input refactor
This commit is contained in:
239
src/xr_input/xr_camera.rs
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239
src/xr_input/xr_camera.rs
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use crate::xr_input::{QuatConv, Vec3Conv};
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use crate::{LEFT_XR_TEXTURE_HANDLE, RIGHT_XR_TEXTURE_HANDLE};
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use bevy::core_pipeline::tonemapping::{DebandDither, Tonemapping};
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use bevy::prelude::*;
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use bevy::render::camera::{CameraProjection, CameraRenderGraph, RenderTarget};
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use bevy::render::primitives::Frustum;
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use bevy::render::view::{ColorGrading, VisibleEntities};
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use openxr::Fovf;
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#[derive(Bundle)]
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pub struct XrCamerasBundle {
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pub left: XrCameraBundle,
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pub right: XrCameraBundle,
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}
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impl XrCamerasBundle {
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pub fn new() -> Self {
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Self::default()
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}
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}
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impl Default for XrCamerasBundle {
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fn default() -> Self {
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Self {
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left: XrCameraBundle::new(Eye::Left),
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right: XrCameraBundle::new(Eye::Right),
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}
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}
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}
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#[derive(Bundle)]
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pub struct XrCameraBundle {
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pub camera: Camera,
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pub camera_render_graph: CameraRenderGraph,
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pub xr_projection: XRProjection,
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pub visible_entities: VisibleEntities,
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pub frustum: Frustum,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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pub camera_3d: Camera3d,
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pub tonemapping: Tonemapping,
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pub dither: DebandDither,
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pub color_grading: ColorGrading,
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pub xr_camera_type: XrCameraType,
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}
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash, Ord, PartialOrd, Component)]
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pub enum XrCameraType {
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Xr(Eye),
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Flatscreen,
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}
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash, Ord, PartialOrd)]
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pub enum Eye {
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Left = 0,
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Right = 1,
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}
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impl XrCameraBundle {
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pub fn new(eye: Eye) -> Self {
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Self {
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camera: Camera {
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order: -1,
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target: RenderTarget::TextureView(match eye {
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Eye::Left => LEFT_XR_TEXTURE_HANDLE,
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Eye::Right => RIGHT_XR_TEXTURE_HANDLE,
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}),
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viewport: None,
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..default()
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},
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camera_render_graph: CameraRenderGraph::new(bevy::core_pipeline::core_3d::graph::NAME),
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xr_projection: Default::default(),
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visible_entities: Default::default(),
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frustum: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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camera_3d: Default::default(),
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tonemapping: Default::default(),
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dither: DebandDither::Enabled,
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color_grading: Default::default(),
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xr_camera_type: XrCameraType::Xr(eye),
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}
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}
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}
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#[derive(Debug, Clone, Component, Reflect)]
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#[reflect(Component, Default)]
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pub struct XRProjection {
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pub near: f32,
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pub far: f32,
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#[reflect(ignore)]
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pub fov: Fovf,
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}
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impl Default for XRProjection {
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fn default() -> Self {
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Self {
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near: 0.1,
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far: 1000.,
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fov: Default::default(),
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}
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}
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}
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impl XRProjection {
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pub fn new(near: f32, far: f32, fov: Fovf) -> Self {
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XRProjection { near, far, fov }
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}
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}
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impl CameraProjection for XRProjection {
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// =============================================================================
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// math code adapted from
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// https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/master/src/common/xr_linear.h
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// Copyright (c) 2017 The Khronos Group Inc.
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// Copyright (c) 2016 Oculus VR, LLC.
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// SPDX-License-Identifier: Apache-2.0
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// =============================================================================
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fn get_projection_matrix(&self) -> Mat4 {
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// symmetric perspective for debugging
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// let x_fov = (self.fov.angle_left.abs() + self.fov.angle_right.abs());
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// let y_fov = (self.fov.angle_up.abs() + self.fov.angle_down.abs());
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// return Mat4::perspective_infinite_reverse_rh(y_fov, x_fov / y_fov, self.near);
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let fov = self.fov;
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let is_vulkan_api = false; // FIXME wgpu probably abstracts this
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let near_z = self.near;
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let far_z = -1.; // use infinite proj
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// let far_z = self.far;
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let tan_angle_left = fov.angle_left.tan();
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let tan_angle_right = fov.angle_right.tan();
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let tan_angle_down = fov.angle_down.tan();
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let tan_angle_up = fov.angle_up.tan();
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let tan_angle_width = tan_angle_right - tan_angle_left;
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// Set to tanAngleDown - tanAngleUp for a clip space with positive Y
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// down (Vulkan). Set to tanAngleUp - tanAngleDown for a clip space with
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// positive Y up (OpenGL / D3D / Metal).
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// const float tanAngleHeight =
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// graphicsApi == GRAPHICS_VULKAN ? (tanAngleDown - tanAngleUp) : (tanAngleUp - tanAngleDown);
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let tan_angle_height = if is_vulkan_api {
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tan_angle_down - tan_angle_up
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} else {
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tan_angle_up - tan_angle_down
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};
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// Set to nearZ for a [-1,1] Z clip space (OpenGL / OpenGL ES).
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// Set to zero for a [0,1] Z clip space (Vulkan / D3D / Metal).
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// const float offsetZ =
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// (graphicsApi == GRAPHICS_OPENGL || graphicsApi == GRAPHICS_OPENGL_ES) ? nearZ : 0;
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// FIXME handle enum of graphics apis
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let offset_z = 0.;
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let mut cols: [f32; 16] = [0.0; 16];
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if far_z <= near_z {
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// place the far plane at infinity
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cols[0] = 2. / tan_angle_width;
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cols[4] = 0.;
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cols[8] = (tan_angle_right + tan_angle_left) / tan_angle_width;
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cols[12] = 0.;
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cols[1] = 0.;
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cols[5] = 2. / tan_angle_height;
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cols[9] = (tan_angle_up + tan_angle_down) / tan_angle_height;
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cols[13] = 0.;
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cols[2] = 0.;
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cols[6] = 0.;
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cols[10] = -1.;
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cols[14] = -(near_z + offset_z);
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cols[3] = 0.;
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cols[7] = 0.;
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cols[11] = -1.;
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cols[15] = 0.;
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// bevy uses the _reverse_ infinite projection
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// https://dev.theomader.com/depth-precision/
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let z_reversal = Mat4::from_cols_array_2d(&[
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[1f32, 0., 0., 0.],
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[0., 1., 0., 0.],
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[0., 0., -1., 0.],
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[0., 0., 1., 1.],
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]);
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return z_reversal * Mat4::from_cols_array(&cols);
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} else {
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// normal projection
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cols[0] = 2. / tan_angle_width;
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cols[4] = 0.;
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cols[8] = (tan_angle_right + tan_angle_left) / tan_angle_width;
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cols[12] = 0.;
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cols[1] = 0.;
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cols[5] = 2. / tan_angle_height;
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cols[9] = (tan_angle_up + tan_angle_down) / tan_angle_height;
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cols[13] = 0.;
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cols[2] = 0.;
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cols[6] = 0.;
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cols[10] = -(far_z + offset_z) / (far_z - near_z);
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cols[14] = -(far_z * (near_z + offset_z)) / (far_z - near_z);
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cols[3] = 0.;
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cols[7] = 0.;
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cols[11] = -1.;
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cols[15] = 0.;
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}
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Mat4::from_cols_array(&cols)
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}
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fn update(&mut self, _width: f32, _height: f32) {}
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fn far(&self) -> f32 {
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self.far
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}
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}
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pub fn xr_camera_head_sync(
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views: ResMut<crate::resources::XrViews>,
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mut query: Query<(&mut Transform, &XrCameraType, &mut XRProjection)>,
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) {
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let mut f = || -> Option<()> {
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for (mut transform, camera_type, mut xr_projection) in query.iter_mut() {
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let view_idx = match camera_type {
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XrCameraType::Xr(eye) => *eye as usize,
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XrCameraType::Flatscreen => return None,
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};
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let v = views.lock().unwrap();
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let view = v.get(view_idx)?;
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xr_projection.fov = view.fov;
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transform.rotation = view.pose.orientation.to_quat();
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transform.translation = view.pose.position.to_vec3();
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}
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Some(())
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};
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let _ = f();
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}
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