 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>
		
	
			
		
			
				
	
	
		
			66 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to create parent-child relationships between entities and how parent transforms
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| //! are propagated to their descendants.
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| 
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| use bevy::prelude::*;
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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(rotator_system)
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|         .run();
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| }
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| 
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| /// this component indicates what entities should rotate
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| #[derive(Component)]
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| struct Rotator;
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| 
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| /// rotates the parent, which will result in the child also rotating
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| fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
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|     for mut transform in &mut query {
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|         transform.rotate_x(3.0 * time.delta_seconds());
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|     }
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| }
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| 
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| /// set up a simple scene with a "parent" cube and a "child" cube
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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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|     let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 2.0 }));
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|     let cube_material_handle = materials.add(StandardMaterial {
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|         base_color: Color::rgb(0.8, 0.7, 0.6),
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|         ..default()
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|     });
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| 
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|     // parent cube
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|     commands
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|         .spawn_bundle(PbrBundle {
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|             mesh: cube_handle.clone(),
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|             material: cube_material_handle.clone(),
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|             transform: Transform::from_xyz(0.0, 0.0, 1.0),
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|             ..default()
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|         })
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|         .insert(Rotator)
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|         .with_children(|parent| {
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|             // child cube
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|             parent.spawn_bundle(PbrBundle {
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|                 mesh: cube_handle,
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|                 material: cube_material_handle,
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|                 transform: Transform::from_xyz(0.0, 0.0, 3.0),
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|                 ..default()
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|             });
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|         });
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|     // light
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 5.0, -4.0),
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|         ..default()
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|     });
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|     // camera
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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