config+docs: sun/moon/camera/day blocks, moon map attribution and cache manifest
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@@ -155,6 +155,32 @@ window.CONFIG = {
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// density: { sunny: 0.05, cloudy: 0.9, stormy: 1.0, night: 0.2 }
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},
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// ------------------------------------------------------------------
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// Moon
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// ------------------------------------------------------------------
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// The disc is drawn artistically larger than the real one (0.0046 rad
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// = 0.26 deg, about 9 px at 1080p) so that the surface texture and the
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// phase are actually readable. The terminator itself stays geometric:
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// lit side = surface normal dot sun direction.
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// The map is sampled in a selenographic frame built from the north
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// celestial pole, so the disc shows north up and east to the right -
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// like a printed lunar map - and rotates as the moon crosses the sky.
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moon: {
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angularRadius: 0.0552, // 12x the physical 0.0046 rad
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texture: 'vendor/moon.jpg', // equirectangular near-side map
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// Scene moonlight (terrain, aircraft, contrails, airlight) is
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// scaled with the disc, but only half of the excess over the
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// physical size counts: 1 + 0.5 * (angularRadius/0.0046 - 1) = 6.5.
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// Set 1.0 for the strictly physical night brightness.
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lightGain: 6.5,
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earthshine: 0.10, // faint light on the dark side
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limbDarkening: 0.30, // surface dims towards the limb
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brightness: 2.20, // per-pixel luminance of the disc
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halo: 1.0, // glow around the disc, scales with phase
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flipU: false, // mirror the map if orientation is wrong
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flipV: false
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},
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// ------------------------------------------------------------------
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// Civil aviation
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// ------------------------------------------------------------------
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@@ -308,18 +334,44 @@ window.CONFIG = {
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},
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// ------------------------------------------------------------------
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// Day cycle
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// Sun
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// ------------------------------------------------------------------
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// simulation: true runs a full 24 h cycle in cycleSeconds (sun rises
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// east, culminates south, sets west) and the clock plus the sun/moon
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// tables follow the simulated date. false uses the real SunCalc positions.
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// The real sun is 0.00465 rad (0.27 deg). Like the moon, the disc is
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// drawn larger so it reads as a disc; the surface brightness and the
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// scene lighting are NOT scaled with it.
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sun: {
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angularRadius: 0.0558 // 12x the physical 0.00465 rad
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},
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// ------------------------------------------------------------------
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// Camera
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// ------------------------------------------------------------------
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// The camera always flies the configured path (figure eight or straight
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// drift); 'aim' changes only where it LOOKS. 'moon' turns the view to
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// the moon - heading to its azimuth, pitch to its altitude - while the
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// flight path, the fetch corridor and the traffic stay as they are.
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// Below the horizon the view holds the moon's azimuth at the horizon.
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camera: {
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aim: 'off', // 'off' | 'moon'
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aimEase: 0.94, // 0 = instant turn, 0.99 = very slow
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aimBob: 0.25 // share of the altitude bob kept while aiming
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// camera: { aim: 'moon' } // look at the moon
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},
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// ------------------------------------------------------------------
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// Clock
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// ------------------------------------------------------------------
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// Sun and moon are always the real ones (SunCalc ephemeris) - this block
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// only moves the clock that the astronomy is evaluated at. startAt picks
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// the moment the scene begins at, speed advances it from there: 1 = real
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// time, 1440 = one simulated day per minute. Clock hands, digital readout,
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// weather and sky all use the same clock. Hash overrides: #at=... #speed=...
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day: {
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simulation: false, // false = the real sun and moon (default)
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cycleSeconds: 60, // only used when simulation is true:
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// 60 s = one simulated day per minute
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fixedTime: null // 'HH:MM' or 0-24 freezes the sim clock
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// (clouds, traffic and flights keep moving)
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// day: { simulation: true, cycleSeconds: 60 } // accelerated day
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startAt: null, // null = strictly real time
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speed: 1 // virtual seconds per real second
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// day: { startAt: '2026-10-29T20:56', speed: 1 } // start at a chosen
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// // moment, real pace
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// day: { startAt: '2026-10-29T20:56', speed: 1440 } // accelerated
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},
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// ------------------------------------------------------------------
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