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main.js
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//(function() {
if(!Math.imul) {
Math.imul = function(x, y) { return x * y; };
}
var MB = 1024 * 1024;
var SIZE = 256 * MB;
var STACK_SIZE = 2 * MB;
var HEAP_SIZE = SIZE - STACK_SIZE;
var buffer = window.asmBuffer = new ArrayBuffer(SIZE);
var asm = (function (global, env, buffer) {
"use asm";
/*var start = env.start;
var end = env.end;
var print = env.print;
var heapSize = env.heapSize;
var totalSize = env.totalSize;*/
var stackSize = env.STACK_SIZE|0;
var heapSize = env.HEAP_SIZE|0;
var totalSize = env.TOTAL_SIZE|0;
var assertEqual = env.assertEqual;
var print = env.print;
var start = env.start;
var end = env.end;
var U1 = new global.Uint8Array(buffer);
var I1 = new global.Int8Array(buffer);
var U2 = new global.Uint16Array(buffer);
var I2 = new global.Int16Array(buffer);
var U4 = new global.Uint32Array(buffer);
var I4 = new global.Int32Array(buffer);
var F4 = new global.Float32Array(buffer);
var F8 = new global.Float64Array(buffer);
var acos = global.Math.acos;
var asin = global.Math.asin;
var atan = global.Math.atan;
var cos = global.Math.cos;
var sin = global.Math.sin;
var tan = global.Math.tan;
var ceil = global.Math.ceil;
var floor = global.Math.floor;
var exp = global.Math.exp;
var log = global.Math.log;
var sqrt = global.Math.sqrt;
var abs = global.Math.abs;
var atan2 = global.Math.atan2;
var pow = global.Math.pow;
var imul = global.Math.imul;
var globalSP = 64;
var base = 0;
var freep = 0;
var nUnitsMin = 1024;
function reset() {
var $SP = 0;
U4[((($SP) + 32 | 0) + 0 * 4) >> 2] = 4;
U4[((($SP) + 32 | 0) + 1 * 4) >> 2] = totalSize >>> 0;
base = 2 | 0;
freep = 0;
}
function sbrk(nBytes) {
nBytes = nBytes | 0;
var nWords = 0, j = 0, address = 0, $SP = 0;
nWords = (nBytes | 0 | 0) / 4 | 0 | 0;
j = (U4[((($SP) + 32 | 0) + 0 * 4) >> 2] >>> 0 >>> 0) + (nWords | 0 | 0) | 0 | 0;
if ((j | 0) > (heapSize | 0 | 0)) {
//print(int("anull sbrk"));
return 0;
}
address = U4[((($SP) + 32 | 0) + 0 * 4) >> 2] | 0;
U4[(($SP) + 32 + 0 * 4) >> 2] = ((U4[(($SP) + 32 + 0 * 4) >> 2] >>> 0) + (nWords | 0) | 0) >>> 0;
//print("address = " + address);
return address | 0;
}
function morecore(nUnits) {
nUnits = nUnits | 0;
var buffer = 0, header = 0, $SP = 0;
if (nUnits >>> 0 < nUnitsMin >>> 0) {
nUnits = nUnitsMin;
}
buffer = sbrk(imul(nUnits | 0, 8)) | 0;
if ((~~buffer | 0) == 0) {
return 0;
}
header = buffer | 0 | 0;
U4[((header) + 4 | 0) >> 2] = nUnits;
free(header + 1 * 8 | 0 | 0);
return freep | 0;
}
function malloc(nBytes) {
nBytes = nBytes | 0;
var _ = 0, p = 0, prevp = 0, nUnits = 0, i = 0, $SP = 0;
nUnits = (((((nBytes | 0 | 0) + 8 | 0 | 0 | 0 | 0) - 1 | 0 | 0 | 0 | 0) / 8 | 0 | 0 | 0 | 0) + 1 | 0 | 0) >>> 0;
if ((prevp = freep | 0) == 0) {
U4[(base) >> 2] = (freep = (prevp = base | 0) | 0) | 0;
U4[((base) + 4 | 0) >> 2] = 0;
}
i = 0;
for (p = U4[(prevp) >> 2] | 0 | 0; (i | 0) < 10; prevp = p | 0, p = U4[(p) >> 2] | 0 | 0, (_ = i, i = (i | 0) + 1 | 0, _)) {
//print("hue with psize = " + p->size + " and nUnits = " + nUnits );
if ((U4[((p) + 4 | 0) >> 2] | 0) >>> 0 >= nUnits >>> 0) {
if ((U4[((p) + 4 | 0) >> 2] | 0) >>> 0 == nUnits >>> 0) {
U4[(prevp) >> 2] = U4[(p) >> 2] | 0;
} else {
U4[((p) + 4 | 0) >> 2] = ((U4[((p) + 4 | 0) >> 2] >>> 0) - (nUnits >>> 0) | 0) >>> 0;
//console.log(" p pre-resize = " + p + " as uint " + uint(p) + " as double " + double(p) )
//p + (U4[((p) + 4 | 0) >> 2] | 0) * 8
p = (~~p | 0) + (imul(U4[((p) + 4 | 0) >> 2] | 0, 8) | 0) | 0 | 0;
U4[((p) + 4 | 0) >> 2] = nUnits;
}
freep = prevp | 0;
//print(" about to return p = " + p);
//print(" returning " + (byte*)(p + 1));
return p + 1 * 8 | 0 | 0;
}
if (~~p >>> 0 == ~~freep >>> 0) {
//print("grabbing morecore");
if ((p = morecore(nUnits) | 0) == 0) {
return 0;
}
}
}
return 0;
}
function free(ap) {
ap = ap | 0;
var bp = 0, p = 0, comp1 = 0, comp2 = 0, i = 0, $SP = 0;
bp = (ap | 0) - 1 * 8 | 0 | 0;
i = 0;
for (p = freep | 0; (i | 0) == 0; p = U4[(p) >> 2] | 0 | 0) {
if (~~bp >>> 0 > ~~p >>> 0) {
if (~~bp >>> 0 < ~~(U4[(p) >> 2] | 0) >>> 0) {
break;
}
}
//!(bp > p && bp < p->next)
if (~~p >>> 0 >= ~~(U4[(p) >> 2] | 0) >>> 0) {
if (~~bp >>> 0 > ~~p >>> 0) {
break;
} else if (~~bp >>> 0 < ~~(U4[(p) >> 2] | 0) >>> 0) {
break;
}
}
}
comp1 = (~~bp | 0) + (imul(U4[((bp) + 4 | 0) >> 2] | 0, 8) | 0) | 0 | 0;
comp2 = (~~p | 0) + (imul(U4[((p) + 4 | 0) >> 2] | 0, 8) | 0) | 0 | 0;
if (~~comp1 >>> 0 == ~~(U4[(p) >> 2] | 0) >>> 0) {
U4[((bp) + 4 | 0) >> 2] = ((U4[((bp) + 4 | 0) >> 2] >>> 0) + ((U4[((U4[(p) >> 2] | 0) + 4 | 0) >> 2] | 0) >>> 0) | 0) >>> 0;
U4[(bp) >> 2] = U4[(U4[(p) >> 2] | 0) >> 2] | 0;
} else {
U4[(bp) >> 2] = U4[(p) >> 2] | 0;
}
if (~~comp2 >>> 0 == ~~bp >>> 0) {
U4[((p) + 4 | 0) >> 2] = ((U4[((p) + 4 | 0) >> 2] >>> 0) + ((U4[((bp) + 4 | 0) >> 2] | 0) >>> 0) | 0) >>> 0;
U4[(p) >> 2] = U4[(bp) >> 2] | 0;
} else {
U4[(p) >> 2] = bp | 0;
}
freep = p | 0;
}
function Vector3$Vector3(thisPtr, x, y, z) {
thisPtr = thisPtr | 0;
x = +x;
y = +y;
z = +z;
var $SP = 0;
F8[(thisPtr) >> 3] = x;
F8[((thisPtr) + 8 | 0) >> 3] = y;
F8[((thisPtr) + 16 | 0) >> 3] = z;
print(thisPtr | 0);
return thisPtr | 0;
}
function Vector3$create(thisPtr, x, y, z) {
thisPtr = thisPtr | 0;
x = +x;
y = +y;
z = +z;
var _ = 0, $SP = 0;
return (Vector3$Vector3((_ = malloc(24) | 0) | 0, x, y, z), _) | 0;
}
function Vector3$destroy(thisPtr) {
thisPtr = thisPtr | 0;
var $SP = 0;
free(thisPtr | 0 | 0);
}
function Vector3$get(thisPtr, index) {
thisPtr = thisPtr | 0;
index = index | 0;
var $SP = 0;
if ((index | 0) == 0) {
return +(+F8[(thisPtr) >> 3]);
} else if ((index | 0) == 1) {
return +(+F8[((thisPtr) + 8 | 0) >> 3]);
} else if ((index | 0) == 2) {
return +(+F8[((thisPtr) + 16 | 0) >> 3]);
}
return +0;
}
function Vector3$add(thisPtr, vector) {
thisPtr = thisPtr | 0;
vector = vector | 0;
var $SP = 0;
F8[(thisPtr) >> 3] = +F8[(thisPtr) >> 3] + +F8[(vector) >> 3];
F8[((thisPtr) + 8 | 0) >> 3] = +F8[((thisPtr) + 8 | 0) >> 3] + +F8[((vector) + 8 | 0) >> 3];
F8[((thisPtr) + 16 | 0) >> 3] = +F8[((thisPtr) + 16 | 0) >> 3] + +F8[((vector) + 16 | 0) >> 3];
return thisPtr | 0;
}
function Vector3$sub(thisPtr, vector) {
thisPtr = thisPtr | 0;
vector = vector | 0;
var $SP = 0;
F8[(thisPtr) >> 3] = +F8[(thisPtr) >> 3] - +F8[(vector) >> 3];
F8[((thisPtr) + 8 | 0) >> 3] = +F8[((thisPtr) + 8 | 0) >> 3] - +F8[((vector) + 8 | 0) >> 3];
F8[((thisPtr) + 16 | 0) >> 3] = +F8[((thisPtr) + 16 | 0) >> 3] - +F8[((vector) + 16 | 0) >> 3];
return thisPtr | 0;
}
function Vector3$addVectors(thisPtr, a, b) {
thisPtr = thisPtr | 0;
a = a | 0;
b = b | 0;
var $SP = 0;
F8[(thisPtr) >> 3] = +F8[(a) >> 3] + +F8[(b) >> 3];
F8[((thisPtr) + 8 | 0) >> 3] = +F8[((a) + 8 | 0) >> 3] + +F8[((b) + 8 | 0) >> 3];
F8[((thisPtr) + 16 | 0) >> 3] = +F8[((a) + 16 | 0) >> 3] + +F8[((b) + 16 | 0) >> 3];
return thisPtr | 0;
}
function main() {
var _ = 0, _$1 = 0, _$2 = 0, _$3 = 0, _$4 = 0, _$5 = 0, v = 0, w = 0, y = 0, a = 0, b = 0, c = 0, d = 0, $SP = 0;
U4[1] = totalSize - 64;
U4[0] = 4;
U4[1] = (U4[1] | 0) - 24;
$SP = U4[1] | 0;
//console.log("main start");
reset();
(Vector3$Vector3(($SP) | 0 | 0, +0, +0, +0), F8[($SP) >> 3]);
w = (Vector3$Vector3((_ = malloc(24) | 0) | 0, +0, +0, +0), _) | 0;
y = (Vector3$Vector3((_$1 = malloc(24) | 0) | 0, +0, +0, +0), _$1) | 0;
a = (Vector3$Vector3((_$2 = malloc(24) | 0) | 0, +0, +0, +0), _$2) | 0;
b = (Vector3$Vector3((_$3 = malloc(24) | 0) | 0, +0, +0, +0), _$3) | 0;
c = (Vector3$Vector3((_$4 = malloc(24) | 0) | 0, +0, +0, +0), _$4) | 0;
d = (Vector3$Vector3((_$5 = malloc(24) | 0) | 0, +0, +0, +0), _$5) | 0;
//console.log("main allocated 6");
F8[(w) >> 3] = +1;
F8[((y) + 8 | 0) >> 3] = +2;
F8[((a) + 16 | 0) >> 3] = +3;
F8[((a) + 8 | 0) >> 3] = +4;
F8[((b) + 16 | 0) >> 3] = +5;
F8[((c) + 8 | 0) >> 3] = +6;
F8[((d) + 16 | 0) >> 3] = +7;
print(+(+F8[(w) >> 3]));
print(+(+F8[((y) + 8 | 0) >> 3]));
print(+(+F8[((a) + 16 | 0) >> 3]));
print(+(+F8[((a) + 8 | 0) >> 3]));
print(+(+F8[((b) + 16 | 0) >> 3]));
print(+(+F8[((c) + 8 | 0) >> 3]));
print(+(+F8[((d) + 16 | 0) >> 3]));
U4[1] = (U4[1] | 0) + 24;
return 0.0;
}
function memcpy(dest, src, num) {
dest = dest|0; src = src|0; num = num|0;
var ret = 0;
ret = dest|0;
if ((dest&3) == (src&3)) {
while (dest & 3) {
if ((num|0) == 0) return ret|0;
U1[(dest)]=U1[(src)];
dest = (dest+1)|0;
src = (src+1)|0;
num = (num-1)|0;
}
while ((num|0) >= 4) {
U4[((dest)>>2)]=U4[((src)>>2)];
dest = (dest+4)|0;
src = (src+4)|0;
num = (num-4)|0;
}
}
while ((num|0) > 0) {
U1[(dest)]=U1[(src)];
dest = (dest+1)|0;
src = (src+1)|0;
num = (num-1)|0;
}
return ret|0;
}
function memset(ptr, value, num) {
ptr = ptr|0; value = value|0; num = num|0;
var stop = 0, value4 = 0, stop4 = 0, unaligned = 0;
stop = (ptr + num)|0;
if ((num|0) >= 20) {
// This is unaligned, but quite large, so work hard to get to aligned settings
value = value & 0xff;
unaligned = ptr & 3;
value4 = value | (value << 8) | (value << 16) | (value << 24);
stop4 = stop & ~3;
if (unaligned) {
unaligned = (ptr + 4 - unaligned)|0;
while ((ptr|0) < (unaligned|0)) { // no need to check for stop, since we have large num
U1[(ptr)]=value;
ptr = (ptr+1)|0;
}
}
while ((ptr|0) < (stop4|0)) {
U4[((ptr)>>2)]=value4;
ptr = (ptr+4)|0;
}
}
while ((ptr|0) < (stop|0)) {
U1[(ptr)]=value;
ptr = (ptr+1)|0;
}
}
return { main: main };
//return { Vector3$Vector3:Vector3$Vector3 };
})({ Uint8Array: Uint8Array,
Int8Array: Int8Array,
Uint16Array: Uint16Array,
Int16Array: Int16Array,
Uint32Array: Uint32Array,
Int32Array: Int32Array,
Float32Array: Float32Array,
Float64Array: Float64Array,
Math: Math },
{ HEAP_SIZE: HEAP_SIZE,
STACK_SIZE: STACK_SIZE,
TOTAL_SIZE: SIZE,
assertEqual: assertEqual,
print: _print,
start: start,
end: end },
buffer);
function assertEqual(val1, val2) {
var err = true;
var msg;
if(val1 | 0 !== val1) {
if(Math.abs(val1 - val2) < .00000001) {
err = false;
}
else {
msg = 'eps';
}
}
else if(val1 === val2) {
err = false;
}
if(err) {
throw new Error(val1 + ' does not equal ' + val2);
}
}
function _print(arg/* arg1, arg2, ..., argN */) {
console.log(arg);
//var func = ((typeof console !== 'undefined' && console.log) || print);
//func.apply(null, arguments);
}
var _time;
function start() {
_time = Date.now();
}
function end() {
return Date.now() - _time;
}
//asm.main();
//})();