
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
583 lines
17 KiB
Rust
583 lines
17 KiB
Rust
//! This example provides a 2D benchmark.
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//!
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//! Usage: spawn more entities by clicking on the screen.
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use std::str::FromStr;
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use argh::FromArgs;
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use bevy::{
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diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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render::{
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render_asset::RenderAssetPersistencePolicy,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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},
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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utils::Duration,
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window::{PresentMode, WindowResolution},
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};
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use rand::{rngs::StdRng, seq::SliceRandom, Rng, SeedableRng};
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const BIRDS_PER_SECOND: u32 = 10000;
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const GRAVITY: f32 = -9.8 * 100.0;
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const MAX_VELOCITY: f32 = 750.;
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const BIRD_SCALE: f32 = 0.15;
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const BIRD_TEXTURE_SIZE: usize = 256;
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const HALF_BIRD_SIZE: f32 = BIRD_TEXTURE_SIZE as f32 * BIRD_SCALE * 0.5;
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#[derive(Resource)]
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struct BevyCounter {
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pub count: usize,
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pub color: Color,
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}
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#[derive(Component)]
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struct Bird {
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velocity: Vec3,
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}
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#[derive(FromArgs, Resource)]
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/// `bevymark` sprite / 2D mesh stress test
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struct Args {
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/// whether to use sprite or mesh2d
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#[argh(option, default = "Mode::Sprite")]
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mode: Mode,
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/// whether to step animations by a fixed amount such that each frame is the same across runs.
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/// If spawning waves, all are spawned up-front to immediately start rendering at the heaviest
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/// load.
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#[argh(switch)]
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benchmark: bool,
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/// how many birds to spawn per wave.
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#[argh(option, default = "0")]
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per_wave: usize,
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/// the number of waves to spawn.
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#[argh(option, default = "0")]
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waves: usize,
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/// whether to vary the material data in each instance.
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#[argh(switch)]
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vary_per_instance: bool,
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/// the number of different textures from which to randomly select the material color. 0 means no textures.
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#[argh(option, default = "1")]
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material_texture_count: usize,
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/// generate z values in increasing order rather than randomly
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#[argh(switch)]
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ordered_z: bool,
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}
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#[derive(Default, Clone)]
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enum Mode {
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#[default]
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Sprite,
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Mesh2d,
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}
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impl FromStr for Mode {
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type Err = String;
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fn from_str(s: &str) -> Result<Self, Self::Err> {
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match s {
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"sprite" => Ok(Self::Sprite),
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"mesh2d" => Ok(Self::Mesh2d),
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_ => Err(format!(
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"Unknown mode: '{s}', valid modes: 'sprite', 'mesh2d'"
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)),
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}
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}
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}
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const FIXED_TIMESTEP: f32 = 0.2;
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fn main() {
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let args: Args = argh::from_env();
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "BevyMark".into(),
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resolution: WindowResolution::new(1920.0, 1080.0)
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.with_scale_factor_override(1.0),
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present_mode: PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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}),
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FrameTimeDiagnosticsPlugin,
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LogDiagnosticsPlugin::default(),
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))
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.insert_resource(args)
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.insert_resource(BevyCounter {
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count: 0,
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color: Color::WHITE,
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})
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.add_systems(Startup, setup)
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.add_systems(FixedUpdate, scheduled_spawner)
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.add_systems(
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Update,
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(
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mouse_handler,
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movement_system,
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collision_system,
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counter_system,
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),
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)
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.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs_f32(
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FIXED_TIMESTEP,
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)))
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.run();
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}
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#[derive(Resource)]
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struct BirdScheduled {
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waves: usize,
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per_wave: usize,
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}
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fn scheduled_spawner(
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mut commands: Commands,
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args: Res<Args>,
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windows: Query<&Window>,
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mut scheduled: ResMut<BirdScheduled>,
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mut counter: ResMut<BevyCounter>,
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bird_resources: ResMut<BirdResources>,
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) {
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let window = windows.single();
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if scheduled.waves > 0 {
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let bird_resources = bird_resources.into_inner();
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spawn_birds(
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&mut commands,
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args.into_inner(),
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&window.resolution,
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&mut counter,
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scheduled.per_wave,
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bird_resources,
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None,
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scheduled.waves - 1,
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);
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scheduled.waves -= 1;
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}
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}
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#[derive(Resource)]
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struct BirdResources {
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textures: Vec<Handle<Image>>,
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materials: Vec<Handle<ColorMaterial>>,
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quad: Mesh2dHandle,
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color_rng: StdRng,
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material_rng: StdRng,
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velocity_rng: StdRng,
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transform_rng: StdRng,
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}
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#[derive(Component)]
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struct StatsText;
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#[allow(clippy::too_many_arguments)]
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fn setup(
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mut commands: Commands,
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args: Res<Args>,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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material_assets: ResMut<Assets<ColorMaterial>>,
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images: ResMut<Assets<Image>>,
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windows: Query<&Window>,
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counter: ResMut<BevyCounter>,
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) {
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warn!(include_str!("warning_string.txt"));
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let args = args.into_inner();
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let images = images.into_inner();
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let mut textures = Vec::with_capacity(args.material_texture_count.max(1));
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if matches!(args.mode, Mode::Sprite) || args.material_texture_count > 0 {
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textures.push(asset_server.load("branding/icon.png"));
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}
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init_textures(&mut textures, args, images);
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let material_assets = material_assets.into_inner();
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let materials = init_materials(args, &textures, material_assets);
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let mut bird_resources = BirdResources {
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textures,
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materials,
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quad: meshes
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.add(shape::Quad::new(Vec2::splat(BIRD_TEXTURE_SIZE as f32)))
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.into(),
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color_rng: StdRng::seed_from_u64(42),
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material_rng: StdRng::seed_from_u64(42),
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velocity_rng: StdRng::seed_from_u64(42),
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transform_rng: StdRng::seed_from_u64(42),
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};
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let text_section = move |color, value: &str| {
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TextSection::new(
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value,
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TextStyle {
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font_size: 40.0,
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color,
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..default()
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},
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)
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};
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commands.spawn(Camera2dBundle::default());
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commands
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.spawn(NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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padding: UiRect::all(Val::Px(5.0)),
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..default()
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},
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z_index: ZIndex::Global(i32::MAX),
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background_color: Color::BLACK.with_a(0.75).into(),
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..default()
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})
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.with_children(|c| {
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c.spawn((
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TextBundle::from_sections([
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text_section(Color::GREEN, "Bird Count: "),
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text_section(Color::CYAN, ""),
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text_section(Color::GREEN, "\nFPS (raw): "),
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text_section(Color::CYAN, ""),
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text_section(Color::GREEN, "\nFPS (SMA): "),
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text_section(Color::CYAN, ""),
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text_section(Color::GREEN, "\nFPS (EMA): "),
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text_section(Color::CYAN, ""),
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]),
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StatsText,
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));
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});
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let mut scheduled = BirdScheduled {
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per_wave: args.per_wave,
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waves: args.waves,
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};
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if args.benchmark {
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let counter = counter.into_inner();
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for wave in (0..scheduled.waves).rev() {
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spawn_birds(
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&mut commands,
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args,
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&windows.single().resolution,
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counter,
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scheduled.per_wave,
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&mut bird_resources,
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Some(wave),
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wave,
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);
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}
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scheduled.waves = 0;
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}
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commands.insert_resource(bird_resources);
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commands.insert_resource(scheduled);
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}
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#[allow(clippy::too_many_arguments)]
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fn mouse_handler(
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mut commands: Commands,
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args: Res<Args>,
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time: Res<Time>,
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mouse_button_input: Res<ButtonInput<MouseButton>>,
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windows: Query<&Window>,
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bird_resources: ResMut<BirdResources>,
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mut counter: ResMut<BevyCounter>,
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mut rng: Local<Option<StdRng>>,
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mut wave: Local<usize>,
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) {
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if rng.is_none() {
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*rng = Some(StdRng::seed_from_u64(42));
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}
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let rng = rng.as_mut().unwrap();
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let window = windows.single();
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if mouse_button_input.just_released(MouseButton::Left) {
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counter.color = Color::rgb_linear(rng.gen(), rng.gen(), rng.gen());
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}
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if mouse_button_input.pressed(MouseButton::Left) {
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let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_seconds_f64()) as usize;
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spawn_birds(
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&mut commands,
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args.into_inner(),
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&window.resolution,
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&mut counter,
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spawn_count,
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bird_resources.into_inner(),
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None,
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*wave,
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);
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*wave += 1;
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}
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}
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fn bird_velocity_transform(
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half_extents: Vec2,
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mut translation: Vec3,
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velocity_rng: &mut StdRng,
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waves: Option<usize>,
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dt: f32,
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) -> (Transform, Vec3) {
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let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);
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if let Some(waves) = waves {
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// Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
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// and with dt-spaced frames of simulation
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for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
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step_movement(&mut translation, &mut velocity, dt);
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handle_collision(half_extents, &translation, &mut velocity);
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}
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}
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(
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Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
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velocity,
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)
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}
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const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;
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#[allow(clippy::too_many_arguments)]
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fn spawn_birds(
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commands: &mut Commands,
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args: &Args,
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primary_window_resolution: &WindowResolution,
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counter: &mut BevyCounter,
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spawn_count: usize,
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bird_resources: &mut BirdResources,
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waves_to_simulate: Option<usize>,
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wave: usize,
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) {
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let bird_x = (primary_window_resolution.width() / -2.) + HALF_BIRD_SIZE;
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let bird_y = (primary_window_resolution.height() / 2.) - HALF_BIRD_SIZE;
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let half_extents = 0.5
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* Vec2::new(
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primary_window_resolution.width(),
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primary_window_resolution.height(),
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);
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let color = counter.color;
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let current_count = counter.count;
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match args.mode {
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Mode::Sprite => {
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let batch = (0..spawn_count)
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.map(|count| {
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let bird_z = if args.ordered_z {
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(current_count + count) as f32 * 0.00001
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} else {
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bird_resources.transform_rng.gen::<f32>()
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};
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let (transform, velocity) = bird_velocity_transform(
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half_extents,
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Vec3::new(bird_x, bird_y, bird_z),
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&mut bird_resources.velocity_rng,
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waves_to_simulate,
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FIXED_DELTA_TIME,
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);
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let color = if args.vary_per_instance {
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Color::rgb_linear(
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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)
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} else {
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color
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};
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(
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SpriteBundle {
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texture: bird_resources
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.textures
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.choose(&mut bird_resources.material_rng)
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.unwrap()
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.clone(),
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transform,
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sprite: Sprite { color, ..default() },
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..default()
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},
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Bird { velocity },
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)
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})
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.collect::<Vec<_>>();
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commands.spawn_batch(batch);
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}
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Mode::Mesh2d => {
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let batch = (0..spawn_count)
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.map(|count| {
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let bird_z = if args.ordered_z {
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(current_count + count) as f32 * 0.00001
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} else {
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bird_resources.transform_rng.gen::<f32>()
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};
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let (transform, velocity) = bird_velocity_transform(
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half_extents,
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Vec3::new(bird_x, bird_y, bird_z),
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&mut bird_resources.velocity_rng,
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waves_to_simulate,
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FIXED_DELTA_TIME,
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);
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let material =
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if args.vary_per_instance || args.material_texture_count > args.waves {
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bird_resources
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.materials
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.choose(&mut bird_resources.material_rng)
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.unwrap()
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.clone()
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} else {
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bird_resources.materials[wave % bird_resources.materials.len()].clone()
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};
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(
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MaterialMesh2dBundle {
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mesh: bird_resources.quad.clone(),
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material,
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transform,
|
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..default()
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},
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Bird { velocity },
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)
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})
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.collect::<Vec<_>>();
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commands.spawn_batch(batch);
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}
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}
|
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|
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counter.count += spawn_count;
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counter.color = Color::rgb_linear(
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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);
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}
|
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|
|
fn step_movement(translation: &mut Vec3, velocity: &mut Vec3, dt: f32) {
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translation.x += velocity.x * dt;
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translation.y += velocity.y * dt;
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velocity.y += GRAVITY * dt;
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}
|
|
|
|
fn movement_system(
|
|
args: Res<Args>,
|
|
time: Res<Time>,
|
|
mut bird_query: Query<(&mut Bird, &mut Transform)>,
|
|
) {
|
|
let dt = if args.benchmark {
|
|
FIXED_DELTA_TIME
|
|
} else {
|
|
time.delta_seconds()
|
|
};
|
|
for (mut bird, mut transform) in &mut bird_query {
|
|
step_movement(&mut transform.translation, &mut bird.velocity, dt);
|
|
}
|
|
}
|
|
|
|
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 = -velocity.x;
|
|
}
|
|
let velocity_y = velocity.y;
|
|
if velocity_y < 0. && translation.y - HALF_BIRD_SIZE < -half_extents.y {
|
|
velocity.y = -velocity_y;
|
|
}
|
|
if translation.y + HALF_BIRD_SIZE > half_extents.y && velocity_y > 0.0 {
|
|
velocity.y = 0.0;
|
|
}
|
|
}
|
|
fn collision_system(windows: Query<&Window>, mut bird_query: Query<(&mut Bird, &Transform)>) {
|
|
let window = windows.single();
|
|
|
|
let half_extents = 0.5 * Vec2::new(window.width(), window.height());
|
|
|
|
for (mut bird, transform) in &mut bird_query {
|
|
handle_collision(half_extents, &transform.translation, &mut bird.velocity);
|
|
}
|
|
}
|
|
|
|
fn counter_system(
|
|
diagnostics: Res<DiagnosticsStore>,
|
|
counter: Res<BevyCounter>,
|
|
mut query: Query<&mut Text, With<StatsText>>,
|
|
) {
|
|
let mut text = query.single_mut();
|
|
|
|
if counter.is_changed() {
|
|
text.sections[1].value = counter.count.to_string();
|
|
}
|
|
|
|
if let Some(fps) = diagnostics.get(FrameTimeDiagnosticsPlugin::FPS) {
|
|
if let Some(raw) = fps.value() {
|
|
text.sections[3].value = format!("{raw:.2}");
|
|
}
|
|
if let Some(sma) = fps.average() {
|
|
text.sections[5].value = format!("{sma:.2}");
|
|
}
|
|
if let Some(ema) = fps.smoothed() {
|
|
text.sections[7].value = format!("{ema:.2}");
|
|
}
|
|
};
|
|
}
|
|
|
|
fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
|
|
let mut color_rng = StdRng::seed_from_u64(42);
|
|
while textures.len() < args.material_texture_count {
|
|
let pixel = [color_rng.gen(), color_rng.gen(), color_rng.gen(), 255];
|
|
textures.push(images.add(Image::new_fill(
|
|
Extent3d {
|
|
width: BIRD_TEXTURE_SIZE as u32,
|
|
height: BIRD_TEXTURE_SIZE as u32,
|
|
depth_or_array_layers: 1,
|
|
},
|
|
TextureDimension::D2,
|
|
&pixel,
|
|
TextureFormat::Rgba8UnormSrgb,
|
|
RenderAssetPersistencePolicy::Unload,
|
|
)));
|
|
}
|
|
}
|
|
|
|
fn init_materials(
|
|
args: &Args,
|
|
textures: &[Handle<Image>],
|
|
assets: &mut Assets<ColorMaterial>,
|
|
) -> Vec<Handle<ColorMaterial>> {
|
|
let capacity = if args.vary_per_instance {
|
|
args.per_wave * args.waves
|
|
} else {
|
|
args.material_texture_count.max(args.waves)
|
|
}
|
|
.max(1);
|
|
|
|
let mut materials = Vec::with_capacity(capacity);
|
|
materials.push(assets.add(ColorMaterial {
|
|
color: Color::WHITE,
|
|
texture: textures.first().cloned(),
|
|
}));
|
|
|
|
let mut color_rng = StdRng::seed_from_u64(42);
|
|
let mut texture_rng = StdRng::seed_from_u64(42);
|
|
materials.extend(
|
|
std::iter::repeat_with(|| {
|
|
assets.add(ColorMaterial {
|
|
color: Color::rgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
|
|
texture: textures.choose(&mut texture_rng).cloned(),
|
|
})
|
|
})
|
|
.take(capacity - materials.len()),
|
|
);
|
|
|
|
materials
|
|
}
|