CN112395380A - Merging method, merging system and computer readable storage medium for dynamic area boundary in game map - Google Patents

Merging method, merging system and computer readable storage medium for dynamic area boundary in game map Download PDF

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CN112395380A
CN112395380A CN202011308406.8A CN202011308406A CN112395380A CN 112395380 A CN112395380 A CN 112395380A CN 202011308406 A CN202011308406 A CN 202011308406A CN 112395380 A CN112395380 A CN 112395380A
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inflection point
map area
position index
adjacent inflection
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CN112395380B (en
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朱志成
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Shanghai Lilith Network Technology Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/29Geographical information databases
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • 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
    • A63F13/60Generating 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/22Indexing; Data structures therefor; Storage structures
    • G06F16/2228Indexing structures

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Abstract

The invention provides a merging method, a merging system and a computer readable storage medium for dynamic area boundaries in a game map, wherein the merging method comprises the following steps: acquiring a first map area and a second map area; traversing the boundary of the first map area to obtain an adjacent inflection point C of the first map area; traversing adjacent inflection points C of the first map area, and calculating a position index S on the second map area; taking any adjacent inflection point CiAs the initial inflection point, an adjacent inflection point C is obtainedi+1(ii) a Mark self-position index Si+2To position cableDraw Si+1The detour route is from the adjacent inflection point Ci+1To an adjacent inflection point Ci+2The detour path of (a) is a first inner boundary; mark self-position index Si+nTo position index Si‑1The detour path of (a) is a first outer boundary; the first outer boundary is joined to the adjacent inflection point C to form an outer boundary, and the first inner boundary is joined to form a merged boundary. By adopting the technical scheme, the boundary of the changed map area can be updated with smaller load and extremely short time.

Description

Merging method, merging system and computer readable storage medium for dynamic area boundary in game map
Technical Field
The present invention relates to the field of game control, and in particular, to a method and a system for merging dynamic area boundaries in a game map, and a computer-readable storage medium.
Background
With the rapid development of the intelligent terminal, the situation that a user uses the intelligent terminal to perform various operations is more and more common, and particularly, the situation that the user uses the intelligent terminal to perform games is the most common. In the case of an SLG game (simulation game), a large number of game maps are required to be present in the game for the user to manipulate the game object to move within the game map.
In the prior art, the game maps in the games are distinguished in a region dyeing mode, and the game maps which do not belong to the same battle and are not played by players are marked as different map regions. Usually a map area is composed of a plurality of map pixels of a quadrilateral shape, and there are few cases where map pixels of a hexagonal shape are used. The reason for this is mainly that the regions of the hexagonal map pixels are colored in more challenging places than quadrangles, for example, more load is required during operation for fast calculation of the region boundaries; the need for rapid update when expanding and contracting regions; when the map is zoomed, the boundary line of the map needs to be rendered smoothly; when the map area has the change of the affiliated marketing, the boundary of the map area is required to be dynamically changed correspondingly. Because of the difficulty of implementation, game manufacturers generally do not employ hexagonal map pixels.
Therefore, a new method, system and computer readable storage medium for merging dynamic area boundaries in a game map are needed, which can quickly define a new boundary of a map area when the attribution of the map area changes.
Disclosure of Invention
In order to overcome the above technical drawbacks, an object of the present invention is to provide a method, a system and a computer readable storage medium for merging dynamic area boundaries in a game map, which update the boundaries of a changed map area with a small load and a very short time.
The invention discloses a method for merging dynamic area boundaries in a game map, which comprises the following steps:
acquiring a first map area and a second map area, wherein the first map area is adjacent to the second map area and is in a state to be merged;
traversing the boundary of the first map area to obtain an adjacent inflection point C on the boundary of the first map area;
traversing adjacent inflection points C of a first map area, and calculating position indexes S of a first boundary unit on the first map area, a second boundary unit corresponding to the first boundary unit on a second map area and a second boundary unit which are formed by connecting the adjacent inflection points C;
taking any adjacent inflection point CiFor the starting inflection point, the adjacent inflection points C are obtained around a starting directioni+1Marking adjacent inflection points CiAnd adjacent inflection point Ci+1Is in a processed state;
by adjacent inflection points Ci+1For nodes, obtaining adjacent inflection points C around the starting directioni+2Marking adjacent inflection points Ci+1And adjacent inflection point Ci+2Is in a processed state and takes an adjacent inflection point Ci+2Corresponding position index Si+2Obtaining a position index S around a rotation direction opposite to the starting directioni+1Marking a self-position index Si+2To position index Si+1The detour route is from the adjacent inflection point Ci+1To an adjacent inflection point Ci+2The detour path of (a) is a first inner boundary;
repeatedly executing the above two steps until the adjacent inflection point Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile obtaining adjacent inflection points C around the starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1
By position index Si+n+1Is a node, which is detoured around a rotational direction opposite to the starting direction up to a first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The detour path of (a) is a first outer boundary;
and joining the first outer boundary with an adjacent inflection point C which is not marked as a processed state on the first map area to form an outer boundary, and joining the first inner boundary to generate a combined boundary.
Preferably, the above two steps are repeated while adjoining the inflection point Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile obtaining adjacent inflection points C around the starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1Comprises the following steps:
by adjacent inflection points Ci+2For nodes, obtaining adjacent inflection points C around the starting directioni+3Marking adjacent inflection points Ci+2And adjacent inflection point Ci+3Is in a processed state;
by adjacent inflection points Ci+3For nodes, obtaining adjacent inflection points C around the starting directioni+4Marking adjacent inflection points Ci+3And adjacent inflection point Ci+4Is in a processed state and takes an adjacent inflection point Ci+4Corresponding position index Si+4Obtaining a position index S around a rotation direction opposite to the starting directioni+3Marking a self-position index Si+4To position index Si+3The detour route is from the adjacent inflection point Ci+3To an adjacent inflection point Ci+4The detour path of (a) is a first inner boundary.
Preferably, the above two steps are repeated while adjoining the inflection point Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile obtaining adjacent inflection points C around the starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1Further comprising the steps of:
by adjacent inflection points Ci+4For nodes, obtaining adjacent inflection points C around the starting directioni+5Marking adjacent inflection points Ci+4And adjacent inflection point Ci+5Is in a processed state;
when adjacent to the inflection point Ci+5Corresponding position index Si+5As a contiguous inflection point S of a second map areai+5While obtaining adjacent inflection points C around the starting directioni+6And adjacent inflection point Ci+6Corresponding position index Si+6
By position index Si+n+1Is a node, and is wound around a rotating direction opposite to the initial directionAdjacent inflection point C to the first unmarked as processedi-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The step of detouring to form the first outer boundary includes:
by position index Si+6Is a node, which is detoured around a rotational direction opposite to the starting direction up to a first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1
Mark self-position index Si+6To position index Si-1The detour route is a first outer boundary, wherein the first outer boundary is a position index Si+6To position index Si-1The direct link of (1).
Preferably, a third map area is obtained, and the third map area is adjacent to the position beside the first map area relative to the second map area;
calculating a third boundary unit corresponding to the first boundary unit and a position index S of the third boundary unit on the third map area;
by position index Si+n+1Is a node, which is detoured around a rotational direction opposite to the starting direction up to a first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The step of taking the detour path as the first outer boundary comprises the following steps:
by adjacent inflection points Ci-1For a node, an adjacent inflection point C marked as processed is obtained around the starting directioniAnd obtaining an adjacent inflection point CiCorresponding position index Si
By position index SiAs a node, goes around to the adjacent inflection point C around a rotation direction opposite to the initial directioni+nObtaining a contiguous inflection point Ci+nCorresponding position index Si+nMarking a self-position index SiTo position index Si+nIs the second outer boundary.
Preferably, to adjoin the inflection point Ci+n+1For nodes, obtaining adjacent inflection points C around the starting directioni+n+2Marking adjacent inflection points Ci+n+1And adjacent inflection point Ci+n+2Is in a processed state;
by adjacent inflection points Ci+n+2For nodes, obtaining adjacent inflection points C around the starting directioni+n+3Marking adjacent inflection points Ci+n+3Is in a processed state;
taking adjacent inflection points Ci+n+4Corresponding position index Si+n+4Obtaining a position index S around a rotation direction opposite to the starting directioni+n+3Marking a self-position index Si+n+4To position index Si+n+3The detour route is from the adjacent inflection point Ci+n+2To an adjacent inflection point Ci+n+3The detour path of (a) is a second inner boundary;
repeating the above steps until the inflection point C is adjacent to the inflection pointi+nCorresponding position index Si+nAs a contiguous inflection point S of a third map areai-1And then, the first outer boundary, the second outer boundary and an adjacent inflection point C which is not marked as a processed state on the first map area are jointed to form an outer boundary of the area, and the first inner boundary and the second inner boundary are jointed to generate a combined boundary.
Preferably, whether the first map area is connected with a second map area access in a state to be merged is judged;
when the first map area is connected with the second map area to be combined, marking the first map area as an effective area;
and when the first map area is not connected with the second map area to be combined, marking the first map area as a failure area.
Preferably, the method further comprises the following steps:
when the first map area marked as the effective area is separated from the second map area, judging whether the first map area is connected with other third map area channels connected with the second map area channels;
when the first map area is connected with other third map area accesses connected with the second map area accesses, keeping the mark of the merging boundary and the effective area of the first map area;
when the first map area is not connected with other third map area access connected with the second map area access, the initial boundary of the first map area is recovered and marked as a failure area.
Preferably, the method further comprises the following steps:
when the first map area marked as the failure area is separated from the second map area, the initial boundary of the first map area is restored, and the mark of the failure area of the first map area is retained.
The invention also discloses a merging system of the dynamic area boundary in the game map, which comprises the following steps:
the acquisition module acquires a first map area and a second map area, wherein the first map area is adjacent to the second map area and is in a state to be merged;
the traversal module is used for traversing the boundary of the first map area to obtain an adjacent inflection point C on the boundary of the first map area, traversing the adjacent inflection point C of the first map area, and calculating a first boundary unit on the first map area and a second boundary unit corresponding to the first boundary unit on the second map area which are formed by connecting two adjacent inflection points C;
a calculation module for taking any adjacent inflection point CiFor the starting inflection point, the adjacent inflection points C are obtained around a starting directioni+1Marking adjacent inflection points CiAnd adjacent inflection point Ci+1Is in a processed state; by adjacent inflection points Ci+1For nodes, obtaining adjacent inflection points C around the starting directioni+2Marking adjacent inflection points Ci+1And adjacent inflection point Ci+2Is in a processed state and takes an adjacent inflection point Ci+2Corresponding position index Si+2Obtaining a position index S around a rotation direction opposite to the starting directioni+1Marking a self-position index Si+2To position index Si+1The detour route is from the adjacent inflection point Ci+1To an adjacent inflection point Ci+2The detour path of (a) is a first inner boundary; the calculation module repeatedly obtains adjacent inflection points and corresponding pointsWhen adjoining the inflection point Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile obtaining adjacent inflection points C around the starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1(ii) a By position index Si+n+1Is a node, which is detoured around a rotational direction opposite to the starting direction up to a first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The detour path of (a) is a first outer boundary;
and the generating module is used for jointing the first outer boundary with an adjacent inflection point C which is not marked as a processed state on the first map area to form an outer boundary of the area and jointing the first inner boundary to generate a combined boundary.
The invention also discloses a computer readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps as described above.
After the technical scheme is adopted, compared with the prior art, the method has the following beneficial effects:
1. based on the hexagonal map pixels, new boundaries under the condition that the attribution of the map area is changed can be quickly defined;
2. the time consumption is short when the boundary of the combined map area is updated, the load is small, and the game experience of the user is improved.
Drawings
FIG. 1 is a schematic flow diagram of a merging method in accordance with a preferred embodiment of the present invention;
FIG. 2 is a schematic diagram of the operation of a merging method according to a preferred embodiment of the present invention;
FIG. 3 is a diagram illustrating a merged dynamic zone boundary within a game map in accordance with a preferred embodiment of the present invention;
fig. 4 is a schematic diagram of a merging system according to a preferred embodiment of the present invention.
Detailed Description
The advantages of the invention are further illustrated in the following description of specific embodiments in conjunction with the accompanying drawings.
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The implementations described in the exemplary embodiments below are not intended to represent all implementations consistent with the present disclosure. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present disclosure, as detailed in the appended claims.
The terminology used in the present disclosure is for the purpose of describing particular embodiments only and is not intended to be limiting of the disclosure. As used in this disclosure and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
It is to be understood that although the terms first, second, third, etc. may be used herein to describe various information, such information should not be limited to these terms. These terms are only used to distinguish one type of information from another. For example, first information may also be referred to as second information, and similarly, second information may also be referred to as first information, without departing from the scope of the present disclosure. The word "if" as used herein may be interpreted as "at … …" or "when … …" or "in response to a determination", depending on the context.
In the description of the present invention, it is to be understood that the terms "longitudinal", "lateral", "upper", "lower", "front", "rear", "left", "right", "vertical", "horizontal", "top", "bottom", "inner", "outer", and the like, indicate orientations or positional relationships based on those shown in the drawings, and are used merely for convenience of description and for simplicity of description, and do not indicate or imply that the referenced devices or elements must have a particular orientation, be constructed in a particular orientation, and be operated, and thus, are not to be construed as limiting the present invention.
In the description of the present invention, unless otherwise specified and limited, it is to be noted that the terms "mounted," "connected," and "connected" are to be interpreted broadly, and may be, for example, a mechanical connection or an electrical connection, a communication between two elements, a direct connection, or an indirect connection via an intermediate medium, and specific meanings of the terms may be understood by those skilled in the art according to specific situations.
In the following description, suffixes such as "module", "component", or "unit" used to denote elements are used only for facilitating the explanation of the present invention, and have no specific meaning in themselves. Thus, "module" and "component" may be used in a mixture.
In an embodiment of the invention, the basic elements of the game map are hexagonal map pixels. The pixels referred to in the invention are the smallest units forming a game map or a map area, and in the embodiment of the invention, the map pixels mainly adopt regular hexagons or regular quadrilaterals. Taking a regular hexagonal map pixel as an example, the edges of the hexagonal map pixel are defined as follows: ei represents the orientation of a certain edge of the map pixel in a regular hexagon; pi is the orientation of its six fixed points; OpEi is the opposite side of Ei, and according to the characteristics of the hexagon, the definition is as follows: the edge Ei is equal to Pi +1, OpEi is equal to or more than 3Ei-3: Ei +3, and the edge Ei of the hexagon is defined as a half edge by utilizing the axial symmetry property of the regular hexagon. When the sidelines to be calibrated are Ei and another Ei of the map pixels belonging to the same map area, stopping calibration; and when the sidelines to be calibrated are Ei and Fi belonging to the map pixels in two different map areas, continuing calibration.
A plurality of map pixels form a map area, and each map area belongs to a certain player in the game map or does not belong to any player when the game map is in a neutral state. To distinguish different ownership rights in a game map, the map area will have its zone boundaries rendered in different colors. Therefore, when the attribution of the map area is changed, for example, when a certain map area is newly occupied by a player, the rendered area boundary is changed. For changed region boundaries. The invention realizes the generation of the new zone boundary by adopting the following steps:
s100: acquiring a first map area and a second map area, wherein the first map area is adjacent to the second map area and is in a state to be merged;
according to a first map area which is occupied by a certain player in the game map and a second map area which is about to be occupied (or just occupied), the two map areas are adjacent and are merged to form a new area boundary due to the fact that the game map is about to belong to the same player or camp.
S200: traversing the boundary of the first map area to obtain an adjacent inflection point C on the boundary of the first map area;
the adjacent inflection point C does not correspond to the boundary point one by one, namely, the position of the inflection point appearing on the boundary is regarded as the adjacent inflection point C.
S300: traversing adjacent inflection points C of a first map area, and calculating position indexes S of a first boundary unit on the first map area, a second boundary unit corresponding to the first boundary unit on a second map area and a second boundary unit which are formed by connecting the adjacent inflection points C;
according to the rule of correspondence of hexagonal map pixels, the adjacent inflection point C necessarily corresponds to the second boundary cell corresponding to the first boundary cell on the second map region and the position index S of the second boundary cell.
S400: taking any adjacent inflection point CiFor the starting inflection point, the adjacent inflection points C are obtained around a starting directioni+1Marking adjacent inflection points CiAnd adjacent inflection point Ci+1Is in a processed state;
in general, the starting direction may be a clockwise direction. First adjacent inflection point C passing after detour in clockwise directioni+1Adjacent to the inflection point CiAnd adjacent inflection point Ci+1Should be subsequently processed as a non-boundary erase process, and is therefore marked as processed hereinThe two adjacent inflection points are considered to have been bypassed.
S500: by adjacent inflection points Ci+1For nodes, obtaining adjacent inflection points C around the starting directioni+2Marking adjacent inflection points Ci+1And adjacent inflection point Ci+2Is in a processed state and takes an adjacent inflection point Ci+2Corresponding position index Si+2Obtaining a position index S around a rotation direction opposite to the starting directioni+1Marking a self-position index Si+2To position index Si+1The detour route is from the adjacent inflection point Ci+1To an adjacent inflection point Ci+2The detour path of (a) is a first inner boundary;
next, when the user makes a detour, the user passes through a certain position index S, which is a block area in the map area, for example, an area where a game object operated by a preset user cannot pass through, such as a mountain or a river in the game map. Even in the case of map area merging, there is a portion similar to a hole in the map area due to the existence of the blocking area, and the boundary of the hole portion also shapes the inner boundary of the map area. For this, the inner boundary needs to be re-determined. Thus, self-position index Si+2To position index Si+1The detour route is from the adjacent inflection point Ci+1To an adjacent inflection point Ci+2Forms the first inner boundary.
S600: repeatedly executing the above two steps until the adjacent inflection point Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile obtaining adjacent inflection points C around the starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1
In this step, the above-mentioned step S400 and step S500 are continuously executed, and the adjacent inflection point C is knowni+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nIn this embodiment, the adjacent inflection point S of the second map areai+nThat is, the obvious boundary inflection point of the second map region, i.e., the adjacent inflection point S of the first map region and the second map regioni+nExtending oppositely to form respective regions. In this case, it is preferable that,obtaining adjacent inflection points C around the starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1Thus, the original boundary of the first map area is utilized to form a new boundary after combination.
S700: by position index Si+n+1Is a node, which is detoured around a rotational direction opposite to the starting direction up to a first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The detour path of (a) is a first outer boundary;
in this step S700, S is indexed by positioni+n+1Is a node, which is detoured around a rotational direction opposite to the starting direction up to a first adjacent inflection point C which is not marked as a processed statei-1And if the detour route is along the outer boundary of the second map area, forming a new combined boundary by using the original boundary of the second map area.
S800: and joining the first outer boundary with an adjacent inflection point C which is not marked as a processed state on the first map area to form an outer boundary, and joining the first inner boundary to generate a combined boundary.
Referring to fig. 3, based on the original partial boundary of the second map area, the original partial boundary of the first map area, and the first inner boundary of the blocking area are joined to form a combined boundary, so that the inner and outer boundaries of the new map area are quickly calculated after the first map area and the second map area are combined.
According to the merging method in the simulation of the above embodiment, taking about 2500 areas on the game map as an example, when 5 random start map areas need to be merged, the operation of the embodiment takes only about 60ms, the total time takes 1300ms, and the GC distribution is about 30 MB. In the prior art, the operation time is about 70s, the total time is 100s, the GC distribution time is about 70MB, and the performance gap is extremely large.
In a preferred embodiment, the above two steps are repeated until the corner C is adjacent to the corner Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile, around the starting directionObtaining a contiguous inflection point Ci+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1The step S600 specifically includes:
s610: by adjacent inflection points Ci+2For nodes, obtaining adjacent inflection points C around the starting directioni+3Marking adjacent inflection points Ci+2And adjacent inflection point Ci+3Is in a processed state;
s620: by adjacent inflection points Ci+3For nodes, obtaining adjacent inflection points C around the starting directioni+4Marking adjacent inflection points Ci+3And adjacent inflection point Ci+4Is in a processed state and takes an adjacent inflection point Ci+4Corresponding position index Si+4Obtaining a position index S around a direction of rotation opposite to said starting directioni+3Marking a self-position index Si+4To position index Si+3The detour route is from the adjacent inflection point Ci+3To an adjacent inflection point Ci+4The detour path of (a) is a first inner boundary.
Further, step S600 further includes:
s630: by adjacent inflection points Ci+4For nodes, obtaining adjacent inflection points C around the starting directioni+5Marking adjacent inflection points Ci+4And adjacent inflection point Ci+5Is in a processed state;
s640: when adjacent to the inflection point Ci+5Corresponding position index Si+5As a contiguous inflection point S of a second map areai+5While obtaining an adjacent inflection point C around said starting directioni+6And adjacent inflection point Ci+6Corresponding position index Si+6Thereby bypassing the second map region from its neighboring portion to the self-boundary of the first map region.
At the same time, indexing S by positioni+n+1Is a node, which is detoured around a rotational direction opposite to the starting direction up to a first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The step S700 of taking the detour route as the first outer boundary specifically includes:
S710: by position index Si+6Is a node, which is detoured around a rotational direction opposite to the starting direction up to a first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1
S720: mark self-position index Si+6To position index Si-1The detour route is a first outer boundary, wherein the first outer boundary is a position index Si+6To position index Si-1The direct link of (1).
In another preferred embodiment, when three map areas are merged, the merging method of the present invention further includes the steps of:
s900: acquiring a third map area, wherein the third map area is adjacent to the position, relative to the second map area, beside the first map area;
s1000: calculating a third boundary unit corresponding to the first boundary unit and a position index S of the third boundary unit on the third map area;
and the step S700 of taking the position index Si + n +1 as a node, rounding around a rotation direction opposite to the initial direction until the first adjacent inflection point Ci-1 which is not marked as a processed state to obtain the position index Si-1 corresponding to the adjacent inflection point Ci-1, wherein the rounding route marked from the position index Si + n to the position index Si-1 is a first outer boundary comprises the following steps:
s1100: taking the adjacent inflection point Ci-1 as a node, obtaining the adjacent inflection point Ci marked as processed around the initial direction, and obtaining a position index Si corresponding to the adjacent inflection point Ci;
s1200: and taking the position index Si as a node, and rounding to an adjacent inflection point Ci + n around a rotation direction opposite to the initial direction to obtain a position index Si + n corresponding to the adjacent inflection point Ci + n, wherein a rounding route marked from the position index Si to the position index Si + n is a second outer boundary.
Further, in a preferred embodiment, the merging method further includes the following steps:
s1300: by adjacent inflection points Ci+n+1For nodes, obtaining adjacent inflection points C around the starting directioni+n+2Marking adjacent inflection points Ci+n+1And adjacent inflection pointsCi+n+2Is in a processed state;
s1400: by adjacent inflection points Ci+n+2For nodes, obtaining adjacent inflection points C around the starting directioni+n+3Marking adjacent inflection points Ci+n+3Is in a processed state;
s1500: taking adjacent inflection points Ci+n+4Corresponding position index Si+n+4Obtaining a position index S around a direction of rotation opposite to said starting directioni+n+3Marking a self-position index Si+n+4To position index Si+n+3The detour route is from the adjacent inflection point Ci+n+2To an adjacent inflection point Ci+n+3The detour path of (a) is a second inner boundary;
s1600: repeating the above steps until the inflection point C is adjacent to the inflection pointi+nCorresponding position index Si+nAs a contiguous inflection point S of a third map areai-1And then, the first outer boundary, the second outer boundary and an adjacent inflection point C which is not marked as a processed state on the first map area are jointed to form an outer boundary, and the first inner boundary and the second inner boundary are jointed to generate a combined boundary.
Referring to fig. 2, taking the embodiment as an example, the first map area is an area C, and the second map area and the third map area are an area a and an area B, respectively. Traversing the region C to obtain an adjacent inflection point C of the region C0-C11Wherein is adjacent to the inflection point C0-C5Corresponding to the position index S on the area A0-S5Adjacent to the inflection point C6-C11Corresponding to the position index S on the area B6-S11
-a starting inflection point of C0,C0Jump to C clockwise1,C1Jump to C2When the jumping-over process is found to pass through the blocking area, the cut-off position C is used2Corresponding S2For position indexing, the block region is bypassed counterclockwise to S1Record the S2To S1A detour path of, and C1Returns to C2Is the first inner boundary.
After recording, continue from the cut-off position C2Start, jump clockwiseTo C3,C3Jump to C4When the jumping-over process passes through the blocking area, the cut-off position C is used4Corresponding S4For position indexing, the block region is bypassed counterclockwise to S3Record the S4To S3A detour path of, and C3Returns to C4Is the second inner boundary.
After recording, continue from the cut-off position C4Starting, jumping clockwise to C5,C5Jump to C6When a jump from area A to area B is found, the cut-off position C is used6Corresponding S6For position indexing, the block region is bypassed counterclockwise to S11(go around the boundary of region A and stop position is C which is first not marked as processed11Corresponding S11) Record the S6To S11Is the first outer boundary.
After recording, continue from the cut-off position C11Starting, jumping clockwise to C0Discovery C0Marked as processed, then the position C is cut off0Corresponding S0For position indexing, go around to S counterclockwise5(go around the boundary of region B and the stop position is the first position index S of region A5) Record the S0To S5Is the second outer boundary.
After recording, continue from the cut-off position C5Starting, jumping clockwise to C6,C6Jump to C7,C7Jump to C8When the jumping-over process passes through the blocking area, the cut-off position C is used8Corresponding S8For position indexing, the block region is bypassed counterclockwise to S7Record the S8To S7A detour path of, and C7Returns to C8Is the third inner boundary.
After recording, continue from the cut-off position C8Starting, jumping clockwise to C9,C9Jump to C10When the jumping-over process passes through the blocking area, the cut-off position C is used10Corresponding S10For position indexing, the block region is bypassed counterclockwise to S9Record the S10To S9A detour path of, and C9Returns to C10Is the fourth inner boundary.
After recording, continue from the cut-off position C10Starting, jumping clockwise to C11,C11Jump to C0And if the map area returns to the initial inflection point, all the outer boundaries are jointed to form a new boundary of the merged map area by combining the fourth inner boundary.
Preferably or optionally, the merging method further comprises the steps of:
s1700: judging whether the first map area is connected with a second map area channel in a state to be merged;
in some cases, there is a connection or non-connection between adjacent map areas, i.e., whether a game object operated by a user can directly proceed from one map area to another adjacent map area. That is, even in the case of being adjacent, there is a possibility that the map regions are not communicated with each other. In the above case, if a third party map area, both connected to the two map area paths, is occupied by another player or a party, the two map areas should not merge. In this regard, the step S1700 is performed.
S1800: when the first map area is connected with the second map area to be combined, marking the first map area as an effective area;
s1900: and when the first map area is not connected with the second map area to be combined, marking the first map area as a failure area.
Further, the method also comprises the following steps:
s2000: when the first map area marked as the effective area is separated from the second map area, judging whether the first map area is connected with other third map area channels connected with the second map area channels;
s2100: when the first map area is connected with other third map area accesses connected with the second map area accesses, keeping the mark of the merging boundary and the effective area of the first map area;
s2200: when the first map area is not connected with other third map area access connected with the second map area access, the initial boundary of the first map area is recovered and marked as a failure area.
S2000': when the first map area marked as the failure area is separated from the second map area, the initial boundary of the first map area is restored, and the mark of the failure area of the first map area is reserved.
Referring to fig. 4, in a preferred embodiment, a system for merging dynamic zone boundaries in a game map is disclosed, comprising:
the system comprises an acquisition module, a merging module and a merging module, wherein the acquisition module acquires a first map area and a second map area, and the first map area is adjacent to the second map area and is in a to-be-merged state;
the traversal module is used for traversing the boundary of the first map area to obtain an adjacent inflection point C on the boundary of the first map area, traversing the adjacent inflection point C of the first map area, and calculating a first boundary unit on the first map area, a second boundary unit corresponding to the first boundary unit on the second map area and a position index S of the second boundary unit, wherein the first boundary unit and the second boundary unit are formed by connecting two adjacent inflection points C;
a calculation module for taking any adjacent inflection point CiFor the starting inflection point, the adjacent inflection points C are obtained around a starting directioni+1Marking adjacent inflection points CiAnd adjacent inflection point Ci+1Is in a processed state; by adjacent inflection points Ci+1For nodes, obtaining adjacent inflection points C around the starting directioni+2Marking adjacent inflection points Ci+1And adjacent inflection point Ci+2Is in a processed state and takes an adjacent inflection point Ci+2Corresponding position index Si+2Obtaining a position index S around a direction of rotation opposite to said starting directioni+1Marking a self-position index Si+2To position index Si+1The detour route is from the adjacent inflection point Ci+1To an adjacent inflection point Ci+2The detour path of (a) is a first inner boundary; the calculation module repeatedly obtains adjacent inflection points and correspondencesWhen adjoining the inflection point Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile obtaining an adjacent inflection point C around said starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1(ii) a By position index Si+n+1Is a node, and goes around a rotation direction opposite to the starting direction until the first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The detour path of (a) is a first outer boundary;
and the generating module is used for jointing the first outer boundary with an adjacent inflection point C which is not marked as a processed state on the first map area to form an outer boundary of the area, and jointing the first inner boundary to generate a combined boundary.
The invention also discloses a computer readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps as described above.
It should be noted that the embodiments of the present invention have been described in terms of preferred embodiments, and not by way of limitation, and that those skilled in the art can make modifications and variations of the embodiments described above without departing from the spirit of the invention.

Claims (10)

1. A method for merging dynamic area boundaries in a game map is characterized by comprising the following steps:
acquiring a first map area and a second map area, wherein the first map area is adjacent to the second map area and is in a state to be merged;
traversing the boundary of the first map area to obtain an adjacent inflection point C on the boundary of the first map area;
traversing adjacent inflection points C of the first map area, and calculating position indexes S of a first boundary unit on the first map area, a second boundary unit corresponding to the first boundary unit on a second map area and the second boundary unit, wherein the first boundary unit and the second boundary unit are formed by connecting two adjacent inflection points C;
taking any adjacent inflection point CiFor the starting inflection point, the adjacent inflection points C are obtained around a starting directioni+1Marking adjacent inflection points CiAnd adjacent inflection point Ci+1Is in a processed state;
by adjacent inflection points Ci+1For nodes, obtaining adjacent inflection points C around the starting directioni+2Marking adjacent inflection points Ci+1And adjacent inflection point Ci+2Is in a processed state and takes an adjacent inflection point Ci+2Corresponding position index Si+2Obtaining a position index S around a direction of rotation opposite to said starting directioni+1Marking a self-position index Si+2To position index Si+1The detour route is from the adjacent inflection point Ci+1To an adjacent inflection point Ci+2The detour path of (a) is a first inner boundary;
repeatedly executing the above two steps until the adjacent inflection point Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile obtaining an adjacent inflection point C around said starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1
By position index Si+n+1Is a node, and goes around a rotation direction opposite to the starting direction until the first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The detour path of (a) is a first outer boundary;
and joining the first outer boundary with an adjacent inflection point C which is not marked as a processed state on the first map area to form an outer boundary, and joining the first inner boundary to generate a combined boundary.
2. The merging method of claim 1,
repeatedly executing the above two steps until the adjacent inflection point Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile obtaining an adjacent inflection point C around said starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1Comprises the following steps:
by adjacent inflection points Ci+2For nodes, obtaining adjacent inflection points C around the starting directioni+3Marking adjacent inflection points Ci+2And adjacent inflection point Ci+3Is in a processed state;
by adjacent inflection points Ci+3For nodes, obtaining adjacent inflection points C around the starting directioni+4Marking adjacent inflection points Ci+3And adjacent inflection point Ci+4Is in a processed state and takes an adjacent inflection point Ci+4Corresponding position index Si+4Obtaining a position index S around a direction of rotation opposite to said starting directioni+3Marking a self-position index Si+4To position index Si+3The detour route is from the adjacent inflection point Ci+3To an adjacent inflection point Ci+4The detour path of (a) is a first inner boundary.
3. The merging method of claim 2,
repeatedly executing the above two steps until the adjacent inflection point Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile obtaining an adjacent inflection point C around said starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1Further comprising the steps of:
by adjacent inflection points Ci+4For nodes, obtaining adjacent inflection points C around the starting directioni+5Marking adjacent inflection points Ci+4And adjacent inflection point Ci+5Is in a processed state;
when adjacent to the inflection point Ci+5Corresponding position index Si+5As a contiguous inflection point S of a second map areai+5While obtaining an adjacent inflection point C around said starting directioni+6And adjacent inflection point Ci+6Corresponding position index Si+6
By position index Si+n+1Is a node, and goes around a rotation direction opposite to the starting direction until the first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The step of detouring to form the first outer boundary includes:
by position index Si+6Is a node, and goes around a rotation direction opposite to the starting direction until the first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1
Mark self-position index Si+6To position index Si-1The detour route is a first outer boundary, wherein the first outer boundary is a position index Si+6To position index Si-1The direct link of (1).
4. The merging method of claim 1, further comprising the steps of:
acquiring a third map area, wherein the third map area is adjacent to the position of the first map area relative to the second map area;
calculating a third boundary unit corresponding to the first boundary unit and a position index S of the third boundary unit on a third map area;
by position index Si+n+1Is a node, and goes around a rotation direction opposite to the starting direction until the first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The step of taking the detour path as the first outer boundary comprises the following steps:
by adjacent inflection points Ci-1For a node, obtaining an adjacent inflection point C marked as processed around the starting directioniAnd obtaining an adjacent inflection point CiCorresponding toPosition index Si
By position index SiIs a node, and goes around to the adjacent inflection point C around a rotation direction opposite to the initial directioni+nObtaining a contiguous inflection point Ci+nCorresponding position index Si+nMarking a self-position index SiTo position index Si+nIs the second outer boundary.
5. The merging method of claim 4, further comprising the steps of:
by adjacent inflection points Ci+n+1For nodes, obtaining adjacent inflection points C around the starting directioni+n+2Marking adjacent inflection points Ci+n+1And adjacent inflection point Ci+n+2Is in a processed state;
by adjacent inflection points Ci+n+2For nodes, obtaining adjacent inflection points C around the starting directioni+n+3Marking adjacent inflection points Ci+n+3Is in a processed state;
taking adjacent inflection points Ci+n+4Corresponding position index Si+n+4Obtaining a position index S around a direction of rotation opposite to said starting directioni+n+3Marking a self-position index Si+n+4To position index Si+n+3The detour route is from the adjacent inflection point Ci+n+2To an adjacent inflection point Ci+n+3The detour path of (a) is a second inner boundary;
repeating the above steps until the inflection point C is adjacent to the inflection pointi+nCorresponding position index Si+nAs a contiguous inflection point S of a third map areai-1And then, the first outer boundary, the second outer boundary and an adjacent inflection point C which is not marked as a processed state on the first map area are jointed to form an outer boundary, and the first inner boundary and the second inner boundary are jointed to generate a combined boundary.
6. The merging method of claim 1, further comprising the steps of:
judging whether the first map area is connected with a second map area channel in a state to be merged;
when a first map area is connected with a second map area access in a state to be combined, marking the first map area as an effective area;
and when the first map area is not connected with the second map area to be combined, marking the first map area as a failure area.
7. The merging method of claim 6, further comprising the steps of:
when a first map area marked as an effective area is separated from a second map area, judging whether the first map area is connected with other third map area channels connected with the second map area channels;
when the first map area is connected with other third map area accesses connected with the second map area accesses, keeping the mark of the merging boundary and the effective area of the first map area;
and when the first map area is not connected with other third map area accesses connected with the second map area access, restoring the initial boundary of the first map area and marking as a failure area.
8. The merging method of claim 6, further comprising the steps of:
when the first map area marked as the failure area is separated from the second map area, the initial boundary of the first map area is restored, and the mark of the failure area of the first map area is reserved.
9. A merging system for dynamic zone boundaries within a game map, the merging system comprising:
the system comprises an acquisition module, a merging module and a merging module, wherein the acquisition module acquires a first map area and a second map area, and the first map area is adjacent to the second map area and is in a to-be-merged state;
the traversal module is used for traversing the boundary of the first map area to obtain an adjacent inflection point C on the boundary of the first map area, traversing the adjacent inflection point C of the first map area, and calculating a first boundary unit on the first map area, a second boundary unit corresponding to the first boundary unit on the second map area and a position index S of the second boundary unit, wherein the first boundary unit and the second boundary unit are formed by connecting two adjacent inflection points C;
a calculation module for taking any adjacent inflection point CiFor the starting inflection point, the adjacent inflection points C are obtained around a starting directioni+1Marking adjacent inflection points CiAnd adjacent inflection point Ci+1Is in a processed state; by adjacent inflection points Ci+1For nodes, obtaining adjacent inflection points C around the starting directioni+2Marking adjacent inflection points Ci+1And adjacent inflection point Ci+2Is in a processed state and takes an adjacent inflection point Ci+2Corresponding position index Si+2Obtaining a position index S around a direction of rotation opposite to said starting directioni+1Marking a self-position index Si+2To position index Si+1The detour route is from the adjacent inflection point Ci+1To an adjacent inflection point Ci+2The detour path of (a) is a first inner boundary; the calculation module repeatedly obtains the adjacent inflection point and the corresponding position index when the adjacent inflection point Ci+nCorresponding position index Si+nAs a contiguous inflection point S of a second map areai+nWhile obtaining an adjacent inflection point C around said starting directioni+n+1And adjacent inflection point Ci+n+1Corresponding position index Si+n+1(ii) a By position index Si+n+1Is a node, and goes around a rotation direction opposite to the starting direction until the first adjacent inflection point C which is not marked as a processed statei-1Obtaining a contiguous inflection point Ci-1Corresponding position index Si-1Marking a self-position index Si+nTo position index Si-1The detour path of (a) is a first outer boundary;
and the generating module is used for jointing the first outer boundary with an adjacent inflection point C which is not marked as a processed state on the first map area to form an outer boundary of the area, and jointing the first inner boundary to generate a combined boundary.
10. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the steps of any of claims 1-8.
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