use bevy::window::WindowRef;
use bevy::{camera::RenderTarget, prelude::*};
use bevy_panorbit_camera::{PanOrbitCamera, PanOrbitCameraPlugin};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(PanOrbitCameraPlugin)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
commands.spawn((
Transform::from_translation(Vec3::new(0.0, 1.5, 5.0)),
PanOrbitCamera::default(),
));
let second_window = commands
.spawn(Window {
title: "Second window".to_owned(),
..default()
})
.id();
commands.spawn((
Transform::from_translation(Vec3::new(5.0, 1.5, 7.0)),
Camera {
target: RenderTarget::Window(WindowRef::Entity(second_window)),
..default()
},
PanOrbitCamera::default(),
));
}