![logo](assets/banner.png) # 🏠 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.