basics of ray interactors
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@@ -5,13 +5,13 @@ 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::debug_gizmos::OpenXrDebugRenderer;
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use bevy_openxr::xr_input::interactions::{
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draw_interaction_gizmos, hover_interaction, XRDirectInteractor, XRInteractable,
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XRInteractableState, XRInteractorState,
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draw_interaction_gizmos, direct_interaction, XRDirectInteractor, XRInteractable,
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XRInteractableState, XRInteractorState, XRRayInteractor, ray_interaction,
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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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OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker, AimPose,
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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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@@ -30,7 +30,8 @@ fn main() {
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.add_systems(Startup, spawn_controllers_example)
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.insert_resource(PrototypeLocomotionConfig::default())
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.add_systems(Update, draw_interaction_gizmos)
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.add_systems(Update, hover_interaction)
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.add_systems(Update, direct_interaction)
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.add_systems(Update, ray_interaction)
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.add_systems(Update, prototype_interaction_input)
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.run();
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}
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@@ -95,6 +96,8 @@ fn spawn_controllers_example(mut commands: Commands) {
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OpenXRTracker,
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SpatialBundle::default(),
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XRDirectInteractor,
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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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