CN114549739A - Control system and method based on three-dimensional data model - Google Patents

Control system and method based on three-dimensional data model Download PDF

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CN114549739A
CN114549739A CN202210030219.0A CN202210030219A CN114549739A CN 114549739 A CN114549739 A CN 114549739A CN 202210030219 A CN202210030219 A CN 202210030219A CN 114549739 A CN114549739 A CN 114549739A
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component
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scene
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CN114549739B (en
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倪歌
朱惠杰
穆传鹏
曾好
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Jiangyin Xiaoxiang Interactive Game Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
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    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
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Abstract

The invention discloses a control system and a control method based on a three-dimensional data model.A scene component module is used for establishing a new game scene according to component elements in a historical game scene and establishing a three-dimensional model according to the game scene, so that a player can automatically adjust components in the established three-dimensional model; the component control module is used for analyzing the proportion of the built component in a three-dimensional space, controlling and moving part of the component and improving the space utilization rate; the matching module is used for acquiring the moving speed and the distance of the first member in a three-dimensional space, calculating the moving distance of the current first member, comparing the moving distance with a preset distance, and determining the matching degree between the first member and at least 0 second members at a set boundary according to a comparison result; the label prompting module is used for prompting the player to move the first component again when detecting that the first component moves towards the outside of the set boundary; the method increases the interest of the game and improves the experience of the player when playing the game.

Description

Control system and method based on three-dimensional data model
Technical Field
The invention relates to the technical field of big data processing, in particular to a control system and a control method based on a three-dimensional data model.
Background
In current city construction games, the games must be played in specified rules, such as: when a player wants to place a building, the player needs to place the building in a designated frame under the guidance of the system; if the game is played in such a way, the experience of the player in the game is reduced, so that the interest of the player is reduced;
even more, when a player plays a game, due to the limited scale of the game scene, the player can move part of the components or the virtual characters out of the set scene, so that the scene where the part of the components or the virtual characters are located cannot be quickly tracked, the scene outside the set scene is supplemented, and the experience of the player is further reduced; many existing technologies solve the problem of game scene missing, but increase the manufacturing cost of the game scene and also increase the requirements for playing methods;
therefore, it is necessary to improve the above-mentioned problems.
Disclosure of Invention
The present invention is directed to a control system and method based on a three-dimensional data model to solve the problems set forth in the background art.
In order to solve the technical problems, the invention provides the following technical scheme: a control system based on a three-dimensional data model comprises a scene component module, a component control module, a matching module and a label reminding module;
the scene component module is used for establishing a new game scene according to component elements in a historical game scene and establishing a three-dimensional model according to the game scene, so that a player can automatically adjust components in the established three-dimensional model;
the component control module is used for analyzing the proportion of the built component in a three-dimensional space, controlling and moving part of the component and improving the space utilization rate;
the matching module is used for acquiring the moving speed and the distance of the first member in a three-dimensional space, calculating the moving distance of the current first member, comparing the moving distance with a preset distance, and determining the matching degree between the first member and at least 0 second members at a set boundary according to the comparison result;
the label prompting module is used for prompting the player to move the first component again when detecting that the first component moves towards the outside of the set boundary;
the scene component module is connected with the component control module, the scene component module is connected with the matching module, and the matching module is connected with the label prompting module.
Further, the scene component module comprises a scene selection unit, a component distribution unit and a three-dimensional model building unit;
the scene selection unit is used for recommending historical game scenes to the player for selection;
the component distribution unit is used for self-selecting or adjusting components in the scene selected by the player;
the three-dimensional model establishing unit is used for establishing a three-dimensional model according to a game scene and generating a three-dimensional space according to the three-dimensional model;
and the output end of the three-dimensional model establishing unit is connected with the input ends of the scene selection unit and the component distribution unit.
Further, the component control module comprises a component recommending unit, a component moving unit and a space optimizing unit;
the component recommending unit is used for recommending matched components and the component quantity in the residual space according to the components already placed in the three-dimensional model;
the component moving unit is used for moving and processing the component according to the state of the component in the three-dimensional model;
the space optimization unit is used for judging whether the current space is the optimized space or not after the component moves;
the output end of the space optimization unit is connected with the input end of the component moving unit; the output end of the component moving unit is connected with the input end of the component recommending unit.
Further, the matching module comprises a component data acquisition unit, a moving distance calculation unit, a data comparison unit and a matching determination unit;
the component data acquisition unit is used for acquiring the historical speed and distance when the player moves the first component;
the moving distance calculating unit is used for calculating the moving distance of the first component;
the data comparison unit is used for comparing the moving distance of the first component with a preset distance and transmitting the comparison result to the matching determination unit;
the matching determination unit is used for acquiring at least 0 second components in the same direction as the first component and calculating the matching degree between the second components and the first component;
the output end of the matching determination unit is connected with the input end of the data comparison unit; the input ends of the component data acquisition unit and the moving distance calculation unit are connected with the output end of the data comparison unit.
Further, a control method based on a three-dimensional data model, the control method executes the following steps:
z01: randomly establishing a game scene, calling a game component in a historical scene and further readjusting the position of the component in the three-dimensional model;
z02: based on the selected component dimension information, the system recommends at least some components; obtaining the proportion of the residual space in the current scene, and adjusting the position of a component to enable the space of the three-dimensional model to be an optimized space;
z03: monitoring the historical moving distance, speed and direction of the first member in the three-dimensional model space, calculating the moving distance of the first member in the three-dimensional model space, and comparing the moving distance with the set distance; acquiring at least 0 pieces of second member information at a set boundary in the same-direction moving direction with the first member and three-dimensional coordinate information on the at least 0 pieces of second member, and processing the moving result of the first member according to the matching degree between the first member and the second member.
In step Z02, the length information of the first member size and the first member vertex coordinate information W closest to the set boundary are acquired as (a, b), and the size length information Y of all the game members in the history scene is acquired as { Y ═ Y }1,y2,y3...yn}; if the direction of the first component is verified to be not added with the second component, the adding quantity of the second components in the game scene is N;
Figure BDA0003466151480000031
l is the shortest distance between the nearest first member vertex coordinate and the set boundary, (x, y) is the coordinate of the vertex on the set boundary, yiRefers to the dimension length of the ith member;
if the verification is that the component is added in the direction of the first component, the system does not recommend the second component information to the player temporarily;
in the case of the number N, the size of the member needs to be calculated in order to obtain the value N, and the result of the calculation is that the member can be added or cannot be added.
The method comprises the following steps of obtaining the proportion of a game three-dimensional space occupied by a first component in a game scene, adjusting part of a second component to move in the set three-dimensional space according to the size information of the second component to be added, and judging the three-dimensional space to be an optimized space:
z021: setting a fitness function F (t); f (t) VY-t x M; t is the number of movements of the first member in three-dimensional space, M is the length of movement, VYRefers to the original three-dimensional model space;
z022: setting the initial temperature, the cooling coefficient, the termination temperature and the iteration times of the simulated annealing algorithm, and obtaining a function of temperature degradation: t is tε=α*tε-1(ii) a Randomly setting a t value in the fitness function to obtain a new solution of F (t);
z023: analyzing whether the new solution meets the constraint condition F (t) less than or equal to Fk(t) if the constraint is satisfied, receiving a new solution, if the constraint is not satisfiedIf the conditions are bound, receiving a new solution according to Metropolis criterion, and storing the new solution after each iteration;
z024: judging whether the current iteration number reaches a set iteration value or not, if so, ending the operation and outputting an optimal value; if the set value is not reached and the termination condition is not met, adjusting and reducing the temperature, iterating again and repeating the step Z021 to the step Z023;
obtaining a three-dimensional model space after the first component is moved, and selecting the number of N second components which can be matched with the remaining three-dimensional model space;
the optimization degree of the space is calculated through the simulated annealing algorithm, the optimization degree can be guaranteed, and compared with other optimization algorithms, the accuracy of the whole model can be improved by using the optimization algorithm in the application; wherein the fitness function t is passedε=α*tε-1The current usage amount of the residual space can be analyzed in time, whether the optimal space is determined, so that the residual space can be ensured to be used for placing other components, and if the components cannot be placed after adjustment, the current component placement position is directly output.
In step Z03, obtaining the historical moving speed v and the distance P of the first member moved by the player in the same three-dimensional model space in the game scene; acquiring information of a player moving a first component for multiple times, and establishing a linear equation P ═ fv + b; if the verification is that the distance of the first component exceeds the set boundary, prompting the player to process the first component; if the verification is that the P is less than or equal to the L, the distance moved by the first component is within the set boundary;
acquiring at least 0 pieces of second component information at a set boundary in the same-direction moving direction with the first component, wherein if the matching degree of the first component and the second component is greater than the preset matching degree or the first component and the second component meet the structural matching degree in a historical game scene, the first component can be constructed with the second component; otherwise, the first component cannot be built with the second component, and the player is prompted to move the first component to other positions in the three-dimensional model, wherein the other positions are positions except the position of the second component in the three-dimensional model;
acquiring construction data information of a first member and a second member in a current game scene as a vector A, and acquiring construction data information of the first member and the second member in a historical scene as a vector B;
Figure BDA0003466151480000041
wherein: beta is an included angle between the vector A and the vector B, | A | is a module of the vector A, | B | is a module of the vector B; cos β is the similarity between vector a and vector B; if cos β is 1, it means that the similarity between the first member and the second member is high, and the first member can be constructed with the second member; if cos β is 0, it means that the similarity between the first member and the second member is low, and the first member cannot be built with the second member;
compared with the prior art, the invention has the following beneficial effects: by using the scene component module, the invention can randomly set component elements according to the existing game scene, and compared with a hard specified component placement mode, the interestingness of the game is increased and the experience of a player in playing the game is improved; part of components can be controlled and moved at will by using the component control module, whether the components built in the three-dimensional space are the optimal space or not is analyzed in real time, and the use degree of the whole space is improved; by using the matching module, the moving distance of the historical component is calculated according to the moving speed and the moving distance of the historical component, whether the player moves the historical component to a scene other than a set scene or not can be analyzed and obtained through the matching module, and therefore the experience of the player can be enhanced.
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The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the principles of the invention and not to limit the invention. In the drawings:
FIG. 1 is a schematic block diagram of a three-dimensional data model-based control system according to the present invention;
FIG. 2 is a schematic diagram of the steps of a control method based on a three-dimensional data model according to the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Referring to fig. 1-2, the present invention provides a technical solution:
a control system based on a three-dimensional data model comprises a scene component module, a component control module, a matching module and a label reminding module;
the scene component module is used for establishing a new game scene according to component elements in a historical game scene and establishing a three-dimensional model according to the game scene, so that a player can automatically adjust components in the established three-dimensional model;
the component control module is used for analyzing the proportion of the built component in a three-dimensional space, controlling and moving part of the component and improving the space utilization rate;
the matching module is used for acquiring the moving speed and the distance of the first member in a three-dimensional space, calculating the moving distance of the current first member, comparing the moving distance with a preset distance, and determining the matching degree between the first member and at least 0 second members at a set boundary according to the comparison result;
the label prompting module is used for prompting the player to move the first component again when detecting that the first component moves towards the outside of the set boundary;
the scene component module is connected with the component control module, the scene component module is connected with the matching module, and the matching module is connected with the label prompting module.
Further, the scene component module comprises a scene selection unit, a component distribution unit and a three-dimensional model building unit;
the scene selection unit is used for recommending historical game scenes to a player for selection;
the component distribution unit is used for self-selecting or adjusting components in the scene selected by the player;
the three-dimensional model establishing unit is used for establishing a three-dimensional model according to a game scene and generating a three-dimensional space according to the three-dimensional model;
and the output end of the three-dimensional model establishing unit is connected with the input ends of the scene selection unit and the component distribution unit.
Further, the component control module comprises a component recommending unit, a component moving unit and a space optimizing unit;
the component recommending unit is used for recommending matched components and the component quantity in the residual space according to the components already placed in the three-dimensional model;
the component moving unit is used for moving and processing the component according to the state of the component in the three-dimensional model;
the space optimization unit is used for judging whether the current space is the optimized space or not after the component moves;
the output end of the space optimization unit is connected with the input end of the component moving unit; the output end of the component moving unit is connected with the input end of the component recommending unit.
Further, the matching module comprises a component data acquisition unit, a moving distance calculation unit, a data comparison unit and a matching determination unit;
the component data acquisition unit is used for acquiring the historical speed and distance when the player moves the first component;
the moving distance calculating unit is used for calculating the moving distance of the first component;
the data comparison unit is used for comparing the moving distance of the first component with a preset distance and transmitting the comparison result to the matching determination unit;
the matching determination unit is used for acquiring at least 0 second components in the same direction as the first component and calculating the matching degree between the second components and the first component;
the output end of the matching determination unit is connected with the input end of the data comparison unit; the input ends of the component data acquisition unit and the moving distance calculation unit are connected with the output end of the data comparison unit.
Further, a control method based on a three-dimensional data model, the control method executes the following steps:
z01: randomly establishing a game scene, calling a game component in a historical scene and further readjusting the position of the component in the three-dimensional model;
z02: based on the selected component dimension information, the system recommends at least some components; obtaining the proportion of the residual space in the current scene, and adjusting the position of a component to enable the space of the three-dimensional model to be an optimized space;
z03: monitoring the historical moving distance, speed and direction of the first member in the three-dimensional model space, calculating the moving distance of the first member in the three-dimensional model space, and comparing the moving distance with the set distance; acquiring at least 0 pieces of second member information at a set boundary in the same-direction moving direction with the first member and three-dimensional coordinate information on the at least 0 pieces of second member, and processing the moving result of the first member according to the matching degree between the first member and the second member.
In step Z02, the length information of the first member size and the first member vertex coordinate information W closest to the set boundary are acquired as (a, b), and the size length information Y of all the game members in the history scene is acquired as { Y ═ Y }1,y2,y3...yn}; if the direction of the first component is verified to be not added with the second component, the adding quantity of the second components in the game scene is N;
Figure BDA0003466151480000071
l is the shortest distance between the nearest first member vertex coordinate and the set boundary, (x, y) is the coordinate of the vertex on the set boundary, yiRefers to the dimension length of the ith member;
if the verification is that the component is added in the direction of the first component, the system does not recommend the second component information to the player temporarily;
in the case of the number N, the size of the member needs to be calculated in order to obtain the value N, and the result of the calculation is that the member can be added or cannot be added.
The method comprises the following steps of obtaining the proportion of a game three-dimensional space occupied by a first component in a game scene, adjusting part of a second component to move in the set three-dimensional space according to the size information of the second component to be added, and judging the three-dimensional space to be an optimized space:
z021: setting a fitness function F (t); f (t) ═ VY-t x M; t is the number of movements of the first member in three-dimensional space, M is the length of movement, VYRefers to the original three-dimensional model space;
z022: setting the initial temperature, the cooling coefficient, the termination temperature and the iteration times of the simulated annealing algorithm, and obtaining a function of temperature degradation: t is tε=α*tε-1(ii) a Randomly setting a t value in the fitness function to obtain a new solution of F (t);
z023: analyzing whether the new solution meets the constraint condition F (t) less than or equal to Fk(t), if the constraint condition is met, receiving a new solution, if the constraint condition is not met, receiving the new solution according to the Metropolis criterion, and storing the new solution after each iteration;
z024: judging whether the current iteration number reaches a set iteration value or not, if so, ending the operation and outputting an optimal value; if the set value is not reached and the termination condition is not met, adjusting and reducing the temperature, iterating again and repeating the step Z021 to the step Z023;
obtaining a three-dimensional model space after the first component is moved, and selecting the number of N second components which can be matched with the remaining three-dimensional model space;
the optimization degree of the space is calculated through the simulated annealing algorithm, the optimization degree can be guaranteed, and compared with other optimization algorithms, the accuracy of the whole model can be improved by using the optimization algorithm in the application; wherein the fitness function t is passedε=α*tε-1The current usage amount of the residual space can be analyzed in time, whether the optimal space is determined, so that the residual space can be ensured to be used for placing other components, and if the components cannot be placed after adjustment, the current component placement position is directly output.
In step Z03, obtaining the historical moving speed v and the distance P of the first member moved by the player in the same three-dimensional model space in the game scene; acquiring information of a player moving a first member for multiple times, and establishing a straight line equation P ═ fv + b; if the verification is that the distance of the first component exceeds the set boundary, prompting the player to process the first component; if the verification is that the P is less than or equal to the L, the distance moved by the first component is within the set boundary;
acquiring at least 0 pieces of second component information at a set boundary in the same-direction moving direction with the first component, wherein if the matching degree of the first component and the second component is greater than the preset matching degree or the first component and the second component meet the structural matching degree in a historical game scene, the first component can be constructed with the second component; otherwise, the first component cannot be built with the second component, and the player is prompted to move the first component to other positions in the three-dimensional model, wherein the other positions are positions except the position of the second component in the three-dimensional model;
acquiring construction data information of a first member and a second member in a current game scene as a vector A, and acquiring construction data information of the first member and the second member in a historical scene as a vector B;
Figure BDA0003466151480000081
wherein: beta is an included angle between the vector A and the vector B, | A | is a module of the vector A, | B | is a module of the vector B; cos β refers to the similarity between vector a and vector B; if cos β is 1, it means that the similarity between the first member and the second member is high, and the first member can be constructed with the second member; if cos β is 0, it means that the similarity between the first member and the second member is low, and the first member cannot be built up with the second member;
the structural matching degree is particularly the superposition of the same components in a three-dimensional space, for example, when a crematory/garbage field is to be placed between a hospital and a house, the three buildings need to occupy respective spaces, and the crematory or the garbage field cannot be placed above the hospital; for example, when one floor is desired to be superimposed above a hospital, the floor can be built above the hospital; according to the formula
Figure BDA0003466151480000082
Whether the placed component is the same as the component placed in the historical scene or not can be analyzed; if the two are the same, the two can be directly placed; if not, judging whether the structural matching degree is met; if the result matching degree is not satisfied, it cannot be placed there.
Example 1: in the city construction game, a user selects one scene from historical scenes, and randomly selects any component to be placed in a set rectangular box according to the distribution of all components in the game scene; establishing a three-dimensional model according to a current game scene, and obtaining a total three-dimensional space constructed by length, width and height according to boundary coordinate values in the game scene; acquiring a component which is set by a user in a three-dimensional space;
when detecting that the player continues to place the components in the row where the components are installed, acquiring the size length information Y of all game components in the historical scene, wherein the size length information Y is { Y ═ Y }1,y2,y3Obtaining vertex coordinates (460,450, 320) of an installed member closest to a set boundary and coordinates closest to the vertex, which are vertex coordinates (600,450, 320) on the boundary;
according to the formula
Figure BDA0003466151480000091
Calculated, 10 y can be installed1Component, can install 9 y2Component, can install 5 y3A member;
when it is verified that the coordinates of a member in the three-dimensional space are (135.2, 168.9, 352.4), the coordinates in the three-dimensional space are (135, 169, 352) by the regularization processing, it is possible to optimize the three-dimensional space and analyze whether the current three-dimensional space is the optimum space by:
z021: setting a fitness function F (t); f (t) ═ VY-t/M; t is the number of movements of the first member in three-dimensional space, M is the length of movement, VYRefers to the original three-dimensional model space;
z022: setting the initial temperature T0 of the simulated annealing algorithm to be 100, the temperature reduction coefficient alpha to be 0.89, the termination temperature TH to be 0.01 and the iteration number ITER to be 100, and obtaining a function of the temperature degradation: t is tε=α*tε-1(ii) a Randomly setting t values in 100 fitness functions, obtaining a new solution of F (t), establishing an array, and storing the new solution;
z023: analyzing whether the new solution meets the constraint condition F (t) less than or equal to Fk(t), if the constraint condition is met, receiving a new solution, if the constraint condition is not met, receiving the new solution according to the Metropolis criterion, and storing the new solution after each iteration; wherein the constraint condition Fk(t) the maximum residual space value in the three-dimensional space, and analyzing whether other components can be placed in the residual space value after the adjustment;
z024: judging whether the current iteration number reaches a set iteration value or not, if so, ending the operation and outputting an optimal value; and if the set value is not reached and the termination condition is not met, adjusting and reducing the temperature, iterating again and repeating the step Z021 to the step Z023.
Example 2: the game can be played on a mobile phone, a tablet and a computer, and if a player plays the game on the computer, the game has low requirement on the configuration of the computer.
It is noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus.
Finally, it should be noted that: although the present invention has been described in detail with reference to the foregoing embodiments, it will be apparent to those skilled in the art that changes may be made in the embodiments and/or equivalents thereof without departing from the spirit and scope of the invention. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (8)

1. A control system based on three-dimensional data model is characterized in that: the control system comprises a scene component module, a component control module, a matching module and a label reminding module;
the scene component module is used for establishing a new game scene according to component elements in a historical game scene and establishing a three-dimensional model according to the game scene, so that a player can automatically adjust components in the established three-dimensional model;
the component control module is used for analyzing the proportion of the built component in a three-dimensional space, controlling and moving part of the component and improving the space utilization rate;
the matching module is used for acquiring the moving speed and the distance of the first member in a three-dimensional space, calculating the moving distance of the current first member, comparing the moving distance with a preset distance, and determining the matching degree between the first member and at least 0 second members at a set boundary according to the comparison result;
the label prompting module is used for prompting the player to move the first component again when detecting that the first component moves towards the outside of the set boundary;
the scene component module is connected with the component control module, the scene component module is connected with the matching module, and the matching module is connected with the label prompting module.
2. The three-dimensional data model-based control system according to claim 1, wherein: the scene component module comprises a scene selection unit, a component distribution unit and a three-dimensional model building unit;
the scene selection unit is used for recommending historical game scenes to a player for selection;
the component distribution unit is used for self-selecting or adjusting components in the scene selected by the player;
the three-dimensional model establishing unit is used for establishing a three-dimensional model according to a game scene and generating a three-dimensional space according to the three-dimensional model;
and the output end of the three-dimensional model establishing unit is connected with the input ends of the scene selecting unit and the component distributing unit.
3. The three-dimensional data model-based control system according to claim 1, wherein: the component control module comprises a component recommending unit, a component moving unit and a space optimizing unit;
the component recommending unit is used for recommending matched components and the component quantity in the residual space according to the components already placed in the three-dimensional model;
the component moving unit is used for moving and processing the component according to the state of the component in the three-dimensional model;
the space optimization unit is used for judging whether the current space is the optimized space or not after the component moves;
the output end of the space optimization unit is connected with the input end of the component moving unit; the output end of the component moving unit is connected with the input end of the component recommending unit.
4. The three-dimensional data model-based control system according to claim 1, wherein: the matching module comprises a component data acquisition unit, a moving distance calculation unit, a data comparison unit and a matching determination unit;
the component data acquisition unit is used for acquiring the historical speed and distance when the player moves the first component;
the moving distance calculating unit is used for calculating the moving distance of the first component;
the data comparison unit is used for comparing the moving distance of the first component with a preset distance and transmitting the comparison result to the matching determination unit;
the matching determination unit is used for acquiring at least 0 second components in the same direction as the first component and calculating the matching degree between the second components and the first component;
the output end of the matching determination unit is connected with the input end of the data comparison unit; the input ends of the component data acquisition unit and the moving distance calculation unit are connected with the output end of the data comparison unit.
5. A control method based on a three-dimensional data model is characterized in that: the control method executes the following steps:
z01: randomly establishing a game scene, calling a game component in a historical scene and further readjusting the position of the component in the three-dimensional model;
z02: based on the selected component dimension information, the system recommends at least some components; obtaining the proportion of the residual space in the current scene, and adjusting the position of a component to ensure that the space of the three-dimensional model is an optimized space;
z03: monitoring the historical moving distance, speed and direction of the first member in the three-dimensional model space, calculating the moving distance of the first member in the three-dimensional model space, and comparing the moving distance with the set distance; acquiring at least 0 pieces of second member information at a set boundary in the same-direction moving direction with the first member and three-dimensional coordinate information on the at least 0 pieces of second member, and processing the moving result of the first member according to the matching degree between the first member and the second member.
6. The control method based on the three-dimensional data model according to claim 5, characterized in that: in step Z02, the length information of the first member size and the first member vertex coordinate information W closest to the set boundary are acquired as (a, b), and the size length information Y of all the game members in the history scene is acquired as { Y ═ Y }1,y2,y3...yn}; if the direction of the first component is verified to be the direction without adding the second component, the adding quantity of the second components in the game scene is N;
Figure FDA0003466151470000031
l is the shortest distance between the nearest first member vertex coordinate and the set boundary, (x, y) is the coordinate of the vertex on the set boundary, yiRefers to the dimension length of the ith member;
if the verification is that the direction of the first component is added with the component, the system does not recommend the second component information to the player for the moment.
7. The control method based on the three-dimensional data model according to claim 5, characterized in that: the method comprises the following steps of obtaining the proportion of a game three-dimensional space occupied by a first component in a game scene, adjusting part of a second component to move in the set three-dimensional space according to the size information of the second component to be added, and judging the three-dimensional space to be an optimized space:
z021: setting a fitness function F (t); f (t) ═ VY-t x M; t is the number of movements of the first member in three-dimensional space, M is the length of movement, VYRefers to the original three-dimensional model space;
z022: setting the initial temperature, the cooling coefficient, the termination temperature and the iteration times of the simulated annealing algorithm, and obtaining a function of temperature degradation: t is tε=α*tε-1(ii) a Randomly setting a t value in the fitness function to obtain a new solution of F (t);
z023: analyzing whether the new solution meets the constraint condition F (t) less than or equal to Fk(t) if the constraint condition is satisfied,receiving a new solution, if the constraint condition is not met, receiving the new solution according to the Metropolis criterion, and storing the new solution after each iteration;
z024: judging whether the current iteration number reaches a set iteration value or not, if so, ending the operation and outputting an optimal value; if the set value is not reached and the termination condition is not met, adjusting and reducing the temperature, iterating again and repeating the step Z021 to the step Z023;
and acquiring the three-dimensional model space after the first component is moved, and selecting the quantity of N second components which can be matched with the residual three-dimensional model space.
8. The control method based on the three-dimensional data model according to claim 5, characterized in that: in step Z03, obtaining the historical moving speed v and the distance P of the first member moved by the player in the same three-dimensional model space in the game scene; acquiring information of a player moving a first component for multiple times, and establishing a linear equation P ═ fv + b; if the verification is that the distance of the first component exceeds the set boundary, prompting the player to process the first component; if the verification is that the P is less than or equal to the L, the distance moved by the first component is within the set boundary;
acquiring at least 0 pieces of second component information at a set boundary in the same-direction moving direction with the first component, wherein if the matching degree of the first component and the second component is greater than the preset matching degree or the first component and the second component meet the structural matching degree in a historical game scene, the first component can be constructed with the second component; otherwise, the first component cannot be built with the second component, and the player is prompted to move the first component to other positions in the three-dimensional model, wherein the other positions are positions except the position of the second component in the three-dimensional model;
acquiring construction data information of a first member and a second member in a current game scene as a vector A, and acquiring construction data information of the first member and the second member in a historical scene as a vector B;
Figure FDA0003466151470000041
wherein: beta is an included angle between the vector A and the vector B, | A | is a module of the vector A, | B | is a module of the vector B; cos β refers to the similarity between vector a and vector B; if cos β is 1, it means that the similarity between the first member and the second member is high, and the first member can be built with the second member; when cos β is 0, it means that the degree of similarity between the first member and the second member is low, and the first member cannot be built up with the second member.
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