Documentation
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Overview ¶
Gizmo that is used for providing custom visualization and editing (handles and subgizmos) for graphics.gd/classdb/Node3D objects. Can be overridden to create custom gizmos, but for simple gizmos creating an graphics.gd/classdb/EditorNode3DGizmoPlugin is usually recommended.
Index ¶
- type Advanced
- type Any
- type Expanded
- func (self Expanded) AddHandles(handles []Vector3.XYZ, material Material.Instance, ids []int32, billboard bool, ...)
- func (self Expanded) AddLines(lines []Vector3.XYZ, material Material.Instance, billboard bool, ...)
- func (self Expanded) AddMesh(mesh Mesh.Instance, material Material.Instance, ...)
- func (self Expanded) AddUnscaledBillboard(material Material.Instance, default_scale Float.X, modulate Color.RGBA)
- type Extension
- type ID
- type Implementation
- type Instance
- func (self Instance) AddCollisionSegments(segments []Vector3.XYZ)
- func (self Instance) AddCollisionTriangles(triangles TriangleMesh.Instance)
- func (self Instance) AddHandles(handles []Vector3.XYZ, material Material.Instance, ids []int32)
- func (self Instance) AddLines(lines []Vector3.XYZ, material Material.Instance)
- func (self Instance) AddMesh(mesh Mesh.Instance)
- func (self Instance) AddUnscaledBillboard(material Material.Instance)
- func (self Instance) AsEditorNode3DGizmo() Instance
- func (self Instance) AsNode3DGizmo() Node3DGizmo.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) Clear()
- func (self Instance) GetNode3d() Node3D.Instance
- func (self Instance) GetSubgizmoSelection() []int32
- func (self Instance) ID() ID
- func (self Instance) IsSubgizmoSelected(id int) bool
- func (self Instance) SetHidden(hidden bool)
- func (self Instance) SetNode3d(node Node.Instance)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
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 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 graphics.gd/classdb/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 [Interface.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 [Interface.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 [Interface.Redraw].
type Extension ¶
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]See Interface for methods that can be overridden by T.
func (*Extension[T]) AsEditorNode3DGizmo ¶
func (*Extension[T]) AsNode3DGizmo ¶
func (self *Extension[T]) AsNode3DGizmo() Node3DGizmo.Instance
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
type 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.
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.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddCollisionSegments ¶
Adds the specified 'segments' to the gizmo's collision shape for picking. Call this method during [Interface.Redraw].
func (Instance) AddCollisionTriangles ¶
func (self Instance) AddCollisionTriangles(triangles TriangleMesh.Instance)
Adds collision triangles to the gizmo for picking. A graphics.gd/classdb/TriangleMesh can be generated from a regular graphics.gd/classdb/Mesh too. Call this method during [Interface.Redraw].
func (Instance) AddHandles ¶
Adds a list of handles (points) which can be used to edit the properties of the gizmo's graphics.gd/classdb/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 [Interface.Redraw].
func (Instance) AddLines ¶
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 [Interface.Redraw].
func (Instance) AddMesh ¶
Adds a mesh to the gizmo with the specified 'material', local 'transform' and 'skeleton'. Call this method during [Interface.Redraw].
func (Instance) AddUnscaledBillboard ¶
Adds an unscaled billboard for visualization and selection. Call this method during [Interface.Redraw].
func (Instance) AsEditorNode3DGizmo ¶
func (Instance) AsNode3DGizmo ¶
func (self Instance) AsNode3DGizmo() Node3DGizmo.Instance
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 ¶
Returns the graphics.gd/classdb/Node3D node associated with this gizmo.
func (Instance) GetSubgizmoSelection ¶
Returns a list of the currently selected subgizmos. Can be used to highlight selected elements during [Interface.Redraw].
func (Instance) IsSubgizmoSelected ¶
Returns true if the given subgizmo is currently selected. Can be used to highlight selected elements during [Interface.Redraw].
func (Instance) SetHidden ¶
Sets the gizmo's hidden state. If true, the gizmo will be hidden. If false, it will be shown.
func (Instance) SetNode3d ¶
Sets the reference graphics.gd/classdb/Node3D node for the gizmo. 'node' must inherit from graphics.gd/classdb/Node3D.
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 [Instance.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 [Instance.AddHandles]). Handles can be named for reference to the user when editing. // // The 'secondary' argument is true when the requested handle is secondary (see [Instance.AddHandles] for more information). GetHandleName(id int, secondary bool) string // 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 [Instance.AddHandles] 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 restore argument in [Interface.CommitHandle]. // // The 'secondary' argument is true when the requested handle is secondary (see [Instance.AddHandles] 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 [Instance.AddHandles]). 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 [Instance.AddHandles] 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 [Instance.AddHandles]). This usually means creating an [graphics.gd/classdb/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 [graphics.gd/classdb/UndoRedo] action. // // The 'secondary' argument is true when the committed handle is secondary (see [Instance.AddHandles] for more information). CommitHandle(id int, secondary bool, restore any, cancel bool) // 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 [Interface.GetSubgizmoTransform] or [Interface.CommitSubgizmos]. SubgizmosIntersectRay(camera Camera3D.Instance, point Vector2.XY) int // 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 [Plane.NormalD]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 [Interface.GetSubgizmoTransform] or [Interface.CommitSubgizmos]. SubgizmosIntersectFrustum(camera Camera3D.Instance, frustum []Plane.NormalD) []int32 // Override this method to update the node properties during subgizmo editing (see [Interface.SubgizmosIntersectRay] and [Interface.SubgizmosIntersectFrustum]). The 'transform' is given in the [graphics.gd/classdb/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 restore argument in [Interface.CommitSubgizmos]. GetSubgizmoTransform(id int) Transform3D.BasisOrigin // Override this method to commit a group of subgizmos being edited (see [Interface.SubgizmosIntersectRay] and [Interface.SubgizmosIntersectFrustum]). This usually means creating an [graphics.gd/classdb/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 [graphics.gd/classdb/UndoRedo] action. CommitSubgizmos(ids []int32, restores []Transform3D.BasisOrigin, cancel bool) }