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rename EditorSpatialGizmo* to EditorNode3DGizmo*

Jiri Suchan 2 years ago
parent
commit
4d8b50bb09
1 changed files with 6 additions and 6 deletions
  1. 6 6
      tutorials/plugins/editor/3d_gizmos.rst

+ 6 - 6
tutorials/plugins/editor/3d_gizmos.rst

@@ -91,7 +91,7 @@ or all the handle related ones.
         create_handle_material("handles")
         create_handle_material("handles")
 
 
 
 
-    func redraw(gizmo):
+    func _redraw(gizmo):
         gizmo.clear()
         gizmo.clear()
 
 
         var node3d = gizmo.get_node3d()
         var node3d = gizmo.get_node3d()
@@ -112,7 +112,7 @@ or all the handle related ones.
 
 
     # ...
     # ...
 
 
-Note that we created a material in the `_init` method, and retrieved it in the `redraw`
+Note that we created a material in the `_init` method, and retrieved it in the `_redraw`
 method using :ref:`get_material()<class_EditorNode3DGizmoPlugin_method_get_material>`. This
 method using :ref:`get_material()<class_EditorNode3DGizmoPlugin_method_get_material>`. This
 method retrieves one of the material's variants depending on the state of the gizmo
 method retrieves one of the material's variants depending on the state of the gizmo
 (selected and/or editable).
 (selected and/or editable).
@@ -136,7 +136,7 @@ So the final plugin would look somewhat like this:
         return node is MyCustomNode3D
         return node is MyCustomNode3D
 
 
 
 
-    func redraw(gizmo):
+    func _redraw(gizmo):
         gizmo.clear()
         gizmo.clear()
 
 
         var node3d = gizmo.get_node3d()
         var node3d = gizmo.get_node3d()
@@ -158,7 +158,7 @@ So the final plugin would look somewhat like this:
     # You should implement the rest of handle-related callbacks
     # You should implement the rest of handle-related callbacks
     # (_get_handle_name(), _get_handle_value(), _commit_handle(), ...).
     # (_get_handle_name(), _get_handle_value(), _commit_handle(), ...).
 
 
-Note that we just added some handles in the redraw method, but we still need to implement
+Note that we just added some handles in the `_redraw` method, but we still need to implement
 the rest of handle-related callbacks in :ref:`EditorNode3DGizmoPlugin <class_EditorNode3DGizmoPlugin>`
 the rest of handle-related callbacks in :ref:`EditorNode3DGizmoPlugin <class_EditorNode3DGizmoPlugin>`
 to get properly working handles.
 to get properly working handles.
 
 
@@ -207,7 +207,7 @@ This way all the gizmo logic and drawing methods can be implemented in a new cla
     var gizmo_size = 3.0
     var gizmo_size = 3.0
 
 
 
 
-    func redraw():
+    func _redraw():
         clear()
         clear()
 
 
         var node3d = get_node3d()
         var node3d = get_node3d()
@@ -232,6 +232,6 @@ This way all the gizmo logic and drawing methods can be implemented in a new cla
     # You should implement the rest of handle-related callbacks
     # You should implement the rest of handle-related callbacks
     # (_get_handle_name(), _get_handle_value(), _commit_handle(), ...).
     # (_get_handle_name(), _get_handle_value(), _commit_handle(), ...).
 
 
-Note that we just added some handles in the redraw method, but we still need to implement
+Note that we just added some handles in the `_redraw` method, but we still need to implement
 the rest of handle-related callbacks in :ref:`EditorNode3DGizmo<class_EditorNode3DGizmo>`
 the rest of handle-related callbacks in :ref:`EditorNode3DGizmo<class_EditorNode3DGizmo>`
 to get properly working handles.
 to get properly working handles.