use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
use bevy_mod_picking::prelude::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(low_latency_window_plugin()),
DefaultPickingPlugins,
))
.insert_resource(DebugPickingMode::Normal)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
PbrBundle {
mesh: meshes.add(bevy_render::mesh::PlaneMeshBuilder::from_length(5.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
},
PickableBundle::default(), ));
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
PickableBundle::default(), ));
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, -4.0),
..default()
});
commands.spawn((Camera3dBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).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, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
target: RenderTarget::Window(WindowRef::Entity(second_window)),
..default()
},
..default()
},));
}