 857fb9c724
			
		
	
	
		857fb9c724
		
			
		
	
	
	
	
		
			
			# 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:  
		
			
				
	
	
		
			50 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			50 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Uses two windows to visualize a 3D model from different angles.
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| 
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| use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
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| 
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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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| 
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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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| 
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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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| 
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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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