bevy/examples/math/render_primitives.rs
Alice Cecile 599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00

654 lines
19 KiB
Rust

//! This example demonstrates how each of Bevy's math primitives look like in 2D and 3D with meshes
//! and with gizmos
#![allow(clippy::match_same_arms)]
use bevy::{
input::common_conditions::input_just_pressed, prelude::*, sprite::MaterialMesh2dBundle,
};
const LEFT_RIGHT_OFFSET_2D: f32 = 200.0;
const LEFT_RIGHT_OFFSET_3D: f32 = 2.0;
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.init_state::<PrimitiveSelected>()
.init_state::<CameraActive>();
// cameras
app.add_systems(Startup, (setup_cameras, setup_lights, setup_ambient_light))
.add_systems(
Update,
(
update_active_cameras.run_if(state_changed::<CameraActive>),
switch_cameras.run_if(input_just_pressed(KeyCode::KeyC)),
),
);
// text
// PostStartup since we need the cameras to exist
app.add_systems(PostStartup, setup_text);
app.add_systems(
Update,
(update_text.run_if(state_changed::<PrimitiveSelected>),),
);
// primitives
app.add_systems(Startup, (spawn_primitive_2d, spawn_primitive_3d))
.add_systems(
Update,
(
switch_to_next_primitive.run_if(input_just_pressed(KeyCode::ArrowUp)),
switch_to_previous_primitive.run_if(input_just_pressed(KeyCode::ArrowDown)),
draw_gizmos_2d.run_if(in_mode(CameraActive::Dim2)),
draw_gizmos_3d.run_if(in_mode(CameraActive::Dim3)),
update_primitive_meshes.run_if(
state_changed::<PrimitiveSelected>.or_else(state_changed::<CameraActive>),
),
rotate_primitive_2d_meshes,
rotate_primitive_3d_meshes,
),
);
app.run();
}
/// State for tracking which of the two cameras (2D & 3D) is currently active
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
enum CameraActive {
#[default]
/// 2D Camera is active
Dim2,
/// 3D Camera is active
Dim3,
}
/// State for tracking which primitives are currently displayed
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
enum PrimitiveSelected {
#[default]
RectangleAndCuboid,
CircleAndSphere,
Ellipse,
Triangle,
Plane,
Line,
Segment,
Polyline,
Polygon,
RegularPolygon,
Capsule,
Cylinder,
Cone,
ConicalFrustum,
Torus,
}
impl std::fmt::Display for PrimitiveSelected {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let name = match self {
PrimitiveSelected::RectangleAndCuboid => String::from("Rectangle/Cuboid"),
PrimitiveSelected::CircleAndSphere => String::from("Circle/Sphere"),
other => format!("{other:?}"),
};
write!(f, "{name}")
}
}
impl PrimitiveSelected {
const ALL: [Self; 15] = [
Self::RectangleAndCuboid,
Self::CircleAndSphere,
Self::Ellipse,
Self::Triangle,
Self::Plane,
Self::Line,
Self::Segment,
Self::Polyline,
Self::Polygon,
Self::RegularPolygon,
Self::Capsule,
Self::Cylinder,
Self::Cone,
Self::ConicalFrustum,
Self::Torus,
];
fn next(self) -> Self {
Self::ALL
.into_iter()
.cycle()
.skip_while(|&x| x != self)
.nth(1)
.unwrap()
}
fn previous(self) -> Self {
Self::ALL
.into_iter()
.rev()
.cycle()
.skip_while(|&x| x != self)
.nth(1)
.unwrap()
}
}
const SMALL_2D: f32 = 50.0;
const BIG_2D: f32 = 100.0;
const SMALL_3D: f32 = 0.5;
const BIG_3D: f32 = 1.0;
// primitives
const RECTANGLE: Rectangle = Rectangle {
half_size: Vec2::new(SMALL_2D, BIG_2D),
};
const CUBOID: Cuboid = Cuboid {
half_size: Vec3::new(BIG_3D, SMALL_3D, BIG_3D),
};
const CIRCLE: Circle = Circle { radius: BIG_2D };
const SPHERE: Sphere = Sphere { radius: BIG_3D };
const ELLIPSE: Ellipse = Ellipse {
half_size: Vec2::new(BIG_2D, SMALL_2D),
};
const TRIANGLE: Triangle2d = Triangle2d {
vertices: [
Vec2::new(SMALL_2D, 0.0),
Vec2::new(0.0, SMALL_2D),
Vec2::new(-SMALL_2D, 0.0),
],
};
const PLANE_2D: Plane2d = Plane2d { normal: Dir2::Y };
const PLANE_3D: Plane3d = Plane3d { normal: Dir3::Y };
const LINE2D: Line2d = Line2d { direction: Dir2::X };
const LINE3D: Line3d = Line3d { direction: Dir3::X };
const SEGMENT_2D: Segment2d = Segment2d {
direction: Dir2::X,
half_length: BIG_2D,
};
const SEGMENT_3D: Segment3d = Segment3d {
direction: Dir3::X,
half_length: BIG_3D,
};
const POLYLINE_2D: Polyline2d<4> = Polyline2d {
vertices: [
Vec2::new(-BIG_2D, -SMALL_2D),
Vec2::new(-SMALL_2D, SMALL_2D),
Vec2::new(SMALL_2D, -SMALL_2D),
Vec2::new(BIG_2D, SMALL_2D),
],
};
const POLYLINE_3D: Polyline3d<4> = Polyline3d {
vertices: [
Vec3::new(-BIG_3D, -SMALL_3D, -SMALL_3D),
Vec3::new(SMALL_3D, SMALL_3D, 0.0),
Vec3::new(-SMALL_3D, -SMALL_3D, 0.0),
Vec3::new(BIG_3D, SMALL_3D, SMALL_3D),
],
};
const POLYGON_2D: Polygon<5> = Polygon {
vertices: [
Vec2::new(-BIG_2D, -SMALL_2D),
Vec2::new(BIG_2D, -SMALL_2D),
Vec2::new(BIG_2D, SMALL_2D),
Vec2::new(0.0, 0.0),
Vec2::new(-BIG_2D, SMALL_2D),
],
};
const REGULAR_POLYGON: RegularPolygon = RegularPolygon {
circumcircle: Circle { radius: BIG_2D },
sides: 5,
};
const CAPSULE_2D: Capsule2d = Capsule2d {
radius: SMALL_2D,
half_length: SMALL_2D,
};
const CAPSULE_3D: Capsule3d = Capsule3d {
radius: SMALL_3D,
half_length: SMALL_3D,
};
const CYLINDER: Cylinder = Cylinder {
radius: SMALL_3D,
half_height: SMALL_3D,
};
const CONE: Cone = Cone {
radius: BIG_3D,
height: BIG_3D,
};
const CONICAL_FRUSTUM: ConicalFrustum = ConicalFrustum {
radius_top: BIG_3D,
radius_bottom: SMALL_3D,
height: BIG_3D,
};
const TORUS: Torus = Torus {
minor_radius: SMALL_3D / 2.0,
major_radius: SMALL_3D * 1.5,
};
fn setup_cameras(mut commands: Commands) {
let start_in_2d = true;
let make_camera = |is_active| Camera {
is_active,
..Default::default()
};
commands.spawn(Camera2dBundle {
camera: make_camera(start_in_2d),
..Default::default()
});
commands.spawn(Camera3dBundle {
camera: make_camera(!start_in_2d),
transform: Transform::from_xyz(0.0, 10.0, 0.0).looking_at(Vec3::ZERO, Vec3::Z),
..Default::default()
});
}
fn setup_ambient_light(mut ambient_light: ResMut<AmbientLight>) {
ambient_light.brightness = 50.0;
}
fn setup_lights(mut commands: Commands) {
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 5000.0,
..default()
},
transform: Transform::from_translation(Vec3::new(-LEFT_RIGHT_OFFSET_3D, 2.0, 0.0))
.looking_at(Vec3::new(-LEFT_RIGHT_OFFSET_3D, 0.0, 0.0), Vec3::Y),
..default()
});
}
/// Marker component for header text
#[derive(Debug, Clone, Component, Default, Reflect)]
pub struct HeaderText;
/// Marker component for header node
#[derive(Debug, Clone, Component, Default, Reflect)]
pub struct HeaderNode;
fn update_active_cameras(
state: Res<State<CameraActive>>,
mut camera_2d: Query<(Entity, &mut Camera), With<Camera2d>>,
mut camera_3d: Query<(Entity, &mut Camera), (With<Camera3d>, Without<Camera2d>)>,
mut text: Query<&mut TargetCamera, With<HeaderNode>>,
) {
let (entity_2d, mut cam_2d) = camera_2d.single_mut();
let (entity_3d, mut cam_3d) = camera_3d.single_mut();
let is_camera_2d_active = matches!(*state.get(), CameraActive::Dim2);
cam_2d.is_active = is_camera_2d_active;
cam_3d.is_active = !is_camera_2d_active;
let active_camera = if is_camera_2d_active {
entity_2d
} else {
entity_3d
};
text.iter_mut().for_each(|mut target_camera| {
*target_camera = TargetCamera(active_camera);
});
}
fn switch_cameras(current: Res<State<CameraActive>>, mut next: ResMut<NextState<CameraActive>>) {
let next_state = match current.get() {
CameraActive::Dim2 => CameraActive::Dim3,
CameraActive::Dim3 => CameraActive::Dim2,
};
next.set(next_state);
}
fn setup_text(
mut commands: Commands,
asset_server: Res<AssetServer>,
cameras: Query<(Entity, &Camera)>,
) {
let active_camera = cameras
.iter()
.find_map(|(entity, camera)| camera.is_active.then_some(entity))
.expect("run condition ensures existence");
let text = format!("{text}", text = PrimitiveSelected::default());
let font_size = 24.0;
let font: Handle<Font> = asset_server.load("fonts/FiraMono-Medium.ttf");
let style = TextStyle {
font,
font_size,
color: Color::WHITE,
};
let instructions = "Press 'C' to switch between 2D and 3D mode\n\
Press 'Up' or 'Down' to switch to the next/previous primitive";
let text = [
TextSection::new("Primitive: ", style.clone()),
TextSection::new(text, style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new(instructions, style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new(
"(If nothing is displayed, there's no rendering support yet)",
style.clone(),
),
];
commands
.spawn((
HeaderNode,
NodeBundle {
style: Style {
justify_self: JustifySelf::Center,
top: Val::Px(5.0),
..Default::default()
},
..Default::default()
},
TargetCamera(active_camera),
))
.with_children(|parent| {
parent.spawn((
HeaderText,
TextBundle::from_sections(text).with_text_justify(JustifyText::Center),
));
});
}
fn update_text(
primitive_state: Res<State<PrimitiveSelected>>,
mut header: Query<&mut Text, With<HeaderText>>,
) {
let new_text = format!("{text}", text = primitive_state.get());
header.iter_mut().for_each(|mut header_text| {
if let Some(kind) = header_text.sections.get_mut(1) {
kind.value = new_text.clone();
};
});
}
fn switch_to_next_primitive(
current: Res<State<PrimitiveSelected>>,
mut next: ResMut<NextState<PrimitiveSelected>>,
) {
let next_state = current.get().next();
next.set(next_state);
}
fn switch_to_previous_primitive(
current: Res<State<PrimitiveSelected>>,
mut next: ResMut<NextState<PrimitiveSelected>>,
) {
let next_state = current.get().previous();
next.set(next_state);
}
fn in_mode(active: CameraActive) -> impl Fn(Res<State<CameraActive>>) -> bool {
move |state| *state.get() == active
}
fn draw_gizmos_2d(mut gizmos: Gizmos, state: Res<State<PrimitiveSelected>>, time: Res<Time>) {
const POSITION: Vec2 = Vec2::new(-LEFT_RIGHT_OFFSET_2D, 0.0);
let angle = time.elapsed_seconds();
let color = Color::WHITE;
match state.get() {
PrimitiveSelected::RectangleAndCuboid => {
gizmos.primitive_2d(RECTANGLE, POSITION, angle, color);
}
PrimitiveSelected::CircleAndSphere => gizmos.primitive_2d(CIRCLE, POSITION, angle, color),
PrimitiveSelected::Ellipse => gizmos.primitive_2d(ELLIPSE, POSITION, angle, color),
PrimitiveSelected::Triangle => gizmos.primitive_2d(TRIANGLE, POSITION, angle, color),
PrimitiveSelected::Plane => gizmos.primitive_2d(PLANE_2D, POSITION, angle, color),
PrimitiveSelected::Line => drop(gizmos.primitive_2d(LINE2D, POSITION, angle, color)),
PrimitiveSelected::Segment => drop(gizmos.primitive_2d(SEGMENT_2D, POSITION, angle, color)),
PrimitiveSelected::Polyline => gizmos.primitive_2d(POLYLINE_2D, POSITION, angle, color),
PrimitiveSelected::Polygon => gizmos.primitive_2d(POLYGON_2D, POSITION, angle, color),
PrimitiveSelected::RegularPolygon => {
gizmos.primitive_2d(REGULAR_POLYGON, POSITION, angle, color);
}
PrimitiveSelected::Capsule => gizmos.primitive_2d(CAPSULE_2D, POSITION, angle, color),
PrimitiveSelected::Cylinder => {}
PrimitiveSelected::Cone => {}
PrimitiveSelected::ConicalFrustum => {}
PrimitiveSelected::Torus => {}
}
}
/// Marker for primitive meshes to record in which state they should be visible in
#[derive(Debug, Clone, Component, Default, Reflect)]
pub struct PrimitiveData {
camera_mode: CameraActive,
primitive_state: PrimitiveSelected,
}
/// Marker for meshes of 2D primitives
#[derive(Debug, Clone, Component, Default)]
pub struct MeshDim2;
/// Marker for meshes of 3D primitives
#[derive(Debug, Clone, Component, Default)]
pub struct MeshDim3;
fn spawn_primitive_2d(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
const POSITION: Vec3 = Vec3::new(LEFT_RIGHT_OFFSET_2D, 0.0, 0.0);
let material: Handle<ColorMaterial> = materials.add(Color::WHITE);
let camera_mode = CameraActive::Dim2;
[
Some(RECTANGLE.mesh()),
Some(CIRCLE.mesh().build()),
Some(ELLIPSE.mesh().build()),
Some(TRIANGLE.mesh()),
None, // plane
None, // line
None, // segment
None, // polyline
None, // polygon
Some(REGULAR_POLYGON.mesh()),
Some(CAPSULE_2D.mesh().build()),
None, // cylinder
None, // cone
None, // conical frustum
None, // torus
]
.into_iter()
.zip(PrimitiveSelected::ALL)
.for_each(|(maybe_mesh, state)| {
if let Some(mesh) = maybe_mesh {
commands.spawn((
MeshDim2,
PrimitiveData {
camera_mode,
primitive_state: state,
},
MaterialMesh2dBundle {
mesh: meshes.add(mesh).into(),
material: material.clone(),
transform: Transform::from_translation(POSITION),
..Default::default()
},
));
}
});
}
fn spawn_primitive_3d(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
const POSITION: Vec3 = Vec3::new(-LEFT_RIGHT_OFFSET_3D, 0.0, 0.0);
let material: Handle<StandardMaterial> = materials.add(Color::WHITE);
let camera_mode = CameraActive::Dim3;
[
Some(CUBOID.mesh()),
Some(SPHERE.mesh().build()),
None, // ellipse
None, // triangle
Some(PLANE_3D.mesh().build()),
None, // line
None, // segment
None, // polyline
None, // polygon
None, // regular polygon
Some(CAPSULE_3D.mesh().build()),
Some(CYLINDER.mesh().build()),
None, // cone
None, // conical frustum
Some(TORUS.mesh().build()),
]
.into_iter()
.zip(PrimitiveSelected::ALL)
.for_each(|(maybe_mesh, state)| {
if let Some(mesh) = maybe_mesh {
commands.spawn((
MeshDim3,
PrimitiveData {
camera_mode,
primitive_state: state,
},
PbrBundle {
mesh: meshes.add(mesh),
material: material.clone(),
transform: Transform::from_translation(POSITION),
..Default::default()
},
));
}
});
}
fn update_primitive_meshes(
camera_state: Res<State<CameraActive>>,
primitive_state: Res<State<PrimitiveSelected>>,
mut primitives: Query<(&mut Visibility, &PrimitiveData)>,
) {
primitives.iter_mut().for_each(|(mut vis, primitive)| {
let visible = primitive.camera_mode == *camera_state.get()
&& primitive.primitive_state == *primitive_state.get();
*vis = if visible {
Visibility::Inherited
} else {
Visibility::Hidden
};
});
}
fn rotate_primitive_2d_meshes(
mut primitives_2d: Query<
(&mut Transform, &ViewVisibility),
(With<PrimitiveData>, With<MeshDim2>),
>,
time: Res<Time>,
) {
let rotation_2d = Quat::from_mat3(&Mat3::from_angle(time.elapsed_seconds()));
primitives_2d
.iter_mut()
.filter(|(_, vis)| vis.get())
.for_each(|(mut transform, _)| {
transform.rotation = rotation_2d;
});
}
fn rotate_primitive_3d_meshes(
mut primitives_3d: Query<
(&mut Transform, &ViewVisibility),
(With<PrimitiveData>, With<MeshDim3>),
>,
time: Res<Time>,
) {
let rotation_3d = Quat::from_rotation_arc(
Vec3::Z,
Vec3::new(
time.elapsed_seconds().sin(),
time.elapsed_seconds().cos(),
time.elapsed_seconds().sin() * 0.5,
)
.try_normalize()
.unwrap_or(Vec3::Z),
);
primitives_3d
.iter_mut()
.filter(|(_, vis)| vis.get())
.for_each(|(mut transform, _)| {
transform.rotation = rotation_3d;
});
}
fn draw_gizmos_3d(mut gizmos: Gizmos, state: Res<State<PrimitiveSelected>>, time: Res<Time>) {
const POSITION: Vec3 = Vec3::new(LEFT_RIGHT_OFFSET_3D, 0.0, 0.0);
let rotation = Quat::from_rotation_arc(
Vec3::Z,
Vec3::new(
time.elapsed_seconds().sin(),
time.elapsed_seconds().cos(),
time.elapsed_seconds().sin() * 0.5,
)
.try_normalize()
.unwrap_or(Vec3::Z),
);
let color = Color::WHITE;
let segments = 10;
match state.get() {
PrimitiveSelected::RectangleAndCuboid => {
gizmos.primitive_3d(CUBOID, POSITION, rotation, color);
}
PrimitiveSelected::CircleAndSphere => drop(
gizmos
.primitive_3d(SPHERE, POSITION, rotation, color)
.segments(segments),
),
PrimitiveSelected::Ellipse => {}
PrimitiveSelected::Triangle => {}
PrimitiveSelected::Plane => drop(gizmos.primitive_3d(PLANE_3D, POSITION, rotation, color)),
PrimitiveSelected::Line => gizmos.primitive_3d(LINE3D, POSITION, rotation, color),
PrimitiveSelected::Segment => gizmos.primitive_3d(SEGMENT_3D, POSITION, rotation, color),
PrimitiveSelected::Polyline => gizmos.primitive_3d(POLYLINE_3D, POSITION, rotation, color),
PrimitiveSelected::Polygon => {}
PrimitiveSelected::RegularPolygon => {}
PrimitiveSelected::Capsule => drop(
gizmos
.primitive_3d(CAPSULE_3D, POSITION, rotation, color)
.segments(segments),
),
PrimitiveSelected::Cylinder => drop(
gizmos
.primitive_3d(CYLINDER, POSITION, rotation, color)
.segments(segments),
),
PrimitiveSelected::Cone => drop(
gizmos
.primitive_3d(CONE, POSITION, rotation, color)
.segments(segments),
),
PrimitiveSelected::ConicalFrustum => {
gizmos.primitive_3d(CONICAL_FRUSTUM, POSITION, rotation, color);
}
PrimitiveSelected::Torus => drop(
gizmos
.primitive_3d(TORUS, POSITION, rotation, color)
.minor_segments(segments)
.major_segments(segments),
),
}
}