EditorNode3DGizmo
继承: Node3DGizmo
< RefCounted
< Object
Gizmo for editing Node3D
objects.
描述
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.
方法
void | _begin_handle_action ( id: int , secondary: bool ) virtual1 |
void | _commit_handle ( id: int , secondary: bool , restore: Variant , cancel: bool ) virtual1 |
void | _commit_subgizmos ( ids: PackedInt32Array , restores: Array Transform3D , cancel: bool ) virtual1 |
String | _get_handle_name ( id: int , secondary: bool ) virtual1 const2 |
Variant | _get_handle_value ( id: int , secondary: bool ) virtual1 const2 |
Transform3D | _get_subgizmo_transform ( id: int ) virtual1 const2 |
bool | _is_handle_highlighted ( id: int , secondary: bool ) virtual1 const2 |
void | _redraw ( ) virtual1 |
void | _set_handle ( id: int , secondary: bool , camera: Camera3D , point: Vector2 ) virtual1 |
void | _set_subgizmo_transform ( id: int , transform: Transform3D ) virtual1 |
PackedInt32Array | _subgizmos_intersect_frustum ( camera: Camera3D , frustum: Array Plane ) virtual1 const2 |
int | _subgizmos_intersect_ray ( camera: Camera3D , point: Vector2 ) virtual1 const2 |
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 ( ) |
Node3D | get_node_3d ( ) const2 |
EditorNode3DGizmoPlugin | get_plugin ( ) const2 |
PackedInt32Array | get_subgizmo_selection ( ) const2 |
bool | is_subgizmo_selected ( id: int ) const2 |
void | set_hidden ( hidden: bool ) |
void | set_node_3d ( node: Node ) |
方法说明
void
_begin_handle_action ( id: int
, secondary: bool
) virtual1
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
void
_commit_handle ( id: int
, secondary: bool
, restore: Variant
, cancel: bool
) virtual1
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
) virtual1
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
) virtual1 const2
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
) virtual1 const2
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
) virtual1 const2
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
) virtual1 const2
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 ( ) virtual1
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
) virtual1
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
) virtual1
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
) virtual1 const2
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
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 _get_subgizmo_transform
or _commit_subgizmos
.
int
_subgizmos_intersect_ray ( camera: Camera3D
, point: Vector2
) virtual1 const2
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.
Returns the Node3D
node associated with this gizmo.
EditorNode3DGizmoPlugin
get_plugin ( ) const2
Returns the EditorNode3DGizmoPlugin
that owns this gizmo. It's useful to retrieve materials using EditorNode3DGizmoPlugin.get_material
.
PackedInt32Array
get_subgizmo_selection ( ) const2
Returns a list of the currently selected subgizmos. Can be used to highlight selected elements during _redraw
.
bool
is_subgizmo_selected ( id: int
) const2
Returns true
if the given subgizmo is currently selected. Can be used to highlight selected elements during _redraw
.
void
set_hidden ( hidden: bool
)
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
.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。