Custom gizmo for editing Node3D objects. Custom gizmo that is used for providing custom visualization and editing (handles) for Node3D objects. See [EditorNode3DGizmoPlugin] for more information. Commit a handle being edited (handles must have been previously added by [method add_handles]). If the [code]cancel[/code] parameter is [code]true[/code], an option to restore the edited value to the original is provided. Gets the name of an edited handle (handles must have been previously added by [method add_handles]). Handles can be named for reference to the user when editing. Gets actual value of a handle. This value can be anything and used for eventually undoing the motion when calling [method _commit_handle]. Returns [code]true[/code] if the handle at index [code]index[/code] is highlighted by being hovered with the mouse. This function is called when the [Node3D] this gizmo refers to changes (the [method Node3D.update_gizmo] is called). This function is used when the user drags a gizmo handle (previously added with [method add_handles]) in screen coordinates. The [Camera3D] is also provided so screen coordinates can be converted to raycasts. Adds the specified [code]segments[/code] to the gizmo's collision shape for picking. Call this function during [method _redraw]. Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be generated from a regular [Mesh] too. Call this function during [method _redraw]. Adds 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 [method _redraw]. Adds 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 [method _redraw]. Adds a mesh to the gizmo with the specified [code]billboard[/code] state, [code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] is [code]true[/code], the mesh will rotate to always face the camera. Call this function during [method _redraw]. Adds an unscaled billboard for visualization. Call this function during [method _redraw]. Removes everything in the gizmo including meshes, collisions and handles. Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material]. Returns the Node3D node associated with this gizmo. Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown. Sets the reference [Node3D] node for the gizmo. [code]node[/code] must inherit from [Node3D].