not sure why rebase exploded

This commit is contained in:
Jay Christy
2023-10-17 22:36:28 -04:00
2 changed files with 1 additions and 35 deletions

View File

@@ -1,32 +1,11 @@
<<<<<<< HEAD
=======
use std::f32::consts::PI;
use std::ops::Mul;
>>>>>>> 68cdf19 (both hands work)
use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}; use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
use bevy::prelude::*; use bevy::prelude::*;
use bevy::transform::components::Transform; use bevy::transform::components::Transform;
<<<<<<< HEAD
<<<<<<< HEAD
use bevy_openxr::xr_input::{QuatConv, Vec3Conv};
use bevy_openxr::xr_input::hand::{OpenXrHandInput, HandInputDebugRenderer}; use bevy_openxr::xr_input::hand::{OpenXrHandInput, HandInputDebugRenderer};
=======
use bevy_openxr::xr_input::{Vec3Conv, QuatConv, Hand};
use bevy_openxr::xr_input::debug_gizmos::OpenXrDebugRenderer;
>>>>>>> 68cdf19 (both hands work)
=======
use bevy::{gizmos, prelude::*};
use bevy_openxr::input::XrInput;
use bevy_openxr::resources::{XrFrameState, XrInstance, XrSession};
use bevy_openxr::xr_input::hand::HandsResource;
use bevy_openxr::xr_input::hand_poses::*;
use bevy_openxr::xr_input::oculus_touch::OculusController;
>>>>>>> 319a2dc (hand state resource is used to drive skeleton)
use bevy_openxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig}; use bevy_openxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
use bevy_openxr::xr_input::trackers::{ use bevy_openxr::xr_input::trackers::{
OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker, OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
@@ -44,23 +23,10 @@ fn main() {
.add_plugins(FrameTimeDiagnosticsPlugin) .add_plugins(FrameTimeDiagnosticsPlugin)
.add_systems(Startup, setup) .add_systems(Startup, setup)
.add_systems(Update, proto_locomotion) .add_systems(Update, proto_locomotion)
<<<<<<< HEAD
=======
.add_systems(Startup, spawn_controllers_example)
.add_systems(Update, draw_skeleton_hands)
<<<<<<< HEAD
>>>>>>> 68cdf19 (both hands work)
.insert_resource(PrototypeLocomotionConfig::default()) .insert_resource(PrototypeLocomotionConfig::default())
.add_systems(Startup, spawn_controllers_example) .add_systems(Startup, spawn_controllers_example)
.add_plugins(OpenXrHandInput) .add_plugins(OpenXrHandInput)
.add_plugins(HandInputDebugRenderer) .add_plugins(HandInputDebugRenderer)
=======
.add_systems(PreUpdate, update_hand_states)
.add_systems(PostUpdate, draw_hand_entities)
.add_systems(Startup, spawn_hand_entities)
.insert_resource(PrototypeLocomotionConfig::default())
.insert_resource(HandStatesResource::default())
>>>>>>> 319a2dc (hand state resource is used to drive skeleton)
.run(); .run();
} }

View File

@@ -1015,7 +1015,7 @@ pub fn update_hand_skeletons(
match input_source { match input_source {
Some(res) => match *res { Some(res) => match *res {
HandInputSource::Emulated => { HandInputSource::Emulated => {
// info!("hand input source is emulated"); info!("hand input source is emulated");
match hand_states_option { match hand_states_option {
Some(hands) => { Some(hands) => {
let left_hand_transform = left_controller_query let left_hand_transform = left_controller_query