Add option to configure schedule via CLI/URL params (does actually do… #227
clippy
121 warnings
Details
Results
Message level | Amount |
---|---|
Internal compiler error | 0 |
Error | 0 |
Warning | 121 |
Note | 0 |
Help | 0 |
Versions
- rustc 1.77.0 (aedd173a2 2024-03-17)
- cargo 1.77.0 (3fe68eabf 2024-02-29)
- clippy 0.1.77 (aedd173 2024-03-17)
Annotations
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 + )
|
Check warning on line 255 in demos/src/bin/shooter_like.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/shooter_like.rs:255:18
|
255 | |mut cmd, use_collision_groups| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 233 in demos/src/bin/shooter_like.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/shooter_like.rs:233:48
|
233 | .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 225 in demos/src/bin/shooter_like.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/shooter_like.rs:225:39
|
225 | ("ball (exact)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 219 in demos/src/bin/shooter_like.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/shooter_like.rs:219:42
|
219 | ("ball (underfit)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 211 in demos/src/bin/shooter_like.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/shooter_like.rs:211:41
|
211 | ("flat (overfit)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 203 in demos/src/bin/shooter_like.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/shooter_like.rs:203:39
|
203 | ("flat (exact)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 195 in demos/src/bin/shooter_like.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/shooter_like.rs:195:42
|
195 | ("flat (underfit)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 189 in demos/src/bin/shooter_like.rs
github-actions / clippy
variable does not need to be mutable
warning: variable does not need to be mutable
--> demos/src/bin/shooter_like.rs:189:29
|
189 | ("no", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
|
= note: `#[warn(unused_mut)]` on by default
Check warning on line 301 in demos/src/bin/shooter_like.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/shooter_like.rs:301:59
|
301 | cmd.insert(TnuaCrouchEnforcer::new(0.5 * Vector3::Y, |cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 255 in demos/src/bin/shooter_like.rs
github-actions / clippy
unused variable: `use_collision_groups`
warning: unused variable: `use_collision_groups`
--> demos/src/bin/shooter_like.rs:255:27
|
255 | |mut cmd, use_collision_groups| {
| ^^^^^^^^^^^^^^^^^^^^ help: if this is intentional, prefix it with an underscore: `_use_collision_groups`
Check warning on line 255 in demos/src/bin/shooter_like.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/shooter_like.rs:255:22
|
255 | |mut cmd, use_collision_groups| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 233 in demos/src/bin/shooter_like.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/shooter_like.rs:233:52
|
233 | .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 225 in demos/src/bin/shooter_like.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/shooter_like.rs:225:43
|
225 | ("ball (exact)", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 219 in demos/src/bin/shooter_like.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/shooter_like.rs:219:46
|
219 | ("ball (underfit)", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 211 in demos/src/bin/shooter_like.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/shooter_like.rs:211:45
|
211 | ("flat (overfit)", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 203 in demos/src/bin/shooter_like.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/shooter_like.rs:203:43
|
203 | ("flat (exact)", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 195 in demos/src/bin/shooter_like.rs
github-actions / clippy
unused variable: `cmd`
warning: unused variable: `cmd`
--> demos/src/bin/shooter_like.rs:195:46
|
195 | ("flat (underfit)", |mut cmd| {
| ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
Check warning on line 295 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:295:9
|
178 | / let command_altering_selectors = CommandAlteringSelectors::default()
179 | | // By default Tnua uses a raycast, but this could be a problem if the character stands
180 | | // just past the edge while part of its body is above the platform. To solve this, we
181 | | // need to cast a shape - which is physics-engine specific. We set the shape using a
... |
275 | | },
276 | | );
| |______________- unnecessary `let` binding
...
295 | 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
|
178 ~
179 | #[cfg(feature = "rapier3d")]
...
196 | );
197 ~ CommandAlteringSelectors::default()
198 + // By default Tnua uses a raycast, but this could be a problem if the character stands
199 + // just past the edge while part of its body is above the platform. To solve this, we
200 + // need to cast a shape - which is physics-engine specific. We set the shape using a
201 + // component.
202 + .with_combo(
203 + "Sensor Shape",
204 + 1,
205 + &[
206 + ("no", |mut cmd| {
207 + #[cfg(feature = "rapier3d")]
208 + cmd.remove::<TnuaRapier3dSensorShape>();
209 + #[cfg(feature = "xpbd3d")]
210 + cmd.remove::<TnuaXpbd3dSensorShape>();
211 + }),
212 + ("flat (underfit)", |mut cmd| {
213 + #[cfg(feature = "rapier3d")]
214 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
215 + 0.0, 0.49,
216 + )));
217 + #[cfg(feature = "xpbd3d")]
218 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.49)));
219 + }),
220 + ("flat (exact)", |mut cmd| {
221 + #[cfg(feature = "rapier3d")]
222 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
223 + 0.0, 0.5,
224 + )));
225 + #[cfg(feature = "xpbd3d")]
226 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.5)));
227 + }),
228 + ("flat (overfit)", |mut cmd| {
229 + #[cfg(feature = "rapier3d")]
230 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
231 + 0.0, 0.51,
232 + )));
233 + #[cfg(feature = "xpbd3d")]
234 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.51)));
235 + }),
236 + ("ball (underfit)", |mut cmd| {
237 + #[cfg(feature = "rapier3d")]
238 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.49)));
239 + #[cfg(feature = "xpbd3d")]
240 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.49)));
241 + }),
242 + ("ball (exact)", |mut cmd| {
243 + #[cfg(feature = "rapier3d")]
244 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.5)));
245 + #[cfg(feature = "xpbd3d")]
246 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.5)));
247 + }),
248 + ],
249 + )
250 + .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
251 + // Tnua will automatically apply angular impulses/forces to fix the tilt and make
252 + // the character stand upward, but it is also possible to just let the physics
253 + // engine prevent rotation (other than around the Y axis, for turning)
254 + if lock_tilt {
255 + #[cfg(feature = "rapier3d")]
256 + cmd.insert(
257 + rapier::LockedAxes::ROTATION_LOCKED_X
258 + | rapier::LockedAxes::ROTATION_LOCKED_Z,
259 + );
260 + #[cfg(feature = "xpbd3d")]
261 + cmd.insert(xpbd::LockedAxes::new().lock_rotation_x().lock_rotation_z());
262 + } else {
263 + #[cfg(feature = "rapier3d")]
264 + cmd.insert(rapier::LockedAxes::empty());
265 + #[cfg(feature = "xpbd3d")]
266 + cmd.insert(xpbd::LockedAxes::new());
267 + }
268 + })
269 + .with_checkbox(
270 + "Phase Through Collision Groups",
271 + true,
272 + |mut cmd, use_collision_groups| {
273 + #[cfg(feature = "rapier3d")]
274 + if use_collision_groups {
275 + cmd.insert(CollisionGroups {
276 + memberships: Group::GROUP_2,
277 + filters: Group::GROUP_2,
278 + });
279 + } else {
280 + cmd.insert(CollisionGroups {
281 + memberships: Group::ALL,
282 + filters: Group::ALL,
283 + });
284 + }
285 + #[cfg(feature = "xpbd3d")]
286 + {
287 + let player_layers: LayerMask = if use_collision_groups {
288 + [LayerNames::Player].into()
289 + } else {
290 + [LayerNames::Player, LayerNames::PhaseThrough].into()
291 + };
292 + cmd.insert(CollisionLayers::new(player_layers, player_layers));
293 + }
294 + },
295 + )
|
Check warning on line 295 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:295:9
|
178 | / let command_altering_selectors = CommandAlteringSelectors::default()
179 | | // By default Tnua uses a raycast, but this could be a problem if the character stands
180 | | // just past the edge while part of its body is above the platform. To solve this, we
181 | | // need to cast a shape - which is physics-engine specific. We set the shape using a
... |
275 | | },
276 | | );
| |______________- unnecessary `let` binding
...
295 | 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
|
178 ~
179 | #[cfg(feature = "rapier3d")]
...
196 | );
197 ~ CommandAlteringSelectors::default()
198 + // By default Tnua uses a raycast, but this could be a problem if the character stands
199 + // just past the edge while part of its body is above the platform. To solve this, we
200 + // need to cast a shape - which is physics-engine specific. We set the shape using a
201 + // component.
202 + .with_combo(
203 + "Sensor Shape",
204 + 1,
205 + &[
206 + ("no", |mut cmd| {
207 + #[cfg(feature = "rapier3d")]
208 + cmd.remove::<TnuaRapier3dSensorShape>();
209 + #[cfg(feature = "xpbd3d")]
210 + cmd.remove::<TnuaXpbd3dSensorShape>();
211 + }),
212 + ("flat (underfit)", |mut cmd| {
213 + #[cfg(feature = "rapier3d")]
214 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
215 + 0.0, 0.49,
216 + )));
217 + #[cfg(feature = "xpbd3d")]
218 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.49)));
219 + }),
220 + ("flat (exact)", |mut cmd| {
221 + #[cfg(feature = "rapier3d")]
222 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
223 + 0.0, 0.5,
224 + )));
225 + #[cfg(feature = "xpbd3d")]
226 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.5)));
227 + }),
228 + ("flat (overfit)", |mut cmd| {
229 + #[cfg(feature = "rapier3d")]
230 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
231 + 0.0, 0.51,
232 + )));
233 + #[cfg(feature = "xpbd3d")]
234 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.51)));
235 + }),
236 + ("ball (underfit)", |mut cmd| {
237 + #[cfg(feature = "rapier3d")]
238 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.49)));
239 + #[cfg(feature = "xpbd3d")]
240 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.49)));
241 + }),
242 + ("ball (exact)", |mut cmd| {
243 + #[cfg(feature = "rapier3d")]
244 + cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.5)));
245 + #[cfg(feature = "xpbd3d")]
246 + cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.5)));
247 + }),
248 + ],
249 + )
250 + .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
251 + // Tnua will automatically apply angular impulses/forces to fix the tilt and make
252 + // the character stand upward, but it is also possible to just let the physics
253 + // engine prevent rotation (other than around the Y axis, for turning)
254 + if lock_tilt {
255 + #[cfg(feature = "rapier3d")]
256 + cmd.insert(
257 + rapier::LockedAxes::ROTATION_LOCKED_X
258 + | rapier::LockedAxes::ROTATION_LOCKED_Z,
259 + );
260 + #[cfg(feature = "xpbd3d")]
261 + cmd.insert(xpbd::LockedAxes::new().lock_rotation_x().lock_rotation_z());
262 + } else {
263 + #[cfg(feature = "rapier3d")]
264 + cmd.insert(rapier::LockedAxes::empty());
265 + #[cfg(feature = "xpbd3d")]
266 + cmd.insert(xpbd::LockedAxes::new());
267 + }
268 + })
269 + .with_checkbox(
270 + "Phase Through Collision Groups",
271 + true,
272 + |mut cmd, use_collision_groups| {
273 + #[cfg(feature = "rapier3d")]
274 + if use_collision_groups {
275 + cmd.insert(CollisionGroups {
276 + memberships: Group::GROUP_2,
277 + filters: Group::GROUP_2,
278 + });
279 + } else {
280 + cmd.insert(CollisionGroups {
281 + memberships: Group::ALL,
282 + filters: Group::ALL,
283 + });
284 + }
285 + #[cfg(feature = "xpbd3d")]
286 + {
287 + let player_layers: LayerMask = if use_collision_groups {
288 + [LayerNames::Player].into()
289 + } else {
290 + [LayerNames::Player, LayerNames::PhaseThrough].into()
291 + };
292 + cmd.insert(CollisionLayers::new(player_layers, player_layers));
293 + }
294 + },
295 + )
|
Check warning on line 253 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:253:18
|
253 | |mut cmd, use_collision_groups| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 231 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:231:48
|
231 | .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 223 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:223:39
|
223 | ("ball (exact)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 217 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:217:42
|
217 | ("ball (underfit)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`
Check warning on line 209 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:209:41
|
209 | ("flat (overfit)", |mut cmd| {
| ----^^^
| |
| help: remove this `mut`