diff --git a/src/main.rs b/src/main.rs index cb152f6..fc2f321 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1093,7 +1093,7 @@ impl framework::Example for GlobalState { let time=integer::Time::from_nanos(self.start_time.elapsed().as_nanos() as i64); match event { winit::event::WindowEvent::DroppedFile(path) => self.load_file(path,device,queue), - winit::event::WindowEvent::Focused(state)=>{ + winit::event::WindowEvent::Focused(_state)=>{ //pause unpause //recalculate pressed keys on focus }, diff --git a/src/physics.rs b/src/physics.rs index fc8f426..7235854 100644 --- a/src/physics.rs +++ b/src/physics.rs @@ -1185,7 +1185,7 @@ impl PhysicsState { }, } //generate instruction - if let Some(face) = exit_face{ + if let Some(_face) = exit_face{ return Some(TimedInstruction { time: best_time, instruction: PhysicsInstruction::CollisionEnd(collision_data.clone()) @@ -1442,7 +1442,7 @@ impl crate::instruction::InstructionConsumer for PhysicsStat match booster{ &crate::model::GameMechanicBooster::Affine(transform)=>v=transform.transform_point3(v), &crate::model::GameMechanicBooster::Velocity(velocity)=>v+=velocity, - &crate::model::GameMechanicBooster::Energy{direction,energy}=>todo!(), + &crate::model::GameMechanicBooster::Energy{direction: _,energy: _}=>todo!(), } self.touching.constrain_velocity(&self.models,&mut v); }, @@ -1453,10 +1453,10 @@ impl crate::instruction::InstructionConsumer for PhysicsStat match trajectory{ crate::model::GameMechanicSetTrajectory::AirTime(_) => todo!(), crate::model::GameMechanicSetTrajectory::Height(_) => todo!(), - crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point, time } => todo!(), - crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point, speed, trajectory_choice } => todo!(), + crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point: _, time: _ } => todo!(), + crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point: _, speed: _, trajectory_choice: _ } => todo!(), &crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity, - crate::model::GameMechanicSetTrajectory::DotVelocity { direction, dot } => todo!(), + crate::model::GameMechanicSetTrajectory::DotVelocity { direction: _, dot: _ } => todo!(), } self.touching.constrain_velocity(&self.models,&mut v); }, @@ -1470,7 +1470,7 @@ impl crate::instruction::InstructionConsumer for PhysicsStat self.body.acceleration=a; } }, - PhysicsCollisionAttributes::Intersect{intersecting,general}=>{ + PhysicsCollisionAttributes::Intersect{intersecting: _,general}=>{ //I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop self.touching.insert_intersect(c.model,c); run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model); @@ -1480,7 +1480,7 @@ impl crate::instruction::InstructionConsumer for PhysicsStat PhysicsInstruction::CollisionEnd(c) => { let model=c.model(&self.models).unwrap(); match &model.attributes{ - PhysicsCollisionAttributes::Contact{contacting,general}=>{ + PhysicsCollisionAttributes::Contact{contacting: _,general: _}=>{ self.touching.remove_contact(c.model);//remove contact before calling contact_constrain_acceleration let mut a=self.style.gravity; if let Some(rocket_force)=self.style.rocket_force{ @@ -1500,7 +1500,7 @@ impl crate::instruction::InstructionConsumer for PhysicsStat }, } }, - PhysicsCollisionAttributes::Intersect{intersecting,general}=>{ + PhysicsCollisionAttributes::Intersect{intersecting: _,general: _}=>{ self.touching.remove_intersect(c.model); }, }