first pass i think
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@@ -2,10 +2,10 @@ use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
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use bevy::prelude::*;
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use bevy::transform::components::Transform;
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use bevy_openxr::input::XrInput;
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use bevy_openxr::resources::{XrFrameState, XrInstance, XrSession};
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use bevy_openxr::resources::{XrFrameState, XrInstance, XrSession, XrViews};
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use bevy_openxr::xr_input::debug_gizmos::OpenXrDebugRenderer;
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use bevy_openxr::xr_input::oculus_touch::OculusController;
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use bevy_openxr::xr_input::{Hand, TrackingRoot};
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use bevy_openxr::xr_input::{Hand, QuatConv, TrackingRoot};
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use bevy_openxr::DefaultXrPlugins;
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fn main() {
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@@ -41,13 +41,13 @@ fn setup(
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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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// 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, 0.0, 0.0).into()),
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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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// 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, 0.0, 0.0).into()),
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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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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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@@ -65,6 +65,11 @@ fn setup(
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},));
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}
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pub enum LocomotionType {
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Head,
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Hand,
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}
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fn proto_locomotion(
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time: Res<Time>,
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mut tracking_root_query: Query<(&mut Transform, With<TrackingRoot>)>,
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@@ -73,6 +78,7 @@ fn proto_locomotion(
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xr_input: Res<XrInput>,
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instance: Res<XrInstance>,
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session: Res<XrSession>,
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views: ResMut<XrViews>,
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) {
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//lock frame
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let frame_state = *frame_state.lock().unwrap();
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@@ -81,11 +87,33 @@ fn proto_locomotion(
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let root = tracking_root_query.get_single_mut();
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match root {
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Ok(mut position) => {
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//do work here?
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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 input = Vec3::new(stick.x, 0.0, -stick.y);
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let speed = 1.0;
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position.0.translation += input * speed * time.delta_seconds()
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//now the question is how do we do hmd based locomotion
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//or controller based for that matter
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let locomotion_type = LocomotionType::Hand;
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let mut reference_quat = Quat::IDENTITY;
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match locomotion_type {
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LocomotionType::Head => {
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let v = views.lock().unwrap();
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let views = v.get(0);
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match views {
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Some(view) => {
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reference_quat = view.pose.orientation.to_quat();
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}
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None => return,
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}
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}
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LocomotionType::Hand => {
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let grip = controller.grip_space(Hand::Left);
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reference_quat = grip.0.pose.orientation.to_quat();
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}
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}
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let mut locomotion_vec = reference_quat.mul_vec3(input);
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locomotion_vec.y = 0.0;
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position.0.translation += locomotion_vec * speed * time.delta_seconds()
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}
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Err(_) => info!("too many tracking roots"),
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}
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