Commit graph

108 commits

Author SHA1 Message Date
Mikael Hermansson
1c16c4fdcc Add ability for Area3D to detect/influence SoftBody3D with Jolt Physics
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2026-02-12 16:30:05 +01:00
Jorrit Rouwe
8a6d125ec2 Jolt Soft Body: Make default mass 1 kg and fix stiffness conversion
Before this change, the default SoftBody3D mass was 0 which would set the mass of every vertex to 1 kg. The SoftBody3D UI in this case shows 0.001 kg, while for a cloth with a reasonable number of subdivisions the actual weight would be in the order of 1000 kg. This weight is likely to be much more than the weight of other RigidBody3D's in the scene (their default weight is 1) causing unrealistic interactions.

* Changed the default mass for a soft body to 1 kg, this mass is distributed uniformly across all soft body vertices. This matches what Godot Physics does.
* Added a missing call to _update_mass() so that calling set_mass after creation actually updates the mass now.
* Added an error check to set_mass() so that it no longer accepts zero mass as input.
* Fixed the conversion from godot stiffness to Jolt's compliance with a formula that was derived from the XPBD vs PBD equations. The previous conversion routine was determined experimentally and did not account for vertex mass. This meant that when the vertex mass became really low, the simulation became unstable.
2026-02-08 10:38:46 +01:00
Lukas Tenbrink
c5df0cb82b Don't right-align escaped newlines, e.g. for #define. This has previously led to long diffs in the commit history. 2026-02-04 19:31:28 +01:00
Rémi Verschelde
429750f60b
Merge pull request #115093 from Ivorforce/hashmap-explicit-copy
Change copy constructors of `HashMap` and `AHashMap` from implicit to explicit
2026-01-31 22:50:51 +01:00
Thaddeus Crews
657d06a8f3
Merge pull request #115305 from jrouwe/115169_v3
Jolt Physics: Rework how gravity is applied to dynamic bodies to prevent energy increase on elastic collisions
2026-01-26 15:01:56 -06:00
Mikael Hermansson
e7cf2f42cc Fix transform updates sometimes being discarded when using Jolt
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2026-01-25 16:44:08 +01:00
Jorrit Rouwe
be27d23116 Jolt Physics: Reworked how gravity is applied to dynamic bodies to prevent energy increase on elastic collisions 2026-01-23 20:08:05 +01:00
Lukas Tenbrink
1825e89787 Change copy constructors of HashMap and AHashMap from implicit to explicit. 2026-01-21 13:01:23 +01:00
Mikael Hermansson
7efdb83924 Remove call to PhysicsServer3D from Jolt Physics implementation 2025-12-05 13:52:42 +01:00
David Snopek
308f23f21d Synchronize the names for RequiredParam<T> arguments in header files 2025-12-03 04:14:52 -06:00
David Snopek
fc92ce3e7f Use RequiredParam/RequiredResult in some high value places 2025-12-02 10:44:12 -06:00
Jorrit Rouwe
6141e1dcc8 Jolt Physics: Remove sharing shared soft body settings from SoftBody3D
Since the soft body meshes are always copied before simulation, the shared map never actually shared data with anything. This also makes it possible to create the mesh in local space the 2nd time it gets added to a space.

This fixes the following 2 problems:
* Inertia calculation becomes inaccurate when the vertices are far away from the origin. This triggered a harmless assert on 2nd insert.
* The pressure calculations become inaccurate when the vertices are far away from the origin. Since we update the soft body position to the center of mass of all vertices at the end of every physics update, this problem lasted only for a single frame after reinserting and could cause a little jolt.
2025-11-11 21:19:48 +01:00
Jorrit Rouwe
7be272e24a SoftBody3D's position influences its physics in Jolt
The position of a soft body was always kept at identity. This introduced computational errors when moving the soft body away from the origin. Translation is now stored in the soft body's position rather than in its vertices.

Fixes #112348
2025-11-07 21:21:41 +01:00
Robert Yevdokimov
f7b7c0827b Jolt: Add null checks to jolt_free and jolt_aligned_free 2025-11-04 08:43:55 -06:00
Mikael Hermansson
cf75064c71 Jolt: Update to 5.4.0 2025-10-07 13:43:40 +02:00
Rémi Verschelde
9052d31c68
Merge pull request #111331 from Repiteo/scons/revert-cppextpath
Revert "SCons: Add `CPPEXTPATH` for external includes"
2025-10-07 13:07:19 +02:00
Thaddeus Crews
b17aa3343a
Revert "SCons: Add CPPEXTPATH for external includes" 2025-10-06 13:09:22 -05:00
Thaddeus Crews
5935a32e32
Core: Cleanup headers in core/config
- `MainLoop` now forward-declared in `OS`
2025-10-06 09:20:56 -05:00
Thaddeus Crews
3b04c8464c
Merge pull request #107273 from DexterFstone/add-game-speed-controls
Add game speed controls to the embedded game window
2025-10-06 09:06:24 -05:00
DexterFstone
7ddce8ab26 Add game speed controls to the embedded game window 2025-10-05 11:13:15 +05:30
Aaron Franke
3d1c9fd5de
Move server files into their subfolders 2025-09-30 19:39:39 -07:00
Thaddeus Crews
d705613db3
Merge pull request #110964 from mihe/jolt/invalid-test-motion
Fix crash when calling `move_and_collide` with a null `jolt_body`
2025-09-30 20:10:49 -05:00
Aaron Franke
9fbf5808a0
Rename server "free" functions to "free_rid" to match exposed API 2025-09-30 16:52:25 -07:00
Mikael Hermansson
a285ab6bcf Fix crash when calling move_and_collide with a null jolt_body 2025-09-27 13:30:04 +02:00
Mikael Hermansson
0590c974c1 Fix CCD bodies adding multiple contact manifolds when using Jolt 2025-09-26 01:17:11 +02:00
Yufeng Ying
05dae23f18 Remove dependency of variant.h in print_string.h
Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2025-09-19 14:57:36 +08:00
Luo Zhihao
793228f171
JoltPhysics: Fix orphan StringName 2025-09-08 22:18:46 +08:00
Jorrit Rouwe
09fcaa7db4 Fixed crash when rendering a soft body 3d
When a mesh is provided that has vertices that are not referenced by any face, these vertices will be discarded. In the internal 'mesh_to_physics' map, this led to uninitialized data which could result in a crash. Now we initialize the map with -1 and report an error when users try to manipulate these vertices.

Fixes #109883
2025-08-24 15:38:11 +02:00
Mikael Hermansson
6c907c2d37 Fix move_and_slide forcing synchronization with physics thread
Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
2025-08-14 18:58:36 +02:00
Thaddeus Crews
8c0900450c
Merge pull request #108495 from simpkins/deadlock_comments
Document some deadlocks in the physics server code
2025-07-18 11:05:12 -05:00
Adam Simpkins
cb25b933e7 Document some deadlocks in the physics server code
Add some comments documenting locations where
PhysicsServer3D::soft_body_set_mesh() can deadlock.

godotengine/godot-proposals#12670 has a proposal for some alternate
thread-safe soft body APIs.  In the meantime it seems worth at least
documenting some of the current pitfalls in the code.
2025-07-13 13:44:48 -07:00
Mikael Hermansson
5a16e2fc78 Fix contacts not being reported properly when using Jolt Physics 2025-07-12 14:20:38 +02:00
Thaddeus Crews
8f816614f6
Merge pull request #108239 from mihe/jolt/scene-switch-crash
Fix crash in Jolt Physics when switching scenes in editor
2025-07-04 10:09:05 -05:00
Thaddeus Crews
b7dcb1f728
Merge pull request #108094 from simpkins/jolt_soft_body_transform
Jolt physics: wake up a soft body when its transform changes
2025-07-03 12:21:27 -05:00
Mikael Hermansson
e2985a2e1f Fix crash in Jolt Physics when switching scenes in editor
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2025-07-03 16:45:53 +02:00
Mikael Hermansson
63021bb4aa Improve performance for shapeless objects when using Jolt Physics 2025-07-03 14:14:00 +02:00
Adam Simpkins
71e3a229f6 Jolt physics: wake up a soft body when its transform changes
This updates `JoltSoftBody3D::set_transform()` to wake up the
soft body after changing the transform.

Previously, if you had a soft body that was sleeping in a steady state
on a ground plane, and you then translated it upwards by 1 meter it
would just hang in the air.  Now it falls to the ground correctly.

Issue #108090 has some details and an MRP (although that issue is mostly
about other problems in SoftBody3D iteself).
2025-06-28 16:34:51 -07:00
Rémi Verschelde
f97c51132e
Merge pull request #107832 from simpkins/soft_body_normals
Fix Jolt Physics soft body vertex normal calculation
2025-06-28 13:03:01 +02:00
Adam Simpkins
dd80a3aa19 Fix jolt_physics soft body vertex normal calculation
The code previously iterated through each face and set all vertices to
that face's normal.  This resulted in each vertex getting the normal
from just one face that it belonged to (whichever face was last in this
array).  This caused weird shading artifacts.

This fixes the code so that the vertex normal is now the average normal
of all faces that it belongs to.  This results in "smooth shading"
behavior for soft body meshes.  This is still somewhat undesirable if
the input mesh was using flat shading, but it looks less bad than the
previous behavior of picking a normal at random from one attached face.

This matches the behavior of GodotPhysicsServer3D.

Fixes #107831.
2025-06-27 17:04:15 -07:00
Mikael Hermansson
50e24e24ed Fix crash when disabling SoftBody3D while using Jolt Physics 2025-06-27 12:52:47 +02:00
Mikael Hermansson
89f9a23d9e Batch the adding of Jolt Physics bodies
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2025-06-14 14:11:07 +02:00
Mikael Hermansson
e160040f0c Remove Jolt Physics project setting "Areas Detect Static Bodies" 2025-06-03 09:52:57 +02:00
Mikael Hermansson
b3ddb88035 Fix Area3D signal emissions when using Jolt Physics 2025-05-30 11:53:17 +02:00
Thaddeus Crews
dcde70f409
Merge pull request #106693 from mihe/jolt/area-cleanup
Remove force enter/exit logic from `JoltArea3D`
2025-05-28 09:47:40 -05:00
Thaddeus Crews
bb47f01481
Merge pull request #106390 from akien-mga/linux-drop-ppc32
Linux: Drop `ppc32` (32-bit PowerPC) architecture support
2025-05-28 09:47:34 -05:00
Thaddeus Crews
05ceab6b7b
Merge pull request #106321 from elzewyr/shrink-factor
SoftBody3D: Add a property for scaling rest lengths of edge constraints
2025-05-27 09:39:29 -05:00
Thaddeus Crews
de2cd663fd
Merge pull request #100463 from PiCode9560/softbody-apply-force-and-impulse
Add ability to apply forces and impulses to `SoftBody3D`
2025-05-26 11:24:45 -05:00
Thaddeus Crews
b8be0f1634
Merge pull request #106761 from mihe/jolt/move-only-shape-ref
Change `JoltShapeInstance3D` to use move semantics
2025-05-26 11:24:22 -05:00
Mikael Hermansson
92da11f69c Change JoltShapeInstance3D to use move semantics 2025-05-23 21:39:55 +02:00
PiCode
fe3aaa2ae3 Add functions to apply impulse and force to SoftBody on GodotPhysics and JoltPhysics 2025-05-23 22:04:52 +03:00