//! 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) .run(); } fn setup_scene(mut commands: Commands, asset_server: Res) { // add entities to the world commands.spawn(SceneRoot( asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")), )); // light commands.spawn(( DirectionalLight::default(), Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y), )); let first_window_camera = commands .spawn(( Camera3d::default(), Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y), )) .id(); // Spawn a second window let second_window = commands .spawn(Window { title: "Second window".to_owned(), ..default() }) .id(); let second_window_camera = commands .spawn(( Camera3d::default(), Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), Camera { target: RenderTarget::Window(WindowRef::Entity(second_window)), ..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_child(Text::new("First window")); commands .spawn((NodeBundle::default(), TargetCamera(second_window_camera))) .with_child(Text::new("Second window")); }