//! Uses two windows to visualize a 3D model from different angles. use bevy::{ prelude::*, render::camera::RenderTarget, window::{CreateWindow, PresentMode, WindowId}, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_startup_system(setup) .add_system(bevy::window::close_on_esc) .run(); } fn setup( mut commands: Commands, asset_server: Res, mut create_window_events: EventWriter, ) { // add entities to the world commands.spawn_bundle(SceneBundle { scene: asset_server.load("models/monkey/Monkey.gltf#Scene0"), ..default() }); // light commands.spawn_bundle(PointLightBundle { transform: Transform::from_xyz(4.0, 5.0, 4.0), ..default() }); // main camera commands.spawn_bundle(Camera3dBundle { transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); let window_id = WindowId::new(); // sends out a "CreateWindow" event, which will be received by the windowing backend create_window_events.send(CreateWindow { id: window_id, descriptor: WindowDescriptor { width: 800., height: 600., present_mode: PresentMode::AutoNoVsync, title: "Second window".to_string(), ..default() }, }); // second window camera commands.spawn_bundle(Camera3dBundle { transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), camera: Camera { target: RenderTarget::Window(window_id), ..default() }, ..default() }); }