Merge branch 'main' into hands
This commit is contained in:
142
examples/xr.rs
142
examples/xr.rs
@@ -4,12 +4,21 @@ 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::xr_input::hand::{OpenXrHandInput, HandInputDebugRenderer};
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use bevy_openxr::xr_input::interactions::{
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draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions,
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update_interactable_states, InteractionEvent, Touched, XRDirectInteractor, XRInteractable,
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XRInteractableState, XRInteractorState, XRRayInteractor, XRSocketInteractor,
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};
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use bevy_openxr::xr_input::oculus_touch::OculusController;
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use bevy_openxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
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use bevy_openxr::xr_input::trackers::{
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OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
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AimPose, OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
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};
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use bevy_openxr::xr_input::Hand;
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use bevy_openxr::DefaultXrPlugins;
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fn main() {
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@@ -27,6 +36,20 @@ fn main() {
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.add_systems(Startup, spawn_controllers_example)
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.add_plugins(OpenXrHandInput)
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.add_plugins(HandInputDebugRenderer)
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.add_systems(
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Update,
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draw_interaction_gizmos.after(update_interactable_states),
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)
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.add_systems(Update, draw_socket_gizmos.after(update_interactable_states))
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.add_systems(Update, interactions.before(update_interactable_states))
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.add_systems(
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Update,
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socket_interactions.before(update_interactable_states),
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)
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.add_systems(Update, prototype_interaction_input)
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.add_systems(Update, update_interactable_states)
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.add_systems(Update, update_grabbables.after(update_interactable_states))
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.add_event::<InteractionEvent>()
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.run();
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}
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@@ -49,13 +72,16 @@ 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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// socket
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commands.spawn((
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SpatialBundle {
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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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XRInteractorState::Selecting,
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XRSocketInteractor,
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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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@@ -78,6 +104,17 @@ fn setup(
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),
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..default()
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},));
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//simple interactable
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commands.spawn((
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SpatialBundle {
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transform: Transform::from_xyz(0.0, 1.0, 0.0),
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..default()
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},
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XRInteractable,
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XRInteractableState::default(),
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Grabbable,
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Touched(false),
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));
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}
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fn spawn_controllers_example(mut commands: Commands) {
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@@ -87,6 +124,9 @@ fn spawn_controllers_example(mut commands: Commands) {
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OpenXRController,
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OpenXRTracker,
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SpatialBundle::default(),
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XRRayInteractor,
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AimPose(Transform::default()),
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XRInteractorState::default(),
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));
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//right hand
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commands.spawn((
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@@ -94,5 +134,89 @@ fn spawn_controllers_example(mut commands: Commands) {
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OpenXRController,
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OpenXRTracker,
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SpatialBundle::default(),
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XRDirectInteractor,
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XRInteractorState::default(),
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));
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}
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}
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fn prototype_interaction_input(
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oculus_controller: Res<OculusController>,
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frame_state: Res<XrFrameState>,
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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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mut right_interactor_query: Query<
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(&mut XRInteractorState),
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(
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With<XRDirectInteractor>,
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With<OpenXRRightController>,
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Without<OpenXRLeftController>,
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),
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>,
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mut left_interactor_query: Query<
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(&mut XRInteractorState),
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(
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With<XRRayInteractor>,
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With<OpenXRLeftController>,
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Without<OpenXRRightController>,
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),
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>,
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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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//get controller
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let controller = oculus_controller.get_ref(&instance, &session, &frame_state, &xr_input);
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//get controller triggers
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let left_trigger = controller.trigger(Hand::Left);
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let right_trigger = controller.trigger(Hand::Right);
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//get the interactors and do state stuff
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let mut left_state = left_interactor_query.single_mut();
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if left_trigger > 0.8 {
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*left_state = XRInteractorState::Selecting;
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} else {
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*left_state = XRInteractorState::Idle;
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}
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let mut right_state = right_interactor_query.single_mut();
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if right_trigger > 0.8 {
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*right_state = XRInteractorState::Selecting;
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} else {
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*right_state = XRInteractorState::Idle;
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}
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}
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#[derive(Component)]
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pub struct Grabbable;
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pub fn update_grabbables(
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mut events: EventReader<InteractionEvent>,
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mut grabbable_query: Query<(&mut Transform, With<Grabbable>, Without<XRDirectInteractor>)>,
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interactor_query: Query<(&GlobalTransform, &XRInteractorState, Without<Grabbable>)>,
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) {
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//so basically the idea is to try all the events?
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for event in events.read() {
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// info!("some event");
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match grabbable_query.get_mut(event.interactable) {
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Ok(mut grabbable_transform) => {
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// info!("we got a grabbable");
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//now we need the location of our interactor
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match interactor_query.get(event.interactor) {
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Ok(interactor_transform) => {
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match interactor_transform.1 {
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XRInteractorState::Idle => (),
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XRInteractorState::Selecting => {
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// info!("its a direct interactor?");
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*grabbable_transform.0 = interactor_transform.0.compute_transform();
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}
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}
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}
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Err(_) => {
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// info!("not a direct interactor")
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}
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}
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}
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Err(_) => {
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// info!("not a grabbable?")
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}
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}
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}
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}
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