Virtual Object Collision Node Position Adjustment
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Solution Overview
Problem
Current methods for processing collisions in virtual objects fail to realistically display position changes of joint points, leading to a reduced sense of reality in graphical representations.
Innovation Solution
A method and apparatus that determine the first node and connected nodes of a virtual object involved in a collision, calculate target positions based on applied forces, and adjust the object's posture accordingly, ensuring that both the collided joint point and connected points change position, enhancing realism.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If collision processing is performed only on the first node where collision occurs, then processing complexity is reduced, but the sense of reality in collision display is deteriorated
Solution Approach 1:
The virtual object is segmented into multiple nodes (first node where collision occurs, second node at joint point, and third node connected to the joint point). By dividing the collision processing into discrete node segments, the system can selectively update only the necessary nodes rather than processing the entire object, thus maintaining reduced complexity while improving visual realism through proper joint point displacement.
Solution Approach 2:
Different nodes are assigned different processing qualities based on their role in the collision. The first node receives direct collision force, the second node (joint point) receives transmitted force, and the third node receives indirect influence. This local differentiation ensures that collision effects are realistically displayed at critical joint points without requiring uniform processing of all nodes, resolving the contradiction between simplicity and realism.
2Device complexity
If position changes of joint points are not displayed, then rendering complexity is reduced, but the sense of reality is deteriorated
Solution Approach 1:
The system performs preliminary identification of the second node (joint point) and third node (connected node) before the collision display occurs. By pre-establishing the node hierarchy and connection relationships, the system can efficiently calculate and update joint point positions during collision without adding rendering complexity, as the structural framework is already in place to guide the displacement calculations.
3Ease of operation
If only the collided joint point changes position, then processing simplicity is maintained, but the realism of collision effect is reduced
Solution Approach 1:
The collision processing merges three nodes (first node at collision point, second node at joint point, and third node connected to joint point) into a unified processing framework. By combining these nodes and calculating their interconnected displacements together, the system maintains processing simplicity through a systematic approach while achieving realistic collision effects that propagate through the joint point to connected body parts.
Data Source
AI summary
This disclosure discloses a method and an apparatus for processing collision of virtual object, an electronic device, and a storage medium. The method for processing collision of a virtual object includes: in response to a collision occurring to the virtual object, determining a first node of the virtual object and one or more second nodes of the virtual object, the collision occurring to the first node, and each second node of the one or more second nodes being directly or indirectly connected with the first node; determining a first target position of the first node according to a force applied to the first node during the collision; determining a second target position of the first node and a second target position of the each second node according to the first target position; and adjusting a posture of the virtual object in a user interface according to the second target position of the first node and the second target position of the each second node.


