115 lines
3.8 KiB
Rust
115 lines
3.8 KiB
Rust
use bevy::core_pipeline::core_3d;
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use bevy::core_pipeline::tonemapping::{DebandDither, Tonemapping};
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use bevy::diagnostic::{LogDiagnosticsPlugin, FrameTimeDiagnosticsPlugin};
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use bevy::ecs::prelude::{Bundle, Component, ReflectComponent};
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use bevy::math::Mat4;
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use bevy::prelude::Camera3d;
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use bevy::reflect::{std_traits::ReflectDefault, Reflect};
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use bevy::render::view::ColorGrading;
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use bevy::render::{
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camera::{Camera, CameraProjection, CameraRenderGraph},
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primitives::Frustum,
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view::VisibleEntities,
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};
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use bevy::transform::components::{GlobalTransform, Transform};
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// mostly copied from https://github.com/blaind/bevy_openxr/tree/main/crates/bevy_openxr/src/render_graph/camera
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use openxr::Fovf;
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use bevy::render::camera::CameraProjectionPlugin;
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use bevy::render::view::{update_frusta, VisibilitySystems};
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use bevy::transform::TransformSystem;
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use bevy::{prelude::*, render::camera::RenderTarget};
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use bevy_openxr::input::XrInput;
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use bevy_openxr::resources::{XrFrameState, XrSession, XrViews};
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use bevy_openxr::xr_input::controllers::XrControllerType;
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use bevy_openxr::xr_input::oculus_touch::OculusController;
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use bevy_openxr::xr_input::{OpenXrInput, QuatConv, Vec3Conv};
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use bevy_openxr::{DefaultXrPlugins, LEFT_XR_TEXTURE_HANDLE, RIGHT_XR_TEXTURE_HANDLE};
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use openxr::ActiveActionSet;
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fn main() {
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color_eyre::install().unwrap();
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info!("Running `openxr-6dof` skill");
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App::new()
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.add_plugins(DefaultXrPlugins)
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.add_plugins(OpenXrInput::new(XrControllerType::OculusTouch))
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.add_plugins(LogDiagnosticsPlugin::default())
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.add_plugins(FrameTimeDiagnosticsPlugin::default())
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.add_systems(Startup, setup)
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.add_systems(Update, hands)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(5.0).into()),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 0.1 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 1500.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// camera
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commands.spawn((Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},));
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}
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fn hands(
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mut gizmos: Gizmos,
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oculus_controller: Res<OculusController>,
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frame_state: Res<XrFrameState>,
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xr_input: Res<XrInput>,
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) {
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let mut func = || -> anyhow::Result<()> {
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let frame_state = *frame_state.lock().unwrap();
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let right_controller = oculus_controller
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.grip_space
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.right
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.relate(&**&xr_input.stage, frame_state.predicted_display_time)?;
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let left_controller = oculus_controller
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.grip_space
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.left
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.relate(&**&xr_input.stage, frame_state.predicted_display_time)?;
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gizmos.rect(
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right_controller.0.pose.position.to_vec3(),
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right_controller.0.pose.orientation.to_quat(),
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Vec2::new(0.05, 0.2),
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Color::YELLOW_GREEN,
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);
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gizmos.rect(
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left_controller.0.pose.position.to_vec3(),
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left_controller.0.pose.orientation.to_quat(),
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Vec2::new(0.05, 0.2),
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Color::YELLOW_GREEN,
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);
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Ok(())
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};
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let _ = func();
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}
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