Class EditorNode3DGizmo
- Namespace
- Godot
- Assembly
- GodotSharpEditor.dll
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.
public class EditorNode3DGizmo : Node3DGizmo, IDisposable
- Inheritance
-
EditorNode3DGizmo
- Implements
- Inherited Members
Constructors
EditorNode3DGizmo()
public EditorNode3DGizmo()
Methods
AddCollisionSegments(Vector3[])
Adds the specified segments
to the gizmo's collision shape for picking. Call this method during _Redraw().
public void AddCollisionSegments(Vector3[] segments)
Parameters
segments
Vector3[]
AddCollisionTriangles(TriangleMesh)
Adds collision triangles to the gizmo for picking. A TriangleMesh can be generated from a regular Mesh too. Call this method during _Redraw().
public void AddCollisionTriangles(TriangleMesh triangles)
Parameters
triangles
TriangleMesh
AddHandles(Vector3[], Material, int[], bool, bool)
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.
The 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 _Redraw().
public void AddHandles(Vector3[] handles, Material material, int[] ids, bool billboard = false, bool secondary = false)
Parameters
AddLines(Vector3[], Material, bool, Color?)
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().
public void AddLines(Vector3[] lines, Material material, bool billboard = false, Color? modulate = null)
Parameters
lines
Vector3[]material
Materialbillboard
boolmodulate
Color?If the parameter is null, then the default value is
new Color(1, 1, 1, 1)
.
AddMesh(Mesh, Material, Transform3D?, SkinReference)
Adds a mesh to the gizmo with the specified material
, local transform
and skeleton
. Call this method during _Redraw().
public void AddMesh(Mesh mesh, Material material = null, Transform3D? transform = null, SkinReference skeleton = null)
Parameters
mesh
Meshmaterial
Materialtransform
Transform3D?If the parameter is null, then the default value is
Transform3D.Identity
.skeleton
SkinReference
AddUnscaledBillboard(Material, float, Color?)
Adds an unscaled billboard for visualization and selection. Call this method during _Redraw().
public void AddUnscaledBillboard(Material material, float defaultScale = 1, Color? modulate = null)
Parameters
material
MaterialdefaultScale
floatmodulate
Color?If the parameter is null, then the default value is
new Color(1, 1, 1, 1)
.
Clear()
Removes everything in the gizmo including meshes, collisions and handles.
public void Clear()
GetNode3D()
Returns the Node3D node associated with this gizmo.
public Node3D GetNode3D()
Returns
GetPlugin()
Returns the EditorNode3DGizmoPlugin that owns this gizmo. It's useful to retrieve materials using GetMaterial(string, EditorNode3DGizmo).
public EditorNode3DGizmoPlugin GetPlugin()
Returns
GetSubgizmoSelection()
Returns a list of the currently selected subgizmos. Can be used to highlight selected elements during _Redraw().
public int[] GetSubgizmoSelection()
Returns
- int[]
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
IsSubgizmoSelected(int)
Returns true
if the given subgizmo is currently selected. Can be used to highlight selected elements during _Redraw().
public bool IsSubgizmoSelected(int id)
Parameters
id
int
Returns
SetHidden(bool)
Sets the gizmo's hidden state. If true
, the gizmo will be hidden. If false
, it will be shown.
public void SetHidden(bool hidden)
Parameters
hidden
bool
SetNode3D(Node)
public void SetNode3D(Node node)
Parameters
node
Node
_BeginHandleAction(int, bool)
public virtual void _BeginHandleAction(int id, bool secondary)
Parameters
_CommitHandle(int, bool, Variant, bool)
Override this method to commit a handle being edited (handles must have been previously added by AddHandles(Vector3[], Material, int[], bool, bool)). 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.
The secondary
argument is true
when the committed handle is secondary (see AddHandles(Vector3[], Material, int[], bool, bool) for more information).
public virtual void _CommitHandle(int id, bool secondary, Variant restore, bool cancel)
Parameters
_CommitSubgizmos(int[], Array<Transform3D>, bool)
Override this method to commit a group of subgizmos being edited (see _SubgizmosIntersectRay(Camera3D, Vector2) and _SubgizmosIntersectFrustum(Camera3D, Array<Plane>)). This usually means creating an UndoRedo action for the change, using the current transforms as "do" and the restores
transforms as "undo".
If the cancel
argument is true
, the restores
transforms should be directly set, without any UndoRedo action.
public virtual void _CommitSubgizmos(int[] ids, Array<Transform3D> restores, bool cancel)
Parameters
ids
int[]restores
Array<Transform3D>cancel
bool
_GetHandleName(int, bool)
Override this method to return the name of an edited handle (handles must have been previously added by AddHandles(Vector3[], Material, int[], bool, bool)). Handles can be named for reference to the user when editing.
The secondary
argument is true
when the requested handle is secondary (see AddHandles(Vector3[], Material, int[], bool, bool) for more information).
public virtual string _GetHandleName(int id, bool secondary)
Parameters
Returns
_GetHandleValue(int, 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 restore
argument in _CommitHandle(int, bool, Variant, bool).
The secondary
argument is true
when the requested handle is secondary (see AddHandles(Vector3[], Material, int[], bool, bool) for more information).
public virtual Variant _GetHandleValue(int id, bool secondary)
Parameters
Returns
_GetSubgizmoTransform(int)
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 _CommitSubgizmos(int[], Array<Transform3D>, bool).
public virtual Transform3D _GetSubgizmoTransform(int id)
Parameters
id
int
Returns
_IsHandleHighlighted(int, bool)
Override this method to return true
whenever the given handle should be highlighted in the editor.
The secondary
argument is true
when the requested handle is secondary (see AddHandles(Vector3[], Material, int[], bool, bool) for more information).
public virtual bool _IsHandleHighlighted(int id, bool secondary)
Parameters
Returns
_Redraw()
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.
public virtual void _Redraw()
_SetHandle(int, bool, Camera3D, Vector2)
Override this method to update the node properties when the user drags a gizmo handle (previously added with AddHandles(Vector3[], Material, int[], bool, bool)). The provided point
is the mouse position in screen coordinates and the camera
can be used to convert it to raycasts.
The secondary
argument is true
when the edited handle is secondary (see AddHandles(Vector3[], Material, int[], bool, bool) for more information).
public virtual void _SetHandle(int id, bool secondary, Camera3D camera, Vector2 point)
Parameters
_SetSubgizmoTransform(int, Transform3D)
Override this method to update the node properties during subgizmo editing (see _SubgizmosIntersectRay(Camera3D, Vector2) and _SubgizmosIntersectFrustum(Camera3D, Array<Plane>)). The transform
is given in the Node3D's local coordinate system.
public virtual void _SetSubgizmoTransform(int id, Transform3D transform)
Parameters
id
inttransform
Transform3D
_SubgizmosIntersectFrustum(Camera3D, Array<Plane>)
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 _GetSubgizmoTransform(int) or _CommitSubgizmos(int[], Array<Transform3D>, bool).
public virtual int[] _SubgizmosIntersectFrustum(Camera3D camera, Array<Plane> frustum)
Parameters
Returns
- int[]
_SubgizmosIntersectRay(Camera3D, Vector2)
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 _GetSubgizmoTransform(int) or _CommitSubgizmos(int[], Array<Transform3D>, bool).
public virtual int _SubgizmosIntersectRay(Camera3D camera, Vector2 point)