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ngraph.quadtreebh3d

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ngraph.quadtreebh3d - npm Package Compare versions

Comparing version 0.0.1 to 0.0.2

10

index.js

@@ -181,6 +181,4 @@ /**

shiftIdx += 1;
// technically there should be external "if (body !== sourceBody) {"
// but in practice it gives slightghly worse performance, and does not
// have impact on layout correctness
if (body && body !== sourceBody) {
var differentBody = (body !== sourceBody);
if (body && differentBody) {
// If the current node is a leaf node (and it is not source body),

@@ -208,3 +206,3 @@ // calculate the force exerted by the current node on body, and add this

fz += v * dz;
} else {
} else if (differentBody) {
// Otherwise, calculate the ratio s / r, where s is the width of the region

@@ -216,2 +214,3 @@ // represented by the internal node, and r is the distance between the body

dz = node.massZ / node.mass - sourceBody.pos.z;
r = Math.sqrt(dx * dx + dy * dy + dz * dz);

@@ -227,2 +226,3 @@

}
// If s / r < θ, treat this internal node as a single body, and calculate the

@@ -229,0 +229,0 @@ // force it exerts on sourceBody, and add this amount to sourceBody's net force.

@@ -26,2 +26,3 @@ /**

this.massY = 0;
this.massZ = 0;

@@ -28,0 +29,0 @@ // bounding box coordinates

{
"name": "ngraph.quadtreebh3d",
"version": "0.0.1",
"version": "0.0.2",
"description": "Quad Tree data structure for Barnes-Hut simulation in 3d space",

@@ -5,0 +5,0 @@ "main": "index.js",

@@ -1,3 +0,4 @@

Bodies #1000
Theta 1.2 x 4.43 ops/sec ±1.46% (15 runs sampled)
Theta 0.8 x 4.16 ops/sec ±7.39% (15 runs sampled)
Bodies #10000
Theta 1.2 x 8.87 ops/sec ±2.88% (27 runs sampled)
Theta 0.8 x 4.74 ops/sec ±1.97% (16 runs sampled)
Fastest is Theta 1.2

@@ -5,3 +5,3 @@ var Body = require('ngraph.physics.primitives').Body3d;

var createQuadTree = require('../'),
numberOfBodies = 1000;
numberOfBodies = 10000;

@@ -8,0 +8,0 @@ console.log('Bodies #' + numberOfBodies);

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