use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}; use bevy::prelude::*; use bevy::transform::components::Transform; use bevy_oxr::graphics::XrAppInfo; use bevy_oxr::input::XrInput; use bevy_oxr::resources::{XrFrameState, XrSession}; use bevy_oxr::xr_init::{xr_only, EndXrSession, StartXrSession, XrSetup}; use bevy_oxr::xr_input::actions::XrActionSets; use bevy_oxr::xr_input::hands::common::HandInputDebugRenderer; use bevy_oxr::xr_input::interactions::{ draw_interaction_gizmos, draw_socket_gizmos, interactions, socket_interactions, update_interactable_states, InteractionEvent, Touched, XRDirectInteractor, XRInteractable, XRInteractableState, XRInteractorState, XRRayInteractor, XRSocketInteractor, }; use bevy_oxr::xr_input::oculus_touch::OculusController; use bevy_oxr::xr_input::prototype_locomotion::{proto_locomotion, PrototypeLocomotionConfig}; use bevy_oxr::xr_input::trackers::{ AimPose, OpenXRController, OpenXRLeftController, OpenXRRightController, OpenXRTracker, }; use bevy_oxr::xr_input::Hand; use bevy_oxr::DefaultXrPlugins; fn main() { color_eyre::install().unwrap(); info!("Running `openxr-6dof` skill"); App::new() .add_plugins(DefaultXrPlugins { app_info: XrAppInfo { name: "Bevy OXR Example".into(), }, ..default() }) // .add_plugins(OpenXrDebugRenderer) //new debug renderer adds gizmos to .add_plugins(LogDiagnosticsPlugin::default()) .add_plugins(FrameTimeDiagnosticsPlugin) .add_systems(Startup, setup) .add_systems(Update, proto_locomotion.run_if(xr_only())) .insert_resource(PrototypeLocomotionConfig::default()) .add_systems(XrSetup, spawn_controllers_example) .add_plugins(HandInputDebugRenderer) .add_systems( Update, draw_interaction_gizmos .after(update_interactable_states) .run_if(xr_only()), ) .add_systems( Update, draw_socket_gizmos .after(update_interactable_states) .run_if(xr_only()), ) .add_systems( Update, interactions .before(update_interactable_states) .run_if(xr_only()), ) .add_systems( Update, socket_interactions.before(update_interactable_states), ) .add_systems(Update, prototype_interaction_input.run_if(xr_only())) .add_systems(Update, update_interactable_states) .add_systems(Update, update_grabbables.after(update_interactable_states)) .add_systems(Update, start_stop_session) .add_event::() .run(); } fn start_stop_session( keyboard: Res>, mut start: EventWriter, mut stop: EventWriter, ) { if keyboard.just_pressed(KeyCode::KeyS) { start.send_default(); } if keyboard.just_pressed(KeyCode::KeyE) { stop.send_default(); } } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(2.5)).mesh()), material: materials.add(StandardMaterial::from(Color::srgb(0.3, 0.5, 0.3))), ..default() }); // cube commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::from_size(Vec3::splat(0.1)).mesh()), material: materials.add(StandardMaterial::from(Color::srgb(0.8, 0.7, 0.6))), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // socket commands.spawn(( SpatialBundle { transform: Transform::from_xyz(0.0, 0.5, 1.0), ..default() }, XRInteractorState::Selecting, XRSocketInteractor, )); // light commands.spawn(PointLightBundle { point_light: PointLight { intensity: 1500.0, shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // camera commands.spawn((Camera3dBundle { transform: Transform::from_xyz(0.25, 1.25, 0.0).looking_at( Vec3 { x: -0.548, y: -0.161, z: -0.137, }, Vec3::Y, ), ..default() },)); //simple interactable commands.spawn(( SpatialBundle { transform: Transform::from_xyz(0.0, 1.0, 0.0), ..default() }, XRInteractable, XRInteractableState::default(), Grabbable, Touched(false), )); } fn spawn_controllers_example(mut commands: Commands) { //left hand commands.spawn(( OpenXRLeftController, OpenXRController, OpenXRTracker, SpatialBundle::default(), XRRayInteractor, AimPose(Transform::default()), XRInteractorState::default(), )); //right hand commands.spawn(( OpenXRRightController, OpenXRController, OpenXRTracker, SpatialBundle::default(), XRDirectInteractor, XRInteractorState::default(), )); } #[allow(clippy::type_complexity)] fn prototype_interaction_input( oculus_controller: Res, frame_state: Res, xr_input: Res, session: Res, mut right_interactor_query: Query< &mut XRInteractorState, ( With, With, Without, ), >, mut left_interactor_query: Query< &mut XRInteractorState, ( With, With, Without, ), >, action_sets: Res, ) { //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; } } #[derive(Component)] pub struct Grabbable; pub fn update_grabbables( mut events: EventReader, mut grabbable_query: Query<&mut Transform, (With, Without)>, interactor_query: Query<(&GlobalTransform, &XRInteractorState), Without>, ) { //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(event.interactor) { Ok(interactor_transform) => { match interactor_transform.1 { XRInteractorState::Idle => (), XRInteractorState::Selecting => { // info!("its a direct interactor?"); *grabbable_transform = interactor_transform.0.compute_transform(); } } } Err(_) => { // info!("not a direct interactor") } } } Err(_) => { // info!("not a grabbable?") } } } }