solve 2D maxwell
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6816d6bd43
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42
main.js
42
main.js
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@ -33,6 +33,7 @@ async function run() {
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varying lowp vec2 vVertexPosition;
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uniform sampler2D uSamplerEX;
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uniform sampler2D uSamplerEY;
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uniform sampler2D uSamplerHZ;
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uniform int uChosenField;
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@ -43,6 +44,9 @@ async function run() {
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if (uChosenField == 1) {
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r = texture2D(uSamplerEX, vVertexPosition).a;
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r = (r + 1.0)/2.0;
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} else if (uChosenField == 3) {
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b = texture2D(uSamplerEY, vVertexPosition).a;
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b = (b + 1.0)/2.0;
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} else if (uChosenField == 2) {
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g = texture2D(uSamplerHZ, vVertexPosition).a;
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g = (g + 1.0)/2.0;
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@ -99,32 +103,31 @@ async function run() {
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gl.enableVertexAttribArray(attrib_vertex_location);
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}
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const texture_ex = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture_ex);
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const create_2D_texture = function(loc, name) {
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const texture = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0 + loc);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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const uniform_sampler_ex = gl.getUniformLocation(shaderProgram, 'uSamplerEX');
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gl.uniform1i(uniform_sampler_ex, 0);
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const uniform_sampler = gl.getUniformLocation(shaderProgram, name);
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gl.uniform1i(uniform_sampler, loc);
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const texture_hz = gl.createTexture();
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, texture_hz);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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const uniform_sampler_hz = gl.getUniformLocation(shaderProgram, 'uSamplerHZ');
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gl.uniform1i(uniform_sampler_hz, 1);
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return texture;
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}
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const texture_ex = create_2D_texture(0, 'uSamplerEX');
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const texture_ey = create_2D_texture(2, 'uSamplerEY');
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const texture_hz = create_2D_texture(1, 'uSamplerHZ');
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const chosen_field = {
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uLocation: gl.getUniformLocation(shaderProgram, 'uChosenField'),
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value: 2,
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value: 3,
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cycle: function() {
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if (this.value == 1) {
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this.value = 2;
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} else if (this.value == 2) {
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this.value = 3;
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} else {
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this.value = 1;
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}
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@ -134,7 +137,7 @@ async function run() {
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chosen_field.cycle();
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gl.clearColor(1.0, 0.753, 0.796, 1.0);
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gl.clearColor(1.0, 0.753, 0.796, 1.0); // A nice pink
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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@ -150,7 +153,7 @@ async function run() {
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const TIMEFACTOR = 1.0/7000;
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let t = performance.now()*TIMEFACTOR;
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universes[0].set_initial(t, "sin+cos");
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universes[0].set_initial(t, "exp");
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function drawMe(t_draw) {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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@ -168,6 +171,9 @@ async function run() {
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const field_ex = new Float32Array(wasm.memory.buffer,
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universes[0].get_ex_ptr(),
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width*height);
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const field_ey = new Float32Array(wasm.memory.buffer,
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universes[0].get_ey_ptr(),
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width*height);
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const field_hz = new Float32Array(wasm.memory.buffer,
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universes[0].get_hz_ptr(),
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width*height);
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@ -179,6 +185,8 @@ async function run() {
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const srcType = gl.FLOAT;
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gl.activeTexture(gl.TEXTURE0);
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field_ex);
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gl.activeTexture(gl.TEXTURE2);
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field_ey);
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gl.activeTexture(gl.TEXTURE1);
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field_hz);
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}
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78
src/lib.rs
78
src/lib.rs
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@ -2,7 +2,7 @@ use ndarray::{Array2, Zip};
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use wasm_bindgen::prelude::*;
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mod operators;
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use operators::diffx_periodic;
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use operators::{diffx_periodic, diffy_periodic};
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#[cfg(feature = "wee_alloc")]
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#[global_allocator]
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@ -11,7 +11,7 @@ static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
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#[wasm_bindgen]
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pub struct Universe {
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ex: Array2<f32>,
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// e_y: Array2<f32>,
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ey: Array2<f32>,
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hz: Array2<f32>,
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}
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@ -36,37 +36,21 @@ fn exponential(x: f32, y: f32, _t: f32) -> f32 {
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1.0 / (2.0 * f32::consts::PI * sigma * sigma) * (-(x * x + y * y) / (2.0 * sigma * sigma)).exp()
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}
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fn gaussian(x: f32, y: f32, t: f32) -> f32 {
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use std::f32;
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let x = x - 0.5;
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let y = y - 0.5;
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let sigma = 0.05;
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1.0 / (2.0 * f32::consts::PI * sigma * sigma)
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* (-(x + y - t) * (x + y - t) / (2.0 * sigma * sigma)).exp()
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}
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#[wasm_bindgen]
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impl Universe {
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pub fn new(width: u32, height: u32) -> Self {
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let field = Array2::zeros((height as usize, width as usize));
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let ex = field.clone();
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// let e_y = field.clone();
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let hz = field.clone();
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let ey = field.clone();
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let hz = field;
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Universe {
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ex,
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// e_y,
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hz,
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}
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Universe { ex, ey, hz }
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}
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pub fn set_initial(&mut self, t: f32, selected_function: &str) {
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let func = match selected_function {
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"sin+cos" => sin_plus_cos,
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"exp" => exponential,
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"gauss" => gaussian,
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_ => |_x: f32, _y: f32, _t: f32| 0.0,
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};
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let nx = self.ex.shape()[1];
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@ -77,9 +61,9 @@ impl Universe {
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// due to periodic conditions [0, 1)
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let x = i as f32 / nx as f32;
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let y = j as f32 / ny as f32;
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self.ex[(j, i)] = func(x, y, t);
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self.hz[(j, i)] = -func(x, y, t);
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// self.e_y[(j as usize, i as usize)] = func(x, y, t);
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self.ex[(j, i)] = 0.0;
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self.ey[(j, i)] = 0.0;
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self.hz[(j, i)] = func(x, y, t);
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}
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}
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}
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@ -97,19 +81,23 @@ impl Universe {
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// y = y0 + c*kn
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y.0.assign(&self.ex);
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y.1.assign(&self.hz);
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y.2.assign(&self.ey);
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match i {
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0 => {}
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1 => {
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y.0.scaled_add(1.0 / 2.0 * dt, &k[i - 1].0);
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y.1.scaled_add(1.0 / 2.0 * dt, &k[i - 1].1);
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y.2.scaled_add(1.0 / 2.0 * dt, &k[i - 1].2);
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}
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2 => {
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y.0.scaled_add(1.0 / 2.0 * dt, &k[i - 1].0);
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y.1.scaled_add(1.0 / 2.0 * dt, &k[i - 1].1);
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y.2.scaled_add(1.0 / 2.0 * dt, &k[i - 1].2);
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}
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3 => {
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y.0.scaled_add(dt, &k[i - 1].0);
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y.1.scaled_add(dt, &k[i - 1].1);
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y.2.scaled_add(dt, &k[i - 1].2);
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}
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_ => {
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unreachable!();
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@ -117,10 +105,19 @@ impl Universe {
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};
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k[i].0.fill(0.0);
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k[i].1.fill(0.0);
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// ex = hz_y
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diffy_periodic(y.1.view(), k[i].0.view_mut());
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diffx_periodic(y.0.view(), k[i].1.view_mut());
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diffx_periodic(y.1.view(), k[i].0.view_mut());
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// ey = -hz_x
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k[i].2.fill(0.0);
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diffx_periodic(y.1.view(), k[i].2.view_mut());
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k[i].2.mapv_inplace(|v| -v);
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// hz = -ey_x + ex_y
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k[i].1.fill(0.0);
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diffx_periodic(y.2.view(), k[i].1.view_mut());
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k[i].1.mapv_inplace(|v| -v);
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diffy_periodic(y.0.view(), k[i].1.view_mut());
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}
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Zip::from(&mut fut.ex)
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@ -141,12 +138,25 @@ impl Universe {
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.apply(|y1, &y0, &k1, &k2, &k3, &k4| {
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*y1 = y0 + dt / 6.0 * (k1 + 2.0 * k2 + 2.0 * k3 + k4)
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});
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Zip::from(&mut fut.ey)
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.and(&self.ey)
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.and(&k[0].2)
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.and(&k[1].2)
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.and(&k[2].2)
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.and(&k[3].2)
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.apply(|y1, &y0, &k1, &k2, &k3, &k4| {
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*y1 = y0 + dt / 6.0 * (k1 + 2.0 * k2 + 2.0 * k3 + k4)
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});
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}
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pub fn get_ex_ptr(&mut self) -> *mut u8 {
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self.ex.as_mut_ptr() as *mut u8
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}
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pub fn get_ey_ptr(&mut self) -> *mut u8 {
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self.ey.as_mut_ptr() as *mut u8
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}
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pub fn get_hz_ptr(&mut self) -> *mut u8 {
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self.hz.as_mut_ptr() as *mut u8
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}
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@ -154,8 +164,8 @@ impl Universe {
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#[wasm_bindgen]
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pub struct WorkBuffers {
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y: (Array2<f32>, Array2<f32>),
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buf: [(Array2<f32>, Array2<f32>); 4],
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y: (Array2<f32>, Array2<f32>, Array2<f32>),
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buf: [(Array2<f32>, Array2<f32>, Array2<f32>); 4],
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}
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#[wasm_bindgen]
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@ -163,12 +173,12 @@ impl WorkBuffers {
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pub fn new(nx: usize, ny: usize) -> Self {
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let arr = Array2::zeros((ny, nx));
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Self {
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y: (arr.clone(), arr.clone()),
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y: (arr.clone(), arr.clone(), arr.clone()),
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buf: [
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(arr.clone(), arr.clone()),
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(arr.clone(), arr.clone()),
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(arr.clone(), arr.clone()),
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(arr.clone(), arr),
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(arr.clone(), arr.clone(), arr.clone()),
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(arr.clone(), arr.clone(), arr.clone()),
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(arr.clone(), arr.clone(), arr.clone()),
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(arr.clone(), arr.clone(), arr),
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],
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}
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}
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