155 lines
4.9 KiB
Rust
155 lines
4.9 KiB
Rust
use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
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use bevy::prelude::*;
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use bevy::transform::components::Transform;
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use bevy_openxr::input::XrInput;
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use bevy_openxr::resources::{XrFrameState, XrInstance, XrSession};
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use bevy_openxr::xr_input::debug_gizmos::OpenXrDebugRenderer;
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use bevy_openxr::xr_input::interactions::{
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draw_interaction_gizmos, hover_interaction, XRDirectInteractor, XRInteractable,
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XRInteractableState, XRInteractorState,
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};
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use bevy_openxr::xr_input::oculus_touch::OculusController;
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use bevy_openxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
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use bevy_openxr::xr_input::trackers::{
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OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
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};
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use bevy_openxr::xr_input::Hand;
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use bevy_openxr::DefaultXrPlugins;
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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(OpenXrDebugRenderer) //new debug renderer adds gizmos to
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.add_plugins(LogDiagnosticsPlugin::default())
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.add_plugins(FrameTimeDiagnosticsPlugin)
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.add_systems(Startup, setup)
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.add_systems(Update, proto_locomotion)
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.add_systems(Startup, spawn_controllers_example)
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.insert_resource(PrototypeLocomotionConfig::default())
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.add_systems(Update, draw_interaction_gizmos)
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.add_systems(Update, hover_interaction)
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.add_systems(Update, prototype_interaction_input)
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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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// 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, 0.0, 0.0).into()),
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transform: Transform::from_xyz(0.0, 0.5, 1.0),
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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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//simple interactable
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commands.spawn((
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SpatialBundle {
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transform: Transform::from_xyz(0.0, 1.0, 0.0),
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..default()
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},
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XRInteractable,
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XRInteractableState::default(),
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));
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}
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fn spawn_controllers_example(mut commands: Commands) {
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//left hand
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commands.spawn((
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OpenXRLeftController,
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OpenXRController,
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OpenXRTracker,
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SpatialBundle::default(),
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XRDirectInteractor,
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XRInteractorState::default(),
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));
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//right hand
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commands.spawn((
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OpenXRRightController,
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OpenXRController,
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OpenXRTracker,
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SpatialBundle::default(),
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XRDirectInteractor,
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XRInteractorState::default(),
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));
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}
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fn prototype_interaction_input(
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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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instance: Res<XrInstance>,
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session: Res<XrSession>,
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mut right_interactor_query: Query<
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(&mut XRInteractorState),
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(
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With<XRDirectInteractor>,
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With<OpenXRRightController>,
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Without<OpenXRLeftController>,
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),
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>,
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mut left_interactor_query: Query<
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(&mut XRInteractorState),
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(
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With<XRDirectInteractor>,
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With<OpenXRLeftController>,
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Without<OpenXRRightController>,
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),
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>,
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) {
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//lock frame
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let frame_state = *frame_state.lock().unwrap();
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//get controller
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let controller = oculus_controller.get_ref(&instance, &session, &frame_state, &xr_input);
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//get controller triggers
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let left_trigger = controller.trigger(Hand::Left);
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let right_trigger = controller.trigger(Hand::Right);
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//get the interactors and do state stuff
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let mut left_state = left_interactor_query.single_mut();
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if left_trigger > 0.8 {
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*left_state = XRInteractorState::Selecting;
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} else {
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*left_state = XRInteractorState::Idle;
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}
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let mut right_state = right_interactor_query.single_mut();
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if right_trigger > 0.8 {
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*right_state = XRInteractorState::Selecting;
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} else {
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*right_state = XRInteractorState::Idle;
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}
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}
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