[][src]Struct gdnative_bindings::EditorSpatialGizmo

pub struct EditorSpatialGizmo { /* fields omitted */ }

tools class EditorSpatialGizmo inherits SpatialGizmo (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

EditorSpatialGizmo inherits methods from:

Tool

This class is used to interact with Godot's editor.

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl EditorSpatialGizmo[src]

pub fn add_collision_segments(&self, segments: Vector3Array)[src]

Adds the specified [code]segments[/code] to the gizmo's collision shape for picking. Call this function during [method redraw].

pub fn add_collision_triangles(&self, triangles: impl AsArg<TriangleMesh>)[src]

Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be generated from a regular [Mesh] too. Call this function during [method redraw].

pub fn add_handles(
    &self,
    handles: Vector3Array,
    material: impl AsArg<Material>,
    billboard: bool,
    secondary: bool
)
[src]

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].

Default Arguments

  • billboard - false
  • secondary - false

pub fn add_lines(
    &self,
    lines: Vector3Array,
    material: impl AsArg<Material>,
    billboard: bool,
    modulate: Color
)
[src]

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].

Default Arguments

  • billboard - false
  • modulate - Color( 1, 1, 1, 1 )

pub fn add_mesh(
    &self,
    mesh: impl AsArg<ArrayMesh>,
    billboard: bool,
    skeleton: impl AsArg<SkinReference>,
    material: impl AsArg<Material>
)
[src]

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].

Default Arguments

  • billboard - false
  • skeleton - null
  • material - null

pub fn add_unscaled_billboard(
    &self,
    material: impl AsArg<Material>,
    default_scale: f64,
    modulate: Color
)
[src]

Adds an unscaled billboard for visualization. Call this function during [method redraw].

Default Arguments

  • default_scale - 1
  • modulate - Color( 1, 1, 1, 1 )

pub fn clear(&self)[src]

Removes everything in the gizmo including meshes, collisions and handles.

pub fn get_plugin(&self) -> Option<Ref<EditorSpatialGizmoPlugin, Shared>>[src]

Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorSpatialGizmoPlugin.get_material].

pub fn get_spatial_node(&self) -> Option<Ref<Spatial, Shared>>[src]

Returns the Spatial node associated with this gizmo.

pub fn set_hidden(&self, hidden: bool)[src]

Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown.

pub fn set_spatial_node(&self, node: impl AsArg<Node>)[src]

Sets the reference [Spatial] node for the gizmo. [code]node[/code] must inherit from [Spatial].

Trait Implementations

impl Debug for EditorSpatialGizmo[src]

impl Deref for EditorSpatialGizmo[src]

type Target = SpatialGizmo

The resulting type after dereferencing.

impl DerefMut for EditorSpatialGizmo[src]

impl GodotObject for EditorSpatialGizmo[src]

type RefKind = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Sealed for EditorSpatialGizmo[src]

impl SubClass<Object> for EditorSpatialGizmo[src]

impl SubClass<Reference> for EditorSpatialGizmo[src]

impl SubClass<SpatialGizmo> for EditorSpatialGizmo[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.