mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
de888a373d
# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically.
68 lines
2.2 KiB
Rust
68 lines
2.2 KiB
Rust
//! Uses two windows to visualize a 3D model from different angles.
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use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
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fn main() {
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App::new()
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// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup_scene)
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.run();
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}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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// add entities to the world
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commands.spawn(SceneBundle {
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scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")),
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..default()
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});
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// light
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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let first_window_camera = commands
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.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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})
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.id();
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// Spawn a second window
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let second_window = commands
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.spawn(Window {
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title: "Second window".to_owned(),
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..default()
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})
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.id();
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let second_window_camera = commands
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.spawn(Camera3dBundle {
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transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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target: RenderTarget::Window(WindowRef::Entity(second_window)),
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..default()
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},
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..default()
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})
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.id();
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// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
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commands
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.spawn((NodeBundle::default(), TargetCamera(first_window_camera)))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"First window",
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TextStyle::default(),
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));
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});
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commands
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.spawn((NodeBundle::default(), TargetCamera(second_window_camera)))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Second window",
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TextStyle::default(),
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));
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});
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}
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