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klz-cables.com/components/home/hero-webgl/Generator.ts
Marc Mintel 82bb7240d5
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chore(workspace): add gitea repository url to all packages
2026-02-27 11:27:22 +01:00

308 lines
11 KiB
TypeScript

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