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.
13 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 is positive (the sun actually faces this window).
The wedge is a quadrilateral cast from the window's span along the
direction AWAY from the sun (light falls inward), 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 — never a kerb (owner 2026-08-04)
«Проверить, чтобы они всегда плавно рассеивались (сейчас есть ощущение, что они упираются во что-то невидимое)». A wedge is a polygon, and until v1.56 nothing hid that:
- the gradient's iso-alpha lines run PERPENDICULAR to the sun, while the wedge's far edge is parallel to the WALL. For any sun that does not hit the glass head-on the two are not the same line, so half of that far edge was cut while it still carried colour — a straight bright kerb hanging in the middle of the floor;
- the wedge's two SIDES had no falloff at all — two razor lines running from the window into the room;
- where the room outline clips the wedge (the opposite wall, the inner corner of an L, and above all an OPEN boundary, which has no wall drawn at all) the shaft was chopped at whatever alpha it still had.
The contract now:
- the gradient still spans the FULL wedge length (
x1,y1at the glass,x2,y2exactlylenaway), so geometry and gradient always describe the same shaft — but its stops (rayStops()) ease out to zero atRAY_FADE_END= 85 % of that length: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; - each wedge is drawn inside
<g filter="…" clip-path="…">. SVG applies the filter FIRST and the clip SECOND, so a small Gaussian blur (raySoftness(len)= 7 % of the length, clamped to 3…18 render units) feathers the sides and the tip, and the room outline then cuts the feather off — light still never crosses a wall, but where the shaft does reach one the kerb is a soft ramp that reads as light landing ON the wall instead of a cut-out shape.
Clipping by the room stays exactly as before; only its 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 "always dissolves" contract (the gradient spans the wedge and dies at 85 %, the feather filter, the room clip).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— before/after stills at a low and a high sun.