//! A simple 3D scene with light shining over a cube sitting on a plane. use std::any::TypeId; use bevy::prelude::*; use bevy_openxr::{ actions::{create_action_sets, ActionApp}, add_xr_plugins, resources::{TypedAction, XrActions, XrInstance}, }; use bevy_xr::actions::{Action, ActionInfo, ActionState, ActionType}; use openxr::Binding; pub struct Jump; impl Action for Jump { type ActionType = bool; fn info() -> ActionInfo { ActionInfo { pretty_name: "jump", name: "jump", action_type: ActionType::Bool, type_id: TypeId::of::(), } } } fn main() { App::new() .add_plugins(add_xr_plugins(DefaultPlugins)) .add_systems(Startup, setup.after(create_action_sets)) .add_systems(Update, read_action_state) .register_action::() .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, actions: Res, instance: Res, ) { let TypedAction::Bool(action) = actions.get(&TypeId::of::()).unwrap() else { unreachable!() }; instance.suggest_interaction_profile_bindings(instance.string_to_path("/interaction_profiles/oculus/touch_controller").unwrap(), &[ Binding::new(action, instance.string_to_path("/user/hand/right/input/a/click").unwrap()) ]).unwrap(); // circular base commands.spawn(PbrBundle { mesh: meshes.add(Circle::new(4.0)), material: materials.add(Color::WHITE), transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), ..default() }); // cube commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)), material: materials.add(Color::rgb_u8(124, 144, 255)), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // light commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // // camera // commands.spawn(XrCameraBundle { // transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), // camera: Camera { // target: RenderTarget::TextureView(ManualTextureViewHandle(XR_TEXTURE_INDEX + 1)), // ..default() // }, // ..default() // }); } fn read_action_state( state: Res> ) { info!("{}", state.pressed()) }