Replace default method calls from Glam types with explicit const (#1645)

it's a followup of #1550 

I think calling explicit methods/values instead of default makes the code easier to read: "what is `Quat::default()`" vs "Oh, it's `Quat::IDENTITY`"

`Transform::identity()` and `GlobalTransform::identity()` can also be consts and I replaced the calls to their `default()` impl with `identity()`
This commit is contained in:
François 2021-03-13 18:23:39 +00:00
parent 8acb0d2012
commit bbb9849506
27 changed files with 37 additions and 37 deletions

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@ -211,7 +211,7 @@ async fn load_gltf<'a, 'b>(
let mut world = World::default(); let mut world = World::default();
world world
.spawn() .spawn()
.insert_bundle((Transform::default(), GlobalTransform::default())) .insert_bundle((Transform::identity(), GlobalTransform::identity()))
.with_children(|parent| { .with_children(|parent| {
for node in scene.nodes() { for node in scene.nodes() {
let result = load_node(&node, parent, load_context, &buffer_data); let result = load_node(&node, parent, load_context, &buffer_data);
@ -297,7 +297,7 @@ fn load_node(
let mut gltf_error = None; let mut gltf_error = None;
let node = world_builder.spawn(( let node = world_builder.spawn((
Transform::from_matrix(Mat4::from_cols_array_2d(&transform.matrix())), Transform::from_matrix(Mat4::from_cols_array_2d(&transform.matrix())),
GlobalTransform::default(), GlobalTransform::identity(),
)); ));
if let Some(name) = gltf_node.name() { if let Some(name) = gltf_node.name() {
@ -564,7 +564,7 @@ mod test {
GltfNode { GltfNode {
children: vec![], children: vec![],
mesh: None, mesh: None,
transform: bevy_transform::prelude::Transform::default(), transform: bevy_transform::prelude::Transform::identity(),
} }
} }
} }

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@ -89,9 +89,9 @@ impl From<Capsule> for Mesh {
// Initialize arrays. // Initialize arrays.
let vert_len = vert_offset_south_cap + longitudes; let vert_len = vert_offset_south_cap + longitudes;
let mut vs: Vec<Vec3> = vec![Vec3::default(); vert_len]; let mut vs: Vec<Vec3> = vec![Vec3::ZERO; vert_len];
let mut vts: Vec<Vec2> = vec![Vec2::default(); vert_len]; let mut vts: Vec<Vec2> = vec![Vec2::ZERO; vert_len];
let mut vns: Vec<Vec3> = vec![Vec3::default(); vert_len]; let mut vns: Vec<Vec3> = vec![Vec3::ZERO; vert_len];
let to_theta = 2.0 * std::f32::consts::PI / longitudes as f32; let to_theta = 2.0 * std::f32::consts::PI / longitudes as f32;
let to_phi = std::f32::consts::PI / latitudes as f32; let to_phi = std::f32::consts::PI / latitudes as f32;
@ -106,8 +106,8 @@ impl From<Capsule> for Mesh {
let vt_aspect_north = 1.0 - vt_aspect_ratio; let vt_aspect_north = 1.0 - vt_aspect_ratio;
let vt_aspect_south = vt_aspect_ratio; let vt_aspect_south = vt_aspect_ratio;
let mut theta_cartesian: Vec<Vec2> = vec![Vec2::default(); longitudes]; let mut theta_cartesian: Vec<Vec2> = vec![Vec2::ZERO; longitudes];
let mut rho_theta_cartesian: Vec<Vec2> = vec![Vec2::default(); longitudes]; let mut rho_theta_cartesian: Vec<Vec2> = vec![Vec2::ZERO; longitudes];
let mut s_texture_cache: Vec<f32> = vec![0.0; lonsp1]; let mut s_texture_cache: Vec<f32> = vec![0.0; lonsp1];
for j in 0..longitudes { for j in 0..longitudes {

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@ -20,7 +20,7 @@ impl GlobalTransform {
} }
#[inline] #[inline]
pub fn identity() -> Self { pub const fn identity() -> Self {
GlobalTransform { GlobalTransform {
translation: Vec3::ZERO, translation: Vec3::ZERO,
rotation: Quat::IDENTITY, rotation: Quat::IDENTITY,

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@ -20,7 +20,7 @@ impl Transform {
} }
#[inline] #[inline]
pub fn identity() -> Self { pub const fn identity() -> Self {
Transform { Transform {
translation: Vec3::ZERO, translation: Vec3::ZERO,
rotation: Quat::IDENTITY, rotation: Quat::IDENTITY,

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@ -64,7 +64,7 @@ mod tests {
use super::{ui_z_system, UI_Z_STEP}; use super::{ui_z_system, UI_Z_STEP};
fn node_with_transform(name: &str) -> (String, Node, Transform) { fn node_with_transform(name: &str) -> (String, Node, Transform) {
(name.to_owned(), Node::default(), Transform::default()) (name.to_owned(), Node::default(), Transform::identity())
} }
fn node_without_transform(name: &str) -> (String, Node) { fn node_without_transform(name: &str) -> (String, Node) {

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@ -36,7 +36,7 @@ fn setup(
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -33,7 +33,7 @@ fn setup(
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -58,7 +58,7 @@ fn setup(
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -48,7 +48,7 @@ fn setup(
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 15.0, 150.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(0.0, 15.0, 150.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });

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@ -96,7 +96,7 @@ fn setup(
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -40,7 +40,7 @@ fn setup(
commands commands
.spawn(( .spawn((
Transform::from_xyz(0.0, 0.0, -1.0), Transform::from_xyz(0.0, 0.0, -1.0),
GlobalTransform::default(), GlobalTransform::identity(),
)) ))
.with_children(|parent| { .with_children(|parent| {
parent.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0")); parent.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));

View File

@ -52,7 +52,7 @@ fn setup(
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -84,7 +84,7 @@ fn setup(
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -38,7 +38,7 @@ fn setup(
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -73,7 +73,7 @@ fn setup(
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -31,7 +31,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -17,7 +17,7 @@ struct MyComponent(f64);
fn setup(mut commands: Commands) { fn setup(mut commands: Commands) {
commands.spawn((MyComponent(0.),)); commands.spawn((MyComponent(0.),));
commands.spawn((Transform::default(),)); commands.spawn((Transform::identity(),));
} }
fn change_component(time: Res<Time>, mut query: Query<(Entity, &mut MyComponent)>) { fn change_component(time: Res<Time>, mut query: Query<(Entity, &mut MyComponent)>) {

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@ -120,7 +120,7 @@ fn movement(
mut query: Query<&mut Transform, With<Sprite>>, mut query: Query<&mut Transform, With<Sprite>>,
) { ) {
for mut transform in query.iter_mut() { for mut transform in query.iter_mut() {
let mut direction = Vec3::default(); let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::Left) { if input.pressed(KeyCode::Left) {
direction.x += 1.0; direction.x += 1.0;
} }
@ -134,7 +134,7 @@ fn movement(
direction.y -= 1.0; direction.y -= 1.0;
} }
if direction != Vec3::default() { if direction != Vec3::ZERO {
transform.translation += direction.normalize() * SPEED * time.delta_seconds(); transform.translation += direction.normalize() * SPEED * time.delta_seconds();
} }
} }

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@ -137,7 +137,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMu
commands commands
.spawn(( .spawn((
Transform::from_xyz(i as f32, height - 0.2, j as f32), Transform::from_xyz(i as f32, height - 0.2, j as f32),
GlobalTransform::default(), GlobalTransform::identity(),
)) ))
.with_children(|cell| { .with_children(|cell| {
cell.spawn_scene(cell_scene.clone()); cell.spawn_scene(cell_scene.clone());
@ -160,7 +160,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMu
rotation: Quat::from_rotation_y(-std::f32::consts::FRAC_PI_2), rotation: Quat::from_rotation_y(-std::f32::consts::FRAC_PI_2),
..Default::default() ..Default::default()
}, },
GlobalTransform::default(), GlobalTransform::identity(),
)) ))
.with_children(|cell| { .with_children(|cell| {
cell.spawn_scene(asset_server.load("models/AlienCake/alien.glb#Scene0")); cell.spawn_scene(asset_server.load("models/AlienCake/alien.glb#Scene0"));
@ -336,7 +336,7 @@ fn spawn_bonus(
), ),
..Default::default() ..Default::default()
}, },
GlobalTransform::default(), GlobalTransform::identity(),
)) ))
.with_children(|cell| { .with_children(|cell| {
cell.spawn_scene(game.bonus.handle.clone()); cell.spawn_scene(game.bonus.handle.clone());

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@ -53,7 +53,7 @@ fn setup(
}) })
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -83,7 +83,7 @@ fn save_scene_system(world: &mut World) {
scene_world.spawn().insert_bundle(( scene_world.spawn().insert_bundle((
component_b, component_b,
ComponentA { x: 1.0, y: 2.0 }, ComponentA { x: 1.0, y: 2.0 },
Transform::default(), Transform::identity(),
)); ));
scene_world scene_world
.spawn() .spawn()

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@ -112,7 +112,7 @@ fn setup(
.unwrap(); .unwrap();
commands.spawn(PerspectiveCameraBundle { commands.spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -75,7 +75,7 @@ fn setup(
.with(material) .with(material)
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -141,7 +141,7 @@ fn setup(
.with(material) .with(material)
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -97,7 +97,7 @@ fn setup(
.with(material) .with(material)
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -128,7 +128,7 @@ fn setup(
.with(blue_material) .with(blue_material)
// camera // camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }

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@ -190,7 +190,7 @@ fn setup_pipeline(
}) })
// main camera // main camera
.spawn(PerspectiveCameraBundle { .spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}) })
// second window camera // second window camera
@ -200,7 +200,7 @@ fn setup_pipeline(
window: window_id, window: window_id,
..Default::default() ..Default::default()
}, },
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::default(), Vec3::Y), transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }