CN113069766A - Method for simulating vehicle running in track, vehicle-mounted entertainment system and vehicle - Google Patents
Method for simulating vehicle running in track, vehicle-mounted entertainment system and vehicle Download PDFInfo
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- CN113069766A CN113069766A CN202110343631.3A CN202110343631A CN113069766A CN 113069766 A CN113069766 A CN 113069766A CN 202110343631 A CN202110343631 A CN 202110343631A CN 113069766 A CN113069766 A CN 113069766A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5378—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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Abstract
The invention aims to provide a method for simulating a vehicle to run in a track, a vehicle-mounted entertainment system and a vehicle, which can be selectively triggered by a user, the vehicle-mounted entertainment system calls running data and navigation information of a real vehicle to simulate a racing scene, and the driving experience of the user is improved. The method comprises the following steps: when the track mode of the real vehicle is activated, judging whether the real vehicle is in a static state at present; if the real car is in a static state at present, playing a track simulation initial scene with the car model static before the starting line of the simulation track; if the real car is not in a static state at present, playing a track simulation driving scene in which the car model drives in the simulation track; when the real car starts to drive forwards from a static state, gradually switching the currently played scene from the track simulation initial scene to the track simulation driving scene; the switching speed of the currently played scene is positively correlated with the driving speed of the real vehicle.
Description
Technical Field
The invention relates to the field of scene simulation of a vehicle entertainment system, in particular to a method for simulating a driving scene of an automobile track based on vehicle body data.
Background
The vehicle-mounted entertainment system adopts a vehicle-mounted special central processing unit and a vehicle-mounted operating system, and the vehicle-mounted operating system is in butt joint with a vehicle body bus system and an internet service system to realize functions of navigation, real-time road condition, auxiliary driving, online entertainment, vehicle body control, wireless communication, fault detection, background TSP service and the like.
Based on the improvement of the vehicle power performance, more driving experiences can be provided for the user, and the driving pleasure of the user is increased. A plurality of driving modes are provided on the in-vehicle entertainment system for users to select, such as sport, economy and comfort driving modes. In view of the driving mode homogenization in the current market, a brand-new driving mode, namely a track mode, is designed by excavating the power configuration of the vehicle type, and the scene experience of racing is provided for users.
Disclosure of Invention
The invention aims to provide a method for simulating a vehicle to run in a track, a vehicle-mounted entertainment system and a vehicle, which can be selectively triggered by a user, the vehicle-mounted entertainment system calls running data and navigation information of a real vehicle to simulate a racing scene, and the driving experience of the user is improved.
The technical scheme of the invention is as follows:
the embodiment of the invention provides a method for simulating a vehicle to run in a track, which is applied to a vehicle-in-vehicle entertainment system and comprises the following steps:
when the track mode of the real vehicle is activated, judging whether the real vehicle is in a static state at present;
if the real car is in a static state at present, playing a track simulation initial scene with the car model static before the starting line of the simulation track;
if the real car is not in a static state at present, playing a track simulation driving scene in which the car model drives in the simulation track;
when the real car starts to drive forwards from a static state, gradually switching the currently played scene from the track simulation initial scene to the track simulation driving scene;
the switching speed of the currently played scene is positively correlated with the driving speed of the real vehicle.
Wherein, the step of playing the track simulation initial scene comprises the following steps:
displaying the track background dynamic effect, the simulated track dynamic effect, the vehicle model representing the real vehicle, the starting line dynamic effect and the starting flag dynamic effect on a display screen of the in-vehicle entertainment system;
the simulation track is superposed and displayed on the track background dynamic effect, the starting line dynamic effect is transversely arranged at the starting line of the simulation track dynamic effect, the vehicle model is static after the starting line dynamic effect, and the starting flag dynamic effect is arranged in the front upper part of the vehicle model;
two command flags in the command flag action effect are crossed above the front of the model and thrown off by preset arc paths respectively so as to prompt a user to start entering the track for running.
Wherein, the step of playing the track simulation driving scene comprises the following steps:
displaying the track background dynamic effect, the simulated track dynamic effect, the vehicle model representing the real vehicle, the vehicle model dynamic effect and the vehicle body flow dynamic effect on a display screen of the vehicle-mounted entertainment system; and
playing the driving sound effect on an audio player of the in-vehicle entertainment system;
the simulated track dynamic effect is displayed on the track background dynamic effect in an overlapping mode, and a simulated track route in the simulated track dynamic effect is a route generated based on a navigation path of a real vehicle or a preset track route; the car model is superposed and displayed in the track simulating the track action effect; the car model dynamic effect and the car body flow dynamic effect are displayed on the car model in a superposition mode;
the vehicle model effect and the vehicle body flow dynamic effect are positively correlated with the real-time driving parameter of the real vehicle;
the playing volume of the driving sound effect is positively correlated with the real-time driving parameter of the real vehicle;
the track background dynamic effect in the track simulation initial scene is the same as the track background dynamic effect in the track simulation driving scene.
Wherein the car model effect comprises: the method comprises the following steps that a vehicle tail liquid nitrogen injection dynamic effect and a brake lamp dynamic effect are achieved, the display brightness of the brake lamp dynamic effect is positively correlated with the opening degree of a brake pedal of a real vehicle, and the vehicle tail liquid nitrogen injection dynamic effect is started when the opening degree of an accelerator pedal of the real vehicle exceeds a preset opening value and is closed when the opening degree of the accelerator pedal of the real vehicle is lower than the preset opening value;
the driving sound effect comprises: the sound wave sound effect of the engine and the liquid nitrogen injection sound effect are positively correlated, wherein the volume of the sound wave sound effect of the engine is positively correlated with the opening degree of an accelerator pedal of a real vehicle; the liquid nitrogen spraying sound effect is started when the opening degree of an accelerator pedal of the real vehicle exceeds a preset opening degree value, and is closed when the opening degree of the accelerator pedal of the real vehicle is lower than the preset opening degree value.
Wherein the method further comprises:
superposing and playing real-time driving information of the real vehicle when the played track simulates an initial scene or a track simulates a driving scene;
the real-time driving information comprises: steering wheel angle information, gear information, vehicle speed information, rotating speed information, acceleration information, accelerator opening information and turbocharging information of a real vehicle; the real vehicle activates the track mode and the real vehicle speed exceeds the timing duration information after the preset speed; and thumbnail map information of real vehicles.
Wherein the method further comprises:
gradually quitting the track simulation initial scene playing when the real car starts to drive backwards from the static state; the playing speed of the track quitting simulation initial scene is positively correlated with the running speed of the real vehicle.
Wherein the method further comprises:
when the real vehicle starts to run from a static state and the speed of the real vehicle is greater than a preset speed value, starting to time the running time of the real vehicle and displaying the timed running time in real time;
when the navigation path is acquired from the navigation device of the real vehicle, thumbnail display of the navigation path is performed.
The step of gradually switching the currently played scene from the track simulation initial scene to the track simulation driving scene comprises the following steps:
controlling the starting line moving effect in the track simulation scene to gradually move towards the rear of the car model until the starting line moving effect disappears below the display interface; the moving speed of the starting point linear motion effect is positively correlated with the driving speed of a real vehicle;
meanwhile, the simulation track line dynamic effect and the vehicle body flow dynamic effect are controlled to gradually move towards the rear of the vehicle model, and the simulation track line dynamic effect and the vehicle body flow dynamic effect are positively correlated with the speed of the vehicle of the real vehicle with the high speed and the low speed of the moving speed.
An embodiment of the present invention further provides an in-vehicle entertainment system, including:
the judging module is used for judging whether the real car is in a static state currently or not when the track mode of the real car is activated;
the first playing module is used for playing the track simulation initial scene of which the car model is still before the starting line of the simulation track if the real car is in the static state currently;
the second playing module is used for playing the track simulation driving scene of the real car driving in the simulation track if the real car is not in the static state currently;
the switching module is used for gradually switching the currently played scene from the track simulation initial scene to the track simulation driving scene when the real car starts to drive forwards from the static state;
the switching speed of the currently played scene is positively correlated with the driving speed of the real vehicle.
The embodiment of the invention also provides an automobile comprising the vehicle-mounted entertainment system.
The invention has the beneficial effects that:
according to the real-time running parameter data of the real vehicle, the user can visually sense the simulation scene that the real vehicle is positioned in the real-time racing vehicle, and can sense the sound waves of the simulated racing vehicle and the sound effect of liquid nitrogen spraying at the tail of the vehicle from the auditory sense. The racing scene is simulated and reproduced in an all-around mode, and the driving experience of a user is greatly improved.
Drawings
FIG. 1 illustrates interface elements of a racetrack scene in this embodiment;
FIG. 2 illustrates a logic flow diagram for simulating a racetrack scene in an embodiment.
Detailed Description
Exemplary embodiments of the present invention will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the invention are shown in the drawings, it should be understood that the invention can be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the invention to those skilled in the art.
The above method of the present invention is further described with reference to fig. 2, and in this embodiment, the steps specifically include:
Specifically, a user inputs an instruction to an in-vehicle entertainment system on a real vehicle, such as a key instruction input and a touch instruction input. In this embodiment, the specific manner of instruction input is not limited, and any manner of implementation may be used to implement instruction input by the user.
If the current state of the real vehicle is a static state, that is, the current speed of the real vehicle is zero, then go to step 303; if the current status of the real vehicle is the forward driving status, go to step 304.
And step 303, playing the track simulation initial scene of which the car model is still before the starting line of the simulation track and overlapping to play the real-time driving information of the real car.
In this embodiment, the playing of the racetrack in the initial scene includes playing an image on a display screen of the in-vehicle entertainment system and playing an audio effect through an audio playing system of the in-vehicle entertainment system.
The track simulation initial scene specifically comprises the following steps: the track background dynamic effect displayed on the display screen of the in-vehicle entertainment system and the simulated track, the model, the starting line dynamic effect and the starting flag dynamic effect which are displayed on the basis of the track background dynamic effect in an overlapping mode. Specifically, the track background dynamic effect specifically includes: a city night scene and a randomly generated flickering meteor displayed over the city night scene. The simulated track is displayed on the track background dynamic effect in an overlapping mode, the starting line dynamic effect is transversely arranged at the starting line of the simulated track, the model is static behind the starting line dynamic effect, and the starting flag dynamic effect is arranged in the front upper portion of the model.
As shown in fig. 1, two command flags in the command flag action 115 cross at the front upper part of the model 116 and are thrown off in an arc path respectively to prompt the user to start entering the track for driving. The animation of the motion effect 115 can be realized by sequence frames, and the motion track of the motion flag can also be programmed by using a program. The start line move effect 113 is arranged in front of the simulated track where the checkerboard marks are displayed, but the sequential frames of this start line move effect 113 are paused at the first frame and the car model 116 is stopped at the start line position for further operation by the user. The checkerboard is drawn by a program.
As shown in fig. 1, the playing operation in the real-time driving information playing of the real vehicle only represents the operation of displaying on the display screen of the in-vehicle entertainment system. Specifically, the following real-time running parameter information of the real vehicle is displayed on a display screen of the in-vehicle entertainment system: steering wheel angle information 101, shift position information 103, vehicle speed information 104, rotational speed information 105, acceleration information 108, accelerator opening degree information 109, and turbo-charging information 111; the real vehicle activates the track mode and the real vehicle speed exceeds the timing duration information after the preset speed; and thumbnail map information of real vehicles. For example, when the user switches the shift position, the shift position information 103 displayed on the display screen is shifted to the corresponding P, N, R or D position, and the shift position numbers of D1 to D7 are also specifically displayed for the D position.
For the thumbnail map information of the real vehicle, if the real vehicle has a navigation path currently, the displayed thumbnail map information is generated according to the navigation path of the real vehicle; and if the real vehicle does not have the navigation path currently, the displayed information of the thumbnail map is preset information.
And step 304, if the real car is in a running state, the user activates the track mode, the in-vehicle entertainment system directly plays the track simulation running scene of the car model running in the simulation track and superposes the real-time running parameters of the real car for playing.
Specifically, the in-vehicle entertainment system directly draws a dynamic simulated track according to the actual navigation path of the real vehicle, namely, a virtual track is generated according to the navigation path, and when the real vehicle is displayed in the navigation path and a curve appears in front of the real vehicle, the curvature of the simulated track (a boundary line and a lane line) in front of the vehicle head is smoothly changed by a program through an algorithm, so that the simulated track presents a left-turning or right-turning effect corresponding to the real navigation path. The curvature of the curve of the simulated track is based on visual appearance and is not completely consistent with the shape of the actual road in front of the real vehicle. Meanwhile, complex road conditions such as viaducts, multilanes, crossroads, fork roads, tunnels and the like are not represented in the simulation of the racing track dynamic effect. And then directly playing the related dynamic effect and the related sound effect in the track simulation driving scene, and not displaying the starting flag dynamic effect and the starting line dynamic effect in the track simulation initial scene on a display screen of the in-vehicle entertainment system.
Wherein, the step of playing the track simulation driving scene comprises the following steps:
displaying the track background dynamic effect, the simulated track dynamic effect, the vehicle model representing the real vehicle, the vehicle model dynamic effect and the vehicle body flow dynamic effect on a display screen of the vehicle-mounted entertainment system; and
playing the driving sound effect on an audio player of the in-vehicle entertainment system;
the simulated track dynamic effect is displayed on the track background dynamic effect in an overlapping mode, and a simulated track route in the simulated track dynamic effect is a route generated based on a navigation path of a real vehicle or a preset track route; the car model is superposed and displayed in the track simulating the track action effect; the car model dynamic effect and the car body flow dynamic effect are displayed on the car model in a superposition mode;
the vehicle model effect and the vehicle body flow dynamic effect are positively correlated with the real-time driving parameter of the real vehicle;
the playing volume of the driving sound effect is positively correlated with the real-time driving parameter of the real vehicle;
the track background dynamic effect in the track simulation initial scene is the same as the track background dynamic effect in the track simulation driving scene.
Specifically, the car model effect includes: the method comprises the following steps that a vehicle tail liquid nitrogen injection dynamic effect and a brake lamp dynamic effect are achieved, the display brightness of the brake lamp dynamic effect is positively correlated with the opening degree of a brake pedal of a real vehicle, and the vehicle tail liquid nitrogen injection dynamic effect is started when the opening degree of an accelerator pedal of the real vehicle exceeds a preset opening value and is closed when the opening degree of the accelerator pedal of the real vehicle is lower than the preset opening value; the driving sound effect comprises: the sound wave sound effect of the engine and the liquid nitrogen injection sound effect are positively correlated, wherein the volume of the sound wave sound effect of the engine is positively correlated with the opening degree of an accelerator pedal of a real vehicle; the liquid nitrogen spraying sound effect is started when the opening degree of an accelerator pedal of the real vehicle exceeds a preset opening degree value, and is closed when the opening degree of the accelerator pedal of the real vehicle is lower than the preset opening degree value.
The boundary line and the lane line in the simulated track movement effect are drawn and controlled by a program, the 3D inward beveling space effect is achieved, and opposite movement tracks are presented along with the forward movement and the backward movement of the real car. The movement rates of the boundary line and the lane line are different, and the movement rate of the boundary line is greater than the movement rate of the lane line.
The vehicle body stream light in the vehicle body stream light effect, the shadow change of the vehicle body on the ground and the light spot flow of the street lamp on the simulated racing track are contained in the sequence frame animation of the vehicle model.
In the vehicle model dynamic effect, the brake light dynamic effect is a single-layer PNG (portable network graphics) graph which is superposed and displayed between the simulated track dynamic effect and the vehicle model.
And 305, judging whether the real vehicle enters a forward running state from the real state or not by the vehicle-in-vehicle entertainment system based on the vehicle speed information of the real vehicle. If yes, go to step 306; if not, go to step 307.
And step 306, if the user steps on the accelerator to drive forwards, namely the real vehicle starts to drive forwards from a static state, the in-vehicle entertainment system gradually switches the currently played track simulation initial scene into a track simulation driving scene, and simultaneously, the real vehicle real-time driving parameters are played in a superposition mode.
Specifically, the gradual switching is embodied as: the checkerboard-shaped starting point line dynamic effect gradually moves backwards along with the speed of the real vehicle until the starting point line dynamic effect moves out of the lower portion of the interface of the display screen, and the moving speed of the starting point line dynamic effect is positively correlated with the speed of the real vehicle, namely the faster the real vehicle is, the faster the starting point line dynamic effect moves backwards.
And then, when the starting line dynamic effect completely disappears below the interface of the display screen, the in-vehicle entertainment system enters the track simulation driving scene for playing.
The action of playing the track simulation driving scene comprises the following steps: and performing dynamic effect playing and sound effect playing on a display screen of the in-vehicle entertainment system. The dynamic effect displayed on the display screen of the in-vehicle entertainment system specifically comprises: the running dynamic effect is displayed on the basis of the track background dynamic effect. The driving action specifically includes: the simulation track dynamic effect and the car body flow dynamic effect on the track background dynamic effect of the track simulation driving scene are displayed in an overlapping mode, and the car model driving dynamic effect on the car model is displayed in an overlapping mode; wherein, the car model is superposed and displayed on the simulated track; the display speed and the display speed of the simulated track dynamic effect and the display speed of the vehicle body flow dynamic effect are positively correlated with the magnitude of the vehicle running parameters of the real vehicle, and the display brightness of the vehicle model running dynamic effect is positively correlated with the magnitude of the vehicle running parameters of the real vehicle.
And 307, judging whether the real vehicle enters a backward state from the real state or not by the vehicle-in-vehicle entertainment system based on the vehicle speed information of the real vehicle. If yes, go to step 308.
And 308, if the user steps on the accelerator to drive backwards, namely the current state of the real car is the backward driving state, the in-car entertainment system gradually quits the track simulation initial scene playing.
Specifically, if the user switches to the reverse gear to drive the vehicle backward, the checkerboard-shaped origin moving effect moves forward (on the display screen, the origin moving effect moves upward from the display screen), and in the process of moving forward, the origin moving effect gradually decreases until the origin moving effect decreases to a distant horizon and disappears (namely, until the origin moving effect decreases to an upper boundary of the display screen and disappears).
When the checkerboard-shaped starting line moving effect disappears, if the user switches to the forward position again to drive the vehicle forward, the starting line moving effect in the track mode does not appear any more.
In addition, for the operation of superimposing the real-time running parameter playback of the real vehicle in steps 303 to 304, as shown in fig. 1, the turbo boost 111 is represented by a circular dial behavior, and the accelerator opening 109 is represented by a bar behavior. The steering wheel angle information 101 dynamically reflects the left-right rotation of the current steering wheel, and is represented by the rotation effect of the steering wheel icon. The acceleration information 108 is displayed in the lower left corner of the screen of the display screen by a dial, the corresponding acceleration value is displayed in the center of the dial, and the outer part displays different colors according to the current acceleration value.
When the navigation path is acquired from the navigation device of the real vehicle, thumbnail display of the navigation path is performed. The eagle eye map thumbnail 110 is displayed in a window on the right side of the display screen, and only navigation routes and vehicle speed limiting information are displayed. And the information of left/right turn at front xx meters is written beside the thumbnail. If the user navigates first and then enters the track mode, the map thumbnail displays a navigation route; and if the user does not navigate and directly enters the track mode, the map thumbnail is preset information.
When the user selects to exit the track mode, the in-vehicle entertainment system automatically switches to the previous driving mode.
An embodiment of the present invention further provides an in-vehicle entertainment system, including:
the judging module is used for judging whether the real car is in a static state currently or not when the track mode of the real car is activated;
the first playing module is used for playing the track simulation initial scene of which the car model is still before the starting line of the simulation track if the real car is in the static state currently;
the second playing module is used for playing the track simulation driving scene of the real car driving in the simulation track if the real car is not in the static state currently;
the switching module is used for gradually switching the currently played scene from the track simulation initial scene to the track simulation driving scene when the real car starts to drive forwards from the static state;
the switching speed of the currently played scene is positively correlated with the driving speed of the real vehicle.
The embodiment of the invention also provides an automobile comprising the vehicle-mounted entertainment system.
The embodiments described above describe only some of the one or more embodiments of the present invention, but those skilled in the art will recognize that the invention can be embodied in many other forms without departing from the spirit or scope thereof. Accordingly, the present examples and embodiments are to be considered as illustrative and not restrictive, and various modifications and substitutions may be made therein without departing from the spirit and scope of the present invention as defined by the appended claims.
Claims (10)
1. A method for simulating the running of a vehicle in a track is applied to a vehicle-in-vehicle entertainment system and is characterized by comprising the following steps:
when the track mode of the real vehicle is activated, judging whether the real vehicle is in a static state at present;
if the real car is in a static state at present, playing a track simulation initial scene with the car model static before the starting line of the simulation track;
if the real car is not in a static state at present, playing a track simulation driving scene in which the car model drives in the simulation track;
when the real car starts to drive forwards from a static state, gradually switching the currently played scene from the track simulation initial scene to the track simulation driving scene;
the switching speed of the currently played scene is positively correlated with the driving speed of the real vehicle.
2. The method of claim 1, wherein the step of playing the track simulating the initial scene comprises:
displaying the track background dynamic effect, the simulated track dynamic effect, the vehicle model representing the real vehicle, the starting line dynamic effect and the starting flag dynamic effect on a display screen of the in-vehicle entertainment system;
the simulation track is superposed and displayed on the track background dynamic effect, the starting line dynamic effect is transversely arranged at the starting line of the simulation track dynamic effect, the vehicle model is static after the starting line dynamic effect, and the starting flag dynamic effect is arranged in the front upper part of the vehicle model;
two command flags in the command flag action effect are crossed above the front of the model and thrown off by preset arc paths respectively so as to prompt a user to start entering the track for running.
3. The method of claim 2, wherein the step of playing the racetrack simulated driving scenario comprises:
displaying the track background dynamic effect, the simulated track dynamic effect, the vehicle model representing the real vehicle, the vehicle model dynamic effect and the vehicle body flow dynamic effect on a display screen of the vehicle-mounted entertainment system; and
playing the driving sound effect on an audio player of the in-vehicle entertainment system;
the simulated track dynamic effect is displayed on the track background dynamic effect in an overlapping mode, and a simulated track route in the simulated track dynamic effect is a route generated based on a navigation path of a real vehicle or a preset track route; the car model is superposed and displayed in the track simulating the track action effect; the car model dynamic effect and the car body flow dynamic effect are displayed on the car model in a superposition mode;
the vehicle model effect and the vehicle body flow dynamic effect are positively correlated with the real-time driving parameter of the real vehicle;
the playing volume of the driving sound effect is positively correlated with the real-time driving parameter of the real vehicle;
the track background dynamic effect in the track simulation initial scene is the same as the track background dynamic effect in the track simulation driving scene.
4. The method of claim 3,
the car model effect includes: the method comprises the following steps that a vehicle tail liquid nitrogen injection dynamic effect and a brake lamp dynamic effect are achieved, the display brightness of the brake lamp dynamic effect is positively correlated with the opening degree of a brake pedal of a real vehicle, and the vehicle tail liquid nitrogen injection dynamic effect is started when the opening degree of an accelerator pedal of the real vehicle exceeds a preset opening value and is closed when the opening degree of the accelerator pedal of the real vehicle is lower than the preset opening value;
the driving sound effect comprises: the sound wave sound effect of the engine and the liquid nitrogen injection sound effect are positively correlated, wherein the volume of the sound wave sound effect of the engine is positively correlated with the opening degree of an accelerator pedal of a real vehicle; the liquid nitrogen spraying sound effect is started when the opening degree of an accelerator pedal of the real vehicle exceeds a preset opening degree value, and is closed when the opening degree of the accelerator pedal of the real vehicle is lower than the preset opening degree value.
5. The method of claim 1, further comprising:
superposing and playing real-time driving information of the real vehicle when the played track simulates an initial scene or a track simulates a driving scene;
the real-time driving information comprises: steering wheel angle information, gear information, vehicle speed information, rotating speed information, acceleration information, accelerator opening information and turbocharging information of a real vehicle; the real vehicle activates the track mode and the real vehicle speed exceeds the timing duration information after the preset speed; and thumbnail map information of real vehicles.
6. The method of claim 1, further comprising:
gradually quitting the track simulation initial scene playing when the real car starts to drive backwards from the static state; the playing speed of the track quitting simulation initial scene is positively correlated with the running speed of the real vehicle.
7. The method of claim 1, further comprising:
when the real vehicle starts to run from a static state and the speed of the real vehicle is greater than a preset speed value, starting to time the running time of the real vehicle and displaying the timed running time in real time;
when the navigation path is acquired from the navigation device of the real vehicle, thumbnail display of the navigation path is performed.
8. The method as claimed in claim 3, wherein the step of gradually switching the currently played scene from the track simulation initial scene to the track simulation driving scene comprises:
controlling the starting line moving effect in the track simulation scene to gradually move towards the rear of the car model until the starting line moving effect disappears below the display interface; the moving speed of the starting point linear motion effect is positively correlated with the driving speed of a real vehicle;
meanwhile, the simulation track line dynamic effect and the vehicle body flow dynamic effect are controlled to gradually move towards the rear of the vehicle model, and the simulation track line dynamic effect and the vehicle body flow dynamic effect are positively correlated with the speed of the vehicle of the real vehicle with the high speed and the low speed of the moving speed.
9. A car entertainment system, comprising:
the judging module is used for judging whether the real car is in a static state currently or not when the track mode of the real car is activated;
the first playing module is used for playing the track simulation initial scene of which the car model is still before the starting line of the simulation track if the real car is in the static state currently;
the second playing module is used for playing the track simulation driving scene of the real car driving in the simulation track if the real car is not in the static state currently;
the switching module is used for gradually switching the currently played scene from the track simulation initial scene to the track simulation driving scene when the real car starts to drive forwards from the static state;
the switching speed of the currently played scene is positively correlated with the driving speed of the real vehicle.
10. An automobile comprising the in-vehicle entertainment system of claim 9.
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