Audit finding P2. At a grazing sun the wedge lost the two invariants it was supposed to keep: one end of the GLASS started at opacity 0, and the two sides of one shaft came out 5.41 and 84.19 long — the long one 31 % LONGER than the pre-cut 64, not 30 % shorter. The cause was the axis. The gradient ran along `dir` from the middle of the window span, so the geometry had to be skewed (each end extruded by a different amount) to make both far corners land on the same offset. That buys the iso-alpha far edge with the other two requirements. The light is a bundle of PARALLEL rays: the distance a point has travelled from the glass is depth/cos, an affine function of the point, whose level sets are lines PARALLEL TO THE WALL. So the correct linear gradient runs along the wall's INWARD NORMAL, starts on the window line and is `len·cos(incidence)` long — SunRay.normal / SunRay.depth. A point `source + dir·u` then lands on offset u/len, whichever ray it rode in on. All three invariants hold at once: * the whole pane of glass is at depth 0 → peak alpha end to end; * alpha depends only on how far that point's own ray has run; * rayQuad() is an honest parallelogram again (both ends extruded by the same `len`), and its far edge — parallel to the wall — IS the gradient's last iso-alpha line, so a bright kerb is impossible by construction and the −30 % holds for every side of every wedge. windowLit() gets a real threshold instead of the 1e-9 epsilon: RAY_MIN_COS = 0.05, i.e. the sun must clear the plane of the wall by ~2.9°. Below it glass reflects nearly everything and the shaft would be a sliver thinner than the wall it came through — nothing is drawn, and the gradient axis can never degenerate to a point. Tests: rayQuad now asserts equal, full-length sides and a wall-parallel far edge; new unit tests replay the auditor's repro with his numbers (both sides 44.8, offsets 0 at both ends of the glass, offset = travel / len for arbitrary rays) and the RAY_MIN_COS cut-off. smoke_sun_soft measures the same facts off the DOM gradient end to end and fails by name on the old bundle (9 named failures). docs/SUN.md carries the new contract and the finding.
16 KiB
Sun on the plan — the spec (source of truth)
Status: approved by the owner 2026-08-03. Shipped in v1.56.0.
Scope decisions final: the compass lives in the GENERAL settings with a
per-space override, the feature is silent until north_deg is set
anywhere, wedges ship for the FULL card only in v1, and mutual shading
of the building's wings is explicitly NOT computed.
Principle
The plan learns where north is, and from that single number plus HA's
own sun.sun the card knows where the sun stands relative to every
wall. Two visuals follow: the stage background can breathe with the
day (day → golden hour → dusk → night), and windows on exterior walls
cast soft wedges of light into their rooms. Everything is display
only — no entities are created, no services are called.
Data
- Source: the
sun.sunentity (attributes.azimuth0–360, 0 = north, clockwise;attributes.elevationin degrees, negative below the horizon). Nosun.sunin the install → the whole feature stays silent and the settings dialog says why. - Sun attributes update rarely (~30–120 s). Sun geometry is recomputed
ONLY when (azimuth, elevation) or the config change — never on every
hasstick. The wedge layer memoises on(azimuth, elevation, config rev, space id, weather state). - Angle on the plan:
plan_angle = azimuth − north_deg(normalised to 0–360). Withnorth_deg = 0the top of the canvas is north; the direction TOWARD the sun on the canvas is(sin(plan_angle), −cos(plan_angle))(y grows downward).
Compass — settings.north_deg
- Integer 0–359, degrees clockwise from "up on the canvas" to true north. Lives in the GENERAL settings (⚙) as a circular dial: drag the «N» arrow around the ring, 1° steps, 15° with Shift held; a plain number input sits next to it for accessibility and precision.
- Per-space override in the space settings (empty = inherit), the same
pattern as
show_lqi/fill_mode. - While
north_degis null at BOTH levels the whole sun feature is inert: static background, no wedges, nothing computed. The settings dialogs show a hint. - Backend validation: integer in 0–359 at both levels.
Plan background — settings.bg_mode: 'static' | 'daynight'
- Global default in the general settings, per-space override (null =
inherit). Default
'static'. 'static'— the existingbg_colorbehaviour, color picker and all. Nothing changes for existing installs.'daynight'— the stage background follows the sun's elevation: WHITE at full day (the brightest moment of the day is white — owner, 2026-08-03), a warm bright shift in the golden hour (elevation below ~10°), cooling through dusk, deep darkening at night. The scale (piecewise-linear between stops,BG_STOPSinsrc/sun.ts):elevation color phase −90°…−12° #070c14deep night −4° #131a28dusk cools down 0° #4a3527warm band right at the horizon +10° #e8ddcfmorning light — warm and bright +30°…+90° #ffffffplain day, white The PLAN itself dims only ~10% at night ( filter: brightness(.9)), so thedaytime room fills stay readable. Transitions are a CSS background/filter transition tens of seconds long; prefers-reduced-motiongets the current colors statically.- Glide, but never lag behind reality (owner 2026-08-04: «цвет фона
не меняется сам с течением времени суток, только после
обновления страницы»). The sky colour and the plan dimming are
delivered by a 45 s CSS transition, and a CSS transition only advances
while the card is being PAINTED. A card that was not painting — a
background tab, another dashboard view, a sleeping wall tablet, an
editor session — comes back holding a stale sky and then crawls toward
the truth 45 s at a time; a page reload, by contrast, paints the right
colour outright, because a freshly mounted element has nothing to
transition FROM. So the card measures the gap: HA refreshes
sun.sunevery ~4 minutes by day, i.e. ≤1° per update, and anything fromSKY_SNAP_DEG= 3° up therefore means "we were not watching". Such a step is applied withtransition: nonefor a single frame (.stage.daynight.skysnap, released on the nextrequestAnimationFrame); everything smaller keeps the 45 s breathing.visibilitychange → visiblearms the catch-up outright. - The elevation the sky is computed from is rounded to 0.1°
(
skyElevation()) — finer than the eye can tell across a 45 s glide, and it keepsdayPhase(and the style attribute lit has to commit) from churning on everyhasstick. The wedge GEOMETRY keeps its own, coarser memo: the two have deliberately different granularity — the sky is cheap, the polygon clipping is not. - The UI is a two-option selector; the color picker shows only for
'static'. - Backend validation:
In(['static', 'daynight'])at both levels. 'daynight'follows the general gate: withoutnorth_deg(or withoutsun.sun) it behaves as'static'.- The scene background never bleeds through the plan (owner,
2026-08-03). In BOTH modes the background —
bg_coloror the daynight sky — is visible only AROUND the plan: opaque.hp-papershapes sit under everything the plan draws. An image plan papers the backdrop image rect (the canvas IS the paper); a hand-drawn plan papers the ROOM CONTOURS — one shape per room in exactly the room's own geometry (fill only, no stroke), never their bounding box, so the background reaches the exterior walls of an L-shaped house and fills the gaps between detached buildings (an empty drawn space has no paper). Open (virtual) boundaries do not affect the paper; a live resize preview moves it together with the rooms. Its colour is the pre-bg_color canvas — white for hand-drawn plans, the theme card background under an image. The night dimming above is thebrightnessfilter on the zoomwrap ONLY; the paper's alpha never changes. Applies to view/kiosk/editors and the static space-card alike (smoke_bg_color).
Window light wedges — settings.sun_rays
Boolean, global + per-space (null = inherit), default OFF.
For every opening of type «window» sitting on an EXTERIOR wall — a wall stretch with no other room on its outer side, decided by probing the existing room geometry just off both sides of the window; windows on interior walls do not participate, and open (virtual) boundaries never qualify because both sides are rooms — the card draws a wedge when BOTH hold:
- the sun is above the horizon (
elevation > 0), and - the dot product of the wall's outward normal with the direction
toward the sun — the cosine of the angle of incidence — is above
RAY_MIN_COS= 0.05, i.e. the sun faces this window AND clears the plane of its wall by ~2.9° (~87.1° of incidence). Below that there is nothing to paint: glass reflects almost all of it, and the shaft's perpendicular depth (len · cos, see «Dissolving») would be thinner than the wall it came through.
The wedge is a PARALLELOGRAM: the window's span extruded by the same
length along the direction AWAY from the sun (light falls inward), so
its far edge is parallel to the wall, clipped by the
room's polygon (polyclip intersection, the same dependency
src/resize.ts already uses). Its length is k(elevation) in window
lengths: ~1.75 at sunrise/sunset tapering to ~0.56 at the zenith
(0.56 + 1.19·(1 − elevation/90)^1.6 — the v1.56 curve
0.8 + 1.7·(1 − elevation/90)^1.6 times RAY_LENGTH_K = 0.7, owner
2026-08-04: «лучи от солнца сделать короче на 30%»; scaling the whole
curve keeps the "a low sun reaches much further" shape intact). The
color is warm orange while elevation < 10° and neutral by day; peak
opacity is RAY_MAX_ALPHA = 0.30 (owner 2026-08-03: «лучи поярче,
иногда плохо видны» — raised from 0.18; two overlapping wedges
still stay under a readable ceiling on white paper and on the dark glow
canvas alike).
Dissolving — along the ray only (owner 2026-08-04)
Two rounds with the owner on the same day:
- «Проверить, чтобы они всегда плавно рассеивались (сейчас есть ощущение, что они упираются во что-то невидимое)» — the wedge was ending on a visible line;
- «С лучами солнца ты сделал фигню — не надо размывать их боковые грани» — the first answer to (1) was a Gaussian blur over the whole wedge, which feathered the SIDES too. Wrong: a shaft of sunlight through a window has crisp sides. Only its reach fades.
So the falloff is one-dimensional: along the ray, from the glass inward, and nothing else. Three invariants have to hold at once:
- the whole pane of glass is at peak alpha — light does not start out half-dark at one end of the window;
- every ray fades over the same distance, its own
len; - the wedge's far edge lies exactly on an iso-alpha line, so the shaft dies of its gradient and never of its own outline (that visible straight «bright kerb» hanging in mid-floor).
The axis of the fade is the wall's INWARD NORMAL, not the ray.
The light is a bundle of PARALLEL rays, so the distance a point has
travelled from the glass is depth / cos, where depth is its
perpendicular distance from the wall and cos = dir·normal is fixed
for the whole wedge. That is an affine function of the point, and its
level sets are straight lines PARALLEL TO THE WALL. A linear gradient
whose axis is the normal therefore describes the travelled distance
exactly:
x1,y1= the middle of the window span (any point of the glass — they all have depth 0);x2,y2= that point plusnormal · len · cos—SunRay.depth, the perpendicular depth a ray reaches after running the fulllen;- a point
source + dir·ulands on offsetu / len, whichever ray it rode in on.
Hence: the glass is all at offset 0 (invariant 1), the alpha at any point is a function of how far its own ray has run (invariant 2), and the parallelogram's far edge — parallel to the wall — IS the gradient's last iso-alpha line (invariant 3). The «30 % shorter» reach is then a fact about every SIDE of every wedge, at any sun angle.
The stops (rayStops()) ease out to zero at RAY_FADE_END = 85 %
of the axis: 1 → .86 → .60 → .32 → .10 → 0. The last 15 % of every
wedge is guaranteed empty, so a shaft that ends in mid-air has nothing
left to draw an edge with.
DEV-EB173-01 (fixed). The previous attempt kept the gradient along
dirfrom the span's midpoint and bent the GEOMETRY to match, extruding the two ends of the window by different amounts so both far corners projected onto the same point of that axis. It bought invariant 3 with the other two: at a grazing sun the ends of the glass themselves sat at offsets ±0.879 — one of them fully transparent before the shaft even started — and the two sides came out 5.41 and 84.19 long (ratio 15.6), the long one 31 % LONGER than the pre-cut 64 rather than 30 % shorter. One linear gradient along the ray cannot satisfy all three; along the normal it satisfies all three by construction.
- the two SIDES carry no falloff at all, on purpose. They are hard
lines, because that is what light through a window looks like. There
is no filter, no
feGaussianBlur, noclip-pathanywhere in the sun layer — the polygons arrive fromcomputeSunRays()already intersected with the room, so a wall stops the light by geometry; - where the room outline does cut a still-lit shaft (the opposite wall, the inner corner of an L, an OPEN boundary) the edge stays crisp: that is light landing on a wall, and blurring it was the mistake.
Clipping by the room is unchanged; only the visible edge changed.
The 3° threshold and the 2-second fade
Wedge opacity does NOT depend on elevation any more — the old ramp-in over the first ~2° is gone. The contract (owner 2026-08-03) is a hard threshold:
elevation < 3°→ NO rays at all;elevation ≥ 3°→ rays at full strength (rayPeakAlpha, cloud cover being the only multiplier).
Crossing the threshold is animated, but on the LAYER, never on the
geometry: the <g class="sunlayer"> fades in with hp-sunfade-in and
out with hp-sunfade-out, both exactly 2 s (RAY_FADE_MS in
src/sun.ts must stay in sync with styles.ts). To let the fade-out
play at all, the card keeps the layer mounted with .out for those two
seconds and only then drops it. prefers-reduced-motion: reduce skips
the animation entirely — the rays are simply there or simply gone.
Everything else that removes wedges — leaving view mode, switching the
feature off, night (elevation ≤ 0), rain — is instant: those are not
threshold crossings, and a wedge lingering while you enter the editor
would just be a bug.
Layer order: ABOVE room fills (and the glow layer), BELOW devices and
labels (those live in the HTML devlayer anyway). Night
(elevation ≤ 0) → no wedges. Wedges work under BOTH bg_modes.
Cloud cover — settings.weather_entity (optional)
String entity id or null; GLOBAL settings only. When set and the entity's state reads overcast, the wedges fade by an opacity multiplier — ~0.25 fully overcast, 0 (gone) in rain/snow:
| states | factor |
|---|---|
| clear, sunny, clear-night, windy, exceptional, unset entity | 1.0 |
| partlycloudy, windy-variant | 0.7 |
| cloudy | 0.4 |
| overcast, fog | 0.25 |
| rainy, pouring, snowy, snowy-rainy, hail, lightning, lightning-rainy | 0.0 |
| unknown, unavailable | 1.0 (a dead sensor must not kill the sun) |
Backend validation: string or null.
Edge cases and limits
- No
sun.sun→ silent feature + a hint in the settings dialog. north_degunset everywhere → silent feature + a hint.prefers-reduced-motion→ no transitions; colors and wedges render statically for the current sun position.- Kiosk mode → works (same view path).
- Static
houseplan-space-card→ the background honours the effectivebg_mode/color; wedges are v1 FULL-CARD ONLY (documented limit). - Editors (plan/devices/decor) → no wedges and no day/night: the editor canvases render exactly as before.
- Mutual shading of the building's own wings (an L-shaped house shadowing its inner corner) is NOT computed — a lit window casts its wedge even when another wing geometrically blocks the sun. Accepted v1 limit.
- Wedges of windows on all four wall orientations are unit-tested, including the 359→0 azimuth wrap.
Files
src/sun.ts— pure logic (angles, day phase, exterior walls, wedge quads + clipping, cloud factor, settings inheritance); unit-tested intest/sun.test.mjs.src/houseplan-card.ts— the memoised wedge layer, the day/night stage background, both settings dialogs (compass dial included).src/space-render.ts— the static card's background only.custom_components/houseplan/validation.py— the four settings at both levels; tests intests_backend/test_validation.py.demo/smoke_sun.mjs— end-to-end behaviour against the demo rig.demo/smoke_sun_soft.mjs— the −30 % reach and the "dissolves along the ray only" contract: the gradient axis is the wall normal and islen · coslong, an offset is exactly how far a ray has run, the stops die at 85 %, the sides are sharp (no filter on the wedge, nofeGaussianBlurat all), and at an oblique sun nothing is drawn past the end of the gradient — the kerb cannot come back. It re-runs the DEV-EB173-01 grazing repro end to end (west window 80, elevation 90, azimuth 190): equal sides of the nominal length, peak alpha at BOTH ends of the glass, and no wedge at all belowRAY_MIN_COS.demo/smoke_sun_live_bg.mjs— the sky followssun.sunon a plainhasstick with no reload, asserted on the COMPUTED background of the stage; small steps still glide, big ones catch up at once.demo/shot_sun_short.mjs— stills at a low and a high sun (node demo/shot_sun_short.mjs <outdir> <prefix>).