WebGPU Voxel Game

Apply lints

Changed files
+3 -8
src
gfx
world
+1 -5
src/gfx/camera.rs
··· 214 214 self.rotation = Vec2::ZERO; 215 215 216 216 // Keep the camera's angle from going too high/low. 217 - if camera.pitch < -MAX_CAMERA_PITCH { 218 - camera.pitch = -MAX_CAMERA_PITCH; 219 - } else if camera.pitch > MAX_CAMERA_PITCH { 220 - camera.pitch = MAX_CAMERA_PITCH; 221 - } 217 + camera.pitch = camera.pitch.clamp(-MAX_CAMERA_PITCH, MAX_CAMERA_PITCH); 222 218 } 223 219 } 224 220
+2 -3
src/world/encoded.rs
··· 1 - use std::collections::HashMap; 2 1 use bincode::{Decode, Encode}; 3 2 use rollgrid::rollgrid3d::RollGrid3D; 3 + use std::collections::HashMap; 4 4 5 5 use super::{chunk::Chunk, map::WorldMap}; 6 - 7 6 8 7 #[derive(Decode, Encode)] 9 8 struct EncodedWorldMap { ··· 13 12 } 14 13 15 14 impl EncodedWorldMap { 16 - fn to_rollgrid(self) -> WorldMap { 15 + fn to_rollgrid(&self) -> WorldMap { 17 16 WorldMap { 18 17 chunks: RollGrid3D::new(self.size, self.grid_offset, |p| self.chunks[&p]), 19 18 }