//! 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>, mut materials: ResMut>, ) { // 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::srgb_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::srgb_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::srgb_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::srgb_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::srgb_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>, mut event_writer: EventWriter, ) { //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
>, mut event_writer: EventWriter, ) { //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(_) => (), } } }