Merge pull request #47 from vpochapuis/main #222
clippy
132 warnings
Details
Results
Message level | Amount |
---|---|
Internal compiler error | 0 |
Error | 0 |
Warning | 132 |
Note | 0 |
Help | 0 |
Versions
- rustc 1.76.0 (07dca489a 2024-02-04)
- cargo 1.76.0 (c84b36747 2024-01-18)
- clippy 0.1.76 (07dca48 2024-02-04)
Annotations
Check warning on line 63 in demos/src/moving_platform.rs
github-actions / clippy
associated function `make_system` is never used
warning: associated function `make_system` is never used
--> demos/src/moving_platform.rs:63:8
|
54 | impl MovingPlatform {
| ------------------- associated function in this implementation
...
63 | fn make_system<V: Component>(
| ^^^^^^^^^^^
|
= note: `#[warn(dead_code)]` on by default
Check warning on line 210 in demos/src/ui/mod.rs
github-actions / clippy
unused variable: `setting_from_ui`
warning: unused variable: `setting_from_ui`
--> demos/src/ui/mod.rs:210:5
|
210 | setting_from_ui: Res<DemoUiPhysicsBackendActive>,
| ^^^^^^^^^^^^^^^ help: if this is intentional, prefix it with an underscore: `_setting_from_ui`
Check warning on line 7 in demos/src/moving_platform.rs
github-actions / clippy
unused variable: `app`
warning: unused variable: `app`
--> demos/src/moving_platform.rs:7:21
|
7 | fn build(&self, app: &mut App) {
| ^^^ help: if this is intentional, prefix it with an underscore: `_app`
|
= note: `#[warn(unused_variables)]` on by default
Check warning on line 20 in demos/src/ui/mod.rs
github-actions / clippy
unused import: `make_update_plot_data_system`
warning: unused import: `make_update_plot_data_system`
--> demos/src/ui/mod.rs:20:22
|
20 | use self::plotting::{make_update_plot_data_system, plot_source_rolling_update};
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Check warning on line 6 in demos/src/levels_setup/for_2d_platformer.rs
github-actions / clippy
unused imports: `AdjustPrecision`, `Vector2`
warning: unused imports: `AdjustPrecision`, `Vector2`
--> demos/src/levels_setup/for_2d_platformer.rs:6:12
|
6 | math::{AdjustPrecision, Vector2, Vector3},
| ^^^^^^^^^^^^^^^ ^^^^^^^
|
= note: `#[warn(unused_imports)]` on by default
Check warning on line 290 in demos/src/bin/platformer_3d.rs
github-actions / clippy
returning the result of a `let` binding from a block
warning: returning the result of a `let` binding from a block
--> demos/src/bin/platformer_3d.rs:290:9
|
173 | / let command_altering_selectors = CommandAlteringSelectors::default()
174 | | // By default Tnua uses a raycast, but this could be a problem if the character stands
175 | | // just past the edge while part of its body is above the platform. To solve this, we
176 | | // need to cast a shape - which is physics-engine specific. We set the shape using a
... |
270 | | },
271 | | );
| |______________- unnecessary `let` binding
...
290 | command_altering_selectors
| ^^^^^^^^^^^^^^^^^^^^^^^^^^
|
= help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#let_and_return
= note: `#[warn(clippy::let_and_return)]` on by default
help: return the expression directly
|
173 ~
174 | #[cfg(feature = "rapier3d")]
...
191 | );
192 ~ CommandAlteringSelectors::default()
193 + // By default Tnua uses a raycast, but this could be a problem if the character stands
194 + // just past the edge while part of its body is above the platform. To solve this, we
195 + // need to cast a shape - which is physics-engine specific. We set the shape using a
196 + // component.
197 + .with_combo(
198 + "Sensor Shape",
199 + 1,
200 + &[
201 + ("no", |mut cmd| {
202 + #[cfg(feature = "rapier3d")]
203 + cmd.remove::<TnuaRapier3dSensorShape>();
204 + #[cfg(feature = "xpbd3d")]
205 + cmd.remove::<TnuaXpbd3dSensorShape>();
206 + }),
207 + ("flat (underfit)", |mut cmd| {
208 + #[cfg(feature = "rapier3d")]
209 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
210 + 0.0, 0.49,
211 + )));
212 + #[cfg(feature = "xpbd3d")]
213 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.49)));
214 + }),
215 + ("flat (exact)", |mut cmd| {
216 + #[cfg(feature = "rapier3d")]
217 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
218 + 0.0, 0.5,
219 + )));
220 + #[cfg(feature = "xpbd3d")]
221 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.5)));
222 + }),
223 + ("flat (overfit)", |mut cmd| {
224 + #[cfg(feature = "rapier3d")]
225 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
226 + 0.0, 0.51,
227 + )));
228 + #[cfg(feature = "xpbd3d")]
229 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.51)));
230 + }),
231 + ("ball (underfit)", |mut cmd| {
232 + #[cfg(feature = "rapier3d")]
233 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.49)));
234 + #[cfg(feature = "xpbd3d")]
235 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.49)));
236 + }),
237 + ("ball (exact)", |mut cmd| {
238 + #[cfg(feature = "rapier3d")]
239 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.5)));
240 + #[cfg(feature = "xpbd3d")]
241 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.5)));
242 + }),
243 + ],
244 + )
245 + .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
246 + // Tnua will automatically apply angular impulses/forces to fix the tilt and make
247 + // the character stand upward, but it is also possible to just let the physics
248 + // engine prevent rotation (other than around the Y axis, for turning)
249 + if lock_tilt {
250 + #[cfg(feature = "rapier3d")]
251 + cmd.insert(
252 + rapier::LockedAxes::ROTATION_LOCKED_X
253 + | rapier::LockedAxes::ROTATION_LOCKED_Z,
254 + );
255 + #[cfg(feature = "xpbd3d")]
256 + cmd.insert(xpbd::LockedAxes::new().lock_rotation_x().lock_rotation_z());
257 + } else {
258 + #[cfg(feature = "rapier3d")]
259 + cmd.insert(rapier::LockedAxes::empty());
260 + #[cfg(feature = "xpbd3d")]
261 + cmd.insert(xpbd::LockedAxes::new());
262 + }
263 + })
264 + .with_checkbox(
265 + "Phase Through Collision Groups",
266 + true,
267 + |mut cmd, use_collision_groups| {
268 + #[cfg(feature = "rapier3d")]
269 + if use_collision_groups {
270 + cmd.insert(CollisionGroups {
271 + memberships: Group::GROUP_2,
272 + filters: Group::GROUP_2,
273 + });
274 + } else {
275 + cmd.insert(CollisionGroups {
276 + memberships: Group::ALL,
277 + filters: Group::ALL,
278 + });
279 + }
280 + #[cfg(feature = "xpbd3d")]
281 + {
282 + let player_layers: LayerMask = if use_collision_groups {
283 + [LayerNames::Player].into()
284 + } else {
285 + [LayerNames::Player, LayerNames::PhaseThrough].into()
286 + };
287 + cmd.insert(CollisionLayers::new(player_layers, player_layers));
288 + }
289 + },
290 + )
|
Check warning on line 248 in demos/src/bin/platformer_3d.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/platformer_3d.rs:248:18
|
248 | |mut cmd, use_collision_groups| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 226 in demos/src/bin/platformer_3d.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/platformer_3d.rs:226:48
|
226 | .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 218 in demos/src/bin/platformer_3d.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/platformer_3d.rs:218:39
|
218 | ("ball (exact)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 212 in demos/src/bin/platformer_3d.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/platformer_3d.rs:212:42
|
212 | ("ball (underfit)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 204 in demos/src/bin/platformer_3d.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/platformer_3d.rs:204:41
|
204 | ("flat (overfit)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 196 in demos/src/bin/platformer_3d.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/platformer_3d.rs:196:39
|
196 | ("flat (exact)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 188 in demos/src/bin/platformer_3d.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/platformer_3d.rs:188:42
|
188 | ("flat (underfit)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 182 in demos/src/bin/platformer_3d.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/platformer_3d.rs:182:29
|
182 | ("no", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
|
= note: `#[warn(unused_mut)]` on by default
Check warning on line 294 in demos/src/bin/platformer_3d.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/platformer_3d.rs:294:59
|
294 | cmd.insert(TnuaCrouchEnforcer::new(0.5 * Vector3::Y, |cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 248 in demos/src/bin/platformer_3d.rs
github-actions / clippy
unused variable: `use_collision_groups`
warning: unused variable: `use_collision_groups`
--> demos/src/bin/platformer_3d.rs:248:27
|
248 | |mut cmd, use_collision_groups| {
| ^^^^^^^^^^^^^^^^^^^^ help: if this is intentional, prefix it with an underscore: `_use_collision_groups`
Check warning on line 248 in demos/src/bin/platformer_3d.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/platformer_3d.rs:248:22
|
248 | |mut cmd, use_collision_groups| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 226 in demos/src/bin/platformer_3d.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/platformer_3d.rs:226:52
|
226 | .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 218 in demos/src/bin/platformer_3d.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/platformer_3d.rs:218:43
|
218 | ("ball (exact)", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 212 in demos/src/bin/platformer_3d.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/platformer_3d.rs:212:46
|
212 | ("ball (underfit)", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 204 in demos/src/bin/platformer_3d.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/platformer_3d.rs:204:45
|
204 | ("flat (overfit)", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 196 in demos/src/bin/platformer_3d.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/platformer_3d.rs:196:43
|
196 | ("flat (exact)", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 188 in demos/src/bin/platformer_3d.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/platformer_3d.rs:188:46
|
188 | ("flat (underfit)", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 182 in demos/src/bin/platformer_3d.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/platformer_3d.rs:182:33
|
182 | ("no", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
|
= note: `#[warn(unused_variables)]` on by default
Check warning on line 297 in demos/src/bin/shooter_like.rs
github-actions / clippy
returning the result of a `let` binding from a block
warning: returning the result of a `let` binding from a block
--> demos/src/bin/shooter_like.rs:297:9
|
180 | / let command_altering_selectors = CommandAlteringSelectors::default()
181 | | // By default Tnua uses a raycast, but this could be a problem if the character stands
182 | | // just past the edge while part of its body is above the platform. To solve this, we
183 | | // need to cast a shape - which is physics-engine specific. We set the shape using a
... |
277 | | },
278 | | );
| |______________- unnecessary `let` binding
...
297 | command_altering_selectors
| ^^^^^^^^^^^^^^^^^^^^^^^^^^
|
= help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#let_and_return
= note: `#[warn(clippy::let_and_return)]` on by default
help: return the expression directly
|
180 ~
181 | #[cfg(feature = "rapier3d")]
...
198 | );
199 ~ CommandAlteringSelectors::default()
200 + // By default Tnua uses a raycast, but this could be a problem if the character stands
201 + // just past the edge while part of its body is above the platform. To solve this, we
202 + // need to cast a shape - which is physics-engine specific. We set the shape using a
203 + // component.
204 + .with_combo(
205 + "Sensor Shape",
206 + 1,
207 + &[
208 + ("no", |mut cmd| {
209 + #[cfg(feature = "rapier3d")]
210 + cmd.remove::<TnuaRapier3dSensorShape>();
211 + #[cfg(feature = "xpbd3d")]
212 + cmd.remove::<TnuaXpbd3dSensorShape>();
213 + }),
214 + ("flat (underfit)", |mut cmd| {
215 + #[cfg(feature = "rapier3d")]
216 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
217 + 0.0, 0.49,
218 + )));
219 + #[cfg(feature = "xpbd3d")]
220 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.49)));
221 + }),
222 + ("flat (exact)", |mut cmd| {
223 + #[cfg(feature = "rapier3d")]
224 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
225 + 0.0, 0.5,
226 + )));
227 + #[cfg(feature = "xpbd3d")]
228 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.5)));
229 + }),
230 + ("flat (overfit)", |mut cmd| {
231 + #[cfg(feature = "rapier3d")]
232 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
233 + 0.0, 0.51,
234 + )));
235 + #[cfg(feature = "xpbd3d")]
236 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.51)));
237 + }),
238 + ("ball (underfit)", |mut cmd| {
239 + #[cfg(feature = "rapier3d")]
240 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.49)));
241 + #[cfg(feature = "xpbd3d")]
242 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.49)));
243 + }),
244 + ("ball (exact)", |mut cmd| {
245 + #[cfg(feature = "rapier3d")]
246 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.5)));
247 + #[cfg(feature = "xpbd3d")]
248 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.5)));
249 + }),
250 + ],
251 + )
252 + .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
253 + // Tnua will automatically apply angular impulses/forces to fix the tilt and make
254 + // the character stand upward, but it is also possible to just let the physics
255 + // engine prevent rotation (other than around the Y axis, for turning)
256 + if lock_tilt {
257 + #[cfg(feature = "rapier3d")]
258 + cmd.insert(
259 + rapier::LockedAxes::ROTATION_LOCKED_X
260 + | rapier::LockedAxes::ROTATION_LOCKED_Z,
261 + );
262 + #[cfg(feature = "xpbd3d")]
263 + cmd.insert(xpbd::LockedAxes::new().lock_rotation_x().lock_rotation_z());
264 + } else {
265 + #[cfg(feature = "rapier3d")]
266 + cmd.insert(rapier::LockedAxes::empty());
267 + #[cfg(feature = "xpbd3d")]
268 + cmd.insert(xpbd::LockedAxes::new());
269 + }
270 + })
271 + .with_checkbox(
272 + "Phase Through Collision Groups",
273 + true,
274 + |mut cmd, use_collision_groups| {
275 + #[cfg(feature = "rapier3d")]
276 + if use_collision_groups {
277 + cmd.insert(CollisionGroups {
278 + memberships: Group::GROUP_2,
279 + filters: Group::GROUP_2,
280 + });
281 + } else {
282 + cmd.insert(CollisionGroups {
283 + memberships: Group::ALL,
284 + filters: Group::ALL,
285 + });
286 + }
287 + #[cfg(feature = "xpbd3d")]
288 + {
289 + let player_layers: LayerMask = if use_collision_groups {
290 + [LayerNames::Player].into()
291 + } else {
292 + [LayerNames::Player, LayerNames::PhaseThrough].into()
293 + };
294 + cmd.insert(CollisionLayers::new(player_layers, player_layers));
295 + }
296 + },
297 + )
|