godot/editor/plugins/node_3d_editor_gizmos.cpp

/**************************************************************************/
/*  node_3d_editor_gizmos.cpp                                             */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "node_3d_editor_gizmos.h"

#include "core/math/geometry_2d.h"
#include "core/math/geometry_3d.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/resources/3d/primitive_meshes.h"

#define HANDLE_HALF_SIZE

bool EditorNode3DGizmo::is_editable() const {}

void EditorNode3DGizmo::clear() {}

void EditorNode3DGizmo::redraw() {}

String EditorNode3DGizmo::get_handle_name(int p_id, bool p_secondary) const {}

bool EditorNode3DGizmo::is_handle_highlighted(int p_id, bool p_secondary) const {}

Variant EditorNode3DGizmo::get_handle_value(int p_id, bool p_secondary) const {}

void EditorNode3DGizmo::begin_handle_action(int p_id, bool p_secondary) {}

void EditorNode3DGizmo::set_handle(int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {}

void EditorNode3DGizmo::commit_handle(int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {}

int EditorNode3DGizmo::subgizmos_intersect_ray(Camera3D *p_camera, const Vector2 &p_point) const {}

Vector<int> EditorNode3DGizmo::subgizmos_intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum) const {}

Transform3D EditorNode3DGizmo::get_subgizmo_transform(int p_id) const {}

void EditorNode3DGizmo::set_subgizmo_transform(int p_id, Transform3D p_transform) {}

void EditorNode3DGizmo::commit_subgizmos(const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) {}

void EditorNode3DGizmo::set_node_3d(Node3D *p_node) {}

void EditorNode3DGizmo::Instance::create_instance(Node3D *p_base, bool p_hidden) {}

void EditorNode3DGizmo::add_mesh(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material, const Transform3D &p_xform, const Ref<SkinReference> &p_skin_reference) {}

void EditorNode3DGizmo::_update_bvh() {}

void EditorNode3DGizmo::add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard, const Color &p_modulate) {}

void EditorNode3DGizmo::add_vertices(const Vector<Vector3> &p_vertices, const Ref<Material> &p_material, Mesh::PrimitiveType p_primitive_type, bool p_billboard, const Color &p_modulate) {}

void EditorNode3DGizmo::add_unscaled_billboard(const Ref<Material> &p_material, real_t p_scale, const Color &p_modulate) {}

void EditorNode3DGizmo::add_collision_triangles(const Ref<TriangleMesh> &p_tmesh) {}

void EditorNode3DGizmo::add_collision_segments(const Vector<Vector3> &p_lines) {}

void EditorNode3DGizmo::add_handles(const Vector<Vector3> &p_handles, const Ref<Material> &p_material, const Vector<int> &p_ids, bool p_billboard, bool p_secondary) {}

void EditorNode3DGizmo::add_solid_box(const Ref<Material> &p_material, Vector3 p_size, Vector3 p_position, const Transform3D &p_xform) {}

bool EditorNode3DGizmo::intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum) {}

void EditorNode3DGizmo::handles_intersect_ray(Camera3D *p_camera, const Vector2 &p_point, bool p_shift_pressed, int &r_id, bool &r_secondary) {}

bool EditorNode3DGizmo::intersect_ray(Camera3D *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal) {}

bool EditorNode3DGizmo::is_subgizmo_selected(int p_id) const {}

Vector<int> EditorNode3DGizmo::get_subgizmo_selection() const {}

void EditorNode3DGizmo::create() {}

void EditorNode3DGizmo::transform() {}

void EditorNode3DGizmo::free() {}

void EditorNode3DGizmo::set_hidden(bool p_hidden) {}

void EditorNode3DGizmo::set_plugin(EditorNode3DGizmoPlugin *p_plugin) {}

void EditorNode3DGizmo::_bind_methods() {}

EditorNode3DGizmo::EditorNode3DGizmo() {}

EditorNode3DGizmo::~EditorNode3DGizmo() {}

/////

void EditorNode3DGizmoPlugin::create_material(const String &p_name, const Color &p_color, bool p_billboard, bool p_on_top, bool p_use_vertex_color) {}

void EditorNode3DGizmoPlugin::create_icon_material(const String &p_name, const Ref<Texture2D> &p_texture, bool p_on_top, const Color &p_albedo) {}

void EditorNode3DGizmoPlugin::create_handle_material(const String &p_name, bool p_billboard, const Ref<Texture2D> &p_icon) {}

void EditorNode3DGizmoPlugin::add_material(const String &p_name, Ref<StandardMaterial3D> p_material) {}

Ref<StandardMaterial3D> EditorNode3DGizmoPlugin::get_material(const String &p_name, const Ref<EditorNode3DGizmo> &p_gizmo) {}

String EditorNode3DGizmoPlugin::get_gizmo_name() const {}

int EditorNode3DGizmoPlugin::get_priority() const {}

Ref<EditorNode3DGizmo> EditorNode3DGizmoPlugin::get_gizmo(Node3D *p_spatial) {}

void EditorNode3DGizmoPlugin::_bind_methods() {}

bool EditorNode3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {}

Ref<EditorNode3DGizmo> EditorNode3DGizmoPlugin::create_gizmo(Node3D *p_spatial) {}

bool EditorNode3DGizmoPlugin::can_be_hidden() const {}

bool EditorNode3DGizmoPlugin::is_selectable_when_hidden() const {}

void EditorNode3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {}

bool EditorNode3DGizmoPlugin::is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {}

String EditorNode3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {}

Variant EditorNode3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {}

void EditorNode3DGizmoPlugin::begin_handle_action(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) {}

void EditorNode3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {}

void EditorNode3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {}

int EditorNode3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const {}

Vector<int> EditorNode3DGizmoPlugin::subgizmos_intersect_frustum(const EditorNode3DGizmo *p_gizmo, const Camera3D *p_camera, const Vector<Plane> &p_frustum) const {}

Transform3D EditorNode3DGizmoPlugin::get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const {}

void EditorNode3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) {}

void EditorNode3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) {}

void EditorNode3DGizmoPlugin::set_state(int p_state) {}

int EditorNode3DGizmoPlugin::get_state() const {}

void EditorNode3DGizmoPlugin::unregister_gizmo(EditorNode3DGizmo *p_gizmo) {}

EditorNode3DGizmoPlugin::EditorNode3DGizmoPlugin() {}

EditorNode3DGizmoPlugin::~EditorNode3DGizmoPlugin() {}

//////