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multiple_windows.rs
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multiple_windows.rs
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//! Uses two windows to visualize a 3D model from different angles.
use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
fn main() {
App::new()
// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup_scene)
.run();
}
fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
// add entities to the world
commands.spawn(SceneBundle {
scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")),
..default()
});
// light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
let first_window_camera = commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
})
.id();
// Spawn a second window
let second_window = commands
.spawn(Window {
title: "Second window".to_owned(),
..default()
})
.id();
let second_window_camera = commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
target: RenderTarget::Window(WindowRef::Entity(second_window)),
..default()
},
..default()
})
.id();
// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
commands
.spawn((NodeBundle::default(), TargetCamera(first_window_camera)))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"First window",
TextStyle::default(),
));
});
commands
.spawn((NodeBundle::default(), TargetCamera(second_window_camera)))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Second window",
TextStyle::default(),
));
});
}