Add JavaScript sources for FluidMotion example
diff --git a/example/FluidMotion.dart b/example/FluidMotion/dart/FluidMotion.dart
similarity index 100%
rename from example/FluidMotion.dart
rename to example/FluidMotion/dart/FluidMotion.dart
diff --git a/example/FluidMotion/js/FluidMotion.js b/example/FluidMotion/js/FluidMotion.js
new file mode 100644
index 0000000..326b4e1
--- /dev/null
+++ b/example/FluidMotion/js/FluidMotion.js
@@ -0,0 +1,413 @@
+/**
+ * Copyright 2012 the V8 project authors. All rights reserved.
+ * Copyright 2009 Oliver Hunt <http://nerget.com>
+ *
+ * Permission is hereby granted, free of charge, to any person
+ * obtaining a copy of this software and associated documentation
+ * files (the "Software"), to deal in the Software without
+ * restriction, including without limitation the rights to use,
+ * copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following
+ * conditions:
+ *
+ * The above copyright notice and this permission notice shall be
+ * included in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
+ * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+ * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
+ * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+ * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+// Addapted by Google 2013.
+
+var solver = null;
+
+var framesTillAddingPoints = 0;
+var framesBetweenAddingPoints = 5;
+
+function runFluidMotion()
+{
+    setupFluidMotion();
+    for (var i = 0; i < 10; i++) {
+        solver.update();
+    }
+    solver.validate(758.9012130174812, -352.56376676179076, -357.3690235879736);
+}
+
+function setupFluidMotion()
+{
+    framesTillAddingPoints = 0;
+    framesBetweenAddingPoints = 5;
+    solver = new FluidField(null);
+    solver.setResolution(128, 128);
+    solver.setIterations(20);
+    solver.setDisplayFunction(function(){});
+    solver.setUICallback(prepareFrame);
+}
+
+function tearDownFluidMotion()
+{
+    solver = null;
+}
+
+function addPoints(field) {
+    var n = 64;
+    for (var i = 1; i <= n; i++) {
+        field.setVelocity(i, i, n, n);
+        field.setDensity(i, i, 5);
+        field.setVelocity(i, n - i, -n, -n);
+        field.setDensity(i, n - i, 20);
+        field.setVelocity(128 - i, n + i, -n, -n);
+        field.setDensity(128 - i, n + i, 30);
+    }
+}
+
+function prepareFrame(field)
+{
+    if (framesTillAddingPoints == 0) {
+        addPoints(field);
+        framesTillAddingPoints = framesBetweenAddingPoints;
+        framesBetweenAddingPoints++;
+    } else {
+        framesTillAddingPoints--;
+    }
+}
+
+// Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here.
+function FluidField(canvas) {
+  
+    function approxEquals(a, b) {
+        return Math.abs(a - b) < 0.000001;
+    }
+    
+    function validate(expectedDens, expectedU, expectedV) {
+        var sumDens = 0.0;
+        var sumU = 0.0;
+        var sumV = 0.0;
+        for (var i = 0; i < dens.length; i++) {
+          sumDens += dens[i];
+          sumU += u[i];
+          sumV += v[i];
+        }
+
+        if (!approxEquals(sumDens, expectedDens) ||
+            !approxEquals(sumU, expectedU) ||
+            !approxEquals(sumV, expectedV)) {
+          throw "Incorrect result";
+        }
+    }
+    this.validate = validate;
+  
+    function addFields(x, s, dt)
+    {
+        for (var i=0; i<size ; i++ ) x[i] += dt*s[i];
+    }
+
+    function set_bnd(b, x)
+    {
+        if (b===1) {
+            for (var i = 1; i <= width; i++) {
+                x[i] =  x[i + rowSize];
+                x[i + (height+1) *rowSize] = x[i + height * rowSize];
+            }
+
+            for (var j = 1; j <= height; j++) {
+                x[j * rowSize] = -x[1 + j * rowSize];
+                x[(width + 1) + j * rowSize] = -x[width + j * rowSize];
+            }
+        } else if (b === 2) {
+            for (var i = 1; i <= width; i++) {
+                x[i] = -x[i + rowSize];
+                x[i + (height + 1) * rowSize] = -x[i + height * rowSize];
+            }
+
+            for (var j = 1; j <= height; j++) {
+                x[j * rowSize] =  x[1 + j * rowSize];
+                x[(width + 1) + j * rowSize] =  x[width + j * rowSize];
+            }
+        } else {
+            for (var i = 1; i <= width; i++) {
+                x[i] =  x[i + rowSize];
+                x[i + (height + 1) * rowSize] = x[i + height * rowSize];
+            }
+
+            for (var j = 1; j <= height; j++) {
+                x[j * rowSize] =  x[1 + j * rowSize];
+                x[(width + 1) + j * rowSize] =  x[width + j * rowSize];
+            }
+        }
+        var maxEdge = (height + 1) * rowSize;
+        x[0]                 = 0.5 * (x[1] + x[rowSize]);
+        x[maxEdge]           = 0.5 * (x[1 + maxEdge] + x[height * rowSize]);
+        x[(width+1)]         = 0.5 * (x[width] + x[(width + 1) + rowSize]);
+        x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]);
+    }
+
+    function lin_solve(b, x, x0, a, c)
+    {
+        if (a === 0 && c === 1) {
+            for (var j=1 ; j<=height; j++) {
+                var currentRow = j * rowSize;
+                ++currentRow;
+                for (var i = 0; i < width; i++) {
+                    x[currentRow] = x0[currentRow];
+                    ++currentRow;
+                }
+            }
+            set_bnd(b, x);
+        } else {
+            var invC = 1 / c;
+            for (var k=0 ; k<iterations; k++) {
+                for (var j=1 ; j<=height; j++) {
+                    var lastRow = (j - 1) * rowSize;
+                    var currentRow = j * rowSize;
+                    var nextRow = (j + 1) * rowSize;
+                    var lastX = x[currentRow];
+                    ++currentRow;
+                    for (var i=1; i<=width; i++)
+                        lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC;
+                }
+                set_bnd(b, x);
+            }
+        }
+    }
+
+    function diffuse(b, x, x0, dt)
+    {
+        var a = 0;
+        lin_solve(b, x, x0, a, 1 + 4*a);
+    }
+
+    function lin_solve2(x, x0, y, y0, a, c)
+    {
+        if (a === 0 && c === 1) {
+            for (var j=1 ; j <= height; j++) {
+                var currentRow = j * rowSize;
+                ++currentRow;
+                for (var i = 0; i < width; i++) {
+                    x[currentRow] = x0[currentRow];
+                    y[currentRow] = y0[currentRow];
+                    ++currentRow;
+                }
+            }
+            set_bnd(1, x);
+            set_bnd(2, y);
+        } else {
+            var invC = 1/c;
+            for (var k=0 ; k<iterations; k++) {
+                for (var j=1 ; j <= height; j++) {
+                    var lastRow = (j - 1) * rowSize;
+                    var currentRow = j * rowSize;
+                    var nextRow = (j + 1) * rowSize;
+                    var lastX = x[currentRow];
+                    var lastY = y[currentRow];
+                    ++currentRow;
+                    for (var i = 1; i <= width; i++) {
+                        lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC;
+                        lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC;
+                    }
+                }
+                set_bnd(1, x);
+                set_bnd(2, y);
+            }
+        }
+    }
+
+    function diffuse2(x, x0, y, y0, dt)
+    {
+        var a = 0;
+        lin_solve2(x, x0, y, y0, a, 1 + 4 * a);
+    }
+
+    function advect(b, d, d0, u, v, dt)
+    {
+        var Wdt0 = dt * width;
+        var Hdt0 = dt * height;
+        var Wp5 = width + 0.5;
+        var Hp5 = height + 0.5;
+        for (var j = 1; j<= height; j++) {
+            var pos = j * rowSize;
+            for (var i = 1; i <= width; i++) {
+                var x = i - Wdt0 * u[++pos];
+                var y = j - Hdt0 * v[pos];
+                if (x < 0.5)
+                    x = 0.5;
+                else if (x > Wp5)
+                    x = Wp5;
+                var i0 = x | 0;
+                var i1 = i0 + 1;
+                if (y < 0.5)
+                    y = 0.5;
+                else if (y > Hp5)
+                    y = Hp5;
+                var j0 = y | 0;
+                var j1 = j0 + 1;
+                var s1 = x - i0;
+                var s0 = 1 - s1;
+                var t1 = y - j0;
+                var t0 = 1 - t1;
+                var row1 = j0 * rowSize;
+                var row2 = j1 * rowSize;
+                d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]);
+            }
+        }
+        set_bnd(b, d);
+    }
+
+    function project(u, v, p, div)
+    {
+        var h = -0.5 / Math.sqrt(width * height);
+        for (var j = 1 ; j <= height; j++ ) {
+            var row = j * rowSize;
+            var previousRow = (j - 1) * rowSize;
+            var prevValue = row - 1;
+            var currentRow = row;
+            var nextValue = row + 1;
+            var nextRow = (j + 1) * rowSize;
+            for (var i = 1; i <= width; i++ ) {
+                div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]);
+                p[currentRow] = 0;
+            }
+        }
+        set_bnd(0, div);
+        set_bnd(0, p);
+
+        lin_solve(0, p, div, 1, 4 );
+        var wScale = 0.5 * width;
+        var hScale = 0.5 * height;
+        for (var j = 1; j<= height; j++ ) {
+            var prevPos = j * rowSize - 1;
+            var currentPos = j * rowSize;
+            var nextPos = j * rowSize + 1;
+            var prevRow = (j - 1) * rowSize;
+            var currentRow = j * rowSize;
+            var nextRow = (j + 1) * rowSize;
+
+            for (var i = 1; i<= width; i++) {
+                u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]);
+                v[currentPos]   -= hScale * (p[++nextRow] - p[++prevRow]);
+            }
+        }
+        set_bnd(1, u);
+        set_bnd(2, v);
+    }
+
+    function dens_step(x, x0, u, v, dt)
+    {
+        addFields(x, x0, dt);
+        diffuse(0, x0, x, dt );
+        advect(0, x, x0, u, v, dt );
+    }
+
+    function vel_step(u, v, u0, v0, dt)
+    {
+        addFields(u, u0, dt );
+        addFields(v, v0, dt );
+        var temp = u0; u0 = u; u = temp;
+        var temp = v0; v0 = v; v = temp;
+        diffuse2(u,u0,v,v0, dt);
+        project(u, v, u0, v0);
+        var temp = u0; u0 = u; u = temp;
+        var temp = v0; v0 = v; v = temp;
+        advect(1, u, u0, u0, v0, dt);
+        advect(2, v, v0, u0, v0, dt);
+        project(u, v, u0, v0 );
+    }
+    var uiCallback = function(d,u,v) {};
+
+    function Field(dens, u, v) {
+        // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%)
+        // but makes the code ugly.
+        this.setDensity = function(x, y, d) {
+             dens[(x + 1) + (y + 1) * rowSize] = d;
+        }
+        this.getDensity = function(x, y) {
+             return dens[(x + 1) + (y + 1) * rowSize];
+        }
+        this.setVelocity = function(x, y, xv, yv) {
+             u[(x + 1) + (y + 1) * rowSize] = xv;
+             v[(x + 1) + (y + 1) * rowSize] = yv;
+        }
+        this.getXVelocity = function(x, y) {
+             return u[(x + 1) + (y + 1) * rowSize];
+        }
+        this.getYVelocity = function(x, y) {
+             return v[(x + 1) + (y + 1) * rowSize];
+        }
+        this.width = function() { return width; }
+        this.height = function() { return height; }
+    }
+    function queryUI(d, u, v)
+    {
+        for (var i = 0; i < size; i++)
+            u[i] = v[i] = d[i] = 0.0;
+        uiCallback(new Field(d, u, v));
+    }
+
+    this.update = function () {
+        queryUI(dens_prev, u_prev, v_prev);
+        vel_step(u, v, u_prev, v_prev, dt);
+        dens_step(dens, dens_prev, u, v, dt);
+        displayFunc(new Field(dens, u, v));
+    }
+    this.setDisplayFunction = function(func) {
+        displayFunc = func;
+    }
+
+    this.iterations = function() { return iterations; }
+    this.setIterations = function(iters) {
+        if (iters > 0 && iters <= 100)
+           iterations = iters;
+    }
+    this.setUICallback = function(callback) {
+        uiCallback = callback;
+    }
+    var iterations = 10;
+    var visc = 0.5;
+    var dt = 0.1;
+    var dens;
+    var dens_prev;
+    var u;
+    var u_prev;
+    var v;
+    var v_prev;
+    var width;
+    var height;
+    var rowSize;
+    var size;
+    var displayFunc;
+    function reset()
+    {
+        rowSize = width + 2;
+        size = (width+2)*(height+2);
+        dens = new Float64Array(size);
+        dens_prev = new Float64Array(size);
+        u = new Float64Array(size);
+        u_prev = new Float64Array(size);
+        v = new Float64Array(size);
+        v_prev = new Float64Array(size);
+        for (var i = 0; i < size; i++)
+            dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0;
+    }
+    this.reset = reset;
+    this.setResolution = function (hRes, wRes)
+    {
+        var res = wRes * hRes;
+        if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) {
+            width = wRes;
+            height = hRes;
+            reset();
+            return true;
+        }
+        return false;
+    }
+    this.setResolution(64, 64);
+}
+
+Benchmark.report("FluidMotion", runFluidMotion, runFluidMotion);