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A
1try {
2
3// 3D Cube Rotation
4// http://www.speich.net/computer/moztesting/3d.htm
5// Created by Simon Speich
6
ed1e77d3
A
7enableExceptionFuzz();
8
9
81345200
A
10var Q = new Array();
11var MTrans = new Array(); // transformation matrix
12var MQube = new Array(); // position information of qube
13var I = new Array(); // entity matrix
14var Origin = new Object();
15var Testing = new Object();
16var LoopTimer;
17
18var validation = {
19 20: 2889.0000000000045,
20 40: 2889.0000000000055,
21 80: 2889.000000000005,
22 160: 2889.0000000000055
23};
24
25var DisplArea = new Object();
26DisplArea.Width = 300;
27DisplArea.Height = 300;
28
29function DrawLine(From, To) {
30 var x1 = From.V[0];
31 var x2 = To.V[0];
32 var y1 = From.V[1];
33 var y2 = To.V[1];
34 var dx = Math.abs(x2 - x1);
35 var dy = Math.abs(y2 - y1);
36 var x = x1;
37 var y = y1;
38 var IncX1, IncY1;
39 var IncX2, IncY2;
40 var Den;
41 var Num;
42 var NumAdd;
43 var NumPix;
44
45 if (x2 >= x1) { IncX1 = 1; IncX2 = 1; }
46 else { IncX1 = -1; IncX2 = -1; }
47 if (y2 >= y1) { IncY1 = 1; IncY2 = 1; }
48 else { IncY1 = -1; IncY2 = -1; }
49 if (dx >= dy) {
50 IncX1 = 0;
51 IncY2 = 0;
52 Den = dx;
53 Num = dx / 2;
54 NumAdd = dy;
55 NumPix = dx;
56 }
57 else {
58 IncX2 = 0;
59 IncY1 = 0;
60 Den = dy;
61 Num = dy / 2;
62 NumAdd = dx;
63 NumPix = dy;
64 }
65
66 NumPix = Math.round(Q.LastPx + NumPix);
67
68 var i = Q.LastPx;
69 for (; i < NumPix; i++) {
70 Num += NumAdd;
71 if (Num >= Den) {
72 Num -= Den;
73 x += IncX1;
74 y += IncY1;
75 }
76 x += IncX2;
77 y += IncY2;
78 }
79 Q.LastPx = NumPix;
80}
81
82function CalcCross(V0, V1) {
83 var Cross = new Array();
84 Cross[0] = V0[1]*V1[2] - V0[2]*V1[1];
85 Cross[1] = V0[2]*V1[0] - V0[0]*V1[2];
86 Cross[2] = V0[0]*V1[1] - V0[1]*V1[0];
87 return Cross;
88}
89
90function CalcNormal(V0, V1, V2) {
91 var A = new Array(); var B = new Array();
92 for (var i = 0; i < 3; i++) {
93 A[i] = V0[i] - V1[i];
94 B[i] = V2[i] - V1[i];
95 }
96 A = CalcCross(A, B);
97 var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]);
98 for (var i = 0; i < 3; i++) A[i] = A[i] / Length;
99 A[3] = 1;
100 return A;
101}
102
103function CreateP(X,Y,Z) {
104 this.V = [X,Y,Z,1];
105}
106
107// multiplies two matrices
108function MMulti(M1, M2) {
109 var M = [[],[],[],[]];
110 var i = 0;
111 var j = 0;
112 for (; i < 4; i++) {
113 j = 0;
114 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];
115 }
116 return M;
117}
118
119//multiplies matrix with vector
120function VMulti(M, V) {
121 var Vect = new Array();
122 var i = 0;
123 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];
124 return Vect;
125}
126
127function VMulti2(M, V) {
128 var Vect = new Array();
129 var i = 0;
130 for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2];
131 return Vect;
132}
133
134// add to matrices
135function MAdd(M1, M2) {
136 var M = [[],[],[],[]];
137 var i = 0;
138 var j = 0;
139 for (; i < 4; i++) {
140 j = 0;
141 for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j];
142 }
143 return M;
144}
145
146function Translate(M, Dx, Dy, Dz) {
147 var T = [
148 [1,0,0,Dx],
149 [0,1,0,Dy],
150 [0,0,1,Dz],
151 [0,0,0,1]
152 ];
153 return MMulti(T, M);
154}
155
156function RotateX(M, Phi) {
157 var a = Phi;
158 a *= Math.PI / 180;
159 var Cos = Math.cos(a);
160 var Sin = Math.sin(a);
161 var R = [
162 [1,0,0,0],
163 [0,Cos,-Sin,0],
164 [0,Sin,Cos,0],
165 [0,0,0,1]
166 ];
167 return MMulti(R, M);
168}
169
170function RotateY(M, Phi) {
171 var a = Phi;
172 a *= Math.PI / 180;
173 var Cos = Math.cos(a);
174 var Sin = Math.sin(a);
175 var R = [
176 [Cos,0,Sin,0],
177 [0,1,0,0],
178 [-Sin,0,Cos,0],
179 [0,0,0,1]
180 ];
181 return MMulti(R, M);
182}
183
184function RotateZ(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 [Cos,-Sin,0,0],
191 [Sin,Cos,0,0],
192 [0,0,1,0],
193 [0,0,0,1]
194 ];
195 return MMulti(R, M);
196}
197
198function DrawQube() {
199 // calc current normals
200 var CurN = new Array();
201 var i = 5;
202 Q.LastPx = 0;
203 for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]);
204 if (CurN[0][2] < 0) {
205 if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; };
206 if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; };
207 if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; };
208 if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; };
209 }
210 if (CurN[1][2] < 0) {
211 if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; };
212 if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; };
213 if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
214 if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; };
215 }
216 if (CurN[2][2] < 0) {
217 if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
218 if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
219 if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
220 if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
221 }
222 if (CurN[3][2] < 0) {
223 if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
224 if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; };
225 if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; };
226 if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; };
227 }
228 if (CurN[4][2] < 0) {
229 if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; };
230 if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; };
231 if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; };
232 if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
233 }
234 if (CurN[5][2] < 0) {
235 if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; };
236 if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
237 if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; };
238 if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; };
239 }
240 Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
241 Q.LastPx = 0;
242}
243
244function Loop() {
245 if (Testing.LoopCount > Testing.LoopMax) return;
246 var TestingStr = String(Testing.LoopCount);
247 while (TestingStr.length < 3) TestingStr = "0" + TestingStr;
248 MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]);
249 MTrans = RotateX(MTrans, 1);
250 MTrans = RotateY(MTrans, 3);
251 MTrans = RotateZ(MTrans, 5);
252 MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]);
253 MQube = MMulti(MTrans, MQube);
254 var i = 8;
255 for (; i > -1; i--) {
256 Q[i].V = VMulti(MTrans, Q[i].V);
257 }
258 DrawQube();
259 Testing.LoopCount++;
260 Loop();
261}
262
263function Init(CubeSize) {
264 // init/reset vars
265 Origin.V = [150,150,20,1];
266 Testing.LoopCount = 0;
267 Testing.LoopMax = 50;
268 Testing.TimeMax = 0;
269 Testing.TimeAvg = 0;
270 Testing.TimeMin = 0;
271 Testing.TimeTemp = 0;
272 Testing.TimeTotal = 0;
273 Testing.Init = false;
274
275 // transformation matrix
276 MTrans = [
277 [1,0,0,0],
278 [0,1,0,0],
279 [0,0,1,0],
280 [0,0,0,1]
281 ];
282
283 // position information of qube
284 MQube = [
285 [1,0,0,0],
286 [0,1,0,0],
287 [0,0,1,0],
288 [0,0,0,1]
289 ];
290
291 // entity matrix
292 I = [
293 [1,0,0,0],
294 [0,1,0,0],
295 [0,0,1,0],
296 [0,0,0,1]
297 ];
298
299 // create qube
300 Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize);
301 Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize);
302 Q[2] = new CreateP( CubeSize, CubeSize, CubeSize);
303 Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize);
304 Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize);
305 Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize);
306 Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize);
307 Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize);
308
309 // center of gravity
310 Q[8] = new CreateP(0, 0, 0);
311
312 // anti-clockwise edge check
313 Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]];
314
315 // calculate squad normals
316 Q.Normal = new Array();
317 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);
318
319 // line drawn ?
320 Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
321
322 // create line pixels
323 Q.NumPx = 9 * 2 * CubeSize;
324 for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0);
325
326 MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]);
327 MQube = MMulti(MTrans, MQube);
328
329 var i = 0;
330 for (; i < 9; i++) {
331 Q[i].V = VMulti(MTrans, Q[i].V);
332 }
333 DrawQube();
334 Testing.Init = true;
335 Loop();
336
337 // Perform a simple sum-based verification.
338 var sum = 0;
339 for (var i = 0; i < Q.length; ++i) {
340 var vector = Q[i].V;
341 for (var j = 0; j < vector.length; ++j)
342 sum += vector[j];
343 }
344 if (sum != validation[CubeSize])
345 throw "Error: bad vector sum for CubeSize = " + CubeSize + "; expected " + validation[CubeSize] + " but got " + sum;
346}
347
348for ( var i = 20; i <= 160; i *= 2 ) {
349 Init(i);
350}
351
352Q = null;
353MTrans = null;
354MQube = null;
355I = null;
356Origin = null;
357Testing = null;
358LoopTime = null;
359DisplArea = null;
360
361} catch (e) {
362 print("JSC EXCEPTION FUZZ: Caught exception: " + e);
363}