<<<<<<< HEAD ======= use std::f32::consts::PI; use std::ops::Mul; >>>>>>> 68cdf19 (both hands work) use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}; use bevy::prelude::*; 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::{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::debug_gizmos::OpenXrDebugRenderer; 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::trackers::{ OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker, }; use bevy_openxr::xr_input::{Hand, QuatConv, Vec3Conv}; use bevy_openxr::DefaultXrPlugins; use openxr::{HandJoint, Posef, Quaternionf, Vector3f}; fn main() { color_eyre::install().unwrap(); info!("Running `openxr-6dof` skill"); App::new() .add_plugins(DefaultXrPlugins) //.add_plugins(OpenXrDebugRenderer) //new debug renderer adds gizmos to .add_plugins(LogDiagnosticsPlugin::default()) .add_plugins(FrameTimeDiagnosticsPlugin) .add_systems(Startup, setup) .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()) .add_systems(Startup, spawn_controllers_example) .add_plugins(OpenXrHandInput) .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(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn(PbrBundle { mesh: meshes.add(shape::Plane::from_size(5.0).into()), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); // cube commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 0.1 })), material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // cube commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 0.1 })), material: materials.add(Color::rgb(0.8, 0.0, 0.0).into()), transform: Transform::from_xyz(0.0, 0.5, 1.0), ..default() }); // light commands.spawn(PointLightBundle { point_light: PointLight { intensity: 1500.0, shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // camera commands.spawn((Camera3dBundle { transform: Transform::from_xyz(0.25, 1.25, 0.0).looking_at( Vec3 { x: -0.548, y: -0.161, z: -0.137, }, Vec3::Y, ), ..default() },)); } pub fn spawn_hand_entities(mut commands: Commands) { let hands = [Hand::Left, Hand::Right]; let bones = [ HandBone::PALM, HandBone::WRIST, HandBone::THUMB_METACARPAL, HandBone::THUMB_PROXIMAL, HandBone::THUMB_DISTAL, HandBone::THUMB_TIP, HandBone::INDEX_METACARPAL, HandBone::INDEX_PROXIMAL, HandBone::INDEX_INTERMEDIATE, HandBone::INDEX_DISTAL, HandBone::INDEX_TIP, HandBone::MIDDLE_METACARPAL, HandBone::MIDDLE_PROXIMAL, HandBone::MIDDLE_INTERMEDIATE, HandBone::MIDDLE_DISTAL, HandBone::MIDDLE_TIP, HandBone::RING_METACARPAL, HandBone::RING_PROXIMAL, HandBone::RING_INTERMEDIATE, HandBone::RING_DISTAL, HandBone::RING_TIP, HandBone::LITTLE_METACARPAL, HandBone::LITTLE_PROXIMAL, HandBone::LITTLE_INTERMEDIATE, HandBone::LITTLE_DISTAL, HandBone::LITTLE_TIP, ]; for hand in hands.iter() { for bone in bones.iter() { commands.spawn(( SpatialBundle::default(), bone.clone(), OpenXRTracker, hand.clone(), )); } } } pub fn update_hand_states( oculus_controller: Res, hand_states_option: Option>, frame_state: Res, xr_input: Res, instance: Res, session: Res, ) { match hand_states_option { Some(mut hands) => { //lock frame let frame_state = *frame_state.lock().unwrap(); //get controller let controller = oculus_controller.get_ref(&instance, &session, &frame_state, &xr_input); //right hand let squeeze = controller.squeeze(Hand::Right); let trigger_state = controller.trigger(Hand::Right); let calc_trigger_state = match controller.trigger_touched(Hand::Right) { true => match trigger_state > 0.0 { true => TriggerState::PULLED, false => TriggerState::TOUCHED, }, false => TriggerState::OFF, }; //button a let mut a_state = ButtonState::OFF; if controller.a_button_touched() { a_state = ButtonState::TOUCHED; } if controller.a_button() { a_state = ButtonState::PRESSED; } //button b let mut b_state = ButtonState::OFF; if controller.b_button_touched() { b_state = ButtonState::TOUCHED; } if controller.b_button() { b_state = ButtonState::PRESSED; } let thumbstick_state = controller.thumbstick(Hand::Right); let calc_thumbstick_state = match controller.thumbstick_touch(Hand::Right) { true => match thumbstick_state.x > 0.0 || thumbstick_state.y > 0.0 { true => ThumbstickState::PRESSED, false => ThumbstickState::TOUCHED, }, false => ThumbstickState::OFF, }; let right_state = HandState { grip: squeeze, trigger_state: calc_trigger_state, a_button: a_state, b_button: b_state, thumbstick: calc_thumbstick_state, }; //left let squeeze = controller.squeeze(Hand::Left); let trigger_state = controller.trigger(Hand::Left); let calc_trigger_state = match controller.trigger_touched(Hand::Left) { true => match trigger_state > 0.0 { true => TriggerState::PULLED, false => TriggerState::TOUCHED, }, false => TriggerState::OFF, }; //button a let mut a_state = ButtonState::OFF; if controller.x_button_touched() { a_state = ButtonState::TOUCHED; } if controller.x_button() { a_state = ButtonState::PRESSED; } //button b let mut b_state = ButtonState::OFF; if controller.y_button_touched() { b_state = ButtonState::TOUCHED; } if controller.y_button() { b_state = ButtonState::PRESSED; } let thumbstick_state = controller.thumbstick(Hand::Left); let calc_thumbstick_state = match controller.thumbstick_touch(Hand::Left) { true => match thumbstick_state.x > 0.0 || thumbstick_state.y > 0.0 { true => ThumbstickState::PRESSED, false => ThumbstickState::TOUCHED, }, false => ThumbstickState::OFF, }; let left_state = HandState { grip: squeeze, trigger_state: calc_trigger_state, a_button: a_state, b_button: b_state, thumbstick: calc_thumbstick_state, }; hands.left = left_state; hands.right = right_state; } None => info!("hand states resource not init yet"), } } fn draw_skeleton_hands( mut gizmos: Gizmos, right_controller_query: Query<(&GlobalTransform, With)>, left_controller_query: Query<(&GlobalTransform, With)>, hand_states_option: Option>, mut hand_bone_query: Query<(&mut Transform, &HandBone, &Hand)>, ) { match hand_states_option { Some(hands) => { let left_hand_transform = left_controller_query .get_single() .unwrap() .0 .compute_transform(); draw_hand_bones( &mut gizmos, left_hand_transform, Hand::Left, hands.left, &mut hand_bone_query, ); let right_hand_transform = right_controller_query .get_single() .unwrap() .0 .compute_transform(); // draw_hand(&mut gizmos, right_hand_transform, Hand::Right); draw_hand_bones( &mut gizmos, right_hand_transform, Hand::Right, hands.right, &mut hand_bone_query, ); } None => info!("hand states resource not initialized yet"), } } #[derive(Component, Debug, Clone, Copy)] pub enum HandBone { PALM, WRIST, THUMB_METACARPAL, THUMB_PROXIMAL, THUMB_DISTAL, THUMB_TIP, INDEX_METACARPAL, INDEX_PROXIMAL, INDEX_INTERMEDIATE, INDEX_DISTAL, INDEX_TIP, MIDDLE_METACARPAL, MIDDLE_PROXIMAL, MIDDLE_INTERMEDIATE, MIDDLE_DISTAL, MIDDLE_TIP, RING_METACARPAL, RING_PROXIMAL, RING_INTERMEDIATE, RING_DISTAL, RING_TIP, LITTLE_METACARPAL, LITTLE_PROXIMAL, LITTLE_INTERMEDIATE, LITTLE_DISTAL, LITTLE_TIP, } #[derive(Clone, Copy)] pub enum ButtonState { OFF, TOUCHED, PRESSED, } impl Default for ButtonState { fn default() -> Self { ButtonState::OFF } } #[derive(Clone, Copy)] pub enum ThumbstickState { OFF, TOUCHED, PRESSED, } impl Default for ThumbstickState { fn default() -> Self { ThumbstickState::OFF } } #[derive(Clone, Copy)] pub enum TriggerState { OFF, TOUCHED, PULLED, } impl Default for TriggerState { fn default() -> Self { TriggerState::OFF } } #[derive(Default, Resource)] pub struct HandStatesResource { pub left: HandState, pub right: HandState, } #[derive(Clone, Copy)] pub struct HandState { grip: f32, trigger_state: TriggerState, a_button: ButtonState, b_button: ButtonState, thumbstick: ThumbstickState, } impl Default for HandState { fn default() -> Self { Self { grip: Default::default(), trigger_state: Default::default(), a_button: Default::default(), b_button: Default::default(), thumbstick: Default::default(), } } } impl HandState { pub fn get_index_curl(&self) -> f32 { match self.trigger_state { TriggerState::OFF => 0.0, TriggerState::TOUCHED => 0.50, TriggerState::PULLED => 1.0, } } pub fn get_thumb_curl(&self) -> f32 { match self.thumbstick { ThumbstickState::OFF => (), ThumbstickState::TOUCHED => return 0.25, ThumbstickState::PRESSED => return 0.25, }; match self.a_button { ButtonState::OFF => (), ButtonState::TOUCHED => return 0.25, ButtonState::PRESSED => return 0.25, }; match self.b_button { ButtonState::OFF => (), ButtonState::TOUCHED => return 0.25, ButtonState::PRESSED => return 0.25, }; //if no thumb actions taken return open position return 0.0; } } fn draw_hand_entities(mut gizmos: Gizmos, query: Query<(&Transform, &HandBone)>) { for (transform, hand_bone) in query.iter() { let (radius, color) = get_bone_gizmo_style(hand_bone); gizmos.sphere(transform.translation, transform.rotation, radius, color); } } fn get_bone_gizmo_style(hand_bone: &HandBone) -> (f32, Color) { match hand_bone { HandBone::PALM => (0.01, Color::WHITE), HandBone::WRIST => (0.01, Color::GRAY), HandBone::THUMB_METACARPAL => (0.01, Color::RED), HandBone::THUMB_PROXIMAL => (0.008, Color::RED), HandBone::THUMB_DISTAL => (0.006, Color::RED), HandBone::THUMB_TIP => (0.004, Color::RED), HandBone::INDEX_METACARPAL => (0.01, Color::ORANGE), HandBone::INDEX_PROXIMAL => (0.008, Color::ORANGE), HandBone::INDEX_INTERMEDIATE => (0.006, Color::ORANGE), HandBone::INDEX_DISTAL => (0.004, Color::ORANGE), HandBone::INDEX_TIP => (0.002, Color::ORANGE), HandBone::MIDDLE_METACARPAL => (0.01, Color::YELLOW), HandBone::MIDDLE_PROXIMAL => (0.008, Color::YELLOW), HandBone::MIDDLE_INTERMEDIATE => (0.006, Color::YELLOW), HandBone::MIDDLE_DISTAL => (0.004, Color::YELLOW), HandBone::MIDDLE_TIP => (0.002, Color::YELLOW), HandBone::RING_METACARPAL => (0.01, Color::GREEN), HandBone::RING_PROXIMAL => (0.008, Color::GREEN), HandBone::RING_INTERMEDIATE => (0.006, Color::GREEN), HandBone::RING_DISTAL => (0.004, Color::GREEN), HandBone::RING_TIP => (0.002, Color::GREEN), HandBone::LITTLE_METACARPAL => (0.01, Color::BLUE), HandBone::LITTLE_PROXIMAL => (0.008, Color::BLUE), HandBone::LITTLE_INTERMEDIATE => (0.006, Color::BLUE), HandBone::LITTLE_DISTAL => (0.004, Color::BLUE), HandBone::LITTLE_TIP => (0.002, Color::BLUE), } } fn draw_hand_bones( mut gizmos: &mut Gizmos, controller_transform: Transform, hand: Hand, hand_state: HandState, hand_bone_query: &mut Query<(&mut Transform, &HandBone, &Hand)>, ) { let left_hand_rot = Quat::from_rotation_y(180.0 * PI / 180.0); let hand_translation: Vec3 = match hand { Hand::Left => controller_transform.translation, Hand::Right => controller_transform.translation, }; let controller_quat: Quat = match hand { Hand::Left => controller_transform.rotation.mul_quat(left_hand_rot), Hand::Right => controller_transform.rotation, }; let splay_direction = match hand { Hand::Left => -1.0, Hand::Right => 1.0, }; //lets make a structure to hold our calculated transforms for now let mut calc_transforms = [Transform::default(); 26]; //curl represents how closed the hand is from 0 to 1; let grip_curl = hand_state.grip; let index_curl = hand_state.get_index_curl(); let thumb_curl = hand_state.get_thumb_curl(); //get paml quat let y = Quat::from_rotation_y(-90.0 * PI / 180.0); let x = Quat::from_rotation_x(-90.0 * PI / 180.0); let palm_quat = controller_quat.mul_quat(y).mul_quat(x); //draw debug rays // gizmos.ray( // hand_translation, // palm_quat.mul_vec3(Vec3::Z * 0.2), // Color::BLUE, // ); // gizmos.ray( // hand_translation, // palm_quat.mul_vec3(Vec3::Y * 0.2), // Color::GREEN, // ); // gizmos.ray( // hand_translation, // palm_quat.mul_vec3(Vec3::X * 0.2), // Color::RED, // ); //get simulated bones let hand_transform_array: [Transform; 26] = get_simulated_open_hand_transforms(hand); //draw controller-palm bone(should be zero length) let palm = hand_transform_array[HandJoint::PALM]; gizmos.ray(hand_translation, palm.translation, Color::WHITE); calc_transforms[HandJoint::PALM] = Transform { translation: hand_translation + palm.translation, ..default() }; //draw palm-wrist let wrist = hand_transform_array[HandJoint::WRIST]; gizmos.ray( hand_translation + palm.translation, palm_quat.mul_vec3(wrist.translation), Color::GRAY, ); calc_transforms[HandJoint::WRIST] = Transform { translation: hand_translation + palm.translation + palm_quat.mul_vec3(wrist.translation), ..default() }; //thumb //better finger drawing? let thumb_joints = [ HandJoint::THUMB_METACARPAL, HandJoint::THUMB_PROXIMAL, HandJoint::THUMB_DISTAL, HandJoint::THUMB_TIP, ]; let mut prior_start: Option = None; let mut prior_quat: Option = None; let mut prior_vector: Option = None; let color = Color::RED; let splay = Quat::from_rotation_y(splay_direction * 30.0 * PI / 180.0); let huh = Quat::from_rotation_x(-35.0 * PI / 180.0); let splay_quat = palm_quat.mul_quat(huh).mul_quat(splay); for bone in thumb_joints.iter() { match prior_start { Some(start) => { let curl_angle: f32 = get_bone_curl_angle(*bone, thumb_curl); let tp_lrot = Quat::from_rotation_y(splay_direction * curl_angle * PI / 180.0); let tp_quat = prior_quat.unwrap().mul_quat(tp_lrot); let thumb_prox = hand_transform_array[*bone]; let tp_start = start + prior_vector.unwrap(); let tp_vector = tp_quat.mul_vec3(thumb_prox.translation); gizmos.ray(tp_start, tp_vector, color); prior_start = Some(tp_start); prior_quat = Some(tp_quat); prior_vector = Some(tp_vector); //store it calc_transforms[*bone] = Transform { translation: tp_start + tp_vector, ..default() }; } None => { let thumb_meta = hand_transform_array[*bone]; let tm_start = hand_translation + palm_quat.mul_vec3(palm.translation) + palm_quat.mul_vec3(wrist.translation); let tm_vector = palm_quat.mul_vec3(thumb_meta.translation); gizmos.ray(tm_start, tm_vector, color); prior_start = Some(tm_start); prior_quat = Some(splay_quat); prior_vector = Some(tm_vector); //store it calc_transforms[*bone] = Transform { translation: tm_start + tm_vector, ..default() }; } } } //index //better finger drawing? let thumb_joints = [ HandJoint::INDEX_METACARPAL, HandJoint::INDEX_PROXIMAL, HandJoint::INDEX_INTERMEDIATE, HandJoint::INDEX_DISTAL, HandJoint::INDEX_TIP, ]; let mut prior_start: Option = None; let mut prior_quat: Option = None; let mut prior_vector: Option = None; let color = Color::ORANGE; let splay = Quat::from_rotation_y(splay_direction * 10.0 * PI / 180.0); let splay_quat = palm_quat.mul_quat(splay); for bone in thumb_joints.iter() { match prior_start { Some(start) => { let curl_angle: f32 = get_bone_curl_angle(*bone, index_curl); let tp_lrot = Quat::from_rotation_x(curl_angle * PI / 180.0); let tp_quat = prior_quat.unwrap().mul_quat(tp_lrot); let thumb_prox = hand_transform_array[*bone]; let tp_start = start + prior_vector.unwrap(); let tp_vector = tp_quat.mul_vec3(thumb_prox.translation); gizmos.ray(tp_start, tp_vector, color); prior_start = Some(tp_start); prior_quat = Some(tp_quat); prior_vector = Some(tp_vector); //store it calc_transforms[*bone] = Transform { translation: tp_start + tp_vector, ..default() }; } None => { let thumb_meta = hand_transform_array[*bone]; let tm_start = hand_translation + palm_quat.mul_vec3(palm.translation) + palm_quat.mul_vec3(wrist.translation); let tm_vector = palm_quat.mul_vec3(thumb_meta.translation); gizmos.ray(tm_start, tm_vector, color); prior_start = Some(tm_start); prior_quat = Some(splay_quat); prior_vector = Some(tm_vector); //store it calc_transforms[*bone] = Transform { translation: tm_start + tm_vector, ..default() }; } } } //better finger drawing? let thumb_joints = [ HandJoint::MIDDLE_METACARPAL, HandJoint::MIDDLE_PROXIMAL, HandJoint::MIDDLE_INTERMEDIATE, HandJoint::MIDDLE_DISTAL, HandJoint::MIDDLE_TIP, ]; let mut prior_start: Option = None; let mut prior_quat: Option = None; let mut prior_vector: Option = None; let color = Color::YELLOW; let splay = Quat::from_rotation_y(splay_direction * 0.0 * PI / 180.0); let splay_quat = palm_quat.mul_quat(splay); for bone in thumb_joints.iter() { match prior_start { Some(start) => { let curl_angle: f32 = get_bone_curl_angle(*bone, grip_curl); let tp_lrot = Quat::from_rotation_x(curl_angle * PI / 180.0); let tp_quat = prior_quat.unwrap().mul_quat(tp_lrot); let thumb_prox = hand_transform_array[*bone]; let tp_start = start + prior_vector.unwrap(); let tp_vector = tp_quat.mul_vec3(thumb_prox.translation); gizmos.ray(tp_start, tp_vector, color); prior_start = Some(tp_start); prior_quat = Some(tp_quat); prior_vector = Some(tp_vector); //store it calc_transforms[*bone] = Transform { translation: tp_start + tp_vector, ..default() }; } None => { let thumb_meta = hand_transform_array[*bone]; let tm_start = hand_translation + palm_quat.mul_vec3(palm.translation) + palm_quat.mul_vec3(wrist.translation); let tm_vector = palm_quat.mul_vec3(thumb_meta.translation); gizmos.ray(tm_start, tm_vector, color); prior_start = Some(tm_start); prior_quat = Some(splay_quat); prior_vector = Some(tm_vector); //store it calc_transforms[*bone] = Transform { translation: tm_start + tm_vector, ..default() }; } } } //better finger drawing? let thumb_joints = [ HandJoint::RING_METACARPAL, HandJoint::RING_PROXIMAL, HandJoint::RING_INTERMEDIATE, HandJoint::RING_DISTAL, HandJoint::RING_TIP, ]; let mut prior_start: Option = None; let mut prior_quat: Option = None; let mut prior_vector: Option = None; let color = Color::GREEN; let splay = Quat::from_rotation_y(splay_direction * -10.0 * PI / 180.0); let splay_quat = palm_quat.mul_quat(splay); for bone in thumb_joints.iter() { match prior_start { Some(start) => { let curl_angle: f32 = get_bone_curl_angle(*bone, grip_curl); let tp_lrot = Quat::from_rotation_x(curl_angle * PI / 180.0); let tp_quat = prior_quat.unwrap().mul_quat(tp_lrot); let thumb_prox = hand_transform_array[*bone]; let tp_start = start + prior_vector.unwrap(); let tp_vector = tp_quat.mul_vec3(thumb_prox.translation); gizmos.ray(tp_start, tp_vector, color); prior_start = Some(tp_start); prior_quat = Some(tp_quat); prior_vector = Some(tp_vector); //store it calc_transforms[*bone] = Transform { translation: tp_start + tp_vector, ..default() }; } None => { let thumb_meta = hand_transform_array[*bone]; let tm_start = hand_translation + palm_quat.mul_vec3(palm.translation) + palm_quat.mul_vec3(wrist.translation); let tm_vector = palm_quat.mul_vec3(thumb_meta.translation); gizmos.ray(tm_start, tm_vector, color); prior_start = Some(tm_start); prior_quat = Some(splay_quat); prior_vector = Some(tm_vector); //store it calc_transforms[*bone] = Transform { translation: tm_start + tm_vector, ..default() }; } } } //better finger drawing? let thumb_joints = [ HandJoint::LITTLE_METACARPAL, HandJoint::LITTLE_PROXIMAL, HandJoint::LITTLE_INTERMEDIATE, HandJoint::LITTLE_DISTAL, HandJoint::LITTLE_TIP, ]; let mut prior_start: Option = None; let mut prior_quat: Option = None; let mut prior_vector: Option = None; let color = Color::BLUE; let splay = Quat::from_rotation_y(splay_direction * -20.0 * PI / 180.0); let splay_quat = palm_quat.mul_quat(splay); for bone in thumb_joints.iter() { match prior_start { Some(start) => { let curl_angle: f32 = get_bone_curl_angle(*bone, grip_curl); let tp_lrot = Quat::from_rotation_x(curl_angle * PI / 180.0); let tp_quat = prior_quat.unwrap().mul_quat(tp_lrot); let thumb_prox = hand_transform_array[*bone]; let tp_start = start + prior_vector.unwrap(); let tp_vector = tp_quat.mul_vec3(thumb_prox.translation); gizmos.ray(tp_start, tp_vector, color); prior_start = Some(tp_start); prior_quat = Some(tp_quat); prior_vector = Some(tp_vector); //store it calc_transforms[*bone] = Transform { translation: tp_start + tp_vector, ..default() }; } None => { let thumb_meta = hand_transform_array[*bone]; let tm_start = hand_translation + palm_quat.mul_vec3(palm.translation) + palm_quat.mul_vec3(wrist.translation); let tm_vector = palm_quat.mul_vec3(thumb_meta.translation); gizmos.ray(tm_start, tm_vector, color); prior_start = Some(tm_start); prior_quat = Some(splay_quat); prior_vector = Some(tm_vector); //store it calc_transforms[*bone] = Transform { translation: tm_start + tm_vector, ..default() }; } } } //now that we have all the transforms lets assign them for (mut transform, handbone, bonehand) in hand_bone_query.iter_mut() { if *bonehand == hand { //if the hands match lets go let index = match_index(handbone); *transform = calc_transforms[index]; } } } fn match_index(handbone: &HandBone) -> HandJoint { match handbone { HandBone::PALM => HandJoint::PALM, HandBone::WRIST => HandJoint::WRIST, HandBone::THUMB_METACARPAL => HandJoint::THUMB_METACARPAL, HandBone::THUMB_PROXIMAL => HandJoint::THUMB_PROXIMAL, HandBone::THUMB_DISTAL => HandJoint::THUMB_DISTAL, HandBone::THUMB_TIP => HandJoint::THUMB_TIP, HandBone::INDEX_METACARPAL => HandJoint::INDEX_METACARPAL, HandBone::INDEX_PROXIMAL => HandJoint::INDEX_PROXIMAL, HandBone::INDEX_INTERMEDIATE => HandJoint::INDEX_INTERMEDIATE, HandBone::INDEX_DISTAL => HandJoint::INDEX_DISTAL, HandBone::INDEX_TIP => HandJoint::INDEX_TIP, HandBone::MIDDLE_METACARPAL => HandJoint::MIDDLE_METACARPAL, HandBone::MIDDLE_PROXIMAL => HandJoint::MIDDLE_PROXIMAL, HandBone::MIDDLE_INTERMEDIATE => HandJoint::MIDDLE_INTERMEDIATE, HandBone::MIDDLE_DISTAL => HandJoint::MIDDLE_DISTAL, HandBone::MIDDLE_TIP => HandJoint::MIDDLE_TIP, HandBone::RING_METACARPAL => HandJoint::RING_METACARPAL, HandBone::RING_PROXIMAL => HandJoint::RING_PROXIMAL, HandBone::RING_INTERMEDIATE => HandJoint::RING_INTERMEDIATE, HandBone::RING_DISTAL => HandJoint::RING_DISTAL, HandBone::RING_TIP => HandJoint::RING_TIP, HandBone::LITTLE_METACARPAL => HandJoint::LITTLE_METACARPAL, HandBone::LITTLE_PROXIMAL => HandJoint::LITTLE_PROXIMAL, HandBone::LITTLE_INTERMEDIATE => HandJoint::LITTLE_INTERMEDIATE, HandBone::LITTLE_DISTAL => HandJoint::LITTLE_DISTAL, HandBone::LITTLE_TIP => HandJoint::LITTLE_TIP, } } fn get_bone_curl_angle(bone: HandJoint, curl: f32) -> f32 { let mul: f32 = match bone { HandJoint::INDEX_PROXIMAL => 0.0, HandJoint::MIDDLE_PROXIMAL => 0.0, HandJoint::RING_PROXIMAL => 0.0, HandJoint::LITTLE_PROXIMAL => 0.0, HandJoint::THUMB_PROXIMAL => 0.0, _ => 1.0, }; let curl_angle = -((mul * curl * 80.0) + 5.0); return curl_angle; } fn log_hand(hand_pose: [Posef; 26]) { let palm_wrist = hand_pose[HandJoint::WRIST].position.to_vec3() - hand_pose[HandJoint::PALM].position.to_vec3(); info!( "palm-wrist: {}", hand_pose[HandJoint::WRIST].position.to_vec3() - hand_pose[HandJoint::PALM].position.to_vec3() ); info!( "wrist-tm: {}", hand_pose[HandJoint::THUMB_METACARPAL].position.to_vec3() - hand_pose[HandJoint::WRIST].position.to_vec3() ); info!( "tm-tp: {}", hand_pose[HandJoint::THUMB_PROXIMAL].position.to_vec3() - hand_pose[HandJoint::THUMB_METACARPAL].position.to_vec3() ); info!( "tp-td: {}", hand_pose[HandJoint::THUMB_DISTAL].position.to_vec3() - hand_pose[HandJoint::THUMB_PROXIMAL].position.to_vec3() ); info!( "td-tt: {}", hand_pose[HandJoint::THUMB_TIP].position.to_vec3() - hand_pose[HandJoint::THUMB_DISTAL].position.to_vec3() ); info!( "wrist-im: {}", hand_pose[HandJoint::INDEX_METACARPAL].position.to_vec3() - hand_pose[HandJoint::WRIST].position.to_vec3() ); info!( "im-ip: {}", hand_pose[HandJoint::INDEX_PROXIMAL].position.to_vec3() - hand_pose[HandJoint::INDEX_METACARPAL].position.to_vec3() ); info!( "ip-ii: {}", hand_pose[HandJoint::INDEX_INTERMEDIATE].position.to_vec3() - hand_pose[HandJoint::INDEX_PROXIMAL].position.to_vec3() ); info!( "ii-id: {}", hand_pose[HandJoint::INDEX_DISTAL].position.to_vec3() - hand_pose[HandJoint::INDEX_INTERMEDIATE].position.to_vec3() ); info!( "id-it: {}", hand_pose[HandJoint::INDEX_TIP].position.to_vec3() - hand_pose[HandJoint::INDEX_DISTAL].position.to_vec3() ); info!( "wrist-mm: {}", hand_pose[HandJoint::MIDDLE_METACARPAL].position.to_vec3() - hand_pose[HandJoint::WRIST].position.to_vec3() ); info!( "mm-mp: {}", hand_pose[HandJoint::MIDDLE_PROXIMAL].position.to_vec3() - hand_pose[HandJoint::MIDDLE_METACARPAL].position.to_vec3() ); info!( "mp-mi: {}", hand_pose[HandJoint::MIDDLE_INTERMEDIATE].position.to_vec3() - hand_pose[HandJoint::MIDDLE_PROXIMAL].position.to_vec3() ); info!( "mi-md: {}", hand_pose[HandJoint::MIDDLE_DISTAL].position.to_vec3() - hand_pose[HandJoint::MIDDLE_INTERMEDIATE].position.to_vec3() ); info!( "md-mt: {}", hand_pose[HandJoint::MIDDLE_TIP].position.to_vec3() - hand_pose[HandJoint::MIDDLE_DISTAL].position.to_vec3() ); info!( "wrist-rm: {}", hand_pose[HandJoint::RING_METACARPAL].position.to_vec3() - hand_pose[HandJoint::WRIST].position.to_vec3() ); info!( "rm-rp: {}", hand_pose[HandJoint::RING_PROXIMAL].position.to_vec3() - hand_pose[HandJoint::RING_METACARPAL].position.to_vec3() ); info!( "rp-ri: {}", hand_pose[HandJoint::RING_INTERMEDIATE].position.to_vec3() - hand_pose[HandJoint::RING_PROXIMAL].position.to_vec3() ); info!( "ri-rd: {}", hand_pose[HandJoint::RING_DISTAL].position.to_vec3() - hand_pose[HandJoint::RING_INTERMEDIATE].position.to_vec3() ); info!( "rd-rt: {}", hand_pose[HandJoint::RING_TIP].position.to_vec3() - hand_pose[HandJoint::RING_DISTAL].position.to_vec3() ); info!( "wrist-lm: {}", hand_pose[HandJoint::LITTLE_METACARPAL].position.to_vec3() - hand_pose[HandJoint::WRIST].position.to_vec3() ); info!( "lm-lp: {}", hand_pose[HandJoint::LITTLE_PROXIMAL].position.to_vec3() - hand_pose[HandJoint::LITTLE_METACARPAL].position.to_vec3() ); info!( "lp-li: {}", hand_pose[HandJoint::LITTLE_INTERMEDIATE].position.to_vec3() - hand_pose[HandJoint::LITTLE_PROXIMAL].position.to_vec3() ); info!( "li-ld: {}", hand_pose[HandJoint::LITTLE_DISTAL].position.to_vec3() - hand_pose[HandJoint::LITTLE_INTERMEDIATE].position.to_vec3() ); info!( "ld-lt: {}", hand_pose[HandJoint::LITTLE_TIP].position.to_vec3() - hand_pose[HandJoint::LITTLE_DISTAL].position.to_vec3() ); } fn spawn_controllers_example(mut commands: Commands) { //left hand commands.spawn(( OpenXRLeftController, OpenXRController, OpenXRTracker, SpatialBundle::default(), )); //right hand commands.spawn(( OpenXRRightController, OpenXRController, OpenXRTracker, SpatialBundle::default(), )); }