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Use `SoftBody3D` consistently in the soft body tutorial

This file had only been partially updated after `SoftBody` was renamed
to `SoftBody3D` in Godot 4.  This commit changes the remaining uses of
to `SoftBody` to `SoftBody3D`.
Adam Simpkins 1 month ago
parent
commit
6c8b963b75
1 changed files with 8 additions and 8 deletions
  1. 8 8
      tutorials/physics/soft_body.rst

+ 8 - 8
tutorials/physics/soft_body.rst

@@ -2,8 +2,8 @@
 
 
 .. _doc_soft_body:
 .. _doc_soft_body:
 
 
-Using SoftBody
-==============
+Using SoftBody3D
+================
 
 
 Soft bodies (or *soft-body dynamics*) simulate movement, changing shape and other physical properties of deformable objects.
 Soft bodies (or *soft-body dynamics*) simulate movement, changing shape and other physical properties of deformable objects.
 This can for example be used to simulate cloth or to create more realistic characters.
 This can for example be used to simulate cloth or to create more realistic characters.
@@ -15,7 +15,7 @@ A :ref:`SoftBody3D <class_SoftBody3D>` node is used for soft body simulations.
 
 
 We will create a bouncy cube to demonstrate the setup of a soft body.
 We will create a bouncy cube to demonstrate the setup of a soft body.
 
 
-Create a new scene with a ``Node3D`` node as root. Then, create a ``Softbody`` node. Add a ``CubeMesh`` in the ``mesh`` property of the node in the inspector and increase the subdivision of the mesh for simulation.
+Create a new scene with a ``Node3D`` node as root. Then, create a ``SoftBody3D`` node. Add a ``CubeMesh`` in the ``mesh`` property of the node in the inspector and increase the subdivision of the mesh for simulation.
 
 
 .. image:: img/softbody_cube.png
 .. image:: img/softbody_cube.png
 
 
@@ -36,9 +36,9 @@ Let's make a cloak in the Platformer3D demo.
 
 
 .. note:: You can download the Platformer3D demo on `GitHub <https://github.com/godotengine/godot-demo-projects/tree/master/3d/platformer>`_ or `the Asset Library <https://godotengine.org/asset-library/asset/2748>`_.
 .. note:: You can download the Platformer3D demo on `GitHub <https://github.com/godotengine/godot-demo-projects/tree/master/3d/platformer>`_ or `the Asset Library <https://godotengine.org/asset-library/asset/2748>`_.
 
 
-Open the ``Player`` scene, add a ``SoftBody`` node and assign a ``PlaneMesh`` to it.
+Open the ``Player`` scene, add a ``SoftBody3D`` node and assign a ``PlaneMesh`` to it.
 
 
-Open the ``PlaneMesh`` properties and set the size(x: 0.5 y: 1) then set ``Subdivide Width`` and ``Subdivide Depth`` to 5. Adjust the ``SoftBody``'s position. You should end up with something like this:
+Open the ``PlaneMesh`` properties and set the size(x: 0.5 y: 1) then set ``Subdivide Width`` and ``Subdivide Depth`` to 5. Adjust the ``SoftBody3D``'s position. You should end up with something like this:
 
 
 .. image:: img/softbody_cloak_subdivide.png
 .. image:: img/softbody_cloak_subdivide.png
 
 
@@ -50,15 +50,15 @@ Add a :ref:`BoneAttachment3D <class_BoneAttachment3D>` node under the skeleton n
 
 
 .. image:: img/softbody_cloak_bone_attach.png
 .. image:: img/softbody_cloak_bone_attach.png
 
 
-To create pinned joints, select the upper vertices in the ``SoftBody`` node:
+To create pinned joints, select the upper vertices in the ``SoftBody3D`` node:
 
 
 .. image:: img/softbody_cloak_pinned.png
 .. image:: img/softbody_cloak_pinned.png
 
 
-The pinned joints can be found in ``SoftBody``'s ``Attachments`` property, choose the ``BoneAttachment`` as the ``SpatialAttachment`` for each pinned joints, the pinned joints are now attached to the neck.
+The pinned joints can be found in ``SoftBody3D``'s ``Attachments`` property, choose the ``BoneAttachment`` as the ``SpatialAttachment`` for each pinned joints, the pinned joints are now attached to the neck.
 
 
 .. image:: img/softbody_cloak_pinned_attach.png
 .. image:: img/softbody_cloak_pinned_attach.png
 
 
-Last step is to avoid clipping by adding the Kinematic Body `Player` to ``Parent Collision Ignore`` of the ``SoftBody``.
+Last step is to avoid clipping by adding the Kinematic Body `Player` to ``Parent Collision Ignore`` of the ``SoftBody3D``.
 
 
 .. image:: img/softbody_cloak_ignore.png
 .. image:: img/softbody_cloak_ignore.png