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
segmentsVector3[]
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
trianglesTriangleMesh
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
linesVector3[]materialMaterialbillboardboolmodulateColor?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
meshMeshmaterialMaterialtransformTransform3D?If the parameter is null, then the default value is
Transform3D.Identity.skeletonSkinReference
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
materialMaterialdefaultScalefloatmodulateColor?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
methodgodot_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
signalgodot_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
methodgodot_string_nameName of the method to invoke.
argsNativeVariantPtrArgsArguments to use with the invoked method.
retgodot_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
idint
Returns
SetHidden(bool)
public void SetHidden(bool hidden)
Parameters
hiddenbool
SetNode3D(Node)
public void SetNode3D(Node node)
Parameters
nodeNode
_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
idsint[]restoresArray<Transform3D>cancelbool
_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
idint
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
idinttransformTransform3D
_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)