get android quest 2 build "working"
This commit is contained in:
@@ -20,7 +20,8 @@ wgpu-hal = "0.17.1"
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[dev-dependencies]
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bevy = { git = "https://github.com/bevyengine/bevy.git" }
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color-eyre = "0.6.2"
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bevy_rapier3d = { git = "https://github.com/alexichepura/bevy_rapier", version = "0.22.0", branch = "bevy-012"}
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bevy_rapier3d = { git = "https://github.com/Schmarni-Dev/bevy_rapier" }
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# bevy_rapier3d = { git = "https://github.com/alexichepura/bevy_rapier", version = "0.22.0", branch = "bevy-012"}
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[[example]]
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name = "xr"
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@@ -3,6 +3,9 @@ name = "demo"
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version = "0.1.0"
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edition = "2021"
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[lib]
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crate-type = ["cdylib"]
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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4036
examples/demo/_Cargo.lock
generated
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4036
examples/demo/_Cargo.lock
generated
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File diff suppressed because it is too large
Load Diff
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609
examples/demo/src/lib.rs
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609
examples/demo/src/lib.rs
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@@ -0,0 +1,609 @@
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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log::info,
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prelude::{
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*,
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bevy_main, default, shape, App, Assets, Color, Commands, Component, Event, EventReader,
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EventWriter, GlobalTransform, IntoSystemConfigs, IntoSystemSetConfigs, Mesh, PbrBundle,
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PostUpdate, Query, Res, ResMut, Resource, SpatialBundle, StandardMaterial, Startup,
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Transform, Update, With, Without,
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},
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time::{Time, Timer},
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transform::TransformSystem,
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};
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use bevy_openxr::{
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input::XrInput,
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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, 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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trackers::{OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker},
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Hand,
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},
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DefaultXrPlugins,
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};
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mod setup;
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use crate::setup::setup_scene;
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use bevy_rapier3d::prelude::*;
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#[bevy_main]
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pub fn main() {
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color_eyre::install().unwrap();
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info!("Running bevy_openxr demo");
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let mut app = App::new();
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app
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//lets get the usual diagnostic stuff added
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.add_plugins(LogDiagnosticsPlugin::default())
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.add_plugins(FrameTimeDiagnosticsPlugin)
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//lets get the xr defaults added
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.add_plugins(DefaultXrPlugins)
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//lets add the debug renderer for the controllers
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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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//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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//add locomotion
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.add_systems(Update, proto_locomotion)
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.insert_resource(PrototypeLocomotionConfig::default())
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//lets add the interaction systems
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.add_event::<InteractionEvent>()
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.add_systems(Update, prototype_interaction_input)
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.add_systems(Update, interactions.before(update_interactable_states))
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.add_systems(Update, update_interactable_states)
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.add_systems(
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Update,
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socket_interactions.before(update_interactable_states),
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)
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//add the grabbable system
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.add_systems(Update, update_grabbables.after(update_interactable_states))
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//draw the interaction gizmos
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.add_systems(
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Update,
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draw_interaction_gizmos.after(update_interactable_states),
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)
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.add_systems(Update, draw_socket_gizmos.after(update_interactable_states))
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//add our cube spawning system
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.add_event::<SpawnCubeRequest>()
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.insert_resource(SpawnCubeTimer(Timer::from_seconds(
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0.25,
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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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//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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PostUpdate,
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(
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PhysicsSet::SyncBackend,
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PhysicsSet::StepSimulation,
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PhysicsSet::Writeback,
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)
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.chain()
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.before(TransformSystem::TransformPropagate),
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);
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//add rapier systems
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app.add_systems(
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PostUpdate,
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(
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RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::SyncBackend)
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.in_set(PhysicsSet::SyncBackend),
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(
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RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::StepSimulation),
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// despawn_one_box,
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)
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.in_set(PhysicsSet::StepSimulation),
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RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::Writeback)
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.in_set(PhysicsSet::Writeback),
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),
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);
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app.run();
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}
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fn spawn_controllers_example(mut commands: Commands) {
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//left hand
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commands.spawn((
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OpenXRLeftController,
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OpenXRController,
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OpenXRTracker,
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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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OpenXRRightController,
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OpenXRController,
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OpenXRTracker,
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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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#[derive(Resource)]
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pub struct SpawnCubeTimer(Timer);
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fn request_cube_spawn(
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oculus_controller: Res<OculusController>,
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frame_state: Res<XrFrameState>,
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xr_input: Res<XrInput>,
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instance: Res<XrInstance>,
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session: Res<XrSession>,
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mut writer: EventWriter<SpawnCubeRequest>,
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time: Res<Time>,
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||||
mut timer: ResMut<SpawnCubeTimer>,
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||||
) {
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||||
timer.0.tick(time.delta());
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if timer.0.finished() {
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||||
//lock frame
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||||
let frame_state = *frame_state.lock().unwrap();
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||||
//get controller
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||||
let controller = oculus_controller.get_ref(&instance, &session, &frame_state, &xr_input);
|
||||
//get controller triggers
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||||
let left_main_button = controller.a_button();
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||||
if left_main_button {
|
||||
writer.send(SpawnCubeRequest::default());
|
||||
timer.0.reset();
|
||||
}
|
||||
let right_main_button = controller.x_button();
|
||||
if right_main_button {
|
||||
writer.send(SpawnCubeRequest::default());
|
||||
timer.0.reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn cube_spawner(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
mut events: EventReader<SpawnCubeRequest>,
|
||||
) {
|
||||
for request in events.iter() {
|
||||
// cube
|
||||
commands.spawn((
|
||||
PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.1 })),
|
||||
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
|
||||
transform: Transform::from_xyz(0.0, 1.0, 0.0),
|
||||
..default()
|
||||
},
|
||||
RigidBody::Dynamic,
|
||||
Collider::cuboid(0.05, 0.05, 0.05),
|
||||
ColliderDebugColor(Color::hsl(220.0, 1.0, 0.3)),
|
||||
XRInteractable,
|
||||
XRInteractableState::default(),
|
||||
Grabbable,
|
||||
Touched(false),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: find a real place for this
|
||||
fn prototype_interaction_input(
|
||||
oculus_controller: Res<OculusController>,
|
||||
frame_state: Res<XrFrameState>,
|
||||
xr_input: Res<XrInput>,
|
||||
instance: Res<XrInstance>,
|
||||
session: Res<XrSession>,
|
||||
mut right_interactor_query: Query<
|
||||
(&mut XRInteractorState),
|
||||
(
|
||||
With<XRDirectInteractor>,
|
||||
With<OpenXRRightController>,
|
||||
Without<OpenXRLeftController>,
|
||||
),
|
||||
>,
|
||||
mut left_interactor_query: Query<
|
||||
(&mut XRInteractorState),
|
||||
(
|
||||
With<XRDirectInteractor>,
|
||||
With<OpenXRLeftController>,
|
||||
Without<OpenXRRightController>,
|
||||
),
|
||||
>,
|
||||
) {
|
||||
//lock frame
|
||||
let frame_state = *frame_state.lock().unwrap();
|
||||
//get controller
|
||||
let controller = oculus_controller.get_ref(&instance, &session, &frame_state, &xr_input);
|
||||
//get controller triggers
|
||||
let left_trigger = controller.trigger(Hand::Left);
|
||||
let right_trigger = controller.trigger(Hand::Right);
|
||||
//get the interactors and do state stuff
|
||||
let mut left_state = left_interactor_query.single_mut();
|
||||
if left_trigger > 0.8 {
|
||||
*left_state = XRInteractorState::Selecting;
|
||||
} else {
|
||||
*left_state = XRInteractorState::Idle;
|
||||
}
|
||||
let mut right_state = right_interactor_query.single_mut();
|
||||
if right_trigger > 0.8 {
|
||||
*right_state = XRInteractorState::Selecting;
|
||||
} else {
|
||||
*right_state = XRInteractorState::Idle;
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Grabbable;
|
||||
|
||||
pub fn update_grabbables(
|
||||
mut events: EventReader<InteractionEvent>,
|
||||
mut grabbable_query: Query<(
|
||||
Entity,
|
||||
&mut Transform,
|
||||
With<Grabbable>,
|
||||
Without<XRDirectInteractor>,
|
||||
Option<&mut RigidBody>,
|
||||
)>,
|
||||
mut interactor_query: Query<(
|
||||
&GlobalTransform,
|
||||
&XRInteractorState,
|
||||
&mut XRSelection,
|
||||
Without<Grabbable>,
|
||||
)>,
|
||||
) {
|
||||
//so basically the idea is to try all the events?
|
||||
for event in events.read() {
|
||||
// info!("some event");
|
||||
match grabbable_query.get_mut(event.interactable) {
|
||||
Ok(mut grabbable_transform) => {
|
||||
// info!("we got a grabbable");
|
||||
//now we need the location of our interactor
|
||||
match interactor_query.get_mut(event.interactor) {
|
||||
Ok(mut interactor_transform) => {
|
||||
match *interactor_transform.2 {
|
||||
XRSelection::Empty => {
|
||||
match interactor_transform.1 {
|
||||
XRInteractorState::Idle => match grabbable_transform.4 {
|
||||
Some(mut thing) => {
|
||||
*thing = RigidBody::Dynamic;
|
||||
*interactor_transform.2 = XRSelection::Empty;
|
||||
}
|
||||
None => (),
|
||||
},
|
||||
XRInteractorState::Selecting => {
|
||||
// info!("its a direct interactor?");
|
||||
match grabbable_transform.4 {
|
||||
Some(mut thing) => {
|
||||
*thing = RigidBody::KinematicPositionBased;
|
||||
*interactor_transform.2 =
|
||||
XRSelection::Full(grabbable_transform.0);
|
||||
}
|
||||
None => (),
|
||||
}
|
||||
*grabbable_transform.1 =
|
||||
interactor_transform.0.compute_transform();
|
||||
}
|
||||
}
|
||||
}
|
||||
XRSelection::Full(ent) => {
|
||||
info!("nah bro we holding something");
|
||||
match grabbable_transform.0 == ent {
|
||||
true => {
|
||||
*grabbable_transform.1 =
|
||||
interactor_transform.0.compute_transform();
|
||||
}
|
||||
false => {}
|
||||
}
|
||||
match interactor_transform.1 {
|
||||
XRInteractorState::Idle => {
|
||||
*interactor_transform.2 = XRSelection::Empty
|
||||
}
|
||||
XRInteractorState::Selecting => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(_) => {
|
||||
// info!("not a direct interactor")
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(_) => {
|
||||
// info!("not a grabbable?")
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,608 +1,3 @@
|
||||
use bevy::{
|
||||
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
||||
log::info,
|
||||
prelude::{
|
||||
bevy_main, default, shape, App, Assets, Color, Commands, Component, Event, EventReader,
|
||||
EventWriter, GlobalTransform, IntoSystemConfigs, IntoSystemSetConfigs, Mesh, PbrBundle,
|
||||
PostUpdate, Query, Res, ResMut, Resource, SpatialBundle, StandardMaterial, Startup,
|
||||
Transform, Update, With, Without,
|
||||
},
|
||||
time::{Time, Timer},
|
||||
transform::TransformSystem,
|
||||
};
|
||||
use bevy_openxr::{
|
||||
input::XrInput,
|
||||
resources::{XrFrameState, XrInstance, XrSession},
|
||||
xr_input::{
|
||||
debug_gizmos::OpenXrDebugRenderer,
|
||||
hand::{HandBone, HandInputDebugRenderer, HandResource, HandsResource, OpenXrHandInput},
|
||||
interactions::{
|
||||
draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions,
|
||||
update_interactable_states, InteractionEvent, Touched, XRDirectInteractor,
|
||||
XRInteractable, XRInteractableState, XRInteractorState, XRSelection,
|
||||
},
|
||||
oculus_touch::OculusController,
|
||||
prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig},
|
||||
trackers::{OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker},
|
||||
Hand,
|
||||
},
|
||||
DefaultXrPlugins,
|
||||
};
|
||||
|
||||
mod setup;
|
||||
use crate::setup::setup_scene;
|
||||
use bevy_rapier3d::prelude::*;
|
||||
|
||||
#[bevy_main]
|
||||
fn main() {
|
||||
color_eyre::install().unwrap();
|
||||
|
||||
info!("Running bevy_openxr demo");
|
||||
let mut app = App::new();
|
||||
|
||||
app
|
||||
//lets get the usual diagnostic stuff added
|
||||
.add_plugins(LogDiagnosticsPlugin::default())
|
||||
.add_plugins(FrameTimeDiagnosticsPlugin)
|
||||
//lets get the xr defaults added
|
||||
.add_plugins(DefaultXrPlugins)
|
||||
//lets add the debug renderer for the controllers
|
||||
.add_plugins(OpenXrDebugRenderer)
|
||||
//rapier goes here
|
||||
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default().with_default_system_setup(false))
|
||||
.add_plugins(RapierDebugRenderPlugin::default())
|
||||
//lets setup the starting scene
|
||||
.add_systems(Startup, setup_scene)
|
||||
.add_systems(Startup, spawn_controllers_example) //you need to spawn controllers or it crashes TODO:: Fix this
|
||||
//add locomotion
|
||||
.add_systems(Update, proto_locomotion)
|
||||
.insert_resource(PrototypeLocomotionConfig::default())
|
||||
//lets add the interaction systems
|
||||
.add_event::<InteractionEvent>()
|
||||
.add_systems(Update, prototype_interaction_input)
|
||||
.add_systems(Update, interactions.before(update_interactable_states))
|
||||
.add_systems(Update, update_interactable_states)
|
||||
.add_systems(
|
||||
Update,
|
||||
socket_interactions.before(update_interactable_states),
|
||||
)
|
||||
//add the grabbable system
|
||||
.add_systems(Update, update_grabbables.after(update_interactable_states))
|
||||
//draw the interaction gizmos
|
||||
.add_systems(
|
||||
Update,
|
||||
draw_interaction_gizmos.after(update_interactable_states),
|
||||
)
|
||||
.add_systems(Update, draw_socket_gizmos.after(update_interactable_states))
|
||||
//add our cube spawning system
|
||||
.add_event::<SpawnCubeRequest>()
|
||||
.insert_resource(SpawnCubeTimer(Timer::from_seconds(
|
||||
0.25,
|
||||
bevy::time::TimerMode::Once,
|
||||
)))
|
||||
.add_systems(Update, request_cube_spawn)
|
||||
.add_systems(Update, cube_spawner.after(request_cube_spawn))
|
||||
//test capsule
|
||||
.add_systems(Startup, spawn_capsule)
|
||||
//physics hands
|
||||
.add_plugins(OpenXrHandInput)
|
||||
.add_plugins(HandInputDebugRenderer)
|
||||
.add_systems(Startup, spawn_physics_hands)
|
||||
.add_systems(Update, update_physics_hands);
|
||||
|
||||
//configure rapier sets
|
||||
app.configure_sets(
|
||||
PostUpdate,
|
||||
(
|
||||
PhysicsSet::SyncBackend,
|
||||
PhysicsSet::StepSimulation,
|
||||
PhysicsSet::Writeback,
|
||||
)
|
||||
.chain()
|
||||
.before(TransformSystem::TransformPropagate),
|
||||
);
|
||||
//add rapier systems
|
||||
app.add_systems(
|
||||
PostUpdate,
|
||||
(
|
||||
RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::SyncBackend)
|
||||
.in_set(PhysicsSet::SyncBackend),
|
||||
(
|
||||
RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::StepSimulation),
|
||||
// despawn_one_box,
|
||||
)
|
||||
.in_set(PhysicsSet::StepSimulation),
|
||||
RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::Writeback)
|
||||
.in_set(PhysicsSet::Writeback),
|
||||
),
|
||||
);
|
||||
|
||||
app.run();
|
||||
}
|
||||
|
||||
fn spawn_controllers_example(mut commands: Commands) {
|
||||
//left hand
|
||||
commands.spawn((
|
||||
OpenXRLeftController,
|
||||
OpenXRController,
|
||||
OpenXRTracker,
|
||||
SpatialBundle::default(),
|
||||
XRDirectInteractor,
|
||||
XRInteractorState::default(),
|
||||
XRSelection::default(),
|
||||
));
|
||||
//right hand
|
||||
commands.spawn((
|
||||
OpenXRRightController,
|
||||
OpenXRController,
|
||||
OpenXRTracker,
|
||||
SpatialBundle::default(),
|
||||
XRDirectInteractor,
|
||||
XRInteractorState::default(),
|
||||
XRSelection::default(),
|
||||
));
|
||||
}
|
||||
|
||||
fn spawn_capsule(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
commands.spawn((
|
||||
PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Capsule {
|
||||
radius: 0.033,
|
||||
depth: 0.115,
|
||||
..default()
|
||||
})),
|
||||
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
|
||||
transform: Transform::from_xyz(0.0, 2.0, 0.0),
|
||||
..default()
|
||||
},
|
||||
// Collider::capsule_y(0.0575, 0.034),
|
||||
Collider::capsule(
|
||||
Vec3 {
|
||||
x: 0.0,
|
||||
y: -0.0575,
|
||||
z: 0.0,
|
||||
},
|
||||
Vec3 {
|
||||
x: 0.0,
|
||||
y: 0.0575,
|
||||
z: 0.0,
|
||||
},
|
||||
0.034,
|
||||
),
|
||||
RigidBody::Dynamic,
|
||||
));
|
||||
}
|
||||
|
||||
#[derive(Component, PartialEq, Debug, Clone, Copy)]
|
||||
pub enum PhysicsHandBone {
|
||||
Palm,
|
||||
Wrist,
|
||||
ThumbMetacarpal,
|
||||
ThumbProximal,
|
||||
ThumbDistal,
|
||||
ThumbTip,
|
||||
IndexMetacarpal,
|
||||
IndexProximal,
|
||||
IndexIntermediate,
|
||||
IndexDistal,
|
||||
IndexTip,
|
||||
MiddleMetacarpal,
|
||||
MiddleProximal,
|
||||
MiddleIntermediate,
|
||||
MiddleDistal,
|
||||
MiddleTip,
|
||||
RingMetacarpal,
|
||||
RingProximal,
|
||||
RingIntermediate,
|
||||
RingDistal,
|
||||
RingTip,
|
||||
LittleMetacarpal,
|
||||
LittleProximal,
|
||||
LittleIntermediate,
|
||||
LittleDistal,
|
||||
LittleTip,
|
||||
}
|
||||
#[derive(Component, PartialEq)]
|
||||
pub enum BoneInitState {
|
||||
True,
|
||||
False,
|
||||
}
|
||||
|
||||
fn spawn_physics_hands(mut commands: Commands) {
|
||||
//here we go
|
||||
let hands = [Hand::Left, Hand::Right];
|
||||
let bones = [
|
||||
PhysicsHandBone::Palm,
|
||||
PhysicsHandBone::Wrist,
|
||||
PhysicsHandBone::ThumbMetacarpal,
|
||||
PhysicsHandBone::ThumbProximal,
|
||||
PhysicsHandBone::ThumbDistal,
|
||||
PhysicsHandBone::ThumbTip,
|
||||
PhysicsHandBone::IndexMetacarpal,
|
||||
PhysicsHandBone::IndexProximal,
|
||||
PhysicsHandBone::IndexIntermediate,
|
||||
PhysicsHandBone::IndexDistal,
|
||||
PhysicsHandBone::IndexTip,
|
||||
PhysicsHandBone::MiddleMetacarpal,
|
||||
PhysicsHandBone::MiddleProximal,
|
||||
PhysicsHandBone::MiddleIntermediate,
|
||||
PhysicsHandBone::MiddleDistal,
|
||||
PhysicsHandBone::MiddleTip,
|
||||
PhysicsHandBone::RingMetacarpal,
|
||||
PhysicsHandBone::RingProximal,
|
||||
PhysicsHandBone::RingIntermediate,
|
||||
PhysicsHandBone::RingDistal,
|
||||
PhysicsHandBone::RingTip,
|
||||
PhysicsHandBone::LittleMetacarpal,
|
||||
PhysicsHandBone::LittleProximal,
|
||||
PhysicsHandBone::LittleIntermediate,
|
||||
PhysicsHandBone::LittleDistal,
|
||||
PhysicsHandBone::LittleTip,
|
||||
];
|
||||
//lets just do the Right ThumbMetacarpal for now
|
||||
//i dont understand the groups yet
|
||||
let self_group = Group::GROUP_1;
|
||||
let interaction_group = Group::ALL;
|
||||
let radius = 0.010;
|
||||
|
||||
for hand in hands.iter() {
|
||||
for bone in bones.iter() {
|
||||
//spawn the thing
|
||||
commands.spawn((
|
||||
SpatialBundle::default(),
|
||||
Collider::capsule(
|
||||
Vec3 {
|
||||
x: 0.0,
|
||||
y: -0.0575,
|
||||
z: 0.0,
|
||||
},
|
||||
Vec3 {
|
||||
x: 0.0,
|
||||
y: 0.0575,
|
||||
z: 0.0,
|
||||
},
|
||||
radius,
|
||||
),
|
||||
RigidBody::KinematicPositionBased,
|
||||
// CollisionGroups::new(self_group, interaction_group),
|
||||
// SolverGroups::new(self_group, interaction_group),
|
||||
bone.clone(),
|
||||
BoneInitState::False,
|
||||
hand.clone(),
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update_physics_hands(
|
||||
hands_res: Option<Res<HandsResource>>,
|
||||
mut bone_query: Query<(
|
||||
&mut Transform,
|
||||
&mut Collider,
|
||||
&PhysicsHandBone,
|
||||
&mut BoneInitState,
|
||||
&Hand,
|
||||
)>,
|
||||
hand_query: Query<(&Transform, &HandBone, &Hand, Without<PhysicsHandBone>)>,
|
||||
) {
|
||||
//sanity check do we even have hands?
|
||||
match hands_res {
|
||||
Some(res) => {
|
||||
//config stuff
|
||||
let radius = 0.010;
|
||||
for mut bone in bone_query.iter_mut() {
|
||||
let hand_res = match bone.4 {
|
||||
Hand::Left => res.left,
|
||||
Hand::Right => res.right,
|
||||
};
|
||||
|
||||
//lets just do the Right ThumbMetacarpal for now
|
||||
let result = get_start_and_end_entities(hand_res, bone.2);
|
||||
if let Some((start_entity, end_entity)) = result {
|
||||
//now we need their transforms
|
||||
let start_components = hand_query.get(start_entity);
|
||||
let end_components = hand_query.get(end_entity);
|
||||
let direction = end_components.unwrap().0.translation
|
||||
- start_components.unwrap().0.translation;
|
||||
if direction.length() < 0.001 {
|
||||
//i hate this but we need to skip init if the length is zero
|
||||
return;
|
||||
}
|
||||
|
||||
match *bone.3 {
|
||||
BoneInitState::True => {
|
||||
//if we are init then we just move em?
|
||||
*bone.0 = start_components
|
||||
.unwrap()
|
||||
.0
|
||||
.clone()
|
||||
.looking_at(end_components.unwrap().0.translation, Vec3::Y);
|
||||
}
|
||||
BoneInitState::False => {
|
||||
//build a new collider?
|
||||
*bone.1 = Collider::capsule(
|
||||
Vec3::splat(0.0),
|
||||
Vec3 {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: -direction.length(),
|
||||
},
|
||||
radius,
|
||||
);
|
||||
*bone.3 = BoneInitState::True;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
None => info!("hand states resource not initialized yet"),
|
||||
}
|
||||
}
|
||||
|
||||
fn get_start_and_end_entities(
|
||||
hand_res: HandResource,
|
||||
bone: &PhysicsHandBone,
|
||||
) -> Option<(Entity, Entity)> {
|
||||
match bone {
|
||||
PhysicsHandBone::Palm => return None,
|
||||
PhysicsHandBone::Wrist => return None,
|
||||
PhysicsHandBone::ThumbMetacarpal => {
|
||||
return Some((hand_res.thumb.metacarpal, hand_res.thumb.proximal))
|
||||
}
|
||||
PhysicsHandBone::ThumbProximal => {
|
||||
return Some((hand_res.thumb.proximal, hand_res.thumb.distal))
|
||||
}
|
||||
PhysicsHandBone::ThumbDistal => return Some((hand_res.thumb.distal, hand_res.thumb.tip)),
|
||||
PhysicsHandBone::ThumbTip => return None,
|
||||
PhysicsHandBone::IndexMetacarpal => {
|
||||
return Some((hand_res.index.metacarpal, hand_res.index.proximal))
|
||||
}
|
||||
PhysicsHandBone::IndexProximal => {
|
||||
return Some((hand_res.index.proximal, hand_res.index.intermediate))
|
||||
}
|
||||
PhysicsHandBone::IndexIntermediate => {
|
||||
return Some((hand_res.index.intermediate, hand_res.index.distal))
|
||||
}
|
||||
PhysicsHandBone::IndexDistal => return Some((hand_res.index.distal, hand_res.index.tip)),
|
||||
PhysicsHandBone::IndexTip => return None,
|
||||
PhysicsHandBone::MiddleMetacarpal => {
|
||||
return Some((hand_res.middle.metacarpal, hand_res.middle.proximal))
|
||||
}
|
||||
PhysicsHandBone::MiddleProximal => {
|
||||
return Some((hand_res.middle.proximal, hand_res.middle.intermediate))
|
||||
}
|
||||
PhysicsHandBone::MiddleIntermediate => {
|
||||
return Some((hand_res.middle.intermediate, hand_res.middle.distal))
|
||||
}
|
||||
PhysicsHandBone::MiddleDistal => {
|
||||
return Some((hand_res.middle.distal, hand_res.middle.tip))
|
||||
}
|
||||
PhysicsHandBone::MiddleTip => return None,
|
||||
PhysicsHandBone::RingMetacarpal => {
|
||||
return Some((hand_res.ring.metacarpal, hand_res.ring.proximal))
|
||||
}
|
||||
PhysicsHandBone::RingProximal => {
|
||||
return Some((hand_res.ring.proximal, hand_res.ring.intermediate))
|
||||
}
|
||||
PhysicsHandBone::RingIntermediate => {
|
||||
return Some((hand_res.ring.intermediate, hand_res.ring.distal))
|
||||
}
|
||||
PhysicsHandBone::RingDistal => return Some((hand_res.ring.distal, hand_res.ring.tip)),
|
||||
PhysicsHandBone::RingTip => return None,
|
||||
PhysicsHandBone::LittleMetacarpal => {
|
||||
return Some((hand_res.little.metacarpal, hand_res.little.proximal))
|
||||
}
|
||||
PhysicsHandBone::LittleProximal => {
|
||||
return Some((hand_res.little.proximal, hand_res.little.intermediate))
|
||||
}
|
||||
PhysicsHandBone::LittleIntermediate => {
|
||||
return Some((hand_res.little.intermediate, hand_res.little.distal))
|
||||
}
|
||||
PhysicsHandBone::LittleDistal => {
|
||||
return Some((hand_res.little.distal, hand_res.little.tip))
|
||||
}
|
||||
PhysicsHandBone::LittleTip => return None,
|
||||
};
|
||||
}
|
||||
|
||||
fn get_hand_res(res: &Res<'_, HandsResource>, hand: Hand) -> HandResource {
|
||||
match hand {
|
||||
Hand::Left => res.left.clone(),
|
||||
Hand::Right => res.right.clone(),
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Event, Default)]
|
||||
pub struct SpawnCubeRequest;
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct SpawnCubeTimer(Timer);
|
||||
|
||||
fn request_cube_spawn(
|
||||
oculus_controller: Res<OculusController>,
|
||||
frame_state: Res<XrFrameState>,
|
||||
xr_input: Res<XrInput>,
|
||||
instance: Res<XrInstance>,
|
||||
session: Res<XrSession>,
|
||||
mut writer: EventWriter<SpawnCubeRequest>,
|
||||
time: Res<Time>,
|
||||
mut timer: ResMut<SpawnCubeTimer>,
|
||||
) {
|
||||
timer.0.tick(time.delta());
|
||||
if timer.0.finished() {
|
||||
//lock frame
|
||||
let frame_state = *frame_state.lock().unwrap();
|
||||
//get controller
|
||||
let controller = oculus_controller.get_ref(&instance, &session, &frame_state, &xr_input);
|
||||
//get controller triggers
|
||||
let left_main_button = controller.a_button();
|
||||
if left_main_button {
|
||||
writer.send(SpawnCubeRequest::default());
|
||||
timer.0.reset();
|
||||
}
|
||||
let right_main_button = controller.x_button();
|
||||
if right_main_button {
|
||||
writer.send(SpawnCubeRequest::default());
|
||||
timer.0.reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn cube_spawner(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
mut events: EventReader<SpawnCubeRequest>,
|
||||
) {
|
||||
for request in events.iter() {
|
||||
// cube
|
||||
commands.spawn((
|
||||
PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.1 })),
|
||||
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
|
||||
transform: Transform::from_xyz(0.0, 1.0, 0.0),
|
||||
..default()
|
||||
},
|
||||
RigidBody::Dynamic,
|
||||
Collider::cuboid(0.05, 0.05, 0.05),
|
||||
ColliderDebugColor(Color::hsl(220.0, 1.0, 0.3)),
|
||||
XRInteractable,
|
||||
XRInteractableState::default(),
|
||||
Grabbable,
|
||||
Touched(false),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: find a real place for this
|
||||
fn prototype_interaction_input(
|
||||
oculus_controller: Res<OculusController>,
|
||||
frame_state: Res<XrFrameState>,
|
||||
xr_input: Res<XrInput>,
|
||||
instance: Res<XrInstance>,
|
||||
session: Res<XrSession>,
|
||||
mut right_interactor_query: Query<
|
||||
(&mut XRInteractorState),
|
||||
(
|
||||
With<XRDirectInteractor>,
|
||||
With<OpenXRRightController>,
|
||||
Without<OpenXRLeftController>,
|
||||
),
|
||||
>,
|
||||
mut left_interactor_query: Query<
|
||||
(&mut XRInteractorState),
|
||||
(
|
||||
With<XRDirectInteractor>,
|
||||
With<OpenXRLeftController>,
|
||||
Without<OpenXRRightController>,
|
||||
),
|
||||
>,
|
||||
) {
|
||||
//lock frame
|
||||
let frame_state = *frame_state.lock().unwrap();
|
||||
//get controller
|
||||
let controller = oculus_controller.get_ref(&instance, &session, &frame_state, &xr_input);
|
||||
//get controller triggers
|
||||
let left_trigger = controller.trigger(Hand::Left);
|
||||
let right_trigger = controller.trigger(Hand::Right);
|
||||
//get the interactors and do state stuff
|
||||
let mut left_state = left_interactor_query.single_mut();
|
||||
if left_trigger > 0.8 {
|
||||
*left_state = XRInteractorState::Selecting;
|
||||
} else {
|
||||
*left_state = XRInteractorState::Idle;
|
||||
}
|
||||
let mut right_state = right_interactor_query.single_mut();
|
||||
if right_trigger > 0.8 {
|
||||
*right_state = XRInteractorState::Selecting;
|
||||
} else {
|
||||
*right_state = XRInteractorState::Idle;
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Grabbable;
|
||||
|
||||
pub fn update_grabbables(
|
||||
mut events: EventReader<InteractionEvent>,
|
||||
mut grabbable_query: Query<(
|
||||
Entity,
|
||||
&mut Transform,
|
||||
With<Grabbable>,
|
||||
Without<XRDirectInteractor>,
|
||||
Option<&mut RigidBody>,
|
||||
)>,
|
||||
mut interactor_query: Query<(
|
||||
&GlobalTransform,
|
||||
&XRInteractorState,
|
||||
&mut XRSelection,
|
||||
Without<Grabbable>,
|
||||
)>,
|
||||
) {
|
||||
//so basically the idea is to try all the events?
|
||||
for event in events.read() {
|
||||
// info!("some event");
|
||||
match grabbable_query.get_mut(event.interactable) {
|
||||
Ok(mut grabbable_transform) => {
|
||||
// info!("we got a grabbable");
|
||||
//now we need the location of our interactor
|
||||
match interactor_query.get_mut(event.interactor) {
|
||||
Ok(mut interactor_transform) => {
|
||||
match *interactor_transform.2 {
|
||||
XRSelection::Empty => {
|
||||
match interactor_transform.1 {
|
||||
XRInteractorState::Idle => match grabbable_transform.4 {
|
||||
Some(mut thing) => {
|
||||
*thing = RigidBody::Dynamic;
|
||||
*interactor_transform.2 = XRSelection::Empty;
|
||||
}
|
||||
None => (),
|
||||
},
|
||||
XRInteractorState::Selecting => {
|
||||
// info!("its a direct interactor?");
|
||||
match grabbable_transform.4 {
|
||||
Some(mut thing) => {
|
||||
*thing = RigidBody::KinematicPositionBased;
|
||||
*interactor_transform.2 =
|
||||
XRSelection::Full(grabbable_transform.0);
|
||||
}
|
||||
None => (),
|
||||
}
|
||||
*grabbable_transform.1 =
|
||||
interactor_transform.0.compute_transform();
|
||||
}
|
||||
}
|
||||
}
|
||||
XRSelection::Full(ent) => {
|
||||
info!("nah bro we holding something");
|
||||
match grabbable_transform.0 == ent {
|
||||
true => {
|
||||
*grabbable_transform.1 =
|
||||
interactor_transform.0.compute_transform();
|
||||
}
|
||||
false => {}
|
||||
}
|
||||
match interactor_transform.1 {
|
||||
XRInteractorState::Idle => {
|
||||
*interactor_transform.2 = XRSelection::Empty
|
||||
}
|
||||
XRInteractorState::Selecting => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(_) => {
|
||||
// info!("not a direct interactor")
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(_) => {
|
||||
// info!("not a grabbable?")
|
||||
}
|
||||
}
|
||||
}
|
||||
demo::main();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user