 adc33b5108
			
		
	
	
		adc33b5108
		
			
		
	
	
	
	
		
			
			# Objective It's not immediately obvious that `TargetCamera` only works with UI node entities. It's natural to assume from looking at something like the `multiple_windows` example that it will work with everything. ## Solution Rename `TargetCamera` to `UiTargetCamera`. ## Migration Guide `TargetCamera` has been renamed to `UiTargetCamera`.
		
			
				
	
	
		
			70 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Uses two windows to visualize a 3D model from different angles.
 | |
| 
 | |
| use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         // By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup_scene)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     // add entities to the world
 | |
|     commands.spawn(SceneRoot(
 | |
|         asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")),
 | |
|     ));
 | |
|     // light
 | |
|     commands.spawn((
 | |
|         DirectionalLight::default(),
 | |
|         Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|     ));
 | |
| 
 | |
|     let first_window_camera = commands
 | |
|         .spawn((
 | |
|             Camera3d::default(),
 | |
|             Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ))
 | |
|         .id();
 | |
| 
 | |
|     // Spawn a second window
 | |
|     let second_window = commands
 | |
|         .spawn(Window {
 | |
|             title: "Second window".to_owned(),
 | |
|             ..default()
 | |
|         })
 | |
|         .id();
 | |
| 
 | |
|     let second_window_camera = commands
 | |
|         .spawn((
 | |
|             Camera3d::default(),
 | |
|             Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|             Camera {
 | |
|                 target: RenderTarget::Window(WindowRef::Entity(second_window)),
 | |
|                 ..default()
 | |
|             },
 | |
|         ))
 | |
|         .id();
 | |
| 
 | |
|     let node = Node {
 | |
|         position_type: PositionType::Absolute,
 | |
|         top: Val::Px(12.0),
 | |
|         left: Val::Px(12.0),
 | |
|         ..default()
 | |
|     };
 | |
| 
 | |
|     commands.spawn((
 | |
|         Text::new("First window"),
 | |
|         node.clone(),
 | |
|         // Since we are using multiple cameras, we need to specify which camera UI should be rendered to
 | |
|         UiTargetCamera(first_window_camera),
 | |
|     ));
 | |
| 
 | |
|     commands.spawn((
 | |
|         Text::new("Second window"),
 | |
|         node,
 | |
|         UiTargetCamera(second_window_camera),
 | |
|     ));
 | |
| }
 |