Vehicle structured damage simulation method based on game engine
Through the vehicle structured damage simulation method based on game engine, the armored vehicle structure is analyzed, the armor value and health value of the components are calculated, and the motion and damage logic are set, and the problem of the lack of component-structure-level armored vehicles in the existing technology is solved, and efficient component-level damage simulation and behavioral impact simulation are achieved.
Patent Information
- Application Number
- CN202411787968.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-06
- Publication Date
- 2025-04-11
- Estimated Expiration
- 2044-12-06
AI Technical Summary
The prior art lacks methods for research and presentation of component structural-grade armored vehicles, and it is impossible to effectively simulate the impact of damage to each structural component on the behavior of armored vehicles.
The vehicle structured damage simulation method based on game engine is adopted. By analyzing the structural composition of the armored vehicle, calculating the armor value and health of each component, setting the motion logic and damage logic, simulating the true appearance and motion behavior of the armored vehicle, and performing model replacement or animation effects according to the damage level.
The component-level damage effect and the impact of component damage on the behavior of armored vehicles are realized, the simulation performance and refined processing capabilities are improved, and the damage effect and its impact on the behavior of armored vehicles are effectively demonstrated.
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Figure CN119808266A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of computer simulation, and in particular to a vehicle structural damage simulation method based on a game engine. Background Art
[0002] In-depth research on armored vehicle component damage in a virtual simulation environment can effectively evaluate the impact of component damage on armored vehicle operations and provide a theoretical basis and technical support for improving armored vehicle defense performance.
[0003] In the prior art, there are few research and simulation techniques for component structural damage of armored vehicles. The existing methods mainly divide the finite element to find the weak position of the component structure, but do not further analyze the degree and effect of damage, as well as the behavior of the armored vehicle after damage, and cannot simulate the impact of damage to each structural component on the behavior of the armored vehicle. Summary of the invention
[0004] The main technical problem solved by the present invention is to provide a vehicle structural damage simulation method based on a game engine, which solves the problem of lack of component structure-level armored vehicle damage research and presentation in the prior art and provides an effective solution.
[0005] In order to solve the above technical problems, a technical solution adopted by the present invention is: a vehicle structural damage simulation method based on a game engine, the method comprising the following steps: a first step, analyzing the structural composition of the armored vehicle, dividing the functions of the components included in the armored vehicle, calculating the armor value of each component, and determining the impact of the structural damage of the component on the total health value of the armored vehicle; determining the impact of the structural damage of each component on the action of the armored vehicle, whether the armored vehicle completely loses its ability to act when the component is damaged; judging whether the component is a defensive component and whether it can be penetrated, and whether it affects the action capability of the armored vehicle if it is not penetrated; a second step, based on the engineering drawings or photos of the armored vehicle, three-dimensionally modeling the appearance of the armored vehicle and the structure of the components and making textures to simulate the real appearance of the armored vehicle and the appearance of the components; combining the produced component appearances together to simulate the real structure and appearance of the armored vehicle, and at the same time The first step is to set the level of the armored vehicle, including the appearance layer, memory point layer, strike point layer, collision layer, firepower collision layer and shadow layer; the third step is to set the movement logic of the armored vehicle, and set the interface parameters based on the operation logic of the armored vehicle and the behavior principle of the armored vehicle, including thrust, brake idle speed, speed, fuel capacity, anti-rollover force coefficient, engine red line idle speed, engine speed, torque, wheel control, and direction control; through the script setting of the physical layer, the movement logic of the armored vehicle is realized, and the movement animation is called to control the movement behavior of the armored vehicle and the energy loss of the armored vehicle during movement; the fourth step is to import the said level of the armored vehicle into the game engine, set the damage logic, and according to the armor value of the said component and the total life value of the armored vehicle, when the said armor value is damaged, calculate the remaining life value of the armored vehicle, judge the damage level of the armored vehicle, and determine the model replacement plan of the component when it is damaged according to the damage level.
[0006] Preferably, the damage level of the armored vehicle includes level one to level four damage according to the remaining health value of the armored vehicle: when the remaining health value of the armored vehicle is greater than 90% of the total health value, it is judged as level one damage; when the remaining health value of the armored vehicle is greater than 70% of the total health value and less than or equal to 90%, it is judged as level two damage; when the remaining health value of the armored vehicle is greater than 30% of the total health value and less than or equal to 70%, it is judged as level three damage; when the remaining health value of the armored vehicle is less than or equal to 30% of the total health value, it is judged as level four damage.
[0007] Preferably, different damage display replacement schemes are executed according to the damage level of the armored vehicle, specifically: for level one damage, the component at the impact point is covered with a damage map; for level two damage, the component at the impact point is replaced with a damage map; for level three damage, the entire component hit by the impact point is replaced with a damaged model; for level four damage, the entire component hit by the impact point is replaced with a damaged model.
[0008] Preferably, the damage logic includes: collision detection, armor-piercing calculation, damage processing, chain reaction, environmental interaction, status update and feedback; the collision detection is used to determine whether the collision hits the armored vehicle and its parts, the armor-piercing calculation is used to determine whether the collision object penetrates the armor and calculates the remaining life value, the damage processing is used to calculate the structural damage of the component according to the hit part, and the chain reaction is used to simulate the propagation of damage energy and the dynamic reaction generated; the environmental interaction is used to simulate the influence of light or camouflage coating on the degree of damage; the status update and feedback is used to update the status of the armored vehicle and generate visual and functional changes.
[0009] Preferably, the defense components include structure and armor defense components, external auxiliary protection components, and environmental protection components; the structure and armor defense components include main armor, additional armor, and chassis armor; the external auxiliary protection components include fence-type or mesh-type protection components, track and tire protection components; the environmental protection components include camouflage and stealth coatings; wherein the calculation method of the first armor value k corresponding to the structure and armor defense components and the external auxiliary protection components is as follows:
[0010] ,
[0011] Where n is the number of armor layers, is the thickness of the i-th layer of armor, is the material coefficient of the i-th layer of armor, is the inclination angle of the i-th layer of armor.
[0012] The first life value corresponding to the structure, the armor defense component and the external auxiliary protection component Calculation method: ,in, is the balance coefficient, k is the first armor value, The protective area of the armor.
[0013] Preferably, the environmental protection component of the armored vehicle interacts with the environment when in motion, and the camouflage coating and special weather can reduce the probability of the armored vehicle being discovered and hit; the calculation method of the second armor value corresponding to the environmental protection component is:
[0014] Equivalent armor value = basic armor value * camouflage coefficient, second armor value = basic armor value + equivalent armor value. When an armored vehicle with a specific paint removes the specific paint, the armored vehicle returns to the basic armor value.
[0015] The calculation method of the second life value corresponding to the environmental protection component:
[0016] Second health value = basic health value * ((equivalent armor value after camouflage + basic armor value) / basic armor value) * ((1-actual hit rate) (1-basic hit rate)); actual hit rate = basic hit rate * (1-camouflage coefficient * environmental correction coefficient); the environmental correction coefficients corresponding to different weather conditions are different. For clear weather, the environmental correction coefficient is 1; for foggy days, the environmental correction coefficient is 1.5; for sandstorm weather, the environmental correction coefficient is 2; for rainy days, the environmental correction coefficient is 1.2.
[0017] And, there is also penetration probability = armor penetration value / armor value, the armor value includes the first armor value and the second armor value; armor penetration value = (mass of the collision object (kg) * collision speed 2 (m / s) / cross-sectional area of colliding object*armor tensile coefficient (m / s).
[0018] The results include: No penetration: health value deduction = damage value * non-penetration coefficient, the non-penetration coefficient is 0.1~0.3, and the damage value is determined by the characteristics of the attacking body; Penetration: health value deduction = damage value * penetration coefficient; where the penetration coefficient = (density of the collision object (g / cm 3 ) * Collision speed 2 (m / s) / (armor density (g / cm 3 )*armor tensile coefficient (m / s)), when the penetration coefficient is greater than 1, the penetration coefficient is taken as 1; damage value = attack power × (1-effective armor value / armor value)*cos incident angle; where effective armor value = max(0, armor value-armor penetration value).
[0019] Preferably, the appearance layer is the external visible part of the armored vehicle, which is used for visual expression; the memory point layer is used to save the status or position information of the armored vehicle, which is used to quickly locate or rebuild the scene, and save the status of the armored vehicle in the game engine, including position, orientation, speed, and health; the strike point layer is the attackable part of the armored vehicle, and the predefined strike point area is used to determine whether the attack hits: different strike points correspond to different components, and the strike point layer allows damage calculation for different parts; the collision layer is the physical boundary of the armored vehicle, which is used to handle collision interactions with the environment and other objects; the firepower collision layer is used to handle the interaction between the firepower attack and the armored vehicle; the shadow layer is used to render the shadow effect of the interaction between the armored vehicle and the environment.
[0020] Preferably, the function and the strike range of each component are analyzed, and the motion animation of each component is called when it is running. A complete armored vehicle is composed of various components; the appearance of the armored vehicle is simulated, and the strike point is loaded under the appearance of each component; the position of each component is represented in three-dimensional coordinates, and the first component to the Nth component correspond to the coordinate values in the three-dimensional coordinate system respectively; the coordinate origin is (X0, Y0, Z0), the coordinate value of the first component in the three-dimensional coordinate is (X1, Y1, Z1), and so on, the coordinate value of the Nth component in the three-dimensional coordinate is (XN, YN, ZN); the strike point also corresponds to the central coordinate position of each component; because the size of each component is different, each strike point is set with a corresponding strike range, with the strike point as the center, and a radius is set, and the components in the sphere within this radius will be affected by the fire strike; the shadow layer volume should be smaller than the structural volume of the component and should be wrapped by the component structure, wherein the first component includes four vertices, namely (X 1 ,Y 1 ,Z 1 ), (X 2 ,Y 2 ,Z 2 ), (X 3 ,Y 3 ,Z 3 ), (X 4 ,Y 4 ,Z 4 ), the vertex coordinates of the shadow layer of the first component are (X 1 -p,Y 1 -p,Z 1 -p), (X 2 -p,Y 2 -p,Z 2 -p), (X 3 -p,Y 3 -p,Z 3 -p), (X 4 -p,Y 4 -p,Z 4 -p).
[0021] Preferably, the armored vehicle makes corresponding actions under the operating instructions, and these actions are all realized by animation, and the animation actions are realized by scripts. Each moving component rotates, translates, hides or shows around a point, and the memory point is the reference point for the skeleton to move accordingly; when there are multiple parts that are related to each other and move as a whole around a reference point, and move separately around different reference points, the multiple parts are associated; the memory point is set as the reference point for the skeleton to move accordingly, and it can also be used as the starting point for data transmission, replacing the loading position of the damage model.
[0022] Preferably, the motion logic of the armored vehicle is analyzed, and relevant parameters will affect the motion, which are reproduced in the simulation based on the logic of the armored vehicle operation; the fuel tank capacity, vehicle weight, engine speed and energy consumption, the friction coefficient of the armored vehicle receiving the ground, whether it will roll over when turning under different weight ratios, and the anti-rollover coefficient are analyzed, and the analysis results are opened as a parameter interface and written into the motion logic of the armored vehicle in the simulation; the armored vehicle dynamics parameters are set in the simulation with the actual controlled armored vehicle motion logic to reflect the interaction of the armored vehicle with the outside world in a three-dimensional environment, and the parameter system is divided into a power system, a transmission system, and a braking system; the relevant parameters include engine power, torque, traction, resistance, acceleration, speed, turning radius, armored vehicle mass, distributed mass, ground pressure, track speed ratio and friction coefficient.
[0023] Compared with the prior art, the present invention has the following significant technical effects:
[0024] (1) The present invention realizes the damage effect at the component level and the influence of component damage on the behavior of the armored vehicle, simulates the damage effect on the component structure, and simulates the influence of component damage on the behavior of the armored vehicle; each level is interrelated to achieve the presentation of the effect of component damage and the influence of component damage on the behavior of the armored vehicle;
[0025] (2) The damage effect display uses model replacement or animation effects without actually increasing physical calculations; the performance is greatly improved when fine-tuning the component-level damage effect evaluation and display, and the damage simulation is refined, and the impact on the behavior of armored vehicles can also be reflected;
[0026] (3) Camouflage can reduce the enemy's hit rate. Camouflage coatings blend into the environment, reducing the probability of armored vehicles being discovered and hit, thereby indirectly improving survivability. Special weather and environment can further enhance the camouflage effect. Camouflage reduces the accuracy and effectiveness of enemy attacks, thereby reducing the direct damage to the armor.
[0027] (4) By dividing the system into different levels, we can optimize computing efficiency, distribute complex computing to different levels, reduce computing redundancy, and improve performance.
[0028] (5) The damage logic is divided into six modules, which accurately define the function and damage logic of each component, update the armored vehicle status in real time and present the damage results, simulating complex damage and external environmental influences. BRIEF DESCRIPTION OF THE DRAWINGS
[0029] Figure 1 is a flow chart of an embodiment of a vehicle structural damage simulation method based on a game engine according to the present invention;
[0030] Figure 2is a schematic diagram of damage logic composition in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention;
[0031] Figure 3 is a schematic diagram of an appearance layer in another embodiment of a vehicle structural damage simulation method based on a game engine according to the present invention;
[0032] Figure 4 is a schematic diagram of a memory point layer in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention;
[0033] Figure 5 is a schematic diagram of a strike point layer in another embodiment of a vehicle structure damage simulation method based on a game engine according to the present invention;
[0034] Figure 6 is a schematic diagram of collision layers in another embodiment of a vehicle structural damage simulation method based on a game engine according to the present invention;
[0035] Figure 7 is a schematic diagram of a firepower collision layer in another embodiment of a vehicle structural damage simulation method based on a game engine according to the present invention;
[0036] FIG8 is a schematic diagram of a shadow layer in another embodiment of a vehicle structure damage simulation method based on a game engine according to the present invention;
[0037] Figure 9~Figure 14 is a schematic diagram of LOD display in another embodiment of a vehicle structural damage simulation method based on a game engine according to the present invention;
[0038] Fig.15 A schematic diagram is displayed in a three-dimensional coordinate system in another embodiment of a vehicle structure damage simulation method based on a game engine according to the present invention;
[0039] Fig.16 is a primary damage schematic diagram in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention;
[0040] Fig.17 is a schematic diagram of secondary damage in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention;
[0041] Fig.18 is a schematic diagram of three-level damage in another embodiment of a vehicle structural damage simulation method based on a game engine according to the present invention;
[0042] Fig.19 It is a schematic diagram of four-level damage in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention. DETAILED DESCRIPTION
[0043] In order to facilitate the understanding of the present invention, the present invention is described in more detail below in conjunction with the accompanying drawings and specific embodiments. Preferred embodiments of the present invention are provided in the accompanying drawings. However, the present invention can be implemented in many different forms and is not limited to the embodiments described in this specification. On the contrary, the purpose of providing these embodiments is to make the understanding of the disclosure of the present invention more thorough and comprehensive.
[0044] It should be noted that, unless otherwise defined, all technical and scientific terms used in this specification have the same meaning as those generally understood by technicians in the technical field of the present invention. The terms used in the specification of the present invention are only for the purpose of describing specific embodiments and are not used to limit the present invention. The term "and / or" used in this specification includes any and all combinations of one or more related listed items. In addition, the "armored vehicle" and its components in the present invention are simulation models constructed in a computer simulation environment, which can correspond to the simulation of various combat vehicles of different military services.
[0045] Figure 1 A flowchart of an embodiment of a vehicle structured damage simulation method based on a game engine is shown, comprising the steps of:
[0046] The first step S1 is to analyze the structural composition of the armored vehicle, divide the functions of the components contained in the armored vehicle, calculate the armor value of each component, and determine the impact of the structural damage of the component on the total health value of the armored vehicle; determine the impact of the structural damage of each component on the action of the armored vehicle, whether the armored vehicle completely loses its ability to move when the component is damaged; determine whether the component is a defensive component and whether it can be penetrated, and if it is not penetrated, whether it affects the armored vehicle's ability to move.
[0047] In the second step S2, according to the engineering drawings or photos of the armored vehicle, three-dimensional modeling and texture making are performed on the appearance of the armored vehicle and the structure of the components to simulate the real appearance of the armored vehicle and the appearance of the components; the manufactured component appearances are combined together to simulate the real structure and appearance of the armored vehicle, and at the same time, the hierarchy of the armored vehicle is set, including the appearance layer, memory point layer, strike point layer, collision layer, firepower collision layer and shadow layer.
[0048] The third step S3 is to set the movement logic of the armored vehicle. Based on the operation logic and behavior principle of the armored vehicle, set the interface parameters, including thrust, brake idle, speed, fuel capacity, anti-rollover force coefficient, engine red line idle, engine speed, torque, wheel control, and direction control. Through the script setting of the physical layer, the movement logic of the armored vehicle is realized, and the movement animation is called to control the movement behavior of the armored vehicle and the energy loss of the armored vehicle during movement.
[0049] The fourth step S4 is to import the said level of the armored vehicle into the game engine, set the damage logic, and calculate the remaining life value of the armored vehicle according to the armor value of the said component (how much damage it can withstand, how much power it can completely defend against) and the total life value of the armored vehicle when the said armor value is damaged, and determine the damage level of the armored vehicle. According to the damage level, determine the model replacement scheme of the component when it is damaged. For example, for level one damage and level two damage, how much damage the running animation of the armored vehicle is affected, such as freezing, not running, and stopping the running animation. When the total life value of the armored vehicle is reduced to a certain limit, it is judged that the armored vehicle is damaged, seriously damaged, or destroyed.
[0050] Further, such as Figure 2 As shown, the damage logic includes six logic modules, all of which are implemented in a computer simulation environment: a collision detection module 101: used to determine whether the ammunition hits the armored vehicle and its parts; an armor penetration calculation module 102: used to determine whether the collision block penetrates the armor and calculates the health value; a damage processing module 103: calculates module damage based on the hit part; a chain reaction module 104: simulates damage propagation and dynamic response; an environmental interaction module 105: dynamically adjusts the external influence of the damage logic; a state update and feedback module 106: used to update the state of the armored vehicle and generate visual and functional changes.
[0051] The above six damage logics correspond to six damage logic process methods. Specifically, the collision detection module is used as the starting point to determine whether the ammunition hits and the hit parameters (position, angle, speed). If it hits, the hit information is passed to the armor-piercing calculation module to evaluate whether the armor is penetrated. If it penetrates, it enters the damage processing module to update the display status of the armored vehicle according to the hit location and damage value. Next, the chain reaction module will further process the systemic chain damage caused by local damage. Then, the environmental interaction module dynamically adjusts the damage value to simulate the impact of the environment on the battle. By defining the above logic modules and the order of these modules in the process of ammunition hitting the armored vehicle, the function of each component and the damage logic after being hit can be accurately defined, the armored vehicle status can be updated in real time, and the damage results can be presented to simulate complex damage and external environmental influences.
[0052] pass Figure 1The armored vehicle structural damage simulation method shown in the figure, on the one hand, can obtain the actual appearance characteristics of an armored vehicle by using the three-dimensional view photos of the armored vehicle, and perform three-dimensional simulation modeling of the armored vehicle to simulate the real appearance of the armored vehicle. The photo data and point cloud data of the component structure are used to perform three-dimensional simulation modeling of the armored vehicle component structure, and the real appearance and component position of the armored vehicle component structure are simulated. The functional parameter data of the armored vehicle is obtained, the real motion behavior logic of the armored vehicle is simulated, the movement mode and energy consumption of the armored vehicle in the real world are simulated, and the real use and protection importance of each component of the armored vehicle in the armored vehicle are simulated, as well as the degree of influence on the behavior of the armored vehicle. On the other hand, by using the research on the structural damage of the armored vehicle, it is understood whether the expected defense effect is achieved for the attack, how to respond quickly to the failure of the armored vehicle, and how to improve the performance of the armored vehicle.
[0053] Therefore, through the above-mentioned embodiments of the present invention, a simulated armored vehicle damage efficiency simulation model is constructed in the game engine, which can relatively quickly and accurately simulate the impact of damage to the structure of each component on the armored vehicle while meeting the requirements for efficiency and accuracy.
[0054] Preferably, in step S1, regarding the impact of structural damage on the movement of the armored vehicle, when designing the structure of the armored vehicle, whether the structures of different components are crash-resistant, whether they are bulletproof, and what impact the damage has on the armored vehicle are simulated in the game, which reduces the cost of damage testing in reality and increases the simulation and simulation of the impact of various ammunition weapons or events on the armored vehicle.
[0055] Specifically, the defense components include structure and armor defense, external auxiliary protection components, and environmental protection components; the structure and armor defense components include main armor, additional armor modules and chassis armor, the external auxiliary protection components include fence or mesh protection components, track and tire protection components; the environmental protection components include camouflage and stealth coatings.
[0056] The calculation method of the first armor value k corresponding to the structure and armor defense component and the external auxiliary protection component is as follows:
[0057] ,
[0058] Where n is the number of armor layers, is the thickness of the i-th layer of armor, is the material coefficient of the i-th layer of armor, is the inclination angle of the i-th layer of armor;.
[0059] The first life value corresponding to the structure, the armor defense component and the external auxiliary protection component Calculation method: ,in, is the balance coefficient, k is the first armor value, The protective area of the armor.
[0060] The environmental protection components of the armored vehicle interact with the environment when in motion, and the camouflage coating and special weather reduce the probability of the armored vehicle being discovered and hit;
[0061] Calculation method of the second armor value corresponding to the environmental protection component:
[0062] Equivalent armor value = basic armor value * camouflage coefficient, second armor value = basic armor value + equivalent armor value. When an armored vehicle with a specific paint job removes the paint job, the armored vehicle returns to the basic armor value.
[0063] The calculation method of the second life value corresponding to the environmental protection component:
[0064] Second health value = basic health value * ((equivalent armor value after camouflage + basic armor value) / basic armor value) * ((1-actual hit rate) (1-basic hit rate));
[0065] Actual hit rate = basic hit rate * (1-camouflage coefficient * environmental correction coefficient);
[0066] The environmental correction coefficients corresponding to different weather conditions are different. For clear weather, the environmental correction coefficient is 1; for foggy days, the environmental correction coefficient is 1.5; for sandstorm weather, the environmental correction coefficient is 2; for rainy days, the environmental correction coefficient is 1.2.
[0067] The external system of an armored vehicle includes external components such as the armor, weapon system, sensors, tracks or tires. External armor is the first line of defense of an armored vehicle, and its status directly determines the armored vehicle's ability to resist attacks. Damage to the external system (such as armor penetration) usually leads to exposure of the internal system, thereby increasing the risk of damage to the armored vehicle. Tracks or tires are external systems, and damage may cause the armored vehicle to lose mobility. The significance of damage assessment: assessing whether the external system is sufficient to resist external attacks; calculating the degree of decline in the protection capability of the internal system after the external system is damaged; determining the functional status of external weapons and mobile modules (such as partial damage or complete failure).
[0068] Internal systems include engines, transmission systems, power systems, personnel compartments, ammunition storage, cooling systems, etc. The internal system is the core part of the armored vehicle, which determines the power, combat and survivability of the armored vehicle. Once the engine, transmission system, etc. are damaged, the armored vehicle may lose its mobility. Internal systems are usually more complex and highly dependent on the protection of external systems. Once external protection fails, the internal system is easily destroyed. The significance of damage assessment: Evaluate the probability of damage to the internal system after the failure of external protection; analyze the impact of damage to the internal system on the overall function of the armored vehicle.
[0069] Armor material properties: Armor materials reflect the physical resistance of various components of the armored vehicle to impact. The hardness, toughness, density and other properties of the material directly determine its penetration resistance and damage threshold. The external armor may undergo plastic deformation or cracking after multiple hits, depending on the ductility of the material. The material properties determine the remaining protection capability of the system. Significance for damage assessment: Determine the damage resistance of the material under different types of attacks to optimize material selection and enhance the protection capability of key components.
[0070] By dividing the components of armored vehicles into three different levels: external systems, internal systems, and material properties, the damage and survivability of armored vehicles can be more comprehensively evaluated. Strengthening the protection capabilities of external armor (such as optimizing the tilt angle and using composite armor) and selecting higher-performance materials to improve the damage resistance of key parts can optimize the design in a targeted manner and improve the comprehensive protection capabilities of different modules. Accurately quantify the damage effect and evaluate the impact of the attack on the overall function of the armored vehicle.
[0071] Exemplarily, the reduction value of the armor value after damage, that is, the armor reduction value=((armor value)*(attack power value*6%)) / (1+6%*(armor value)).
[0072] When the armor is attacked, the armor value will decrease and the damage will increase. The increase in damage = 2-0.94^(armor reduction value).
[0073] At the same time, the armor value is affected by the collision angle of the bullet or the object causing damage. The incident angle decreases from 0 to 90 degrees, and the damage sustained is: ((armor value)*(attack power value*6%)*sin\cos(incident angle)) / (1+6%*(armor value)).
[0074] The damage area is negatively correlated with the armor value. The larger the damage area, the greater the damage value. The more serious the reduction in the armor value of the component, the more likely the component is to be damaged. The damage area is related to the damage transmission of the strike point, and the strike point controls the damage area.
[0075] The initial determination of armor value is related to the material and thickness of the object.
[0076] Furthermore, the determination of whether the armored vehicle is incapable of action is specifically as follows:
[0077] With reference to the action logic of real armored vehicles, if the fuel tank of the armored vehicle is hit, the armored vehicle stops moving when the fuel is exhausted; if the battery is hit, the armored vehicle instantly loses the ability to move; if the steering wheel is hit, the steering of the armored vehicle is affected; if the camera is hit, the image transmission is affected; if the bulletproof armor is destroyed, the protection capability is reduced. Based on the real action capability of the armored vehicle, the behavior logic of the armored vehicle and the function of each component, as well as the impact on the behavior of the armored vehicle are set.
[0078] Each component has armor value and health value. Component damage does not only look at the defensive components, because each component will be damaged. The damage to different components will have different effects on the behavior of the armored vehicle and have different damage appearances.
[0079] Furthermore, in step S2, each level of the armored vehicle is described:
[0080] Appearance layer, switches appearances of different resolutions based on various conditions (e.g., field of view distance, number of objects, video quality, CPU utilization, etc.); collision layer, defines where the model will collide with other objects and how heavy they are; fire collision layer, defines where the model will collide with fire interactions; strike point layer, defines the location of certain destructible parts of the model (e.g., wheels, lights, etc.); memory point layer, control points for animation; shadow layer, casts shadows on the ground, other objects, and the object itself.
[0081] Specifically, the above-mentioned levels are described below in a single-layer display manner. Figure 3 As shown in the figure, the appearance layer is the visible part of the armored vehicle, which is mainly used for visual performance, including the model, texture and paint of the armored vehicle. Different levels of detail (LOD) can be used at different distances to reduce resource consumption and improve operation efficiency. Figure 4 As shown, the memory point layer ( Figure 4 The black dots in the middle are key points related to the armored vehicle, which are used to save the status or position information of the armored vehicle, so as to facilitate quick positioning or reconstruction of the scene. Save the status of the armored vehicle in the game engine (such as position, direction, speed, and health value). Figure 5 As shown, the strike point layer ( Figure 5 The black dots in the middle are the attackable parts of the armored vehicle, indicating the points of action of bullets, shells or other attacks. Through the predefined strike point area, it is possible to accurately determine whether the attack hits, reducing the complexity of calculation. Used for local damage simulation: different strike points may correspond to different components (such as engines, weapons, tracks), and the strike point layer allows damage calculation for different parts. Figure 6 As shown, the collision layer ( Figure 6 The black line in the figure is the physical boundary of the armored vehicle, which is used to handle collision interactions with the environment and other objects. Define the volume and shape of the armored vehicle to handle the collision response between the armored vehicle and the environment (such as terrain and obstacles). Use simplified collision models (such as boxes and cylinders) instead of complex geometric models to reduce the computational burden of the physics engine. The collision layer ensures that the armored vehicle behaves reasonably when interacting with other objects (such as collisions, rollovers, and rollovers). Figure 7 As shown, the fire collision layer ( Figure 7The black line in the middle is the part that specifically handles the interaction between firepower attacks and armored vehicles, which is usually more detailed than the collision layer. It defines the specific area where firepower and armored vehicles interact, and is used to determine whether the attack hits, penetrates, or deflects. Through an independent firepower collision layer, complex global collision calculations are avoided, and the focus is on handling combat-related interactions. Figure 8 As shown, the shadow layer ( Figure 8 The black line in the middle is a dedicated layer for rendering the shadow effect of the armored vehicle interacting with the environment. It is used to simulate the occlusion effect of the armored vehicle behind the terrain or objects to reduce the hit rate. A separate shadow layer can reduce the cost of shadow calculations in complex scenes and improve performance by simplifying shadow performance. By dividing into different levels, the calculation efficiency can be optimized, and complex calculations can be distributed to different levels, reducing calculation redundancy and improving performance.
[0082] Specifically, the collision layer is used to define the collision properties of the armored vehicle and determine which objects will collide with the armored vehicle or trigger events. By setting different collision layers, unnecessary calculations can be avoided and performance can be optimized.
[0083] The specific steps for implementing the collision layer are as follows:
[0084] 1) In the editor, go to Edit > Project Settings > Tags and Layers and add a new layer (e.g. "Player", "Vehicle", "Terrain").
[0085] 2) Assign a layer to the game object and set the Layer in the Inspector window.
[0086] 3) Set collision rules: Set whether collisions can occur between different layers in Edit > Project Settings > Physics.
[0087] Specifically, LOD (Level of Detail) is used to dynamically adjust the rendering quality of the armored vehicle according to the distance between the armored vehicle and the camera, thereby optimizing rendering performance.
[0088] LOD is usually implemented through the LOD Group component, which allows you to define multiple different levels of detail for the same armored vehicle. The specific implementation steps are as follows:
[0089] 1) Select the armored vehicle, click Add Component in the Inspector window, and select LOD Group.
[0090] 2) Configure LOD settings: In the LOD Group component, define the model for each LOD and set different screen ratios (such as Screen Relative Transition Height).
[0091] 3) Dynamically select different LOD models based on the distance of the armored vehicle.
[0092] like Figure 9~Figure 14 As shown, the corresponding detail levels are gradually reduced, which is used for rendering the armored vehicle at different distances.
[0093] Specifically, the Memory Point Layer is usually used to save and restore key physical or interactive data points in the game, such as the position of the character, the status of the armored vehicle, etc. These memory points can be used for object recovery, undo operations, or backtracking historical states.
[0094] The specific implementation steps are as follows:
[0095] 1) Create a Transform point in the scene to save memory data.
[0096] 2) Save the status of the armored vehicle (such as position, rotation, etc.) regularly or on demand, and restore it as needed.
[0097] Specifically, the Hit Point Layer is used to define the effective area of the attack object, such as the weak points of an armored vehicle (such as the engine, tires, etc.) or the vulnerable parts of a character. Through the Hit Point Layer, different damage calculations or effects can be triggered in specific areas.
[0098] The impact point is usually defined by the collider and the armored vehicle's Transform, and can be implemented using a variety of trigger events. The specific implementation steps are as follows:
[0099] 1) Define multiple strike points in the armored vehicle model (such as tires, engine, etc.).
[0100] 2) Set up an independent collider for each impact point and add corresponding trigger logic to it.
[0101] Specifically, the Shadow Layer controls the light source and shadow casting effects in the game. Different armored vehicle models may require different shadow effects to achieve more efficient rendering.
[0102] Supports real-time shadows and pre-calculated shadows. Usually, the Renderer component of the armored vehicle can be used to control whether to cast shadows. The specific implementation steps are as follows:
[0103] 1) Enable the shadow setting (Cast Shadows) in the armored vehicle's Renderer component.
[0104] 2) Set the quality and mode of shadows (Hard Shadows or Soft Shadows).
[0105] Specifically, the Fire Collision Layer specifically handles the collision logic of weapon attacks, such as the collision between weapons such as artillery shells and missiles and targets.
[0106] You can set independent collision layers for weapons and targets, and trigger specific attack effects when they collide. The specific implementation steps are as follows:
[0107] 1) Create a weapon collider and fire collision layer.
[0108] 2) Set up the weapon's collision detection so that it only interacts with the target armored vehicle's fire collision layer.
[0109] Furthermore, in step S3, the principle of armored vehicle behavior in the simulation game is specifically described as follows: One of the key points of simplifying the physical model of the armored vehicle is to handle the longitudinal and lateral forces separately and independently. The longitudinal force controls the forward direction of the armored vehicle body, including: wheel traction, braking force, rolling friction and air resistance, which together control acceleration, deceleration and vehicle speed; the lateral force allows the armored vehicle to turn, including: the resistance of the lateral rolling of the wheel tire. On top of this, there is also the speed conversion ratio of weight, weight balance ratio, gear ratio, fuel consumption, fuel capacity, torque, initial engine power, power loss, and at the same time according to different components, such as the camera has picture transmission, the steering wheel controls the steering, the antenna transmits signals, the mechanical arm performs animation movements, etc.
[0110] The script settings of the physical layer include open interface parameters, thrust, brake idle speed, speed, fuel capacity, anti-rollover force coefficient, engine red line idle speed, engine speed, torque, wheel control, direction control and other parameters.
[0111] Furthermore, in step S4, the game engine can be implemented using the behavior control of u3d and the behavior blueprint of ue5.
[0112] The damage logic is set up, and the collision layer accepts collision interactions with the outside world, such as the collision between the armored vehicle and the rigid body, the impact of bullets, and the impact point determines the damage area and which parts are damaged. The transmitted attack force is converted into a damage value through the armor value and transmitted to the life value of the part. The damage or destruction is determined according to the life value of the part, and the impact on the behavior of the armored vehicle is determined by the functions of different parts. The animation triggering condition is determined by the memory point. Replacing the damage map will replace the damage model and trigger the damage animation.
[0113] Each component should interact with the environment and firepower when moving, the impact of bullets or rigid bodies on armored vehicles, damage data transmission, collision position judgment, firepower strike special effects trigger position, and damage animation call.
[0114] The physical collision block is a convex body, which wraps the appearance layer and fits the appearance layer. Similar to the collision layer, it is the ai control that determines the collision detection position.
[0115] The memory point is set to the position where the animation is triggered and the position where it is transmitted as an empty array. For example, if the robot arm needs to rotate 0 to 90 degrees around the joint, the memory point is set at the joint with the memory point as the center. For example, if the damage replacement map model is triggered, the memory point is used as the trigger center, hiding or replacing, such as light emission, and a point is used as an empty array to transmit particle data to trigger the effect.
[0116] Preferably, in step S2, the function and the impact range of each component are analyzed, and the motion animation of each component is called when it is in operation. A complete armored vehicle is composed of various components, the appearance of the armored vehicle is simulated, and the impact points are loaded under the appearance of each component, corresponding to each one. The position of the component is represented in three-dimensional coordinates, and the first component to the Nth component correspond to the three-dimensional coordinate system (X, Y, Z) respectively. The origin of the coordinate is (X 0 ,Y 0 ,Z 0 ), the first component is in three-dimensional coordinates (X 1 ,Y 1 ,Z 1 ), and so on, the Nth component in the three-dimensional coordinates is (X n ,Y n ,Z n The striking point also corresponds to the center coordinate position of each component. The first striking point in the three-dimensional coordinate is (X 1 ,Y 1 ,Z 1 ), and so on, the Nth striking point in the three-dimensional coordinates is (X n ,Y n ,Z n). Because the size of each component is different, each strike point should be set with a corresponding strike range, with a strike point as the center and a radius set. The components within the sphere within this radius will be affected by the fire strike.
[0117] Preferably, Fig.15 As shown, the parts are made by 3D modeling in the corresponding 3D coordinate system and placed in the LOD layer. At different position distances, the model is replaced to reduce the rendering complexity of the surface and increase the rendering efficiency. The essence is to reduce the pipeline rendering workload by exchanging vertex data. Different LOD layers represent the display effects at different position distances. The hit point corresponds to the appearance position of the part one by one. If it is hit within this range, it can be used as a data transmission entrance to transmit damage data and mark the damaged parts in the engine.
[0118] Preferably, the interaction between the armored vehicle and the virtual environment is a physical collision block, such as occlusion, such as collision. Without the physical collision block, only the appearance layer, AI cannot identify the position of the armored vehicle, and physical obstacles will not be generated. With the physical collision block, the armored vehicle in the game can be subjected to forces, including resistance, friction, gravity, and collision interaction.
[0119] The collision layer should correspond to each component appearance. The collision layer is also located in the three-dimensional coordinates. Since the component is displayed in three dimensions with a set volume, the vertices of each component are connected together to form the display volume of the component. Assume that the first component consists of four vertices, namely (X 1 ,Y 1 ,Z 1 ), (X 2 ,Y 2 ,Z 2 ), (X 3 ,Y 3 ,Z 3 ), (X 4 ,Y 4 ,Z 4 ), the four vertices of the corresponding collision layer are (X 1 ,Y 1 ,Z 1 ), (X 2 ,Y 2 ,Z 2 ), (X 3 ,Y 3 ,Z 3 ), (X 4 ,Y 4 ,Z 4 ). Similarly, each collision layer wraps the component and allows the component to interact with the outside world.
[0120] Similarly, the role of the firepower collision layer is to allow the components to be hit by firepower and to carry the firepower value. As the receiving layer of firepower damage data, it cooperates with the strike point to transmit the firepower damage data to the background for damage calculation. The firepower collision layer should also correspond to the components one by one, wrap the components, and allow the component structure to interact with the firepower. Similar to the collision layer, the position of the first component's firepower collision layer in the three-dimensional coordinate system is (X 1 ,Y 1 ,Z 1 ), (X 2 ,Y 2 ,Z 2 ), (X 3 ,Y 3 ,Z 3 ), (X 4 ,Y 4 ,Z 4 ).
[0121] Preferably, the collision layer and the firepower collision layer are derived from the collision detection principle in the game engine. When a point and a spatial volume intersect, it can be judged as a collision. Suppose the set of collision blocks of the armored vehicle is P. All collision blocks in the P set do not collide with each other, but the collision blocks cannot overlap. The collision block set of the bullet is Q. When the distance between the objects in the Q set and the objects in the P set is less than or equal to 0, a collision occurs.
[0122] Preferably, the volume of the shadow layer should be slightly smaller than the volume of the component structure and should be wrapped by the component structure. Taking the shadow of the first component structure as an example, p is the reduced distance, and the presentation in three-dimensional coordinates: Assume that the first component consists of four vertices, namely (X 1 ,Y 1 ,Z 1 ), (X 2 ,Y 2 ,Z 2 ), (X 3 ,Y 3 ,Z 3 ), (X 4 ,Y 4 ,Z 4 ), the vertex coordinates of the shadow are (X 1 -p,Y 1 -p,Z 1 -p), (X 2 -p,Y 2 -p,Z 2 -p), (X 3 -p,Y 3 -p,Z 3 -p), (X 4 -p,Y 4 -p,Z 4 -p).
[0123] Preferably, the animation action is implemented by a script, which is essentially that each bone (movement component) rotates, translates, hides, shows, etc. around a point, and the memory point is the reference point for the bone to move accordingly. When multiple parts are related to each other and move around a reference point as a whole, and move around different reference points respectively, multiple bones are associated, like a robotic arm. The memory point is set as the reference point for the bone to move accordingly, and it can also be the starting point for data transmission and replace the loading position of the damage model. In essence, the memory point is the starting position and basis of the three-dimensional coordinates when the three-dimensional visualization is called.
[0124] Preferably, the motion logic of the armored vehicle is analyzed, and the relevant parameters will affect the motion, and the real armored vehicle operation logic is reproduced in the simulation. The fuel tank capacity, vehicle weight, engine speed and energy consumption, the friction coefficient of the armored vehicle against the ground, whether the armored vehicle will roll over when turning under different weight ratios, anti-rollover coefficient and other factors are analyzed, and the analysis results are opened as parameter interfaces and written into the motion logic of the armored vehicle in this case in the game.
[0125] The relevant parameters include dynamic parameters, kinematic parameters, armored vehicle mass-related parameters and track and tire related parameters; among them, the dynamic parameters include: engine power, torque, traction, resistance and acceleration; resistance includes air resistance, rolling resistance and slope resistance; kinematic parameters include speed and turning radius; armored vehicle mass-related parameters include total mass and distributed mass, and distributed mass refers to the distribution of armored vehicle mass among different components and axles; track and tire related parameters include ground pressure, track speed ratio and friction coefficient.
[0126] The armored vehicle dynamics parameter system is set in the simulation based on the actual controlled armored vehicle motion logic to reflect the interaction between the armored vehicle and the outside world in a three-dimensional environment. The parameter system can be divided into four parts: power system, transmission system, braking system, and damage bearing system.
[0127] Preferably, the power system, the power system of the simulated armored vehicle first sets the torque. The work done by the engine is composed of torque and speed. The weight, torque, and fuel consumption rate are depicted as a changing curve. Generally, the game engine will be opened as a blueprint of the speed characteristic curve. At the same time, the speed has an upper limit, the speed red line. When the speed red line is exceeded, fuel consumption is stopped, the speed is reduced, and the engine power is reduced. The transmission system, by setting different gears and matching different speeds, uses the speed as a judgment condition, just like a real armored vehicle, moving at different speeds in different gears. The braking system, when the armored vehicle brakes, the friction force applied by the brake on the brake disc generates a reverse torque on the wheel to prevent the wheel from rotating. The friction between the wheel and the ground generates a backward braking force on the wheel axle, hindering the forward movement of the armored vehicle. z represents the movement of the armored vehicle and space. z=qr-|v|, q represents the angular velocity, r is the wheel radius, and v is the relative motion speed.
[0128] The above parameters are opened to simulate the functional configuration of the armored vehicle and simulate the movement of the armored vehicle.
[0129] Preferably, the total health value of the armored vehicle is set, the impact of each component being damaged on the total health value, and the armor value of each component (how much damage it can withstand and how much damage it can completely defend against). Set the model replacement scheme when the component receives different damages, and how much the running animation of the model is affected when the damage is too severe, such as freezing, not running, and stopping the running animation. When the total health value of the armored vehicle drops to a certain limit, it is judged as damaged, severely damaged, or destroyed.
[0130] The damage data generated within the sphere volume formed by the position and radius of the strike point is transmitted to the background damage bearing system to calculate the total health value of the armored vehicle. The strike point range represents the damage suffered by the corresponding parts, and the damage bearing physical calculation is carried out by the vitality collision layer. The amount of damage that each part can defend, the impact of complete damage on the total health value, and whether it is a key part are opened as parameter interfaces and written into the movement logic of the armored vehicle in this case in the game.
[0131] Preferably, the basic framework of the damage bearing system is composed of damage source, damage target, damage value, and damage type. Under this framework, based on the range of the strike point, it is determined whether the firepower strike hits, the armor value of the relevant components is set, and the damage before the armor value protection and the damage after the armor value protection are calculated respectively when being hit, and data is transmitted. The coefficient of the armor damage reduction value indicates that the health value is reduced by a certain percentage or is not affected under the protection of one point of armor. Each component has different armor value and health value, and according to the degree of influence of the armored vehicle, the health value of each component has a different degree of influence on the total health value of the armored vehicle.
[0132] When an armored vehicle is damaged by fire, its behavior will be affected, the relevant animation will stop, the damage model will be replaced, and the conditions for stopping the animation will be set; the replacement method is reflected in the form of animation, hiding the original object and showing the new object.
[0133] According to the remaining health of the armored vehicle, the damage level of the armored vehicle is divided into level 1 damage to level 4 damage, corresponding to slight damage, moderate damage, severe damage and complete damage respectively. When the remaining health of the armored vehicle is greater than 90% of the total health, it is judged as level 1 damage; when the remaining health of the armored vehicle is greater than 70% of the total health and less than or equal to 90%, it is judged as level 2 damage; when the remaining health of the armored vehicle is greater than 30% of the total health and less than or equal to 70%, it is judged as level 3 damage; when the remaining health of the armored vehicle is less than or equal to 30% of the total health, it is judged as level 4 damage.
[0134] The four-level damage effects are shown in Table 1:
[0135] Table 1 Description of the effects of the four levels of damage to each component of the armored vehicle
[0136] Part Name Minor injuries Moderate damage Serious injuries Complete destruction main armor The surface has scratches or slight dents, which have no functional impact The protection capability has decreased, and the protection against small arms has been weakened in some areas. Cracks or perforations, easily penetrated by armor-piercing bullets or fragments Loss of protection function, vehicle body exposed, armored vehicle completely loses protection capability Armored glass There are scratches or slight cracks on the surface, but the viewing field is not significantly affected Some of the glass cracks deepen, limiting the driver or observer's field of vision Glass cracked, external viewing function lost Completely broken, the crew completely lost sight of the scene Explosion-proof net The surface is slightly deformed, and the protective performance is basically unaffected Explosion-proof net is partially broken The explosion-proof net was damaged over a large area The explosion-proof net failed and the vehicle body was completely exposed Solid rubber tires The tire surface is worn or has small cracks, but driving is not significantly affected Some tires are punctured or the air tightness is reduced, affecting driving stability The tires were extensively damaged, and the armored vehicle's movement speed dropped significantly. The tires failed completely and the armored vehicle could not drive normally. Track Metal Links The chain link is partially worn, and the moving performance is basically normal The chain link is partially broken, affecting the smooth running of the crawler track. The tracks were severely damaged, and the mobility of the armored vehicle was significantly reduced. The track is broken or falls off, and the armored vehicle completely loses its mobility Road wheels Surface scratches or slight deformation, driving stability is normal The wheel hub is damaged or the fixing structure is loose, which affects the load-bearing and moving stability. The wheel body is severely deformed, and the armored vehicle vibrates violently while driving. The road wheels fall off and the tracks cannot operate normally. Main fuel tank Slight dents or scratches on the surface will not affect fuel storage Partial leakage, armored vehicle endurance reduced Serious leakage, insufficient oil supply to the armored vehicle power system The fuel tank exploded or was completely damaged, and the armored vehicle lost power Auxiliary fuel tank Surface scratches or slight dents, oil storage function is normal Partial leakage, slightly reduced battery life The auxiliary fuel tank is basically ineffective, and the endurance is seriously reduced. The auxiliary fuel tank exploded or was completely damaged, and the armored vehicle could not complete long-term maneuvers. Brakes The braking response is slightly delayed, and the braking performance is basically normal The braking force is significantly reduced, and armored vehicles have difficulty slowing down. Partial loss of braking function, emergency braking cannot be completed The brake system failed completely and the armored vehicle could not stop. Brake hose Slight leakage or wear on the oil pipe surface, the brake system is basically normal The oil pipe leaks significantly, and the hydraulic brake efficiency decreases The brake oil pipe is broken and the brake system partially fails. The brake oil pipe is completely damaged and the brake system fails. Fixed communication antenna The surface is slightly bent or the coating is damaged, and the communication function is normal Signal attenuation and shortened communication range The antenna is broken and the communication function is partially interrupted The antenna is completely damaged and the communication function is completely ineffective. Telescopic communication antenna Surface scratches or telescopic function slightly affected, communication function normal Telescopic function is limited and antenna signal range is reduced The antenna fixture is damaged, causing unstable communications The antenna is broken or completely fails, paralyzing the communication system GPS Antenna The signal is slightly unstable, but the positioning function is still usable Signal attenuation or interruption reduces positioning accuracy GPS equipment is extensively damaged and navigation functions cannot be used The GPS module was completely damaged and the armored vehicle lost its navigation capability External camera of observation cabin The lens surface has scratches or slight cracks, and the image quality is slightly reduced The lens is partially broken, the picture is blurry or there is a blind spot The lens is completely cracked, and the camera function is limited The camera is completely out of service and the armored vehicle loses its external observation capability. Driver infrared camera The image is slightly disturbed, but it can basically complete night driving The thermal imaging function is partially lost, making night driving more difficult The thermal imaging function is completely ineffective, and the armored vehicle loses its night combat capability The camera is completely damaged, and the driver is completely unable to drive at night
[0137] According to the damage level of the armored vehicle, different damage display replacement schemes are implemented, specifically:
[0138] For level 1 damage, the damage map is overlaid on the component at the impact point; Fig.16 The tire and wheel surface of the front vehicle are covered with damage maps relative to a normal vehicle.
[0139] For secondary damage, the damage map is replaced at the component where the impact point is located; Fig.17 The tire of the front vehicle shown has the bottom of the tire relative to Fig.16 The damage map has been replaced.
[0140] For level 3 damage, the entire part hit replaces the damage model; Fig.18 The front tire shown is a damaged model with a replacement tire.
[0141] For level 4 damage, the entire component that was hit replaces the damage model; Fig.19 The front tire shown is a damaged model with the tire replaced.
[0142] To improve operational efficiency, each component is divided by area. The smaller the unit, the lower the performance consumption, the more detailed the effect simulation, and the more conducive to damage effect evaluation.
[0143] Although the present application has been described in detail above with general descriptions and specific implementation schemes, it is obvious to those skilled in the art that some modifications or improvements may be made to the present application. Therefore, these modifications or improvements made without departing from the spirit of the present application all fall within the scope of protection claimed in the present application.
Claims
1. A vehicle structural damage simulation method based on a game engine, characterized in that: The method comprises the steps of: The first step is to analyze the structural composition of the armored vehicle, divide the functions of the components contained in the armored vehicle, calculate the armor value of each component, and determine the impact of the structural damage of the component on the total health value of the armored vehicle; determine the impact of the structural damage of each component on the action of the armored vehicle, whether the armored vehicle will completely lose its ability to move when the component is damaged; determine whether the component is a defensive component and whether it can be penetrated, and if it cannot be penetrated, whether it affects the action capability of the armored vehicle; The second step is to perform three-dimensional modeling and make textures on the appearance and component structure of the armored vehicle based on the engineering drawings or photos of the armored vehicle, simulating the real appearance of the armored vehicle and the appearance of the components; combining the manufactured component appearances together to simulate the real structure and appearance of the armored vehicle, and setting the layers of the armored vehicle, including the appearance layer, memory point layer, strike point layer, collision layer, firepower collision layer and shadow layer; The third step is to set the motion logic of the armored vehicle. Based on the operation logic and behavior principle of the armored vehicle, set the interface parameters, including thrust, brake idle speed, speed, fuel capacity, anti-rollover force coefficient, engine redline idle speed, engine speed, torque, wheel control, and direction control. Through the script setting of the physical layer, the motion logic of the armored vehicle is realized, and the motion animation is called to control the motion behavior of the armored vehicle and the energy loss of the armored vehicle during movement. The fourth step is to import the hierarchy of the armored vehicle into the game engine, set the damage logic, and calculate the remaining life value of the armored vehicle based on the armor value of the component and the total health value of the armored vehicle when the armor value is damaged, judge the damage level of the armored vehicle, and determine the model replacement plan of the component when it is damaged according to the damage level.
2. The vehicle structural damage simulation method based on a game engine according to claim 1, characterized in that: According to the remaining health value of the armored vehicle, the damage level of the armored vehicle includes level one damage to level four damage: when the remaining health value of the armored vehicle is greater than 90% of the total health value, it is judged as level one damage; when the remaining health value of the armored vehicle is greater than 70% of the total health value and less than or equal to 90%, it is judged as level two damage; when the remaining health value of the armored vehicle is greater than 30% of the total health value and less than or equal to 70%, it is judged as level three damage; when the remaining health value of the armored vehicle is less than or equal to 30% of the total health value, it is judged as level four damage.
3. The vehicle structural damage simulation method based on game engine according to claim 2 is characterized in that: According to the damage level of the armored vehicle, different damage display replacement schemes are implemented, specifically: For level 1 damage, the damage map is overlaid on the component where the impact point is located; For secondary damage, the damage map is replaced at the part where the impact point is located; For level 3 damage, the entire part hit by the blow replaces the damaged model; For level 4 damage, the entire component hit by the blow replaces the damaged model.
4. The vehicle structural damage simulation method based on a game engine according to claim 1, characterized in that: The damage logic includes: collision detection, armor penetration calculation, damage processing, chain reaction, environmental interaction, status update and feedback; The collision detection is used to determine whether the collision hits the armored vehicle and its parts, the armor-piercing calculation is used to determine whether the collision object penetrates the armor and calculates the remaining health value, the damage processing is used to calculate the structural damage of the component according to the hit part, the chain reaction is used to simulate the propagation of damage energy and the dynamic reaction generated; the environmental interaction is used to simulate the influence of light or camouflage coating on the degree of damage; the state update and feedback are used to update the state of the armored vehicle and generate visual and functional changes.
5. The vehicle structural damage simulation method based on game engine according to claim 1, characterized in that: The defense components include structural and armored defense components, external auxiliary protection components, and environmental protection components; the structural and armored defense components include main armor, additional armor, and chassis armor; the external auxiliary protection components include fence-type or mesh-type protection components, track and tire protection components; the environmental protection components include camouflage and stealth coatings; The calculation method of the first armor value k corresponding to the structure and armor defense component and the external auxiliary protection component is as follows: ; Where n is the number of armor layers, is the thickness of the i-th layer of armor, is the material coefficient of the i-th layer of armor, is the inclination angle of the i-th layer of armor; The first life value corresponding to the structure, the armor defense component and the external auxiliary protection component Calculation method: ,in, is the balance coefficient, k is the first armor value, The protective area of the armor.
6. The vehicle structural damage simulation method based on game engine according to claim 5 is characterized in that: The environmental protection components of the armored vehicle interact with the environment when in motion, and the camouflage coating and special weather reduce the probability of the armored vehicle being discovered and hit; Calculation method of the second armor value corresponding to the environmental protection component: Equivalent armor value = basic armor value * camouflage coefficient, second armor value = basic armor value + equivalent armor value. When an armored vehicle with a specific paint job removes the paint job, the armored vehicle returns to the basic armor value. The calculation method of the second life value corresponding to the environmental protection component: Second health value = basic health value * ((equivalent armor value after camouflage + basic armor value) / basic armor value) * ((1-actual hit rate) * (1-basic hit rate)); Actual hit rate = basic hit rate * (1-camouflage coefficient * environmental correction coefficient); The environmental correction coefficients corresponding to different weather conditions are different. For clear weather, the environmental correction coefficient is 1; for foggy days, the environmental correction coefficient is 1.5; for sandstorm weather, the environmental correction coefficient is 2; for rainy days, the environmental correction coefficient is 1.
2.
7. The vehicle structural damage simulation method based on a game engine according to claim 1, characterized in that: The exterior layer is the visible part of the armored vehicle, used for visual performance; The memory point layer is used to save the status or position information of the armored vehicle, for fast positioning or reconstruction of the scene, and to save the status of the armored vehicle in the game engine, including position, direction, speed, and health value; the strike point layer is the attackable part of the armored vehicle, and the predefined strike point area is used to determine whether the attack hits: different strike points correspond to different components, and the strike point layer allows damage calculation for different parts; the collision layer is the physical boundary of the armored vehicle, which is used to handle collision interactions with the environment and other objects; the firepower collision layer is used to handle the interaction between firepower attacks and armored vehicles; the shadow layer is used to render the shadow effect of the interaction between the armored vehicle and the environment.
8. The vehicle structural damage simulation method based on game engine according to claim 7 is characterized in that: Analyze the function and impact range of each component, and the motion animation of each component when it is in operation. The components form a complete armored vehicle; simulate the appearance of the armored vehicle, and load the impact point under the appearance of each component; the position of each component is expressed in three-dimensional coordinates, and the first component to the Nth component correspond to the coordinate values in the three-dimensional coordinate system respectively; The origin of coordinates is (X0, Y0, Z0), the coordinate value of the first component in the three-dimensional coordinates is (X1, Y1, Z1), and so on, the coordinate value of the Nth component in the three-dimensional coordinates is (XN, YN, ZN); the strike point also corresponds to the center coordinate position of each component; because the size of each component is different, each strike point sets a corresponding strike range, with the strike point as the center and a radius set, and the components within the sphere within this radius will be affected by the fire strike; The volume of the shadow layer should be smaller than the structural volume of the component and should be wrapped by the component structure. The first component consists of four vertices, namely (X1, Y1, Z1), (X2, Y2, Z2), (X3, Y3, Z3), and (X4, Y4, Z4). The vertex coordinates of the shadow layer of the first component are (X1-p, Y1-p, Z1-p), (X2-p, Y2-p, Z2-p), (X3-p, Y3-p, Z3-p), and (X4-p, Y4-p, Z4-p).
9. The vehicle structural damage simulation method based on game engine according to claim 8, characterized in that: The armored vehicle makes corresponding actions under the operation command. These actions are realized by animation, and the animation actions are realized by scripts. Each motion component rotates, translates, hides or shows around a point. The memory point is the reference point for the skeleton to move accordingly. When multiple parts are related to each other and move as a whole around a reference point, and move separately around different reference points, multiple parts are related. The memory point is set as the reference point for the skeleton to move with. It can also be used as the starting point for data transmission and replaces the loading position of the damage model.
10. The vehicle structural damage simulation method based on game engine according to claim 1, characterized in that: The motion logic of the armored vehicle is analyzed, and the relevant parameters will have an impact on the motion, which is reproduced in the simulation based on the logic of the armored vehicle operation; the fuel tank capacity, vehicle weight, engine speed and energy consumption, the friction coefficient of the armored vehicle receiving the ground, whether it will roll over when turning under different weight ratios, and the anti-rollover coefficient are analyzed, and the analysis results are opened as a parameter interface and written into the motion logic of the armored vehicle in the simulation; the armored vehicle dynamics parameters are set in the simulation based on the actual controlled armored vehicle motion logic to reflect the interaction of the armored vehicle with the outside world in a three-dimensional environment. The parameter system is divided into a power system, a transmission system, and a braking system; the relevant parameters include engine power, torque, traction, resistance, acceleration, speed, turning radius, armored vehicle mass, distributed mass, ground pressure, track speed ratio and friction coefficient.
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