1use std::f32::consts::PI;
4
5use bevy::{
6 pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized,
7};
8
9fn main() {
10 App::new()
11 .add_plugins(DefaultPlugins)
12 .add_systems(Startup, setup)
13 .add_systems(Update, (set_camera_viewports, button_system))
14 .run();
15}
16
17fn setup(
19 mut commands: Commands,
20 asset_server: Res<AssetServer>,
21 mut meshes: ResMut<Assets<Mesh>>,
22 mut materials: ResMut<Assets<StandardMaterial>>,
23) {
24 commands.spawn((
26 Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
27 MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
28 ));
29
30 commands.spawn(SceneRoot(
31 asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
32 ));
33
34 commands.spawn((
36 Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
37 DirectionalLight {
38 shadows_enabled: true,
39 ..default()
40 },
41 CascadeShadowConfigBuilder {
42 num_cascades: if cfg!(all(
43 feature = "webgl2",
44 target_arch = "wasm32",
45 not(feature = "webgpu")
46 )) {
47 1
49 } else {
50 2
51 },
52 first_cascade_far_bound: 200.0,
53 maximum_distance: 280.0,
54 ..default()
55 }
56 .build(),
57 ));
58
59 for (index, (camera_name, camera_pos)) in [
61 ("Player 1", Vec3::new(0.0, 200.0, -150.0)),
62 ("Player 2", Vec3::new(150.0, 150., 50.0)),
63 ("Player 3", Vec3::new(100.0, 150., -150.0)),
64 ("Player 4", Vec3::new(-100.0, 80., 150.0)),
65 ]
66 .iter()
67 .enumerate()
68 {
69 let camera = commands
70 .spawn((
71 Camera3d::default(),
72 Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
73 Camera {
74 order: index as isize,
76 ..default()
77 },
78 CameraPosition {
79 pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
80 },
81 ))
82 .id();
83
84 commands
86 .spawn((
87 UiTargetCamera(camera),
88 Node {
89 width: Val::Percent(100.),
90 height: Val::Percent(100.),
91 ..default()
92 },
93 ))
94 .with_children(|parent| {
95 parent.spawn((
96 Text::new(*camera_name),
97 Node {
98 position_type: PositionType::Absolute,
99 top: Val::Px(12.),
100 left: Val::Px(12.),
101 ..default()
102 },
103 ));
104 buttons_panel(parent);
105 });
106 }
107
108 fn buttons_panel(parent: &mut ChildSpawnerCommands) {
109 parent
110 .spawn(Node {
111 position_type: PositionType::Absolute,
112 width: Val::Percent(100.),
113 height: Val::Percent(100.),
114 display: Display::Flex,
115 flex_direction: FlexDirection::Row,
116 justify_content: JustifyContent::SpaceBetween,
117 align_items: AlignItems::Center,
118 padding: UiRect::all(Val::Px(20.)),
119 ..default()
120 })
121 .with_children(|parent| {
122 rotate_button(parent, "<", Direction::Left);
123 rotate_button(parent, ">", Direction::Right);
124 });
125 }
126
127 fn rotate_button(parent: &mut ChildSpawnerCommands, caption: &str, direction: Direction) {
128 parent
129 .spawn((
130 RotateCamera(direction),
131 Button,
132 Node {
133 width: Val::Px(40.),
134 height: Val::Px(40.),
135 border: UiRect::all(Val::Px(2.)),
136 justify_content: JustifyContent::Center,
137 align_items: AlignItems::Center,
138 ..default()
139 },
140 BorderColor(Color::WHITE),
141 BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
142 ))
143 .with_children(|parent| {
144 parent.spawn(Text::new(caption));
145 });
146 }
147}
148
149#[derive(Component)]
150struct CameraPosition {
151 pos: UVec2,
152}
153
154#[derive(Component)]
155struct RotateCamera(Direction);
156
157enum Direction {
158 Left,
159 Right,
160}
161
162fn set_camera_viewports(
163 windows: Query<&Window>,
164 mut resize_events: EventReader<WindowResized>,
165 mut query: Query<(&CameraPosition, &mut Camera)>,
166) {
167 for resize_event in resize_events.read() {
171 let window = windows.get(resize_event.window).unwrap();
172 let size = window.physical_size() / 2;
173
174 for (camera_position, mut camera) in &mut query {
175 camera.viewport = Some(Viewport {
176 physical_position: camera_position.pos * size,
177 physical_size: size,
178 ..default()
179 });
180 }
181 }
182}
183
184fn button_system(
185 interaction_query: Query<
186 (&Interaction, &ComputedNodeTarget, &RotateCamera),
187 (Changed<Interaction>, With<Button>),
188 >,
189 mut camera_query: Query<&mut Transform, With<Camera>>,
190) {
191 for (interaction, computed_target, RotateCamera(direction)) in &interaction_query {
192 if let Interaction::Pressed = *interaction {
193 if let Some(mut camera_transform) = computed_target
196 .camera()
197 .and_then(|camera| camera_query.get_mut(camera).ok())
198 {
199 let angle = match direction {
200 Direction::Left => -0.1,
201 Direction::Right => 0.1,
202 };
203 camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
204 }
205 }
206 }
207}