silence many compiler warnings
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41dd155c50
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@ -23,14 +23,6 @@ fn recursive_collect_superclass(objects: &mut std::vec::Vec<rbx_dom_weak::types:
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}
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}
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}
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fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec<rbx_dom_weak::types::Ref>{
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let mut objects = std::vec::Vec::new();
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recursive_collect_superclass(&mut objects, dom, dom.root(),"Decal");
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//get ids
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//clear vec
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//next class
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objects
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}
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fn planar64_affine3_from_roblox(cf:&rbx_dom_weak::types::CFrame,size:&rbx_dom_weak::types::Vector3)->Planar64Affine3{
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Planar64Affine3::new(
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Planar64Mat3::from_cols(
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@ -1108,7 +1108,7 @@ impl PhysicsState {
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},
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}
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//generate instruction
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if let Some(face) = exit_face{
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if let Some(_face) = exit_face{
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return Some(TimedInstruction {
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time: best_time,
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instruction: PhysicsInstruction::CollisionEnd(collision_data.clone())
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@ -1365,7 +1365,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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match booster{
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&crate::model::GameMechanicBooster::Affine(transform)=>v=transform.transform_point3(v),
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&crate::model::GameMechanicBooster::Velocity(velocity)=>v+=velocity,
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&crate::model::GameMechanicBooster::Energy{direction,energy}=>todo!(),
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&crate::model::GameMechanicBooster::Energy{direction: _,energy: _}=>todo!(),
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}
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self.touching.constrain_velocity(&self.models,&mut v);
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},
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@ -1376,10 +1376,10 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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match trajectory{
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crate::model::GameMechanicSetTrajectory::AirTime(_) => todo!(),
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crate::model::GameMechanicSetTrajectory::Height(_) => todo!(),
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crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point, time } => todo!(),
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crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point, speed, trajectory_choice } => todo!(),
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crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point: _, time: _ } => todo!(),
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crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point: _, speed: _, trajectory_choice: _ } => todo!(),
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&crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity,
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crate::model::GameMechanicSetTrajectory::DotVelocity { direction, dot } => todo!(),
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crate::model::GameMechanicSetTrajectory::DotVelocity { direction: _, dot: _ } => todo!(),
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}
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self.touching.constrain_velocity(&self.models,&mut v);
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},
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@ -1393,7 +1393,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.body.acceleration=a;
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}
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},
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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PhysicsCollisionAttributes::Intersect{intersecting: _,general}=>{
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//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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self.touching.insert_intersect(c.model,c);
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run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model);
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@ -1403,7 +1403,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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PhysicsInstruction::CollisionEnd(c) => {
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let model=c.model(&self.models).unwrap();
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match &model.attributes{
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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PhysicsCollisionAttributes::Contact{contacting: _,general: _}=>{
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self.touching.remove_contact(c.model);//remove contact before calling contact_constrain_acceleration
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let mut a=self.style.gravity;
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if let Some(rocket_force)=self.style.rocket_force{
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@ -1423,7 +1423,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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}
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},
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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PhysicsCollisionAttributes::Intersect{intersecting: _,general: _}=>{
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self.touching.remove_intersect(c.model);
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},
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}
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@ -62,7 +62,8 @@ impl SetupContextPartial2{
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fn pick_adapter(self)->SetupContextPartial3{
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let adapter;
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let optional_features=optional_features();
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//TODO: prefer adapter that implements optional features
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//let optional_features=optional_features();
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let required_features=required_features();
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//no helper function smh gotta write it myself
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@ -32,7 +32,7 @@ impl WindowContext<'_>{
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self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::GenerateModels(indexed_model_instances)}).unwrap();
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}
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},
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winit::event::WindowEvent::Focused(state)=>{
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winit::event::WindowEvent::Focused(_state)=>{
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//pause unpause
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//recalculate pressed keys on focus
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},
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@ -1,6 +1,6 @@
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use std::thread;
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use std::sync::{mpsc,Arc};
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use parking_lot::{Mutex,Condvar};
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use parking_lot::Mutex;
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//WorkerPool
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struct Pool(u32);
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