godot/doc/classes/EditorNode3DGizmo.xml
Rémi Verschelde 5ae569560d
Fix missing argument names in bindings
While at it, tweak some boolean setters to use `p_enabled` for the bool.

Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-09 00:20:10 +02:00

202 lines
11 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorNode3DGizmo" inherits="Node3DGizmo" version="4.0">
<brief_description>
Gizmo for editing Node3D objects.
</brief_description>
<description>
Gizmo that is used for providing custom visualization and editing (handles and subgizmos) for Node3D objects. Can be overridden to create custom gizmos, but for simple gizmos creating a [EditorNode3DGizmoPlugin] is usually recommended.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_commit_handle" qualifiers="virtual">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="restore" type="Variant" />
<argument index="2" name="cancel" type="bool" />
<description>
Override this method to commit a handle being edited (handles must have been previously added by [method add_handles]). This usually means creating an [UndoRedo] action for the change, using the current handle value as "do" and the [code]restore[/code] argument as "undo".
If the [code]cancel[/code] argument is [code]true[/code], the [code]restore[/code] value should be directly set, without any [UndoRedo] action.
</description>
</method>
<method name="_commit_subgizmos" qualifiers="virtual">
<return type="void" />
<argument index="0" name="ids" type="PackedInt32Array" />
<argument index="1" name="restores" type="Transform3D[]" />
<argument index="2" name="cancel" type="bool" />
<description>
Override this method to commit a group of subgizmos being edited (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This usually means creating an [UndoRedo] action for the change, using the current transforms as "do" and the [code]restore[/code] transforms as "undo".
If the [code]cancel[/code] argument is [code]true[/code], the [code]restore[/code] transforms should be directly set, without any [UndoRedo] action.
</description>
</method>
<method name="_get_handle_name" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="id" type="int" />
<description>
Override this method to return 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.
</description>
</method>
<method name="_get_handle_value" qualifiers="virtual const">
<return type="Variant" />
<argument index="0" name="id" type="int" />
<description>
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 [code]restore[/code] argument in [method _commit_handle].
</description>
</method>
<method name="_get_subgizmo_transform" qualifiers="virtual const">
<return type="Transform3D" />
<argument index="0" name="id" type="int" />
<description>
Override this method to return the current transform of a subgizmo. This transform will be requested at the start of an edit and used as the [code]restore[/code] argument in [method _commit_subgizmos].
</description>
</method>
<method name="_is_handle_highlighted" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="id" type="int" />
<description>
Override this method to return [code]true[/code] whenever the given handle should be highlighted in the editor.
</description>
</method>
<method name="_redraw" qualifiers="virtual">
<return type="void" />
<description>
Override this method to add all the gizmo elements whenever a gizmo update is requested. It's common to call [method clear] at the beginning of this method and then add visual elements depending on the node's properties.
</description>
</method>
<method name="_set_handle" qualifiers="virtual">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="camera" type="Camera3D" />
<argument index="2" name="point" type="Vector2" />
<description>
Override this method to update the node properties when the user drags a gizmo handle (previously added with [method add_handles]). The provided [code]point[/code] is the mouse position in screen coordinates and the [code]camera[/code] can be used to convert it to raycasts.
</description>
</method>
<method name="_set_subgizmo_transform" qualifiers="virtual">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="transform" type="Transform3D" />
<description>
Override this method to update the node properties during subgizmo editing (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). The [code]transform[/code] is given in the Node3D's local coordinate system.
</description>
</method>
<method name="_subgizmos_intersect_frustum" qualifiers="virtual const">
<return type="PackedInt32Array" />
<argument index="0" name="camera" type="Camera3D" />
<argument index="1" name="frustum" type="Plane[]" />
<description>
Override this method to allow selecting subgizmos using mouse drag box selection. Given a [code]camera[/code] and a [code]frustum[/code], this method should return which subgizmos are contained within the frustum. The [code]frustum[/code] argument consists of an [code]Array[/code] with all the [code]Plane[/code]s that make up the selection frustum. The returned value should contain a list of unique subgizmo identifiers, which can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos].
</description>
</method>
<method name="_subgizmos_intersect_ray" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="camera" type="Camera3D" />
<argument index="1" name="point" type="Vector2" />
<description>
Override this method to allow selecting subgizmos using mouse clicks. Given a [code]camera[/code] and a [code]point[/code] 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 [method _get_subgizmo_transform] or [method _commit_subgizmos].
</description>
</method>
<method name="add_collision_segments">
<return type="void" />
<argument index="0" name="segments" type="PackedVector3Array" />
<description>
Adds the specified [code]segments[/code] to the gizmo's collision shape for picking. Call this method during [method _redraw].
</description>
</method>
<method name="add_collision_triangles">
<return type="void" />
<argument index="0" name="triangles" type="TriangleMesh" />
<description>
Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be generated from a regular [Mesh] too. Call this method during [method _redraw].
</description>
</method>
<method name="add_handles">
<return type="void" />
<argument index="0" name="handles" type="PackedVector3Array" />
<argument index="1" name="material" type="Material" />
<argument index="2" name="ids" type="PackedInt32Array" />
<argument index="3" name="billboard" type="bool" default="false" />
<argument index="4" name="secondary" type="bool" default="false" />
<description>
Adds a list of handles (points) which can be used to edit the properties of the gizmo's Node3D. The [code]ids[/code] argument can be used to specify a custom identifier for each handle, if an empty [code]Array[/code] is passed, the ids will be assigned automatically from the [code]handles[/code] argument order.
There are virtual methods which will be called upon editing of these handles. Call this method during [method _redraw].
</description>
</method>
<method name="add_lines">
<return type="void" />
<argument index="0" name="lines" type="PackedVector3Array" />
<argument index="1" name="material" type="Material" />
<argument index="2" name="billboard" type="bool" default="false" />
<argument index="3" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
<description>
Adds lines to the gizmo (as sets of 2 points), with a given material. The lines are used for visualizing the gizmo. Call this method during [method _redraw].
</description>
</method>
<method name="add_mesh">
<return type="void" />
<argument index="0" name="mesh" type="ArrayMesh" />
<argument index="1" name="material" type="Material" default="null" />
<argument index="2" name="transform" type="Transform3D" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)" />
<argument index="3" name="skeleton" type="SkinReference" default="null" />
<description>
Adds a mesh to the gizmo with the specified [code]material[/code], local [code]transform[/code] and [code]skeleton[/code]. Call this method during [method _redraw].
</description>
</method>
<method name="add_unscaled_billboard">
<return type="void" />
<argument index="0" name="material" type="Material" />
<argument index="1" name="default_scale" type="float" default="1" />
<argument index="2" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
<description>
Adds an unscaled billboard for visualization and selection. Call this method during [method _redraw].
</description>
</method>
<method name="clear">
<return type="void" />
<description>
Removes everything in the gizmo including meshes, collisions and handles.
</description>
</method>
<method name="get_plugin" qualifiers="const">
<return type="EditorNode3DGizmoPlugin" />
<description>
Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material].
</description>
</method>
<method name="get_spatial_node" qualifiers="const">
<return type="Node3D" />
<description>
Returns the Node3D node associated with this gizmo.
</description>
</method>
<method name="get_subgizmo_selection" qualifiers="const">
<return type="PackedInt32Array" />
<description>
Returns a list of the currently selected subgizmos. Can be used to highlight selected elements during [method _redraw].
</description>
</method>
<method name="is_subgizmo_selected" qualifiers="const">
<return type="bool" />
<argument index="0" name="id" type="int" />
<description>
Returns [code]true[/code] if the given subgizmo is currently selected. Can be used to highlight selected elements during [method _redraw].
</description>
</method>
<method name="set_hidden">
<return type="void" />
<argument index="0" name="hidden" type="bool" />
<description>
Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown.
</description>
</method>
<method name="set_spatial_node">
<return type="void" />
<argument index="0" name="node" type="Node" />
<description>
Sets the reference [Node3D] node for the gizmo. [code]node[/code] must inherit from [Node3D].
</description>
</method>
</methods>
</class>