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![logo](assets/banner.png)
Using Godot 4.1.3
# 🏠 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
# Development
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.
### 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
Each time a button is pressed on the primary controller, a raycast is done to be able to interact with devices or the UI.
**InteractionEvent**
```js
{
position: Vector3,
rotation: Vector3
}
```
| Function called | Args | Description |
| -- | -- | -- |
| `_click` | `[event: InteractionEvent]` | The back trigger button has been pressed and released |
| `_dbl_click` | `[event: InteractionEvent]` | The back trigger button has been pressed and released twice in a row |
| `_long_click` | `[event: InteractionEvent]` | The back trigger button has been pressed, then hold still for a short period, then released |
| `_press_down` | `[event: InteractionEvent]` | The back trigger button has been pressed down |
| `_press_move` | `[event: InteractionEvent]` | The back trigger button has been moved while pressed down |
| `_press_up` | `[event: InteractionEvent]` | The back trigger button has been released |
| `_grab_down` | `[event: InteractionEvent]` | The side grap button been pressed down |
| `_grab_move` | `[event: InteractionEvent]` | The side grap button been pressed down |
| `_grab_up` | `[event: InteractionEvent]` | The side grap button been released |
### 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.
Click at the link to get a list of the supported controlls.