Files
bevy_oxr/crates/bevy_openxr/examples/actions.rs
2024-05-23 13:18:39 -04:00

499 lines
18 KiB
Rust

// a simple example showing basic actions
use std::borrow::Cow;
use bevy::{math::vec3, prelude::*};
use bevy_openxr::{
action_binding::OxrSuggestActionBinding,
action_set_attaching::OxrAttachActionSet,
add_xr_plugins,
helper_traits::ToQuat,
init::OxrTrackingRoot,
resources::{OxrInstance, OxrSession, OxrViews},
};
use openxr::{ActiveActionSet, Path, Vector2f};
fn main() {
App::new()
.add_plugins(add_xr_plugins(DefaultPlugins))
.add_plugins(bevy_xr_utils::hand_gizmos::HandGizmosPlugin)
.add_systems(Startup, setup_scene)
.add_systems(Startup, create_action_entities)
.add_systems(Startup, create_openxr_events.after(create_action_entities))
.add_systems(Update, sync_active_action_sets)
.add_systems(
Update,
sync_and_update_action_states_f32.after(sync_active_action_sets),
)
.add_systems(
Update,
sync_and_update_action_states_bool.after(sync_active_action_sets),
)
.add_systems(
Update,
sync_and_update_action_states_vector.after(sync_active_action_sets),
)
.add_systems(
Update,
read_action_with_marker_component.after(sync_and_update_action_states_f32),
)
.add_systems(
Update,
handle_flight_input.after(sync_and_update_action_states_f32),
)
.run();
}
/// set up a simple 3D scene
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// circular base
commands.spawn(PbrBundle {
mesh: meshes.add(Circle::new(4.0)),
material: materials.add(Color::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::rgb_u8(124, 144, 255)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Component)]
struct XRUtilsActionSet {
name: Cow<'static, str>,
pretty_name: Cow<'static, str>,
priority: u32,
}
#[derive(Component, Clone)]
struct XRUtilsActionSetReference(openxr::ActionSet);
//I want to use this to indicate when an action set is attached
// #[derive(Component)]
// struct AttachedActionSet;
#[derive(Component)]
struct ActiveSet;
#[derive(Component)]
struct XRUtilsAction {
action_name: Cow<'static, str>,
localized_name: Cow<'static, str>,
action_type: bevy_xr::actions::ActionType,
}
#[derive(Component)]
struct XRUtilsBinding {
profile: Cow<'static, str>,
binding: Cow<'static, str>,
}
#[derive(Component)]
struct Actionf32Reference {
action: openxr::Action<f32>,
}
#[derive(Component)]
struct ActionBooleference {
action: openxr::Action<bool>,
}
#[derive(Component)]
struct ActionVector2fReference {
action: openxr::Action<Vector2f>,
}
#[derive(Component)]
struct FlightActionMarker;
fn create_action_entities(mut commands: Commands) {
//create a set
let set = commands
.spawn((
XRUtilsActionSet {
name: "flight".into(),
pretty_name: "pretty flight set".into(),
priority: u32::MIN,
},
ActiveSet, //marker to indicate we want this synced
))
.id();
//create an action
let action = commands
.spawn((
XRUtilsAction {
action_name: "flight_input".into(),
localized_name: "flight_input_localized".into(),
action_type: bevy_xr::actions::ActionType::Vector,
},
FlightActionMarker, //lets try a marker component
))
.id();
//create a binding
let binding = commands
.spawn(XRUtilsBinding {
profile: "/interaction_profiles/valve/index_controller".into(),
binding: "/user/hand/right/input/thumbstick".into(),
})
.id();
//add action to set, this isnt the best
//TODO look into a better system
commands.entity(action).add_child(binding);
commands.entity(set).add_child(action);
}
fn create_openxr_events(
action_sets_query: Query<(&XRUtilsActionSet, &Children, Entity)>,
actions_query: Query<(&XRUtilsAction, &Children)>,
bindings_query: Query<&XRUtilsBinding>,
instance: ResMut<OxrInstance>,
mut binding_writer: EventWriter<OxrSuggestActionBinding>,
mut attach_writer: EventWriter<OxrAttachActionSet>,
//not my favorite way of doing this
mut commands: Commands,
) {
//lets create some sets!
//we gonna need a collection of these sets for later
// let mut ActionSets = HashMap::new();
for (set, children, id) in action_sets_query.iter() {
//create action set
let action_set: openxr::ActionSet = instance
.create_action_set(&set.name, &set.pretty_name, set.priority)
.unwrap();
//now that we have the action set we need to put it back onto the entity for later
let oxr_action_set = XRUtilsActionSetReference(action_set.clone());
commands.entity(id).insert(oxr_action_set);
//since the actions are made from the sets lets go
for &child in children.iter() {
//first get the action entity and stuff
let (create_action, bindings) = actions_query.get(child).unwrap();
//lets create dat actions
match create_action.action_type {
bevy_xr::actions::ActionType::Bool => {
let action: openxr::Action<bool> = action_set
.create_action::<bool>(
&create_action.action_name,
&create_action.localized_name,
&[],
)
.unwrap();
//please put this in a function so I dont go crazy
//insert a reference for later
commands.entity(child).insert((
ActionBooleference {
action: action.clone(),
},
XRUtilsActionState::Bool(ActionStateBool {
current_state: false,
changed_since_last_sync: false,
last_change_time: i64::MIN,
is_active: false,
}),
));
//since we need actions for bindings lets go!!
for &bind in bindings.iter() {
//interaction profile
//get the binding entity and stuff
let create_binding = bindings_query.get(bind).unwrap();
let profile = Cow::from(create_binding.profile.clone());
//bindings
let binding = vec![Cow::from(create_binding.binding.clone())];
let sugestion = OxrSuggestActionBinding {
action: action.as_raw(),
interaction_profile: profile,
bindings: binding,
};
//finally send the suggestion
binding_writer.send(sugestion);
}
}
bevy_xr::actions::ActionType::Float => {
let action: openxr::Action<f32> = action_set
.create_action::<f32>(
&create_action.action_name,
&create_action.localized_name,
&[],
)
.unwrap();
//please put this in a function so I dont go crazy
//insert a reference for later
commands.entity(child).insert((
Actionf32Reference {
action: action.clone(),
},
XRUtilsActionState::Float(ActionStateFloat {
current_state: 0.0,
changed_since_last_sync: false,
last_change_time: i64::MIN,
is_active: false,
}),
));
//since we need actions for bindings lets go!!
for &bind in bindings.iter() {
//interaction profile
//get the binding entity and stuff
let create_binding = bindings_query.get(bind).unwrap();
let profile = Cow::from(create_binding.profile.clone());
//bindings
let binding = vec![Cow::from(create_binding.binding.clone())];
let sugestion = OxrSuggestActionBinding {
action: action.as_raw(),
interaction_profile: profile,
bindings: binding,
};
//finally send the suggestion
binding_writer.send(sugestion);
}
}
bevy_xr::actions::ActionType::Vector => {
let action: openxr::Action<Vector2f> = action_set
.create_action::<Vector2f>(
&create_action.action_name,
&create_action.localized_name,
&[],
)
.unwrap();
//please put this in a function so I dont go crazy
//insert a reference for later
commands.entity(child).insert((
ActionVector2fReference {
action: action.clone(),
},
XRUtilsActionState::Vector(ActionStateVector {
current_state: [0.0, 0.0],
changed_since_last_sync: false,
last_change_time: i64::MIN,
is_active: false,
}),
));
//since we need actions for bindings lets go!!
for &bind in bindings.iter() {
//interaction profile
//get the binding entity and stuff
let create_binding = bindings_query.get(bind).unwrap();
let profile = Cow::from(create_binding.profile.clone());
//bindings
let binding = vec![Cow::from(create_binding.binding.clone())];
let sugestion = OxrSuggestActionBinding {
action: action.as_raw(),
interaction_profile: profile,
bindings: binding,
};
//finally send the suggestion
binding_writer.send(sugestion);
}
}
};
}
attach_writer.send(OxrAttachActionSet(action_set));
}
}
fn sync_active_action_sets(
session: Res<OxrSession>,
active_action_set_query: Query<&XRUtilsActionSetReference, With<ActiveSet>>,
) {
let active_sets = active_action_set_query
.iter()
.map(|v| ActiveActionSet::from(&v.0))
.collect::<Vec<_>>();
let sync = session.sync_actions(&active_sets[..]);
match sync {
Ok(_) => info!("sync ok"),
Err(_) => error!("sync error"),
}
}
fn sync_and_update_action_states_f32(
session: Res<OxrSession>,
mut f32_query: Query<(&Actionf32Reference, &mut XRUtilsActionState)>,
) {
//now we do the action state for f32
for (reference, mut silly_state) in f32_query.iter_mut() {
let state = reference.action.state(&session, Path::NULL);
match state {
Ok(s) => {
info!("we found a state");
let new_state = XRUtilsActionState::Float(ActionStateFloat {
current_state: s.current_state,
changed_since_last_sync: s.changed_since_last_sync,
last_change_time: s.last_change_time.as_nanos(),
is_active: s.is_active,
});
*silly_state = new_state;
}
Err(_) => {
info!("error getting action state");
}
}
}
}
fn sync_and_update_action_states_bool(
session: Res<OxrSession>,
mut f32_query: Query<(&ActionBooleference, &mut XRUtilsActionState)>,
) {
//now we do the action state for f32
for (reference, mut silly_state) in f32_query.iter_mut() {
let state = reference.action.state(&session, Path::NULL);
match state {
Ok(s) => {
info!("we found a state");
let new_state = XRUtilsActionState::Bool(ActionStateBool {
current_state: s.current_state,
changed_since_last_sync: s.changed_since_last_sync,
last_change_time: s.last_change_time.as_nanos(),
is_active: s.is_active,
});
*silly_state = new_state;
}
Err(_) => {
info!("error getting action state");
}
}
}
}
fn sync_and_update_action_states_vector(
session: Res<OxrSession>,
mut vector_query: Query<(&ActionVector2fReference, &mut XRUtilsActionState)>,
) {
//now we do the action state for f32
for (reference, mut silly_state) in vector_query.iter_mut() {
let state = reference.action.state(&session, Path::NULL);
match state {
Ok(s) => {
info!("we found a state");
let new_state = XRUtilsActionState::Vector(ActionStateVector {
current_state: [s.current_state.x, s.current_state.y],
changed_since_last_sync: s.changed_since_last_sync,
last_change_time: s.last_change_time.as_nanos(),
is_active: s.is_active,
});
*silly_state = new_state;
}
Err(_) => {
info!("error getting action state");
}
}
}
}
fn read_action_with_marker_component(
mut action_query: Query<&XRUtilsActionState, With<FlightActionMarker>>,
) {
//now for the actual checking
for state in action_query.iter_mut() {
info!("action state is: {:?}", state);
}
}
//lets add some flycam stuff
fn handle_flight_input(
action_query: Query<&XRUtilsActionState, With<FlightActionMarker>>,
mut oxr_root: Query<&mut Transform, With<OxrTrackingRoot>>,
time: Res<Time>,
//use the views for hmd orientation
views: ResMut<OxrViews>,
) {
//now for the actual checking
for state in action_query.iter() {
// info!("action state is: {:?}", state);
match state {
XRUtilsActionState::Bool(_) => (),
XRUtilsActionState::Float(_) => (),
XRUtilsActionState::Vector(vector_state) => {
//assuming we are mapped to a vector lets fly
let input_vector = vec3(
vector_state.current_state[0],
0.0,
-vector_state.current_state[1],
);
//hard code speed for now
let speed = 5.0;
let root = oxr_root.get_single_mut();
match root {
Ok(mut root_position) => {
//lets assume HMD based direction for now
let view = views.first();
match view {
Some(v) => {
let reference_quat = v.pose.orientation.to_quat();
let locomotion_vector = reference_quat.mul_vec3(input_vector);
root_position.translation +=
locomotion_vector * speed * time.delta_seconds();
}
None => return,
}
}
Err(_) => {
info!("handle_flight_input: error getting root position for flight actions")
}
}
}
}
}
}
//the things i do for bad prototyping and lack of understanding
#[derive(Component, Debug)]
pub enum XRUtilsActionState {
Bool(ActionStateBool),
Float(ActionStateFloat),
Vector(ActionStateVector),
}
#[derive(Debug)]
pub struct ActionStateBool {
pub current_state: bool,
pub changed_since_last_sync: bool,
pub last_change_time: i64,
pub is_active: bool,
}
#[derive(Debug)]
pub struct ActionStateFloat {
pub current_state: f32,
pub changed_since_last_sync: bool,
pub last_change_time: i64,
pub is_active: bool,
}
#[derive(Debug)]
pub struct ActionStateVector {
pub current_state: [f32; 2],
pub changed_since_last_sync: bool,
pub last_change_time: i64,
pub is_active: bool,
}