Skip to main content

Class Arc3DGizmoPlugin

Namespace: DiceRolling.Editor
Assembly: dice-rolling.dll

A plugin for rendering 3D gizmos in the editor for Arc3DRenderer nodes.

[Tool]
[ScriptPath("res://addons/@spacewiz/Arc3DEditorPlugin/Arc3DGizmoPlugin.cs")]
public class Arc3DGizmoPlugin : EditorNode3DGizmoPlugin, IDisposable

Inheritance

object ← GodotObject ← RefCounted ← Resource ← EditorNode3DGizmoPlugin ← Arc3DGizmoPlugin

Implements

IDisposable

Inherited Members

Show/Hide Inherited Members

EditorNode3DGizmoPlugin._BeginHandleAction(EditorNode3DGizmo, int, bool),
EditorNode3DGizmoPlugin._CanBeHidden(),
EditorNode3DGizmoPlugin._CommitHandle(EditorNode3DGizmo, int, bool, Variant, bool),
EditorNode3DGizmoPlugin._CommitSubgizmos(EditorNode3DGizmo, int[], Array<Transform3D>, bool),
EditorNode3DGizmoPlugin._CreateGizmo(Node3D),
EditorNode3DGizmoPlugin._GetGizmoName(),
EditorNode3DGizmoPlugin._GetHandleName(EditorNode3DGizmo, int, bool),
EditorNode3DGizmoPlugin._GetHandleValue(EditorNode3DGizmo, int, bool),
EditorNode3DGizmoPlugin._GetPriority(),
EditorNode3DGizmoPlugin._GetSubgizmoTransform(EditorNode3DGizmo, int),
EditorNode3DGizmoPlugin._HasGizmo(Node3D),
EditorNode3DGizmoPlugin._IsHandleHighlighted(EditorNode3DGizmo, int, bool),
EditorNode3DGizmoPlugin._IsSelectableWhenHidden(),
EditorNode3DGizmoPlugin._Redraw(EditorNode3DGizmo),
EditorNode3DGizmoPlugin._SetHandle(EditorNode3DGizmo, int, bool, Camera3D, Vector2),
EditorNode3DGizmoPlugin._SetSubgizmoTransform(EditorNode3DGizmo, int, Transform3D),
EditorNode3DGizmoPlugin._SubgizmosIntersectFrustum(EditorNode3DGizmo, Camera3D, Array<Plane>),
EditorNode3DGizmoPlugin._SubgizmosIntersectRay(EditorNode3DGizmo, Camera3D, Vector2),
EditorNode3DGizmoPlugin.CreateMaterial(string, Color, bool, bool, bool),
EditorNode3DGizmoPlugin.CreateIconMaterial(string, Texture2D, bool, Color?),
EditorNode3DGizmoPlugin.CreateHandleMaterial(string, bool, Texture2D),
EditorNode3DGizmoPlugin.AddMaterial(string, StandardMaterial3D),
EditorNode3DGizmoPlugin.GetMaterial(string, EditorNode3DGizmo),
EditorNode3DGizmoPlugin.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
EditorNode3DGizmoPlugin.HasGodotClassMethod(in godot_string_name),
EditorNode3DGizmoPlugin.HasGodotClassSignal(in godot_string_name),
Resource._GetRid(),
Resource._ResetState(),
Resource._SetPathCache(string),
Resource._SetupLocalToScene(),
Resource.TakeOverPath(string),
Resource.SetPathCache(string),
Resource.GetRid(),
Resource.GetLocalScene(),
Resource.SetupLocalToScene(),
Resource.ResetState(),
Resource.SetIdForPath(string, string),
Resource.GetIdForPath(string),
Resource.IsBuiltIn(),
Resource.GenerateSceneUniqueId(),
Resource.EmitChanged(),
Resource.Duplicate(bool),
Resource.EmitSignalChanged(),
Resource.EmitSignalSetupLocalToSceneRequested(),
Resource.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
Resource.HasGodotClassMethod(in godot_string_name),
Resource.HasGodotClassSignal(in godot_string_name),
Resource.ResourceLocalToScene,
Resource.ResourcePath,
Resource.ResourceName,
Resource.ResourceSceneUniqueId,
Resource.Changed,
Resource.SetupLocalToSceneRequested,
RefCounted.InitRef(),
RefCounted.Reference(),
RefCounted.Unreference(),
RefCounted.GetReferenceCount(),
RefCounted.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
RefCounted.HasGodotClassMethod(in godot_string_name),
RefCounted.HasGodotClassSignal(in godot_string_name),
GodotObject.NotificationPostinitialize,
GodotObject.NotificationPredelete,
GodotObject.NotificationExtensionReloaded,
GodotObject.InstanceFromId(ulong),
GodotObject.IsInstanceIdValid(ulong),
GodotObject.IsInstanceValid(GodotObject?),
GodotObject.WeakRef(GodotObject?),
GodotObject.Dispose(),
GodotObject.Dispose(bool),
GodotObject.ToString(),
GodotObject.ToSignal(GodotObject, StringName),
GodotObject._Get(StringName),
GodotObject._GetPropertyList(),
GodotObject._IterGet(Variant),
GodotObject._IterInit(Array),
GodotObject._IterNext(Array),
GodotObject._Notification(int),
GodotObject._PropertyCanRevert(StringName),
GodotObject._PropertyGetRevert(StringName),
GodotObject._Set(StringName, Variant),
GodotObject._ValidateProperty(Dictionary),
GodotObject.Free(),
GodotObject.GetClass(),
GodotObject.IsClass(string),
GodotObject.Set(StringName, Variant),
GodotObject.Get(StringName),
GodotObject.SetIndexed(NodePath, Variant),
GodotObject.GetIndexed(NodePath),
GodotObject.GetPropertyList(),
GodotObject.GetMethodList(),
GodotObject.PropertyCanRevert(StringName),
GodotObject.PropertyGetRevert(StringName),
GodotObject.Notification(int, bool),
GodotObject.GetInstanceId(),
GodotObject.SetScript(Variant),
GodotObject.GetScript(),
GodotObject.SetMeta(StringName, Variant),
GodotObject.RemoveMeta(StringName),
GodotObject.GetMeta(StringName, Variant),
GodotObject.HasMeta(StringName),
GodotObject.GetMetaList(),
GodotObject.AddUserSignal(string, Array),
GodotObject.HasUserSignal(StringName),
GodotObject.RemoveUserSignal(StringName),
GodotObject.EmitSignal(StringName, params Variant[]),
GodotObject.EmitSignal(StringName, ReadOnlySpan<Variant>),
GodotObject.Call(StringName, params Variant[]),
GodotObject.Call(StringName, ReadOnlySpan<Variant>),
GodotObject.CallDeferred(StringName, params Variant[]),
GodotObject.CallDeferred(StringName, ReadOnlySpan<Variant>),
GodotObject.SetDeferred(StringName, Variant),
GodotObject.Callv(StringName, Array),
GodotObject.HasMethod(StringName),
GodotObject.GetMethodArgumentCount(StringName),
GodotObject.HasSignal(StringName),
GodotObject.GetSignalList(),
GodotObject.GetSignalConnectionList(StringName),
GodotObject.GetIncomingConnections(),
GodotObject.Connect(StringName, Callable, uint),
GodotObject.Disconnect(StringName, Callable),
GodotObject.IsConnected(StringName, Callable),
GodotObject.HasConnections(StringName),
GodotObject.SetBlockSignals(bool),
GodotObject.IsBlockingSignals(),
GodotObject.NotifyPropertyListChanged(),
GodotObject.SetMessageTranslation(bool),
GodotObject.CanTranslateMessages(),
GodotObject.Tr(StringName, StringName),
GodotObject.TrN(StringName, StringName, int, StringName),
GodotObject.GetTranslationDomain(),
GodotObject.SetTranslationDomain(StringName),
GodotObject.IsQueuedForDeletion(),
GodotObject.CancelFree(),
GodotObject.EmitSignalScriptChanged(),
GodotObject.EmitSignalPropertyListChanged(),
GodotObject.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
GodotObject.HasGodotClassMethod(in godot_string_name),
GodotObject.HasGodotClassSignal(in godot_string_name),
GodotObject.NativeInstance,
GodotObject.ScriptChanged,
GodotObject.PropertyListChanged,
object.Equals(object?),
object.Equals(object?, object?),
object.GetHashCode(),
object.GetType(),
object.MemberwiseClone(),
object.ReferenceEquals(object?, object?),
object.ToString()

Constructors

Arc3DGizmoPlugin()

Initializes a new instance of the class.

public Arc3DGizmoPlugin()

Methods

_GetGizmoName()

Gets the name of the gizmo.

Override this method to provide the name that will appear in the gizmo visibility menu.

public override string _GetGizmoName()

Returns

string

The name of the gizmo.

_HasGizmo(Node3D)

Determines whether the specified node has a gizmo.

Override this method to define which Node3D nodes have a gizmo from this plugin. Whenever a node is added to a scene this method is called, if it returns true the node gets a generic assigned and is added to this plugin's list of active gizmos.

public override bool _HasGizmo(Node3D node)

Parameters

node Node3D

The node to check.

Returns

bool

true if the node has a gizmo; otherwise, false.

_Redraw(EditorNode3DGizmo)

Redraws the gizmo for the specified .

Override this method to add all the gizmo elements whenever a gizmo update is requested. It's common to call at the beginning of this method and then add visual elements depending on the node's properties.

public override void _Redraw(EditorNode3DGizmo gizmo)

Parameters

gizmo EditorNode3DGizmo

The gizmo to redraw.

Tem uma sugestão? 💡