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.
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Override this method to define whether the gizmos handled by this plugin can be hidden or not. Returns true
if not overridden.
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.
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.
Override this method to return a custom EditorNode3DGizmo for the 3D nodes of your choice, return null
for the rest of nodes. See also _has_gizmo().
Override this method to provide the name that will appear in the gizmo visibility menu.
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.
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.
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.
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.
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.
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.
Override this method to define whether Node3D with this gizmo should be selectable even when the gizmo is hidden.
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.
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.
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.
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 Planes 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.
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.
Adds a new material to the internal material list for the plugin. It can then be accessed with get_material(). Should not be overridden.
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.
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.
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.
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).