godot/doc/classes/EditorNode3DGizmoPlugin.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorNode3DGizmoPlugin" inherits="Resource" version="4.0">
<brief_description>
Used by the editor to define Node3D gizmo types.
</brief_description>
<description>
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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link>
</tutorials>
<methods>
<method name="add_material">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="material" type="StandardMaterial3D">
</argument>
<description>
Adds a new material to the internal material list for the plugin. It can then be accessed with [method get_material]. Should not be overridden.
</description>
</method>
<method name="can_be_hidden" qualifiers="virtual">
<return type="bool">
</return>
<description>
Override this method to define whether the gizmo can be hidden or not. Returns [code]true[/code] if not overridden.
</description>
</method>
<method name="commit_handle" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<argument index="1" name="index" type="int">
</argument>
<argument index="2" name="restore" type="Variant">
</argument>
<argument index="3" name="cancel" type="bool" default="false">
</argument>
<description>
Override this method to commit gizmo handles. Called for this plugin's active gizmos.
</description>
</method>
<method name="create_gizmo" qualifiers="virtual">
<return type="EditorNode3DGizmo">
</return>
<argument index="0" name="spatial" type="Node3D">
</argument>
<description>
Override this method to return a custom [EditorNode3DGizmo] for the spatial nodes of your choice, return [code]null[/code] for the rest of nodes. See also [method has_gizmo].
</description>
</method>
<method name="create_handle_material">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="billboard" type="bool" default="false">
</argument>
<description>
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 [method get_material] and used in [method EditorNode3DGizmo.add_handles]. Should not be overridden.
</description>
</method>
<method name="create_icon_material">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="texture" type="Texture2D">
</argument>
<argument index="2" name="on_top" type="bool" default="false">
</argument>
<argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<description>
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 [method get_material] and used in [method EditorNode3DGizmo.add_unscaled_billboard]. Should not be overridden.
</description>
</method>
<method name="create_material">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<argument index="2" name="billboard" type="bool" default="false">
</argument>
<argument index="3" name="on_top" type="bool" default="false">
</argument>
<argument index="4" name="use_vertex_color" type="bool" default="false">
</argument>
<description>
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 [method get_material] and used in [method EditorNode3DGizmo.add_mesh] and [method EditorNode3DGizmo.add_lines]. Should not be overridden.
</description>
</method>
<method name="get_handle_name" qualifiers="virtual">
<return type="String">
</return>
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<argument index="1" name="index" type="int">
</argument>
<description>
Override this method to provide gizmo's handle names. Called for this plugin's active gizmos.
</description>
</method>
<method name="get_handle_value" qualifiers="virtual">
<return type="Variant">
</return>
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<argument index="1" name="index" type="int">
</argument>
<description>
Gets actual value of a handle from gizmo. Called for this plugin's active gizmos.
</description>
</method>
<method name="get_material">
<return type="StandardMaterial3D">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="gizmo" type="EditorNode3DGizmo">
</argument>
<description>
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).
</description>
</method>
<method name="get_name" qualifiers="virtual">
<return type="String">
</return>
<description>
Override this method to provide the name that will appear in the gizmo visibility menu.
</description>
</method>
<method name="get_priority" qualifiers="virtual">
<return type="String">
</return>
<description>
Override this method to set the gizmo's priority. Higher values correspond to higher priority. If a gizmo with higher priority conflicts with another gizmo, only the gizmo with higher priority will be used.
All built-in editor gizmos return a priority of [code]-1[/code]. If not overridden, this method will return [code]0[/code], which means custom gizmos will automatically override built-in gizmos.
</description>
</method>
<method name="has_gizmo" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="spatial" type="Node3D">
</argument>
<description>
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 [code]true[/code] the node gets a generic [EditorNode3DGizmo] assigned and is added to this plugin's list of active gizmos.
</description>
</method>
<method name="is_handle_highlighted" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<argument index="1" name="index" type="int">
</argument>
<description>
Gets whether a handle is highlighted or not. Called for this plugin's active gizmos.
</description>
</method>
<method name="is_selectable_when_hidden" qualifiers="virtual">
<return type="bool">
</return>
<description>
Override this method to define whether Node3D with this gizmo should be selecteble even when the gizmo is hidden.
</description>
</method>
<method name="redraw" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<description>
Callback to redraw the provided gizmo. Called for this plugin's active gizmos.
</description>
</method>
<method name="set_handle" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<argument index="1" name="index" type="int">
</argument>
<argument index="2" name="camera" type="Camera3D">
</argument>
<argument index="3" name="point" type="Vector2">
</argument>
<description>
Update the value of a handle after it has been updated. Called for this plugin's active gizmos.
</description>
</method>
</methods>
<constants>
</constants>
</class>