chore(examples): tweaks to common code to make clippy happy
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@ -5,11 +5,13 @@ pub use camera::*;
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//pub use relationships::*;
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//pub use relationships::*;
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#[cfg(feature = "physics_rapier")]
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#[cfg(feature = "physics_rapier")]
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#[allow(ambiguous_glob_reexports)]
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pub mod physics_rapier;
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pub mod physics_rapier;
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#[cfg(feature = "physics_rapier")]
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#[cfg(feature = "physics_rapier")]
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pub use physics_rapier::*;
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pub use physics_rapier::*;
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#[cfg(feature = "physics_xpbd")]
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#[cfg(feature = "physics_xpbd")]
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#[allow(ambiguous_glob_reexports)]
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pub mod physics_xpbd;
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pub mod physics_xpbd;
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#[cfg(feature = "physics_xpbd")]
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#[cfg(feature = "physics_xpbd")]
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pub use physics_xpbd::*;
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pub use physics_xpbd::*;
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@ -19,6 +21,14 @@ use bevy::prelude::*;
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pub struct CorePlugin;
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pub struct CorePlugin;
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impl Plugin for CorePlugin {
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impl Plugin for CorePlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_plugins((CameraPlugin, PhysicsPlugin));
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app.add_plugins(CameraPlugin);
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#[cfg(feature = "physics_rapier")]
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app.add_plugins(PhysicsPlugin);
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#[cfg(feature = "physics_xpbd")]
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app.add_plugins(PhysicsPluginXPBD);
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}
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}
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}
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}
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@ -6,17 +6,17 @@ use bevy::{
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};
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};
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use bevy_rapier3d::{prelude::RapierConfiguration, render::DebugRenderContext};
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use bevy_rapier3d::{prelude::RapierConfiguration, render::DebugRenderContext};
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pub fn pause_physics(mut physics_config: ResMut<RapierConfiguration>) {
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pub(crate) fn pause_physics(mut physics_config: ResMut<RapierConfiguration>) {
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info!("pausing physics");
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info!("pausing physics");
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physics_config.physics_pipeline_active = false;
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physics_config.physics_pipeline_active = false;
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}
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}
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pub fn resume_physics(mut physics_config: ResMut<RapierConfiguration>) {
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pub(crate) fn resume_physics(mut physics_config: ResMut<RapierConfiguration>) {
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info!("unpausing physics");
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info!("unpausing physics");
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physics_config.physics_pipeline_active = true;
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physics_config.physics_pipeline_active = true;
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}
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}
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pub fn toggle_physics_debug(
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pub(crate) fn toggle_physics_debug(
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mut debug_config: ResMut<DebugRenderContext>,
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mut debug_config: ResMut<DebugRenderContext>,
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keycode: Res<ButtonInput<KeyCode>>,
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keycode: Res<ButtonInput<KeyCode>>,
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) {
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) {
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@ -1,10 +1,10 @@
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pub mod physics_replace_proxies;
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pub(crate) mod physics_replace_proxies;
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pub use physics_replace_proxies::*;
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pub(crate) use physics_replace_proxies::*;
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pub mod utils;
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pub(crate) mod utils;
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pub mod controls;
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pub(crate) mod controls;
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pub use controls::*;
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pub(crate) use controls::*;
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use crate::state::GameState;
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use crate::state::GameState;
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use bevy::prelude::*;
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use bevy::prelude::*;
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@ -26,7 +26,7 @@ pub enum AutoAABBCollider {
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// replaces all physics stand-ins with the actual rapier types
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// replaces all physics stand-ins with the actual rapier types
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#[allow(clippy::type_complexity)]
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#[allow(clippy::type_complexity)]
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pub fn physics_replace_proxies(
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pub(crate) fn physics_replace_proxies(
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meshes: Res<Assets<Mesh>>,
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meshes: Res<Assets<Mesh>>,
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mesh_handles: Query<&Handle<Mesh>>,
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mesh_handles: Query<&Handle<Mesh>>,
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mut proxy_colliders: Query<
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mut proxy_colliders: Query<
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@ -8,17 +8,17 @@ use bevy::{prelude::ResMut, time::Time};
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use bevy_xpbd_3d::prelude::Physics;
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use bevy_xpbd_3d::prelude::Physics;
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use bevy_xpbd_3d::prelude::*;
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use bevy_xpbd_3d::prelude::*;
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pub fn pause_physics(mut time: ResMut<Time<Physics>>) {
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pub(crate) fn pause_physics(mut time: ResMut<Time<Physics>>) {
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info!("pausing physics");
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info!("pausing physics");
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time.pause();
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time.pause();
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}
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}
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pub fn resume_physics(mut time: ResMut<Time<Physics>>) {
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pub(crate) fn resume_physics(mut time: ResMut<Time<Physics>>) {
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info!("unpausing physics");
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info!("unpausing physics");
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time.unpause();
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time.unpause();
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}
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}
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pub fn toggle_physics_debug(
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pub(crate) fn toggle_physics_debug(
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mut config_store: ResMut<GizmoConfigStore>,
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mut config_store: ResMut<GizmoConfigStore>,
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keycode: Res<ButtonInput<KeyCode>>,
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keycode: Res<ButtonInput<KeyCode>>,
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) {
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) {
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@ -1,10 +1,10 @@
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pub mod physics_replace_proxies;
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pub(crate) mod physics_replace_proxies;
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pub use physics_replace_proxies::*;
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pub(crate) use physics_replace_proxies::*;
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pub mod utils;
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pub(crate) mod utils;
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pub mod controls;
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pub(crate) mod controls;
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pub use controls::*;
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pub(crate) use controls::*;
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_xpbd_3d::prelude::*;
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use bevy_xpbd_3d::prelude::*;
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@ -12,8 +12,8 @@ use bevy_xpbd_3d::prelude::*;
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use crate::state::GameState;
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use crate::state::GameState;
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use bevy_gltf_blueprints::GltfBlueprintsSet;
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use bevy_gltf_blueprints::GltfBlueprintsSet;
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pub struct PhysicsPlugin;
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pub struct PhysicsPluginXPBD;
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impl Plugin for PhysicsPlugin {
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impl Plugin for PhysicsPluginXPBD {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_plugins((PhysicsPlugins::default(), PhysicsDebugPlugin::default()))
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app.add_plugins((PhysicsPlugins::default(), PhysicsDebugPlugin::default()))
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.register_type::<AutoAABBCollider>()
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.register_type::<AutoAABBCollider>()
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@ -25,7 +25,7 @@ pub enum AutoAABBCollider {
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// replaces all physics stand-ins with the actual xpbd types
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// replaces all physics stand-ins with the actual xpbd types
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#[allow(clippy::type_complexity)]
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#[allow(clippy::type_complexity)]
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pub fn physics_replace_proxies(
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pub(crate) fn physics_replace_proxies(
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meshes: Res<Assets<Mesh>>,
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meshes: Res<Assets<Mesh>>,
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mesh_handles: Query<&Handle<Mesh>>,
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mesh_handles: Query<&Handle<Mesh>>,
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mut proxy_colliders: Query<
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mut proxy_colliders: Query<
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