
Godot Addon API Docs
Cursor3D — API
Properties
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FeatureUtils FEATURE_UTILS
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DeviceProxy DEVICE_PROXY = null
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Debounce _INPUT_DEBOUNCE = <unknown>
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Debounce _MOUSE_DEBOUNCE = <unknown>
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Debounce _USE_DEBOUNCE = <unknown>
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Debounce _USE_OPTION_DEBOUNCE = <unknown>
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bool _USE_ACTIVATED = false
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Node3D _TARGET
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float _DIST_FROM_CAMERA = 10.0
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String _SELECT_ANIMATION_NAME = ""
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bool _LOOK_AT_CAMERA = false
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Node3D selected = null
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bool snap_instant = true
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float move_time = 0.08
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Tween _tween = null
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int _previous_mouse_mode = -1
Methods
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void _init(FeatureUtils feature_utils, Node3D target, float cursor_depth = 10.0, String select_animation = "", bool look_at_camera = false)
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void _enter_tree()
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void _exit_tree()
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void set_device_proxy(DeviceProxy device_proxy)
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void _setup()
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void _ready()
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Node3D get_target()
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void fix_animation_paths(String from_path)
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void setup_target()
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Camera3D get_camera()
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UIOption3D[] get_options()
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void set_motion(bool instant, float duration)
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Node3D get_selected()
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void trigger_on_selection()
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void trigger_on_selection_exit()
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void select_node(Node3D n, bool jump = true)
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Vector3 extend_point(Vector3 from, Vector3 to, float meters)
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UIOption3D select_by_camera_ray()
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Node3D select_by_direction(Vector3 direction, float threshold_degrees = 30.0, bool allow_reverse = true)
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void jump_to_direction(Vector3 input_dir)
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void jump_to_node_coords(Node3D n)
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void _play_select_animation()
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void use()
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void use_option(Node3D target)
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void look_at_camera()
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void move_cursor_in_camera_view_at_depth(float depth)
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Vector3 _dir_relative_to_basis(Vector3 v, Basis basis)
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ActuatorInfo get_input_action_value(StringName action_name)
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void respond_to_input()
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void _physics_process(float _dt)
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Vector3 _sample_direction_from_actions()
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Vector3 _cam_to_world_dir(Camera3D cam, Vector3 cam_vec)
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void _jump_to_node(Node3D n)