Real-time software deformation interaction method based on physical engine in environment

By employing a physics engine-based real-time software deformation interaction method in a virtual simulation platform, the problem of real-time physical deformation simulation of software objects was solved, achieving high-precision, low-latency multi-user collaborative software interaction and enhancing the application depth and realism of virtual simulation.

CN121960046APending Publication Date: 2026-05-01BEIJING JUNHE CHUANGXIANG TECH DEV CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
BEIJING JUNHE CHUANGXIANG TECH DEV CO LTD
Filing Date
2026-01-20
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

In existing virtual simulation platforms, the real-time physical deformation simulation of software objects lacks dynamic response based on real physical laws, has poor naturalness of interaction, and is difficult to maintain state consistency and low latency in multi-person collaboration and complex environments. Furthermore, the high computational complexity of software interaction with rigid tools limits its application in fields such as high-end training and precision assembly simulation.

Method used

A real-time software deformation interaction method based on a physics engine is adopted. By constructing a virtual environment and software model, configuring a collision detection network, receiving multimodal interaction commands, using a physics engine to calculate the deformation field in real time, and performing state synchronization and rendering feedback in a multi-person collaborative scenario, high-precision and low-latency simulation of software objects is achieved.

Benefits of technology

It achieves real-time, high-precision simulation of software deformation, enhances the realism and immersion of interaction, supports low latency and consistent experience in multi-person collaborative operation, and expands its application in high-end training and precision assembly simulation.

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Abstract

The invention discloses a real-time software deformation interaction method based on a physical engine in an environment. The real-time software deformation interaction method comprises the following steps: S1, establishing a virtual environment and a software model; s2, constructing an interactive perception and collision detection network; s3, receiving and analyzing a multi-modal interaction instruction; s4, real-time deformation calculation based on a physical engine; s5, performing multi-user collaborative state synchronization and rendering feedback; and S6, carrying out fault state simulation on the software object. According to the method, real-time and high-precision simulation of software deformation is realized through deep fusion of software dynamics calculation of a physical engine and an interaction instruction stream, and through hierarchical physical attribute binding and client prediction, the network synchronization data volume is greatly reduced while the millimeter-level deformation precision is ensured, so that the network synchronization efficiency is improved. And low-delay and high-consistency experience under multi-person cooperative operation is ensured.
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Description

Technical Field

[0001] This invention relates to the field of computer system technology, and more specifically to a real-time software deformation interaction method based on a physics engine in an environment. Background Technology

[0002] In existing virtual simulation platforms, the interaction and simulation of rigid objects are relatively mature, enabling high-precision collision detection, disassembly and assembly simulation, and multi-person collaborative operation. However, real-time physical deformation simulation of soft objects (such as rubber hoses, soft tissues, sealing rings, and fabrics) still faces significant challenges. Existing solutions mostly use pre-calculated animations or simple deformation maps, lacking real-time dynamic responses based on real physical laws, resulting in poor interaction naturalness and difficulty in maintaining state consistency and low latency in multi-person collaboration and complex environment interactions. Furthermore, the interaction between soft objects and rigid tools or user hands often involves high computational complexity, making it difficult to achieve millimeter-level precision deformation feedback while ensuring real-time rendering frame rates, thus limiting its application in high-end training, precision assembly simulation, and other fields. Summary of the Invention

[0003] To address this, the present invention provides a real-time software deformation interaction method based on a physics engine in the environment, in order to solve the problems in the prior art that lack real-time dynamic response based on real physical laws, have poor interaction naturalness, and are difficult to maintain state consistency and low latency in multi-person collaboration and complex environment interaction.

[0004] To achieve the above objectives, the present invention provides the following technical solution:

[0005] A real-time software deformation interaction method based on a physics engine in the environment includes the following steps:

[0006] Step S1: Establishing the virtual environment and software model;

[0007] In the simulation platform, a virtual environment containing at least one software object is constructed; a three-dimensional model of the software object is imported or created, and physical properties are bound to the software object model, including at least mass density, elastic modulus, Poisson's ratio and damping coefficient, to define the basis of its soft dynamic behavior.

[0008] Step S2: Construction of the interaction perception and collision detection network;

[0009] Configure collision detection bodies for the software object and rigid tools and virtual hand models that may interact with it in the virtual environment; establish a continuous collision detection network based on the physics engine to calculate the contact points, penetration depth and contact normals between the mesh vertices on the surface of the software object and the interactive objects in real time.

[0010] Step S3: Receiving and parsing multimodal interaction commands;

[0011] Receive interactive instructions from user input devices, including VR controllers, force feedback gloves, and data gloves; parse the interactive instructions to obtain the force vector, application location, tool type, and interaction mode, wherein the interaction modes include pressing, stretching, twisting, and cutting;

[0012] Step S4: Real-time deformation calculation based on the physics engine;

[0013] The force vector and contact information obtained from the analysis are input into the physics engine of the core layer of the simulation platform. Based on the bound software physical properties, the physics engine solves the deformation field of the software object in real time, dynamically updates the position coordinates of its surface mesh vertices, and simultaneously calculates the internal stress distribution caused by deformation.

[0014] Step S5: Multi-user collaborative state synchronization and rendering feedback;

[0015] In multi-user collaborative scenarios, the deformation state data of software objects, including changes in key vertex positions and stress states, are compressed and differentially encoded, and then broadcast and synchronized to each collaborative client through the collaborative service system. Each client drives the rendering engine to perform real-time visualization rendering of the software objects based on the synchronized data and local predictions, presenting multimodal visual feedback including geometric deformation, texture stretching, and color changes.

[0016] Preferably, in step S1, binding physical attributes to the software object model specifically includes:

[0017] In the platform editor, add a soft physics component to the selected soft model node through a graphical interface or property viewer; in the property parameter panel of the soft physics component, directly set or dynamically adjust the mass density, elastic modulus, Poisson's ratio, and damping coefficient by numerical input or slider adjustment; the platform will automatically generate the corresponding deformable body simulation data structure and control parameters for the soft model in the underlying physics system based on the physical property parameters.

[0018] Preferably, the software physics component further includes a material type preset option, which corresponds to common software material types; when the user selects a material preset, the platform automatically fills in a set of typical values ​​of the mass density, elastic modulus, Poisson's ratio and damping coefficient that match the physical properties of the material.

[0019] Preferably, in step S2, the collision detection body is a customizable composite collision shape; the configuration process includes: attaching a simplified bounding box collision body to the soft object for fast coarse detection, and attaching a precise triangular facet collision body generated based on its geometric topology to its surface mesh for fine detection; the physics engine adopts a two-stage detection strategy, firstly quickly screening potential interaction pairs through bounding box collision, and then starting precise collision detection and response calculation at the triangular facet level for the screened object pairs.

[0020] Preferably, the generation of the precise triangular facet collider supports dynamic LOD; the density of the triangular facet mesh used for collision detection is dynamically adjusted according to the display size of the software object in the virtual scene, its distance from the viewpoint, and the current system load.

[0021] Preferably, in step S4, the real-time solution of the deformation field of the soft object is performed using a solver based on position dynamics or a simplified solver based on the finite element model; the solution process utilizes the parallel computing capabilities of the GPU to map the position update calculation of the soft mesh vertices into a parallel thread task.

[0022] Preferably, in step S5, the multimodal visual feedback specifically includes:

[0023] Geometric deformation feedback: The rendering mesh of the soft model is updated directly based on the vertex positions calculated in real time;

[0024] Texture deformation feedback: Based on the strain tensor of the surface mesh, the UV coordinate mapping is dynamically adjusted to simulate the visual effects of stretching and compression of the material surface;

[0025] Color and specular feedback: Based on the internal stress distribution or vertex displacement amplitude, the model surface color, specular intensity, or emissive properties are dynamically changed through vertex shaders or fragment shaders to visually indicate areas of stress concentration or the degree of deformation.

[0026] Preferably, it further includes step S6: simulating the fault state of the software object, specifically including:

[0027] In the platform's story editor or step editor, trigger conditions and performance parameters are configured for user-defined software fault events. The trigger conditions include the interaction of a specific tool under a specific force, reaching a preset deformation threshold, or a time condition. When the trigger conditions are met, the platform calls a predefined fault performance script to drive the physics engine to change local or overall software physical properties, simulating softening, embrittlement, creep, or cracking phenomena, and simultaneously updating the visual performance. The performance parameters include the crack growth direction and speed of the crack, the elastic modulus decay curve after softening, and particle effects that may be triggered when the crack breaks.

[0028] Preferably, in multi-person collaborative training scenarios, role division and collaborative transformation operations are also included:

[0029] When creating multi-person collaborative cases on the platform, multi-person mode can be enabled and participating roles can be set by editing the training object attributes; different permissions or tools for interacting with software objects can be assigned to different roles; when any role performs a deformation operation on a software object in a shared scene, the resulting deformation state is synchronized to all role clients in real time through the collaborative service system; other roles can not only observe consistent real-time deformation effects on their clients, but the collision detection of their virtual hands or tools with the deformed software objects is also calculated in real time based on the latest synchronized mesh data, thereby supporting complex multi-person sequential or parallel collaborative training tasks based on dynamic deformation software.

[0030] The present invention has the following advantages: By deeply integrating the soft dynamics calculation of the physics engine with the interactive command flow, the present invention realizes real-time and high-precision simulation of soft deformation. Through hierarchical physical attribute binding and client prediction, while ensuring millimeter-level deformation accuracy, it significantly reduces the amount of network synchronization data and ensures low latency and strong consistency experience under multi-person collaborative operation.

[0031] This method supports multimodal feedback, ranging from visual deformation and texture changes to mechanical feedback (such as simulation of softness and hardness resistance), which greatly enhances the realism and immersion of the interaction.

[0032] This invention is compatible with existing rigid object simulation processes and can be seamlessly integrated into mature mechanical simulation platforms, expanding its application in various scenarios and achieving a technological leap from rigid interaction to rigid-flexible hybrid interaction. Attached Figure Description

[0033] To more intuitively illustrate the prior art and this application, exemplary drawings are provided below. It should be understood that the specific shapes and structures shown in the drawings should not generally be regarded as limiting conditions for implementing this application; for example, based on the technical concept disclosed in this application and the exemplary drawings, those skilled in the art are able to easily make conventional adjustments or further optimizations to the addition / reduction / classification, specific shapes, positional relationships, connection methods, size ratios, etc. of certain units (components).

[0034] Figure 1 A flowchart of a real-time software deformation interaction method based on a physics engine in an environment provided for embodiments of this application;

[0035] Figure 2 A multimodal visual feedback module diagram of a real-time soft body deformation interaction method based on a physics engine in the environment provided in the embodiments of this application. Detailed Implementation

[0036] The following specific embodiments illustrate the implementation of the present invention. Those skilled in the art can easily understand other advantages and effects of the present invention from the content disclosed in this specification. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. It should be understood that these embodiments are merely for further explanation of the present invention and should not be construed as limiting the scope of protection of the present invention. Technical engineers in the field can make some non-essential improvements and adjustments to the present invention based on the above-described content. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0037] Please see Figure 1 , 2 The real-time soft body deformation interaction method based on a physics engine in the environment includes the following steps:

[0038] Step S1: Establishing the virtual environment and software model;

[0039] In the simulation platform, a virtual environment containing at least one software object is constructed; a three-dimensional model of the software object is imported or created, and physical properties are bound to the software object model, including at least mass density, elastic modulus, Poisson's ratio and damping coefficient, to define the basis of its soft dynamic behavior.

[0040] Step S2: Construction of the interaction perception and collision detection network;

[0041] Configure high-precision collision detection bodies for the software object and rigid tools and virtual hand models that may interact with it in the virtual environment; establish a continuous collision detection network based on the physics engine to calculate the contact points, penetration depth and contact normals between the mesh vertices on the surface of the software object and the interactive object in real time.

[0042] Step S3: Receiving and parsing multimodal interaction commands;

[0043] Receive interactive instructions from user input devices, including but not limited to VR controllers, force feedback gloves, and data gloves; parse the interactive instructions to obtain the force vector, application location, tool type, and interaction mode, wherein the interaction mode includes pressing, stretching, twisting, and cutting;

[0044] Step S4: Real-time deformation calculation based on the physics engine;

[0045] The force vector and contact information obtained from the analysis are input into the physics engine of the core layer of the simulation platform. Based on the bound software physical properties, the physics engine solves the deformation field of the software object in real time, dynamically updates the position coordinates of its surface mesh vertices, and simultaneously calculates the internal stress distribution caused by deformation.

[0046] Step S5: Multi-user collaborative state synchronization and rendering feedback;

[0047] In multi-user collaborative scenarios, the deformation state data of software objects, including changes in key vertex positions and stress states, are compressed and differentially encoded, and then broadcast and synchronized to each collaborative client through the collaborative service system. Each client drives the rendering engine to perform real-time visualization rendering of the software objects based on the synchronized data and local predictions, presenting multimodal visual feedback including geometric deformation, texture stretching, and color changes.

[0048] In implementing this solution, the establishment of a virtual environment and a software model with physical properties lays the foundation for subsequent simulations. By constructing a high-precision collision detection network, the system can accurately perceive the contact between the software and interactive objects such as tools and hands, which is a prerequisite for achieving realistic interaction. The multimodal interaction command receiving and parsing module converts the user's natural operational intentions into computer-processable physical parameters. Step S4, through an integrated physics engine, solves the deformation field in real time based on the physical properties and forces of the software, achieving a fundamental leap from "pre-calculated animation" to "real-time physical simulation," ensuring the realism and dynamic responsiveness of the deformation. The final step S5 is specifically designed for multi-user collaborative scenarios. Through an efficient state synchronization mechanism and real-time rendering, it ensures the consistency of the software deformation state from the perspective of all participants, thereby supporting complex team collaborative training. This solution constructs a complete closed loop from interaction perception and physical calculation to multi-user synchronous rendering, realizing real-time software interaction with a rigid-flexible hybrid architecture, high fidelity, and multi-user collaboration support in a highly immersive simulation platform, significantly expanding the application depth and realism of virtual simulation in the field of precision assembly.

[0049] In step S1, binding physical attributes to the software object model specifically includes:

[0050] In the platform editor, add a "software physics component" to the selected soft model node through the graphical interface or property viewer; in the property parameter panel of the component, directly set or dynamically adjust the mass density, elastic modulus, Poisson's ratio and damping coefficient by numerical input or slider adjustment; the platform will automatically generate the corresponding deformable body simulation data structure and control parameters for the soft model in the underlying physics system according to the physical property parameters.

[0051] When implementing the above solution, users can assign physical properties to software models through an intuitive interface without writing code or dealing with complex configuration files. This greatly improves the platform's usability and development efficiency, enabling even those without professional physical simulation knowledge to quickly define and adjust software behavior. This lowers the technical threshold and facilitates the rapid popularization of this technology and the enrichment of case studies.

[0052] The “software physical component” also includes preset material type options, which correspond to common soft material types. When a user selects a material preset, the platform automatically fills in a set of typical values ​​for mass density, elastic modulus, Poisson's ratio and damping coefficient that match the physical properties of the material.

[0053] This solution further adds a material type preset function to the "Soft Physical Components". This is equivalent to providing a knowledge base containing physical parameters of common soft materials (such as rubber, silicone, muscle tissue, etc.). Users can quickly obtain a set of verified physical parameters that conform to the properties of real-world materials by selecting presets, avoiding tedious manual trial and error, ensuring the scientific nature and accuracy of simulation cases, and is especially beneficial for the rapid development of standardized training content.

[0054] In step S2, the high-precision collision detection body is a customizable composite collision shape; the configuration process includes: attaching a simplified bounding box collision body to the soft object for fast coarse detection, and attaching a precise triangular facet collision body generated based on its geometric topology to its surface mesh for fine detection; the physics engine adopts a two-stage detection strategy, firstly quickly screening potential interaction pairs through bounding box collision, and then starting precise collision detection and response calculation at the triangular facet level for the screened object pairs.

[0055] The system adopts a two-stage composite collider architecture of "simplified bounding box + precise triangular facets". While ensuring millimeter-level interaction accuracy, it quickly eliminates a large number of irrelevant objects through coarse detection, which greatly improves the overall efficiency of collision detection. This ensures that the system can still maintain a high real-time frame rate in complex scenes, providing key technical support for a smooth interactive experience.

[0056] The generation of the precise triangular facet collider supports dynamic LOD (Level of Detail); the density of the triangular facet mesh used for collision detection is dynamically adjusted according to the display size of the software object in the virtual scene, its distance from the viewpoint, and the current system load, thus optimizing computational overhead while ensuring collision perception accuracy.

[0057] The introduction of a dynamic LOD mechanism in the collision detection process allows the accuracy of collision detection to be dynamically adjusted according to actual needs. This improvement achieves optimal allocation of computing resources. When software objects are far away or the system load is high, a lower-precision collision mesh is used to save computing power; when performing fine-grained operations at close range, high-precision detection is enabled. This significantly improves the stability of system operation and its ability to support large-scale scenes without sacrificing key interactive experiences.

[0058] In step S4, the real-time solution of the deformation field of the software object adopts a solver based on position dynamics or a simplified solver based on the finite element model. The solution process makes full use of the parallel computing capabilities of the GPU, mapping the position update calculation of the soft mesh vertices to parallel thread tasks, so as to realize the real-time deformation simulation of the software model with a high number of vertices. This breaks through the speed bottleneck of traditional CPU serial computing, making it possible to perform real-time physical simulation of high-precision software models with a large number of vertices. This directly improves the detail richness and visual realism of the deformation simulation, and is a key performance guarantee for realizing highly realistic software interaction.

[0059] In step S5, the multimodal visual feedback specifically includes:

[0060] Geometric deformation feedback: The rendering mesh of the soft model is updated directly based on the vertex positions calculated in real time;

[0061] Texture deformation feedback: Based on the strain tensor of the surface mesh, the UV coordinate mapping is dynamically adjusted to simulate the visual effects of stretching and compression of the material surface;

[0062] Color and specular feedback: Based on the internal stress distribution or vertex displacement amplitude, the model surface color, specular intensity, or emissive properties are dynamically changed through vertex shaders or fragment shaders to visually indicate areas of stress concentration or the degree of deformation.

[0063] The aforementioned solution discloses a multimodal visual feedback format triggered by deformation calculations, including geometric, textural, and color specular feedback. Through multi-dimensional visual representation, it intuitively presents abstract physical deformation and internal stress data to the user. This not only enhances immersion but also serves as an important information prompt (such as stress concentration warnings), helping users understand and diagnose the state of the object during simulation training, thereby improving the teaching effectiveness of the training.

[0064] It also includes a step of simulating the fault state of software objects. This step specifically includes: configuring trigger conditions and performance parameters for user-defined software fault events in the platform's story editor or step editor; the trigger conditions include the interaction of a specific tool under a specific force, reaching a preset deformation threshold, or a time condition; when the trigger conditions are met, the platform calls a predefined fault performance script to drive the physics engine to change the local or overall physical properties of the software, simulating softening, embrittlement, creep, or cracking phenomena, and updating the visual performance simultaneously; the performance parameters include the crack growth direction and speed of cracking, the elastic modulus decay curve after softening, and particle effects that may be triggered when cracking occurs; this fault simulation can be integrated into maintenance training cases as part of the fault diagnosis and maintenance operation assessment. Trainees need to observe the abnormal deformation and state feedback of software objects to determine the fault type and perform corresponding virtual maintenance operations.

[0065] This allows case creators to define the failure logic of software objects (such as aging cracking and overstretching failure) and simulate them by changing physical properties and visual representations. This greatly enriches the content of simulation training courses and enables the simulation of common failure modes of software components in the real world. Trainees can learn to diagnose system problems caused by software failures and practice troubleshooting procedures through observation and interaction, making the training content more comprehensive and practical.

[0066] Multi-person collaborative training scenarios also include role division and collaborative transformation operations:

[0067] When creating multi-person collaborative cases on the platform, multi-person mode can be enabled and participating roles can be set by editing the training object attributes; different permissions or tools for interacting with software objects can be assigned to different roles; when any role performs a deformation operation on a software object in a shared scene, the resulting deformation state is synchronized to all role clients in real time through the collaborative service system; other roles can not only observe consistent real-time deformation effects on their clients, but the collision detection of their virtual hands or tools with the deformed software objects is also calculated in real time based on the latest synchronized mesh data, thereby supporting complex multi-person sequential or parallel collaborative training tasks based on dynamic deformation software.

[0068] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the present invention should be included within the protection scope of the present invention.

Claims

1. A real-time soft body deformation interaction method based on a physics engine in an environment, characterized in that, Includes the following steps: Step S1: Establishing the virtual environment and software model; In the simulation platform, a virtual environment containing at least one software object is constructed; a three-dimensional model of the software object is imported or created, and physical properties are bound to the software object model, including at least mass density, elastic modulus, Poisson's ratio and damping coefficient, to define the basis of its soft dynamic behavior. Step S2: Construction of the interaction perception and collision detection network; Configure collision detection bodies for the software object and rigid tools and virtual hand models that may interact with it in the virtual environment; establish a continuous collision detection network based on the physics engine to calculate the contact points, penetration depth and contact normals between the mesh vertices on the surface of the software object and the interactive objects in real time. Step S3: Receiving and parsing multimodal interaction commands; Receive interactive commands from user input devices, including VR controllers, force feedback gloves, and data gloves; parse the interactive commands to obtain the force vector, application location, tool type, and interaction mode, wherein the interaction modes include pressing, stretching, twisting, and cutting; Step S4: Real-time deformation calculation based on the physics engine; The force vector and contact information obtained from the analysis are input into the physics engine of the core layer of the simulation platform. Based on the bound software physical properties, the physics engine solves the deformation field of the software object in real time, dynamically updates the position coordinates of its surface mesh vertices, and simultaneously calculates the internal stress distribution caused by deformation. Step S5: Multi-user collaborative state synchronization and rendering feedback; In multi-person collaboration scenarios, the deformation state data of software objects, including changes in the position of key vertices and stress state, are compressed and differentially encoded, and then broadcast and synchronized to each collaborative client through the collaborative service system. Based on synchronized data and local predictions, each client drives the rendering engine to perform real-time visualization rendering of software objects, presenting multimodal visual feedback including geometric deformation, texture stretching, and color changes.

2. The real-time soft body deformation interaction method based on a physics engine in the environment according to claim 1, characterized in that, In step S1, physical properties are bound to the software object model, specifically including: In the platform editor, add a soft physics component to the selected soft model node through a graphical interface or property viewer; in the property parameter panel of the soft physics component, directly set or dynamically adjust the mass density, elastic modulus, Poisson's ratio, and damping coefficient by numerical input or slider adjustment; the platform will automatically generate the corresponding deformable body simulation data structure and control parameters for the soft model in the underlying physics system based on the physical property parameters.

3. The real-time soft body deformation interaction method based on a physics engine in the environment according to claim 2, characterized in that, The software physics component also includes preset material type options, which correspond to common software material types. When a user selects a material preset, the platform automatically fills in a set of typical values ​​for mass density, elastic modulus, Poisson's ratio, and damping coefficient that match the physical properties of that material.

4. The real-time soft body deformation interaction method based on a physics engine in the environment according to claim 1, characterized in that, In step S2, the collision detection body is a customizable composite collision shape; the configuration process includes: attaching a simplified bounding box collision body to the soft object for fast coarse detection, and attaching a precise triangular facet collision body generated based on its geometric topology to its surface mesh for fine detection; the physics engine adopts a two-stage detection strategy, firstly quickly screening potential interaction pairs through bounding box collision, and then starting precise collision detection and response calculation at the triangular facet level for the screened object pairs.

5. The real-time soft body deformation interaction method based on a physics engine in an environment according to claim 4, characterized in that, The generation of the precise triangular facet collider supports dynamic LOD; the density of the triangular facet mesh used for collision detection is dynamically adjusted according to the display size of the software object in the virtual scene, its distance from the viewpoint, and the current system load.

6. The real-time soft body deformation interaction method based on a physics engine in the environment according to claim 1, characterized in that, In step S4, the real-time solution of the deformation field of the soft object is achieved using a solver based on position dynamics or a simplified solver based on the finite element model. The solution process utilizes the parallel computing capabilities of the GPU to map the position update calculation of the soft mesh vertices into a parallel thread task.

7. The real-time soft body deformation interaction method based on a physics engine in an environment according to claim 1, characterized in that, In step S5, the multimodal visual feedback specifically includes: Geometric deformation feedback: The rendering mesh of the soft model is updated directly based on the vertex positions calculated in real time; Texture deformation feedback: Based on the strain tensor of the surface mesh, the UV coordinate mapping is dynamically adjusted to simulate the visual effects of stretching and compression of the material surface; Color and specular feedback: Based on the internal stress distribution or vertex displacement amplitude, the model surface color, specular intensity, or emissive properties are dynamically changed through vertex shaders or fragment shaders to visually indicate areas of stress concentration or the degree of deformation.

8. The real-time soft body deformation interaction method based on a physics engine in an environment according to claim 1, characterized in that, It also includes S6: the step of simulating fault states of software objects, specifically including: In the platform's story editor or step editor, trigger conditions and performance parameters are configured for user-defined software fault events. The trigger conditions include the interaction of a specific tool under a specific force, reaching a preset deformation threshold, or a time condition. When the trigger conditions are met, the platform calls a predefined fault performance script to drive the physics engine to change local or overall software physical properties, simulating softening, embrittlement, creep, or cracking phenomena, and simultaneously updating the visual performance. The performance parameters include the crack growth direction and speed of the crack, the elastic modulus decay curve after softening, and particle effects that may be triggered when the crack breaks.

9. The real-time soft body deformation interaction method based on a physics engine in an environment according to claim 1, characterized in that, Multi-person collaborative training scenarios also include role division and collaborative transformation operations: When creating multi-person collaborative cases on the platform, multi-person mode can be enabled and participating roles can be set by editing the training object attributes; different permissions or tools for interacting with software objects can be assigned to different roles; when any role performs a deformation operation on a software object in a shared scene, the resulting deformation state is synchronized to all role clients in real time through the collaborative service system; other roles can not only observe consistent real-time deformation effects on their clients, but the collision detection of their virtual hands or tools with the deformed software objects is also calculated in real time based on the latest synchronized mesh data, thereby supporting complex multi-person sequential or parallel collaborative training tasks based on dynamic deformation software.

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