this is a little better
This commit is contained in:
@@ -5,9 +5,9 @@ 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};
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use bevy_openxr::xr_input::debug_gizmos::OpenXrDebugRenderer;
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use bevy_openxr::xr_input::debug_gizmos::OpenXrDebugRenderer;
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use bevy_openxr::xr_input::interactions::{
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use bevy_openxr::xr_input::interactions::{
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draw_interaction_gizmos, draw_socket_gizmos, interactions, update_interactable_states,
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draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions,
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InteractionEvent, XRDirectInteractor, XRInteractable, XRInteractableState, XRInteractorState,
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update_interactable_states, InteractionEvent, XRDirectInteractor, XRInteractable,
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XRRayInteractor, XRSocketInteractor, socket_interactions,
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XRInteractableState, XRInteractorState, XRRayInteractor, XRSocketInteractor,
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};
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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::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::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
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@@ -35,10 +35,13 @@ fn main() {
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draw_interaction_gizmos.after(update_interactable_states),
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draw_interaction_gizmos.after(update_interactable_states),
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)
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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, draw_socket_gizmos.after(update_interactable_states))
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.add_systems(Update, interactions)
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.add_systems(Update, interactions.before(update_interactable_states))
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.add_systems(Update, socket_interactions)
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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, prototype_interaction_input)
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.add_systems(Update, update_interactable_states.after(interactions))
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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_systems(Update, update_grabbables.after(update_interactable_states))
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.add_event::<InteractionEvent>()
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.add_event::<InteractionEvent>()
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.run();
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.run();
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@@ -173,37 +176,40 @@ pub struct Grabbable;
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pub fn update_grabbables(
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pub fn update_grabbables(
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mut events: EventReader<InteractionEvent>,
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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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mut grabbable_query: Query<(&mut Transform, With<Grabbable>, Without<XRDirectInteractor>)>,
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interactor_query: Query<(
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interactor_query: Query<(&GlobalTransform, &XRInteractorState, Without<Grabbable>)>,
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&GlobalTransform,
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With<XRInteractorState>,
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Without<Grabbable>,
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)>,
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) {
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) {
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//so basically the idea is to try all the events?
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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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for event in events.read() {
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info!("some event");
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// info!("some event");
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match grabbable_query.get_mut(event.interactable) {
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match grabbable_query.get_mut(event.interactable) {
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Ok(mut grabbable_transform) => {
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Ok(mut grabbable_transform) => {
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info!("we got a grabbable");
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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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//now we need the location of our interactor
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match interactor_query.get(event.interactor) {
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match interactor_query.get(event.interactor) {
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Ok(interactor_transform) => {
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Ok(interactor_transform) => {
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info!("its a direct interactor?");
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match interactor_transform.1 {
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info!(
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XRInteractorState::Idle => (),
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"before gT: {:?}, iT: {:?}",
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XRInteractorState::Selecting => {
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grabbable_transform, interactor_transform
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// info!("its a direct interactor?");
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);
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// info!(
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*grabbable_transform.0 = interactor_transform.0.compute_transform();
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// "before gT: {:?}, iT: {:?}",
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info!(
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// grabbable_transform, interactor_transform
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"after gT: {:?}, iT: {:?}",
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// );
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grabbable_transform, interactor_transform
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*grabbable_transform.0 = interactor_transform.0.compute_transform();
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);
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// info!(
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// "after gT: {:?}, iT: {:?}",
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// grabbable_transform, interactor_transform
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// );
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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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Err(_) => info!("not a direct interactor"),
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}
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}
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}
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}
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Err(_) => {
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Err(_) => {
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info!("not a grabbable?")
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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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}
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}
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@@ -16,7 +16,7 @@ pub struct XRRayInteractor;
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#[derive(Component)]
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#[derive(Component)]
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pub struct XRSocketInteractor;
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pub struct XRSocketInteractor;
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#[derive(Component, Clone, Copy)]
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#[derive(Component, Clone, Copy, PartialEq, PartialOrd, Debug)]
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pub enum XRInteractableState {
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pub enum XRInteractableState {
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Idle,
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Idle,
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Hover,
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Hover,
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@@ -78,7 +78,7 @@ pub fn draw_interaction_gizmos(
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Option<&XRRayInteractor>,
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Option<&XRRayInteractor>,
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Option<&AimPose>,
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Option<&AimPose>,
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),
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),
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(Without<XRInteractable>),
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Without<XRInteractable>,
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>,
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>,
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tracking_root_query: Query<(&mut Transform, With<OpenXRTrackingRoot>)>,
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tracking_root_query: Query<(&mut Transform, With<OpenXRTrackingRoot>)>,
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) {
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) {
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@@ -144,7 +144,7 @@ pub struct InteractionEvent {
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//yeah these need to be seperate somehow
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//yeah these need to be seperate somehow
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pub fn socket_interactions(
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pub fn socket_interactions(
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mut interactable_query: Query<
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interactable_query: Query<
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(&GlobalTransform, &mut XRInteractableState, Entity),
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(&GlobalTransform, &mut XRInteractableState, Entity),
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(With<XRInteractable>, Without<XRSocketInteractor>),
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(With<XRInteractable>, Without<XRSocketInteractor>),
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>,
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>,
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@@ -155,7 +155,7 @@ pub fn socket_interactions(
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Entity,
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Entity,
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&XRSocketInteractor,
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&XRSocketInteractor,
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),
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),
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(Without<XRInteractable>),
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Without<XRInteractable>,
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>,
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>,
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mut writer: EventWriter<InteractionEvent>,
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mut writer: EventWriter<InteractionEvent>,
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) {
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) {
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@@ -179,7 +179,15 @@ pub fn socket_interactions(
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{
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{
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//check for selections first
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//check for selections first
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match interactor_state {
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match interactor_state {
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XRInteractorState::Idle => (), //welp this wont work,
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XRInteractorState::Idle => {
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//welp now I gota actually make things do stuff lol
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let event = InteractionEvent {
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interactor: socket.2,
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interactable: interactable.2,
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interactable_state: XRInteractableState::Hover,
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};
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writer.send(event);
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}
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XRInteractorState::Selecting => {
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XRInteractorState::Selecting => {
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//welp now I gota actually make things do stuff lol
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//welp now I gota actually make things do stuff lol
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let event = InteractionEvent {
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let event = InteractionEvent {
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@@ -196,8 +204,8 @@ pub fn socket_interactions(
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}
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}
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pub fn interactions(
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pub fn interactions(
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mut interactable_query: Query<
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interactable_query: Query<
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(&GlobalTransform, &mut XRInteractableState, Entity),
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(&GlobalTransform, Entity),
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(With<XRInteractable>, Without<XRDirectInteractor>),
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(With<XRInteractable>, Without<XRDirectInteractor>),
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>,
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>,
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interactor_query: Query<
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interactor_query: Query<
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@@ -209,15 +217,12 @@ pub fn interactions(
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Option<&XRRayInteractor>,
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Option<&XRRayInteractor>,
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Option<&AimPose>,
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Option<&AimPose>,
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),
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),
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(Without<XRInteractable>),
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Without<XRInteractable>,
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>,
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>,
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tracking_root_query: Query<(&mut Transform, With<OpenXRTrackingRoot>)>,
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tracking_root_query: Query<(&mut Transform, With<OpenXRTrackingRoot>)>,
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mut writer: EventWriter<InteractionEvent>,
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mut writer: EventWriter<InteractionEvent>,
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) {
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) {
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for (xr_interactable_global_transform, mut state, interactable_entity) in
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for (xr_interactable_global_transform, interactable_entity) in interactable_query.iter() {
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interactable_query.iter_mut()
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{
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let mut hovered = false;
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for (interactor_global_transform, interactor_state, interactor_entity, direct, ray, aim) in
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for (interactor_global_transform, interactor_state, interactor_entity, direct, ray, aim) in
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interactor_query.iter()
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interactor_query.iter()
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{
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{
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@@ -237,7 +242,15 @@ pub fn interactions(
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{
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{
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//check for selections first
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//check for selections first
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match interactor_state {
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match interactor_state {
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XRInteractorState::Idle => hovered = true,
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XRInteractorState::Idle => {
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//welp now I gota actually make things do stuff lol
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let event = InteractionEvent {
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interactor: interactor_entity,
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interactable: interactable_entity,
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interactable_state: XRInteractableState::Hover,
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};
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writer.send(event);
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}
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XRInteractorState::Selecting => {
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XRInteractorState::Selecting => {
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//welp now I gota actually make things do stuff lol
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//welp now I gota actually make things do stuff lol
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let event = InteractionEvent {
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let event = InteractionEvent {
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@@ -274,7 +287,15 @@ pub fn interactions(
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) {
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) {
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//check for selections first
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//check for selections first
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match interactor_state {
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match interactor_state {
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XRInteractorState::Idle => hovered = true,
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XRInteractorState::Idle => {
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//welp now I gota actually make things do stuff lol
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let event = InteractionEvent {
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interactor: interactor_entity,
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interactable: interactable_entity,
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interactable_state: XRInteractableState::Hover,
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};
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writer.send(event);
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}
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XRInteractorState::Selecting => {
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XRInteractorState::Selecting => {
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//welp now I gota actually make things do stuff lol
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//welp now I gota actually make things do stuff lol
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let event = InteractionEvent {
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let event = InteractionEvent {
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@@ -293,23 +314,29 @@ pub fn interactions(
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None => (),
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None => (),
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}
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}
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}
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}
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//still hate this
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if hovered {
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*state = XRInteractableState::Hover;
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} else {
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*state = XRInteractableState::Idle;
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}
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}
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}
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}
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}
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pub fn update_interactable_states(
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pub fn update_interactable_states(
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mut events: EventReader<InteractionEvent>,
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mut events: EventReader<InteractionEvent>,
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mut interactable_query: Query<(Entity, &mut XRInteractableState), (With<XRInteractable>)>,
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mut interactable_query: Query<(Entity, &mut XRInteractableState), With<XRInteractable>>,
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) {
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) {
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//i legit hate this haha but it works
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for (_entity, mut state) in interactable_query.iter_mut() {
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*state = XRInteractableState::Idle;
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}
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for event in events.read() {
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for event in events.read() {
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//lets change the state?
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//lets change the state?
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match interactable_query.get_mut(event.interactable) {
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match interactable_query.get_mut(event.interactable) {
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Ok((_entity, mut entity_state)) => {
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Ok((_entity, mut entity_state)) => {
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if event.interactable_state > *entity_state {
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// info!(
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// "event.state: {:?}, interactable.state: {:?}",
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// event.interactable_state, entity_state
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// );
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// info!("event has a higher state");
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}
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*entity_state = event.interactable_state;
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*entity_state = event.interactable_state;
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}
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}
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Err(_) => {}
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Err(_) => {}
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