use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}; use bevy::prelude::*; use bevy::transform::components::Transform; 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::interactions::{ draw_interaction_gizmos, draw_socket_gizmos, interactions, update_interactable_states, InteractionEvent, XRDirectInteractor, XRInteractable, XRInteractableState, XRInteractorState, XRRayInteractor, XRSocketInteractor, socket_interactions, }; use bevy_openxr::xr_input::oculus_touch::OculusController; use bevy_openxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig}; use bevy_openxr::xr_input::trackers::{ AimPose, OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker, }; use bevy_openxr::xr_input::Hand; use bevy_openxr::DefaultXrPlugins; 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) .add_systems(Startup, spawn_controllers_example) .insert_resource(PrototypeLocomotionConfig::default()) .add_systems( Update, draw_interaction_gizmos.after(update_interactable_states), ) .add_systems(Update, draw_socket_gizmos.after(update_interactable_states)) .add_systems(Update, interactions) .add_systems(Update, socket_interactions) .add_systems(Update, prototype_interaction_input) .add_systems(Update, update_interactable_states.after(interactions)) .add_systems(Update, update_grabbables.after(update_interactable_states)) .add_event::() .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() }); // socket commands.spawn(( SpatialBundle { transform: Transform::from_xyz(0.0, 0.5, 1.0), ..default() }, XRInteractorState::Selecting, XRSocketInteractor, )); // 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(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() },)); //simple interactable commands.spawn(( SpatialBundle { transform: Transform::from_xyz(0.0, 1.0, 0.0), ..default() }, XRInteractable, XRInteractableState::default(), Grabbable, )); } fn spawn_controllers_example(mut commands: Commands) { //left hand commands.spawn(( OpenXRLeftController, OpenXRController, OpenXRTracker, SpatialBundle::default(), XRRayInteractor, AimPose(Transform::default()), XRInteractorState::default(), )); //right hand commands.spawn(( OpenXRRightController, OpenXRController, OpenXRTracker, SpatialBundle::default(), XRDirectInteractor, XRInteractorState::default(), )); } fn prototype_interaction_input( oculus_controller: Res, frame_state: Res, xr_input: Res, instance: Res, session: Res, mut right_interactor_query: Query< (&mut XRInteractorState), ( With, With, Without, ), >, mut left_interactor_query: Query< (&mut XRInteractorState), ( With, With, Without, ), >, ) { //lock frame let frame_state = *frame_state.lock().unwrap(); //get controller let controller = oculus_controller.get_ref(&instance, &session, &frame_state, &xr_input); //get controller triggers let left_trigger = controller.trigger(Hand::Left); let right_trigger = controller.trigger(Hand::Right); //get the interactors and do state stuff let mut left_state = left_interactor_query.single_mut(); if left_trigger > 0.8 { *left_state = XRInteractorState::Selecting; } else { *left_state = XRInteractorState::Idle; } let mut right_state = right_interactor_query.single_mut(); if right_trigger > 0.8 { *right_state = XRInteractorState::Selecting; } else { *right_state = XRInteractorState::Idle; } } #[derive(Component)] pub struct Grabbable; pub fn update_grabbables( mut events: EventReader, mut grabbable_query: Query<(&mut Transform, With, Without)>, interactor_query: Query<( &GlobalTransform, With, Without, )>, ) { //so basically the idea is to try all the events? for event in events.read() { info!("some event"); match grabbable_query.get_mut(event.interactable) { Ok(mut grabbable_transform) => { info!("we got a grabbable"); //now we need the location of our interactor match interactor_query.get(event.interactor) { Ok(interactor_transform) => { info!("its a direct interactor?"); info!( "before gT: {:?}, iT: {:?}", grabbable_transform, interactor_transform ); *grabbable_transform.0 = interactor_transform.0.compute_transform(); info!( "after gT: {:?}, iT: {:?}", grabbable_transform, interactor_transform ); } Err(_) => info!("not a direct interactor"), } } Err(_) => { info!("not a grabbable?") } } } }