//! Demonstrates usage with multiple windows use bevy::prelude::*; use bevy::render::camera::RenderTarget; use bevy::window::WindowRef; use bevy_panorbit_camera::{PanOrbitCamera, PanOrbitCameraPlugin}; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(PanOrbitCameraPlugin) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // Ground commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))), MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), )); // Cube commands.spawn(( Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))), MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))), Transform::from_xyz(0.0, 0.5, 0.0), )); // Light commands.spawn(( PointLight { shadows_enabled: true, ..default() }, Transform::from_xyz(4.0, 8.0, 4.0), )); // Camera commands.spawn(( Transform::from_translation(Vec3::new(0.0, 1.5, 5.0)), PanOrbitCamera::default(), )); // Spawn a second window let second_window = commands .spawn(Window { title: "Second window".to_owned(), ..default() }) .id(); // second window camera commands.spawn(( Transform::from_translation(Vec3::new(5.0, 1.5, 7.0)), Camera { target: RenderTarget::Window(WindowRef::Entity(second_window)), ..default() }, PanOrbitCamera::default(), )); }