interactions, and grabbables
This commit is contained in:
@@ -5,13 +5,13 @@ use bevy_openxr::input::XrInput;
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use bevy_openxr::resources::{XrFrameState, XrInstance, XrSession};
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use bevy_openxr::xr_input::debug_gizmos::OpenXrDebugRenderer;
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use bevy_openxr::xr_input::interactions::{
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draw_interaction_gizmos, direct_interaction, XRDirectInteractor, XRInteractable,
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XRInteractableState, XRInteractorState, XRRayInteractor, ray_interaction,
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interactions, draw_interaction_gizmos, update_interactable_states, InteractionEvent,
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XRDirectInteractor, XRInteractable, XRInteractableState, XRInteractorState, XRRayInteractor,
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};
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use bevy_openxr::xr_input::oculus_touch::OculusController;
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use bevy_openxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
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use bevy_openxr::xr_input::trackers::{
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OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker, AimPose,
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AimPose, OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
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};
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use bevy_openxr::xr_input::Hand;
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use bevy_openxr::DefaultXrPlugins;
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@@ -29,10 +29,15 @@ fn main() {
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.add_systems(Update, proto_locomotion)
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.add_systems(Startup, spawn_controllers_example)
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.insert_resource(PrototypeLocomotionConfig::default())
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.add_systems(Update, draw_interaction_gizmos)
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.add_systems(Update, direct_interaction)
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.add_systems(Update, ray_interaction)
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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, interactions)
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.add_systems(Update, prototype_interaction_input)
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.add_systems(Update, update_interactable_states.after(interactions))
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.add_systems(Update, update_grabbables.after(update_interactable_states))
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.add_event::<InteractionEvent>()
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.run();
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}
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@@ -85,6 +90,7 @@ fn setup(
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},
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XRInteractable,
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XRInteractableState::default(),
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Grabbable,
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));
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}
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@@ -95,7 +101,6 @@ fn spawn_controllers_example(mut commands: Commands) {
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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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XRRayInteractor,
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AimPose(Transform::default()),
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XRInteractorState::default(),
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@@ -128,7 +133,7 @@ fn prototype_interaction_input(
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mut left_interactor_query: Query<
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(&mut XRInteractorState),
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(
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With<XRDirectInteractor>,
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With<XRRayInteractor>,
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With<OpenXRLeftController>,
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Without<OpenXRRightController>,
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),
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@@ -155,3 +160,41 @@ fn prototype_interaction_input(
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*right_state = XRInteractorState::Idle;
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}
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}
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#[derive(Component)]
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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<(&mut Transform, With<Grabbable>, Without<XRDirectInteractor>)>,
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interactor_query: Query<(&GlobalTransform, With<XRDirectInteractor>, Without<Grabbable>)>,
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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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info!("some event");
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match grabbable_query.get_mut(event.interactable) {
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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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info!("its a direct interactor?");
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info!(
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"before gT: {:?}, iT: {:?}",
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grabbable_transform, interactor_transform
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);
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*grabbable_transform.0 = interactor_transform.0.compute_transform();
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info!(
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"after gT: {:?}, iT: {:?}",
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grabbable_transform, interactor_transform
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);
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}
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Err(_) => info!("not a direct interactor"),
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}
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}
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Err(_) => {
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info!("not a grabbable?")
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}
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}
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}
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}
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@@ -1,7 +1,8 @@
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use std::f32::consts::PI;
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use bevy::prelude::{
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info, Color, Component, Gizmos, GlobalTransform, Quat, Query, Transform, Vec3, With, Without,
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info, Color, Component, Entity, Event, EventReader, EventWriter, Gizmos, GlobalTransform, Quat,
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Query, Transform, Vec3, With, Without,
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};
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use super::trackers::{AimPose, OpenXRTrackingRoot};
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@@ -12,7 +13,7 @@ pub struct XRDirectInteractor;
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#[derive(Component)]
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pub struct XRRayInteractor;
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#[derive(Component)]
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#[derive(Component, Clone, Copy)]
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pub enum XRInteractableState {
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Idle,
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Hover,
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@@ -110,20 +111,41 @@ pub fn draw_interaction_gizmos(
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}
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}
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pub fn direct_interaction(
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#[derive(Event)]
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pub struct InteractionEvent {
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pub interactor: Entity,
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pub interactable: Entity,
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pub interactable_state: XRInteractableState,
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}
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pub fn interactions(
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mut interactable_query: Query<
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(&GlobalTransform, &mut XRInteractableState),
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(&GlobalTransform, &mut XRInteractableState, Entity),
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(With<XRInteractable>, Without<XRDirectInteractor>),
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>,
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interactor_query: Query<
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(&GlobalTransform, &XRInteractorState),
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(With<XRDirectInteractor>, Without<XRInteractable>),
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(
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&GlobalTransform,
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&XRInteractorState,
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Entity,
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Option<&XRDirectInteractor>,
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Option<&XRRayInteractor>,
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Option<&AimPose>,
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),
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(Without<XRInteractable>),
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>,
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tracking_root_query: Query<(&mut Transform, With<OpenXRTrackingRoot>)>,
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mut writer: EventWriter<InteractionEvent>,
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) {
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for (xr_interactable_global_transform, mut state) in interactable_query.iter_mut() {
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for (xr_interactable_global_transform, mut state, interactable_entity) in
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interactable_query.iter_mut()
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{
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let mut hovered = false;
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let mut selected = false;
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for (interactor_global_transform, interactor_state) in interactor_query.iter() {
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for (interactor_global_transform, interactor_state, interactor_entity, direct, ray, aim) in
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interactor_query.iter()
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{
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match direct {
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Some(_) => {
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//check for sphere overlaps
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let size = 0.1;
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if interactor_global_transform
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@@ -140,38 +162,21 @@ pub fn direct_interaction(
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match interactor_state {
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XRInteractorState::Idle => hovered = true,
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XRInteractorState::Selecting => {
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selected = true;
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//welp now I gota actually make things do stuff lol
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let event = InteractionEvent {
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interactor: interactor_entity,
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interactable: interactable_entity,
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interactable_state: XRInteractableState::Select,
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};
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writer.send(event);
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}
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}
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}
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}
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//check what we found
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//also i dont like this
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if selected {
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*state = XRInteractableState::Select;
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} else if hovered {
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*state = XRInteractableState::Hover;
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} else {
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*state = XRInteractableState::Idle;
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None => (),
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}
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}
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}
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pub fn ray_interaction(
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mut interactable_query: Query<
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(&GlobalTransform, &mut XRInteractableState),
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(With<XRInteractable>, Without<XRDirectInteractor>),
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>,
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interactor_query: Query<
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(&GlobalTransform, &XRInteractorState, Option<&AimPose>),
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(With<XRRayInteractor>, Without<XRInteractable>),
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>,
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tracking_root_query: Query<(&mut Transform, With<OpenXRTrackingRoot>)>,
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) {
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for (xr_interactable_global_transform, mut state) in interactable_query.iter_mut() {
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let mut hovered = false;
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let mut selected = false;
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for (interactor_global_transform, interactor_state, aim) in interactor_query.iter() {
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match ray {
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Some(_) => {
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//check for ray-sphere intersection
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let sphere_transform = xr_interactable_global_transform.compute_transform();
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let center = sphere_transform.translation;
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@@ -180,7 +185,8 @@ pub fn ray_interaction(
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let root = tracking_root_query.get_single().unwrap().0;
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match aim {
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Some(aim) => {
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let ray_origin = root.translation + root.rotation.mul_vec3(aim.0.translation);
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let ray_origin =
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root.translation + root.rotation.mul_vec3(aim.0.translation);
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let ray_dir = root.rotation.mul_vec3(aim.0.forward());
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if ray_sphere_intersection(
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@@ -193,7 +199,13 @@ pub fn ray_interaction(
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match interactor_state {
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XRInteractorState::Idle => hovered = true,
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XRInteractorState::Selecting => {
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selected = true;
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//welp now I gota actually make things do stuff lol
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let event = InteractionEvent {
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interactor: interactor_entity,
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interactable: interactable_entity,
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interactable_state: XRInteractableState::Select,
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};
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writer.send(event);
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}
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}
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}
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@@ -201,11 +213,11 @@ pub fn ray_interaction(
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None => info!("no aim pose"),
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}
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}
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//check what we found
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//also i dont like this
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if selected {
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*state = XRInteractableState::Select;
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} else if hovered {
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None => (),
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}
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}
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//still hate this
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if hovered {
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*state = XRInteractableState::Hover;
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} else {
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*state = XRInteractableState::Idle;
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@@ -213,6 +225,22 @@ pub fn ray_interaction(
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}
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}
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pub fn update_interactable_states(
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mut events: EventReader<InteractionEvent>,
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mut interactable_query: Query<(Entity, &mut XRInteractableState), (With<XRInteractable>)>,
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) {
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for event in events.read() {
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//lets change the state?
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match interactable_query.get_mut(event.interactable) {
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Ok((_entity, mut entity_state)) => {
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*entity_state = event.interactable_state;
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}
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Err(_) => {
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}
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}
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}
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}
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fn ray_sphere_intersection(center: Vec3, radius: f32, ray_origin: Vec3, ray_dir: Vec3) -> bool {
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let l = center - ray_origin;
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let adj = l.dot(ray_dir);
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