bevy/examples/3d/split_screen.rs
ira 65252bb87a Consistently use PI to specify angles in examples. (#5825)
Examples inconsistently use either `TAU`, `PI`, `FRAC_PI_2` or `FRAC_PI_4`.
Often in odd ways and without `use`ing the constants, making it difficult to parse.

 * Use `PI` to specify angles.
 * General code-quality improvements.
 * Fix borked `hierarchy` example.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-08-30 19:52:11 +00:00

109 lines
3.5 KiB
Rust

//! Renders two cameras to the same window to accomplish "split screen".
use std::f32::consts::PI;
use bevy::{
core_pipeline::clear_color::ClearColorConfig,
prelude::*,
render::camera::Viewport,
window::{WindowId, WindowResized},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(set_camera_viewports)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
commands.spawn_bundle(SceneBundle {
scene: asset_server.load("models/animated/Fox.glb#Scene0"),
..default()
});
// Light
commands.spawn_bundle(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
});
// Left Camera
commands
.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
})
.insert(LeftCamera);
// Right Camera
commands
.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(100.0, 100., 150.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
// Renders the right camera after the left camera, which has a default priority of 0
priority: 1,
..default()
},
camera_3d: Camera3d {
// don't clear on the second camera because the first camera already cleared the window
clear_color: ClearColorConfig::None,
..default()
},
..default()
})
.insert(RightCamera);
}
#[derive(Component)]
struct LeftCamera;
#[derive(Component)]
struct RightCamera;
fn set_camera_viewports(
windows: Res<Windows>,
mut resize_events: EventReader<WindowResized>,
mut left_camera: Query<&mut Camera, (With<LeftCamera>, Without<RightCamera>)>,
mut right_camera: Query<&mut Camera, With<RightCamera>>,
) {
// We need to dynamically resize the camera's viewports whenever the window size changes
// so then each camera always takes up half the screen.
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
for resize_event in resize_events.iter() {
if resize_event.id == WindowId::primary() {
let window = windows.primary();
let mut left_camera = left_camera.single_mut();
left_camera.viewport = Some(Viewport {
physical_position: UVec2::new(0, 0),
physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()),
..default()
});
let mut right_camera = right_camera.single_mut();
right_camera.viewport = Some(Viewport {
physical_position: UVec2::new(window.physical_width() / 2, 0),
physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()),
..default()
});
}
}
}