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314 lines
6.8 KiB
314 lines
6.8 KiB
package models
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import (
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"context"
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"math"
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"math/rand"
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"sort"
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"strings"
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"time"
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)
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type Scene struct {
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ID int `json:"id"`
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Name string `json:"name"`
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IntervalMS int64 `json:"interval"`
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Roles []SceneRole `json:"roles"`
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}
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func (s *Scene) Validate() error {
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if s.IntervalMS < 0 {
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return ErrSceneInvalidInterval
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}
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if len(s.Roles) == 0 {
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return ErrSceneNoRoles
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}
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for _, role := range s.Roles {
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err := role.Validate()
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if err != nil {
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return err
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}
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}
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return nil
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}
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func (s *Scene) Role(device *Device) *SceneRole {
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index := s.RoleIndex(device)
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if index == -1 {
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return nil
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}
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return &s.Roles[index]
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}
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func (s *Scene) RoleIndex(device *Device) int {
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for i, role := range s.Roles {
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if role.TargetKind.Matches(device, role.TargetValue) {
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return i
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}
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}
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return -1
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}
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type SceneEffect string
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const (
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SEStatic SceneEffect = "Static"
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SERandom SceneEffect = "Random"
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SEGradient SceneEffect = "Gradient"
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SEWalkingGradient SceneEffect = "WalkingGradient"
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SETransition SceneEffect = "Transition"
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SEMotion SceneEffect = "Motion"
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SETemperature SceneEffect = "Temperature"
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)
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type SceneRole struct {
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Effect SceneEffect `json:"effect"`
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MotionSeconds float64 `json:"motionSeconds"`
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MinTemperature int `json:"minTemperature"`
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MaxTemperature int `json:"maxTemperature"`
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PowerMode ScenePowerMode `json:"powerMode"`
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TargetKind ReferenceKind `json:"targetKind"`
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TargetValue string `json:"targetValue"`
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Interpolate bool `json:"interpolate"`
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Relative bool `json:"relative"`
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Order string `json:"order"`
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States []NewDeviceState `json:"states"`
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}
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type SceneRunContext struct {
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CurrentTime time.Time
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Index int
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Length int
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IntervalNumber int64
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IntervalMax int64
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Sensors []SceneSensor
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}
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type SceneSensor struct {
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ID int
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UpdateTime time.Time
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Temperature *float64
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Presence *bool
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}
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func (d *SceneRunContext) PositionFacShifted() float64 {
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shiftFac := float64(d.IntervalNumber%int64(d.Length)) / float64(d.Length)
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return math.Mod(d.PositionFac()+shiftFac, 1)
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}
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func (d *SceneRunContext) PositionFac() float64 {
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return float64(d.Index) / float64(d.Length)
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}
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func (d *SceneRunContext) IntervalFac() float64 {
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fac := float64(d.IntervalNumber) / float64(d.IntervalMax)
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if fac > 1 {
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return 1
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} else if fac < 0 {
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return 0
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} else {
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return fac
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}
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}
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func (r *SceneRole) Validate() error {
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if len(r.States) == 0 {
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return ErrSceneRoleNoStates
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}
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switch r.TargetKind {
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case RKTag, RKBridgeID, RKDeviceID, RKName, RKAll:
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default:
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return ErrBadInput
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}
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switch r.PowerMode {
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case SPScene, SPDevice, SPBoth:
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default:
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return ErrSceneRoleUnknownPowerMode
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}
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switch r.Effect {
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case SEStatic, SERandom, SEGradient, SEWalkingGradient, SETransition, SEMotion, SETemperature:
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default:
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return ErrSceneRoleUnknownEffect
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}
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switch r.Order {
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case "", "-name", "name", "+name", "-id", "id", "+id":
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default:
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return ErrSceneRoleUnsupportedOrdering
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}
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return nil
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}
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func (r *SceneRole) ApplyOrder(devices []Device) {
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if r.Order == "" {
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return
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}
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desc := strings.HasPrefix(r.Order, "-")
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orderKey := r.Order
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if desc || strings.HasPrefix(r.Order, "+") {
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orderKey = orderKey[1:]
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}
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switch orderKey {
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case "id":
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sort.Slice(devices, func(i, j int) bool {
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if desc {
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return devices[i].ID > devices[j].ID
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}
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return devices[i].ID < devices[j].ID
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})
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case "name":
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sort.Slice(devices, func(i, j int) bool {
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if desc {
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return strings.Compare(devices[i].Name, devices[j].Name) < 0
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}
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return strings.Compare(devices[i].Name, devices[j].Name) > 0
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})
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}
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}
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func (r *SceneRole) ApplyEffect(device *Device, c SceneRunContext) (newState NewDeviceState) {
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switch r.Effect {
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case SEStatic:
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newState = r.States[0]
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case SERandom:
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newState = r.State(rand.Float64())
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case SEGradient:
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newState = r.State(c.PositionFac())
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case SEWalkingGradient:
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newState = r.State(c.PositionFacShifted())
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case SETransition:
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newState = r.State(c.IntervalFac())
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case SEMotion:
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presence := false
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absenceTime := time.Time{}
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for _, sensors := range c.Sensors {
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if sensors.Presence == nil {
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continue
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}
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if *sensors.Presence {
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presence = true
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} else {
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if sensors.UpdateTime.After(absenceTime) {
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absenceTime = sensors.UpdateTime
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}
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}
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}
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if presence {
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newState = r.State(0.0)
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} else {
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fac := c.CurrentTime.Sub(absenceTime).Seconds() / r.MotionSeconds
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if fac < 0 {
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fac = 0
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} else if fac > 1 {
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fac = 1
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}
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newState = r.State(fac)
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}
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case SETemperature:
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avg := 0.0
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count := 0
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for _, sensor := range c.Sensors {
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if sensor.Temperature == nil {
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continue
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}
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if count == 0 {
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avg = *sensor.Temperature
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count = 1
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} else {
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avg = ((avg * float64(count)) + *sensor.Temperature) / float64(count+1)
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count += 1
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}
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}
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}
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if r.Relative {
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newState = newState.RelativeTo(*device)
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}
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switch r.PowerMode {
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case SPDevice:
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newState.Power = nil
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case SPScene:
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// Do nothing
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case SPBoth:
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if newState.Power != nil {
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powerIntersection := *newState.Power && device.State.Power
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newState.Power = &powerIntersection
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}
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}
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return
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}
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func (r *SceneRole) State(fac float64) NewDeviceState {
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if len(r.States) == 0 {
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return NewDeviceState{}
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} else if len(r.States) == 1 {
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return r.States[0]
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}
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if r.Interpolate {
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if len(r.States) == 2 {
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return r.States[0].Interpolate(r.States[1], fac)
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} else {
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pos := fac * float64(len(r.States)-1)
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start := math.Floor(pos)
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localFac := pos - start
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return r.States[int(start)].Interpolate(r.States[int(start)+1], localFac)
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}
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} else {
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index := int(fac * float64(len(r.States)))
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if index == len(r.States) {
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index = len(r.States) - 1
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}
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return r.States[index]
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}
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}
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type ScenePowerMode string
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const (
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SPDevice ScenePowerMode = "Device" // Device state decides power. Scene state may only power off.
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SPScene ScenePowerMode = "Scene" // Scene state decide power.
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SPBoth ScenePowerMode = "Both" // Power is only on if both Device and Scene says it is.
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)
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// DeviceSceneAssignment is an entry on the device stack. StartTime and DurationMS are only respected when the scene
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// instance is created for the group.
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type DeviceSceneAssignment struct {
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SceneID int `json:"sceneId"`
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SceneName string `json:"sceneName"`
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Group string `json:"group"`
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StartTime time.Time `json:"start"`
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DurationMS int64 `json:"durationMs"`
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}
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type SceneRepository interface {
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Find(ctx context.Context, id int) (*Scene, error)
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FindName(ctx context.Context, name string) (*Scene, error)
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FetchAll(ctx context.Context) ([]Scene, error)
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Save(ctx context.Context, bridge *Scene) error
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Delete(ctx context.Context, bridge *Scene) error
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}
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