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HappyBeamSpace.swift
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HappyBeamSpace.swift
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/*
See the LICENSE.txt file for this sample’s licensing information.
Abstract:
The space where the game takes place.
*/
import Accelerate
import AVKit
import Combine
import GameController
import RealityKit
import SwiftUI
import HappyBeamAssets
/// The Full Space that displays when someone plays the game.
struct HappyBeamSpace: View {
@ObservedObject var gestureModel: HeartGestureModel
@Environment(GameModel.self) var gameModel
@State private var emittingBeam = false
@State private var blasterPosition = Float(0)
@State private var lastGestureUpdateTime: TimeInterval = 0
@State private var draggedEntity: Entity? = nil
@State private var positions: [SIMD3<Float>] = []
@State private var orientations: [simd_quatf] = []
@State private var collisionSubscription: EventSubscription?
@State private var activationSubscription: EventSubscription?
var collisionEntity = Entity()
var body: some View {
RealityView { content in
// The root entity.
content.add(spaceOrigin)
content.add(cameraAnchor)
spaceOrigin.addChild(beamIntermediate)
// MARK: Events
activationSubscription = content.subscribe(to: AccessibilityEvents.Activate.self, on: nil, componentType: nil) { activation in
Task {
try handleCloudHit(for: activation.entity, gameModel: gameModel)
}
}
collisionSubscription = content.subscribe(to: CollisionEvents.Began.self, on: nil, componentType: nil) { event in
Task {
try await handleCollisionStart(for: event, gameModel: gameModel)
}
}
Task.detached {
for await _ in NotificationCenter.default.notifications(named: .GCControllerDidConnect) {
Task { @MainActor in
for controller in GCController.controllers() {
controller.extendedGamepad?.valueChangedHandler = { pad, _ in
Task { @MainActor in
if gameModel.isUsingControllerInput == false {
gameModel.isUsingControllerInput = true
}
gameModel.controllerInputX = pad.leftThumbstick.xAxis.value
gameModel.controllerInputY = pad.leftThumbstick.yAxis.value
if gameModel.controllerInputX != 0, gameModel.controllerInputY != 0 {
gameModel.controllerLastInput = Date.timeIntervalSinceReferenceDate
}
}
}
if controller.extendedGamepad == nil {
controller.microGamepad?.valueChangedHandler = { pad, _ in
Task { @MainActor in
if gameModel.isUsingControllerInput == false {
gameModel.isUsingControllerInput = true
}
gameModel.controllerInputX = pad.dpad.xAxis.value
gameModel.controllerInputY = pad.dpad.yAxis.value
if gameModel.controllerInputX != 0, gameModel.controllerInputY != 0 {
gameModel.controllerLastInput = Date.timeIntervalSinceReferenceDate
}
}
}
}
}
}
}
}
} update: { updateContent in
let handsCenterTransform = gestureModel.computeTransformOfUserPerformedHeartGesture()
if let handsCenter = handsCenterTransform {
let position = Pose3D(handsCenter)!.position
let rotation = Pose3D(handsCenter)!.rotation
// Rolling average window of N, ~2-30 frames
vx1[wIndex] = rotation.vector.x
vy1[wIndex] = rotation.vector.y
vz1[wIndex] = rotation.vector.z
vw1[wIndex] = rotation.vector.w
let averageX = vDSP.mean(vx1)
let averageY = vDSP.mean(vy1)
let averageZ = vDSP.mean(vz1)
let averageW = vDSP.mean(vw1)
wIndex += 1
wIndex %= windowSize
beamIntermediate.transform.translation = SIMD3<Float>(position.vector)
beamIntermediate.transform.rotation = simd_quatf(vector: [Float(averageX), Float(averageY), Float(averageZ), Float(averageW)])
lastHeartDetectionTime = Date.timeIntervalSinceReferenceDate
if gameModel.isSharePlaying {
sendBeamPositionUpdate(Pose3D(handsCenter)!)
}
}
let shouldShowBeam = handsCenterTransform != nil
if !gameModel.isPaused && gameModel.isPlaying {
if shouldShowBeam {
if isShowingBeam == false {
beamIntermediate.addChild(beam)
startBlasterBeam(for: beam, beamType: .gesture)
}
isShowingBeam = true
} else if !shouldShowBeam && isShowingBeam == true {
if Date.timeIntervalSinceReferenceDate > lastHeartDetectionTime + 0.1 {
isShowingBeam = false
beamIntermediate.removeChild(beam)
endBlasterBeam()
}
}
}
}
.gesture(DragGesture(minimumDistance: 0.0)
.targetedToAnyEntity()
.onChanged { @MainActor drag in
let entity = drag.entity
guard entity[parentMatching: "Heart Projector"] != nil else { return }
if draggedEntity == nil || emittingBeam == false {
draggedEntity = entity
emittingBeam = true
startBlasterBeam(for: entity, beamType: .turret)
}
emittingBeam = !gameModel.isPaused
if !isFloorBeamShowing && !gameModel.isPaused && gameModel.isPlaying {
entity.addChild(floorBeam)
floorBeam.orientation = simd_quatf(
Rotation3D(angle: .degrees(90), axis: .z)
.rotated(by: .init(angle: .degrees(180), axis: .y))
)
isFloorBeamShowing = true
}
// Slow the rotation down.
let dragPoint = Point3D(drag.gestureValue.translation3D.vector) / 300
let zRotation = (-180 * (dragPoint.x)).clamped(to: -90...90)
let yRotation = (-180 * (dragPoint.y)).clamped(to: -90...90)
let newOrientation = Rotation3D(angle: .degrees(Double(zRotation)), axis: .z)
.rotated(
by: .init(angle: .degrees(Double(yRotation)), axis: .x)
)
entity.orientation = simd_quatf(newOrientation)
if gameModel.isSharePlaying {
sendBeamPositionUpdate(Pose3D(entity.transform.matrix)!)
}
}
.onEnded { dragEnd in
if !gameModel.isPaused {
floorBeam.removeFromParent()
isFloorBeamShowing = false
globalHeart?.children[0].transform.rotation = .init()
}
endBlasterBeam()
}
)
.task {
await gestureModel.start()
}
.task {
await gestureModel.publishHandTrackingUpdates()
}
.task {
await gestureModel.monitorSessionEvents()
}
.onChange(of: gameModel.controllerLastInput) {
gameControllerLoop()
}
}
// Send each player's beam data during FaceTime calls that are spatial.
func sendBeamPositionUpdate(_ pose: Pose3D) {
if let sessionInfo = sessionInfo, let session = sessionInfo.session, let messenger = sessionInfo.messenger {
let everyoneElse = session.activeParticipants.subtracting([session.localParticipant])
if isShowingBeam, gameModel.isSpatial {
messenger.send(BeamMessage(pose: pose), to: .only(everyoneElse)) { error in
if let error = error { print("Message failure:", error) }
}
}
}
}
/// Stops showing the animated beam.
@MainActor
func endBlasterBeam() {
Task.detached { @MainActor in
emittingBeam = false
if let collision = draggedEntity?.findEntity(named: collisionEntityName) {
collision.removeFromParent()
}
draggedEntity = nil
}
}
/// Displays the beam and starts its animation and moving collision entity.
@MainActor
func startBlasterBeam(for entity: Entity, beamType: BeamType) {
Task() { @MainActor in
lastGestureUpdateTime = Date.timeIntervalSinceReferenceDate
emittingBeam = true
draggedEntity = entity
while emittingBeam == true {
let elapsedTime = Date.timeIntervalSinceReferenceDate - lastGestureUpdateTime
collisionEntity.removeFromParent()
collisionEntity.name = collisionEntityName
var root = entity
while root.parent != nil {
if let parent = root.parent {
root = parent
}
}
root.addChild(collisionEntity)
if collisionEntity.components[CollisionComponent.self] == nil {
let radius = (beamType == .turret) ? Float(0.1) : Float(0.5)
let collisionShape = ShapeResource.generateSphere(radius: radius)
let collisionComp = CollisionComponent(shapes: [collisionShape])
collisionEntity.components.set(collisionComp)
}
blasterPosition += Float(elapsedTime) * 1.5
blasterPosition -= floorf(blasterPosition)
entity.setMaterialParameterValues(parameter: HappyBeamAssets.beamPositionParameterName, value: .float(blasterPosition))
let offset: Float = (beamType == .turret) ? 23 : 1400
let offsetVector: SIMD3<Float> = (beamType == .turret)
? [0, 1, 0] * offset * blasterPosition
: [1, 0, 0] * offset * blasterPosition
collisionEntity.setPosition(offsetVector, relativeTo: entity)
lastGestureUpdateTime = Date.timeIntervalSinceReferenceDate
try? await Task.sleep(for: .milliseconds(66.666_666))
}
collisionEntity.removeFromParent()
}
}
/// Continously updates the beam position in response to input from a game controller.
@MainActor
func gameControllerLoop() {
Task { @MainActor in
#if targetEnvironment(simulator)
let speed: Float = 0.4
#else
let speed: Float = 0.7
#endif
gameModel.controllerX += gameModel.controllerInputX * speed
gameModel.controllerY -= gameModel.controllerInputY * speed
let heart = globalHeart!
if !isFloorBeamShowing && (gameModel.controllerInputX != 0.0 || gameModel.controllerInputX != 0.0) {
heart.addChild(floorBeam)
emittingBeam = true
startBlasterBeam(for: heart, beamType: .turret)
floorBeam.orientation = simd_quatf(
Rotation3D(angle: .degrees(90), axis: .z)
.rotated(by: .init(angle: .degrees(180), axis: .y))
)
isFloorBeamShowing = true
}
heart.orientation = simd_quatf(
Rotation3D(angle: .degrees(Double(-gameModel.controllerX)), axis: .z)
.rotated(by: .init(angle: .degrees(Double(-gameModel.controllerY)), axis: .x))
)
if let timer = gameModel.controllerDismissTimer {
timer.invalidate()
}
gameModel.controllerDismissTimer = Timer.scheduledTimer(withTimeInterval: 3, repeats: false) { _ in
Task { @MainActor in
heart.removeChild(floorBeam)
isFloorBeamShowing = false
endBlasterBeam()
}
}
}
}
}
// Storage for the rolling average of the beam's rotation during hand gestures.
var windowSize = 24
var vx1: [Double] = .init(repeating: 0, count: windowSize)
var vy1: [Double] = .init(repeating: 0, count: windowSize)
var vz1: [Double] = .init(repeating: 0, count: windowSize)
var vw1: [Double] = .init(repeating: 0, count: windowSize)
var wIndex = 0
let collisionEntityName = "movingCollider"
enum BeamType {
case turret
case gesture
}
var isShowingBeam = false {
didSet {
if oldValue != isShowingBeam {
AccessibilityNotification.Announcement(isShowingBeam ? "Casting beam" : "Hiding beam").post()
}
}
}
var lastHeartDetectionTime = Date.timeIntervalSinceReferenceDate
/// Adds the purple base and golden heart models when someone picks an input mode that requires them.
@MainActor
func addFloorBeamMaterials() async throws {
guard
let turret = turret,
let heart = heart
else {
fatalError("Required assets are nil.")
}
globalHeart = heart
spaceOrigin.addChild(turret)
spaceOrigin.addChild(heart)
}
/// Loads assets from the local HappyBeamAssets package.
@MainActor
func loadFromRealityComposerPro(named entityName: String, fromSceneNamed sceneName: String) async -> Entity? {
var entity: Entity? = nil
do {
let scene = try await Entity(named: sceneName, in: happyBeamAssetsBundle)
entity = scene.findEntity(named: entityName)
} catch {
print("Error loading \(entityName) from scene \(sceneName): \(error.localizedDescription)")
}
return entity
}
/// Checks whether a collision event contains one of a list of named entities.
func eventHasTargets(event: CollisionEvents.Began, matching names: [String]) -> Entity? {
for targetName in names {
if let target = eventHasTarget(event: event, matching: targetName) {
return target
}
}
return nil
}
/// Checks whether a collision event contains an entity that matches the name you supply.
func eventHasTarget(event: CollisionEvents.Began, matching targetName: String) -> Entity? {
let aParentBeam = event.entityA[parentMatching: targetName]
let aChildBeam = event.entityA[descendentMatching: targetName]
let bParentBeam = event.entityB[parentMatching: targetName]
let bChildBeam = event.entityB[descendentMatching: targetName]
if aParentBeam == nil && aChildBeam == nil && bParentBeam == nil && bChildBeam == nil {
return nil
}
var beam: Entity?
if aParentBeam != nil || aChildBeam != nil {
beam = (aParentBeam == nil) ? aChildBeam : aParentBeam
} else if bParentBeam != nil || bChildBeam != nil {
beam = (bParentBeam == nil) ? bChildBeam : bParentBeam
}
return beam
}