class Gizmo

in global :: Sandbox

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public static Gizmo.GizmoControls Control { get; }

Holds fully realized controls to manipulate some value

public static Gizmo.GizmoDraw Draw { get; }

Draw a shape using the gizmo library

public static IDisposable Scope( string path, Transform tx )

Create a new scope - any changes to colors and transforms will be stored and reverted when exiting the scope.

public static IDisposable Scope( string path, Vector3 position )

Create a new scope - any changes to colors and transforms will be stored and reverted when exiting the scope.

public static IDisposable Scope( string path, Vector3 position, Rotation rotation, float scale = 1 )

Create a new scope - any changes to colors and transforms will be stored and reverted when exiting the scope.

public static IDisposable Scope( string path = null )

Create a new scope - any changes to colors and transforms will be stored and reverted when exiting the scope.

public static Nullable<Vector3> GetPositionOnPlane( Vector3 position, Vector3 planeNormal, Ray ray )

Get the distance from a point on a plane

public static Vector3 GetMouseDelta( Vector3 position, Vector3 planeNormal )

Get the mouse delta at this current position

public static Vector3 GetMouseDrag( Vector3 position, Vector3 planeNormal )

Get the mouse drag distance at this current position, assuming we are pressed

public static float GetMouseDistance( Vector3 position, Vector3 planeNormal )

Get the distance from a point on a plane

public static float GetMouseDistanceDelta( Vector3 position, Vector3 planeNormal )

Get the distance moved from (or towards) a position on a plane

public static Vector2 CursorPosition { get; }

The current cursor position, in screen space

public static Vector2 CursorMoveDelta { get; }

The delta of cursor movement between this frame and last, in screen space

public static Vector2 CursorDragDelta { get; }

The delta of cursor movement between last press and now, in screen space. If left mouse isn't down, will return CursorMoveDelta

public static KeyboardModifiers KeyboardModifiers { get; }

The current keyboard modifiers

public static Vector3 Snap( Vector3 input, Vector3 movement )

Will snap this position, depending on the current snap settings and keys that are pressed. Will snap along if movement is detected along that axis. For example, if movement is 1,0,0 then we'll only snap on the x axis.

public static Angles Snap( Angles input, Angles movement )

Will snap this position, depending on the current snap settings and keys that are pressed. Will snap along if movement is detected along that axis. For example, if movement is 1,0,0 then we'll only snap on the x axis.

public static Vector3 Nudge( Rotation rotation, Vector2 direction )

Will give you a nudge vector along the most aligned left and up axis of the rotation based on left/right/up/down direction and camera angle

public static Transform CameraTransform { get; }

The cameras transform - in world space

public static Transform LocalCameraTransform { get; }

The cameras transform - in local space

public static Gizmo.GizmoHitbox Hitbox { get; }

Allows creating a gizmo hitbox which will be interactable using the mouse (or vr deck2 super controller)

public static bool IsShiftPressed { get; }

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public string ToString( )

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public Type GetType( )

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public static Gizmo.SceneSettings Settings { get; }

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public static bool WasLeftMouseReleased { get; }

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public static bool IsLeftMouseDown { get; }

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public static bool IsRightMouseDown { get; }

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public static bool WasRightMouseReleased { get; }

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public static Ray PressRay { get; }

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public static bool WasRightMousePressed { get; }

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public static bool IsDoubleClicked { get; }

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public static bool IsAltPressed { get; }

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public static bool IsPressed { get; }

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public static bool WasLeftMousePressed { get; }

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public static bool HasPressed { get; }

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public int GetHashCode( )

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public static SceneCamera Camera { get; }

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public static bool IsHovered { get; }

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public static bool IsSelected { get; }

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public static bool IsChildSelected { get; }

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public static bool WasClicked { get; }

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public static bool HasSelected { get; }

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public static bool HasHovered { get; }

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public static bool HasClicked { get; }

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public static bool HasMouseFocus { get; }

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public static void EndInstance( Gizmo.Instance previous )

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public static void Select( bool allowUnselect = True, bool allowMultiSelect = True )

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public static string Path { get; set; }

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public static Transform Transform { get; set; }

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public static string ControlMode { get; }

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public static float RayDepth { get; }

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public static IDisposable ObjectScope( T obj, Transform tx )

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public static Ray CurrentRay { get; }

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public static Ray PreviousRay { get; }

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public static SceneWorld World { get; }

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public bool Equals( object obj )

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public static bool IsCtrlPressed { get; }

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public static object Object { get; set; }

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