# 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>
62 lines
1.7 KiB
Rust
62 lines
1.7 KiB
Rust
//! Uses two windows to visualize a 3D model from different angles.
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
render::camera::RenderTarget,
|
|
window::{CreateWindow, PresentMode, WindowId},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(bevy::window::close_on_esc)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut create_window_events: EventWriter<CreateWindow>,
|
|
) {
|
|
// add entities to the world
|
|
commands.spawn_bundle(SceneBundle {
|
|
scene: asset_server.load("models/monkey/Monkey.gltf#Scene0"),
|
|
..default()
|
|
});
|
|
// light
|
|
commands.spawn_bundle(PointLightBundle {
|
|
transform: Transform::from_xyz(4.0, 5.0, 4.0),
|
|
..default()
|
|
});
|
|
// main camera
|
|
commands.spawn_bundle(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
let window_id = WindowId::new();
|
|
|
|
// sends out a "CreateWindow" event, which will be received by the windowing backend
|
|
create_window_events.send(CreateWindow {
|
|
id: window_id,
|
|
descriptor: WindowDescriptor {
|
|
width: 800.,
|
|
height: 600.,
|
|
present_mode: PresentMode::Immediate,
|
|
title: "Second window".to_string(),
|
|
..default()
|
|
},
|
|
});
|
|
|
|
// second window camera
|
|
commands.spawn_bundle(Camera3dBundle {
|
|
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
camera: Camera {
|
|
target: RenderTarget::Window(window_id),
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
}
|