CN114495611A - VR-based mechanical overhaul simulation training method - Google Patents
VR-based mechanical overhaul simulation training method Download PDFInfo
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- CN114495611A CN114495611A CN202011256378.XA CN202011256378A CN114495611A CN 114495611 A CN114495611 A CN 114495611A CN 202011256378 A CN202011256378 A CN 202011256378A CN 114495611 A CN114495611 A CN 114495611A
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B9/00—Simulators for teaching or training purposes
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B5/00—Electrically-operated educational appliances
- G09B5/02—Electrically-operated educational appliances with visual presentation of the material to be studied, e.g. using film strip
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Abstract
The invention relates to a VR-based mechanical room overhaul simulation training method, which comprises the following steps: 1) adding a collision body to the head, wherein the collision body is used for detecting the contact of the head and a mechanical partition wall body or equipment; 2) when the collision body detects that the head is in contact with a wall or equipment between machines and transverse/longitudinal die penetrating occurs, recording a die penetrating distance and a die penetrating direction; the transverse direction is along the width direction of the machine room; 3) the whole model between machines moves along the die-penetrating direction, and the transverse/longitudinal moving distance is equal to the die-penetrating distance. The invention has the beneficial effects that: when the die is penetrated, the machines move relatively, and the machines move along with the user while the moving space of the user is not moved, so that the die penetrating phenomenon is avoided. And the moving distance is smooth along with the die penetrating distance, so that the position correction which is not felt by the user can be realized to the maximum extent.
Description
Technical Field
The invention relates to a VR-based mechanical room overhaul simulation training method.
Background
With the popularization of Virtual Reality (VR) technology, more and more simulation training systems are applied to the rail transit industry. By means of VR technology, a student can sense and know locomotive components in a completely virtual three-dimensional scene, and overhaul faults and simulate a driving process; thereby improving the immersion and the sense of reality of the simulation driving training system.
The virtual reality technology is based on the fact that the positions of the VR helmet and the handle in a fixed moving range are positioned through signal receiving and transmitting of the two positioners and fed back to a program, and position information of a user cannot interact with a physical engine of the program. At the moment, the student in the virtual scene is in a three-dimensional space, the program is only a space where the base station is positioned, and the movement of the student in the space can only be fed back to the program in a one-way mode. Therefore, the existing VR software has the problem that the head and the hands penetrate through the virtual model without physical feedback, namely the problem of head penetrating through the model and the problem of hand penetrating through the model, which can also be called as the problem of head penetrating through the model and the problem of handle penetrating through the model.
Moreover, in the field of locomotive simulation training, trainees need to simulate maintenance operations between machines. And the machinery room is a closed and very narrow space. Head and hand penetrations are therefore a very common problem in simulation training between machines.
In the face of this problem, the solution includes:
first, mold penetration is not considered.
And secondly, after the die is penetrated, the visual angle is completely blackened, and a black screen is caused, so that a user is reminded to penetrate the die.
Thirdly, the die penetrating of the user is embodied in a mode of vibrating a handle.
These approaches undoubtedly result in poor realism and a degraded user experience.
Disclosure of Invention
The application aims to provide a VR-based machine room overhaul simulation training method for solving the problem of head penetrating through a mold.
In order to achieve the aim, the invention provides a VR-based machine room overhaul simulation training method, which comprises the following steps of:
1) adding a collision body to the head, wherein the collision body is used for detecting the contact of the head and a mechanical partition wall body or equipment;
2) when the collision body detects that the head is in contact with a wall or equipment between machines and transverse/longitudinal die penetrating occurs, recording die penetrating distance and die penetrating direction; the transverse direction is along the width direction of the machine room;
3) the whole model between machines moves along the die-penetrating direction, and the transverse/longitudinal moving distance is equal to the die-penetrating distance.
Further, the recorded die penetrating direction is transverse or longitudinal without angles.
Further, the recorded die penetrating direction is a direction with an angle, and when the whole machine moves along the die penetrating direction, the movement in the other direction is included.
Furthermore, the moving distance in the other direction is equal to the die penetration distance tan θ, θ is an included angle between the die penetration direction and the transverse direction during transverse die penetration, and θ is an included angle between the die penetration direction and the longitudinal direction during longitudinal die penetration.
Further, the inter-machine model is independently generated.
The invention has the beneficial effects that: when the die is penetrated, the machines move relatively, and the machines move along with the user while the moving space of the user is not moved, so that the die penetrating phenomenon is avoided. And the moving distance is smooth along with the die penetrating distance, so that the position correction which is not felt by the user can be realized to the maximum extent.
And the models between machines are independently generated, so that influence on other models is avoided.
Drawings
FIG. 1 is a schematic view of a die-piercing solution of embodiment 1;
FIG. 2 is a schematic view of a die-piercing solution of embodiment 2;
FIG. 3 is a schematic view of longitudinal drawing through of the mold according to example 3;
wherein A, B are two side walls of the mechanical room model, and C represents the head; the direction along the side wall is the Y direction, i.e. the machine-to-machine length direction or longitudinal direction, and the direction perpendicular to the side wall is the X direction, i.e. the machine-to-machine width direction or transverse direction.
Detailed Description
Example 1
As shown in fig. 1, fig. 1(a) shows the positional relationship between the head and the machine in the normal state, in which the head is located within AB and no die penetration occurs. The inter-machine model represented by AB is a stand-alone model to facilitate movement.
As shown in fig. 1(b), a die-piercing condition occurs, in which the head C penetrates the left sidewall a by a maximum distance Δ X, i.e., a die-piercing distance Δ X in the X direction.
At this time, in order to avoid the die penetration and ensure the user experience and the sense of reality, the whole machine needs to be moved laterally by Δ X, i.e., in the die penetration direction. The result is that the machine room moves from the AB position to the A1B1 position, namely, a relative movement is generated, so that the whole independently generated machine room follows the movement of the user and the movement space of the user is not moved, the head is newly included in the range of the new machine room, and the die-cutting phenomenon is avoided. And the moving distance is smooth along with the die penetrating distance, so that the position correction which is not felt by the user can be realized to the maximum extent.
In order to realize the requirements, the specific technical scheme is as follows:
1) a collision body is added to the head, and the collision body is used for detecting the contact of the head and a mechanical partition wall body or equipment. The collision body is an algorithm component for detecting whether an object collides and contacts with other objects by a virtual reality engine, and belongs to the prior art.
2) When the collision body detects that the head is in contact with a wall or equipment between machines and the die penetrates, recording the transverse die penetrating distance delta X in the X-axis direction and recording the die penetrating direction; the die-through direction is herein referred to as the opposite direction along the X-axis, i.e., die-through to the left.
3) And controlling the whole machine to transversely move delta X along the die penetrating direction along with the user, and if the moving vector is P, changing the P into delta X.
If the head continues to penetrate the die, the machine room may be processed according to the above steps 2) and 3) again based on the current A1B 1.
This embodiment moves only the X-axis vector in three dimensions, which has the advantage of a smaller calculation and only a single axis change has to be recorded.
Example 2
The difference between example 2 and example 1 is that: only the general direction of the through mold, namely the positive X direction or the negative X direction, is considered in the embodiment 1; while example 2 also considers the specific direction of the die penetration, i.e. the angle corresponding to the X-direction.
As shown in fig. 2(a), (b) and (C), when the die penetration occurs, the head C penetrates through the left side wall a, the die penetration distance Δ X is along the X direction, and the included angle between the die penetration direction and the X axis is θ. When the whole machine is moved, the whole machine moves by delta X along the X direction and moves by delta Y along the Y-axis direction, the moving vector is P, the included angle between P and the X direction is theta, and delta Y is delta X tan theta.
In order to realize the requirements, the specific technical scheme is as follows:
1) a collision body is added to the head, and the collision body is used for detecting the contact of the head and a mechanical partition wall body or equipment.
2) When the collision body detects the contact of the head with the wall or the equipment between the machines and the die-through occurs, the transverse die-through distance Δ X and the die-through direction θ in the X-axis direction are recorded.
3) And controlling the whole machine to move along the die-penetrating direction along with the user, wherein the moving vector is P, namely moving along the X direction by delta X, and moving along the Y direction by delta Y-delta X-tan theta.
In this way, although the amount of calculation is larger than that in embodiment 1, the sense of realism and the user experience are better.
In addition, as other embodiments, the handle can also be controlled to vibrate to remind the user when the die is pierced, so as to increase the immersion feeling and the physical feedback.
Example 3
Fig. 1, fig. 2 shows a transverse die-through, fig. 3 shows a longitudinal die-through, similar to the embodiment 1/2, when controlling, if the recorded die-through direction is the approximate direction, the whole machine room should be moved in the Y-axis direction; if the recorded die-threading direction is an angled direction, the entire machine should be moved at least in the Y-axis direction.
Similarly, if the longitudinal die penetration and the transverse die penetration occur simultaneously, the die penetration distance Δ X of the transverse die penetration and the die penetration distance Δ Y of the longitudinal die penetration may be recorded according to embodiment 1, and then the transverse movement Δ X and the longitudinal movement Δ Y may be recorded.
Claims (5)
1. A VR-based machine room overhaul simulation training method is characterized by comprising the following steps:
1) adding a collision body to the head, wherein the collision body is used for detecting the contact of the head and a mechanical partition wall body or equipment;
2) when the collision body detects that the head is in contact with a wall or equipment between machines and transverse/longitudinal die penetrating occurs, recording die penetrating distance and die penetrating direction; the transverse direction is along the width direction of the machine room;
3) the whole model between machines moves along the die-penetrating direction, and the transverse/longitudinal moving distance is equal to the die-penetrating distance.
2. The VR-based machine room overhaul simulation training method of claim 1, wherein the recorded die penetration direction is transverse or longitudinal without an angle.
3. The VR-based machine room overhaul simulation training method of claim 1, wherein the recorded die penetration direction is an angled direction, and movement in another direction is included when the entire machine room moves in the die penetration direction.
4. The VR-based machine overhaul simulation training method of claim 3, wherein the other direction moves by a distance tan θ, θ is an angle between the die-through direction and the transverse direction when the die is traversed in the transverse direction, and θ is an angle between the die-through direction and the longitudinal direction when the die is traversed in the longitudinal direction.
5. The VR-based machine shop overhaul simulation training method of any of claims 1-4, wherein the machine shop model is generated independently.
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Citations (3)
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WO2018103635A1 (en) * | 2016-12-07 | 2018-06-14 | 腾讯科技(深圳)有限公司 | Processing method and device for climb operation in vr scenario, and readable storage medium |
CN109982628A (en) * | 2016-12-08 | 2019-07-05 | 英特尔公司 | Wearable measurement system and application method |
CN111696399A (en) * | 2019-03-15 | 2020-09-22 | 中国石油化工股份有限公司 | VR simulation experience training method for handling dangerous chemical transport tank car collision accident |
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- 2020-11-11 CN CN202011256378.XA patent/CN114495611A/en active Pending
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
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WO2018103635A1 (en) * | 2016-12-07 | 2018-06-14 | 腾讯科技(深圳)有限公司 | Processing method and device for climb operation in vr scenario, and readable storage medium |
CN109982628A (en) * | 2016-12-08 | 2019-07-05 | 英特尔公司 | Wearable measurement system and application method |
CN111696399A (en) * | 2019-03-15 | 2020-09-22 | 中国石油化工股份有限公司 | VR simulation experience training method for handling dangerous chemical transport tank car collision accident |
Non-Patent Citations (1)
Title |
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流星与蝴蝶: "关于VR开发中的穿墙问题随想", pages 30 - 35, Retrieved from the Internet <URL:https://www.cnblogs.com/luhairong/p/6530417.html> * |
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