Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
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41 changed files with 2039 additions and 1405 deletions
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@ -149,7 +149,7 @@ void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) {
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void VehicleWheel3D::set_radius(real_t p_radius) {
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m_wheelRadius = p_radius;
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update_gizmo();
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update_gizmos();
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}
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real_t VehicleWheel3D::get_radius() const {
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@ -158,7 +158,7 @@ real_t VehicleWheel3D::get_radius() const {
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void VehicleWheel3D::set_suspension_rest_length(real_t p_length) {
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m_suspensionRestLength = p_length;
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update_gizmo();
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update_gizmos();
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}
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real_t VehicleWheel3D::get_suspension_rest_length() const {
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