EditorNode3DGizmo

Inherits: Node3DGizmo < RefCounted < Object

Gizmo for editing Node3D objects.

Description

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.

Methods

void

_commit_handle ( int id, Variant restore, bool cancel ) virtual

void

_commit_subgizmos ( PackedInt32Array ids, Transform3D[] restores, bool cancel ) virtual

String

_get_handle_name ( int id ) virtual const

Variant

_get_handle_value ( int id ) virtual const

Transform3D

_get_subgizmo_transform ( int id ) virtual const

bool

_is_handle_highlighted ( int id ) virtual const

void

_redraw ( ) virtual

void

_set_handle ( int id, Camera3D camera, Vector2 point ) virtual

void

_set_subgizmo_transform ( int id, Transform3D transform ) virtual

PackedInt32Array

_subgizmos_intersect_frustum ( Camera3D camera, Plane[] frustum ) virtual const

int

_subgizmos_intersect_ray ( Camera3D camera, Vector2 point ) virtual const

void

add_collision_segments ( PackedVector3Array segments )

void

add_collision_triangles ( TriangleMesh triangles )

void

add_handles ( PackedVector3Array handles, Material material, PackedInt32Array ids, bool billboard=false, bool secondary=false )

void

add_lines ( PackedVector3Array lines, Material material, bool billboard=false, Color modulate=Color(1, 1, 1, 1) )

void

add_mesh ( ArrayMesh mesh, Material material=null, Transform3D transform=Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0), SkinReference skeleton=null )

void

add_unscaled_billboard ( Material material, float default_scale=1, Color modulate=Color(1, 1, 1, 1) )

void

clear ( )

EditorNode3DGizmoPlugin

get_plugin ( ) const

Node3D

get_spatial_node ( ) const

PackedInt32Array

get_subgizmo_selection ( ) const

bool

is_subgizmo_selected ( int arg0 ) const

void

set_hidden ( bool hidden )

void

set_spatial_node ( Node node )

Method Descriptions

  • void _commit_handle ( int id, Variant restore, bool cancel ) virtual

Override this method to commit a handle being edited (handles must have been previously added by add_handles). This usually means creating an UndoRedo action for the change, using the current handle value as "do" and the restore argument as "undo".

If the cancel argument is true, the restore value should be directly set, without any UndoRedo action.


Override this method to commit a group of subgizmos being edited (see _subgizmos_intersect_ray and _subgizmos_intersect_frustum). This usually means creating an UndoRedo action for the change, using the current transforms as "do" and the restore transforms as "undo".

If the cancel argument is true, the restore transforms should be directly set, without any UndoRedo action.


  • String _get_handle_name ( int id ) virtual const

Override this method to return the name of an edited handle (handles must have been previously added by add_handles).

Handles can be named for reference to the user when editing.


  • Variant _get_handle_value ( int id ) virtual const

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 restore argument in _commit_handle.


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 restore argument in _commit_subgizmos.


  • bool _is_handle_highlighted ( int id ) virtual const

Override this method to return true whenever the given handle should be highlighted in the editor.


  • void _redraw ( ) virtual

Override this method to add all the gizmo elements whenever a gizmo update is requested. It's common to call clear at the beginning of this method and then add visual elements depending on the node's properties.


Override this method to update the node properties when the user drags a gizmo handle (previously added with add_handles). The provided point is the mouse position in screen coordinates and the camera can be used to convert it to raycasts.


  • void _set_subgizmo_transform ( int id, Transform3D transform ) virtual

Override this method to update the node properties during subgizmo editing (see _subgizmos_intersect_ray and _subgizmos_intersect_frustum). The transform is given in the Node3D's local coordinate system.


Override this method to allow selecting subgizmos using mouse drag box selection. Given a camera and a frustum, this method should return which subgizmos are contained within the frustum. The frustum argument consists of an Array with all the Planes 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 _get_subgizmo_transform or _commit_subgizmos.


Override this method to allow selecting subgizmos using mouse clicks. Given a camera and a 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 _get_subgizmo_transform or _commit_subgizmos.


Adds the specified segments to the gizmo's collision shape for picking. Call this method during _redraw.


Adds collision triangles to the gizmo for picking. A TriangleMesh can be generated from a regular Mesh too. Call this method during _redraw.


Adds a list of handles (points) which can be used to edit the properties of the gizmo's Node3D. The 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 handles argument order.

There are virtual methods which will be called upon editing of these handles. Call this method during _redraw.


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 _redraw.


Adds a mesh to the gizmo with the specified material, local transform and skeleton. Call this method during _redraw.


  • void add_unscaled_billboard ( Material material, float default_scale=1, Color modulate=Color(1, 1, 1, 1) )

Adds an unscaled billboard for visualization and selection. Call this method during _redraw.


  • void clear ( )

Removes everything in the gizmo including meshes, collisions and handles.


Returns the EditorNode3DGizmoPlugin that owns this gizmo. It's useful to retrieve materials using EditorNode3DGizmoPlugin.get_material.


  • Node3D get_spatial_node ( ) const

Returns the Node3D node associated with this gizmo.


Returns a list of the currently selected subgizmos. Can be used to highlight selected elements during _redraw.


  • bool is_subgizmo_selected ( int arg0 ) const

Returns true if the given subgizmo is currently selected. Can be used to highlight selected elements during _redraw.


  • void set_hidden ( bool hidden )

Sets the gizmo's hidden state. If true, the gizmo will be hidden. If false, it will be shown.


  • void set_spatial_node ( Node node )

Sets the reference Node3D node for the gizmo. node must inherit from Node3D.