use bevy::prelude::*;
use bevy::render::camera::RenderTarget;
use bevy::window::WindowRef;
use bevy_panorbit_camera::{PanOrbitCamera, PanOrbitCameraPlugin};
use std::f32::consts::TAU;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(PanOrbitCameraPlugin)
.add_startup_system(setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(5.0).into()),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
commands.spawn((
Camera3dBundle {
transform: Transform::from_translation(Vec3::new(0.0, 1.5, 5.0)),
..default()
},
PanOrbitCamera::default(),
));
let second_window = commands
.spawn(Window {
title: "Second window".to_owned(),
..default()
})
.id();
commands.spawn((
Camera3dBundle {
transform: Transform::from_translation(Vec3::new(5.0, 1.5, 7.0)),
camera: Camera {
target: RenderTarget::Window(WindowRef::Entity(second_window)),
..default()
},
..default()
},
PanOrbitCamera::default(),
));
}