Files
bevy_oxr/examples/xr.rs
2023-09-24 15:25:50 -04:00

157 lines
5.0 KiB
Rust

use std::f32::consts::PI;
use std::time::Duration;
use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
use bevy::prelude::Gizmos;
use bevy::prelude::*;
use bevy::transform::components::Transform;
use bevy_openxr::input::XrInput;
use bevy_openxr::resources::{XrFrameState, XrInstance, XrSession, XrViews};
use bevy_openxr::xr_input::debug_gizmos::OpenXrDebugRenderer;
use bevy_openxr::xr_input::oculus_touch::OculusController;
use bevy_openxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig};
use bevy_openxr::xr_input::trackers::{
OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
OpenXRTrackingRoot, adopt_open_xr_trackers,
};
use bevy_openxr::xr_input::{Hand, QuatConv, Vec3Conv};
use bevy_openxr::DefaultXrPlugins;
fn main() {
color_eyre::install().unwrap();
info!("Running `openxr-6dof` skill");
App::new()
.add_plugins(DefaultXrPlugins)
.add_plugins(OpenXrDebugRenderer) //new debug renderer adds gizmos to
.add_plugins(LogDiagnosticsPlugin::default())
.add_plugins(FrameTimeDiagnosticsPlugin)
.add_systems(Startup, setup)
.add_systems(Update, proto_locomotion)
.add_systems(Startup, spawn_controllers_example)
.add_systems(Update, update_open_xr_controllers)
.add_systems(Update, adopt_open_xr_trackers)
.insert_resource(PrototypeLocomotionConfig::default())
.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()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.1 })),
material: materials.add(Color::rgb(0.8, 0.0, 0.0).into()),
transform: Transform::from_xyz(0.0, 0.5, 1.0),
..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 spawn_controllers_example(mut commands: Commands) {
//left hand
commands.spawn((
OpenXRLeftController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
// PbrBundle {
// mesh: meshes.add(Mesh::from(shape::Cube { size: 0.1 })),
// material: materials.add(Color::RED.into()),
// transform: Transform::from_xyz(0.0, 0.5, 1.0),
// ..default()
// },
));
//right hand
commands.spawn((
OpenXRRightController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
// PbrBundle {
// mesh: meshes.add(Mesh::from(shape::Cube { size: 0.1 })),
// material: materials.add(Color::BLUE.into()),
// transform: Transform::from_xyz(0.0, 0.5, 1.0),
// ..default()
// },
));
}
fn update_open_xr_controllers(
oculus_controller: Res<OculusController>,
mut left_controller_query: Query<(
&mut Transform,
With<OpenXRLeftController>,
Without<OpenXRRightController>,
)>,
mut right_controller_query: Query<(
&mut Transform,
With<OpenXRRightController>,
Without<OpenXRLeftController>,
)>,
frame_state: Res<XrFrameState>,
instance: Res<XrInstance>,
xr_input: Res<XrInput>,
session: Res<XrSession>,
) {
//lock dat frame?
let frame_state = *frame_state.lock().unwrap();
//get controller
let controller = oculus_controller.get_ref(&instance, &session, &frame_state, &xr_input);
//get left controller
let left = controller.grip_space(Hand::Left);
let left_postion = left.0.pose.position.to_vec3();
left_controller_query
.get_single_mut()
.unwrap()
.0
.translation = left_postion;
left_controller_query.get_single_mut().unwrap().0.rotation = left.0.pose.orientation.to_quat();
//get right controller
let right = controller.grip_space(Hand::Right);
let right_postion = right.0.pose.position.to_vec3();
right_controller_query
.get_single_mut()
.unwrap()
.0
.translation = right_postion;
right_controller_query.get_single_mut().unwrap().0.rotation =
right.0.pose.orientation.to_quat();
}