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https://repo.dactyloidae.xyz/Dactyloidae/UXP.git
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import FIREFOX_52_6_0esr_RELEASE from mozilla-esr52 hg repo
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commit
dcd9973243
150858 changed files with 23884658 additions and 0 deletions
387
build/pgo/js-input/sunspider/3d-cube.html
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387
build/pgo/js-input/sunspider/3d-cube.html
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<!DOCTYPE html>
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<head>
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<!--
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Copyright (C) 2007 Apple Inc. All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-->
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<title>SunSpider 3d-cube</title>
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</head>
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<body>
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<h3>3d-cube</h3>
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<div id="console">
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</div>
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<script>
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var _sunSpiderStartDate = new Date();
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// 3D Cube Rotation
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// http://www.speich.net/computer/moztesting/3d.htm
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// Created by Simon Speich
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var Q = new Array();
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var MTrans = new Array(); // transformation matrix
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var MQube = new Array(); // position information of qube
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var I = new Array(); // entity matrix
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var Origin = new Object();
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var Testing = new Object();
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var LoopTimer;
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var DisplArea = new Object();
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DisplArea.Width = 300;
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DisplArea.Height = 300;
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function DrawLine(From, To) {
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var x1 = From.V[0];
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var x2 = To.V[0];
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var y1 = From.V[1];
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var y2 = To.V[1];
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var dx = Math.abs(x2 - x1);
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var dy = Math.abs(y2 - y1);
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var x = x1;
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var y = y1;
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var IncX1, IncY1;
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var IncX2, IncY2;
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var Den;
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var Num;
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var NumAdd;
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var NumPix;
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if (x2 >= x1) { IncX1 = 1; IncX2 = 1; }
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else { IncX1 = -1; IncX2 = -1; }
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if (y2 >= y1) { IncY1 = 1; IncY2 = 1; }
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else { IncY1 = -1; IncY2 = -1; }
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if (dx >= dy) {
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IncX1 = 0;
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IncY2 = 0;
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Den = dx;
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Num = dx / 2;
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NumAdd = dy;
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NumPix = dx;
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}
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else {
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IncX2 = 0;
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IncY1 = 0;
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Den = dy;
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Num = dy / 2;
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NumAdd = dx;
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NumPix = dy;
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}
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NumPix = Math.round(Q.LastPx + NumPix);
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var i = Q.LastPx;
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for (; i < NumPix; i++) {
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Num += NumAdd;
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if (Num >= Den) {
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Num -= Den;
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x += IncX1;
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y += IncY1;
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}
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x += IncX2;
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y += IncY2;
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}
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Q.LastPx = NumPix;
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}
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function CalcCross(V0, V1) {
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var Cross = new Array();
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Cross[0] = V0[1]*V1[2] - V0[2]*V1[1];
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Cross[1] = V0[2]*V1[0] - V0[0]*V1[2];
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Cross[2] = V0[0]*V1[1] - V0[1]*V1[0];
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return Cross;
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}
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function CalcNormal(V0, V1, V2) {
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var A = new Array(); var B = new Array();
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for (var i = 0; i < 3; i++) {
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A[i] = V0[i] - V1[i];
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B[i] = V2[i] - V1[i];
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}
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A = CalcCross(A, B);
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var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]);
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for (var i = 0; i < 3; i++) A[i] = A[i] / Length;
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A[3] = 1;
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return A;
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}
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function CreateP(X,Y,Z) {
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this.V = [X,Y,Z,1];
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}
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// multiplies two matrices
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function MMulti(M1, M2) {
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var M = [[],[],[],[]];
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var i = 0;
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var j = 0;
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for (; i < 4; i++) {
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j = 0;
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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];
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}
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return M;
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}
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//multiplies matrix with vector
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function VMulti(M, V) {
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var Vect = new Array();
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var i = 0;
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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];
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return Vect;
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}
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function VMulti2(M, V) {
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var Vect = new Array();
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var i = 0;
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for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2];
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return Vect;
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}
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// add to matrices
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function MAdd(M1, M2) {
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var M = [[],[],[],[]];
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var i = 0;
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var j = 0;
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for (; i < 4; i++) {
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j = 0;
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for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j];
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}
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return M;
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}
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function Translate(M, Dx, Dy, Dz) {
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var T = [
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[1,0,0,Dx],
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[0,1,0,Dy],
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[0,0,1,Dz],
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[0,0,0,1]
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];
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return MMulti(T, M);
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}
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function RotateX(M, Phi) {
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var a = Phi;
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a *= Math.PI / 180;
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var Cos = Math.cos(a);
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var Sin = Math.sin(a);
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var R = [
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[1,0,0,0],
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[0,Cos,-Sin,0],
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[0,Sin,Cos,0],
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[0,0,0,1]
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];
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return MMulti(R, M);
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}
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function RotateY(M, Phi) {
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var a = Phi;
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a *= Math.PI / 180;
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var Cos = Math.cos(a);
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var Sin = Math.sin(a);
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var R = [
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[Cos,0,Sin,0],
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[0,1,0,0],
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[-Sin,0,Cos,0],
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[0,0,0,1]
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];
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return MMulti(R, M);
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}
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function RotateZ(M, Phi) {
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var a = Phi;
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a *= Math.PI / 180;
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var Cos = Math.cos(a);
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var Sin = Math.sin(a);
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var R = [
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[Cos,-Sin,0,0],
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[Sin,Cos,0,0],
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[0,0,1,0],
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[0,0,0,1]
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];
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return MMulti(R, M);
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}
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function DrawQube() {
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// calc current normals
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var CurN = new Array();
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var i = 5;
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Q.LastPx = 0;
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for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]);
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if (CurN[0][2] < 0) {
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if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; };
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if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; };
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if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; };
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if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; };
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}
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if (CurN[1][2] < 0) {
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if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; };
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if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; };
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if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
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if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; };
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}
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if (CurN[2][2] < 0) {
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if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
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if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
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if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
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if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
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}
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if (CurN[3][2] < 0) {
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if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
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if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; };
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if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; };
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if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; };
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}
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if (CurN[4][2] < 0) {
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if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; };
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if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; };
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if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; };
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if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
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}
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if (CurN[5][2] < 0) {
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if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; };
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if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
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if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; };
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if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; };
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}
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Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
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Q.LastPx = 0;
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}
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function Loop() {
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if (Testing.LoopCount > Testing.LoopMax) return;
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var TestingStr = String(Testing.LoopCount);
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while (TestingStr.length < 3) TestingStr = "0" + TestingStr;
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MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]);
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MTrans = RotateX(MTrans, 1);
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MTrans = RotateY(MTrans, 3);
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MTrans = RotateZ(MTrans, 5);
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MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]);
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MQube = MMulti(MTrans, MQube);
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var i = 8;
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for (; i > -1; i--) {
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Q[i].V = VMulti(MTrans, Q[i].V);
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}
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DrawQube();
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Testing.LoopCount++;
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Loop();
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}
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function Init(CubeSize) {
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// init/reset vars
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Origin.V = [150,150,20,1];
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Testing.LoopCount = 0;
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Testing.LoopMax = 50;
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Testing.TimeMax = 0;
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Testing.TimeAvg = 0;
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Testing.TimeMin = 0;
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Testing.TimeTemp = 0;
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Testing.TimeTotal = 0;
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Testing.Init = false;
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// transformation matrix
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MTrans = [
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[1,0,0,0],
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[0,1,0,0],
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[0,0,1,0],
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[0,0,0,1]
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];
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// position information of qube
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MQube = [
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[1,0,0,0],
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[0,1,0,0],
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[0,0,1,0],
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[0,0,0,1]
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];
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// entity matrix
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I = [
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[1,0,0,0],
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[0,1,0,0],
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[0,0,1,0],
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[0,0,0,1]
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];
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// create qube
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Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize);
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Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize);
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Q[2] = new CreateP( CubeSize, CubeSize, CubeSize);
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Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize);
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Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize);
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Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize);
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Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize);
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Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize);
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// center of gravity
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Q[8] = new CreateP(0, 0, 0);
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// anti-clockwise edge check
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Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]];
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// calculate squad normals
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Q.Normal = new Array();
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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);
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// line drawn ?
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Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
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// create line pixels
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Q.NumPx = 9 * 2 * CubeSize;
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for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0);
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MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]);
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MQube = MMulti(MTrans, MQube);
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var i = 0;
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for (; i < 9; i++) {
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Q[i].V = VMulti(MTrans, Q[i].V);
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}
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DrawQube();
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Testing.Init = true;
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Loop();
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}
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for ( var i = 20; i <= 160; i *= 2 ) {
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Init(i);
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}
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Q = null;
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MTrans = null;
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MQube = null;
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I = null;
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Origin = null;
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Testing = null;
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LoopTime = null;
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DisplArea = null;
|
||||
|
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|
||||
var _sunSpiderInterval = new Date() - _sunSpiderStartDate;
|
||||
|
||||
document.getElementById("console").innerHTML = _sunSpiderInterval;
|
||||
</script>
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
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