1use bevy::{input::common_conditions::input_just_pressed, math::Isometry2d, prelude::*};
5
6const LEFT_RIGHT_OFFSET_2D: f32 = 200.0;
7const LEFT_RIGHT_OFFSET_3D: f32 = 2.0;
8
9fn main() {
10 let mut app = App::new();
11
12 app.add_plugins(DefaultPlugins)
13 .init_state::<PrimitiveSelected>()
14 .init_state::<CameraActive>();
15
16 app.add_systems(Startup, (setup_cameras, setup_lights, setup_ambient_light))
18 .add_systems(
19 Update,
20 (
21 update_active_cameras.run_if(state_changed::<CameraActive>),
22 switch_cameras.run_if(input_just_pressed(KeyCode::KeyC)),
23 ),
24 );
25
26 app.add_systems(PostStartup, setup_text);
30 app.add_systems(
31 Update,
32 (update_text.run_if(state_changed::<PrimitiveSelected>),),
33 );
34
35 app.add_systems(Startup, (spawn_primitive_2d, spawn_primitive_3d))
37 .add_systems(
38 Update,
39 (
40 switch_to_next_primitive.run_if(input_just_pressed(KeyCode::ArrowUp)),
41 switch_to_previous_primitive.run_if(input_just_pressed(KeyCode::ArrowDown)),
42 draw_gizmos_2d.run_if(in_mode(CameraActive::Dim2)),
43 draw_gizmos_3d.run_if(in_mode(CameraActive::Dim3)),
44 update_primitive_meshes
45 .run_if(state_changed::<PrimitiveSelected>.or(state_changed::<CameraActive>)),
46 rotate_primitive_2d_meshes,
47 rotate_primitive_3d_meshes,
48 ),
49 );
50
51 app.run();
52}
53
54#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
56enum CameraActive {
57 #[default]
58 Dim2,
60 Dim3,
62}
63
64#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
66enum PrimitiveSelected {
67 #[default]
68 RectangleAndCuboid,
69 CircleAndSphere,
70 Ellipse,
71 Triangle,
72 Plane,
73 Line,
74 Segment,
75 Polyline,
76 Polygon,
77 RegularPolygon,
78 Capsule,
79 Cylinder,
80 Cone,
81 ConicalFrustum,
82 Torus,
83 Tetrahedron,
84 Arc,
85 CircularSector,
86 CircularSegment,
87}
88
89impl std::fmt::Display for PrimitiveSelected {
90 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
91 let name = match self {
92 PrimitiveSelected::RectangleAndCuboid => String::from("Rectangle/Cuboid"),
93 PrimitiveSelected::CircleAndSphere => String::from("Circle/Sphere"),
94 other => format!("{other:?}"),
95 };
96 write!(f, "{name}")
97 }
98}
99
100impl PrimitiveSelected {
101 const ALL: [Self; 19] = [
102 Self::RectangleAndCuboid,
103 Self::CircleAndSphere,
104 Self::Ellipse,
105 Self::Triangle,
106 Self::Plane,
107 Self::Line,
108 Self::Segment,
109 Self::Polyline,
110 Self::Polygon,
111 Self::RegularPolygon,
112 Self::Capsule,
113 Self::Cylinder,
114 Self::Cone,
115 Self::ConicalFrustum,
116 Self::Torus,
117 Self::Tetrahedron,
118 Self::Arc,
119 Self::CircularSector,
120 Self::CircularSegment,
121 ];
122
123 fn next(self) -> Self {
124 Self::ALL
125 .into_iter()
126 .cycle()
127 .skip_while(|&x| x != self)
128 .nth(1)
129 .unwrap()
130 }
131
132 fn previous(self) -> Self {
133 Self::ALL
134 .into_iter()
135 .rev()
136 .cycle()
137 .skip_while(|&x| x != self)
138 .nth(1)
139 .unwrap()
140 }
141}
142
143const SMALL_2D: f32 = 50.0;
144const BIG_2D: f32 = 100.0;
145
146const SMALL_3D: f32 = 0.5;
147const BIG_3D: f32 = 1.0;
148
149const RECTANGLE: Rectangle = Rectangle {
151 half_size: Vec2::new(SMALL_2D, BIG_2D),
152};
153const CUBOID: Cuboid = Cuboid {
154 half_size: Vec3::new(BIG_3D, SMALL_3D, BIG_3D),
155};
156
157const CIRCLE: Circle = Circle { radius: BIG_2D };
158const SPHERE: Sphere = Sphere { radius: BIG_3D };
159
160const ELLIPSE: Ellipse = Ellipse {
161 half_size: Vec2::new(BIG_2D, SMALL_2D),
162};
163
164const TRIANGLE_2D: Triangle2d = Triangle2d {
165 vertices: [
166 Vec2::new(BIG_2D, 0.0),
167 Vec2::new(0.0, BIG_2D),
168 Vec2::new(-BIG_2D, 0.0),
169 ],
170};
171
172const TRIANGLE_3D: Triangle3d = Triangle3d {
173 vertices: [
174 Vec3::new(BIG_3D, 0.0, 0.0),
175 Vec3::new(0.0, BIG_3D, 0.0),
176 Vec3::new(-BIG_3D, 0.0, 0.0),
177 ],
178};
179
180const PLANE_2D: Plane2d = Plane2d { normal: Dir2::Y };
181const PLANE_3D: Plane3d = Plane3d {
182 normal: Dir3::Y,
183 half_size: Vec2::new(BIG_3D, BIG_3D),
184};
185
186const LINE2D: Line2d = Line2d { direction: Dir2::X };
187const LINE3D: Line3d = Line3d { direction: Dir3::X };
188
189const SEGMENT_2D: Segment2d = Segment2d {
190 vertices: [Vec2::new(-BIG_2D / 2., 0.), Vec2::new(BIG_2D / 2., 0.)],
191};
192
193const SEGMENT_3D: Segment3d = Segment3d {
194 vertices: [
195 Vec3::new(-BIG_3D / 2., 0., 0.),
196 Vec3::new(BIG_3D / 2., 0., 0.),
197 ],
198};
199
200const REGULAR_POLYGON: RegularPolygon = RegularPolygon {
201 circumcircle: Circle { radius: BIG_2D },
202 sides: 5,
203};
204
205const CAPSULE_2D: Capsule2d = Capsule2d {
206 radius: SMALL_2D,
207 half_length: SMALL_2D,
208};
209const CAPSULE_3D: Capsule3d = Capsule3d {
210 radius: SMALL_3D,
211 half_length: SMALL_3D,
212};
213
214const CYLINDER: Cylinder = Cylinder {
215 radius: SMALL_3D,
216 half_height: SMALL_3D,
217};
218
219const CONE: Cone = Cone {
220 radius: BIG_3D,
221 height: BIG_3D,
222};
223
224const CONICAL_FRUSTUM: ConicalFrustum = ConicalFrustum {
225 radius_top: BIG_3D,
226 radius_bottom: SMALL_3D,
227 height: BIG_3D,
228};
229
230const ANNULUS: Annulus = Annulus {
231 inner_circle: Circle { radius: SMALL_2D },
232 outer_circle: Circle { radius: BIG_2D },
233};
234
235const TORUS: Torus = Torus {
236 minor_radius: SMALL_3D / 2.0,
237 major_radius: SMALL_3D * 1.5,
238};
239
240const TETRAHEDRON: Tetrahedron = Tetrahedron {
241 vertices: [
242 Vec3::new(-BIG_3D, 0.0, 0.0),
243 Vec3::new(BIG_3D, 0.0, 0.0),
244 Vec3::new(0.0, 0.0, -BIG_3D * 1.67),
245 Vec3::new(0.0, BIG_3D * 1.67, -BIG_3D * 0.5),
246 ],
247};
248
249const ARC: Arc2d = Arc2d {
250 radius: BIG_2D,
251 half_angle: std::f32::consts::FRAC_PI_4,
252};
253
254const CIRCULAR_SECTOR: CircularSector = CircularSector {
255 arc: Arc2d {
256 radius: BIG_2D,
257 half_angle: std::f32::consts::FRAC_PI_4,
258 },
259};
260
261const CIRCULAR_SEGMENT: CircularSegment = CircularSegment {
262 arc: Arc2d {
263 radius: BIG_2D,
264 half_angle: std::f32::consts::FRAC_PI_4,
265 },
266};
267
268fn setup_cameras(mut commands: Commands) {
269 let start_in_2d = true;
270 let make_camera = |is_active| Camera {
271 is_active,
272 ..Default::default()
273 };
274
275 commands.spawn((Camera2d, make_camera(start_in_2d)));
276
277 commands.spawn((
278 Camera3d::default(),
279 make_camera(!start_in_2d),
280 Transform::from_xyz(0.0, 10.0, 0.0).looking_at(Vec3::ZERO, Vec3::Z),
281 ));
282}
283
284fn setup_ambient_light(mut ambient_light: ResMut<AmbientLight>) {
285 ambient_light.brightness = 50.0;
286}
287
288fn setup_lights(mut commands: Commands) {
289 commands.spawn((
290 PointLight {
291 intensity: 5000.0,
292 ..default()
293 },
294 Transform::from_translation(Vec3::new(-LEFT_RIGHT_OFFSET_3D, 2.0, 0.0))
295 .looking_at(Vec3::new(-LEFT_RIGHT_OFFSET_3D, 0.0, 0.0), Vec3::Y),
296 ));
297}
298
299#[derive(Debug, Clone, Component, Default, Reflect)]
301pub struct HeaderText;
302
303#[derive(Debug, Clone, Component, Default, Reflect)]
305pub struct HeaderNode;
306
307fn update_active_cameras(
308 state: Res<State<CameraActive>>,
309 camera_2d: Single<(Entity, &mut Camera), With<Camera2d>>,
310 camera_3d: Single<(Entity, &mut Camera), (With<Camera3d>, Without<Camera2d>)>,
311 mut text: Query<&mut UiTargetCamera, With<HeaderNode>>,
312) {
313 let (entity_2d, mut cam_2d) = camera_2d.into_inner();
314 let (entity_3d, mut cam_3d) = camera_3d.into_inner();
315 let is_camera_2d_active = matches!(*state.get(), CameraActive::Dim2);
316
317 cam_2d.is_active = is_camera_2d_active;
318 cam_3d.is_active = !is_camera_2d_active;
319
320 let active_camera = if is_camera_2d_active {
321 entity_2d
322 } else {
323 entity_3d
324 };
325
326 text.iter_mut().for_each(|mut target_camera| {
327 *target_camera = UiTargetCamera(active_camera);
328 });
329}
330
331fn switch_cameras(current: Res<State<CameraActive>>, mut next: ResMut<NextState<CameraActive>>) {
332 let next_state = match current.get() {
333 CameraActive::Dim2 => CameraActive::Dim3,
334 CameraActive::Dim3 => CameraActive::Dim2,
335 };
336 next.set(next_state);
337}
338
339fn setup_text(mut commands: Commands, cameras: Query<(Entity, &Camera)>) {
340 let active_camera = cameras
341 .iter()
342 .find_map(|(entity, camera)| camera.is_active.then_some(entity))
343 .expect("run condition ensures existence");
344 commands.spawn((
345 HeaderNode,
346 Node {
347 justify_self: JustifySelf::Center,
348 top: px(5),
349 ..Default::default()
350 },
351 UiTargetCamera(active_camera),
352 children![(
353 Text::default(),
354 HeaderText,
355 TextLayout::new_with_justify(Justify::Center),
356 children![
357 TextSpan::new("Primitive: "),
358 TextSpan(format!("{text}", text = PrimitiveSelected::default())),
359 TextSpan::new("\n\n"),
360 TextSpan::new(
361 "Press 'C' to switch between 2D and 3D mode\n\
362 Press 'Up' or 'Down' to switch to the next/previous primitive",
363 ),
364 TextSpan::new("\n\n"),
365 TextSpan::new("(If nothing is displayed, there's no rendering support yet)",),
366 ]
367 )],
368 ));
369}
370
371fn update_text(
372 primitive_state: Res<State<PrimitiveSelected>>,
373 header: Query<Entity, With<HeaderText>>,
374 mut writer: TextUiWriter,
375) {
376 let new_text = format!("{text}", text = primitive_state.get());
377 header.iter().for_each(|header_text| {
378 if let Some(mut text) = writer.get_text(header_text, 2) {
379 (*text).clone_from(&new_text);
380 };
381 });
382}
383
384fn switch_to_next_primitive(
385 current: Res<State<PrimitiveSelected>>,
386 mut next: ResMut<NextState<PrimitiveSelected>>,
387) {
388 let next_state = current.get().next();
389 next.set(next_state);
390}
391
392fn switch_to_previous_primitive(
393 current: Res<State<PrimitiveSelected>>,
394 mut next: ResMut<NextState<PrimitiveSelected>>,
395) {
396 let next_state = current.get().previous();
397 next.set(next_state);
398}
399
400fn in_mode(active: CameraActive) -> impl Fn(Res<State<CameraActive>>) -> bool {
401 move |state| *state.get() == active
402}
403
404fn draw_gizmos_2d(mut gizmos: Gizmos, state: Res<State<PrimitiveSelected>>, time: Res<Time>) {
405 const POSITION: Vec2 = Vec2::new(-LEFT_RIGHT_OFFSET_2D, 0.0);
406 let angle = time.elapsed_secs();
407 let isometry = Isometry2d::new(POSITION, Rot2::radians(angle));
408 let color = Color::WHITE;
409
410 #[expect(
411 clippy::match_same_arms,
412 reason = "Certain primitives don't have any 2D rendering support yet."
413 )]
414 match state.get() {
415 PrimitiveSelected::RectangleAndCuboid => {
416 gizmos.primitive_2d(&RECTANGLE, isometry, color);
417 }
418 PrimitiveSelected::CircleAndSphere => {
419 gizmos.primitive_2d(&CIRCLE, isometry, color);
420 }
421 PrimitiveSelected::Ellipse => drop(gizmos.primitive_2d(&ELLIPSE, isometry, color)),
422 PrimitiveSelected::Triangle => gizmos.primitive_2d(&TRIANGLE_2D, isometry, color),
423 PrimitiveSelected::Plane => gizmos.primitive_2d(&PLANE_2D, isometry, color),
424 PrimitiveSelected::Line => drop(gizmos.primitive_2d(&LINE2D, isometry, color)),
425 PrimitiveSelected::Segment => {
426 drop(gizmos.primitive_2d(&SEGMENT_2D, isometry, color));
427 }
428 PrimitiveSelected::Polyline => gizmos.primitive_2d(
429 &Polyline2d {
430 vertices: vec![
431 Vec2::new(-BIG_2D, -SMALL_2D),
432 Vec2::new(-SMALL_2D, SMALL_2D),
433 Vec2::new(SMALL_2D, -SMALL_2D),
434 Vec2::new(BIG_2D, SMALL_2D),
435 ],
436 },
437 isometry,
438 color,
439 ),
440 PrimitiveSelected::Polygon => gizmos.primitive_2d(
441 &Polygon {
442 vertices: vec![
443 Vec2::new(-BIG_2D, -SMALL_2D),
444 Vec2::new(BIG_2D, -SMALL_2D),
445 Vec2::new(BIG_2D, SMALL_2D),
446 Vec2::new(0.0, 0.0),
447 Vec2::new(-BIG_2D, SMALL_2D),
448 ],
449 },
450 isometry,
451 color,
452 ),
453 PrimitiveSelected::RegularPolygon => {
454 gizmos.primitive_2d(®ULAR_POLYGON, isometry, color);
455 }
456 PrimitiveSelected::Capsule => gizmos.primitive_2d(&CAPSULE_2D, isometry, color),
457 PrimitiveSelected::Cylinder => {}
458 PrimitiveSelected::Cone => {}
459 PrimitiveSelected::ConicalFrustum => {}
460 PrimitiveSelected::Torus => drop(gizmos.primitive_2d(&ANNULUS, isometry, color)),
461 PrimitiveSelected::Tetrahedron => {}
462 PrimitiveSelected::Arc => gizmos.primitive_2d(&ARC, isometry, color),
463 PrimitiveSelected::CircularSector => {
464 gizmos.primitive_2d(&CIRCULAR_SECTOR, isometry, color);
465 }
466 PrimitiveSelected::CircularSegment => {
467 gizmos.primitive_2d(&CIRCULAR_SEGMENT, isometry, color);
468 }
469 }
470}
471
472#[derive(Debug, Clone, Component, Default, Reflect)]
474pub struct PrimitiveData {
475 camera_mode: CameraActive,
476 primitive_state: PrimitiveSelected,
477}
478
479#[derive(Debug, Clone, Component, Default)]
481pub struct MeshDim2;
482
483#[derive(Debug, Clone, Component, Default)]
485pub struct MeshDim3;
486
487fn spawn_primitive_2d(
488 mut commands: Commands,
489 mut materials: ResMut<Assets<ColorMaterial>>,
490 mut meshes: ResMut<Assets<Mesh>>,
491) {
492 const POSITION: Vec3 = Vec3::new(LEFT_RIGHT_OFFSET_2D, 0.0, 0.0);
493 let material: Handle<ColorMaterial> = materials.add(Color::WHITE);
494 let camera_mode = CameraActive::Dim2;
495 [
496 Some(RECTANGLE.mesh().build()),
497 Some(CIRCLE.mesh().build()),
498 Some(ELLIPSE.mesh().build()),
499 Some(TRIANGLE_2D.mesh().build()),
500 None, None, None, None, None, Some(REGULAR_POLYGON.mesh().build()),
506 Some(CAPSULE_2D.mesh().build()),
507 None, None, None, Some(ANNULUS.mesh().build()),
511 None, ]
513 .into_iter()
514 .zip(PrimitiveSelected::ALL)
515 .for_each(|(maybe_mesh, state)| {
516 if let Some(mesh) = maybe_mesh {
517 commands.spawn((
518 MeshDim2,
519 PrimitiveData {
520 camera_mode,
521 primitive_state: state,
522 },
523 Mesh2d(meshes.add(mesh)),
524 MeshMaterial2d(material.clone()),
525 Transform::from_translation(POSITION),
526 ));
527 }
528 });
529}
530
531fn spawn_primitive_3d(
532 mut commands: Commands,
533 mut materials: ResMut<Assets<StandardMaterial>>,
534 mut meshes: ResMut<Assets<Mesh>>,
535) {
536 const POSITION: Vec3 = Vec3::new(-LEFT_RIGHT_OFFSET_3D, 0.0, 0.0);
537 let material: Handle<StandardMaterial> = materials.add(Color::WHITE);
538 let camera_mode = CameraActive::Dim3;
539 [
540 Some(CUBOID.mesh().build()),
541 Some(SPHERE.mesh().build()),
542 None, Some(TRIANGLE_3D.mesh().build()),
544 Some(PLANE_3D.mesh().build()),
545 None, None, None, None, None, Some(CAPSULE_3D.mesh().build()),
551 Some(CYLINDER.mesh().build()),
552 None, None, Some(TORUS.mesh().build()),
555 Some(TETRAHEDRON.mesh().build()),
556 ]
557 .into_iter()
558 .zip(PrimitiveSelected::ALL)
559 .for_each(|(maybe_mesh, state)| {
560 if let Some(mesh) = maybe_mesh {
561 commands.spawn((
562 MeshDim3,
563 PrimitiveData {
564 camera_mode,
565 primitive_state: state,
566 },
567 Mesh3d(meshes.add(mesh)),
568 MeshMaterial3d(material.clone()),
569 Transform::from_translation(POSITION),
570 ));
571 }
572 });
573}
574
575fn update_primitive_meshes(
576 camera_state: Res<State<CameraActive>>,
577 primitive_state: Res<State<PrimitiveSelected>>,
578 mut primitives: Query<(&mut Visibility, &PrimitiveData)>,
579) {
580 primitives.iter_mut().for_each(|(mut vis, primitive)| {
581 let visible = primitive.camera_mode == *camera_state.get()
582 && primitive.primitive_state == *primitive_state.get();
583 *vis = if visible {
584 Visibility::Inherited
585 } else {
586 Visibility::Hidden
587 };
588 });
589}
590
591fn rotate_primitive_2d_meshes(
592 mut primitives_2d: Query<
593 (&mut Transform, &ViewVisibility),
594 (With<PrimitiveData>, With<MeshDim2>),
595 >,
596 time: Res<Time>,
597) {
598 let rotation_2d = Quat::from_mat3(&Mat3::from_angle(time.elapsed_secs()));
599 primitives_2d
600 .iter_mut()
601 .filter(|(_, vis)| vis.get())
602 .for_each(|(mut transform, _)| {
603 transform.rotation = rotation_2d;
604 });
605}
606
607fn rotate_primitive_3d_meshes(
608 mut primitives_3d: Query<
609 (&mut Transform, &ViewVisibility),
610 (With<PrimitiveData>, With<MeshDim3>),
611 >,
612 time: Res<Time>,
613) {
614 let rotation_3d = Quat::from_rotation_arc(
615 Vec3::Z,
616 Vec3::new(
617 ops::sin(time.elapsed_secs()),
618 ops::cos(time.elapsed_secs()),
619 ops::sin(time.elapsed_secs()) * 0.5,
620 )
621 .try_normalize()
622 .unwrap_or(Vec3::Z),
623 );
624 primitives_3d
625 .iter_mut()
626 .filter(|(_, vis)| vis.get())
627 .for_each(|(mut transform, _)| {
628 transform.rotation = rotation_3d;
629 });
630}
631
632fn draw_gizmos_3d(mut gizmos: Gizmos, state: Res<State<PrimitiveSelected>>, time: Res<Time>) {
633 const POSITION: Vec3 = Vec3::new(LEFT_RIGHT_OFFSET_3D, 0.0, 0.0);
634 let rotation = Quat::from_rotation_arc(
635 Vec3::Z,
636 Vec3::new(
637 ops::sin(time.elapsed_secs()),
638 ops::cos(time.elapsed_secs()),
639 ops::sin(time.elapsed_secs()) * 0.5,
640 )
641 .try_normalize()
642 .unwrap_or(Vec3::Z),
643 );
644 let isometry = Isometry3d::new(POSITION, rotation);
645 let color = Color::WHITE;
646 let resolution = 10;
647
648 #[expect(
649 clippy::match_same_arms,
650 reason = "Certain primitives don't have any 3D rendering support yet."
651 )]
652 match state.get() {
653 PrimitiveSelected::RectangleAndCuboid => {
654 gizmos.primitive_3d(&CUBOID, isometry, color);
655 }
656 PrimitiveSelected::CircleAndSphere => drop(
657 gizmos
658 .primitive_3d(&SPHERE, isometry, color)
659 .resolution(resolution),
660 ),
661 PrimitiveSelected::Ellipse => {}
662 PrimitiveSelected::Triangle => gizmos.primitive_3d(&TRIANGLE_3D, isometry, color),
663 PrimitiveSelected::Plane => drop(gizmos.primitive_3d(&PLANE_3D, isometry, color)),
664 PrimitiveSelected::Line => gizmos.primitive_3d(&LINE3D, isometry, color),
665 PrimitiveSelected::Segment => gizmos.primitive_3d(&SEGMENT_3D, isometry, color),
666 PrimitiveSelected::Polyline => gizmos.primitive_3d(
667 &Polyline3d {
668 vertices: vec![
669 Vec3::new(-BIG_3D, -SMALL_3D, -SMALL_3D),
670 Vec3::new(SMALL_3D, SMALL_3D, 0.0),
671 Vec3::new(-SMALL_3D, -SMALL_3D, 0.0),
672 Vec3::new(BIG_3D, SMALL_3D, SMALL_3D),
673 ],
674 },
675 isometry,
676 color,
677 ),
678 PrimitiveSelected::Polygon => {}
679 PrimitiveSelected::RegularPolygon => {}
680 PrimitiveSelected::Capsule => drop(
681 gizmos
682 .primitive_3d(&CAPSULE_3D, isometry, color)
683 .resolution(resolution),
684 ),
685 PrimitiveSelected::Cylinder => drop(
686 gizmos
687 .primitive_3d(&CYLINDER, isometry, color)
688 .resolution(resolution),
689 ),
690 PrimitiveSelected::Cone => drop(
691 gizmos
692 .primitive_3d(&CONE, isometry, color)
693 .resolution(resolution),
694 ),
695 PrimitiveSelected::ConicalFrustum => {
696 gizmos.primitive_3d(&CONICAL_FRUSTUM, isometry, color);
697 }
698
699 PrimitiveSelected::Torus => drop(
700 gizmos
701 .primitive_3d(&TORUS, isometry, color)
702 .minor_resolution(resolution)
703 .major_resolution(resolution),
704 ),
705 PrimitiveSelected::Tetrahedron => {
706 gizmos.primitive_3d(&TETRAHEDRON, isometry, color);
707 }
708
709 PrimitiveSelected::Arc => {}
710 PrimitiveSelected::CircularSector => {}
711 PrimitiveSelected::CircularSegment => {}
712 }
713}