CN112546631A - Role control method, device, equipment and storage medium - Google Patents

Role control method, device, equipment and storage medium Download PDF

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Publication number
CN112546631A
CN112546631A CN202011544817.7A CN202011544817A CN112546631A CN 112546631 A CN112546631 A CN 112546631A CN 202011544817 A CN202011544817 A CN 202011544817A CN 112546631 A CN112546631 A CN 112546631A
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China
Prior art keywords
target
role
hanging point
current role
current
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CN112546631B (en
Inventor
师锐
胡婷婷
赵男
包炎
刘超
施一东
李鑫培
董一夫
张宁烨
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Shanghai Mihoyo Tianming Technology Co Ltd
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Shanghai Mihoyo Tianming Technology Co Ltd
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    • 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
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars

Abstract

The invention discloses a role control method, a role control device, role control equipment and a storage medium. The method comprises the following steps: acquiring position information of a target hanging point, wherein the target hanging point is arranged on a target skeleton or mesh of a current role; acquiring attribute information of objects in the area around the current role; and controlling the current role according to the position information of the target hanging point and the attribute information of the object. According to the technical scheme, whether the current game role can grab the object at the target position or not can be judged according to the position and arm length information of the target hanging point of the current game role, and the reality and immersion of the game are enhanced. Meanwhile, whether the game role can pass through the barrier or not is judged according to the dual judgment standard of the hanging point and the collision box, so that the operation precision is improved, the game experience of a player is improved, when the game role cannot pass through the barrier according to the hanging point judgment, the judgment of whether the game role can pass through the barrier or not through the collision box is not needed, the operation amount is greatly reduced, the operation efficiency is improved, and the smoothness of the game is improved.

Description

Role control method, device, equipment and storage medium
Technical Field
The present invention relates to computer data processing technologies, and in particular, to a role control method, apparatus, device, and storage medium.
Background
With the rapid development of the internet, the network game industry comes to birth and develops vigorously, and the network game has become a sunrise industry with great potential and wide development prospect in the current society. 3D technology is well-established in game design, providing game players with an immersive experience. However, with the rapid development of the gaming industry, game players have placed higher demands on the gaming experience. Especially for online games with complex game scenes, better game experience can be brought to game players only if game characters are perfectly matched with the game scenes.
In network games, a game character is usually required to perform certain tasks in various game scenarios, such as: passing through an obstacle or picking up a target object. In the prior art, a character often needs to pick a target object only by reaching a specified position or executing specified operation, and whether the target object can be picked cannot be judged according to the capability design and the use skill of the character. When judging whether a character can pass through an obstacle, collision detection is generally performed by using a collision box. However, the shapes of the game scene and the game role are changeable, the effect is not good when the collision box is used as a single judgment standard, and the appearance design of the game role is more and more complex and exquisite, so that the collision detection is carried out by adopting the collision box, the calculation amount is large, the calculation efficiency is low, and the extremely poor game experience is brought to game players.
Disclosure of Invention
Embodiments of the present invention provide a role control method, apparatus, device, and storage medium, so as to determine whether a current game role can grab an object at a target position according to the position and arm length information of a target hanging point of the current game role, thereby enhancing the reality and immersion of a game. Meanwhile, whether the game role can pass through the barrier or not is judged according to the double judgment standards of the hanging point and the collision box, so that the operation precision is improved, and the game experience of the player is improved.
In a first aspect, an embodiment of the present invention provides a role control method, including:
acquiring position information of a target hanging point, wherein the target hanging point is arranged on a target skeleton or mesh of a current role;
acquiring attribute information of objects in the area around the current role;
and controlling the current role according to the position information of the target hanging point and the attribute information of the object.
Further, controlling the current role according to the position information of the target hanging point and the attribute information of the object, including:
if the object is determined to be a target object according to the attribute information of the object, judging whether the current role can pick up the target object according to the arm length information of the current role and the position information of the target hanging point;
and if the object is determined to be the obstacle according to the attribute information of the object, judging whether the current role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the current role.
Further, judging whether the current role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the current role, including:
if the mesh vertex of the obstacle and the target hanging point are determined not to collide according to the position information of the target hanging point, and the current role is determined not to collide with the obstacle according to a collision box corresponding to the current role, determining that the current role can pass through the obstacle;
and if the mesh vertex of the barrier is determined to collide with the target hanging point according to the position information of the target hanging point, determining that the current role cannot pass through the barrier.
Further, the method also comprises the following steps:
if the role switching instruction is acquired, acquiring the position information of a first hanging point of a target role corresponding to the role switching instruction;
if the mesh vertex corresponding to the obstacle and the first hanging point do not collide, and the target role is determined not to collide with the obstacle according to the collision box corresponding to the target role, executing the role switching instruction;
and if the mesh vertex corresponding to the obstacle collides with the first hanging point, or the target role is determined to collide with the obstacle according to the collision box corresponding to the target role, the role switching instruction is prohibited from being executed.
Further, if it is determined that the mesh vertex of the obstacle and the target hanging point do not collide according to the position information of the target hanging point, and it is determined that the current role and the obstacle do not collide according to a collision box corresponding to the current role, it is determined that the current role can pass through the obstacle, including:
acquiring skill information of the current role;
determining the position information of a corresponding second hanging point when the current role is in a target state according to the skill information of the current role;
and if the grid vertex of the barrier and the second hanging point are determined not to collide according to the position information of the second hanging point, and the current role is determined not to collide with the barrier according to the collision box corresponding to the current role, determining that the current role can pass through the barrier.
Further, judging whether the current role can pick the target object according to the arm length information of the current role and the position information of the target hanging point comprises the following steps:
if the target object can be picked up by the current role according to the arm length information of the current role and the position information of the target hanging point, displaying a target identifier around the target object;
and if the touch operation of the user on the target identification is detected, controlling the current role to pick up the target object.
Further, judging whether the current role can pick the target object according to the arm length information of the current role and the position information of the target hanging point comprises the following steps:
acquiring height information of the target object;
if the difference value between the height information of the target object and the position information of the target hanging point is smaller than or equal to the arm length information of the current role, determining that the current role can pick up the target object;
and if the difference value between the height information of the target object and the position information of the target hanging point is larger than the arm length information of the current role, determining that the current role cannot pick up the target object.
Further, the method also comprises the following steps:
acquiring jump skill information of the current role;
determining the jumping height of the current role according to the jumping skill information of the current role;
determining a first height according to the arm length information of the current role and the jump height;
and if the difference value between the height information of the target object and the position information of the target hanging point is smaller than or equal to the first height, determining that the current role can pick up the target object.
Further, the method also comprises the following steps:
acquiring height information of objects around the current role;
determining a second height according to the height information of the surrounding objects and the arm length information of the current role;
and if the difference value between the height information of the target object and the position information of the target hanging point is smaller than or equal to the second height, determining that the current role can pick up the target object.
In a second aspect, an embodiment of the present invention further provides a role control apparatus, where the apparatus includes:
the system comprises a first acquisition module, a first display module and a second acquisition module, wherein the first acquisition module is used for acquiring the position information of a target hanging point, and the target hanging point is arranged on a target skeleton or mesh of a current role;
the second acquisition module is used for acquiring the attribute information of the objects in the area around the current role;
and the control module is used for controlling the current role according to the position information of the target hanging point and the attribute information of the object.
Further, the control module includes:
the first judgment module is used for judging whether the current role can pick up the target object or not according to the arm length information of the current role and the position information of the target hanging point if the object is determined to be the target object according to the attribute information of the object;
and the second judgment module is used for judging whether the current role can pass through the obstacle or not according to the position information of the target hanging point and the collision box corresponding to the current role if the object is determined to be the obstacle according to the attribute information of the object.
Further, the second determining module includes:
a first determining unit, configured to determine that the current role can pass through the obstacle if it is determined that the mesh vertex of the obstacle and the target hanging point do not collide according to the position information of the target hanging point, and it is determined that the current role and the obstacle do not collide according to a collision box corresponding to the current role;
and the second determining unit is used for determining that the current role can not pass through the obstacle if the mesh vertex of the obstacle is determined to collide with the target hanging point according to the position information of the target hanging point.
Further, the method also comprises the following steps:
the third obtaining module is used for obtaining the position information of the first hanging point of the target role corresponding to the role switching instruction if the role switching instruction is obtained;
the first switching module is used for executing the role switching instruction if the grid vertex corresponding to the obstacle and the first hanging point do not collide and the target role is determined to not collide with the obstacle according to the collision box corresponding to the target role;
and the second switching module is used for forbidding to execute the role switching instruction if the mesh vertex corresponding to the obstacle collides with the first hanging point or the target role collides with the obstacle according to the collision box corresponding to the target role.
Further, the first determining unit is specifically configured to:
acquiring skill information of the current role;
determining the position information of a corresponding second hanging point when the current role is in a target state according to the skill information of the current role;
and if the grid vertex of the barrier and the second hanging point are determined not to collide according to the position information of the second hanging point, and the current role is determined not to collide with the barrier according to the collision box corresponding to the current role, determining that the current role can pass through the barrier.
Further, the first determining module includes:
the display unit is used for displaying a target identifier around the target object if the target object can be picked up by the current role according to the arm length information of the current role and the position information of the target hanging point;
and the control unit is used for controlling the current role to pick up the target object if the touch operation of the user on the target identifier is detected.
Further, the first determining module further includes:
an acquisition unit configured to acquire height information of the target object;
a third determining unit, configured to determine that the current role can pick up the target object if a difference between the height information of the target object and the position information of the target hanging point is less than or equal to the arm length information of the current role;
and the fourth determining unit is used for determining that the current role cannot pick up the target object if the difference value between the height information of the target object and the position information of the target hanging point is greater than the arm length information of the current role.
Further, the method also comprises the following steps:
the fourth acquisition module is used for acquiring the jumping skill information of the current role;
the first determining module is used for determining the jumping height of the current role according to the jumping skill information of the current role;
the second determining module is used for determining a first height according to the arm length information of the current role and the jump height;
and the third determining module is used for determining that the current role can pick up the target object if the difference value between the height information of the target object and the position information of the target hanging point is less than or equal to the first height.
Further, the method also comprises the following steps:
a fifth obtaining module, configured to obtain height information of objects around the current role;
the fourth determining module is used for determining a second height according to the height information of the surrounding objects and the arm length information of the current role;
and the fifth determining module is used for determining that the current role can pick up the target object if the difference value between the height information of the target object and the position information of the target hanging point is less than or equal to the second height.
In a third aspect, an embodiment of the present invention further provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor implements the role control method according to any one of the embodiments of the present invention when executing the computer program.
In a fourth aspect, the embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the role control method according to any one of the embodiments of the present invention.
According to the embodiment of the invention, the target hanging point is arranged on the target skeleton or the mesh of the current game role, and whether the current game role can grab the object at the target position is judged according to the position and arm length information of the target hanging point of the current game role, so that the reality and immersion of the game are enhanced. Meanwhile, whether the game role can pass through the barrier or not is judged according to the double judgment standards of the hanging point and the collision box, so that the operation precision is improved, and the game experience of the player is improved. When the game role can not pass through the obstacle according to the hanging point judgment, whether the game role can pass through the obstacle or not is judged without a collision box, so that the calculation amount is greatly reduced, the calculation efficiency is improved, and the smoothness of the game is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained according to the drawings without inventive efforts.
Fig. 1 is a flowchart of a role control method according to a first embodiment of the present invention;
fig. 2 is a schematic structural diagram of a character control apparatus according to a second embodiment of the present invention;
fig. 3 is a schematic structural diagram of a computer device in a third embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting of the invention. It should be further noted that, for the convenience of description, only some of the structures related to the present invention are shown in the drawings, not all of the structures.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. Meanwhile, in the description of the present invention, the terms "first", "second", and the like are used only for distinguishing the description, and are not to be construed as indicating or implying relative importance.
Example one
Fig. 1 is a flowchart of a role control method provided in an embodiment of the present invention, where this embodiment is applicable to a case where a role is controlled to complete a specified action, and the method may be executed by a role control device in an embodiment of the present invention, where the role control device may be implemented in a software and/or hardware manner, as shown in fig. 1, the method specifically includes the following steps:
s110, obtaining position information of a target hanging point, wherein the target hanging point is arranged on a target skeleton or mesh of the current role.
The current role refers to a current role of a player in a game, and can be a secondary figure such as a Raly and other life bodies, and the player can switch the current role as required in the game process, for example, the current role can be switched from Raly A to Raly B.
Specifically, based on a game role modeling technology, each game role is composed of different numbers of bones, a layer of Mesh is covered on the bones to be used as skin, the Mesh is composed of vertexes, a link is established between the vertexes and the bone link, and the Mesh is driven to move when the bones move. The target hanging point is a mark point arranged on a target skeleton or mesh of the current game role, the target skeleton or mesh can be any skeleton or corresponding mesh of the game role, for example, the target skeleton or mesh can be the skeleton or mesh at the top of the game role, and also can be the skeleton or mesh at a preset position of the game role, the preset position is set according to the needs of a user, the embodiment of the invention does not limit the preset position, and the setting of the preset position is related to an arm length calculation formula of the current role. The target hanging point may be set by automatically generating a null node with a fixed position by using a tool, for example, a hanging point named MoveHead may be additionally added to Prefab.
In addition, the target hanging point is arranged on the target skeleton or the target mesh of the current game role, and the game role can generate various motion forms such as jumping, running, squatting and the like in a game scene, so that the positions of the skeleton and the mesh are changed. Therefore, the position of the target hanging point can also be changed correspondingly along with the motion form of the current game role. It should be noted that, because mesh may be deformed when the movement forms are different, the embodiment of the present invention preferably sets the target hanging point on the bone at the top of the head.
And S120, acquiring the attribute information of the object in the area around the current role.
The attribute information of the object in the area around the current character may be at least one of a position, a height, a volume, a material, a value, a usage, and a type of the object.
The object in the area around the current character may be an object whose distance from the current character is less than a set distance, for example, an object whose distance from the current character is less than 5 meters may be obtained.
The object may be a fixed object, such as a cave, a door frame, a stone, etc., a living body, such as a monster and other game characters, etc., or any object or living body that blocks the current character from continuing to travel. For example, the object may be another romance, a monster, a stone, or a cave, which is not limited in this embodiment of the present invention.
And S130, controlling the current role according to the position information of the target hanging point and the attribute information of the object.
Specifically, the position information and the type of the object are determined according to the attribute information of the object, and the type may be an obstacle or a target object. And controlling the current role according to the position of the target hanging point, the type and the position information of the object.
For example, if the object is determined to be an obstacle according to the attribute information of the object, whether the current character can pass through the obstacle is determined according to the position information of the target hanging point and the position information of the obstacle. And if the object is determined to be the target object according to the attribute information of the object, judging whether the current role can pick up the target object according to the position information of the target hanging point and the position information of the target object.
Optionally, controlling the current role according to the position information of the target hanging point and the attribute information of the object includes:
if the object is determined to be a target object according to the attribute information of the object, judging whether the current role can pick up the target object according to the arm length information of the current role and the position information of the target hanging point;
and if the object is determined to be the obstacle according to the attribute information of the object, judging whether the current role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the current role.
The target object can be any object that can be obtained by a game player in a game scene, such as an incentive for rewarding the player and a tool that can be used by a character.
The manner of obtaining the arm length of the current role may be to read a configuration table corresponding to the current role, where the configuration table stores the arm length information of the current role, or may be determined according to the position of the target hanging point of the current role, for example, the arm length of the current role is half of the height of the target hanging point. Or the arm length of the current character may be the sum of the height of the target hanging point and a set constant, where the set constant is related to the setting position of the target hanging point, and the embodiment of the present invention does not set any limitation to this.
Specifically, if the object is determined to be the target object according to the attribute information of the object, the manner of determining whether the current character can pick up the target object according to the position information of the target hanging point and the arm length information of the current character may be: if the target object is in a circular range taking the position of the target hanging point as the center and taking the arm length of the current role as the radius, determining that the current role can pick up the target object, otherwise, determining that the current role cannot pick up the target object; or the sum of the height of the target hanging point and the arm length of the current role is larger than the height of the target object, determining that the current role can pick the target object, or else, determining that the current role cannot pick the target object.
The obstacle is an object capable of colliding with the current character, and may be a fixed object, such as a cave, a door frame, a stone, etc., a living body, such as a monster and other game characters, etc., or any object or living body that blocks the current character from continuing to travel.
Specifically, if it is determined that the object is an obstacle according to the attribute information of the object, the manner of determining whether the current role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the current role may be: determining whether the current role can pass through the barrier according to the position information of the target hanging point, and judging whether the current role can pass through the barrier according to a collision box corresponding to the current role; or judging whether the current role can pass through the obstacle according to a collision box corresponding to the current role, and then determining whether the current role can pass through the obstacle according to the position information of the target hanging point; and determining whether the current role can pass through the obstacle according to the position information of the target hanging point while judging whether the current role can pass through the obstacle according to the collision box corresponding to the current role.
It should be noted that, since whether the current role can pass through the obstacle is determined according to the position information of the target hanging point, it is only required to calculate whether the target hanging point can pass through the obstacle, and the calculation amount is small. And judging whether the current role can pass through the obstacle according to the collision box corresponding to the current role, wherein whether each collision box corresponding to the current role collides with the obstacle needs to be calculated, and each game role may have a plurality of collision boxes, for example, the head, the body and the limbs of the game role are respectively one collision box. The three-dimensional shape of the crash box is determined according to the three-dimensional structure of the character, and the more the three-dimensional shape of the crash box is close to the three-dimensional structure of the character, the more accurate the crash analysis is, and the more the calculation amount of the crash analysis is. Therefore, a large amount of calculation is required to determine whether the current character can pass through the obstacle according to the collision box corresponding to the current character. In this embodiment, it is preferable to determine whether the current role can pass through the obstacle according to the position information of the target hanging point, and then determine whether the current role can pass through the obstacle according to the collision box corresponding to the current role, so as to reduce the amount of collision analysis calculation for determining whether the current role can pass through the obstacle.
Optionally, the determining, according to the position information of the target hanging point and the collision box corresponding to the current role, whether the current role can pass through the obstacle includes:
if the mesh vertex of the obstacle and the target hanging point are determined not to collide according to the position information of the target hanging point, and the current role is determined not to collide with the obstacle according to a collision box corresponding to the current role, determining that the current role can pass through the obstacle;
and if the mesh vertex of the barrier is determined to collide with the target hanging point according to the position information of the target hanging point, determining that the current role cannot pass through the barrier.
Specifically, based on a game scene modeling technology, obstacles in the online game are objects or living bodies formed by different numbers of triangles, and a grid structure covering the objects is obtained. And performing collision analysis on the target hanging point and each grid vertex corresponding to the obstacle, and performing collision analysis on the collision box of the current role and the grid vertex corresponding to the obstacle. And if the target hanging point does not collide with each grid vertex corresponding to the obstacle, and the collision box of the current role does not collide with the grid vertex corresponding to the obstacle, determining that the current role can pass through the obstacle. The advantages of such an arrangement are: whether the current role can pass through the obstacle or not is judged only according to the collision box corresponding to the current role, but if the motion state of the current role is changed greatly instantly, the role can be blocked in the obstacle. Therefore, whether the current role can pass through the barrier or not is judged according to the position information of the target hanging point and the collision box corresponding to the current role. And if the target hanging point does not collide with each grid vertex corresponding to the obstacle, and the collision box of the current role does not collide with the grid vertex corresponding to the obstacle, determining that the current role can pass through the obstacle.
And if the grid vertex corresponding to the obstacle collides with the target hanging point, determining that the current role cannot pass through the obstacle, and not performing collision analysis on the current role according to the collision box and the target hanging point. The advantages of such an arrangement are: the amount of computation required for collision analysis when it is determined that the current character can pass through an obstacle is greatly reduced.
Optionally, the method further includes:
if the role switching instruction is acquired, acquiring the position information of a first hanging point of a target role corresponding to the role switching instruction;
if the mesh vertex corresponding to the obstacle and the first hanging point do not collide, and the target role is determined not to collide with the obstacle according to the collision box corresponding to the target role, executing the role switching instruction;
and if the mesh vertex corresponding to the obstacle collides with the first hanging point, or the target role is determined to collide with the obstacle according to the collision box corresponding to the target role, the role switching instruction is prohibited from being executed.
In this embodiment, a game player may switch a current game role according to actual needs, and if a role switching instruction is obtained, position information of a first hanging point of a target role corresponding to the role switching instruction is obtained; and if the mesh vertex corresponding to the obstacle collides with the first hanging point and the target character does not collide with the obstacle according to the collision box corresponding to the target character, executing a character switching instruction, and if the mesh vertex corresponding to the obstacle collides with the first hanging point or the target character collides with the obstacle according to the collision box corresponding to the target character, forbidding executing the character switching instruction.
Specifically, if a character switching instruction sent by a game player is acquired, position information of a first hanging point of a target character corresponding to the character switching instruction is acquired. And if the mesh vertex corresponding to the obstacle and the first hanging point do not collide, and the target role is determined not to collide with the obstacle according to the collision box corresponding to the target role, executing the role switching instruction switching. And if the target character is determined to collide with the obstacle according to the first hanging point position of the target character corresponding to the player character switching instruction or the collision box corresponding to the target character, prohibiting the execution of the character switching instruction, and sending prompt information to the player.
Optionally, if it is determined that the mesh vertex of the obstacle and the target hanging point do not collide according to the position information of the target hanging point, and it is determined that the current role does not collide with the obstacle according to the collision box corresponding to the current role, determining that the current role can pass through the obstacle, includes:
acquiring skill information of the current role;
determining the position information of a corresponding second hanging point when the current role is in a target state according to the skill information of the current role;
and if the grid vertex of the barrier and the second hanging point are determined not to collide according to the position information of the second hanging point, and the current role is determined not to collide with the barrier according to the collision box corresponding to the current role, determining that the current role can pass through the barrier.
Specifically, in the present embodiment, the game character may have a plurality of kinds of skills, such as a jumping skill, a releasing object skill, a running skill, a squatting skill, a climbing skill, and the like. And if the game player selects the skill of the current role, for example, the squatting skill or the climbing skill, determining the position information of the second hanging point corresponding to the target state of the current role according to the skill selected by the current role. And performing collision analysis on the second hanging point and each grid vertex corresponding to the obstacle, and performing collision analysis on the collision box of the current role and the grid vertex corresponding to the obstacle. And if the second hanging point does not collide with each grid vertex corresponding to the obstacle, and the collision box of the current role does not collide with the grid vertex corresponding to the obstacle, determining that the current role can pass through the obstacle.
Optionally, the determining whether the current role can pick the target object according to the arm length information of the current role and the position information of the target hanging point includes:
if the target object can be picked up by the current role according to the arm length information of the current role and the position information of the target hanging point, displaying a target identifier around the target object;
and if the touch operation of the user on the target identification is detected, controlling the current role to pick up the target object.
Specifically, if it is determined that the current character can pick the target object according to the position information of the target hanging point and the arm length information of the current character, a manner of displaying the target identifier around the target object may be: if the current role can pick the target object, displaying F around the target object, and controlling the current role to pick the target object after the user clicks F; if the current role can pick the target object, the periphery of the target object is in a bright or flashing state, and after the user clicks the target object, the current role is controlled to pick the target object; or may be: and if the current role can pick the target object, displaying a bullet frame around the target object, wherein the bullet frame can display the attribute of the target object, and controlling the current role to pick the target object after a user clicks the bullet frame. The advantage of this kind of setting is can increase the interest of recreation, reinforcing game player's interactive experience.
Optionally, the determining whether the current role can pick the target object according to the arm length information of the current role and the position information of the target hanging point includes:
acquiring height information of the target object;
if the difference value between the height information of the target object and the position information of the target hanging point is smaller than or equal to the arm length information of the current role, determining that the current role can pick up the target object;
and if the difference value between the height information of the target object and the position information of the target hanging point is larger than the arm length information of the current role, determining that the current role cannot pick up the target object.
Specifically, height information of a target object is obtained, and whether the difference value between the height information of the target object and the position information of the target hanging point is larger than the arm length of the current role or not is judged, namely whether the target object can be picked up by the extending arm of the current role or not is judged.
Illustratively, the target object is a fruit on a tree, and the height of the fruit is 2.5 meters from the ground. And if the height of the target hanging point of the current role is 1.5 meters and the arm length of the current role is 0.75 meter, the current role cannot pick fruits. The height of the target hanging point of the current role is 1.7 meters, and the arm length of the current role is 0.85 meters, so that the current role can pick fruits.
Optionally, the method further includes:
acquiring jump skill information of the current role;
determining the jumping height of the current role according to the jumping skill information of the current role;
determining a first height according to the arm length information of the current role and the jump height;
and if the difference value between the height information of the target object and the position information of the target hanging point is smaller than or equal to the first height, determining that the current role can pick up the target object.
Specifically, in the present embodiment, the game character may have a plurality of kinds of skills, such as a jumping skill, a releasing object skill, a running skill, a squatting skill, and a climbing skill. If the game player selects the jumping skill of the current character, determining the jumping height of the current character according to the jumping skill information preset by the current character, determining a first height according to the arm length information of the current character and the jumping height, and judging whether the difference value between the height information of the target object and the position information of the target hanging point is larger than the first height, namely judging whether the current character can pick the target object by extending an arm when jumping to the highest point, if the game player selects the releasing object skill of the current character, judging whether the extending arm can pick the target object under the condition that the current character stands on the released object according to the height of the object released by the releasing object skill of the current character, the arm length information of the current character and the height of the target object.
Illustratively, the target object is a fruit on a tree, and the height of the fruit is 2.7 meters from the ground. If the height of the target hanging point of the current role is 1.5 meters, the arm length of the current role is 0.75 meters, and the jumping height of the current role is 0.2 meters, the current role cannot pick fruits; the target hanging point of the current role is positioned at the top of the current role, the height of the target hanging point is 1.7 m, the arm length of the current role is 0.85 m, the jumping height of the current role is 0.3 m, and then the current role can pick fruits.
Optionally, the method further includes:
acquiring height information of objects around the current role;
determining a second height according to the height information of the surrounding objects and the arm length information of the current role;
and if the difference value between the height information of the target object and the position information of the target hanging point is smaller than or equal to the second height, determining that the current role can pick up the target object.
Specifically, in this embodiment, a player may control a game character to pick a target object by means of a peripheral object, obtain height information of the peripheral object of the current character, determine a second height according to the height information of the peripheral object and arm length information of the current character, and determine whether a difference between the height information of the target object and the position information of the target hanging point is greater than the second height, that is, determine whether the current character can pick the target object by means of the peripheral object while extending an arm.
Illustratively, the target object is a fruit on a tree, and the height of the fruit is 3 meters from the ground. If the height of the target hanging point of the current role is 1.5 meters, the arm length of the current role is 0.75 meters, the current role stands on a stone, and the height of the stone is 0.3 meters, the current role cannot pick fruits. The height of a target hanging point of the current role is 1.7 meters, the arm length of the current role is 0.85 meters, and the current role can pick fruits by means of a stick with the length of 1 meter. According to the technical scheme of the embodiment, the target hanging point is arranged on the target skeleton or the mesh of the current game role, and whether the current game role can grab the object at the target position is judged according to the position and the arm length information of the target hanging point of the current game role, so that the reality and the immersion of the game are enhanced. Meanwhile, whether the game role can pass through the barrier or not is judged according to the double judgment standards of the hanging point and the collision box, so that the operation precision is improved, and the game experience of the player is improved. When the game role can not pass through the obstacle according to the hanging point judgment, whether the game role can pass through the obstacle or not is judged without a collision box, so that the calculation amount is greatly reduced, the calculation efficiency is improved, and the smoothness of the game is improved.
Example two
Fig. 2 is a schematic structural diagram of a role control device according to a second embodiment of the present invention. The present embodiment can be applied to the case of controlling a game character to complete a specified action, the apparatus can be implemented in a software and/or hardware manner, and the apparatus can be integrated into any device providing a character control function, as shown in fig. 2, the character control apparatus specifically includes: a first acquisition module 210, a second acquisition module 220, and a control module 230.
The first obtaining module 210 is configured to obtain position information of a target hanging point, where the target hanging point is set on a target skeleton or mesh of a current role;
a second obtaining module 220, configured to obtain attribute information of an object in an area around a current role;
and a control module 230, configured to control the current role according to the position information of the target hanging point and the attribute information of the object.
Optionally, the control module includes:
the first judgment module is used for judging whether the current role can pick up the target object or not according to the arm length information of the current role and the position information of the target hanging point if the object is determined to be the target object according to the attribute information of the object;
and the second judgment module is used for judging whether the current role can pass through the obstacle or not according to the position information of the target hanging point and the collision box corresponding to the current role if the object is determined to be the obstacle according to the attribute information of the object.
Optionally, the second determining module includes:
a first determining unit, configured to determine that the current role can pass through the obstacle if it is determined that the mesh vertex of the obstacle and the target hanging point do not collide according to the position information of the target hanging point, and it is determined that the current role and the obstacle do not collide according to a collision box corresponding to the current role;
and the second determining unit is used for determining that the current role can not pass through the obstacle if the mesh vertex of the obstacle is determined to collide with the target hanging point according to the position information of the target hanging point.
Optionally, the method further includes:
the third obtaining module is used for obtaining the position information of the first hanging point of the target role corresponding to the role switching instruction if the role switching instruction is obtained;
the first switching module is used for executing the role switching instruction if the grid vertex corresponding to the obstacle and the first hanging point do not collide and the target role is determined to not collide with the obstacle according to the collision box corresponding to the target role;
and the second switching module is used for forbidding to execute the role switching instruction if the mesh vertex corresponding to the obstacle collides with the first hanging point or the target role collides with the obstacle according to the collision box corresponding to the target role.
Optionally, the first determining unit is specifically configured to:
acquiring skill information of the current role;
determining the position information of a corresponding second hanging point when the current role is in a target state according to the skill information of the current role;
and if the grid vertex of the barrier and the second hanging point are determined not to collide according to the position information of the second hanging point, and the current role is determined not to collide with the barrier according to the collision box corresponding to the current role, determining that the current role can pass through the barrier.
Optionally, the first determining module includes:
the display unit is used for displaying a target identifier around the target object if the target object can be picked up by the current role according to the arm length information of the current role and the position information of the target hanging point;
and the control unit is used for controlling the current role to pick up the target object if the touch operation of the user on the target identifier is detected.
Optionally, the first determining module further includes:
an acquisition unit configured to acquire height information of the target object;
a third determining unit, configured to determine that the current role can pick up the target object if a difference between the height information of the target object and the position information of the target hanging point is less than or equal to the arm length information of the current role;
and the fourth determining unit is used for determining that the current role cannot pick up the target object if the difference value between the height information of the target object and the position information of the target hanging point is greater than the arm length information of the current role.
Optionally, the method further includes:
the fourth acquisition module is used for acquiring the jumping skill information of the current role;
the first determining module is used for determining the jumping height of the current role according to the jumping skill information of the current role;
the second determining module is used for determining a first height according to the arm length information of the current role and the jump height;
and the third determining module is used for determining that the current role can pick up the target object if the difference value between the height information of the target object and the position information of the target hanging point is less than or equal to the first height.
Optionally, the method further includes:
a fifth obtaining module, configured to obtain height information of objects around the current role;
the fourth determining module is used for determining a second height according to the height information of the surrounding objects and the arm length information of the current role;
and the fifth determining module is used for determining that the current role can pick up the target object if the difference value between the height information of the target object and the position information of the target hanging point is less than or equal to the second height.
The product can execute the method provided by any embodiment of the invention, and has corresponding functional modules and beneficial effects of the execution method.
According to the technical scheme of the embodiment, the target hanging point is arranged on the target skeleton or the mesh of the current game role, and whether the current game role can grab the object at the target position is judged according to the position and the arm length information of the target hanging point of the current game role, so that the reality and the immersion of the game are enhanced. Meanwhile, whether the game role can pass through the barrier or not is judged according to the double judgment standards of the hanging point and the collision box, so that the operation precision is improved, and the game experience of the player is improved. When the game role can not pass through the obstacle according to the hanging point judgment, whether the game role can pass through the obstacle or not is judged without a collision box, so that the calculation amount is greatly reduced, the calculation efficiency is improved, and the smoothness of the game is improved.
EXAMPLE III
Fig. 3 is a schematic structural diagram of a computer device in a third embodiment of the present invention. FIG. 3 illustrates a block diagram of an exemplary computer device 12 suitable for use in implementing embodiments of the present invention. The computer device 12 shown in FIG. 3 is only an example and should not impose any limitation on the scope of use or functionality of embodiments of the present invention.
As shown in FIG. 3, computer device 12 is in the form of a general purpose computing device. The components of computer device 12 may include, but are not limited to: one or more processors or processing units 16, a system memory 28, and a bus 18 that couples various system components including the system memory 28 and the processing unit 16.
Bus 18 represents one or more of any of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, and a processor or local bus using any of a variety of bus architectures. By way of example, such architectures include, but are not limited to, an Industry Standard Architecture (ISA) bus, a Micro Channel Architecture (MCA) bus, an enhanced ISA bus, a Video Electronics Standards Association (VESA) local bus, and a Peripheral Component Interconnect (PCI) bus.
Computer device 12 typically includes a variety of computer system readable media. Such media may be any available media that is accessible by computer device 12 and includes both volatile and nonvolatile media, removable and non-removable media.
The system Memory 28 may include computer system readable media in the form of volatile Memory, such as Random Access Memory (RAM) 30 and/or cache Memory 32. Computer device 12 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, storage system 34 may be used to read from and write to non-removable, nonvolatile magnetic media (not shown in FIG. 3, and commonly referred to as a "hard drive"). Although not shown in FIG. 3, a magnetic disk drive for reading from and writing to a removable, nonvolatile magnetic disk (e.g., a "floppy disk") and an optical disk drive for reading from or writing to a removable, nonvolatile optical disk (a Compact disk-Read Only Memory (CD-ROM)), Digital Video disk (DVD-ROM), or other optical media may be provided. In these cases, each drive may be connected to bus 18 by one or more data media interfaces. Memory 28 may include at least one program product having a set (e.g., at least one) of program modules that are configured to carry out the functions of embodiments of the invention.
A program/utility 40 having a set (at least one) of program modules 42 may be stored, for example, in memory 28, such program modules 42 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each of which examples or some combination thereof may comprise an implementation of a network environment. Program modules 42 generally carry out the functions and/or methodologies of the described embodiments of the invention.
Computer device 12 may also communicate with one or more external devices 14 (e.g., keyboard, pointing device, display 24, etc.), with one or more devices that enable a user to interact with computer device 12, and/or with any devices (e.g., network card, modem, etc.) that enable computer device 12 to communicate with one or more other computing devices. Such communication may be through an input/output (I/O) interface 22. In the computer device 12 of the present embodiment, the display 24 is not provided as a separate body but is embedded in the mirror surface, and when the display surface of the display 24 is not displayed, the display surface of the display 24 and the mirror surface are visually integrated. Moreover, computer device 12 may also communicate with one or more networks (e.g., a Local Area Network (LAN), Wide Area Network (WAN)) and/or a public Network (e.g., the Internet) via Network adapter 20. As shown, network adapter 20 communicates with the other modules of computer device 12 via bus 18. It should be understood that although not shown in the figures, other hardware and/or software modules may be used in conjunction with computer device 12, including but not limited to: microcode, device drivers, Redundant processing units, external disk drive Arrays, disk array (RAID) systems, tape drives, and data backup storage systems, to name a few.
The processing unit 16 executes various functional applications and data processing by executing programs stored in the system memory 28, for example, to implement the role control method provided by the embodiment of the present invention: acquiring position information of a target hanging point, wherein the target hanging point is arranged on a target skeleton or mesh of a current role; acquiring attribute information of objects in the area around the current role; and controlling the current role according to the position information of the target hanging point and the attribute information of the object.
Example four
A fourth embodiment of the present invention provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements a role control method according to any of the embodiments of the present invention: acquiring position information of a target hanging point, wherein the target hanging point is arranged on a target skeleton or mesh of a current role; acquiring attribute information of objects in the area around the current role; and controlling the current role according to the position information of the target hanging point and the attribute information of the object.
Any combination of one or more computer-readable media may be employed. The computer readable medium may be a computer readable signal medium or a computer readable storage medium or any combination of the two. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
In some embodiments, the clients, servers may communicate using any currently known or future developed network Protocol, such as HTTP (Hyper Text Transfer Protocol), and may interconnect with any form or medium of digital data communication (e.g., a communications network). Examples of communication networks include a local area network ("LAN"), a wide area network ("WAN"), the Internet (e.g., the Internet), and peer-to-peer networks (e.g., ad hoc peer-to-peer networks), as well as any currently known or future developed network.
The computer readable medium may be embodied in the electronic device; or may exist separately without being assembled into the electronic device.
Computer program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C + +, or the like, as well as conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).
The flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units described in the embodiments of the present disclosure may be implemented by software or hardware. Where the name of an element does not in some cases constitute a limitation on the element itself.
The functions described herein above may be performed, at least in part, by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that may be used include: field Programmable Gate Arrays (FPGAs), Application Specific Integrated Circuits (ASICs), Application Specific Standard Products (ASSPs), systems on a chip (SOCs), Complex Programmable Logic Devices (CPLDs), and the like.
In the context of this disclosure, a machine-readable medium may be a tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device. The machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. More specific examples of a machine-readable storage medium would include an electrical connection based on one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present invention and the technical principles employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims (12)

1. A character control method, comprising:
acquiring position information of a target hanging point, wherein the target hanging point is arranged on a target skeleton or mesh of a current role;
acquiring attribute information of objects in the area around the current role;
and controlling the current role according to the position information of the target hanging point and the attribute information of the object.
2. The method of claim 1, wherein controlling the current role according to the position information of the target hanging point and the attribute information of the object comprises:
if the object is determined to be a target object according to the attribute information of the object, judging whether the current role can pick up the target object according to the arm length information of the current role and the position information of the target hanging point;
and if the object is determined to be the obstacle according to the attribute information of the object, judging whether the current role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the current role.
3. The method of claim 2, wherein determining whether the current role can pass through the obstacle according to the position information of the target hanging point and the collision box corresponding to the current role comprises:
if the mesh vertex of the obstacle and the target hanging point are determined not to collide according to the position information of the target hanging point, and the current role is determined not to collide with the obstacle according to a collision box corresponding to the current role, determining that the current role can pass through the obstacle;
and if the mesh vertex of the barrier is determined to collide with the target hanging point according to the position information of the target hanging point, determining that the current role cannot pass through the barrier.
4. The method of claim 2, further comprising:
if the role switching instruction is acquired, acquiring the position information of a first hanging point of a target role corresponding to the role switching instruction;
if the mesh vertex corresponding to the obstacle and the first hanging point do not collide, and the target role is determined not to collide with the obstacle according to the collision box corresponding to the target role, executing the role switching instruction;
and if the mesh vertex corresponding to the obstacle collides with the first hanging point, or the target role is determined to collide with the obstacle according to the collision box corresponding to the target role, the role switching instruction is prohibited from being executed.
5. The method of claim 3, wherein determining that the current role can pass through the obstacle if it is determined that the mesh vertex of the obstacle and the target hanging point do not collide according to the position information of the target hanging point and it is determined that the current role and the obstacle do not collide according to a collision box corresponding to the current role comprises:
acquiring skill information of the current role;
determining the position information of a corresponding second hanging point when the current role is in a target state according to the skill information of the current role;
and if the grid vertex of the barrier and the second hanging point are determined not to collide according to the position information of the second hanging point, and the current role is determined not to collide with the barrier according to the collision box corresponding to the current role, determining that the current role can pass through the barrier.
6. The method of claim 2, wherein determining whether the target object can be picked up by the current character according to the arm length information of the current character and the position information of the target hanging point comprises:
if the target object can be picked up by the current role according to the arm length information of the current role and the position information of the target hanging point, displaying a target identifier around the target object;
and if the touch operation of the user on the target identification is detected, controlling the current role to pick up the target object.
7. The method of claim 2, wherein determining whether the target object can be picked up by the current character according to the arm length information of the current character and the position information of the target hanging point comprises:
acquiring height information of the target object;
if the difference value between the height information of the target object and the position information of the target hanging point is smaller than or equal to the arm length information of the current role, determining that the current role can pick up the target object;
and if the difference value between the height information of the target object and the position information of the target hanging point is larger than the arm length information of the current role, determining that the current role cannot pick up the target object.
8. The method of claim 7, further comprising:
acquiring jump skill information of the current role;
determining the jumping height of the current role according to the jumping skill information of the current role;
determining a first height according to the arm length information of the current role and the jump height;
and if the difference value between the height information of the target object and the position information of the target hanging point is smaller than or equal to the first height, determining that the current role can pick up the target object.
9. The method of claim 7, further comprising:
acquiring height information of objects around the current role;
determining a second height according to the height information of the surrounding objects and the arm length information of the current role;
and if the difference value between the height information of the target object and the position information of the target hanging point is smaller than or equal to the second height, determining that the current role can pick up the target object.
10. A character control apparatus, comprising:
the system comprises a first acquisition module, a first display module and a second acquisition module, wherein the first acquisition module is used for acquiring the position information of a target hanging point, and the target hanging point is arranged on a target skeleton or mesh of a current role;
the second acquisition module is used for acquiring the attribute information of the objects in the area around the current role;
and the control module is used for controlling the current role according to the position information of the target hanging point and the attribute information of the object.
11. A computer device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the processor implements the method according to any of claims 1-10 when executing the program.
12. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the method according to any one of claims 1-10.
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