Trait godot::engine::IEditorNode3DGizmoPlugin

pub trait IEditorNode3DGizmoPlugin: GodotClass + You_forgot_the_attribute__godot_api {
Show 24 methods // Provided methods fn init(base: Base<Self::Base>) -> Self { ... } fn to_string(&self) -> GString { ... } fn on_notification(&mut self, what: ObjectNotification) { ... } fn get_property(&self, property: StringName) -> Option<Variant> { ... } fn set_property(&mut self, property: StringName, value: Variant) -> bool { ... } fn has_gizmo(&self, for_node_3d: Gd<Node3D>) -> bool { ... } fn create_gizmo( &self, for_node_3d: Gd<Node3D> ) -> Option<Gd<EditorNode3DGizmo>> { ... } fn get_gizmo_name(&self) -> GString { ... } fn get_priority(&self) -> i32 { ... } fn can_be_hidden(&self) -> bool { ... } fn is_selectable_when_hidden(&self) -> bool { ... } fn redraw(&mut self, gizmo: Gd<EditorNode3DGizmo>) { ... } fn get_handle_name( &self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool ) -> GString { ... } fn is_handle_highlighted( &self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool ) -> bool { ... } fn get_handle_value( &self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool ) -> Variant { ... } fn begin_handle_action( &mut self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool ) { ... } fn set_handle( &mut self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool, camera: Gd<Camera3D>, screen_pos: Vector2 ) { ... } fn commit_handle( &mut self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool, restore: Variant, cancel: bool ) { ... } fn subgizmos_intersect_ray( &self, gizmo: Gd<EditorNode3DGizmo>, camera: Gd<Camera3D>, screen_pos: Vector2 ) -> i32 { ... } fn subgizmos_intersect_frustum( &self, gizmo: Gd<EditorNode3DGizmo>, camera: Gd<Camera3D>, frustum_planes: Array<Plane> ) -> PackedInt32Array { ... } fn get_subgizmo_transform( &self, gizmo: Gd<EditorNode3DGizmo>, subgizmo_id: i32 ) -> Transform3D { ... } fn set_subgizmo_transform( &mut self, gizmo: Gd<EditorNode3DGizmo>, subgizmo_id: i32, transform: Transform3D ) { ... } fn commit_subgizmos( &mut self, gizmo: Gd<EditorNode3DGizmo>, ids: PackedInt32Array, restores: Array<Transform3D>, cancel: bool ) { ... } fn setup_local_to_scene(&mut self) { ... }
}
Expand description

Virtual methods for class EditorNode3DGizmoPlugin.

These methods represent constructors (init) or callbacks invoked by the engine.

See also Godot docs for EditorNode3DGizmoPlugin methods.

Provided Methods§

fn init(base: Base<Self::Base>) -> Self

Godot constructor, accepting an injected base object.

base refers to the base instance of the class, which can either be stored in a Base<T> field or discarded. This method returns a fully-constructed instance, which will then be moved into a Gd<T> pointer.

If the class has a #[class(init)] attribute, this method will be auto-generated and must not be overridden.

fn to_string(&self) -> GString

String representation of the Godot instance.

Override this method to define how the instance is represented as a string. Used by impl Display for Gd<T>, as well as str() and print() in GDScript.

fn on_notification(&mut self, what: ObjectNotification)

Called when the object receives a Godot notification.

The type of notification can be identified through what. The enum is designed to hold all possible NOTIFICATION_* constants that the current class can handle. However, this is not validated in Godot, so an enum variant Unknown exists to represent integers out of known constants (mistakes or future additions).

This method is named _notification in Godot, but on_notification in Rust. To send notifications, use the Object::notify method.

See also in Godot docs:

fn get_property(&self, property: StringName) -> Option<Variant>

Called whenever get() is called or Godot gets the value of a property.

Should return the given property’s value as Some(value), or None if the property should be handled normally.

See also in Godot docs:

fn set_property(&mut self, property: StringName, value: Variant) -> bool

Called whenever Godot set() is called or Godot sets the value of a property.

Should set property to the given value and return true, or return false to indicate the property should be handled normally.

See also in Godot docs:

fn has_gizmo(&self, for_node_3d: Gd<Node3D>) -> bool

fn create_gizmo(&self, for_node_3d: Gd<Node3D>) -> Option<Gd<EditorNode3DGizmo>>

fn get_gizmo_name(&self) -> GString

fn get_priority(&self) -> i32

fn can_be_hidden(&self) -> bool

fn is_selectable_when_hidden(&self) -> bool

fn redraw(&mut self, gizmo: Gd<EditorNode3DGizmo>)

fn get_handle_name( &self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool ) -> GString

fn is_handle_highlighted( &self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool ) -> bool

fn get_handle_value( &self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool ) -> Variant

fn begin_handle_action( &mut self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool )

fn set_handle( &mut self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool, camera: Gd<Camera3D>, screen_pos: Vector2 )

fn commit_handle( &mut self, gizmo: Gd<EditorNode3DGizmo>, handle_id: i32, secondary: bool, restore: Variant, cancel: bool )

fn subgizmos_intersect_ray( &self, gizmo: Gd<EditorNode3DGizmo>, camera: Gd<Camera3D>, screen_pos: Vector2 ) -> i32

fn subgizmos_intersect_frustum( &self, gizmo: Gd<EditorNode3DGizmo>, camera: Gd<Camera3D>, frustum_planes: Array<Plane> ) -> PackedInt32Array

fn get_subgizmo_transform( &self, gizmo: Gd<EditorNode3DGizmo>, subgizmo_id: i32 ) -> Transform3D

fn set_subgizmo_transform( &mut self, gizmo: Gd<EditorNode3DGizmo>, subgizmo_id: i32, transform: Transform3D )

fn commit_subgizmos( &mut self, gizmo: Gd<EditorNode3DGizmo>, ids: PackedInt32Array, restores: Array<Transform3D>, cancel: bool )

fn setup_local_to_scene(&mut self)

Object Safety§

This trait is not object safe.

Implementors§