@blueharford/scrypted-spatial-awareness 0.6.4 → 0.6.6

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package/dist/plugin.zip CHANGED
Binary file
@@ -36602,7 +36602,9 @@ class TopologyDiscoveryEngine {
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  type: landmark.type,
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  description: landmark.description,
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  visibleFromCameras: [analysis.cameraId],
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- },
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+ // Include bounding box for positioning (will be used by applyDiscoverySuggestion)
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+ boundingBox: landmark.boundingBox,
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+ }, // boundingBox is extra metadata not in Landmark interface
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  };
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  this.suggestions.set(suggestion.id, suggestion);
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  }
@@ -40305,24 +40307,65 @@ class SpatialAwarenessPlugin extends sdk_1.ScryptedDeviceBase {
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  const direction = fov.direction || 0;
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  const range = fov.range || 80;
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  const fovAngle = fov.angle || 90;
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- // Count existing landmarks from this camera to spread them out
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- const cameraDeviceId = camera.deviceId;
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- const existingFromCamera = (topology.landmarks || []).filter(l => l.visibleFromCameras?.includes(cameraDeviceId) ||
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- l.visibleFromCameras?.includes(camera.name)).length;
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  // Calculate position in front of camera within its FOV
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  // Convert direction to radians (0 = up/north, 90 = right/east)
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  const dirRad = (direction - 90) * Math.PI / 180;
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  const halfFov = (fovAngle / 2) * Math.PI / 180;
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- // Spread landmarks across the FOV cone at varying distances
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- const angleOffset = (existingFromCamera % 3 - 1) * halfFov * 0.6; // -0.6, 0, +0.6 of half FOV
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- const distanceMultiplier = 0.5 + (existingFromCamera % 2) * 0.3; // 50% or 80% of range
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+ // Use landmark TYPE to determine distance - some things are inherently far away
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+ // regardless of where they appear in the camera frame
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+ const landmarkType = suggestion.landmark.type;
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+ const farTypes = ['neighbor', 'boundary', 'street']; // Always place at edge of FOV
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+ const isFarType = farTypes.includes(landmarkType || '');
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+ // Use bounding box if available for horizontal positioning
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+ // boundingBox format: [x, y, width, height] normalized 0-1
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+ const bbox = suggestion.landmark.boundingBox;
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+ let angleOffset;
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+ let distanceMultiplier;
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+ if (bbox && bbox.length >= 2) {
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+ // Use bounding box X for horizontal position in FOV
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+ const bboxCenterX = bbox[0] + (bbox[2] || 0) / 2; // 0 = left edge, 1 = right edge
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+ // Map X position to angle within FOV
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+ angleOffset = (bboxCenterX - 0.5) * 2 * halfFov;
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+ // For distance: use TYPE first, then bbox Y as hint
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+ if (isFarType) {
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+ // Neighbors, boundaries, streets are BEYOND the camera's normal range
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+ // Place at 150-200% of range to indicate they're distant background features
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+ distanceMultiplier = 1.5 + Math.random() * 0.5; // 150-200% of range
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+ this.console.log(`[Discovery] Far-type landmark "${landmarkType}" placed BEYOND FOV (${(distanceMultiplier * 100).toFixed(0)}% of range)`);
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+ }
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+ else {
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+ // For other types, use bbox Y as a hint (but cap minimum distance)
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+ const bboxCenterY = bbox[1] + (bbox[3] || 0) / 2;
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+ // Map Y to distance: 0 (top) = far, 1 (bottom) = closer (but not too close)
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+ distanceMultiplier = Math.max(0.4, 0.9 - (bboxCenterY * 0.5));
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+ }
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+ this.console.log(`[Discovery] Using bounding box [${bbox.join(',')}] for horizontal position`);
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+ }
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+ else {
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+ // No bounding box - use type and spread pattern
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+ const cameraDeviceId = camera.deviceId;
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+ const existingFromCamera = (topology.landmarks || []).filter(l => l.visibleFromCameras?.includes(cameraDeviceId) ||
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+ l.visibleFromCameras?.includes(camera.name)).length;
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+ // Spread horizontally across FOV
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+ angleOffset = (existingFromCamera % 3 - 1) * halfFov * 0.6;
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+ // Distance based on type
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+ if (isFarType) {
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+ // Neighbors, boundaries, streets are BEYOND the camera's normal range
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+ distanceMultiplier = 1.5 + Math.random() * 0.5; // 150-200% of range
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+ this.console.log(`[Discovery] Far-type landmark "${landmarkType}" (no bbox) placed BEYOND FOV`);
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+ }
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+ else {
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+ distanceMultiplier = 0.5 + (existingFromCamera % 2) * 0.3;
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+ this.console.log(`[Discovery] No bounding box, using fallback spread (existing: ${existingFromCamera})`);
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+ }
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+ }
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  const finalAngle = dirRad + angleOffset;
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  const distance = range * distanceMultiplier;
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  position = {
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  x: camera.floorPlanPosition.x + Math.cos(finalAngle) * distance,
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  y: camera.floorPlanPosition.y + Math.sin(finalAngle) * distance,
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  };
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- this.console.log(`[Discovery] Placing landmark "${suggestion.landmark.name}" in ${camera.name}'s FOV: dir=${direction}°, dist=${distance.toFixed(0)}px`);
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+ this.console.log(`[Discovery] Placing landmark "${suggestion.landmark.name}" in ${camera.name}'s FOV: dir=${direction}°, angle=${(angleOffset * 180 / Math.PI).toFixed(1)}°, dist=${distance.toFixed(0)}px`);
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  }
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  else {
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  // Position in a grid pattern starting from center
@@ -40383,29 +40426,54 @@ class SpatialAwarenessPlugin extends sdk_1.ScryptedDeviceBase {
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  // Convert direction to radians (0 = up/north, 90 = right/east)
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  const dirRad = (direction - 90) * Math.PI / 180;
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  const halfFov = (fovAngle / 2) * Math.PI / 180;
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- // Count existing zones from this camera to offset new ones
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- const existingFromCamera = (topology.drawnZones || []).filter((z) => z.linkedCameras?.includes(sourceCameras[0])).length;
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- // Create a wedge-shaped zone within the camera's FOV
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- // Offset based on existing zones to avoid overlap
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- const innerRadius = range * 0.3 + existingFromCamera * 20;
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- const outerRadius = range * 0.8 + existingFromCamera * 20;
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- // Use a portion of the FOV for each zone
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- const zoneSpread = halfFov * 0.7; // 70% of half FOV
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  const camX = camera.floorPlanPosition.x;
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  const camY = camera.floorPlanPosition.y;
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- // Create arc polygon (wedge shape)
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+ // Use bounding box if available to position zone accurately within FOV
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+ const bbox = zone.boundingBox; // [x, y, width, height] normalized 0-1
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+ let innerRadius;
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+ let outerRadius;
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+ let angleStart;
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+ let angleEnd;
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+ if (bbox && bbox.length >= 4) {
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+ // Map bounding box to position within FOV
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+ const bboxLeft = bbox[0];
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+ const bboxRight = bbox[0] + bbox[2];
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+ const bboxTop = bbox[1];
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+ const bboxBottom = bbox[1] + bbox[3];
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+ // Map X to angle within FOV (0 = left edge, 1 = right edge)
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+ angleStart = dirRad + (bboxLeft - 0.5) * 2 * halfFov;
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+ angleEnd = dirRad + (bboxRight - 0.5) * 2 * halfFov;
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+ // Map Y to distance (0 = far, 1 = close)
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+ innerRadius = range * (0.9 - bboxBottom * 0.6);
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+ outerRadius = range * (0.9 - bboxTop * 0.6);
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+ // Ensure min size
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+ if (outerRadius - innerRadius < 20) {
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+ outerRadius = innerRadius + 20;
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+ }
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+ this.console.log(`[Discovery] Zone "${zone.name}" using bbox [${bbox.join(',')}] → angles ${(angleStart * 180 / Math.PI).toFixed(1)}° to ${(angleEnd * 180 / Math.PI).toFixed(1)}°`);
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+ }
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+ else {
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+ // Fallback: wedge-shaped zone offset by existing count
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+ const existingFromCamera = (topology.drawnZones || []).filter((z) => z.linkedCameras?.includes(sourceCameras[0])).length;
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+ innerRadius = range * 0.3 + existingFromCamera * 20;
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+ outerRadius = range * 0.8 + existingFromCamera * 20;
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+ angleStart = dirRad - halfFov * 0.7;
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+ angleEnd = dirRad + halfFov * 0.7;
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+ this.console.log(`[Discovery] Zone "${zone.name}" using fallback spread (existing: ${existingFromCamera})`);
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+ }
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+ // Create arc polygon
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  const steps = 8;
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- // Inner arc (from left to right)
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+ // Inner arc (from start angle to end angle)
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  for (let i = 0; i <= steps; i++) {
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- const angle = dirRad - zoneSpread + (zoneSpread * 2 * i / steps);
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+ const angle = angleStart + (angleEnd - angleStart) * i / steps;
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  polygon.push({
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  x: camX + Math.cos(angle) * innerRadius,
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  y: camY + Math.sin(angle) * innerRadius,
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  });
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  }
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- // Outer arc (from right to left)
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+ // Outer arc (from end angle to start angle)
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  for (let i = steps; i >= 0; i--) {
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- const angle = dirRad - zoneSpread + (zoneSpread * 2 * i / steps);
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+ const angle = angleStart + (angleEnd - angleStart) * i / steps;
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  polygon.push({
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  x: camX + Math.cos(angle) * outerRadius,
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  y: camY + Math.sin(angle) * outerRadius,