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// Copyright (c) 2001-2010, Purdue University. All rights reserved.
// Copyright (C) 2015 Apple Inc. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the Purdue University nor the
// names of its contributors may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY
// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
var referenceScore = 20;
////////////////////////////////////////////////////////////////////////////////
// Runner
////////////////////////////////////////////////////////////////////////////////
if (typeof (WScript) === "undefined") {
var WScript = {
Echo: print
}
}
var print = function () {};
var performance = performance || {};
performance.now = (function() {
return performance.now ||
performance.mozNow ||
performance.msNow ||
performance.oNow ||
performance.webkitNow ||
Date.now;
})();
function reportResult(score) {
WScript.Echo("### SCORE: " + (100 * referenceScore / score));
}
var top = {};
top.JetStream = {
reportResult: reportResult
};
////////////////////////////////////////////////////////////////////////////////
// util.js
////////////////////////////////////////////////////////////////////////////////
function compareNumbers(a, b) {
if (a == b)
return 0;
if (a < b)
return -1;
if (a > b)
return 1;
// We say that NaN is smaller than non-NaN.
if (a == a)
return 1;
return -1;
}
function averageAbovePercentile(numbers, percentile) {
// Don't change the original array.
numbers = numbers.slice();
// Sort in ascending order.
numbers.sort(function(a, b) { return a - b; });
// Now the elements we want are at the end. Keep removing them until the array size shrinks too much.
// Examples assuming percentile = 99:
//
// - numbers.length starts at 100: we will remove just the worst entry and then not remove anymore,
// since then numbers.length / originalLength = 0.99.
//
// - numbers.length starts at 1000: we will remove the ten worst.
//
// - numbers.length starts at 10: we will remove just the worst.
var numbersWeWant = [];
var originalLength = numbers.length;
while (numbers.length / originalLength > percentile / 100)
numbersWeWant.push(numbers.pop());
var sum = 0;
for (var i = 0; i < numbersWeWant.length; ++i)
sum += numbersWeWant[i];
var result = sum / numbersWeWant.length;
// Do a sanity check.
if (numbers.length && result < numbers[numbers.length - 1]) {
throw "Sanity check fail: the worst case result is " + result +
" but we didn't take into account " + numbers;
}
return result;
}
var currentTime;
if (this.performance && performance.now)
currentTime = function() { return performance.now() };
else if (preciseTime)
currentTime = function() { return preciseTime() * 1000; };
else
currentTime = function() { return 0 + new Date(); };
//benchmark.js
function benchmark() {
var verbosity = 0;
var numAircraft = 1000;
var numFrames = 200;
var expectedCollisions = 14484;
var percentile = 95;
var simulator = new Simulator(numAircraft);
var detector = new CollisionDetector();
var lastTime = currentTime();
var results = [];
for (var i = 0; i < numFrames; ++i) {
var time = i / 10;
var collisions = detector.handleNewFrame(simulator.simulate(time));
var before = lastTime;
var after = currentTime();
lastTime = after;
var result = {
time: after - before,
numCollisions: collisions.length
};
if (verbosity >= 2)
result.collisions = collisions;
results.push(result);
}
if (verbosity >= 1) {
for (var i = 0; i < results.length; ++i) {
var string = "Frame " + i + ": " + results[i].time + " ms.";
if (results[i].numCollisions)
string += " (" + results[i].numCollisions + " collisions.)";
print(string);
if (verbosity >= 2 && results[i].collisions.length)
print(" Collisions: " + results[i].collisions);
}
}
// Check results.
var actualCollisions = 0;
for (var i = 0; i < results.length; ++i)
actualCollisions += results[i].numCollisions;
if (actualCollisions != expectedCollisions) {
throw new Error("Bad number of collisions: " + actualCollisions + " (expected " +
expectedCollisions + ")");
}
// Find the worst 5%
var times = [];
for (var i = 0; i < results.length; ++i)
times.push(results[i].time);
return averageAbovePercentile(times, percentile);
}
//call_sign.js
function CallSign(value) {
this._value = value;
}
CallSign.prototype.compareTo = function(other) {
return this._value.localeCompare(other._value);
}
CallSign.prototype.toString = function() {
return this._value;
}
//collision.js
function Collision(aircraft, position) {
this.aircraft = aircraft;
this.position = position;
}
Collision.prototype.toString = function() {
return "Collision(" + this.aircraft + " at " + this.position + ")";
};
//collision_detector.js
function CollisionDetector() {
this._state = new RedBlackTree();
}
CollisionDetector.prototype.handleNewFrame = function(frame) {
var motions = [];
var seen = new RedBlackTree();
for (var i = 0; i < frame.length; ++i) {
var aircraft = frame[i];
var oldPosition = this._state.put(aircraft.callsign, aircraft.position);
var newPosition = aircraft.position;
seen.put(aircraft.callsign, true);
if (!oldPosition) {
// Treat newly introduced aircraft as if they were stationary.
oldPosition = newPosition;
}
motions.push(new Motion(aircraft.callsign, oldPosition, newPosition));
}
// Remove aircraft that are no longer present.
var toRemove = [];
this._state.forEach(function(callsign, position) {
if (!seen.get(callsign))
toRemove.push(callsign);
});
for (var i = 0; i < toRemove.length; ++i)
this._state.remove(toRemove[i]);
var allReduced = reduceCollisionSet(motions);
var collisions = [];
for (var reductionIndex = 0; reductionIndex < allReduced.length; ++reductionIndex) {
var reduced = allReduced[reductionIndex];
for (var i = 0; i < reduced.length; ++i) {
var motion1 = reduced[i];
for (var j = i + 1; j < reduced.length; ++j) {
var motion2 = reduced[j];
var collision = motion1.findIntersection(motion2);
if (collision)
collisions.push(new Collision([motion1.callsign, motion2.callsign], collision));
}
}
}
return collisions;
};
//constants.js
var Constants = {};
Constants.MIN_X = 0;
Constants.MIN_Y = 0;
Constants.MAX_X = 1000;
Constants.MAX_Y = 1000;
Constants.MIN_Z = 0;
Constants.MAX_Z = 10;
Constants.PROXIMITY_RADIUS = 1;
Constants.GOOD_VOXEL_SIZE = Constants.PROXIMITY_RADIUS * 2;
//motion.js
function Motion(callsign, posOne, posTwo) {
this.callsign = callsign;
this.posOne = posOne;
this.posTwo = posTwo;
}
Motion.prototype.toString = function() {
return "Motion(" + this.callsign + " from " + this.posOne + " to " + this.posTwo + ")";
};
Motion.prototype.delta = function() {
return this.posTwo.minus(this.posOne);
};
Motion.prototype.findIntersection = function(other) {
var init1 = this.posOne;
var init2 = other.posOne;
var vec1 = this.delta();
var vec2 = other.delta();
var radius = Constants.PROXIMITY_RADIUS;
// this test is not geometrical 3-d intersection test, it takes the fact that the aircraft move
// into account ; so it is more like a 4d test
// (it assumes that both of the aircraft have a constant speed over the tested interval)
// we thus have two points, each of them moving on its line segment at constant speed ; we are looking
// for times when the distance between these two points is smaller than r
// vec1 is vector of aircraft 1
// vec2 is vector of aircraft 2
// a = (V2 - V1)^T * (V2 - V1)
var a = vec2.minus(vec1).squaredMagnitude();
if (a != 0) {
// we are first looking for instances of time when the planes are exactly r from each other
// at least one plane is moving ; if the planes are moving in parallel, they do not have constant speed
// if the planes are moving in parallel, then
// if the faster starts behind the slower, we can have 2, 1, or 0 solutions
// if the faster plane starts in front of the slower, we can have 0 or 1 solutions
// if the planes are not moving in parallel, then
// point P1 = I1 + vV1
// point P2 = I2 + vV2
// - looking for v, such that dist(P1,P2) = || P1 - P2 || = r
// it follows that || P1 - P2 || = sqrt( < P1-P2, P1-P2 > )
// 0 = -r^2 + < P1 - P2, P1 - P2 >
// from properties of dot product
// 0 = -r^2 + <I1-I2,I1-I2> + v * 2<I1-I2, V1-V2> + v^2 *<V1-V2,V1-V2>
// so we calculate a, b, c - and solve the quadratic equation
// 0 = c + bv + av^2
// b = 2 * <I1-I2, V1-V2>
var b = 2 * init1.minus(init2).dot(vec1.minus(vec2));
// c = -r^2 + (I2 - I1)^T * (I2 - I1)
var c = -radius * radius + init2.minus(init1).squaredMagnitude();
var discr = b * b - 4 * a * c;
if (discr < 0)
return null;
var v1 = (-b - Math.sqrt(discr)) / (2 * a);
var v2 = (-b + Math.sqrt(discr)) / (2 * a);
if (v1 <= v2 && ((v1 <= 1 && 1 <= v2) ||
(v1 <= 0 && 0 <= v2) ||
(0 <= v1 && v2 <= 1))) {
// Pick a good "time" at which to report the collision.
var v;
if (v1 <= 0) {
// The collision started before this frame. Report it at the start of the frame.
v = 0;
} else {
// The collision started during this frame. Report it at that moment.
v = v1;
}
var result1 = init1.plus(vec1.times(v));
var result2 = init2.plus(vec2.times(v));
var result = result1.plus(result2).times(0.5);
if (result.x >= Constants.MIN_X &&
result.x <= Constants.MAX_X &&
result.y >= Constants.MIN_Y &&
result.y <= Constants.MAX_Y &&
result.z >= Constants.MIN_Z &&
result.z <= Constants.MAX_Z)
return result;
}
return null;
}
// the planes have the same speeds and are moving in parallel (or they are not moving at all)
// they thus have the same distance all the time ; we calculate it from the initial point
// dist = || i2 - i1 || = sqrt( ( i2 - i1 )^T * ( i2 - i1 ) )
var dist = init2.minus(init1).magnitude();
if (dist <= radius)
return init1.plus(init2).times(0.5);
return null;
};
//red_black_tree.js
var RedBlackTree = (function(){
function compare(a, b) {
return a.compareTo(b);
}
function treeMinimum(x) {
while (x.left)
x = x.left;
return x;
}
function treeMaximum(x) {
while (x.right)
x = x.right;
return x;
}
function Node(key, value) {
this.key = key;
this.value = value;
this.left = null;
this.right = null;
this.parent = null;
this.color = "red";
}
Node.prototype.successor = function() {
var x = this;
if (x.right)
return treeMinimum(x.right);
var y = x.parent;
while (y && x == y.right) {
x = y;
y = y.parent;
}
return y;
};
Node.prototype.predecessor = function() {
var x = this;
if (x.left)
return treeMaximum(x.left);
var y = x.parent;
while (y && x == y.left) {
x = y;
y = y.parent;
}
return y;
};
Node.prototype.toString = function() {
return this.key + "=>" + this.value + " (" + this.color + ")";
};
function RedBlackTree() {
this._root = null;
}
RedBlackTree.prototype.put = function(key, value) {
var insertionResult = this._treeInsert(key, value);
if (!insertionResult.isNewEntry)
return insertionResult.oldValue;
var x = insertionResult.newNode;
while (x != this._root && x.parent.color == "red") {
if (x.parent == x.parent.parent.left) {
var y = x.parent.parent.right;
if (y && y.color == "red") {
// Case 1
x.parent.color = "black";
y.color = "black";
x.parent.parent.color = "red";
x = x.parent.parent;
} else {
if (x == x.parent.right) {
// Case 2
x = x.parent;
this._leftRotate(x);
}
// Case 3
x.parent.color = "black";
x.parent.parent.color = "red";
this._rightRotate(x.parent.parent);
}
} else {
// Same as "then" clause with "right" and "left" exchanged.
var y = x.parent.parent.left;
if (y && y.color == "red") {
// Case 1
x.parent.color = "black";
y.color = "black";
x.parent.parent.color = "red";
x = x.parent.parent;
} else {
if (x == x.parent.left) {
// Case 2
x = x.parent;
this._rightRotate(x);
}
// Case 3
x.parent.color = "black";
x.parent.parent.color = "red";
this._leftRotate(x.parent.parent);
}
}
}
this._root.color = "black";
return null;
};
RedBlackTree.prototype.remove = function(key) {
var z = this._findNode(key);
if (!z)
return null;
// Y is the node to be unlinked from the tree.
var y;
if (!z.left || !z.right)
y = z;
else
y = z.successor();
// Y is guaranteed to be non-null at this point.
var x;
if (y.left)
x = y.left;
else
x = y.right;
// X is the child of y which might potentially replace y in the tree. X might be null at
// this point.
var xParent;
if (x) {
x.parent = y.parent;
xParent = x.parent;
} else
xParent = y.parent;
if (!y.parent)
this._root = x;
else {
if (y == y.parent.left)
y.parent.left = x;
else
y.parent.right = x;
}
if (y != z) {
if (y.color == "black")
this._removeFixup(x, xParent);
y.parent = z.parent;
y.color = z.color;
y.left = z.left;
y.right = z.right;
if (z.left)
z.left.parent = y;
if (z.right)
z.right.parent = y;
if (z.parent) {
if (z.parent.left == z)
z.parent.left = y;
else
z.parent.right = y;
} else
this._root = y;
} else if (y.color == "black")
this._removeFixup(x, xParent);
return z.value;
};
RedBlackTree.prototype.get = function(key) {
var node = this._findNode(key);
if (!node)
return null;
return node.value;
};
RedBlackTree.prototype.forEach = function(callback) {
if (!this._root)
return;
for (var current = treeMinimum(this._root); current; current = current.successor())
callback(current.key, current.value);
};
RedBlackTree.prototype.asArray = function() {
var result = [];
this.forEach(function(key, value) {
result.push({key: key, value: value});
});
return result;
};
RedBlackTree.prototype.toString = function() {
var result = "[";
var first = true;
this.forEach(function(key, value) {
if (first)
first = false;
else
result += ", ";
result += key + "=>" + value;
});
return result + "]";
};
RedBlackTree.prototype._findNode = function(key) {
for (var current = this._root; current;) {
var comparisonResult = compare(key, current.key);
if (!comparisonResult)
return current;
if (comparisonResult < 0)
current = current.left;
else
current = current.right;
}
return null;
};
RedBlackTree.prototype._treeInsert = function(key, value) {
var y = null;
var x = this._root;
while (x) {
y = x;
var comparisonResult = key.compareTo(x.key);
if (comparisonResult < 0)
x = x.left;
else if (comparisonResult > 0)
x = x.right;
else {
var oldValue = x.value;
x.value = value;
return {isNewEntry:false, oldValue:oldValue};
}
}
var z = new Node(key, value);
z.parent = y;
if (!y)
this._root = z;
else {
if (key.compareTo(y.key) < 0)
y.left = z;
else
y.right = z;
}
return {isNewEntry:true, newNode:z};
};
RedBlackTree.prototype._leftRotate = function(x) {
var y = x.right;
// Turn y's left subtree into x's right subtree.
x.right = y.left;
if (y.left)
y.left.parent = x;
// Link x's parent to y.
y.parent = x.parent;
if (!x.parent)
this._root = y;
else {
if (x == x.parent.left)
x.parent.left = y;
else
x.parent.right = y;
}
// Put x on y's left.
y.left = x;
x.parent = y;
return y;
};
RedBlackTree.prototype._rightRotate = function(y) {
var x = y.left;
// Turn x's right subtree into y's left subtree.
y.left = x.right;
if (x.right)
x.right.parent = y;
// Link y's parent to x;
x.parent = y.parent;
if (!y.parent)
this._root = x;
else {
if (y == y.parent.left)
y.parent.left = x;
else
y.parent.right = x;
}
x.right = y;
y.parent = x;
return x;
};
RedBlackTree.prototype._removeFixup = function(x, xParent) {
while (x != this._root && (!x || x.color == "black")) {
if (x == xParent.left) {
// Note: the text points out that w cannot be null. The reason is not obvious from
// simply looking at the code; it comes about from the properties of the red-black
// tree.
var w = xParent.right;
if (w.color == "red") {
// Case 1
w.color = "black";
xParent.color = "red";
this._leftRotate(xParent);
w = xParent.right;
}
if ((!w.left || w.left.color == "black")
&& (!w.right || w.right.color == "black")) {
// Case 2
w.color = "red";
x = xParent;
xParent = x.parent;
} else {
if (!w.right || w.right.color == "black") {
// Case 3
w.left.color = "black";
w.color = "red";
this._rightRotate(w);
w = xParent.right;
}
// Case 4
w.color = xParent.color;
xParent.color = "black";
if (w.right)
w.right.color = "black";
this._leftRotate(xParent);
x = this._root;
xParent = x.parent;
}
} else {
// Same as "then" clause with "right" and "left" exchanged.
var w = xParent.left;
if (w.color == "red") {
// Case 1
w.color = "black";
xParent.color = "red";
this._rightRotate(xParent);
w = xParent.left;
}
if ((!w.right || w.right.color == "black")
&& (!w.left || w.left.color == "black")) {
// Case 2
w.color = "red";
x = xParent;
xParent = x.parent;
} else {
if (!w.left || w.left.color == "black") {
// Case 3
w.right.color = "black";
w.color = "red";
this._leftRotate(w);
w = xParent.left;
}
// Case 4
w.color = xParent.color;
xParent.color = "black";
if (w.left)
w.left.color = "black";
this._rightRotate(xParent);
x = this._root;
xParent = x.parent;
}
}
}
if (x)
x.color = "black";
};
return RedBlackTree;
})();
//reduce_collision_set.js
var drawMotionOnVoxelMap = (function() {
var voxelSize = Constants.GOOD_VOXEL_SIZE;
var horizontal = new Vector2D(voxelSize, 0);
var vertical = new Vector2D(0, voxelSize);
function voxelHash(position) {
var xDiv = (position.x / voxelSize) | 0;
var yDiv = (position.y / voxelSize) | 0;
var result = new Vector2D();
result.x = voxelSize * xDiv;
result.y = voxelSize * yDiv;
if (position.x < 0)
result.x -= voxelSize;
if (position.y < 0)
result.y -= voxelSize;
return result;
}
return function(voxelMap, motion) {
var seen = new RedBlackTree();
function putIntoMap(voxel) {
var array = voxelMap.get(voxel);
if (!array)
voxelMap.put(voxel, array = []);
array.push(motion);
}
function isInVoxel(voxel) {
if (voxel.x > Constants.MAX_X ||
voxel.x < Constants.MIN_X ||
voxel.y > Constants.MAX_Y ||
voxel.y < Constants.MIN_Y)
return false;
var init = motion.posOne;
var fin = motion.posTwo;
var v_s = voxelSize;
var r = Constants.PROXIMITY_RADIUS / 2;
var v_x = voxel.x;
var x0 = init.x;
var xv = fin.x - init.x;
var v_y = voxel.y;
var y0 = init.y;
var yv = fin.y - init.y;
var low_x, high_x;
low_x = (v_x - r - x0) / xv;
high_x = (v_x + v_s + r - x0) / xv;
if (xv < 0) {
var tmp = low_x;
low_x = high_x;
high_x = tmp;
}
var low_y, high_y;
low_y = (v_y - r - y0) / yv;
high_y = (v_y + v_s + r - y0) / yv;
if (yv < 0) {
var tmp = low_y;
low_y = high_y;
high_y = tmp;
}
if (false) {
print("v_x = " + v_x + ", x0 = " + x0 + ", xv = " + xv + ", v_y = " + v_y + ", y0 = " + y0 + ", yv = " + yv + ", low_x = " + low_x + ", low_y = " + low_y + ", high_x = " + high_x + ", high_y = " + high_y);
}
return (((xv == 0 && v_x <= x0 + r && x0 - r <= v_x + v_s) /* no motion in x */ ||
((low_x <= 1 && 1 <= high_x) || (low_x <= 0 && 0 <= high_x) ||
(0 <= low_x && high_x <= 1))) &&
((yv == 0 && v_y <= y0 + r && y0 - r <= v_y + v_s) /* no motion in y */ ||
((low_y <= 1 && 1 <= high_y) || (low_y <= 0 && 0 <= high_y) ||
(0 <= low_y && high_y <= 1))) &&
(xv == 0 || yv == 0 || /* no motion in x or y or both */
(low_y <= high_x && high_x <= high_y) ||
(low_y <= low_x && low_x <= high_y) ||
(low_x <= low_y && high_y <= high_x)));
}
function recurse(nextVoxel) {
if (!isInVoxel(nextVoxel, motion))
return;
if (seen.put(nextVoxel, true))
return;
putIntoMap(nextVoxel);
recurse(nextVoxel.minus(horizontal));
recurse(nextVoxel.plus(horizontal));
recurse(nextVoxel.minus(vertical));
recurse(nextVoxel.plus(vertical));
recurse(nextVoxel.minus(horizontal).minus(vertical));
recurse(nextVoxel.minus(horizontal).plus(vertical));
recurse(nextVoxel.plus(horizontal).minus(vertical));
recurse(nextVoxel.plus(horizontal).plus(vertical));
}
recurse(voxelHash(motion.posOne));
};
})();
function reduceCollisionSet(motions) {
var voxelMap = new RedBlackTree();
for (var i = 0; i < motions.length; ++i)
drawMotionOnVoxelMap(voxelMap, motions[i]);
var result = [];
voxelMap.forEach(function(key, value) {
if (value.length > 1)
result.push(value);
});
return result;
}
//simulator.js
function Simulator(numAircraft) {
this._aircraft = [];
for (var i = 0; i < numAircraft; ++i)
this._aircraft.push(new CallSign("foo" + i));
}
Simulator.prototype.simulate = function(time) {
var frame = [];
for (var i = 0; i < this._aircraft.length; i += 2) {
frame.push({
callsign: this._aircraft[i],
position: new Vector3D(time, Math.cos(time) * 2 + i * 3, 10)
});
frame.push({
callsign: this._aircraft[i + 1],
position: new Vector3D(time, Math.sin(time) * 2 + i * 3, 10)
});
}
return frame;
};
//vector_2d.js
function Vector2D(x, y) {
this.x = x;
this.y = y;
}
Vector2D.prototype.plus = function(other) {
return new Vector2D(this.x + other.x,
this.y + other.y);
};
Vector2D.prototype.minus = function(other) {
return new Vector2D(this.x - other.x,
this.y - other.y);
};
Vector2D.prototype.toString = function() {
return "[" + this.x + ", " + this.y + "]";
};
Vector2D.prototype.compareTo = function(other) {
var result = compareNumbers(this.x, other.x);
if (result)
return result;
return compareNumbers(this.y, other.y);
};
//vector_3d.js
function Vector3D(x, y, z) {
this.x = x;
this.y = y;
this.z = z;
}
Vector3D.prototype.plus = function(other) {
return new Vector3D(this.x + other.x,
this.y + other.y,
this.z + other.z);
};
Vector3D.prototype.minus = function(other) {
return new Vector3D(this.x - other.x,
this.y - other.y,
this.z - other.z);
};
Vector3D.prototype.dot = function(other) {
return this.x * other.x + this.y * other.y + this.z * other.z;
};
Vector3D.prototype.squaredMagnitude = function() {
return this.dot(this);
};
Vector3D.prototype.magnitude = function() {
return Math.sqrt(this.squaredMagnitude());
};
Vector3D.prototype.times = function(amount) {
return new Vector3D(this.x * amount,
this.y * amount,
this.z * amount);
};
Vector3D.prototype.as2D = function() {
return new Vector2D(this.x, this.y);
};
Vector3D.prototype.toString = function() {
return "[" + this.x + ", " + this.y + ", " + this.z + "]";
};
//Run the benchmark
var result = benchmark();
////////////////////////////////////////////////////////////////////////////////
// Runner
////////////////////////////////////////////////////////////////////////////////
top.JetStream.reportResult(result);