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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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Overview
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--------
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The Jolt physics engine was added as an alternative to the existing GodotPhysics3D
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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 partiy** with both
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GodotPhysics3D, and the 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. A
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roadmap of this module can be found at the bottom of this page.
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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 the Jolt module go to
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:ref:`**Project Settings > Physics > 3D > Physics Engine**<class_ProjectSettings_property_physics/3D/Physics_Engine>`
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and select ``Jolt Physics`` from the dropdown menu. Once you've done that click the
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``Save & Restart`` button, when the editor opens again 3D scenes should now be using
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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 GodotPhysics3D 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 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/masks in such a way that only
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the relevant :ref:`class_Area3D` are able to detect collisions with 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 an error 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 (node_a vs node_b) 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, as a leftover from the
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Bullet integration in Godot 3, but Godot Physics itself does not use them for
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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, this module exposes a project setting called
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: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``, 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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the baumgarte stabilization jolt uses can result in some artifacts, like piles of
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bodies not separating as quickly as one might expect.
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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 ``1.0`` will resolve penetration in 1 simulation
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step, resulting in a simulation that more closely resembles Godot Physics, but which
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is also more 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.
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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 ``physics/jolt_physics_3d/*/use_enhanced_internal_edge_removal``
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project settings.
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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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Jolt also makes use of aligned allocations for some of its memory usage, which it
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acquires through function pointers that the implementer assigns. Aligned allocations
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were recently added to Godot in the form of ``Memory::alloc_aligned_static``,
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``Memory::realloc_aligned_static``, and ``Memory::free_aligned_static``, which have all been
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hooked up to Jolt. However, these aligned allocation functions don't currently touch
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``Memory::mem_usage``, which means that some of Jolt's memory won't be tracked, and thus
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the performance monitors in Godot won't be accurate.
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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 intersect_ray and RayCast3D will
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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. The reason for this being that Jolt does not store these indices,
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and for them to be stored per-triangle userdata must be enabled, which adds about
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25% extra memory usage to the underlying Jolt implementation of :ref:`class_ConcavePolygonShape3D`.
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Kinematic RigidBody3D contacts
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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When using Jolt, a :ref:`class_RigidBody3D` frozen with ``FREEZE_MODE_KINEMATIC`` will by default not
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report contacts from collisions with other static/kinematic bodies, for performance
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reasons, even when setting a non-zero max_contacts_reported. If you have many/large
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kinematic bodies overlapping with complex static geometry, such as :ref:`class_ConcavePolygonShape3D`
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or :ref:`class_HeightMapShape3D`, you can end up wasting a significant amount of CPU
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performance 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/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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Jolt is not able to provide any impulse as part of its contact data, due to how it
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orders its simulation step, and instead provides a helper function for estimating
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what the impulse would be based on various parameters. While this is fine for most
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use cases, like emitting a sound based on how hard something collided, it won't be
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accurate if a body is colliding with multiple bodies during a simulation step.
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Area3D and SoftBody3D
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~~~~~~~~~~~~~~~~~~~~~
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This module 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`. Support for this has been added to Jolt recently, but it is not
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currently part of the built-in Jolt module.
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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 Godot Jolt
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---------------------------------
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While this module is largely a straight port of the Godot Jolt extension, with a lot
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of cosmetic changes, 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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There might be some discussion to be had with regards to migrating the settings
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values for projects who have previously been relying on the extension.
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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 with this module.
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Thread Safety
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~~~~~~~~~~~~~
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Unlike the Godot Jolt extension, this module does have experimental 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. This is achieved by utilizing the same wrapper server that's used
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by Godot Physics, called ``PhysicsServer3DWrapMT``, as well as introducing a mutex
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around the rebuilding of shapes, since concurrent shape-casts could otherwise
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trigger a race condition.
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This has however not been tested very thoroughly, so should be considered
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experimental.

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