//! Uses two windows to visualize a 3D model from different angles. use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef}; fn main() { App::new() // By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins` .add_plugins(DefaultPlugins) .add_systems(Startup, setup_scene) .add_systems(Update, bevy::window::close_on_esc) .run(); } fn setup_scene(mut commands: Commands, asset_server: Res) { // add entities to the world commands.spawn(SceneBundle { scene: asset_server.load("models/torus/torus.gltf#Scene0"), ..default() }); // light commands.spawn(PointLightBundle { point_light: PointLight { intensity: 150_000.0, ..default() }, transform: Transform::from_xyz(4.0, 5.0, 4.0), ..default() }); let first_window_camera = commands .spawn(Camera3dBundle { transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }) .id(); // Spawn a second window let second_window = commands .spawn(Window { title: "Second window".to_owned(), ..default() }) .id(); let second_window_camera = 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() }) .id(); // Since we are using multiple cameras, we need to specify which camera UI should be rendered to commands .spawn((NodeBundle::default(), TargetCamera(first_window_camera))) .with_children(|parent| { parent.spawn(TextBundle::from_section( "First window", TextStyle::default(), )); }); commands .spawn((NodeBundle::default(), TargetCamera(second_window_camera))) .with_children(|parent| { parent.spawn(TextBundle::from_section( "Second window", TextStyle::default(), )); }); }