 8ad9a7c7c4
			
		
	
	
		8ad9a7c7c4
		
	
	
	
	
		
			
			# Objective The documentation for camera priority is very confusing at the moment, it requires a bit of "double negative" kind of thinking. # Solution Flipping the wording on the documentation to reflect more common usecases like having an overlay camera and also renaming it to "order", since priority implies that it will override the other camera rather than have both run.
		
			
				
	
	
		
			62 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders two 3d passes to the same window from different perspectives.
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| 
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| use bevy::{core_pipeline::clear_color::ClearColorConfig, prelude::*};
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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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|         .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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|     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(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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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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|     // cube
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|         material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
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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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|         point_light: PointLight {
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|             intensity: 1500.0,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
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|         ..default()
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|     });
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         camera_3d: Camera3d {
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|             clear_color: ClearColorConfig::None,
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|             ..default()
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|         },
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|         camera: Camera {
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|             // renders after / on top of the main camera
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|             order: 1,
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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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