immersive-home/README.md

108 lines
4.2 KiB
Markdown
Raw Normal View History

2023-11-04 15:24:50 +02:00
![logo](assets/banner.png)
2023-10-16 20:10:02 +03:00
2023-11-04 16:34:46 +02:00
# 🏠 Introduction
Immersive Home is project to bring Smart Home and Mixed Reality technologies together for an intuitive and immersive experience.
## Features
- **Fast and Intuitive control over IoT devices**
- **Live overview over your smart home**
- **Simple way for creating automations**
- **Comfortable way of consuming virtual media unobstructed**
- **Advanced automations based on position in room**
## Supported Devices
**Smart Home Platforms**
- [Home Assistant](https://www.home-assistant.io/)
**Mixed Reality Headsets**
- Meta Quest 2 / Pro / 3
2023-11-04 16:35:48 +02:00
# 🛠 Development
2023-11-04 16:34:46 +02:00
In order to contribute to this project, you need the following to be setup before you can start working:
- Godot 4.1.3 installed
## Fundamentals
Communication with the Smart Home Environment is done using the `HomeAdapters` global. Each environment is made up of devices and entities.
A device is a collection of different entities and entities can represent many different things in a smart home.
For example, the entity of name `lights.smart_lamp_1` would control the kitchen lamps while `state.smart_lamp_1_temp` would show the current temperature of the lamp.
2023-11-05 16:27:57 +02:00
### File Structure
```
.
├── addons (All installed Godot Addons are saved here)
├── assets (Files like logos or assets that are shared across scenes)
2023-11-05 16:28:41 +02:00
├── content/ (Main files of the project)
2023-11-05 16:27:57 +02:00
│ ├── entities (Entities that can be placed into the room)
│ └── ui (User Interface Scenes and related files)
2023-11-05 16:28:41 +02:00
└── lib/ (Code that is global or shared across scenes)
2023-11-05 16:27:57 +02:00
├── globals (Globally running scripts)
└── home_adapters (Code allowing control smart home entities)
```
2023-11-04 16:34:46 +02:00
### Home Adapters
The `HomeAdapters` global allows to communicate with different backends and offers a set of fundamental functions allowing communication with the Smart Home.
```python
Device {
"id": String,
"name": String,
"entities": Array[Entity]
}
Entity {
"state": String
"attributes": Dictionary
}
# Get a list of all devices
func get_devices() -> Signal[Array[Device]]
# Get a single device by id
func get_device(id: String) -> Signal[Device]
# Returns the current state of an entity.
func get_state(entity: String) -> Signal[Entity]
# Updates the state of the entity and returns the resulting state
func set_state(entity: String, state: String, attributes: Dictionary) -> Signal[Entity]
# Watches the state and each time it changes, calls the callback with the changed state, returns a function to stop watching the state
func watch_state(entity: String, callback: Callable[entity: Entity]) -> Callable
```
### Interaction Events
2023-11-05 14:59:33 +02:00
Each time a button is pressed on the primary controller, a ray-cast is done to be able to interact with devices or the UI.
2023-11-04 16:34:46 +02:00
2023-11-05 14:59:33 +02:00
```python
InteractionEvent {
"controller": XRController3D, # The controller that triggered the event
"ray": RayCast3D, # The ray-cast that triggered the event
2023-11-04 16:34:46 +02:00
}
```
| Function called | Args | Description |
| -- | -- | -- |
2023-11-05 14:59:33 +02:00
| `_on_click` | `[event: InteractionEvent]` | The back trigger button has been pressed and released |
| `_on_press_down` | `[event: InteractionEvent]` | The back trigger button has been pressed down |
| `_on_press_move` | `[event: InteractionEvent]` | The back trigger button has been moved while pressed down |
| `_on_press_up` | `[event: InteractionEvent]` | The back trigger button has been released |
| `_on_grab_down` | `[event: InteractionEvent]` | The side grab button been pressed down |
| `_on_grab_move` | `[event: InteractionEvent]` | The side grab button been pressed down |
| `_on_grab_up` | `[event: InteractionEvent]` | The side grab button been released |
| `_on_ray_enter` | `[event: InteractionEvent]` | The ray-cast enters the the collision body |
| `_on_ray_leave` | `[event: InteractionEvent]` | The ray-cast leaves the the collision body |
2023-11-04 16:34:46 +02:00
### Testing without a VR Headset
In order to test without a headset, press the run project (F5) button in Godot and ignore the prompt that OpenXR failed to start.
To simulate the headset and controller movement, we're using the [XR Input Simulator](https://godotengine.org/asset-library/asset/1775) asset.
2023-11-05 14:59:33 +02:00
Click at the link to get a list of the supported controls.