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# Objective - Fixes #9967 ## Solution - Remove `monkey.gltf` - Added `torus.gltf`, which is two torus meshes joined together, to replace `monkey.gltf` in the examples ## Examples I made `torus.gltf` mainly so that the multiple_windows example clearly shows the different camera angles ### asset_loading  ### hot_asset_reloading  ### multiple_windows:  
49 lines
1.5 KiB
Rust
49 lines
1.5 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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.add_systems(Update, bevy::window::close_on_esc)
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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("models/torus/torus.gltf#Scene0"),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..default()
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});
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// main camera, cameras default to the primary window
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// so we don't need to specify that.
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commands.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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// 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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// second window camera
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commands.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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}
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