Method and system for preventing character collision mold penetration in virtual space, and storage medium
By using detection boxes and detection rays in virtual reality to detect collisions, and setting the reverse buffer force to adjust the movement speed of the virtual characters, the problem of large amount of calculation and poor effect in virtual reality is solved, and the effect of lower calculation and better real collision effects is achieved.
Patent Information
- Application Number
- CN202510326104.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-19
- Publication Date
- 2025-04-22
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
When the prior art prevents characters from colliding through the mold in virtual reality, the calculation volume is large and the effect is poor, and it cannot meet the needs of real collisions without consuming a large amount of resources.
By generating a detection box surrounding the virtual character, firing detection rays in the direction of movement, recording the collision position and calculating the real-time distance, setting the reverse buffering force to adjust the movement speed, ensuring that the virtual character stops when it is about to collide, thereby avoiding the mold penetration.
The calculation amount of anti-collision detection is reduced, the authenticity of the collision effect is improved, and the occurrence of mold penetration is effectively reduced.
Smart Images

Figure CN119861823A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of virtual and reality technology, and in particular to a method, system and storage medium for preventing characters from colliding and penetrating in a virtual space. Background Art
[0002] In virtual reality (VR), augmented reality (AR) and video game development, the problem of character models penetrating objects is a challenge that needs to be solved. This not only affects the visual effects of the application, but also destroys the user's immersive experience. Traditional methods usually use complex physics engines to detect and handle collisions, but the calculation is large and the performance requirements are high.
[0003] Physics engines such as Unity's PhysX or Unreal Engine's Chaos provide precise collision detection and response capabilities. Physics engines prevent models from interpenetrating by simulating realistic collision effects. They perform collision detection on all points on the surface data that make up the virtual character model, and collision detection is omnidirectional to ensure that interpenetration does not occur. Therefore, the complexity of these engines leads to excessive resource consumption, especially in large-scale scenes or multi-role interactions, when the amount of data calculation is even larger. In addition, there are some simplified methods that use relative position and movement direction to determine collisions and avoid interpenetration. Although these methods can reduce interpenetration, they usually cannot simulate the effects achieved by physics engines during collisions, and collisions are stiff and cannot be close to reality. Therefore, the prior art lacks a method that can satisfy the requirement of real collisions without interpenetration and does not consume a large amount of resources. Summary of the invention
[0004] The purpose of the present invention is to solve the problem of large amount of calculation and poor effect of traditional anti-collision and penetration, and to propose a method, system and storage medium for preventing characters from colliding and penetrating in virtual space, which has the advantages of reducing the amount of calculation for anti-collision and penetration, making the collision effect more realistic, and effectively reducing the occurrence of penetration.
[0005] In a first aspect, the present invention achieves the above-mentioned purpose through the following technical solutions, a method for preventing characters from colliding and penetrating in a virtual space, the method comprising the following steps: Generate a detection frame surrounding the virtual character, and emit a detection ray in the direction of movement of the virtual character with the detection frame as a starting point; When the detection ray detects a collision with an obstacle, the collision position is recorded, and a real-time distance x between the virtual character and the collision position is calculated; A buffer force opposite to the direction of movement of the virtual character is set, and the calculation formula of the buffer force is as follows: FA = FS + FD; FS = -k*(x-x1); FD = -c*v; Among them, FA is the buffer force, FS is the spring force, FD is the damping force, k is the preset spring coefficient, x1 is the preset safe distance between the virtual character and the collision position, c is the preset damping coefficient, and v is the current movement speed of the virtual character; The motion adjustment speed V0 is calculated according to the buffer force and updated to the virtual character. The calculation formula is as follows: V0 = v+A*t; A = FA / m; Among them, A is the motion acceleration of the virtual character, m is the model mass of the virtual character, and t is the time increment.
[0006] Preferably, generating a detection frame surrounding the virtual character includes setting the detection frame to a planar rectangular structure, detecting the movement direction of the virtual character, taking the current movement direction as the plane orientation of the rectangular structure, setting the width and height of the rectangular structure to be consistent with the width and height of the virtual character in the current movement direction, and the center point of the rectangular structure to be consistent with the center point of the virtual character.
[0007] Preferably, emitting detection rays in the direction of movement of the virtual character with the detection frame as the starting point includes setting dense coordinate points in the detection frame, each coordinate point serving as the starting point of the detection ray, and setting the emission frequency of the detection ray to be positively correlated with the movement speed of the virtual character.
[0008] Preferably, the method for recording the collision position after the detection ray detects a collision with an obstacle is: obtaining all collision points of the detection ray, calculating the distance between the collision point and the starting point of the detection ray, and selecting the collision point with the shortest distance as the collision position.
[0009] Preferably, the method further comprises setting a spring coefficient k and a damping coefficient c as a dynamic adjustment interface.
[0010] In a first aspect, the present invention achieves the above-mentioned purpose through the following technical solutions, a system for preventing characters from colliding and penetrating in a virtual space, the system comprising: A ray emitting unit, used to generate a detection frame surrounding the virtual character, and to emit a detection ray in the direction of movement of the virtual character with the detection frame as a starting point; A collision detection unit, configured to record a collision position after the detection ray detects a collision with an obstacle, and calculate a real-time distance x between the virtual character and the collision position; The resistance calculation unit is used to set a buffer force for the virtual character in the opposite direction of its movement, and the calculation formula of the buffer force is as follows: FA = FS + FD; FS = -k*(x-x1); FD = -c*v; Among them, FA is the buffer force, FS is the spring force, FD is the damping force, k is the preset spring coefficient, x1 is the preset safe distance between the virtual character and the collision position, c is the preset damping coefficient, and v is the current movement speed of the virtual character; The motion adjustment unit is used to calculate the motion adjustment speed V0 according to the buffer force and update it to the virtual character. The calculation formula is as follows: V0 = v+A*t; A = FA / m; Among them, A is the motion acceleration of the virtual character, m is the model mass of the virtual character, and t is the time increment.
[0011] Preferably, the ray emitting unit includes setting the detection frame as a planar rectangular structure, and detecting the movement direction of the virtual character, taking the current movement direction as the plane orientation of the rectangular structure, setting the width and height of the rectangular structure to be consistent with the width and height of the virtual character in the current movement direction, and the center point of the rectangular structure to be consistent with the center point of the virtual character.
[0012] Preferably, the ray emitting unit further comprises setting dense coordinate points in the detection frame, each coordinate point is used as a starting point of the detection ray, and the emission frequency of the detection ray is set to be positively correlated with the movement speed of the virtual character.
[0013] Preferably, the method for recording the collision position in the collision detection unit after the detection ray detects a collision with an obstacle is: obtaining all collision points of the detection ray, calculating the distance between the collision point and the starting point of the detection ray, and selecting the collision point with the shortest distance as the collision position.
[0014] In a third aspect, the present invention achieves the above-mentioned purpose through the following technical scheme: a storage medium having a computer program stored thereon, which, when executed by a processor, implements the method for preventing characters from colliding and penetrating the model in a virtual space as described in the first aspect.
[0015] Compared with the prior art, the present invention has the following beneficial effects: The present invention adjusts the movement of the virtual character by setting a reverse buffer force. The buffer force is the combined force of the spring force and the damping force. The calculation of the buffer force is based on the distance between the current virtual character and the obstacle. The dynamic acceleration of the virtual character is calculated by the buffer force, and the movement speed of the virtual character is finally updated to ensure that the user's movement speed is reduced to 0 before the virtual character collides with the obstacle. In this way, the virtual character can stop at the moment of contacting the obstacle, thereby preventing the character from penetrating the model due to colliding with the obstacle. This method greatly reduces the calculation amount of anti-collision detection, reduces the pressure of system operation, and effectively limits the occurrence of penetrating the model. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] Figure 1 The present invention is a flow chart of a method for preventing characters from colliding and penetrating in a virtual space.
[0017] Figure 2 Schematic diagram of the positional relationship between the detection frame and the virtual character of the present invention.
[0018] Figure 3 It is a schematic diagram of a system for preventing characters from colliding and penetrating the model in a virtual space of the present invention. DETAILED DESCRIPTION
[0019] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0020] Example 1 like Figure 1 As shown, a method for preventing characters from colliding and penetrating in a virtual space comprises the following steps: Step S1, generate a detection frame surrounding the virtual character, and use the detection frame as a starting point to emit detection rays in the direction of movement of the virtual character, and use the detection rays as a technical means for collision detection. Ray detection or collision ball detection can be used to detect collisions in virtual space. Since the present application does not need to use the virtual character's all-round orientation to detect obstacles, the ray detection method is selected, which has a small amount of calculation and is easy to control the direction. The detection frame surrounds the virtual character to reduce the blind spot of the detection ray, because when the detection frame cannot touch the obstacle, the virtual character will inevitably not be able to touch the obstacle, and in order to ensure that the starting point of the detection frame is the starting point of the virtual character, it is necessary to ensure that any part of the virtual character's model cannot protrude from the detection frame, and the detection frame also needs to be as close to the model surface of the virtual character as possible. It is mentioned above that the detection ray is convenient for controlling the direction, so the emission direction of the detection ray is controlled to the movement direction of the virtual character, which is used to detect whether the virtual character will touch the obstacle during the movement.
[0021] Step S2, when the detection ray detects a collision with an obstacle, the collision position is recorded, and the real-time distance x between the virtual character and the collision position is calculated. Since the calculated distance is the real-time distance, in order to reduce the computing consumption, the length of the detection ray can be set in advance. Only when an obstacle is detected within the length range, the real-time distance x is calculated, which also provides a data basis for the subsequent prevention of collision penetration.
[0022] Step S3: setting a buffer force for the virtual character in the opposite direction of its movement, and the calculation formula of the buffer force is as follows: FA = FS + FD; FS = -k*(x-x1); FD = -c*v; Among them, FA is the buffer force, FS is the spring force, FD is the damping force, k is the preset spring coefficient, x1 is the preset safety distance between the virtual character and the collision position, c is the preset damping coefficient, and v is the current movement speed of the virtual character.
[0023] In this step, buffering force is used to offset the force of the virtual character's movement. Physical effects are added to the virtual space during the construction process. For example, the model of each virtual character has weight, and gravity is also added to the virtual space to ensure that the model stands on the ground. Therefore, there will be a forward collision force when the virtual character moves. If the virtual character directly touches an obstacle, and the mass of the obstacle is much smaller than the mass of the model, it will be pushed away. If the mass of the obstacle is much larger than the mass of the model, the model will be bounced off. In particular, when two virtual characters collide with each other in the virtual space, they will be bounced off by the collision, causing the virtual character to drift and affect the sensory effect. Therefore, based on this physical property, buffering force is used to slow down the collision of the virtual character. The buffering force is the combined force of the spring force and the damping force. The reason why the spring force or the damping force is not used alone as the buffering force is that if only the spring force is relied upon, the character model may oscillate due to the sudden change in force when approaching an obstacle. This oscillation is similar to the continuous vibration of a spring without damping, resulting in an unsteady motion trajectory. However, if we only rely on the damping force, the lack of directional force cannot actively correct the penetration problem and can only passively decelerate. Therefore, this solution uses spring force to provide directional correction and damping force to suppress oscillation. The combined force of the two makes the motion trajectory of the character model smooth and stable, close to the natural stopping effect after a real physical collision. In order to calculate the buffer force, it is necessary to calculate the spring force FS and the damping force FD respectively. In the calculation process, the spring coefficient k, safety distance x1 and damping coefficient c used can all be set in a preset way. The safety distance x1 is important data to prevent penetration. It is determined by the developer based on the position where the virtual character wants to stop in front of the obstacle. If the safety distance x1 is too large, the virtual character will be far away from the obstacle, affecting the display effect. If the safety distance x1 is too small, the probability of penetration will increase. Therefore, the setting of the safety distance x1 needs to be obtained based on a large amount of data simulation. The simulation method and program are very mature in the existing technology, so the principle will not be repeated.
[0024] Step S4: Calculate the motion adjustment speed V0 according to the buffer force and update it to the virtual character. The calculation formula is as follows: V0 = v+A*t; A = FA / m; Wherein, A is the motion acceleration of the virtual character, m is the model mass of the virtual character, and t is the time increment. According to step S3, the buffer force applied to the virtual character can be calculated, but the main purpose of obtaining the buffer force is to adjust the motion state of the virtual character so that it stops in front of the obstacle when it finally reaches the safe distance x1, which can prevent excessive collision from causing penetration and avoid displacement caused by collision. As mentioned above, the virtual space is also a simulation of reality, so the model mass of the virtual character can be obtained. Knowing the model mass, the acceleration required to limit the virtual character from the current speed to stop can be directly calculated, and the current speed can be obtained, so the speed change of the virtual character in each time increment can be calculated according to the acceleration. According to the above formula, the motion speed of the virtual character is gradually adjusted in each time increment until the virtual character stops accurately in front of the obstacle to achieve the effect of preventing collision penetration. The time increment t in the formula can also be customized by the developer, which represents the change in the average time of the virtual character from detecting the obstacle to stopping. Therefore, the smaller the value of t, the more linear the speed adjustment.
[0025] According to step S1, the detection frame is used to replace the model of the virtual character. Since the model styles of the virtual character are diverse, if the detection ray is emitted from the model surface, all points on the model surface need to be calculated, which requires a large amount of calculation. Therefore, the generation of the detection frame surrounding the virtual character includes setting the detection frame as a planar rectangular structure, detecting the movement direction of the virtual character, using the current movement direction as the plane orientation of the rectangular structure, setting the width and height of the rectangular structure to be consistent with the width and height of the virtual character in the current movement direction, and the center point of the rectangular structure to be consistent with the center point of the virtual character. Figure 2 The figure shows the positional relationship between the detection frame and the virtual character. The detection frame is a planar structure. In order to realize the structure of the plane frame in the figure, it has a certain thickness, but this thickness is the model limitation of the virtual space itself and does not affect the definition of the plane by the detection frame. Since the detection frame is a planar structure, it has a front side and a relative back side. The front side is used as the starting point for emitting the detection ray. The front direction of the detection frame is not fixed, but is consistent with the movement direction of the virtual character. For example, if the virtual character moves in the east direction, the front direction of the detection frame is also east. In this way, it is only necessary to ensure that the width and height of the detection frame are consistent with the width and height of the virtual character model to ensure that the detection frame can replace the virtual character. Here, the thickness of the virtual character model does not affect the detection frame, so this is also the reason for choosing the detection frame instead of the bounding box. Although the bounding box can surround the model of the virtual character from front to back, left to right, the other redundant faces will increase the amount of calculation, especially when the virtual character is constantly moving in different directions, it is necessary to constantly replace the face that emits the detection ray, which wastes computing resources.
[0026] refer to Figure 2, the emitting detection rays from the detection frame as a starting point in the direction of movement of the virtual character includes setting dense coordinate points in the detection frame, each coordinate point is used as the starting point of the detection ray, and setting the emission frequency of the detection ray to be positively correlated with the movement speed of the virtual character. The dense distribution of the detection rays can reduce the detection blind spots, and the positive correlation between the emission frequency of the detection rays and the movement speed of the virtual character is to avoid the situation where the real-time distance calculation is not timely due to the virtual character moving too fast.
[0027] The method for recording the collision position after the detection ray detects a collision with an obstacle is: obtaining all collision points of the detection ray, calculating the distance between the collision point and the starting point of the detection ray, and selecting the collision point with the smallest distance as the collision position. In the virtual space, it is impossible to guarantee that all obstacles encountered are regular models, so it is necessary to detect the position closest to the virtual character in the direction of movement of the virtual character, and use this position as the basis for the real-time distance x1 in the calculation formula, which can minimize the occurrence of model penetration.
[0028] The method also includes setting the spring coefficient k and the damping coefficient c as a dynamic adjustment interface. It is mentioned above that the spring coefficient k and the damping coefficient c determine the size of the buffering force, and the buffering force is an important data for determining the final adjustment of the movement speed. For virtual characters in virtual spaces with complex scenes, the movement of virtual characters is also more detailed, so the adjustment of the movement speed needs to match this detailed scene so as not to affect the overall perception of the virtual space. The dynamic adjustment interface is opened here to enable users to customize the values of the spring coefficient k and the damping coefficient c to optimize the movement speed of the virtual characters to be more realistic.
[0029] Example 2 like Figure 3 As shown, a system for preventing characters from colliding and penetrating in a virtual space comprises: A ray emitting unit, used to generate a detection frame surrounding the virtual character, and to emit a detection ray in the direction of movement of the virtual character with the detection frame as a starting point; A collision detection unit, configured to record a collision position after the detection ray detects a collision with an obstacle, and calculate a real-time distance x between the virtual character and the collision position; The resistance calculation unit is used to set a buffer force for the virtual character in the opposite direction of its movement, and the calculation formula of the buffer force is as follows: FA = FS + FD; FS = -k*(x-x1); FD = -c*v; Among them, FA is the buffer force, FS is the spring force, FD is the damping force, k is the preset spring coefficient, x1 is the preset safe distance between the virtual character and the collision position, c is the preset damping coefficient, and v is the current movement speed of the virtual character; The motion adjustment unit is used to calculate the motion adjustment speed V0 according to the buffer force and update it to the virtual character. The calculation formula is as follows: V0 = v+A*t; A = FA / m; Among them, A is the motion acceleration of the virtual character, m is the model mass of the virtual character, and t is the time increment.
[0030] The ray emitting unit includes setting the detection frame as a planar rectangular structure, and detecting the movement direction of the virtual character, taking the current movement direction as the plane orientation of the rectangular structure, setting the width and height of the rectangular structure to be consistent with the width and height of the virtual character in the current movement direction, and the center point of the rectangular structure to be consistent with the center point of the virtual character.
[0031] The ray emission unit also includes setting dense coordinate points in the detection frame, each coordinate point is used as the starting point of the detection ray, and the emission frequency of the detection ray is set to be positively correlated with the movement speed of the virtual character.
[0032] The method for recording the collision position after the detection ray detects a collision with an obstacle in the collision detection unit is: obtaining all collision points of the detection ray, calculating the distance between the collision point and the starting point of the detection ray, and selecting the collision point with the smallest distance as the collision position.
[0033] The resistance calculation unit also includes setting the spring coefficient k and the damping coefficient c as a dynamic adjustment interface.
[0034] Embodiment 2 is essentially the same as Embodiment 1, so the specific working principles of each unit will not be described in detail.
[0035] Example 3 This embodiment proposes a storage medium, which includes a program storage area and a data storage area, wherein the program storage area can store an operating system and programs required for running instant messaging functions, etc.; the data storage area can store various instant messaging information and operation instruction sets, etc. The computer program is stored in the program storage area, and when the computer program is executed by the processor, the method for preventing characters from colliding and penetrating in a virtual space as described in Embodiment 1 is implemented. The processor may include one or more central processing units, or a digital processing unit, etc.
[0036] It will be apparent to those skilled in the art that the present invention is not limited to the details of the exemplary embodiments described above and that the present invention can be implemented in other specific forms without departing from the spirit or essential features of the present invention. Therefore, the embodiments should be considered exemplary and non-restrictive in all respects, and the scope of the present invention is defined by the appended claims rather than the above description, and it is intended that all changes falling within the meaning and scope of the equivalent elements of the claims be included in the present invention.
[0037] In addition, it should be understood that although the present specification is described according to implementation modes, not every implementation mode contains only one independent technical solution. This description of the specification is only for the sake of clarity. Those skilled in the art should regard the specification as a whole. The technical solutions in each embodiment may also be appropriately combined to form other implementation modes that can be understood by those skilled in the art.
Claims
1. A method for preventing characters from colliding and penetrating in a virtual space, characterized in that: The method comprises the following steps: Generate a detection frame surrounding the virtual character, and emit a detection ray in the direction of movement of the virtual character with the detection frame as a starting point; When the detection ray detects a collision with an obstacle, the collision position is recorded, and a real-time distance x between the virtual character and the collision position is calculated; A buffer force opposite to the direction of movement of the virtual character is set, and the calculation formula of the buffer force is as follows: FA = FS + FD; FS = -k*(x-x1); FD = -c*v; Among them, FA is the buffer force, FS is the spring force, FD is the damping force, k is the preset spring coefficient, x1 is the preset safe distance between the virtual character and the collision position, c is the preset damping coefficient, and v is the current movement speed of the virtual character; The motion adjustment speed V0 is calculated according to the buffer force and updated to the virtual character. The calculation formula is as follows: V0 = v+A*t; A = FA / m; Among them, A is the motion acceleration of the virtual character, m is the model mass of the virtual character, and t is the time increment.
2. The method for preventing characters from colliding and penetrating in a virtual space according to claim 1, characterized in that: The generation of a detection frame surrounding the virtual character includes setting the detection frame to a planar rectangular structure, detecting the movement direction of the virtual character, taking the current movement direction as the plane orientation of the rectangular structure, setting the width and height of the rectangular structure to be consistent with the width and height of the virtual character in the current movement direction, and the center point of the rectangular structure to be consistent with the center point of the virtual character.
3. The method for preventing characters from colliding and penetrating in a virtual space according to claim 2, characterized in that: The emitting detection rays in the direction of movement of the virtual character with the detection frame as the starting point includes setting dense coordinate points in the detection frame, each coordinate point serving as the starting point of the detection rays, and setting the emission frequency of the detection rays to be positively correlated with the movement speed of the virtual character.
4. The method for preventing characters from colliding and penetrating in a virtual space according to claim 1, characterized in that: The method for recording the collision position after the detection ray detects a collision with an obstacle is: obtaining all collision points of the detection ray, calculating the distance between the collision point and the starting point of the detection ray, and selecting the collision point with the smallest distance as the collision position.
5. The method for preventing characters from colliding and penetrating in a virtual space according to claim 1, characterized in that: The method also includes setting a spring coefficient k and a damping coefficient c as a dynamic adjustment interface.
6. A system for preventing characters from colliding and penetrating in a virtual space, characterized in that: The system includes: A ray emitting unit, used to generate a detection frame surrounding the virtual character, and to emit a detection ray in the direction of movement of the virtual character with the detection frame as a starting point; A collision detection unit, configured to record a collision position after the detection ray detects a collision with an obstacle, and calculate a real-time distance x between the virtual character and the collision position; The resistance calculation unit is used to set a buffer force for the virtual character in the opposite direction of its movement, and the calculation formula of the buffer force is as follows: FA = FS + FD; FS = -k*(x-x1); FD = -c*v; Among them, FA is the buffer force, FS is the spring force, FD is the damping force, k is the preset spring coefficient, x1 is the preset safe distance between the virtual character and the collision position, c is the preset damping coefficient, and v is the current movement speed of the virtual character; The motion adjustment unit is used to calculate the motion adjustment speed V0 according to the buffer force and update it to the virtual character. The calculation formula is as follows: V0 = v+A*t; A = FA / m; Among them, A is the motion acceleration of the virtual character, m is the model mass of the virtual character, and t is the time increment.
7. The system for preventing characters from colliding and penetrating in a virtual space according to claim 6, characterized in that: The ray emitting unit includes setting the detection frame as a planar rectangular structure, and detecting the movement direction of the virtual character, taking the current movement direction as the plane orientation of the rectangular structure, setting the width and height of the rectangular structure to be consistent with the width and height of the virtual character in the current movement direction, and the center point of the rectangular structure to be consistent with the center point of the virtual character.
8. The system for preventing characters from colliding and penetrating in a virtual space according to claim 7, characterized in that: The ray emission unit also includes setting dense coordinate points in the detection frame, each coordinate point is used as the starting point of the detection ray, and the emission frequency of the detection ray is set to be positively correlated with the movement speed of the virtual character.
9. The system for preventing characters from colliding and penetrating in a virtual space according to claim 6, characterized in that: The method for recording the collision position after the detection ray detects a collision with an obstacle in the collision detection unit is: obtaining all collision points of the detection ray, calculating the distance between the collision point and the starting point of the detection ray, and selecting the collision point with the smallest distance as the collision position.
10. A storage medium, characterized in that: A computer program is stored thereon, and when the computer program is executed by a processor, a method for preventing characters from colliding and penetrating a model in a virtual space as described in any one of claims 1 to 5 is implemented.
Citation Information
Patent Citations
Virtual character control method and device for virtual world, equipment and medium
CN110665230A
Traffic simulation method and device
CN112241590A
Virtual feedback force acquisition method based on virtual reality and corresponding electronic equipment
CN119536518A