Browse Source

Merge pull request #10526 from skyace65/Jolt

Document Jolt built-in module in 4.4
tetrapod 5 months ago
parent
commit
d80b1505c3
2 changed files with 279 additions and 0 deletions
  1. 1 0
      tutorials/physics/index.rst
  2. 278 0
      tutorials/physics/using_jolt_physics.rst

+ 1 - 0
tutorials/physics/index.rst

@@ -10,6 +10,7 @@ Physics
    :name: toc-learn-features-physics
    :name: toc-learn-features-physics
 
 
    physics_introduction
    physics_introduction
+   using_jolt_physics
    rigid_body
    rigid_body
    using_area_2d
    using_area_2d
    using_character_body_2d
    using_character_body_2d

+ 278 - 0
tutorials/physics/using_jolt_physics.rst

@@ -0,0 +1,278 @@
+.. _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.