Enable locomotion to handle arbitrary rotations of the view space (#49)
* Enable locomotion to handle arbitrary rotations of the view space Previously it assumed that "up" was always the Y axis * Eliminate jitter --------- Co-authored-by: Oliver Scherer <github@oli-obk.de>
This commit is contained in:
188
examples/globe.rs
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188
examples/globe.rs
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use bevy::diagnostic::LogDiagnosticsPlugin;
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use bevy::prelude::*;
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use bevy::transform::components::Transform;
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use bevy_oxr::resources::XrViews;
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use bevy_oxr::xr_input::hands::common::{HandInputDebugRenderer, OpenXrHandInput};
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use bevy_oxr::xr_input::interactions::{
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InteractionEvent, XRDirectInteractor, XRInteractorState, XRRayInteractor, XRSocketInteractor,
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};
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use bevy_oxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
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use bevy_oxr::xr_input::trackers::{
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AimPose, OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
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OpenXRTrackingRoot,
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};
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use bevy_oxr::xr_input::Vec3Conv;
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use bevy_oxr::DefaultXrPlugins;
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use wgpu::{Extent3d, TextureDimension, TextureFormat};
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fn main() {
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color_eyre::install().unwrap();
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App::new()
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.add_plugins(DefaultXrPlugins)
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.add_plugins(LogDiagnosticsPlugin::default())
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.add_systems(Startup, setup)
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.add_systems(Update, (proto_locomotion, pull_to_ground).chain())
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.insert_resource(PrototypeLocomotionConfig::default())
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.add_systems(Startup, spawn_controllers_example)
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.add_plugins(OpenXrHandInput)
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.add_plugins(HandInputDebugRenderer)
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.add_event::<InteractionEvent>()
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.run();
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}
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#[derive(Component)]
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struct Globe {
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radius: f32,
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}
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/// Creates a colorful test pattern
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fn uv_debug_texture() -> Image {
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const TEXTURE_SIZE: usize = 8;
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let mut palette: [u8; 32] = [
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255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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];
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let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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for y in 0..TEXTURE_SIZE {
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let offset = TEXTURE_SIZE * y * 4;
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texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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palette.rotate_right(4);
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}
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Image::new_fill(
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Extent3d {
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width: TEXTURE_SIZE as u32,
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height: TEXTURE_SIZE as u32,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&texture_data,
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TextureFormat::Rgba8UnormSrgb,
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)
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}
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/// set up a simple 3D scene
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fn setup(
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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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mut images: ResMut<Assets<Image>>,
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) {
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// plane
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let radius = 5.0;
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(
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shape::UVSphere {
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radius,
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sectors: 10,
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stacks: 10,
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}
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.try_into()
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.unwrap(),
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),
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material: materials.add(StandardMaterial {
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base_color_texture: Some(images.add(uv_debug_texture())),
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..default()
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}),
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transform: Transform::from_xyz(0.0, -radius, 0.0),
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..default()
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},
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Globe { radius },
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));
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 0.1 })),
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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, 0.5, 0.0),
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..default()
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});
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// socket
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commands.spawn((
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SpatialBundle {
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transform: Transform::from_xyz(0.0, 0.5, 1.0),
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..default()
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},
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XRInteractorState::Selecting,
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XRSocketInteractor,
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));
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 1500.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// camera
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commands.spawn((Camera3dBundle {
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transform: Transform::from_xyz(0.25, 1.25, 0.0).looking_at(
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Vec3 {
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x: -0.548,
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y: -0.161,
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z: -0.137,
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},
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Vec3::Y,
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),
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..default()
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},));
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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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XRRayInteractor,
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AimPose(Transform::default()),
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XRInteractorState::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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));
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}
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fn pull_to_ground(
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time: Res<Time>,
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mut tracking_root_query: Query<&mut Transform, (With<OpenXRTrackingRoot>, Without<Globe>)>,
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globe: Query<(&Transform, &Globe), Without<OpenXRTrackingRoot>>,
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views: ResMut<XrViews>,
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) {
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let mut root = tracking_root_query.single_mut();
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let (globe_pos, globe) = globe.single();
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// Get player position (position of playground + position within playground)
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let v = views.lock().unwrap();
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let Some(view) = v.get(0) else { return };
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let mut hmd_translation = view.pose.position.to_vec3();
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hmd_translation.y = 0.0;
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let local = root.translation;
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let offset = root.rotation.mul_vec3(hmd_translation);
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let global = offset + local;
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let adjustment_rate = (time.delta_seconds() * 10.0).min(1.0);
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// Lower player onto sphere
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let up = (global - globe_pos.translation).normalize();
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let diff = up * globe.radius + globe_pos.translation - offset - root.translation;
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root.translation += diff * adjustment_rate;
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// Rotate player to be upright on sphere
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let angle_diff = Quat::from_rotation_arc(root.up(), up);
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let point = root.translation + offset;
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root.rotate_around(point, Quat::IDENTITY.slerp(angle_diff, adjustment_rate));
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}
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@@ -88,37 +88,27 @@ pub fn proto_locomotion(
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Ok(mut position) => {
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Ok(mut position) => {
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//get the stick input and do some maths
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//get the stick input and do some maths
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let stick = controller.thumbstick(Hand::Left);
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let stick = controller.thumbstick(Hand::Left);
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let input = Vec3::new(stick.x, 0.0, -stick.y);
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let input = stick.x * position.0.right() + stick.y * position.0.forward();
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let reference_quat;
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let mut reference_quat = Quat::IDENTITY;
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match config.locomotion_type {
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match config.locomotion_type {
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LocomotionType::Head => {
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LocomotionType::Head => {
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let v = views.lock().unwrap();
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let v = views.lock().unwrap();
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let views = v.get(0);
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let views = v.get(0);
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match views {
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match views {
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Some(view) => {
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Some(view) => {
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reference_quat = view
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reference_quat = view.pose.orientation.to_quat();
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.pose
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.orientation
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.to_quat()
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.mul_quat(position.0.rotation);
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}
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}
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None => return,
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None => return,
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}
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}
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}
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}
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LocomotionType::Hand => {
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LocomotionType::Hand => {
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let grip = controller.grip_space(Hand::Left);
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let grip = controller.grip_space(Hand::Left);
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reference_quat = grip
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reference_quat = grip.0.pose.orientation.to_quat();
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.0
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.pose
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.orientation
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.to_quat()
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.mul_quat(position.0.rotation);
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}
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}
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}
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}
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//TODO: do this correctly as just removing the y from the resultant vec3 isnt correct, but works well enough for now
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let (yaw, _pitch, _roll) = reference_quat.to_euler(EulerRot::YXZ);
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let mut locomotion_vec = reference_quat.mul_vec3(input);
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let reference_quat = Quat::from_axis_angle(position.0.up(), yaw);
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locomotion_vec.y = 0.0;
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let locomotion_vec = reference_quat.mul_vec3(input);
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position.0.translation +=
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position.0.translation +=
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locomotion_vec * config.locomotion_speed * time.delta_seconds();
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locomotion_vec * config.locomotion_speed * time.delta_seconds();
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@@ -132,7 +122,8 @@ pub fn proto_locomotion(
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if rot_input.abs() <= config.rotation_stick_deadzone {
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if rot_input.abs() <= config.rotation_stick_deadzone {
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return;
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return;
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}
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}
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let smoth_rot = Quat::from_rotation_y(
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let smoth_rot = Quat::from_axis_angle(
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position.0.up(),
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rot_input * config.smooth_rotation_speed * time.delta_seconds(),
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rot_input * config.smooth_rotation_speed * time.delta_seconds(),
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);
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);
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//apply rotation
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//apply rotation
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@@ -144,7 +135,7 @@ pub fn proto_locomotion(
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hmd_translation.y = 0.0;
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hmd_translation.y = 0.0;
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let local = position.0.translation;
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let local = position.0.translation;
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let global = position.0.rotation.mul_vec3(hmd_translation) + local;
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let global = position.0.rotation.mul_vec3(hmd_translation) + local;
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gizmos.circle(global, Vec3::Y, 0.1, Color::GREEN);
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gizmos.circle(global, position.0.up(), 0.1, Color::GREEN);
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position.0.rotate_around(global, smoth_rot);
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position.0.rotate_around(global, smoth_rot);
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}
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}
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None => return,
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None => return,
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@@ -165,7 +156,8 @@ pub fn proto_locomotion(
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true => 1.0,
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true => 1.0,
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false => -1.0,
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false => -1.0,
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};
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};
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let smoth_rot = Quat::from_rotation_y(config.snap_angle * dir);
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let smoth_rot =
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Quat::from_axis_angle(position.0.up(), config.snap_angle * dir);
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//apply rotation
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//apply rotation
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let v = views.lock().unwrap();
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let v = views.lock().unwrap();
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let views = v.get(0);
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let views = v.get(0);
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@@ -175,7 +167,7 @@ pub fn proto_locomotion(
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hmd_translation.y = 0.0;
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hmd_translation.y = 0.0;
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let local = position.0.translation;
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let local = position.0.translation;
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let global = position.0.rotation.mul_vec3(hmd_translation) + local;
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let global = position.0.rotation.mul_vec3(hmd_translation) + local;
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gizmos.circle(global, Vec3::Y, 0.1, Color::GREEN);
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gizmos.circle(global, position.0.up(), 0.1, Color::GREEN);
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position.0.rotate_around(global, smoth_rot);
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position.0.rotate_around(global, smoth_rot);
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}
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}
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None => return,
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None => return,
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