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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3AKazanbas%2FBullet_Proposal</id>
	<title>利用者:Kazanbas/Bullet Proposal - 版の履歴</title>
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	<updated>2026-07-09T09:48:37Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Kazanbas/Bullet_Proposal&amp;diff=90949&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Kazanbas/Bullet_Proposal&amp;diff=90949&amp;oldid=prev"/>
		<updated>2018-06-28T18:43:37Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 18:43時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Kazanbas/Bullet_Proposal&amp;diff=90948&amp;oldid=prev</id>
		<title>wiki&gt;Kazanbas: updated depsgraph integration text and pseudo-code as corrected by Brecht</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Kazanbas/Bullet_Proposal&amp;diff=90948&amp;oldid=prev"/>
		<updated>2009-11-10T16:35:14Z</updated>

		<summary type="html">&lt;p&gt;updated depsgraph integration text and pseudo-code as corrected by Brecht&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Bullet Integration Proposal=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Basic Features==&lt;br /&gt;
&lt;br /&gt;
* Physics playback in real time.&lt;br /&gt;
* Physics caching (like cloth and soft body).&lt;br /&gt;
* Not yet: physics baking.&lt;br /&gt;
&lt;br /&gt;
==Advanced Features==&lt;br /&gt;
&lt;br /&gt;
* Soft body-to-rigid body two way interaction. Bullet soft body system should be involved.&lt;br /&gt;
* Constraint setup and drawing.&lt;br /&gt;
* The above gives ragdolls.&lt;br /&gt;
* Possibly: vehicle dynamica, which is a simplified (for efficiency) model of a set of connected rigid bodies.&lt;br /&gt;
&lt;br /&gt;
==Implementation Details==&lt;br /&gt;
&lt;br /&gt;
===First Step===&lt;br /&gt;
&lt;br /&gt;
Let simulation overwrite object animation.&lt;br /&gt;
&lt;br /&gt;
===Next Step===&lt;br /&gt;
&lt;br /&gt;
Allow mixed simulation and animation. This needs a good design.&lt;br /&gt;
&lt;br /&gt;
===Point Cache===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
==Depsgraph Integration==&lt;br /&gt;
[[Dev:Source/Blender/Data_System/DependancyGraph|Depsgraph]] interaction is quite straightforward (as I see it): &lt;br /&gt;
''when an object becomes a rigid body, all transform dependencies where object acts as a child, should be removed from the object'' so they don't interfere with physics simulation. This includes clearing parent and removing constraints like 'track to', 'floor', etc.&lt;br /&gt;
&lt;br /&gt;
Depsgraph interaction of physics constraints (hinge, point-to-point, and other DOF constraints) needs to be thought over. For example, if we have a door connected to a door frame via a hinge constraint, it would be nice if door moved along as user grabs the door frame. I yet have to find out if this circular dependency (both door and door frame depend on each other) is possible in depsgraph.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Integration==&lt;br /&gt;
&lt;br /&gt;
===Note===&lt;br /&gt;
&lt;br /&gt;
This design is by Brecht, I only ask him questions and write code :) (Arystan).&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
&lt;br /&gt;
Rigid bodies are organized into groups.  This facilitates playback&lt;br /&gt;
speed and user control.  For example, one can 'mute' simulation in one&lt;br /&gt;
group for faster playback in another group.  Grouping also allows to&lt;br /&gt;
have per-group physics settings and do per-group baking.&lt;br /&gt;
&lt;br /&gt;
TODO: more about per-group physics settings.&lt;br /&gt;
&lt;br /&gt;
===Depsgraph===&lt;br /&gt;
&lt;br /&gt;
Regular transform evaluation order is slightly re-arranged to allow&lt;br /&gt;
rigid bodies to remain participating in parent-child and constraint&lt;br /&gt;
relationships while being driven by physics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;&lt;br /&gt;
Object transforms are evaluated as follows:&lt;br /&gt;
&lt;br /&gt;
# evaluate transform on rigid bodies (according to flags set by DAG)&lt;br /&gt;
# perform physics simulation step&lt;br /&gt;
# evaluate transform on all the rest objects&lt;br /&gt;
&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here's the pseudocode (for scene_update):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for all physics groups:&lt;br /&gt;
	if group is 'enabled':&lt;br /&gt;
&lt;br /&gt;
		for all objects in group:&lt;br /&gt;
			object_handle_update();&lt;br /&gt;
&lt;br /&gt;
		# simulate physics in this group&lt;br /&gt;
		rigidbody_group_step(group, time);&lt;br /&gt;
&lt;br /&gt;
for all objects in scene:&lt;br /&gt;
	object_handle_update();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above is a bad method because it doesn't first update objects that rigid bodies depend on.&lt;br /&gt;
Brecht suggested the following method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for all physics groups:&lt;br /&gt;
	for all objects in group:&lt;br /&gt;
		physics group count++&lt;br /&gt;
&lt;br /&gt;
for all objects in scene:&lt;br /&gt;
	object_handle_update(object);&lt;br /&gt;
&lt;br /&gt;
	for all physics groups:&lt;br /&gt;
		if object in group:&lt;br /&gt;
			physics group count--&lt;br /&gt;
			if physics group count == 0:&lt;br /&gt;
				rigidbody_group_step(group, time);&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Animation and Simulation Blending===&lt;br /&gt;
&lt;br /&gt;
Later...&lt;br /&gt;
&lt;br /&gt;
==Integration with Soft body, Cloth and Fluid==&lt;br /&gt;
This is the difficult part that I currently can't cope with. I can tackle this later when I better understand physics sim. internals.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* [http://bulletphysics.com/Bullet/BulletPhysics2.74_2.htm Bullet Physics SDK Manual]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Kazanbas</name></author>
		
	</entry>
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