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Merge pull request #10526 from skyace65/Jolt
Document Jolt built-in module in 4.4
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tutorials/physics/index.rst

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:name: toc-learn-features-physics
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physics_introduction
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using_jolt_physics
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rigid_body
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using_area_2d
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using_character_body_2d
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.. _doc_using_jolt_physics:
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Using Jolt Physics
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==================
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Introduction
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------------
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The Jolt physics engine was added as an alternative to the existing Godot Physics
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physics engine in 4.4. Jolt is developed by Jorrit Rouwe with a focus on games and
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VR applications. Previously it was available as a extension but is now built into
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Godot.
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It is important to note that the built-in Jolt Physics module is considered
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**not finished**, **experimental**, and **lacks feature parity** with both
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Godot Physics and the Godot Jolt extension. Behavior may change as it is developed
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further. Please keep that in mind when choosing what to use for your project.
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The existing extension is now considered in maintenance mode. That means bug fixes
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will be merged, and it will be kept compatible with new versions of Godot until
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the built-in module has feature parity with the extension. The extension can be
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found `here on GitHub <https://github.com/godot-jolt/godot-jolt>`_ and in Godot's asset
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library.
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To change the 3D physics engine to be Jolt Physics, set
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:ref:`Project Settings > Physics > 3D > Physics Engine<class_ProjectSettings_property_physics/3D/Physics_Engine>`
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to ``Jolt Physics``. Once you've done that, click the **Save & Restart** button.
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When the editor opens again, 3D scenes should now be using Jolt for physics.
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Notable differences to Godot Physics
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------------------------------------
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There are many differences between the existing Godot Physics engine and Jolt.
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Area3D and static bodies
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~~~~~~~~~~~~~~~~~~~~~~~~
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When using Jolt, :ref:`class_Area3D` will not detect overlaps with :ref:`class_StaticBody3D`
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(nor a :ref:`class_RigidBody3D` frozen with ``FREEZE_MODE_STATIC``) by default, for
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performance reasons. If you have many/large :ref:`class_Area3D` overlapping with
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complex static geometry, such as :ref:`class_ConcavePolygonShape3D` or
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:ref:`class_HeightMapShape3D`, you can end up wasting a significant amount of CPU
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performance and memory without realizing it.
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For this reason this behavior is opt-in through the project setting
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:ref:`Physics > Jolt Physics 3D > Simulation > Areas Detect Static Bodies<class_ProjectSettings_property_physics/jolt_physics_3d/simulation/areas_detect_static_bodies>`,
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with the recommendation that you set up your collision layers and masks in such a
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way that only a few small :ref:`class_Area3D` are able to detect collisions with
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static bodies.
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Joint properties
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~~~~~~~~~~~~~~~~
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The current interfaces for the 3D joint nodes don't quite line up with the interface
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of Jolt's own joints. As such, there are a number of joint properties that are not
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supported, mainly ones related to configuring the joint's soft limits.
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The unsupported properties are:
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- PinJoint3D: ``bias``, ``damping``, ``impulse_clamp``
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- HingeJoint3D: ``bias``, ``softness``, ``relaxation``
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- SliderJoint3D: ``angular_\*``, ``\*_limit/softness``, ``\*_limit/restitution``, ``\*_limit/damping``
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- ConeTwistJoint3D: ``bias``, ``relaxation``, ``softness``
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- Generic6DOFJoint3D: ``*_limit_*/softness``, ``*_limit_*/restitution``, ``*_limit_*/damping``, ``*_limit_*/erp``
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Currently a warning is emitted if you set these properties to anything but their
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default values.
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Single-body joints
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~~~~~~~~~~~~~~~~~~
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You can, in Godot, omit one of the joint bodies for a two-body joint and effectively
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have "the world" be the other body. However, the node path that you assign your body
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to (:ref:`node_a<class_Joint3D_property_node_a>` vs :ref:`node_b<class_Joint3D_property_node_b>`)
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is ignored. Godot Physics will always behave as if you
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assigned it to ``node_a``, and since ``node_a`` is also what defines the frame of reference
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for the joint limits, you end up with inverted limits and a potentially strange
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limit shape, especially if your limits allow both linear and angular degrees of
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freedom.
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Jolt will behave as if you assigned the body to ``node_b`` instead, with ``node_a``
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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>`
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that lets you toggle this behavior, if you need compatibility for an existing project.
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Collision margins
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~~~~~~~~~~~~~~~~~
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Jolt (and other similar physics engines) uses something that Jolt refers to as
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"convex radius" to help improve the performance and behavior of the types of
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collision detection that Jolt relies on for convex shapes. Other physics engines
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(Godot included) might refer to these as "collision margins" instead. Godot exposes
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these as the ``margin`` property on every Shape3D-derived class, but Godot Physics
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itself does not use them for anything.
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What these collision margins sometimes do in other engines (as described in Godot's
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documentation) is effectively add a "shell" around the shape, slightly increasing
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its size while also rounding off any edges/corners. In Jolt however, these margins
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are first used to shrink the shape, and then the "shell" is applied, resulting in
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edges/corners being similarly rounded off, but without increasing the size of the
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shape.
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To prevent having to tweak this margin property manually, since its default value
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can be problematic for smaller shapes, the Jolt module exposes a project setting
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called :ref:`Physics > Jolt Physics 3D > Collisions > Collision Margin Fraction<class_ProjectSettings_property_physics/jolt_physics_3d/collisions/collision_margin_fraction>`
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which is multiplied with the smallest axis of the shape's AABB to calculate the
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actual margin. The margin property of the shape is then instead used as an upper
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bound.
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These margins should, for most use-cases, be more or less transparent, but can
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sometimes result in odd collision normals when performing shape queries. You can
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lower the above mentioned project setting to mitigate some of this, including
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setting it to ``0.0``, but too small of a margin can also cause odd collision results,
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so is generally not recommended.
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Baumgarte stabilization
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~~~~~~~~~~~~~~~~~~~~~~~
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Baumgarte stabilization is a method to resolve penetrating bodies and push them to a
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state where they are just touching. In Godot Physics this works like a spring. This
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means that bodies can accelerate and may cause the bodies to overshoot and separate
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completely. With Jolt, the stabilization is only applied to the position and not to
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the velocity of the body. This means it cannot overshoot but it may take longer to
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resolve the penetration.
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The strength of this stabilization can be tweaked using the project setting
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:ref:`Physics > Jolt Physics 3D > Simulation > Baumgarte Stabilization Factor<class_ProjectSettings_property_physics/jolt_physics_3d/simulation/baumgarte_stabilization_factor>`.
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Setting this project setting to ``0.0`` will turn Baumgarte stabilization off.
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Setting it to ``1.0`` will resolve penetration in 1 simulation step. This is fast
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but often also unstable.
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Ghost collisions
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~~~~~~~~~~~~~~~~
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Jolt employs two techniques to mitigate ghost collisions, meaning collisions with
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internal edges of shapes/bodies that result in collision normals that oppose the
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direction of movement.
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The first technique, called "active edge detection", marks edges of triangles in
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:ref:`class_ConcavePolygonShape3D` or :ref:`class_HeightMapShape3D` as either "active" or "inactive", based on
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the angle to the neighboring triangle. When a collision happens with an inactive
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edge the collision normal will be replaced with the triangle's normal instead, to
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lessen the effect of ghost collisions.
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The angle threshold for this active edge detection is configurable through the
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project setting :ref:`Physics >Jolt Physics 3D > Collisions > Active Edge Threshold<class_ProjectSettings_property_physics/jolt_physics_3d/collisions/active_edge_threshold>`.
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The second technique, called "enhanced internal edge removal", instead adds runtime
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checks to detect whether an edge is active or inactive, based on the contact points
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of the two bodies. This has the benefit of applying not only to collisions with
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:ref:`class_ConcavePolygonShape3D` and :ref:`class_HeightMapShape3D`, but also edges between any shapes within
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the same body.
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Enhanced internal edge removal can be toggled on and off for the various contexts to
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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>`,
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project setting, and the similar settings for :ref:`queries<class_ProjectSettings_property_physics/jolt_physics_3d/queries/use_enhanced_internal_edge_removal>`
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and :ref:`motion queries<class_ProjectSettings_property_physics/jolt_physics_3d/motion_queries/use_enhanced_internal_edge_removal>`.
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Note that neither the active edge detection nor enhanced internal edge removal apply
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when dealing with ghost collisions between two different bodies.
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Memory usage
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~~~~~~~~~~~~
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Jolt uses a stack allocator for temporary allocations within its simulation step.
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This stack allocator requires allocating a set amount of memory up front, which can
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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>`
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project setting.
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Ray-cast face index
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~~~~~~~~~~~~~~~~~~~
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The ``face_index`` property returned in the results of :ref:`intersect_ray()<class_PhysicsDirectSpaceState3D_method_intersect_ray>`
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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>`
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will enable them.
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Note that enabling this setting will increase the memory requirement of :ref:`class_ConcavePolygonShape3D`
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with about 25%.
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Kinematic RigidBody3D contacts
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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When using Jolt, a :ref:`class_RigidBody3D` frozen with :ref:`FREEZE_MODE_KINEMATIC<class_RigidBody3D_constant_FREEZE_MODE_KINEMATIC>`
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will by default not report contacts from collisions with other static/kinematic
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bodies, for performance reasons, even when setting a non-zero :ref:`max_contacts_reported<class_RigidBody3D_property_max_contacts_reported>`.
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If you have many/large kinematic bodies overlapping with complex static geometry,
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such as :ref:`class_ConcavePolygonShape3D` or :ref:`class_HeightMapShape3D`, you can
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end up wasting a significant amount of CPU performance and memory without realizing
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it.
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For this reason this behavior is opt-in through the project setting
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:ref:`Physics > Jolt Physics 3D > Simulation > Generate All Kinematic Contacts<class_ProjectSettings_property_physics/jolt_physics_3d/simulation/generate_all_kinematic_contacts>`.
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Contact impulses
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~~~~~~~~~~~~~~~~
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Due to limitations internal to Jolt, the contact impulses provided by :ref:`PhysicsDirectBodyState3D.get_contact_impulse()<class_physicsdirectbodystate3d_method_get_contact_impulse>`
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are estimated ahead of time based on things like the contact manifold and velocities
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of the colliding bodies. This means that the reported impulses will only be accurate
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in cases where the two bodies in question are not colliding with any other bodies.
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Area3D and SoftBody3D
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~~~~~~~~~~~~~~~~~~~~~
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Jolt does not currently support any interactions between :ref:`class_SoftBody3D`
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and :ref:`class_Area3D`, such as overlap events, or the wind properties found on
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:ref:`class_Area3D`.
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WorldBoundaryShape3D
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~~~~~~~~~~~~~~~~~~~~
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:ref:`class_WorldBoundaryShape3D`, which is meant to represent an infinite plane, is
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implemented a bit differently in Jolt compared to Godot Physics. Both engines have
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an upper limit for how big the effective size of this plane can be, but this size is
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much smaller when using Jolt, in order to avoid precision issues.
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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>`
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project setting.
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Notable differences to the Godot Jolt extension
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-----------------------------------------------
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While the built-in Jolt module is largely a straight port of the Godot Jolt
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extension, there are a few things that are different.
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Project settings
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~~~~~~~~~~~~~~~~
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All project settings have been moved from the ``physics/jolt_3d`` category to
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``physics/jolt_physics_3d``.
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On top of that, there's been some renaming and refactoring of the individual project
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settings as well. These include:
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- ``sleep/enabled`` is now ``simulation/allow_sleep.``
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- ``sleep/velocity_threshold`` is now ``simulation/sleep_velocity_threshold.``
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- ``sleep/time_threshold`` is now ``simulation/sleep_time_threshold.``
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- ``collisions/use_shape_margins`` is now ``collisions/collision_margin_fraction``,
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where a value of 0 is equivalent to disabling it.
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- ``collisions/use_enhanced_internal_edge_removal`` is now ``simulation/use_enhanced_internal_edge_removal.``
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- ``collisions/areas_detect_static_bodies`` is now ``simulation/areas_detect_static_bodies.``
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- ``collisions/report_all_kinematic_contacts`` is now ``simulation/generate_all_kinematic_contacts.``
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- ``collisions/soft_body_point_margin`` is now ``simulation/soft_body_point_radius.``
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- ``collisions/body_pair_cache_enabled is now simulation/body_pair_contact_cache_enabled.``
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- ``collisions/body_pair_cache_distance_threshold`` is ``now simulation/body_pair_contact_cache_distance_threshold.``
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- ``collisions/body_pair_cache_angle_threshold is now simulation/body_pair_contact_cache_angle_threshold.``
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- ``continuous_cd/movement_threshold`` is now ``simulation/continuous_cd_movement_threshold``,
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but expressed as a fraction instead of a percentage.
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- ``continuous_cd/max_penetration`` is now ``simulation/continuous_cd_max_penetration``,
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but expressed as a fraction instead of a percentage.
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- ``kinematics/use_enhanced_internal_edge_removal`` is now ``motion_queries/use_enhanced_internal_edge_removal.``
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- ``kinematics/recovery_iterations`` is now ``motion_queries/recovery_iterations``,
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but expressed as a fraction instead of a percentage.
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- ``kinematics/recovery_amount`` is now ``motion_queries/recovery_amount.``
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- ``queries/use_legacy_ray_casting`` has been removed.
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- ``solver/position_iterations`` is now ``simulation/position_steps.``
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- ``solver/velocity_iterations`` is now ``simulation/velocity_steps.``
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- ``solver/position_correction`` is now ``simulation/baumgarte_stabilization_factor``,
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but expressed as a fraction instead of a percentage.
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- ``solver/active_edge_threshold`` is now ``collisions/active_edge_threshold.``
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- ``solver/bounce_velocity_threshold`` is now ``simulation/bounce_velocity_threshold.``
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- ``solver/contact_speculative_distance`` is now ``simulation/speculative_contact_distance.``
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- ``solver/contact_allowed_penetration`` is now ``simulation/penetration_slop.``
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- ``limits/max_angular_velocity`` is now stored as radians instead.
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- ``limits/max_temporary_memory`` is now ``limits/temporary_memory_buffer_size.``
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Joint nodes
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~~~~~~~~~~~
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The joint nodes that are exposed in the Godot Jolt extension (JoltPinJoint3D,
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JoltHingeJoint3D, JoltSliderJoint3D, JoltConeTwistJoint3D, and JoltGeneric6DOFJoint)
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have not been included in the Jolt module.
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Thread safety
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~~~~~~~~~~~~~
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Unlike the Godot Jolt extension, the Jolt module does have thread-safety,
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including support for the :ref:`Physics > 3D > Run On Separate Thread<class_ProjectSettings_Property_physics/3d/run_on_separate_thread>`
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project setting. However this has not been tested very thoroughly, so it should be
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considered experimental.

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