Method, apparatus, device, medium and program product for physical simulation of a rope system

By dividing the rope system into line segments and constructing a topological structure, and using inertial animation and skeletal animation techniques to simulate vertices and edges, the physical simulation problem of complex rope systems was solved, achieving high-quality chain animation effects.

CN122072987APending Publication Date: 2026-05-22SHENZHEN TENCENT FEITAI TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SHENZHEN TENCENT FEITAI TECHNOLOGY CO LTD
Filing Date
2024-11-20
Publication Date
2026-05-22

AI Technical Summary

Technical Problem

Existing technologies cannot effectively simulate the physics of complex rope systems, making it impossible to implement complex chain animations in game character costumes.

Method used

The rope system is divided into line segments to construct a topological structure, and physical simulations are performed on the vertices and edges of the topological structure, using inertial animation and skeletal animation techniques.

Benefits of technology

The overall physical simulation of complex rope systems was achieved, improving the chain animation effects in game character costumes.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present application provide a rope system physical simulation method, device, equipment, medium and program product, which are used to realize physical simulation animation of a complex rope system. It can be applied to the fields of computers, game character animation, film and television animation, etc. Specifically, it can include: obtaining segmentation information of a to-be-processed rope system, the segmentation information being used to divide the to-be-processed rope system into line segments; constructing at least one topological structure of the to-be-processed rope system based on the segmentation information, vertices of the at least one topological structure being intersection points of each line segment obtained by dividing the to-be-processed rope system, and edges of the at least one topological structure being each line segment obtained by dividing the to-be-processed rope system; and respectively performing physical simulation on the vertices and edges of the at least one topological structure to obtain physical simulation animation of the to-be-processed rope system.
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Description

Technical Field

[0001] This application relates to the field of computers, and in particular to a physical simulation method, apparatus, equipment, medium, and program product for a rope system. Background Technology

[0002] Character animation is a crucial component of computer animation technology, playing a vital role in computer-aided animated film production and various advertising productions. A key characteristic of character animation techniques used in animation production is the significant time required for rendering. Therefore, animated works must be pre-produced and rendered before being played as video files, making it non-real-time. However, current applications such as 3D games require real-time character animation.

[0003] To create high-quality character costumes, the art department needs more design freedom and to add more expressive elements to the characters. Chains are a common element in fashion, such as... Figure 1 As shown. However, due to technological limitations, almost no game products currently implement complex chain animations in the costumes of game characters.

[0004] Therefore, there is an urgent need to provide a solution that can realize the physical simulation of complex rope systems. Summary of the Invention

[0005] This application provides a physical simulation method, apparatus, equipment, medium, and program product for rope systems, used to realize physical simulation animation of complex rope systems.

[0006] In view of this, this application provides a physical simulation method for a rope system, comprising: acquiring segmentation information of a rope system to be processed, wherein the segmentation information is used to divide the rope system to be processed into line segments; constructing at least one topological structure of the rope system to be processed based on the segmentation information, wherein the vertices of the at least one topological structure are the intersection points of the line segments obtained by dividing the rope system to be processed, and the edges of the at least one topological structure are the line segments obtained by dividing the rope system to be processed; and performing physical simulation on the vertices and edges of the at least one topological structure respectively to obtain a physical simulation animation of the rope system to be processed.

[0007] Another aspect of this application provides a physical simulation device for a rope system, comprising: an acquisition module for acquiring segmentation information of a rope system to be processed, wherein the segmentation information is used to divide the rope system to be processed into line segments;

[0008] The processing module is used to construct at least one topology of the rope system to be processed based on the segmentation information. The vertices of the at least one topology are the intersections of the line segments obtained by dividing the rope system to be processed, and the edges of the at least one topology are the line segments obtained by dividing the rope system to be processed. Physical simulation is performed on the vertices and edges of the at least one topology to obtain a physical simulation animation of the rope system to be processed.

[0009] In one possible design, in another implementation of another aspect of the embodiments of this application, the processing module is used to perform physical simulation of the vertices of the at least one topological structure using inertial animation technology, and to perform physical simulation of the edges of the at least one topological structure using skeletal animation technology, so as to obtain the physical animation of the rope system to be processed.

[0010] In one possible design, in another implementation of another aspect of the embodiments of this application, the processing module is used to obtain the starting parent bone node and the ending parent bone node corresponding to each edge of the at least one topology, and the multiple child bone nodes corresponding to each edge of the at least one topology.

[0011] Bind the multiple child bone nodes to the starting point parent bone node, and bind the last child bone node among the multiple child bone nodes to the ending point parent bone node. The multiple child bone nodes all belong to the starting point parent bone node and are located at the same level. The last child bone node is the child bone node among the multiple child bone nodes that is closest to the ending point parent bone node.

[0012] Based on the above binding structure, a physical simulation of the edges of this topology is performed.

[0013] In one possible design, in another implementation of another aspect of the embodiments of this application, the processing module is used to obtain the starting bone node and the ending bone node corresponding to each edge of the at least one topology, and the multiple sub-bone nodes corresponding to each edge of the at least one topology.

[0014] Link the multiple child bone nodes to the starting bone node and the ending bone node in a chain;

[0015] Based on the above binding structure, physical simulation of the edges of at least one topology is performed.

[0016] In one possible design, in another implementation of another aspect of the embodiments of this application, the processing module is used to initialize the physical simulation parameters of the edges of the topology, the physical simulation parameters including initial state parameters, physical characteristic parameters, simulation accuracy parameters and simulation behavior parameters;

[0017] Based on the aforementioned binding structure and the physical simulation parameters of the edge, a physical simulation of the edge is performed.

[0018] In one possible design, in another implementation of another aspect of the embodiments of this application, the processing module is used to initialize the physical simulation parameters of the vertices of the at least one topology, the physical simulation parameters including initial state parameters, physical characteristic parameters, simulation accuracy parameters and simulation behavior parameters;

[0019] The vertex is physically simulated based on the physical simulation parameters of the vertex of at least one topological structure and inertial animation technology.

[0020] In one possible design, in another implementation of another aspect of the embodiments of this application, the processing module is used to perform physical simulation of the vertices of the at least one topological structure using inertial animation technology, and to perform physical simulation of the edges of the at least one topological structure using mesh-based animation technology, so as to obtain the physical animation of the rope system to be processed.

[0021] This application also provides a computer device, including: a memory, a processor, and a bus system;

[0022] The memory is used to store programs;

[0023] The processor is used to execute programs in memory, and the processor is used to execute the methods mentioned above according to the instructions in the program code;

[0024] Bus systems are used to connect memory and processor to enable communication between them.

[0025] Another aspect of this application provides a computer-readable storage medium storing instructions that, when executed on a computer, cause the computer to perform the methods described above.

[0026] Another aspect of this application provides a computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in the above aspects.

[0027] As can be seen from the above technical solutions, the embodiments of this application have the following advantages: for complex rope systems, the topology is divided and the vertices and edges in the topology are physically simulated separately, so that a complex rope system can be physically simulated as a whole. Attached Figure Description

[0028] Figure 1 This is a schematic diagram illustrating the rope system in the game character costume in this application embodiment;

[0029] Figure 2 This is a schematic diagram of the architecture of a physical simulation application scenario for the rope system in this application embodiment;

[0030] Figure 3 This is a schematic diagram of an embodiment of the physical simulation method for the rope system in this application.

[0031] Figure 4 This is a schematic diagram illustrating the rope system corresponding to the item in the embodiments of this application;

[0032] Figure 5 This is a flowchart illustrating the physical simulation method of the rope system in this application embodiment;

[0033] Figure 6 This is a flowchart illustrating the physical simulation of the rope system in this application during parameter initialization.

[0034] Figure 7 This is a schematic diagram of the point-like skeletal binding of the rope system in an embodiment of this application;

[0035] Figure 8 This is a schematic diagram of the chain-like skeletal binding of the rope system in an embodiment of this application;

[0036] Figure 9 This is an animated diagram illustrating the physical simulation method of the rope system in this application embodiment;

[0037] Figure 10 This is a schematic diagram of one embodiment of the physical simulation device for the rope system in this application.

[0038] Figure 11 This is a schematic diagram of one embodiment of the server in this application;

[0039] Figure 12 This is a schematic diagram of one embodiment of the terminal in this application. Detailed Implementation

[0040] This application provides a physical simulation method, apparatus, equipment, medium, and program product for rope systems, used to realize physical simulation animation of complex rope systems.

[0041] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a particular order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented, for example, in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “corresponding to,” and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0042] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0043] Character animation is a crucial component of computer animation technology, playing a vital role in computer-aided animated film production and various advertising productions. A key characteristic of character animation techniques used in animation production is the significant time required for rendering. Therefore, animated works must be pre-produced and rendered before being played as video files, making them non-real-time. However, current applications such as 3D games require real-time character animation. To create high-quality character costumes, artists need greater design flexibility, adding more expressive elements to the characters, and chains are a common element in fashion, such as... Figure 1As shown. Current physical simulations typically employ two approaches: Mesh-based simulation and Joint-based simulation. Mesh-based simulation relies on meshes to represent and process physical phenomena, supports powerful numerical integration methods, and allows for a balance between accuracy and efficiency by adjusting mesh resolution. However, this approach is costly for high-dimensional scientific simulations, often requiring individual tuning of solvers and parameters for each system. Joint-based simulation, also known as skeletal animation-based simulation, involves simulating the motion of joints and connections within a multibody system. This type of simulation is commonly used to analyze and predict the dynamic behavior of complex systems. However, neither of these approaches can provide adequate physical simulation for complex rope systems, thus hindering the implementation of complex chain animations in game character costumes.

[0044] To address the aforementioned technical problems, this application provides the following technical solution: Obtaining segmentation information of the rope system to be processed, which is used to divide the rope system into line segments; constructing at least one topological structure of the rope system based on the segmentation information, where the vertices of the at least one topological structure are the intersection points of the line segments obtained from the rope system, and the edges of the at least one topological structure are the individual line segments obtained from the rope system; and performing physical simulations on the vertices and edges of the at least one topological structure to obtain a physical simulation animation of the rope system. In this way, by dividing a complex rope system according to its topological structure and performing physical simulations on the vertices and edges of the topological structure respectively, a comprehensive physical simulation of a complex rope system can be achieved.

[0045] The technical solutions of this application and their effects are described below through several exemplary embodiments. It should be noted that the following embodiments can be referenced, borrowed from, or combined with each other. Identical terms, similar features, and similar implementation steps in different embodiments will not be repeated.

[0046] The embodiments of this application can be applied to scenarios such as computers, game character animation, film and television animation, and virtual live streaming. The following description uses game character animation as an example; an exemplary architecture for this scenario can be found in [reference needed]. Figure 2 The architecture includes a terminal 100, a server 200, a database 300, and a network 400. The terminal 100, server 200, and database 300 are connected via the network 400. The database 300 is used to store character costume data for game characters (such as character costume modeling data). Figure 1The number of terminals 100, servers 200 and databases 300 in the system shown is only an example. For example, there may be multiple terminals 100, servers 200 and databases 300. This application does not limit the number of terminals 100, servers 200 and databases 300.

[0047] In this system, terminal 100 communicates with server 200 via a network. Database 300 can be integrated onto server 200, or it can be located in the cloud or on another server. In the aforementioned game character animation physics simulation, interaction can occur between terminal 100 and server 200. For example, a user inputs corresponding game character costume and animation simulation commands through terminal 100. Terminal 100 sends these commands to server 200, which then performs a physics simulation of the game character costume based on the animation simulation commands and outputs the corresponding content.

[0048] Terminal 100 can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, smart voice interaction device, smart home appliance, or in-vehicle terminal, but is not limited to these. Server 200 can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery network (CDN), big data, and artificial intelligence platforms.

[0049] In short, a database can be viewed as an electronic filing cabinet—a place to store electronic files, where users can perform operations such as adding, querying, updating, and deleting data. A "database" is a collection of data stored together in a certain way, shared by multiple users, with minimal redundancy, and independent of application programs. A Database Management System (DBMS) is a computer software system designed to manage databases, generally possessing basic functions such as storage, retrieval, security, and backup. DBMSs can be classified according to the database model they support, such as relational or Extensible Markup Language (XML); or according to the type of computer they support, such as server clusters or mobile phones; or according to the query language used, such as Structured Query Language (SQL) or XQuery; or according to performance priorities, such as maximum scale or maximum operating speed; or other classification methods. Regardless of the classification method used, some DBMSs can cross categories, for example, supporting multiple query languages ​​simultaneously.

[0050] It is understood that the specific implementation of this application involves data related to game character fashion modeling, game character modeling, virtual character modeling, virtual item modeling, etc. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0051] Based on the above introduction, the physical simulation method of the rope system in this application will be described below, taking the server as the execution subject. Please refer to [link / reference needed]. Figure 3 One embodiment of the physical simulation method for the rope system in this application includes:

[0052] 301. Obtain the segmentation information of the rope system to be processed. This segmentation information is used to divide the rope system to be processed into line segments.

[0053] In this embodiment, the server obtains the overall structure of the rope system to be processed, and divides the rope system according to the overall structure to obtain segment information of the rope system to be processed. It should be understood that the segment information is used to instruct the server to divide the rope system to be processed into different segments.

[0054] In this embodiment, the rope system to be processed can be the entire rope system of a game character's costume; it can also be understood as a specific rope system of a game character's costume; it can also be a complex rope system corresponding to character animation or item animation in a film or television scene; or it can be a complex rope system corresponding to a virtual anchor in a virtual live streaming scene. That is, the specific application scenario of the rope system is limited here.

[0055] In one exemplary solution, such as Figure 1 As shown in the game character costume illustration, the rope system to be processed can be the rope system of the body part of the game character costume or the rope system on the arms; the rope system to be processed can also be the entire rope system of the game character costume (i.e., including the rope system of the body part and the rope system on the arms). The following explanation uses the rope system of the body part as an example. Under this rope system, the segmentation information can be as follows: A line segment is constructed from point A to point B; a line segment is constructed from point C to point B; a line segment is constructed from point A to point D; a line segment is constructed from point C to point E; a line segment is constructed from point D to point F; a line segment is constructed from point E to point F; a line segment is constructed from point D to point G; a line segment is constructed from point F to point I; a line segment is constructed from point E to point H; a line segment is constructed from point H to point K; a line segment is constructed from point G to point J; a line segment is constructed from point I to point J; a line segment is constructed from point I to point K; a line segment is constructed from point L to point M. It should be understood that... Figure 1 The character shown can also be applied in virtual live streaming scenarios, where it will act as a virtual anchor. In practical applications, the character's animation can be a pre-set physical simulation, or it can be a real-time physical simulation based on motion data (such as raising hands, shaking hands, jumping, and running) acquired through motion capture equipment from a real anchor (i.e., a live streamer). If the physical simulation involves complex rope systems, the technical solution provided in this embodiment can be used for implementation.

[0056] In another exemplary approach, the rope system to be processed can be a complex rope structure modeled from an object in a 3D scene, game scene, or film / television scene. For example... Figure 4 As shown, there is a complex chain system on a box. Under this chain system, the segment information can be as follows: a line segment is constructed from point A to point B; a line segment is constructed from point A to point C; a line segment is constructed from point A to point D; and a line segment is constructed from point A to point E.

[0057] 302. Construct at least one topology of the rope system to be processed based on the segmentation information, wherein the vertices of the at least one topology are the intersection points of the line segments obtained by dividing the rope system to be processed, and the edges of the at least one topology are the line segments obtained by dividing the rope system to be processed.

[0058] After obtaining the segmentation information, the server can construct at least one topology of the rope system to be processed based on the segmentation information. The vertices of the at least one topology are the intersection points of the line segments obtained by dividing the rope system to be processed, and the edges of the at least one topology are the line segments obtained by dividing the rope system to be processed.

[0059] In one exemplary solution, such as Figure 1 The game character costume display image shown has the following segmentation information: Line segment 1 is constructed from point A to point B; line segment 2 is constructed from point C to point B; line segment 3 is constructed from point A to point D; line segment 4 is constructed from point A to point D; line segment 5 is constructed from point C to point E; line segment 6 is constructed from point D to point F; line segment 7 is constructed from point E to point F; line segment 8 is constructed from point D to point G; line segment 9 is constructed from point F to point I; line segment 10 is constructed from point E to point H; line segment 11 is constructed from point H to point K; line segment 12 is constructed from point G to point J; line segment 13 is constructed from point I to point J; line segment 14 is constructed from point I to point K; and line segment 15 is constructed from point L to point M. Based on the above segmentation information, a topology structure 1 can be constructed with points A to K as vertices and line segments 1 to 14 as edges; and a topology structure 2 can be constructed with points L and M and line segment 15.

[0060] In another exemplary scheme, such as Figure 4 The box diagram shown has the following segmentation information: line segment 1 is constructed from point A to point B; line segment 2 is constructed from point A to point C; line segment 3 is constructed from point A to point D; and line segment 4 is constructed from point A to point E. Based on the above segmentation information, a topological structure can be constructed with points A to E as vertices and line segments 1 to 4 as edges.

[0061] 303. Perform physical simulations on the vertices and edges of the at least one topological structure to obtain a physical simulation animation of the rope system to be processed.

[0062] In this embodiment, after the server constructs the at least one topology, it performs a physical simulation of the topology. This simulation can be performed on the vertices and edges of the topology separately. The specific process is as follows: Figure 5 As shown:

[0063] 1. Initialize the physical simulation parameters. This involves setting the initial state parameters, physical property parameters, simulation accuracy parameters, and simulation behavior parameters for the vertices and edges in the topology. For example, the initial state parameters can include position, velocity, and rotation information; the physical property parameters can include gravity information, air resistance information, and friction system information; the simulation accuracy parameters can include the maximum simulation step size, the initial simulation step size, and the material information of the ropes (such as material density and elasticity); and the simulation behavior parameters can include the behavior information of the game character.

[0064] In one exemplary scheme, the specific initialization process can be as follows: Figure 6 As shown:

[0065] First, create the underlying particle simulation objects. These particle simulation objects typically refer to mathematical models and algorithms used in computer graphics and physics simulations to simulate the behavior of particles in the real world. These simulation objects can be single particles or particle systems, capable of simulating natural phenomena such as flames, smoke, water flow, and dust. In the underlying simulation, developers need to focus on various aspects such as particle generation, motion, interaction, and rendering. In this embodiment, it can be understood as initializing the skeletal data of the game character bound to the edges of the topology corresponding to the rope system.

[0066] Next, initialize the Distance constants and Bending constants parameters. In physics simulations, Distance constants typically refer to physical constants related to distance, playing a fundamental role in defining and calculating physical quantities. Bending constants typically refer to physical parameters related to the bending behavior of materials. These constants are crucial in describing the elastic properties of materials, especially when phenomena such as bending, folding, or deformation are involved. In other words, initializing the Distance constants and Bending constants parameters sets the physical simulation parameters for the vertices and edges of the topology.

[0067] 2. Perform physical simulation of the vertices in this topology.

[0068] In this embodiment, the server can employ inertial animation technology (i.e., inertial point mass simulation) when performing physical simulation of the vertices in the topology. Inertial point mass simulation is primarily used to simulate the inertial characteristics and motion behavior of objects. It simplifies objects into point masses to analyze their motion under external forces. This method can effectively calculate physical quantities such as the object's trajectory, velocity, and acceleration. In inertial point mass simulation, parameters such as the mass, position, and velocity of the point mass are typically calculated. Using Newton's second law, the relationship between force and acceleration can be used to derive the equations of motion for the point mass, thus simulating the motion. In complex cases, numerical methods (such as the Euler method and the Runge-Kutta method) may be needed to solve the equations of motion to obtain the point mass's trajectory and state changes. Based on the above description, inertial point mass simulation is widely used in engineering, physics, and computer graphics. For example, in finite element analysis, point mass models can be used to simulate the dynamic response of structures; in game development, point mass simulation is used to achieve realistic motion effects of objects, such as collisions, gravity, and fluid dynamics.

[0069] 3. Perform physical simulation of the edges in this topology.

[0070] After completing the physical simulation of the vertices in the topology, the edges in the topology are then physically simulated. In this embodiment, the server can perform physical simulation of the edges in the topology in several ways, as follows:

[0071] In one possible implementation, with both ends fixed, to avoid introducing IK calculations (IK solution is short for Inverse Kinematics, a technique commonly used in robotics, computer graphics, and animation to calculate joint angles in multi-joint structures such as robotic arms or skeletal systems to achieve the position and orientation of specific end effectors (such as grippers or feet), this embodiment uses a "point-based bone binding" technique for the edges in the topology. Specifically, this point-based bone binding can be as follows: obtain the starting parent bone node and ending parent bone node corresponding to each edge of the at least one topology, as well as multiple child bone nodes corresponding to each edge of the at least one topology; bind the multiple child bone nodes to the starting parent bone node, and bind the last child bone node among the multiple child bone nodes to the ending parent bone node, wherein all the multiple child bone nodes belong to the starting parent bone node and are at the same level, and the last child bone node is the child bone node among the multiple child bone nodes that is closest to the ending parent bone node; then, perform physical simulation on the edges in the topology based on this binding structure.

[0072] by Figure 7The rope shown illustrates the binding of this point-like bone: assuming that... Figure 7 The rope shown has its starting point as a shoulder node, denoted as "upperarm_l"; its ending point as a wrist node, denoted as "upperarm_2"; and it has 10 child bone nodes, denoted as "lian_08_1_1, lian_08_2_1, lian_08_3_1, lian_08_4_1, lian_08_5_1, lian_08_6_1, lian_08_7_1". 1. lian_08_8_1, lian_08_9_1, lian_08_10_1; then bind lian_08_1_1, lian_08_2_1, lian_08_3_1, lian_08_4_1, lian_08_5_1, lian_08_6_1, lian_08_7_1, lian_08_8_1, lian_08_9_1 and lian_08_10_1. Under "upperarm_l", there are "lian_08_1_1, lian_08_2_1, lian_08_3_1, lian_08_4_1, lian_08_5_1, lian_08_6_1, lian_08_7_1, lian_08_8_1, lian_08_9_1, lian_08_10_1"; then, "lian_08_1_1, lian_08_2_1, lian_08_3_1, lian_08_4_1, lian_08_5_1, lian_08_6_1, lian_08_7_1, lian_08_8_1, lian_08_9_1, and lian_08_10_1" are all at the same level and have no chained bindings. At the same time, "lian_08_10_1" is assigned to be bound to "upperarm_2". Then, based on this point-like bone binding structure, skeletal animation simulation is performed.

[0073] Another possible implementation is to directly use the traditional skeletal chain binding scheme to achieve the physical simulation of the edges in the topology, which can reduce the production requirements for art. The specific process is as follows: obtain the start bone node and end bone node corresponding to each edge of the at least one topology, as well as multiple child bone nodes corresponding to each edge of the at least one topology; chain these multiple child bone nodes with the start bone node and the end bone node; and perform physical simulation of the edges of the at least one topology based on the above binding structure.

[0074] by Figure 8 The rope shown illustrates the binding of this point-like bone: assuming that... Figure 8The starting point of the rope is a shoulder node, denoted as "upperarm_l"; the ending point is a wrist node, denoted as "upperarm_2"; the rope is set to have 10 child bone nodes, denoted as "lian_08_1_1, lian_08_2_1, lian_08_3_1, lian_08_4_1, lian_08_5_1, lian_08_6_1, lian_08_7_1, lian_08_8_1, lian_08_9_1, lian_08_10_1"; then lian_08_1_1 is bound to the upperarm_l node (i.e., upperarm_l is the parent node, and lian_08_1_1 is the child node); lian_08_2_1 is bound to the lian_08_1_1 node (at this time...). (lian_08_1_1 is the parent node of lian_08_2_1); bind lian_08_3_1 under the lian_08_2_1 node; bind lian_08_4_1 under the lian_08_3_1 node; bind lian_08_5_1 under the lian_08_4_1 node; bind lian_08_6_1 under the lian_08_5_1 node; bind lian_08_7_1 under the lian_08_6_1 node; bind lian_08_8_1 under the lian_08_7_1 node; bind lian_08_9_1 under the lian_08_8_1 node; bind lian_08_10_1 under the lian_08_9_1 node; bind upperarm_2 under the lian_0810_1 node. Then, based on this point-like skeleton binding structure, perform skeletal animation simulation.

[0075] In this embodiment, the skeletal animation technology can also be called joint-based simulation, which involves simulating the motion of joints and connections in a multibody system. This type of simulation is commonly used to analyze and predict the dynamic behavior of complex systems. The specific operational steps can be understood as follows: 1. Model Definition: First, a model needs to be defined. This model typically contains multiple rigid bodies and joints connecting these bodies. 2. Joint Types: In the model, joints can be of various types, such as ball joints, hinge joints, slide joints, and free joints. Each joint type allows for different degrees of freedom of motion. 3. Simulation Environment Settings: In the simulation environment, various parameters need to be set, such as gravity, friction, and the physical properties of joints and tendons. These settings affect the physical accuracy and performance of the simulation. 4. Actuators and Control: In some simulations, actuators (such as motors or muscle models) may need to be defined to control the motion of the joints. Actuators can be simple force or torque generators or more complex models with internal dynamics. 5. Simulation Steps: Simulation is typically driven by a master function (such as `mj_step` in MuJoCo), which performs forward dynamics calculations and updates the simulation state. 6. Data Recording and Analysis: During simulation, data such as joint position, velocity, and acceleration can be recorded for subsequent analysis and verification of the simulation results' accuracy. 7. Visualization: Simulation is often accompanied by visualization to facilitate observation and analysis of simulation behavior. For example, MuJoCo provides a built-in OpenGL visualization tool for real-time viewing of the simulation process. 8. Debugging and Optimization: Based on the simulation results, model parameters or control strategies may need to be adjusted to improve simulation accuracy or performance. Based on the above description, Joint-Based Simulation can be applied to various fields, including robotics, biomechanics, and vehicle dynamics, for designing, testing, and optimizing complex dynamic systems.

[0076] Another possible approach is to directly use mesh technology to physically simulate the edges of the topological structure. This allows for the simulation of complex physical behaviors such as rope stretching, twisting, and collisions, making the rope's dynamic effects more natural and realistic. In practice, mesh-based simulation typically involves the following steps: 1. Model building: A physical model needs to be built, which usually contains a series of mesh points that define the boundaries and internal structure of the simulation space. 2. Mesh generation: A mesh is generated based on the model's geometry. The mesh can be structured or unstructured, depending on the specific requirements of the problem. The mesh density (i.e., the size of each element) can affect the simulation's accuracy and computational cost. 3. Discretization of physical equations: The equations governing the physical phenomena (such as the Navier-Stokes equations in fluid dynamics) are discretized at each mesh point for numerical solution. 4. Numerical solution: Numerical methods (such as the finite element method or finite difference method) are used to solve the discretized equations at each mesh point. 5. Results Processing: Process the simulation results, which may include data visualization, error estimation, and adaptive mesh refinement (if needed). 6. Iteration and Optimization: Perform necessary iterations and optimizations based on the simulation results to improve the accuracy or efficiency of the simulation. Based on the above description, in practical applications, Mesh-Based Simulation can be used in engineering fields such as the design and verification of mechanical structures, circuit boards, electronic devices, aircraft, automobiles, etc. It can also be used in manufacturing to optimize production processes, technologies, and equipment configurations, and in the fields of architecture and urban planning to simulate the performance of building energy efficiency, lighting, ventilation, air conditioning, and other systems. Furthermore, it can be used in the medical and biological sciences to simulate and study human organs, biomolecules, and drug mechanisms of action.

[0077] In practical applications, animation atlases are often used to design the specific flow of a rope system's physical simulation. An animation atlas is a resource used in game development and animation production; it describes and controls the animation flow through state machines. Animation atlases allow developers to define complex animation logic, including different character action states (such as standing, walking, running, etc.) and how to smoothly transition between these states. An animation atlas typically includes the following key concepts: 1. States: Represent different stages or actions of the animation, such as "Idle," "Walk," and "Run." 2. Transitions: Define the conditions and methods for switching from one state to another. 3. Parameters: Can be time, speed, distance, etc., used to control the conditions for state transitions. 4. Layers: Allow developers to control animation at different levels; for example, the upper body and lower body can have different animation layers. Blend Trees: Used to blend multiple animations to create smooth transitions. In practical applications, animation maps are typically used in conjunction with the Animation Controller component to apply animation maps to characters or objects in game or animation projects. Developers can create and edit animation maps in the animation map editor and then assign them to the character's animation controller to control the character's animation behavior.

[0078] Based on the above description, the following will be used as... Figure 9 The animation graph in UE5 shown is a pair Figure 1 The physical simulation of the rope system shown is used to illustrate this.

[0079] exist Figure 9 In the animated graph shown, pinpoints_dynamic is used to indicate the... Figure 1 The rope system shown is simulated using inertia points, where these eco inertia points are used to indicate... Figure 1 A physical simulation of the vertices of the rope system shown is performed. The term "eco rope" is used to indicate the points of contact with the rope. Figure 1 The rope system shown is physically simulated, where body_chain is used to indicate the sides. Figure 1 The diagram shows a physical simulation of the rope system on the body, with `arm_chain` used to indicate the ropes on the body. Figure 1The rope system on the arm shown is used for physical simulation. In the boxes indicating eco inertia points, body_chain, and arm_chain, alpha, physics settings, and physics settings random are used to indicate the physical simulation parameter settings for that vertex. The box connected to physics settings indicates the setting of specific physical simulation parameters and the input of the setting values. Typically, these values ​​are set, and then clicking to run the UE5 editor will achieve the desired result. Figure 1 An animated simulation of the rope system shown.

[0080] The physical simulation device for the rope system in this application is described in detail below. Please refer to [link / reference]. Figure 10 , Figure 10 This is a schematic diagram of one embodiment of the physical simulation device for a rope system in this application. The physical simulation device 20 for the rope system includes:

[0081] The acquisition module 201 is used to acquire the segmentation information of the rope system to be processed, which is used to divide the rope system to be processed into line segments;

[0082] The processing module 202 is used to construct at least one topology of the rope system to be processed based on the segmentation information. The vertices of the at least one topology are the intersections of the line segments obtained by dividing the rope system to be processed, and the edges of the at least one topology are the line segments obtained by dividing the rope system to be processed. Physical simulation is performed on the vertices and edges of the at least one topology to obtain a physical simulation animation of the rope system to be processed.

[0083] This application provides a physical simulation device for a rope system. Using this device, a complex rope system can be divided according to its topological structure, and physical simulations can be performed on the vertices and edges of the topological structure separately. This allows for the overall physical simulation of a complex rope system.

[0084] Optionally, in the above Figure 10 Based on the corresponding embodiments, in another embodiment of the physical simulation device 20 for the rope system provided in this application,

[0085] The processing module 202 is used to perform physical simulation of the vertices of the at least one topological structure using inertial animation technology and to perform physical simulation of the edges of the at least one topological structure using skeletal animation technology, so as to obtain the physical animation of the rope system to be processed.

[0086] This application provides a physical simulation device for a rope system. Using this device, inertial animation technology can be used to perform physical simulation of vertices, simplifying the analysis and calculation of the vertices of the rope system; while using skeletal animation technology to perform physical simulation of edges can simulate complex physical behaviors such as rope stretching, twisting, and collision, making the dynamic effects of the rope more natural and realistic.

[0087] Optionally, in the above Figure 10 Based on the corresponding embodiments, in another embodiment of the physical simulation device 20 for the rope system provided in this application, the processing module 202 is used to obtain the starting parent bone node and the ending parent bone node corresponding to each side of the at least one topological structure, as well as the multiple child bone nodes corresponding to each side of the at least one topological structure.

[0088] Bind the multiple child bone nodes to the starting point parent bone node, and bind the last child bone node among the multiple child bone nodes to the ending point parent bone node. The multiple child bone nodes all belong to the starting point parent bone node and are located at the same level. The last child bone node is the child bone node among the multiple child bone nodes that is closest to the ending point parent bone node.

[0089] Based on the above binding structure, a physical simulation of the edges of this topology is performed.

[0090] This application provides a physical simulation device for a rope system. Using this device, based on the point-like skeletal binding scheme, with the parent bone nodes at both ends fixed, IK calculations are avoided during physical simulation, thereby reducing the computational cost of physical simulation and improving its performance.

[0091] Optionally, in the above Figure 10 Based on the corresponding embodiments, in another embodiment of the physical simulation device 20 for the rope system provided in this application,

[0092] The processing module 202 is used to obtain the starting bone node and ending bone node corresponding to each edge of the at least one topology, as well as the multiple sub-bone nodes corresponding to each edge of the at least one topology.

[0093] Link the multiple child bone nodes to the starting bone node and the ending bone node in a chain;

[0094] Based on the above binding structure, physical simulation of the edges of at least one topology is performed.

[0095] This application provides a physical simulation device for a rope system. Using this device, based on a parent-child chain-style skeletal binding scheme, an approximate physical effect is achieved, making it particularly suitable for simulating suspended objects (such as braids, chains, and other freely hanging objects), while avoiding excessive computational load.

[0096] Optionally, in the above Figure 10 Based on the corresponding embodiments, in another embodiment of the physical simulation device 20 for the rope system provided in this application,

[0097] The processing module 202 is used to initialize the physical simulation parameters of the edges of the topology, including initial state parameters, physical characteristic parameters, simulation accuracy parameters, and simulation behavior parameters.

[0098] Based on the aforementioned binding structure and the physical simulation parameters of the edge, a physical simulation of the edge is performed.

[0099] This application provides a physical simulation device for a rope system. Using this device, corresponding initialization parameters are first set during the physical simulation process. This sets the initial state of the rope, the physical properties of the rope, the simulation accuracy during the simulation, and the simulation behavior parameters, providing a starting point and boundary conditions for the simulation, thereby making the physical simulation more realistic, accurate, and effective.

[0100] Optionally, in the above Figure 10 Based on the corresponding embodiment, in another embodiment of the physical simulation device 20 for the rope system provided in this application, the processing module 202 is used to initialize the physical simulation parameters of the vertices of the at least one topological structure. The physical simulation parameters include initial state parameters, physical characteristic parameters, simulation accuracy parameters, and simulation behavior parameters.

[0101] The vertex is physically simulated based on the physical simulation parameters of the vertex of at least one topological structure and inertial animation technology.

[0102] This application provides a physical simulation device for a rope system. Using this device, corresponding initialization parameters are first set during the physical simulation process. This sets the initial state of the rope, the physical properties of the rope, the simulation accuracy during the simulation, and the simulation behavior parameters, providing a starting point and boundary conditions for the simulation, thereby making the physical simulation more realistic, accurate, and effective.

[0103] Optionally, in the above Figure 10Based on the corresponding embodiments, in another embodiment of the physical simulation device 20 for the rope system provided in this application, the processing module 202 is used to perform physical simulation of the vertices of at least one topological structure using inertial animation technology, and to perform physical simulation of the edges of at least one topological structure using mesh-based animation technology, so as to obtain the physical animation of the rope system to be processed.

[0104] This application provides a physical simulation device for a rope system. Using this device, inertial animation technology can be used to perform physical simulation of vertices, simplifying the analysis and calculation of the vertices of the rope system; while using mesh-based simulation technology to perform physical simulation of edges can simulate complex physical behaviors such as rope stretching, twisting, and collision, making the dynamic effects of the rope more natural and realistic.

[0105] The physical simulation device for the rope system provided in this application can be used on a server; please refer to [link / reference]. Figure 11 , Figure 11 This is a schematic diagram of a server structure provided in an embodiment of this application. The server 300 can vary significantly due to different configurations or performance. It may include one or more central processing units (CPUs) 322 (e.g., one or more processors) and memory 332, and one or more storage media 330 (e.g., one or more mass storage devices) for storing application programs 342 or data 344. The memory 332 and storage media 330 can be temporary or persistent storage. The program stored in the storage media 330 may include one or more modules (not shown in the diagram), each module may include a series of instruction operations on the server. Furthermore, the CPU 322 may be configured to communicate with the storage media 330 and execute the series of instruction operations stored in the storage media 330 on the server 300.

[0106] Server 300 may also include one or more power supplies 326, one or more wired or wireless network interfaces 350, one or more input / output interfaces 358, and / or one or more operating systems 341, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0107] The steps performed by the server in the above embodiments can be based on this Figure 11 The server structure shown.

[0108] The physical simulation device for the rope system provided in this application can be used in terminal equipment. Please refer to [link / reference]. Figure 12 For ease of explanation, only the parts relevant to the embodiments of this application are shown. For specific technical details not disclosed, please refer to the method section of the embodiments of this application. In the embodiments of this application, a smartphone is used as an example for illustration:

[0109] Figure 12 This is a block diagram illustrating a portion of the structure of a smartphone related to the terminal device provided in the embodiments of this application. (Reference) Figure 12 The smartphone includes components such as a radio frequency (RF) circuit 410, a memory 420, an input unit 430, a display unit 440, a sensor 450, an audio circuit 460, a wireless fidelity (WiFi) module 470, a processor 480, and a power supply 490. Those skilled in the art will understand that... Figure 12 The smartphone structure shown does not constitute a limitation on smartphones and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0110] The following is combined with Figure 12 A detailed introduction to the various components of a smartphone:

[0111] RF circuit 410 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with processor 480; additionally, it transmits uplink data to the base station. Typically, RF circuit 410 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), a duplexer, etc. Furthermore, RF circuit 410 can also communicate wirelessly with networks and other devices. The aforementioned wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Message Service (SMS), etc.

[0112] The memory 420 can be used to store software programs and modules. The processor 480 executes various functions and data processing of the smartphone by running the software programs and modules stored in the memory 420. The memory 420 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the smartphone (such as audio data, phonebook, etc.). In addition, the memory 420 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0113] The input unit 430 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the smartphone. Specifically, the input unit 430 may include a touch panel 431 and other input devices 432. The touch panel 431, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 431), and drive the corresponding connected devices according to a pre-set program. Optionally, the touch panel 431 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 480, and can also receive and execute commands sent by the processor 480. In addition, the touch panel 431 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 431, the input unit 430 may also include other input devices 432. Specifically, other input devices 432 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.

[0114] Display unit 440 can be used to display information input by the user or information provided to the user, as well as various menus of the smartphone. Display unit 440 may include display panel 441, optionally configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar form. Further, touch panel 431 may cover display panel 441. When touch panel 431 detects a touch operation on or near it, it transmits the information to processor 480 to determine the type of touch event. Subsequently, processor 480 provides corresponding visual output on display panel 441 based on the type of touch event. Although in Figure 12 In this embodiment, the touch panel 431 and the display panel 441 are two separate components to realize the input and output functions of the smartphone. However, in some embodiments, the touch panel 431 and the display panel 441 can be integrated to realize the input and output functions of the smartphone.

[0115] The smartphone may also include at least one sensor 450, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 441 according to the ambient light level, and the proximity sensor can turn off the display panel 441 and / or the backlight when the smartphone is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that recognize the smartphone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, tapping), etc. Other sensors that may be configured in the smartphone, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0116] Audio circuit 460, speaker 461, and microphone 462 provide an audio interface between the user and the smartphone. Audio circuit 460 converts received audio data into electrical signals and transmits them to speaker 461, where speaker 461 converts them into sound signals for output. On the other hand, microphone 462 converts collected sound signals into electrical signals, which are received by audio circuit 460, converted into audio data, and then processed by processor 480 before being transmitted via RF circuit 410 to, for example, another smartphone, or the audio data can be output to memory 420 for further processing.

[0117] WiFi is a short-range wireless transmission technology. Smartphones, through their WiFi modules (470), can help users send and receive emails, browse web pages, and access streaming media, providing wireless broadband internet access. Although Figure 12 WiFi module 470 is shown, but it is understood that it is not an essential component of a smartphone and can be omitted as needed without changing the nature of the invention.

[0118] The processor 480 is the control center of the smartphone, connecting various parts of the smartphone through various interfaces and lines. It performs various functions and processes data by running or executing software programs and / or modules stored in the memory 420, and by calling data stored in the memory 420, thereby providing overall monitoring of the smartphone. Optionally, the processor 480 may include one or more processing units; optionally, the processor 480 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the aforementioned modem processor may also not be integrated into the processor 480.

[0119] The smartphone also includes a power supply 490 (such as a battery) that supplies power to various components. Optionally, the power supply can be logically connected to the processor 480 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0120] Although not shown, smartphones may also include a camera, Bluetooth module, etc., which will not be described in detail here.

[0121] The steps performed by the terminal device in the above embodiments can be based on this Figure 12 The terminal device structure is shown.

[0122] This application also provides a computer-readable storage medium storing a computer program that, when run on a computer, causes the computer to perform the methods described in the foregoing embodiments.

[0123] This application also provides a computer program product including a program, which, when run on a computer, causes the computer to perform the methods described in the foregoing embodiments.

[0124] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0125] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection between apparatuses or units through some interfaces, and may be electrical, mechanical, or other forms.

[0126] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0127] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0128] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0129] The above-described embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.

Claims

1. A physical simulation method for a rope system, characterized in that, include: Obtain segmentation information of the rope system to be processed, wherein the segmentation information is used to divide the rope system to be processed into line segments; Based on the segmentation information, at least one topology of the rope system to be processed is constructed. The vertices of the at least one topology are the intersection points of the line segments obtained by dividing the rope system to be processed, and the edges of the at least one topology are the line segments obtained by dividing the rope system to be processed. Physical simulations are performed on the vertices and edges of the at least one topological structure to obtain a physical simulation animation of the rope system to be processed.

2. The method according to claim 1, characterized in that, The step of performing physical simulations on the vertices and edges of the at least one topological structure to obtain a physical simulation animation of the rope system to be processed includes: Physical simulation of the vertices of the at least one topological structure is performed using inertial animation technology, and physical simulation of the edges of the at least one topological structure is performed using skeletal animation technology, so as to obtain the physical animation of the rope system to be processed.

3. The method according to claim 2, characterized in that, The physical simulation of the edges of the at least one topological structure using skeletal animation technology includes: Obtain the starting parent bone node and ending parent bone node corresponding to each edge of the at least one topological structure, as well as the multiple child bone nodes corresponding to each edge of the at least one topological structure; The multiple child bone nodes are bound to the starting parent bone node, and the last child bone node among the multiple child bone nodes is bound to the ending parent bone node. The multiple child bone nodes all belong to the starting parent bone node and are located at the same level. The last child bone node is the multiple child bone nodes and the child bone node that is closest to the ending parent bone node. Physical simulation of the edges of the topology is performed based on the above binding structure.

4. The method according to claim 2, characterized in that, The physical simulation of the edges of the at least one topological structure using skeletal animation technology includes: Obtain the starting bone node and ending bone node corresponding to each edge of the at least one topological structure, as well as the multiple sub-bone nodes corresponding to each edge of the at least one topological structure; Link the multiple sub-bone nodes to the starting bone node and the ending bone node; Physical simulation of the edges of at least one topological structure is performed based on the above binding structure.

5. The method according to claim 3 or 4, characterized in that, The physical simulation of the edges of the topology based on the above-mentioned binding structure includes: Initialize the physical simulation parameters of the edges of the topology, including initial state parameters, physical characteristic parameters, simulation accuracy parameters, and simulation behavior parameters; The edge is physically simulated based on the above binding structure and the physical simulation parameters of the edge.

6. The method according to claim 2, characterized in that, The physical simulation of the vertices of the at least one topological structure using inertial animation technology includes: The physical simulation parameters of the vertices of the at least one topological structure are initialized, including initial state parameters, physical characteristic parameters, simulation accuracy parameters, and simulation behavior parameters. The vertices are physically simulated based on the physical simulation parameters of the vertices of the at least one topological structure and inertial animation technology.

7. The method according to claim 1, characterized in that, The step of performing physical simulations on the vertices and edges of the at least one topological structure to obtain a physical simulation animation of the rope system to be processed includes: Physical simulation of the vertices of the at least one topological structure is performed using inertial animation technology, and physical simulation of the edges of the at least one topological structure is performed using mesh-based animation technology, so as to obtain the physical animation of the rope system to be processed.

8. A physical simulation device for a rope system, characterized in that, include: An acquisition module is used to acquire segmentation information of the rope system to be processed, wherein the segmentation information is used to divide the rope system to be processed into line segments. The processing module is used to construct at least one topology of the rope system to be processed based on the segmentation information, wherein the vertices of the at least one topology are the intersection points of the line segments obtained by dividing the rope system to be processed, and the edges of the at least one topology are the line segments obtained by dividing the rope system to be processed. Physical simulations are performed on the vertices and edges of the at least one topological structure to obtain a physical simulation animation of the rope system to be processed.

9. A computer device, characterized in that, include: Memory, processor, and bus system; The memory is used to store programs; The processor is configured to execute a program in the memory, and the processor is configured to execute the method of any one of claims 1 to 7 according to instructions in the program code; The bus system is used to connect the memory and the processor to enable communication between the memory and the processor.

10. A computer-readable storage medium comprising instructions, when executed on a computer, causing the computer to perform the method as claimed in any one of claims 1 to 7.

11. A computer program product, comprising a computer program, characterized in that, The computer program is executed by a processor using the method as described in any one of claims 1 to 7.