Class SkeletonBoneSelectionGizmo

The SkeletonBoneSelectionGizmo implements a BuiltInInteractiveGizmo that allows selecting bones in a Skeleton.

Hierarchy (view full)

Constructors

Properties

_isDragActive: boolean
_position: Vector3
_rotation: Quaternion

Accessors

  • get delta(): number
  • The delta of the current drag operation.

    Returns number

  • get hoveredBone(): number
  • The index of the bone that the mouse pointer is hovering over or null if hovering over no bone.

    Returns number

  • get hoveredBoneName(): string
  • The name of the bone that the mouse pointer is hovering over or null if hovering over no bone.

    Returns string

  • get isDragging(): boolean
  • Determines if the gizmo currently being interacted with (clicking, or dragging).

    Returns boolean

  • get isEnabled(): boolean
  • Determines the active state of the gizmo. If disabled, the gizmo will not render or receive input.

    Returns boolean

  • get isHovering(): boolean
  • Determines if the gizmo currently being hovered.

    Returns boolean

  • get worldPosition(): Vector3
  • World position of the gizmo.

    Returns Vector3

  • set worldPosition(value): void
  • Parameters

    Returns void

  • get worldRotation(): Quaternion
  • World rotation of the gizmo.

    Returns Quaternion

  • set worldRotation(value): void
  • Parameters

    Returns void

Methods

  • Virtual

    Called every frame after postInput. Allows interactive gizmo graphics to be drawn. This is the only method that draw methods may be called

    Returns void

  • Draws the gizmos visualizing the inverse kinematics configuration.

    Parameters

    Returns void

  • Calculates the colors to use when drawing bone gizmos.

    Parameters

    Returns Color[]

    An array of colors. Array indices correspond to bone indices.

  • Virtual

    Called every frame after handle input is processed. Active handle sliders should contain values signals if and how much they were dragged.

    Parameters

    Returns void

    Implementing classes must call super

Events

onBoneSelected: Event<[string], void>

Event triggered when a bone is selected

onDragStart: Event<any[], void>

Invoked when a drag is started and a new delta is available.

The onDrag event is invoked right after this event. Do not integrate the current delta during this event.

onDrag: Event<any[], void>

Invoked when a drag is performed and a new delta is available.

onDragFinished: Event<any[], void>

Invoked when the drag finished.