Fix clippy (#800)
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@@ -1041,8 +1041,8 @@ mod test {
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);
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let character_body = bodies.get_mut(handle).unwrap();
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let translation = character_body.translation();
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assert_eq!(
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effective_movement.grounded, true,
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assert!(
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effective_movement.grounded,
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"movement should be grounded at all times for current setup (iter: {}), pos: {}.",
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i, translation + effective_movement.translation
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);
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@@ -1168,8 +1168,8 @@ mod test {
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);
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let character_body = bodies.get_mut(handle).unwrap();
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let translation = character_body.translation();
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assert_eq!(
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effective_movement.grounded, true,
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assert!(
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effective_movement.grounded,
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"movement should be grounded at all times for current setup (iter: {}), pos: {}.",
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i, translation + effective_movement.translation
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);
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@@ -1268,11 +1268,12 @@ mod test {
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.contact_pair(collider_1_handle, collider_2_handle)
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.expect("The contact pair should exist.");
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assert_eq!(contact_pair.manifolds.len(), 0);
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assert!(matches!(
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narrow_phase.intersection_pair(collider_1_handle, collider_2_handle),
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// Interaction pair is for sensors
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None,
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));
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assert!(
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narrow_phase
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.intersection_pair(collider_1_handle, collider_2_handle)
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.is_none(),
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"Interaction pair is for sensors"
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);
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/* Parent collider 2 to body 2. */
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collider_set.set_parent(collider_2_handle, Some(body_2_handle), &mut rigid_body_set);
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@@ -1296,11 +1297,12 @@ mod test {
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.contact_pair(collider_1_handle, collider_2_handle)
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.expect("The contact pair should exist.");
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assert_eq!(contact_pair.manifolds.len(), 1);
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assert!(matches!(
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narrow_phase.intersection_pair(collider_1_handle, collider_2_handle),
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// Interaction pair is for sensors
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None,
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));
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assert!(
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narrow_phase
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.intersection_pair(collider_1_handle, collider_2_handle)
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.is_none(),
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"Interaction pair is for sensors"
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);
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/* Run the game loop, stepping the simulation once per frame. */
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for _ in 0..200 {
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