Using Jolt physics

This commit is contained in:
Rob Kelly 2024-11-12 18:16:30 -07:00
parent ed23981b19
commit 5b56f9cd58
35 changed files with 616 additions and 21 deletions

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Copyright (c) Mikael Hermansson and Godot Jolt contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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Godot Jolt incorporates third-party material from the projects listed below.
Godot Engine (https://github.com/godotengine/godot)
Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to
deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
godot-cpp (https://github.com/godot-jolt/godot-cpp)
Copyright (c) 2017-present Godot Engine contributors.
Copyright (c) 2022-present Mikael Hermansson.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to
deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
Jolt Physics (https://github.com/godot-jolt/jolt)
Copyright (c) 2021 Jorrit Rouwe.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to
deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
mimalloc (https://github.com/godot-jolt/mimalloc)
Copyright (c) 2018-2021 Microsoft Corporation, Daan Leijen.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to
deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.

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[godot-jolt]
version = "0.14.0-stable"
build = "3392156fab"
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compatibility_maximum = "4.3"
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windows.debug.single.x86_32 = "windows/godot-jolt_windows-x86_editor.dll"
linux.release.single.x86_64 = "linux/godot-jolt_linux-x64.so"
linux.debug.single.x86_64 = "linux/godot-jolt_linux-x64_editor.so"
linux.release.single.x86_32 = "linux/godot-jolt_linux-x86.so"
linux.debug.single.x86_32 = "linux/godot-jolt_linux-x86_editor.so"
macos.release.single = "macos/godot-jolt_macos.framework"
macos.debug.single = "macos/godot-jolt_macos_editor.framework"
ios.release.single = "ios/godot-jolt_ios.framework"
ios.debug.single = "ios/godot-jolt_ios_editor.framework"
android.release.single.arm64 = "android/libgodot-jolt_android-arm64.so"
android.debug.single.arm64 = "android/libgodot-jolt_android-arm64_editor.so"
android.release.single.arm32 = "android/libgodot-jolt_android-arm32.so"
android.debug.single.arm32 = "android/libgodot-jolt_android-arm32_editor.so"
android.release.single.x86_64 = "android/libgodot-jolt_android-x64.so"
android.debug.single.x86_64 = "android/libgodot-jolt_android-x64_editor.so"
android.release.single.x86_32 = "android/libgodot-jolt_android-x86.so"
android.debug.single.x86_32 = "android/libgodot-jolt_android-x86_editor.so"

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@ -150,8 +150,9 @@ select_putter={
[physics]
3d/default_angular_damp=2.0
3d/physics_engine="JoltPhysics3D"
3d/sleep_threshold_angular=0.3
jolt_3d/limits/max_temporary_memory=64
[rendering]

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@ -2,3 +2,15 @@ class_name GameBall extends RigidBody3D
## Base class for all gfolf balls
signal entered_water
## Angular damping while in air
@export var air_damping := 0.0
## Angular damping while in collision with rough terrain
@export var rough_damping := 8.0
func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
if state.get_contact_count():
angular_damp = rough_damping
else:
angular_damp = air_damping

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@ -5,7 +5,7 @@
[ext_resource type="Texture2D" uid="uid://btntjs7mbdigu" path="res://assets/textures/gfolfball/gfolfball_normal.png" id="2_mx7l6"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_2gatw"]
friction = 0.2
friction = 0.8
bounce = 0.5
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_xqofq"]
@ -34,7 +34,10 @@ radius = 0.05
mass = 0.05
physics_material_override = SubResource("PhysicsMaterial_2gatw")
continuous_cd = true
contact_monitor = true
max_contacts_reported = 1
linear_damp_mode = 1
angular_damp_mode = 1
script = ExtResource("1_iwh2u")
[node name="BallMesh" type="MeshInstance3D" parent="."]

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@ -214,7 +214,7 @@ func insert_free_cam() -> void:
func return_free_cam() -> void:
# TODO alter shot aim based on free camera selection
arrow_animation.play("show")
shot_projection.hide()
#shot_projection.hide()
hud_state.travel("visible")
_free_camera.queue_free()
_free_camera = null

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@ -34,14 +34,14 @@ void fragment () {
}
vec2 lines = vec2(clamp(sin((TIME * line_speed + canvas.y) / line_width), line_blur, 1.0 - line_blur), canvas.x);
vec2 interupts = vec2(clamp(sin((TIME * interrupt_speed + canvas.y) / interrupt_width * 3.0), interrupt_blur, 1.0 - interrupt_blur), canvas.x);
float flicker = clamp(fract(cos(TIME) * 43758.5453123), flickering, 1.0);
vec4 imgtex = flicker * line_color * texture(texture_image, lines * interupts);
vec3 imgtex_color = vec3(imgtex.r, imgtex.g, imgtex.b);
vec3 fresnel_color = vec3(glow_color.r, glow_color.g, glow_color.b);
vec3 fresnel = fresnel_glow(glow_amount, glow_itensity, fresnel_color, NORMAL, VIEW);
ALBEDO = imgtex_color + fresnel;
EMISSION = glow_amount * vec3(glow_color.r, glow_color.g, glow_color.b);
ALPHA = lines.x * interupts.x;
}

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@ -29,6 +29,21 @@ material = SubResource("ShaderMaterial_msl6u")
radial_segments = 16
rings = 16
[sub_resource type="Animation" id="Animation_yu68k"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_npp1f"]
resource_name = "rotate"
length = 3.236
@ -46,21 +61,6 @@ tracks/0/keys = {
"values": [Vector3(0, 0, 0), Vector3(0, -3.14159, 0)]
}
[sub_resource type="Animation" id="Animation_yu68k"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 0, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_vm52d"]
_data = {
"RESET": SubResource("Animation_yu68k"),
@ -68,7 +68,6 @@ _data = {
}
[node name="ProjectedTarget" type="MeshInstance3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
mesh = SubResource("SphereMesh_dbo5p")
[node name="Pivot" type="Node3D" parent="."]