207 lines
9.7 KiB
Markdown
207 lines
9.7 KiB
Markdown
![logo](assets/banner.png)
|
|
|
|
# 🏠 Introduction
|
|
|
|
Immersive Home is project to bring Smart Home and Mixed Reality technologies together for an intuitive and immersive experience. [Demo Video](https://www.youtube.com/watch?v=vk6uTYOINY4)
|
|
|
|
<a href="https://immersive-home.org" target="_blank" style="text-decoration: none">
|
|
<img height="32" src="assets/badges/website.png" alt="Badge linking to our website" />
|
|
</a>
|
|
|
|
<a href="https://discord.gg/DWWtDfVeus" target="_blank" style="text-decoration: none">
|
|
<img height="32" src="assets/badges/discord.png" alt="Badge linking to our discord" />
|
|
</a>
|
|
|
|
<a href="https://www.oculus.com/experiences/quest/7533875049973382/" target="_blank" style="text-decoration: none">
|
|
<img height="32" src="assets/badges/meta.png" alt="Badge linking to Meta App Lab" />
|
|
</a>
|
|
|
|
<a href="https://github.com/Nitwel/Immersive-Home/releases/latest/download/Android.zip" target="_blank" style="text-decoration: none">
|
|
<img height="32" src="assets/badges/github.png" alt="Badge linking to GitHub" />
|
|
</a>
|
|
|
|
<a href="https://nitwel.itch.io/immersive-home" target="_blank" style="text-decoration: none">
|
|
<img height="32" src="assets/badges/itch.png" alt="Badge linking to itch.io" />
|
|
</a>
|
|
|
|
<a href="https://sidequestvr.com/app/26827/immersive-home" target="_blank" style="text-decoration: none">
|
|
<img height="32" src="assets/badges/sidequest.png" alt="Badge linking to sidequest" />
|
|
</a>
|
|
|
|
## Planned 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**
|
|
|
|
## Support the Project
|
|
|
|
💕 If you like to see the project grow to support more devices and interaction methods, consider supporting the project using these methods:
|
|
|
|
- Donate using [PayPal]( https://paypal.me/nitwel) or [GitHub Sponsors](https://github.com/sponsors/Nitwel)
|
|
- Buying the app on [Meta App Lab](https://www.oculus.com/experiences/quest/7533875049973382/) or [itch.io](https://nitwel.itch.io/immersive-home)
|
|
- Contributing to the project by creating issues or pull requests
|
|
|
|
## Supported Devices
|
|
|
|
**Smart Home Platforms**
|
|
- [Home Assistant](https://www.home-assistant.io/)
|
|
|
|
**Mixed Reality Headsets**
|
|
- Meta Quest 2 / Pro / 3
|
|
|
|
## Connecting to your Home Assistant Instance
|
|
Go to the settings tab (the gear icon) and enter the url `ws://hass.example.com:8123` of your Home Assistant instance.
|
|
You can use the paste button on the keyboard in order to not have to manually type the url and token.
|
|
In order to authenticate, you have to generate a long-lived access token in Home Assistant.
|
|
To generate a HASS token, login into your dashboard, click on your name (bottom left), scroll down and create a long-lived access token.
|
|
|
|
Finally, click the connect button and you should be connected to your Home Assistant instance.
|
|
|
|
# 🛠 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 `HomeApi` 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.
|
|
|
|
### File Structure
|
|
|
|
```
|
|
.
|
|
├── addons (All installed Godot Addons are saved here)
|
|
├── assets (Files like logos or assets that are shared across scenes)
|
|
├── content/ (Main files of the project)
|
|
│ ├── entities (Entities that can be placed into the room)
|
|
│ ├── functions (Generic functions that can be used in scenes)
|
|
│ └── ui (User Interface Scenes and related files)
|
|
└── lib/ (Code that is global or shared across scenes)
|
|
├── globals (Globally running scripts)
|
|
└── home_adapters (Code allowing control smart home entities)
|
|
```
|
|
|
|
### Home Api
|
|
|
|
The `HomeApi` 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 ray-cast is done to be able to interact with devices or the UI.
|
|
Additionally, each event will bubble up until the root node is reached, allowing to handle events on parents.
|
|
In case that an event of a specific node has to be reacted on, use the `Clickable` function node.
|
|
|
|
It is also possible to bubble up information by returning a dictionary from a function like `_on_click`.
|
|
|
|
| Function called | Args | Description |
|
|
| -- | -- | -- |
|
|
| `_on_click` | `[event: EventPointer]` | The back trigger button has been pressed and released |
|
|
| `_on_press_down` | `[event: EventPointer]` | The back trigger button has been pressed down |
|
|
| `_on_press_move` | `[event: EventPointer]` | The back trigger button has been moved while pressed down |
|
|
| `_on_press_up` | `[event: EventPointer]` | The back trigger button has been released |
|
|
| `_on_grab_down` | `[event: EventPointer]` | The side grab button been pressed down |
|
|
| `_on_grab_move` | `[event: EventPointer]` | The side grab button been pressed down |
|
|
| `_on_grab_up` | `[event: EventPointer]` | The side grab button been released |
|
|
| `_on_ray_enter` | `[event: EventPointer]` | The ray-cast enters the the collision body |
|
|
| `_on_ray_leave` | `[event: EventPointer]` | The ray-cast leaves the the collision body |
|
|
| `_on_key_down` | `[event: EventKey]` | The ray-cast leaves the the collision body |
|
|
| `_on_key_up` | `[event: EventKey]` | The ray-cast leaves the the collision body |
|
|
| `_on_focus_in` | `[event: EventFocus]` | The node is got focused |
|
|
| `_on_focus_out` | `[event: EventFocus]` | The node lost focus |
|
|
| `_on_notify` | `[event: EventNotify]` | The ui notification system |
|
|
|
|
After considering using the build in godot event system, I've decided that it would be better to use a custom event system.
|
|
The reason being that we would have to check each tick if the event matches the desired one which seems very inefficient compared to using signals like the browser does.
|
|
Thus I've decided to use a custom event system that is similar to the one used in the browser.
|
|
|
|
### UI Groups
|
|
|
|
| Group | Description |
|
|
| -- | -- |
|
|
| `entity` | Marks the object as being an entity placed in space |
|
|
| `ui_focus` | The element can be focused, can be a parent |
|
|
| `ui_focus_skip` | Focus checking on this element will be skipped |
|
|
| `ui_focus_stop` | The focus will not be reset. Useful for keyboard |
|
|
|
|
### Saving and Loading
|
|
|
|
In order for an entity to be saved, it has to implement the `_save` function returning a dictionary of the data that should be saved.
|
|
When loading, first the saved node gets instantiated, then either the `_load` function is called with the saved data, or when no `_load` function is implemented, the saved data directly applied to the node.
|
|
|
|
### Functions
|
|
|
|
In order to implement generic features, a set of functions is available to be used in the project.
|
|
|
|
#### Movable
|
|
|
|
The `Movable` node allows to move a node around in the room. It uses the grab events in order to transform the parent node.
|
|
|
|
#### Clickable
|
|
|
|
The `Clickable` allows to access events of the parent using signals this node emits.
|
|
|
|
## Installing Locally
|
|
1. Make sure Git LFS is installed
|
|
2. Run `git clone https://github.com/Nitwel/Immersive-Home.git` in your terminal
|
|
3. Import the created `Immersive-Home` folder in Godot
|
|
4. Open the project in Godot 4.1.3
|
|
|
|
### 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 controls.
|
|
|
|
## Building
|
|
|
|
1. Possibly fix importing scenes error
|
|
2. Follow the following guide to setup exporting for android. [link](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html)
|
|
3. Make sure to reuse any existing `debug.keystore` when updating an app
|
|
4. Don't forget to set the JAVA_HOME variable and restart Godot to take effect
|
|
5. Install the `Godot XR Android OpenXR Loaders` plugin in Godot
|
|
6. Configure the following in the android build template:
|
|
- XRMode set to OpenXR
|
|
- Check `Use Grandle Build`
|
|
- Check `Godot OpenXR Meta`
|
|
- In XRFeatures, select at least optional for passthrough
|
|
- Ckeck Internet under the permissions
|
|
- Under Resources > Filters to export, add `*.j2`
|
|
7. `<uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />` can be added to the `AndroidManifest.xml` to disable the boundary system.
|
|
|
|
## Troubleshooting
|
|
|
|
- If you encounter unexpected behavior when building compared to running locally, it may be that the cached data of godot is corrupted or outdated. Try deleting the `.godot` folder and / or all `*.import` files.
|