Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

EditorNode3DGizmoPlugin

Inherits: Resource < RefCounted < Object

A class used by the editor to define Node3D gizmo types.

Description

EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending EditorNode3DGizmoPlugin for the simpler gizmos, or creating a new EditorNode3DGizmo type. See the tutorial in the documentation for more info.

To use EditorNode3DGizmoPlugin, register it using the EditorPlugin.add_node_3d_gizmo_plugin method first.

Tutorials

Methods

void

_begin_handle_action(gizmo: EditorNode3DGizmo, handle_id: int, secondary: bool) virtual

bool

_can_be_hidden() virtual const

void

_commit_handle(gizmo: EditorNode3DGizmo, handle_id: int, secondary: bool, restore: Variant, cancel: bool) virtual

void

_commit_subgizmos(gizmo: EditorNode3DGizmo, ids: PackedInt32Array, restores: Array[Transform3D], cancel: bool) virtual

EditorNode3DGizmo

_create_gizmo(for_node_3d: Node3D) virtual const

String

_get_gizmo_name() virtual const

String

_get_handle_name(gizmo: EditorNode3DGizmo, handle_id: int, secondary: bool) virtual const

Variant

_get_handle_value(gizmo: EditorNode3DGizmo, handle_id: int, secondary: bool) virtual const

int

_get_priority() virtual const

Transform3D

_get_subgizmo_transform(gizmo: EditorNode3DGizmo, subgizmo_id: int) virtual const

bool

_has_gizmo(for_node_3d: Node3D) virtual const

bool

_is_handle_highlighted(gizmo: EditorNode3DGizmo, handle_id: int, secondary: bool) virtual const

bool

_is_selectable_when_hidden() virtual const

void

_redraw(gizmo: EditorNode3DGizmo) virtual

void

_set_handle(gizmo: EditorNode3DGizmo, handle_id: int, secondary: bool, camera: Camera3D, screen_pos: Vector2) virtual

void

_set_subgizmo_transform(gizmo: EditorNode3DGizmo, subgizmo_id: int, transform: Transform3D) virtual

PackedInt32Array

_subgizmos_intersect_frustum(gizmo: EditorNode3DGizmo, camera: Camera3D, frustum_planes: Array[Plane]) virtual const

int

_subgizmos_intersect_ray(gizmo: EditorNode3DGizmo, camera: Camera3D, screen_pos: Vector2) virtual const

void

add_material(name: String, material: StandardMaterial3D)

void

create_handle_material(name: String, billboard: bool = false, texture: Texture2D = null)