Files
bevy_oxr/examples/xr.rs
2023-09-08 18:16:57 -05:00

402 lines
11 KiB
Rust

use bevy::core_pipeline::core_3d;
use bevy::core_pipeline::tonemapping::{DebandDither, Tonemapping};
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;
#[derive(Bundle)]
pub struct XrCameraBundle {
pub camera: Camera,
pub camera_render_graph: CameraRenderGraph,
pub xr_projection: XRProjection,
pub visible_entities: VisibleEntities,
pub frustum: Frustum,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub camera_3d: Camera3d,
pub tonemapping: Tonemapping,
pub dither: DebandDither,
pub color_grading: ColorGrading,
}
// NOTE: ideally Perspective and Orthographic defaults can share the same impl, but sadly it breaks rust's type inference
impl Default for XrCameraBundle {
fn default() -> Self {
Self {
camera_render_graph: CameraRenderGraph::new(core_3d::graph::NAME),
camera: Default::default(),
xr_projection: Default::default(),
visible_entities: Default::default(),
frustum: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
camera_3d: Default::default(),
tonemapping: Default::default(),
dither: DebandDither::Enabled,
color_grading: ColorGrading::default(),
}
}
}
#[derive(Debug, Clone, Component, Reflect)]
#[reflect(Component, Default)]
pub struct XRProjection {
pub near: f32,
pub far: f32,
#[reflect(ignore)]
pub fov: Fovf,
}
impl Default for XRProjection {
fn default() -> Self {
Self {
near: 0.1,
far: 1000.,
fov: Default::default(),
}
}
}
impl XRProjection {
pub fn new(near: f32, far: f32, fov: Fovf) -> Self {
XRProjection { near, far, fov }
}
}
impl CameraProjection for XRProjection {
// =============================================================================
// math code adapted from
// https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/master/src/common/xr_linear.h
// Copyright (c) 2017 The Khronos Group Inc.
// Copyright (c) 2016 Oculus VR, LLC.
// SPDX-License-Identifier: Apache-2.0
// =============================================================================
fn get_projection_matrix(&self) -> Mat4 {
// symmetric perspective for debugging
// let x_fov = (self.fov.angle_left.abs() + self.fov.angle_right.abs());
// let y_fov = (self.fov.angle_up.abs() + self.fov.angle_down.abs());
// return Mat4::perspective_infinite_reverse_rh(y_fov, x_fov / y_fov, self.near);
let fov = self.fov;
let is_vulkan_api = false; // FIXME wgpu probably abstracts this
let near_z = self.near;
let far_z = -1.; // use infinite proj
// let far_z = self.far;
let tan_angle_left = fov.angle_left.tan();
let tan_angle_right = fov.angle_right.tan();
let tan_angle_down = fov.angle_down.tan();
let tan_angle_up = fov.angle_up.tan();
let tan_angle_width = tan_angle_right - tan_angle_left;
// Set to tanAngleDown - tanAngleUp for a clip space with positive Y
// down (Vulkan). Set to tanAngleUp - tanAngleDown for a clip space with
// positive Y up (OpenGL / D3D / Metal).
// const float tanAngleHeight =
// graphicsApi == GRAPHICS_VULKAN ? (tanAngleDown - tanAngleUp) : (tanAngleUp - tanAngleDown);
let tan_angle_height = if is_vulkan_api {
tan_angle_down - tan_angle_up
} else {
tan_angle_up - tan_angle_down
};
// Set to nearZ for a [-1,1] Z clip space (OpenGL / OpenGL ES).
// Set to zero for a [0,1] Z clip space (Vulkan / D3D / Metal).
// const float offsetZ =
// (graphicsApi == GRAPHICS_OPENGL || graphicsApi == GRAPHICS_OPENGL_ES) ? nearZ : 0;
// FIXME handle enum of graphics apis
let offset_z = 0.;
let mut cols: [f32; 16] = [0.0; 16];
if far_z <= near_z {
// place the far plane at infinity
cols[0] = 2. / tan_angle_width;
cols[4] = 0.;
cols[8] = (tan_angle_right + tan_angle_left) / tan_angle_width;
cols[12] = 0.;
cols[1] = 0.;
cols[5] = 2. / tan_angle_height;
cols[9] = (tan_angle_up + tan_angle_down) / tan_angle_height;
cols[13] = 0.;
cols[2] = 0.;
cols[6] = 0.;
cols[10] = -1.;
cols[14] = -(near_z + offset_z);
cols[3] = 0.;
cols[7] = 0.;
cols[11] = -1.;
cols[15] = 0.;
// bevy uses the _reverse_ infinite projection
// https://dev.theomader.com/depth-precision/
let z_reversal = Mat4::from_cols_array_2d(&[
[1f32, 0., 0., 0.],
[0., 1., 0., 0.],
[0., 0., -1., 0.],
[0., 0., 1., 1.],
]);
return z_reversal * Mat4::from_cols_array(&cols);
} else {
// normal projection
cols[0] = 2. / tan_angle_width;
cols[4] = 0.;
cols[8] = (tan_angle_right + tan_angle_left) / tan_angle_width;
cols[12] = 0.;
cols[1] = 0.;
cols[5] = 2. / tan_angle_height;
cols[9] = (tan_angle_up + tan_angle_down) / tan_angle_height;
cols[13] = 0.;
cols[2] = 0.;
cols[6] = 0.;
cols[10] = -(far_z + offset_z) / (far_z - near_z);
cols[14] = -(far_z * (near_z + offset_z)) / (far_z - near_z);
cols[3] = 0.;
cols[7] = 0.;
cols[11] = -1.;
cols[15] = 0.;
}
Mat4::from_cols_array(&cols)
}
fn update(&mut self, _width: f32, _height: f32) {}
fn far(&self) -> f32 {
self.far
}
}
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::{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(CameraProjectionPlugin::<XRProjection>::default())
.add_systems(Startup, setup)
.add_systems(PreUpdate, head_movement)
.add_systems(PreUpdate, hands)
.add_systems(
PostUpdate,
update_frusta::<XRProjection>
.after(TransformSystem::TransformPropagate)
.before(VisibilitySystems::UpdatePerspectiveFrusta),
)
.run();
}
#[derive(Component)]
enum CameraType {
Left,
Right,
Middle,
}
/// 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()
},
CameraType::Middle,
));
commands.spawn((
XrCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0)
.looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
order: -1,
target: RenderTarget::TextureView(LEFT_XR_TEXTURE_HANDLE),
viewport: None,
..default()
},
..default()
},
CameraType::Left,
));
commands.spawn((
XrCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0)
.looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
order: -1,
target: RenderTarget::TextureView(RIGHT_XR_TEXTURE_HANDLE),
viewport: None,
..default()
},
..default()
},
CameraType::Right,
));
}
fn hands(
mut gizmos: Gizmos,
xr_input: Res<XrInput>,
session: Res<XrSession>,
frame_state: Res<XrFrameState>,
) {
//let pose = xr_input.left_action.create_space(Session::clone(&session), Path, Posef::IDENTITY).unwrap();
let act = ActiveActionSet::new(&xr_input.action_set);
session.sync_actions(&[act]).unwrap();
frame_state.lock().unwrap().map(|a| {
//let b = pose.locate(&*xr_input.stage, a.predicted_display_time).unwrap();
let b = xr_input
.left_space
.relate(&xr_input.stage, a.predicted_display_time)
.unwrap();
gizmos.rect(
b.0.pose.position.to_vec3(),
b.0.pose.orientation.to_quat(),
Vec2::new(0.05, 0.2),
Color::YELLOW_GREEN,
);
let c = xr_input
.right_space
.relate(&xr_input.stage, a.predicted_display_time)
.unwrap();
gizmos.rect(
c.0.pose.position.to_vec3(),
c.0.pose.orientation.to_quat(),
Vec2::new(0.05, 0.2),
Color::YELLOW_GREEN,
)
});
}
fn head_movement(
views: ResMut<XrViews>,
mut query: Query<(&mut Transform, &mut Camera, &CameraType, &mut XRProjection)>,
) {
let views = views.lock().unwrap();
let mut f = || -> Option<()> {
let midpoint = (views.get(0)?.pose.position.to_vec3()
+ views.get(1)?.pose.position.to_vec3())
/ 2.;
for (mut t, _, camera_type, _) in query.iter_mut() {
match camera_type {
CameraType::Left => {
t.translation = views.get(0)?.pose.position.to_vec3()
}
CameraType::Right => {
t.translation = views.get(1)?.pose.position.to_vec3()
}
CameraType::Middle => {
t.translation = midpoint;
}
}
}
let left_rot = views.get(0).unwrap().pose.orientation.to_quat();
let right_rot = views.get(1).unwrap().pose.orientation.to_quat();
let mid_rot = if left_rot.dot(right_rot) >= 0. {
left_rot.slerp(right_rot, 0.5)
} else {
right_rot.slerp(left_rot, 0.5)
};
for (mut t, _, camera_type, _) in query.iter_mut() {
match camera_type {
CameraType::Left => t.rotation = left_rot,
CameraType::Right => t.rotation = right_rot,
CameraType::Middle => {
t.rotation = mid_rot;
}
}
}
for (mut transform, _cam, camera_type, mut xr_projection) in query.iter_mut() {
let view_idx = match camera_type {
CameraType::Left => 0,
CameraType::Right => 1,
CameraType::Middle => panic!(),
};
let view = views.get(view_idx).unwrap();
xr_projection.fov = view.fov;
transform.rotation = view.pose.orientation.to_quat();
let pos = view.pose.position;
transform.translation = pos.to_vec3();
}
Some(())
};
f();
}
pub trait Vec3Conv {
fn to_vec3(&self) -> Vec3;
}
impl Vec3Conv for openxr::Vector3f {
fn to_vec3(&self) -> Vec3 {
Vec3::new(self.x, self.y, self.z)
}
}
pub trait QuatConv {
fn to_quat(&self) -> Quat;
}
impl QuatConv for openxr::Quaternionf {
fn to_quat(&self) -> Quat {
Quat::from_xyzw(self.x, self.y, self.z, self.w)
}
}