this is a little better

This commit is contained in:
Jay Christy
2023-10-01 00:22:42 -04:00
parent 88838b595b
commit d80506c43c
2 changed files with 79 additions and 46 deletions

View File

@@ -5,9 +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::{
draw_interaction_gizmos, draw_socket_gizmos, interactions, update_interactable_states,
InteractionEvent, XRDirectInteractor, XRInteractable, XRInteractableState, XRInteractorState,
XRRayInteractor, XRSocketInteractor, socket_interactions,
draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions,
update_interactable_states, InteractionEvent, XRDirectInteractor, XRInteractable,
XRInteractableState, XRInteractorState, XRRayInteractor, XRSocketInteractor,
};
use bevy_openxr::xr_input::oculus_touch::OculusController;
use bevy_openxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
@@ -35,10 +35,13 @@ fn main() {
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, interactions.before(update_interactable_states))
.add_systems(
Update,
socket_interactions.before(update_interactable_states),
)
.add_systems(Update, prototype_interaction_input)
.add_systems(Update, update_interactable_states.after(interactions))
.add_systems(Update, update_interactable_states)
.add_systems(Update, update_grabbables.after(update_interactable_states))
.add_event::<InteractionEvent>()
.run();
@@ -173,37 +176,40 @@ 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<XRInteractorState>,
Without<Grabbable>,
)>,
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");
// info!("some event");
match grabbable_query.get_mut(event.interactable) {
Ok(mut grabbable_transform) => {
info!("we got a grabbable");
// info!("we got a grabbable");
//now we need the location of our interactor
match interactor_query.get(event.interactor) {
Ok(interactor_transform) => {
info!("its a direct interactor?");
info!(
"before gT: {:?}, iT: {:?}",
grabbable_transform, interactor_transform
);
*grabbable_transform.0 = interactor_transform.0.compute_transform();
info!(
"after gT: {:?}, iT: {:?}",
grabbable_transform, interactor_transform
);
match interactor_transform.1 {
XRInteractorState::Idle => (),
XRInteractorState::Selecting => {
// info!("its a direct interactor?");
// info!(
// "before gT: {:?}, iT: {:?}",
// grabbable_transform, interactor_transform
// );
*grabbable_transform.0 = interactor_transform.0.compute_transform();
// info!(
// "after gT: {:?}, iT: {:?}",
// grabbable_transform, interactor_transform
// );
}
}
}
Err(_) => {
// info!("not a direct interactor")
}
Err(_) => info!("not a direct interactor"),
}
}
Err(_) => {
info!("not a grabbable?")
// info!("not a grabbable?")
}
}
}