jank socket interactor

This commit is contained in:
Jay Christy
2023-09-30 23:02:30 -04:00
parent 6e83b887be
commit 88838b595b
2 changed files with 98 additions and 12 deletions

View File

@@ -5,8 +5,9 @@ use bevy_openxr::input::XrInput;
use bevy_openxr::resources::{XrFrameState, XrInstance, XrSession};
use bevy_openxr::xr_input::debug_gizmos::OpenXrDebugRenderer;
use bevy_openxr::xr_input::interactions::{
interactions, draw_interaction_gizmos, update_interactable_states, InteractionEvent,
XRDirectInteractor, XRInteractable, XRInteractableState, XRInteractorState, XRRayInteractor,
draw_interaction_gizmos, draw_socket_gizmos, interactions, update_interactable_states,
InteractionEvent, XRDirectInteractor, XRInteractable, XRInteractableState, XRInteractorState,
XRRayInteractor, XRSocketInteractor, socket_interactions,
};
use bevy_openxr::xr_input::oculus_touch::OculusController;
use bevy_openxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
@@ -33,7 +34,9 @@ fn main() {
Update,
draw_interaction_gizmos.after(update_interactable_states),
)
.add_systems(Update, draw_socket_gizmos.after(update_interactable_states))
.add_systems(Update, interactions)
.add_systems(Update, socket_interactions)
.add_systems(Update, prototype_interaction_input)
.add_systems(Update, update_interactable_states.after(interactions))
.add_systems(Update, update_grabbables.after(update_interactable_states))
@@ -60,13 +63,16 @@ fn setup(
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.1 })),
material: materials.add(Color::rgb(0.8, 0.0, 0.0).into()),
// socket
commands.spawn((
SpatialBundle {
transform: Transform::from_xyz(0.0, 0.5, 1.0),
..default()
});
},
XRInteractorState::Selecting,
XRSocketInteractor,
));
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
@@ -167,7 +173,11 @@ pub struct Grabbable;
pub fn update_grabbables(
mut events: EventReader<InteractionEvent>,
mut grabbable_query: Query<(&mut Transform, With<Grabbable>, Without<XRDirectInteractor>)>,
interactor_query: Query<(&GlobalTransform, With<XRDirectInteractor>, Without<Grabbable>)>,
interactor_query: Query<(
&GlobalTransform,
With<XRInteractorState>,
Without<Grabbable>,
)>,
) {
//so basically the idea is to try all the events?
for event in events.read() {

View File

@@ -13,6 +13,9 @@ pub struct XRDirectInteractor;
#[derive(Component)]
pub struct XRRayInteractor;
#[derive(Component)]
pub struct XRSocketInteractor;
#[derive(Component, Clone, Copy)]
pub enum XRInteractableState {
Idle,
@@ -40,6 +43,27 @@ impl Default for XRInteractorState {
#[derive(Component)]
pub struct XRInteractable;
//i guess really these should be seperate
pub fn draw_socket_gizmos(
mut gizmos: Gizmos,
interactor_query: Query<(
&GlobalTransform,
&XRInteractorState,
Entity,
&XRSocketInteractor,
)>,
) {
for (global, state, _entity, _socket) in interactor_query.iter() {
let mut transform = global.compute_transform().clone();
transform.scale = Vec3::splat(0.1);
let color = match state {
XRInteractorState::Idle => Color::BLUE,
XRInteractorState::Selecting => Color::PURPLE,
};
gizmos.cuboid(transform, color)
}
}
pub fn draw_interaction_gizmos(
mut gizmos: Gizmos,
interactable_query: Query<
@@ -118,6 +142,59 @@ pub struct InteractionEvent {
pub interactable_state: XRInteractableState,
}
//yeah these need to be seperate somehow
pub fn socket_interactions(
mut interactable_query: Query<
(&GlobalTransform, &mut XRInteractableState, Entity),
(With<XRInteractable>, Without<XRSocketInteractor>),
>,
interactor_query: Query<
(
&GlobalTransform,
&XRInteractorState,
Entity,
&XRSocketInteractor,
),
(Without<XRInteractable>),
>,
mut writer: EventWriter<InteractionEvent>,
) {
for interactable in interactable_query.iter() {
//for the interactbles
for socket in interactor_query.iter() {
let interactor_global_transform = socket.0;
let xr_interactable_global_transform = interactable.0;
let interactor_state = socket.1;
//check for sphere overlaps
let size = 0.1;
if interactor_global_transform
.compute_transform()
.translation
.distance_squared(
xr_interactable_global_transform
.compute_transform()
.translation,
)
< (size * size) * 2.0
{
//check for selections first
match interactor_state {
XRInteractorState::Idle => (), //welp this wont work,
XRInteractorState::Selecting => {
//welp now I gota actually make things do stuff lol
let event = InteractionEvent {
interactor: socket.2,
interactable: interactable.2,
interactable_state: XRInteractableState::Select,
};
writer.send(event);
}
}
}
}
}
}
pub fn interactions(
mut interactable_query: Query<
(&GlobalTransform, &mut XRInteractableState, Entity),
@@ -235,8 +312,7 @@ pub fn update_interactable_states(
Ok((_entity, mut entity_state)) => {
*entity_state = event.interactable_state;
}
Err(_) => {
}
Err(_) => {}
}
}
}