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Document Jolt built-in module in 4.4
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.. _doc_using_jolt_physics: | ||
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Using Jolt Physics | ||
================== | ||
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Introduction | ||
------------ | ||
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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. | ||
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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. | ||
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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. | ||
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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. | ||
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Notable differences to Godot Physics | ||
------------------------------------ | ||
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There are many differences between the existing Godot Physics engine and Jolt. | ||
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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. | ||
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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. | ||
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Joint properties | ||
~~~~~~~~~~~~~~~~ | ||
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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. | ||
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The unsupported properties are: | ||
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- 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`` | ||
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Currently a warning is emitted if you set these properties to anything but their | ||
default values. | ||
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Single-body joints | ||
~~~~~~~~~~~~~~~~~~ | ||
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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. | ||
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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. | ||
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Collision margins | ||
~~~~~~~~~~~~~~~~~ | ||
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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. | ||
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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. | ||
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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. | ||
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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. | ||
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Baumgarte stabilization | ||
~~~~~~~~~~~~~~~~~~~~~~~ | ||
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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. | ||
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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 ``1.0`` will resolve penetration in 1 simulation | ||
step, resulting in a simulation that more closely resembles Godot Physics, but which | ||
is also more unstable. | ||
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Ghost collisions | ||
~~~~~~~~~~~~~~~~ | ||
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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. | ||
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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. | ||
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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>`. | ||
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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. | ||
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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>`. | ||
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Note that neither the active edge detection nor enhanced internal edge removal apply | ||
when dealing with ghost collisions between two different bodies. | ||
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Memory usage | ||
~~~~~~~~~~~~ | ||
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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. | ||
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Ray-cast face index | ||
~~~~~~~~~~~~~~~~~~~ | ||
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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. | ||
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Note that enabling this setting will increase the memory requirement of :ref:`class_ConcavePolygonShape3D` | ||
with about 25%. | ||
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Kinematic RigidBody3D contacts | ||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ||
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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. | ||
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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>`. | ||
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Contact impulses | ||
~~~~~~~~~~~~~~~~ | ||
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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>` | ||
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. | ||
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Area3D and SoftBody3D | ||
~~~~~~~~~~~~~~~~~~~~~ | ||
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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`. | ||
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WorldBoundaryShape3D | ||
~~~~~~~~~~~~~~~~~~~~ | ||
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: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. | ||
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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>` | ||
project setting. | ||
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Notable differences to the Godot Jolt extension | ||
----------------------------------------------- | ||
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While the built-in Jolt module is largely a straight port of the Godot Jolt | ||
extension, there are a few things that are different. | ||
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Project settings | ||
~~~~~~~~~~~~~~~~ | ||
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All project settings have been moved from the ``physics/jolt_3d`` category to | ||
``physics/jolt_physics_3d``. | ||
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On top of that, there's been some renaming and refactoring of the individual project | ||
settings as well. These include: | ||
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- ``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.`` | ||
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Joint nodes | ||
~~~~~~~~~~~ | ||
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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. | ||
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Thread safety | ||
~~~~~~~~~~~~~ | ||
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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. |