Documentation
¶
Overview ¶
Package EditorNode3DGizmo provides methods for working with EditorNode3DGizmo object instances.
Index ¶
- type Advanced
- type Any
- type Implementation
- type Instance
- func (self Instance) AddCollisionSegments(segments []Vector3.XYZ)
- func (self Instance) AddCollisionTriangles(triangles [1]gdclass.TriangleMesh)
- func (self Instance) AddHandles(handles []Vector3.XYZ, material [1]gdclass.Material, ids []int32)
- func (self Instance) AddLines(lines []Vector3.XYZ, material [1]gdclass.Material)
- func (self Instance) AddMesh(mesh [1]gdclass.Mesh)
- func (self Instance) AddUnscaledBillboard(material [1]gdclass.Material)
- func (self Instance) AsEditorNode3DGizmo() Instance
- func (self Instance) AsNode3DGizmo() Node3DGizmo.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) Clear()
- func (self Instance) GetNode3d() [1]gdclass.Node3D
- func (self Instance) GetPlugin() [1]gdclass.EditorNode3DGizmoPlugin
- func (self Instance) GetSubgizmoSelection() []int32
- func (self Instance) IsSubgizmoSelected(id int) bool
- func (self Instance) SetHidden(hidden bool)
- func (self Instance) SetNode3d(node [1]gdclass.Node)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
type Instance [1]gdclass.EditorNode3DGizmo
Gizmo that is used for providing custom visualization and editing (handles and subgizmos) for [Node3D] objects. Can be overridden to create custom gizmos, but for simple gizmos creating a [EditorNode3DGizmoPlugin] is usually recommended.
See [Interface] for methods that can be overridden by a [Class] that extends it.
%!(EXTRA string=EditorNode3DGizmo)
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddCollisionSegments ¶
Adds the specified [param segments] to the gizmo's collision shape for picking. Call this method during [method _redraw].
func (Instance) AddCollisionTriangles ¶
func (self Instance) AddCollisionTriangles(triangles [1]gdclass.TriangleMesh)
Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be generated from a regular [Mesh] too. Call this method during [method _redraw].
func (Instance) AddHandles ¶
Adds a list of handles (points) which can be used to edit the properties of the gizmo's [Node3D]. The [param ids] argument can be used to specify a custom identifier for each handle, if an empty array is passed, the ids will be assigned automatically from the [param handles] argument order. The [param secondary] argument marks the added handles as secondary, meaning they will normally have lower selection priority than regular handles. When the user is holding the shift key secondary handles will switch to have higher priority than regular handles. This change in priority can be used to place multiple handles at the same point while still giving the user control on their selection. There are virtual methods which will be called upon editing of these handles. Call this method during [method _redraw].
func (Instance) AddLines ¶
Adds lines to the gizmo (as sets of 2 points), with a given material. The lines are used for visualizing the gizmo. Call this method during [method _redraw].
func (Instance) AddMesh ¶
Adds a mesh to the gizmo with the specified [param material], local [param transform] and [param skeleton]. Call this method during [method _redraw].
func (Instance) AddUnscaledBillboard ¶
Adds an unscaled billboard for visualization and selection. Call this method during [method _redraw].
func (Instance) AsEditorNode3DGizmo ¶
func (Instance) AsNode3DGizmo ¶
func (self Instance) AsNode3DGizmo() Node3DGizmo.Instance
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) Clear ¶
func (self Instance) Clear()
Removes everything in the gizmo including meshes, collisions and handles.
func (Instance) GetPlugin ¶
func (self Instance) GetPlugin() [1]gdclass.EditorNode3DGizmoPlugin
Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material].
func (Instance) GetSubgizmoSelection ¶
Returns a list of the currently selected subgizmos. Can be used to highlight selected elements during [method _redraw].
func (Instance) IsSubgizmoSelected ¶
Returns [code]true[/code] if the given subgizmo is currently selected. Can be used to highlight selected elements during [method _redraw].
func (Instance) SetHidden ¶
Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown.
func (Instance) SetNode3d ¶
Sets the reference [Node3D] node for the gizmo. [param node] must inherit from [Node3D].
func (*Instance) UnsafePointer ¶
type Interface ¶
type Interface interface { //Override this method to add all the gizmo elements whenever a gizmo update is requested. It's common to call [method clear] at the beginning of this method and then add visual elements depending on the node's properties. Redraw() //Override this method to return the name of an edited handle (handles must have been previously added by [method add_handles]). Handles can be named for reference to the user when editing. //The [param secondary] argument is [code]true[/code] when the requested handle is secondary (see [method add_handles] for more information). GetHandleName(id int, secondary bool) string //Override this method to return [code]true[/code] whenever the given handle should be highlighted in the editor. //The [param secondary] argument is [code]true[/code] when the requested handle is secondary (see [method add_handles] for more information). IsHandleHighlighted(id int, secondary bool) bool //Override this method to return the current value of a handle. This value will be requested at the start of an edit and used as the [code]restore[/code] argument in [method _commit_handle]. //The [param secondary] argument is [code]true[/code] when the requested handle is secondary (see [method add_handles] for more information). GetHandleValue(id int, secondary bool) any BeginHandleAction(id int, secondary bool) //Override this method to update the node properties when the user drags a gizmo handle (previously added with [method add_handles]). The provided [param point] is the mouse position in screen coordinates and the [param camera] can be used to convert it to raycasts. //The [param secondary] argument is [code]true[/code] when the edited handle is secondary (see [method add_handles] for more information). SetHandle(id int, secondary bool, camera [1]gdclass.Camera3D, point Vector2.XY) //Override this method to commit a handle being edited (handles must have been previously added by [method add_handles]). This usually means creating an [UndoRedo] action for the change, using the current handle value as "do" and the [param restore] argument as "undo". //If the [param cancel] argument is [code]true[/code], the [param restore] value should be directly set, without any [UndoRedo] action. //The [param secondary] argument is [code]true[/code] when the committed handle is secondary (see [method add_handles] for more information). CommitHandle(id int, secondary bool, restore any, cancel bool) //Override this method to allow selecting subgizmos using mouse clicks. Given a [param camera] and a [param point] in screen coordinates, this method should return which subgizmo should be selected. The returned value should be a unique subgizmo identifier, which can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos]. SubgizmosIntersectRay(camera [1]gdclass.Camera3D, point Vector2.XY) int //Override this method to allow selecting subgizmos using mouse drag box selection. Given a [param camera] and a [param frustum], this method should return which subgizmos are contained within the frustum. The [param frustum] argument consists of an array with all the [Plane]s that make up the selection frustum. The returned value should contain a list of unique subgizmo identifiers, which can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos]. SubgizmosIntersectFrustum(camera [1]gdclass.Camera3D, frustum []Plane.NormalD) []int32 //Override this method to update the node properties during subgizmo editing (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). The [param transform] is given in the [Node3D]'s local coordinate system. SetSubgizmoTransform(id int, transform Transform3D.BasisOrigin) //Override this method to return the current transform of a subgizmo. This transform will be requested at the start of an edit and used as the [code]restore[/code] argument in [method _commit_subgizmos]. GetSubgizmoTransform(id int) Transform3D.BasisOrigin //Override this method to commit a group of subgizmos being edited (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This usually means creating an [UndoRedo] action for the change, using the current transforms as "do" and the [param restores] transforms as "undo". //If the [param cancel] argument is [code]true[/code], the [param restores] transforms should be directly set, without any [UndoRedo] action. CommitSubgizmos(ids []int32, restores []Transform3D.BasisOrigin, cancel bool) }