Used by the editor to define Node3D gizmo types.
EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info.
https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html
Adds a new material to the internal material list for the plugin. It can then be accessed with [method get_material]. Should not be overridden.
Override this method to define whether the gizmo can be hidden or not. Returns [code]true[/code] if not overridden.
Override this method to commit gizmo handles. Called for this plugin's active gizmos.
Override this method to return a custom [EditorNode3DGizmo] for the spatial nodes of your choice, return [code]null[/code] for the rest of nodes. See also [method has_gizmo].
Creates a handle material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_handles]. Should not be overridden.
You can optionally provide a texture to use instead of the default icon.
Creates an icon material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_unscaled_billboard]. Should not be overridden.
Creates an unshaded material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_mesh] and [method EditorNode3DGizmo.add_lines]. Should not be overridden.
Override this method to provide the name that will appear in the gizmo visibility menu.
Override this method to provide gizmo's handle names. Called for this plugin's active gizmos.
Gets actual value of a handle from gizmo. Called for this plugin's active gizmos.
Gets material from the internal list of materials. If an [EditorNode3DGizmo] is provided, it will try to get the corresponding variant (selected and/or editable).
Override this method to set the gizmo's priority. Higher values correspond to higher priority. If a gizmo with higher priority conflicts with another gizmo, only the gizmo with higher priority will be used.
All built-in editor gizmos return a priority of [code]-1[/code]. If not overridden, this method will return [code]0[/code], which means custom gizmos will automatically override built-in gizmos.
Override this method to define which Node3D nodes have a gizmo from this plugin. Whenever a [Node3D] node is added to a scene this method is called, if it returns [code]true[/code] the node gets a generic [EditorNode3DGizmo] assigned and is added to this plugin's list of active gizmos.
Gets whether a handle is highlighted or not. Called for this plugin's active gizmos.
Override this method to define whether Node3D with this gizmo should be selecteble even when the gizmo is hidden.
Callback to redraw the provided gizmo. Called for this plugin's active gizmos.
Update the value of a handle after it has been updated. Called for this plugin's active gizmos.