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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/scene/3d/node_3d_editor_gizmos.h
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/**************************************************************************/
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/* node_3d_editor_gizmos.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/math/dynamic_bvh.h"
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#include "core/templates/hash_map.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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class Timer;
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class EditorNode3DGizmoPlugin;
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class EditorNode3DGizmo : public Node3DGizmo {
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GDCLASS(EditorNode3DGizmo, Node3DGizmo);
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struct Instance {
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RID instance;
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Ref<Mesh> mesh;
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Ref<Material> material;
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Ref<SkinReference> skin_reference;
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bool extra_margin = false;
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Transform3D xform;
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void create_instance(Node3D *p_base, bool p_hidden = false);
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};
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bool selected;
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Vector<Vector3> collision_segments;
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LocalVector<Ref<TriangleMesh>> collision_meshes;
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Vector<Vector3> handles;
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Vector<int> handle_ids;
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Vector<Vector3> secondary_handles;
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Vector<int> secondary_handle_ids;
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real_t selectable_icon_size;
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bool billboard_handle;
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bool valid;
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bool hidden;
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Vector<Instance> instances;
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Node3D *spatial_node = nullptr;
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DynamicBVH::ID bvh_node_id;
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void _set_node_3d(Node *p_node) { set_node_3d(Object::cast_to<Node3D>(p_node)); }
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void _update_bvh();
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protected:
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static void _bind_methods();
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EditorNode3DGizmoPlugin *gizmo_plugin = nullptr;
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GDVIRTUAL0(_redraw)
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GDVIRTUAL2RC(String, _get_handle_name, int, bool)
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GDVIRTUAL2RC(bool, _is_handle_highlighted, int, bool)
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GDVIRTUAL2RC(Variant, _get_handle_value, int, bool)
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GDVIRTUAL2(_begin_handle_action, int, bool)
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GDVIRTUAL4(_set_handle, int, bool, const Camera3D *, Vector2)
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GDVIRTUAL4(_commit_handle, int, bool, Variant, bool)
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GDVIRTUAL2RC(int, _subgizmos_intersect_ray, const Camera3D *, Vector2)
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GDVIRTUAL2RC(Vector<int>, _subgizmos_intersect_frustum, const Camera3D *, TypedArray<Plane>)
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GDVIRTUAL1RC(Transform3D, _get_subgizmo_transform, int)
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GDVIRTUAL2(_set_subgizmo_transform, int, Transform3D)
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GDVIRTUAL3(_commit_subgizmos, Vector<int>, TypedArray<Transform3D>, bool)
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public:
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void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
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void add_vertices(const Vector<Vector3> &p_vertices, const Ref<Material> &p_material, Mesh::PrimitiveType p_primitive_type, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
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void add_mesh(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material = Ref<Material>(), const Transform3D &p_xform = Transform3D(), const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>());
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void add_collision_segments(const Vector<Vector3> &p_lines);
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void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
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void add_unscaled_billboard(const Ref<Material> &p_material, real_t p_scale = 1, const Color &p_modulate = Color(1, 1, 1));
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void add_handles(const Vector<Vector3> &p_handles, const Ref<Material> &p_material, const Vector<int> &p_ids = Vector<int>(), bool p_billboard = false, bool p_secondary = false);
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void add_solid_box(const Ref<Material> &p_material, Vector3 p_size, Vector3 p_position = Vector3(), const Transform3D &p_xform = Transform3D());
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virtual bool is_handle_highlighted(int p_id, bool p_secondary) const;
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virtual String get_handle_name(int p_id, bool p_secondary) const;
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virtual Variant get_handle_value(int p_id, bool p_secondary) const;
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virtual void begin_handle_action(int p_id, bool p_secondary);
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virtual void set_handle(int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point);
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virtual void commit_handle(int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel = false);
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virtual int subgizmos_intersect_ray(Camera3D *p_camera, const Vector2 &p_point) const;
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virtual Vector<int> subgizmos_intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum) const;
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virtual Transform3D get_subgizmo_transform(int p_id) const;
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virtual void set_subgizmo_transform(int p_id, Transform3D p_transform);
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virtual void commit_subgizmos(const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false);
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void set_selected(bool p_selected) { selected = p_selected; }
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bool is_selected() const { return selected; }
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void set_node_3d(Node3D *p_node);
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Node3D *get_node_3d() const { return spatial_node; }
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Ref<EditorNode3DGizmoPlugin> get_plugin() const { return gizmo_plugin; }
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bool intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum);
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void handles_intersect_ray(Camera3D *p_camera, const Vector2 &p_point, bool p_shift_pressed, int &r_id, bool &r_secondary);
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bool intersect_ray(Camera3D *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal);
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bool is_subgizmo_selected(int p_id) const;
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Vector<int> get_subgizmo_selection() const;
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virtual void clear() override;
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virtual void create() override;
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virtual void transform() override;
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virtual void redraw() override;
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virtual void free() override;
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virtual bool is_editable() const;
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void set_hidden(bool p_hidden);
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void set_plugin(EditorNode3DGizmoPlugin *p_plugin);
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EditorNode3DGizmo();
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~EditorNode3DGizmo();
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};
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class EditorNode3DGizmoPlugin : public Resource {
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GDCLASS(EditorNode3DGizmoPlugin, Resource);
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public:
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static const int VISIBLE = 0;
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static const int HIDDEN = 1;
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static const int ON_TOP = 2;
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protected:
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int current_state;
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HashSet<EditorNode3DGizmo *> current_gizmos;
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HashMap<String, Vector<Ref<StandardMaterial3D>>> materials;
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static void _bind_methods();
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virtual bool has_gizmo(Node3D *p_spatial);
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virtual Ref<EditorNode3DGizmo> create_gizmo(Node3D *p_spatial);
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GDVIRTUAL1RC(bool, _has_gizmo, Node3D *)
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GDVIRTUAL1RC(Ref<EditorNode3DGizmo>, _create_gizmo, Node3D *)
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GDVIRTUAL0RC(String, _get_gizmo_name)
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GDVIRTUAL0RC(int, _get_priority)
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GDVIRTUAL0RC(bool, _can_be_hidden)
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GDVIRTUAL0RC(bool, _is_selectable_when_hidden)
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GDVIRTUAL1(_redraw, Ref<EditorNode3DGizmo>)
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GDVIRTUAL3RC(String, _get_handle_name, Ref<EditorNode3DGizmo>, int, bool)
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GDVIRTUAL3RC(bool, _is_handle_highlighted, Ref<EditorNode3DGizmo>, int, bool)
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GDVIRTUAL3RC(Variant, _get_handle_value, Ref<EditorNode3DGizmo>, int, bool)
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GDVIRTUAL3(_begin_handle_action, Ref<EditorNode3DGizmo>, int, bool)
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GDVIRTUAL5(_set_handle, Ref<EditorNode3DGizmo>, int, bool, const Camera3D *, Vector2)
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GDVIRTUAL5(_commit_handle, Ref<EditorNode3DGizmo>, int, bool, Variant, bool)
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GDVIRTUAL3RC(int, _subgizmos_intersect_ray, Ref<EditorNode3DGizmo>, const Camera3D *, Vector2)
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GDVIRTUAL3RC(Vector<int>, _subgizmos_intersect_frustum, Ref<EditorNode3DGizmo>, const Camera3D *, TypedArray<Plane>)
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GDVIRTUAL2RC(Transform3D, _get_subgizmo_transform, Ref<EditorNode3DGizmo>, int)
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GDVIRTUAL3(_set_subgizmo_transform, Ref<EditorNode3DGizmo>, int, Transform3D)
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GDVIRTUAL4(_commit_subgizmos, Ref<EditorNode3DGizmo>, Vector<int>, TypedArray<Transform3D>, bool)
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public:
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void create_material(const String &p_name, const Color &p_color, bool p_billboard = false, bool p_on_top = false, bool p_use_vertex_color = false);
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void create_icon_material(const String &p_name, const Ref<Texture2D> &p_texture, bool p_on_top = false, const Color &p_albedo = Color(1, 1, 1, 1));
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void create_handle_material(const String &p_name, bool p_billboard = false, const Ref<Texture2D> &p_texture = nullptr);
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void add_material(const String &p_name, Ref<StandardMaterial3D> p_material);
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Ref<StandardMaterial3D> get_material(const String &p_name, const Ref<EditorNode3DGizmo> &p_gizmo = Ref<EditorNode3DGizmo>());
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virtual String get_gizmo_name() const;
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virtual int get_priority() const;
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virtual bool can_be_hidden() const;
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virtual bool is_selectable_when_hidden() const;
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virtual bool can_commit_handle_on_click() const;
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virtual void redraw(EditorNode3DGizmo *p_gizmo);
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virtual bool is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;
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virtual String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;
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virtual Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;
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virtual void begin_handle_action(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary);
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virtual void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point);
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virtual void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel = false);
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virtual int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const;
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virtual Vector<int> subgizmos_intersect_frustum(const EditorNode3DGizmo *p_gizmo, const Camera3D *p_camera, const Vector<Plane> &p_frustum) const;
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virtual Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const;
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virtual void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform);
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virtual void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false);
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Ref<EditorNode3DGizmo> get_gizmo(Node3D *p_spatial);
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void set_state(int p_state);
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int get_state() const;
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void unregister_gizmo(EditorNode3DGizmo *p_gizmo);
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EditorNode3DGizmoPlugin();
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virtual ~EditorNode3DGizmoPlugin();
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};
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