Files
houseplan-card/dist
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
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