CN110180183B - Visual angle control linkage steering method based on vehicle games - Google Patents

Visual angle control linkage steering method based on vehicle games Download PDF

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Publication number
CN110180183B
CN110180183B CN201910468454.4A CN201910468454A CN110180183B CN 110180183 B CN110180183 B CN 110180183B CN 201910468454 A CN201910468454 A CN 201910468454A CN 110180183 B CN110180183 B CN 110180183B
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steering
virtual
vehicle
wheel
visual angle
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CN110180183A (en
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涂常青
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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a visual angle control linkage steering method based on a vehicle game, which belongs to the technical field of visual angle control in the vehicle driving game, and comprises a virtual camera, a virtual vehicle and a game visual angle control module, wherein the method comprises the following steps: inputting a control variable into a game view angle control module, wherein the control variable is used for adjusting a virtual camera and a virtual vehicle; synchronously adjusting the virtual camera according to the steering variable, and further synchronously adjusting the sight line; steering is carried out by adjusting the steering wheel according to the visual angle, and the turning radius of each wheel is calculated according to the steering angle of the steering wheel; according to the turning radius of each wheel in the current virtual vehicle and the running speed of the virtual vehicle, the running state of the virtual vehicle in a game scene is calculated, and a game picture is rendered through a computer, so that the purposes that the adjustment of the visual angle in the first person and third person states is prior to the steering running of the vehicle, the instinct of driving the vehicle in reality of a person and the safe driving specification are met, and the entertainment is improved are achieved.

Description

Visual angle control linkage steering method based on vehicle games
Technical Field
The invention belongs to the technical field of visual angle control in a vehicle driving game, and particularly relates to a visual angle control linkage steering method based on a vehicle game.
Background
The main problem of the existing visual angle control method adopted in the vehicle driving game is that the steering of the visual angle is not consistent with the actual driving situation, whether the first person or the third person is adopted, wherein certain very common visual angle control methods are even contrary to the actual situation. Taking racing games as an example: it is well known that racing games typically place virtual cameras in a first person position and a third person position, the drawbacks of which are discussed in terms of the first person position and the second person position, respectively.
The first person position, the virtual camera is in the vehicle or on the vehicle surface, the game developer declares: "this is the view angle of the simulated driver. The conventional method is to directly fix the visual angle with the vehicle, so that when a user needs to control the steering of the vehicle, the visual angle cannot be steered to the direction to be driven in advance, but can only be steered along with the driving of the vehicle. The part of the game picture, which displays the direction to be driven, is very narrow, so that the user can hardly observe the direction to be driven in advance, and the pre-judging time is shortened; this problem causes difficulty in controlling the virtual vehicle to steer, and the smaller the turning radius is, the more difficult the control is; the faster the vehicle speed, the more difficult it is to control.
To overcome the above drawbacks: (1) The VR display device with the orientation sensor is used to adjust the viewing angle by the user. Such an approach may partially solve the above problems, but brings about additional problems: VR display devices are expensive, few games or simulation software can be supported with VR display devices, and development of such software is also very expensive.
(2) The above problems are solved by a method of expanding the display range of the game picture by adopting a plurality of display devices, which has the defects of high price and huge size and is not suitable for mass consumption.
Third person calls the position, namely: the virtual camera is external to the vehicle, and the game developer declares: "this is a view of the simulated emperor, and the running of the vehicle is observed from the outside. "
At present, the mainstream vehicle driving game adopts a visual angle control method similar to 'video follow-up shooting' when a virtual camera is arranged at a third person position, and the specific implementation mode is as follows: the virtual camera is erected on the virtual unmanned aerial vehicle, the virtual unmanned aerial vehicle flies along with the game vehicle, and the virtual camera shoots the vehicle and the game scene. Not only is the following: the virtual vehicle is controlled by the user to turn to run, and then the game picture follows the turn.
The advantages of the similar method are: the running state and the game scene of the vehicle can be comprehensively rendered in the game picture, so that the entertainment of the game is improved; the disadvantage is that the adjustment of the game viewing angle lags the steering of the vehicle. Specific: when the vehicle is driven in a right turn, the user needs to adjust the line of sight to the right in order to observe the right turn road condition, but the line of sight in the game screen is adjusted to the left with respect to the vehicle. When the vehicle is traveling in a left turn, the user needs to adjust the line of sight to the left in order to observe the left turn road condition, but the line of sight in the game screen is adjusted to the right with respect to the vehicle. This is not only contrary to the norms of a person in actually driving safely, but also contrary to the instinct of a person to observe objects and their movement. The user experience is poor, and the game is difficult to control.
To overcome the above problems: the method for improving the agility of the virtual unmanned aerial vehicle is adopted to shorten the follow-up time. Similar approaches can only alleviate the above problems, with the effect of approximating the first person's fixed viewing angle, but still being inconsistent with the person's instinct, and sacrificing some play entertainment.
The root of the above technical problems is that the physiological structure of human eyes and instinct of human eyes are not carefully considered, and "a person needs sufficient time to observe the intended traveling direction in advance" is not satisfied in the viewing angle control method. "this basic requirement.
Disclosure of Invention
In view of the above, the present invention aims to provide a visual angle control linkage steering method based on a vehicle game to achieve the purposes of adjusting the visual angle before steering and driving of the vehicle in the first person and third person states, meeting the instinct of driving the vehicle in reality and safe driving standard of a person, and being capable of considering cost, control experience, competitive performance and game entertainment.
The technical scheme adopted by the invention is as follows: the visual angle control linkage steering method based on the vehicle game comprises a virtual camera and a virtual vehicle, wherein the virtual camera and the virtual vehicle are controlled by a game visual angle control module, and the method comprises the following steps:
the projection of the vertical central axis of the game picture in the game scene is set as a sight line, the initial direction of the sight line is the straight running direction of the virtual vehicle, and the included angle between the sight line and the straight running direction of the virtual vehicle is set as a visual angle;
inputting control variables into the game view control module, wherein the control variables are used for adjusting the virtual camera and the virtual vehicle, and the control variables comprise steering variables;
synchronously adjusting the virtual camera according to the steering variable, and further synchronously adjusting the sight line;
steering is carried out by adjusting the steering wheel according to the visual angle, and the turning radius of each wheel is calculated according to the steering angle of the steering wheel;
calculating the running state of the virtual vehicle in the game scene according to the turning radius of each wheel in the current virtual vehicle and the running speed of the virtual vehicle;
the running state is combined with the relative position relation between the virtual camera and the virtual vehicle, and a game picture is rendered through a computer, and the game picture simultaneously displays the virtual vehicle and the game scene.
Further, the steering variables are used for adjusting left and right steering of the virtual camera, the left and right steering of the visual line is the adjusting result, the visual angle is changed immediately, and the steering angle of the steering wheel is adjusted according to the visual angle, namely: the steering variables are used to control both the viewing angle and the steering of the virtual vehicle.
Further, the control variable is converted by converting a plurality of control data input by various input devices.
Further, the method further comprises:
if the steering variable is not 0 and the visual angle changes in real time, the virtual camera shoots a virtual vehicle and a game scene in real time according to the visual angle;
if the steering variable is 0 and the visual angle is kept unchanged, the virtual camera keeps shooting the virtual vehicle at the visual angle, and when the visual angle is 0, the steering angle of the steering wheel is adjusted to 0, so that the virtual vehicle keeps running in a straight line; when the visual angle is not 0, the steering wheel steers along with the visual angle until the two angles are equal, and the virtual vehicle keeps the turning radius; the virtual camera is used for shooting the running state of the virtual vehicle at the visual angle, and the turning radius of the camera is calculated according to the relative position relation between the virtual camera and the virtual vehicle.
Further, the method for calculating the turning radius of the virtual camera comprises the following steps:
and according to the relative positions of the virtual camera and the virtual vehicle, combining the turning radius of the virtual vehicle, and calculating the turning radius of the camera of the virtual camera in a geometric relation.
Further, the running state calculation method of the virtual vehicle is as follows:
presetting a wheel base L of a virtual vehicle and virtual steering wheels, wherein when the virtual vehicle turns, the intersection point of axial extension lines of the wheels is taken as a steering center;
the distance between each wheel in the virtual vehicle and the steering center is respectively the turning radius R of each wheel;
steering angle θ, wheelbase L, and turning radius R of the virtual steering wheel 0 Forming a right-angle trigonometric function together to calculate and obtain the steering angle of each steering wheel in the virtual vehicleAnd turning radius of each wheel; the method comprises the following steps:
r is calculated by a right-angle trigonometric function theta, L formed by the steering angle theta and the wheelbase L of the virtual steering wheel 0 The position of the steering center is also determined, and the steering angle of each steering wheel and the turning radius of each wheel are further calculated through the geometric relationship.
The running state of the virtual vehicle is calculated by combining the turning radius of each wheel with the running speed of the virtual vehicle.
Further, the virtual camera is set at a first person position or a third person position, and when the virtual camera is at the first person position, the virtual camera is arranged on the virtual vehicle;
when the virtual camera is positioned by a third person, a datum point is arranged on the virtual vehicle, and the datum point is used as a datum for adjusting the relative position relation between the virtual camera and the virtual vehicle;
and combining the steering center, calculating the turning radius of the camera through the position of the first-person position virtual camera, and calculating the turning radius of the camera of the third-person position virtual camera through the reference point.
Further, if the virtual vehicle has only one steering wheel, the steering angle of the steering wheel is adjusted along with the visual angle until the steering angle is equal to the visual angle;
if the virtual vehicle is larger than one steering wheel, fitting each steering wheel into one virtual steering wheel, wherein the steering angle of the virtual steering wheel is adjusted along with the visual angle until the steering angle is equal to the visual angle.
Further, with the line-of-sight direction as the reference frame, if the steered wheel is in front of the non-steered wheel, the adjustment direction of the steered wheel coincides with the direction of the steering variable;
if the steered wheel is behind the non-steered wheel, the direction of adjustment of the steered wheel is opposite to the direction of the steering variable.
The beneficial effects of the invention are as follows:
1. the visual angle control linkage steering method based on the car game fully considers that 'people need enough time to observe the direction to be driven in advance'. "this basic requirement, will adjust the steering variable of virtual camera and be used for the linkage to control virtual vehicle, design based on the instinct of people and the physiology structure of people's eye, accord with the instinct that the people drives the vehicle in the reality, also accord with the standard of safe driving, namely: observing the direction to be driven, determining safety and passing. ", has wide popularization significance; the defect that the control of the visual angle and steering in the current vehicle driving game is separated from the actual situation is overcome, and the problem that the part of the game picture for observing the direction to be driven becomes narrow when the vehicle turns is avoided.
2. The invention adjusts the video line in real time through the steering variable, and has the advantages that: the direction to be driven is arranged in the vertical central axis area of the game picture at any time, so that the user can observe and control conveniently; the user can observe the conditions of the left side and the right side and adjust the road conditions of the vehicle at any time; the user can easily understand and become familiar with the knowledge, and the entertainment and the competitive performance are excellent.
3. The calculation method in the invention is simple and practical, and is convenient for game development, such as: limit off-road, precision control, competitive play, recreational and leisure games and the like; meanwhile, the requirement on a display system is not high, the cost is in a controllable range, and the display system is easy to accept by mass consumers and has bright commercial prospect; the input device is not limited, and input devices such as a mouse, a keyboard, a steering wheel, a game handle, a touch screen and the like can be flexibly adopted, so that the device is suitable for mass consumers and can meet the strict pursuit of fever friends.
4. In the invention, the steering variable is generated by converting a plurality of control data, and a user can simultaneously adjust the steering amplitude and the steering speed, and the invention has the outstanding advantages that: the user can change the intensity of control at any time according to own needs, so that the user can not only control the user slowly and accurately, but also control the user rapidly and greatly, and the entertainment and the competitive performance are further improved.
Drawings
Fig. 1 is a schematic structural diagram of a visual angle control linkage steering method based on a car game in embodiment 1;
fig. 2 is a schematic structural diagram of a visual angle control linkage steering method based on a car game in embodiment 2;
the figures are marked as follows:
steering center-1, datum point-2, left front wheel-3, virtual steering wheel-4, right front wheel-5, left rear wheel-6, right rear wheel-7, first person virtual camera-8, third person virtual camera-9, physical camera-10, slide bar-11, slide pin-12, steering link-13.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments of the present invention. The components of the embodiments of the present invention generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the invention, as presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
It should be noted that, without conflict, the embodiments of the present invention and features of the embodiments may be combined with each other.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
In the description of the embodiments of the present invention, it should be noted that, the indicated orientation or positional relationship is based on the orientation or positional relationship shown in the drawings, or the orientation or positional relationship conventionally put in use of the product of the present invention as understood by those skilled in the art, merely for convenience of describing the present invention and simplifying the description, and is not indicative or implying that the apparatus or element to be referred to must have a specific orientation, be configured and operated in a specific orientation, and therefore should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and the like, are used merely for distinguishing between descriptions and not for understanding as indicating or implying a relative importance.
In the description of the embodiments of the present invention, it should also be noted that, unless explicitly specified and limited otherwise, the terms "disposed," "connected," and "connected" are to be construed broadly, and may be, for example, fixedly connected, detachably connected, or integrally connected; may be directly connected or indirectly connected through an intermediate medium. It will be apparent to those skilled in the art that the foregoing terms are used in the specific meaning of the embodiments of the present invention and that the technical solutions of the embodiments of the present invention will be clearly and fully described, and that the described embodiments are some, but not all, embodiments of the present invention. The components of the embodiments of the present invention generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Example 1
Providing a virtual camera and a virtual vehicle, wherein the virtual camera and the virtual vehicle are controlled by a game visual angle control module, and in the embodiment, a four-wheel vehicle is used as the virtual vehicle (namely, the four-wheel vehicle with two steering wheels in front of the vehicle in forward running), the four-wheel vehicle is very common and is well known by users, and the representativeness of the four-wheel vehicle is enough to deduce the application of the method to other various vehicles; let the wheelbase of the four-wheel vehicle be L and the left-right wheel spacing be M.
When the virtual camera is located at the first person position, the method specifically comprises the following steps:
the first-person virtual camera 8 is provided at a driver position preferred by the user, which is fixedly set with respect to the virtual vehicle, the initial direction of the virtual vehicle being straight ahead, that is: the vehicle is in a direction when traveling straight.
The projection of the vertical central axis of the game picture in the game scene is set as a sight line, the initial direction of the sight line is the straight running direction of the virtual vehicle, and the included angle between the sight line and the straight running direction of the virtual vehicle is set as a visual angle.
The user inputs a plurality of control data through various input devices, the computer converts the control data into control variables according to the corresponding relation and the proportion relation set by the user, the control variables are input into the game visual angle control module, the control variables are used for adjusting the working state positions of the first-person virtual camera 8 and the virtual vehicle, part of the control variables can adjust the relative position relation between the first-person virtual camera 8 and the virtual vehicle, and the steering variables, the pitching variables and the height variables in the control variables are extracted; wherein the pitching variable is used for adjusting the pitching angle of the first-person virtual camera 8; the height variable is used for adjusting the relative height of the first-person virtual camera 8 in the driving position, and the two variables are used for representing the low head, the head lifting and the sitting position of the game character. The steering variables are used for adjusting the left and right rotation of the virtual camera 8 so that a user can observe the direction to be driven, and then adjust the steering of the virtual vehicle, the left and right steering of the sight line is the result of the adjustment, the visual angle is changed immediately, and then the steering angle of the steering wheel is adjusted according to the visual angle, namely: the steering variables are used to control both the viewing angle and the steering of the virtual vehicle.
According to the turning variable, the left-right rotation of the first-person virtual camera 8 is synchronously adjusted, and then the sight line is synchronously adjusted, for example: the first person virtual camera 8 is adjusted to turn to the left by the turning variable, the sight turns along with the turning variable, and the adjusted angle value is theta, namely the visual angle is: θ. The specific method comprises the following steps:
if the steering variable is not 0 and the viewing angle also changes in real time, the first-person virtual camera 8 shoots the virtual vehicle and the game scene in real time according to the viewing angle;
if the steering variable is 0 and the viewing angle remains unchanged, the first-person virtual camera 8 keeps shooting the virtual vehicle at the viewing angle, and when the viewing angle is 0, the steering angle of the steering wheel is adjusted to 0, so that the virtual vehicle keeps traveling in a straight line; when the angle of view is not 0, the steering wheel turns along with the angle of view until the angles are equal, the virtual vehicle keeps its turning radius, and the first-person virtual camera 8 keeps the camera turning radius moving and keeps the angle of view shooting the running state of the virtual vehicle.
According to the visual angle linkage, steering the steering wheel, taking the visual line direction as a reference system, and if the steering wheel is in front of the non-steering wheel, enabling the adjustment direction of the steering wheel to be consistent with the direction of the steering variable; if the steered wheel is behind the non-steered wheel, the direction of adjustment of the steered wheel is opposite to the direction of the steering variable. The steering of the steering wheel is adjusted in the mode, so that the steering wheel is easy to grasp by a user, accurate control is convenient to carry out, and games featuring accurate control are also convenient to develop; but does not limit the reaction speed of adjusting the steering wheel, and the flexible setting of the steering wheel can be used for reflecting the characteristics of physical characteristics in a game, mechanical properties of a vehicle, reaction speed of a game role, preference setting of a user and the like; the method can also be used for reducing the requirements of game software on the performance of the computer and improving the user experience.
The turning radius of each wheel is calculated according to the steering angle of the steering wheel, and as the virtual vehicle is larger than one steering wheel, each steering wheel is fitted into one steering wheel, the steering angle of the steering wheel is adjusted along with the visual angle until the steering angle is equal to the visual angle, and the specific method is as follows:
setting a virtual steering wheel 4 at the geometric center point of a plurality of steering wheels, calculating the turning radius according to the real-time result of the adjustment of the virtual steering wheel 4 along with the visual angle, and finally obtaining the steering angle of each steering wheel; the fitting mode has the advantages of strict calculation process, accurate result, symmetrical left and right steering amplitude and coincidence with instinct cognition of a user. In the present embodiment, the virtual steered wheels 4 are provided at the geometric center points of the two steered wheels, that is: the distance between the virtual steering wheel 4 and the left front wheel 3 and the right front wheel 5 is 1/2M, and the steering angle of the virtual steering wheel 4 is adjusted along with the visual angle until the steering angle is equal to the visual angle. Of course, other fitting methods may be used: when steering, the angle of one steering wheel is firstly adjusted, then the turning radius is calculated, and finally the steering angles and the turning radius of other wheels are obtained. The fitting method is more, and is not exemplified here.
According to the turning radius of each wheel in the current virtual vehicle and the running speed of the virtual vehicle, the running state of the virtual vehicle in the game scene is calculated, and the running state calculating method comprises the following steps:
according to the preset wheelbase L of the virtual vehicle, that is, the distance between the virtual steering wheel 4 and the rear axle is L, when the steering angle of the virtual steering wheel 4 is adjusted to θ, the turning radius R0 of the virtual steering wheel 4 is calculated according to the right-angle trigonometric function relation:
r0=l·cscθ, cscθ is a secant function of θ.
When the virtual vehicle turns, the intersection point of the axial extension lines of all the wheels is taken as a steering center 1, and the steering center is combined with the known data (which belongs to the existing mathematical operation method and is not repeated here); namely, the turning radius R1 and the steering angle alpha of the left front wheel 3, the turning radius R2 and the steering angle beta of the right front wheel 5, the turning radius R3 of the left rear wheel 6 and the turning radius R4 of the right rear wheel 7 can be calculated; and then according to the relative positions of the first-person virtual camera 8 and the virtual vehicle, and combining the steering center of the virtual vehicle, calculating the camera turning radius R5 of the first-person virtual camera 8 in a geometric relationship.
The turning radius of each wheel is combined with the running speed of the virtual vehicle to calculate the running state of the virtual vehicle, the running state is combined with the relative position relation between the first-person virtual camera 8 and the virtual vehicle, redundant data for verification is provided, and a game picture is rendered by a computer, wherein the game picture simultaneously displays the virtual vehicle and the game scene, namely, part of the internal form and part of the game scene of the vehicle.
When the virtual camera is positioned at the third person, the method specifically comprises the following steps:
the third person calls the virtual camera 9 to be provided outside the virtual vehicle, such as: the reference point 2 of the third person's virtual camera 9 is arranged at the geometric center point of the virtual vehicle, which is fixed to the virtual vehicle, through which the line of sight always passes. The user can adjust the steering, distance, pitching and relative height of the virtual camera 9, and the initial direction of the virtual vehicle is right in front, namely: the vehicle is in a direction when traveling straight.
The projection of the vertical central axis of the game picture in the game scene is set as a sight line, the initial direction of the sight line is the straight running direction of the virtual vehicle, and the included angle between the sight line and the straight running direction of the virtual vehicle is set as a visual angle.
The user inputs a plurality of control data through various input devices, the computer converts the control data into control variables according to the corresponding relation and the proportion relation set by the user, the control variables are input into the game visual angle control module, the control variables are used for adjusting the working state positions of the third person-to-person virtual camera 9 and the virtual vehicle, part of the control variables can adjust the relative position relation between the third person-to-person virtual camera 9 and the virtual vehicle, and the steering variables, the pitching variables, the height variables and the distance variables in the control variables are extracted; the pitching variable is used for adjusting the pitching angle of the third person virtual camera 9, and the variable is used for reflecting the low head and the head lifting of the game role; the height variable is used for adjusting the relative height of the third person virtual camera 9 and the datum point 2, and the variable is used for adjusting the virtual camera so that a user can adapt to the height of the virtual vehicle; the distance variable adjusts the distance of the third person's virtual camera 9 from the reference point 2, which is used to adjust the virtual camera so that the user adapts to the size of the virtual vehicle. The steering variables are used for adjusting the left and right rotation of the virtual camera 9 so that a user can observe the direction to be driven, and then adjust the steering of the virtual vehicle, the left and right steering of the sight line is the result of the adjustment, the visual angle is changed immediately, and then the steering angle of the steering wheel is adjusted according to the visual angle, namely: the steering variables are used to control both the viewing angle and the steering of the virtual vehicle.
The third person calls the left-right rotation of the virtual camera 9 according to the synchronous adjustment of the steering variable, and then the sight line is synchronously adjusted, for example: the third person who turns the variable adjustment calls the virtual camera 9 turn to the left, the sight turns along with it, its angle value after adjusting is θ, namely the visual angle is: θ. The specific method comprises the following steps:
if the steering variable is not 0 and the visual angle also changes in real time, the third person calls the virtual camera 9 to shoot the virtual vehicle and the game scene in real time according to the visual angle;
if the steering variable is 0 and the visual angle is kept unchanged, the third person calls the virtual camera 9 to shoot the virtual vehicle at the visual angle, and when the visual angle is 0, the steering angle of the steering wheel is adjusted to 0, so that the virtual vehicle keeps running in a straight line; when the visual angle is not 0, the steering wheel turns along with the visual angle until the two angles are equal, the virtual vehicle keeps the turning radius, the virtual camera 9 keeps the visual angle to shoot the running state of the virtual vehicle, the third person calls the position, under the condition that the visual angle is unchanged, the user can adjust the pitching of the virtual camera, the distance between the virtual camera and the vehicle and the relative height, so that the distance between the virtual camera and the turning center can be changed, and the three-dimensional virtual vehicle comprises the following components: the camera turning radius may also be varied.
According to the visual angle linkage, steering the steering wheel, taking the visual line direction as a reference system, and if the steering wheel is in front of the non-steering wheel, enabling the adjustment direction of the steering wheel to be consistent with the direction of the steering variable; if the steered wheel is behind the non-steered wheel, the direction of adjustment of the steered wheel is opposite to the direction of the steering variable. The steering of the steering wheel is adjusted in the mode, so that the steering wheel is easy to grasp by a user, accurate control is convenient to carry out, and games featuring accurate control are also convenient to develop; but does not limit the reaction speed of adjusting the steering wheel, and the flexible setting of the steering wheel can be used for reflecting the characteristics of physical characteristics in a game, mechanical properties of a vehicle, reaction speed of a game role, preference setting of a user and the like; the method can also be used for reducing the requirements of game software on the performance of the computer and improving the user experience.
The turning radius of each wheel is calculated according to the steering angle of the steering wheel, and as the virtual vehicle is larger than one steering wheel, each steering wheel is fitted into one steering wheel, the steering angle of the steering wheel is adjusted along with the visual angle until the steering angle is equal to the visual angle, and the specific method is as follows:
setting a virtual steering wheel 4 at the geometric center point of a plurality of steering wheels, calculating the turning radius according to the real-time result of the adjustment of the virtual steering wheel 4 along with the visual angle, and finally obtaining the steering angle of each steering wheel; the fitting mode has the advantages of strict calculation process, accurate result, symmetrical left and right steering amplitude and coincidence with instinct cognition of a user. Of course, other fitting methods may be used: when steering, the angle of one steering wheel is firstly adjusted, then the turning radius is calculated, and finally the steering angles and the turning radius of other wheels are obtained. The fitting method is more, and is not exemplified here.
In the present embodiment, the virtual steered wheels 4 are provided at the geometric center points of the two steered wheels, that is: the distance between the virtual steering wheel 4 and the left front wheel 3 and the right front wheel 5 is 1/2M, and the steering angle of the virtual steering wheel 4 is adjusted along with the visual angle until the steering angle is equal to the visual angle.
According to the turning radius of each wheel in the current virtual vehicle and the running speed of the virtual vehicle, the running state of the virtual vehicle in the game scene is calculated, and the running state calculating method comprises the following steps:
according to the preset wheelbase L of the virtual vehicle, that is, the distance between the virtual steering wheel 4 and the rear axle is L, when the steering angle of the virtual steering wheel 4 is adjusted to θ, the turning radius R0 of the virtual steering wheel 4 is calculated according to the right-angle trigonometric function relation:
r0=l·cscθ, cscθ is a secant function of θ.
When the virtual vehicle turns, the intersection point of the axial extension lines of all the wheels is taken as a steering center 1, and the steering center is combined with the known data (which belongs to the existing mathematical operation method and is not repeated here); the turning radius R of the left front wheel 3 can be calculated 1 And the turning radius of the front right wheel 5 is R, the steering angle alpha 2 And a steering angle beta, the turning radius of the left rear wheel 6 is R 3 And the turning radius of the right rear wheel 7 is R4; and then according to the relative positions of the third person virtual camera 9 and the reference point, and combining the steering center of the virtual vehicle, calculating the camera turning radius R5 of the third person virtual camera 9 in a geometric relationship.
The turning radius of each wheel is combined with the running speed of the virtual vehicle to calculate the running state of the virtual vehicle, the running state is combined with the relative position relation between the third person name virtual camera 9 and the datum point, redundant data for verification are provided, and a game picture is rendered by a computer, wherein the game picture simultaneously displays the virtual vehicle and the game scene, namely, part of external forms and part of game scenes of the vehicle.
In this embodiment, when the above-mentioned viewing angle control linkage steering method is applied to develop a specific game, a limit angle needs to be set for the steering angle of the steering wheel, when the viewing angle exceeds the limit angle, the vehicle reaches the limit turning radius, the steering wheel stops adjusting the direction until the viewing angle returns to within the limit angle, and the steering wheel resumes adjusting the direction.
Example 2
In this embodiment, a mechanical structure applicable to the view angle control linkage steering method in embodiment 1 is provided, so as to more intuitively embody the working principle of the method, and provide references for the application of the method to entity design, and the mechanical structure is specifically as follows:
it comprises the following steps: a slide connection structure is provided, which is divided into a slide bar 11 and a slide pin 12. One end of the sliding rod 11 is connected to the middle position of the steering connecting rod 13 and swings left and right along with the steering connecting rod 13, a hollow groove is formed in the middle position, and a sliding pin 12 is arranged in the hollow groove; the solid camera 10 is fixedly installed on the sliding rod 11. In the present embodiment, the extension of the slide lever 11 is not limited, and the mounting height and specific mounting position of the camera are not limited.
The sliding pin 12 passes through the empty slot of the sliding rod 11 to be connected and fixed with the vehicle body, and the projection of the installation position coincides with the geometric center point of each steering wheel. This connection allows the projection of the central axis of the slide bar 11 to always pass through the geometric center point of each steering wheel, and the steering effect is the same as that of the virtual steering wheel 4 in embodiment 1. Meanwhile, the steering effect of the physical camera 10 is the same as that of the first-person virtual camera 8 in embodiment 1; when the vehicle turns, the solid camera 10 turns together with the steering wheel, and the solid camera 10 always aims at the turning running direction along with the running of the vehicle.
The invention is not limited to the above-described alternative embodiments, and any person who may derive other various forms of products in the light of the present invention, however, any changes in shape or structure thereof, all falling within the technical solutions defined in the scope of the claims of the present invention, fall within the scope of protection of the present invention.

Claims (9)

1. The visual angle control linkage steering method based on the vehicle game comprises a virtual camera and a virtual vehicle, wherein the virtual camera and the virtual vehicle are controlled by a game visual angle control module, and the method is characterized by comprising the following steps:
the projection of the vertical central axis of the game picture in the game scene is set as a sight line, the initial direction of the sight line is the straight running direction of the virtual vehicle, and the included angle between the sight line and the straight running direction of the virtual vehicle is set as a visual angle;
inputting control variables into the game view control module, wherein the control variables are used for adjusting the virtual camera and the virtual vehicle, and the control variables comprise steering variables;
synchronously adjusting the virtual camera according to the steering variable, and further synchronously adjusting the sight line; so that the user observes the direction to be driven, and then adjusts the steering of the virtual vehicle, the left and right steering of the sight line is the adjusting result, the visual angle is changed immediately, and then the steering angle of the steering wheel is adjusted according to the visual angle;
steering is carried out by adjusting the steering wheel according to the visual angle, and the turning radius of each wheel is calculated according to the steering angle of the steering wheel;
calculating the running state of the virtual vehicle in the game scene according to the turning radius of each wheel in the current virtual vehicle and the running speed of the virtual vehicle;
the running state is combined with the relative position relation between the virtual camera and the virtual vehicle, and a game picture is rendered through a computer, and the game picture simultaneously displays the virtual vehicle and the game scene.
2. The vehicle game-based viewing angle control linked steering method according to claim 1, wherein the steering variables are used to adjust left and right steering of the virtual camera.
3. The viewing angle control linked steering method based on the car game according to claim 1, wherein the control variable is converted by inputting a plurality of control data through various input devices.
4. The vehicle game-based viewing angle control linked steering method according to claim 1, further comprising:
if the steering variable is not 0 and the visual angle changes in real time, the virtual camera shoots a virtual vehicle and a game scene in real time according to the visual angle;
if the steering variable is 0 and the visual angle is kept unchanged, the virtual camera keeps shooting the virtual vehicle at the visual angle, and when the visual angle is 0, the steering angle of the steering wheel is adjusted to 0, so that the virtual vehicle keeps running in a straight line; when the visual angle is not 0, the steering wheel steers along with the visual angle until the angles are equal, the virtual vehicle keeps the turning radius, the virtual camera keeps the visual angle to shoot the running state of the virtual vehicle, and the turning radius of the camera is calculated according to the relative position relation between the virtual camera and the virtual vehicle.
5. The vehicle game-based viewing angle control linked steering method according to claim 4, wherein the camera turning radius calculation method of the virtual camera is as follows:
and according to the relative positions of the virtual camera and the virtual vehicle, combining the turning radius of the virtual vehicle, and calculating the turning radius of the camera of the virtual camera in a geometric relation.
6. The viewing angle control linked steering method based on a car game according to claim 1, wherein the running state calculation method of the virtual vehicle is as follows:
presetting a wheel base L of a virtual vehicle and virtual steering wheels, wherein when the virtual vehicle turns, the intersection point of axial extension lines of the wheels is taken as a steering center;
the distance between each wheel in the virtual vehicle and the steering center is respectively the turning radius R of each wheel;
the steering angle theta, the wheelbase L and the turning radius R0 of the virtual steering wheel are formed into a right-angle trigonometric function together, so that the steering angle of each steering wheel and the turning radius of each wheel in the virtual vehicle are calculated and obtained;
the running state of the virtual vehicle is calculated by combining the turning radius of each wheel with the running speed of the virtual vehicle.
7. The vehicle game-based viewing angle control linked steering method according to claim 1, wherein the virtual camera is set at a first person position or a third person position, and when the virtual camera is at the first person position, the virtual camera is provided on the virtual vehicle;
when the virtual camera is positioned by the third person, a reference point is arranged on the virtual vehicle, and the reference point is used as a reference for adjusting the relative position relationship between the virtual camera and the virtual vehicle.
8. The vehicle game-based visual angle control linkage steering method according to claim 6, wherein if the virtual vehicle has only one steering wheel, the steering angle of the steering wheel follows the visual angle adjustment until the steering angle is equal to the visual angle;
if the virtual vehicle is larger than one steering wheel, fitting each steering wheel into one virtual steering wheel, wherein the steering angle of the virtual steering wheel is adjusted along with the visual angle until the steering angle is equal to the visual angle.
9. The viewing angle control linked steering method based on a car game according to claim 1, wherein the direction of adjustment of the steered wheels is identical to the direction of the steering variable if the steered wheels are in front of the non-steered wheels with the line of sight direction as a reference system;
if the steered wheel is behind the non-steered wheel, the direction of adjustment of the steered wheel is opposite to the direction of the steering variable.
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