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CN112657191B - Character identification display method, device, equipment and storage medium - Google Patents

Character identification display method, device, equipment and storage medium Download PDF

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Publication number
CN112657191B
CN112657191B CN202011544818.1A CN202011544818A CN112657191B CN 112657191 B CN112657191 B CN 112657191B CN 202011544818 A CN202011544818 A CN 202011544818A CN 112657191 B CN112657191 B CN 112657191B
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China
Prior art keywords
role
character
position information
obstacle
hanging point
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CN112657191A (en
Inventor
师锐
胡婷婷
赵男
包炎
刘超
施一东
李鑫培
董一夫
张宁烨
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Shanghai Mihoyo Tianming Technology Co Ltd
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Shanghai Mihoyo Tianming Technology Co Ltd
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Abstract

The invention discloses a character identification display method, a device, equipment and a storage medium. The method comprises the following steps: acquiring position information of a target hanging point, wherein the target hanging point is bound with a root point of a role; determining position information of a role identifier according to the position information of the target hanging point, wherein the role identifier is bound with the target hanging point; and displaying the role identifier according to the position information of the role identifier. By the technical scheme, the position information of the character mark can be determined according to the position information of the target hanging point. Meanwhile, whether the game role can pass through the obstacle is judged according to the double judgment standards of the hanging point and the collision box, so that the operation precision is improved, and the game experience of a player is improved. When judging that the game character can not pass through the obstacle according to the hanging point, the collision box is not needed to judge whether the game character can pass through the obstacle, so that the operation amount is greatly reduced, the operation efficiency is improved, and the smoothness of the game is improved.

Description

Character identification display method, device, equipment and storage medium
Technical Field
The embodiment of the invention relates to the technical field of games, in particular to a character identification display method, a device, equipment and a storage medium.
Background
With the rapid development of the internet, the online game industry is born and is vigorously developed, and the online game has become a sunward industry with great potential and broad development prospect in the current society. However, with the rapid growth of the gaming industry, game players have placed higher demands on the gaming experience. In online games, in order for a player to recognize the identity of other players and grasp the status of himself or herself and other game characters in real time, character identification information needs to be displayed in the vicinity of the characters. In the prior art, if the character body is greatly inclined, the identification information of the character may deviate from the optimal display position, so that the viewing experience of the game player is greatly affected. In addition, collision detection is generally performed using a collision box when determining whether a character can pass through an obstacle. However, the game scene and the game character form are changeable, the effect of taking the collision box as a single judgment standard is poor, and the appearance design of the game character is more and more complex and exquisite, so that the collision box is adopted for collision detection, the operation amount is large, the operation efficiency is low, and the extremely poor game experience is brought to a game player.
Disclosure of Invention
The embodiment of the invention provides a character identification display method, a device, equipment and a storage medium, which are used for binding a target hanging point with a root point of a character and determining position information of the character identification according to the position information of the target hanging point. Meanwhile, whether the game role can pass through the obstacle is judged according to the double judgment standards of the hanging point and the collision box.
In a first aspect, an embodiment of the present invention provides a method for displaying a character identifier, including:
acquiring position information of a target hanging point, wherein the target hanging point is bound with a root point of a role;
determining position information of a role identifier according to the position information of the target hanging point, wherein the role identifier is bound with the target hanging point;
and displaying the character identification according to the position information of the character identification.
Further, the role identification includes: at least one of name, ID, physical strength, blood volume, and bulletin board.
Further, the method further comprises the following steps:
acquiring attribute information of objects in an area around the character;
and controlling the role according to the position information of the target hanging point and the attribute information of the object.
Further, controlling the role according to the position information of the target hanging point and the attribute information of the object includes:
and if the object is determined to be an obstacle according to the attribute information of the object, judging whether the role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the role.
Further, determining whether the role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the role includes:
if the mesh vertexes of the obstacle and the role identifications are determined to be not collided according to the position information of the target hanging points, and the role is determined to be not collided with the obstacle according to the collision boxes corresponding to the role, the role is determined to pass through the obstacle;
and if the mesh vertexes of the obstacle and the character identification collision are determined according to the position information of the target hanging points, determining that the character cannot pass through the obstacle.
In a second aspect, an embodiment of the present invention further provides a role identifier display device, where the device includes:
the first acquisition module is used for acquiring the position information of the target hanging point, wherein the target hanging point is bound with the root point of the role;
the determining module is used for determining the position information of the role identifier according to the position information of the target hanging point, wherein the role identifier is bound with the target hanging point;
and the display module is used for displaying the role identifier according to the position information of the role identifier.
Further, the role identification includes: at least one of name, ID, physical strength, blood volume, and bulletin board.
Further, the method further comprises the following steps:
the second acquisition module is used for acquiring attribute information of objects in the surrounding area of the character;
and the control module is used for controlling the role according to the position information of the target hanging point and the attribute information of the object.
Further, the control module is specifically configured to:
and if the object is determined to be an obstacle according to the attribute information of the object, judging whether the role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the role.
Further, the control module is further configured to:
if the mesh vertexes of the obstacle and the role identifications are determined to be not collided according to the position information of the target hanging points, and the role is determined to be not collided with the obstacle according to the collision boxes corresponding to the role, the role is determined to pass through the obstacle;
and if the mesh vertexes of the obstacle and the character identification collision are determined according to the position information of the target hanging points, determining that the character cannot pass through the obstacle.
In a third aspect, an embodiment of the present invention further provides a computer device, including a memory, a processor, and a computer program stored in the memory and capable of running on the processor, where the processor implements the method for displaying a role identifier according to any one of the embodiments of the present invention when the processor executes the program.
In a fourth aspect, an embodiment of the present invention further provides a computer readable storage medium having stored thereon a computer program, which when executed by a processor, implements a role identification display method according to any of the embodiments of the present invention.
The embodiment of the invention binds the target hanging point with the root point of the role, and can determine the position information of the role identifier according to the position information of the target hanging point. Meanwhile, whether the game role can pass through the obstacle is judged according to the double judgment standards of the hanging point and the collision box, so that the operation precision is improved, and the game experience of a player is improved. When judging that the game character can not pass through the obstacle according to the hanging point, the collision box is not needed to judge whether the game character can pass through the obstacle, so that the operation amount is greatly reduced, the operation efficiency is improved, and the smoothness of the game is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a character identification display method according to a first embodiment of the present invention;
FIG. 1a is a schematic diagram of a prior art character identification display location;
FIG. 1b is a schematic diagram of a character identification display location in a first embodiment of the invention;
fig. 2 is a schematic structural diagram of a character indicator display device according to a second embodiment of the present invention;
fig. 3 is a schematic structural diagram of a computer device in a third embodiment of the present invention.
Detailed Description
The invention is described in further detail below with reference to the drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting thereof. It should be further noted that, for convenience of description, only some, but not all of the structures related to the present invention are shown in the drawings.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures. Meanwhile, in the description of the present invention, the terms "first", "second", and the like are used only to distinguish the description, and are not to be construed as indicating or implying relative importance.
Example 1
Fig. 1 is a flowchart of a method for displaying a character identifier according to a first embodiment of the present invention, where the method may be performed by a character identifier display device according to the embodiment of the present invention, and the device may be implemented in software and/or hardware, as shown in fig. 1, and the method specifically includes the following steps:
s110, acquiring position information of a target hanging point, wherein the target hanging point is bound with a root point of a role.
The character refers to a current character of a player in the game, and may be a secondary character such as a Dali character or other living bodies, and the player may switch the current character according to needs in the game process, for example, may switch the current character from Dali A to Dali B.
Based on the game character modeling technology, the root point of the current character refers to the root skeleton displacement point of the current character, and represents the overall motion of the character. Generally, in most game applications, the player's movements are separated from the animation, and the mobile system is only responsible for handling the player's position and rotation, and the animation system only plays the corresponding animation. Therefore, the root point of the character needs to be set to represent the overall motion of the current character, so that the moving position of the character is perfectly matched with the animation.
The setting position of the root point may be set according to a user requirement, for example, the root point may be set at a position that is a preset distance from a midpoint of a two-foot connection line of the current character, which is not limited in the embodiment of the present invention. The root point of the general character is set on the projection of the center of gravity of the current character between the feet.
Specifically, the position information of the target hanging point is acquired, the target hanging point is bound with the root point of the current role, and the relative positions of the root point and the target hanging point are unchanged. When the current role jumps, the root point of the current role changes, and the target hanging point changes along with the change of the height of the root point of the current role. When the current character walks, joggs and crouches, the root point can incline forwards and backwards or backwards, but the height change cannot occur, so that the target hanging point bound with the root point of the current character cannot also occur the height change. That is, the distance between the target hanging point and the root point of the current character is always kept unchanged, and the target hanging point changes with the change of the height of the root point of the current character.
S120, determining position information of the role identification according to the position information of the target hanging point, wherein the role identification is bound with the target hanging point.
The character identifier is used for displaying identity information and current state of the character. The identity information of the character may be a name and an ID of the character, and the current state of the character may be physical strength, blood volume, offensiveness and defensive power of the user.
Specifically, the role identifier and the target hanging point are bound, the binding distance between the role identifier and the target hanging point is kept unchanged, and the position information of the role identifier is determined according to the position information of the target hanging point.
For example, the manner of determining the location information of the character identifier according to the location information of the target hanging point may be: the distance between the position of the character mark and the target hanging point is kept unchanged, and the position of the target hanging point can be adjusted according to the motion state of the current character. The role identifier and the target hanging point are bound, which has the following advantages: the display position of the character mark can be adjusted on a circumference taking the target hanging point as a center and taking the binding distance between the character mark and the target hanging point as a radius, so that the position information of the character mark can be changed according to the motion state of the game character. For example, when the game character is in a straight line, the character mark can be displayed above the head top of the character, the connecting line of the central point of the character mark and the target hanging point is perpendicular to the horizontal plane, and when the game character is in a swimming state, the character mark is displayed above the head top of the character, and the connecting line of the central point of the color mark and the target hanging point is perpendicular to the horizontal plane, so that the look and feel of the player on the character mark is improved.
The best display position of the character identifier is 2cm above the head of the character. As shown in fig. 1a, in the prior art, when the movement form of a character changes, the display position of the character mark deviates from the optimal position, which gives a bad looking experience to the game player, for example, when the body of the character is greatly inclined in the prior art, the character mark may deviate and further be displayed on the top of the head of the character, above the back or above the foot. For example, a character identification may appear on both feet of some characters while the game character is in a swimming state. As shown in fig. 1b, in the method for displaying a character identifier in this embodiment, the character identifier is bound to the target hanging point 102, where the target hanging point 102 is bound to the root point 101, when the body of the character is greatly inclined, the identification information of the character can be always displayed above the game character by adjusting the positions of the character identifier and the target hanging point, and the connection line between the central point of the character identifier and the target hanging point is perpendicular to the horizontal plane.
In addition, the display position of the character identifier needs to be set according to the movement form of the character, so that the configuration of the identifier position of each character is required when the game character is modeled. The role identifier and the target hanging point are bound, which has the following advantages: for different game characters, the position of the character identifier can be changed by changing the position of the target hanging point, and the position of the character identifier does not need to be determined one by one.
Optionally, the role identifier includes: at least one of name, ID, physical strength, blood volume, and bulletin board.
Wherein the name is generally assigned by the system for representing the identity of the character. The ID may be assigned by the system or defined by the user, the ID may be unique, the user may set the initial ID when registering the game account, or the initial ID may be modified according to rules. The ID may be any combination of chinese characters, letters, or symbols, to which embodiments of the present invention are not limited. The physical strength and blood volume may be changed in real time according to the current state of the character. Wherein the bulletin board is used for displaying identity information or status information of the character, for example, the name, ID, physical strength and blood volume of the user can be displayed on the bulletin board. Preferably, the bulletin board is provided transparent.
S130, displaying the character identification according to the position information of the character identification.
Specifically, the identification of the character is displayed on the corresponding position according to the position information of the character identification, so that the user can identify the identities of other game characters in the game process and acquire the states of the characters of the user and other game players in real time. Optionally, the method further comprises:
acquiring attribute information of objects in an area around the character;
and controlling the role according to the position information of the target hanging point and the attribute information of the object.
Wherein, the attribute information of the object in the area around the current character can be at least one of the position, the height, the volume, the material, the value, the use and the type of the object.
The object in the area around the current character may be an object having a distance from the current character less than a set distance, for example, an object having a distance from the current character less than 5 meters may be obtained.
The object may be a fixed object, such as a cave, a door frame, a stone, etc., may be a living body, such as a monster, other game character, etc., or may be any object or living body that blocks the current character from continuing to travel. For example, the object may be a slice other than the current character, a monster, a stone, or a cave, which is not limited by the embodiment of the present invention.
Specifically, the position information and the type of the object are determined according to the attribute information of the object, and the type can be an obstacle or a target object. And controlling the current role according to the position of the target hanging point and the type and position information of the object.
For example, if it is determined that the object is an obstacle according to the attribute information of the object, it is determined whether the current character can pass through the obstacle according to the position information of the target hanging point and the position information of the obstacle. If the object is determined to be the target object according to the attribute information of the object, judging whether the current role can pick up the target object according to the position information of the target hanging point and the position information of the target object.
Optionally, the controlling the role according to the position information of the target hanging point and the attribute information of the object includes:
and if the object is determined to be an obstacle according to the attribute information of the object, judging whether the role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the role.
Specifically, the object is determined to be an obstacle according to the attribute information of the object, the obstacle is an object capable of colliding with the current character, the obstacle can be a fixed object, such as a cave, a door frame, a stone, etc., can be a living body, such as a monster, other game characters, etc., or can be any object or living body which can prevent the current character from continuing to travel.
Specifically, the method for judging whether the current role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the current role may be: firstly, determining whether the current role can pass through the obstacle according to the position information of the target hanging point, and judging whether the current role can pass through the obstacle according to a collision box corresponding to the current role; or judging whether the current role can pass through the obstacle according to the collision box corresponding to the current role, and determining whether the current role can pass through the obstacle according to the position information of the target hanging point; and determining whether the current role can pass through the obstacle according to the position information of the target hanging point while judging whether the current role can pass through the obstacle according to the collision box corresponding to the current role.
It should be noted that, since it is determined whether the current character can pass through the obstacle according to the position information of the target hanging point, only the calculation of whether the target hanging point can pass through the obstacle is needed, and the calculation amount is small. And judging whether the current role can pass through the obstacle according to the collision boxes corresponding to the current role, and calculating whether each collision box corresponding to the current role collides with the obstacle or not, wherein each game role possibly has a plurality of collision boxes, for example, the head, the body and the limbs of the game role are respectively one collision box. The three-dimensional shape of the crash box is determined according to the three-dimensional structure of the character, and the closer the three-dimensional shape of the crash box is to the three-dimensional structure of the character, the more accurate the crash analysis is, and the larger the calculation amount of the crash analysis is. Therefore, a large amount of calculation is required to judge whether the current character can pass through the obstacle according to the collision box corresponding to the current character. In this embodiment, it is preferable to determine whether the current role can pass through the obstacle according to the position information of the target hanging point, and then determine whether the current role can pass through the obstacle according to the collision box corresponding to the current role, so as to reduce the amount of calculation of collision analysis for determining whether the current role can pass through the obstacle.
Optionally, the judging whether the role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the role includes:
if the mesh vertexes of the obstacle and the role identifications are determined to be not collided according to the position information of the target hanging points, and the role is determined to be not collided with the obstacle according to the collision boxes corresponding to the role, the role is determined to pass through the obstacle;
and if the mesh vertexes of the obstacle and the character identification collision are determined according to the position information of the target hanging points, determining that the character cannot pass through the obstacle.
Based on the game scene modeling technology, the obstacle in the online game is an object or a living body composed of different numbers of triangles, and a grid structure covering the object is obtained.
Specifically, collision analysis is performed on each grid vertex corresponding to the obstacle and the target hanging point, and collision analysis is performed on the collision box of the current role and the grid vertex corresponding to the obstacle. If the target hanging point does not collide with each grid vertex corresponding to the obstacle, and the collision box of the current role does not collide with the grid vertex corresponding to the obstacle, determining that the current role can pass through the obstacle.
The advantages of this arrangement are that: judging whether the current role can pass through the obstacle or not only according to the collision box corresponding to the current role, wherein the current role can pass through the obstacle in the current motion state, but if the motion state of the current role has larger transient change, the role can be blocked in the obstacle. Therefore, whether the current role can pass through the obstacle is judged according to the position information of the target hanging point and the collision box corresponding to the current role. If the target hanging point does not collide with each grid vertex corresponding to the obstacle, and the collision box of the current role does not collide with the grid vertex corresponding to the obstacle, determining that the current role can pass through the obstacle.
According to the technical scheme, the target hanging point and the root point of the role are bound, so that the position information of the role identifier can be determined according to the position information of the target hanging point. Meanwhile, whether the game role can pass through the obstacle is judged according to the double judgment standards of the hanging point and the collision box, so that the operation precision is improved, and the game experience of a player is improved. When judging that the game character can not pass through the obstacle according to the hanging point, the collision box is not needed to judge whether the game character can pass through the obstacle, so that the operation amount is greatly reduced, the operation efficiency is improved, and the smoothness of the game is improved.
Example two
Fig. 2 is a schematic structural diagram of a character identifier display device according to a second embodiment of the present invention. The embodiment may be applicable to a situation where a character identifier is displayed, and the apparatus may be implemented in a software and/or hardware manner, and the apparatus may be integrated in any device that provides a function of displaying a character identifier, as shown in fig. 2, where the apparatus for displaying a character identifier specifically includes: a first acquisition module 210, a determination module 220, and a display module 230.
The first obtaining module 210 is configured to obtain location information of a target hanging point, where the target hanging point is bound to a root point of a role;
a determining module 220, configured to determine location information of a role identifier according to the location information of the target hanging point, where the role identifier is bound to the target hanging point;
and the display module 230 is configured to display the character identifier according to the position information of the character identifier.
Optionally, the role identifier includes: at least one of name, ID, physical strength, blood volume, and bulletin board.
Optionally, the method further comprises:
the second acquisition module is used for acquiring attribute information of objects in the surrounding area of the character;
and the control module is used for controlling the role according to the position information of the target hanging point and the attribute information of the object.
Optionally, the control module is specifically configured to:
and if the object is determined to be an obstacle according to the attribute information of the object, judging whether the role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the role.
Optionally, the control module is further configured to:
if the mesh vertexes of the obstacle and the role identifications are determined to be not collided according to the position information of the target hanging points, and the role is determined to be not collided with the obstacle according to the collision boxes corresponding to the role, the role is determined to pass through the obstacle;
and if the mesh vertexes of the obstacle and the character identification collision are determined according to the position information of the target hanging points, determining that the character cannot pass through the obstacle.
The product can execute the method provided by any embodiment of the invention, and has the corresponding functional modules and beneficial effects of the execution method.
According to the technical scheme, the target hanging point and the root point of the role are bound, so that the position information of the role identifier can be determined according to the position information of the target hanging point. Meanwhile, whether the game role can pass through the obstacle is judged according to the double judgment standards of the hanging point and the collision box, so that the operation precision is improved, and the game experience of a player is improved. When judging that the game character can not pass through the obstacle according to the hanging point, the collision box is not needed to judge whether the game character can pass through the obstacle, so that the operation amount is greatly reduced, the operation efficiency is improved, and the smoothness of the game is improved.
Example III
Fig. 3 is a schematic structural diagram of a computer device according to a third embodiment of the present invention. FIG. 3 illustrates a block diagram of an exemplary computer device 12 suitable for use in implementing embodiments of the present invention. The computer device 12 shown in fig. 3 is merely an example and should not be construed as limiting the functionality and scope of use of embodiments of the present invention.
As shown in FIG. 3, computer device 12 is in the form of a general purpose computing device. Components of computer device 12 may include, but are not limited to: one or more processors or processing units 16, a system memory 28, a bus 18 that connects the various system components, including the system memory 28 and the processing units 16.
Bus 18 represents one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processor, and a local bus using any of a variety of bus architectures. By way of example, and not limitation, such architectures include industry standard architecture (Industry Standard Architecture, ISA) bus, micro channel architecture (Micro Channel Architecture, MCA) bus, enhanced ISA bus, video electronics standards association (Video Electronics Standards Association, VESA) local bus, and peripheral component interconnect (Peripheral Component Interconnect, PCI) bus.
Computer device 12 typically includes a variety of computer system readable media. Such media can be any available media that is accessible by computer device 12 and includes both volatile and nonvolatile media, removable and non-removable media.
The system memory 28 may include computer system readable media in the form of volatile memory, such as random access memory (Random Access Memory, RAM) 30 and/or cache memory 32. The computer device 12 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, storage system 34 may be used to read from or write to non-removable, nonvolatile magnetic media (not shown in FIG. 3, commonly referred to as a "hard disk drive"). Although not shown in fig. 3, a disk drive for reading from and writing to a removable nonvolatile magnetic disk (e.g., a "floppy disk"), and an optical disk drive for reading from or writing to a removable nonvolatile optical disk (Compact Disc-Read Only Memory, CD-ROM), digital versatile disk (Digital Video Disc-Read Only Memory, DVD-ROM), or other optical media, may be provided. In such cases, each drive may be coupled to bus 18 through one or more data medium interfaces. Memory 28 may include at least one program product having a set (e.g., at least one) of program modules configured to carry out the functions of embodiments of the invention.
A program/utility 40 having a set (at least one) of program modules 42 may be stored in, for example, memory 28, such program modules 42 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment. Program modules 42 generally perform the functions and/or methods of the embodiments described herein.
The computer device 12 may also communicate with one or more external devices 14 (e.g., keyboard, pointing device, display 24, etc.), one or more devices that enable a user to interact with the computer device 12, and/or any devices (e.g., network card, modem, etc.) that enable the computer device 12 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 22. In addition, in the computer device 12 of the present embodiment, the display 24 is not present as a separate body but is embedded in the mirror surface, and the display surface of the display 24 and the mirror surface are visually integrated when the display surface of the display 24 is not displayed. Moreover, the computer device 12 may also communicate with one or more networks such as a local area network (Local Area Network, LAN), a wide area network Wide Area Network, a WAN) and/or a public network such as the internet via the network adapter 20. As shown, network adapter 20 communicates with other modules of computer device 12 via bus 18. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with computer device 12, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, disk array (Redundant Arrays of Independent Disks, RAID) systems, tape drives, data backup storage systems, and the like.
The processing unit 16 executes various functional applications and data processing by running programs stored in the system memory 28, for example, implementing a character identification display method provided by an embodiment of the present invention: acquiring position information of a target hanging point, wherein the target hanging point is bound with a root point of a role; determining position information of a role identifier according to the position information of the target hanging point, wherein the role identifier is bound with the target hanging point; and displaying the character identification according to the position information of the character identification.
Example IV
A fourth embodiment of the present invention provides a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements a character identifier display method as provided in all the embodiments of the present invention: acquiring position information of a target hanging point, wherein the target hanging point is bound with a root point of a role; determining position information of a role identifier according to the position information of the target hanging point, wherein the role identifier is bound with the target hanging point; and displaying the character identification according to the position information of the character identification.
Any combination of one or more computer readable media may be employed. The computer readable medium may be a computer readable signal medium or a computer readable storage medium or any combination of the two. The computer readable storage medium can be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the computer-readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, either in baseband or as part of a carrier wave. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
In some implementations, the clients, servers may communicate using any currently known or future developed network protocol, such as HTTP (Hyper Text Transfer Protocol ), and may be interconnected with any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include a local area network ("LAN"), a wide area network ("WAN"), the internet (e.g., the internet), and peer-to-peer networks (e.g., ad hoc peer-to-peer networks), as well as any currently known or future developed networks.
The computer readable medium may be contained in the electronic device; or may exist alone without being incorporated into the electronic device.
Computer program code for carrying out operations of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, smalltalk, C ++ and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computer (for example, through the Internet using an Internet service provider).
The flowcharts and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units involved in the embodiments of the present disclosure may be implemented by means of software, or may be implemented by means of hardware. Wherein the names of the units do not constitute a limitation of the units themselves in some cases.
The functions described above herein may be performed, at least in part, by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that may be used include: a Field Programmable Gate Array (FPGA), an Application Specific Integrated Circuit (ASIC), an Application Specific Standard Product (ASSP), a system on a chip (SOC), a Complex Programmable Logic Device (CPLD), and the like.
In the context of this disclosure, a machine-readable medium may be a tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device. The machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. The machine-readable medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. More specific examples of a machine-readable storage medium would include an electrical connection based on one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
Note that the above is only a preferred embodiment of the present invention and the technical principle applied. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, while the invention has been described in connection with the above embodiments, the invention is not limited to the embodiments, but may be embodied in many other equivalent forms without departing from the spirit or scope of the invention, which is set forth in the following claims.

Claims (5)

1. A character identification display method, comprising:
acquiring position information of a target hanging point, wherein the target hanging point is bound with a root skeleton displacement point of a role;
determining position information of a role identifier according to the position information of the target hanging point, wherein the role identifier is bound with the target hanging point;
displaying the character identifier according to the position information of the character identifier;
wherein, still include:
acquiring attribute information of objects in an area around the character;
controlling the role according to the position information of the target hanging point and the attribute information of the object;
wherein controlling the character according to the position information of the target hanging point and the attribute information of the object comprises:
if the object is determined to be an obstacle according to the attribute information of the object, judging whether the role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the role;
judging whether the role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the role, wherein the method comprises the following steps:
if the mesh vertexes of the obstacle and the role identifications are determined to be not collided according to the position information of the target hanging points, and the role is determined to be not collided with the obstacle according to the collision boxes corresponding to the role, the role is determined to pass through the obstacle;
and if the mesh vertexes of the obstacle and the character identification collision are determined according to the position information of the target hanging points, determining that the character cannot pass through the obstacle.
2. The method of claim 1, wherein the character identification comprises: at least one of name, ID, physical strength, blood volume, and bulletin board.
3. A character identification display device, comprising:
the first acquisition module is used for acquiring the position information of the target hanging point, wherein the target hanging point is bound with the root skeleton displacement point of the character;
the determining module is used for determining the position information of the role identifier according to the position information of the target hanging point, wherein the role identifier is bound with the target hanging point;
the display module is used for displaying the character identifier according to the position information of the character identifier;
wherein, still include:
the second acquisition module is used for acquiring attribute information of objects in the surrounding area of the character;
the control module is used for controlling the role according to the position information of the target hanging point and the attribute information of the object;
the control module is specifically configured to:
if the object is determined to be an obstacle according to the attribute information of the object, judging whether the role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the role;
the control module is further configured to:
if the mesh vertexes of the obstacle and the role identifications are determined to be not collided according to the position information of the target hanging points, and the role is determined to be not collided with the obstacle according to the collision boxes corresponding to the role, the role is determined to pass through the obstacle;
and if the mesh vertexes of the obstacle and the character identification collision are determined according to the position information of the target hanging points, determining that the character cannot pass through the obstacle.
4. A computer device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor implements the method of any of claims 1-2 when the program is executed by the processor.
5. A computer readable storage medium, on which a computer program is stored, characterized in that the program, when being executed by a processor, implements the method according to any of claims 1-2.
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