Virtual Object Flight Trajectory Control for Repeated Hits

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Solution Overview

Problem

Existing interaction methods in virtual scenes are inefficient, as controlled virtual objects can only strike first virtual objects in situ, limiting the interaction efficiency between them.

Innovation Solution

Implementing a method where controlled virtual objects can hit first virtual objects, causing them to fly along a flight trajectory, and subsequent hits under certain conditions can alter this trajectory, allowing multiple interactions within a short time frame, incorporating hit direction, speed, and virtual weight to determine flight paths.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If controlled virtual objects can only strike first virtual objects in situ, then the interaction method is simple, but the interaction efficiency is low

Engineering Contradiction:
Improveinteraction efficiencyVSAvoidinteraction method complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent implements dynamic flight trajectories for virtual objects after being hit. Instead of fixed in-place strikes, the first virtual object flies along a calculated trajectory determined by hit direction, speed, and virtual weight. This dynamic movement enables multiple interactions within a short time frame, significantly improving interaction efficiency while adding controlled complexity to the interaction method.

Inventive Principle:
Principle #15Dynamics

2Productivity

If multiple interactions are allowed within short time, then interaction efficiency improves, but control complexity increases

Engineering Contradiction:
Improveinteraction frequencyVSAvoidtrajectory control complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent uses parameter changes to manage trajectory control. Key parameters including hit direction, speed, and virtual weight are combined to calculate flight trajectories. By systematically varying these parameters based on hit conditions, the system enables multiple interactions within short time frames while maintaining controllable complexity through standardized parameter-based trajectory determination.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If flight trajectory is calculated based on hit direction and speed, then interaction becomes more dynamic, but computational requirements increase

Engineering Contradiction:
Improveinteraction dynamicsVSAvoidcomputational power
Core Design Contradiction:
Adaptability or versatilityVSPower

Solution Approach 1:

The patent applies preliminary action by pre-defining the relationship between hit parameters (direction, speed, virtual weight) and flight trajectories. The trajectory calculation is performed immediately when a hit occurs, using predetermined computational logic. This approach creates dynamic interactions without requiring complex real-time simulations, as the computational requirements are managed through pre-established calculation relationships.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20250242257A1Interaction control method and apparatus for virtual objects
Publication Date: 2025.07.31 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250242257A1 patent drawing
  • US20250242257A1 patent drawing
  • US20250242257A1 patent drawing

AI summary

An interaction control method and apparatus for virtual objects are provided. The method may be performed by a computer device and may include: displaying a virtual scene interface with a first virtual object being displayed in the virtual scene interface; displaying, in the virtual scene interface in response to a controlled virtual object hitting the first virtual object, that the first virtual object flies along a first flight trajectory after being hit; and displaying, in the virtual scene interface in response to a target part of the first virtual object being hit by a second virtual object in a flight process and the second virtual object satisfying a preset condition, that the first virtual object flies along a second flight trajectory after being hit.