A vehicle structured damage simulation method based on a game engine

By using a game engine-based method for simulating vehicle structured damage, the problem of insufficient research on component-level damage to armored vehicles has been solved. This method enables refined simulation of damage effects and display of behavioral impacts, thereby improving computational efficiency and the survivability of armored vehicles.

CN119808266BActive Publication Date: 2025-11-11ARMY ENG UNIV OF PLA
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Patent Information

Application Number
CN202411787968.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-12-06
Publication Date
2025-11-11
Estimated Expiration
2044-12-06

AI Technical Summary

Technical Problem

Existing technologies lack in-depth research and simulation of structural damage to armored vehicle components, making it impossible to effectively simulate the impact of damage severity and effects on armored vehicle behavior.

Method used

A vehicle structured damage simulation method based on a game engine is adopted. By functionally dividing components, setting armor and health values, and combining 3D modeling and motion logic, the damage effect of armored vehicles is simulated, and the damage logic and model replacement are implemented in the game engine.

Benefits of technology

It achieves refined simulation of component-level damage effects, demonstrates the impact of damage on armored vehicle behavior, improves computational efficiency and performance, and enhances armored vehicle survivability by reducing enemy hit rate through camouflage coating.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention discloses a vehicle structured damage simulation method based on a game engine, comprising: analyzing the structural composition of an armored vehicle, analyzing the function of the components and structures included in the armored vehicle, and analyzing the impact of component damage on the armored vehicle's movement; performing 3D modeling and texture mapping of the armored vehicle's appearance and component structures; setting the armored vehicle's motion logic; calling motion animations to control the armored vehicle's behavior and energy consumption during movement; importing each level of the armored vehicle into the game engine, setting damage logic, armor values ​​for each component structure, and the total health value of the armored vehicle, and the impact of component damage on the total health value; and determining model replacement schemes for components subjected to different types of damage. This invention realizes component-level damage effects and the impact of component damage on armored vehicle behavior, simulates damage effects on component structures, and simulates the impact of component damage on armored vehicle behavior.
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Description

Technical Field

[0001] This invention relates to the field of computer simulation technology, and in particular to a method for simulating vehicle structured damage based on a game engine. Background Technology

[0002] In a virtual simulation environment, in-depth research on the damage to armored vehicle components can effectively assess the impact of component damage on armored vehicle operations, providing theoretical basis and technical support for improving the defensive performance of armored vehicles.

[0003] In existing technologies, there are few simulation techniques for studying damage to armored vehicles at the component and structural level. Existing methods mainly involve dividing the structure using finite element analysis to identify weak points in the component structure, but they do not further analyze the extent and effect of the damage, or the behavior of the armored vehicle after damage. Therefore, they 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 this invention is to provide a vehicle structured 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 existing technology, and provides an effective solution.

[0005] To solve the above-mentioned technical problems, the present invention adopts a technical solution as follows: a vehicle structured damage simulation method based on a game engine. This method includes the following steps: First, analyzing the structural composition of an armored vehicle, functionally dividing the components included in the armored vehicle, calculating the armor value of each component, and determining the impact of structural damage to the components on the total lifespan of the armored vehicle; determining the impact of structural damage to each component on the armored vehicle's movement, whether the damaged component completely renders the armored vehicle incapable of movement; determining whether the component is a defensive component, whether it can be penetrated, and whether, if not penetrated, it affects the armored vehicle's mobility; Second, based on the engineering drawings or photographs of the armored vehicle, performing 3D modeling of the armored vehicle's appearance and the structure of its components, and creating textures to simulate the real appearance of the armored vehicle and its components; combining the created component appearances together to simulate the real structure and appearance of the armored vehicle. The process involves four steps: First, setting the armored vehicle's hierarchy, including appearance layer, memory point layer, attack point layer, collision layer, fire impact layer, and shadow layer. Second, setting the armored vehicle's motion logic, based on its operational logic and behavior principles, and configuring interface parameters such as thrust, brake idle speed, speed, fuel capacity, anti-rollover force coefficient, engine redline idle speed, engine speed, torque, wheel control, and direction control. Third, implementing the armored vehicle's motion logic through physical layer script settings and invoking motion animations to control its movement behavior and energy consumption. Fourth, importing the armored vehicle's hierarchy into the game engine, setting damage logic, and calculating the remaining health of the armored vehicle when its armor is damaged, based on the armor value of the components and the total health of the armored vehicle, determining the damage level, and identifying model replacement schemes for components subjected to different levels of damage.

[0006] Preferably, based on the remaining health of the armored vehicle, the damage level of the armored vehicle is classified into four levels: Level 1 damage is determined when the remaining health of the armored vehicle is greater than 90% of its total health; Level 2 damage is determined when the remaining health of the armored vehicle is greater than 70% of its total health and less than or equal to 90%; Level 3 damage is determined when the remaining health of the armored vehicle is greater than 30% of its total health and less than or equal to 70%; and Level 4 damage is determined when the remaining health of the armored vehicle is less than or equal to 30% of its total health.

[0007] Preferably, different damage display replacement schemes are implemented according to the damage level of the armored vehicle, specifically: for level 1 damage, the damage map is covered on the component where the point of impact is located; for level 2 damage, the damage map is replaced on the component where the point of impact is located; for level 3 damage, the entire component hit by the impact is replaced with the damaged model; for level 4 damage, the entire component hit by the impact is replaced with the damaged model.

[0008] Preferably, the damage logic includes: collision detection, armor penetration calculation, damage handling, chain reaction, environmental interaction, and status update and feedback; the collision detection is used to determine whether a collision hits the armored vehicle and its parts; the armor penetration calculation is used to determine whether the colliding object penetrates the armor and calculate the remaining health points; the damage handling is used to calculate the structural damage of components based on the hit location; the chain reaction is used to simulate the propagation of damage energy and the resulting dynamic reactions; the environmental interaction is used to simulate the impact of light or camouflage coating on the degree of damage; and the status update and feedback is used to update the status of the armored vehicle and generate visual and functional changes.

[0009] Preferably, the defensive components include structural and armored defensive components, external auxiliary protective components, and environmental protection components; the structural and armored defensive components include main armor, additional armor, and chassis armor; the external auxiliary protective components include fence-type or mesh-type protective components, track and tire protective components; the environmental protection components include camouflage and stealth coatings; wherein, the calculation method for the first armor value k corresponding to the structural and armored defensive components and the external auxiliary protective components is as follows:

[0010] ,

[0011] Where n is the number of armor layers, Let be the thickness of the i-th layer of armor. Let be the material coefficient of the i-th layer of armor. Let be the tilt angle of the i-th layer of armor.

[0012] The structure corresponds to the first hit value of the armored defensive components and the external auxiliary protective components. Calculation method: ,in, Here, k is the balance coefficient, and k is the first armor value. This refers to the area protected by the armor.

[0013] Preferably, the environmental protection components of the armored vehicle interact with the environment during movement, and the camouflage coating and special weather conditions can reduce the probability of the armored vehicle being detected and hit; the calculation method for the second armor value corresponding to the environmental protection components is as follows:

[0014] The equivalent armor value = the base armor value * the camouflage coefficient, and the second armor value = the base armor value + the equivalent armor value. When an armored vehicle with a specific paint scheme has its specific paint scheme removed, the armored vehicle is restored to its base armor value.

[0015] The calculation method for the second life value corresponding to the environmental protection component:

[0016] Secondary Health = Base Health * ((Equivalent Armor Value after Camouflage + Base Armor Value) / Base Armor Value) * ((1 - Actual Hit Rate)(1 - Base Hit Rate)); Actual Hit Rate = Base Hit Rate * (1 - Camouflage Coefficient * Environmental Correction Coefficient); The environmental correction coefficient varies depending on the weather conditions. For sunny weather, the environmental correction coefficient is 1; for foggy weather, the environmental correction coefficient is 1.5; for sandstorm weather, the environmental correction coefficient is 2; for rainy weather, the environmental correction coefficient is 1.2.

[0017] Furthermore, there is the penetration probability = armor penetration value / armor value, where the armor value includes the first armor value and the second armor value; armor penetration value = (mass of the colliding object (kg) * collision velocity) 2 (m / s) / Cross-sectional area of ​​the colliding object * Armor tensile coefficient (m / s)).

[0018] The results include: No Penetration: Health Deduction = Damage Value * No Penetration Coefficient, where the No Penetration Coefficient ranges from 0.1 to 0.3, and the Damage Value is determined by the characteristics of the attacking object; Penetration: Health Deduction = Damage Value * Penetration Coefficient; where the Penetration Coefficient = (Density of the colliding object (g / cm³)) 3 Collision speed 2 (m / s) / (armor density (g / cm³) 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, used for visual representation; the memory point layer is used to save the state or position information of the armored vehicle, for quick location or reconstruction of the scene, and to save the state of the armored vehicle in the game engine, including position, orientation, speed, and health; the hit point layer is the attackable part of the armored vehicle, and determines whether the attack hits through predefined hit point areas: different hit points correspond to different parts, and the hit point layer allows damage calculation for different parts; the collision layer is the physical boundary of the armored vehicle, used to handle collision interactions with the environment and other objects; the fire collision layer is used to handle the interaction between fire attacks and the armored vehicle; and the shadow layer is used to render the shadow effects of the armored vehicle interacting with the environment.

[0020] Preferably, the function and impact range of each component are analyzed, and motion animations of each component during operation are retrieved. These components together form a complete armored vehicle. The appearance of the armored vehicle is simulated, and impact points are assigned to the appearance of each component. The position of each component is represented in three-dimensional coordinates, with the first to Nth components corresponding to coordinate values ​​in the three-dimensional coordinate system. The origin of the coordinate system is (X0, Y0, Z0), the coordinates of the first component are (X1, Y1, Z1), and so on, with the Nth component's coordinates being (XN, YN, ZN). The impact point also corresponds to the center coordinate position of each component. Because each component has a different size, each... The impact point is set with a corresponding impact range. A radius is set with the impact point as the center. Components inside the sphere within this radius will be affected by the fire. 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).

[0021] Preferably, the armored vehicle performs corresponding actions under operating commands. These actions are all implemented by animation, and the animation actions are implemented 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 components are interconnected and move as a whole around a reference point, and also move individually around different reference points, the multiple components are associated. The memory point is set as the reference point for the skeleton to move accordingly, and can also be used as the starting point for data transmission and to replace the loading position of the damage model.

[0022] Preferably, the motion logic of the armored vehicle is analyzed, and relevant parameters affect the motion. The logic of the armored vehicle's operation is reproduced in the simulation. The analysis includes fuel tank capacity, vehicle weight, engine speed and energy consumption, the friction coefficient of the armored vehicle against the ground, whether it will roll over when turning under different weight ratios, and the rollover resistance coefficient. The analysis results are then opened as parameter interfaces and written into the motion logic of the armored vehicle in the simulation. The dynamic parameters of the armored vehicle are set in the simulation based on the actual controlled motion logic of the armored vehicle, reflecting the interaction between the armored vehicle and the outside world in a three-dimensional environment. The parameter system is divided into power system, transmission system, and braking system. The relevant parameters include engine power, torque, traction force, drag, acceleration, speed, turning radius, armored vehicle mass, distributed mass, ground pressure, track speed ratio, and friction coefficient.

[0023] Compared with the prior art, the significant technical effects of the present invention are as follows:

[0024] (1) This invention realizes the component-level damage effect and the impact of component damage on armored vehicle behavior, simulates the damage effect on component structure, and simulates the impact of component damage on armored vehicle behavior; each level is interconnected, achieving the presentation of component damage effect and the impact of component damage on armored vehicle behavior;

[0025] (2) The damage effect display uses model replacement or animation effects without actually increasing the physical calculation; it greatly improves the performance when finely processing the evaluation and display of component-level damage effects, and also achieves fine damage simulation, 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 with the environment, reducing the probability of armored vehicles being detected and hit, thus 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 damage directly borne by the armor.

[0027] (4) By dividing into different levels, computational efficiency can be optimized, complex computations can be distributed to different levels, computational redundancy can be reduced, and performance can be improved.

[0028] (5) The damage logic is divided into six modules, which precisely define the function and damage logic of each component, update the armored vehicle status in real time and present the damage results, and simulate complex damage and external environmental influences. Attached Figure Description

[0029] Figure 1 This is a flowchart of an embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention;

[0030] Figure 2 This is a schematic diagram of the 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 This is a schematic diagram of the appearance layer in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention.

[0032] Figure 4 This is a schematic diagram of the 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 This is a schematic diagram of the impact point layer in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention.

[0034] Figure 6This is a schematic diagram of the collision layer in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention.

[0035] Figure 7 This is a schematic diagram of the fire impact layer in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention.

[0036] Figure 8 is a schematic diagram of the shadow layer in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention;

[0037] Figures 9-14 This is a schematic diagram of LOD display in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention;

[0038] Figure 15 This is a schematic diagram displayed in a three-dimensional coordinate system in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention.

[0039] Figure 16 This is a schematic diagram of primary damage in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention;

[0040] Figure 17 This 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] Figure 18 This is a schematic diagram of level three damage in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention;

[0042] Figure 19 This is a schematic diagram of level four damage in another embodiment of a vehicle structured damage simulation method based on a game engine according to the present invention. Detailed Implementation

[0043] To facilitate understanding of the present invention, a more detailed description is provided below with reference to the accompanying drawings and specific embodiments. Preferred embodiments of the invention are shown in the drawings. However, the invention can be implemented in many different forms and is not limited to the embodiments described herein. Rather, these embodiments are provided to provide a thorough and complete understanding of the disclosure of the invention.

[0044] It should be noted that, unless otherwise defined, all technical and scientific terms used in this specification have the same meaning as commonly understood by one of ordinary skill in the art to which this invention pertains. The terminology used in this specification is for the purpose of describing particular embodiments only and is not intended to limit the invention. The term "and / or" as used in this specification includes any and all combinations of one or more of the associated listed items. Furthermore, the "armored vehicle" and its components in this invention are simulation models built in a computer simulation environment, capable of simulating various armored vehicles of different military branches.

[0045] Figure 1 A flowchart illustrating an embodiment of a vehicle structured damage simulation method based on a game engine is shown, including the following steps:

[0046] Step S1: Analyze the structural composition of the armored vehicle, divide the components of the armored vehicle into functional categories, calculate the armor value of each component, and determine the impact of structural damage to the components on the total life value of the armored vehicle; determine the impact of structural damage to each component on the movement of the armored vehicle, whether the damage to the component completely renders the armored vehicle incapable of movement; determine whether the component is a defensive component, whether it can be penetrated, and whether it affects the movement capability of the armored vehicle if it cannot be penetrated.

[0047] In the second step S2, based on the engineering drawings or photographs of the armored vehicle, a 3D model of the armored vehicle's appearance and the structure of its components is created, and textures are made to simulate the real appearance of the armored vehicle and the appearance of its components. The created component appearances are then combined to simulate the real structure and appearance of the armored vehicle. At the same time, the layers of the armored vehicle are set, including the appearance layer, memory point layer, impact point layer, collision layer, fire impact layer, and shadow layer.

[0048] The third step, S3, sets the motion logic of the armored vehicle. Based on the logic and behavior principle of the armored vehicle, interface parameters are set, 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 settings of the physical layer, the motion logic of the armored vehicle is implemented, and motion animation is called to control the motion behavior of the armored vehicle and the energy consumption during the movement of the armored vehicle.

[0049] Step S4 involves importing the armored vehicle's hierarchy into the game engine, setting up damage logic, and calculating the remaining health of the armored vehicle when its armor value is damaged, based on the component's armor value (how much damage it can withstand and how much power it can completely defend against) and the armored vehicle's total health. This determines the armored vehicle's damage level and, based on the damage level, determines the model replacement scheme for components under different damage conditions. For example, for level one and level two damage, the impact on the armored vehicle's operation animation (such as stuttering, not operating, or stopping the animation) is determined. When the armored vehicle's total health drops to a certain threshold, it is considered damaged, severely damaged, or destroyed.

[0050] Furthermore, such as Figure 2 As shown, the damage logic includes six logic modules, all of which are implemented in a computer simulation environment: Collision Detection Module 101: used to determine whether the ammunition hits the armored vehicle and its parts; Armor Penetration Calculation Module 102: used to determine whether the collision block penetrates the armor and calculate the damage value; Damage Processing Module 103: calculates the damage of the module based on the hit location; Chain Reaction Module 104: simulates damage propagation and dynamic reaction; Environmental Interaction Module 105: dynamically adjusts the external influence of the damage logic; State Update and Feedback Module 106: used to update the armored vehicle state and generate visual and functional changes.

[0051] The six damage logics described above correspond to six damage logic process methods. Specifically, the collision detection module serves as the starting point, determining whether the ammunition has hit and the hit parameters (position, angle, velocity). If it hits, the hit information is transmitted to the armor penetration calculation module to assess whether the armor has been penetrated. If penetration occurs, the damage processing module updates the armored vehicle's displayed status based on the hit location and damage value. Next, the chain reaction module further processes the systemic chain damage caused by localized damage. Then, the environment interaction module dynamically adjusts the damage value, simulating the impact of the environment on combat. By defining these logic modules and their sequence in the process of ammunition hitting the armored vehicle, the function of each component and the damage logic after being hit can be precisely defined, the armored vehicle status can be updated in real time, and the damage results can be presented, simulating complex damage and the influence of the external environment.

[0052] pass Figure 1The structured damage simulation method for armored vehicles, as shown, utilizes three-dimensional photographs of the armored vehicle to obtain its actual appearance features, enabling the creation of a 3D simulation model that mimics the vehicle's realistic appearance. It also uses photographic data and point cloud data of component structures to create 3D simulation models of the armored vehicle's component structures, simulating their realistic appearance and location. Furthermore, it acquires functional parameter data of the armored vehicle, simulating its real-world movement and energy consumption, and demonstrating the actual purpose and importance of each component within the armored vehicle, as well as their impact on the vehicle's behavior. On the other hand, by studying structured damage to armored vehicles, it aims to understand whether the intended defensive effect is achieved against attacks, how to respond quickly to armored vehicle malfunctions, and how to improve the vehicle's performance.

[0053] Therefore, through the above embodiments of the present invention, a simulation model of armored vehicle damage performance can be built in the game engine, which can simulate the impact of damage to various component structures on the armored vehicle relatively quickly and accurately, while meeting the requirements for efficiency and accuracy.

[0054] Preferably, in step S1, regarding the impact of structural damage on the armored vehicle's operation, the game simulates whether the structure of different components is impact-resistant and bulletproof, and how damage affects the armored vehicle. This reduces the cost of real-world damage testing and increases the simulation of the impact of various munitions, weapons, or events on the armored vehicle.

[0055] Specifically, the defensive components include structural and armored defense, external auxiliary protection components, and environmental protection components; the structural and armored defense components include main armor, additional armor modules, and chassis armor; the external auxiliary protection components include fence-type or mesh protection components, track and tire protection components; and the environmental protection components include camouflage and stealth coatings.

[0056] The calculation method for the first armor value k corresponding to the structure, the armor defense component, and the external auxiliary protection component is as follows:

[0057] ,

[0058] Where n is the number of armor layers, Let be the thickness of the i-th layer of armor. Let be the material coefficient of the i-th layer of armor. Let be the tilt angle of the i-th layer of armor.

[0059] The structure corresponds to the first hit value of the armored defensive components and the external auxiliary protective components. Calculation method: ,in, Here, k is the balance coefficient, and k is the first armor value. This refers to the area protected by the armor.

[0060] The environmental protection components of the armored vehicle interact with the environment during movement, and the camouflage coating and special weather conditions reduce the probability of the armored vehicle being detected and hit.

[0061] The calculation method for the second armor value corresponding to the environmental protection component:

[0062] Equivalent armor value = base armor value * camouflage coefficient, second armor value = base armor value + equivalent armor value. When the armored vehicle with a specific paint scheme is removed, the armored vehicle is restored to the base armor value.

[0063] The calculation method for the second life value corresponding to the environmental protection component:

[0064] Secondary Health = Base Health * ((Equivalent Armor Value After Camouflage + Base Armor Value) / Base Armor Value) * ((1 - Actual Hit Rate)(1 - Base Hit Rate));

[0065] Actual hit rate = base hit rate * (1 - camouflage coefficient * environment correction coefficient);

[0066] Different weather conditions correspond to different environmental correction coefficients. For sunny weather, the environmental correction coefficient is 1; for foggy weather, the environmental correction coefficient is 1.5; for sandstorm weather, the environmental correction coefficient is 2; and for rainy weather, the environmental correction coefficient is 1.2.

[0067] The external systems of an armored vehicle include its external armor, weapon systems, sensors, tracks, and tires. The external armor is the first line of defense, and its condition directly determines the vehicle's resistance to attack. Damage to external systems (such as armor penetration) usually exposes internal systems, increasing the risk of destruction. Tracks and tires are also external systems; damage to them can lead to a loss of mobility. The significance of damage assessment includes: assessing whether the external systems are sufficient to withstand external attacks; calculating the degree of reduction in the protective capability of internal systems after damage to external systems; and determining the functional status of external weapons and moving modules (such as partial damage or complete failure).

[0068] The internal systems include the engine, transmission system, electrical system, personnel compartment, ammunition storage, and cooling system. These internal systems are the core of an armored vehicle, determining its power, combat capabilities, and survivability. Damage to the engine, transmission system, or other components can render the armored vehicle immobile. Internal systems are typically complex and highly dependent on external protection. Once external protection fails, the internal systems are easily destroyed. The significance of damage assessment lies in: assessing the probability of damage to internal systems after external protection fails; and analyzing the impact of damage to internal systems on the overall functionality of the armored vehicle.

[0069] Armor material properties: Armor materials reflect the physical resistance of various components of an armored vehicle to impact. The hardness, toughness, and density of a material directly determine its penetration resistance and damage threshold. External armor may undergo plastic deformation or fracture after repeated impacts, depending on the material's ductility. Material properties determine the system's remaining protective capability. Significance for damage assessment: Determining the material's damage resistance characteristics under different types of attacks allows for optimized material selection and enhanced protection of critical components.

[0070] By dividing the components of an armored vehicle into three distinct levels—external systems, internal systems, and material properties—a more comprehensive assessment of its damage status and survivability can be achieved. Strengthening the protective capabilities of external armor (e.g., optimizing slope angles and employing composite armor), and selecting higher-performance materials to enhance the damage resistance of critical areas, allows for targeted design optimization, improving the overall protection capabilities of different modules. Precise quantification of damage effects allows for the assessment of the impact of an attack on the overall functionality of the armored vehicle.

[0071] For example, the reduction in armor value after damage, i.e., armor reduction value = ((armor value) * (attack power value * 6%)) / (1 + 6% * (armor value)).

[0072] When armor is attacked, its armor value will decrease and the damage received will increase. The damage increase value = 2 - 0.94^(armor reduction value).

[0073] Meanwhile, the armor value is affected by the collision angle of the bullet or the object that caused the damage. The incident angle decreases from 0 to 90 degrees. The damage suffered is: ((armor value) * (attack power value * 6%) * sin\cos(incident angle)) / (1 + 6% * (armor value)).

[0074] The area of ​​damage is negatively correlated with the armor value. The larger the area of ​​damage, the greater the damage value, the more severe the reduction in the armor value of the component, and the more likely the component is to be damaged. The area of ​​damage is related to the damage transmission from the point of impact, and the point of impact controls the area of ​​damage.

[0075] The initial determination of armor value is related to the material and the thickness of the object.

[0076] Furthermore, the determination of whether the armored vehicle has lost its mobility specifically involves:

[0077] Based on the operational logic of real armored vehicles, if the fuel tank is hit, the armored vehicle will run out of fuel and stop moving; if the battery is hit, the armored vehicle will instantly lose its mobility; if the steering wheel is hit, the armored vehicle's steering will be affected; if the camera is hit, the image transmission will be affected; and if the bulletproof armor is destroyed, the protection capability will be reduced. The behavioral logic of the armored vehicle and the function of each component, as well as the impact on the armored vehicle's behavior, are set based on the actual operational capabilities of armored vehicles.

[0078] Each component has armor and health points. Component damage is not only determined by defensive components, as every component can be damaged. Damage to different components has different effects on the armored vehicle's behavior and also results in different damage appearances.

[0079] Furthermore, in step S2, the various levels of the armored vehicle are described:

[0080] The appearance layer switches between different resolutions based on various conditions (e.g., field of view distance, number of objects, video quality, CPU utilization, etc.); the collision layer defines the location and weight where the model will collide with other objects; the fire collision layer defines the location where the model will interact with fire; the impact point layer defines the location of certain destructible parts of the model (e.g., wheels, lights, etc.); the memory point layer defines the control points for the animation; and the shadow layer projects shadows onto the ground, other objects, and the object itself.

[0081] Specifically, the following uses a single-layer display method to illustrate each of the above levels. For example... Figure 3 As shown, the appearance layer is the externally visible part of the armored vehicle, primarily used for visual representation, including the vehicle's model, textures, and paint scheme. Different levels of detail (LOD) can be used at different distances, reducing resource consumption and improving operational efficiency. For example... Figure 4 As shown, the memory point layer ( Figure 4 The black dots (representing key points) are related to armored vehicles, used to save the vehicle's state or position information for quick scene location or reconstruction. They save the armored vehicle's state within the game engine (such as position, orientation, speed, and health). Figure 5 As shown, the strike point layer ( Figure 5 The black dots (representing the armored vehicle's attackable parts) indicate the points of impact from bullets, shells, or other attacks. By using predefined impact point areas, the system accurately determines whether an attack has hit, reducing computational complexity. It's used for localized damage simulation: different impact points may correspond to different components (such as engines, weapons, tracks), and the impact point layer allows for damage calculations targeting different parts. Figure 6 As shown, the collision layer ( Figure 6 The black lines (shown in the middle) represent the physical boundaries of the armored vehicle, used to handle collision interactions with the environment and other objects. The volume and shape of the armored vehicle are defined to handle collision responses between the vehicle and its environment (such as terrain and obstacles). Simplified collision models (such as boxes and cylinders) are used instead of complex geometric models to reduce the computational burden on the physics engine. The collision layer ensures that the armored vehicle behaves reasonably when interacting with other objects (such as impacts, rollovers, and side rolls). Figure 7 As shown, the fire impact layer ( Figure 7(Indicated by the black lines) This section specifically handles the interaction between firepower and armored vehicles, typically more refined than the collision layer. It defines the specific area of ​​interaction between firepower and armored vehicles, used to determine whether an attack hits, penetrates, or deflects. By using a separate firepower collision layer, complex global collision calculations are avoided, allowing focus on handling combat-related interactions. For example... Figure 8 As shown, the shadow layer ( Figure 8 (Indicated by the black line) This is a dedicated layer used to render the shadow effects of armored vehicles interacting with the environment. It simulates the occlusion effect of armored vehicles behind terrain or objects, reducing the hit rate. A separate shadow layer can reduce the overhead of shadow calculations in complex scenes, improving performance by simplifying shadow representation. By dividing the scene into different layers, computational efficiency can be optimized, distributing complex calculations across different layers, reducing computational redundancy, and improving performance.

[0082] Specifically, collision layers define the collision properties of an armored vehicle, determining which objects will collide with it or trigger events. By setting different collision layers, unnecessary calculations can be avoided, optimizing performance.

[0083] The specific implementation steps of the collision layer are as follows:

[0084] 1) In the editor, open Edit > Project Settings > Tags and Layers, and add new layers (e.g., “Player”, “Vehicle”, “Terrain”).

[0085] 2) Assign layers to game objects by setting the Layer in the Inspector window.

[0086] 3) Set collision rules: In Edit > Project Settings > Physics, set whether collisions can occur between different layers.

[0087] Specifically, LOD (Level of Detail) is used to dynamically adjust the rendering quality of the armored vehicle based on the distance between the armored vehicle and the camera, thereby optimizing rendering performance.

[0088] LOD is typically implemented using LOD Group components, allowing multiple different levels of detail to be defined 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 of 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 Figures 9-14 As shown, the levels of detail gradually decrease, which is used to render the armored vehicle at different distances.

[0093] Specifically, the Memory Point Layer is typically used in games to save and restore critical physical or interactive data points, such as character positions or armored vehicle states. These memory points can be used for object restoration, undoing operations, or rewinding historical states.

[0094] The specific implementation steps are as follows:

[0095] 1) Create a Transform point in the scene to store the memory data.

[0096] 2) The status of the armored vehicle (such as position, rotation, etc.) can be saved periodically or as needed and restored as required.

[0097] Specifically, the Hit Point Layer is used to define the effective area of ​​attack on an object, such as the weak points of an armored vehicle (e.g., engine, tires) or the vulnerable parts of a character. Hit Point Layers allow for different damage calculations or effects to be triggered in specific areas.

[0098] The impact point is typically defined using colliders and the armored vehicle's transformation, and can be implemented using various triggering events. The specific implementation steps are as follows:

[0099] 1) Define multiple points of attack (such as tires, engine, etc.) in the armored vehicle model.

[0100] 2) Set up an independent collider for each impact point and add corresponding triggering logic to it.

[0101] Specifically, the Shadow Layer controls the light source and shadow projection effects in the game. Different armored vehicle models may require different shadow effects to achieve more efficient rendering.

[0102] Support for real-time and pre-computed shadows is supported, and whether shadows are cast can typically be controlled through the Renderer component of an armored vehicle. The specific implementation steps are as follows:

[0103] 1) Enable shadow settings (Cast Shadows) in the Renderer component of the armored vehicle.

[0104] 2) Set the quality and mode of the shadow (Hard Shadows or Soft Shadows).

[0105] Specifically, the Fire Collision Layer handles the collision logic of weapon attacks, such as the collision between weapons like shells and missiles and targets.

[0106] Independent collision layers can be set for weapons and targets, triggering specific attack effects upon collision. The specific implementation steps are as follows:

[0107] 1) Create a weapon collider and fire collision layer.

[0108] 2) Configure 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 specific explanation of the armored vehicle's behavior principle in the simulation game is as follows: A key point in simplifying the armored vehicle's physical model is to handle longitudinal and lateral forces independently. Longitudinal forces control the armored vehicle's forward direction, including wheel traction, braking force, rolling friction, and air resistance, which collectively control acceleration, deceleration, and vehicle speed. Lateral forces allow the armored vehicle to steer, including the resistance of the wheels and tires rolling laterally. In addition, there are factors such as the weight-to-speed conversion ratio, weight balance ratio, gear ratio, fuel consumption, fuel capacity, torque, initial engine power, and power loss. Simultaneously, different components, such as cameras transmitting images, steering wheels controlling steering, antennas transmitting signals, and robotic arms performing animated movements, also play a role.

[0110] The physical layer script settings include parameters such as open interface parameters, thrust, brake idle speed, speed, fuel capacity, anti-rollover force coefficient, engine redline idle speed, engine speed, torque, wheel control, and direction control.

[0111] Furthermore, in step S4, the game engine can be implemented using Unity3D behavior control and UE5 behavior blueprints.

[0112] The damage logic is set up by a collision layer that receives collision interactions with the outside world, such as collisions between armored vehicles and rigid bodies, and bullet impacts. The impact point determines the damage area and which components are damaged. The transmitted attack force is converted into damage value through armor value conversion and transmitted to the component's health value. Based on the component's health value, it is determined whether it is damaged or destroyed. Then, the function of different components is used to determine how it affects the behavior of the armored vehicle. The memory point determines the animation trigger condition. Replacing the damage texture will replace the damaged model and trigger the damage animation.

[0113] Each component should interact with the environment and firepower during movement, including the impact of bullets or rigid bodies on the armored vehicle, damage data transmission, collision location determination, firepower strike effect trigger location, and damage animation call.

[0114] The physical collision block is a convex body that wraps around and adheres to the outer layer. Similarly, the AI ​​control determines the collision detection location, just as the collision layer does.

[0115] Memory points are set at the locations that trigger animations and are used as the transmission points for empty arrays. For example, if a robotic arm needs to rotate 0 to 90 degrees around a joint, the memory point is set at the joint, with the memory point as the center. Similarly, when triggering damage replacement of texture models, the memory point is used as the trigger center to hide or replace them. Light emission is another example. Additionally, a single point can be used to transmit particle data to trigger effects.

[0116] Preferably, in step S2, the function and impact range of each component are analyzed. The motion animation of each component during operation is retrieved, and the components together form a complete armored vehicle, simulating the appearance of the armored vehicle. Impact points are loaded onto the appearance of each component, corresponding one-to-one. The positions of the components are represented in three-dimensional coordinates. The first to Nth components correspond to the three-dimensional coordinate system (X, Y, Z). The origin of the coordinate system is (X0, Y0, Z0), the first component is (X1, Y1, Z1), and so on, with the Nth component being (X0, Y0, Z0). n ,Y n Z n The impact point also corresponds to the center coordinate position of each component. The first impact point is (X1, Y1, Z1) in three-dimensional coordinates, and so on, with the Nth impact point being (X1, Y1, Z1) in three-dimensional coordinates. n ,Y n Z n Because each component is of a different size, a corresponding impact range should be set for each impact point. A radius is set with one impact point as the center, and the components inside the sphere within this radius will be affected by the firepower.

[0117] Preferred, such as Figure 15The diagram shows how 3D modeling creates components and places them within a corresponding 3D coordinate system, then positions them within a Level of Dimension (LOD) layer. At different distances, the model is replaced, reducing the complexity of surface rendering and increasing rendering efficiency. Essentially, this reduces pipeline rendering workload by exchanging vertex data. Different LOD layers represent the display effects at different distances. The impact point corresponds one-to-one with the component's appearance; impacts within this range serve as data transmission entry points, transmitting damage data and identifying the damaged areas within the engine.

[0118] Preferably, the interaction between the armored vehicle and the virtual environment is represented by physical collision blocks, such as occlusion and collision. Without physical collision blocks, and only an appearance layer, the AI ​​cannot identify the position of the armored vehicle, and physical obstacles will not be generated. With physical collision blocks, the armored vehicle in the game can be subjected to forces, including resistance, friction, gravity, and collision interactions.

[0119] Each collision layer should correspond one-to-one with the appearance of each component. The collision layer is also positioned in 3D coordinates. Since components are displayed in 3D with a defined volume, the vertices of each component connected together constitute the component's display volume. For example, assuming the first component consists of four vertices (X1, Y1, Z1), (X2, Y2, Z2), (X3, Y3, Z3), and (X4, Y4, Z4), the corresponding collision layer has four vertices (X1, Y1, Z1), (X2, Y2, Z2), (X3, Y3, Z3), and (X4, Y4, Z4). And so on. Each collision layer encloses a component, allowing it to interact with the outside world.

[0120] Similarly, the function of the fire impact layer is to allow components to be hit by fire and to bear the fire damage data. As a receiving layer for fire damage data, it works in conjunction with the impact point to transmit the fire damage data to the backend for damage calculation. The fire impact layer should also correspond one-to-one with each component, enveloping the component and allowing the component structure to interact with the fire. Similar to the impact layer, the positions of the fire impact layer of the first component in the three-dimensional coordinate system are (X1,Y1,Z1), (X2,Y2,Z2), (X3,Y3,Z3), and (X4,Y4,Z4).

[0121] Preferably, the collision layer and the fire collision layer are derived from the collision detection principle in the game engine. When a point intersects with a spatial volume, it can be judged as a collision. Let the set of collision blocks of the armored vehicle be P. All collision blocks in the set P do not collide with each other, but the collision blocks cannot overlap. Let the set of collision blocks of the bullet be Q. When the distance between the object in the set Q and the object in the set P 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 it should be wrapped by the component structure. Taking the shadow of the first component structure as an example, p is the reduction distance, and the presentation in three-dimensional coordinates is as follows: Suppose the first component is composed of four vertices, namely (X1,Y1,Z1), (X2,Y2,Z2), (X3,Y3,Z3), (X4,Y4,Z4), and the vertex coordinates of the shadow are (X1-p,Y1-p,Z1-p), (X2-p,Y2-p,Z2-p), (X3-p,Y3-p,Z3-p), (X4-p,Y4-p,Z4-p).

[0123] Preferably, the animation's movements are implemented by scripts. Essentially, each skeleton (motion component) performs actions such as rotation, translation, hiding, and showing around a point. The memory point serves as the reference point for the skeleton's movement. When multiple components are interconnected and move as a whole around a reference point, and also move individually around different reference points, the multiple skeletons are linked together, much like a robotic arm. The memory point is set as the reference point for the skeleton's movement and can also serve as the starting point for data transmission, replacing the loading position of the damage model. Essentially, the memory point is the starting position and basis in 3D coordinates when calling up 3D visualization.

[0124] Preferably, the motion logic of the armored vehicle is analyzed, as relevant parameters affect its motion. The logic of real armored vehicle operation is reproduced in the simulation. Factors such as fuel tank capacity, vehicle weight, engine speed and energy consumption, the coefficient of friction between the armored vehicle and the ground, whether the vehicle will roll over when turning under different weight ratios, and the rollover resistance coefficient are analyzed. The analysis results are then made available as parameter interfaces and incorporated into the motion logic of the armored vehicle in this case study within the game.

[0125] Relevant parameters include dynamic parameters, kinematic parameters, armored vehicle mass-related parameters, and track and tire-related parameters. Among them, dynamic parameters include engine power, torque, traction, drag, and acceleration; drag includes air resistance, rolling resistance, and gradient resistance; kinematic parameters include speed and turning radius; armored vehicle mass-related parameters include total mass and distributed mass, which refers to the distribution of the armored vehicle's mass among different components and axles; track and tire-related parameters include ground pressure, track speed ratio, and coefficient of friction.

[0126] The dynamic parameter system of the armored vehicle is set in the simulation based on the actual control logic of the armored vehicle's motion, which reflects 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 of a simulated armored vehicle is first set with torque. The engine's work is composed of torque and speed, depicting weight, torque, and fuel consumption rate as a changing curve. Game engines typically use this as a blueprint for the speed characteristic curve. Simultaneously, there is an upper limit to the speed, a redline. Exceeding the redline stops fuel consumption, reduces speed, and decreases engine power. The transmission system uses different gears to match different speeds, with speed as the determining factor, 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 to the brake discs generates a reverse torque on the wheels, preventing wheel rotation. The friction between the wheels and the ground generates a backward braking force on the axle, hindering the armored vehicle's forward movement. z represents the motion of the armored vehicle and space. z = qr - |v|, where q represents angular velocity, r is the wheel radius, and v is the relative velocity.

[0128] By opening the above parameters, the functional simulation configuration of the armored vehicle is configured, and the movement of the armored vehicle is simulated.

[0129] Preferably, the system sets the total health of the armored vehicle, the impact of damage on the total health when each component is damaged, and the armor value of each component (how much damage it can withstand and how much power it can completely defend against). It also sets the model replacement scheme for components receiving different levels of damage, and the extent to which the model's animation is affected by the level of damage, such as stuttering, not running, or stopping animation. The system determines whether the armored vehicle is damaged, severely damaged, or destroyed when its total health drops to a certain threshold.

[0130] Damage data generated within a sphere defined by the location and radius of the impact point is transmitted to the backend damage-bearing system to calculate the armored vehicle's total health. The damage received by the corresponding component within the impact point's area is calculated using the vitality collision layer. The amount of damage each component can withstand, the impact of complete destruction on total health, and whether it is a critical component are provided as parameters and integrated into the armored vehicle's movement logic in this specific game scenario.

[0131] Preferably, the damage mitigation system's basic framework consists of damage source, damage target, damage value, and damage type. Within this framework, based on the impact point range, it determines whether a fire strike has hit, sets the armor value of relevant components, and separately calculates the damage before and after armor protection upon being hit, transmitting the data. The armor damage reduction coefficient represents the percentage reduction in health or no impact under armor protection at a given point. Each component has different armor and health values, and the impact of each component's health value on the vehicle's total health varies depending on the degree of damage to the armored vehicle.

[0132] When armored vehicles are damaged by fire, their behavior will be affected, related animations will stop, and the damaged model will be replaced. The conditions for stopping the animation are set; the replacement method is shown in animation, hiding the original object and showing the new object.

[0133] Based on the remaining health of the armored vehicle, damage levels are classified into four levels: Level 1 damage, Level 4 damage, corresponding to minor damage, moderate damage, severe damage, and complete destruction, respectively. Level 1 damage occurs when the remaining health of the armored vehicle is greater than 90% of its total health; Level 2 damage occurs when the remaining health is greater than 70% but less than or equal to 90%; Level 3 damage occurs when the remaining health is greater than 30% but less than or equal to 70%; and Level 4 damage occurs when the remaining health is less than or equal to 30% of its total health.

[0134] The effects of Level 4 damage are shown in Table 1:

[0135] Table 1. Description of the effects of Level 4 damage to various components of an armored vehicle.

[0136] Component Name minor injury Moderate injury Severe injury Completely destroyed main armor Surface scratches or minor dents do not affect functionality. Reduced protective capabilities; some areas show weakened protection against small arms. Cracks or perforations make them vulnerable to penetration by armor-piercing projectiles or fragments. With its protective functions lost and hull exposed, the armored vehicle completely loses its protective capabilities. Armored glass The surface has scratches or minor cracks, but the field of view is not significantly affected. Some glass cracks have deepened, limiting the driver's or observer's field of vision. The glass broke, and the external observation function was lost. Completely shattered, the crew completely lost their field of vision. Explosion-proof netting Slight surface deformation does not significantly affect the protective performance. The explosion-proof mesh was partially broken. Extensive damage to explosion-proof netting The explosion-proof netting failed, and the vehicle body was completely exposed. solid rubber tires Tire surface wear or small cracks do not significantly affect driving performance. Some tires have punctures or reduced air tightness, affecting driving stability. With extensive tire damage, the armored vehicle's movement speed was significantly reduced. With all tires failing, the armored vehicle is unable to move normally. Track metal links Localized wear on the chain links, but basic movement performance remains normal. Partial breakage of the track link affects the stability of track operation. The tracks were severely damaged, significantly reducing the mobility of the armored vehicle. If the tracks break or fall off, the armored vehicle will be completely unable to move. Road wheels Surface scratches or minor deformation, normal driving stability Damaged wheel hubs or loose mounting structures can affect load-bearing capacity and stability during movement. The wheels were severely deformed, causing intense vibrations when the armored vehicle was in motion. The road wheels have come off, and the tracks are not functioning properly. Main fuel tank Minor dents or scratches on the surface do not affect fuel storage. Partial leakage reduces the armored vehicle's range. The leak was severe, resulting in insufficient fuel supply to the armored vehicle's power system. The fuel tank exploded or was completely damaged, causing the armored vehicle to lose power. Auxiliary fuel tank Surface scratches or minor dents, oil storage function is normal. Partial leakage, slight decrease in battery life The auxiliary fuel tank is essentially faulty, resulting in a significant reduction in driving range. If the auxiliary fuel tank explodes or is completely damaged, the armored vehicle will be unable to complete prolonged maneuvers. brake There is a slight delay in braking response, but the braking performance is basically normal. Braking force is significantly reduced, making it difficult for armored vehicles to decelerate. The braking function is partially lost, and emergency braking cannot be completed. The braking system completely failed, and the armored vehicle could not stop. Brake hose Minor leaks or wear on the oil pipe surface; the braking system is basically normal. Significant oil pipe leakage reduced hydraulic braking efficiency. Brake hose ruptured, causing partial failure of the braking system. The brake lines were completely damaged, and the braking system failed. Fixed communication antenna The surface is slightly bent or the coating is damaged, but the communication function is normal. Signal attenuation, shortened communication range Antenna broken, communication function partially interrupted. The antenna is completely damaged, and the communication function is completely disabled. Retractable communication antenna Surface scratches or stretching function are slightly affected, but communication function is normal. Limited telescopic function reduces antenna signal range Antenna mounting device damaged, communication unstable. Antenna breakage or complete failure paralyzes communication system. GPS antenna The signal is slightly unstable, but the positioning function is still usable. Signal attenuation or interruption reduces positioning accuracy. GPS devices are largely damaged, and navigation functions are unusable. The GPS module was completely damaged, and the armored vehicle lost its navigation capability. External camera of the observation cabin Scratches or minor cracks on the lens surface will slightly reduce image quality. The lens is partially cracked, resulting in a blurry image or blind spots. The lens is completely broken, and the camera's functionality is limited. The cameras completely failed, and the armored vehicle lost its ability to observe external objects. Driver infrared camera The image is slightly disturbed, but it is basically sufficient for nighttime driving. The thermal imaging function is partially lost, increasing the difficulty of driving at night. The thermal imaging function completely failed, and the armored vehicle lost its ability to fight at night. The camera was completely damaged, rendering the driver's nighttime driving completely ineffective.

[0137] Depending on the damage level of the armored vehicle, different damage display replacement schemes will be implemented, specifically:

[0138] For level 1 damage, overlay the damage map onto the component at the point of impact; e.g. Figure 16 The tires and rims of the vehicle shown have been covered with a damage texture compared to those of a normal vehicle.

[0139] For level 2 damage, replace the damage map on the component at the point of impact; for example... Figure 17 The front tires shown have their bottoms relative to... Figure 16 The damage map has been replaced.

[0140] For level 3 damage, the entire damaged component is replaced with the damaged model; such as... Figure 18 The front tire shown is a damaged model with the tire replaced.

[0141] For level four damage, the entire damaged component is replaced with a damaged model; such as... Figure 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 less performance is consumed, the more detailed the effect simulation, and the more conducive it is to damage effect assessment.

[0143] Although this application has been described in detail above with general descriptions and specific embodiments, modifications or improvements can be made to it, which will be obvious to those skilled in the art. Therefore, such modifications or improvements made without departing from the spirit of this application are all within the scope of protection claimed in this application.

Claims

1. A method for simulating structured vehicle damage based on a game engine, characterized in that, The method includes the following steps: The first step is to analyze the structural composition of the armored vehicle, divide the components into functional categories, calculate the armor value of each component, and determine the impact of structural damage to the components on the total lifespan of the armored vehicle; determine the impact of structural damage to each component on the movement of the armored vehicle, whether the damage to the component completely renders the armored vehicle incapable of movement; determine whether the component is a defensive component, whether it can be penetrated, and whether it affects the movement capability of the armored vehicle if it cannot be penetrated. The defensive components include structural and armored defensive components, external auxiliary protective components, and environmental protection components; the structural and armored defensive components include main armor, additional armor, and chassis armor; the external auxiliary protective components include fence-type or mesh-type protective components, track and tire protective components; and the environmental protection components include camouflage and stealth coatings. The calculation method for the first armor value k corresponding to the structure, the armor defense component, and the external auxiliary protection component is as follows: ; Where n is the number of armor layers, Let be the thickness of the i-th layer of armor. Let be the material coefficient of the i-th layer of armor. Let be the tilt angle of the i-th layer of armor; The structure corresponds to the first hit value of the armored defensive components and the external auxiliary protective components. Calculation method: ,in, Here, k is the balance coefficient, and k is the first armor value. The area protected by the armor; The environmental protection components of the armored vehicle interact with the environment during movement, and the camouflage coating and special weather conditions reduce the probability of the armored vehicle being detected and hit. The calculation method for the second armor value corresponding to the environmental protection component: Equivalent armor value = base armor value * camouflage coefficient, second armor value = base armor value + equivalent armor value. When the armored vehicle with a specific paint scheme is removed, the armored vehicle is restored to the base armor value. The calculation method for the second life value corresponding to the environmental protection component: Secondary Health = Base Health * ((Equivalent Armor Value After Camouflage + Base Armor Value) / Base Armor Value) * ((1 - Actual Hit Rate) * (1 - Base Hit Rate)); Actual hit rate = base hit rate * (1 - camouflage coefficient * environment correction coefficient); Different weather conditions correspond to different environmental correction factors. For sunny weather, the environmental correction factor is 1; for foggy weather, the environmental correction factor is 1.5; for sandstorm weather, the environmental correction factor is 2; and for rainy weather, the environmental correction factor is 1.

2. The second step is to create a 3D model of the armored vehicle's appearance and the structure of its components based on the engineering drawings or photographs of the armored vehicle, and to create textures to simulate the real appearance of the armored vehicle and the appearance of its components. The created component appearances are then combined to simulate the real structure and appearance of the armored vehicle. At the same time, the layers of the armored vehicle are set, including the appearance layer, memory point layer, impact point layer, collision layer, fire impact layer, and shadow layer. The third step is to set the motion logic of the armored vehicle. Based on the logic of the armored vehicle's operation and the principle of its behavior, interface parameters are set, 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 settings of the physical layer, the motion logic of the armored vehicle is implemented, and motion animation is called to control the motion behavior of the armored vehicle and the energy consumption during the movement of the armored vehicle. The fourth step is to import the armored vehicle's hierarchy into the game engine, set the damage logic, and calculate the remaining health of the armored vehicle when the armor value is damaged, based on the armor value of the component and the total health of the armored vehicle, determine the damage level of the armored vehicle, and determine the model replacement scheme for the component when it suffers different damage levels.

2. The vehicle structured damage simulation method based on a game engine according to claim 1, characterized in that, Based on the remaining health of the armored vehicle, the damage level of the armored vehicle ranges from Level 1 to Level 4 damage: when the remaining health of the armored vehicle is greater than 90% of its total health, it is judged as Level 1 damage; when the remaining health of the armored vehicle is greater than 70% of its 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 its 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 its total health, it is judged as Level 4 damage.

3. The vehicle structured damage simulation method based on a game engine according to claim 2, characterized in that, Depending on the damage level of the armored vehicle, different damage display replacement schemes will be implemented, specifically as follows: For level 1 damage, overlay the damage map onto the component at the point of impact; For level 2 damage, replace the damage map on the component at the point of impact; For level 3 damage, the entire component hit by the impact replaces the damaged model; For level four damage, the entire component hit by the strike is replaced with the damaged model.

4. The vehicle structured 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 handling, chain reaction, environmental interaction, status update and feedback; The collision detection is used to determine whether a collision hits the armored vehicle and its parts; the armor penetration calculation is used to determine whether the colliding object penetrates the armor and calculate the remaining health points; the damage processing is used to calculate the structural damage of the components based on the hit location; the chain reaction is used to simulate the propagation of damage energy and the resulting dynamic reactions; the environmental interaction is used to simulate the impact of light or camouflage coating on the degree of damage; and the state update and feedback is used to update the state of the armored vehicle and generate visual and functional changes.

5. The vehicle structured damage simulation method based on a game engine according to claim 1, characterized in that, The exterior layer is the visible external part of the armored vehicle, used for visual presentation; The memory point layer is used to save the armored vehicle's state or position information for quick scene location or reconstruction, preserving the armored vehicle's state in the game engine, including position, orientation, speed, and health. The hit point layer shows the armored vehicle's attackable parts, determining whether an attack hits based on predefined hit point areas. Different hit points correspond to different parts, and the hit point layer allows for damage calculations for different parts. The collision layer represents the armored vehicle's physical boundaries, handling collision interactions with the environment and other objects. The fire collision layer handles the interaction between fire attacks and the armored vehicle. The shadow layer renders the shadow effects of the armored vehicle's interaction with the environment.

6. The vehicle structured damage simulation method based on a game engine according to claim 5, characterized in that, The function and impact range of each component are analyzed, and the motion animation of each component during operation is retrieved. The components together form a complete armored vehicle. The appearance of the armored vehicle is simulated, and the impact points are loaded on the appearance of each component. The position of each component is represented in three-dimensional coordinates, and the coordinate values ​​in the three-dimensional coordinate system are respectively corresponding to the first component to the Nth component. The origin of the coordinate system is (X0, Y0, Z0). The coordinates of the first component in the three-dimensional coordinate system are (X1, Y1, Z1), and so on. The coordinates of the Nth component in the three-dimensional coordinate system are (XN, YN, ZN). The impact point also corresponds to the center coordinate position of each component. Because each component is of different size, each impact point is set with a corresponding impact range. A radius is set with the impact point as the center. Components inside the sphere within this radius will be affected by the firepower. The volume of the shadow layer should be smaller than the structural volume of the component and should be enclosed 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).

7. The vehicle structured damage simulation method based on a game engine according to claim 6, characterized in that, The armored vehicle performs corresponding actions under the command, and these actions are all implemented by animation. The animation actions are implemented 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 interconnected and move as a whole around a reference point, and also move separately around different reference points, the multiple parts are linked together. The memory point is set as the reference point for the movement of the skeleton, and can also be used as the starting point for data transmission, replacing the loading position of the damage model.

8. The vehicle structured damage simulation method based on a game engine according to claim 1, characterized in that, The motion logic of the armored vehicle is analyzed, and relevant parameters affect its motion. The operational logic of the armored vehicle is reproduced in the simulation. The analysis includes fuel tank capacity, vehicle weight, engine speed and energy consumption, the friction coefficient of the armored vehicle against the ground, whether it will roll over when turning under different weight ratios, and the rollover resistance coefficient. The analysis results are opened as parameter interfaces and written into the motion logic of the armored vehicle in the simulation. The dynamic parameters of the armored vehicle are set in the simulation based on the actual controlled motion logic of the armored vehicle, reflecting the interaction between the armored vehicle and the outside world in a three-dimensional environment. The parameter system is divided into power system, transmission system, and braking system. The relevant parameters include engine power, torque, traction force, drag, acceleration, speed, turning radius, armored vehicle mass, distributed mass, ground pressure, track speed ratio, and friction coefficient.

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