More likely then not this is one they made themselves in NUI (see [FREE][tool] object controller gizmo and GitHub - dolutattoo/dolu_tool: This is a dev tool for FiveM. Includes interior debuggin tools and many other features)
The FxDK Gizmo doesn’t look like its usable in base game because you cannot set m_gizmoMode and im3d wont work without the m_gizmoMode set.
I’ve already tried getting it to work, but as said in the reasons above the Gizmo isn’t able to be used at all in base game.
// Taken from FxDK
function makeEntityMatrix(entity: Entity): Float32Array {
const [f, r, u, a] = GetEntityMatrix(entity.Handle);
return new Float32Array([
r[0], r[1], r[2], 0,
f[0], f[1], f[2], 0,
u[0], u[1], u[2], 0,
a[0], a[1], a[2], 1,
]);
}
// Taken from FxDK
function applyEntityMatrix(entity: Entity, mat: Float32Array | number[]) {
const ent = entity.Handle;
SetEntityMatrix(
ent,
mat[4], mat[5], mat[6], // right
mat[0], mat[1], mat[2], // forward
mat[8], mat[9], mat[10], // up
mat[12], mat[13], mat[14], // at
);
}
if (editorMode) {
const matrixBuff = makeEntityMatrix(hitEnt as Entity) as any
// Always false because m_gizmoMode isn't set
const changed = DrawGizmo(matrixBuff, 'Editor1')
if (changed) {
applyEntityMatrix(hitEnt, matrixBuff);
}
}