 4847f7e3ad
			
		
	
	
		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>
		
	
			
		
			
				
	
	
		
			74 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to move an object along an axis.
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| 
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| use bevy::prelude::*;
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| 
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| // Define a struct to keep some information about our entity.
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| // Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
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| #[derive(Component)]
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| struct Movable {
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|     spawn: Vec3,
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|     max_distance: f32,
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|     speed: f32,
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| }
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| 
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| // Implement a utility function for easier Movable struct creation.
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| impl Movable {
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|     fn new(spawn: Vec3) -> Self {
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|         Movable {
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|             spawn,
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|             max_distance: 5.0,
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|             speed: 2.0,
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|         }
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|     }
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| }
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(move_cube)
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|         .run();
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| }
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| 
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| // Startup system to setup the scene and spawn all relevant entities.
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     // Add a cube to visualize translation.
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|     let entity_spawn = Vec3::ZERO;
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|     commands
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|         .spawn_bundle(PbrBundle {
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|             mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|             material: materials.add(Color::WHITE.into()),
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|             transform: Transform::from_translation(entity_spawn),
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|             ..default()
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|         })
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|         .insert(Movable::new(entity_spawn));
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| 
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|     // Spawn a camera looking at the entities to show what's happening in this example.
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(entity_spawn, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Add a light source for better 3d visibility.
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_translation(Vec3::ONE * 3.0),
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|         ..default()
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|     });
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| }
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| 
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| // This system will move all Movable entities with a Transform
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| fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
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|     for (mut transform, mut cube) in &mut cubes {
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|         // Check if the entity moved too far from its spawn, if so invert the moving direction.
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|         if (cube.spawn - transform.translation).length() > cube.max_distance {
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|             cube.speed *= -1.0;
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|         }
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|         let direction = transform.local_x();
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|         transform.translation += direction * cube.speed * timer.delta_seconds();
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|     }
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| }
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