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- .. _doc_using_jolt_physics:
- Using Jolt Physics
- ==================
- Introduction
- ------------
- The Jolt physics engine was added as an alternative to the existing Godot Physics
- physics engine in 4.4. Jolt is developed by Jorrit Rouwe with a focus on games and
- VR applications. Previously it was available as a extension but is now built into
- Godot.
- It is important to note that the built-in Jolt Physics module is considered
- **not finished**, **experimental**, and **lacks feature parity** with both
- Godot Physics and the Godot Jolt extension. Behavior may change as it is developed
- further. Please keep that in mind when choosing what to use for your project.
- The existing extension is now considered in maintenance mode. That means bug fixes
- will be merged, and it will be kept compatible with new versions of Godot until
- the built-in module has feature parity with the extension. The extension can be
- found `here on GitHub <https://github.com/godot-jolt/godot-jolt>`_ and in Godot's asset
- library.
- To change the 3D physics engine to be Jolt Physics, set
- :ref:`Project Settings > Physics > 3D > Physics Engine<class_ProjectSettings_property_physics/3D/Physics_Engine>`
- to ``Jolt Physics``. Once you've done that, click the **Save & Restart** button.
- When the editor opens again, 3D scenes should now be using Jolt for physics.
- Notable differences to Godot Physics
- ------------------------------------
- There are many differences between the existing Godot Physics engine and Jolt.
- Area3D and static bodies
- ~~~~~~~~~~~~~~~~~~~~~~~~
- When using Jolt, :ref:`class_Area3D` will not detect overlaps with :ref:`class_StaticBody3D`
- (nor a :ref:`class_RigidBody3D` frozen with ``FREEZE_MODE_STATIC``) by default, for
- performance reasons. If you have many/large :ref:`class_Area3D` overlapping with
- complex static geometry, such as :ref:`class_ConcavePolygonShape3D` or
- :ref:`class_HeightMapShape3D`, you can end up wasting a significant amount of CPU
- performance and memory without realizing it.
- For this reason this behavior is opt-in through the project setting
- :ref:`Physics > Jolt Physics 3D > Simulation > Areas Detect Static Bodies<class_ProjectSettings_property_physics/jolt_physics_3d/simulation/areas_detect_static_bodies>`,
- with the recommendation that you set up your collision layers and masks in such a
- way that only a few small :ref:`class_Area3D` are able to detect collisions with
- static bodies.
- Joint properties
- ~~~~~~~~~~~~~~~~
- The current interfaces for the 3D joint nodes don't quite line up with the interface
- of Jolt's own joints. As such, there are a number of joint properties that are not
- supported, mainly ones related to configuring the joint's soft limits.
- The unsupported properties are:
- - PinJoint3D: ``bias``, ``damping``, ``impulse_clamp``
- - HingeJoint3D: ``bias``, ``softness``, ``relaxation``
- - SliderJoint3D: ``angular_\*``, ``\*_limit/softness``, ``\*_limit/restitution``, ``\*_limit/damping``
- - ConeTwistJoint3D: ``bias``, ``relaxation``, ``softness``
- - Generic6DOFJoint3D: ``*_limit_*/softness``, ``*_limit_*/restitution``, ``*_limit_*/damping``, ``*_limit_*/erp``
- Currently a warning is emitted if you set these properties to anything but their
- default values.
- Single-body joints
- ~~~~~~~~~~~~~~~~~~
- You can, in Godot, omit one of the joint bodies for a two-body joint and effectively
- have "the world" be the other body. However, the node path that you assign your body
- to (:ref:`node_a<class_Joint3D_property_node_a>` vs :ref:`node_b<class_Joint3D_property_node_b>`)
- is ignored. Godot Physics will always behave as if you
- assigned it to ``node_a``, and since ``node_a`` is also what defines the frame of reference
- for the joint limits, you end up with inverted limits and a potentially strange
- limit shape, especially if your limits allow both linear and angular degrees of
- freedom.
- Jolt will behave as if you assigned the body to ``node_b`` instead, with ``node_a``
- representing "the world". There is a project setting called :ref:`Physics > Jolt Physics 3D > Joints > World Node<class_ProjectSettings_property_physics/jolt_physics_3d/joints/world_node>`
- that lets you toggle this behavior, if you need compatibility for an existing project.
- Collision margins
- ~~~~~~~~~~~~~~~~~
- Jolt (and other similar physics engines) uses something that Jolt refers to as
- "convex radius" to help improve the performance and behavior of the types of
- collision detection that Jolt relies on for convex shapes. Other physics engines
- (Godot included) might refer to these as "collision margins" instead. Godot exposes
- these as the ``margin`` property on every Shape3D-derived class, but Godot Physics
- itself does not use them for anything.
- What these collision margins sometimes do in other engines (as described in Godot's
- documentation) is effectively add a "shell" around the shape, slightly increasing
- its size while also rounding off any edges/corners. In Jolt however, these margins
- are first used to shrink the shape, and then the "shell" is applied, resulting in
- edges/corners being similarly rounded off, but without increasing the size of the
- shape.
- To prevent having to tweak this margin property manually, since its default value
- can be problematic for smaller shapes, the Jolt module exposes a project setting
- called :ref:`Physics > Jolt Physics 3D > Collisions > Collision Margin Fraction<class_ProjectSettings_property_physics/jolt_physics_3d/collisions/collision_margin_fraction>`
- which is multiplied with the smallest axis of the shape's AABB to calculate the
- actual margin. The margin property of the shape is then instead used as an upper
- bound.
- These margins should, for most use-cases, be more or less transparent, but can
- sometimes result in odd collision normals when performing shape queries. You can
- lower the above mentioned project setting to mitigate some of this, including
- setting it to ``0.0``, but too small of a margin can also cause odd collision results,
- so is generally not recommended.
- Baumgarte stabilization
- ~~~~~~~~~~~~~~~~~~~~~~~
- Baumgarte stabilization is a method to resolve penetrating bodies and push them to a
- state where they are just touching. In Godot Physics this works like a spring. This
- means that bodies can accelerate and may cause the bodies to overshoot and separate
- completely. With Jolt, the stabilization is only applied to the position and not to
- the velocity of the body. This means it cannot overshoot but it may take longer to
- resolve the penetration.
- The strength of this stabilization can be tweaked using the project setting
- :ref:`Physics > Jolt Physics 3D > Simulation > Baumgarte Stabilization Factor<class_ProjectSettings_property_physics/jolt_physics_3d/simulation/baumgarte_stabilization_factor>`.
- Setting this project setting to ``0.0`` will turn Baumgarte stabilization off.
- Setting it to ``1.0`` will resolve penetration in 1 simulation step. This is fast
- but often also unstable.
- Ghost collisions
- ~~~~~~~~~~~~~~~~
- Jolt employs two techniques to mitigate ghost collisions, meaning collisions with
- internal edges of shapes/bodies that result in collision normals that oppose the
- direction of movement.
- The first technique, called "active edge detection", marks edges of triangles in
- :ref:`class_ConcavePolygonShape3D` or :ref:`class_HeightMapShape3D` as either "active" or "inactive", based on
- the angle to the neighboring triangle. When a collision happens with an inactive
- edge the collision normal will be replaced with the triangle's normal instead, to
- lessen the effect of ghost collisions.
- The angle threshold for this active edge detection is configurable through the
- project setting :ref:`Physics >Jolt Physics 3D > Collisions > Active Edge Threshold<class_ProjectSettings_property_physics/jolt_physics_3d/collisions/active_edge_threshold>`.
- The second technique, called "enhanced internal edge removal", instead adds runtime
- checks to detect whether an edge is active or inactive, based on the contact points
- of the two bodies. This has the benefit of applying not only to collisions with
- :ref:`class_ConcavePolygonShape3D` and :ref:`class_HeightMapShape3D`, but also edges between any shapes within
- the same body.
- Enhanced internal edge removal can be toggled on and off for the various contexts to
- which it's applied, using the :ref:`Physics >Jolt Physics 3D > Simulation > Use Enhanced Internal Edge Removal<class_ProjectSettings_property_physics/jolt_physics_3d/simulation/use_enhanced_internal_edge_removal>`,
- project setting, and the similar settings for :ref:`queries<class_ProjectSettings_property_physics/jolt_physics_3d/queries/use_enhanced_internal_edge_removal>`
- and :ref:`motion queries<class_ProjectSettings_property_physics/jolt_physics_3d/motion_queries/use_enhanced_internal_edge_removal>`.
- Note that neither the active edge detection nor enhanced internal edge removal apply
- when dealing with ghost collisions between two different bodies.
- Memory usage
- ~~~~~~~~~~~~
- Jolt uses a stack allocator for temporary allocations within its simulation step.
- This stack allocator requires allocating a set amount of memory up front, which can
- be configured using the :ref:`Physics > Jolt Physics 3D > Limits > Temporary Memory Buffer Size<class_ProjectSettings_property_physics/jolt_physics_3d/limits/temporary_memory_buffer_size>`
- project setting.
- Ray-cast face index
- ~~~~~~~~~~~~~~~~~~~
- The ``face_index`` property returned in the results of :ref:`intersect_ray()<class_PhysicsDirectSpaceState3D_method_intersect_ray>`
- and RayCast3D will by default always be ``-1`` with Jolt. The project setting :ref:`Physics > Jolt Physics 3D > Queries > Enable Ray Cast Face Index<class_ProjectSettings_property_physics/jolt_physics_3d/queries/enable_ray_cast_face_index>`
- will enable them.
- Note that enabling this setting will increase the memory requirement of :ref:`class_ConcavePolygonShape3D`
- with about 25%.
- Kinematic RigidBody3D contacts
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- When using Jolt, a :ref:`class_RigidBody3D` frozen with :ref:`FREEZE_MODE_KINEMATIC<class_RigidBody3D_constant_FREEZE_MODE_KINEMATIC>`
- will by default not report contacts from collisions with other static/kinematic
- bodies, for performance reasons, even when setting a non-zero :ref:`max_contacts_reported<class_RigidBody3D_property_max_contacts_reported>`.
- If you have many/large kinematic bodies overlapping with complex static geometry,
- such as :ref:`class_ConcavePolygonShape3D` or :ref:`class_HeightMapShape3D`, you can
- end up wasting a significant amount of CPU performance and memory without realizing
- it.
- For this reason this behavior is opt-in through the project setting
- :ref:`Physics > Jolt Physics 3D > Simulation > Generate All Kinematic Contacts<class_ProjectSettings_property_physics/jolt_physics_3d/simulation/generate_all_kinematic_contacts>`.
- Contact impulses
- ~~~~~~~~~~~~~~~~
- Due to limitations internal to Jolt, the contact impulses provided by :ref:`PhysicsDirectBodyState3D.get_contact_impulse()<class_physicsdirectbodystate3d_method_get_contact_impulse>`
- are estimated ahead of time based on things like the contact manifold and velocities
- of the colliding bodies. This means that the reported impulses will only be accurate
- in cases where the two bodies in question are not colliding with any other bodies.
- Area3D and SoftBody3D
- ~~~~~~~~~~~~~~~~~~~~~
- Jolt does not currently support any interactions between :ref:`class_SoftBody3D`
- and :ref:`class_Area3D`, such as overlap events, or the wind properties found on
- :ref:`class_Area3D`.
- WorldBoundaryShape3D
- ~~~~~~~~~~~~~~~~~~~~
- :ref:`class_WorldBoundaryShape3D`, which is meant to represent an infinite plane, is
- implemented a bit differently in Jolt compared to Godot Physics. Both engines have
- an upper limit for how big the effective size of this plane can be, but this size is
- much smaller when using Jolt, in order to avoid precision issues.
- You can configure this size using the :ref:`Physics > Jolt Physics 3D > Limits > World Boundary Shape Size<class_ProjectSettings_Property_physics/jolt_physics_3d/limits/world_boundary_shape_size>`
- project setting.
- Notable differences to the Godot Jolt extension
- -----------------------------------------------
- While the built-in Jolt module is largely a straight port of the Godot Jolt
- extension, there are a few things that are different.
- Project settings
- ~~~~~~~~~~~~~~~~
- All project settings have been moved from the ``physics/jolt_3d`` category to
- ``physics/jolt_physics_3d``.
- On top of that, there's been some renaming and refactoring of the individual project
- settings as well. These include:
- - ``sleep/enabled`` is now ``simulation/allow_sleep.``
- - ``sleep/velocity_threshold`` is now ``simulation/sleep_velocity_threshold.``
- - ``sleep/time_threshold`` is now ``simulation/sleep_time_threshold.``
- - ``collisions/use_shape_margins`` is now ``collisions/collision_margin_fraction``,
- where a value of 0 is equivalent to disabling it.
- - ``collisions/use_enhanced_internal_edge_removal`` is now ``simulation/use_enhanced_internal_edge_removal.``
- - ``collisions/areas_detect_static_bodies`` is now ``simulation/areas_detect_static_bodies.``
- - ``collisions/report_all_kinematic_contacts`` is now ``simulation/generate_all_kinematic_contacts.``
- - ``collisions/soft_body_point_margin`` is now ``simulation/soft_body_point_radius.``
- - ``collisions/body_pair_cache_enabled is now simulation/body_pair_contact_cache_enabled.``
- - ``collisions/body_pair_cache_distance_threshold`` is ``now simulation/body_pair_contact_cache_distance_threshold.``
- - ``collisions/body_pair_cache_angle_threshold is now simulation/body_pair_contact_cache_angle_threshold.``
- - ``continuous_cd/movement_threshold`` is now ``simulation/continuous_cd_movement_threshold``,
- but expressed as a fraction instead of a percentage.
- - ``continuous_cd/max_penetration`` is now ``simulation/continuous_cd_max_penetration``,
- but expressed as a fraction instead of a percentage.
- - ``kinematics/use_enhanced_internal_edge_removal`` is now ``motion_queries/use_enhanced_internal_edge_removal.``
- - ``kinematics/recovery_iterations`` is now ``motion_queries/recovery_iterations``,
- but expressed as a fraction instead of a percentage.
- - ``kinematics/recovery_amount`` is now ``motion_queries/recovery_amount.``
- - ``queries/use_legacy_ray_casting`` has been removed.
- - ``solver/position_iterations`` is now ``simulation/position_steps.``
- - ``solver/velocity_iterations`` is now ``simulation/velocity_steps.``
- - ``solver/position_correction`` is now ``simulation/baumgarte_stabilization_factor``,
- but expressed as a fraction instead of a percentage.
- - ``solver/active_edge_threshold`` is now ``collisions/active_edge_threshold.``
- - ``solver/bounce_velocity_threshold`` is now ``simulation/bounce_velocity_threshold.``
- - ``solver/contact_speculative_distance`` is now ``simulation/speculative_contact_distance.``
- - ``solver/contact_allowed_penetration`` is now ``simulation/penetration_slop.``
- - ``limits/max_angular_velocity`` is now stored as radians instead.
- - ``limits/max_temporary_memory`` is now ``limits/temporary_memory_buffer_size.``
- Joint nodes
- ~~~~~~~~~~~
- The joint nodes that are exposed in the Godot Jolt extension (JoltPinJoint3D,
- JoltHingeJoint3D, JoltSliderJoint3D, JoltConeTwistJoint3D, and JoltGeneric6DOFJoint)
- have not been included in the Jolt module.
- Thread safety
- ~~~~~~~~~~~~~
- Unlike the Godot Jolt extension, the Jolt module does have thread-safety,
- including support for the :ref:`Physics > 3D > Run On Separate Thread<class_ProjectSettings_Property_physics/3d/run_on_separate_thread>`
- project setting. However this has not been tested very thoroughly, so it should be
- considered experimental.
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