forgot examples

Signed-off-by: Schmarni <marnistromer@gmail.com>
This commit is contained in:
Schmarni
2024-07-05 01:34:55 +02:00
parent e33adc85ce
commit 925eb52500
14 changed files with 0 additions and 1667 deletions

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/target
/Cargo.lock
/runtime_libs

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[package]
name = "bevy_openxr_android"
version = "0.1.0"
description = "Example for building an Android OpenXR app with Bevy"
edition.workspace = true
license.workspace = true
publish = false
[lib]
name = "bevy_openxr_android"
crate-type = ["rlib", "cdylib"]
[dependencies]
bevy.workspace = true
bevy_oxr.path = "../.."
openxr = { workspace = true, features = ["mint"] }
# [profile.release]
# lto = "fat"
# codegen-units = 1
# panic = "abort"
# This metadata is used by `cargo-apk` - `xbuild` uses the `manifest.yaml` instead.
[package.metadata.android]
package = "org.bevyengine.example_openxr_android"
build_targets = ["aarch64-linux-android"]
runtime_libs = "runtime_libs"
apk_name = "bevyopenxr"
# assets = "assets"
# res = "assets/android-res"
icon = "@mipmap/ic_launcher"
label = "Bevy Openxr Android"
strip = "strip"
# [package.metadata.android.application]
# icon = "@mipmap/ic_launcher"
# label = "Bevy Example"
[package.metadata.android.sdk]
target_sdk_version = 32
[package.metadata.android.application.activity]
theme = "@android:style/Theme.Black.NoTitleBar.Fullscreen"
config_changes = "density|keyboard|keyboardHidden|navigation|orientation|screenLayout|screenSize|uiMode"
launch_mode = "singleTask"
orientation = "landscape"
resizeable_activity = false
[[package.metadata.android.application.activity.intent_filter]]
actions = ["android.intent.action.MAIN"]
categories = [
"com.oculus.intent.category.VR",
"android.intent.category.LAUNCHER",
]
# !! IMPORTANT !!
#
# When creating your own apps, make sure to generate your own keystore, rather than using our example one!
# You can use `keytool` like so:
# keytool -genkey -v -keystore my-release-key.keystore -keyalg RSA -keysize 2048 -validity 10000
#
# For more information on key signing and why it's so important, check out this article:
# https://developer.android.com/studio/publish/app-signing
#
# !! IMPORTANT !!
[package.metadata.android.signing.release]
path = "./hotham_examples.keystore"
keystore_password = "chomsky-vigilant-spa"

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# Bevy OpenXR Android example
## Setup
Get libopenxr_loader.so from the Oculus OpenXR Mobile SDK and add it to `examples/android/runtime_libs/arm64-v8a`
https://developer.oculus.com/downloads/package/oculus-openxr-mobile-sdk/
`examples/android/runtime_libs/arm64-v8a/libopenxr_loader.so`
Also, install either `cargo-apk` (marked as deprecated):
```sh
cargo install cargo-apk
```
or, install `xbuild` as it supersedes `cargo-apk`. Note that the `--git` is
very important here.
```sh
cargo install --git https://github.com/rust-mobile/xbuild
```
## Run
Running on Meta Quest can be done with https://github.com/rust-mobile/cargo-apk.
```sh
cargo apk run --release
```
But cargo-apk is deprecated in favour of xbuild https://github.com/rust-mobile/xbuild.
```sh
# List devices and copy device string "adb:***"
x devices
# Run on this device
x run --release --device adb:***
```
There is [manifest.yaml](./manifest.yaml) example required by xbuild.
Interface for this manifest can be found as AndroidConfig struct in https://github.com/rust-mobile/xbuild/blob/master/xbuild/src/config.rs
## Notes
### Relase mode
More optimisations enabled in Cargo.toml for the release mode.
This gives more performance but longer build time.
```toml
[profile.release]
lto = "fat"
codegen-units = 1
panic = "abort"
```
### Cargo apk
If you see error like `Error: String `` is not a PID`, try to install cargo apk with a fix in branch.
```sh
cargo install --git https://github.com/rust-mobile/cargo-apk --branch=adb-logcat-uid
```
### Temporary JNIEnv log
This message is logged every frame. It's not yet fixed.
```sh
I JniUtils-inl: Creating temporary JNIEnv. This is a heavy operation and should be infrequent. To optimize, use JNI AttachCurrentThread on calling threa
```
### Android keystore
Release mode requires keystore. See Cargo.toml `package.metadata.android.signing.release`.
When creating your own apps, make sure to generate your own keystore, rather than using our example one!
You can use `keytool` like so:
```sh
keytool -genkey -v -keystore my-release-key.keystore -keyalg RSA -keysize 2048 -validity 10000
```
For more information on key signing and why it's so important, check out this article:
https://developer.android.com/studio/publish/app-signing

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android:
runtime_libs:
- "runtime_libs"
manifest:
package: "org.bevyengine.example_openxr_android"
uses_feature:
- name: "android.hardware.vr.headtracking"
required: true
- name: "oculus.software.handtracking"
required: true
- name: "com.oculus.feature.PASSTHROUGH"
required: true
- name: "com.oculus.experimental.enabled"
required: true
uses_permission:
- name: "com.oculus.permission.HAND_TRACKING"
application:
label: "Bevy Openxr Android"
theme: "@android:style/Theme.DeviceDefault.NoActionBar.Fullscreen"
meta_data:
- name: "com.oculus.intent.category.VR"
value: "vr_only"
- name: "com.samsung.android.vr.application.mode"
value: "vr_only"
- name: "com.oculus.supportedDevices"
value: "quest|quest2|quest3|questpro"
activities:
- config_changes: "density|keyboard|keyboardHidden|navigation|orientation|screenLayout|screenSize|uiMode|screenLayout"
launch_mode: "singleTask"
orientation: "landscape"
intent_filters:
- actions:
- "android.intent.action.MAIN"
categories:
- "com.oculus.intent.category.VR"
- "android.intent.category.LAUNCHER"
- "org.khronos.openxr.intent.category.IMMERSIVE_HMD"
sdk:
target_sdk_version: 32

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use bevy::color::palettes;
use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
use bevy::prelude::*;
use bevy::transform::components::Transform;
use bevy_oxr::graphics::extensions::XrExtensions;
use bevy_oxr::graphics::XrAppInfo;
use bevy_oxr::passthrough::{PausePassthrough, ResumePassthrough, XrPassthroughState};
use bevy_oxr::xr_init::xr_only;
use bevy_oxr::xr_input::hands::common::HandInputDebugRenderer;
use bevy_oxr::xr_input::hands::HandBone;
use bevy_oxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
use bevy_oxr::xr_input::trackers::{
OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
};
use bevy_oxr::DefaultXrPlugins;
#[bevy_main]
fn main() {
let mut xr_extensions = XrExtensions::default();
xr_extensions.enable_fb_passthrough();
xr_extensions.enable_hand_tracking();
App::new()
.add_plugins(DefaultXrPlugins {
reqeusted_extensions: xr_extensions,
app_info: XrAppInfo {
name: "Bevy OXR Android Example".into(),
},
..Default::default()
})
// .add_plugins(OpenXrDebugRenderer)
.add_plugins(LogDiagnosticsPlugin::default())
.add_plugins(FrameTimeDiagnosticsPlugin)
.add_plugins(HandInputDebugRenderer)
.add_plugins(bevy_oxr::passthrough::EnablePassthroughStartup)
.add_systems(Startup, setup)
.add_systems(
Update,
(proto_locomotion, toggle_passthrough).run_if(xr_only()),
)
.add_systems(Update, debug_hand_render.run_if(xr_only()))
.add_systems(Startup, spawn_controllers_example)
.insert_resource(PrototypeLocomotionConfig::default())
.run();
}
fn debug_hand_render(query: Query<&GlobalTransform, With<HandBone>>, mut gizmos: Gizmos) {
for transform in &query {
gizmos.sphere(
transform.translation(),
Quat::IDENTITY,
0.01,
palettes::css::RED,
);
}
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(2.5))),
material: materials.add(StandardMaterial::from(Color::srgb(0.3, 0.5, 0.3))),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::from_size(Vec3::splat(0.1)).mesh()),
material: materials.add(StandardMaterial::from(Color::srgb(0.8, 0.7, 0.6))),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(Cuboid::from_size(Vec3::splat(0.1)))),
material: materials.add(StandardMaterial::from(Color::srgb(0.8, 0.0, 0.0))),
transform: Transform::from_xyz(0.0, 0.5, 1.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
}
fn spawn_controllers_example(mut commands: Commands) {
//left hand
commands.spawn((
OpenXRLeftController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
));
//right hand
commands.spawn((
OpenXRRightController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
));
}
// TODO: make this a vr button
fn toggle_passthrough(
keys: Res<ButtonInput<KeyCode>>,
passthrough_state: Res<XrPassthroughState>,
mut resume: EventWriter<ResumePassthrough>,
mut pause: EventWriter<PausePassthrough>,
) {
if keys.just_pressed(KeyCode::Space) {
match *passthrough_state {
XrPassthroughState::Unsupported => {}
XrPassthroughState::Running => {
pause.send_default();
}
XrPassthroughState::Paused => {
resume.send_default();
}
}
}
}

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[package]
name = "demo"
version = "0.1.0"
description = "Demo using bevy_oxr"
edition.workspace = true
publish = false
[lib]
crate-type = ["rlib", "cdylib"]
[dependencies]
bevy.workspace = true
bevy_oxr.path = "../../"
bevy_rapier3d = "0.25"
color-eyre.workspace = true

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## setup
install xbuild ```cargo install --git https://github.com/rust-mobile/xbuild```
run ```x doctor``` and install all required depencencies
download the [openxr loader](https://developer.oculus.com/downloads/package/oculus-openxr-mobile-sdk/) and put it in the runtime_libs/arm64-v8a folder
## how to run
run ```x devices```
and get the device name that looks something like this ```adb:1WD523S``` (probably a bit longer)
then ```run x run --release```

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android:
runtime_libs:
- "runtime_libs"
manifest:
package: "org.bevyengine.demo_openxr_android"
uses_feature:
- name: "android.hardware.vr.headtracking"
required: true
- name: "oculus.software.handtracking"
required: true
- name: "com.oculus.feature.PASSTHROUGH"
required: true
- name: "com.oculus.experimental.enabled"
required: true
uses_permission:
- name: "com.oculus.permission.HAND_TRACKING"
application:
label: "Bevy Openxr Android"
theme: "@android:style/Theme.DeviceDefault.NoActionBar.Fullscreen"
meta_data:
- name: "com.oculus.intent.category.VR"
value: "vr_only"
- name: "com.samsung.android.vr.application.mode"
value: "vr_only"
- name: "com.oculus.supportedDevices"
value: "quest|quest2|quest3|questpro"
activities:
- config_changes: "density|keyboard|keyboardHidden|navigation|orientation|screenLayout|screenSize|uiMode|screenLayout"
launch_mode: "singleTask"
orientation: "landscape"
intent_filters:
- actions:
- "android.intent.action.MAIN"
categories:
- "com.oculus.intent.category.VR"
- "android.intent.category.LAUNCHER"
- "org.khronos.openxr.intent.category.IMMERSIVE_HMD"
sdk:
target_sdk_version: 32

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mod setup;
use std::time::Duration;
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
ecs::schedule::ScheduleLabel,
log::info,
math::primitives::{Capsule3d, Cuboid},
prelude::{
bevy_main, default, App, Assets, Color, Commands, Component, Entity, Event, EventReader,
EventWriter, FixedUpdate, GlobalTransform, IntoSystemConfigs, IntoSystemSetConfigs, Mesh,
PbrBundle, PostUpdate, Query, Res, ResMut, Resource, Schedule, SpatialBundle,
StandardMaterial, Startup, Transform, Update, Vec3, With, Without, World,
},
render::mesh::Meshable,
time::{Fixed, Time, Timer, TimerMode},
transform::TransformSystem,
};
use bevy_oxr::{
graphics::{extensions::XrExtensions, XrAppInfo},
input::XrInput,
resources::{XrFrameState, XrSession},
xr_init::xr_only,
xr_input::{
actions::XrActionSets,
debug_gizmos::OpenXrDebugRenderer,
hands::common::{HandInputDebugRenderer, HandResource, HandsResource},
hands::HandBone,
interactions::{
draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions,
update_interactable_states, InteractionEvent, Touched, XRDirectInteractor,
XRInteractable, XRInteractableState, XRInteractorState, XRSelection,
},
oculus_touch::OculusController,
prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig},
trackers::{OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker},
Hand,
},
DefaultXrPlugins,
};
use crate::setup::setup_scene;
use bevy_rapier3d::prelude::*;
#[bevy_main]
pub fn main() {
color_eyre::install().unwrap();
info!("Running bevy_openxr demo");
let mut app = App::new();
let mut xr_extensions = XrExtensions::default();
xr_extensions.enable_fb_passthrough();
app
//lets get the usual diagnostic stuff added
.add_plugins(LogDiagnosticsPlugin::default())
.add_plugins(FrameTimeDiagnosticsPlugin)
//lets get the xr defaults added
.add_plugins(DefaultXrPlugins {
reqeusted_extensions: xr_extensions,
app_info: XrAppInfo {
name: "Bevy OXR Demo".into(),
},
..Default::default()
})
//lets add the debug renderer for the controllers
.add_plugins(OpenXrDebugRenderer)
//rapier goes here
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default().with_default_system_setup(false))
// .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
//add locomotion
.add_systems(Update, proto_locomotion.run_if(xr_only()))
.insert_resource(PrototypeLocomotionConfig::default())
//lets add the interaction systems
.add_event::<InteractionEvent>()
.add_systems(Update, prototype_interaction_input.run_if(xr_only()))
.add_systems(Update, interactions.before(update_interactable_states))
.add_systems(Update, update_interactable_states)
.add_systems(
Update,
socket_interactions.before(update_interactable_states),
)
//add the grabbable system
.add_systems(Update, update_grabbables.after(update_interactable_states))
//draw the interaction gizmos
.add_systems(
Update,
draw_interaction_gizmos
.run_if(xr_only())
.after(update_interactable_states),
)
.add_systems(Update, draw_socket_gizmos.after(update_interactable_states))
//add our cube spawning system
.add_event::<SpawnCubeRequest>()
.insert_resource(SpawnCubeTimer(Timer::from_seconds(
0.25,
bevy::time::TimerMode::Once,
)))
.add_systems(Update, request_cube_spawn.run_if(xr_only()))
.add_systems(Update, cube_spawner.after(request_cube_spawn))
//test capsule
.add_systems(Startup, spawn_capsule)
//physics hands
// .add_plugins(OpenXrHandInput)
.add_plugins(HandInputDebugRenderer)
.add_systems(Startup, spawn_physics_hands)
.add_systems(
FixedUpdate,
update_physics_hands.before(PhysicsSet::SyncBackend),
)
.add_event::<GhostHandEvent>()
.add_systems(Update, handle_ghost_hand_events.after(update_grabbables))
.insert_resource(GhostTimers {
left: Timer::from_seconds(0.25, TimerMode::Once),
right: Timer::from_seconds(0.25, TimerMode::Once),
})
.add_systems(Update, watch_ghost_timers.before(handle_ghost_hand_events));
//configure rapier sets
let mut physics_schedule = Schedule::new(PhysicsSchedule);
physics_schedule.configure_sets(
(
PhysicsSet::SyncBackend,
PhysicsSet::StepSimulation,
PhysicsSet::Writeback,
)
.chain()
.before(TransformSystem::TransformPropagate),
);
app.configure_sets(
PostUpdate,
(
PhysicsSet::SyncBackend,
PhysicsSet::StepSimulation,
PhysicsSet::Writeback,
)
.chain()
.before(TransformSystem::TransformPropagate),
);
//add rapier systems
physics_schedule.add_systems((
RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::SyncBackend)
.in_set(PhysicsSet::SyncBackend),
RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::StepSimulation)
.in_set(PhysicsSet::StepSimulation),
RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::Writeback)
.in_set(PhysicsSet::Writeback),
));
app.add_schedule(physics_schedule) // configure our fixed timestep schedule to run at the rate we want
.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs_f32(
FIXED_TIMESTEP,
)))
.add_systems(FixedUpdate, run_physics_schedule)
.add_systems(Startup, configure_physics);
app.run();
}
//fixed timesteps?
const FIXED_TIMESTEP: f32 = 1. / 90.;
// A label for our new Schedule!
#[derive(ScheduleLabel, Debug, Hash, PartialEq, Eq, Clone)]
struct PhysicsSchedule;
fn run_physics_schedule(world: &mut World) {
world.run_schedule(PhysicsSchedule);
}
fn configure_physics(mut rapier_config: ResMut<RapierConfiguration>) {
rapier_config.timestep_mode = TimestepMode::Fixed {
dt: FIXED_TIMESTEP,
substeps: 1,
}
}
fn spawn_controllers_example(mut commands: Commands) {
//left hand
commands.spawn((
OpenXRLeftController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
XRDirectInteractor,
XRInteractorState::default(),
XRSelection::default(),
Hand::Left,
));
//right hand
commands.spawn((
OpenXRRightController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
XRDirectInteractor,
XRInteractorState::default(),
XRSelection::default(),
Hand::Right,
));
}
fn spawn_capsule(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
PbrBundle {
mesh: meshes.add(Capsule3d::new(0.033, 0.115).mesh()),
material: materials.add(StandardMaterial::from(Color::rgb(0.8, 0.7, 0.6))),
transform: Transform::from_xyz(0.0, 2.0, 0.0),
..default()
},
// Collider::capsule_y(0.0575, 0.034),
Collider::capsule(
Vec3 {
x: 0.0,
y: -0.0575,
z: 0.0,
},
Vec3 {
x: 0.0,
y: 0.0575,
z: 0.0,
},
0.034,
),
RigidBody::Dynamic,
));
}
#[derive(Component, PartialEq, Debug, Clone, Copy)]
pub enum PhysicsHandBone {
Palm,
Wrist,
ThumbMetacarpal,
ThumbProximal,
ThumbDistal,
ThumbTip,
IndexMetacarpal,
IndexProximal,
IndexIntermediate,
IndexDistal,
IndexTip,
MiddleMetacarpal,
MiddleProximal,
MiddleIntermediate,
MiddleDistal,
MiddleTip,
RingMetacarpal,
RingProximal,
RingIntermediate,
RingDistal,
RingTip,
LittleMetacarpal,
LittleProximal,
LittleIntermediate,
LittleDistal,
LittleTip,
}
#[derive(Component, PartialEq)]
pub enum BoneInitState {
True,
False,
}
fn spawn_physics_hands(mut commands: Commands) {
//here we go
let hands = [Hand::Left, Hand::Right];
let bones = [
PhysicsHandBone::Palm,
PhysicsHandBone::Wrist,
PhysicsHandBone::ThumbMetacarpal,
PhysicsHandBone::ThumbProximal,
PhysicsHandBone::ThumbDistal,
PhysicsHandBone::ThumbTip,
PhysicsHandBone::IndexMetacarpal,
PhysicsHandBone::IndexProximal,
PhysicsHandBone::IndexIntermediate,
PhysicsHandBone::IndexDistal,
PhysicsHandBone::IndexTip,
PhysicsHandBone::MiddleMetacarpal,
PhysicsHandBone::MiddleProximal,
PhysicsHandBone::MiddleIntermediate,
PhysicsHandBone::MiddleDistal,
PhysicsHandBone::MiddleTip,
PhysicsHandBone::RingMetacarpal,
PhysicsHandBone::RingProximal,
PhysicsHandBone::RingIntermediate,
PhysicsHandBone::RingDistal,
PhysicsHandBone::RingTip,
PhysicsHandBone::LittleMetacarpal,
PhysicsHandBone::LittleProximal,
PhysicsHandBone::LittleIntermediate,
PhysicsHandBone::LittleDistal,
PhysicsHandBone::LittleTip,
];
let radius = 0.010;
let left_hand_membership_group = Group::GROUP_1;
let right_hand_membership_group = Group::GROUP_2;
let floor_membership = Group::GROUP_3;
for hand in hands.iter() {
let hand_membership = match hand {
Hand::Left => left_hand_membership_group,
Hand::Right => right_hand_membership_group,
};
let mut hand_filter: Group = Group::ALL;
hand_filter.remove(hand_membership);
hand_filter.remove(floor_membership);
for bone in bones.iter() {
//spawn the thing
commands.spawn((
SpatialBundle::default(),
Collider::capsule(
Vec3 {
x: 0.0,
y: -0.0575,
z: 0.0,
},
Vec3 {
x: 0.0,
y: 0.0575,
z: 0.0,
},
radius,
),
RigidBody::Dynamic,
Velocity::default(),
CollisionGroups::new(hand_membership, Group::from_bits(0b0001).unwrap()),
// SolverGroups::new(self_group, interaction_group),
bone.clone(),
BoneInitState::False,
hand.clone(),
));
}
}
}
pub enum MatchingType {
PositionMatching,
VelocityMatching,
}
fn update_physics_hands(
hands_res: Option<Res<HandsResource>>,
mut bone_query: Query<(
&mut Transform,
&mut Collider,
&PhysicsHandBone,
&mut BoneInitState,
&Hand,
&mut Velocity,
)>,
hand_query: Query<(&Transform, &HandBone, &Hand), Without<PhysicsHandBone>>,
time: Res<Time>,
) {
let matching = MatchingType::VelocityMatching;
//sanity check do we even have hands?
match hands_res {
Some(res) => {
//config stuff
let radius = 0.010;
for mut bone in bone_query.iter_mut() {
let hand_res = match bone.4 {
Hand::Left => res.left,
Hand::Right => res.right,
};
//lets just do the Right ThumbMetacarpal for now
let result = get_start_and_end_entities(hand_res, bone.2);
if let Some((start_entity, end_entity)) = result {
//now we need their transforms
let start_components = hand_query.get(start_entity);
let end_components = hand_query.get(end_entity);
let direction = end_components.unwrap().0.translation
- start_components.unwrap().0.translation;
if direction.length() < 0.001 {
//i hate this but we need to skip init if the length is zero
return;
}
match *bone.3 {
BoneInitState::True => {
match matching {
MatchingType::PositionMatching => {
//if we are init then we just move em?
*bone.0 = start_components
.unwrap()
.0
.clone()
.looking_at(end_components.unwrap().0.translation, Vec3::Y);
}
MatchingType::VelocityMatching => {
//calculate position difference
let diff = (start_components.unwrap().0.translation
- bone.0.translation)
/ time.delta_seconds();
bone.5.linvel = diff;
//calculate angular velocity?
// gizmos.ray(bone.0.translation, bone.0.forward(), Color::WHITE);
let desired_forward = start_components
.unwrap()
.0
.clone()
.looking_at(end_components.unwrap().0.translation, Vec3::Y)
.rotation;
// gizmos.ray(
// bone.0.translation,
// desired_forward.mul_vec3(-Vec3::Z),
// Color::GREEN,
// );
let cross =
bone.0.forward().cross(desired_forward.mul_vec3(-Vec3::Z));
// gizmos.ray(
// bone.0.translation,
// cross,
// Color::RED,
// );
bone.5.angvel = cross / time.delta_seconds();
}
}
}
BoneInitState::False => {
//build a new collider?
*bone.1 = Collider::capsule(
Vec3::splat(0.0),
Vec3 {
x: 0.0,
y: 0.0,
z: -direction.length(),
},
radius,
);
*bone.3 = BoneInitState::True;
}
}
}
}
}
None => info!("hand states resource not initialized yet"),
}
}
fn get_start_and_end_entities(
hand_res: HandResource,
bone: &PhysicsHandBone,
) -> Option<(Entity, Entity)> {
match bone {
PhysicsHandBone::Palm => return None,
PhysicsHandBone::Wrist => return None,
PhysicsHandBone::ThumbMetacarpal => {
return Some((hand_res.thumb.metacarpal, hand_res.thumb.proximal))
}
PhysicsHandBone::ThumbProximal => {
return Some((hand_res.thumb.proximal, hand_res.thumb.distal))
}
PhysicsHandBone::ThumbDistal => return Some((hand_res.thumb.distal, hand_res.thumb.tip)),
PhysicsHandBone::ThumbTip => return None,
PhysicsHandBone::IndexMetacarpal => {
return Some((hand_res.index.metacarpal, hand_res.index.proximal))
}
PhysicsHandBone::IndexProximal => {
return Some((hand_res.index.proximal, hand_res.index.intermediate))
}
PhysicsHandBone::IndexIntermediate => {
return Some((hand_res.index.intermediate, hand_res.index.distal))
}
PhysicsHandBone::IndexDistal => return Some((hand_res.index.distal, hand_res.index.tip)),
PhysicsHandBone::IndexTip => return None,
PhysicsHandBone::MiddleMetacarpal => {
return Some((hand_res.middle.metacarpal, hand_res.middle.proximal))
}
PhysicsHandBone::MiddleProximal => {
return Some((hand_res.middle.proximal, hand_res.middle.intermediate))
}
PhysicsHandBone::MiddleIntermediate => {
return Some((hand_res.middle.intermediate, hand_res.middle.distal))
}
PhysicsHandBone::MiddleDistal => {
return Some((hand_res.middle.distal, hand_res.middle.tip))
}
PhysicsHandBone::MiddleTip => return None,
PhysicsHandBone::RingMetacarpal => {
return Some((hand_res.ring.metacarpal, hand_res.ring.proximal))
}
PhysicsHandBone::RingProximal => {
return Some((hand_res.ring.proximal, hand_res.ring.intermediate))
}
PhysicsHandBone::RingIntermediate => {
return Some((hand_res.ring.intermediate, hand_res.ring.distal))
}
PhysicsHandBone::RingDistal => return Some((hand_res.ring.distal, hand_res.ring.tip)),
PhysicsHandBone::RingTip => return None,
PhysicsHandBone::LittleMetacarpal => {
return Some((hand_res.little.metacarpal, hand_res.little.proximal))
}
PhysicsHandBone::LittleProximal => {
return Some((hand_res.little.proximal, hand_res.little.intermediate))
}
PhysicsHandBone::LittleIntermediate => {
return Some((hand_res.little.intermediate, hand_res.little.distal))
}
PhysicsHandBone::LittleDistal => {
return Some((hand_res.little.distal, hand_res.little.tip))
}
PhysicsHandBone::LittleTip => return None,
};
}
#[derive(Event, Default)]
pub struct SpawnCubeRequest;
#[derive(Resource)]
pub struct SpawnCubeTimer(Timer);
fn request_cube_spawn(
oculus_controller: Res<OculusController>,
frame_state: Res<XrFrameState>,
xr_input: Res<XrInput>,
session: Res<XrSession>,
mut writer: EventWriter<SpawnCubeRequest>,
time: Res<Time>,
mut timer: ResMut<SpawnCubeTimer>,
action_sets: Res<XrActionSets>,
) {
timer.0.tick(time.delta());
if timer.0.finished() {
//get controller
let controller = oculus_controller.get_ref(&session, &frame_state, &xr_input, &action_sets);
//get controller triggers
let left_main_button = controller.a_button();
if left_main_button {
writer.send(SpawnCubeRequest::default());
timer.0.reset();
}
let right_main_button = controller.x_button();
if right_main_button {
writer.send(SpawnCubeRequest::default());
timer.0.reset();
}
}
}
fn cube_spawner(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut events: EventReader<SpawnCubeRequest>,
) {
for _request in events.read() {
// cube
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::from_size(Vec3::splat(0.1)).mesh()),
material: materials.add(StandardMaterial::from(Color::rgb(0.8, 0.7, 0.6))),
transform: Transform::from_xyz(0.0, 1.0, 0.0),
..default()
},
RigidBody::Dynamic,
Collider::cuboid(0.05, 0.05, 0.05),
ColliderDebugColor(Color::hsl(220.0, 1.0, 0.3)),
XRInteractable,
XRInteractableState::default(),
Grabbable,
Touched(false),
));
}
}
//TODO: find a real place for this
fn prototype_interaction_input(
oculus_controller: Res<OculusController>,
frame_state: Res<XrFrameState>,
xr_input: Res<XrInput>,
session: Res<XrSession>,
mut right_interactor_query: Query<
&mut XRInteractorState,
(
With<XRDirectInteractor>,
With<OpenXRRightController>,
Without<OpenXRLeftController>,
),
>,
mut left_interactor_query: Query<
&mut XRInteractorState,
(
With<XRDirectInteractor>,
With<OpenXRLeftController>,
Without<OpenXRRightController>,
),
>,
action_sets: Res<XrActionSets>,
) {
//get controller
let controller = oculus_controller.get_ref(&session, &frame_state, &xr_input, &action_sets);
//get controller triggers
let left_trigger = controller.trigger(Hand::Left);
let right_trigger = controller.trigger(Hand::Right);
//get the interactors and do state stuff
let mut left_state = left_interactor_query.single_mut();
if left_trigger > 0.8 {
*left_state = XRInteractorState::Selecting;
} else {
*left_state = XRInteractorState::Idle;
}
let mut right_state = right_interactor_query.single_mut();
if right_trigger > 0.8 {
*right_state = XRInteractorState::Selecting;
} else {
*right_state = XRInteractorState::Idle;
}
}
//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, //true for no interactions, false for normal interactions
}
#[derive(Resource)]
pub struct GhostTimers {
pub left: Timer,
pub right: Timer,
}
pub fn handle_ghost_hand_events(
mut events: EventReader<GhostHandEvent>,
mut bones: Query<(&Hand, &mut CollisionGroups), With<PhysicsHandBone>>,
) {
for event in events.read() {
// info!(
// "Ghost hand Event: {:?}, {:?}",
// event.hand, event.desired_state
// );
//do work
for mut bone in bones.iter_mut() {
match *bone.0 == event.hand {
true => match event.desired_state {
true => bone.1.filters = Group::NONE,
false => bone.1.filters = Group::from_bits(0b0001).unwrap(),
},
false => (),
}
}
}
}
pub fn watch_ghost_timers(
mut timers: ResMut<GhostTimers>,
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() {
writer.send(GhostHandEvent {
hand: Hand::Left,
desired_state: false,
});
}
if timers.right.just_finished() {
writer.send(GhostHandEvent {
hand: Hand::Right,
desired_state: false,
});
}
}
#[derive(Component)]
pub struct Grabbable;
pub fn update_grabbables(
mut events: EventReader<InteractionEvent>,
mut grabbable_query: Query<
(Entity, &mut Transform, Option<&mut RigidBody>),
(Without<XRDirectInteractor>, With<Grabbable>),
>,
mut interactor_query: Query<
(
&GlobalTransform,
&XRInteractorState,
&mut XRSelection,
&Hand,
),
Without<Grabbable>,
>,
mut writer: EventWriter<GhostHandEvent>,
mut timers: ResMut<GhostTimers>,
) {
//so basically the idea is to try all the events?
for event in events.read() {
// info!("some event");
match grabbable_query.get_mut(event.interactable) {
Ok(mut grabbable_transform) => {
// info!("we got a grabbable");
//now we need the location of our interactor
match interactor_query.get_mut(event.interactor) {
Ok(mut interactor_transform) => {
match *interactor_transform.2 {
XRSelection::Empty => {
match interactor_transform.1 {
XRInteractorState::Idle => match grabbable_transform.2 {
Some(mut thing) => {
*thing = RigidBody::Dynamic;
*interactor_transform.2 = XRSelection::Empty;
}
None => (),
},
XRInteractorState::Selecting => {
// info!("its a direct interactor?");
match grabbable_transform.2 {
Some(mut thing) => {
*thing = RigidBody::KinematicPositionBased;
*interactor_transform.2 =
XRSelection::Full(grabbable_transform.0);
//raise enter ghost hand event
writer.send(GhostHandEvent {
hand: *interactor_transform.3,
desired_state: true,
});
}
None => (),
}
*grabbable_transform.1 =
interactor_transform.0.compute_transform();
}
}
}
XRSelection::Full(ent) => {
info!("nah bro we holding something");
match grabbable_transform.0 == ent {
true => {
*grabbable_transform.1 =
interactor_transform.0.compute_transform();
}
false => {}
}
match interactor_transform.1 {
XRInteractorState::Idle => {
*interactor_transform.2 = XRSelection::Empty;
//reset timers to make hands physical again
match *interactor_transform.3 {
Hand::Left => timers.left.reset(),
Hand::Right => timers.right.reset(),
}
}
XRInteractorState::Selecting => {}
}
}
}
}
Err(_) => {
// info!("not a direct interactor")
}
}
}
Err(_) => {
// info!("not a grabbable?")
}
}
}
}

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@@ -1,3 +0,0 @@
fn main() {
demo::main();
}

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@@ -1,81 +0,0 @@
use bevy::{
math::primitives::{Cuboid, Plane3d},
prelude::{
Assets, Camera3dBundle, Color, Commands, Mesh, PbrBundle, ResMut, StandardMaterial,
Transform, Vec3,
},
render::mesh::Meshable,
utils::default,
};
use bevy_oxr::xr_input::interactions::{Touched, XRInteractable, XRInteractableState};
use bevy_rapier3d::{
prelude::{Collider, CollisionGroups, Group, RigidBody},
render::ColliderDebugColor,
};
use crate::Grabbable;
/// set up a simple 3D scene
pub fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
/*
* workbench plane
*/
let ground_size = 2.5;
let ground_height = 0.825;
let ground_thickness = 0.05;
// plane
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::new(Vec3::Y).mesh()),
material: materials.add(StandardMaterial::from(Color::rgb(0.3, 0.5, 0.3))),
transform: Transform::from_xyz(0.0, ground_height, 0.0),
..default()
},
RigidBody::Fixed,
Collider::cuboid(ground_size, ground_thickness, ground_size),
CollisionGroups::new(Group::GROUP_3, Group::ALL),
));
// cube
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::from_size(Vec3::splat(0.1))),
material: materials.add(StandardMaterial::from(Color::rgb(0.8, 0.7, 0.6))),
transform: Transform::from_xyz(0.0, 1.0, 0.0),
..default()
},
RigidBody::Dynamic,
Collider::cuboid(0.05, 0.05, 0.05),
ColliderDebugColor(Color::hsl(220.0, 1.0, 0.3)),
XRInteractable,
XRInteractableState::default(),
Grabbable,
Touched(false),
));
// light
// commands.spawn(PointLightBundle {
// point_light: PointLight {
// intensity: 1500.0,
// shadows_enabled: true,
// ..default()
// },
// transform: Transform::from_xyz(4.0, 8.0, 4.0),
// ..default()
// });
// camera
commands.spawn((Camera3dBundle {
transform: Transform::from_xyz(5.25, 5.25, 5.0).looking_at(
Vec3 {
x: -0.548,
y: -0.161,
z: -0.137,
},
Vec3::Y,
),
..default()
},));
}

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@@ -1,187 +0,0 @@
use bevy::diagnostic::LogDiagnosticsPlugin;
use bevy::prelude::*;
use bevy::render::render_asset::RenderAssetUsages;
use bevy::transform::components::Transform;
use bevy_oxr::graphics::XrAppInfo;
use bevy_oxr::prelude::XrSystems;
use bevy_oxr::resources::XrViews;
use bevy_oxr::xr_input::hands::common::HandInputDebugRenderer;
use bevy_oxr::xr_input::interactions::{
InteractionEvent, XRDirectInteractor, XRInteractorState, XRRayInteractor, XRSocketInteractor,
};
use bevy_oxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
use bevy_oxr::xr_input::trackers::{
AimPose, OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
OpenXRTrackingRoot,
};
use bevy_oxr::xr_input::Vec3Conv;
use bevy_oxr::DefaultXrPlugins;
use wgpu::{Extent3d, TextureDimension, TextureFormat};
fn main() {
color_eyre::install().unwrap();
App::new()
.add_plugins(DefaultXrPlugins {
app_info: XrAppInfo {
name: "Bevy OXR Globe Example".into(),
},
..default()
})
.add_plugins(LogDiagnosticsPlugin::default())
.add_systems(Startup, setup)
.add_systems(Update, (proto_locomotion, pull_to_ground).chain().xr_only())
.insert_resource(PrototypeLocomotionConfig::default())
.add_systems(Startup, spawn_controllers_example)
.add_plugins(HandInputDebugRenderer)
.add_event::<InteractionEvent>()
.run();
}
#[derive(Component)]
struct Globe {
radius: f32,
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
)
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
// plane
let radius = 5.0;
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(radius)),
material: materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
}),
transform: Transform::from_xyz(0.0, -radius, 0.0),
..default()
},
Globe { radius },
));
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::from_size(Vec3::splat(0.1)).mesh()),
material: materials.add(StandardMaterial::from(Color::srgb(0.8, 0.7, 0.6))),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// 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 {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn((Camera3dBundle {
transform: Transform::from_xyz(0.25, 1.25, 0.0).looking_at(
Vec3 {
x: -0.548,
y: -0.161,
z: -0.137,
},
Vec3::Y,
),
..default()
},));
}
fn spawn_controllers_example(mut commands: Commands) {
//left hand
commands.spawn((
OpenXRLeftController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
XRRayInteractor,
AimPose(Transform::default()),
XRInteractorState::default(),
));
//right hand
commands.spawn((
OpenXRRightController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
XRDirectInteractor,
XRInteractorState::default(),
));
}
fn pull_to_ground(
time: Res<Time>,
mut tracking_root_query: Query<&mut Transform, (With<OpenXRTrackingRoot>, Without<Globe>)>,
globe: Query<(&Transform, &Globe), Without<OpenXRTrackingRoot>>,
views: ResMut<XrViews>,
) {
let mut root = tracking_root_query.single_mut();
let (globe_pos, globe) = globe.single();
// Get player position (position of playground + position within playground)
let Some(view) = views.first() else { return };
let mut hmd_translation = view.pose.position.to_vec3();
hmd_translation.y = 0.0;
let local = root.translation;
let offset = root.rotation.mul_vec3(hmd_translation);
let global = offset + local;
let adjustment_rate = (time.delta_seconds() * 10.0).min(1.0);
// Lower player onto sphere
let up = (global - globe_pos.translation).normalize();
let diff = up * globe.radius + globe_pos.translation - offset - root.translation;
root.translation += diff * adjustment_rate;
// Rotate player to be upright on sphere
let angle_diff = Quat::from_rotation_arc(*root.up(), up);
let point = root.translation + offset;
root.rotate_around(point, Quat::IDENTITY.slerp(angle_diff, adjustment_rate));
}

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@@ -1,252 +0,0 @@
use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
use bevy::prelude::*;
use bevy::transform::components::Transform;
use bevy_oxr::graphics::XrAppInfo;
use bevy_oxr::input::XrInput;
use bevy_oxr::resources::{XrFrameState, XrSession};
use bevy_oxr::xr_init::{xr_only, EndXrSession, StartXrSession, XrSetup};
use bevy_oxr::xr_input::actions::XrActionSets;
use bevy_oxr::xr_input::hands::common::HandInputDebugRenderer;
use bevy_oxr::xr_input::interactions::{
draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions,
update_interactable_states, InteractionEvent, Touched, XRDirectInteractor, XRInteractable,
XRInteractableState, XRInteractorState, XRRayInteractor, XRSocketInteractor,
};
use bevy_oxr::xr_input::oculus_touch::OculusController;
use bevy_oxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
use bevy_oxr::xr_input::trackers::{
AimPose, OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
};
use bevy_oxr::xr_input::Hand;
use bevy_oxr::DefaultXrPlugins;
fn main() {
color_eyre::install().unwrap();
info!("Running `openxr-6dof` skill");
App::new()
.add_plugins(DefaultXrPlugins {
app_info: XrAppInfo {
name: "Bevy OXR Example".into(),
},
..default()
})
// .add_plugins(OpenXrDebugRenderer) //new debug renderer adds gizmos to
.add_plugins(LogDiagnosticsPlugin::default())
.add_plugins(FrameTimeDiagnosticsPlugin)
.add_systems(Startup, setup)
.add_systems(Update, proto_locomotion.run_if(xr_only()))
.insert_resource(PrototypeLocomotionConfig::default())
.add_systems(XrSetup, spawn_controllers_example)
.add_plugins(HandInputDebugRenderer)
.add_systems(
Update,
draw_interaction_gizmos
.after(update_interactable_states)
.run_if(xr_only()),
)
.add_systems(
Update,
draw_socket_gizmos
.after(update_interactable_states)
.run_if(xr_only()),
)
.add_systems(
Update,
interactions
.before(update_interactable_states)
.run_if(xr_only()),
)
.add_systems(
Update,
socket_interactions.before(update_interactable_states),
)
.add_systems(Update, prototype_interaction_input.run_if(xr_only()))
.add_systems(Update, update_interactable_states)
.add_systems(Update, update_grabbables.after(update_interactable_states))
.add_systems(Update, start_stop_session)
.add_event::<InteractionEvent>()
.run();
}
fn start_stop_session(
keyboard: Res<ButtonInput<KeyCode>>,
mut start: EventWriter<StartXrSession>,
mut stop: EventWriter<EndXrSession>,
) {
if keyboard.just_pressed(KeyCode::KeyS) {
start.send_default();
}
if keyboard.just_pressed(KeyCode::KeyE) {
stop.send_default();
}
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(2.5)).mesh()),
material: materials.add(StandardMaterial::from(Color::srgb(0.3, 0.5, 0.3))),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::from_size(Vec3::splat(0.1)).mesh()),
material: materials.add(StandardMaterial::from(Color::srgb(0.8, 0.7, 0.6))),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// 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 {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn((Camera3dBundle {
transform: Transform::from_xyz(0.25, 1.25, 0.0).looking_at(
Vec3 {
x: -0.548,
y: -0.161,
z: -0.137,
},
Vec3::Y,
),
..default()
},));
//simple interactable
commands.spawn((
SpatialBundle {
transform: Transform::from_xyz(0.0, 1.0, 0.0),
..default()
},
XRInteractable,
XRInteractableState::default(),
Grabbable,
Touched(false),
));
}
fn spawn_controllers_example(mut commands: Commands) {
//left hand
commands.spawn((
OpenXRLeftController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
XRRayInteractor,
AimPose(Transform::default()),
XRInteractorState::default(),
));
//right hand
commands.spawn((
OpenXRRightController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
XRDirectInteractor,
XRInteractorState::default(),
));
}
#[allow(clippy::type_complexity)]
fn prototype_interaction_input(
oculus_controller: Res<OculusController>,
frame_state: Res<XrFrameState>,
xr_input: Res<XrInput>,
session: Res<XrSession>,
mut right_interactor_query: Query<
&mut XRInteractorState,
(
With<XRDirectInteractor>,
With<OpenXRRightController>,
Without<OpenXRLeftController>,
),
>,
mut left_interactor_query: Query<
&mut XRInteractorState,
(
With<XRRayInteractor>,
With<OpenXRLeftController>,
Without<OpenXRRightController>,
),
>,
action_sets: Res<XrActionSets>,
) {
//get controller
let controller = oculus_controller.get_ref(&session, &frame_state, &xr_input, &action_sets);
//get controller triggers
let left_trigger = controller.trigger(Hand::Left);
let right_trigger = controller.trigger(Hand::Right);
//get the interactors and do state stuff
let mut left_state = left_interactor_query.single_mut();
if left_trigger > 0.8 {
*left_state = XRInteractorState::Selecting;
} else {
*left_state = XRInteractorState::Idle;
}
let mut right_state = right_interactor_query.single_mut();
if right_trigger > 0.8 {
*right_state = XRInteractorState::Selecting;
} else {
*right_state = XRInteractorState::Idle;
}
}
#[derive(Component)]
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, &XRInteractorState), Without<Grabbable>>,
) {
//so basically the idea is to try all the events?
for event in events.read() {
// info!("some event");
match grabbable_query.get_mut(event.interactable) {
Ok(mut grabbable_transform) => {
// info!("we got a grabbable");
//now we need the location of our interactor
match interactor_query.get(event.interactor) {
Ok(interactor_transform) => {
match interactor_transform.1 {
XRInteractorState::Idle => (),
XRInteractorState::Selecting => {
// info!("its a direct interactor?");
*grabbable_transform = interactor_transform.0.compute_transform();
}
}
}
Err(_) => {
// info!("not a direct interactor")
}
}
}
Err(_) => {
// info!("not a grabbable?")
}
}
}
}