196 lines
6.5 KiB
Rust
196 lines
6.5 KiB
Rust
//! A simple example of how to use the transform utils to set the players position and orientation
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use bevy::prelude::*;
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use bevy_mod_openxr::add_xr_plugins;
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use bevy_xr_utils::transform_utils::{self, SnapToPosition, SnapToRotation};
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use bevy_xr_utils::xr_utils_actions::{
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ActiveSet, XRUtilsAction, XRUtilsActionSet, XRUtilsActionState, XRUtilsActionSystems,
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XRUtilsActionsPlugin, XRUtilsBinding,
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};
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fn main() -> AppExit {
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App::new()
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.add_plugins(add_xr_plugins(DefaultPlugins))
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.add_plugins(bevy_mod_xr::hand_debug_gizmos::HandGizmosPlugin)
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.add_plugins(transform_utils::TransformUtilitiesPlugin)
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.add_systems(Startup, setup)
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.add_plugins(XRUtilsActionsPlugin)
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.add_systems(
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Startup,
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create_action_entities.before(XRUtilsActionSystems::CreateEvents),
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)
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.add_systems(
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Update,
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send_look_at_red_cube_event.after(XRUtilsActionSystems::SyncActionStates),
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)
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.add_systems(
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Update,
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send_recenter.after(XRUtilsActionSystems::SyncActionStates),
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)
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.insert_resource(AmbientLight {
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brightness: 500.0,
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..AmbientLight::default()
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})
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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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// circular base
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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));
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// red cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(252, 44, 3))),
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Transform::from_xyz(4.0, 0.5, 0.0).with_scale(Vec3::splat(0.5)),
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));
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// blue cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(3, 28, 252))),
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Transform::from_xyz(-4.0, 0.5, 0.0).with_scale(Vec3::splat(0.5)),
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));
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// green cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(3, 252, 32))),
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Transform::from_xyz(0.0, 0.5, 4.0).with_scale(Vec3::splat(0.5)),
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));
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// white cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(250, 250, 250))),
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Transform::from_xyz(0.0, 0.5, -4.0).with_scale(Vec3::splat(0.5)),
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));
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// black cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(0, 0, 0))),
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Transform::from_xyz(0.0, 0.1, 0.0).with_scale(Vec3::splat(0.2)),
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));
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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#[derive(Component)]
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pub struct FaceRedAction;
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fn create_action_entities(mut commands: Commands) {
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//create a set
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let set = commands
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.spawn((
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XRUtilsActionSet {
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name: "locomotion".into(),
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pretty_name: "locomotion set".into(),
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priority: u32::MIN,
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},
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ActiveSet, //marker to indicate we want this synced
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))
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.id();
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//create an action
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let action = commands
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.spawn((
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XRUtilsAction {
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action_name: "face_red".into(),
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localized_name: "face_red_localized".into(),
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action_type: bevy_mod_xr::actions::ActionType::Bool,
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},
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FaceRedAction, //lets try a marker component
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))
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.id();
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//create a binding
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let binding = commands
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.spawn(XRUtilsBinding {
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profile: "/interaction_profiles/valve/index_controller".into(),
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binding: "/user/hand/left/input/a/click".into(),
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})
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.id();
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//add action to set, this isnt the best
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//TODO look into a better system
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commands.entity(action).add_child(binding);
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commands.entity(set).add_child(action);
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let action = commands
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.spawn((
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XRUtilsAction {
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action_name: "center".into(),
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localized_name: "center_localized".into(),
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action_type: bevy_mod_xr::actions::ActionType::Bool,
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},
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Center, //lets try a marker component
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))
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.id();
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//create a binding
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let binding = commands
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.spawn(XRUtilsBinding {
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profile: "/interaction_profiles/valve/index_controller".into(),
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binding: "/user/hand/right/input/a/click".into(),
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})
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.id();
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//add action to set, this isnt the best
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//TODO look into a better system
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commands.entity(action).add_child(binding);
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commands.entity(set).add_child(action);
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}
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fn send_look_at_red_cube_event(
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mut action_query: Query<&XRUtilsActionState, With<FaceRedAction>>,
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mut event_writer: EventWriter<SnapToRotation>,
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) {
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//now for the actual checking
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for state in action_query.iter_mut() {
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match state {
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XRUtilsActionState::Bool(state) => {
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let send = state.current_state && state.changed_since_last_sync;
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if send {
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info!("send facing");
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let quat = Transform::default()
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.looking_at(Transform::from_xyz(4.0, 0.0, 0.0).translation, Vec3::Y); //this is a transform facing the red cube from the center of the scene, you should use the HMD posision but I was lazy.
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event_writer.write(SnapToRotation(quat.rotation));
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}
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}
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XRUtilsActionState::Float(_) => (),
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XRUtilsActionState::Vector(_) => (),
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}
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}
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}
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#[derive(Component)]
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pub struct Center;
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fn send_recenter(
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mut action_query: Query<&XRUtilsActionState, With<Center>>,
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mut event_writer: EventWriter<SnapToPosition>,
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) {
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//now for the actual checking
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for state in action_query.iter_mut() {
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match state {
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XRUtilsActionState::Bool(state) => {
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let send = state.current_state && state.changed_since_last_sync;
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if send {
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let center = Transform::default().translation;
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event_writer.write(SnapToPosition(center));
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}
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}
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XRUtilsActionState::Float(_) => (),
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XRUtilsActionState::Vector(_) => (),
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}
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}
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}
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