 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>
		
	
			
		
			
				
	
	
		
			173 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			173 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Skinned mesh example with mesh and joints data defined in code.
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| //! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     pbr::AmbientLight,
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|     prelude::*,
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|     render::mesh::{
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|         skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
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|         Indices, PrimitiveTopology,
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|     },
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| };
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| use rand::Rng;
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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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|         .insert_resource(AmbientLight {
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|             brightness: 1.0,
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|             ..default()
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|         })
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|         .add_startup_system(setup)
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|         .add_system(joint_animation)
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|         .run();
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| }
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| 
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| /// Used to mark a joint to be animated in the [`joint_animation`] system.
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| #[derive(Component)]
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| struct AnimatedJoint;
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| 
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| /// Construct a mesh and a skeleton with 2 joints for that mesh,
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| ///   and mark the second joint to be animated.
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| /// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
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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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|     mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
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| ) {
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|     // Create a camera
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Create inverse bindpose matrices for a skeleton consists of 2 joints
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|     let inverse_bindposes =
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|         skinned_mesh_inverse_bindposes_assets.add(SkinnedMeshInverseBindposes::from(vec![
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|             Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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|             Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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|         ]));
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| 
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|     // Create a mesh
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|     let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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|     // Set mesh vertex positions
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|     mesh.insert_attribute(
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|         Mesh::ATTRIBUTE_POSITION,
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|         vec![
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|             [0.0, 0.0, 0.0],
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|             [1.0, 0.0, 0.0],
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|             [0.0, 0.5, 0.0],
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|             [1.0, 0.5, 0.0],
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|             [0.0, 1.0, 0.0],
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|             [1.0, 1.0, 0.0],
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|             [0.0, 1.5, 0.0],
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|             [1.0, 1.5, 0.0],
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|             [0.0, 2.0, 0.0],
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|             [1.0, 2.0, 0.0],
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|         ],
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|     );
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|     // Set mesh vertex normals
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|     mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10]);
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|     // Set mesh vertex UVs. Although the mesh doesn't have any texture applied,
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|     //  UVs are still required by the render pipeline. So these UVs are zeroed out.
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|     mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vec![[0.0, 0.0]; 10]);
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|     // Set mesh vertex joint indices for mesh skinning.
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|     // Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader
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|     //  as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component.
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|     // This means that a maximum of 4 joints can affect a single vertex.
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|     mesh.insert_attribute(
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|         Mesh::ATTRIBUTE_JOINT_INDEX,
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|         vec![
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|             [0u16, 0, 0, 0],
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|             [0, 0, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|         ],
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|     );
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|     // Set mesh vertex joint weights for mesh skinning.
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|     // Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it.
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|     // The sum of these weights should equal to 1.
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|     mesh.insert_attribute(
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|         Mesh::ATTRIBUTE_JOINT_WEIGHT,
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|         vec![
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|             [1.00, 0.00, 0.0, 0.0],
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|             [1.00, 0.00, 0.0, 0.0],
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|             [0.75, 0.25, 0.0, 0.0],
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|             [0.75, 0.25, 0.0, 0.0],
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|             [0.50, 0.50, 0.0, 0.0],
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|             [0.50, 0.50, 0.0, 0.0],
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|             [0.25, 0.75, 0.0, 0.0],
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|             [0.25, 0.75, 0.0, 0.0],
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|             [0.00, 1.00, 0.0, 0.0],
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|             [0.00, 1.00, 0.0, 0.0],
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|         ],
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|     );
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|     // Tell bevy to construct triangles from a list of vertex indices,
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|     //  where each 3 vertex indices form an triangle.
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|     mesh.set_indices(Some(Indices::U16(vec![
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|         0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8,
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|     ])));
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| 
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|     let mesh = meshes.add(mesh);
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|     for i in -5..5 {
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|         // Create joint entities
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|         let joint_0 = commands
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|             .spawn_bundle((
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|                 Transform::from_xyz(i as f32 * 1.5, 0.0, 0.0),
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|                 GlobalTransform::identity(),
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|             ))
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|             .id();
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|         let joint_1 = commands
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|             .spawn_bundle((
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|                 AnimatedJoint,
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|                 Transform::identity(),
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|                 GlobalTransform::identity(),
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|             ))
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|             .id();
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| 
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|         // Set joint_1 as a child of joint_0.
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|         commands.entity(joint_0).push_children(&[joint_1]);
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| 
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|         // Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`.
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|         let joint_entities = vec![joint_0, joint_1];
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| 
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|         // Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
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|         commands
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|             .spawn_bundle(PbrBundle {
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|                 mesh: mesh.clone(),
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|                 material: materials.add(
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|                     Color::rgb(
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|                         rand::thread_rng().gen_range(0.0..1.0),
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|                         rand::thread_rng().gen_range(0.0..1.0),
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|                         rand::thread_rng().gen_range(0.0..1.0),
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|                     )
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|                     .into(),
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|                 ),
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|                 ..default()
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|             })
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|             .insert(SkinnedMesh {
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|                 inverse_bindposes: inverse_bindposes.clone(),
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|                 joints: joint_entities,
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|             });
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|     }
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| }
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| 
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| /// Animate the joint marked with [`AnimatedJoint`] component.
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| fn joint_animation(time: Res<Time>, mut query: Query<&mut Transform, With<AnimatedJoint>>) {
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|     for mut transform in &mut query {
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|         transform.rotation = Quat::from_axis_angle(
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|             Vec3::Z,
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|             0.5 * PI * time.time_since_startup().as_secs_f32().sin(),
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|         );
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|     }
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| }
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