WO2025011347A1 - Virtual object display method and apparatus, storage medium, and electronic device - Google Patents
Virtual object display method and apparatus, storage medium, and electronic device Download PDFInfo
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- WO2025011347A1 WO2025011347A1 PCT/CN2024/101960 CN2024101960W WO2025011347A1 WO 2025011347 A1 WO2025011347 A1 WO 2025011347A1 CN 2024101960 W CN2024101960 W CN 2024101960W WO 2025011347 A1 WO2025011347 A1 WO 2025011347A1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/63—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/006—Mixed reality
Definitions
- the present disclosure relates to the field of computer technology, and in particular to a method for displaying a virtual object, a device for displaying a virtual object, a computer-readable storage medium, and an electronic device.
- Virtual objects generally refer to virtual scenes or people or objects in virtual scenes.
- terminal devices display virtual objects, they are displayed from a specific perspective. Therefore, when users observe, control or edit virtual objects, they usually need to adjust the perspective multiple times to see the information of virtual objects in different directions. This makes user operation very inconvenient, and frequent adjustments will also increase the computing resource overhead of the device and increase energy consumption.
- the present disclosure provides a method for displaying a virtual object, a display device for a virtual object, a computer-readable storage medium, and an electronic device, so as to at least to some extent solve the problem of inconvenience in operation when a user observes, controls, or edits a virtual object.
- a method for displaying a virtual object wherein a graphical user interface is provided through a terminal device, the graphical user interface comprising a first screen, the first screen displaying a projection of the virtual object in a first field of view plane; the virtual object has at least one reference axis; the method comprising: determining an invisible direction axis relative to the first field of view plane in the reference axis; determining a second field of view plane according to the invisible direction axis, the angle between the invisible direction axis and the second field of view plane being less than or equal to a first preset angle; and providing a second screen in the graphical user interface, and displaying the projection of the virtual object in the second field of view plane in the second screen.
- a display device for a virtual object which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a first screen, and the first screen displays the projection of the virtual object in a first field of view plane; the virtual object has at least one reference axis; the device includes: an invisible direction axis determination module, which is configured to determine an invisible direction axis relative to the first field of view plane in the reference axis; a second field of view plane determination module, which is configured to determine a second field of view plane based on the invisible direction axis, and the angle between the invisible direction axis and the second field of view plane is less than or equal to a first preset angle; and a display processing module, which is configured to provide a second screen in the graphical user interface, and display the virtual object in the second screen.
- the projection in the second viewing plane is configured to provide a second screen in the graphical user interface.
- a computer-readable storage medium on which a computer program is stored.
- the computer program is executed by a processor, the method for displaying a virtual object according to the first aspect and possible implementation methods thereof are implemented.
- an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the virtual object display method and possible implementation methods of the above-mentioned first aspect by executing the executable instructions.
- an invisible direction axis relative to the first field of view plane in the reference axis is determined, and a second field of view plane is determined, and a second screen is provided in the graphical user interface, and the projection of the virtual object in the second field of view plane is displayed through the second screen.
- the second field of view plane can focus on presenting the information of the virtual object on the invisible direction axis, thereby effectively supplementing the missing information in the first field of view plane, so that the user can obtain relatively complete information of the virtual object by viewing the two screens, and there is no need to adjust the viewing angle multiple times during the viewing, control or editing process, which improves the convenience of user operation, while reducing the computing resource overhead of the device and saving energy consumption.
- FIG1 is a schematic diagram showing a first screen and a second screen of one of the exemplary embodiments of the present disclosure
- FIG2 is a schematic diagram showing a game editing scene and a scene component selection control according to one exemplary embodiment of the present disclosure
- FIG3 is a schematic diagram showing a perspective of setting a game editing scene according to one of the exemplary embodiments of the present disclosure
- FIG4A is a schematic diagram showing a bird's-eye view of one of the exemplary embodiments of the present disclosure
- FIG4B is a schematic diagram showing a game perspective of one of the exemplary embodiments of the present disclosure.
- FIG5 is a flowchart showing a method for displaying a virtual object according to one of the exemplary embodiments of the present disclosure
- FIG6 shows a flow chart of determining an invisible direction axis according to one of the exemplary embodiments of the present disclosure
- FIG7 is a schematic diagram showing a scaling operation on a virtual object according to one of the exemplary embodiments of the present disclosure
- FIG8 is a schematic diagram showing an operation of moving a virtual object according to one of the exemplary embodiments of the present disclosure
- FIG9 is a schematic structural diagram of a display device for a virtual object according to one of the exemplary embodiments of the present disclosure.
- FIG. 10 is a schematic structural diagram of an electronic device according to one of the exemplary embodiments of the present disclosure.
- the virtual object that the user sees through the display screen is the projection of the virtual object on the display plane, and the projection cannot fully reflect the information of the virtual object.
- the virtual object is a three-dimensional virtual object or a higher-dimensional virtual object
- the user can only see the projection information of one surface through the display plane, and cannot see the information of other surfaces. Therefore, when the user observes, controls or edits the virtual object, it is usually necessary to adjust the viewing angle multiple times to see the information of the virtual object in different directions, such as the position and size of the three-dimensional virtual object in different directions, so as to accurately control or edit it. Obviously, this brings great inconvenience to the user's operation.
- the user frequently adjusts the viewing angle it will also increase the computing resource overhead of the device and increase energy consumption.
- an exemplary embodiment of the present disclosure provides a method for displaying a virtual object to improve the operational convenience of a user when observing, controlling or editing a virtual object, and to reduce computing resource overhead and energy consumption of a device.
- the control method of the virtual object in one embodiment of the present disclosure can be run on a local terminal device or a server.
- the interactive method in the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
- cloud games refer to a game mode based on cloud computing.
- the operation mode of cloud games the operating body of the game program and the main body of the game screen presentation are separated.
- the storage and operation of the interactive methods in the game are completed on the cloud game server.
- the role of the client device is used for receiving and sending data and presenting the game screen.
- the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing.
- the player operates the client device to send an operation instruction to the cloud game server.
- the cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network.
- the client device decodes and outputs the game screen.
- a graphical user interface can be displayed by a terminal device, which can be a mobile phone, a personal computer, a tablet computer, a smart wearable device, a game console, etc., which has a display function and can display a graphical user interface.
- the graphical user interface may include a screen of the terminal device running an operating system, such as a desktop, a system setting interface, an application program interface, etc.
- the graphical user interface may include a first screen 110, and the first screen 110 displays the projection of the virtual object 130 in the first visual plane, that is, the image seen by observing the virtual object 130 along the normal direction of the first visual plane.
- the graphical user interface may also include a second screen 120, and the second screen 120 may be fixedly displayed in the graphical user interface, or may be displayed in the graphical user interface when specific conditions are met.
- the second screen 120 displays the projection of the virtual object 130 in the second visual plane, that is, the image seen by observing the virtual object 130 along the normal direction of the second visual plane.
- the first visual plane and the second visual plane are not parallel, so that the observation angles of the first screen 110 and the second screen 120 are not exactly the same, so that the user can obtain more comprehensive information about the virtual object 130 by combining the projections in the two screens.
- FIG1 shows that the first screen 110 is the main interface and the second screen 120 is the window interface.
- the graphical user interface can also be divided into two parts horizontally or vertically, one part is the first screen 110 and the other part is the second screen 120, etc.
- the present disclosure does not limit the arrangement or position relationship of the first screen 110 and the second screen 120.
- the virtual object may be a virtual scene, or a person or object in the virtual scene.
- the virtual object may be a three-dimensional virtual object.
- the virtual object has at least one reference axis, which is used to provide benchmark information in a specific direction.
- the information of the virtual object can be measured and characterized by the reference axis. For example, by obtaining the position and size of the three-dimensional virtual object on each reference axis, the position and three-dimensional size of the three-dimensional virtual object in three-dimensional space can be determined. Any two reference axes intersect to form an angle of a specific size.
- the reference axis may be the coordinate axis of the reference coordinate system of the virtual object itself. As shown in FIG.
- the reference axis may include an X-axis, a Y-axis, and a Z-axis. Any two reference axes are perpendicular to each other.
- the virtual object is a virtual scene, its own reference coordinate system may be the world coordinate system of the virtual scene.
- the reference axis may be the normal axis of the surface of the virtual object. For example, if the virtual object is a tetrahedron (such as a pyramid), the normal axis of each face thereof may be used as a reference axis, and four reference axes may be obtained.
- the virtual object may be the current editing object in the game editing scene.
- the game editing scene is an editable game scene, and the user can edit the components in the scene, the background of the scene, etc. to generate a game scene that can be used in the game.
- the game editing scene provided by the running game program can be displayed in the graphical user interface.
- the game program may be a main game program, and the game main program provides a game scene editing function (such as a game editor built into the game program). When the user uses this function, the game editing scene can be entered.
- the game program may also be a game scene editing program associated with the main game program, such as a game editor that can run independently without relying on the main game program. The user can choose to create a new game scene and edit it, or can choose to edit an existing game scene, thereby triggering entry into the game editing scene for editing operations.
- the game program in this exemplary embodiment can support players to customize and edit game scenes. Therefore, the user in this article can refer to the game production staff (such as artists) of the game manufacturer, or it can refer to the player.
- a game editing scene to be edited and a plurality of scene component selection controls may be displayed in a graphical user interface.
- the game editing scene may include a scene background and generated scene components.
- the scene component selection control is a control for operating a scene component pre-configured in the game program. The operation of the scene component selection control can generate the corresponding scene component in the game editing scene.
- FIG2 shows the scene component selection controls such as "block component”, “cylinder component”, “semi-cylinder component”, etc. When the user uses these controls to operate, the corresponding block component, cylinder component, semi-cylinder component, etc. can be generated in the game editing scene.
- the game program may come with multiple different scene components, such as those pre-configured by artists and stored in the game program.
- the scene components may be pre-configured by the player, such as the player may obtain scene components that are not originally in the game program by modeling in the game editing scene or other editing interface, and store them in the game program.
- the scene component selection controls corresponding to the above scene components may be displayed in the graphical user interface, so that the player can conveniently use these scene components to edit the scene.
- one or more information such as the size, position, direction, color, texture, and shape of the scene components can be configured.
- users can directly call the configured information, which is very convenient and efficient.
- users can also adjust the configured information in the scene components, such as adjusting one or more of the above information to make it more in line with their needs and preferences.
- the game program can display or hide the scene component selection control in the graphical user interface through preset logic, or the user can display or hide the scene component selection control in the graphical user interface through specific operations. For example, when the user selects a scene component in the game editing scene as the current editing object, the scene component selection control can be hidden, and when the user does not select any scene component, the scene component selection control can be displayed.
- the game editing scene can be displayed in the first screen and the second screen at the same time, and the scene component selection control can be displayed in the first screen.
- the scene component is the current editing object, that is, the virtual object mentioned above.
- a first virtual camera and a second virtual camera may be set in a game editing scene.
- a virtual camera is a tool in a game program that simulates a real camera to shoot game scene images.
- the first virtual camera and the second virtual camera may shoot virtual objects and local scenes where virtual objects are located from different perspectives.
- the first field of view plane is an imaging plane of the first virtual camera, and the first picture displays a picture formed by the first virtual camera shooting the game editing scene.
- the second field of view plane is an imaging plane of the second virtual camera, and the second picture displays a picture formed by the second virtual camera shooting the game editing scene.
- the positions of the first virtual camera and the second virtual camera can both be changed dynamically.
- the user can control the position of the first virtual camera to dynamically change the first field of view plane, showing the effect of observing the virtual object from different angles.
- the position of the second virtual camera can be automatically adjusted according to the display method of the virtual object in this exemplary embodiment.
- the game editing scene can present two different perspectives, namely, the God's perspective and the game perspective.
- the God's perspective refers to observing the game editing scene from a third-person perspective.
- the user can directly control the virtual camera (such as the first virtual camera) to move the perspective instead of controlling the game character in the game editing scene.
- the game perspective refers to observing the game editing scene from a first-person perspective.
- the user can control a game character in the game editing scene, and the game character can be bound to a virtual camera (such as the first virtual camera), that is, the positional relationship between the game character and the virtual camera is fixed, for example, the game character can be located at the focus of the virtual camera, and when the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective.
- a virtual joystick, up or down controls, etc. can be set in the game editing scene, and the user can move the virtual camera or move the game character by operating these controls.
- the display method of virtual objects in this exemplary embodiment can be applied to the God's perspective or the game perspective in the game editing scene.
- FIG5 shows an exemplary process of a method for displaying a virtual object, which may include the following steps S510 to S530:
- Step S510 determining an invisible direction axis relative to the first field of view plane in the reference axis
- Step S520 determining a second viewing plane according to the invisible direction axis, wherein an angle between the invisible direction axis and the second viewing plane is less than or equal to a first preset angle;
- Step S530 providing a second picture in the graphics and user interface, and displaying the projection of the virtual object in the second field of view plane in the second picture.
- an invisible direction axis relative to the first visual plane in the reference axis is determined, and a second visual plane is determined, and a second screen is provided in the graphical user interface, and the projection of the virtual object in the second visual plane is displayed through the second screen.
- the second visual plane can focus on presenting the information of the virtual object on the invisible direction axis, thereby effectively supplementing the missing information in the first visual plane, so that the user can obtain relatively complete information of the virtual object by viewing the two screens, and does not need to adjust the viewing angle multiple times during the viewing, control or editing process, which improves the convenience of user operation, and at the same time reduces the computing resource overhead of the device (such as a terminal device or a server for background processing, etc.), saving energy consumption.
- the device such as a terminal device or a server for background processing, etc.
- step S510 an invisible direction axis relative to a first viewing plane is determined in the reference axis.
- the first visual plane can only display the information of the virtual object in some directions, and will lose the information in other directions. For example, displaying the two-dimensional projection information of the virtual object in the first visual plane will cause the loss of one or more dimensions of information in the three-dimensional plane in the first visual plane.
- the direction corresponding to the lost information is called the invisible direction
- the corresponding axis is called the invisible direction axis.
- the invisible direction can refer to a completely invisible direction.
- the information in the Z-axis direction cannot be seen in the first visual plane, that is, the Z-axis direction is completely invisible, and the Z-axis can be determined as the invisible direction axis.
- the invisible direction can also refer to a direction with poor visibility.
- the first visual plane is nearly parallel to the X-Y plane, and only a little information in the Z-axis direction can be seen in the first visual plane, that is, the visibility in the Z-axis direction is poor, and the Z-axis can be determined as the invisible direction axis.
- the invisible direction axis can be determined in the reference axis according to the positional relationship between the reference axis and the first visual plane.
- the positional relationship between the reference axis and the first visual plane can be reflected by the angle between the reference axis and the first visual plane, the projection parameters of the reference axis in the first visual plane, etc.
- the visibility of the reference axis in the first visual plane can be quantified, thereby determining the reference axis with poor visibility as Invisible direction axis.
- the step of determining the invisible direction axis relative to the first viewing plane in the reference axis may include the following steps S610 and S620:
- Step S610 obtaining a projection of a reference axis in a first field of view plane to obtain a first projection axis corresponding to the reference axis;
- Step S620 determining the invisible direction axis from the reference axis according to the angles between different first projection axes.
- the first projection axis refers to the projection of the reference axis in the first field of view plane.
- the X-axis, Y-axis, and Z-axis shown in Figure 1 are the projections of the X-axis, Y-axis, and Z-axis of the virtual object in the virtual scene in the first field of view plane, that is, the first projection axis.
- the angle between each two first projection axes can be obtained, such as ⁇ XOY, ⁇ XOZ, and ⁇ YOZ in Figure 1, and the invisible direction axis can be determined according to the size of the angle. For example, if any two reference axes are perpendicular to each other, the angle closest to 90 degrees among the above angles can be determined, and the invisible direction axis can be determined in other reference axes other than the reference axis corresponding to the first projection axis forming the angle.
- ⁇ XOY is closest to 90 degrees, which is formed by the first projection axis of the X axis and the first projection axis of the Y axis.
- the only other reference axis is the Z axis, so the Z axis is determined as the invisible direction axis. In this way, the invisible direction axis can be determined quickly and conveniently.
- the step of determining the invisible direction axis from the reference axis according to the angles between different first projection axes may include the following steps:
- the invisible direction axis is determined from two reference axes corresponding to the two first projection axes.
- the second preset angle is a reference angle used to measure the size of the angle between the first projection axes, which can be determined based on experience or specific circumstances. If the angle between the two first projection axes is smaller than the second preset angle, it means that the projections of the two reference axes corresponding to the two first projection axes in the first field of view plane have a relatively serious perspective transformation, and there is an invisible direction axis in the two reference axes, and one of them can be determined as the invisible direction axis, or both reference axes can be determined as the invisible direction axis.
- the second preset angle can be determined according to the size of the virtual object on the reference axis, and the second preset angle can be positively correlated with the size of the virtual object on the reference axis, and a linear or nonlinear mapping relationship can be presented between the two, which can be set in advance according to experience or specific needs.
- the size of the virtual object on the reference axis can be the maximum size of the virtual object on the reference axis, or the size of the regular shape bounding box (such as a rectangular bounding box) of the virtual object on the reference axis. Since the size of the virtual object on different reference axes may be different, the second preset angle can be determined for different reference axes.
- the second preset angle corresponding to the X axis, the second preset angle corresponding to the Y axis, and the second preset angle corresponding to the Z axis can be determined according to the size of the virtual object on the X axis, the Y axis, and the Z axis. If ⁇ YOZ is less than the second preset angle corresponding to the Z axis, but not less than the second preset angle corresponding to the Y axis, it is determined that the Z axis is an invisible direction axis and the Y axis is not an invisible direction axis. The invisible direction axis determined in this way is more accurate.
- the invisible direction axis is determined from the two reference axes corresponding to the two first projection axes.
- the difference between the angle between the two first projection axes and the angle between the two reference axes corresponding to the two first projection axes represents the change in the angle before and after the two reference axes are projected on the first field of view plane, and can further characterize the degree of perspective transformation that occurs when the two reference axes are projected onto the first field of view plane.
- the third preset angle is a reference angle used to measure the magnitude of the angle change, which can be determined based on experience or specific circumstances. Exemplarily, as shown in FIG1 , the angle between any two of the three reference axes is 90 degrees. If the difference between the angle between the two first projection axes and 90 degrees (the absolute value of the difference can be taken) is greater than the third preset angle, the invisible direction axis is determined from the two reference axes corresponding to the two first projection axes.
- the invisible direction axis can be determined by taking the intersection. For example, if the angle between the first projection axis of the X-axis and the first projection axis of the Z-axis is less than the second preset angle, it is determined that there is an invisible direction axis between the X-axis and the Z-axis, and the angle between the first projection axis of the Y-axis and the first projection axis of the Z-axis is also less than the second preset angle, it is determined that there is an invisible direction axis between the Y-axis and the Z-axis, and it can be concluded that the Z-axis is the invisible direction axis.
- the difference between the angle between the first projection axis of the X-axis and the first projection axis of the Z-axis and 90 degrees is greater than the third preset angle, it is determined that there is an invisible direction axis between the X-axis and the Z-axis, and the difference between the angle between the first projection axis of the Y-axis and the first projection axis of the Z-axis and 90 degrees is greater than the third preset angle, it is determined that there is an invisible direction axis between the Y-axis and the Z-axis, and it can be concluded that the Z-axis is the invisible direction axis.
- determining the invisible direction axis relative to the first field of view plane in the reference axis may include the following steps:
- the angle between the reference axis and the first viewing plane is obtained, and the reference axis whose angle with the first viewing plane is greater than a fourth preset angle is determined as the invisible direction axis.
- the angle between the reference axis and the first visual plane refers to the angle between the positive direction of the reference axis in the three-dimensional space and the first visual plane, rather than the projection angle in the first visual plane.
- the angle between the positive direction and the negative direction of the reference axis it can be generally considered that the angle between the positive direction and the first visual plane is not greater than 90 degrees, and accordingly, the angle between the negative direction and the first visual plane is not less than 90 degrees. The smaller the angle between the reference axis and the first visual plane, the better the visibility of the reference axis direction in the first visual plane, and vice versa.
- a fourth preset angle can be set for the angle between the reference axis and the first visual plane as an angle threshold for measuring whether the angle is too large.
- the fourth preset angle can be determined based on experience or the size of the virtual object. Exemplarily, the fourth preset angle can be greater than 45 degrees, such as 60 degrees. When the fourth preset angle is greater than 45 degrees, the number of invisible direction axes can be made not more than 1.
- the angle between a certain reference axis and the first viewing plane is greater than a fourth preset angle, it means that the visibility of the reference axis direction in the first viewing plane is very poor, and the reference axis can be determined as an invisible direction axis.
- the step of determining the invisible direction axis relative to the first field of view plane in the reference axis may include the following steps:
- the projection length of the reference axis in the first field of view plane is obtained, and the reference axis whose projection length is less than a preset length is determined as an invisible direction axis.
- a reference axis indicates a direction and does not have a length.
- the projection length of the axis can be quantified, and a default length can be set for the reference axis.
- the default lengths of different reference axes can be the same.
- the preset length can be determined based on the default length of the reference axis and combined with experience, such as the preset length can be 1/2 of the default length.
- the projection length of a reference axis in the first viewing plane is less than a preset length, it means that the visibility of the reference axis direction in the first viewing plane is very poor, and the reference axis can be determined as an invisible direction axis.
- the above illustrates how to determine the invisible direction axis through a variety of exemplary methods.
- Parameters such as the angle of the first projection axis, the angle between the reference axis and the first field of view plane, and the projection length of the reference axis in the first field of view plane are easy to obtain.
- threshold conditions such as the second preset angle, the third preset angle, the fourth preset angle, and the preset length, the invisible direction axis can be determined relatively simply and quickly.
- the above threshold conditions such as the second preset angle, the third preset angle, the fourth preset angle, the preset length, etc. are equivalent to setting absolute conditions for the invisible direction axis.
- the direction axis with the worst visibility of the reference axis in the first field of view plane can be determined as the invisible direction axis to ensure that the invisible direction axis always exists.
- the angle between every two first projection axes is obtained, and the invisible direction axis is determined in the two reference axes corresponding to the two first projection axes with the smallest angle.
- the difference between the angle between every two first projection axes and the angle between the corresponding two reference axes is obtained, and the invisible direction axis is determined in the two reference axes corresponding to the two first projection axes with the largest difference in angle.
- the reference axis with the largest angle with the first field of view plane is determined as the invisible direction axis.
- the reference axis with the smallest projection length in the first field of view plane is determined as the invisible direction axis.
- step S520 the second viewing plane is determined according to the invisible direction axis, and the angle between the invisible direction axis and the second viewing plane is less than or equal to the first preset angle.
- the angle between the invisible direction axis and the second field of view plane can be the angle between the positive direction of the invisible direction axis and the second field of view plane.
- the angle between the positive direction and the negative direction of the invisible direction axis it can be generally considered that the angle between the positive direction and the second field of view plane is not greater than 90 degrees, and accordingly, the angle between the negative direction and the second field of view plane is not less than 90 degrees.
- Setting the angle between the invisible direction axis and the second field of view plane to be less than or equal to the first preset angle can ensure that the invisible direction axis has good visibility in the second field of view plane.
- the first preset angle can be determined based on experience or specific needs. Exemplarily, the first preset angle can be 0 degrees. Alternatively, the first preset angle can be equal to the difference between 90 degrees and the fourth preset angle. For example, if the fourth preset angle is 60 degrees, the first preset angle is 30 degrees.
- any plane whose included angle with the invisible direction axis is less than or equal to the first preset angle may be used as the second field of view plane.
- the determining of the second viewing plane according to the invisible direction axis may include the following steps:
- the invisible direction axis and any other reference axis form a reference plane, and a plane parallel to the reference plane is used as the second field of view plane.
- the angle between the invisible direction axis and the plane is 0 degrees, indicating that the invisible direction axis has the best visibility in the plane.
- the Z axis is determined to be the invisible direction axis
- the X-Z plane or the Y-Z plane can be used as the above reference plane
- the second field of view plane can be determined in the parallel plane of the reference plane, and the information of the Z axis can be fully observed in the second field of view plane.
- the plane parallel to the Y-Z plane is used as the second field of view plane.
- the angle of the second field of view plane can be determined.
- a second field of view plane cannot be uniquely determined, but a group of parallel planes can be determined. Therefore, the distance between the second field of view plane and the virtual object can also be determined, thereby determining the position of the second field of view plane, so that a second field of view plane can be uniquely determined. By determining the appropriate distance, the virtual object can be made to appear at an appropriate size in the second field of view plane.
- the distance between the second field of view plane and the virtual object is the same as the distance between the first field of view plane and the virtual object.
- the distance d between the virtual object 130 and the first field of view plane can be obtained, and after determining the Y-Z plane as the reference plane, the Y-Z plane is moved along its normal direction (i.e., the X-axis direction) by a length of d to obtain the second field of view plane.
- the proportion of the virtual object in the first screen is the same or similar to its proportion in the second screen, so that the user's visual experience of watching the first screen and the second screen at the same time is more harmonious.
- the distance between the second viewing plane and the virtual object can also be determined as a preset distance.
- the preset distance can be determined according to parameters such as the viewing size and focal length of the second virtual camera, so that when the virtual object is observed at the default distance, the proportion of the virtual object in the second picture is more appropriate.
- the method further includes:
- a target posture of the second virtual camera is determined, and the second virtual camera is adjusted to the target posture.
- determining the second field of view plane according to the invisible direction axis refers to determining the angle of the second field of view plane, thereby determining the angle (or posture) of the second virtual camera.
- the position of the second virtual camera can be determined, such as placing the virtual object at a preset distance directly in front of the field of view of the second virtual camera (that is, the virtual object is located on the optical axis of the second virtual camera, and the distance from the second virtual camera is equal to the preset distance) or at a distance equal to the distance between the first field of view plane and the virtual object, thereby calculating the position of the second virtual camera.
- the target posture of the second virtual camera can be obtained.
- the target posture refers to the posture that can display the invisible direction information of the virtual object. Adjust the second virtual camera to the target posture, shoot the virtual object and the local scene where it is located in the target posture, the viewing angle and viewing distance are relatively suitable, and the shot picture can be displayed in the second picture.
- step S530 a second screen is provided in the graphical user interface. Displays the projection of the virtual object in the second field of view.
- the second picture when it is determined that there is an invisible direction axis, can be displayed in the graphical user interface, such as displaying the second picture in the form of a window. When it is determined that there is no invisible direction axis, the second picture can be hidden.
- the axis with the worst visibility in the first visual plane among the reference axes can always be determined as the invisible direction axis, that is, when the invisible direction axis always exists, the second picture can always be displayed.
- the second screen can be fixedly displayed in the graphical user interface, or the second screen can be fixedly displayed when the virtual object to be displayed is determined (such as when the user selects a virtual object as the virtual object to be displayed), that is, the second screen can be displayed regardless of whether the invisible direction axis exists.
- the projection of the virtual object in the second field of view plane can be displayed in the second screen.
- other information can be displayed in the second screen, such as attribute information of the virtual object, map information of the virtual scene, etc.
- the Z axis is determined as the invisible direction axis
- the parallel plane of the Y-Z plane is determined as the second field of view plane
- the projection of the virtual object 130 in the second field of view plane is obtained to be displayed in the second screen 120.
- the second screen 120 From the second screen 120, the information of the virtual object 130 in the Z axis direction can be fully seen.
- the second screen 120 effectively supplements the display information of the first screen 110. Through the combination of the first screen 110 and the second screen 120, the user can obtain the information of the virtual object 130 more completely.
- the virtual object is a three-dimensional virtual object
- the first screen displays the two-dimensional projection of the three-dimensional virtual object in the first field of view plane
- the second screen displays the two-dimensional projection of the three-dimensional virtual object in the second field of view plane.
- the virtual object is a current editing object in a game editing scene.
- the method for displaying the virtual object may further include the following steps:
- the editing process of the editing operation is synchronously displayed on the first screen and the second screen.
- the editing operation may include but is not limited to: zooming operation, moving operation, rotating operation, shape adjustment operation, color or texture editing operation, etc.
- the user can perform editing operations on the current editing object in the first screen or the second screen.
- the first screen is the main interface, it can be set that editing operations can only be performed in the first screen, and editing operations cannot be performed in the second screen.
- the editing process of the editing operation such as the zooming process, moving process, rotation process, etc., is synchronously displayed in the first screen and the second screen, so that the user can obtain information about the editing process from the two interfaces to see the real-time three-dimensional information of the current editing object, thereby facilitating accurate editing operations.
- FIG. 7 shows a situation where a user performs a zooming operation.
- the zooming process can be displayed in the first screen 110, but it is difficult to clearly see the zooming effect through the first screen 110.
- the zooming process is synchronously displayed in the second screen 120, and the user can clearly see the size of the zoom along the Z axis, thereby facilitating accurate zooming operations to accurately zoom to the size the user wants.
- Figure 8 shows a situation in which a user performs a moving operation.
- the moving process can be displayed in the first screen 110, but it is difficult to clearly see through the first screen 110 where the virtual object is after the movement on the Z axis.
- the zooming process is synchronously displayed in the second screen 120, and the user can clearly see where the virtual object is after the movement on the Z axis, thereby facilitating accurate moving operations to precisely move the virtual object to the position the user wants.
- the graphical user interface includes a first interactive control.
- the game scene information corresponding to the first screen can be generated.
- the game scene information includes component information of the virtual object in the first screen, such as the size information, color information, and position information of the virtual object in the game scene.
- the game scene information can be saved in a preset storage location, which can be a map file.
- the map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it will be uploaded to the server.
- the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the game scene information through the game program, and then experience the game in the game scene.
- the game scene information in the game editor can be published and experienced by other players, thereby realizing a fast UGC (User Generation Content) function.
- the exemplary embodiment of the present disclosure also provides a display device for a virtual object, which can provide a graphical user interface through a terminal device, wherein the graphical user interface includes a first screen, and the first screen displays the projection of the virtual object in the first visual plane; the virtual object has at least one reference axis.
- the display device 900 for a virtual object may include the following program modules:
- the invisible direction axis determination module 910 is configured to determine the invisible direction axis relative to the first field of view plane in the reference axis;
- a second viewing plane determining module 920 is configured to determine the second viewing plane according to the invisible direction axis, wherein the angle between the invisible direction axis and the second viewing plane is less than or equal to a first preset angle;
- the display processing module 930 is configured to provide a second screen in the graphical user interface, and display the projection of the virtual object in the second field of view plane in the second screen.
- determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
- the invisible direction axis is determined from the reference axis.
- the method of determining the invisible direction axis from the reference axis according to the angles between different first projection axes includes:
- the invisible direction axis is determined from two reference axes corresponding to the two first projection axes.
- the invisible direction axis determination module 910 is further configured to execute:
- the second preset angle is determined according to the size of the virtual object on the reference axis.
- determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
- the angle between the reference axis and the first viewing plane is obtained, and the reference axis whose angle with the first viewing plane is greater than a fourth preset angle is determined as the invisible direction axis.
- determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
- the projection length of the reference axis in the first field of view plane is obtained, and the reference axis whose projection length is less than a preset length is determined as an invisible direction axis.
- the determining of the second viewing plane according to the invisible direction axis includes:
- the invisible direction axis and any other reference axis form a reference plane, and a plane parallel to the reference plane is used as the second field of view plane.
- the second viewing plane determining module 920 is further configured to execute: when determining the second viewing plane according to the invisible direction axis, determining that the distance between the second viewing plane and the virtual object is the same as the distance between the first viewing plane and the virtual object.
- the virtual object is a current editing object in the game editing scene; the display processing module 930 is further configured to execute:
- the editing process of the editing operation is synchronously displayed on the first screen and the second screen.
- a first virtual camera and a second virtual camera are set in a game editing scene;
- the first field of view plane is an imaging plane of the first virtual camera, and the first picture displays a picture formed by the first virtual camera shooting the game editing scene;
- the second field of view plane is an imaging plane of the second virtual camera, and the second picture displays a picture formed by the second virtual camera shooting the game editing scene.
- the second viewing plane determining module 920 is further configured to execute:
- the target posture of the second virtual camera is determined according to the second viewing plane and the position of the virtual object, and the second virtual camera is adjusted to the target posture.
- the graphical user interface includes a first interactive control; the display device 900 of the virtual object also includes an interactive control module configured to execute:
- the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and transmit the game scene information to the server through the game program. Generate a corresponding game scene according to the game scene information.
- the exemplary embodiments of the present disclosure further provide a computer-readable storage medium, which can be implemented in the form of a program product, including a program code.
- the program code is used to cause the electronic device to perform the following method steps:
- a method for displaying a virtual object providing a graphical user interface through a terminal device, wherein the graphical user interface includes a first screen, and the first screen displays a projection of the virtual object in a first visual plane; the virtual object has at least one reference axis; the method includes:
- a second screen is provided in the graphical user interface, and a projection of the virtual object in the second field of view plane is displayed in the second screen.
- determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
- the invisible direction axis is determined from the reference axis.
- determining the invisible direction axis from the reference axis according to the angles between different first projection axes includes:
- the invisible direction axis is determined from two reference axes corresponding to the two first projection axes.
- the method further comprises:
- the second preset angle is determined according to the size of the virtual object on the reference axis.
- determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
- the angle between the reference axis and the first viewing plane is obtained, and the reference axis whose angle with the first viewing plane is greater than a fourth preset angle is determined as the invisible direction axis.
- determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
- the projection length of the reference axis in the first field of view plane is obtained, and the reference axis whose projection length is less than a preset length is determined as an invisible direction axis.
- determining the second field of view plane according to the invisible direction axis includes:
- the invisible direction axis and any other reference axis form a reference plane, and a plane parallel to the reference plane is used as the second field of view plane.
- the method when determining the second viewing plane according to the invisible direction axis, the method further includes:
- the distance between the second viewing plane and the virtual object is the same as the distance between the first viewing plane and the virtual object.
- the virtual object is a current editing object in the game editing scene; the method further includes:
- a first virtual camera and a second virtual camera are set in the game editing scene;
- the first field of view plane is the imaging plane of the first virtual camera, and the first picture displays the picture formed by the first virtual camera shooting the game editing scene;
- the second field of view plane is the imaging plane of the second virtual camera, and the second picture displays the picture formed by the second virtual camera shooting the game editing scene.
- the method further includes:
- a target posture of the second virtual camera is determined, and the second virtual camera is adjusted to the target posture.
- the graphical user interface includes a first interactive control; the method further includes:
- the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
- an invisible direction axis relative to the first field of view plane in the reference axis is determined, and a second field of view plane is determined, and a second screen is provided in the graphical user interface, and the projection of the virtual object in the second field of view plane is displayed through the second screen.
- the second field of view plane can focus on presenting the information of the virtual object on the invisible direction axis, thereby effectively supplementing the missing information in the first field of view plane, so that the user can obtain relatively complete information of the virtual object by viewing the two screens, and there is no need to adjust the viewing angle multiple times during the viewing, control or editing process, which improves the convenience of user operation, while reducing the computing resource overhead of the device and saving energy consumption.
- the program product can be implemented as a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer.
- CD-ROM portable compact disk read-only memory
- the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium can be any tangible medium containing or storing a program that can be used by or in combination with an instruction execution system, apparatus, or device.
- the program product may use any combination of one or more readable media.
- the readable medium may be a readable signal medium or a readable storage medium.
- the readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection with one or more wires, a portable disk, 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 disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
- Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, which carry readable program code. Such propagated data signals may take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable storage medium other than a readable storage medium. The medium may transmit, propagate or transport the program for use by or in connection with the instruction execution system, apparatus or device.
- the program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.
- Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and conventional procedural programming languages such as "C" or similar programming languages.
- the program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server.
- the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).
- LAN local area network
- WAN wide area network
- Internet service provider e.g., AT&T, MCI, Sprint, EarthLink, etc.
- the exemplary embodiments of the present disclosure also provide an electronic device.
- the electronic device may include a processor and a memory.
- the electronic device may also include a display for displaying a graphical user interface.
- the memory stores executable instructions of the processor, such as program codes.
- the processor may implement the following method steps by executing the executable instructions:
- a method for displaying a virtual object providing a graphical user interface through a terminal device, wherein the graphical user interface includes a first screen, and the first screen displays a projection of the virtual object in a first visual plane; the virtual object has at least one reference axis; the method includes:
- a second screen is provided in the graphical user interface, and a projection of the virtual object in the second field of view plane is displayed in the second screen.
- determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
- the invisible direction axis is determined from the reference axis.
- determining the invisible direction axis from the reference axis according to the angles between different first projection axes includes:
- the invisible direction axis is determined from two reference axes corresponding to the two first projection axes.
- the method further comprises:
- the second preset angle is determined according to the size of the virtual object on the reference axis.
- determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
- the angle between the reference axis and the first viewing plane is obtained, and the reference axis whose angle with the first viewing plane is greater than a fourth preset angle is determined as the invisible direction axis.
- determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
- the projection length of the reference axis in the first field of view plane is obtained, and the reference axis whose projection length is less than a preset length is determined as an invisible direction axis.
- determining the second field of view plane according to the invisible direction axis includes:
- the invisible direction axis and any other reference axis form a reference plane, and a plane parallel to the reference plane is used as the second field of view plane.
- the method when determining the second viewing plane according to the invisible direction axis, the method further includes:
- the distance between the second viewing plane and the virtual object is the same as the distance between the first viewing plane and the virtual object.
- the virtual object is a current editing object in the game editing scene; the method further includes:
- the editing process of the editing operation is synchronously displayed on the first screen and the second screen.
- a first virtual camera and a second virtual camera are set in the game editing scene;
- the first field of view plane is the imaging plane of the first virtual camera, and the first picture displays the picture formed by the first virtual camera shooting the game editing scene;
- the second field of view plane is the imaging plane of the second virtual camera, and the second picture displays the picture formed by the second virtual camera shooting the game editing scene.
- the method further includes:
- a target posture of the second virtual camera is determined, and the second virtual camera is adjusted to the target posture.
- the graphical user interface includes a first interactive control; the method further includes:
- the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
- an invisible direction axis relative to the first field of view plane in the reference axis is determined, and a second field of view plane is determined, and a second screen is provided in the graphical user interface, and the projection of the virtual object in the second field of view plane is displayed through the second screen.
- the second field of view plane can focus on presenting the information of the virtual object on the invisible direction axis, thereby effectively supplementing the missing information in the first field of view plane, so that the user can obtain relatively complete information of the virtual object by viewing the two screens, and there is no need to adjust the viewing angle multiple times during the viewing, control or editing process, which improves the convenience of user operation, while reducing the computing resource overhead of the device and saving energy consumption.
- an electronic device is exemplarily described in the form of a general computing device. It should be understood that the electronic device 1000 shown in Fig. 10 is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
- the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, I/O (input/output) interface 1040 , network adapter 1050 , display 1060 .
- the memory 1020 may include a volatile memory, such as a RAM 1021, a cache unit 1022, and may also include a non-volatile memory, such as a ROM 1023.
- the memory 1020 may also include one or more program modules 1024, such program modules 1024 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may include the implementation of a network environment.
- the program module 1024 may include each module in the above-mentioned device.
- the bus 1030 is used to realize the connection between different components of the electronic device 1000, and may include a data bus, an address bus, and a control bus.
- the electronic device 1000 can communicate with one or more external devices 1100 (eg, a keyboard, a mouse, an external controller, etc.) through the I/O interface 1040 .
- external devices 1100 eg, a keyboard, a mouse, an external controller, etc.
- the electronic device 1000 can communicate with one or more networks through the network adapter 1050.
- the network adapter 1050 can provide mobile communication solutions such as 3G/4G/5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc.
- the network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.
- the electronic device 1000 can display a graphical user interface through the display 1060, such as displaying a game editing scene.
- other hardware and/or software modules may be provided in the electronic device 1000 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
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Abstract
Description
相关申请的交叉引用CROSS-REFERENCE TO RELATED APPLICATIONS
本申请要求于2023年07月10日提交的申请号为202310842210.4、名称为“虚拟对象的显示方法、装置、存储介质与电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。This application claims priority to Chinese patent application No. 202310842210.4, filed on July 10, 2023, and entitled “Virtual Object Display Method, Device, Storage Medium and Electronic Device”, the entire contents of which are incorporated herein by reference.
本公开涉及计算机技术领域,尤其涉及一种虚拟对象的显示方法、虚拟对象的显示装置、计算机可读存储介质与电子设备。The present disclosure relates to the field of computer technology, and in particular to a method for displaying a virtual object, a device for displaying a virtual object, a computer-readable storage medium, and an electronic device.
虚拟对象一般指虚拟场景或虚拟场景中的人或物。终端设备在显示虚拟对象时,是以某个特定视角进行显示的,这样用户在对虚拟对象进行观察、控制或编辑时,通常需要多次调整视角,以看到虚拟对象在不同方向上的信息。这导致用户操作非常不便,频繁调整也会提高设备计算资源开销,增加能耗。Virtual objects generally refer to virtual scenes or people or objects in virtual scenes. When terminal devices display virtual objects, they are displayed from a specific perspective. Therefore, when users observe, control or edit virtual objects, they usually need to adjust the perspective multiple times to see the information of virtual objects in different directions. This makes user operation very inconvenient, and frequent adjustments will also increase the computing resource overhead of the device and increase energy consumption.
发明内容Summary of the invention
本公开提供一种虚拟对象的显示方法、虚拟对象的显示装置、计算机可读存储介质与电子设备,以至少在一定程度上解决用户在对虚拟对象进行观察、控制或编辑时操作不便的问题。The present disclosure provides a method for displaying a virtual object, a display device for a virtual object, a computer-readable storage medium, and an electronic device, so as to at least to some extent solve the problem of inconvenience in operation when a user observes, controls, or edits a virtual object.
根据本公开的第一方面,提供一种虚拟对象的显示方法,通过终端设备提供图形用户界面,所述图形用户界面包括第一画面,所述第一画面显示所述虚拟对象在第一视野平面中的投影;所述虚拟对象具有至少一个参考轴;所述方法包括:在所述参考轴中确定相对于所述第一视野平面的不可见方向轴;根据所述不可见方向轴确定第二视野平面,所述不可见方向轴与所述第二视野平面的夹角小于或等于第一预设角度;在所述图形用户界面中提供第二画面,在所述第二画面中显示所述虚拟对象在所述第二视野平面中的投影。According to a first aspect of the present disclosure, a method for displaying a virtual object is provided, wherein a graphical user interface is provided through a terminal device, the graphical user interface comprising a first screen, the first screen displaying a projection of the virtual object in a first field of view plane; the virtual object has at least one reference axis; the method comprising: determining an invisible direction axis relative to the first field of view plane in the reference axis; determining a second field of view plane according to the invisible direction axis, the angle between the invisible direction axis and the second field of view plane being less than or equal to a first preset angle; and providing a second screen in the graphical user interface, and displaying the projection of the virtual object in the second field of view plane in the second screen.
根据本公开的第二方面,提供一种虚拟对象的显示装置,通过终端设备提供图形用户界面,所述图形用户界面包括第一画面,所述第一画面显示所述虚拟对象在第一视野平面中的投影;所述虚拟对象具有至少一个参考轴;所述装置包括:不可见方向轴确定模块,被配置为执行在所述参考轴中确定相对于所述第一视野平面的不可见方向轴;第二视野平面确定模块,被配置为执行根据所述不可见方向轴确定第二视野平面,所述不可见方向轴与所述第二视野平面的夹角小于或等于第一预设角度;显示处理模块,被配置为执行在所述图形用户界面中提供第二画面,在所述第二画面中显示所述虚拟对象在 所述第二视野平面中的投影。According to a second aspect of the present disclosure, a display device for a virtual object is provided, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a first screen, and the first screen displays the projection of the virtual object in a first field of view plane; the virtual object has at least one reference axis; the device includes: an invisible direction axis determination module, which is configured to determine an invisible direction axis relative to the first field of view plane in the reference axis; a second field of view plane determination module, which is configured to determine a second field of view plane based on the invisible direction axis, and the angle between the invisible direction axis and the second field of view plane is less than or equal to a first preset angle; and a display processing module, which is configured to provide a second screen in the graphical user interface, and display the virtual object in the second screen. The projection in the second viewing plane.
根据本公开的第三方面,提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现上述第一方面的虚拟对象的显示方法及其可能的实现方式。According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the method for displaying a virtual object according to the first aspect and possible implementation methods thereof are implemented.
根据本公开的第四方面,提供一种电子设备,包括:处理器;以及存储器,用于存储所述处理器的可执行指令;其中,所述处理器配置为经由执行所述可执行指令,来执行上述第一方面的虚拟对象的显示方法及其可能的实现方式。According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the virtual object display method and possible implementation methods of the above-mentioned first aspect by executing the executable instructions.
在通过第一画面显示虚拟对象在第一视野平面中的投影外,确定参考轴中相对于第一视野平面的不可见方向轴,并确定第二视野平面,在图形用户界面中提供第二画面,通过第二画面显示虚拟对象在第二视野平面中的投影。第二视野平面能够重点呈现虚拟对象在不可见方向轴上的信息,由此对第一视野平面中缺失的信息形成有效补充,这样用户通过观看两个画面,即可获得虚拟对象的较为完整的信息,不需要在观看、控制或编辑过程中多次调整视角,提高了用户操作的便利性,同时降低了设备计算资源开销,节省能耗。In addition to displaying the projection of the virtual object in the first field of view plane through the first screen, an invisible direction axis relative to the first field of view plane in the reference axis is determined, and a second field of view plane is determined, and a second screen is provided in the graphical user interface, and the projection of the virtual object in the second field of view plane is displayed through the second screen. The second field of view plane can focus on presenting the information of the virtual object on the invisible direction axis, thereby effectively supplementing the missing information in the first field of view plane, so that the user can obtain relatively complete information of the virtual object by viewing the two screens, and there is no need to adjust the viewing angle multiple times during the viewing, control or editing process, which improves the convenience of user operation, while reducing the computing resource overhead of the device and saving energy consumption.
为了更清楚地说明本公开实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to more clearly illustrate the technical solutions in the embodiments of the present disclosure, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
图1示出本公开示例性实施方式其中之一的第一画面和第二画面的示意图;FIG1 is a schematic diagram showing a first screen and a second screen of one of the exemplary embodiments of the present disclosure;
图2示出本公开示例性实施方式其中之一的游戏编辑场景与场景组件选择控件的示意图;FIG2 is a schematic diagram showing a game editing scene and a scene component selection control according to one exemplary embodiment of the present disclosure;
图3示出本公开示例性实施方式其中之一的设置游戏编辑场景的视角的示意图;FIG3 is a schematic diagram showing a perspective of setting a game editing scene according to one of the exemplary embodiments of the present disclosure;
图4A示出本公开示例性实施方式其中之一的上帝视角的示意图;FIG4A is a schematic diagram showing a bird's-eye view of one of the exemplary embodiments of the present disclosure;
图4B示出本公开示例性实施方式其中之一的游戏视角的示意图;FIG4B is a schematic diagram showing a game perspective of one of the exemplary embodiments of the present disclosure;
图5示出本公开示例性实施方式其中之一的一种虚拟对象的显示方法的流程图;FIG5 is a flowchart showing a method for displaying a virtual object according to one of the exemplary embodiments of the present disclosure;
图6示出本公开示例性实施方式其中之一的一种确定不可见方向轴的流程图;FIG6 shows a flow chart of determining an invisible direction axis according to one of the exemplary embodiments of the present disclosure;
图7示出本公开示例性实施方式其中之一的对虚拟对象缩放操作的示意图;FIG7 is a schematic diagram showing a scaling operation on a virtual object according to one of the exemplary embodiments of the present disclosure;
图8示出本公开示例性实施方式其中之一的对虚拟对象移动操作的示意图;FIG8 is a schematic diagram showing an operation of moving a virtual object according to one of the exemplary embodiments of the present disclosure;
图9示出本公开示例性实施方式其中之一的一种虚拟对象的显示装置的结构示意图;FIG9 is a schematic structural diagram of a display device for a virtual object according to one of the exemplary embodiments of the present disclosure;
图10示出本公开示例性实施方式其中之一的一种电子设备的结构示意图。FIG. 10 is a schematic structural diagram of an electronic device according to one of the exemplary embodiments of the present disclosure.
下文将结合附图更全面地描述本公开的示例性实施方式。Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
附图为本公开的示意性图解,并非一定是按比例绘制。附图中所示的一些方框图可能是功能实体,不一定必须与物理或逻辑上独立的实体相对应。可以采用软件形式来实现这些功能实体,或在硬件模块或集成电路中实现这些功能实体,或在网络、处理器或微控制器中实现这些功能实体。实施方式能够以多种形式实施,不应被理解为限于在此阐述的范例。本公开所描述的特征、结构或特性可以以任何合适的方式结合在一个或多个实施方式中。在下文的描述中,提供许多具体细节从而给出对本公开实施方式的充分说明。然而,本领域技术人员应意识到,可以在实现本公开的技术方案时省略其中的一个或多个特定细节,或者可以采用其它的方法、组元、装置、步骤等替代一个或多个特定细节。The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
用户通过显示屏看到的虚拟对象,是虚拟对象在显示平面上的投影,该投影无法完全体现虚拟对象的信息。例如,虚拟对象为三维虚拟对象或更高维度的虚拟对象,用户通过显示平面仅能看到其一个面的投影信息,无法看到其他面的信息。因此,用户在对虚拟对象进行观察、控制或编辑时,通常需要多次调整视角,以看到虚拟对象在不同方向上的信息,如看到三维虚拟对象在不同方向上的位置、尺寸等,以便于进行准确地控制或编辑。显然,这给用户的操作带来极大不便。并且,若用户频繁调整视角,也会提高设备计算资源开销,增加能耗。The virtual object that the user sees through the display screen is the projection of the virtual object on the display plane, and the projection cannot fully reflect the information of the virtual object. For example, if the virtual object is a three-dimensional virtual object or a higher-dimensional virtual object, the user can only see the projection information of one surface through the display plane, and cannot see the information of other surfaces. Therefore, when the user observes, controls or edits the virtual object, it is usually necessary to adjust the viewing angle multiple times to see the information of the virtual object in different directions, such as the position and size of the three-dimensional virtual object in different directions, so as to accurately control or edit it. Obviously, this brings great inconvenience to the user's operation. In addition, if the user frequently adjusts the viewing angle, it will also increase the computing resource overhead of the device and increase energy consumption.
鉴于上述问题,本公开的示例性实施方式提供一种虚拟对象的显示方法,以提高用户对虚拟对象进行观察、控制或编辑时的操作便利性,并降低设备计算资源开销与能耗。In view of the above problems, an exemplary embodiment of the present disclosure provides a method for displaying a virtual object to improve the operational convenience of a user when observing, controlling or editing a virtual object, and to reduce computing resource overhead and energy consumption of a device.
在本公开其中一种实施例中的虚拟对象的控制方法可以运行于本地终端设备或者是服务器。当游戏内的交互方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。The control method of the virtual object in one embodiment of the present disclosure can be run on a local terminal device or a server. When the interactive method in the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏内的交互方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive methods in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
本示例性实施方式中,可以通过终端设备显示图形用户界面,终端设备可以是手机、个人电脑、平板电脑、智能穿戴设备、游戏机等,其具有显示功能,可显示图形用户界面。图形用户界面可以包括终端设备运行操作系统的画面,如桌面、系统设置界面、应用程序界面等。 In this exemplary embodiment, a graphical user interface can be displayed by a terminal device, which can be a mobile phone, a personal computer, a tablet computer, a smart wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include a screen of the terminal device running an operating system, such as a desktop, a system setting interface, an application program interface, etc.
参考图1所示,图形用户界面可以包括第一画面110,第一画面110显示虚拟对象130在第一视野平面中的投影,即沿第一视野平面的法线方向观察虚拟对象130所看到的影像。图形用户界面还可以包括第二画面120,第二画面120可以固定显示在图形用户界面中,也可以在满足特定条件时显示在图形用户界面中。第二画面120显示虚拟对象130在第二视野平面中的投影,即沿第二视野平面的法线方向观察虚拟对象130所看到的影像。第一视野平面和第二视野平面不平行,这样第一画面110和第二画面120的观察视角不完全相同,使得用户通过结合两个画面中的投影,能够得到虚拟对象130较为全面的信息。As shown in reference figure 1, the graphical user interface may include a first screen 110, and the first screen 110 displays the projection of the virtual object 130 in the first visual plane, that is, the image seen by observing the virtual object 130 along the normal direction of the first visual plane. The graphical user interface may also include a second screen 120, and the second screen 120 may be fixedly displayed in the graphical user interface, or may be displayed in the graphical user interface when specific conditions are met. The second screen 120 displays the projection of the virtual object 130 in the second visual plane, that is, the image seen by observing the virtual object 130 along the normal direction of the second visual plane. The first visual plane and the second visual plane are not parallel, so that the observation angles of the first screen 110 and the second screen 120 are not exactly the same, so that the user can obtain more comprehensive information about the virtual object 130 by combining the projections in the two screens.
图1中示出第一画面110为主界面,第二画面120为窗口界面。此外,也可以将图形用户界面按照横向或纵向划分为两部分,一部分为第一画面110,另一部分为第二画面120,等等。本公开对第一画面110、第二画面120的排布方式或位置关系不做限定。FIG1 shows that the first screen 110 is the main interface and the second screen 120 is the window interface. In addition, the graphical user interface can also be divided into two parts horizontally or vertically, one part is the first screen 110 and the other part is the second screen 120, etc. The present disclosure does not limit the arrangement or position relationship of the first screen 110 and the second screen 120.
虚拟对象可以是虚拟场景,也可以是虚拟场景中的人或物。在一种实施方式中,虚拟对象可以是三维虚拟对象。虚拟对象具有至少一个参考轴,参考轴用于提供特定方向的基准化信息,通过参考轴可以衡量与表征虚拟对象的信息,例如通过获取三维虚拟对象在每个参考轴上的位置与尺寸,可以确定三维虚拟对象在三维空间中的位置与三维尺寸。任意两个参考轴相交,可以形成特定大小的夹角。在一种实施方式中,参考轴可以是虚拟对象自身的参考坐标系的坐标轴,如参考上述图1所示,参考轴可以包括X轴、Y轴、Z轴。其中任意两个参考轴相互垂直。若虚拟对象为虚拟场景,则其自身的参考坐标系可以是虚拟场景的世界坐标系。在一种实施方式中,参考轴可以是虚拟对象的表面的法线轴,例如,若虚拟对象为四面体(如棱锥),其每个面的法线轴可以作为一个参考轴,可以得到四个参考轴。The virtual object may be a virtual scene, or a person or object in the virtual scene. In one embodiment, the virtual object may be a three-dimensional virtual object. The virtual object has at least one reference axis, which is used to provide benchmark information in a specific direction. The information of the virtual object can be measured and characterized by the reference axis. For example, by obtaining the position and size of the three-dimensional virtual object on each reference axis, the position and three-dimensional size of the three-dimensional virtual object in three-dimensional space can be determined. Any two reference axes intersect to form an angle of a specific size. In one embodiment, the reference axis may be the coordinate axis of the reference coordinate system of the virtual object itself. As shown in FIG. 1 above, the reference axis may include an X-axis, a Y-axis, and a Z-axis. Any two reference axes are perpendicular to each other. If the virtual object is a virtual scene, its own reference coordinate system may be the world coordinate system of the virtual scene. In one embodiment, the reference axis may be the normal axis of the surface of the virtual object. For example, if the virtual object is a tetrahedron (such as a pyramid), the normal axis of each face thereof may be used as a reference axis, and four reference axes may be obtained.
在一种实施方式中,虚拟对象可以是游戏编辑场景中的当前编辑对象。其中,游戏编辑场景是可编辑的游戏场景,用户可以对场景中的组件、场景的背景等进行编辑,以生成可在游戏中使用的游戏场景。当终端设备运行游戏程序时,图形用户界面中可以显示运行游戏程序提供的游戏编辑场景。该游戏程序可以是游戏主程序,游戏主程序中提供游戏场景编辑功能(如游戏程序内置有游戏编辑器),用户使用该功能时,可以进入游戏编辑场景中。或者,该游戏程序也可以是游戏主程序关联的游戏场景编辑程序,如不依赖于游戏主程序而可以独立运行的游戏编辑器。用户可以选择新建一个游戏场景并进行编辑,也可以选择对已有的游戏场景进行编辑,进而触发进入游戏编辑场景中以进行编辑操作。In one embodiment, the virtual object may be the current editing object in the game editing scene. Wherein, the game editing scene is an editable game scene, and the user can edit the components in the scene, the background of the scene, etc. to generate a game scene that can be used in the game. When the terminal device runs the game program, the game editing scene provided by the running game program can be displayed in the graphical user interface. The game program may be a main game program, and the game main program provides a game scene editing function (such as a game editor built into the game program). When the user uses this function, the game editing scene can be entered. Alternatively, the game program may also be a game scene editing program associated with the main game program, such as a game editor that can run independently without relying on the main game program. The user can choose to create a new game scene and edit it, or can choose to edit an existing game scene, thereby triggering entry into the game editing scene for editing operations.
本示例性实施方式中的游戏程序可以支持玩家自定义编辑游戏场景,因此,本文中的用户可以指游戏厂商的游戏制作人员(如美术人员),也可以指玩家。The game program in this exemplary embodiment can support players to customize and edit game scenes. Therefore, the user in this article can refer to the game production staff (such as artists) of the game manufacturer, or it can refer to the player.
在一种实施方式中,参考图2所示,图像用户界面中可以显示待编辑的游戏编辑场景以及多个场景组件选择控件。游戏编辑场景可以包括场景的背景和已生成的场景组件。场景组件选择控件是用于对游戏程序中预先配置的场景组件进行操作的控件,响应于对 场景组件选择控件的操作,可以在游戏编辑场景中生成对应的场景组件。例如,图2示出“方块组件”、“圆柱组件”、“半圆柱组件”等场景组件选择控件,当用户使用这些控件进行操作时,可以在游戏编辑场景中生成对应的方块组件、圆柱组件、半圆柱组件等。In one embodiment, as shown in FIG. 2 , a game editing scene to be edited and a plurality of scene component selection controls may be displayed in a graphical user interface. The game editing scene may include a scene background and generated scene components. The scene component selection control is a control for operating a scene component pre-configured in the game program. The operation of the scene component selection control can generate the corresponding scene component in the game editing scene. For example, FIG2 shows the scene component selection controls such as "block component", "cylinder component", "semi-cylinder component", etc. When the user uses these controls to operate, the corresponding block component, cylinder component, semi-cylinder component, etc. can be generated in the game editing scene.
游戏程序可以自带多个不同的场景组件,如可以是美术人员预先配置并存储在游戏程序中的。或者,可以由玩家预先配置场景组件,如玩家可以通过在游戏编辑场景或其他编辑界面中进行建模,得到游戏程序中原本没有的场景组件,并将其存储在游戏程序中。在进行游戏场景编辑时,可以在图形用户界面中显示上述场景组件对应的场景组件选择控件,使得玩家可以方便地使用这些场景组件进行场景编辑。The game program may come with multiple different scene components, such as those pre-configured by artists and stored in the game program. Alternatively, the scene components may be pre-configured by the player, such as the player may obtain scene components that are not originally in the game program by modeling in the game editing scene or other editing interface, and store them in the game program. When editing the game scene, the scene component selection controls corresponding to the above scene components may be displayed in the graphical user interface, so that the player can conveniently use these scene components to edit the scene.
预先配置场景组件时,可以对场景组件的尺寸、位置、方向、颜色、纹理、形态等的一种或多种信息进行配置。这样当用户在游戏编辑场景中使用这些场景组件时,可以直接调用已配置的信息,非常方便与高效。当然,用户也可以对场景组件中的已配置的信息进行调整,如调整上述一种或多种信息,使其更符合自己的需求与偏好。When pre-configuring scene components, one or more information such as the size, position, direction, color, texture, and shape of the scene components can be configured. In this way, when users use these scene components in the game editing scene, they can directly call the configured information, which is very convenient and efficient. Of course, users can also adjust the configured information in the scene components, such as adjusting one or more of the above information to make it more in line with their needs and preferences.
游戏程序可以通过预设逻辑在图形用户界面中显示或隐藏场景组件选择控件,或者用户可以通过特定操作在图形用户界面中显示或隐藏场景组件选择控件。例如,当用户选中游戏编辑场景中的某个场景组件作为当前编辑对象时,可以隐藏场景组件选择控件,当用户未选中任何场景组件时,可以显示场景组件选择控件。The game program can display or hide the scene component selection control in the graphical user interface through preset logic, or the user can display or hide the scene component selection control in the graphical user interface through specific operations. For example, when the user selects a scene component in the game editing scene as the current editing object, the scene component selection control can be hidden, and when the user does not select any scene component, the scene component selection control can be displayed.
在一种实施方式中,游戏编辑场景可以同时显示在第一画面和第二画面中,场景组件选择控件可以显示在第一画面中。In one embodiment, the game editing scene can be displayed in the first screen and the second screen at the same time, and the scene component selection control can be displayed in the first screen.
在游戏编辑场景中,用户可以选中一个场景组件进行编辑,该场景组件即当前编辑对象,也即上述虚拟对象。In the game editing scene, the user can select a scene component for editing. The scene component is the current editing object, that is, the virtual object mentioned above.
在一种实施方式中,游戏编辑场景中可以设置第一虚拟摄像机和第二虚拟摄像机。虚拟摄像机是游戏程序中模拟真实摄像机,以拍摄游戏场景画面的工具。第一虚拟摄像机和第二虚拟摄像机可以以不同的视角拍摄虚拟对象以及虚拟对象所在的局部场景。第一视野平面为第一虚拟摄像机的成像平面,第一画面显示第一虚拟摄像机拍摄游戏编辑场景所形成的画面。第二视野平面为第二虚拟摄像机的成像平面,第二画面显示第二虚拟摄像机拍摄游戏编辑场景所形成的画面。In one embodiment, a first virtual camera and a second virtual camera may be set in a game editing scene. A virtual camera is a tool in a game program that simulates a real camera to shoot game scene images. The first virtual camera and the second virtual camera may shoot virtual objects and local scenes where virtual objects are located from different perspectives. The first field of view plane is an imaging plane of the first virtual camera, and the first picture displays a picture formed by the first virtual camera shooting the game editing scene. The second field of view plane is an imaging plane of the second virtual camera, and the second picture displays a picture formed by the second virtual camera shooting the game editing scene.
第一虚拟摄像机和第二虚拟摄像机的位姿均可动态变化。例如,用户可以控制调整第一虚拟摄像机的位姿,使得第一视野平面动态变化,显示出以不同角度观察虚拟对象的效果。当用户控制调整第一虚拟摄像机的位姿时,可以根据本示例性实施方式中的虚拟对象的显示方法,来自动调整第二虚拟摄像机的位姿。The positions of the first virtual camera and the second virtual camera can both be changed dynamically. For example, the user can control the position of the first virtual camera to dynamically change the first field of view plane, showing the effect of observing the virtual object from different angles. When the user controls the position of the first virtual camera, the position of the second virtual camera can be automatically adjusted according to the display method of the virtual object in this exemplary embodiment.
参考图3所示,游戏编辑场景可以呈现两种不同的视角,分别为上帝视角和游戏视角。上帝视角是指以第三人称的视角观察游戏编辑场景,参考图4A所示,在上帝视角下,用户在游戏编辑场景中可以不操控游戏角色,而是直接操控虚拟摄像机(如第一虚拟摄像机)以移动视角。游戏视角是指以第一人称的视角观察游戏编辑场景,参考图 4B所示,在游戏视角下,用户在游戏编辑场景中可以操控某个游戏角色,该游戏角色可以绑定虚拟摄像机(如第一虚拟摄像机),即该游戏角色与虚拟摄像机的位置关系固定,例如该游戏角色可以位于虚拟摄像机的焦点处,用户操控游戏角色移动时,虚拟摄像机同步移动,由此移动视角。在上帝视角或游戏视角下,游戏编辑场景中可以设置虚拟摇杆、上移或下移的控件等,用户可以通过操作这些控件来移动虚拟摄像机或移动游戏角色。本示例性实施方式中的虚拟对象的显示方法,可适用于游戏编辑场景中的上帝视角或游戏视角。As shown in FIG3 , the game editing scene can present two different perspectives, namely, the God's perspective and the game perspective. The God's perspective refers to observing the game editing scene from a third-person perspective. As shown in FIG4A , in the God's perspective, the user can directly control the virtual camera (such as the first virtual camera) to move the perspective instead of controlling the game character in the game editing scene. The game perspective refers to observing the game editing scene from a first-person perspective. As shown in FIG4A , As shown in 4B, under the game perspective, the user can control a game character in the game editing scene, and the game character can be bound to a virtual camera (such as the first virtual camera), that is, the positional relationship between the game character and the virtual camera is fixed, for example, the game character can be located at the focus of the virtual camera, and when the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Under the God's perspective or the game perspective, a virtual joystick, up or down controls, etc. can be set in the game editing scene, and the user can move the virtual camera or move the game character by operating these controls. The display method of virtual objects in this exemplary embodiment can be applied to the God's perspective or the game perspective in the game editing scene.
图5示出了虚拟对象的显示方法的示例性流程,可以包括以下步骤S510至S530:FIG5 shows an exemplary process of a method for displaying a virtual object, which may include the following steps S510 to S530:
步骤S510,在参考轴中确定相对于第一视野平面的不可见方向轴;Step S510, determining an invisible direction axis relative to the first field of view plane in the reference axis;
步骤S520,根据不可见方向轴确定第二视野平面,不可见方向轴与第二视野平面的夹角小于或等于第一预设角度;Step S520, determining a second viewing plane according to the invisible direction axis, wherein an angle between the invisible direction axis and the second viewing plane is less than or equal to a first preset angle;
步骤S530,在图形与用户界面中提供第二画面,在第二画面中显示虚拟对象在第二视野平面中的投影。Step S530: providing a second picture in the graphics and user interface, and displaying the projection of the virtual object in the second field of view plane in the second picture.
基于图5的方法,在通过第一画面显示虚拟对象在第一视野平面中的投影外,确定参考轴中相对于第一视野平面的不可见方向轴,并确定第二视野平面,在图形用户界面中提供第二画面,通过第二画面显示虚拟对象在第二视野平面中的投影。第二视野平面能够重点呈现虚拟对象在不可见方向轴上的信息,由此对第一视野平面中缺失的信息形成有效补充,这样用户通过观看两个画面,即可获得虚拟对象的较为完整的信息,不需要在观看、控制或编辑过程中多次调整视角,提高了用户操作的便利性,同时降低了设备(如终端设备或后台处理的服务器等)计算资源开销,节省能耗。Based on the method of FIG. 5 , in addition to displaying the projection of the virtual object in the first visual plane through the first screen, an invisible direction axis relative to the first visual plane in the reference axis is determined, and a second visual plane is determined, and a second screen is provided in the graphical user interface, and the projection of the virtual object in the second visual plane is displayed through the second screen. The second visual plane can focus on presenting the information of the virtual object on the invisible direction axis, thereby effectively supplementing the missing information in the first visual plane, so that the user can obtain relatively complete information of the virtual object by viewing the two screens, and does not need to adjust the viewing angle multiple times during the viewing, control or editing process, which improves the convenience of user operation, and at the same time reduces the computing resource overhead of the device (such as a terminal device or a server for background processing, etc.), saving energy consumption.
下面对图5中的每个步骤做具体说明。Each step in FIG5 is described in detail below.
参考图5,在步骤S510中,在参考轴中确定相对于第一视野平面的不可见方向轴。5 , in step S510 , an invisible direction axis relative to a first viewing plane is determined in the reference axis.
第一视野平面仅能显示虚拟对象在一些方向上的信息,会丢失掉其他方向上的信息,如显示虚拟对象在第一视野平面中的二维投影信息,会导致在第一视野平面中丢失三维中某一个或多个维度的信息,本示例性实施方式将丢失的信息所对应的方向称为不可见方向,相应的轴称为不可见方向轴。需要说明的是,不可见方向可以指完全不可见的方向,例如当第一视野平面平行于X-Y平面时,在第一视野平面中完全无法看到Z轴方向的信息,即Z轴方向完全不可见,可以将Z轴确定为不可见方向轴。不可见方向也可以指可见性差的方向,例如参考上述图1所示,当第一视野平面与X-Y平面的夹角很小时,第一视野平面与X-Y平面接近平行,在第一视野平面中仅能看到Z轴方向上很少的信息,即Z轴方向的可见性差,可以将Z轴确定为不可见方向轴。The first visual plane can only display the information of the virtual object in some directions, and will lose the information in other directions. For example, displaying the two-dimensional projection information of the virtual object in the first visual plane will cause the loss of one or more dimensions of information in the three-dimensional plane in the first visual plane. In this exemplary embodiment, the direction corresponding to the lost information is called the invisible direction, and the corresponding axis is called the invisible direction axis. It should be noted that the invisible direction can refer to a completely invisible direction. For example, when the first visual plane is parallel to the X-Y plane, the information in the Z-axis direction cannot be seen in the first visual plane, that is, the Z-axis direction is completely invisible, and the Z-axis can be determined as the invisible direction axis. The invisible direction can also refer to a direction with poor visibility. For example, referring to FIG. 1 above, when the angle between the first visual plane and the X-Y plane is very small, the first visual plane is nearly parallel to the X-Y plane, and only a little information in the Z-axis direction can be seen in the first visual plane, that is, the visibility in the Z-axis direction is poor, and the Z-axis can be determined as the invisible direction axis.
在一种实施方式中,可以根据参考轴与第一视野平面的位置关系,在参考轴中确定不可见方向轴。参考轴与第一视野平面的位置关系可以通过参考轴与第一视野平面的夹角、参考轴在第一视野平面中的投影参数等来体现,根据参考轴与第一视野平面的位置关系,可以量化参考轴在第一视野平面中的可见性,由此将可见性较差的参考轴确定为 不可见方向轴。In one embodiment, the invisible direction axis can be determined in the reference axis according to the positional relationship between the reference axis and the first visual plane. The positional relationship between the reference axis and the first visual plane can be reflected by the angle between the reference axis and the first visual plane, the projection parameters of the reference axis in the first visual plane, etc. According to the positional relationship between the reference axis and the first visual plane, the visibility of the reference axis in the first visual plane can be quantified, thereby determining the reference axis with poor visibility as Invisible direction axis.
下面提供确定不可见方向轴的示例性方式:An exemplary method for determining the invisible direction axis is provided below:
可选的,在一些实施方式中,参考图6所示,上述在参考轴中确定相对于第一视野平面的不可见方向轴,可以包括以下步骤S610和S620:Optionally, in some embodiments, referring to FIG. 6 , the step of determining the invisible direction axis relative to the first viewing plane in the reference axis may include the following steps S610 and S620:
步骤S610,获取参考轴在第一视野平面中的投影,得到参考轴对应的第一投影轴;Step S610, obtaining a projection of a reference axis in a first field of view plane to obtain a first projection axis corresponding to the reference axis;
步骤S620,根据不同的第一投影轴间的夹角,从参考轴中确定不可见方向轴。Step S620: determining the invisible direction axis from the reference axis according to the angles between different first projection axes.
其中,第一投影轴是指参考轴在第一视野平面中的投影,如图1中示出了的X轴、Y轴、Z轴是虚拟场景中针对虚拟对象的X轴、Y轴、Z轴在第一视野平面中的投影,即第一投影轴。Among them, the first projection axis refers to the projection of the reference axis in the first field of view plane. For example, the X-axis, Y-axis, and Z-axis shown in Figure 1 are the projections of the X-axis, Y-axis, and Z-axis of the virtual object in the virtual scene in the first field of view plane, that is, the first projection axis.
可以获取每两个第一投影轴间的夹角,如图1中的∠XOY、∠XOZ、∠YOZ,根据夹角大小确定不可见方向轴。例如,若任意两个参考轴相互垂直,则可以确定上述夹角中最接近90度的夹角,在形成该夹角的第一投影轴所对应的参考轴以外的其他参考轴中确定不可见方向轴。如图1中的三个夹角中,∠XOY最接近90度,该夹角由X轴的第一投影轴和Y轴的第一投影轴形成,其他参考轴只剩下Z轴,则确定Z轴为不可见方向轴。由此能够快速、方便地确定不可见方向轴。The angle between each two first projection axes can be obtained, such as ∠XOY, ∠XOZ, and ∠YOZ in Figure 1, and the invisible direction axis can be determined according to the size of the angle. For example, if any two reference axes are perpendicular to each other, the angle closest to 90 degrees among the above angles can be determined, and the invisible direction axis can be determined in other reference axes other than the reference axis corresponding to the first projection axis forming the angle. Among the three angles in Figure 1, ∠XOY is closest to 90 degrees, which is formed by the first projection axis of the X axis and the first projection axis of the Y axis. The only other reference axis is the Z axis, so the Z axis is determined as the invisible direction axis. In this way, the invisible direction axis can be determined quickly and conveniently.
在一种实施方式中,上述根据不同的第一投影轴间的夹角,从参考轴中确定不可见方向轴,可以包括以下步骤:In one implementation, the step of determining the invisible direction axis from the reference axis according to the angles between different first projection axes may include the following steps:
若两个第一投影轴间的夹角小于第二预设角度,则从该两个第一投影轴对应的两个参考轴中确定不可见方向轴。If the included angle between the two first projection axes is smaller than the second preset angle, the invisible direction axis is determined from two reference axes corresponding to the two first projection axes.
其中,第二预设角度是用于衡量第一投影轴的夹角大小的参考角度,可以根据经验或具体情况确定。若两个第一投影轴间的夹角小于第二预设角度,说明这两个第一投影轴对应的两个参考轴在第一视野平面中的投影存在较为严重的透视变换,这两个参考轴中存在不可见方向轴,可以将其中之一确定为不可见方向轴,或者将两个参考轴均确定为不可见方向轴。The second preset angle is a reference angle used to measure the size of the angle between the first projection axes, which can be determined based on experience or specific circumstances. If the angle between the two first projection axes is smaller than the second preset angle, it means that the projections of the two reference axes corresponding to the two first projection axes in the first field of view plane have a relatively serious perspective transformation, and there is an invisible direction axis in the two reference axes, and one of them can be determined as the invisible direction axis, or both reference axes can be determined as the invisible direction axis.
在一种实施方式中,可以根据虚拟对象在参考轴上的尺寸确定第二预设角度,第二预设角度可以与虚拟对象在参考轴上的尺寸正相关,两者之间可以呈现线性或非线性的映射关系,该映射关系可以根据经验或具体需求事先设定。由于虚拟对象可能为不规则形状,虚拟对象在参考轴上的尺寸,可以是虚拟对象在参考轴上的最大尺寸,也可以是虚拟对象的规则形状包围盒(如长方体包围盒)在参考轴上的尺寸。由于虚拟对象在不同参考轴上的尺寸可能不同,可以针对不同参考轴分别确定第二预设角度。示例性的,可以根据虚拟对象在X轴、Y轴、Z轴上的尺寸,分别确定X轴对应的第二预设角度、Y轴对应的第二预设角度、Z轴对应的第二预设角度。若∠YOZ小于Z轴对应的第二预设角度,而不小于Y轴对应的第二预设角度,则确定Z轴是不可见方向轴,Y轴不是不可见方向轴。这样确定的不可见方向轴较为准确。In one embodiment, the second preset angle can be determined according to the size of the virtual object on the reference axis, and the second preset angle can be positively correlated with the size of the virtual object on the reference axis, and a linear or nonlinear mapping relationship can be presented between the two, which can be set in advance according to experience or specific needs. Since the virtual object may be an irregular shape, the size of the virtual object on the reference axis can be the maximum size of the virtual object on the reference axis, or the size of the regular shape bounding box (such as a rectangular bounding box) of the virtual object on the reference axis. Since the size of the virtual object on different reference axes may be different, the second preset angle can be determined for different reference axes. Exemplarily, the second preset angle corresponding to the X axis, the second preset angle corresponding to the Y axis, and the second preset angle corresponding to the Z axis can be determined according to the size of the virtual object on the X axis, the Y axis, and the Z axis. If ∠YOZ is less than the second preset angle corresponding to the Z axis, but not less than the second preset angle corresponding to the Y axis, it is determined that the Z axis is an invisible direction axis and the Y axis is not an invisible direction axis. The invisible direction axis determined in this way is more accurate.
在一种实施方式中,若两个第一投影轴间的夹角与该两个第一投影轴对应的两个参 考轴间的夹角之差大于第三预设角度,则从该两个第一投影轴对应的两个参考轴中确定不可见方向轴。其中,两个第一投影轴间的夹角与该两个第一投影轴对应的两个参考轴间的夹角之差,表示两个参考轴在第一视野平面上投影前后的夹角变化,进而可以表征两个参考轴投影至第一视野平面所发生的透视变换的程度。第三预设角度是用于衡量夹角变化大小的参考角度,可以根据经验或具体情况确定。示例性的,如图1所示,三个参考轴中任意两个的夹角均为90度,若两个第一投影轴间的夹角与90度之差(可以取差值的绝对值)大于第三预设角度,则在这两个第一投影轴对应的两个参考轴中确定不可见方向轴。In one embodiment, if the angle between the two first projection axes is equal to the two reference axes corresponding to the two first projection axes, If the difference in the angle between the reference axes is greater than the third preset angle, the invisible direction axis is determined from the two reference axes corresponding to the two first projection axes. Among them, the difference between the angle between the two first projection axes and the angle between the two reference axes corresponding to the two first projection axes represents the change in the angle before and after the two reference axes are projected on the first field of view plane, and can further characterize the degree of perspective transformation that occurs when the two reference axes are projected onto the first field of view plane. The third preset angle is a reference angle used to measure the magnitude of the angle change, which can be determined based on experience or specific circumstances. Exemplarily, as shown in FIG1 , the angle between any two of the three reference axes is 90 degrees. If the difference between the angle between the two first projection axes and 90 degrees (the absolute value of the difference can be taken) is greater than the third preset angle, the invisible direction axis is determined from the two reference axes corresponding to the two first projection axes.
在一种实施方式中,可以通过取交集的方式确定不可见方向轴。例如,X轴的第一投影轴与Z轴的第一投影轴间的夹角小于第二预设角度,确定X轴与Z轴中存在不可见方向轴,并且Y轴的第一投影轴与Z轴的第一投影轴间的夹角也小于第二预设角度,确定Y轴与Z轴中存在不可见方向轴,综合可知,Z轴为不可见方向轴。又例如,X轴的第一投影轴与Z轴的第一投影轴间的夹角与90度之差大于第三预设角度,确定X轴与Z轴中存在不可见方向轴,并且Y轴的第一投影轴与Z轴的第一投影轴间的夹角与90度之差大于第三预设角度,确定Y轴与Z轴中存在不可见方向轴,综合可知,Z轴为不可见方向轴。In one embodiment, the invisible direction axis can be determined by taking the intersection. For example, if the angle between the first projection axis of the X-axis and the first projection axis of the Z-axis is less than the second preset angle, it is determined that there is an invisible direction axis between the X-axis and the Z-axis, and the angle between the first projection axis of the Y-axis and the first projection axis of the Z-axis is also less than the second preset angle, it is determined that there is an invisible direction axis between the Y-axis and the Z-axis, and it can be concluded that the Z-axis is the invisible direction axis. For another example, if the difference between the angle between the first projection axis of the X-axis and the first projection axis of the Z-axis and 90 degrees is greater than the third preset angle, it is determined that there is an invisible direction axis between the X-axis and the Z-axis, and the difference between the angle between the first projection axis of the Y-axis and the first projection axis of the Z-axis and 90 degrees is greater than the third preset angle, it is determined that there is an invisible direction axis between the Y-axis and the Z-axis, and it can be concluded that the Z-axis is the invisible direction axis.
在一些实施方式中,上述在参考轴中确定相对于第一视野平面的不可见方向轴,可以包括以下步骤:In some embodiments, determining the invisible direction axis relative to the first field of view plane in the reference axis may include the following steps:
获取参考轴与第一视野平面的夹角,将与第一视野平面的夹角大于第四预设角度的参考轴确定为不可见方向轴。The angle between the reference axis and the first viewing plane is obtained, and the reference axis whose angle with the first viewing plane is greater than a fourth preset angle is determined as the invisible direction axis.
其中,参考轴与第一视野平面的夹角是指三维空间中参考轴的正方向与第一视野平面的夹角,而非在第一视野平面中的投影夹角。关于参考轴的正方向与反方向的区分,通常可以认为正方向与第一视野平面的夹角不大于90度,则相应的,反方向与第一视野平面的夹角不小于90度。参考轴与第一视野平面的夹角越小,则参考轴方向在第一视野平面中的可见性越好,反之则可见性越差。因此,可以针对参考轴与第一视野平面的夹角设置第四预设角度,以作为衡量夹角是否过大的角度阈值。第四预设角度可以根据经验或虚拟对象的尺寸来确定。示例性的,第四预设角度可以大于45度,如可以是60度,在第四预设角度大于45度的情况下,可以使不可见方向轴的数量不超过1个。Among them, the angle between the reference axis and the first visual plane refers to the angle between the positive direction of the reference axis in the three-dimensional space and the first visual plane, rather than the projection angle in the first visual plane. Regarding the distinction between the positive direction and the negative direction of the reference axis, it can be generally considered that the angle between the positive direction and the first visual plane is not greater than 90 degrees, and accordingly, the angle between the negative direction and the first visual plane is not less than 90 degrees. The smaller the angle between the reference axis and the first visual plane, the better the visibility of the reference axis direction in the first visual plane, and vice versa. Therefore, a fourth preset angle can be set for the angle between the reference axis and the first visual plane as an angle threshold for measuring whether the angle is too large. The fourth preset angle can be determined based on experience or the size of the virtual object. Exemplarily, the fourth preset angle can be greater than 45 degrees, such as 60 degrees. When the fourth preset angle is greater than 45 degrees, the number of invisible direction axes can be made not more than 1.
若某个参考轴与第一视野平面的夹角大于第四预设角度,说明该参考轴方向在第一视野平面中的可见性很差,可以将该参考轴确定为不可见方向轴。If the angle between a certain reference axis and the first viewing plane is greater than a fourth preset angle, it means that the visibility of the reference axis direction in the first viewing plane is very poor, and the reference axis can be determined as an invisible direction axis.
在一些可选的实施例中,上述在参考轴中确定相对于第一视野平面的不可见方向轴,可以包括以下步骤:In some optional embodiments, the step of determining the invisible direction axis relative to the first field of view plane in the reference axis may include the following steps:
获取参考轴在第一视野平面中的投影长度,将投影长度小于预设长度的参考轴确定为不可见方向轴。The projection length of the reference axis in the first field of view plane is obtained, and the reference axis whose projection length is less than a preset length is determined as an invisible direction axis.
一般的,参考轴表示方向,其不具有长度。本示例性实施方式中,为了便于对参考 轴的投影长度进行量化,可以为参考轴设置默认长度,不同参考轴的默认长度可以相同。参考轴在第一视野平面中的投影长度越长,则参考轴方向在第一视野平面中的可见性越好,反之则可见性越差。因此,可以针对参考轴在第一视野平面中的投影长度设置预设长度,以作为衡量投影长度是否过小的长度阈值。预设长度可以根据参考轴的默认长度并结合经验等确定,如预设长度可以是1/2默认长度。Generally, a reference axis indicates a direction and does not have a length. The projection length of the axis can be quantified, and a default length can be set for the reference axis. The default lengths of different reference axes can be the same. The longer the projection length of the reference axis in the first field of view plane, the better the visibility of the reference axis direction in the first field of view plane, and vice versa. Therefore, a preset length can be set for the projection length of the reference axis in the first field of view plane as a length threshold for measuring whether the projection length is too small. The preset length can be determined based on the default length of the reference axis and combined with experience, such as the preset length can be 1/2 of the default length.
若某个参考轴在第一视野平面中的投影长度小于预设长度,说明该参考轴方向在第一视野平面中的可见性很差,可以将该参考轴确定为不可见方向轴。If the projection length of a reference axis in the first viewing plane is less than a preset length, it means that the visibility of the reference axis direction in the first viewing plane is very poor, and the reference axis can be determined as an invisible direction axis.
以上通过多种示例性方式说明了如何确定不可见方向轴,第一投影轴的夹角、参考轴与第一视野平面的夹角、参考轴在第一视野平面中的投影长度等参数均易于获得,再结合第二预设角度、第三预设角度、第四预设角度、预设长度等阈值条件,能够较为简单、快速地确定不可见方向轴。The above illustrates how to determine the invisible direction axis through a variety of exemplary methods. Parameters such as the angle of the first projection axis, the angle between the reference axis and the first field of view plane, and the projection length of the reference axis in the first field of view plane are easy to obtain. Combined with threshold conditions such as the second preset angle, the third preset angle, the fourth preset angle, and the preset length, the invisible direction axis can be determined relatively simply and quickly.
应当理解,以上第二预设角度、第三预设角度、第四预设角度、预设长度等阈值条件,相当于为不可见方向轴设置了绝对条件。也就是说,可能存在无不可见方向轴的情况,如任意两个第一投影轴间的夹角均不小于第二预设角度,或者任意两个第一投影轴间的夹角与对应的两个参考轴的夹角之差不大于第三预设角度,或者任意参考轴与第一视野平面的夹角均小于第四预设角度,或者任意参考轴在第一视野平面中的投影长度均不小于预设长度等情况下,确定参考轴中无不可见方向轴。It should be understood that the above threshold conditions such as the second preset angle, the third preset angle, the fourth preset angle, the preset length, etc. are equivalent to setting absolute conditions for the invisible direction axis. In other words, there may be a situation where there is no invisible direction axis, such as when the angle between any two first projection axes is not less than the second preset angle, or the difference between the angle between any two first projection axes and the angle between the corresponding two reference axes is not greater than the third preset angle, or the angle between any reference axis and the first visual plane is less than the fourth preset angle, or the projection length of any reference axis in the first visual plane is not less than the preset length, etc., it is determined that there is no invisible direction axis in the reference axis.
在一种实施方式中,可以将参考轴在第一视野平面中可见性最差的方向轴确定为不可见方向轴,以保证始终存在不可见方向轴。例如,获取每两个第一投影轴间的夹角,在夹角最小的两个第一投影轴所对应的两个参考轴中确定不可见方向轴。或者,获取每两个第一投影轴间的夹角与对应的两个参考轴的夹角之差,在夹角之差最大的两个第一投影轴所对应的两个参考轴中确定不可见方向轴。或者,将与第一视野平面的夹角最大的参考轴确定为不可见方向轴。或者,将在第一视野平面中的投影长度最小的参考轴确定为不可见方向轴。In one embodiment, the direction axis with the worst visibility of the reference axis in the first field of view plane can be determined as the invisible direction axis to ensure that the invisible direction axis always exists. For example, the angle between every two first projection axes is obtained, and the invisible direction axis is determined in the two reference axes corresponding to the two first projection axes with the smallest angle. Alternatively, the difference between the angle between every two first projection axes and the angle between the corresponding two reference axes is obtained, and the invisible direction axis is determined in the two reference axes corresponding to the two first projection axes with the largest difference in angle. Alternatively, the reference axis with the largest angle with the first field of view plane is determined as the invisible direction axis. Alternatively, the reference axis with the smallest projection length in the first field of view plane is determined as the invisible direction axis.
在确定不可见方向轴的情况下,继续参考图5,在步骤S520中,根据不可见方向轴确定第二视野平面,不可见方向轴与第二视野平面的夹角小于或等于第一预设角度。When the invisible direction axis is determined, referring to FIG. 5 , in step S520 , the second viewing plane is determined according to the invisible direction axis, and the angle between the invisible direction axis and the second viewing plane is less than or equal to the first preset angle.
其中,不可见方向轴与第二视野平面的夹角可以是不可见方向轴的正方向与第二视野平面的夹角。关于不可见方向轴的正方向与反方向的区分,通常可以认为正方向与第二视野平面的夹角不大于90度,则相应的,反方向与第二视野平面的夹角不小于90度。设置不可见方向轴与第二视野平面的夹角小于或等于第一预设角度,能够确保不可见方向轴在第二视野平面中具有较好的可见性。第一预设角度可以根据经验或具体需求确定。示例性的,第一预设角度可以是0度。或者,第一预设角度可以等于90度与第四预设角度之差,如第四预设角度为60度,则第一预设角度为30度。Among them, the angle between the invisible direction axis and the second field of view plane can be the angle between the positive direction of the invisible direction axis and the second field of view plane. Regarding the distinction between the positive direction and the negative direction of the invisible direction axis, it can be generally considered that the angle between the positive direction and the second field of view plane is not greater than 90 degrees, and accordingly, the angle between the negative direction and the second field of view plane is not less than 90 degrees. Setting the angle between the invisible direction axis and the second field of view plane to be less than or equal to the first preset angle can ensure that the invisible direction axis has good visibility in the second field of view plane. The first preset angle can be determined based on experience or specific needs. Exemplarily, the first preset angle can be 0 degrees. Alternatively, the first preset angle can be equal to the difference between 90 degrees and the fourth preset angle. For example, if the fourth preset angle is 60 degrees, the first preset angle is 30 degrees.
在一种实施方式中,可以将与不可见方向轴的夹角小于或等于第一预设角度的任意平面作为第二视野平面。 In one implementation, any plane whose included angle with the invisible direction axis is less than or equal to the first preset angle may be used as the second field of view plane.
在一种实施方式中,上述根据不可见方向轴确定第二视野平面,可以包括以下步骤:In one implementation, the determining of the second viewing plane according to the invisible direction axis may include the following steps:
将不可见方向轴与任一其他参考轴形成参考平面,将与参考平面平行的平面作为第二视野平面。The invisible direction axis and any other reference axis form a reference plane, and a plane parallel to the reference plane is used as the second field of view plane.
其中,对于不可见方向轴与任一其他参考轴形成的平面,不可见方向轴与该平面的夹角为0度,说明不可见方向轴在该平面内具有最佳的可见性。例如,若确定Z轴为不可见方向轴,则可以将X-Z平面或Y-Z平面作为上述参考平面,并在参考平面的平行平面中确定第二视野平面,在第二视野平面内可以充分观察到Z轴的信息。如图1所示,将与Y-Z平面平行的平面作为第二视野平面。Among them, for the plane formed by the invisible direction axis and any other reference axis, the angle between the invisible direction axis and the plane is 0 degrees, indicating that the invisible direction axis has the best visibility in the plane. For example, if the Z axis is determined to be the invisible direction axis, the X-Z plane or the Y-Z plane can be used as the above reference plane, and the second field of view plane can be determined in the parallel plane of the reference plane, and the information of the Z axis can be fully observed in the second field of view plane. As shown in Figure 1, the plane parallel to the Y-Z plane is used as the second field of view plane.
基于上述不可见方向轴与第二视野平面的夹角小于或等于第一预设角度这一条件,可以确定第二视野平面的角度,通常并不能唯一确定一个第二视野平面,而是确定一组平行平面。因此,还可以确定第二视野平面与虚拟对象的距离,由此确定第二视野平面的位置,这样能够唯一确定一个第二视野平面。通过确定合适的距离,可以使虚拟对象在第二视野平面内呈现出合适的大小。Based on the condition that the angle between the invisible direction axis and the second field of view plane is less than or equal to the first preset angle, the angle of the second field of view plane can be determined. Usually, a second field of view plane cannot be uniquely determined, but a group of parallel planes can be determined. Therefore, the distance between the second field of view plane and the virtual object can also be determined, thereby determining the position of the second field of view plane, so that a second field of view plane can be uniquely determined. By determining the appropriate distance, the virtual object can be made to appear at an appropriate size in the second field of view plane.
在一种实施方式中,在根据不可见方向轴确定第二视野平面时,还可以确定第二视野平面和虚拟对象的距离与第一视野平面和虚拟对象的距离相同。例如,在图1中,可以获取虚拟对象130与第一视野平面的距离d,确定Y-Z平面为参考平面后,将Y-Z平面沿着其法线方向(即X轴方向)移动d的长度,得到第二视野平面。这样基于透视关系,虚拟对象在第一画面中的比例与其在第二画面中的比例相同或相近,这样用户同时观看第一画面和第二画面的视觉感受较为和谐。In one embodiment, when determining the second field of view plane according to the invisible direction axis, it can also be determined that the distance between the second field of view plane and the virtual object is the same as the distance between the first field of view plane and the virtual object. For example, in FIG1 , the distance d between the virtual object 130 and the first field of view plane can be obtained, and after determining the Y-Z plane as the reference plane, the Y-Z plane is moved along its normal direction (i.e., the X-axis direction) by a length of d to obtain the second field of view plane. In this way, based on the perspective relationship, the proportion of the virtual object in the first screen is the same or similar to its proportion in the second screen, so that the user's visual experience of watching the first screen and the second screen at the same time is more harmonious.
在一种实施方式中,在根据不可见方向轴确定第二视野平面时,还可以确定第二视野平面和虚拟对象的距离为预设距离。该预设距离可以根据第二虚拟摄像机的视野大小、焦距等参数确定,使得在默认距离下观察虚拟对象,虚拟对象在第二画面中的比例较为合适。In one embodiment, when the second viewing plane is determined according to the invisible direction axis, the distance between the second viewing plane and the virtual object can also be determined as a preset distance. The preset distance can be determined according to parameters such as the viewing size and focal length of the second virtual camera, so that when the virtual object is observed at the default distance, the proportion of the virtual object in the second picture is more appropriate.
在一种实施方式中,在根据不可见方向轴确定第二视野平面之后,方法还包括:In one embodiment, after determining the second field of view plane according to the invisible direction axis, the method further includes:
根据第二视野平面以及虚拟对象的位置,确定第二虚拟摄像机的目标位姿,并将第二虚拟摄像机调整到目标位姿。According to the second field of view plane and the position of the virtual object, a target posture of the second virtual camera is determined, and the second virtual camera is adjusted to the target posture.
其中,根据不可见方向轴确定第二视野平面,是指确定第二视野平面的角度,由此可以确定第二虚拟摄像机的角度(或姿态)。根据虚拟对象的位置,可以确定第二虚拟摄像机的位置,如将虚拟对象置于第二虚拟摄像机的视野正前方的预设距离处(即虚拟对象位于第二虚拟摄像机的光轴上,与第二虚拟摄像机的距离等于预设距离)或等于第一视野平面和虚拟对象间距离的距离处,由此计算出第二虚拟摄像机的位置。综合位置和角度,可以得到第二虚拟摄像机的目标位姿,目标位姿是指能够展示虚拟对象的不可见方向信息的位姿。将第二虚拟摄像机调整到目标位姿,在目标位姿下拍摄虚拟对象及其所在的局部场景,视角与视距均较为合适,可以将拍摄的画面显示在第二画面中。Among them, determining the second field of view plane according to the invisible direction axis refers to determining the angle of the second field of view plane, thereby determining the angle (or posture) of the second virtual camera. According to the position of the virtual object, the position of the second virtual camera can be determined, such as placing the virtual object at a preset distance directly in front of the field of view of the second virtual camera (that is, the virtual object is located on the optical axis of the second virtual camera, and the distance from the second virtual camera is equal to the preset distance) or at a distance equal to the distance between the first field of view plane and the virtual object, thereby calculating the position of the second virtual camera. Combining the position and angle, the target posture of the second virtual camera can be obtained. The target posture refers to the posture that can display the invisible direction information of the virtual object. Adjust the second virtual camera to the target posture, shoot the virtual object and the local scene where it is located in the target posture, the viewing angle and viewing distance are relatively suitable, and the shot picture can be displayed in the second picture.
继续参考图5,在步骤S530中,在图形用户界面中提供第二画面,在第二画面中 显示虚拟对象在第二视野平面中的投影。5, in step S530, a second screen is provided in the graphical user interface. Displays the projection of the virtual object in the second field of view.
在一种实施方式中,可以在确定存在不可见方向轴的情况下,在图形用户界面中显示第二画面,如以窗口的形式显示第二画面,在确定不存在不可见方向轴的情况下,可以将第二画面隐藏。在一种实施方式中,可以始终将参考轴中在第一视野平面中可见性最差的轴确定为不可见方向轴,即始终存在不可见方向轴的情况,则可以始终显示第二画面。In one embodiment, when it is determined that there is an invisible direction axis, the second picture can be displayed in the graphical user interface, such as displaying the second picture in the form of a window. When it is determined that there is no invisible direction axis, the second picture can be hidden. In one embodiment, the axis with the worst visibility in the first visual plane among the reference axes can always be determined as the invisible direction axis, that is, when the invisible direction axis always exists, the second picture can always be displayed.
在一种实施方式中,可以在图形用户界面中固定显示第二画面,或者在确定待显示的虚拟对象的情况(如用户选中某个虚拟对象作为待显示的虚拟对象)下固定显示第二画面,即无论是否存在不可见方向轴,都可以显示第二画面。其中,在确定存在不可见方向轴的情况下,可以在第二画面中显示虚拟对象在第二视野平面中的投影。在确定不存在不可见方向轴的情况下,可以在第二画面中显示其他信息,如虚拟对象的属性信息,虚拟场景的地图信息等。In one embodiment, the second screen can be fixedly displayed in the graphical user interface, or the second screen can be fixedly displayed when the virtual object to be displayed is determined (such as when the user selects a virtual object as the virtual object to be displayed), that is, the second screen can be displayed regardless of whether the invisible direction axis exists. Wherein, when it is determined that the invisible direction axis exists, the projection of the virtual object in the second field of view plane can be displayed in the second screen. When it is determined that the invisible direction axis does not exist, other information can be displayed in the second screen, such as attribute information of the virtual object, map information of the virtual scene, etc.
如图1所示,确定Z轴为不可见方向轴,确定Y-Z平面的平行平面为第二视野平面,获取虚拟对象130在第二视野平面中的投影,以显示在第二画面120,从第二画面120可以充分看到虚拟对象130在Z轴方向上的信息。相比之下,在第一画面110中用户很难清楚地看到虚拟对象130在Z轴方向上的尺寸或位置,而在第二画面120中用户能够很清楚地看到这些信息。第二画面120对第一画面110的显示信息形成了有效的补充,通过第一画面110与第二画面120的结合,使得用户能够较为完整地获得虚拟对象130的信息。As shown in FIG1 , the Z axis is determined as the invisible direction axis, the parallel plane of the Y-Z plane is determined as the second field of view plane, and the projection of the virtual object 130 in the second field of view plane is obtained to be displayed in the second screen 120. From the second screen 120, the information of the virtual object 130 in the Z axis direction can be fully seen. In contrast, it is difficult for the user to clearly see the size or position of the virtual object 130 in the Z axis direction in the first screen 110, while the user can clearly see this information in the second screen 120. The second screen 120 effectively supplements the display information of the first screen 110. Through the combination of the first screen 110 and the second screen 120, the user can obtain the information of the virtual object 130 more completely.
在一种实施方式中,虚拟对象为三维虚拟对象,第一画面显示该三维虚拟对象在第一视野平面中的二维投影,第二画面显示该三维虚拟对象在第二视野平面中的二维投影。通过两种视野平面中的二维投影的互补,可以较为充分地显示出三维虚拟对象的三维信息。In one embodiment, the virtual object is a three-dimensional virtual object, the first screen displays the two-dimensional projection of the three-dimensional virtual object in the first field of view plane, and the second screen displays the two-dimensional projection of the three-dimensional virtual object in the second field of view plane. Through the complementarity of the two-dimensional projections in the two field of view planes, the three-dimensional information of the three-dimensional virtual object can be more fully displayed.
在一种实施方式中,虚拟对象为游戏编辑场景中的当前编辑对象。虚拟对象的显示方法还可以包括以下步骤:In one embodiment, the virtual object is a current editing object in a game editing scene. The method for displaying the virtual object may further include the following steps:
响应于在第一画面或第二画面内对当前编辑对象的编辑操作,在第一画面和第二画面同步显示编辑操作的编辑过程。In response to an editing operation on a current editing object in the first screen or the second screen, the editing process of the editing operation is synchronously displayed on the first screen and the second screen.
其中,编辑操作可以包括但不限于:缩放操作、移动操作、旋转操作、形态调整操作、颜色或纹理编辑操作,等等。用户可以在第一画面或第二画面内对当前编辑对象进行编辑操作。例如,第一画面为主界面,可以设置仅能在第一画面内进行编辑操作,不能在第二画面内进行编辑操作。在进行编辑操作时,在第一画面和第二画面同步显示编辑操作的编辑过程,如缩放过程、移动过程、旋转过程等,使得用户可以从两个界面获得编辑过程的信息,以看到当前编辑对象实时的三维信息,从而便于实现准确的编辑操作。The editing operation may include but is not limited to: zooming operation, moving operation, rotating operation, shape adjustment operation, color or texture editing operation, etc. The user can perform editing operations on the current editing object in the first screen or the second screen. For example, if the first screen is the main interface, it can be set that editing operations can only be performed in the first screen, and editing operations cannot be performed in the second screen. When performing editing operations, the editing process of the editing operation, such as the zooming process, moving process, rotation process, etc., is synchronously displayed in the first screen and the second screen, so that the user can obtain information about the editing process from the two interfaces to see the real-time three-dimensional information of the current editing object, thereby facilitating accurate editing operations.
图7示出了用户进行缩放操作的情况,用户控制虚拟对象130沿Z轴进行缩放时, 在第一画面110内可以显示缩放过程,但是很难通过第一画面110清楚地看到缩放效果,在第二画面120内同步显示缩放过程,用户可以很清楚地看到沿Z轴缩放的大小,由此便于实现准确的缩放操作,以精确缩放到用户想要的尺寸。FIG. 7 shows a situation where a user performs a zooming operation. When the user controls the virtual object 130 to zoom along the Z axis, The zooming process can be displayed in the first screen 110, but it is difficult to clearly see the zooming effect through the first screen 110. The zooming process is synchronously displayed in the second screen 120, and the user can clearly see the size of the zoom along the Z axis, thereby facilitating accurate zooming operations to accurately zoom to the size the user wants.
图8示出了用户进行移动操作的情况,用户控制虚拟对象130沿X-Z平面中的某个方向进行移动时,在第一画面110内可以显示移动过程,但是很难通过第一画面110清楚地看到移动后处于Z轴的什么位置,在第二画面120内同步显示缩放过程,用户可以很清楚地看到移动后处于Z轴的什么位置,由此便于实现准确的移动操作,以精确移动到用户想要的位置。Figure 8 shows a situation in which a user performs a moving operation. When the user controls the virtual object 130 to move along a certain direction in the X-Z plane, the moving process can be displayed in the first screen 110, but it is difficult to clearly see through the first screen 110 where the virtual object is after the movement on the Z axis. The zooming process is synchronously displayed in the second screen 120, and the user can clearly see where the virtual object is after the movement on the Z axis, thereby facilitating accurate moving operations to precisely move the virtual object to the position the user wants.
在实际应用中,图形用户界面中包括第一交互控件,通过终端设备触发第二交互控件后,可生成第一画面对应的游戏场景信息,游戏场景信息包括所述第一画面中的虚拟对象的组件信息,例如虚拟对象地尺寸信息、颜色信息、在游戏场景中的位置信息等。该游戏场景信息可保存在预设存储位置,该预设存储位置可以是地图文件中,该地图文件不仅可保存游戏场景信息,该可保存其他的地图信息(包括但不限于截图、地图名、日志等信息)。地图文件保存游戏场景信息后会被上传到服务器。服务器审核通过后可将游戏场景信息生成的游戏场景发布至于预设地图池中,从而于服务器连接的终端设备可是从服务器上下载了相应的游戏场景信息,并通过游戏程序根据游戏场景信息生成对应的游戏场景,然后在该游戏场景中进行游戏体验。该方式可将游戏编辑器中的游戏场景信息进行发布,并被其他玩家体验,从而实现快速的UGC(User Generation Content,用户生成内容)功能。In actual applications, the graphical user interface includes a first interactive control. After the second interactive control is triggered by the terminal device, the game scene information corresponding to the first screen can be generated. The game scene information includes component information of the virtual object in the first screen, such as the size information, color information, and position information of the virtual object in the game scene. The game scene information can be saved in a preset storage location, which can be a map file. The map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it will be uploaded to the server. After the server passes the review, the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the game scene information through the game program, and then experience the game in the game scene. In this way, the game scene information in the game editor can be published and experienced by other players, thereby realizing a fast UGC (User Generation Content) function.
本公开的示例性实施方式还提供一种虚拟对象的显示装置,可以通过终端设备提供图形用户界面,图形用户界面包括第一画面,第一画面显示虚拟对象在第一视野平面中的投影;虚拟对象具有至少一个参考轴。参考图9所示,虚拟对象的显示装置900可以包括以下程序模块:The exemplary embodiment of the present disclosure also provides a display device for a virtual object, which can provide a graphical user interface through a terminal device, wherein the graphical user interface includes a first screen, and the first screen displays the projection of the virtual object in the first visual plane; the virtual object has at least one reference axis. Referring to FIG. 9 , the display device 900 for a virtual object may include the following program modules:
不可见方向轴确定模块910,被配置为执行在参考轴中确定相对于第一视野平面的不可见方向轴;The invisible direction axis determination module 910 is configured to determine the invisible direction axis relative to the first field of view plane in the reference axis;
第二视野平面确定模块920,被配置为执行根据不可见方向轴确定第二视野平面,不可见方向轴与第二视野平面的夹角小于或等于第一预设角度;A second viewing plane determining module 920 is configured to determine the second viewing plane according to the invisible direction axis, wherein the angle between the invisible direction axis and the second viewing plane is less than or equal to a first preset angle;
显示处理模块930,被配置为执行在图形用户界面中提供第二画面,在第二画面中显示虚拟对象在第二视野平面中的投影。The display processing module 930 is configured to provide a second screen in the graphical user interface, and display the projection of the virtual object in the second field of view plane in the second screen.
在一种实施方式中,上述在参考轴中确定相对于第一视野平面的不可见方向轴,包括:In one embodiment, determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
获取参考轴在第一视野平面中的投影,得到参考轴对应的第一投影轴;Obtaining a projection of the reference axis in the first field of view plane to obtain a first projection axis corresponding to the reference axis;
根据不同的第一投影轴间的夹角,从参考轴中确定不可见方向轴。According to the angles between different first projection axes, the invisible direction axis is determined from the reference axis.
在一种实施方式中,上述根据不同的第一投影轴间的夹角,从参考轴中确定不可见方向轴,包括: In one embodiment, the method of determining the invisible direction axis from the reference axis according to the angles between different first projection axes includes:
若两个第一投影轴间的夹角小于第二预设角度,则从两个第一投影轴对应的两个参考轴中确定不可见方向轴。If the included angle between the two first projection axes is smaller than the second preset angle, the invisible direction axis is determined from two reference axes corresponding to the two first projection axes.
在一种实施方式中,不可见方向轴确定模块910,还被配置为执行:In one implementation, the invisible direction axis determination module 910 is further configured to execute:
根据虚拟对象在参考轴上的尺寸确定第二预设角度。The second preset angle is determined according to the size of the virtual object on the reference axis.
在一种实施方式中,上述在参考轴中确定相对于第一视野平面的不可见方向轴,包括:In one embodiment, determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
获取参考轴与第一视野平面的夹角,将与第一视野平面的夹角大于第四预设角度的参考轴确定为不可见方向轴。The angle between the reference axis and the first viewing plane is obtained, and the reference axis whose angle with the first viewing plane is greater than a fourth preset angle is determined as the invisible direction axis.
在一种实施方式中,上述在参考轴中确定相对于第一视野平面的不可见方向轴,包括:In one embodiment, determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
获取参考轴在第一视野平面中的投影长度,将投影长度小于预设长度的参考轴确定为不可见方向轴。The projection length of the reference axis in the first field of view plane is obtained, and the reference axis whose projection length is less than a preset length is determined as an invisible direction axis.
在一种实施方式中,上述根据不可见方向轴确定第二视野平面,包括:In one implementation, the determining of the second viewing plane according to the invisible direction axis includes:
将不可见方向轴与任一其他参考轴形成参考平面,将与参考平面平行的平面作为第二视野平面。The invisible direction axis and any other reference axis form a reference plane, and a plane parallel to the reference plane is used as the second field of view plane.
在一种实施方式中,第二视野平面确定模块920,还被配置为执行:在根据不可见方向轴确定第二视野平面时,确定第二视野平面和虚拟对象的距离与第一视野平面和虚拟对象的距离相同。In one implementation, the second viewing plane determining module 920 is further configured to execute: when determining the second viewing plane according to the invisible direction axis, determining that the distance between the second viewing plane and the virtual object is the same as the distance between the first viewing plane and the virtual object.
在一种实施方式中,虚拟对象为游戏编辑场景中的当前编辑对象;显示处理模块930,还被配置为执行:In one embodiment, the virtual object is a current editing object in the game editing scene; the display processing module 930 is further configured to execute:
响应于在第一画面或第二画面内对当前编辑对象的编辑操作,在第一画面和第二画面同步显示编辑操作的编辑过程。In response to an editing operation on a current editing object in the first screen or the second screen, the editing process of the editing operation is synchronously displayed on the first screen and the second screen.
在一种实施方式中,游戏编辑场景中设置第一虚拟摄像机和第二虚拟摄像机;第一视野平面为第一虚拟摄像机的成像平面,第一画面显示第一虚拟摄像机拍摄游戏编辑场景所形成的画面;第二视野平面为第二虚拟摄像机的成像平面,第二画面显示第二虚拟摄像机拍摄游戏编辑场景所形成的画面。In one embodiment, a first virtual camera and a second virtual camera are set in a game editing scene; the first field of view plane is an imaging plane of the first virtual camera, and the first picture displays a picture formed by the first virtual camera shooting the game editing scene; the second field of view plane is an imaging plane of the second virtual camera, and the second picture displays a picture formed by the second virtual camera shooting the game editing scene.
在一种实施方式中,第二视野平面确定模块920,还被配置为执行:In one implementation, the second viewing plane determining module 920 is further configured to execute:
在根据不可见方向轴确定第二视野平面之后,根据第二视野平面以及虚拟对象的位置,确定第二虚拟摄像机的目标位姿,并将第二虚拟摄像机调整到目标位姿。After the second viewing plane is determined according to the invisible direction axis, the target posture of the second virtual camera is determined according to the second viewing plane and the position of the virtual object, and the second virtual camera is adjusted to the target posture.
在一种实施方式中,图形用户界面中包括第一交互控件;虚拟对象的显示装置900还包括交互控制模块,被配置为执行:In one embodiment, the graphical user interface includes a first interactive control; the display device 900 of the virtual object also includes an interactive control module configured to execute:
响应针对第一交互控件的触发操作,控制生成第一画面对应的游戏场景信息;其中,游戏场景信息包括第一画面中的虚拟对象的组件信息;In response to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the first screen; wherein the game scene information includes component information of virtual objects in the first screen;
控制将游戏场景信息传送至服务器;其中,服务器配置为与终端设备通信连接,终端设备配置有游戏程序,终端设备配置为从服务器获取游戏场景信息,并通过游戏程序 根据游戏场景信息生成对应的游戏场景。Control the transmission of game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and transmit the game scene information to the server through the game program. Generate a corresponding game scene according to the game scene information.
上述装置中各部分的具体细节在方法部分实施方式中已经详细说明,未披露的细节内容可以参见方法部分的实施方式内容,因而不再赘述。The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
本公开的示例性实施方式还提供了一种计算机可读存储介质,可以实现为一种程序产品的形式,其包括程序代码,当程序产品在电子设备上运行时,程序代码用于使电子设备执行如下方法步骤:The exemplary embodiments of the present disclosure further provide a computer-readable storage medium, which can be implemented in the form of a program product, including a program code. When the program product is run on an electronic device, the program code is used to cause the electronic device to perform the following method steps:
一种虚拟对象的显示方法,通过终端设备提供图形用户界面,图形用户界面包括第一画面,第一画面显示虚拟对象在第一视野平面中的投影;虚拟对象具有至少一个参考轴;该方法包括:A method for displaying a virtual object, providing a graphical user interface through a terminal device, wherein the graphical user interface includes a first screen, and the first screen displays a projection of the virtual object in a first visual plane; the virtual object has at least one reference axis; the method includes:
在参考轴中确定相对于第一视野平面的不可见方向轴;determining an invisible direction axis relative to the first viewing plane in the reference axis;
根据不可见方向轴确定第二视野平面,不可见方向轴与第二视野平面的夹角小于或等于第一预设角度;Determine a second viewing plane according to the invisible direction axis, wherein an angle between the invisible direction axis and the second viewing plane is less than or equal to a first preset angle;
在图形用户界面中提供第二画面,在第二画面中显示虚拟对象在第二视野平面中的投影。A second screen is provided in the graphical user interface, and a projection of the virtual object in the second field of view plane is displayed in the second screen.
可选地,在参考轴中确定相对于第一视野平面的不可见方向轴,包括:Optionally, determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
获取参考轴在第一视野平面中的投影,得到参考轴对应的第一投影轴;Obtaining a projection of the reference axis in the first field of view plane to obtain a first projection axis corresponding to the reference axis;
根据不同的第一投影轴间的夹角,从参考轴中确定不可见方向轴。According to the angles between different first projection axes, the invisible direction axis is determined from the reference axis.
可选地,根据不同的第一投影轴间的夹角,从参考轴中确定不可见方向轴,包括:Optionally, determining the invisible direction axis from the reference axis according to the angles between different first projection axes includes:
若两个第一投影轴间的夹角小于第二预设角度,则从两个第一投影轴对应的两个参考轴中确定不可见方向轴。If the included angle between the two first projection axes is smaller than the second preset angle, the invisible direction axis is determined from two reference axes corresponding to the two first projection axes.
可选地,该方法还包括:Optionally, the method further comprises:
根据虚拟对象在参考轴上的尺寸确定第二预设角度。The second preset angle is determined according to the size of the virtual object on the reference axis.
可选地,在参考轴中确定相对于第一视野平面的不可见方向轴,包括:Optionally, determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
获取参考轴与第一视野平面的夹角,将与第一视野平面的夹角大于第四预设角度的参考轴确定为不可见方向轴。The angle between the reference axis and the first viewing plane is obtained, and the reference axis whose angle with the first viewing plane is greater than a fourth preset angle is determined as the invisible direction axis.
可选地,在参考轴中确定相对于第一视野平面的不可见方向轴,包括:Optionally, determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
获取参考轴在第一视野平面中的投影长度,将投影长度小于预设长度的参考轴确定为不可见方向轴。The projection length of the reference axis in the first field of view plane is obtained, and the reference axis whose projection length is less than a preset length is determined as an invisible direction axis.
可选地,根据不可见方向轴确定第二视野平面,包括:Optionally, determining the second field of view plane according to the invisible direction axis includes:
将不可见方向轴与任一其他参考轴形成参考平面,将与参考平面平行的平面作为第二视野平面。The invisible direction axis and any other reference axis form a reference plane, and a plane parallel to the reference plane is used as the second field of view plane.
可选地,在根据不可见方向轴确定第二视野平面时,该方法还包括:Optionally, when determining the second viewing plane according to the invisible direction axis, the method further includes:
确定第二视野平面和虚拟对象的距离与第一视野平面和虚拟对象的距离相同。It is determined that the distance between the second viewing plane and the virtual object is the same as the distance between the first viewing plane and the virtual object.
可选地,虚拟对象为游戏编辑场景中的当前编辑对象;该方法还包括:Optionally, the virtual object is a current editing object in the game editing scene; the method further includes:
响应于在第一画面或第二画面内对当前编辑对象的编辑操作,在第一画面和第二画 面同步显示编辑操作的编辑过程。In response to an editing operation on the current editing object in the first screen or the second screen, The editing process of the editing operation is displayed synchronously on the surface.
可选地,游戏编辑场景中设置第一虚拟摄像机和第二虚拟摄像机;第一视野平面为第一虚拟摄像机的成像平面,第一画面显示第一虚拟摄像机拍摄游戏编辑场景所形成的画面;第二视野平面为第二虚拟摄像机的成像平面,第二画面显示第二虚拟摄像机拍摄游戏编辑场景所形成的画面。Optionally, a first virtual camera and a second virtual camera are set in the game editing scene; the first field of view plane is the imaging plane of the first virtual camera, and the first picture displays the picture formed by the first virtual camera shooting the game editing scene; the second field of view plane is the imaging plane of the second virtual camera, and the second picture displays the picture formed by the second virtual camera shooting the game editing scene.
可选地,在根据不可见方向轴确定第二视野平面之后,该方法还包括:Optionally, after determining the second field of view plane according to the invisible direction axis, the method further includes:
根据第二视野平面以及虚拟对象的位置,确定第二虚拟摄像机的目标位姿,并将第二虚拟摄像机调整到目标位姿。According to the second field of view plane and the position of the virtual object, a target posture of the second virtual camera is determined, and the second virtual camera is adjusted to the target posture.
可选地,图形用户界面中包括第一交互控件;该方法还包括:Optionally, the graphical user interface includes a first interactive control; the method further includes:
响应针对第一交互控件的触发操作,控制生成第一画面对应的游戏场景信息;其中,游戏场景信息包括第一画面中的虚拟对象的组件信息;In response to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the first screen; wherein the game scene information includes component information of virtual objects in the first screen;
控制将游戏场景信息传送至服务器;其中,服务器配置为与终端设备通信连接,终端设备配置有游戏程序,终端设备配置为从服务器获取游戏场景信息,并通过游戏程序根据游戏场景信息生成对应的游戏场景。Control the transmission of game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
在通过第一画面显示虚拟对象在第一视野平面中的投影外,确定参考轴中相对于第一视野平面的不可见方向轴,并确定第二视野平面,在图形用户界面中提供第二画面,通过第二画面显示虚拟对象在第二视野平面中的投影。第二视野平面能够重点呈现虚拟对象在不可见方向轴上的信息,由此对第一视野平面中缺失的信息形成有效补充,这样用户通过观看两个画面,即可获得虚拟对象的较为完整的信息,不需要在观看、控制或编辑过程中多次调整视角,提高了用户操作的便利性,同时降低了设备计算资源开销,节省能耗。In addition to displaying the projection of the virtual object in the first field of view plane through the first screen, an invisible direction axis relative to the first field of view plane in the reference axis is determined, and a second field of view plane is determined, and a second screen is provided in the graphical user interface, and the projection of the virtual object in the second field of view plane is displayed through the second screen. The second field of view plane can focus on presenting the information of the virtual object on the invisible direction axis, thereby effectively supplementing the missing information in the first field of view plane, so that the user can obtain relatively complete information of the virtual object by viewing the two screens, and there is no need to adjust the viewing angle multiple times during the viewing, control or editing process, which improves the convenience of user operation, while reducing the computing resource overhead of the device and saving energy consumption.
在一种可选的实施方式中,该程序产品可以实现为便携式紧凑盘只读存储器(CD-ROM)并包括程序代码,并可以在电子设备,例如个人电脑上运行。然而,本公开的程序产品不限于此,在本文件中,可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。In an optional embodiment, the program product can be implemented as a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium can be any tangible medium containing or storing a program that can be used by or in combination with an instruction execution system, apparatus, or device.
程序产品可以采用一个或多个可读介质的任意组合。可读介质可以是可读信号介质或者可读存储介质。可读存储介质例如可以为但不限于电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。可读存储介质的更具体的例子(非穷举的列表)包括:具有一个或多个导线的电连接、便携式盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。The program product may use any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection with one or more wires, a portable disk, 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 disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。可读信号介质还可以是可读存储介质以外的任何可读 介质,该可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, which carry readable program code. Such propagated data signals may take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable storage medium other than a readable storage medium. The medium may transmit, propagate or transport the program for use by or in connection with the instruction execution system, apparatus or device.
可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、RF等等,或者上述的任意合适的组合。The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.
可以以一种或多种程序设计语言的任意组合来编写用于执行本公开操作的程序代码,程序设计语言包括面向对象的程序设计语言—诸如Java、C++等,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算设备上执行、部分地在用户设备上执行、作为一个独立的软件包执行、部分在用户计算设备上部分在远程计算设备上执行、或者完全在远程计算设备或服务器上执行。在涉及远程计算设备的情形中,远程计算设备可以通过任意种类的网络,包括局域网(LAN)或广域网(WAN),连接到用户计算设备,或者,可以连接到外部计算设备(例如利用因特网服务提供商来通过因特网连接)。Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).
本公开的示例性实施方式还提供一种电子设备。该电子设备可以包括处理器与存储器。此外,该电子设备还可以包括显示器,以用于显示图形用户界面。存储器存储有处理器的可执行指令,如可以是程序代码。处理器通过执行该可执行指令,可以实现如下方法步骤:The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. In addition, the electronic device may also include a display for displaying a graphical user interface. The memory stores executable instructions of the processor, such as program codes. The processor may implement the following method steps by executing the executable instructions:
一种虚拟对象的显示方法,通过终端设备提供图形用户界面,图形用户界面包括第一画面,第一画面显示虚拟对象在第一视野平面中的投影;虚拟对象具有至少一个参考轴;该方法包括:A method for displaying a virtual object, providing a graphical user interface through a terminal device, wherein the graphical user interface includes a first screen, and the first screen displays a projection of the virtual object in a first visual plane; the virtual object has at least one reference axis; the method includes:
在参考轴中确定相对于第一视野平面的不可见方向轴;determining an invisible direction axis relative to the first viewing plane in the reference axis;
根据不可见方向轴确定第二视野平面,不可见方向轴与第二视野平面的夹角小于或等于第一预设角度;Determine a second viewing plane according to the invisible direction axis, wherein an angle between the invisible direction axis and the second viewing plane is less than or equal to a first preset angle;
在图形用户界面中提供第二画面,在第二画面中显示虚拟对象在第二视野平面中的投影。A second screen is provided in the graphical user interface, and a projection of the virtual object in the second field of view plane is displayed in the second screen.
可选地,在参考轴中确定相对于第一视野平面的不可见方向轴,包括:Optionally, determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
获取参考轴在第一视野平面中的投影,得到参考轴对应的第一投影轴;Obtaining a projection of the reference axis in the first field of view plane to obtain a first projection axis corresponding to the reference axis;
根据不同的第一投影轴间的夹角,从参考轴中确定不可见方向轴。According to the angles between different first projection axes, the invisible direction axis is determined from the reference axis.
可选地,根据不同的第一投影轴间的夹角,从参考轴中确定不可见方向轴,包括:Optionally, determining the invisible direction axis from the reference axis according to the angles between different first projection axes includes:
若两个第一投影轴间的夹角小于第二预设角度,则从两个第一投影轴对应的两个参考轴中确定不可见方向轴。If the included angle between the two first projection axes is smaller than the second preset angle, the invisible direction axis is determined from two reference axes corresponding to the two first projection axes.
可选地,该方法还包括:Optionally, the method further comprises:
根据虚拟对象在参考轴上的尺寸确定第二预设角度。The second preset angle is determined according to the size of the virtual object on the reference axis.
可选地,在参考轴中确定相对于第一视野平面的不可见方向轴,包括:Optionally, determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
获取参考轴与第一视野平面的夹角,将与第一视野平面的夹角大于第四预设角度的参考轴确定为不可见方向轴。 The angle between the reference axis and the first viewing plane is obtained, and the reference axis whose angle with the first viewing plane is greater than a fourth preset angle is determined as the invisible direction axis.
可选地,在参考轴中确定相对于第一视野平面的不可见方向轴,包括:Optionally, determining the invisible direction axis relative to the first field of view plane in the reference axis includes:
获取参考轴在第一视野平面中的投影长度,将投影长度小于预设长度的参考轴确定为不可见方向轴。The projection length of the reference axis in the first field of view plane is obtained, and the reference axis whose projection length is less than a preset length is determined as an invisible direction axis.
可选地,根据不可见方向轴确定第二视野平面,包括:Optionally, determining the second field of view plane according to the invisible direction axis includes:
将不可见方向轴与任一其他参考轴形成参考平面,将与参考平面平行的平面作为第二视野平面。The invisible direction axis and any other reference axis form a reference plane, and a plane parallel to the reference plane is used as the second field of view plane.
可选地,在根据不可见方向轴确定第二视野平面时,该方法还包括:Optionally, when determining the second viewing plane according to the invisible direction axis, the method further includes:
确定第二视野平面和虚拟对象的距离与第一视野平面和虚拟对象的距离相同。It is determined that the distance between the second viewing plane and the virtual object is the same as the distance between the first viewing plane and the virtual object.
可选地,虚拟对象为游戏编辑场景中的当前编辑对象;该方法还包括:Optionally, the virtual object is a current editing object in the game editing scene; the method further includes:
响应于在第一画面或第二画面内对当前编辑对象的编辑操作,在第一画面和第二画面同步显示编辑操作的编辑过程。In response to an editing operation on a current editing object in the first screen or the second screen, the editing process of the editing operation is synchronously displayed on the first screen and the second screen.
可选地,游戏编辑场景中设置第一虚拟摄像机和第二虚拟摄像机;第一视野平面为第一虚拟摄像机的成像平面,第一画面显示第一虚拟摄像机拍摄游戏编辑场景所形成的画面;第二视野平面为第二虚拟摄像机的成像平面,第二画面显示第二虚拟摄像机拍摄游戏编辑场景所形成的画面。Optionally, a first virtual camera and a second virtual camera are set in the game editing scene; the first field of view plane is the imaging plane of the first virtual camera, and the first picture displays the picture formed by the first virtual camera shooting the game editing scene; the second field of view plane is the imaging plane of the second virtual camera, and the second picture displays the picture formed by the second virtual camera shooting the game editing scene.
可选地,在根据不可见方向轴确定第二视野平面之后,该方法还包括:Optionally, after determining the second field of view plane according to the invisible direction axis, the method further includes:
根据第二视野平面以及虚拟对象的位置,确定第二虚拟摄像机的目标位姿,并将第二虚拟摄像机调整到目标位姿。According to the second field of view plane and the position of the virtual object, a target posture of the second virtual camera is determined, and the second virtual camera is adjusted to the target posture.
可选地,图形用户界面中包括第一交互控件;该方法还包括:Optionally, the graphical user interface includes a first interactive control; the method further includes:
响应针对第一交互控件的触发操作,控制生成第一画面对应的游戏场景信息;其中,游戏场景信息包括第一画面中的虚拟对象的组件信息;In response to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the first screen; wherein the game scene information includes component information of virtual objects in the first screen;
控制将游戏场景信息传送至服务器;其中,服务器配置为与终端设备通信连接,终端设备配置有游戏程序,终端设备配置为从服务器获取游戏场景信息,并通过游戏程序根据游戏场景信息生成对应的游戏场景。Control the transmission of game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
在通过第一画面显示虚拟对象在第一视野平面中的投影外,确定参考轴中相对于第一视野平面的不可见方向轴,并确定第二视野平面,在图形用户界面中提供第二画面,通过第二画面显示虚拟对象在第二视野平面中的投影。第二视野平面能够重点呈现虚拟对象在不可见方向轴上的信息,由此对第一视野平面中缺失的信息形成有效补充,这样用户通过观看两个画面,即可获得虚拟对象的较为完整的信息,不需要在观看、控制或编辑过程中多次调整视角,提高了用户操作的便利性,同时降低了设备计算资源开销,节省能耗。In addition to displaying the projection of the virtual object in the first field of view plane through the first screen, an invisible direction axis relative to the first field of view plane in the reference axis is determined, and a second field of view plane is determined, and a second screen is provided in the graphical user interface, and the projection of the virtual object in the second field of view plane is displayed through the second screen. The second field of view plane can focus on presenting the information of the virtual object on the invisible direction axis, thereby effectively supplementing the missing information in the first field of view plane, so that the user can obtain relatively complete information of the virtual object by viewing the two screens, and there is no need to adjust the viewing angle multiple times during the viewing, control or editing process, which improves the convenience of user operation, while reducing the computing resource overhead of the device and saving energy consumption.
下面参考图10,以通用计算设备的形式对电子设备进行示例性说明。应当理解,图10显示的电子设备1000仅仅是一个示例,不应对本公开实施方式的功能和使用范围带来限制。Referring to Fig. 10, an electronic device is exemplarily described in the form of a general computing device. It should be understood that the electronic device 1000 shown in Fig. 10 is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
如图10所示,电子设备1000可以包括:处理器1010、存储器1020、总线1030、 I/O(输入/输出)接口1040、网络适配器1050、显示器1060。As shown in FIG. 10 , the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, I/O (input/output) interface 1040 , network adapter 1050 , display 1060 .
存储器1020可以包括易失性存储器,例如RAM 1021、缓存单元1022,还可以包括非易失性存储器,例如ROM 1023。存储器1020还可以包括一个或多个程序模块1024,这样的程序模块1024包括但不限于:操作系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。例如,程序模块1024可以包括上述装置中的各模块。The memory 1020 may include a volatile memory, such as a RAM 1021, a cache unit 1022, and may also include a non-volatile memory, such as a ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may include the implementation of a network environment. For example, the program module 1024 may include each module in the above-mentioned device.
总线1030用于实现电子设备1000的不同组件之间的连接,可以包括数据总线、地址总线和控制总线。The bus 1030 is used to realize the connection between different components of the electronic device 1000, and may include a data bus, an address bus, and a control bus.
电子设备1000可以通过I/O接口1040与一个或多个外部设备1100(例如键盘、鼠标、外置控制器等)进行通信。The electronic device 1000 can communicate with one or more external devices 1100 (eg, a keyboard, a mouse, an external controller, etc.) through the I/O interface 1040 .
电子设备1000可以通过网络适配器1050与一个或者多个网络通信,例如网络适配器1050可以提供如3G/4G/5G等移动通信解决方案,或者提供如无线局域网、蓝牙、近场通信等无线通信解决方案。网络适配器1050可以通过总线1030与电子设备1000的其它模块通信。The electronic device 1000 can communicate with one or more networks through the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G/4G/5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.
电子设备1000可以通过显示器1060显示图形用户界面,如显示游戏编辑场景等。The electronic device 1000 can display a graphical user interface through the display 1060, such as displaying a game editing scene.
尽管图10中未示出,还可以在电子设备1000中设置其它硬件和/或软件模块,包括但不限于:微代码、设备驱动器、冗余处理器、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。Although not shown in FIG. 10 , other hardware and/or software modules may be provided in the electronic device 1000 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的示例性实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
本领域技术人员能够理解,本公开的各个方面可以实现为系统、方法或程序产品。因此,本公开的各个方面可以具体实现为以下形式,即:完全的硬件实施方式、完全的软件实施方式(包括固件、微代码等),或硬件和软件方面结合的实施方式,这里可以统称为“电路”、“模块”或“系统”。本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其他实施方式。本公开旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施方式仅被视为示例性的,本公开的真正范围和精神由权利要求指出。It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily think of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present disclosure is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.
应当理解的是,本公开并不局限于上面已经描述并在附图中示出的精确结构,并且可以在不脱离其范围进行各种修改和改变。本公开的范围仅由所附的权利要求来限定。 It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
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