use std::f32::consts::PI;
use bevy::{
camera::Viewport, light::CascadeShadowConfigBuilder, prelude::*, window::WindowResized,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (set_camera_viewports, button_system))
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
commands.spawn(SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
));
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
num_cascades: if cfg!(all(
feature = "webgl2",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
1
} else {
2
},
first_cascade_far_bound: 200.0,
maximum_distance: 280.0,
..default()
}
.build(),
));
for (index, (camera_name, camera_pos)) in [
("Player 1", Vec3::new(0.0, 200.0, -150.0)),
("Player 2", Vec3::new(150.0, 150., 50.0)),
("Player 3", Vec3::new(100.0, 150., -150.0)),
("Player 4", Vec3::new(-100.0, 80., 150.0)),
]
.iter()
.enumerate()
{
let camera = commands
.spawn((
Camera3d::default(),
Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
Camera {
order: index as isize,
..default()
},
CameraPosition {
pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
},
))
.id();
commands.spawn((
UiTargetCamera(camera),
Node {
width: percent(100),
height: percent(100),
..default()
},
children![
(
Text::new(*camera_name),
Node {
position_type: PositionType::Absolute,
top: px(12),
left: px(12),
..default()
},
),
buttons_panel(),
],
));
}
fn buttons_panel() -> impl Bundle {
(
Node {
position_type: PositionType::Absolute,
width: percent(100),
height: percent(100),
display: Display::Flex,
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
padding: UiRect::all(px(20)),
..default()
},
children![
rotate_button("<", Direction::Left),
rotate_button(">", Direction::Right),
],
)
}
fn rotate_button(caption: &str, direction: Direction) -> impl Bundle {
(
RotateCamera(direction),
Button,
Node {
width: px(40),
height: px(40),
border: UiRect::all(px(2)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BorderColor::all(Color::WHITE),
BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
children![Text::new(caption)],
)
}
}
#[derive(Component)]
struct CameraPosition {
pos: UVec2,
}
#[derive(Component)]
struct RotateCamera(Direction);
enum Direction {
Left,
Right,
}
fn set_camera_viewports(
windows: Query<&Window>,
mut window_resized_reader: MessageReader<WindowResized>,
mut query: Query<(&CameraPosition, &mut Camera)>,
) {
for window_resized in window_resized_reader.read() {
let window = windows.get(window_resized.window).unwrap();
let size = window.physical_size() / 2;
for (camera_position, mut camera) in &mut query {
camera.viewport = Some(Viewport {
physical_position: camera_position.pos * size,
physical_size: size,
..default()
});
}
}
}
fn button_system(
interaction_query: Query<
(&Interaction, &ComputedUiTargetCamera, &RotateCamera),
(Changed<Interaction>, With<Button>),
>,
mut camera_query: Query<&mut Transform, With<Camera>>,
) {
for (interaction, computed_target, RotateCamera(direction)) in &interaction_query {
if let Interaction::Pressed = *interaction {
if let Some(mut camera_transform) = computed_target
.get()
.and_then(|camera| camera_query.get_mut(camera).ok())
{
let angle = match direction {
Direction::Left => -0.1,
Direction::Right => 0.1,
};
camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
}
}
}
}