Commit Graph
5 Commits
Author SHA1 Message Date
Matysh 285d569102 The day/night sky catches up instead of crawling after the sun
Owner, 2026-08-04: «цвет фона не меняется сам с течением времени суток, только
после обновления страницы».

WHAT IS NOT THE BUG. The model layer was already live: `_stageBg` and the
`planDim` filter are read straight out of `hass.states['sun.sun']` on every
render, `hass` is a plain reactive property, and a bare `card.hass = {...}` in
the demo rig does move the style attribute — smoke_sun.mjs has asserted exactly
that since v1.56.0 and it has always passed.

WHAT IS. The sky is DELIVERED by a 45 s CSS transition, and a CSS transition
only advances while the element is being painted. Every second of a background
tab, another dashboard view, an editor session or a sleeping wall tablet is a
second the sun keeps moving and the sky does not; when the card comes back, the
transition restarts from the stale colour and crawls, 45 s at a time, toward a
target that has meanwhile moved again. A page reload, by contrast, paints the
right colour outright — a freshly mounted element has nothing to transition
FROM. That is the owner's sentence, word for word.

THE FIX. Measure the gap and decide. HA refreshes `sun.sun` every ~4 minutes by
day (verified on the home instance: 08:58:56, 09:02:56, 09:06:56, …), i.e. ≤1°
of elevation per update, so anything from SKY_SNAP_DEG = 3° up can only mean
"we were not watching". Such a step is painted with `transition: none` for a
single frame (`.stage.daynight.skysnap`, released on the next
requestAnimationFrame, so the very next change glides again); everything
smaller keeps the 45 s breathing untouched. `visibilitychange → visible` clears
the marker outright, so a tab that comes back is right immediately.

The elevation the sky is computed from is now rounded to 0.1° (`skyElevation`,
shared by the stage background and the plan dimming) — invisible across a 45 s
glide and it keeps lit from re-committing the style attribute on every hass
tick. The ray GEOMETRY memo is deliberately untouched and keeps its own,
coarser key: the sky is cheap, polygon clipping is not.

Tests: unit — skyNeedsSnap (null/NaN, a real 4-minute step glides, 3° in either
direction jumps), skyElevation. Smoke — demo/smoke_sun_live_bg.mjs, which
asserts the COMPUTED background of the stage (not the style attribute) after a
plain `hass` assignment with no reload and no requestUpdate, plus planDim and
the 3° ray threshold both ways. It fails on the previous tip with
dayComputedWhite, nightComputedDark, backToDayComputed, smallStepMovesSky and
returnFromHiddenSnaps, and it also pins that a REAL sun step still glides
rather than jumps.
2026-08-04 09:49:30 +03:00
Matysh 22b588e116 Sunlight is 30% shorter and always dissolves into nothing
Owner, 2026-08-04: «лучи от солнца сделать короче на 30%, проверить, чтобы они
всегда плавно рассеивались (сейчас есть ощущение, что они упираются во что-то
невидимое)».

SHORTER. `rayLength` is now the v1.56 curve times RAY_LENGTH_K = 0.7 — 1.75
window lengths at sunrise, 0.56 at the zenith. Scaling the whole curve instead
of re-picking the constants keeps the shape the owner approved: a low sun still
reaches three times further than a high one.

WHAT THEY WERE BUMPING INTO. Nothing invisible — the wedge's own outline, in
three places at once.

1. The gradient runs ALONG the sun, so its iso-alpha lines are perpendicular to
   the sun, while the wedge's far edge is parallel to the WALL. The two
   coincide only for a sun hitting the glass dead-on; at any other angle one
   half of that far edge was cut while it still carried colour — a straight
   bright kerb hanging in the middle of the floor. The single `100% → alpha 0`
   stop hid this from the reader of the code and from nobody else.
2. The two SIDES of the wedge had no falloff at all: two razor lines from the
   window into the room, brightest exactly where they are most visible.
3. Where the room outline clips the wedge — the opposite wall, the inner corner
   of an L, and above all an OPEN (virtual) boundary, which has no wall drawn
   at all — the shaft was chopped at whatever alpha it still had.

WHAT IT IS NOW. The gradient still spans the FULL wedge (geometry and gradient
must describe the same shaft), but `rayStops()` eases it to a hard zero at
RAY_FADE_END = 85% of the length, so the last 15% of every wedge is guaranteed
empty and a shaft ending in mid-air has nothing left to draw an edge with. Each
wedge is then drawn inside `<g filter clip-path>`: SVG applies the filter FIRST
and the clip SECOND, so a Gaussian blur of `raySoftness(len)` (7% of the shaft,
clamped 3…18 render units) feathers the sides and the tip and the room outline
cuts that feather off. Light still never crosses a wall — but where it reaches
one, the kerb is a soft ramp that reads as light landing ON the wall.

Clipping by the room is untouched; only its visible edge changed.

Tests: unit — rayLength pinned at exactly 70% of the old curve at ten
elevations, rayStops (monotone, dead at/after 85%, bright at the glass),
raySoftness clamps. Smoke — demo/smoke_sun_soft.mjs, which fails on the
previous tip (lowSunIs70Percent, highSunIs70Percent, gradientSpansWholeWedge,
deadWellBeforeTheEnd, everyWedgeFeathered). Stills: demo/shot_sun_short.mjs.
2026-08-04 09:47:34 +03:00
houseplan dev 79142d9334 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.
2026-08-03 22:25:03 +03:00
Matysh 3a6a819dec SUN: white day — the brightest moment of the day is white (owner 2026-08-03)
- BG_STOPS: +10deg #e8ddcf (morning light), +30..90deg #ffffff; night half
  of the scale untouched (-4 #131a28, -12..-90 #070c14)
- drawn-plan paper vs white sky: all paper shapes now sit in one
  .hp-paperg group; in daynight mode the group gets a subtle
  drop-shadow so the sheet contour stays readable at high sun
  (static mode and night unaffected)
- pinned colors updated: test/sun.test.mjs, demo/smoke_sun.mjs;
  smoke_bg_color paperUnderneath follows the .hp-paperg wrapper
- docs/SUN.md: explicit BG_STOPS table
- demo/shot_daynight.mjs: noon/sunset/night stills of the scale
2026-08-03 09:56:36 +03:00
Matysh ee0ee9a1d3 SUN: spec (docs/SUN.md) + pure logic src/sun.ts with unit tests
planSunAngle/sunDirOnPlan (compass wrap), dayPhase palette, exterior-wall
probing, window wedges (rayQuad + polyclip room clipping), cloudFactor map,
north_deg/bg_mode/sun_rays inheritance. 26 new unit tests.
2026-08-03 01:26:38 +03:00