avian3d-sandbox/src/input.rs
2025-03-29 13:31:30 -07:00

51 lines
1.6 KiB
Rust

use bevy::{
input::gamepad::{GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadEvent},
prelude::*,
};
#[derive(Default, Debug, Resource)]
pub(crate) struct InputState {
pub yaw: f32,
pub throttle: f32,
pub brake: bool,
pub pitch: f32,
}
fn update_input(mut events: EventReader<GamepadEvent>, mut istate: ResMut<InputState>) {
for pad_event in events.read() {
match pad_event {
GamepadEvent::Button(button_event) => {
let GamepadButtonChangedEvent { button, value, .. } = button_event;
match button {
GamepadButton::RightTrigger2 => istate.throttle = *value,
GamepadButton::LeftTrigger2 => istate.throttle = -value,
GamepadButton::East => {
istate.brake = value > &0.5;
}
_ => {}
}
}
GamepadEvent::Axis(axis_event) => {
let GamepadAxisChangedEvent { axis, value, .. } = axis_event;
match axis {
GamepadAxis::LeftStickX => {
istate.yaw = *value;
}
GamepadAxis::RightStickY => {
istate.pitch = *value;
}
_ => {}
}
}
GamepadEvent::Connection(_) => {}
}
}
}
pub struct CyberInputPlugin;
impl Plugin for CyberInputPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<InputState>()
.add_systems(Update, update_input);
}
}