Custom gizmo for editing Spatial objects.
|void||add_collision_segments ( PoolVector3Array segments )|
|void||add_collision_triangles ( TriangleMesh triangles, AABB bounds )|
|void||add_handles ( PoolVector3Array handles, bool billboard=false, bool secondary=false )|
|void||add_lines ( PoolVector3Array lines, Material material, bool billboard=false )|
|void||add_mesh ( ArrayMesh mesh, bool billboard=false, RID skeleton )|
|void||add_unscaled_billboard ( Material material, float default_scale=1 )|
|void||clear ( )|
|void||commit_handle ( int index, Variant restore, bool cancel=false ) virtual|
|String||get_handle_name ( int index ) virtual|
|Variant||get_handle_value ( int index ) virtual|
|void||redraw ( ) virtual|
|void||set_handle ( int index, Camera camera, Vector2 point ) virtual|
|void||set_spatial_node ( Node node )|
Custom gizmo that is used for providing custom visualization and editing (handles) for 3D Spatial objects. These are created by EditorPlugin.create_spatial_gizmo.
Add a list of handles (points) which can be used to deform the object being edited.
There are virtual functions which will be called upon editing of these handles. Call this function during redraw.
Add lines to the gizmo (as sets of 2 points), with a given material. The lines are used for visualizing the gizmo. Call this function during redraw.
Add an unscaled billboard for visualization. Call this function during redraw.
Commit a handle being edited (handles must have been previously added by add_handles).
If the cancel parameter is true, an option to restore the edited value to the original is provided.
Get 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.
Get actual value of a handle. This value can be anything and used for eventually undoing the motion when calling commit_handle
This function is called when the Spatial this gizmo refers to changes (the Spatial.update_gizmo is called).
This function is used when the user drags a gizmo handle (previously added with add_handles) in screen coordinates.
The Camera is also provided so screen coordinates can be converted to raycasts.
© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.