godot/doc/classes/EditorNode3DGizmoPlugin.xml
Ryan Roden-Corrent 8458ba0aef
Proposal 1246: Make Path3D handles more visible.
Resolves godotengine/godot-proposals#1246.

It is difficult to tell the difference between the handles for adjusting
curves and the points themselves when looking at a Path gizmo.
This re-uses the icons used for Path2D.

Unlike Path2D, this does not use a different icon for smooth vs sharp
points, as using a potentially different material for each point would
prevent batching the points in add_handles (and adding them out-of-order
messes up other logic based on handle indices).

This includes a public API change to allow specifying a texture for a
handle material. This allows spatial gizmo plugins to customize the way
a handle is rendered, if desired, but does not break existing behavior
(as providing no texture uses the default).

The path handle icons were resized as well.  16x16 is the standard icon
size. These icons were 10x10 rather than 16x16, and appeared rather
small in the editor.

To resize, I:

- Opened the original in Inkscape
- Resized the document to 16x16
- Opened the transform dialog
- Scaled by 160% proportionally
- Used Align/Distribute to center on the page
- Saved the document
- Cleaned with `svgcleaner --multipass`
2020-11-12 06:37:56 -05:00

204 lines
8.2 KiB
XML

<?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 title="Spatial gizmo plugins">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>
<argument index="2" name="texture" type="Texture2D" default="null">
</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.
You can optionally provide a texture to use instead of the default icon.
</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="int">
</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>