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.
This commit is contained in:
2026-06-04 13:23:22 -04:00
parent bc82f01ac1
commit ef07880ca3

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@@ -13,8 +13,9 @@ const AXIS_LENGTH: f32 = 60.0;
/// the galaxy scaffold. /// the galaxy scaffold.
const AXIS_RADIUS: f32 = 0.35; const AXIS_RADIUS: f32 = 0.35;
/// Spawn three emissive cylinders through the origin: +X red, +Y green, +Z blue. /// Spawn three emissive cylinders through the origin: +X, +Y, +Z, all in
/// Convention follows the standard "right-handed RGB = XYZ" mapping. /// 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 /// Spawned as children of the caller-provided spawner so they're despawned
/// automatically when the parent scene is rebuilt. /// 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 mesh = meshes.add(Cylinder::new(AXIS_RADIUS, AXIS_LENGTH).mesh());
let x_mat = axis_material(materials, [0.94, 0.18, 0.18]); let x_mat = axis_material(materials, [0.55, 0.58, 0.62]);
let y_mat = axis_material(materials, [0.18, 0.94, 0.30]); let y_mat = axis_material(materials, [0.55, 0.58, 0.62]);
let z_mat = axis_material(materials, [0.18, 0.55, 0.98]); let z_mat = axis_material(materials, [0.55, 0.58, 0.62]);
// Cylinder default axis is +Y. Rotate to align with each target axis. // Cylinder default axis is +Y. Rotate to align with each target axis.
let x_rot = Quat::from_rotation_arc(Vec3::Y, Vec3::X); let x_rot = Quat::from_rotation_arc(Vec3::Y, Vec3::X);