 c6958b3056
			
		
	
	
		c6958b3056
		
	
	
	
	
		
			
			# Objective
- Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way.
- Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id
## Solution
Add a bundle
```rust
pub struct SceneBundle {
    pub scene: Handle<Scene>,
    pub transform: Transform,
    pub global_transform: GlobalTransform,
    pub instance_id: Option<InstanceId>,
}
```
and instead of 
```rust
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
```
you can do
```rust
commands.spawn_bundle(SceneBundle {
    scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
    ..Default::default()
});
```
The scene will be spawned as a child of the entity with the `SceneBundle`
~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
	
			
		
			
				
	
	
		
			113 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders two cameras to the same window to accomplish "split screen".
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     // Light
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|     commands.spawn_bundle(DirectionalLightBundle {
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|         transform: Transform::from_rotation(Quat::from_euler(
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|             EulerRot::ZYX,
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|             0.0,
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|             1.0,
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|             -std::f32::consts::FRAC_PI_4,
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|         )),
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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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| 
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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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| 
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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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|                 // dont 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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| 
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| #[derive(Component)]
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| struct LeftCamera;
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| 
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| #[derive(Component)]
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| struct RightCamera;
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| 
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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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| 
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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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