mirror of
https://github.com/bevyengine/bevy
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65252bb87a
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>
109 lines
3.5 KiB
Rust
109 lines
3.5 KiB
Rust
//! Renders two cameras to the same window to accomplish "split screen".
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::clear_color::ClearColorConfig,
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prelude::*,
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render::camera::Viewport,
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window::{WindowId, WindowResized},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(set_camera_viewports)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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commands.spawn_bundle(SceneBundle {
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scene: asset_server.load("models/animated/Fox.glb#Scene0"),
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..default()
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});
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// Light
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commands.spawn_bundle(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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// Left Camera
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commands
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.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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})
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.insert(LeftCamera);
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// Right Camera
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commands
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.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(100.0, 100., 150.0).looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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// Renders the right camera after the left camera, which has a default priority of 0
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priority: 1,
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..default()
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},
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camera_3d: Camera3d {
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// don't clear on the second camera because the first camera already cleared the window
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clear_color: ClearColorConfig::None,
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..default()
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},
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..default()
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})
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.insert(RightCamera);
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}
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#[derive(Component)]
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struct LeftCamera;
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#[derive(Component)]
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struct RightCamera;
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fn set_camera_viewports(
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windows: Res<Windows>,
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mut resize_events: EventReader<WindowResized>,
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mut left_camera: Query<&mut Camera, (With<LeftCamera>, Without<RightCamera>)>,
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mut right_camera: Query<&mut Camera, With<RightCamera>>,
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) {
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// We need to dynamically resize the camera's viewports whenever the window size changes
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// so then each camera always takes up half the screen.
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// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
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for resize_event in resize_events.iter() {
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if resize_event.id == WindowId::primary() {
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let window = windows.primary();
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let mut left_camera = left_camera.single_mut();
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left_camera.viewport = Some(Viewport {
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physical_position: UVec2::new(0, 0),
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physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()),
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..default()
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});
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let mut right_camera = right_camera.single_mut();
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right_camera.viewport = Some(Viewport {
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physical_position: UVec2::new(window.physical_width() / 2, 0),
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physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()),
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..default()
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});
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}
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}
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}
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