use bevy::core_pipeline::core_3d; use bevy::core_pipeline::tonemapping::{DebandDither, Tonemapping}; use bevy::ecs::prelude::{Bundle, Component, ReflectComponent}; use bevy::math::Mat4; use bevy::prelude::Camera3d; use bevy::reflect::{std_traits::ReflectDefault, Reflect}; use bevy::render::view::ColorGrading; use bevy::render::{ camera::{Camera, CameraProjection, CameraRenderGraph}, primitives::Frustum, view::VisibleEntities, }; use bevy::transform::components::{GlobalTransform, Transform}; // mostly copied from https://github.com/blaind/bevy_openxr/tree/main/crates/bevy_openxr/src/render_graph/camera use openxr::Fovf; use bevy::render::camera::CameraProjectionPlugin; use bevy::render::view::{update_frusta, VisibilitySystems}; use bevy::transform::TransformSystem; use bevy::{prelude::*, render::camera::RenderTarget}; use bevy_openxr::input::XrInput; use bevy_openxr::resources::{XrFrameState, XrSession, XrViews}; use bevy_openxr::xr_input::controllers::XrControllerType; use bevy_openxr::xr_input::oculus_touch::OculusController; use bevy_openxr::xr_input::{OpenXrInput, QuatConv, Vec3Conv}; use bevy_openxr::{DefaultXrPlugins, LEFT_XR_TEXTURE_HANDLE, RIGHT_XR_TEXTURE_HANDLE}; use openxr::ActiveActionSet; fn main() { color_eyre::install().unwrap(); info!("Running `openxr-6dof` skill"); App::new() .add_plugins(DefaultXrPlugins) .add_plugins(OpenXrInput::new(XrControllerType::OculusTouch)) .add_systems(Startup, setup) .add_systems(Update, hands) .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() }); // 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() },)); } fn hands( mut gizmos: Gizmos, oculus_controller: Res, frame_state: Res, xr_input: Res, ) { frame_state.lock().unwrap().map(|a| { let right_controller = oculus_controller .grip_space .right .relate(&**&xr_input.stage, a.predicted_display_time) .unwrap(); let left_controller = oculus_controller .grip_space .left .relate(&**&xr_input.stage, a.predicted_display_time) .unwrap(); gizmos.rect( right_controller.0.pose.position.to_vec3(), right_controller.0.pose.orientation.to_quat(), Vec2::new(0.05, 0.2), Color::YELLOW_GREEN, ); gizmos.rect( left_controller.0.pose.position.to_vec3(), left_controller.0.pose.orientation.to_quat(), Vec2::new(0.05, 0.2), Color::YELLOW_GREEN, ); }); }