mirror of
https://github.com/Matysh/houseplan-card
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Owner, 2026-08-04, on yesterday's attempt: «с лучами солнца ты сделал фигню —
не надо размывать их боковые грани».
They are right. 22b588e answered "the shafts run into something invisible" with
a Gaussian blur of the WHOLE wedge (`raySoftness`, filter `hp-sunsoft`), which
feathered the sides as well as the tip. A shaft of light through a window has
crisp sides; only its reach fades. The blur turned every wedge into a smudge.
GONE. `raySoftness()`, the `<filter>`/`feGaussianBlur` in <defs>, the `<g
filter clip-path>` wrapper, and with it the `hp-sunclip` clipPath — that clip
existed only so the blur could not bleed through a wall. The polygons come out
of `computeSunRays()` already intersected with the room, so a wall still stops
the light by geometry (demo/smoke_sun.mjs, wedgeClippedToRoom). The sun layer
is plain `<polygon fill="url(#hp-sun-i)">` again.
THE KERB DID NOT COME BACK, and not by luck. The old bright edge floating in
mid-floor was never about softness: the gradient's iso-alpha lines are square
to the SUN, while a parallelogram's far edge is parallel to the WALL. Head-on
they coincide; at any other angle one far corner sits at offset `1 − 0.5/k` —
0.71 of the way at a low sun, 0.11 at a high one — i.e. still lit when the
polygon ends. So `rayQuad()` no longer builds a parallelogram: each side is
extruded until it reaches the same distance `len` ALONG `dir`, which puts the
far edge on one iso-alpha line of the gradient. Combined with the untouched
`RAY_FADE_END` = 85 %, the last 15 % of every wedge is empty and its outline
has nothing left to draw. The sides stay razor-sharp on purpose.
Length (×0.7) and the live sky catch-up are untouched.
Tests: unit — `rayQuad` at six sun angles (sides exactly parallel to the ray,
both far corners at offset 1, far edge ⊥ ray, nothing past the gradient) plus
the head-on parallelogram pinned; the `raySoftness` test is gone with the
function. Smoke — demo/smoke_sun_soft.mjs keeps the reach and the "dead at
85 %" checks and flips the feather assert into its opposite: no filter on any
wedge, no `feGaussianBlur` in the tree, and at an OBLIQUE sun (230°/8° and
225°/55°) no vertex is drawn past the end of the gradient. Verified to fail on
the previous bundle on exactly those four. All 247 unit tests and all 97 smokes
green. Stills: sun_sharp_low / sun_sharp_high (demo/shot_sun_short.mjs now
takes a file prefix).
270 lines
14 KiB
Markdown
270 lines
14 KiB
Markdown
# Sun on the plan — the spec (source of truth)
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Status: approved by the owner 2026-08-03. Shipped in v1.56.0.
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Scope decisions final: the compass lives in the GENERAL settings with a
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per-space override, the feature is silent until `north_deg` is set
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anywhere, wedges ship for the FULL card only in v1, and mutual shading
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of the building's wings is explicitly NOT computed.
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## Principle
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The plan learns where north is, and from that single number plus HA's
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own `sun.sun` the card knows where the sun stands relative to every
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wall. Two visuals follow: the stage background can breathe with the
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day (day → golden hour → dusk → night), and windows on exterior walls
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cast soft wedges of light into their rooms. Everything is display
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only — no entities are created, no services are called.
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## Data
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- Source: the `sun.sun` entity (`attributes.azimuth` 0–360, 0 = north,
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clockwise; `attributes.elevation` in degrees, negative below the
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horizon). No `sun.sun` in the install → the whole feature stays
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silent and the settings dialog says why.
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- Sun attributes update rarely (~30–120 s). Sun geometry is recomputed
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ONLY when (azimuth, elevation) or the config change — never on every
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`hass` tick. The wedge layer memoises on
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`(azimuth, elevation, config rev, space id, weather state)`.
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- Angle on the plan: `plan_angle = azimuth − north_deg` (normalised to
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0–360). With `north_deg = 0` the top of the canvas is north; the
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direction TOWARD the sun on the canvas is
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`(sin(plan_angle), −cos(plan_angle))` (y grows downward).
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## Compass — `settings.north_deg`
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- Integer 0–359, degrees clockwise from "up on the canvas" to true
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north. Lives in the GENERAL settings (⚙) as a circular dial: drag
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the «N» arrow around the ring, 1° steps, 15° with Shift held; a
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plain number input sits next to it for accessibility and precision.
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- Per-space override in the space settings (empty = inherit), the same
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pattern as `show_lqi` / `fill_mode`.
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- While `north_deg` is null at BOTH levels the whole sun feature is
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inert: static background, no wedges, nothing computed. The settings
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dialogs show a hint.
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- Backend validation: integer in 0–359 at both levels.
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## Plan background — `settings.bg_mode: 'static' | 'daynight'`
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- Global default in the general settings, per-space override (null =
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inherit). Default `'static'`.
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- `'static'` — the existing `bg_color` behaviour, color picker and
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all. Nothing changes for existing installs.
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- `'daynight'` — the stage background follows the sun's elevation:
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WHITE at full day (the brightest moment of the day is white — owner,
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2026-08-03), a warm bright shift in the golden hour (elevation below
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~10°), cooling through dusk, deep darkening at night. The scale
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(piecewise-linear between stops, `BG_STOPS` in `src/sun.ts`):
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| elevation | color | phase |
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| --- | --- | --- |
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| −90°…−12° | `#070c14` | deep night |
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| −4° | `#131a28` | dusk cools down |
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| 0° | `#4a3527` | warm band right at the horizon |
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| +10° | `#e8ddcf` | morning light — warm and bright |
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| +30°…+90° | `#ffffff` | plain day, white |
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The PLAN
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itself dims only ~10% at night (`filter: brightness(.9)`), so the
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daytime room fills stay readable. Transitions are a CSS
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background/filter transition tens of seconds long;
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`prefers-reduced-motion` gets the current colors statically.
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- **Glide, but never lag behind reality** (owner 2026-08-04: «цвет фона
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не меняется сам с течением времени суток, только после
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обновления страницы»). The sky colour and the plan dimming are
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delivered by a 45 s CSS transition, and a CSS transition only advances
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while the card is being PAINTED. A card that was not painting — a
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background tab, another dashboard view, a sleeping wall tablet, an
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editor session — comes back holding a stale sky and then crawls toward
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the truth 45 s at a time; a page reload, by contrast, paints the right
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colour outright, because a freshly mounted element has nothing to
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transition FROM. So the card measures the gap: HA refreshes `sun.sun`
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every ~4 minutes by day, i.e. ≤1° per update, and anything from
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`SKY_SNAP_DEG` = 3° up therefore means "we were not watching". Such a
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step is applied with `transition: none` for a single frame
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(`.stage.daynight.skysnap`, released on the next
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`requestAnimationFrame`); everything smaller keeps the 45 s breathing.
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`visibilitychange → visible` arms the catch-up outright.
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- The elevation the sky is computed from is rounded to 0.1°
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(`skyElevation()`) — finer than the eye can tell across a 45 s glide,
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and it keeps `dayPhase` (and the style attribute lit has to commit)
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from churning on every `hass` tick. The wedge GEOMETRY keeps its own,
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coarser memo: the two have deliberately different granularity — the
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sky is cheap, the polygon clipping is not.
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- The UI is a two-option selector; the color picker shows only for
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`'static'`.
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- Backend validation: `In(['static', 'daynight'])` at both levels.
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- `'daynight'` follows the general gate: without `north_deg` (or
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without `sun.sun`) it behaves as `'static'`.
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- **The scene background never bleeds through the plan** (owner,
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2026-08-03). In BOTH modes the background — `bg_color` or the
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daynight sky — is visible only AROUND the plan: opaque `.hp-paper`
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shapes sit under everything the plan draws. An image plan papers the
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backdrop image rect (the canvas IS the paper); a hand-drawn plan
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papers the ROOM CONTOURS — one shape per room in exactly the room's
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own geometry (fill only, no stroke), never their bounding box, so
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the background reaches the exterior walls of an L-shaped house and
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fills the gaps between detached buildings (an empty drawn space has
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no paper). Open (virtual) boundaries do not affect the paper; a live
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resize preview moves it together with the rooms. Its colour is the
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pre-bg_color canvas — white for hand-drawn plans, the theme card
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background under an image. The night dimming above is the
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`brightness` filter on the zoomwrap ONLY; the paper's alpha never
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changes. Applies to view/kiosk/editors and the static space-card
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alike (smoke_bg_color).
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## Window light wedges — `settings.sun_rays`
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Boolean, global + per-space (null = inherit), default OFF.
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For every opening of type «window» sitting on an EXTERIOR wall — a
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wall stretch with no other room on its outer side, decided by probing
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the existing room geometry just off both sides of the window; windows
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on interior walls do not participate, and open (virtual) boundaries
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never qualify because both sides are rooms — the card draws a wedge
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when BOTH hold:
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- the sun is above the horizon (`elevation > 0`), and
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- the dot product of the wall's outward normal with the direction
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toward the sun is positive (the sun actually faces this window).
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The wedge is a quadrilateral cast from the window's span along the
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direction AWAY from the sun (light falls inward) and cut off
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PERPENDICULAR to the ray (see «Dissolving» below), clipped by the
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room's polygon (`polyclip` intersection, the same dependency
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`src/resize.ts` already uses). Its length is `k(elevation)` in window
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lengths: ~1.75 at sunrise/sunset tapering to ~0.56 at the zenith
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(`0.56 + 1.19·(1 − elevation/90)^1.6` — the v1.56 curve
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`0.8 + 1.7·(1 − elevation/90)^1.6` times `RAY_LENGTH_K` = 0.7, owner
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2026-08-04: «лучи от солнца сделать короче на 30%»; scaling the whole
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curve keeps the "a low sun reaches much further" shape intact). The
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color is warm orange while `elevation < 10°` and neutral by day; peak
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opacity is `RAY_MAX_ALPHA` = 0.30 (owner 2026-08-03: «лучи поярче,
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иногда плохо видны» — raised from 0.18; two overlapping wedges
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still stay under a readable ceiling on white paper and on the dark glow
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canvas alike).
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### Dissolving — along the ray only (owner 2026-08-04)
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Two rounds with the owner on the same day:
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1. «Проверить, чтобы они всегда плавно рассеивались (сейчас есть
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ощущение, что они упираются во что-то невидимое)» — the wedge was
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ending on a visible line;
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2. «С лучами солнца ты сделал фигню — не надо размывать их боковые
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грани» — the first answer to (1) was a Gaussian blur over the whole
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wedge, which feathered the SIDES too. Wrong: a shaft of sunlight
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through a window has crisp sides. Only its reach fades.
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So the falloff is one-dimensional: **along the ray, from the glass
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inward, and nothing else.** The contract:
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- the gradient spans the FULL wedge length (`x1,y1` at the glass,
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`x2,y2` exactly `len` away), so geometry and gradient always describe
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the same shaft — but its stops (`rayStops()`) ease out to **zero at
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`RAY_FADE_END` = 85 %** of that length: `1 → .86 → .60 → .32 → .10
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→ 0`. The last 15 % of every wedge is guaranteed empty, so a shaft
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that ends in mid-air has nothing left to draw an edge with;
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- `rayQuad()` therefore ends the wedge ON an iso-alpha line of that
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gradient: both sides are extruded until they reach the same distance
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`len` ALONG `dir`, so the far edge is perpendicular to the RAY, not
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parallel to the wall. This is what killed the old bright kerb. A
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parallelogram (equal extrusion of both ends) has its far edge
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parallel to the WALL, while the gradient's iso-alpha lines are square
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to the sun; for any sun that does not face the glass head-on the two
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disagree and one far corner sits at offset `1 − 0.5/k` — still lit
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(~0.71 at a low sun, ~0.11 at a high one). That corner was the
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straight bright kerb hanging in mid-floor;
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- the two SIDES carry no falloff at all, on purpose. They are hard
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lines, because that is what light through a window looks like. There
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is **no filter, no `feGaussianBlur`, no `clip-path`** anywhere in the
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sun layer — the polygons arrive from `computeSunRays()` already
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intersected with the room, so a wall stops the light by geometry;
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- where the room outline does cut a still-lit shaft (the opposite wall,
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the inner corner of an L, an OPEN boundary) the edge stays crisp:
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that is light landing on a wall, and blurring it was the mistake.
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Clipping by the room is unchanged; only the visible edge changed.
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### The 3° threshold and the 2-second fade
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Wedge opacity does NOT depend on elevation any more — the old ramp-in
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over the first ~2° is gone. The contract (owner 2026-08-03) is a hard
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threshold:
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- `elevation < 3°` → NO rays at all;
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- `elevation ≥ 3°` → rays at full strength (`rayPeakAlpha`, cloud cover
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being the only multiplier).
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Crossing the threshold is animated, but on the LAYER, never on the
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geometry: the `<g class="sunlayer">` fades in with `hp-sunfade-in` and
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out with `hp-sunfade-out`, both exactly 2 s (`RAY_FADE_MS` in
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`src/sun.ts` must stay in sync with `styles.ts`). To let the fade-out
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play at all, the card keeps the layer mounted with `.out` for those two
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seconds and only then drops it. `prefers-reduced-motion: reduce` skips
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the animation entirely — the rays are simply there or simply gone.
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Everything else that removes wedges — leaving view mode, switching the
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feature off, night (`elevation ≤ 0`), rain — is instant: those are not
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threshold crossings, and a wedge lingering while you enter the editor
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would just be a bug.
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Layer order: ABOVE room fills (and the glow layer), BELOW devices and
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labels (those live in the HTML `devlayer` anyway). Night
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(`elevation ≤ 0`) → no wedges. Wedges work under BOTH `bg_mode`s.
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## Cloud cover — `settings.weather_entity` (optional)
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String entity id or null; GLOBAL settings only. When set and the
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entity's state reads overcast, the wedges fade by an opacity
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multiplier — ~0.25 fully overcast, 0 (gone) in rain/snow:
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| states | factor |
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| --- | --- |
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| clear, sunny, clear-night, windy, exceptional, unset entity | 1.0 |
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| partlycloudy, windy-variant | 0.7 |
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| cloudy | 0.4 |
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| overcast, fog | 0.25 |
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| rainy, pouring, snowy, snowy-rainy, hail, lightning, lightning-rainy | 0.0 |
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| unknown, unavailable | 1.0 (a dead sensor must not kill the sun) |
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Backend validation: string or null.
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## Edge cases and limits
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- No `sun.sun` → silent feature + a hint in the settings dialog.
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- `north_deg` unset everywhere → silent feature + a hint.
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- `prefers-reduced-motion` → no transitions; colors and wedges render
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statically for the current sun position.
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- Kiosk mode → works (same view path).
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- Static `houseplan-space-card` → the background honours the effective
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`bg_mode`/color; wedges are v1 FULL-CARD ONLY (documented limit).
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- Editors (plan/devices/decor) → no wedges and no day/night: the
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editor canvases render exactly as before.
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- Mutual shading of the building's own wings (an L-shaped house
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shadowing its inner corner) is NOT computed — a lit window casts its
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wedge even when another wing geometrically blocks the sun. Accepted
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v1 limit.
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- Wedges of windows on all four wall orientations are unit-tested,
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including the 359→0 azimuth wrap.
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## Files
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- `src/sun.ts` — pure logic (angles, day phase, exterior walls, wedge
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quads + clipping, cloud factor, settings inheritance); unit-tested
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in `test/sun.test.mjs`.
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- `src/houseplan-card.ts` — the memoised wedge layer, the day/night
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stage background, both settings dialogs (compass dial included).
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- `src/space-render.ts` — the static card's background only.
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- `custom_components/houseplan/validation.py` — the four settings at
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both levels; tests in `tests_backend/test_validation.py`.
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- `demo/smoke_sun.mjs` — end-to-end behaviour against the demo rig.
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- `demo/smoke_sun_soft.mjs` — the −30 % reach and the "dissolves along
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the ray only" contract: the gradient spans the wedge and dies at
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85 %, the sides are sharp (no filter on the wedge, no
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`feGaussianBlur` at all), and at an oblique sun nothing is drawn past
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the end of the gradient — the kerb cannot come back.
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- `demo/smoke_sun_live_bg.mjs` — the sky follows `sun.sun` on a plain
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`hass` tick with no reload, asserted on the COMPUTED background of the
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stage; small steps still glide, big ones catch up at once.
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- `demo/shot_sun_short.mjs` — stills at a low and a high sun
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(`node demo/shot_sun_short.mjs <outdir> <prefix>`).
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