 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
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
 | |
| //! or by accessing the entities of the scene.
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(setup)
 | |
|         .add_system(move_scene_entities)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct MovedScene;
 | |
| 
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     commands.spawn_bundle(PointLightBundle {
 | |
|         transform: Transform::from_xyz(4.0, 5.0, 4.0),
 | |
|         ..default()
 | |
|     });
 | |
|     commands.spawn_bundle(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(1.05, 0.9, 1.5)
 | |
|             .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Spawn the scene as a child of this entity at the given transform
 | |
|     commands.spawn_bundle(SceneBundle {
 | |
|         transform: Transform::from_xyz(0.0, 0.0, -1.0),
 | |
|         scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Spawn a second scene, and add a tag component to be able to target it later
 | |
|     commands
 | |
|         .spawn_bundle(SceneBundle {
 | |
|             scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
 | |
|             ..default()
 | |
|         })
 | |
|         .insert(MovedScene);
 | |
| }
 | |
| 
 | |
| // This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene)
 | |
| fn move_scene_entities(
 | |
|     time: Res<Time>,
 | |
|     moved_scene: Query<Entity, With<MovedScene>>,
 | |
|     children: Query<&Children>,
 | |
|     mut transforms: Query<&mut Transform>,
 | |
| ) {
 | |
|     for moved_scene_entity in &moved_scene {
 | |
|         let mut offset = 0.;
 | |
|         iter_hierarchy(moved_scene_entity, &children, &mut |entity| {
 | |
|             if let Ok(mut transform) = transforms.get_mut(entity) {
 | |
|                 transform.translation = Vec3::new(
 | |
|                     offset * time.seconds_since_startup().sin() as f32 / 20.,
 | |
|                     0.,
 | |
|                     time.seconds_since_startup().cos() as f32 / 20.,
 | |
|                 );
 | |
|                 offset += 1.0;
 | |
|             }
 | |
|         });
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn iter_hierarchy(entity: Entity, children_query: &Query<&Children>, f: &mut impl FnMut(Entity)) {
 | |
|     (f)(entity);
 | |
|     if let Ok(children) = children_query.get(entity) {
 | |
|         for child in children.iter().copied() {
 | |
|             iter_hierarchy(child, children_query, f);
 | |
|         }
 | |
|     }
 | |
| }
 |