CN113457115B - Game engine - Google Patents

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Publication number
CN113457115B
CN113457115B CN202110826382.3A CN202110826382A CN113457115B CN 113457115 B CN113457115 B CN 113457115B CN 202110826382 A CN202110826382 A CN 202110826382A CN 113457115 B CN113457115 B CN 113457115B
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shaft
pressing block
reed
shaft sleeve
mounting groove
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CN113457115A (en
Inventor
张啸
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Zhejiang Shenghe Network Technology Co Ltd
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Zhejiang Shenghe Network Technology Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/10Miscellaneous game characteristics with measuring devices
    • A63F2250/1005Miscellaneous game characteristics with measuring devices for angles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/538Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Toys (AREA)

Abstract

The invention relates to the technical field of game development, in particular to a game engine. The game engine comprises a human body model for simulating human body form, wherein adjacent parts of the human body model are connected through joint models; the joint model comprises a first connecting part and a second connecting part, and the first connecting part and the second connecting part are used for realizing the rotation and bending connection between adjacent parts; the first connecting part is provided with a first shaft and a first shaft sleeve, the second connecting part is provided with a second shaft and a second shaft sleeve, the first shaft is rotatably arranged in the first shaft sleeve, the second shaft is rotatably arranged in the second shaft sleeve, and the first shaft sleeve and the second shaft sleeve are fixedly connected with corresponding parts of the manikin; the first shaft and the second shaft are both provided with angular displacement sensors for collecting information, and the collected information is sent to a data processing device for processing to form data for driving the game model. The invention demonstrates the action through the human body model and collects the motion information through the sensor, thereby improving the efficiency of the game engine and being widely applied to the technical field of game development.

Description

Game engine
Technical Field
The invention relates to the technical field of game development, in particular to a game engine.
Background
The game engine can provide game designers with a variety of tools needed to write games with the goal of allowing game designers to make game programs easier and faster without starting from zero. Modules such as rendering engines, physics engines, collision detection systems, sound effects, scripting engines, computer animation, artificial intelligence, network engines, and scene management are typically included in the game engine.
When designing a game character based on a game engine, designing relating to the appearance of the game character and the action of the game character is required. In current game character motion design, the following two schemes are generally adopted:
1. designing the action of the game character based on software such as 3DMAX and the like and forming an action picture, wherein in the running process of the game, when a corresponding action instruction is sent to the game character, only the corresponding animation needs to be played; when the game character action is designed based on the thought, the main disadvantage is that the action of the game character is stiff;
2. similar to the scheme disclosed in chinese patent publication No. CN 111753801 a, it implements design of character model actions by tracking real human body actions and forming action input data for driving character models; when the game character actions are designed based on the thought, the actions of the game character can be more real and smooth, but the cost is higher.
Disclosure of Invention
In view of the above problems in the prior art, the present invention provides a game engine, which can simulate various actions with high difficulty and has the advantages of low cost and high efficiency.
In order to solve the technical problem, the invention is solved by the following technical scheme:
a game engine comprises a human body model for simulating human body shape, wherein adjacent parts of the human body model are connected through joint models; the joint model comprises a first connecting part and a second connecting part, and the first connecting part and the second connecting part are used for realizing the rotation and bending connection between corresponding adjacent parts; the first connecting part is provided with a first shaft and a first shaft sleeve, the first shaft is rotatably arranged in the first shaft sleeve, and the first shaft sleeve is used for being fixedly connected with the corresponding part of the manikin; the second coupling part is provided with a second shaft and a second shaft sleeve, the second shaft is rotatably arranged in the second shaft sleeve, and the second shaft sleeve is used for being fixedly connected with the corresponding part of the human body model; 2 connecting plates are arranged at one end of the first shaft at intervals, rotating pins are arranged among the 2 connecting plates, and the central axes of the rotating pins are perpendicular to and intersected with the central axis of the first shaft; a hinge bracket matched with the rotating pin is arranged at the second shaft sleeve, and the second shaft sleeve is hinged with the first shaft through the rotating pin and the hinge bracket; a first bevel gear is fixedly arranged at one of the 2 connecting plates, the central axis of the first bevel gear is parallel to the central axis of the rotating pin, and the first bevel gear is positioned on the outer side of the rotating pin; a second bevel gear used for being meshed with the first bevel gear is formed at the corresponding end of the second shaft; the other end of the first shaft and the end, far away from the first shaft, of the second shaft are both connected with angular displacement sensors, and the angular displacement sensors are used for acquiring angular displacement data of the first shaft and the second shaft; the data collected by the angular displacement sensor is sent to a data processing device, and the data processing device is used for processing the data collected by the angular displacement sensor and forming driving data for inputting the driving data to the game model.
The first connecting part and the second connecting part are connected through a hinge structure to form a joint model, and the joint model realizes the rotation and bending connection between each adjacent part on the human body model; the first bevel gear, the second bevel gear and the third bevel gear form a gear transmission structure which can be used for realizing transmission between the first connecting part and the second connecting part, and the gear structure has the advantages of more accurate transmission, high efficiency, compact structure, reliable work and long service life; the first connecting part and the second connecting part are connected through a hinge frame on the hinge structure, and the hinge frame can rotate along the rotating pin; the angular displacement sensors are arranged at the other end of the first shaft and the end, far away from the first shaft, of the second shaft, and angular displacement data of the first shaft and the second shaft in rotation are collected more accurately.
Preferably, a third bevel gear is rotatably arranged at the other position of the 2 connecting plates, and the third bevel gear is meshed with the second bevel gear.
And the first bevel gear and the third bevel gear are respectively meshed with the second bevel gear, so that the second bevel gear is always kept in a meshed state with the first bevel gear and the third bevel gear in the use process of the joint model.
Preferably, both ends of the first shaft sleeve are provided with first bearings, and the first shaft is matched with the first shaft sleeve through the first bearings.
The purpose that the first shaft rotates in the first shaft sleeve is achieved by arranging the first bearing matched with the first shaft sleeve.
Preferably, both ends of the second shaft sleeve are provided with second bearings, and the second shaft is matched with the second shaft sleeve through the second bearings.
The purpose that the second shaft rotates in the second shaft sleeve is achieved through the second bearings which are arranged on the second shaft sleeve and matched with each other.
Preferably, 3 first pressing block mounting grooves are uniformly arranged on the inner wall of the first shaft sleeve at intervals along the circumferential direction, a first reed mounting groove is arranged in the middle of the bottom wall of the first pressing block mounting groove, and the first pressing block mounting groove and the first reed mounting groove both extend along the axial direction of the first shaft sleeve; a first reed is arranged in the first reed mounting groove, and a first pressing block is arranged in the first pressing block mounting groove; the whole first reed is arc-shaped, two ends of the first reed are used for being matched with the bottom wall of the first reed mounting groove, the outer arc surface of the first reed is used for being matched with the first pressing block, and the first reed is used for keeping the tendency that the first pressing block presses the first shaft; the cross section of first briquetting is fan ring-shaped and extends along the axial of first axle sleeve, and the inside wall of first briquetting is used for the inside wall clearance fit with the primary shaft, and the lateral surface of first briquetting is used for the inside wall clearance fit of first briquetting mounting groove.
The whole first reed is arc-shaped, two ends of the first reed are used for being matched with the bottom wall of the first reed mounting groove, the outer arc surface of the first reed is used for being matched with the first pressing block, and the first reed is used for keeping the tendency that the first pressing block presses the first shaft, so that the first shaft sleeve cannot fall off in the transmission process of the first shaft; first briquetting sets up in first briquetting mounting groove, makes first briquetting can not rotate along with the rotation of primary shaft, has avoided first reed to appear the friction damage between rotation in-process of primary shaft and first briquetting.
Preferably, both ends of the first spring leaf are configured with an unclosed annular connecting section, which is formed by the end of the first spring leaf being curled towards the outer arc surface side.
The two ends of the first reed are both provided with unclosed ring connecting sections, and the ring connecting sections can improve the elasticity of the first reed, so that the first shaft sleeve can be better fixed on the first shaft.
Preferably, 3 second pressure block mounting grooves are uniformly arranged on the inner wall of the second shaft sleeve at intervals along the circumferential direction, a second reed mounting groove is arranged in the middle of the bottom wall of each second pressure block mounting groove, and the second pressure block mounting grooves and the second reed mounting grooves both extend along the axial direction of the second shaft sleeve; a second reed is arranged in the second reed mounting groove, and a second pressing block is arranged in the second pressing block mounting groove; the second reed is integrally arc-shaped, two ends of the second reed are used for being matched with the bottom wall of the second reed mounting groove, the outer arc surface of the second reed is used for being matched with the second pressing block, and the second reed is used for keeping the tendency that the second pressing block presses the second shaft; the cross section of the second pressing block is in a fan-ring shape and extends along the axial direction of the second shaft sleeve, the inner side wall of the second pressing block is used for being in clearance fit with the outer side surface of the second shaft, and the outer side surface of the second pressing block is used for being in clearance fit with the inner side wall of the second pressing block mounting groove.
The second reed is integrally arc-shaped, two ends of the second reed are used for being matched with the bottom wall of the second reed mounting groove, the outer arc surface of the second reed is used for being matched with the second pressing block, and the second reed is used for keeping the tendency that the second pressing block presses the second shaft, so that the second shaft sleeve cannot fall off in the transmission process of the second shaft; the second pressing block is arranged in the second pressing block mounting groove, so that the second pressing block cannot rotate along with the rotation of the second shaft, and the second spring is prevented from being damaged by friction between the second spring and the second pressing block in the rotation process of the second shaft.
Preferably, both ends of the second spring leaf are configured with an unclosed annular connecting section, which is formed by the end of the second spring leaf being curled towards the outer arc surface side.
The two ends of the second reed are both provided with unclosed ring connecting sections, and the ring connecting sections can lift the elastic force of the second reed, so that the second shaft sleeve can be better fixed on the second shaft.
Based on any one of the game engines, the invention also provides a use method of the game engine, which adopts any one of the game engines to realize the action design of the game character; which comprises the following steps of,
step S1, constructing parameter series W (t) of human body model
In the step, firstly, numbering all joint models of a human body model (110), and then establishing a parameter sequence W (t); wherein W (t) { W (t)i|i=1,2,3,...},W(t)iRepresenting the motion matrix at the ith joint model,
Figure BDA0003173757640000041
αi(t) a series of angular displacements of the first axis at the ith joint model, beta, over time ti(t) a series of numbers representing the angular displacement of the second axis at the ith joint model as a function of time t;
step S2, the game action is designed by changing the posture of the human body model
In the step, angular displacement data of all joint models of a human body model are collected through corresponding angular displacement sensors, and the collected data are filled into a parameter sequence W (t) through a data processing device;
step S3, obtaining driving data B (t) for inputting to game model
Wherein, B (t) ═ B (t)i=ω·W(t)i|i=1,2,3,...},B(t)iIs the drive matrix of the ith joint model,
Figure BDA0003173757640000051
a is a coefficient of a rotation angle between the first shaft (211) and a corresponding position, and b is a coefficient of a bending angle between the second shaft (212) and a corresponding position;
step S4, inputting the driving data b (t) to the game model and driving the corresponding game model to move.
Numbering each joint of a human body model, establishing a parameter set by using a motion matrix of each joint, acquiring angular displacement data of all joints by using a corresponding angular displacement sensor, filling the data into the parameter set by a data processing device, and acquiring data B for inputting to a game model driver; the data acquisition and processing mode has the advantages of accurate information, convenience and quickness in use and the like.
Drawings
Fig. 1 is a schematic diagram of a game engine in embodiment 1.
Fig. 2 is a front view of a joint model in embodiment 1.
Fig. 3 is a longitudinal sectional view of the joint model in example 1.
Fig. 4 is a front view of the first shaft in embodiment 1.
Fig. 5 is a front view of the second shaft in embodiment 1.
Fig. 6 is a front view of the hinge structure of embodiment 1.
FIG. 7 is a cross-sectional view of the first shaft in example 1.
FIG. 8 is a cross-sectional view of the second shaft in example 1.
FIG. 9 is a cross-sectional view of a clamping structure for mounting a joint model in example 1.
The names of the parts indicated by the numerical references in the drawings are as follows:
110. a human body model; 120. a joint model; 210. an angular displacement sensor; 211. a first shaft; 212. a second shaft; 213. a connecting plate; 214. a rotation pin; 215. a first bevel gear; 216. a first bushing; 217. a second shaft sleeve; 218. a hinged frame; 219. a third bevel gear; 310. a first bearing; 311. a first pressing block; 312. a first reed; 410. a second bevel gear; 411. a second bearing; 412. a second reed; 413. a second pressing block; 610. a first reed mounting groove; 611. a first press block mounting groove; 710. a second reed mounting groove; 711. and a second pressing block mounting groove.
Detailed Description
For a further understanding of the invention, reference should be made to the following detailed description taken in conjunction with the accompanying drawings and examples. It is to be understood that the examples are illustrative of the invention and not limiting.
Example 1
As shown in fig. 1-2, the present embodiment provides a game engine, which includes a human body model 110 for simulating human body morphology, wherein adjacent parts of the human body model 110 are connected by a joint model 120; the joint model 120 includes a first coupling portion and a second coupling portion for realizing rotation and bending connection between corresponding adjacent portions; the first coupling part is provided with a first shaft 211 and a first shaft sleeve 216, the first shaft 211 is rotatably arranged in the first shaft sleeve 216, and the first shaft sleeve 216 is used for being fixedly connected with a corresponding part of the manikin 110; the second coupling part is provided with a second shaft 212 and a second shaft sleeve 217, the second shaft 212 is rotatably arranged in the second shaft sleeve 217, and the second shaft sleeve 217 is used for being fixedly connected with the corresponding part of the manikin 110; 2 connecting plates 213 are arranged at one end of the first shaft 211 at intervals, a rotating pin 214 is arranged between the 2 connecting plates 213, and the central axis of the rotating pin 214 is perpendicular to and intersected with the central axis of the first shaft 211; a hinge bracket 218 matched with the rotating pin 214 is arranged at the second shaft sleeve 217, and the second shaft sleeve 217 is hinged with the first shaft 211 through the rotating pin 214 and the hinge bracket 218; a first bevel gear 215 is fixedly arranged at one of the 2 connecting plates 213, the central axis of the first bevel gear 215 is parallel to the central axis of the rotating pin 214, and the first bevel gear 215 is positioned outside the rotating pin 214; a second bevel gear 410 for meshing engagement with the first bevel gear 215 is formed at the corresponding end of the second shaft 212; the other end of the first shaft 211 and the end, far away from the first shaft 211, of the second shaft 212 are both connected with an angular displacement sensor 210, and the angular displacement sensor 210 is used for acquiring angular displacement data of the first shaft 211 and the second shaft 212; the data collected by the angular displacement sensor 210 is sent to a data processing device, which is configured to process the data collected by the angular displacement sensor 210 and form driving data for input to the game model.
In this embodiment, the human body model 110 is constructed to preferably simulate the action of a real person by using the human body model 110, and meanwhile, since the joint models 120 are disposed at each joint of the human body model 110, the collection of the action data of the human body model 110 can be preferably realized by collecting the motion data at the joint models 120, and the collected action data can be used for guiding the motion of the game model, so that the action design of the game model by using the human body model 110 can be preferably realized. Through the arrangement, not only can various human actions be better simulated, but also the design cost can be better reduced.
Since the second coupling portion is integrally disposed at the first shaft 211, the rotation between the first coupling portion and the second coupling portion in the circumferential direction can be better transmitted to the first shaft 211, and the rotation of the first shaft 211 is formed, so that the angular displacement sensor 210 is disposed at the first shaft 211, and the collection of the motion information of the joint model 120 in the circumferential direction can be better achieved by collecting the angular displacement information of the first shaft 211.
The first bevel gear 215 and the second bevel gear 410 are matched to enable the rotational energy between the first coupling portion and the second coupling portion in the axial direction to be preferably transmitted to the second shaft 212 and form the rotation of the second shaft 212, so that the angular displacement sensor 210 is disposed at the second shaft 212, and the acquisition of the axial movement information of the joint model 120 can be preferably realized by acquiring the angular displacement information of the second shaft 212.
By the above, the motion information of any joint model 120 can be preferably collected, and thus the whole motion information of the human body model 110 can be collected.
In addition, due to the above structure, the first sleeve 216 and the second sleeve 217 can be preferably fixed at the corresponding positions of the human body model 110, and the angular displacement sensor 210 can be both fixed in the corresponding positions, so that the overall balance of the human body model 110 can be preferably maintained, the angular displacement sensor 210 can be preferably protected, and high-precision measurement of the angular displacement sensor 210 is facilitated.
In the embodiment, as shown in fig. 3-8, a third bevel gear is rotatably arranged at another position of the 2 connecting plates, and the third bevel gear is meshed with the second bevel gear. Through setting up third bevel gear and first bevel gear symmetrically, can promote the transmission stationarity between first bevel gear and the second bevel gear better.
In this embodiment, the first shaft 211 is coupled to the first shaft sleeve 216 through the first bearings 310, and the first bearings 310 are disposed at both ends of the first shaft sleeve 216. The rotatable engagement between the first sleeve 216 and the first shaft 211 can be preferably achieved.
In this embodiment, the second bearings 411 are disposed at two ends of the second sleeve 217, and the second shaft 212 is matched with the second sleeve 217 through the second bearings 411. The rotatable engagement between the second shaft 212 and the second sleeve 217 can be preferably achieved.
In this embodiment, 3 first pressing block mounting grooves 611 are uniformly arranged on the inner wall of the first shaft sleeve 216 at intervals in the circumferential direction, a first spring plate mounting groove 610 is arranged in the middle of the bottom wall of the first pressing block mounting groove 611, and both the first pressing block mounting groove 611 and the first spring plate mounting groove 312 extend in the axial direction of the first shaft sleeve 216; a first reed 312 is arranged in the first reed mounting groove 610, and a first pressing block 311 is arranged in the first pressing block mounting groove 611; the first spring 312 is integrally arc-shaped, two ends of the first spring 312 are used for being matched with the bottom wall of the first spring mounting groove 610, the extrados surface of the first spring 312 is used for being matched with the first pressing block 311, and the first spring 312 is used for keeping the trend that the first pressing block 311 presses the first shaft 211; the cross section of the first pressing block 311 is in a sector ring shape and extends along the axial direction of the first shaft sleeve 216, the inner side wall of the first pressing block 311 is used for being in clearance fit with the outer side surface of the first shaft 211, and the outer side surface of the first pressing block 311 is used for being in clearance fit with the inner side wall of the first pressing block mounting groove 611.
By arranging the first spring pieces 312 and the first pressing pieces 311, the first spring pieces 312 can always keep the tendency that the first pressing pieces 311 press against the first shaft 211, and the first shaft 211 can be better kept in a clamped state relative to the first shaft sleeve 216 through the matching of the 3 first pressing pieces 311, so that the natural rotation between the first shaft 211 and the first shaft sleeve 216 can be effectively avoided, and the design of action can be better realized. And the first pressing block 311 has a function of locking the first sleeve 216, so that when a figure is simulated, the motion tracks among all parts can be simulated in sequence, and the design of the figure motion can be realized better.
Meanwhile, the first pressing block 311 can be better kept at the circumferential position by the arrangement of the first pressing block mounting groove 611, so that the position deviation of the first pressing block 311 caused by the rotation of the first shaft 211 can be effectively avoided, and the working reliability of the first pressing block 311 can be better ensured.
In the present embodiment, both ends of first reed 312 are configured with unclosed annular connection sections formed by curling the end of first reed 312 toward the outer arc surface side. The sliding of the end of first reed 312 at the bottom wall of first reed mounting groove 610 can be preferably achieved.
In this embodiment, 3 second pressing block installation grooves 711 are uniformly arranged on the inner wall of the second shaft sleeve 217 at intervals along the circumferential direction, a second spring plate installation groove 710 is arranged in the middle of the bottom wall of the second pressing block installation groove 711, and the second pressing block installation groove 711 and the second spring plate installation groove 710 both extend along the axial direction of the second shaft sleeve 217; a second reed 412 is arranged in the second reed installing groove 710, and a second pressing block 413 is arranged in the second pressing block installing groove 711; the second spring 412 is integrally arc-shaped, two ends of the second spring 412 are used for being matched with the bottom wall of the second spring mounting groove 710, the extrados surface of the second spring 412 is used for being matched with the second pressing block 413, and the second spring 412 is used for keeping the tendency that the second pressing block 413 presses the second shaft 212; the cross section of the second pressing block 413 is fan-ring-shaped and extends along the axial direction of the second shaft sleeve 217, the inner side wall of the second pressing block 413 is used for being in clearance fit with the outer side surface of the second shaft 212, and the outer side surface of the second pressing block 413 is used for being in clearance fit with the inner side wall of the second pressing block mounting groove 711. With this structure, the effects that can be produced refer to the effects of the structures such as first reed 312 and first presser 311.
In the present exemplary embodiment, both ends of second spring 412 are formed with an unclosed annular connecting section, which is formed by the end of second spring 413 being crimped to the outer arc surface side. The sliding of the end of the second reed 412 at the bottom wall of the second reed mounting groove 710 can be preferably achieved.
Referring to fig. 9, a clamping structure for mounting the joint model 120 is disposed at a corresponding position of the manikin 110, the clamping structure includes a bushing mounting groove 911 disposed at a mounting end surface of the corresponding position (910 in the drawing), the first bushing 216 or the second bushing 217 can be disposed at the corresponding bushing mounting groove 911, a first threaded through hole disposed along a radial direction is disposed at a side wall of the bushing mounting groove 911, and a first locking screw 920 for circumferentially positioning or locking the first bushing 216 or the second bushing 217 can be disposed at the first threaded through hole. The middle of the bottom wall of the shaft sleeve mounting groove 911 is provided with a shaft receiving groove 912 for the corresponding end of the first shaft 211 or the second shaft 212 to extend into, a clearance fit is formed between the first shaft 211 or the second shaft 212 and the shaft receiving groove, the inner end of the shaft receiving groove is provided with an angular displacement sensor mounting groove part for being matched with the corresponding angular displacement sensor 210, the side wall of the angular displacement sensor mounting groove part is provided with a second thread through hole arranged along the radial direction, and the second thread through hole can be provided with a second locking screw 930 for circumferentially positioning or locking the corresponding angular displacement sensor 210.
With the above structure, quick installation of the joint model 120 can be preferably achieved.
In this embodiment, as a specific example, the manikin 110 may include a head, a body, four limbs, hands, feet, and the like, and adjacent parts are connected by the joint models 120 having corresponding sizes.
In addition, the angular displacement sensor 210 used in the present embodiment can be a wireless angular displacement sensor, so that data transmission can be preferably realized. Of course, when the angular displacement sensor which needs to be connected with a data line or a power line is used, only the corresponding wiring hole needs to be arranged.
Based on a game engine in the embodiment, the embodiment further provides a use method of the game engine, which specifically includes the following steps:
step S1, constructing parameter series W (t) of the human body model 110
In the step, firstly, numbering all joint models 120 of a human body model (110), and then establishing a parameter sequence W (t); wherein W (t) { W (t)i|i=1,2,3,...},W(t)iRepresenting the motion matrix at the ith joint model 120,
Figure BDA0003173757640000101
αi(t) is a series of angular displacements of the first axis 211 at the i-th joint model 120 with time t, βi(t) a series of numbers representing the angular displacement of the second axis 212 at the ith joint model 120 as a function of time t;
step S2, the game action is designed by changing the posture of the human model 110
In this step, angular displacement data of all joint models 120 of the human body model 110 are collected by corresponding angular displacement sensors 210, and the collected data are filled into a parameter sequence w (t) by a data processing device;
step S3, obtaining driving data B (t) for inputting to game model
Wherein, B (t) ═ B (t)i=ω·W(t)i|i=1,2,3,...},B(t)iAs a drive matrix for the ith joint model 120,
Figure BDA0003173757640000102
a is a coefficient of a rotation angle between the first shaft 211 and a corresponding portion, and b is a coefficient of a bending angle between the second shaft 212 and a corresponding portion;
step S4, inputting the driving data b (t) to the game model and driving the corresponding game model to move.
Through the above steps S1-S4, when the posture of each part of the human body model 110 is changed manually, the corresponding joint model can record the motion information of each relevant joint through the parameter sequence w (t), and further can acquire the drive data b (t), thereby realizing the motion design of the game model.
It can be understood that the existing game model is also provided with a plurality of joint points, and the joint points are designed according to the actual joint positions of the human body, so that the character action can be designed only by restricting the motion parameters of one or more of the joint points.
In step S1 of the present embodiment, the numbers of all the joints of the human body model 110 can be mapped to the joint points in the game model in a one-to-one correspondence.
In step S1, the i-th joint model 120 includes:
αi(t)={θi(τ) θi(2τ) … θi(nτ)}。
Figure BDA0003173757640000111
wherein τ is a sampling period of the angular displacement sensor 210, τ is 1/C, and C is a frame number of the motion animation of the game model; n τ is the movement duration of the ith joint model 120, and n is a positive integer; thetai(n τ) represents the angle of rotation of the first shaft 211 at time n τ,
Figure BDA0003173757640000112
representing the angle of rotation of the second shaft 212 at time n tau. It is to be understood thatThe same joint model 120, which can have the same or different motion durations.
In step S2 of the present embodiment, when a set of motions of a character is simulated by the human body model 110, motion data of all the relevant joint models 120 is described, and the described data is substantially the angle of each joint in each frame of the screen, so that the data can be preferably applied to each frame of the motion animation of the game model by the processing of step S3, and therefore, the motion design of the game model can be preferably realized.
In step S3 of the present embodiment, the conversion of the parameter sequence w (t) can be preferably realized by converting the matrix ω, and further, the rotation angles of the first shaft 211 and the second shaft 212 can be preferably converted into the rotation angles in the circumferential direction and the axial direction between the first coupling portion and the second coupling portion. Where a is 1 and b is determined by the transmission ratio between the first bevel gear 215 and the second bevel gear 410, in this embodiment b is 1.
Further, since it is difficult to achieve coordinated linkage of the respective components by manually controlling the human body model 110, time compensation can be added at step S3.
In particular, a time-compensated series Q, Q ═ Q can be constructedi|i=1,2,3,...},QiTime compensation matrix, Q, for the i-th joint model 120iN, QiM, where m is T/τ, and T is the total duration of the motion animation of the game model.
In constructing the time compensation matrix QiThen, if the ith joint model 120 is from time t*When the action is started, the corresponding time compensation matrix QiMiddle front t*The sum of the rows of/tau (t)*The elements in the + n tau)/tau column and the following columns are all 0, and the time compensation matrix QiMiddle t*T is listed to*The elements of + n τ)/τ constitute an identity matrix.
Then through W (t)i·QiOperation, namely B (t)i=ω·W(t)i·QiThe motion matrices of all joint models 120 may be aligned in time.
To further explain step S3 in the present application, a specific example will be explained.
Setting the motion matrix of the xth joint model 120
Figure BDA0003173757640000121
And has:
αx(t)={θx(τ) θx(2τ) … θx(5τ)},
Figure BDA0003173757640000122
that is, the motion duration of the xth joint model 120 is 5 τ, that is, the xth joint model 120 acts in a 5-frame picture in total. W (t)xCan be expressed as:
Figure BDA0003173757640000123
setting the total duration of the motion animation of the game model to be 10 tau, that is, the motion animation of the game model to be designed is 10 frames in total, and the xth joint model 120 starts to move from the moment 4 tau, then the time compensation matrix Q of the xth joint model 120xCan be expressed as:
Figure BDA0003173757640000131
the drive matrix B (t) for the xth joint model 120x=ω·W(t)x·QxNamely:
B(t)x=ω·W(t)x·Qx
Figure BDA0003173757640000132
Figure BDA0003173757640000133
Figure BDA0003173757640000134
it is understood that B (t)xThe column of data represents the rotation angle of the xth joint model 120 at each of the 10 frames of the motion animation of the game model.
As described above, the rotation angles of all the joint models 120 in each frame can be preferably realized, and the motion design of the model of the game character can be preferably realized.
In summary, the above-mentioned embodiments are only preferred embodiments of the present invention, and all equivalent changes and modifications made in the claims of the present invention should be covered by the claims of the present invention.

Claims (8)

1. A game engine, characterized by: comprises a human body model (110) for simulating human body shape, wherein adjacent parts of the human body model (110) are connected through a joint model (120); the joint model (120) comprises a first connecting part and a second connecting part, and the first connecting part and the second connecting part are used for realizing the rotation and bending connection between corresponding adjacent parts; the first coupling part is provided with a first shaft (211) and a first shaft sleeve (216), the first shaft (211) is rotatably arranged in the first shaft sleeve (216), and the first shaft sleeve (216) is used for being fixedly connected with a corresponding part of the manikin (110); the second coupling part is provided with a second shaft (212) and a second shaft sleeve (217), the second shaft (212) is rotatably arranged in the second shaft sleeve (217), and the second shaft sleeve (217) is used for being fixedly connected with the corresponding part of the manikin (110); 2 connecting plates (213) are arranged at one end of the first shaft (211) at intervals, rotating pins (214) are arranged among the 2 connecting plates (213), and the central axes of the rotating pins (214) are perpendicular to and intersected with the central axis of the first shaft (211); a hinge frame (218) matched with the rotating pin (214) is arranged at the second shaft sleeve (217), and the second shaft sleeve (217) is hinged with the first shaft (211) through the rotating pin (214) and the hinge frame (218); a first bevel gear (215) is fixedly arranged at one of the 2 connecting plates (213), the central axis of the first bevel gear (215) is parallel to the central axis of the rotating pin (214), and the first bevel gear (215) is positioned outside the rotating pin (214); a second bevel gear (410) for meshing fit with the first bevel gear (215) is formed at the corresponding end of the second shaft (212); the other end of the first shaft (211) and the end, far away from the first shaft (211), of the second shaft (212) are both connected with an angular displacement sensor (210), and the angular displacement sensor (210) is used for acquiring angular displacement data of the first shaft (211) and the second shaft (212); the data collected by the angular displacement sensor (210) is sent to a data processing device, and the data processing device is used for processing the data collected by the angular displacement sensor (210) and forming driving data for inputting to the game model.
2. A game engine according to claim 1, wherein: and a third bevel gear (219) is rotatably arranged at the other position of the 2 connecting plates (213), and the third bevel gear (219) is meshed with the second bevel gear (410).
3. A game engine according to claim 1, wherein: both ends of first axle sleeve (216) all set up first bearing (310), and first axle (211) pass through first bearing (310) and first axle sleeve (216) cooperation.
4. A game engine according to claim 1, wherein: two ends of the second shaft sleeve (217) are respectively provided with a second bearing (411), and the second shaft (212) is matched with the second shaft sleeve (217) through the second bearings (411).
5. A game engine according to claim 1, wherein: 3 first pressing block mounting grooves (611) are uniformly arranged on the inner wall of the first shaft sleeve (216) at intervals along the circumferential direction, a first reed mounting groove (610) is arranged in the middle of the bottom wall of the first pressing block mounting groove (611), and the first pressing block mounting groove (611) and the first reed mounting groove (312) both extend along the axial direction of the first shaft sleeve (216); a first reed (312) is arranged in the first reed mounting groove (610), and a first pressing block (311) is arranged in the first pressing block mounting groove (611); the first reed (312) is integrally arc-shaped, two ends of the first reed (312) are used for being matched with the bottom wall of the first reed mounting groove (610), the extrados surface of the first reed (312) is used for being matched with the first pressing block (311), and the first reed (312) is used for keeping the trend that the first pressing block (311) presses the first shaft (211); the cross section of the first pressing block (311) is in a sector ring shape and extends along the axial direction of the first shaft sleeve (216), the inner side wall of the first pressing block (311) is in clearance fit with the outer side surface of the first shaft (211), and the outer side surface of the first pressing block (311) is in clearance fit with the inner side wall of the first pressing block mounting groove (611).
6. A game engine according to claim 5, wherein: both ends of the first spring plate (312) are configured with an unsealed ring connecting section, and the ring connecting section is formed by curling the end part of the first spring plate (312) towards the outer arc surface side.
7. A game engine according to claim 1, wherein: 3 second pressing block mounting grooves (711) are uniformly arranged on the inner wall of the second shaft sleeve (217) at intervals along the circumferential direction, a second reed mounting groove (710) is formed in the middle of the bottom wall of each second pressing block mounting groove (711), and the second pressing block mounting grooves (711) and the second reed mounting grooves (710) extend in the axial direction of the second shaft sleeve (217); a second reed (412) is arranged in the second reed mounting groove (710), and a second pressing block (413) is arranged in the second pressing block mounting groove (711); the second reed (412) is integrally arc-shaped, two ends of the second reed (412) are used for being matched with the bottom wall of the second reed mounting groove (710), the extrados surface of the second reed (412) is used for being matched with the second pressing block (413), and the second reed (412) is used for keeping the trend that the second pressing block (413) presses the second shaft (212); the cross section of the second pressing block (413) is in a fan-ring shape and extends along the axial direction of the second shaft sleeve (217), the inner side wall of the second pressing block (413) is in clearance fit with the outer side face of the second shaft (212), and the outer side face of the second pressing block (413) is in clearance fit with the inner side wall of the second pressing block mounting groove (711).
8. A game engine according to claim 7, wherein: both ends of the second spring piece (413) are provided with unsealed ring connecting sections, and the ring connecting sections are formed by curling the end parts of the second spring piece (413) towards the outer arc surface side.
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FR2839916B1 (en) * 2002-05-22 2004-10-15 Agence Spatiale Europeenne EXOSQUELET FOR HUMAN ARMS, ESPECIALLY FOR SPATIAL APPLICATIONS
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