mirror of
https://github.com/Matysh/houseplan-card
synced 2026-09-30 11:49:16 +00:00
Sun rays: brighter, and a hard 3 degree threshold with a 2 s fade
Owner 2026-08-03: «лучи поярче, иногда плохо видны. Убрать плавное затухание — появляться и исчезать анимацией в 2 секунды при переходе через 3 градуса над горизонтом». RAY_MAX_ALPHA 0.18 -> 0.30: checked against both hard cases, a daylight sun on white paper and a low sun over the dark glow canvas (demo/shot_sun_bright.mjs writes the pair). The gradual ramp-in over the first ~2 degrees is gone. rayAlpha() is now a threshold: 0 below RAY_ELEVATION_MIN (3), rayPeakAlpha(cloud) at or above it — cloud cover stays the only multiplier. Crossing it animates the LAYER, never the geometry: <g class='sunlayer'> fades in/out over exactly RAY_FADE_MS = 2 s (hp-sunfade-in / hp-sunfade-out), and the card keeps the group mounted with .out for those two seconds so the dissolve can play at all. prefers-reduced-motion skips it. Every other reason to drop the wedges — editor, feature off, night, rain — stays instant. Units: rayAlpha rewritten (ramp tests dropped), raysVisible/rayPeakAlpha/ RAY_MAX_ALPHA covered. Smoke: smoke_sun gains a threshold section (8 of its checks fail on the previous build). docs/SUN.md + TESTING.md updated.
This commit is contained in:
+42
-6
@@ -31,7 +31,7 @@ import {
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} from './resize';
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import {
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computeSunRays, dayPhase, northDegOf, bgModeOf, sunRaysOn, weatherEntityOf,
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sunStateOf, cloudFactor, rayAlpha, rayColor, type SunRay,
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sunStateOf, cloudFactor, rayPeakAlpha, raysVisible, rayColor, RAY_FADE_MS, type SunRay,
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} from './sun';
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import { ContentSigner } from './signing';
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import { mdiHomeCityOutline } from '@mdi/js';
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@@ -4655,14 +4655,36 @@ class HouseplanCard extends LitElement {
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*/
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private _renderSunRays(space: SpaceModel): TemplateResult {
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const empty = svg`` as unknown as TemplateResult;
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if (this._editing || !this._effSunRays()) return empty;
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// HARD gates — the feature is simply not on: leaving an editor, a space
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// with rays off, night, rain. Those never fade, they just are not there.
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if (this._editing || !this._effSunRays()) { this._sunFadeReset(); return empty; }
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const north = this._effNorth();
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const sun = north !== null ? sunStateOf(this.hass) : null;
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if (!sun || sun.elevation <= 0) return empty;
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if (!sun || sun.elevation <= 0) { this._sunFadeReset(); return empty; }
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const weather = weatherEntityOf(this._sunGlobal());
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const cloud = cloudFactor(weather ? this.hass?.states?.[weather]?.state : null);
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const alpha = rayAlpha(sun.elevation, cloud);
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if (alpha <= 0) return empty;
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const alpha = rayPeakAlpha(cloud);
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if (alpha <= 0) { this._sunFadeReset(); return empty; }
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// The ONE thing that fades (owner 2026-08-03): the 3° threshold. Above it
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// the layer is there at full strength, below it gone — with a 2 s CSS
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// fade either way. The keep-alive below is what lets the fade-OUT play at
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// all: without it the layer would leave the DOM in the same frame.
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if (raysVisible(sun.elevation)) {
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if (this._sunOutTimer) { clearTimeout(this._sunOutTimer); this._sunOutTimer = 0; }
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this._sunOut = false;
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this._sunShown = true;
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} else {
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if (!this._sunShown) return empty; // never lit: nothing to dissolve
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if (!this._sunOut) {
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this._sunOut = true;
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this._sunOutTimer = window.setTimeout(() => {
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this._sunOutTimer = 0;
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this._sunShown = false;
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this._sunOut = false;
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this.requestUpdate();
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}, RAY_FADE_MS);
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}
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}
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// DEV-B701-01: the geometry signal must be _cfgEpoch, not _cfgRev.
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// Every local mutation ends in _saveConfig(), which bumps the epoch
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// SYNCHRONOUSLY; _cfgRev only moves after the debounced WS write is
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@@ -4692,12 +4714,26 @@ class HouseplanCard extends LitElement {
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</linearGradient>`;
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})}
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</defs>
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<g class="sunlayer">
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<g class="sunlayer ${this._sunOut ? 'out' : ''}">
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${rays.map((r, i) => r.polys.map((p) => svg`<polygon
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points="${p.map((q) => q[0] + ',' + q[1]).join(' ')}" fill="url(#hp-sun-${i})"></polygon>`))}
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</g>` as unknown as TemplateResult;
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}
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/** Sun-ray layer keep-alive: `shown` = in the DOM, `out` = playing the
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* 2 s dissolve before it leaves (plain fields — the timer requests the
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* update, render just reads them). */
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private _sunShown = false;
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private _sunOut = false;
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private _sunOutTimer = 0;
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/** Drop the layer at once: used by every gate that is NOT the 3° threshold. */
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private _sunFadeReset(): void {
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if (this._sunOutTimer) { clearTimeout(this._sunOutTimer); this._sunOutTimer = 0; }
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this._sunShown = false;
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this._sunOut = false;
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}
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/** One drag/click sample on the compass dial → dialog north_deg. */
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private _compassPoint(ev: PointerEvent): void {
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const el = ev.currentTarget as SVGSVGElement;
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@@ -1111,6 +1111,30 @@ export const cardStyles = css`
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sense rings, the vacuum puck's 2.2s period, and a moderate opacity so
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two curtains travelling at once never turn into a strobe. The plate
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itself stays neutral — yellow means «включено», nothing else. */
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/* Sun wedges (docs/SUN.md). The layer is present ONLY above the 3°
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threshold; crossing it fades the whole layer in or out over EXACTLY
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2 s (owner 2026-08-03 — RAY_FADE_MS in src/sun.ts must match). The
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geometry is untouched: this is a plain opacity animation on the group,
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so overlapping wedges keep their own blending while it plays. */
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.sunlayer {
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animation: hp-sunfade-in 2s linear both;
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}
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.sunlayer.out {
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animation: hp-sunfade-out 2s linear both;
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}
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@keyframes hp-sunfade-in {
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from { opacity: 0; }
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to { opacity: 1; }
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}
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@keyframes hp-sunfade-out {
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from { opacity: 1; }
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to { opacity: 0; }
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}
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@media (prefers-reduced-motion: reduce) {
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/* no fade at all: the rays are simply there or simply gone */
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.sunlayer, .sunlayer.out { animation: none; }
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.sunlayer.out { opacity: 0; }
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}
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.dev.covermove::after {
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content: '';
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position: absolute;
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+33
-5
@@ -220,13 +220,41 @@ export function computeSunRays(
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// ---------------- wedge dressing ----------------
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/** Peak wedge opacity; two overlapping wedges stay readable (docs/SUN.md). */
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export const RAY_MAX_ALPHA = 0.18;
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/**
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* Peak wedge opacity (owner 2026-08-03: «лучи поярче, иногда плохо видны» —
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* raised from 0.18). Two overlapping wedges still stay under a readable
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* ceiling on white paper AND on the dark glow canvas (docs/SUN.md).
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*/
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export const RAY_MAX_ALPHA = 0.3;
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/** Wedge opacity: ramps in over the first ~2° so sunrise never pops. */
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/**
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* The elevation threshold, degrees. Below it there are NO rays at all, above
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* it they are at FULL strength — the owner's 2026-08-03 contract replacing
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* the old gradual ramp-in. The switch itself is not instant: the card fades
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* the whole layer in/out over RAY_FADE_MS (CSS, not geometry).
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*/
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export const RAY_ELEVATION_MIN = 3;
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/** Duration of that fade, ms — «ровно 2 секунды» (mirrored in styles.ts). */
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export const RAY_FADE_MS = 2000;
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/** Are the wedges present at this elevation at all? (The hard 3° threshold.) */
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export function raysVisible(elevation: number): boolean {
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return Number(elevation) >= RAY_ELEVATION_MIN;
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}
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/**
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* Full-strength wedge opacity for the current cloud cover — elevation plays
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* no part. The card feeds this into the gradient and lets CSS fade the layer,
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* so a wedge dissolving at the threshold keeps its colour while it goes.
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*/
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export function rayPeakAlpha(cloud = 1): number {
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return RAY_MAX_ALPHA * clamp01(cloud);
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}
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/** Wedge opacity: nothing below the threshold, full strength above it. */
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export function rayAlpha(elevation: number, cloud = 1): number {
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if (!(elevation > 0)) return 0;
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return RAY_MAX_ALPHA * Math.min(1, elevation / 2) * clamp01(cloud);
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return raysVisible(elevation) ? rayPeakAlpha(cloud) : 0;
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}
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/** Wedge color: warm orange at the horizon → neutral daylight. */
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