mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
Switch to portable RNG in examples (#12644)
# Objective Fixes issue #12613 - the RNG used in examples is _deterministic_, but its implementation is not _portable_ across platforms. We want to switch to using a portable RNG that does not vary across platforms, to ensure certain examples play out the same way every time. ## Solution Replace all occurences of `rand::rngs::StdRng` with `rand_chacha::ChaCha8Rng`, as recommended in issue #12613 --- ## Changelog - Add `rand_chacha` as a new dependency (controversial?) - Replace all occurences of `rand::rngs::StdRng` with `rand_chacha::ChaCha8Rng`
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92535b4bea
commit
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12 changed files with 55 additions and 43 deletions
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@ -330,6 +330,7 @@ bevy_internal = { path = "crates/bevy_internal", version = "0.14.0-dev", default
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[dev-dependencies]
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rand = "0.8.0"
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rand_chacha = "0.3.1"
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ron = "0.8.0"
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flate2 = "1.0"
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serde = { version = "1", features = ["derive"] }
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@ -7,7 +7,8 @@ use bevy::{
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pbr::NotShadowCaster,
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prelude::*,
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};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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const INSTRUCTIONS: &str = "\
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Controls
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@ -48,7 +49,7 @@ fn setup(
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));
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// cubes
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let mut rng = StdRng::seed_from_u64(19878367467713);
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let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
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let blue = materials.add(Color::srgb_u8(124, 144, 255));
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@ -14,7 +14,8 @@ use bevy::{
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render_asset::RenderAssetUsages,
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},
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};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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fn main() {
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App::new()
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@ -122,7 +123,7 @@ fn setup(
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let mesh = meshes.add(mesh);
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let mut rng = StdRng::seed_from_u64(42);
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let mut rng = ChaCha8Rng::seed_from_u64(42);
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for i in -5..5 {
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// Create joint entities
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@ -3,7 +3,8 @@
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use bevy::prelude::*;
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// Using crossbeam_channel instead of std as std `Receiver` is `!Sync`
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use crossbeam_channel::{bounded, Receiver};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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use std::time::{Duration, Instant};
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fn main() {
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@ -26,7 +27,7 @@ fn setup(mut commands: Commands) {
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let (tx, rx) = bounded::<u32>(10);
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std::thread::spawn(move || {
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let mut rng = StdRng::seed_from_u64(19878367467713);
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let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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loop {
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// Everything here happens in another thread
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// This is where you could connect to an external data source
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@ -1,7 +1,8 @@
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//! Shows how to iterate over combinations of query results.
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use bevy::{color::palettes::css::ORANGE_RED, prelude::*};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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fn main() {
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App::new()
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@ -44,7 +45,7 @@ fn generate_bodies(
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let color_range = 0.5..1.0;
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let vel_range = -0.5..0.5;
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let mut rng = StdRng::seed_from_u64(19878367467713);
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let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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for _ in 0..NUM_BODIES {
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let radius: f32 = rng.gen_range(0.1..0.7);
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let mass_value = radius.powi(3) * 10.;
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@ -2,7 +2,8 @@
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use bevy::ecs::query::BatchingStrategy;
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use bevy::prelude::*;
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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#[derive(Component, Deref)]
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struct Velocity(Vec2);
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@ -10,7 +11,7 @@ struct Velocity(Vec2);
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fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2dBundle::default());
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let texture = asset_server.load("branding/icon.png");
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let mut rng = StdRng::seed_from_u64(19878367467713);
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let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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for _ in 0..128 {
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commands.spawn((
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SpriteBundle {
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@ -3,7 +3,8 @@
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use std::f32::consts::PI;
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use bevy::prelude::*;
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
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enum GameState {
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@ -82,7 +83,7 @@ struct Game {
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}
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#[derive(Resource, Deref, DerefMut)]
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struct Random(StdRng);
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struct Random(ChaCha8Rng);
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const BOARD_SIZE_I: usize = 14;
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const BOARD_SIZE_J: usize = 21;
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@ -110,9 +111,9 @@ fn setup_cameras(mut commands: Commands, mut game: ResMut<Game>) {
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMut<Game>) {
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let mut rng = if std::env::var("GITHUB_ACTIONS") == Ok("true".to_string()) {
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// Make the game play out the same way every time, this is useful for testing purposes.
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StdRng::seed_from_u64(19878367467713)
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ChaCha8Rng::seed_from_u64(19878367467713)
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} else {
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StdRng::from_entropy()
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ChaCha8Rng::from_entropy()
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};
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// reset the game state
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@ -1,7 +1,8 @@
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//! This example demonstrates the implementation and behavior of the axes gizmo.
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use bevy::prelude::*;
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use bevy::render::primitives::Aabb;
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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use std::f32::consts::PI;
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const TRANSITION_DURATION: f32 = 2.0;
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@ -34,14 +35,14 @@ struct TransformTracking {
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}
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#[derive(Resource)]
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struct SeededRng(StdRng);
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struct SeededRng(ChaCha8Rng);
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let mut rng = StdRng::seed_from_u64(19878367467713);
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let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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// Lights...
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commands.spawn(PointLightBundle {
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@ -18,7 +18,8 @@ use bevy::{
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window::{PresentMode, WindowResolution},
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winit::{UpdateMode, WinitSettings},
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};
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use rand::{rngs::StdRng, seq::SliceRandom, Rng, SeedableRng};
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use rand::{seq::SliceRandom, Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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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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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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color_rng: ChaCha8Rng,
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material_rng: ChaCha8Rng,
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velocity_rng: ChaCha8Rng,
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transform_rng: ChaCha8Rng,
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}
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#[derive(Component)]
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quad: meshes
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.add(Rectangle::from_size(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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color_rng: ChaCha8Rng::seed_from_u64(42),
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material_rng: ChaCha8Rng::seed_from_u64(42),
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velocity_rng: ChaCha8Rng::seed_from_u64(42),
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transform_rng: ChaCha8Rng::seed_from_u64(42),
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};
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let text_section = move |color: Srgba, value: &str| {
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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 rng: Local<Option<ChaCha8Rng>>,
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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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*rng = Some(ChaCha8Rng::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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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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velocity_rng: &mut ChaCha8Rng,
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waves: Option<usize>,
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dt: f32,
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) -> (Transform, Vec3) {
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@ -537,7 +538,7 @@ fn counter_system(
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}
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fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
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let mut color_rng = StdRng::seed_from_u64(42);
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let mut color_rng = ChaCha8Rng::seed_from_u64(42);
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while textures.len() < args.material_texture_count {
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let pixel = [color_rng.gen(), color_rng.gen(), color_rng.gen(), 255];
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textures.push(images.add(Image::new_fill(
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texture: textures.first().cloned(),
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}));
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let mut color_rng = StdRng::seed_from_u64(42);
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let mut texture_rng = StdRng::seed_from_u64(42);
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let mut color_rng = ChaCha8Rng::seed_from_u64(42);
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let mut texture_rng = ChaCha8Rng::seed_from_u64(42);
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materials.extend(
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std::iter::repeat_with(|| {
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assets.add(ColorMaterial {
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window::{PresentMode, WindowResolution},
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winit::{UpdateMode, WinitSettings},
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};
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use rand::{rngs::StdRng, seq::SliceRandom, Rng, SeedableRng};
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use rand::{seq::SliceRandom, Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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#[derive(FromArgs, Resource)]
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/// `many_cubes` stress test
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let material_textures = init_textures(args, images);
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let materials = init_materials(args, &material_textures, material_assets);
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let mut material_rng = StdRng::seed_from_u64(42);
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let mut material_rng = ChaCha8Rng::seed_from_u64(42);
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match args.layout {
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Layout::Sphere => {
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// NOTE: This pattern is good for testing performance of culling as it provides roughly
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}
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fn init_textures(args: &Args, images: &mut Assets<Image>) -> Vec<Handle<Image>> {
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let mut color_rng = StdRng::seed_from_u64(42);
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let mut color_rng = ChaCha8Rng::seed_from_u64(42);
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let color_bytes: Vec<u8> = (0..(args.material_texture_count * 4))
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.map(|i| if (i % 4) == 3 { 255 } else { color_rng.gen() })
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.collect();
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..default()
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}));
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let mut color_rng = StdRng::seed_from_u64(42);
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let mut texture_rng = StdRng::seed_from_u64(42);
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let mut color_rng = ChaCha8Rng::seed_from_u64(42);
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let mut texture_rng = ChaCha8Rng::seed_from_u64(42);
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materials.extend(
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std::iter::repeat_with(|| {
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assets.add(StandardMaterial {
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};
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use bevy::input::mouse::{MouseButton, MouseButtonInput, MouseMotion};
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use bevy::prelude::*;
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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use std::f32::consts::PI;
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fn main() {
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struct MousePressed(bool);
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#[derive(Resource)]
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struct SeededRng(StdRng);
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struct SeededRng(ChaCha8Rng);
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// Setup
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let mut seeded_rng = StdRng::seed_from_u64(19878367467712);
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let mut seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
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// A camera looking at the origin
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commands.spawn(Camera3dBundle {
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//! Bevy uses `FontAtlas`'s under the hood to optimize text rendering.
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use bevy::{color::palettes::basic::YELLOW, prelude::*, text::FontAtlasSets};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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fn main() {
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App::new()
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@ -32,7 +33,7 @@ impl Default for State {
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}
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#[derive(Resource, Deref, DerefMut)]
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struct SeededRng(StdRng);
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struct SeededRng(ChaCha8Rng);
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fn atlas_render_system(
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mut commands: Commands,
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},
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));
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});
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commands.insert_resource(SeededRng(StdRng::seed_from_u64(19878367467713)));
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commands.insert_resource(SeededRng(ChaCha8Rng::seed_from_u64(19878367467713)));
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}
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Reference in a new issue