1use std::f32::consts::PI;
4
5use bevy::{
6 camera::Viewport, light::CascadeShadowConfigBuilder, prelude::*, window::WindowResized,
7};
8
9fn main() {
10 App::new()
11 .add_plugins(DefaultPlugins)
12 .add_systems(Startup, setup)
13 .add_systems(Update, (set_camera_viewports, button_system))
14 .run();
15}
16
17fn setup(
19 mut commands: Commands,
20 asset_server: Res<AssetServer>,
21 mut meshes: ResMut<Assets<Mesh>>,
22 mut materials: ResMut<Assets<StandardMaterial>>,
23) {
24 commands.spawn((
26 Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
27 MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
28 ));
29
30 commands.spawn(SceneRoot(
31 asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
32 ));
33
34 commands.spawn((
36 Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
37 DirectionalLight {
38 shadows_enabled: true,
39 ..default()
40 },
41 CascadeShadowConfigBuilder {
42 num_cascades: if cfg!(all(
43 feature = "webgl2",
44 target_arch = "wasm32",
45 not(feature = "webgpu")
46 )) {
47 1
49 } else {
50 2
51 },
52 first_cascade_far_bound: 200.0,
53 maximum_distance: 280.0,
54 ..default()
55 }
56 .build(),
57 ));
58
59 for (index, (camera_name, camera_pos)) in [
61 ("Player 1", Vec3::new(0.0, 200.0, -150.0)),
62 ("Player 2", Vec3::new(150.0, 150., 50.0)),
63 ("Player 3", Vec3::new(100.0, 150., -150.0)),
64 ("Player 4", Vec3::new(-100.0, 80., 150.0)),
65 ]
66 .iter()
67 .enumerate()
68 {
69 let camera = commands
70 .spawn((
71 Camera3d::default(),
72 Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
73 Camera {
74 order: index as isize,
76 ..default()
77 },
78 CameraPosition {
79 pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
80 },
81 ))
82 .id();
83
84 commands.spawn((
86 UiTargetCamera(camera),
87 Node {
88 width: percent(100),
89 height: percent(100),
90 ..default()
91 },
92 children![
93 (
94 Text::new(*camera_name),
95 Node {
96 position_type: PositionType::Absolute,
97 top: px(12),
98 left: px(12),
99 ..default()
100 },
101 ),
102 buttons_panel(),
103 ],
104 ));
105 }
106
107 fn buttons_panel() -> impl Bundle {
108 (
109 Node {
110 position_type: PositionType::Absolute,
111 width: percent(100),
112 height: percent(100),
113 display: Display::Flex,
114 flex_direction: FlexDirection::Row,
115 justify_content: JustifyContent::SpaceBetween,
116 align_items: AlignItems::Center,
117 padding: UiRect::all(px(20)),
118 ..default()
119 },
120 children![
121 rotate_button("<", Direction::Left),
122 rotate_button(">", Direction::Right),
123 ],
124 )
125 }
126
127 fn rotate_button(caption: &str, direction: Direction) -> impl Bundle {
128 (
129 RotateCamera(direction),
130 Button,
131 Node {
132 width: px(40),
133 height: px(40),
134 border: UiRect::all(px(2)),
135 justify_content: JustifyContent::Center,
136 align_items: AlignItems::Center,
137 ..default()
138 },
139 BorderColor::all(Color::WHITE),
140 BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
141 children![Text::new(caption)],
142 )
143 }
144}
145
146#[derive(Component)]
147struct CameraPosition {
148 pos: UVec2,
149}
150
151#[derive(Component)]
152struct RotateCamera(Direction);
153
154enum Direction {
155 Left,
156 Right,
157}
158
159fn set_camera_viewports(
160 windows: Query<&Window>,
161 mut window_resized_reader: MessageReader<WindowResized>,
162 mut query: Query<(&CameraPosition, &mut Camera)>,
163) {
164 for window_resized in window_resized_reader.read() {
168 let window = windows.get(window_resized.window).unwrap();
169 let size = window.physical_size() / 2;
170
171 for (camera_position, mut camera) in &mut query {
172 camera.viewport = Some(Viewport {
173 physical_position: camera_position.pos * size,
174 physical_size: size,
175 ..default()
176 });
177 }
178 }
179}
180
181fn button_system(
182 interaction_query: Query<
183 (&Interaction, &ComputedUiTargetCamera, &RotateCamera),
184 (Changed<Interaction>, With<Button>),
185 >,
186 mut camera_query: Query<&mut Transform, With<Camera>>,
187) {
188 for (interaction, computed_target, RotateCamera(direction)) in &interaction_query {
189 if let Interaction::Pressed = *interaction {
190 if let Some(mut camera_transform) = computed_target
193 .get()
194 .and_then(|camera| camera_query.get_mut(camera).ok())
195 {
196 let angle = match direction {
197 Direction::Left => -0.1,
198 Direction::Right => 0.1,
199 };
200 camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
201 }
202 }
203 }
204}