CN114519780B - Motion simulation method for realizing winding of simulation cone yarn based on three-dimensional engine - Google Patents

Motion simulation method for realizing winding of simulation cone yarn based on three-dimensional engine Download PDF

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CN114519780B
CN114519780B CN202210417758.XA CN202210417758A CN114519780B CN 114519780 B CN114519780 B CN 114519780B CN 202210417758 A CN202210417758 A CN 202210417758A CN 114519780 B CN114519780 B CN 114519780B
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winding
point
variable
model
drum
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CN114519780A (en
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王涛
李腾
鞠洪利
李传彬
周慎河
赵磊
柳晓坤
任雨桐
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Shandong Jerei Digital Technology Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • BPERFORMING OPERATIONS; TRANSPORTING
    • B65CONVEYING; PACKING; STORING; HANDLING THIN OR FILAMENTARY MATERIAL
    • B65HHANDLING THIN OR FILAMENTARY MATERIAL, e.g. SHEETS, WEBS, CABLES
    • B65H54/00Winding, coiling, or depositing filamentary material
    • B65H54/02Winding and traversing material on to reels, bobbins, tubes, or like package cores or formers
    • B65H54/28Traversing devices; Package-shaping arrangements
    • BPERFORMING OPERATIONS; TRANSPORTING
    • B65CONVEYING; PACKING; STORING; HANDLING THIN OR FILAMENTARY MATERIAL
    • B65HHANDLING THIN OR FILAMENTARY MATERIAL, e.g. SHEETS, WEBS, CABLES
    • B65H54/00Winding, coiling, or depositing filamentary material
    • B65H54/02Winding and traversing material on to reels, bobbins, tubes, or like package cores or formers
    • B65H54/40Arrangements for rotating packages
    • B65H54/44Arrangements for rotating packages in which the package, core, or former is engaged with, or secured to, a driven member rotatable about the axis of the package
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/003Navigation within 3D models or images
    • BPERFORMING OPERATIONS; TRANSPORTING
    • B65CONVEYING; PACKING; STORING; HANDLING THIN OR FILAMENTARY MATERIAL
    • B65HHANDLING THIN OR FILAMENTARY MATERIAL, e.g. SHEETS, WEBS, CABLES
    • B65H2701/00Handled material; Storage means
    • B65H2701/30Handled filamentary material
    • B65H2701/31Textiles threads or artificial strands of filaments

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  • Software Systems (AREA)
  • Physics & Mathematics (AREA)
  • Computer Graphics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
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  • General Engineering & Computer Science (AREA)
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  • Winding Filamentary Materials (AREA)

Abstract

The invention relates to a motion simulation method for realizing winding of a simulated cone yarn based on a three-dimensional engine, which is characterized by comprising the following steps of: s1, building a 3D model of the cheese winding machine; s2, importing the built 3D model into a project created by a three-dimensional engine; s3, the 3D model implements a motion process of winding the simulated cone yarn based on a preset simulation logic script; the method is realized by simultaneously combining a plurality of technical means of a 3D model, a C # code and a mathematical model based on a three-dimensional engine, can be applied to the teaching of textile industry personnel, verifies certain winding methods similar to the simulation method model structure, and can predict the effect of winding the cheese in actual production through the observed process and result, thereby reducing the trial-and-error cost and loss in the actual production.

Description

Motion simulation method for realizing simulation of cheese winding based on three-dimensional engine
Technical Field
The invention relates to an analog simulation method based on a three-dimensional engine, in particular to a motion simulation method for simulating winding of a cone yarn.
Background
The winding of the cheese is realized by driving a roller to rotate by an alternating-current variable-frequency motor, driving the roller to rotate by friction force, and simultaneously moving a yarn guide back and forth at a constant speed to ensure that the yarn can be uniformly wound on the roller. Different winding results are obtained according to different roller speeds and wire materials.
The prior art does not disclose a motion simulation method capable of simulating the winding of the cone yarn, and obviously, the motion simulation method capable of simulating the winding of the cone yarn can obtain the positive effects and significance of the technology and the industrial application in the following aspects:
(1) debugging different parameters by observing various winding processes and results;
(2) the simulation method is used for teaching textile industry personnel;
(3) verifying some winding methods similar to the model structure of the simulation method by using the simulation method;
(4) the effect of winding the cone yarn in the actual production is predicted by simulating the process and the result of observation, and the trial-and-error cost and the loss in the actual production are reduced.
Disclosure of Invention
The invention aims to provide a motion simulation method for simulating winding of cheese, which is realized on the basis of a three-dimensional engine and by combining a plurality of technical means of a 3D model, a C # language and a mathematical model, and has important and positive effects on industrial technical development.
In order to achieve the purpose, the technical scheme adopted by the invention is as follows:
a motion simulation method for realizing the winding of a simulated cone yarn based on a three-dimensional engine is characterized by comprising the following steps:
s1, building a 3D model of the cheese winding machine;
s2, importing the built 3D model into a project created by a three-dimensional engine;
s3, the 3D model simulates the movement process of winding of the cheese based on a preset simulation logic script.
As an embodiment of the present invention, in S1, a 3D model of the winding machine is built through 3D Max software.
As an embodiment of the present invention, in S1, a 3D model of the winding machine is built through Maya software.
As an embodiment of the present invention, in S1, the 3D model includes a reel, a drum, a yarn guide, and a yarn, wherein the drum is used as a driving wheel and is in rolling fit with the reel used as a driven wheel through friction, and the reel is used for winding the yarn.
As an embodiment of the present invention, in S2, the three-dimensional engine is a Unity engine.
As a specific embodiment of the present invention, the simulation control of S3 includes the following specific processes:
s31, before starting the simulation process, firstly creating two empty position variables v1 and v2, setting a certain position point on the left side of the winding drum as a winding starting point A, setting a certain position point on the right side of the winding drum as a winding ending point B, and respectively storing the position information of the point A and the point B as variables vA and vB;
creating two floating point type variable speed speeds 1 and 2 and giving their initial values, setting speed1 as the rotational speed of the drum, that is, the rotational speed of the drum and the speed at which the wire is wound; let speed2 be the traverse speed of the yarn guide;
creating a wire material;
a floating point type variable radius is created and given its initial value.
S32, the reel starts rotating at speed1, the position information in the variable vA is stored in the variable v1, the position information in the variable vB is stored in the variable v2, and the wire is wound on the reel starting from the position of point a stored in the variable v 1.
The dynamic generation method of the wire in winding comprises the following steps: designating a radius alpha with the point a and the point B on the reel represented by the position information stored in v1 and v2 as a start point and an end point, calculating a winding angle alpha, and creating a series of position variables from the start point and the end point, the radius and the winding angle alpha; drawing a hexagon at the starting point and the ending point respectively, designating material, dynamically drawing points, lines and surfaces according to the winding speed1 and the traversing speed2 to form a line model, connecting the two ends of the line model with the vertexes corresponding to the hexagons of the starting point and the ending point, and adding the generated line model into a collision body.
The ratio of the traverse speed2 of the yarn guide to the rotational speed1 of the drum determines the winding angle α at which the wire is wound on the drum, tan α = speed2/speed 1.
S33, the yarn guide traverses to the right at the speed2 and moves to a point B stored in a variable v2, and the distance between two points on the reel A, B represented by the position information in the variables v1 and v2 is the distance between the starting point and the ending point of the winding line.
S34, when the wire is wound to the point B in the variable v2, the first winding is finished; at this time, the position information in the variables v1 and v2 is cleared, the position information of the variable vB is stored in the variable v1, and the position information of the variable vA is stored in the variable v 2; the second winding process is started with the point B on the spool represented by the position information in the variable v1 as the starting point and the point a on the spool represented by the position information in the variable v2 as the ending point.
In the winding process of S3, when the number of winding turns n1 is greater than 1, the wire model starts to be superposed on the winding drum, and the thickness of the wire on the winding drum starts to increase; the radius of the wound roll at this time is represented by the mathematical model R = R1 + R2 × n1, where R is the overall radius of the roll and the wire, R1 is the roll radius, R2 is the radius of the wire, and n1 is the number of turns of the wire wound on the roll.
The simulation degree of the wire model is determined by the number of segments of one wire winding. When a circle of line is wound on the winding drum, the circle of line is regarded as an n-polygon, and when n is larger, the length of any one side of the n-polygon is shorter, and then the n-polygon is closer to a circle. A mathematical model is constructed accordingly: l = C/(360/n); wherein l represents the length of each segment in the n-sided polygon, C represents the perimeter of the n-sided polygon, and n represents the number of sides of the n-sided polygon; expressed in code as: everyStepLength = cicleLength/(360 f/everyStepALength);
where everyStepLength represents each segment length, cicleLength represents the perimeter of the n-gon, everystepengle represents the number of segments of the n-gon.
The degree of simulation of the line model can be controllably adjusted by changing the value of everystenpane.
The invention relates to a motion simulation method for simulating winding of a cheese based on a three-dimensional engine, which is realized based on the three-dimensional engine and combines various technical means of a 3D model, a C # code and a mathematical model. The simulation method can be applied to the teaching of textile industry personnel, verifies certain winding methods similar to the simulation method model structure, and can predict the effect of winding the cheese in actual production through the observed process and result, thereby reducing the trial-and-error cost and loss in actual production.
Drawings
FIG. 1 is a flow chart of a motion simulation method for simulating winding of a yarn package based on a three-dimensional engine according to a first embodiment;
fig. 2 is a schematic structural view of a 3D model of a package winder in the first embodiment.
Detailed Description
The detailed technical solutions of the present invention will be described clearly and completely by way of examples, and it should be understood that the described examples are only a part of the examples of the present invention, and not all of the examples.
A motion simulation method for realizing the winding of a simulated cheese based on a three-dimensional engine comprises the following steps:
s1, building a 3D model of the cheese winding machine through 3D Max or Maya software, wherein the 3D model comprises a roller 1 driven by a motor, a yarn guide 2 is arranged on one side of the roller 1, a winding drum 3 in rolling fit with the roller 1 is arranged on the other side of the roller 1, and a yarn 4 enters between the roller 1 and the winding drum 3 through the yarn guide 2 and is wound on the winding drum 3.
And S2, opening the Unity engine to create a 3D Project, and importing the built 3D model into the created 3D Project.
S3, compiling a logic script of a simulation method by adopting a C # language to control the 3D model to simulate the winding motion of the cone yarn; the method specifically comprises the following steps:
s31, before starting the simulation process, firstly creating two empty position variables v1 and v2, setting a certain position point on the left side of the winding drum as a winding starting point A, setting a certain position point on the right side of the winding drum as a winding ending point B, and respectively storing the position information of the point A and the point B as variables vA and vB;
creating two floating point type variable speed speeds 1 and 2 and giving their initial values, setting speed1 as the rotational speed of the drum, that is, the rotational speed of the drum and the speed at which the wire is wound; let speed2 be the traverse speed of the yarn guide;
creating a wire material;
a floating point type variable radius is created and given its initial value.
S32, the reel starts rotating at speed1, the position information in the variable vA is stored in the variable v1, the position information in the variable vB is stored in the variable v2, and the wire is wound on the reel starting from the position of point a stored in the variable v 1.
The dynamic generation method of the wire in winding comprises the following steps: designating a radius with the point a and the point B on the reel represented by the position information stored in v1 and v2 as a start point and an end point, calculating a winding angle α, and creating a series of position variables from the start point and the end point, the radius, and the winding angle α; drawing a hexagon at the starting point and the ending point respectively, designating material, dynamically drawing points, lines and surfaces according to the winding speed1 and the traversing speed2 to form a line model, connecting the two ends of the line model with the vertexes corresponding to the hexagons of the starting point and the ending point, and adding the generated line model into a collision body.
The ratio of the traverse speed2 of the yarn guide to the rotational speed1 of the drum determines the winding angle α at which the wire is wound on the drum, tan α = speed2/speed 1.
S33, the yarn guide traverses to the right at the speed2 and moves to a point B stored in a variable v2, and the distance between two points on the reel A, B represented by the position information in the variables v1 and v2 is the distance between the starting point and the ending point of the winding line.
S34, when the wire is wound to the point B in the variable v2, the first winding is finished; at the moment, the position information in the variables v1 and v2 is emptied, the position information of the variable vB is stored into the variable v1, and the position information of the variable vA is stored into the variable v 2; the second winding process is started with the point B on the spool represented by the position information in the variable v1 as the starting point and the point a on the spool represented by the position information in the variable v2 as the ending point.
In the winding process of S3, when the winding number n1 is greater than 1, the wire model starts to be superposed on the winding drum, and the thickness of the wire on the winding drum starts to increase; the radius of the wound roll at this time is represented by the mathematical model R = R1 + R2 × n1, where R is the overall radius of the roll and the wire, R1 is the roll radius, R2 is the wire radius, and n1 is the number of turns of the wire wound on the roll.
The simulation degree of the wire model is determined by the number of segments of one wire winding. When the winding drum is wound with a circle of line, the circle of line is regarded as an n-polygon, and when n is larger, the length of any one side of the n-polygon is shorter, and the n-polygon is closer to a circle. A mathematical model is constructed accordingly: l = C/(360/n); wherein l represents the length of each segment in the n-sided polygon, C represents the perimeter of the n-sided polygon, and n represents the number of sides of the n-sided polygon; expressed in code as: everyStepLength = cicleLength/(360 f/everyStepALength);
where everyStepLength represents each segment length, ciclelelength represents the perimeter of the n-sided polygon, everystepengle represents the number of segments of the n-sided polygon.
The degree of simulation of the line model can be controllably adjusted by changing the value of everystenpane.
The control logic of the invention is as follows: firstly, two points are determined on the winding drum and the position information of the two points is respectively assigned to position variables v1 and v 2; winding once from the point a on the reel represented by the position information in the variable v1 as the starting point to the point B on the reel represented by the position information in the variable v2 as the ending point; when the yarn is wound to the point B on the spool represented by the position information in v2, the position information in v1 and v2 is cleared, and when the position information of vA was given to the position information of v1 and vB was given to v2 in the previous time, the information of vA is given to v2 and the information of vB is given to v1 in this time, and the yarn carrier always traverses in the direction of v 2.
While the foregoing is directed to embodiments of the present invention, other and further embodiments of the invention may be devised without departing from the basic scope thereof, and the scope thereof is determined by the claims that follow.

Claims (8)

1. A motion simulation method for realizing winding of a simulated cone yarn based on a three-dimensional engine is characterized by comprising the following steps:
s1, building a 3D model of the cheese winding machine;
s2, importing the built 3D model into a project created by a three-dimensional engine;
s3, the 3D model simulates the movement process of winding of the cheese based on a preset simulation logic script;
the S3 includes:
s31, creating two empty position variables v1 and v2, setting a certain position point on the left side of the winding drum as a winding starting point A, setting a certain position point on the right side of the winding drum as a winding ending point B, and respectively storing the position information of the point A and the point B as variables vA and vB;
two floating point type variable speed1 and speed2 are created and given their initial values, speed1 is set as the drum rotation speed, i.e. the speed of rotation of the drum and the speed at which the wire is wound; let speed2 be the traverse speed of the yarn guide;
creating a wire material;
creating a floating point type variable radius and giving an initial value of the floating point type variable radius;
s32, the winding drum starts to rotate at a speed1, the position information in the variable vA is stored into a variable v1, the position information in the variable vB is stored into a variable v2, and the wire is wound on the winding drum by taking the position of the point A stored in the variable v1 as a starting point;
s33, traversing the yarn guide to the right at a speed of speed2, and moving the yarn guide to a point B stored in a variable v2, wherein the distance between two points A, B on the winding drum represented by the position information in the variables v1 and v2 is the distance between the starting point and the ending point of the winding line;
s34, when the wire is wound to the point B in the variable v2, the first winding is finished; at the moment, the position information in the variables v1 and v2 is emptied, the position information of the variable vB is stored into the variable v1, and the position information of the variable vA is stored into the variable v 2; the second winding process is started with the point B on the spool represented by the position information in the variable v1 as the starting point and the point a on the spool represented by the position information in the variable v2 as the ending point.
2. The motion simulation method for simulating winding of cone yarn based on three-dimensional engine as claimed in claim 1,
in S1, a 3D model of the winding machine is built by 3D Max software or Maya software.
3. The motion simulation method for simulating winding of cone yarn based on three-dimensional engine as claimed in claim 1,
in S1, the 3D model includes a drum as a driving wheel, a drum as a driven wheel, a yarn guide, and a yarn, and the drum is configured to wind the yarn.
4. The motion simulation method for realizing the simulation of the winding of the cone yarn based on the three-dimensional engine as claimed in claim 1,
in S2, the three-dimensional engine is a Unity engine.
5. The motion simulation method for realizing the simulation of the winding of the cone yarn based on the three-dimensional engine as claimed in claim 1,
in S3, the dynamic generation method of the wire in winding is: designating a radius alpha with the point a and the point B on the reel represented by the position information stored in v1 and v2 as a start point and an end point, calculating a winding angle alpha, and creating a series of position variables from the start point and the end point, the radius and the winding angle alpha; drawing a hexagon at the starting point and the ending point respectively, designating material, dynamically drawing points, lines and surfaces according to the winding speed1 and the traversing speed2 to form a line model, connecting the two ends of the line model with the vertexes corresponding to the hexagons of the starting point and the ending point, and adding the generated line model into a collision body.
6. The motion simulation method for realizing the simulation of the winding of the cone yarn based on the three-dimensional engine as claimed in claim 1,
the ratio of the traverse speed2 of the yarn guide to the rotational speed1 of the drum determines the winding angle α at which the wire is wound on the drum, tan α = speed2/speed 1.
7. The motion simulation method for realizing the simulation of the winding of the cone yarn based on the three-dimensional engine as claimed in claim 1,
in the winding process of S3, when the number of winding turns n1 is greater than 1, the wire model starts to be superposed on the winding drum, and the thickness of the wire on the winding drum starts to increase; the radius of the wound roll at this time is represented by the mathematical model R = R1 + R2 × n1, where R is the overall radius of the roll and the wire, R1 is the roll radius, R2 is the wire radius, and n1 is the number of turns of the wire wound on the roll.
8. The motion simulation method for simulating winding of a cone yarn based on a three-dimensional engine as claimed in claim 5,
the simulation degree of the line model is determined by the number of the sections of one-turn winding of the line, namely when one-turn winding of the line is wound on the winding drum, the one-turn winding is regarded as an n-polygon, and when n is larger, the length of any one side of the n-polygon is shorter;
a mathematical model is constructed accordingly: l = C/(360/n); wherein l represents the length of each segment in the n-sided polygon, C represents the perimeter of the n-sided polygon, and n represents the number of sides of the n-sided polygon; expressed in code as: everyStepLength = cicleLength/(360 f/everyStepAngle);
wherein everyStepLength represents each segment length, cicleLength represents the perimeter of the n-polygon, and everyStepAengle represents the number of segments of the n-polygon;
the simulation degree of the line model is controlled and adjusted by changing the value of everystenpane.
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