CN114549739B - Control system and method based on three-dimensional data model - Google Patents

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

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CN114549739B
CN114549739B CN202210030219.0A CN202210030219A CN114549739B CN 114549739 B CN114549739 B CN 114549739B CN 202210030219 A CN202210030219 A CN 202210030219A CN 114549739 B CN114549739 B CN 114549739B
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component
space
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scene
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CN114549739A (en
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倪歌
朱惠杰
穆传鹏
曾好
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Jiangyin Xiaoxiang Interactive Game Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/02Total factory control, e.g. smart factories, flexible manufacturing systems [FMS] or integrated manufacturing systems [IMS]

Abstract

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

Description

Control system and method based on three-dimensional data model
Technical Field
The invention relates to the technical field of big data processing, in particular to a control system and method based on a three-dimensional data model.
Background
In current city construction games, games must be played in specified rules, such as: when a player wants to place a building, it needs to be placed in a designated frame under the guidance of the system; if the game is played in such a way, the experience of the player in the game is reduced, so that the interest of the player is reduced;
even more, when a player plays a game, because the scale of the game scene is limited, the player can move part of the components or the virtual characters to the outside of the set scene, so that the scene where the part of the components or the virtual characters are located cannot be tracked quickly, and the scene outside the set scene is supplemented, and the experience of the player is further reduced; the prior art solves the problem of missing game scenes, but increases the manufacturing cost of the game scenes and the requirement on playing methods;
therefore, in view of the above-mentioned problems, improvement thereof is required.
Disclosure of Invention
The invention aims to provide a control system and method based on a three-dimensional data model, so as to solve the problems in the background technology.
In order to solve the technical problems, the invention provides the following technical scheme: a control system based on a three-dimensional data model, which comprises a scene component module, a component control module, a matching module and a label reminding module;
the scene component module is used for establishing a new game scene according to component elements in the historical game scene and establishing a three-dimensional model according to the game scene, so that a player can automatically adjust components in the established three-dimensional model;
the component control module is used for analyzing the proportion of the built component in the three-dimensional space, controlling and moving part of components and improving the space utilization rate;
the matching module is used for acquiring the moving speed and the moving distance of the first component in the three-dimensional space, calculating the moving distance of the current first component, comparing the moving distance with a preset distance, and determining the matching degree between the first component and at least 0 second components at the set boundary according to the comparison result;
the label prompting module is used for prompting a player to move the first member again when detecting that the first member has a trend of moving outside the set boundary;
the scene component module is connected with the component control module, the scene component module is connected with the matching module, and the matching module is connected with the tag prompt module.
Further, the scene component module comprises a scene selection unit, a component distribution unit and a three-dimensional model establishment unit;
the scene selection unit is used for recommending historical game scenes to player selection;
the component distribution unit is used for automatically selecting or adjusting components in the scene selected by the player;
the three-dimensional model building unit is used for building a three-dimensional model according to the game scene and generating a three-dimensional space according to the three-dimensional model;
the output end of the three-dimensional model building unit is connected with the input ends of the scene selection unit and the component distribution unit.
Further, the component control module comprises a component recommending unit, a component moving unit and a space optimizing unit;
the component recommending unit is used for recommending matched components and the number of the components in the residual space according to the components which are already placed in the three-dimensional model;
the component moving unit is used for moving and processing the component according to the state of the component in the three-dimensional model;
the space optimizing unit is used for judging whether the current space is an optimized space after the component moves;
the output end of the space optimizing unit is connected with the input end of the component moving unit; the output end of the component moving unit is connected with the input end of the component recommending unit.
Further, the matching module comprises a component data acquisition unit, a moving distance calculation unit, a data comparison unit and a matching determination unit;
the component data acquisition unit is used for acquiring the historical speed and the distance when the player moves the first component;
the moving distance calculating unit is used for calculating the moving distance of the first component;
the data comparison unit is used for comparing the distance moved by the first component with a preset distance and transmitting the comparison result to the matching determination unit;
the matching determining unit is used for acquiring at least 0 second components in the same direction as the first components and calculating the matching degree between the second components and the first components;
the output end of the matching determining unit is connected with the input end of the data comparing unit; the input ends of the component data acquisition unit and the moving distance calculation unit are connected with the output end of the data comparison unit.
Further, a control method based on a three-dimensional data model performs the steps of:
z01: randomly establishing a game scene, and calling game components in the history scene so as to readjust the positions of the components in the three-dimensional model;
z02: based on the selected component size information, the system recommends at least a portion of the component; obtaining the proportion of the residual space in the current scene, and adjusting the position of a component to ensure that the space of the three-dimensional model is an optimized space;
z03: monitoring the historical moving distance, speed and direction of the first component in the three-dimensional model space, calculating the moving distance of the first component in the three-dimensional model space, and comparing the moving distance with the set distance; and acquiring at least 0 pieces of second member information at a set boundary in the same direction as the first member and three-dimensional coordinate information on the at least 0 pieces of second members, and processing a movement result of the first member according to the matching degree between the first member and the second member.
In step Z02, length information of the first member size and first member vertex coordinate information w= (a, b) nearest to the set boundary are acquired, and size length information y= { Y of all game members in the history scene is acquired 1 ,y 2 ,y 3 ...y n -a }; if the first component is verified to be not added with the second component in the direction, the adding quantity of the second components in the game scene is N;
Figure BDA0003466151480000031
l is the shortest distance between the nearest vertex coordinates of the first member and the set boundary, (x, y) is the coordinates of the vertex on the set boundary, y i Refers to the dimensional length of the ith component;
if the fact that the component is added to the direction of the first component is verified, the system temporarily does not recommend the second component information to the player;
in the case of the number N, the size of the member is calculated to obtain the value of N, and the result of the calculation is that the member can be added or cannot be added.
The method comprises the steps of obtaining the proportion of the game space occupied by the first component in the game scene, adjusting part of the second components to move in the set three-dimensional space according to the size information of the second components to be added, and judging the three-dimensional space as the optimized space, wherein the steps are as follows:
z021: setting a fitness function F (t); f (t) =v Y -t x M; t is the number of movements of the first member in three-dimensional space, M is the movement length, V Y Refers to the original three-dimensional model space;
z022: setting an initial temperature, a cooling coefficient, a termination temperature and iteration times of a simulated annealing algorithm, and obtaining a temperature degradation function: t is t ε =α*t ε-1 The method comprises the steps of carrying out a first treatment on the surface of the Randomly setting a t value in the fitness function to obtain a new solution of F (t);
z023: analyzing whether the new solution meets the constraint condition F (t) is less than or equal to F k (t) if the constraint condition is met, receiving a new solution, if the constraint condition is not met, receiving the new solution according to a Metropolis criterion, and storing the new solution after each iteration;
z024: judging whether the current iteration number reaches a set iteration value, if so, ending the operation and outputting an optimal value; if the set value is not reached and the termination condition is not met, adjusting the temperature to be reduced, iterating again and repeating the steps Z021-Z023;
acquiring a three-dimensional model space after the first component is moved, and selecting N second component numbers capable of being matched with the residual three-dimensional model space;
the optimization degree of the space is calculated through the simulated annealing algorithm, so that the optimization degree can be ensured, and compared with other optimization algorithms, the optimization algorithm in the application can improve the precision of the whole model; wherein by a fitness function t ε =α*t ε-1 The current residual space usage amount can be analyzed in time to judge whether the space is the optimized space, thereby ensuring that other components can be placed in the residual space, if the residual space is adjustedAfter the section, the components can not be placed, and the current component placement position is directly output.
In step Z03, acquiring a historical moving speed v and a distance P of a first member moved by a player in the same three-dimensional model space in the game scene; acquiring information of a player moving a first member for a plurality of times, and establishing a linear equation p=fv+b; if the verification is that P > L, indicating that the moving distance of the first component exceeds a set boundary, prompting the player to process the first component; if P is equal to or less than L, the moving distance of the first component is within the set boundary;
acquiring at least 0 pieces of second member information at a set boundary in the same direction as the first member, wherein if the matching degree of the first member and the second member is greater than a preset matching degree or the first member and the second member meet the structural matching degree in a historical game scene, the first member can be built with the second member; otherwise, the first component cannot be built with the second component, and the player is prompted to move the first component to other positions in the three-dimensional model, wherein the other positions are positions of the second component in the three-dimensional model;
acquiring construction data information of a first component and a second component in a current game scene as a vector A, and constructing data information of the first component and the second component in a historical scene as a vector B;
Figure BDA0003466151480000041
wherein: beta is the angle between the pointing quantity A and the vector B, |A| is the modulus of the pointing quantity A, and|B| is the modulus of the pointing quantity B; cos β is the similarity between the pointing quantity a and vector B; if cosβ=1, it means that the similarity between the first member and the second member is high, and the first member can be built with the second member; if cosβ=0, it means that the similarity between the first member and the second member is low, and the first member cannot be built with the second member;
compared with the prior art, the invention has the following beneficial effects: according to the invention, the field Jing Goujian module is used, so that component elements can be randomly arranged in the existing game scene, and compared with a hard specified component placement mode, the game interestingness is improved, and the experience of a player during game playing is improved; by using the component control module, part of components can be controlled and moved at will, whether the components built in the three-dimensional space are optimal or not is analyzed in real time, and the utilization degree of the whole space is improved; by using the matching module, the moving distance of the current component is calculated according to the moving speed and the moving distance of the historical component, and whether the component is moved to a scene outside the set scene by a player can be obtained through analysis by the matching module, so that the experience of the player can be enhanced.
Drawings
The accompanying drawings are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate the invention and together with the embodiments of the invention, serve to explain the invention. In the drawings:
FIG. 1 is a schematic block diagram of a control system based on a three-dimensional data model according to the present invention;
fig. 2 is a schematic diagram of steps of a control method based on a three-dimensional data model according to the present invention.
Detailed Description
The following description of the embodiments of the present invention will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
Referring to fig. 1-2, the present invention provides the following technical solutions:
a control system based on a three-dimensional data model, which comprises a scene component module, a component control module, a matching module and a label reminding module;
the scene component module is used for establishing a new game scene according to component elements in the historical game scene and establishing a three-dimensional model according to the game scene, so that a player can automatically adjust components in the established three-dimensional model;
the component control module is used for analyzing the proportion of the built component in the three-dimensional space, controlling and moving part of components and improving the space utilization rate;
the matching module is used for acquiring the moving speed and the moving distance of the first component in the three-dimensional space, calculating the moving distance of the current first component, comparing the moving distance with a preset distance, and determining the matching degree between the first component and at least 0 second components at the set boundary according to the comparison result;
the label prompting module is used for prompting a player to move the first member again when detecting that the first member has a trend of moving outside the set boundary;
the scene component module is connected with the component control module, the scene component module is connected with the matching module, and the matching module is connected with the tag prompt module.
Further, the scene component module comprises a scene selection unit, a component distribution unit and a three-dimensional model establishment unit;
the scene selection unit is used for recommending historical game scenes to player selection;
the component distribution unit is used for automatically selecting or adjusting components in the scene selected by the player;
the three-dimensional model building unit is used for building a three-dimensional model according to the game scene and generating a three-dimensional space according to the three-dimensional model;
the output end of the three-dimensional model building unit is connected with the input ends of the scene selection unit and the component distribution unit.
Further, the component control module comprises a component recommending unit, a component moving unit and a space optimizing unit;
the component recommending unit is used for recommending matched components and the number of the components in the residual space according to the components which are already placed in the three-dimensional model;
the component moving unit is used for moving and processing the component according to the state of the component in the three-dimensional model;
the space optimizing unit is used for judging whether the current space is an optimized space after the component moves;
the output end of the space optimizing unit is connected with the input end of the component moving unit; the output end of the component moving unit is connected with the input end of the component recommending unit.
Further, the matching module comprises a component data acquisition unit, a moving distance calculation unit, a data comparison unit and a matching determination unit;
the component data acquisition unit is used for acquiring the historical speed and the distance when the player moves the first component;
the moving distance calculating unit is used for calculating the moving distance of the first component;
the data comparison unit is used for comparing the distance moved by the first component with a preset distance and transmitting the comparison result to the matching determination unit;
the matching determining unit is used for acquiring at least 0 second components in the same direction as the first components and calculating the matching degree between the second components and the first components;
the output end of the matching determining unit is connected with the input end of the data comparing unit; the input ends of the component data acquisition unit and the moving distance calculation unit are connected with the output end of the data comparison unit.
Further, a control method based on a three-dimensional data model performs the steps of:
z01: randomly establishing a game scene, and calling game components in the history scene so as to readjust the positions of the components in the three-dimensional model;
z02: based on the selected component size information, the system recommends at least a portion of the component; obtaining the proportion of the residual space in the current scene, and adjusting the position of a component to ensure that the space of the three-dimensional model is an optimized space;
z03: monitoring the historical moving distance, speed and direction of the first component in the three-dimensional model space, calculating the moving distance of the first component in the three-dimensional model space, and comparing the moving distance with the set distance; and acquiring at least 0 pieces of second member information at a set boundary in the same direction as the first member and three-dimensional coordinate information on the at least 0 pieces of second members, and processing a movement result of the first member according to the matching degree between the first member and the second member.
In step Z02, length information of the first member size and first member vertex coordinate information w= (a, b) nearest to the set boundary are acquired, and size length information y= { Y of all game members in the history scene is acquired 1 ,y 2 ,y 3 ...y n -a }; if the first component is verified to be not added with the second component in the direction, the adding quantity of the second components in the game scene is N;
Figure BDA0003466151480000071
l is the shortest distance between the nearest vertex coordinates of the first member and the set boundary, (x, y) is the coordinates of the vertex on the set boundary, y i Refers to the dimensional length of the ith component;
if the fact that the component is added to the direction of the first component is verified, the system temporarily does not recommend the second component information to the player;
in the case of the number N, the size of the member is calculated to obtain the value of N, and the result of the calculation is that the member can be added or cannot be added.
The method comprises the steps of obtaining the proportion of the game space occupied by the first component in the game scene, adjusting part of the second components to move in the set three-dimensional space according to the size information of the second components to be added, and judging the three-dimensional space as the optimized space, wherein the steps are as follows:
z021: setting a fitness function F (t); f (t) =v Y -t x M; t is the number of movements of the first member in three-dimensional space, M is the movement length, V Y Refers to the original three-dimensional model space;
z022: setting an initial temperature, a cooling coefficient, a termination temperature and iteration times of a simulated annealing algorithm, and obtaining a temperature degradation function: t is t ε =α*t ε-1 The method comprises the steps of carrying out a first treatment on the surface of the Randomly setting a t value in the fitness function to obtain a new solution of F (t);
z023: analyzing whether the new solution meets the constraint condition F (t) is less than or equal to F k (t) if the constraint condition is met, receiving a new solution, if the constraint condition is not met, receiving the new solution according to a Metropolis criterion, and storing the new solution after each iteration;
z024: judging whether the current iteration number reaches a set iteration value, if so, ending the operation and outputting an optimal value; if the set value is not reached and the termination condition is not met, adjusting the temperature to be reduced, iterating again and repeating the steps Z021-Z023;
acquiring a three-dimensional model space after the first component is moved, and selecting N second component numbers capable of being matched with the residual three-dimensional model space;
the optimization degree of the space is calculated through the simulated annealing algorithm, so that the optimization degree can be ensured, and compared with other optimization algorithms, the optimization algorithm in the application can improve the precision of the whole model; wherein by a fitness function t ε =α*t ε-1 The current residual space usage amount can be analyzed in time, whether the space is optimized or not is judged, so that other components can be placed in the residual space, and if the components can not be placed after adjustment, the current component placement position is directly output.
In step Z03, acquiring a historical moving speed v and a distance P of a first member moved by a player in the same three-dimensional model space in the game scene; acquiring information of a player moving a first member for a plurality of times, and establishing a linear equation p=fv+b; if the verification is that P > L, indicating that the moving distance of the first component exceeds a set boundary, prompting the player to process the first component; if P is equal to or less than L, the moving distance of the first component is within the set boundary;
acquiring at least 0 pieces of second member information at a set boundary in the same direction as the first member, wherein if the matching degree of the first member and the second member is greater than a preset matching degree or the first member and the second member meet the structural matching degree in a historical game scene, the first member can be built with the second member; otherwise, the first component cannot be built with the second component, and the player is prompted to move the first component to other positions in the three-dimensional model, wherein the other positions are positions of the second component in the three-dimensional model;
acquiring construction data information of a first component and a second component in a current game scene as a vector A, and constructing data information of the first component and the second component in a historical scene as a vector B;
Figure BDA0003466151480000081
wherein: beta is the angle between the pointing quantity A and the vector B, |A| is the modulus of the pointing quantity A, and|B| is the modulus of the pointing quantity B; cos β is the similarity between the pointing quantity a and vector B; if cosβ=1, it means that the similarity between the first member and the second member is high, and the first member can be built with the second member; if cosβ=0, it means that the similarity between the first member and the second member is low, and the first member cannot be built with the second member;
the structural matching degree is in particular the superposition of identical components in three dimensions, for example, when a crematory/refuse dump is to be placed between a hospital and a house, these three buildings each need to occupy a respective space, and a crematory or refuse dump cannot be placed above the hospital; for example, when it is desired to superimpose a floor above a hospital, then the floor can be built above the hospital; and according to the formula
Figure BDA0003466151480000082
The method is used for analyzing whether the placed components are the same as the components in the historical scene or not; if the two are the same, can be placed directly; if not, judging whether the structural matching degree is met; if the result matching degree is not satisfied, it cannot be placed there.
Example 1: in the urban construction game, a user selects one of historical scenes, and according to the distribution of all components in the game scene, the user randomly selects any component to be placed in a set rectangular box; according to the current game scene, a three-dimensional model is built and obtained, and according to boundary coordinate values in the game scene, an overall three-dimensional space built in length, width and height is obtained; acquiring a member which is already set by a user in a three-dimensional space;
when it is detected that the player continues to place the components in the row where the components have been mounted, the size length information y= { Y of all the game components in the history scene is acquired 1 ,y 2 ,y 3 -obtaining vertex coordinates (460,450, 320) of the installed component closest to the set boundary and coordinates closest to the vertex, the closest coordinates being the vertex coordinates (600,450, 320) on the boundary;
according to the formula
Figure BDA0003466151480000091
Calculated, 10 y can be installed 1 Member, mountable 9 y 2 Member, mountable 5 y 3 A member;
when it is verified that the coordinates of a member in the three-dimensional space are (135.2, 168.9, 352.4), the coordinates in the three-dimensional space are (135, 169, 352) are processed by the normalization, by which the three-dimensional space can be optimized, and whether the current three-dimensional space is the optimal space can be analyzed by:
z021: setting a fitness function F (t); f (t) =v Y -t/M; t is the number of movements of the first member in three-dimensional space, M is the movement length, V Y Refers to the original three-dimensional model space;
z022: setting an initial temperature t0=100, a cooling coefficient alpha=0.89, a termination temperature th=0.01 and the iteration number iter=100 of the simulated annealing algorithm, and obtaining a function of temperature degradation: t is t ε =α*t ε-1 The method comprises the steps of carrying out a first treatment on the surface of the Randomly setting t values in 100 fitness functions, obtaining a new solution of F (t), establishing an array, and storing the new solution;
z023: analyzing whether the new solution meets the constraint condition F (t) is less than or equal to F k (t) if the constraint is satisfied, thenReceiving a new solution, if the constraint condition is not met, receiving the new solution according to a Metropolis criterion, and storing the new solution after each iteration; wherein constraint F k (t) means the maximum remaining space value in the three-dimensional space, and analyzing whether other components can be placed in the adjusted remaining space value;
z024: judging whether the current iteration number reaches a set iteration value, if so, ending the operation and outputting an optimal value; if the set value is not reached and the termination condition is not met, the temperature is adjusted to be reduced, and the steps Z021-Z023 are iterated again and repeated.
Example 2: the game can be played on the mobile phone, the tablet personal computer, and if the player plays on the computer, the game has low requirements on the configuration on the computer.
It is noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus.
Finally, it should be noted that: the foregoing description is only a preferred embodiment of the present invention, and the present invention is not limited thereto, but it is to be understood that modifications and equivalents of some of the technical features described in the foregoing embodiments may be made by those skilled in the art, although the present invention has been described in detail with reference to the foregoing embodiments. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (6)

1. A control system based on a three-dimensional data model, characterized in that: the control system comprises a scene component module, a component control module, a matching module and a label reminding module;
the scene component module is used for establishing a new game scene according to component elements in the historical game scene and establishing a three-dimensional model according to the game scene, so that a player can automatically adjust components in the established three-dimensional model;
the component control module is used for analyzing the proportion of the built component in the three-dimensional space, controlling and moving part of components and improving the space utilization rate;
based on the selected component size information, the system recommends at least a portion of the component; obtaining the proportion of the residual space in the current scene, and adjusting the position of a component to ensure that the space of the three-dimensional model is an optimized space;
acquiring length information of the first member size and first member vertex coordinate information W= (a, b, c) nearest to a set boundary, and acquiring size length information Y= { Y of all game members in a history scene 1 ,y 2 ,y 3 ...y n -a }; if the first component is verified to be not added with the second component in the direction of the first component, the adding quantity of the second component in the game scene is N;
Figure FDA0004140356360000011
l is the shortest distance between the nearest vertex coordinates of the first member and the set boundary, (x, y, z) is the coordinates of the vertex on the set boundary, y i Refers to the dimensional length of the ith component;
if the fact that the component is added to the direction of the first component is verified, the system temporarily does not recommend the second component information to the player;
the method comprises the steps of obtaining the proportion of the game space occupied by the first component in the game scene, adjusting part of the second components to move in the set three-dimensional space according to the size information of the second components to be added, and judging the three-dimensional space as the optimized space, wherein the steps are as follows:
setting a fitness function F (t); f (t) =v Y -t x M; t is the number of movements of the first member in three-dimensional space, M is the movement length, V Y Refers to the original three-dimensional model space;
setting an initial temperature, a cooling coefficient, a termination temperature and iteration times of a simulated annealing algorithm, and obtaining a temperature degradation function: t is t ε =α*t ε-1 The method comprises the steps of carrying out a first treatment on the surface of the Alpha is the temperature drop rate, and a t value in the fitness function is randomly set to obtain a new solution of F (t);
analyzing whether the new solution meets the constraint condition F (t) is less than or equal to F k (t) if the constraint condition is met, receiving a new solution, if the constraint condition is not met, receiving the new solution according to a Metropolis criterion, and storing the new solution after each iteration;
judging whether the current iteration number reaches a set iteration value, if so, ending the operation and outputting an optimal value; if the set value is not reached and the termination condition is not met, adjusting and reducing the temperature, and iterating again;
the matching module is used for acquiring the moving speed and the moving distance of the first component in the three-dimensional space, calculating the moving distance of the current first component, comparing the moving distance with a preset distance, and determining the matching degree between the first component and at least 1 second component at the set boundary according to the comparison result;
the label reminding module is used for reminding a player to move the first member again when detecting that the first member has a trend of moving outside the set boundary;
the scene component module is connected with the component control module, the scene component module is connected with the matching module, and the matching module is connected with the tag reminding module.
2. A control system based on a three-dimensional data model according to claim 1, characterized in that: the scene component module comprises a scene selection unit, a component distribution unit and a three-dimensional model establishment unit;
the scene selection unit is used for recommending historical game scenes to player selection;
the component distribution unit is used for automatically selecting or adjusting components in the scene selected by the player;
the three-dimensional model building unit is used for building a three-dimensional model according to the game scene and generating a three-dimensional space according to the three-dimensional model;
the output end of the three-dimensional model building unit is connected with the input ends of the scene selection unit and the component distribution unit.
3. A control system based on a three-dimensional data model according to claim 1, characterized in that: the component control module comprises a component recommending unit, a component moving unit and a space optimizing unit;
the component recommending unit is used for recommending matched components and the number of the components in the residual space according to the components which are already placed in the three-dimensional model;
the component moving unit is used for moving and processing the component according to the state of the component in the three-dimensional model;
the space optimizing unit is used for judging whether the current space is an optimized space after the component moves;
the output end of the space optimizing unit is connected with the input end of the component moving unit; the output end of the component moving unit is connected with the input end of the component recommending unit.
4. A control system based on a three-dimensional data model according to claim 1, characterized in that: the matching module comprises a component data acquisition unit, a moving distance calculation unit, a data comparison unit and a matching determination unit;
the component data acquisition unit is used for acquiring the historical speed and the distance when the player moves the first component;
the moving distance calculating unit is used for calculating the moving distance of the first component;
the data comparison unit is used for comparing the distance moved by the first component with a preset distance and transmitting the comparison result to the matching determination unit;
the matching determining unit is used for acquiring at least 1 second component in the same direction as the first component and calculating the matching degree between the second component and the first component;
the output end of the matching determining unit is connected with the input end of the data comparing unit; the input ends of the component data acquisition unit and the moving distance calculation unit are connected with the output end of the data comparison unit.
5. A control method based on a three-dimensional data model is characterized by comprising the following steps: the control method comprises the following steps:
z01: randomly establishing a game scene, and calling game components in the history scene so as to readjust the positions of the components in the three-dimensional model;
z02: based on the selected component size information, the system recommends at least a portion of the component; obtaining the proportion of the residual space in the current scene, and adjusting the position of a component to ensure that the space of the three-dimensional model is an optimized space;
in step Z02, length information of the first member size and first member vertex coordinate information w= (a, b, c) nearest to the set boundary are acquired, and size length information y= { Y of all game members in the history scene is acquired 1 ,y 2 ,y 3 ...y n -a }; if the first component is verified to be not added with the second component in the direction of the first component, the adding quantity of the second component in the game scene is N;
Figure FDA0004140356360000031
l is the shortest distance between the nearest vertex coordinates of the first member and the set boundary, (x, y, z) is the coordinates of the vertex on the set boundary, y i Refers to the dimensional length of the ith component;
if the fact that the component is added to the direction of the first component is verified, the system temporarily does not recommend the second component information to the player;
the method comprises the steps of obtaining the proportion of the game space occupied by the first component in the game scene, adjusting part of the second components to move in the set three-dimensional space according to the size information of the second components to be added, and judging the three-dimensional space as the optimized space, wherein the steps are as follows:
z021: setting a fitness function F (t); f (t) =v Y -t x M; t is the number of movements of the first member in three-dimensional space, M is the movement length, V Y Refers to the original three-dimensional model space;
z022: setting an initial temperature, a cooling coefficient, a termination temperature and iteration times of a simulated annealing algorithm, and obtaining a temperature degradation function: t is t ε =α*t ε-1 The method comprises the steps of carrying out a first treatment on the surface of the Alpha is the temperature drop rate, and a t value in the fitness function is randomly set to obtain a new solution of F (t);
z023: analyzing whether the new solution meets the constraint condition F (t) is less than or equal to F k (t) if the constraint condition is met, receiving a new solution, if the constraint condition is not met, receiving the new solution according to a Metropolis criterion, and storing the new solution after each iteration;
z024: judging whether the current iteration number reaches a set iteration value, if so, ending the operation and outputting an optimal value; if the set value is not reached and the termination condition is not met, adjusting the temperature to be reduced, iterating again and repeating the steps Z021-Z023;
acquiring a three-dimensional model space after the first component is moved, and selecting N second component numbers capable of being matched with the residual three-dimensional model space;
z03: monitoring the historical moving distance, speed and direction of the first component in the three-dimensional model space, calculating the moving distance of the first component in the three-dimensional model space, and comparing the moving distance with the set distance; and acquiring at least 1 piece of second component information at a set boundary in the same direction as the first component and three-dimensional coordinate information on the at least 1 piece of second component, and processing a movement result of the first component according to the matching degree between the first component and the second component.
6. The control method based on the three-dimensional data model according to claim 5, wherein: in step Z03, acquiring a historical moving speed v and a distance P of a first member moved by a player in the same three-dimensional model space in the game scene; acquiring information of a player moving a first member for a plurality of times, and establishing a linear equation p=fv+b, f representing a slope, b representing a constant term; if the verification is that P > L, indicating that the moving distance of the first component exceeds a set boundary, prompting the player to process the first component; if P is equal to or less than L, the moving distance of the first component is within the set boundary;
acquiring at least 1 piece of second component information at a set boundary in the same direction as the first component, wherein if the matching degree of the first component and the second component is greater than a preset matching degree or the first component and the second component meet the structural matching degree in a historical game scene, the first component can be built with the second component; otherwise, the first component cannot be built with the second component, and the player is prompted to move the first component to other positions in the three-dimensional model, wherein the other positions are positions of the second component in the three-dimensional model;
acquiring construction data information of a first component and a second component in a current game scene as a vector A, and constructing data information of the first component and the second component in a historical scene as a vector B;
Figure FDA0004140356360000051
wherein: beta is the angle between the pointing quantity A and the vector B, |A| is the modulus of the pointing quantity A, and|B| is the modulus of the pointing quantity B; cos β is the similarity between the pointing quantity a and vector B; if cosβ=1, it means that the similarity between the first member and the second member is high, and the first member can be built with the second member; if cosβ=0, this means that the similarity between the first member and the second member is low, and the first member cannot be built up with the second member.
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