tiny clean up

This commit is contained in:
Jay Christy
2023-11-20 13:59:36 -05:00
parent 0f838074b1
commit 7d3ea85c3d

View File

@@ -54,7 +54,7 @@ pub fn main() {
.add_plugins(OpenXrDebugRenderer)
//rapier goes here
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default().with_default_system_setup(false))
.add_plugins(RapierDebugRenderPlugin::default())
// .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
@@ -618,11 +618,11 @@ fn prototype_interaction_input(
}
}
//this terribly named event is for transitioning the physics hand in an out of existent so we can drop things better
//this event is for transitioning the physics hand in an out of existent so we can drop things better
#[derive(Event)]
pub struct GhostHandEvent {
pub hand: Hand,
pub desired_state: bool,
pub desired_state: bool, //true for no interactions, false for normal interactions
}
#[derive(Resource)]
pub struct GhostTimers {
@@ -635,10 +635,10 @@ pub fn handle_ghost_hand_events(
mut bones: Query<(&Hand, &mut CollisionGroups, With<PhysicsHandBone>)>,
) {
for event in events.read() {
info!(
"Ghost hand Event: {:?}, {:?}",
event.hand, event.desired_state
);
// info!(
// "Ghost hand Event: {:?}, {:?}",
// event.hand, event.desired_state
// );
//do work
for mut bone in bones.iter_mut() {
match *bone.0 == event.hand {
@@ -657,19 +657,17 @@ pub fn watch_ghost_timers(
mut writer: EventWriter<GhostHandEvent>,
time: Res<Time>,
) {
//tick both timers
timers.left.tick(time.delta());
timers.right.tick(time.delta());
//if they finish send events to make the hands physical again
if timers.left.just_finished() {
info!("hey");
writer.send(GhostHandEvent {
hand: Hand::Left,
desired_state: false,
});
}
if timers.right.just_finished() {
info!("hey");
writer.send(GhostHandEvent {
hand: Hand::Right,
desired_state: false,
@@ -750,7 +748,7 @@ pub fn update_grabbables(
match interactor_transform.1 {
XRInteractorState::Idle => {
*interactor_transform.2 = XRSelection::Empty;
//raise leave ghost hand event
//reset timers to make hands physical again
match *interactor_transform.3 {
Hand::Left => timers.left.reset(),
Hand::Right => timers.right.reset(),