10 notice, this list of conditions and the following disclaimer. |
| 11 2. Redistributions in binary form must reproduce the above copyright |
| 12 notice, this list of conditions and the following disclaimer in the |
| 13 documentation and/or other materials provided with the distribution. |
| 14 |
| 15 THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY |
| 16 EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 17 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 18 PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
| 19 CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 20 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 21 PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 22 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 23 OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 24 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 26 --> |
| 27 |
| 28 <title>SunSpider 3d-cube</title> |
| 29 <link rel="stylesheet" href="sunspider.css"> |
| 30 </head> |
| 31 |
| 32 <body> |
| 33 <h3>3d-cube</h3> |
| 34 <div id="console"> |
| 35 </div> |
| 36 <script src="sunspider-record-result.js"></script> |
| 37 <script> |
| 38 |
| 39 var _sunSpiderStartDate = new Date(); |
| 40 |
| 41 // 3D Cube Rotation |
| 42 // http://www.speich.net/computer/moztesting/3d.htm |
| 43 // Created by Simon Speich |
| 44 |
| 45 var Q = new Array(); |
| 46 var MTrans = new Array(); // transformation matrix |
| 47 var MQube = new Array(); // position information of qube |
| 48 var I = new Array(); // entity matrix |
| 49 var Origin = new Object(); |
| 50 var Testing = new Object(); |
| 51 var LoopTimer; |
| 52 |
| 53 var DisplArea = new Object(); |
| 54 DisplArea.Width = 300; |
| 55 DisplArea.Height = 300; |
| 56 |
| 57 function DrawLine(From, To) { |
| 58 var x1 = From.V[0]; |
| 59 var x2 = To.V[0]; |
| 60 var y1 = From.V[1]; |
| 61 var y2 = To.V[1]; |
| 62 var dx = Math.abs(x2 - x1); |
| 63 var dy = Math.abs(y2 - y1); |
| 64 var x = x1; |
| 65 var y = y1; |
| 66 var IncX1, IncY1; |
| 67 var IncX2, IncY2; |
| 68 var Den; |
| 69 var Num; |
| 70 var NumAdd; |
| 71 var NumPix; |
| 72 |
| 73 if (x2 >= x1) { IncX1 = 1; IncX2 = 1; } |
| 74 else { IncX1 = -1; IncX2 = -1; } |
| 75 if (y2 >= y1) { IncY1 = 1; IncY2 = 1; } |
| 76 else { IncY1 = -1; IncY2 = -1; } |
| 77 if (dx >= dy) { |
| 78 IncX1 = 0; |
| 79 IncY2 = 0; |
| 80 Den = dx; |
| 81 Num = dx / 2; |
| 82 NumAdd = dy; |
| 83 NumPix = dx; |
| 84 } |
| 85 else { |
| 86 IncX2 = 0; |
| 87 IncY1 = 0; |
| 88 Den = dy; |
| 89 Num = dy / 2; |
| 90 NumAdd = dx; |
| 91 NumPix = dy; |
| 92 } |
| 93 |
| 94 NumPix = Math.round(Q.LastPx + NumPix); |
| 95 |
| 96 var i = Q.LastPx; |
| 97 for (; i < NumPix; i++) { |
| 98 Num += NumAdd; |
| 99 if (Num >= Den) { |
| 100 Num -= Den; |
| 101 x += IncX1; |
| 102 y += IncY1; |
| 103 } |
| 104 x += IncX2; |
| 105 y += IncY2; |
| 106 } |
| 107 Q.LastPx = NumPix; |
| 108 } |
| 109 |
| 110 function CalcCross(V0, V1) { |
| 111 var Cross = new Array(); |
| 112 Cross[0] = V0[1]*V1[2] - V0[2]*V1[1]; |
| 113 Cross[1] = V0[2]*V1[0] - V0[0]*V1[2]; |
| 114 Cross[2] = V0[0]*V1[1] - V0[1]*V1[0]; |
| 115 return Cross; |
| 116 } |
| 117 |
| 118 function CalcNormal(V0, V1, V2) { |
| 119 var A = new Array(); var B = new Array(); |
| 120 for (var i = 0; i < 3; i++) { |
| 121 A[i] = V0[i] - V1[i]; |
| 122 B[i] = V2[i] - V1[i]; |
| 123 } |
| 124 A = CalcCross(A, B); |
| 125 var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]); |
| 126 for (var i = 0; i < 3; i++) A[i] = A[i] / Length; |
| 127 A[3] = 1; |
| 128 return A; |
| 129 } |
| 130 |
| 131 function CreateP(X,Y,Z) { |
| 132 this.V = [X,Y,Z,1]; |
| 133 } |
| 134 |
| 135 // multiplies two matrices |
| 136 function MMulti(M1, M2) { |
| 137 var M = [[],[],[],[]]; |
| 138 var i = 0; |
| 139 var j = 0; |
| 140 for (; i < 4; i++) { |
| 141 j = 0; |
| 142 for (; j < 4; j++) M[i][j] = M1[i][0] * M2[0][j] + M1[i][1] * M2[1][j] + M1[
i][2] * M2[2][j] + M1[i][3] * M2[3][j]; |
| 143 } |
| 144 return M; |
| 145 } |
| 146 |
| 147 //multiplies matrix with vector |
| 148 function VMulti(M, V) { |
| 149 var Vect = new Array(); |
| 150 var i = 0; |
| 151 for (;i < 4; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2] +
M[i][3] * V[3]; |
| 152 return Vect; |
| 153 } |
| 154 |
| 155 function VMulti2(M, V) { |
| 156 var Vect = new Array(); |
| 157 var i = 0; |
| 158 for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2]; |
| 159 return Vect; |
| 160 } |
| 161 |
| 162 // add to matrices |
| 163 function MAdd(M1, M2) { |
| 164 var M = [[],[],[],[]]; |
| 165 var i = 0; |
| 166 var j = 0; |
| 167 for (; i < 4; i++) { |
| 168 j = 0; |
| 169 for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j]; |
| 170 } |
| 171 return M; |
| 172 } |
| 173 |
| 174 function Translate(M, Dx, Dy, Dz) { |
| 175 var T = [ |
| 176 [1,0,0,Dx], |
| 177 [0,1,0,Dy], |
| 178 [0,0,1,Dz], |
| 179 [0,0,0,1] |
| 180 ]; |
| 181 return MMulti(T, M); |
| 182 } |
| 183 |
| 184 function RotateX(M, Phi) { |
| 185 var a = Phi; |
| 186 a *= Math.PI / 180; |
| 187 var Cos = Math.cos(a); |
| 188 var Sin = Math.sin(a); |
| 189 var R = [ |
| 190 [1,0,0,0], |
| 191 [0,Cos,-Sin,0], |
| 192 [0,Sin,Cos,0], |
| 193 [0,0,0,1] |
| 194 ]; |
| 195 return MMulti(R, M); |
| 196 } |
| 197 |
| 198 function RotateY(M, Phi) { |
| 199 var a = Phi; |
| 200 a *= Math.PI / 180; |
| 201 var Cos = Math.cos(a); |
| 202 var Sin = Math.sin(a); |
| 203 var R = [ |
| 204 [Cos,0,Sin,0], |
| 205 [0,1,0,0], |
| 206 [-Sin,0,Cos,0], |
| 207 [0,0,0,1] |
| 208 ]; |
| 209 return MMulti(R, M); |
| 210 } |
| 211 |
| 212 function RotateZ(M, Phi) { |
| 213 var a = Phi; |
| 214 a *= Math.PI / 180; |
| 215 var Cos = Math.cos(a); |
| 216 var Sin = Math.sin(a); |
| 217 var R = [ |
| 218 [Cos,-Sin,0,0], |
| 219 [Sin,Cos,0,0], |
| 220 [0,0,1,0], |
| 221 [0,0,0,1] |
| 222 ]; |
| 223 return MMulti(R, M); |
| 224 } |
| 225 |
| 226 function DrawQube() { |
| 227 // calc current normals |
| 228 var CurN = new Array(); |
| 229 var i = 5; |
| 230 Q.LastPx = 0; |
| 231 for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]); |
| 232 if (CurN[0][2] < 0) { |
| 233 if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; }; |
| 234 if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; }; |
| 235 if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; }; |
| 236 if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; }; |
| 237 } |
| 238 if (CurN[1][2] < 0) { |
| 239 if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; }; |
| 240 if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; }; |
| 241 if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; }; |
| 242 if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; }; |
| 243 } |
| 244 if (CurN[2][2] < 0) { |
| 245 if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; }; |
| 246 if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; }; |
| 247 if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; }; |
| 248 if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; }; |
| 249 } |
| 250 if (CurN[3][2] < 0) { |
| 251 if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; }; |
| 252 if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; }; |
| 253 if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; }; |
| 254 if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; }; |
| 255 } |
| 256 if (CurN[4][2] < 0) { |
| 257 if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; }; |
| 258 if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; }; |
| 259 if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; }; |
| 260 if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; }; |
| 261 } |
| 262 if (CurN[5][2] < 0) { |
| 263 if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; }; |
| 264 if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; }; |
| 265 if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; }; |
| 266 if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; }; |
| 267 } |
| 268 Q.Line = [false,false,false,false,false,false,false,false,false,false,false,fa
lse]; |
| 269 Q.LastPx = 0; |
| 270 } |
| 271 |
| 272 function Loop() { |
| 273 if (Testing.LoopCount > Testing.LoopMax) return; |
| 274 var TestingStr = String(Testing.LoopCount); |
| 275 while (TestingStr.length < 3) TestingStr = "0" + TestingStr; |
| 276 MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]); |
| 277 MTrans = RotateX(MTrans, 1); |
| 278 MTrans = RotateY(MTrans, 3); |
| 279 MTrans = RotateZ(MTrans, 5); |
| 280 MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]); |
| 281 MQube = MMulti(MTrans, MQube); |
| 282 var i = 8; |
| 283 for (; i > -1; i--) { |
| 284 Q[i].V = VMulti(MTrans, Q[i].V); |
| 285 } |
| 286 DrawQube(); |
| 287 Testing.LoopCount++; |
| 288 Loop(); |
| 289 } |
| 290 |
| 291 function Init(CubeSize) { |
| 292 // init/reset vars |
| 293 Origin.V = [150,150,20,1]; |
| 294 Testing.LoopCount = 0; |
| 295 Testing.LoopMax = 50; |
| 296 Testing.TimeMax = 0; |
| 297 Testing.TimeAvg = 0; |
| 298 Testing.TimeMin = 0; |
| 299 Testing.TimeTemp = 0; |
| 300 Testing.TimeTotal = 0; |
| 301 Testing.Init = false; |
| 302 |
| 303 // transformation matrix |
| 304 MTrans = [ |
| 305 [1,0,0,0], |
| 306 [0,1,0,0], |
| 307 [0,0,1,0], |
| 308 [0,0,0,1] |
| 309 ]; |
| 310 |
| 311 // position information of qube |
| 312 MQube = [ |
| 313 [1,0,0,0], |
| 314 [0,1,0,0], |
| 315 [0,0,1,0], |
| 316 [0,0,0,1] |
| 317 ]; |
| 318 |
| 319 // entity matrix |
| 320 I = [ |
| 321 [1,0,0,0], |
| 322 [0,1,0,0], |
| 323 [0,0,1,0], |
| 324 [0,0,0,1] |
| 325 ]; |
| 326 |
| 327 // create qube |
| 328 Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize); |
| 329 Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize); |
| 330 Q[2] = new CreateP( CubeSize, CubeSize, CubeSize); |
| 331 Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize); |
| 332 Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize); |
| 333 Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize); |
| 334 Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize); |
| 335 Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize); |
| 336 |
| 337 // center of gravity |
| 338 Q[8] = new CreateP(0, 0, 0); |
| 339 |
| 340 // anti-clockwise edge check |
| 341 Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]]; |
| 342 |
| 343 // calculate squad normals |
| 344 Q.Normal = new Array(); |
| 345 for (var i = 0; i < Q.Edge.length; i++) Q.Normal[i] = CalcNormal(Q[Q.Edge[i][0
]].V, Q[Q.Edge[i][1]].V, Q[Q.Edge[i][2]].V); |
| 346 |
| 347 // line drawn ? |
| 348 Q.Line = [false,false,false,false,false,false,false,false,false,false,false,fa
lse]; |
| 349 |
| 350 // create line pixels |
| 351 Q.NumPx = 9 * 2 * CubeSize; |
| 352 for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0); |
| 353 |
| 354 MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]); |
| 355 MQube = MMulti(MTrans, MQube); |
| 356 |
| 357 var i = 0; |
| 358 for (; i < 9; i++) { |
| 359 Q[i].V = VMulti(MTrans, Q[i].V); |
| 360 } |
| 361 DrawQube(); |
| 362 Testing.Init = true; |
| 363 Loop(); |
| 364 } |
| 365 |
| 366 for ( var i = 20; i <= 160; i *= 2 ) { |
| 367 Init(i); |
| 368 } |
| 369 |
| 370 Q = null; |
| 371 MTrans = null; |
| 372 MQube = null; |
| 373 I = null; |
| 374 Origin = null; |
| 375 Testing = null; |
| 376 LoopTime = null; |
| 377 DisplArea = null; |
| 378 |
| 379 |
| 380 var _sunSpiderInterval = new Date() - _sunSpiderStartDate; |
| 381 |
| 382 record(_sunSpiderInterval); |
| 383 </script> |
| 384 |
| 385 |
| 386 </body> |
| 387 </html> |
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