EditorNode3DGizmoPlugin
继承: Resource
< RefCounted
< Object
A class used by the editor to define Node3D gizmo types.
描述
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.
To use EditorNode3DGizmoPlugin, register it using the EditorPlugin.add_node_3d_gizmo_plugin
method first.
方法
void | _begin_handle_action ( gizmo: EditorNode3DGizmo , handle_id: int , secondary: bool ) virtual1 |
bool | _can_be_hidden ( ) virtual1 const2 |
void | _commit_handle ( gizmo: EditorNode3DGizmo , handle_id: int , secondary: bool , restore: Variant , cancel: bool ) virtual1 |
void | _commit_subgizmos ( gizmo: EditorNode3DGizmo , ids: PackedInt32Array , restores: Array Transform3D , cancel: bool ) virtual1 |
EditorNode3DGizmo | _create_gizmo ( for_node_3d: Node3D ) virtual1 const2 |
String | _get_gizmo_name ( ) virtual1 const2 |
String | _get_handle_name ( gizmo: EditorNode3DGizmo , handle_id: int , secondary: bool ) virtual1 const2 |
Variant | _get_handle_value ( gizmo: EditorNode3DGizmo , handle_id: int , secondary: bool ) virtual1 const2 |
int | _get_priority ( ) virtual1 const2 |
Transform3D | _get_subgizmo_transform ( gizmo: EditorNode3DGizmo , subgizmo_id: int ) virtual1 const2 |
bool | _has_gizmo ( for_node_3d: Node3D ) virtual1 const2 |
bool | _is_handle_highlighted ( gizmo: EditorNode3DGizmo , handle_id: int , secondary: bool ) virtual1 const2 |
bool | _is_selectable_when_hidden ( ) virtual1 const2 |
void | _redraw ( gizmo: EditorNode3DGizmo ) virtual1 |
void | _set_handle ( gizmo: EditorNode3DGizmo , handle_id: int , secondary: bool , camera: Camera3D , screen_pos: Vector2 ) virtual1 |
void | _set_subgizmo_transform ( gizmo: EditorNode3DGizmo , subgizmo_id: int , transform: Transform3D ) virtual1 |
PackedInt32Array | _subgizmos_intersect_frustum ( gizmo: EditorNode3DGizmo , camera: Camera3D , frustum_planes: Array Plane ) virtual1 const2 |
int | _subgizmos_intersect_ray ( gizmo: EditorNode3DGizmo , camera: Camera3D , screen_pos: Vector2 ) virtual1 const2 |
void | add_material ( name: String , material: StandardMaterial3D ) |
void | create_handle_material ( name: String , billboard: bool = false, texture: Texture2D = null ) |
void | create_icon_material ( name: String , texture: Texture2D , on_top: bool = false, color: Color = Color(1, 1, 1, 1) ) |
void | create_material ( name: String , color: Color , billboard: bool = false, on_top: bool = false, use_vertex_color: bool = false ) |
StandardMaterial3D | get_material ( name: String , gizmo: EditorNode3DGizmo = null ) |
方法说明
void
_begin_handle_action ( gizmo: EditorNode3DGizmo
, handle_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!
bool
_can_be_hidden ( ) virtual1 const2
Override this method to define whether the gizmos handled by this plugin can be hidden or not. Returns true
if not overridden.
void
_commit_handle ( gizmo: EditorNode3DGizmo
, 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 EditorNode3DGizmo.add_handles
during _redraw
). 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 EditorNode3DGizmo.add_handles
for more information).
Called for this plugin's active gizmos.
void
_commit_subgizmos ( gizmo: EditorNode3DGizmo
, 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. As with all subgizmo methods, transforms are given in local space respect to the gizmo's Node3D. Called for this plugin's active gizmos.
EditorNode3DGizmo
_create_gizmo ( for_node_3d: Node3D
) virtual1 const2
Override this method to return a custom EditorNode3DGizmo
for the spatial nodes of your choice, return null
for the rest of nodes. See also _has_gizmo
.
String
_get_gizmo_name ( ) virtual1 const2
Override this method to provide the name that will appear in the gizmo visibility menu.
String
_get_handle_name ( gizmo: EditorNode3DGizmo
, handle_id: int
, secondary: bool
) virtual1 const2
Override this method to provide gizmo's handle names. The secondary
argument is true
when the requested handle is secondary (see EditorNode3DGizmo.add_handles
for more information). Called for this plugin's active gizmos.
Variant
_get_handle_value ( gizmo: EditorNode3DGizmo
, handle_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 EditorNode3DGizmo.add_handles
for more information).
Called for this plugin's active gizmos.
int
_get_priority ( ) virtual1 const2
Override this method to set the gizmo's priority. Gizmos with higher priority will have precedence when processing inputs like handles or subgizmos selection.
All built-in editor gizmos return a priority of -1
. If not overridden, this method will return 0
, which means custom gizmos will automatically get higher priority than built-in gizmos.
Transform3D
_get_subgizmo_transform ( gizmo: EditorNode3DGizmo
, subgizmo_id: int
) virtual1 const2
Override this method to return the current transform of a subgizmo. As with all subgizmo methods, the transform should be in local space respect to the gizmo's Node3D. This transform will be requested at the start of an edit and used in the restore
argument in _commit_subgizmos
. Called for this plugin's active gizmos.
bool
_has_gizmo ( for_node_3d: Node3D
) virtual1 const2
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 true
the node gets a generic EditorNode3DGizmo
assigned and is added to this plugin's list of active gizmos.
bool
_is_handle_highlighted ( gizmo: EditorNode3DGizmo
, handle_id: int
, secondary: bool
) virtual1 const2
Override this method to return true
whenever to given handle should be highlighted in the editor. The secondary
argument is true
when the requested handle is secondary (see EditorNode3DGizmo.add_handles
for more information). Called for this plugin's active gizmos.
bool
_is_selectable_when_hidden ( ) virtual1 const2
Override this method to define whether Node3D with this gizmo should be selectable even when the gizmo is hidden.
void
_redraw ( gizmo: EditorNode3DGizmo
) virtual1
Override this method to add all the gizmo elements whenever a gizmo update is requested. It's common to call EditorNode3DGizmo.clear
at the beginning of this method and then add visual elements depending on the node's properties.
void
_set_handle ( gizmo: EditorNode3DGizmo
, handle_id: int
, secondary: bool
, camera: Camera3D
, screen_pos: Vector2
) virtual1
Override this method to update the node's properties when the user drags a gizmo handle (previously added with EditorNode3DGizmo.add_handles
). The provided screen_pos
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 EditorNode3DGizmo.add_handles
for more information).
Called for this plugin's active gizmos.
void
_set_subgizmo_transform ( gizmo: EditorNode3DGizmo
, subgizmo_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. Called for this plugin's active gizmos.
PackedInt32Array
_subgizmos_intersect_frustum ( gizmo: EditorNode3DGizmo
, camera: Camera3D
, frustum_planes: Array Plane
) virtual1 const2
Override this method to allow selecting subgizmos using mouse drag box selection. Given a camera
and frustum_planes
, this method should return which subgizmos are contained within the frustums. The frustum_planes
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, these identifiers can have any non-negative value and will be used in other virtual methods like _get_subgizmo_transform
or _commit_subgizmos
. Called for this plugin's active gizmos.
int
_subgizmos_intersect_ray ( gizmo: EditorNode3DGizmo
, camera: Camera3D
, screen_pos: Vector2
) virtual1 const2
Override this method to allow selecting subgizmos using mouse clicks. Given a camera
and a screen_pos
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
. Called for this plugin's active gizmos.
void
add_material ( name: String
, material: StandardMaterial3D
)
Adds a new material to the internal material list for the plugin. It can then be accessed with get_material
. Should not be overridden.
void
create_handle_material ( name: String
, billboard: bool
= false, texture: Texture2D
= null )
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 get_material
and used in EditorNode3DGizmo.add_handles
. Should not be overridden.
You can optionally provide a texture to use instead of the default icon.
void
create_icon_material ( name: String
, texture: Texture2D
, on_top: bool
= false, color: Color
= Color(1, 1, 1, 1) )
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 get_material
and used in EditorNode3DGizmo.add_unscaled_billboard
. Should not be overridden.
void
create_material ( name: String
, color: Color
, billboard: bool
= false, on_top: bool
= false, use_vertex_color: bool
= false )
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 get_material
and used in EditorNode3DGizmo.add_mesh
and EditorNode3DGizmo.add_lines
. Should not be overridden.
StandardMaterial3D
get_material ( name: String
, gizmo: EditorNode3DGizmo
= null )
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).
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。