Files
bevy_oxr/src/xr_input/interactions.rs
2023-10-01 23:42:43 -04:00

371 lines
13 KiB
Rust

use std::f32::consts::PI;
use bevy::prelude::{
info, Color, Component, Entity, Event, EventReader, EventWriter, Gizmos, GlobalTransform, Quat,
Query, Transform, Vec3, With, Without,
};
use super::trackers::{AimPose, OpenXRTrackingRoot};
#[derive(Component)]
pub struct XRDirectInteractor;
#[derive(Component)]
pub struct XRRayInteractor;
#[derive(Component)]
pub struct XRSocketInteractor;
#[derive(Component)]
pub struct Touched(pub bool);
#[derive(Component, Clone, Copy, PartialEq, PartialOrd, Debug)]
pub enum XRInteractableState {
Idle,
Hover,
Select,
}
impl Default for XRInteractableState {
fn default() -> Self {
XRInteractableState::Idle
}
}
#[derive(Component)]
pub enum XRInteractorState {
Idle,
Selecting,
}
impl Default for XRInteractorState {
fn default() -> Self {
XRInteractorState::Idle
}
}
#[derive(Component)]
pub struct XRInteractable;
pub fn draw_socket_gizmos(
mut gizmos: Gizmos,
interactor_query: Query<(
&GlobalTransform,
&XRInteractorState,
Entity,
&XRSocketInteractor,
)>,
) {
for (global, state, _entity, _socket) in interactor_query.iter() {
let mut transform = global.compute_transform().clone();
transform.scale = Vec3::splat(0.1);
let color = match state {
XRInteractorState::Idle => Color::BLUE,
XRInteractorState::Selecting => Color::PURPLE,
};
gizmos.cuboid(transform, color)
}
}
pub fn draw_interaction_gizmos(
mut gizmos: Gizmos,
interactable_query: Query<
(&GlobalTransform, &XRInteractableState),
(With<XRInteractable>, Without<XRDirectInteractor>),
>,
interactor_query: Query<
(
&GlobalTransform,
&XRInteractorState,
Option<&XRDirectInteractor>,
Option<&XRRayInteractor>,
Option<&AimPose>,
),
Without<XRInteractable>,
>,
tracking_root_query: Query<(&mut Transform, With<OpenXRTrackingRoot>)>,
) {
let root = tracking_root_query.get_single().unwrap().0;
for (global_transform, interactable_state) in interactable_query.iter() {
let transform = global_transform.compute_transform();
let color = match interactable_state {
XRInteractableState::Idle => Color::RED,
XRInteractableState::Hover => Color::YELLOW,
XRInteractableState::Select => Color::GREEN,
};
gizmos.sphere(transform.translation, transform.rotation, 0.1, color);
}
for (interactor_global_transform, interactor_state, direct, ray, aim) in interactor_query.iter()
{
let transform = interactor_global_transform.compute_transform();
match direct {
Some(_) => {
let mut local = transform.clone();
local.scale = Vec3::splat(0.1);
let quat = Quat::from_euler(
bevy::prelude::EulerRot::XYZ,
45.0 * (PI / 180.0),
0.0,
45.0 * (PI / 180.0),
);
local.rotation = quat;
let color = match interactor_state {
XRInteractorState::Idle => Color::BLUE,
XRInteractorState::Selecting => Color::PURPLE,
};
gizmos.cuboid(local, color);
}
None => (),
}
match ray {
Some(_) => match aim {
Some(aim) => {
let color = match interactor_state {
XRInteractorState::Idle => Color::BLUE,
XRInteractorState::Selecting => Color::PURPLE,
};
gizmos.ray(
root.translation + root.rotation.mul_vec3(aim.0.translation),
root.rotation.mul_vec3(aim.0.forward()),
color,
);
}
None => todo!(),
},
None => (),
}
}
}
#[derive(Event)]
pub struct InteractionEvent {
pub interactor: Entity,
pub interactable: Entity,
pub interactable_state: XRInteractableState,
}
pub fn socket_interactions(
interactable_query: Query<
(&GlobalTransform, &mut XRInteractableState, Entity),
(With<XRInteractable>, Without<XRSocketInteractor>),
>,
interactor_query: Query<
(
&GlobalTransform,
&XRInteractorState,
Entity,
&XRSocketInteractor,
),
Without<XRInteractable>,
>,
mut writer: EventWriter<InteractionEvent>,
) {
for interactable in interactable_query.iter() {
//for the interactables
for socket in interactor_query.iter() {
let interactor_global_transform = socket.0;
let xr_interactable_global_transform = interactable.0;
let interactor_state = socket.1;
//check for sphere overlaps
let size = 0.1;
if interactor_global_transform
.compute_transform()
.translation
.distance_squared(
xr_interactable_global_transform
.compute_transform()
.translation,
)
< (size * size) * 2.0
{
//check for selections first
match interactor_state {
XRInteractorState::Idle => {
let event = InteractionEvent {
interactor: socket.2,
interactable: interactable.2,
interactable_state: XRInteractableState::Hover,
};
writer.send(event);
}
XRInteractorState::Selecting => {
let event = InteractionEvent {
interactor: socket.2,
interactable: interactable.2,
interactable_state: XRInteractableState::Select,
};
writer.send(event);
}
}
}
}
}
}
pub fn interactions(
interactable_query: Query<
(&GlobalTransform, Entity),
(With<XRInteractable>, Without<XRDirectInteractor>),
>,
interactor_query: Query<
(
&GlobalTransform,
&XRInteractorState,
Entity,
Option<&XRDirectInteractor>,
Option<&XRRayInteractor>,
Option<&AimPose>,
),
Without<XRInteractable>,
>,
tracking_root_query: Query<(&mut Transform, With<OpenXRTrackingRoot>)>,
mut writer: EventWriter<InteractionEvent>,
) {
for (xr_interactable_global_transform, interactable_entity) in interactable_query.iter() {
for (interactor_global_transform, interactor_state, interactor_entity, direct, ray, aim) in
interactor_query.iter()
{
match direct {
Some(_) => {
//check for sphere overlaps
let size = 0.1;
if interactor_global_transform
.compute_transform()
.translation
.distance_squared(
xr_interactable_global_transform
.compute_transform()
.translation,
)
< (size * size) * 2.0
{
//check for selections first
match interactor_state {
XRInteractorState::Idle => {
let event = InteractionEvent {
interactor: interactor_entity,
interactable: interactable_entity,
interactable_state: XRInteractableState::Hover,
};
writer.send(event);
}
XRInteractorState::Selecting => {
let event = InteractionEvent {
interactor: interactor_entity,
interactable: interactable_entity,
interactable_state: XRInteractableState::Select,
};
writer.send(event);
}
}
}
}
None => (),
}
match ray {
Some(_) => {
//check for ray-sphere intersection
let sphere_transform = xr_interactable_global_transform.compute_transform();
let center = sphere_transform.translation;
let radius: f32 = 0.1;
//I hate this but the aim pose needs the root for now
let root = tracking_root_query.get_single().unwrap().0;
match aim {
Some(aim) => {
let ray_origin =
root.translation + root.rotation.mul_vec3(aim.0.translation);
let ray_dir = root.rotation.mul_vec3(aim.0.forward());
if ray_sphere_intersection(
center,
radius,
ray_origin,
ray_dir.normalize_or_zero(),
) {
//check for selections first
match interactor_state {
XRInteractorState::Idle => {
let event = InteractionEvent {
interactor: interactor_entity,
interactable: interactable_entity,
interactable_state: XRInteractableState::Hover,
};
writer.send(event);
}
XRInteractorState::Selecting => {
let event = InteractionEvent {
interactor: interactor_entity,
interactable: interactable_entity,
interactable_state: XRInteractableState::Select,
};
writer.send(event);
}
}
}
}
None => info!("no aim pose"),
}
}
None => (),
}
}
}
}
pub fn update_interactable_states(
mut events: EventReader<InteractionEvent>,
mut interactable_query: Query<
(Entity, &mut XRInteractableState, &mut Touched),
With<XRInteractable>,
>,
) {
//i very much dislike this
for (_entity, _state, mut touched) in interactable_query.iter_mut() {
*touched = Touched(false);
}
for event in events.read() {
//lets change the state
match interactable_query.get_mut(event.interactable) {
Ok((_entity, mut entity_state, mut touched)) => {
//since we have an event we were touched this frame, i hate this name
*touched = Touched(true);
if event.interactable_state > *entity_state {
// info!(
// "event.state: {:?}, interactable.state: {:?}",
// event.interactable_state, entity_state
// );
// info!("event has a higher state");
}
*entity_state = event.interactable_state;
}
Err(_) => {}
}
}
//lets go through all the untouched interactables and set them to idle
for (_entity, mut state, touched) in interactable_query.iter_mut() {
if !touched.0 {
*state = XRInteractableState::Idle;
}
}
}
fn ray_sphere_intersection(center: Vec3, radius: f32, ray_origin: Vec3, ray_dir: Vec3) -> bool {
let l = center - ray_origin;
let adj = l.dot(ray_dir);
let d2 = l.dot(l) - (adj * adj);
let radius2 = radius * radius;
if d2 > radius2 {
return false;
}
let thc = (radius2 - d2).sqrt();
let t0 = adj - thc;
let t1 = adj + thc;
if t0 < 0.0 && t1 < 0.0 {
return false;
}
// let distance = if t0 < t1 { t0 } else { t1 };
return true;
}