From ef07880ca34987bfae08270115c22652960f3bff Mon Sep 17 00:00:00 2001 From: francy51 Date: Thu, 4 Jun 2026 13:23:22 -0400 Subject: [PATCH] Make XYZ reference axes grey All three cylinders now use the same neutral grey (0.55, 0.58, 0.62) so they read as a subtle spatial scaffold instead of competing with the colored faction stars. --- apps/game/src/gameplay/galaxy_creation/axes.rs | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/apps/game/src/gameplay/galaxy_creation/axes.rs b/apps/game/src/gameplay/galaxy_creation/axes.rs index 7ac3daa..600df14 100644 --- a/apps/game/src/gameplay/galaxy_creation/axes.rs +++ b/apps/game/src/gameplay/galaxy_creation/axes.rs @@ -13,8 +13,9 @@ const AXIS_LENGTH: f32 = 60.0; /// the galaxy scaffold. const AXIS_RADIUS: f32 = 0.35; -/// Spawn three emissive cylinders through the origin: +X red, +Y green, +Z blue. -/// Convention follows the standard "right-handed RGB = XYZ" mapping. +/// Spawn three emissive cylinders through the origin: +X, +Y, +Z, all in +/// the same neutral grey. They serve as a spatial reference without visually +/// competing with the colored faction stars. /// /// Spawned as children of the caller-provided spawner so they're despawned /// automatically when the parent scene is rebuilt. @@ -25,9 +26,9 @@ pub fn spawn_axes( ) { let mesh = meshes.add(Cylinder::new(AXIS_RADIUS, AXIS_LENGTH).mesh()); - let x_mat = axis_material(materials, [0.94, 0.18, 0.18]); - let y_mat = axis_material(materials, [0.18, 0.94, 0.30]); - let z_mat = axis_material(materials, [0.18, 0.55, 0.98]); + let x_mat = axis_material(materials, [0.55, 0.58, 0.62]); + let y_mat = axis_material(materials, [0.55, 0.58, 0.62]); + let z_mat = axis_material(materials, [0.55, 0.58, 0.62]); // Cylinder default axis is +Y. Rotate to align with each target axis. let x_rot = Quat::from_rotation_arc(Vec3::Y, Vec3::X);