mirror of
https://github.com/godotengine/godot
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203 lines
8.2 KiB
XML
203 lines
8.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorNode3DGizmoPlugin" inherits="Resource" version="4.0">
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<brief_description>
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Used by the editor to define Node3D gizmo types.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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<link title="Spatial gizmo plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link>
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</tutorials>
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<methods>
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<method name="add_material">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<argument index="1" name="material" type="StandardMaterial3D">
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</argument>
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<description>
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Adds a new material to the internal material list for the plugin. It can then be accessed with [method get_material]. Should not be overridden.
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</description>
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</method>
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<method name="can_be_hidden" qualifiers="virtual">
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<return type="bool">
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</return>
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<description>
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Override this method to define whether the gizmo can be hidden or not. Returns [code]true[/code] if not overridden.
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</description>
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</method>
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<method name="commit_handle" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="gizmo" type="EditorNode3DGizmo">
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</argument>
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<argument index="1" name="index" type="int">
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</argument>
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<argument index="2" name="restore" type="Variant">
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</argument>
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<argument index="3" name="cancel" type="bool" default="false">
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</argument>
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<description>
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Override this method to commit gizmo handles. Called for this plugin's active gizmos.
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</description>
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</method>
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<method name="create_gizmo" qualifiers="virtual">
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<return type="EditorNode3DGizmo">
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</return>
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<argument index="0" name="spatial" type="Node3D">
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</argument>
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<description>
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Override this method to return a custom [EditorNode3DGizmo] for the spatial nodes of your choice, return [code]null[/code] for the rest of nodes. See also [method has_gizmo].
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</description>
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</method>
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<method name="create_handle_material">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<argument index="1" name="billboard" type="bool" default="false">
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</argument>
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<argument index="2" name="texture" type="Texture2D" default="null">
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</argument>
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<description>
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Creates a handle material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_handles]. Should not be overridden.
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You can optionally provide a texture to use instead of the default icon.
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</description>
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</method>
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<method name="create_icon_material">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<argument index="1" name="texture" type="Texture2D">
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</argument>
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<argument index="2" name="on_top" type="bool" default="false">
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</argument>
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<argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )">
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</argument>
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<description>
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Creates an icon material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_unscaled_billboard]. Should not be overridden.
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</description>
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</method>
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<method name="create_material">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<argument index="1" name="color" type="Color">
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</argument>
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<argument index="2" name="billboard" type="bool" default="false">
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</argument>
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<argument index="3" name="on_top" type="bool" default="false">
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</argument>
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<argument index="4" name="use_vertex_color" type="bool" default="false">
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</argument>
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<description>
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Creates an unshaded material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_mesh] and [method EditorNode3DGizmo.add_lines]. Should not be overridden.
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</description>
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</method>
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<method name="get_gizmo_name" qualifiers="virtual">
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<return type="String">
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</return>
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<description>
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Override this method to provide the name that will appear in the gizmo visibility menu.
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</description>
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</method>
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<method name="get_handle_name" qualifiers="virtual">
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<return type="String">
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</return>
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<argument index="0" name="gizmo" type="EditorNode3DGizmo">
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</argument>
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<argument index="1" name="index" type="int">
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</argument>
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<description>
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Override this method to provide gizmo's handle names. Called for this plugin's active gizmos.
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</description>
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</method>
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<method name="get_handle_value" qualifiers="virtual">
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<return type="Variant">
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</return>
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<argument index="0" name="gizmo" type="EditorNode3DGizmo">
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</argument>
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<argument index="1" name="index" type="int">
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</argument>
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<description>
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Gets actual value of a handle from gizmo. Called for this plugin's active gizmos.
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</description>
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</method>
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<method name="get_material">
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<return type="StandardMaterial3D">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<argument index="1" name="gizmo" type="EditorNode3DGizmo" default="null">
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</argument>
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<description>
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Gets material from the internal list of materials. If an [EditorNode3DGizmo] is provided, it will try to get the corresponding variant (selected and/or editable).
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</description>
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</method>
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<method name="get_priority" qualifiers="virtual">
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<return type="int">
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</return>
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<description>
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Override this method to set the gizmo's priority. Higher values correspond to higher priority. If a gizmo with higher priority conflicts with another gizmo, only the gizmo with higher priority will be used.
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All built-in editor gizmos return a priority of [code]-1[/code]. If not overridden, this method will return [code]0[/code], which means custom gizmos will automatically override built-in gizmos.
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</description>
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</method>
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<method name="has_gizmo" qualifiers="virtual">
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<return type="bool">
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</return>
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<argument index="0" name="spatial" type="Node3D">
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</argument>
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<description>
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Override this method to define which Node3D nodes have a gizmo from this plugin. Whenever a [Node3D] node is added to a scene this method is called, if it returns [code]true[/code] the node gets a generic [EditorNode3DGizmo] assigned and is added to this plugin's list of active gizmos.
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</description>
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</method>
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<method name="is_handle_highlighted" qualifiers="virtual">
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<return type="bool">
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</return>
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<argument index="0" name="gizmo" type="EditorNode3DGizmo">
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</argument>
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<argument index="1" name="index" type="int">
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</argument>
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<description>
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Gets whether a handle is highlighted or not. Called for this plugin's active gizmos.
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</description>
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</method>
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<method name="is_selectable_when_hidden" qualifiers="virtual">
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<return type="bool">
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</return>
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<description>
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Override this method to define whether Node3D with this gizmo should be selectable even when the gizmo is hidden.
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</description>
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</method>
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<method name="redraw" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="gizmo" type="EditorNode3DGizmo">
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</argument>
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<description>
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Callback to redraw the provided gizmo. Called for this plugin's active gizmos.
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</description>
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</method>
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<method name="set_handle" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="gizmo" type="EditorNode3DGizmo">
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</argument>
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<argument index="1" name="index" type="int">
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</argument>
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<argument index="2" name="camera" type="Camera3D">
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</argument>
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<argument index="3" name="point" type="Vector2">
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</argument>
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<description>
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Update the value of a handle after it has been updated. Called for this plugin's active gizmos.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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