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use bevy::{camera::RenderTarget, prelude::*, window::WindowRef}; |
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|
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fn main() { |
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App::new() |
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|
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.add_plugins(DefaultPlugins) |
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.add_systems(Startup, setup_scene) |
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.run(); |
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} |
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|
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) { |
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|
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commands.spawn(WorldAssetRoot( |
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")), |
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)); |
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|
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commands.spawn(( |
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DirectionalLight::default(), |
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Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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|
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let first_window_camera = commands |
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.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)) |
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.id(); |
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|
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|
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let second_window = commands |
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.spawn(Window { |
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title: "Second window".to_owned(), |
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..default() |
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}) |
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.id(); |
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|
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let second_window_camera = commands |
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.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), |
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RenderTarget::Window(WindowRef::Entity(second_window)), |
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)) |
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.id(); |
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|
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let node = Node { |
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position_type: PositionType::Absolute, |
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top: px(12), |
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left: px(12), |
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..default() |
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}; |
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|
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commands |
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.spawn(( |
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node.clone(), |
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|
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UiTargetCamera(first_window_camera), |
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)) |
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.with_child((Text::new("First window"), TextShadow::default())); |
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|
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commands |
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.spawn((node, UiTargetCamera(second_window_camera))) |
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.with_child((Text::new("Second window"), TextShadow::default())); |
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} |