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.
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@@ -13,8 +13,9 @@ const AXIS_LENGTH: f32 = 60.0;
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/// the galaxy scaffold.
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/// the galaxy scaffold.
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const AXIS_RADIUS: f32 = 0.35;
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const AXIS_RADIUS: f32 = 0.35;
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/// Spawn three emissive cylinders through the origin: +X red, +Y green, +Z blue.
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/// Spawn three emissive cylinders through the origin: +X, +Y, +Z, all in
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/// Convention follows the standard "right-handed RGB = XYZ" mapping.
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/// the same neutral grey. They serve as a spatial reference without visually
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/// competing with the colored faction stars.
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///
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///
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/// Spawned as children of the caller-provided spawner so they're despawned
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/// Spawned as children of the caller-provided spawner so they're despawned
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/// automatically when the parent scene is rebuilt.
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/// automatically when the parent scene is rebuilt.
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@@ -25,9 +26,9 @@ pub fn spawn_axes(
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) {
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) {
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let mesh = meshes.add(Cylinder::new(AXIS_RADIUS, AXIS_LENGTH).mesh());
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let mesh = meshes.add(Cylinder::new(AXIS_RADIUS, AXIS_LENGTH).mesh());
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let x_mat = axis_material(materials, [0.94, 0.18, 0.18]);
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let x_mat = axis_material(materials, [0.55, 0.58, 0.62]);
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let y_mat = axis_material(materials, [0.18, 0.94, 0.30]);
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let y_mat = axis_material(materials, [0.55, 0.58, 0.62]);
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let z_mat = axis_material(materials, [0.18, 0.55, 0.98]);
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let z_mat = axis_material(materials, [0.55, 0.58, 0.62]);
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// Cylinder default axis is +Y. Rotate to align with each target axis.
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// Cylinder default axis is +Y. Rotate to align with each target axis.
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let x_rot = Quat::from_rotation_arc(Vec3::Y, Vec3::X);
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let x_rot = Quat::from_rotation_arc(Vec3::Y, Vec3::X);
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