CN113139233B - Weapon trajectory simulation method based on immersive human-computer interaction - Google Patents
Weapon trajectory simulation method based on immersive human-computer interaction Download PDFInfo
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Abstract
A weapon trajectory simulation method based on immersive human-computer interaction specifically comprises the following steps: constructing a virtual three-dimensional terrain space, and constructing a three-dimensional model of the projectile according to actual projectile basic data, wherein the three-dimensional model comprises basic data such as the overall dimension, weight and volume of the projectile, and basic environment simulation is completed; determining the initial state of the projectile flight by using the basic parameters of projectile firing, and establishing standard condition trajectory simulation; compounding the standard condition trajectory simulation and the corrected trajectory simulation to form a comprehensive simulated trajectory simulation; establishing trajectory damage effect simulation according to the projectile, the target, the soil property factor, the damage radius and the fragment effectiveness; and inputting the comprehensive simulated trajectory simulation and the trajectory damage effect simulation into the basic environment simulation to complete the weapon trajectory simulation. The weapon trajectory simulation method based on immersive human-computer interaction effectively simulates the weapon trajectory, and enables training personnel to experience more immersive through complete simulation degree, so that the effect is better.
Description
Technical Field
The invention relates to the field of military training equipment, in particular to a weapon trajectory simulation method based on immersive human-computer interaction.
Background
In order to meet military training requirements, troops are equipped with various shooting simulation training apparatuses, while most of the existing shooting simulation training apparatuses adopt a two-point algorithm or a linear algorithm from a launching point to an aiming point, only simulation is carried out on a shooting point result, and trajectory process simulation is lacked, so that a fire control system of a shooting simulator only comprises forward logic simulation, and the impact trajectory factor is relatively single, so that the trajectory simulation degree is low, and the limitation is obvious.
Disclosure of Invention
The invention provides a weapon trajectory simulation method based on immersive human-computer interaction, which is used for effectively simulating weapon trajectories and enabling trainers to experience more immersive experience and have better effect through complete simulation degree.
In order to achieve the above purpose, the weapon trajectory simulation method based on immersive human-computer interaction specifically comprises the following steps:
a. constructing a virtual three-dimensional terrain space, and constructing a three-dimensional model of the projectile according to actual projectile basic data, wherein the three-dimensional model comprises basic data such as the overall dimension, weight and volume of the projectile, and basic environment simulation is completed;
b. determining the initial state of the projectile flight by using the basic parameters of projectile firing, and establishing standard condition trajectory simulation;
c. compounding the standard condition trajectory simulation and the corrected trajectory simulation to form a comprehensive simulated trajectory simulation;
d. establishing trajectory damage effect simulation according to the projectile, the target, the soil property factor, the damage radius and the fragment effectiveness; and inputting the comprehensive simulated trajectory simulation and the trajectory damage effect simulation into the basic environment simulation to complete the weapon trajectory simulation.
Further, the equation of motion of the projectile for the standard condition trajectory simulation in the step b is
The fundamental equation of inner ballistic theory is
Wherein:
the basic parameters of the shot launch include weapon caliber S and random secondary work coefficientThe mass m of the shot, the motion speed v of the shot, the heat ratio are reduced to a random coefficient theta, the charge amount can be a random coefficient omega, the stroke l of the shot, the charge density delta, the gas redundancy alpha of gunpowder and the density rho of the gunpowderp。
Further, in the step c, trajectory simulation is corrected, and curve fitting is performed by taking weapon controllable elements as parameter input to form a corrected shooting condition trajectory curve, wherein the weapon controllable elements comprise fire controllable elements;
horizontal deviation correction quantity S of fire control data elementX=WXt, vertical correction quantity Sy=WyAnd t, wherein Wx represents the longitudinal wind speed, Wx represents the transverse wind speed, t represents the ballistic flight time, and the correction amount is linear superposition.
Further, when the shot in the step b has a shot height difference (delta H)PM) At a shooting angle during flightThe high angle alpha, the high-low angle epsilon M and the high angle correction quantity delta alpha corresponding to the shot distance are in the following relation:
high-low correction amount:
ΔGD=εM+Δα
further, the step c of correcting the trajectory simulation further comprises a random dispersion model;
the random spread model includes a spread random quantity Δ s, a distance random spread XSDirection randomly scattered ZSWherein X isS、ZSIndependent of each other, following a normal distribution, with a spread distance intermediate variable of BdWith a directional intermediate variable of spread of BfThe probability density satisfies:
further, the average damage radius of the projectile to the armored target in the step d is as follows: when the target is an automobile, the thickness of the armor is 0mm, and the damage radius is 3 m;
when the target is an infantry armored vehicle, the thickness of the armor is 7mm, and the damage radius is 1 m;
when the target is an armored self-propelled gun, the thickness of the armor is 12mm, and the damage radius is 0.75 m;
when the target is a light tank, the thickness of the armor is 25mm, and the damage radius is 0.5 m;
when the target is a medium tank, the thickness of the armor is 40mm, and the damage radius is 0.2 m.
Compared with the prior art, the weapon trajectory simulation method based on immersive human-computer interaction has the advantages that basic data of a projectile are used as standard parameters to be input, the flight state is determined, standard condition trajectory simulation is established, trajectory simulation and random dispersion model are superposed and modified on the basis of standard condition model simulation to form a multi-factor comprehensive simulation trajectory, trajectory damage effect simulation is conducted on trajectory damage, high fidelity of whole weapon trajectory simulation is achieved through environment modeling, trajectory factors are prevented from being single relatively, a weapon trajectory simulation method based on immersive human-computer interaction effectively simulates a weapon, training personnel can experience more immersive through a human-computer interaction mode, and the effect is better.
Drawings
FIG. 1 is a schematic diagram of the overall simulation process of the present invention;
Detailed Description
The invention will be further explained with reference to the drawings.
As shown in fig. 1, the weapon trajectory simulation method based on immersive human-computer interaction specifically includes the following steps:
a. constructing a virtual three-dimensional terrain space, constructing a three-dimensional model of the projectile according to actual projectile basic data, and completing basic environment simulation; the simulation environment can be modeled by 3DMax or Unity3D software, and a VR technology is utilized to construct the simulation environment;
b. determining the initial state of the projectile flight by using the basic parameters of projectile firing, and establishing standard condition trajectory simulation;
for better determining the initial state of the projectile, the internal trajectory simulation can be carried out, wherein the internal trajectory simulation mainly simulates the shooting phenomenon and outputs the shooting phenomenon through a display, the shooting phenomenon comprises flash, sound, recoil movement of a gun body and the like generated by shooting, necessary input data of the internal trajectory simulation are the initial velocity and the maximum bore pressure of the projectile, and main factors influencing the initial velocity and the maximum bore pressure of the projectile comprise: loading density, loading temperature, loading humidity, in-chamber conditions and projectile basis data;
after the inner trajectory simulation is finished, simulating the trajectory simulation under standard conditions by a computer, and additionally considering the gravity, the flight air resistance and the like of the projectile;
c. compounding the standard condition trajectory simulation and the corrected trajectory simulation to form a comprehensive simulated trajectory simulation;
the projectile is influenced by other correction factors to generate flight trajectory deviation in the actual flight process, and the other correction factors comprise air pressure, charge, air temperature, wind speed, drift current and the like, so that the corrected trajectory simulation is carried out, and is combined with the standard condition trajectory simulation to form comprehensive simulated trajectory simulation, so that the whole simulation is more real and reliable;
d. establishing trajectory damage effect simulation according to the projectile, the target, the soil property factor, the damage radius and the fragment effectiveness; and inputting the comprehensive simulated trajectory simulation and the trajectory damage effect simulation into the basic environment simulation to complete the weapon trajectory simulation.
When weapon trajectory simulation is carried out, calculating a projectile flight trajectory and a terminal trajectory drop point by comprehensively simulating trajectory simulation, calculating a terminal trajectory damage effect, and outputting a projectile collision effect;
for example, different damage radii are determined according to different target targets, when the target targets are automobiles, the thickness of the armor is 0mm, and the damage radius is 3 m; when the target is an infantry armored vehicle, the thickness of the armor is 7mm, and the damage radius is 1 m; when the target is an armored self-propelled gun, the thickness of the armor is 12mm, and the damage radius is 0.75 m; when the target is a light tank, the thickness of the armor is 25mm, and the damage radius is 0.5 m; when the target is a medium tank, the thickness of the armor is 40mm, and the damage radius is 0.2 m;
further, the equation of motion of the projectile for the standard condition trajectory simulation in the step b is
The fundamental equation of inner ballistic theory is
Wherein:
the basic parameters of the shot launch include weapon caliber S and random secondary work coefficientThe mass m of the shot, the motion speed v of the shot, the heat ratio are reduced to a random coefficient theta, the charge amount can be a random coefficient omega, the stroke l of the shot, the charge density delta, the gas redundancy alpha of gunpowder and the density rho of the gunpowderp。
Further, the launching phenomenon is input into the standard condition ballistic simulation as a simulated launching in the step b, wherein the launching phenomenon comprises flashing, ringing and recoil movement of the gun body caused by the launching.
Further, in the step c, trajectory simulation is corrected, and curve fitting is performed by taking weapon controllable elements as parameter input to form a corrected shooting condition trajectory curve, wherein the weapon controllable elements comprise fire controllable elements;
horizontal deviation correction quantity S of fire control data elementX=WXt, vertical correction quantity Sy=WyAnd t, wherein Wx represents the longitudinal wind speed, Wx represents the transverse wind speed, t represents the ballistic flight time, and the correction amount is linear superposition.
Further, when the shot in the step b has a shot height difference (delta H)PM) At a shooting angle during flightThe high angle alpha, the high-low angle epsilon M and the high angle correction quantity delta alpha corresponding to the shot distance are in the following relation:
high-low correction amount:
ΔGD=εM+Δα
further, in the step c, inputting the random dispersion amount into the comprehensive simulation ballistic simulation;
the random dispersion amount includes a dispersion random amount Δ s, distanceRandom spread XSDirection randomly scattered ZSWherein X isS、ZSIndependent of each other, following a normal distribution, with a spread distance intermediate variable of BdWith a directional intermediate variable of spread of BfThe probability density satisfies:
in addition, considering the soil property factor in step d, the influence on the fragment efficiency is shown in the graph 1:
topography | Effective nail-breaking rate | Coefficient of performance |
Hard floor | 100% | 1 |
Soft ground | 60% | 0.7 |
Snow (25cm) | 50% | 0.6 |
Snow (over 50 cm) | 25% | 0.3 |
According to the weapon trajectory simulation method based on immersive human-computer interaction, a simulation environment can be established through a VR (virtual reality) technology; the method comprises the steps of inputting basic data of the projectile as standard parameters, inputting the basic data of the projectile as input parameters, determining the initial flying state of the projectile based on factors such as initial speed, gravity and resistance, establishing standard condition ballistic simulation, superposing and modifying ballistic trajectory simulation and random distribution model to form a multi-factor comprehensive simulated ballistic based on the standard condition model simulation, completing terminal ballistic part simulation according to damage radius constraint and fragment effectiveness constraint, performing ballistic damage effect simulation on ballistic damage, and outputting simulation pictures through VR vision for internal firing phenomena and projectile collision explosion effects. Therefore, the weapon trajectory simulation method based on the immersive human-computer interaction effectively simulates the weapon trajectory, and training personnel can experience more immersive through the human-computer interaction mode, so that the effect is better.
Claims (4)
1. A weapon trajectory simulation method based on immersive human-computer interaction is characterized by specifically comprising the following steps:
a. constructing a virtual three-dimensional terrain space, constructing a three-dimensional model of the projectile according to actual projectile basic data, and completing basic environment simulation;
b. determining the initial state of the projectile flight by using the basic parameters of projectile firing, and establishing standard condition trajectory simulation;
c. compounding the standard condition trajectory simulation and the corrected trajectory simulation to form a comprehensive simulated trajectory simulation;
d. establishing trajectory damage effect simulation according to the projectile, the target, the soil property factor, the damage radius and the fragment effectiveness; inputting the comprehensive simulated trajectory simulation and trajectory damage effect simulation into the basic environment simulation to complete weapon trajectory simulation;
the projectile motion equation of the standard condition trajectory simulation in the step b is
The fundamental equation of inner ballistic theory is
Wherein:
the basic parameters of the shot launch include weapon caliber S and random secondary work coefficientThe mass m of the shot, the motion speed v of the shot, the heat ratio are reduced to a random coefficient theta, the charge amount can be a random coefficient omega, the stroke l of the shot, the charge density delta, the gas redundancy alpha of gunpowder and the density rho of the gunpowderp;
Inputting the launching phenomenon into standard condition ballistic simulation as simulated launching in the step b, wherein the launching phenomenon comprises flashing, sound and recoil movement of a gun body generated by launching;
c, correcting trajectory simulation, and performing curve fitting by taking weapon controllable elements as parameter input to form a corrected shooting condition trajectory curve, wherein the weapon controllable elements comprise fire control elements;
horizontal deviation correction quantity S of fire control data elementX=WXt, vertical correction quantity Sy=WyAnd t, wherein Wx represents the longitudinal wind speed, Wx represents the transverse wind speed, t represents the ballistic flight time, and the correction amount is linear superposition.
2. The weapon trajectory simulation method based on immersive human-computer interaction as claimed in claim 1, wherein when step b, the projectile has a big-hole height difference (Δ H)PM) At a shooting angle during flightThe high angle alpha, the high-low angle epsilon M and the high angle correction quantity delta alpha corresponding to the shot distance are in the following relation:
high-low correction amount:
ΔGD=εM+Δα。
3. the weapon trajectory simulation method based on immersive human-computer interaction as claimed in claim 2, wherein the correcting trajectory simulation in the step c further comprises random dispersion amount;
the random dispersion amount includes a dispersion random amount Δ s, a distance random dispersion XSDirection randomly scattered ZSWherein X isS、ZSIndependent of each other, following a normal distribution, with a spread distance intermediate variable of BdWith a directional intermediate variable of spread of BfThe probability density satisfies:
4. the weapon trajectory simulation method based on immersive human-computer interaction as claimed in claim 2, wherein the average damage radius of the projectile to the armored target in the step d is as follows: when the target is an automobile, the thickness of the armor is 0mm, and the damage radius is 3 m;
when the target is an infantry armored vehicle, the thickness of the armor is 7mm, and the damage radius is 1 m;
when the target is an armored self-propelled gun, the thickness of the armor is 12mm, and the damage radius is 0.75 m;
when the target is a light tank, the thickness of the armor is 25mm, and the damage radius is 0.5 m;
when the target is a medium tank, the thickness of the armor is 40mm, and the damage radius is 0.2 m.
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