fix diff
This commit is contained in:
@@ -15,10 +15,11 @@ use bevy_openxr::{
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resources::{XrFrameState, XrInstance, XrSession},
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xr_input::{
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debug_gizmos::OpenXrDebugRenderer,
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hand::{HandBone, HandInputDebugRenderer, HandResource, HandsResource, OpenXrHandInput},
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interactions::{
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draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions,
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update_interactable_states, InteractionEvent, Touched, XRDirectInteractor,
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XRInteractable, XRInteractableState, XRInteractorState, XRRayInteractor,
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XRInteractable, XRInteractableState, XRInteractorState, XRSelection,
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},
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oculus_touch::OculusController,
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prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig},
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@@ -49,7 +50,7 @@ fn main() {
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.add_plugins(OpenXrDebugRenderer)
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//rapier goes here
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::default().with_default_system_setup(false))
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// .add_plugins(RapierDebugRenderPlugin::default())
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.add_plugins(RapierDebugRenderPlugin::default())
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//lets setup the starting scene
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.add_systems(Startup, setup_scene)
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.add_systems(Startup, spawn_controllers_example) //you need to spawn controllers or it crashes TODO:: Fix this
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@@ -80,7 +81,14 @@ fn main() {
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bevy::time::TimerMode::Once,
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)))
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.add_systems(Update, request_cube_spawn)
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.add_systems(Update, cube_spawner.after(request_cube_spawn));
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.add_systems(Update, cube_spawner.after(request_cube_spawn))
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//test capsule
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.add_systems(Startup, spawn_capsule)
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//physics hands
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.add_plugins(OpenXrHandInput)
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.add_plugins(HandInputDebugRenderer)
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.add_systems(Startup, spawn_physics_hands)
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.add_systems(Update, update_physics_hands);
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//configure rapier sets
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app.configure_sets(
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@@ -121,6 +129,7 @@ fn spawn_controllers_example(mut commands: Commands) {
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SpatialBundle::default(),
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XRDirectInteractor,
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XRInteractorState::default(),
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XRSelection::default(),
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));
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//right hand
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commands.spawn((
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@@ -130,9 +139,283 @@ fn spawn_controllers_example(mut commands: Commands) {
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SpatialBundle::default(),
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XRDirectInteractor,
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XRInteractorState::default(),
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XRSelection::default(),
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));
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}
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fn spawn_capsule(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Capsule {
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radius: 0.033,
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depth: 0.115,
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..default()
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})),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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transform: Transform::from_xyz(0.0, 2.0, 0.0),
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..default()
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},
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// Collider::capsule_y(0.0575, 0.034),
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Collider::capsule(
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Vec3 {
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x: 0.0,
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y: -0.0575,
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z: 0.0,
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},
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Vec3 {
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x: 0.0,
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y: 0.0575,
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z: 0.0,
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},
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0.034,
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),
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RigidBody::Dynamic,
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));
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}
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#[derive(Component, PartialEq, Debug, Clone, Copy)]
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pub enum PhysicsHandBone {
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Palm,
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Wrist,
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ThumbMetacarpal,
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ThumbProximal,
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ThumbDistal,
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ThumbTip,
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IndexMetacarpal,
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IndexProximal,
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IndexIntermediate,
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IndexDistal,
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IndexTip,
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MiddleMetacarpal,
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MiddleProximal,
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MiddleIntermediate,
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MiddleDistal,
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MiddleTip,
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RingMetacarpal,
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RingProximal,
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RingIntermediate,
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RingDistal,
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RingTip,
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LittleMetacarpal,
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LittleProximal,
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LittleIntermediate,
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LittleDistal,
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LittleTip,
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}
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#[derive(Component, PartialEq)]
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pub enum BoneInitState {
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True,
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False,
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}
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fn spawn_physics_hands(mut commands: Commands) {
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//here we go
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let hands = [Hand::Left, Hand::Right];
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let bones = [
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PhysicsHandBone::Palm,
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PhysicsHandBone::Wrist,
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PhysicsHandBone::ThumbMetacarpal,
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PhysicsHandBone::ThumbProximal,
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PhysicsHandBone::ThumbDistal,
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PhysicsHandBone::ThumbTip,
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PhysicsHandBone::IndexMetacarpal,
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PhysicsHandBone::IndexProximal,
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PhysicsHandBone::IndexIntermediate,
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PhysicsHandBone::IndexDistal,
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PhysicsHandBone::IndexTip,
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PhysicsHandBone::MiddleMetacarpal,
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PhysicsHandBone::MiddleProximal,
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PhysicsHandBone::MiddleIntermediate,
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PhysicsHandBone::MiddleDistal,
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PhysicsHandBone::MiddleTip,
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PhysicsHandBone::RingMetacarpal,
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PhysicsHandBone::RingProximal,
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PhysicsHandBone::RingIntermediate,
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PhysicsHandBone::RingDistal,
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PhysicsHandBone::RingTip,
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PhysicsHandBone::LittleMetacarpal,
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PhysicsHandBone::LittleProximal,
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PhysicsHandBone::LittleIntermediate,
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PhysicsHandBone::LittleDistal,
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PhysicsHandBone::LittleTip,
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];
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//lets just do the Right ThumbMetacarpal for now
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//i dont understand the groups yet
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let self_group = Group::GROUP_1;
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let interaction_group = Group::ALL;
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let radius = 0.010;
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for hand in hands.iter() {
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for bone in bones.iter() {
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//spawn the thing
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commands.spawn((
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SpatialBundle::default(),
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Collider::capsule(
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Vec3 {
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x: 0.0,
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y: -0.0575,
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z: 0.0,
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},
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Vec3 {
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x: 0.0,
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y: 0.0575,
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z: 0.0,
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},
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radius,
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),
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RigidBody::KinematicPositionBased,
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// CollisionGroups::new(self_group, interaction_group),
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// SolverGroups::new(self_group, interaction_group),
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bone.clone(),
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BoneInitState::False,
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hand.clone(),
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));
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}
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}
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}
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fn update_physics_hands(
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hands_res: Option<Res<HandsResource>>,
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mut bone_query: Query<(
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&mut Transform,
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&mut Collider,
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&PhysicsHandBone,
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&mut BoneInitState,
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&Hand,
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)>,
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hand_query: Query<(&Transform, &HandBone, &Hand, Without<PhysicsHandBone>)>,
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) {
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//sanity check do we even have hands?
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match hands_res {
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Some(res) => {
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//config stuff
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let radius = 0.010;
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for mut bone in bone_query.iter_mut() {
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let hand_res = match bone.4 {
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Hand::Left => res.left,
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Hand::Right => res.right,
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};
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//lets just do the Right ThumbMetacarpal for now
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let result = get_start_and_end_entities(hand_res, bone.2);
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if let Some((start_entity, end_entity)) = result {
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//now we need their transforms
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let start_components = hand_query.get(start_entity);
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let end_components = hand_query.get(end_entity);
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let direction = end_components.unwrap().0.translation
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- start_components.unwrap().0.translation;
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if direction.length() < 0.001 {
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//i hate this but we need to skip init if the length is zero
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return;
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}
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match *bone.3 {
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BoneInitState::True => {
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//if we are init then we just move em?
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*bone.0 = start_components
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.unwrap()
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.0
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.clone()
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.looking_at(end_components.unwrap().0.translation, Vec3::Y);
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}
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BoneInitState::False => {
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//build a new collider?
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*bone.1 = Collider::capsule(
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Vec3::splat(0.0),
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Vec3 {
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x: 0.0,
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y: 0.0,
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z: -direction.length(),
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},
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radius,
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);
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*bone.3 = BoneInitState::True;
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}
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}
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}
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}
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}
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None => info!("hand states resource not initialized yet"),
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}
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}
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fn get_start_and_end_entities(
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hand_res: HandResource,
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bone: &PhysicsHandBone,
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) -> Option<(Entity, Entity)> {
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match bone {
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PhysicsHandBone::Palm => return None,
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PhysicsHandBone::Wrist => return None,
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PhysicsHandBone::ThumbMetacarpal => {
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return Some((hand_res.thumb.metacarpal, hand_res.thumb.proximal))
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}
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PhysicsHandBone::ThumbProximal => {
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return Some((hand_res.thumb.proximal, hand_res.thumb.distal))
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}
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PhysicsHandBone::ThumbDistal => return Some((hand_res.thumb.distal, hand_res.thumb.tip)),
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PhysicsHandBone::ThumbTip => return None,
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PhysicsHandBone::IndexMetacarpal => {
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return Some((hand_res.index.metacarpal, hand_res.index.proximal))
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}
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PhysicsHandBone::IndexProximal => {
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return Some((hand_res.index.proximal, hand_res.index.intermediate))
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}
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PhysicsHandBone::IndexIntermediate => {
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return Some((hand_res.index.intermediate, hand_res.index.distal))
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}
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PhysicsHandBone::IndexDistal => return Some((hand_res.index.distal, hand_res.index.tip)),
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PhysicsHandBone::IndexTip => return None,
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PhysicsHandBone::MiddleMetacarpal => {
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return Some((hand_res.middle.metacarpal, hand_res.middle.proximal))
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}
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PhysicsHandBone::MiddleProximal => {
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return Some((hand_res.middle.proximal, hand_res.middle.intermediate))
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}
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PhysicsHandBone::MiddleIntermediate => {
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return Some((hand_res.middle.intermediate, hand_res.middle.distal))
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}
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PhysicsHandBone::MiddleDistal => {
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return Some((hand_res.middle.distal, hand_res.middle.tip))
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}
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PhysicsHandBone::MiddleTip => return None,
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PhysicsHandBone::RingMetacarpal => {
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return Some((hand_res.ring.metacarpal, hand_res.ring.proximal))
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}
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PhysicsHandBone::RingProximal => {
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return Some((hand_res.ring.proximal, hand_res.ring.intermediate))
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}
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PhysicsHandBone::RingIntermediate => {
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return Some((hand_res.ring.intermediate, hand_res.ring.distal))
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}
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PhysicsHandBone::RingDistal => return Some((hand_res.ring.distal, hand_res.ring.tip)),
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PhysicsHandBone::RingTip => return None,
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PhysicsHandBone::LittleMetacarpal => {
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return Some((hand_res.little.metacarpal, hand_res.little.proximal))
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}
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PhysicsHandBone::LittleProximal => {
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return Some((hand_res.little.proximal, hand_res.little.intermediate))
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}
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PhysicsHandBone::LittleIntermediate => {
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return Some((hand_res.little.intermediate, hand_res.little.distal))
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}
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PhysicsHandBone::LittleDistal => {
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return Some((hand_res.little.distal, hand_res.little.tip))
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}
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PhysicsHandBone::LittleTip => return None,
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};
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}
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fn get_hand_res(res: &Res<'_, HandsResource>, hand: Hand) -> HandResource {
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match hand {
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Hand::Left => res.left.clone(),
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Hand::Right => res.right.clone(),
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}
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}
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#[derive(Event, Default)]
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pub struct SpawnCubeRequest;
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@@ -247,12 +530,18 @@ pub struct Grabbable;
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pub fn update_grabbables(
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mut events: EventReader<InteractionEvent>,
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mut grabbable_query: Query<(
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Entity,
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&mut Transform,
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With<Grabbable>,
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Without<XRDirectInteractor>,
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Option<&mut RigidBody>,
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)>,
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interactor_query: Query<(&GlobalTransform, &XRInteractorState, Without<Grabbable>)>,
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mut interactor_query: Query<(
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&GlobalTransform,
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&XRInteractorState,
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&mut XRSelection,
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Without<Grabbable>,
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)>,
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) {
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//so basically the idea is to try all the events?
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for event in events.read() {
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@@ -261,24 +550,48 @@ pub fn update_grabbables(
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Ok(mut grabbable_transform) => {
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// info!("we got a grabbable");
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//now we need the location of our interactor
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match interactor_query.get(event.interactor) {
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Ok(interactor_transform) => {
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match interactor_query.get_mut(event.interactor) {
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Ok(mut interactor_transform) => {
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match *interactor_transform.2 {
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XRSelection::Empty => {
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match interactor_transform.1 {
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XRInteractorState::Idle => match grabbable_transform.3 {
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XRInteractorState::Idle => match grabbable_transform.4 {
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Some(mut thing) => {
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*thing = RigidBody::Dynamic;
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*interactor_transform.2 = XRSelection::Empty;
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}
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None => (),
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},
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XRInteractorState::Selecting => {
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// info!("its a direct interactor?");
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match grabbable_transform.3 {
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match grabbable_transform.4 {
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Some(mut thing) => {
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*thing = RigidBody::KinematicPositionBased;
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*interactor_transform.2 =
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XRSelection::Full(grabbable_transform.0);
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}
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None => (),
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}
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*grabbable_transform.0 = interactor_transform.0.compute_transform();
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*grabbable_transform.1 =
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interactor_transform.0.compute_transform();
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}
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}
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}
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XRSelection::Full(ent) => {
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info!("nah bro we holding something");
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match grabbable_transform.0 == ent {
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true => {
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*grabbable_transform.1 =
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interactor_transform.0.compute_transform();
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}
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false => {}
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}
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match interactor_transform.1 {
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XRInteractorState::Idle => {
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*interactor_transform.2 = XRSelection::Empty
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}
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XRInteractorState::Selecting => {}
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}
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}
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}
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}
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@@ -56,12 +56,12 @@ impl Default for HandInputSource {
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}
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}
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#[derive(Resource, Default)]
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#[derive(Resource, Default, Clone, Copy)]
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pub struct HandsResource {
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pub left: HandResource,
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pub right: HandResource,
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}
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#[derive(Clone, Copy)]
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pub struct HandResource {
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pub palm: Entity,
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pub wrist: Entity,
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@@ -85,7 +85,7 @@ impl Default for HandResource {
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}
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}
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}
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#[derive(Clone, Copy)]
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pub struct ThumbResource {
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pub metacarpal: Entity,
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pub proximal: Entity,
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@@ -103,6 +103,7 @@ impl Default for ThumbResource {
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}
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}
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}
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#[derive(Clone, Copy)]
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pub struct IndexResource {
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pub metacarpal: Entity,
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pub proximal: Entity,
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@@ -122,6 +123,7 @@ impl Default for IndexResource {
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}
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}
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}
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#[derive(Clone, Copy)]
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pub struct MiddleResource {
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pub metacarpal: Entity,
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pub proximal: Entity,
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@@ -140,6 +142,7 @@ impl Default for MiddleResource {
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}
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}
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}
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#[derive(Clone, Copy)]
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pub struct RingResource {
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pub metacarpal: Entity,
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pub proximal: Entity,
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@@ -158,6 +161,7 @@ impl Default for RingResource {
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}
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}
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}
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#[derive(Clone, Copy)]
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pub struct LittleResource {
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pub metacarpal: Entity,
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pub proximal: Entity,
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@@ -42,6 +42,16 @@ impl Default for XRInteractorState {
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XRInteractorState::Idle
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}
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}
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#[derive(Component)]
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pub enum XRSelection {
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Empty,
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Full(Entity)
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}
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impl Default for XRSelection {
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fn default() -> Self {
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XRSelection::Empty
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}
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}
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#[derive(Component)]
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pub struct XRInteractable;
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Reference in New Issue
Block a user