EditorNode3DGizmo ​
Inherits: Node3DGizmo < RefCounted < Object
Gizmo for editing Node3D objects.
Description
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.
Methods
void | _begin_handle_action(id: int, secondary: bool) virtual |
void | _commit_handle(id: int, secondary: bool, restore: Variant, cancel: bool) virtual |
void | _commit_subgizmos(ids: PackedInt32Array, restores: Array[Transform3D], cancel: bool) virtual |
_get_handle_name(id: int, secondary: bool) virtual const | |
_get_handle_value(id: int, secondary: bool) virtual const | |
_get_subgizmo_transform(id: int) virtual const | |
_is_handle_highlighted(id: int, secondary: bool) virtual const | |
void | _redraw() virtual |
void | _set_handle(id: int, secondary: bool, camera: Camera3D, point: Vector2) virtual |
void | _set_subgizmo_transform(id: int, transform: Transform3D) virtual |
_subgizmos_intersect_frustum(camera: Camera3D, frustum: Array[Plane]) virtual const | |
_subgizmos_intersect_ray(camera: Camera3D, point: Vector2) virtual const | |
void | add_collision_segments(segments: PackedVector3Array) |
void | add_collision_triangles(triangles: TriangleMesh) |
void | add_handles(handles: PackedVector3Array, material: Material, ids: PackedInt32Array, billboard: bool = false, secondary: bool = false) |
void | add_lines(lines: PackedVector3Array, material: Material, billboard: bool = false, modulate: Color = Color(1, 1, 1, 1)) |
void | add_mesh(mesh: Mesh, material: Material = null, transform: Transform3D = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0), skeleton: SkinReference = null) |
void | add_unscaled_billboard(material: Material, default_scale: float = 1, modulate: Color = Color(1, 1, 1, 1)) |
void | clear() |
get_node_3d() const | |
get_plugin() const | |
get_subgizmo_selection() const | |
is_subgizmo_selected(id: int) const | |
void | set_hidden(hidden: bool) |
void | set_node_3d(node: Node) |
Method Descriptions
void _begin_handle_action(id: int, secondary: bool) virtual 🔗
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void _commit_handle(id: int, secondary: bool, restore: Variant, cancel: bool) virtual 🔗
Override this method to commit a handle being edited (handles must have been previously added by add_handles). 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 add_handles for more information).
void _commit_subgizmos(ids: PackedInt32Array, restores: Array[Transform3D], cancel: bool) virtual 🔗
Override this method to commit a group of subgizmos being edited (see _subgizmos_intersect_ray and _subgizmos_intersect_frustum). 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.
String _get_handle_name(id: int, secondary: bool) virtual const 🔗
Override this method to return the name of an edited handle (handles must have been previously added by add_handles). Handles can be named for reference to the user when editing.
The secondary
argument is true
when the requested handle is secondary (see add_handles for more information).
Variant _get_handle_value(id: int, secondary: bool) virtual const 🔗
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 _commit_handle.
The secondary
argument is true
when the requested handle is secondary (see add_handles for more information).
Transform3D _get_subgizmo_transform(id: int) virtual const 🔗
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 _commit_subgizmos.
bool _is_handle_highlighted(id: int, secondary: bool) virtual const 🔗
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 add_handles for more information).
void _redraw() virtual 🔗
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.
void _set_handle(id: int, secondary: bool, camera: Camera3D, point: Vector2) virtual 🔗
Override this method to update the node properties when the user drags a gizmo handle (previously added with add_handles). 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 add_handles for more information).
void _set_subgizmo_transform(id: int, transform: Transform3D) virtual 🔗
Override this method to update the node properties during subgizmo editing (see _subgizmos_intersect_ray and _subgizmos_intersect_frustum). The transform
is given in the Node3D's local coordinate system.
PackedInt32Array _subgizmos_intersect_frustum(camera: Camera3D, frustum: Array[Plane]) virtual const 🔗
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 _get_subgizmo_transform or _commit_subgizmos.
int _subgizmos_intersect_ray(camera: Camera3D, point: Vector2) virtual const 🔗
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 _get_subgizmo_transform or _commit_subgizmos.
void add_collision_segments(segments: PackedVector3Array) 🔗
Adds the specified segments
to the gizmo's collision shape for picking. Call this method during _redraw.
void add_collision_triangles(triangles: TriangleMesh) 🔗
Adds collision triangles to the gizmo for picking. A TriangleMesh can be generated from a regular Mesh too. Call this method during _redraw.
void add_handles(handles: PackedVector3Array, material: Material, ids: PackedInt32Array, billboard: bool = false, secondary: bool = false) 🔗
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.
void add_lines(lines: PackedVector3Array, material: Material, billboard: bool = false, modulate: Color = Color(1, 1, 1, 1)) 🔗
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.
void add_mesh(mesh: Mesh, material: Material = null, transform: Transform3D = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0), skeleton: SkinReference = null) 🔗
Adds a mesh to the gizmo with the specified material
, local transform
and skeleton
. Call this method during _redraw.
void add_unscaled_billboard(material: Material, default_scale: float = 1, modulate: Color = Color(1, 1, 1, 1)) 🔗
Adds an unscaled billboard for visualization and selection. Call this method during _redraw.
void clear() 🔗
Removes everything in the gizmo including meshes, collisions and handles.
Node3D get_node_3d() const 🔗
Returns the Node3D node associated with this gizmo.
EditorNode3DGizmoPlugin get_plugin() const 🔗
Returns the EditorNode3DGizmoPlugin that owns this gizmo. It's useful to retrieve materials using EditorNode3DGizmoPlugin.get_material.
PackedInt32Array get_subgizmo_selection() const 🔗
Returns a list of the currently selected subgizmos. Can be used to highlight selected elements during _redraw.
bool is_subgizmo_selected(id: int) const 🔗
Returns true
if the given subgizmo is currently selected. Can be used to highlight selected elements during _redraw.
Sets the gizmo's hidden state. If true
, the gizmo will be hidden. If false
, it will be shown.
void set_node_3d(node: Node) 🔗
Sets the reference Node3D node for the gizmo. node
must inherit from Node3D.