EditorNode3DGizmo

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Published: Sep 13, 2025 License: MIT Imports: 35 Imported by: 0

Documentation

Overview

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.

Index

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 Any

type Any interface {
	gd.IsClass
	AsEditorNode3DGizmo() Instance
}

type Expanded

type Expanded [1]gdclass.EditorNode3DGizmo

func (Expanded) AddHandles

func (self Expanded) AddHandles(handles []Vector3.XYZ, material Material.Instance, ids []int32, billboard bool, secondary 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 [Instance.Redraw].

func (Expanded) AddLines

func (self Expanded) AddLines(lines []Vector3.XYZ, material Material.Instance, billboard bool, modulate Color.RGBA)

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 [Instance.Redraw].

func (Expanded) AddMesh

func (self Expanded) AddMesh(mesh Mesh.Instance, material Material.Instance, transform Transform3D.BasisOrigin, skeleton SkinReference.Instance)

Adds a mesh to the gizmo with the specified 'material', local 'transform' and 'skeleton'. Call this method during [Instance.Redraw].

func (Expanded) AddUnscaledBillboard

func (self Expanded) AddUnscaledBillboard(material Material.Instance, default_scale Float.X, modulate Color.RGBA)

Adds an unscaled billboard for visualization and selection. Call this method during [Instance.Redraw].

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsEditorNode3DGizmo

func (self *Extension[T]) AsEditorNode3DGizmo() Instance

func (*Extension[T]) AsNode3DGizmo

func (self *Extension[T]) AsNode3DGizmo() Node3DGizmo.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Implementation

type Implementation = implementation

Implementation implements Interface with empty methods.

type Instance

type Instance [1]gdclass.EditorNode3DGizmo

Instance of the class with convieniently typed arguments and results. See Interface for methods that can be overridden by a [Class] that extends it.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AddCollisionSegments

func (self Instance) AddCollisionSegments(segments []Vector3.XYZ)

Adds the specified 'segments' to the gizmo's collision shape for picking. Call this method during [Instance.Redraw].

func (Instance) AddCollisionTriangles

func (self Instance) AddCollisionTriangles(triangles TriangleMesh.Instance)

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

func (Instance) AddHandles

func (self Instance) AddHandles(handles []Vector3.XYZ, material Material.Instance, ids []int32)

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 [Instance.Redraw].

func (Instance) AddLines

func (self Instance) AddLines(lines []Vector3.XYZ, material Material.Instance)

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 [Instance.Redraw].

func (Instance) AddMesh

func (self Instance) AddMesh(mesh Mesh.Instance)

Adds a mesh to the gizmo with the specified 'material', local 'transform' and 'skeleton'. Call this method during [Instance.Redraw].

func (Instance) AddUnscaledBillboard

func (self Instance) AddUnscaledBillboard(material Material.Instance)

Adds an unscaled billboard for visualization and selection. Call this method during [Instance.Redraw].

func (Instance) AsEditorNode3DGizmo

func (self Instance) AsEditorNode3DGizmo() Instance

func (Instance) AsNode3DGizmo

func (self Instance) AsNode3DGizmo() Node3DGizmo.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

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) GetNode3d

func (self Instance) GetNode3d() Node3D.Instance

Returns the [Node3D] node associated with this gizmo.

func (Instance) GetSubgizmoSelection

func (self Instance) GetSubgizmoSelection() []int32

Returns a list of the currently selected subgizmos. Can be used to highlight selected elements during [Instance.Redraw].

func (Instance) ID

func (self Instance) ID() ID

func (Instance) IsSubgizmoSelected

func (self Instance) IsSubgizmoSelected(id int) bool

Returns true if the given subgizmo is currently selected. Can be used to highlight selected elements during [Instance.Redraw].

func (Instance) SetHidden

func (self Instance) SetHidden(hidden bool)

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

func (Instance) SetNode3d

func (self Instance) SetNode3d(node Node.Instance)

Sets the reference [Node3D] node for the gizmo. 'node' must inherit from [Node3D].

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

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 Camera3D.Instance, 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 Camera3D.Instance, 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 Camera3D.Instance, 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)
}

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