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cfb555a081
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
267 lines
12 KiB
XML
267 lines
12 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorNode3DGizmo" inherits="Node3DGizmo" version="4.0">
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<brief_description>
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Gizmo for editing Node3D objects.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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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="id" type="int">
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</argument>
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<argument index="1" name="restore" type="Variant">
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</argument>
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<argument index="2" 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 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 [code]restore[/code] argument as "undo".
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If the [code]cancel[/code] argument is [code]true[/code], the [code]restore[/code] value should be directly set, without any [UndoRedo] action.
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</description>
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</method>
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<method name="_commit_subgizmos" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="ids" type="PackedInt32Array">
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</argument>
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<argument index="1" name="restore" type="Array">
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</argument>
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<argument index="2" 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 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 [code]restore[/code] transforms as "undo".
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If the [code]cancel[/code] argument is [code]true[/code], the [code]restore[/code] transforms should be directly set, without any [UndoRedo] action.
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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="id" type="int">
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</argument>
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<description>
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Override this method to return the name of an edited handle (handles must have been previously added by [method add_handles]).
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Handles can be named for reference to the user when editing.
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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="id" type="int">
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</argument>
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<description>
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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].
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</description>
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</method>
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<method name="_get_subgizmo_transform" qualifiers="virtual">
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<return type="Transform3D">
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</return>
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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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].
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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="id" type="int">
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</argument>
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<description>
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Override this method to return [code]true[/code] whenever the given handle should be highlighted in the editor.
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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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<description>
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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.
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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="id" type="int">
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</argument>
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<argument index="1" name="camera" type="Camera3D">
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</argument>
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<argument index="2" name="point" type="Vector2">
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</argument>
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<description>
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Override this method to update the node properties when the user drags a gizmo handle (previously added with [method add_handles]). The provided [code]point[/code] is the mouse position in screen coordinates and the [code]camera[/code] can be used to convert it to raycasts.
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</description>
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</method>
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<method name="_set_subgizmo_transform" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="1" name="transform" type="Transform3D">
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</argument>
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<description>
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Override this method to update the node properties during subgizmo editing (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). The [code]transform[/code] is given in the Node3D's local coordinate system.
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</description>
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</method>
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<method name="_subgizmos_intersect_frustum" qualifiers="virtual">
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<return type="PackedInt32Array">
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</return>
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<argument index="0" name="camera" type="Camera3D">
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</argument>
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<argument index="1" name="frustum" type="Array">
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</argument>
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<description>
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Override this method to allow selecting subgizmos using mouse drag box selection. Given a [code]camera[/code] and a [code]frustum[/code], this method should return which subgizmos are contained within the frustum. The [code]frustum[/code] argument consists of an [code]Array[/code] with all the [code]Plane[/code]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].
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</description>
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</method>
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<method name="_subgizmos_intersect_ray" qualifiers="virtual">
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<return type="int">
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</return>
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<argument index="0" name="camera" type="Camera3D">
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</argument>
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<argument index="1" name="point" type="Vector2">
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</argument>
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<description>
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Override this method to allow selecting subgizmos using mouse clicks. Given a [code]camera[/code] and a [code]point[/code] 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].
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</description>
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</method>
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<method name="add_collision_segments">
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<return type="void">
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</return>
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<argument index="0" name="segments" type="PackedVector3Array">
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</argument>
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<description>
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Adds the specified [code]segments[/code] to the gizmo's collision shape for picking. Call this method during [method _redraw].
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</description>
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</method>
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<method name="add_collision_triangles">
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<return type="void">
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</return>
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<argument index="0" name="triangles" type="TriangleMesh">
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</argument>
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<description>
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Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be generated from a regular [Mesh] too. Call this method during [method _redraw].
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</description>
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</method>
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<method name="add_handles">
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<return type="void">
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</return>
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<argument index="0" name="handles" type="PackedVector3Array">
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</argument>
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<argument index="1" name="material" type="Material">
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</argument>
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<argument index="2" name="ids" type="PackedInt32Array">
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</argument>
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<argument index="3" name="billboard" type="bool" default="false">
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</argument>
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<argument index="4" name="secondary" type="bool" default="false">
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</argument>
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<description>
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Adds a list of handles (points) which can be used to edit the properties of the gizmo's Node3D. The [code]ids[/code] argument can be used to specify a custom identifier for each handle, if an empty [code]Array[/code] is passed, the ids will be assigned automatically from the [code]handles[/code] argument order.
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There are virtual methods which will be called upon editing of these handles. Call this method during [method _redraw].
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</description>
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</method>
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<method name="add_lines">
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<return type="void">
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</return>
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<argument index="0" name="lines" type="PackedVector3Array">
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</argument>
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<argument index="1" name="material" type="Material">
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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="modulate" type="Color" default="Color(1, 1, 1, 1)">
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</argument>
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<description>
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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 [method _redraw].
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</description>
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</method>
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<method name="add_mesh">
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<return type="void">
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</return>
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<argument index="0" name="mesh" type="ArrayMesh">
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</argument>
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<argument index="1" name="material" type="Material" default="null">
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</argument>
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<argument index="2" name="transform" type="Transform3D" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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</argument>
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<argument index="3" name="skeleton" type="SkinReference" default="null">
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</argument>
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<description>
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Adds a mesh to the gizmo with the specified [code]material[/code], local [code]transform[/code] and [code]skeleton[/code]. Call this method during [method _redraw].
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</description>
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</method>
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<method name="add_unscaled_billboard">
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<return type="void">
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</return>
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<argument index="0" name="material" type="Material">
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</argument>
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<argument index="1" name="default_scale" type="float" default="1">
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</argument>
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<argument index="2" name="modulate" type="Color" default="Color(1, 1, 1, 1)">
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</argument>
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<description>
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Adds an unscaled billboard for visualization and selection. Call this method during [method _redraw].
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</description>
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</method>
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<method name="clear">
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<return type="void">
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</return>
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<description>
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Removes everything in the gizmo including meshes, collisions and handles.
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</description>
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</method>
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<method name="get_plugin" qualifiers="const">
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<return type="EditorNode3DGizmoPlugin">
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</return>
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<description>
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Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material].
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</description>
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</method>
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<method name="get_spatial_node" qualifiers="const">
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<return type="Node3D">
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</return>
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<description>
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Returns the Node3D node associated with this gizmo.
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</description>
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</method>
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<method name="get_subgizmo_selection" qualifiers="const">
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<return type="PackedInt32Array">
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</return>
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<description>
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Returns a list of the currently selected subgizmos. Can be used to highlight selected elements during [method _redraw].
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</description>
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</method>
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<method name="is_subgizmo_selected" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="arg0" type="int">
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</argument>
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<description>
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Returns [code]true[/code] if the given subgizmo is currently selected. Can be used to highlight selected elements during [method _redraw].
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</description>
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</method>
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<method name="set_hidden">
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<return type="void">
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</return>
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<argument index="0" name="hidden" type="bool">
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</argument>
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<description>
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Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown.
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</description>
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</method>
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<method name="set_spatial_node">
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<return type="void">
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</return>
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<argument index="0" name="node" type="Node">
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</argument>
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<description>
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Sets the reference [Node3D] node for the gizmo. [code]node[/code] must inherit from [Node3D].
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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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