working right thumb metacarpal
This commit is contained in:
@@ -5,7 +5,7 @@ use bevy::{
|
||||
default, shape, App, Assets, Color, Commands, Component, Entity, Event, EventReader,
|
||||
EventWriter, GlobalTransform, IntoSystemConfigs, IntoSystemSetConfigs, Mesh, PbrBundle,
|
||||
PostUpdate, Query, Res, ResMut, Resource, SpatialBundle, StandardMaterial, Startup,
|
||||
Transform, Update, With, Without,
|
||||
Transform, Update, Vec3, With, Without,
|
||||
},
|
||||
time::{Time, Timer},
|
||||
transform::TransformSystem,
|
||||
@@ -15,6 +15,7 @@ use bevy_openxr::{
|
||||
resources::{XrFrameState, XrInstance, XrSession},
|
||||
xr_input::{
|
||||
debug_gizmos::OpenXrDebugRenderer,
|
||||
hand::{HandBone, HandInputDebugRenderer, HandResource, HandsResource, OpenXrHandInput},
|
||||
interactions::{
|
||||
draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions,
|
||||
update_interactable_states, InteractionEvent, Touched, XRDirectInteractor,
|
||||
@@ -48,7 +49,7 @@ fn main() {
|
||||
.add_plugins(OpenXrDebugRenderer)
|
||||
//rapier goes here
|
||||
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default().with_default_system_setup(false))
|
||||
// .add_plugins(RapierDebugRenderPlugin::default())
|
||||
.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
|
||||
@@ -79,7 +80,14 @@ fn main() {
|
||||
bevy::time::TimerMode::Once,
|
||||
)))
|
||||
.add_systems(Update, request_cube_spawn)
|
||||
.add_systems(Update, cube_spawner.after(request_cube_spawn));
|
||||
.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(Update, update_physics_hands);
|
||||
|
||||
//configure rapier sets
|
||||
app.configure_sets(
|
||||
@@ -134,6 +142,156 @@ fn spawn_controllers_example(mut commands: Commands) {
|
||||
));
|
||||
}
|
||||
|
||||
fn spawn_capsule(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
commands.spawn((
|
||||
PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Capsule {
|
||||
radius: 0.033,
|
||||
depth: 0.115,
|
||||
..default()
|
||||
})),
|
||||
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
|
||||
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)]
|
||||
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) {
|
||||
//lets just do the Right ThumbMetacarpal for now
|
||||
//i dont understand the groups yet
|
||||
let self_group = Group::GROUP_1;
|
||||
let interaction_group = Group::ALL;
|
||||
let radius = 0.010;
|
||||
//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::KinematicPositionBased,
|
||||
// CollisionGroups::new(self_group, interaction_group),
|
||||
// SolverGroups::new(self_group, interaction_group),
|
||||
PhysicsHandBone::ThumbMetacarpal,
|
||||
BoneInitState::False,
|
||||
));
|
||||
}
|
||||
|
||||
fn update_physics_hands(
|
||||
HandRes: Option<Res<HandsResource>>,
|
||||
mut bone_query: Query<(
|
||||
&mut Transform,
|
||||
&mut Collider,
|
||||
&PhysicsHandBone,
|
||||
&mut BoneInitState,
|
||||
)>,
|
||||
hand_query: Query<(&Transform, &HandBone, &Hand, Without<PhysicsHandBone>)>,
|
||||
) {
|
||||
//sanity check do we even have hands?
|
||||
match HandRes {
|
||||
Some(res) => {
|
||||
let radius = 0.010;
|
||||
//lets just do the Right ThumbMetacarpal for now
|
||||
let right_thumb_meta_entity = res.right.thumb.metacarpal;
|
||||
let right_thumb_prox_entity = res.right.thumb.proximal;
|
||||
|
||||
//now we need their transforms
|
||||
let rtm = hand_query.get(right_thumb_meta_entity);
|
||||
let rtp = hand_query.get(right_thumb_prox_entity);
|
||||
let end = rtp.unwrap().0.translation - rtm.unwrap().0.translation;
|
||||
if(end.length() < 0.001){ //i hate this but we need to skip init if the length is zero
|
||||
return;
|
||||
}
|
||||
info!("end: {}", end.length());
|
||||
for mut bone in bone_query.iter_mut() {
|
||||
match *bone.3 {
|
||||
BoneInitState::True => {
|
||||
//if we are init then we just move em?
|
||||
*bone.0 = rtm.unwrap().0.clone().looking_at(rtp.unwrap().0.translation, Vec3::Y);
|
||||
|
||||
},
|
||||
BoneInitState::False => {
|
||||
if (*bone.2 == PhysicsHandBone::ThumbMetacarpal) {
|
||||
//build a new collider?
|
||||
*bone.1 = Collider::capsule(
|
||||
Vec3::splat(0.0),
|
||||
Vec3 { x: 0.0, y: 0.0, z: -end.length() },
|
||||
radius,
|
||||
);
|
||||
*bone.3 = BoneInitState::True;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
None => info!("hand states resource not initialized yet"),
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Event, Default)]
|
||||
pub struct SpawnCubeRequest;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user