proto smooth rotation
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@@ -1,11 +1,14 @@
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use std::f32::consts::PI;
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use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
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use bevy::prelude::Gizmos;
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use bevy::prelude::*;
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use bevy::transform::components::Transform;
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use bevy_openxr::input::XrInput;
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use bevy_openxr::resources::{XrFrameState, XrInstance, XrSession, XrViews};
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use bevy_openxr::xr_input::debug_gizmos::OpenXrDebugRenderer;
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use bevy_openxr::xr_input::oculus_touch::OculusController;
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use bevy_openxr::xr_input::{Hand, QuatConv, TrackingRoot};
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use bevy_openxr::xr_input::{Hand, QuatConv, TrackingRoot, Vec3Conv};
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use bevy_openxr::DefaultXrPlugins;
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fn main() {
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@@ -70,6 +73,11 @@ pub enum LocomotionType {
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Hand,
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}
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pub enum RotationType {
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Smooth,
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Snap,
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}
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fn proto_locomotion(
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time: Res<Time>,
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mut tracking_root_query: Query<(&mut Transform, With<TrackingRoot>)>,
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@@ -79,6 +87,7 @@ fn proto_locomotion(
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instance: Res<XrInstance>,
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session: Res<XrSession>,
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views: ResMut<XrViews>,
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mut gizmos: Gizmos,
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) {
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//lock frame
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let frame_state = *frame_state.lock().unwrap();
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@@ -93,7 +102,7 @@ fn proto_locomotion(
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let speed = 1.0;
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//now the question is how do we do hmd based locomotion
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//or controller based for that matter
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let locomotion_type = LocomotionType::Hand;
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let locomotion_type = LocomotionType::Head;
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let mut reference_quat = Quat::IDENTITY;
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match locomotion_type {
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LocomotionType::Head => {
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@@ -101,19 +110,65 @@ fn proto_locomotion(
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let views = v.get(0);
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match views {
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Some(view) => {
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reference_quat = view.pose.orientation.to_quat();
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reference_quat = view
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.pose
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.orientation
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.to_quat()
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.mul_quat(position.0.rotation);
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}
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None => return,
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}
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}
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LocomotionType::Hand => {
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let grip = controller.grip_space(Hand::Left);
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reference_quat = grip.0.pose.orientation.to_quat();
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reference_quat = grip
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.0
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.pose
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.orientation
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.to_quat()
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.mul_quat(position.0.rotation); //TODO add root tracking quat to this so we simulate the global rotation
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}
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}
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let mut locomotion_vec = reference_quat.mul_vec3(input);
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locomotion_vec.y = 0.0;
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position.0.translation += locomotion_vec * speed * time.delta_seconds()
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position.0.translation += locomotion_vec * speed * time.delta_seconds();
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//now time for rotation
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let snap_angle = 45.0;
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let smooth_rotation_speed = 0.5 * PI;
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let rotation_setting = RotationType::Smooth;
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match rotation_setting {
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RotationType::Smooth => {
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//once again with the math
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let control_stick = controller.thumbstick(Hand::Right);
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let rot_input = -control_stick.x; //why is this negative i dont know
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if rot_input.abs() <= 0.2 {
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//return;
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}
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let smoth_rot = Quat::from_rotation_y(
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rot_input * smooth_rotation_speed * time.delta_seconds(),
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);
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//apply rotation
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let v = views.lock().unwrap();
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let views = v.get(0);
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let views = v.get(0);
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match views {
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Some(view) => {
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let mut hmd_translation = view.pose.position.to_vec3();
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hmd_translation.y = 0.0;
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let local = position.0.translation;
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let global = position.0.rotation.mul_vec3(hmd_translation) + local;
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gizmos.circle(global, Vec3::Y, 0.1, Color::GREEN);
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position.0.rotate_around(global, smoth_rot);
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}
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None => return,
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}
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}
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RotationType::Snap => {
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//yup even more math i cant remember
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todo!();
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}
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}
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}
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Err(_) => info!("too many tracking roots"),
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}
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