 eb51b4c28e
			
		
	
	
		eb51b4c28e
		
			
		
	
	
	
	
		
			
			# Objective A step in the migration to required components: scenes! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA): - Deprecate `SceneBundle` and `DynamicSceneBundle`. - Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a `Handle<Scene>` and `Handle<DynamicScene>` respectively. ## Migration Guide Asset handles for scenes and dynamic scenes must now be wrapped in the `SceneRoot` and `DynamicSceneRoot` components. Raw handles as components no longer spawn scenes. Additionally, `SceneBundle` and `DynamicSceneBundle` have been deprecated. Instead, use the scene components directly. Previously: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(SceneBundle { scene: model_scene, transform: Transform::from_xyz(-4.0, 0.0, -3.0), ..default() }); ``` Now: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(( SceneRoot(model_scene), Transform::from_xyz(-4.0, 0.0, -3.0), )); ```
		
			
				
	
	
		
			68 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			2.1 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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|         .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(SceneRoot(
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|         asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")),
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|     ));
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|     // light
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|     commands.spawn((
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|         DirectionalLight::default(),
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|         Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| 
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|     let first_window_camera = commands
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|         .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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|         .id();
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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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|     let second_window_camera = commands
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|         .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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|         .id();
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| 
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|     // Since we are using multiple cameras, we need to specify which camera UI should be rendered to
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|     commands
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|         .spawn((NodeBundle::default(), TargetCamera(first_window_camera)))
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|         .with_children(|parent| {
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|             parent.spawn(TextBundle::from_section(
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|                 "First window",
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|                 TextStyle::default(),
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|             ));
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|         });
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|     commands
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|         .spawn((NodeBundle::default(), TargetCamera(second_window_camera)))
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|         .with_children(|parent| {
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|             parent.spawn(TextBundle::from_section(
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|                 "Second window",
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|                 TextStyle::default(),
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|             ));
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|         });
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| }
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