Files
bevy_oxr/examples/demo/src/lib.rs
Schmarni cbf9485bb7 working
2024-01-14 00:15:14 +01:00

800 lines
29 KiB
Rust

use std::{f32::consts::PI, ops::Mul, time::Duration};
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
ecs::schedule::ScheduleLabel,
input::{keyboard::KeyCode, Input},
log::info,
prelude::{
bevy_main, default, shape, App, Assets, Color, Commands, Component, Entity, Event,
EventReader, EventWriter, FixedUpdate, Gizmos, GlobalTransform, IntoSystemConfigs,
IntoSystemSetConfigs, Mesh, PbrBundle, PostUpdate, Quat, Query, Res, ResMut, Resource,
Schedule, SpatialBundle, StandardMaterial, Startup, Transform, Update, Vec3, Vec3Swizzles,
With, Without, World,
},
time::{Fixed, Time, Timer, TimerMode},
transform::TransformSystem,
};
use bevy_oxr::{
graphics::{extensions::XrExtensions, XrAppInfo, XrPreferdBlendMode},
input::XrInput,
resources::{XrFrameState, XrInstance, XrSession},
xr_init::{xr_only, XrEnableRequest, XrEnableStatus},
xr_input::{
actions::XrActionSets,
debug_gizmos::OpenXrDebugRenderer,
hands::common::{HandInputDebugRenderer, HandResource, HandsResource, OpenXrHandInput},
hands::HandBone,
interactions::{
draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions,
update_interactable_states, InteractionEvent, Touched, XRDirectInteractor,
XRInteractable, XRInteractableState, XRInteractorState, XRSelection,
},
oculus_touch::OculusController,
prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig},
trackers::{
OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker,
OpenXRTrackingRoot,
},
Hand,
},
DefaultXrPlugins,
};
fn input_stuff(
keys: Res<Input<KeyCode>>,
status: Res<XrEnableStatus>,
mut request: EventWriter<XrEnableRequest>,
) {
if keys.just_pressed(KeyCode::Space) {
match status.into_inner() {
XrEnableStatus::Enabled => request.send(XrEnableRequest::TryDisable),
XrEnableStatus::Disabled => request.send(XrEnableRequest::TryEnable),
}
}
}
mod setup;
use crate::setup::setup_scene;
use bevy_rapier3d::prelude::*;
#[bevy_main]
pub fn main() {
color_eyre::install().unwrap();
info!("Running bevy_openxr demo");
let mut app = App::new();
let mut xr_extensions = XrExtensions::default();
app.add_systems(Update, input_stuff)
//lets get the usual diagnostic stuff added
.add_plugins(LogDiagnosticsPlugin::default())
.add_plugins(FrameTimeDiagnosticsPlugin)
//lets get the xr defaults added
.add_plugins(DefaultXrPlugins {
reqeusted_extensions: xr_extensions,
prefered_blend_mode: XrPreferdBlendMode::Opaque,
app_info: XrAppInfo {
name: "Bevy OXR Demo".into(),
},
})
//lets add the debug renderer for the controllers
.add_plugins(OpenXrDebugRenderer)
//rapier goes here
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default().with_default_system_setup(false))
// .add_plugins(RapierDebugRenderPlugin::default())
//lets setup the starting scene
.add_systems(Startup, setup_scene)
.add_systems(Startup, spawn_controllers_example) //you need to spawn controllers or it crashes TODO:: Fix this
//add locomotion
.add_systems(Update, proto_locomotion.run_if(xr_only()))
.insert_resource(PrototypeLocomotionConfig::default())
//lets add the interaction systems
.add_event::<InteractionEvent>()
.add_systems(Update, prototype_interaction_input.run_if(xr_only()))
.add_systems(Update, interactions.before(update_interactable_states))
.add_systems(Update, update_interactable_states)
.add_systems(
Update,
socket_interactions.before(update_interactable_states),
)
//add the grabbable system
.add_systems(Update, update_grabbables.after(update_interactable_states))
//draw the interaction gizmos
.add_systems(
Update,
draw_interaction_gizmos
.run_if(xr_only())
.after(update_interactable_states),
)
.add_systems(Update, draw_socket_gizmos.after(update_interactable_states))
//add our cube spawning system
.add_event::<SpawnCubeRequest>()
.insert_resource(SpawnCubeTimer(Timer::from_seconds(
0.25,
bevy::time::TimerMode::Once,
)))
.add_systems(Update, request_cube_spawn.run_if(xr_only()))
.add_systems(Update, cube_spawner.after(request_cube_spawn))
//test capsule
.add_systems(Startup, spawn_capsule)
//physics hands
.add_plugins(OpenXrHandInput)
.add_plugins(HandInputDebugRenderer)
.add_systems(Startup, spawn_physics_hands)
.add_systems(
FixedUpdate,
update_physics_hands.before(PhysicsSet::SyncBackend),
)
.add_event::<GhostHandEvent>()
.add_systems(Update, handle_ghost_hand_events.after(update_grabbables))
.insert_resource(GhostTimers {
left: Timer::from_seconds(0.25, TimerMode::Once),
right: Timer::from_seconds(0.25, TimerMode::Once),
})
.add_systems(Update, watch_ghost_timers.before(handle_ghost_hand_events));
//configure rapier sets
let mut physics_schedule = Schedule::new(PhysicsSchedule);
physics_schedule.configure_sets(
(
PhysicsSet::SyncBackend,
PhysicsSet::StepSimulation,
PhysicsSet::Writeback,
)
.chain()
.before(TransformSystem::TransformPropagate),
);
app.configure_sets(
PostUpdate,
(
PhysicsSet::SyncBackend,
PhysicsSet::StepSimulation,
PhysicsSet::Writeback,
)
.chain()
.before(TransformSystem::TransformPropagate),
);
//add rapier systems
physics_schedule.add_systems((
RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::SyncBackend)
.in_set(PhysicsSet::SyncBackend),
RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::StepSimulation)
.in_set(PhysicsSet::StepSimulation),
RapierPhysicsPlugin::<NoUserData>::get_systems(PhysicsSet::Writeback)
.in_set(PhysicsSet::Writeback),
));
app.add_schedule(physics_schedule) // configure our fixed timestep schedule to run at the rate we want
.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs_f32(
FIXED_TIMESTEP,
)))
.add_systems(FixedUpdate, run_physics_schedule)
.add_systems(Startup, configure_physics);
app.run();
}
//fixed timesteps?
const FIXED_TIMESTEP: f32 = 1. / 90.;
// A label for our new Schedule!
#[derive(ScheduleLabel, Debug, Hash, PartialEq, Eq, Clone)]
struct PhysicsSchedule;
fn run_physics_schedule(world: &mut World) {
world.run_schedule(PhysicsSchedule);
}
fn configure_physics(mut rapier_config: ResMut<RapierConfiguration>) {
rapier_config.timestep_mode = TimestepMode::Fixed {
dt: FIXED_TIMESTEP,
substeps: 1,
}
}
fn spawn_controllers_example(mut commands: Commands) {
//left hand
commands.spawn((
OpenXRLeftController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
XRDirectInteractor,
XRInteractorState::default(),
XRSelection::default(),
Hand::Left,
));
//right hand
commands.spawn((
OpenXRRightController,
OpenXRController,
OpenXRTracker,
SpatialBundle::default(),
XRDirectInteractor,
XRInteractorState::default(),
XRSelection::default(),
Hand::Right,
));
}
fn spawn_capsule(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Capsule {
radius: 0.033,
depth: 0.115,
..default()
})),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 2.0, 0.0),
..default()
},
// Collider::capsule_y(0.0575, 0.034),
Collider::capsule(
Vec3 {
x: 0.0,
y: -0.0575,
z: 0.0,
},
Vec3 {
x: 0.0,
y: 0.0575,
z: 0.0,
},
0.034,
),
RigidBody::Dynamic,
));
}
#[derive(Component, PartialEq, Debug, Clone, Copy)]
pub enum PhysicsHandBone {
Palm,
Wrist,
ThumbMetacarpal,
ThumbProximal,
ThumbDistal,
ThumbTip,
IndexMetacarpal,
IndexProximal,
IndexIntermediate,
IndexDistal,
IndexTip,
MiddleMetacarpal,
MiddleProximal,
MiddleIntermediate,
MiddleDistal,
MiddleTip,
RingMetacarpal,
RingProximal,
RingIntermediate,
RingDistal,
RingTip,
LittleMetacarpal,
LittleProximal,
LittleIntermediate,
LittleDistal,
LittleTip,
}
#[derive(Component, PartialEq)]
pub enum BoneInitState {
True,
False,
}
fn spawn_physics_hands(mut commands: Commands) {
//here we go
let hands = [Hand::Left, Hand::Right];
let bones = [
PhysicsHandBone::Palm,
PhysicsHandBone::Wrist,
PhysicsHandBone::ThumbMetacarpal,
PhysicsHandBone::ThumbProximal,
PhysicsHandBone::ThumbDistal,
PhysicsHandBone::ThumbTip,
PhysicsHandBone::IndexMetacarpal,
PhysicsHandBone::IndexProximal,
PhysicsHandBone::IndexIntermediate,
PhysicsHandBone::IndexDistal,
PhysicsHandBone::IndexTip,
PhysicsHandBone::MiddleMetacarpal,
PhysicsHandBone::MiddleProximal,
PhysicsHandBone::MiddleIntermediate,
PhysicsHandBone::MiddleDistal,
PhysicsHandBone::MiddleTip,
PhysicsHandBone::RingMetacarpal,
PhysicsHandBone::RingProximal,
PhysicsHandBone::RingIntermediate,
PhysicsHandBone::RingDistal,
PhysicsHandBone::RingTip,
PhysicsHandBone::LittleMetacarpal,
PhysicsHandBone::LittleProximal,
PhysicsHandBone::LittleIntermediate,
PhysicsHandBone::LittleDistal,
PhysicsHandBone::LittleTip,
];
let radius = 0.010;
let left_hand_membership_group = Group::GROUP_1;
let right_hand_membership_group = Group::GROUP_2;
let floor_membership = Group::GROUP_3;
for hand in hands.iter() {
let hand_membership = match hand {
Hand::Left => left_hand_membership_group,
Hand::Right => right_hand_membership_group,
};
let mut hand_filter: Group = Group::ALL;
hand_filter.remove(hand_membership);
hand_filter.remove(floor_membership);
for bone in bones.iter() {
//spawn the thing
commands.spawn((
SpatialBundle::default(),
Collider::capsule(
Vec3 {
x: 0.0,
y: -0.0575,
z: 0.0,
},
Vec3 {
x: 0.0,
y: 0.0575,
z: 0.0,
},
radius,
),
RigidBody::Dynamic,
Velocity::default(),
CollisionGroups::new(hand_membership, Group::from_bits(0b0001).unwrap()),
// SolverGroups::new(self_group, interaction_group),
bone.clone(),
BoneInitState::False,
hand.clone(),
));
}
}
}
pub enum MatchingType {
PositionMatching,
VelocityMatching,
}
fn update_physics_hands(
hands_res: Option<Res<HandsResource>>,
mut bone_query: Query<(
&mut Transform,
&mut Collider,
&PhysicsHandBone,
&mut BoneInitState,
&Hand,
&mut Velocity,
)>,
hand_query: Query<(&Transform, &HandBone, &Hand, Without<PhysicsHandBone>)>,
time: Res<Time>,
mut gizmos: Gizmos,
) {
let matching = MatchingType::VelocityMatching;
//sanity check do we even have hands?
match hands_res {
Some(res) => {
//config stuff
let radius = 0.010;
for mut bone in bone_query.iter_mut() {
let hand_res = match bone.4 {
Hand::Left => res.left,
Hand::Right => res.right,
};
//lets just do the Right ThumbMetacarpal for now
let result = get_start_and_end_entities(hand_res, bone.2);
if let Some((start_entity, end_entity)) = result {
//now we need their transforms
let start_components = hand_query.get(start_entity);
let end_components = hand_query.get(end_entity);
let direction = end_components.unwrap().0.translation
- start_components.unwrap().0.translation;
if direction.length() < 0.001 {
//i hate this but we need to skip init if the length is zero
return;
}
match *bone.3 {
BoneInitState::True => {
match matching {
MatchingType::PositionMatching => {
//if we are init then we just move em?
*bone.0 = start_components
.unwrap()
.0
.clone()
.looking_at(end_components.unwrap().0.translation, Vec3::Y);
}
MatchingType::VelocityMatching => {
//calculate position difference
let diff = (start_components.unwrap().0.translation
- bone.0.translation)
/ time.delta_seconds();
bone.5.linvel = diff;
//calculate angular velocity?
// gizmos.ray(bone.0.translation, bone.0.forward(), Color::WHITE);
let desired_forward = start_components
.unwrap()
.0
.clone()
.looking_at(end_components.unwrap().0.translation, Vec3::Y)
.rotation;
// gizmos.ray(
// bone.0.translation,
// desired_forward.mul_vec3(-Vec3::Z),
// Color::GREEN,
// );
let cross =
bone.0.forward().cross(desired_forward.mul_vec3(-Vec3::Z));
// gizmos.ray(
// bone.0.translation,
// cross,
// Color::RED,
// );
bone.5.angvel = cross / time.delta_seconds();
}
}
}
BoneInitState::False => {
//build a new collider?
*bone.1 = Collider::capsule(
Vec3::splat(0.0),
Vec3 {
x: 0.0,
y: 0.0,
z: -direction.length(),
},
radius,
);
*bone.3 = BoneInitState::True;
}
}
}
}
}
None => info!("hand states resource not initialized yet"),
}
}
fn get_start_and_end_entities(
hand_res: HandResource,
bone: &PhysicsHandBone,
) -> Option<(Entity, Entity)> {
match bone {
PhysicsHandBone::Palm => return None,
PhysicsHandBone::Wrist => return None,
PhysicsHandBone::ThumbMetacarpal => {
return Some((hand_res.thumb.metacarpal, hand_res.thumb.proximal))
}
PhysicsHandBone::ThumbProximal => {
return Some((hand_res.thumb.proximal, hand_res.thumb.distal))
}
PhysicsHandBone::ThumbDistal => return Some((hand_res.thumb.distal, hand_res.thumb.tip)),
PhysicsHandBone::ThumbTip => return None,
PhysicsHandBone::IndexMetacarpal => {
return Some((hand_res.index.metacarpal, hand_res.index.proximal))
}
PhysicsHandBone::IndexProximal => {
return Some((hand_res.index.proximal, hand_res.index.intermediate))
}
PhysicsHandBone::IndexIntermediate => {
return Some((hand_res.index.intermediate, hand_res.index.distal))
}
PhysicsHandBone::IndexDistal => return Some((hand_res.index.distal, hand_res.index.tip)),
PhysicsHandBone::IndexTip => return None,
PhysicsHandBone::MiddleMetacarpal => {
return Some((hand_res.middle.metacarpal, hand_res.middle.proximal))
}
PhysicsHandBone::MiddleProximal => {
return Some((hand_res.middle.proximal, hand_res.middle.intermediate))
}
PhysicsHandBone::MiddleIntermediate => {
return Some((hand_res.middle.intermediate, hand_res.middle.distal))
}
PhysicsHandBone::MiddleDistal => {
return Some((hand_res.middle.distal, hand_res.middle.tip))
}
PhysicsHandBone::MiddleTip => return None,
PhysicsHandBone::RingMetacarpal => {
return Some((hand_res.ring.metacarpal, hand_res.ring.proximal))
}
PhysicsHandBone::RingProximal => {
return Some((hand_res.ring.proximal, hand_res.ring.intermediate))
}
PhysicsHandBone::RingIntermediate => {
return Some((hand_res.ring.intermediate, hand_res.ring.distal))
}
PhysicsHandBone::RingDistal => return Some((hand_res.ring.distal, hand_res.ring.tip)),
PhysicsHandBone::RingTip => return None,
PhysicsHandBone::LittleMetacarpal => {
return Some((hand_res.little.metacarpal, hand_res.little.proximal))
}
PhysicsHandBone::LittleProximal => {
return Some((hand_res.little.proximal, hand_res.little.intermediate))
}
PhysicsHandBone::LittleIntermediate => {
return Some((hand_res.little.intermediate, hand_res.little.distal))
}
PhysicsHandBone::LittleDistal => {
return Some((hand_res.little.distal, hand_res.little.tip))
}
PhysicsHandBone::LittleTip => return None,
};
}
fn get_hand_res(res: &Res<'_, HandsResource>, hand: Hand) -> HandResource {
match hand {
Hand::Left => res.left.clone(),
Hand::Right => res.right.clone(),
}
}
#[derive(Event, Default)]
pub struct SpawnCubeRequest;
#[derive(Resource)]
pub struct SpawnCubeTimer(Timer);
fn request_cube_spawn(
oculus_controller: Res<OculusController>,
frame_state: Res<XrFrameState>,
xr_input: Res<XrInput>,
instance: Res<XrInstance>,
session: Res<XrSession>,
mut writer: EventWriter<SpawnCubeRequest>,
time: Res<Time>,
mut timer: ResMut<SpawnCubeTimer>,
action_sets: Res<XrActionSets>,
) {
timer.0.tick(time.delta());
if timer.0.finished() {
//get controller
let controller = oculus_controller.get_ref(&session, &frame_state, &xr_input, &action_sets);
//get controller triggers
let left_main_button = controller.a_button();
if left_main_button {
writer.send(SpawnCubeRequest::default());
timer.0.reset();
}
let right_main_button = controller.x_button();
if right_main_button {
writer.send(SpawnCubeRequest::default());
timer.0.reset();
}
}
}
fn cube_spawner(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut events: EventReader<SpawnCubeRequest>,
) {
for request in events.read() {
// 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, 1.0, 0.0),
..default()
},
RigidBody::Dynamic,
Collider::cuboid(0.05, 0.05, 0.05),
ColliderDebugColor(Color::hsl(220.0, 1.0, 0.3)),
XRInteractable,
XRInteractableState::default(),
Grabbable,
Touched(false),
));
}
}
//TODO: find a real place for this
fn prototype_interaction_input(
oculus_controller: Res<OculusController>,
frame_state: Res<XrFrameState>,
xr_input: Res<XrInput>,
session: Res<XrSession>,
mut right_interactor_query: Query<
(&mut XRInteractorState),
(
With<XRDirectInteractor>,
With<OpenXRRightController>,
Without<OpenXRLeftController>,
),
>,
mut left_interactor_query: Query<
(&mut XRInteractorState),
(
With<XRDirectInteractor>,
With<OpenXRLeftController>,
Without<OpenXRRightController>,
),
>,
action_sets: Res<XrActionSets>,
) {
//get controller
let controller = oculus_controller.get_ref(&session, &frame_state, &xr_input, &action_sets);
//get controller triggers
let left_trigger = controller.trigger(Hand::Left);
let right_trigger = controller.trigger(Hand::Right);
//get the interactors and do state stuff
let mut left_state = left_interactor_query.single_mut();
if left_trigger > 0.8 {
*left_state = XRInteractorState::Selecting;
} else {
*left_state = XRInteractorState::Idle;
}
let mut right_state = right_interactor_query.single_mut();
if right_trigger > 0.8 {
*right_state = XRInteractorState::Selecting;
} else {
*right_state = XRInteractorState::Idle;
}
}
//this event is for transitioning the physics hand in an out of existent so we can drop things better
#[derive(Event)]
pub struct GhostHandEvent {
pub hand: Hand,
pub desired_state: bool, //true for no interactions, false for normal interactions
}
#[derive(Resource)]
pub struct GhostTimers {
pub left: Timer,
pub right: Timer,
}
pub fn handle_ghost_hand_events(
mut events: EventReader<GhostHandEvent>,
mut bones: Query<(&Hand, &mut CollisionGroups, With<PhysicsHandBone>)>,
) {
for event in events.read() {
// info!(
// "Ghost hand Event: {:?}, {:?}",
// event.hand, event.desired_state
// );
//do work
for mut bone in bones.iter_mut() {
match *bone.0 == event.hand {
true => match event.desired_state {
true => bone.1.filters = Group::NONE,
false => bone.1.filters = Group::from_bits(0b0001).unwrap(),
},
false => (),
}
}
}
}
pub fn watch_ghost_timers(
mut timers: ResMut<GhostTimers>,
mut writer: EventWriter<GhostHandEvent>,
time: Res<Time>,
) {
//tick both timers
timers.left.tick(time.delta());
timers.right.tick(time.delta());
//if they finish send events to make the hands physical again
if timers.left.just_finished() {
writer.send(GhostHandEvent {
hand: Hand::Left,
desired_state: false,
});
}
if timers.right.just_finished() {
writer.send(GhostHandEvent {
hand: Hand::Right,
desired_state: false,
});
}
}
#[derive(Component)]
pub struct Grabbable;
pub fn update_grabbables(
mut events: EventReader<InteractionEvent>,
mut grabbable_query: Query<(
Entity,
&mut Transform,
With<Grabbable>,
Without<XRDirectInteractor>,
Option<&mut RigidBody>,
)>,
mut interactor_query: Query<(
&GlobalTransform,
&XRInteractorState,
&mut XRSelection,
&Hand,
Without<Grabbable>,
)>,
mut writer: EventWriter<GhostHandEvent>,
mut timers: ResMut<GhostTimers>,
) {
//so basically the idea is to try all the events?
for event in events.read() {
// info!("some event");
match grabbable_query.get_mut(event.interactable) {
Ok(mut grabbable_transform) => {
// info!("we got a grabbable");
//now we need the location of our interactor
match interactor_query.get_mut(event.interactor) {
Ok(mut interactor_transform) => {
match *interactor_transform.2 {
XRSelection::Empty => {
match interactor_transform.1 {
XRInteractorState::Idle => match grabbable_transform.4 {
Some(mut thing) => {
*thing = RigidBody::Dynamic;
*interactor_transform.2 = XRSelection::Empty;
}
None => (),
},
XRInteractorState::Selecting => {
// info!("its a direct interactor?");
match grabbable_transform.4 {
Some(mut thing) => {
*thing = RigidBody::KinematicPositionBased;
*interactor_transform.2 =
XRSelection::Full(grabbable_transform.0);
//raise enter ghost hand event
writer.send(GhostHandEvent {
hand: *interactor_transform.3,
desired_state: true,
});
}
None => (),
}
*grabbable_transform.1 =
interactor_transform.0.compute_transform();
}
}
}
XRSelection::Full(ent) => {
info!("nah bro we holding something");
match grabbable_transform.0 == ent {
true => {
*grabbable_transform.1 =
interactor_transform.0.compute_transform();
}
false => {}
}
match interactor_transform.1 {
XRInteractorState::Idle => {
*interactor_transform.2 = XRSelection::Empty;
//reset timers to make hands physical again
match *interactor_transform.3 {
Hand::Left => timers.left.reset(),
Hand::Right => timers.right.reset(),
}
}
XRInteractorState::Selecting => {}
}
}
}
}
Err(_) => {
// info!("not a direct interactor")
}
}
}
Err(_) => {
// info!("not a grabbable?")
}
}
}
}