mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
4847f7e3ad
Remove unnecessary calls to `iter()`/`iter_mut()`. Mainly updates the use of queries in our code, docs, and examples. ```rust // From for _ in list.iter() { for _ in list.iter_mut() { // To for _ in &list { for _ in &mut list { ``` We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library. ## Note for reviewers As you can see the additions and deletions are exactly equal. Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line. I already experienced enough pain making this PR :) Co-authored-by: devil-ira <justthecooldude@gmail.com>
57 lines
1.8 KiB
Rust
57 lines
1.8 KiB
Rust
//! Illustrates how to rotate an object around an axis.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
use std::f32::consts::TAU;
|
|
|
|
// Define a component to designate a rotation speed to an entity.
|
|
#[derive(Component)]
|
|
struct Rotatable {
|
|
speed: f32,
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(rotate_cube)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Spawn a cube to rotate.
|
|
commands
|
|
.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
material: materials.add(Color::WHITE.into()),
|
|
transform: Transform::from_translation(Vec3::ZERO),
|
|
..default()
|
|
})
|
|
.insert(Rotatable { speed: 0.3 });
|
|
|
|
// Spawn a camera looking at the entities to show what's happening in this example.
|
|
commands.spawn_bundle(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
// Add a light source so we can see clearly.
|
|
commands.spawn_bundle(PointLightBundle {
|
|
transform: Transform::from_translation(Vec3::ONE * 3.0),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
// This system will rotate any entity in the scene with a Rotatable component around its y-axis.
|
|
fn rotate_cube(mut cubes: Query<(&mut Transform, &Rotatable)>, timer: Res<Time>) {
|
|
for (mut transform, cube) in &mut cubes {
|
|
// The speed is first multiplied by TAU which is a full rotation (360deg) in radians,
|
|
// and then multiplied by delta_seconds which is the time that passed last frame.
|
|
// In other words. Speed is equal to the amount of rotations per second.
|
|
transform.rotate_y(cube.speed * TAU * timer.delta_seconds());
|
|
}
|
|
}
|