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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@ -265,7 +265,7 @@ Ref<VoxelGIData> VoxelGI::get_probe_data() const {
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void VoxelGI::set_subdiv(Subdiv p_subdiv) {
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ERR_FAIL_INDEX(p_subdiv, SUBDIV_MAX);
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subdiv = p_subdiv;
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update_gizmo();
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update_gizmos();
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}
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VoxelGI::Subdiv VoxelGI::get_subdiv() const {
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@ -274,7 +274,7 @@ VoxelGI::Subdiv VoxelGI::get_subdiv() const {
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void VoxelGI::set_extents(const Vector3 &p_extents) {
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extents = p_extents;
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update_gizmo();
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update_gizmos();
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}
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Vector3 VoxelGI::get_extents() const {
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