use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup_scene)
.add_system(bevy::window::close_on_esc)
.run();
}
fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(SceneBundle {
scene: asset_server.load("models/monkey/Monkey.gltf#Scene0"),
..default()
});
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
let second_window = commands
.spawn(Window {
title: "Second window".to_owned(),
..default()
})
.id();
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()
});
}