Virtual Object Trajectory Control for Repeated Hit Interaction

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Solution Overview

Problem

Existing interaction methods between virtual objects in virtual scenes are inefficient, as the first virtual object can only be struck in situ, leading to low interaction efficiency.

Innovation Solution

Implementing a method where a controlled virtual object can hit a first virtual object, causing it to fly along a first trajectory, and upon hitting a target part by a second virtual object satisfying a preset condition, it can fly along a second trajectory, allowing multiple interactions within a short time frame.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the first virtual object can only be struck 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 makes the first virtual object dynamic by enabling it to fly along trajectories after being hit, rather than remaining stationary. This dynamic behavior allows the controlled virtual object to interact with the same first virtual object multiple times at different positions, significantly improving interaction efficiency without requiring complex additional systems

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent introduces spatial dimensionality to the interaction by implementing flight trajectories (first and second flight trajectories) that allow the first virtual object to move through three-dimensional space. This dimensional expansion enables multiple interaction opportunities within the same time frame, transforming the interaction from a single-point event to a multi-position sequence

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Productivity

If the first virtual object flies along a trajectory after being hit, then the interaction efficiency improves, but the calculation complexity increases

Engineering Contradiction:
Improveinteraction efficiencyVSAvoidtrajectory calculation complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent segments the flight path into distinct trajectories (first flight trajectory and second flight trajectory) with different parameters. Each trajectory is calculated independently based on specific conditions, breaking down the complex motion into manageable segments that can be processed separately, thus reducing overall calculation complexity while maintaining high interaction efficiency

Inventive Principle:
Principle #1Segmentation

3Productivity

If multiple interactions are enabled within a short time frame, then the human-computer interaction efficiency improves, but the system response time requirement increases

Engineering Contradiction:
Improvehuman-computer interaction efficiencyVSAvoidsystem response time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent ensures continuous useful action by implementing uninterrupted flight trajectories for the first virtual object. The object continuously moves along predefined paths and remains available for interaction throughout the flight, eliminating idle time and maximizing interaction opportunities within the available time frame, thereby improving human-computer interaction efficiency without excessively tightening response time requirements

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS20260021405A1Interaction Control Method and Apparatus for Virtual Objects
Publication Date: 2026.01.22 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20260021405A1 patent drawing
  • US20260021405A1 patent drawing
  • US20260021405A1 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: outputting a virtual scene interface comprising a first virtual object; generating, based on a controlled virtual object hitting the first virtual object, a first flight trajectory of the first virtual object, wherein the controlled virtual object is being controlled by a terminal device; and generating, based on that a target part of the first virtual object has been hit by a second virtual object and the second virtual object satisfying a preset condition, a second flight trajectory of the first virtual object.