use std::{f32::consts::PI, ops::Mul, time::Duration};
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
ecs::schedule::ScheduleLabel,
input::{keyboard::KeyCode, ButtonInput},
log::info,
math::primitives::{Capsule3d, Cuboid},
prelude::{
bevy_main, default, shape, App, Assets, Color, Commands, Component, Entity, Event,
EventReader, EventWriter, FixedUpdate, Gizmos, GlobalTransform, IntoSystemConfigs,
IntoSystemSetConfigs, Mesh, PbrBundle, PostUpdate, Quat, Query, Res, ResMut, Resource,
Schedule, SpatialBundle, StandardMaterial, Startup, Transform, Update, Vec3, Vec3Swizzles,
With, Without, World,
},
render::mesh::Meshable,
time::{Fixed, Time, Timer, TimerMode},
transform::TransformSystem,
};
use bevy_oxr::{
graphics::{extensions::XrExtensions, XrAppInfo, XrPreferdBlendMode},
input::XrInput,
resources::{XrFrameState, XrInstance, XrSession},
xr_init::{xr_only, XrStatus},
xr_input::{
actions::XrActionSets,
debug_gizmos::OpenXrDebugRenderer,
hands::common::{HandInputDebugRenderer, HandResource, HandsResource},
hands::HandBone,
interactions::{
draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions,
update_interactable_states, InteractionEvent, Touched, XRDirectInteractor,
XRInteractable, XRInteractableState, XRInteractorState, XRSelection,
},
oculus_touch::OculusController,
prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig},
trackers::{
OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
OpenXRTrackingRoot,
},
Hand,
},
DefaultXrPlugins,
};
// fn input_stuff(
// keys: Res>,
// status: Res,
// mut request: EventWriter,
// ) {
// if keys.just_pressed(KeyCode::Space) {
// match status.into_inner() {
// XrEnableStatus::Enabled => request.send(XrEnableRequest::TryDisable),
// XrEnableStatus::Disabled => request.send(XrEnableRequest::TryEnable),
// }
// }
// }
mod setup;
use crate::setup::setup_scene;
use bevy_rapier3d::prelude::*;
#[bevy_main]
pub fn main() {
color_eyre::install().unwrap();
info!("Running bevy_openxr demo");
let mut app = App::new();
let mut xr_extensions = XrExtensions::default();
xr_extensions.enable_fb_passthrough();
app
//lets get the usual diagnostic stuff added
.add_plugins(LogDiagnosticsPlugin::default())
.add_plugins(FrameTimeDiagnosticsPlugin)
//lets get the xr defaults added
.add_plugins(DefaultXrPlugins {
reqeusted_extensions: xr_extensions,
app_info: XrAppInfo {
name: "Bevy OXR Demo".into(),
},
..Default::default()
})
//lets add the debug renderer for the controllers
.add_plugins(OpenXrDebugRenderer)
//rapier goes here
.add_plugins(RapierPhysicsPlugin::::default().with_default_system_setup(false))
// .add_plugins(RapierDebugRenderPlugin::default())
//lets setup the starting scene
.add_systems(Startup, setup_scene)
.add_systems(Startup, spawn_controllers_example) //you need to spawn controllers or it crashes TODO:: Fix this
//add locomotion
.add_systems(Update, proto_locomotion.run_if(xr_only()))
.insert_resource(PrototypeLocomotionConfig::default())
//lets add the interaction systems
.add_event::()
.add_systems(Update, prototype_interaction_input.run_if(xr_only()))
.add_systems(Update, interactions.before(update_interactable_states))
.add_systems(Update, update_interactable_states)
.add_systems(
Update,
socket_interactions.before(update_interactable_states),
)
//add the grabbable system
.add_systems(Update, update_grabbables.after(update_interactable_states))
//draw the interaction gizmos
.add_systems(
Update,
draw_interaction_gizmos
.run_if(xr_only())
.after(update_interactable_states),
)
.add_systems(Update, draw_socket_gizmos.after(update_interactable_states))
//add our cube spawning system
.add_event::()
.insert_resource(SpawnCubeTimer(Timer::from_seconds(
0.25,
bevy::time::TimerMode::Once,
)))
.add_systems(Update, request_cube_spawn.run_if(xr_only()))
.add_systems(Update, cube_spawner.after(request_cube_spawn))
//test capsule
.add_systems(Startup, spawn_capsule)
//physics hands
// .add_plugins(OpenXrHandInput)
.add_plugins(HandInputDebugRenderer)
.add_systems(Startup, spawn_physics_hands)
.add_systems(
FixedUpdate,
update_physics_hands.before(PhysicsSet::SyncBackend),
)
.add_event::()
.add_systems(Update, handle_ghost_hand_events.after(update_grabbables))
.insert_resource(GhostTimers {
left: Timer::from_seconds(0.25, TimerMode::Once),
right: Timer::from_seconds(0.25, TimerMode::Once),
})
.add_systems(Update, watch_ghost_timers.before(handle_ghost_hand_events));
//configure rapier sets
let mut physics_schedule = Schedule::new(PhysicsSchedule);
physics_schedule.configure_sets(
(
PhysicsSet::SyncBackend,
PhysicsSet::StepSimulation,
PhysicsSet::Writeback,
)
.chain()
.before(TransformSystem::TransformPropagate),
);
app.configure_sets(
PostUpdate,
(
PhysicsSet::SyncBackend,
PhysicsSet::StepSimulation,
PhysicsSet::Writeback,
)
.chain()
.before(TransformSystem::TransformPropagate),
);
//add rapier systems
physics_schedule.add_systems((
RapierPhysicsPlugin::::get_systems(PhysicsSet::SyncBackend)
.in_set(PhysicsSet::SyncBackend),
RapierPhysicsPlugin::::get_systems(PhysicsSet::StepSimulation)
.in_set(PhysicsSet::StepSimulation),
RapierPhysicsPlugin::::get_systems(PhysicsSet::Writeback)
.in_set(PhysicsSet::Writeback),
));
app.add_schedule(physics_schedule) // configure our fixed timestep schedule to run at the rate we want
.insert_resource(Time::::from_duration(Duration::from_secs_f32(
FIXED_TIMESTEP,
)))
.add_systems(FixedUpdate, run_physics_schedule)
.add_systems(Startup, configure_physics);
app.run();
}
//fixed timesteps?
const FIXED_TIMESTEP: f32 = 1. / 90.;
// A label for our new Schedule!
#[derive(ScheduleLabel, Debug, Hash, PartialEq, Eq, Clone)]
struct PhysicsSchedule;
fn run_physics_schedule(world: &mut World) {
world.run_schedule(PhysicsSchedule);
}
fn configure_physics(mut rapier_config: ResMut) {
rapier_config.timestep_mode = TimestepMode::Fixed {
dt: FIXED_TIMESTEP,
substeps: 1,
}
}
fn spawn_controllers_example(mut commands: Commands) {
//left hand
commands.spawn((
OpenXRLeftController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
XRDirectInteractor,
XRInteractorState::default(),
XRSelection::default(),
Hand::Left,
));
//right hand
commands.spawn((
OpenXRRightController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
XRDirectInteractor,
XRInteractorState::default(),
XRSelection::default(),
Hand::Right,
));
}
fn spawn_capsule(
mut commands: Commands,
mut meshes: ResMut>,
mut materials: ResMut>,
) {
commands.spawn((
PbrBundle {
mesh: meshes.add(Capsule3d::new(0.033, 0.115).mesh()),
material: materials.add(StandardMaterial::from(Color::rgb(0.8, 0.7, 0.6))),
transform: Transform::from_xyz(0.0, 2.0, 0.0),
..default()
},
// Collider::capsule_y(0.0575, 0.034),
Collider::capsule(
Vec3 {
x: 0.0,
y: -0.0575,
z: 0.0,
},
Vec3 {
x: 0.0,
y: 0.0575,
z: 0.0,
},
0.034,
),
RigidBody::Dynamic,
));
}
#[derive(Component, PartialEq, Debug, Clone, Copy)]
pub enum PhysicsHandBone {
Palm,
Wrist,
ThumbMetacarpal,
ThumbProximal,
ThumbDistal,
ThumbTip,
IndexMetacarpal,
IndexProximal,
IndexIntermediate,
IndexDistal,
IndexTip,
MiddleMetacarpal,
MiddleProximal,
MiddleIntermediate,
MiddleDistal,
MiddleTip,
RingMetacarpal,
RingProximal,
RingIntermediate,
RingDistal,
RingTip,
LittleMetacarpal,
LittleProximal,
LittleIntermediate,
LittleDistal,
LittleTip,
}
#[derive(Component, PartialEq)]
pub enum BoneInitState {
True,
False,
}
fn spawn_physics_hands(mut commands: Commands) {
//here we go
let hands = [Hand::Left, Hand::Right];
let bones = [
PhysicsHandBone::Palm,
PhysicsHandBone::Wrist,
PhysicsHandBone::ThumbMetacarpal,
PhysicsHandBone::ThumbProximal,
PhysicsHandBone::ThumbDistal,
PhysicsHandBone::ThumbTip,
PhysicsHandBone::IndexMetacarpal,
PhysicsHandBone::IndexProximal,
PhysicsHandBone::IndexIntermediate,
PhysicsHandBone::IndexDistal,
PhysicsHandBone::IndexTip,
PhysicsHandBone::MiddleMetacarpal,
PhysicsHandBone::MiddleProximal,
PhysicsHandBone::MiddleIntermediate,
PhysicsHandBone::MiddleDistal,
PhysicsHandBone::MiddleTip,
PhysicsHandBone::RingMetacarpal,
PhysicsHandBone::RingProximal,
PhysicsHandBone::RingIntermediate,
PhysicsHandBone::RingDistal,
PhysicsHandBone::RingTip,
PhysicsHandBone::LittleMetacarpal,
PhysicsHandBone::LittleProximal,
PhysicsHandBone::LittleIntermediate,
PhysicsHandBone::LittleDistal,
PhysicsHandBone::LittleTip,
];
let radius = 0.010;
let left_hand_membership_group = Group::GROUP_1;
let right_hand_membership_group = Group::GROUP_2;
let floor_membership = Group::GROUP_3;
for hand in hands.iter() {
let hand_membership = match hand {
Hand::Left => left_hand_membership_group,
Hand::Right => right_hand_membership_group,
};
let mut hand_filter: Group = Group::ALL;
hand_filter.remove(hand_membership);
hand_filter.remove(floor_membership);
for bone in bones.iter() {
//spawn the thing
commands.spawn((
SpatialBundle::default(),
Collider::capsule(
Vec3 {
x: 0.0,
y: -0.0575,
z: 0.0,
},
Vec3 {
x: 0.0,
y: 0.0575,
z: 0.0,
},
radius,
),
RigidBody::Dynamic,
Velocity::default(),
CollisionGroups::new(hand_membership, Group::from_bits(0b0001).unwrap()),
// SolverGroups::new(self_group, interaction_group),
bone.clone(),
BoneInitState::False,
hand.clone(),
));
}
}
}
pub enum MatchingType {
PositionMatching,
VelocityMatching,
}
fn update_physics_hands(
hands_res: Option>,
mut bone_query: Query<(
&mut Transform,
&mut Collider,
&PhysicsHandBone,
&mut BoneInitState,
&Hand,
&mut Velocity,
)>,
hand_query: Query<(&Transform, &HandBone, &Hand), Without>,
time: Res