Files
bevy_oxr/crates/bevy_openxr/examples/transform_utils.rs
2024-07-04 20:22:45 +02:00

202 lines
6.7 KiB
Rust

//! A simple example of how to use the transform utils to set the players position and orientation
use bevy::prelude::*;
use bevy_mod_openxr::add_xr_plugins;
use bevy_xr_utils::transform_utils::{self, SnapToPosition, SnapToRotation};
use bevy_xr_utils::xr_utils_actions::{
ActiveSet, XRUtilsAction, XRUtilsActionSet, XRUtilsActionState, XRUtilsActionSystemSet,
XRUtilsActionsPlugin, XRUtilsBinding,
};
fn main() {
App::new()
.add_plugins(add_xr_plugins(DefaultPlugins))
.add_plugins(bevy_xr_utils::hand_gizmos::HandGizmosPlugin)
.add_plugins(transform_utils::TransformUtilitiesPlugin)
.add_systems(Startup, setup)
.add_plugins(XRUtilsActionsPlugin)
.add_systems(
Startup,
create_action_entities.before(XRUtilsActionSystemSet::CreateEvents),
)
.add_systems(
Update,
send_look_at_red_cube_event.after(XRUtilsActionSystemSet::SyncActionStates),
)
.add_systems(
Update,
send_recenter.after(XRUtilsActionSystemSet::SyncActionStates),
)
.insert_resource(AmbientLight {
color: Default::default(),
brightness: 500.0,
})
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// circular base
commands.spawn(PbrBundle {
mesh: meshes.add(Circle::new(4.0)),
material: materials.add(Color::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
..default()
});
// red cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::rgb_u8(252, 44, 3)),
transform: Transform::from_xyz(4.0, 0.5, 0.0).with_scale(Vec3::splat(0.5)),
..default()
});
// blue cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::rgb_u8(3, 28, 252)),
transform: Transform::from_xyz(-4.0, 0.5, 0.0).with_scale(Vec3::splat(0.5)),
..default()
});
// green cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::rgb_u8(3, 252, 32)),
transform: Transform::from_xyz(0.0, 0.5, 4.0).with_scale(Vec3::splat(0.5)),
..default()
});
// white cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::rgb_u8(250, 250, 250)),
transform: Transform::from_xyz(0.0, 0.5, -4.0).with_scale(Vec3::splat(0.5)),
..default()
});
// black cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::rgb_u8(0, 0, 0)),
transform: Transform::from_xyz(0.0, 0.1, 0.0).with_scale(Vec3::splat(0.2)),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Component)]
pub struct FaceRedAction;
fn create_action_entities(mut commands: Commands) {
//create a set
let set = commands
.spawn((
XRUtilsActionSet {
name: "locomotion".into(),
pretty_name: "locomotion set".into(),
priority: u32::MIN,
},
ActiveSet, //marker to indicate we want this synced
))
.id();
//create an action
let action = commands
.spawn((
XRUtilsAction {
action_name: "face_red".into(),
localized_name: "face_red_localized".into(),
action_type: bevy_mod_xr::actions::ActionType::Bool,
},
FaceRedAction, //lets try a marker component
))
.id();
//create a binding
let binding = commands
.spawn(XRUtilsBinding {
profile: "/interaction_profiles/valve/index_controller".into(),
binding: "/user/hand/left/input/a/click".into(),
})
.id();
//add action to set, this isnt the best
//TODO look into a better system
commands.entity(action).add_child(binding);
commands.entity(set).add_child(action);
let action = commands
.spawn((
XRUtilsAction {
action_name: "center".into(),
localized_name: "center_localized".into(),
action_type: bevy_mod_xr::actions::ActionType::Bool,
},
Center, //lets try a marker component
))
.id();
//create a binding
let binding = commands
.spawn(XRUtilsBinding {
profile: "/interaction_profiles/valve/index_controller".into(),
binding: "/user/hand/right/input/a/click".into(),
})
.id();
//add action to set, this isnt the best
//TODO look into a better system
commands.entity(action).add_child(binding);
commands.entity(set).add_child(action);
}
fn send_look_at_red_cube_event(
mut action_query: Query<&XRUtilsActionState, With<FaceRedAction>>,
mut event_writer: EventWriter<SnapToRotation>,
) {
//now for the actual checking
for state in action_query.iter_mut() {
match state {
XRUtilsActionState::Bool(state) => {
let send = state.current_state && state.changed_since_last_sync;
if send {
info!("send facing");
let quat = Transform::default()
.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.
event_writer.send(SnapToRotation(quat.rotation));
}
}
XRUtilsActionState::Float(_) => (),
XRUtilsActionState::Vector(_) => (),
}
}
}
#[derive(Component)]
pub struct Center;
fn send_recenter(
mut action_query: Query<&XRUtilsActionState, With<Center>>,
mut event_writer: EventWriter<SnapToPosition>,
) {
//now for the actual checking
for state in action_query.iter_mut() {
match state {
XRUtilsActionState::Bool(state) => {
let send = state.current_state && state.changed_since_last_sync;
if send {
let center = Transform::default().translation;
event_writer.send(SnapToPosition(center));
}
}
XRUtilsActionState::Float(_) => (),
XRUtilsActionState::Vector(_) => (),
}
}
}