Remove unnecessary parens (#11075)

# Objective

- Increase readability.

## Solution

- Remove unnecessary parens.
This commit is contained in:
Tygyh 2023-12-24 18:43:01 +01:00 committed by GitHub
parent 42b737878f
commit 7b8305e5b4
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
17 changed files with 83 additions and 83 deletions

View file

@ -141,14 +141,14 @@ impl AssetSourceBuilder {
watch: bool,
watch_processed: bool,
) -> Option<AssetSource> {
let reader = (self.reader.as_mut()?)();
let writer = self.writer.as_mut().and_then(|w| (w)());
let processed_writer = self.processed_writer.as_mut().and_then(|w| (w)());
let reader = self.reader.as_mut()?();
let writer = self.writer.as_mut().and_then(|w| w());
let processed_writer = self.processed_writer.as_mut().and_then(|w| w());
let mut source = AssetSource {
id: id.clone(),
reader,
writer,
processed_reader: self.processed_reader.as_mut().map(|r| (r)()),
processed_reader: self.processed_reader.as_mut().map(|r| r()),
processed_writer,
event_receiver: None,
watcher: None,
@ -158,7 +158,7 @@ impl AssetSourceBuilder {
if watch {
let (sender, receiver) = crossbeam_channel::unbounded();
match self.watcher.as_mut().and_then(|w| (w)(sender)) {
match self.watcher.as_mut().and_then(|w| w(sender)) {
Some(w) => {
source.watcher = Some(w);
source.event_receiver = Some(receiver);
@ -173,7 +173,7 @@ impl AssetSourceBuilder {
if watch_processed {
let (sender, receiver) = crossbeam_channel::unbounded();
match self.processed_watcher.as_mut().and_then(|w| (w)(sender)) {
match self.processed_watcher.as_mut().and_then(|w| w(sender)) {
Some(w) => {
source.processed_watcher = Some(w);
source.processed_event_receiver = Some(receiver);

View file

@ -878,11 +878,11 @@ impl AssetProcessor {
state_is_valid = false;
};
let Ok(source) = self.get_source(path.source()) else {
(unrecoverable_err)(&"AssetSource does not exist");
unrecoverable_err(&"AssetSource does not exist");
continue;
};
let Ok(processed_writer) = source.processed_writer() else {
(unrecoverable_err)(&"AssetSource does not have a processed AssetWriter registered");
unrecoverable_err(&"AssetSource does not have a processed AssetWriter registered");
continue;
};
@ -891,7 +891,7 @@ impl AssetProcessor {
AssetWriterError::Io(err) => {
// any error but NotFound means we could be in a bad state
if err.kind() != ErrorKind::NotFound {
(unrecoverable_err)(&err);
unrecoverable_err(&err);
}
}
}
@ -901,7 +901,7 @@ impl AssetProcessor {
AssetWriterError::Io(err) => {
// any error but NotFound means we could be in a bad state
if err.kind() != ErrorKind::NotFound {
(unrecoverable_err)(&err);
unrecoverable_err(&err);
}
}
}

View file

@ -77,8 +77,8 @@ impl<'w, 's> EarPositions<'w, 's> {
.unwrap_or_else(|| {
let settings = SpatialListener::default();
(
(settings.left_ear_offset * self.scale.0),
(settings.right_ear_offset * self.scale.0),
settings.left_ear_offset * self.scale.0,
settings.right_ear_offset * self.scale.0,
)
});

View file

@ -1717,12 +1717,12 @@ mod tests {
let mut sched = Schedule::default();
sched.add_systems(
(
(|mut res: ResMut<C>| {
|mut res: ResMut<C>| {
res.0 += 1;
}),
(|mut res: ResMut<C>| {
},
|mut res: ResMut<C>| {
res.0 += 2;
}),
},
)
.distributive_run_if(resource_exists::<A>().or_else(resource_exists::<B>())),
);

View file

@ -88,7 +88,7 @@ impl Drop for Arc2dBuilder<'_, '_> {
};
let positions = arc_inner(self.direction_angle, self.arc_angle, self.radius, segments)
.map(|vec2| (vec2 + self.position));
.map(|vec2| vec2 + self.position);
self.gizmos.linestrip_2d(positions, self.color);
}
}

View file

@ -115,7 +115,7 @@ impl Drop for CircleBuilder<'_, '_> {
fn drop(&mut self) {
let rotation = Quat::from_rotation_arc(Vec3::Z, self.normal);
let positions = circle_inner(self.radius, self.segments)
.map(|vec2| (self.position + rotation * vec2.extend(0.)));
.map(|vec2| self.position + rotation * vec2.extend(0.));
self.gizmos.linestrip(positions, self.color);
}
}
@ -139,7 +139,7 @@ impl Circle2dBuilder<'_, '_> {
impl Drop for Circle2dBuilder<'_, '_> {
fn drop(&mut self) {
let positions = circle_inner(self.radius, self.segments).map(|vec2| (vec2 + self.position));
let positions = circle_inner(self.radius, self.segments).map(|vec2| vec2 + self.position);
self.gizmos.linestrip_2d(positions, self.color);
}
}

View file

@ -79,7 +79,7 @@ pub fn derive_label(
})
.unwrap(),
);
(quote! {
quote! {
impl #impl_generics #trait_path for #ident #ty_generics #where_clause {
fn dyn_clone(&self) -> ::std::boxed::Box<dyn #trait_path> {
::std::boxed::Box::new(::std::clone::Clone::clone(self))
@ -95,6 +95,6 @@ pub fn derive_label(
::std::hash::Hash::hash(self, &mut state);
}
}
})
}
.into()
}

View file

@ -549,27 +549,27 @@ bitflags::bitflags! {
/// This is accessible in the shader in the [`StandardMaterialUniform`]
#[repr(transparent)]
pub struct StandardMaterialFlags: u32 {
const BASE_COLOR_TEXTURE = (1 << 0);
const EMISSIVE_TEXTURE = (1 << 1);
const METALLIC_ROUGHNESS_TEXTURE = (1 << 2);
const OCCLUSION_TEXTURE = (1 << 3);
const DOUBLE_SIDED = (1 << 4);
const UNLIT = (1 << 5);
const TWO_COMPONENT_NORMAL_MAP = (1 << 6);
const FLIP_NORMAL_MAP_Y = (1 << 7);
const FOG_ENABLED = (1 << 8);
const DEPTH_MAP = (1 << 9); // Used for parallax mapping
const SPECULAR_TRANSMISSION_TEXTURE = (1 << 10);
const THICKNESS_TEXTURE = (1 << 11);
const DIFFUSE_TRANSMISSION_TEXTURE = (1 << 12);
const ATTENUATION_ENABLED = (1 << 13);
const ALPHA_MODE_RESERVED_BITS = (Self::ALPHA_MODE_MASK_BITS << Self::ALPHA_MODE_SHIFT_BITS); // ← Bitmask reserving bits for the `AlphaMode`
const ALPHA_MODE_OPAQUE = (0 << Self::ALPHA_MODE_SHIFT_BITS); // ← Values are just sequential values bitshifted into
const ALPHA_MODE_MASK = (1 << Self::ALPHA_MODE_SHIFT_BITS); // the bitmask, and can range from 0 to 7.
const ALPHA_MODE_BLEND = (2 << Self::ALPHA_MODE_SHIFT_BITS); //
const ALPHA_MODE_PREMULTIPLIED = (3 << Self::ALPHA_MODE_SHIFT_BITS); //
const ALPHA_MODE_ADD = (4 << Self::ALPHA_MODE_SHIFT_BITS); // Right now only values 05 are used, which still gives
const ALPHA_MODE_MULTIPLY = (5 << Self::ALPHA_MODE_SHIFT_BITS); // ← us "room" for two more modes without adding more bits
const BASE_COLOR_TEXTURE = 1 << 0;
const EMISSIVE_TEXTURE = 1 << 1;
const METALLIC_ROUGHNESS_TEXTURE = 1 << 2;
const OCCLUSION_TEXTURE = 1 << 3;
const DOUBLE_SIDED = 1 << 4;
const UNLIT = 1 << 5;
const TWO_COMPONENT_NORMAL_MAP = 1 << 6;
const FLIP_NORMAL_MAP_Y = 1 << 7;
const FOG_ENABLED = 1 << 8;
const DEPTH_MAP = 1 << 9; // Used for parallax mapping
const SPECULAR_TRANSMISSION_TEXTURE = 1 << 10;
const THICKNESS_TEXTURE = 1 << 11;
const DIFFUSE_TRANSMISSION_TEXTURE = 1 << 12;
const ATTENUATION_ENABLED = 1 << 13;
const ALPHA_MODE_RESERVED_BITS = Self::ALPHA_MODE_MASK_BITS << Self::ALPHA_MODE_SHIFT_BITS; // ← Bitmask reserving bits for the `AlphaMode`
const ALPHA_MODE_OPAQUE = 0 << Self::ALPHA_MODE_SHIFT_BITS; // ← Values are just sequential values bitshifted into
const ALPHA_MODE_MASK = 1 << Self::ALPHA_MODE_SHIFT_BITS; // the bitmask, and can range from 0 to 7.
const ALPHA_MODE_BLEND = 2 << Self::ALPHA_MODE_SHIFT_BITS; //
const ALPHA_MODE_PREMULTIPLIED = 3 << Self::ALPHA_MODE_SHIFT_BITS; //
const ALPHA_MODE_ADD = 4 << Self::ALPHA_MODE_SHIFT_BITS; // Right now only values 05 are used, which still gives
const ALPHA_MODE_MULTIPLY = 5 << Self::ALPHA_MODE_SHIFT_BITS; // ← us "room" for two more modes without adding more bits
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}

View file

@ -145,8 +145,8 @@ impl GpuPointLights {
bitflags::bitflags! {
#[repr(transparent)]
struct PointLightFlags: u32 {
const SHADOWS_ENABLED = (1 << 0);
const SPOT_LIGHT_Y_NEGATIVE = (1 << 1);
const SHADOWS_ENABLED = 1 << 0;
const SPOT_LIGHT_Y_NEGATIVE = 1 << 1;
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
@ -177,7 +177,7 @@ pub struct GpuDirectionalLight {
bitflags::bitflags! {
#[repr(transparent)]
struct DirectionalLightFlags: u32 {
const SHADOWS_ENABLED = (1 << 0);
const SHADOWS_ENABLED = 1 << 0;
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}

View file

@ -222,11 +222,11 @@ impl From<&MeshTransforms> for MeshUniform {
bitflags::bitflags! {
#[repr(transparent)]
pub struct MeshFlags: u32 {
const SHADOW_RECEIVER = (1 << 0);
const TRANSMITTED_SHADOW_RECEIVER = (1 << 1);
const SHADOW_RECEIVER = 1 << 0;
const TRANSMITTED_SHADOW_RECEIVER = 1 << 1;
// Indicates the sign of the determinant of the 3x3 model matrix. If the sign is positive,
// then the flag should be set, else it should not be set.
const SIGN_DETERMINANT_MODEL_3X3 = (1 << 31);
const SIGN_DETERMINANT_MODEL_3X3 = 1 << 31;
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
@ -477,25 +477,25 @@ bitflags::bitflags! {
/// MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
pub struct MeshPipelineKey: u32 {
const NONE = 0;
const HDR = (1 << 0);
const TONEMAP_IN_SHADER = (1 << 1);
const DEBAND_DITHER = (1 << 2);
const DEPTH_PREPASS = (1 << 3);
const NORMAL_PREPASS = (1 << 4);
const DEFERRED_PREPASS = (1 << 5);
const MOTION_VECTOR_PREPASS = (1 << 6);
const MAY_DISCARD = (1 << 7); // Guards shader codepaths that may discard, allowing early depth tests in most cases
const HDR = 1 << 0;
const TONEMAP_IN_SHADER = 1 << 1;
const DEBAND_DITHER = 1 << 2;
const DEPTH_PREPASS = 1 << 3;
const NORMAL_PREPASS = 1 << 4;
const DEFERRED_PREPASS = 1 << 5;
const MOTION_VECTOR_PREPASS = 1 << 6;
const MAY_DISCARD = 1 << 7; // Guards shader codepaths that may discard, allowing early depth tests in most cases
// See: https://www.khronos.org/opengl/wiki/Early_Fragment_Test
const ENVIRONMENT_MAP = (1 << 8);
const SCREEN_SPACE_AMBIENT_OCCLUSION = (1 << 9);
const DEPTH_CLAMP_ORTHO = (1 << 10);
const TEMPORAL_JITTER = (1 << 11);
const MORPH_TARGETS = (1 << 12);
const ENVIRONMENT_MAP = 1 << 8;
const SCREEN_SPACE_AMBIENT_OCCLUSION = 1 << 9;
const DEPTH_CLAMP_ORTHO = 1 << 10;
const TEMPORAL_JITTER = 1 << 11;
const MORPH_TARGETS = 1 << 12;
const BLEND_RESERVED_BITS = Self::BLEND_MASK_BITS << Self::BLEND_SHIFT_BITS; // ← Bitmask reserving bits for the blend state
const BLEND_OPAQUE = (0 << Self::BLEND_SHIFT_BITS); // ← Values are just sequential within the mask, and can range from 0 to 3
const BLEND_PREMULTIPLIED_ALPHA = (1 << Self::BLEND_SHIFT_BITS); //
const BLEND_MULTIPLY = (2 << Self::BLEND_SHIFT_BITS); // ← We still have room for one more value without adding more bits
const BLEND_ALPHA = (3 << Self::BLEND_SHIFT_BITS);
const BLEND_OPAQUE = 0 << Self::BLEND_SHIFT_BITS; // ← Values are just sequential within the mask, and can range from 0 to 3
const BLEND_PREMULTIPLIED_ALPHA = 1 << Self::BLEND_SHIFT_BITS; //
const BLEND_MULTIPLY = 2 << Self::BLEND_SHIFT_BITS; // ← We still have room for one more value without adding more bits
const BLEND_ALPHA = 3 << Self::BLEND_SHIFT_BITS;
const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
const PRIMITIVE_TOPOLOGY_RESERVED_BITS = Self::PRIMITIVE_TOPOLOGY_MASK_BITS << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
const TONEMAP_METHOD_RESERVED_BITS = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS;

View file

@ -49,11 +49,11 @@ bitflags::bitflags! {
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[repr(transparent)]
pub struct MeshPipelineViewLayoutKey: u32 {
const MULTISAMPLED = (1 << 0);
const DEPTH_PREPASS = (1 << 1);
const NORMAL_PREPASS = (1 << 2);
const MOTION_VECTOR_PREPASS = (1 << 3);
const DEFERRED_PREPASS = (1 << 4);
const MULTISAMPLED = 1 << 0;
const DEPTH_PREPASS = 1 << 1;
const NORMAL_PREPASS = 1 << 2;
const MOTION_VECTOR_PREPASS = 1 << 3;
const DEFERRED_PREPASS = 1 << 4;
}
}

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@ -859,9 +859,9 @@ bitflags::bitflags! {
#[repr(transparent)]
pub struct CompressedImageFormats: u32 {
const NONE = 0;
const ASTC_LDR = (1 << 0);
const BC = (1 << 1);
const ETC2 = (1 << 2);
const ASTC_LDR = 1 << 0;
const BC = 1 << 1;
const ETC2 = 1 << 2;
}
}

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@ -77,7 +77,7 @@ impl From<Handle<Image>> for ColorMaterial {
bitflags::bitflags! {
#[repr(transparent)]
pub struct ColorMaterialFlags: u32 {
const TEXTURE = (1 << 0);
const TEXTURE = 1 << 0;
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}

View file

@ -369,9 +369,9 @@ bitflags::bitflags! {
// FIXME: make normals optional?
pub struct Mesh2dPipelineKey: u32 {
const NONE = 0;
const HDR = (1 << 0);
const TONEMAP_IN_SHADER = (1 << 1);
const DEBAND_DITHER = (1 << 2);
const HDR = 1 << 0;
const TONEMAP_IN_SHADER = 1 << 1;
const DEBAND_DITHER = 1 << 2;
const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
const PRIMITIVE_TOPOLOGY_RESERVED_BITS = Self::PRIMITIVE_TOPOLOGY_MASK_BITS << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
const TONEMAP_METHOD_RESERVED_BITS = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS;

View file

@ -121,10 +121,10 @@ bitflags::bitflags! {
// MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
pub struct SpritePipelineKey: u32 {
const NONE = 0;
const COLORED = (1 << 0);
const HDR = (1 << 1);
const TONEMAP_IN_SHADER = (1 << 2);
const DEBAND_DITHER = (1 << 3);
const COLORED = 1 << 0;
const HDR = 1 << 1;
const TONEMAP_IN_SHADER = 1 << 2;
const DEBAND_DITHER = 1 << 3;
const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
const TONEMAP_METHOD_RESERVED_BITS = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_NONE = 0 << Self::TONEMAP_METHOD_SHIFT_BITS;

View file

@ -115,7 +115,7 @@ fn generate_bodies(
),
material: materials.add(StandardMaterial {
base_color: Color::ORANGE_RED,
emissive: (Color::ORANGE_RED * 2.),
emissive: Color::ORANGE_RED * 2.,
..default()
}),
..default()

View file

@ -483,7 +483,7 @@ fn movement_system(
fn handle_collision(half_extents: Vec2, translation: &Vec3, velocity: &mut Vec3) {
if (velocity.x > 0. && translation.x + HALF_BIRD_SIZE > half_extents.x)
|| (velocity.x <= 0. && translation.x - HALF_BIRD_SIZE < -(half_extents.x))
|| (velocity.x <= 0. && translation.x - HALF_BIRD_SIZE < -half_extents.x)
{
velocity.x = -velocity.x;
}