Files
bevy_oxr/examples/xr.rs
2023-09-11 15:29:59 -05:00

112 lines
3.7 KiB
Rust

use bevy::core_pipeline::core_3d;
use bevy::core_pipeline::tonemapping::{DebandDither, Tonemapping};
use bevy::diagnostic::{LogDiagnosticsPlugin, FrameTimeDiagnosticsPlugin};
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_plugins(LogDiagnosticsPlugin::default())
.add_plugins(FrameTimeDiagnosticsPlugin::default())
.add_systems(Startup, setup)
.add_systems(Update, hands)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// 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<OculusController>,
frame_state: Res<XrFrameState>,
xr_input: Res<XrInput>,
) {
let frame_state = *frame_state.lock().unwrap();
let right_controller = oculus_controller
.grip_space
.right
.relate(&**&xr_input.stage, frame_state.predicted_display_time)
.unwrap();
let left_controller = oculus_controller
.grip_space
.left
.relate(&**&xr_input.stage, frame_state.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,
);
}