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308 lines
11 KiB
TypeScript
308 lines
11 KiB
TypeScript
import { createNoise2D } from 'simplex-noise';
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import { getTerrainHeight, generateClusteredPoints, generateCatenaryCurve, Vec2, Vec3, distance2D, distance3D } from './math';
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export type NodeType = 'wind' | 'solar' | 'city_building' | 'substation' | 'tower' | 'tree';
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export interface SceneNode {
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id: string;
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type: NodeType;
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position: Vec3;
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rotation: Vec3;
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scale: Vec3;
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clusterId?: string;
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subType?: 'tall' | 'medium' | 'small' | string;
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}
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export interface SceneEdge {
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id: string;
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source: string;
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target: string;
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type: 'underground' | 'transmission'; // transmission flies in the air, underground is flat on ground
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path: Vec3[];
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}
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export interface SceneData {
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nodes: SceneNode[];
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edges: SceneEdge[];
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}
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function rand(seed: number) {
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const x = Math.sin(seed) * 10000;
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return x - Math.floor(x);
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}
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export function generateSceneData(seed: number): SceneData {
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let rSeed = seed;
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const rng = () => rand(rSeed++);
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const noise2D = createNoise2D(() => rng());
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const nodes: SceneNode[] = [];
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const edges: SceneEdge[] = [];
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const substations: SceneNode[] = [];
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// 1. Generation Areas (Wind Parks, Solar Farms, Cities)
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// We want them spread across a large landscape (-400 to 400)
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const mapSize = 800;
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// Choose random central points for clusters
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const windParks: Vec2[] = [];
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const solarFarms: Vec2[] = [];
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const cities: Vec2[] = [];
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for (let i = 0; i < 4; i++) {
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windParks.push([(rng() - 0.5) * mapSize, (rng() - 0.5) * mapSize]);
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solarFarms.push([(rng() - 0.5) * mapSize, (rng() - 0.5) * mapSize]);
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cities.push([(rng() - 0.5) * mapSize, (rng() - 0.5) * mapSize]);
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}
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// Push substations away from the centers slightly
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const placeSubstation = (center: Vec2, clusterId: string) => {
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const angle = rng() * Math.PI * 2;
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const r = 20 + rng() * 10;
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const sx = center[0] + Math.cos(angle) * r;
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const sz = center[1] + Math.sin(angle) * r;
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const sy = getTerrainHeight(noise2D, sx, sz);
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const substation: SceneNode = {
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id: `sub_${clusterId}`,
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type: 'substation',
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position: [sx, sy, sz],
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rotation: [0, rng() * Math.PI, 0],
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scale: [1, 1, 1],
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clusterId
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};
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nodes.push(substation);
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substations.push(substation);
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return substation;
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};
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// Generate Wind Parks
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windParks.forEach((center, idx) => {
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const cid = `wind_park_${idx}`;
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const sub = placeSubstation(center, cid);
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const count = 10 + Math.floor(rng() * 10); // 10-20 turbines
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const points = generateClusteredPoints(rng, center, count, 60, 15);
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points.forEach((p, pIdx) => {
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const y = getTerrainHeight(noise2D, p[0], p[1]);
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const tid = `${cid}_t_${pIdx}`;
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nodes.push({
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id: tid,
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type: 'wind',
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position: [p[0], y, p[1]],
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rotation: [0, rng() * Math.PI, 0],
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scale: [1 + rng() * 0.2, 1 + rng() * 0.2, 1 + rng() * 0.2],
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clusterId: cid
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});
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// Underground cable to substation
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edges.push({
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id: `edge_${tid}_${sub.id}`,
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source: tid,
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target: sub.id,
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type: 'underground',
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path: [[p[0], y, p[1]], sub.position]
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});
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});
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});
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// Generate Solar Farms
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solarFarms.forEach((center, idx) => {
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const cid = `solar_farm_${idx}`;
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const sub = placeSubstation(center, cid);
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const count = 30 + Math.floor(rng() * 20);
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// Grid-like placement for solar
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const points: Vec2[] = [];
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for (let r = -3; r <= 3; r++) {
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for (let c = -3; c <= 3; c++) {
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if (rng() > 0.3) {
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const sx = center[0] + r * 6 + (rng() - 0.5) * 2;
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const sz = center[1] + c * 4 + (rng() - 0.5) * 2;
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points.push([sx, sz]);
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}
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}
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}
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points.forEach((p, pIdx) => {
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const y = getTerrainHeight(noise2D, p[0], p[1]);
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const tid = `${cid}_s_${pIdx}`;
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nodes.push({
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id: tid,
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type: 'solar',
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position: [p[0], y, p[1]],
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rotation: [0, 0, Math.PI * 0.1], // slight tilt up
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scale: [1, 1, 1],
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clusterId: cid
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});
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// Group cables not needed for every single solar panel, maybe just one underground per farm for visual
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});
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// Add one main underground cable from center of grid to substation
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const yC = getTerrainHeight(noise2D, center[0], center[1]);
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edges.push({
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id: `edge_solar_main_${cid}_${sub.id}`,
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source: cid,
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target: sub.id,
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type: 'underground',
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path: [[center[0], yC, center[1]], sub.position]
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});
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});
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// Generate Cities
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cities.forEach((center, idx) => {
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const cid = `city_${idx}`;
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const sub = placeSubstation(center, cid);
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const count = 20 + Math.floor(rng() * 20);
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const points = generateClusteredPoints(rng, center, count, 50, 6);
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points.forEach((p, pIdx) => {
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const y = getTerrainHeight(noise2D, p[0], p[1]);
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const tid = `${cid}_b_${pIdx}`;
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const distToCenter = distance2D(p, center);
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// taller buildings in center
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const typeRand = rng();
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let subType = 'small';
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if (distToCenter < 20 && typeRand > 0.4) subType = 'tall';
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else if (distToCenter < 35 && typeRand > 0.3) subType = 'medium';
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const sY = subType === 'tall' ? 4 + rng() * 4 : subType === 'medium' ? 2 + rng() * 2 : 1 + rng();
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nodes.push({
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id: tid,
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type: 'city_building',
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position: [p[0], y + sY / 2, p[1]], // elevate by half height so it sits on ground
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rotation: [0, rng() * Math.PI, 0],
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scale: [1 + rng(), sY, 1 + rng()],
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clusterId: cid,
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subType
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});
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});
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});
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// Connect Substations via high-voltage lines
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// A simple minimum spanning tree (MST) or nearest neighbor chain
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const unvisited = [...substations];
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const visited: SceneNode[] = [];
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if (unvisited.length > 0) {
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visited.push(unvisited.pop()!);
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}
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const towersIdMap = new Map<string, SceneNode>();
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let towerCount = 0;
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while (unvisited.length > 0) {
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let bestDist = Infinity;
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let bestFrom: SceneNode | null = null;
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let bestTo: SceneNode | null = null;
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let bestIdx = -1;
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for (const v of visited) {
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for (let i = 0; i < unvisited.length; i++) {
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const u = unvisited[i];
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const d = distance3D(v.position, u.position);
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if (d < bestDist) {
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bestDist = d;
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bestFrom = v;
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bestTo = u;
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bestIdx = i;
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}
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}
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}
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if (bestFrom && bestTo) {
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visited.push(bestTo);
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unvisited.splice(bestIdx, 1);
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// Interpolate towers between bestFrom and bestTo
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const segLen = 60;
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const steps = Math.max(1, Math.floor(bestDist / segLen));
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let prevPoint: SceneNode = bestFrom;
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for (let s = 1; s <= steps; s++) {
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const t = s / (steps + 1);
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const tx = bestFrom.position[0] + (bestTo.position[0] - bestFrom.position[0]) * t;
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const tz = bestFrom.position[2] + (bestTo.position[2] - bestFrom.position[2]) * t;
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const ty = getTerrainHeight(noise2D, tx, tz);
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const isLast = s === steps + 1; // wait, loop is to steps. Next is bestTo.
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const newTower: SceneNode = {
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id: `tower_${++towerCount}`,
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type: 'tower',
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position: [tx, ty, tz],
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rotation: [0, Math.atan2(bestTo.position[0] - bestFrom.position[0], bestTo.position[2] - bestFrom.position[2]), 0],
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scale: [1, 1, 1]
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};
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nodes.push(newTower);
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// Cable from prevPoint to newTower
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// Tower height offset
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const h1 = prevPoint.type === 'tower' ? 12 : 3;
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const h2 = newTower.type === 'tower' ? 12 : 3;
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const p1: Vec3 = [prevPoint.position[0], prevPoint.position[1] + h1, prevPoint.position[2]];
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const p2: Vec3 = [newTower.position[0], newTower.position[1] + h2, newTower.position[2]];
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edges.push({
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id: `edge_hv_${prevPoint.id}_${newTower.id}`,
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source: prevPoint.id,
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target: newTower.id,
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type: 'transmission',
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path: generateCatenaryCurve(p1, p2, 5, 8) // sag of 5, 8 segments
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});
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prevPoint = newTower;
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}
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// connect prevPoint to bestTo
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const h1 = prevPoint.type === 'tower' ? 12 : 3;
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const h2 = bestTo.type === 'tower' ? 12 : 3;
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const p1: Vec3 = [prevPoint.position[0], prevPoint.position[1] + h1, prevPoint.position[2]];
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const p2: Vec3 = [bestTo.position[0], bestTo.position[1] + h2, bestTo.position[2]];
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edges.push({
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id: `edge_hv_${prevPoint.id}_${bestTo.id}`,
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source: prevPoint.id,
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target: bestTo.id,
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type: 'transmission',
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path: generateCatenaryCurve(p1, p2, 5, 8)
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});
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}
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}
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// Generate Trees over empty areas
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// 1000 trees using random noise clustering
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for (let i = 0; i < 800; i++) {
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const tx = (rng() - 0.5) * mapSize;
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const tz = (rng() - 0.5) * mapSize;
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// Quick check to avoid intersecting cities/substations (simple distance)
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let tooClose = false;
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for (const sub of substations) {
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if (distance2D([tx, tz], [sub.position[0], sub.position[2]]) < 40) {
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tooClose = true;
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break;
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}
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}
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if (!tooClose) {
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const ty = getTerrainHeight(noise2D, tx, tz);
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// Only place trees slightly lower on hills, not in water (if any) and clustered
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const n = noise2D(tx * 0.005, tz * 0.005);
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if (n > -0.2) {
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nodes.push({
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id: `tree_${i}`,
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type: 'tree',
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position: [tx, ty, tz],
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rotation: [0, rng() * Math.PI, 0],
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scale: [1 + rng() * 0.5, 1 + rng() * 0.5, 1 + rng() * 0.5]
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});
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}
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}
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}
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return { nodes, edges };
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}
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