123 lines
4.8 KiB
Markdown
123 lines
4.8 KiB
Markdown
![logo](assets/banner.png)
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# 🏠 Introduction
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Immersive Home is project to bring Smart Home and Mixed Reality technologies together for an intuitive and immersive experience.
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## Features
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- **Fast and Intuitive control over IoT devices**
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- **Live overview over your smart home**
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- **Simple way for creating automations**
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- **Comfortable way of consuming virtual media unobstructed**
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- **Advanced automations based on position in room**
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## Supported Devices
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**Smart Home Platforms**
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- [Home Assistant](https://www.home-assistant.io/)
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**Mixed Reality Headsets**
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- Meta Quest 2 / Pro / 3
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# 🛠 Development
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In order to contribute to this project, you need the following to be setup before you can start working:
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- Godot 4.1.3 installed
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## Fundamentals
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Communication with the Smart Home Environment is done using the `HomeAdapters` global. Each environment is made up of devices and entities.
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A device is a collection of different entities and entities can represent many different things in a smart home.
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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.
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### File Structure
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```
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.
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├── addons (All installed Godot Addons are saved here)
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├── assets (Files like logos or assets that are shared across scenes)
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├── content/ (Main files of the project)
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│ ├── entities (Entities that can be placed into the room)
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│ └── ui (User Interface Scenes and related files)
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└── lib/ (Code that is global or shared across scenes)
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├── globals (Globally running scripts)
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└── home_adapters (Code allowing control smart home entities)
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```
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### Home Adapters
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The `HomeAdapters` global allows to communicate with different backends and offers a set of fundamental functions allowing communication with the Smart Home.
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```python
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Device {
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"id": String,
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"name": String,
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"entities": Array[Entity]
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}
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Entity {
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"state": String
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"attributes": Dictionary
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}
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# Get a list of all devices
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func get_devices() -> Signal[Array[Device]]
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# Get a single device by id
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func get_device(id: String) -> Signal[Device]
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# Returns the current state of an entity.
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func get_state(entity: String) -> Signal[Entity]
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# Updates the state of the entity and returns the resulting state
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func set_state(entity: String, state: String, attributes: Dictionary) -> Signal[Entity]
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# Watches the state and each time it changes, calls the callback with the changed state, returns a function to stop watching the state
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func watch_state(entity: String, callback: Callable[entity: Entity]) -> Callable
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```
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### Interaction Events
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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.
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Additionally, each event will bubble up until the root node is reached, allowing to handle events on parents.
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In case that an event of a specific node has to be reacted on, use the `Clickable` function node.
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```python
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InteractionEvent {
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"controller": XRController3D, # The controller that triggered the event
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"ray": RayCast3D, # The ray-cast that triggered the event
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"target": Node3D, # The node that was hit by the ray-cast
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}
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```
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| Function called | Args | Description |
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| -- | -- | -- |
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| `_on_click` | `[event: InteractionEvent]` | The back trigger button has been pressed and released |
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| `_on_press_down` | `[event: InteractionEvent]` | The back trigger button has been pressed down |
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| `_on_press_move` | `[event: InteractionEvent]` | The back trigger button has been moved while pressed down |
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| `_on_press_up` | `[event: InteractionEvent]` | The back trigger button has been released |
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| `_on_grab_down` | `[event: InteractionEvent]` | The side grab button been pressed down |
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| `_on_grab_move` | `[event: InteractionEvent]` | The side grab button been pressed down |
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| `_on_grab_up` | `[event: InteractionEvent]` | The side grab button been released |
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| `_on_ray_enter` | `[event: InteractionEvent]` | The ray-cast enters the the collision body |
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| `_on_ray_leave` | `[event: InteractionEvent]` | The ray-cast leaves the the collision body |
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### Functions
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In order to implement generic features, a set of functions is available to be used in the project.
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#### Movable
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The `Movable` node allows to move a node around in the room. It uses the grab events in order to transform the parent node.
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#### Clickable
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The `Clickable` allows to access events of the parent using signals this node emits.
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### Testing without a VR Headset
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In order to test without a headset, press the run project (F5) button in Godot and ignore the prompt that OpenXR failed to start.
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To simulate the headset and controller movement, we're using the [XR Input Simulator](https://godotengine.org/asset-library/asset/1775) asset.
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Click at the link to get a list of the supported controls.
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