bevy/examples/transforms/3d_rotation.rs
ira 4847f7e3ad Update codebase to use IntoIterator where possible. (#5269)
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>
2022-07-11 15:28:50 +00:00

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());
}
}