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CN1149465C - 三维图像显示游戏机系统和三维图像处理方法 - Google Patents

三维图像显示游戏机系统和三维图像处理方法 Download PDF

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Publication number
CN1149465C
CN1149465C CN 96191193 CN96191193A CN1149465C CN 1149465 C CN1149465 C CN 1149465C CN 96191193 CN96191193 CN 96191193 CN 96191193 A CN96191193 A CN 96191193A CN 1149465 C CN1149465 C CN 1149465C
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Prior art keywords
stereo
image
method
display
processing
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CN 96191193
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English (en)
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CN1166215A (zh )
Inventor
西海聪
幸岛一雄
宫本茂
西田泰也
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任天堂株式会社
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Abstract

本发明揭示一种三维图像处理系统,包括图像处理装置和与之连接的操作装置。操作装置包括模拟操纵杆以及输出模拟操纵杆的倾斜量数据的X计数器和Y计数器。将X计数器和Y计数器的计数值变换成UV座标数据。CPU根据该座标数据,求得倾斜量,并同时求得倾斜方向。CPU基于该倾斜方向和被看作正在三维空间中摄影物体的视点(摄像角),决定物体的移动方向,基于CPU的倾斜量和最大速度,决定物体在一帧中的移动量、即移动速度。

Description

三维图像显示游戏机系统和三维图像处理方法

技术领域

本发明涉及三维图像显示游戏机系统和三维图像处理方法。更特别地本发明涉及依据模拟操纵杆那样的操作装置的操作构件的倾斜方向及倾斜量、使显示器上所显示的物体尤如存在于三维空间中那样移动的、视频游戏机那样的三维图像显示游戏机系统和三维图像处理方法。

背景技术

以前的视频游戏机中,通过在控制器上设置十字型键(上下左右四键)、并操作这十字型键来使显示器上所显示的物体移动。这样的十字型键是所谓的数字操纵杆,仅能指示物体的移动方向,不能指示物体的移动速度。

另外,也有一种相应于按压这种十字型键的时间长短、使物体的移动速度变化的方法。采用这种方法,每隔一定按压时间,就以一定的加速度或一定的减速度来加速或减速物体。若采用这种方法,虽然用数字操纵杆也能控制物体的移动方向和移动速度,但存在下述缺点。即,在这种方法中,由于仅仅只能以由软件方面的计算而确定的一定的加减速度来改变物体速度,所以,不能任意控制物体的移动速度。此外,因为是依据按压时间长短来决定速度的,所以,如果不连续按压十字型超过一定时间,应答性能会不好。

因此,本专利申请者在平成2年(1990年)3月22日公开申请的实开平2-41342号中,提出一个技术方案,该技术是在十字型键的一个方向上设置三个接点,然后利用相应于十字型键的按压时间量来改变所接通的接点这一点,不仅可改变物体的移动方向,而且可改变移动速度。

然而,采用以前这些技术,移动方向被限定于上下左右四个方向(以及它们的中间方向),移动速度也还只能以三个等级变化。也就是说,在这些以前的技术中,存在着移动方向及移动速度上的限制。

此外,大家知道有一种游戏机,它将模拟操纵杆用作飞机的操纵杆来使用,但在这种游戏机中,模拟操纵杆仅仅只能控制飞机的倾斜度,不能控制移动方向和移动速度。

发明内容

因此,本发明的主要目的在于提供应答性好,并且移动方向和移动速度两方面都可以任意控制的三维图像处理系统和三维图像处理方法。

本发明的三维图像显示游戏机系统,包括被连接至显示器并依据程序,产生将存在于三维空间中的物体显示于所述显示器的图像数据的图像处理装置;和包含其基端可以支承转动,其自由端受操作者操作的操作构件,并响应于所述操作构件的动作使引起图像数据变化的操作装置,其特征在于,所述操作装置还包括检测所述操作构件的包括第1方向分量和第2方向分量的倾斜量,并输出倾斜量数据的倾斜量数据输出单元,所述图像处理装置具备基于所述倾斜量数据,相应于所述操作机构倾斜方向决定方向的方向决定单元;基于通过所述的方向决定单元和从摄像机位置观察物体的摄像机视角确定的所述方向,决定三维空间中物体的移动方向的移动方向决定单元;基于所述倾斜量数据,决定显示的一帧中应移动物体的移动量的移动量决定单元;根据由所述移动方向决定单元决定的移动方向和由所述移动量决定单元决定的的移动量,决定三维空间中从所述摄像机位置看到的所述物体位置的物体位置决定单元;以及生成在由所述由移动量决定单元确定的物体位置决定单元所确定的位置上,显示所述物体于所述显示器的图像数据的图像数据生成单元。

本发明的三维图像处理方法,在包括连接至显示器,产生将存在于三维空间的物体显示于所述显示器的图像数据的图像处理装置,和包含其基端可以支承转动,其自由端受操作者操作的操作构件及检测所述操作构件的倾斜量,输出倾斜量数据的倾斜量数据输出单元,并可响应于所述操作构件的动作,使所述图像数据发生变化的操作装置的三维图像处理系统中,其特征在于,包括下述步骤:(a)基于所述倾斜量数据,决定三维空间中物体的移动方向;(b)基于所述倾斜量数据,决定在所述显示的一帧中应移动物体的移动量;(c)根据所述移动方向及所述移动量,决定三维空间中物体的位置;(d)输出在所述所决定的位置上显示物体的图像数据。

又,本发明的三维图像处理方法,在包括被连接至显示器并依据程序,产生将存在于三维空间中的物体显示于所述显示器的图像数据的图像处理装置;包含其基端可以支承转动,其自由端受操作者操作的操作构件的操作装置;确定包括第1方向分量和第2方向分量的倾斜量,输入倾斜量数据,使根据所述操作构件引起图像数据变化的倾斜量数据输入单元的三维图像显示游戏机系统中,其特征在于,包含下述步骤:(a)基于倾斜量数据,确定相应于倾斜方向的方向;(b)基于在所述步骤(a)中确定的方向和从摄像机位置观察物体的摄像机视角确定三维空间中物体的移动方向;(c)基于倾斜量,决定在所述显示的一帧中移动物体的移动量;(d)根据所述步骤(b)确定的移动方向和所述步骤(c)确定的移动量,决定三维空间中从摄像机位置看到的物体的位置;(e)生成在所述步骤(d)所决定的位置上显示物体的图像数据。

其中,操作装置是一种诸如模拟操纵杆的装置,它包含其基端可支承在一定角度范围内转动,且其自由端可由操作者操作的操作构件,该操作构件依照操作者的操作,被倾斜至任一方向,例如X计数器及Y计数器那样的倾斜量数据输出单元检测操作构件的倾斜量并输出倾斜量数据。

其中,图像处理装置具有程序存储单元,令人满意的是该程序存储单元是一个外部存储装置,它可装卸自在地安装于图像处理装置主体上、遵循这一程序存储单元的程度,由例如CPU所构成的方向决定单元及移动量决定单元分别基于从操作装置得到的倾斜量数据,决定三维空间中的物体的移动方向以及在显示的一帧内应移动物体的移动量。

具体地说,将X计数器和Y计数器的计数值归一化后变换至UV座标。CPU根据这一UV座标位置(u、v)求得倾斜量(L),与此同时,还求得倾斜方向(tan-1)。方向决定单元是例如CPU之类的,它基于该倾斜方向(tan-1)和被看作为正在三维空间中摄影物体的视点(摄像角),决定物体的移动方向。移动量决定单元是例如CPU之类的,它基于倾斜量(L)和最大速度(max-speed),决定物体在一帧中的移动量,即移动速度。

从而,位置决定单元相应于移动方向和移动量,决定三维空间中物体的位置。由此,图像数据输出单元输出能在该位置上显示物体的图像数据。

采用本发明,则可以通过操作模拟操纵杆那样的一个操作装置来控制物体的移动方向和移动量(移动速度)。

本发明的上述目的、其它目的、特征及优点,通过参照附图并详细说明下面几个实施例将会更清楚。

附图说明

图1是表示本发明一实施例的概略图解图。

图2是详细表示图1实施例中的图像处理装置的框图。

图3是更详细地表示图2实施例中的总线控制电路的框图。

图4是表示图2实施例中RAM存储变换的图解图。

图5是详细表示图2实施例中的控制器控制电路的框图。

图6是表示图5的RAM存储变换的图解图。

图7是从图2实施例中的控制器的上方看到的立体图。

图8是从图2实施例中的控制器的下方看到的立体图。

图9是详细表示控制器及扩充装置的框图。

图10是表示控制器的模拟操纵杆及各按钮的数据的图解图。

图11是表示图2实施例中CPU动作的流程图。

图12是表示图2实施例中总线控制电路即图3的RCP(Reality Co-Processor)动作的流程图。

图13是表示图2实施例中控制器控制电路动作的流程图。

图14是表示用于变更图2实施例中物体位置的子程序的流程图。

图15是表示模拟操纵杆可倾斜范围与圆形修正的关系的图解图。

图16是表示物体移动方向的图解图。

具体实施方式

下面,参照附图对本发明的实施例进行说明。

图1是表示本发明的一实施例的三维图像处理系统的系统构成的外观图。图像处理系统是例如视频游戏机系统那样的,它由下述部分构成:图像处理装置主体10、外部存储装置之一例的ROM盒式磁盘20、连接至图像处理装置主体10的显示单元之一例的监视器30、操作单元之一例的控制器40、装卸自由地安装于控制器40上的扩充装置之一例的RAM盒式磁盘50。又,外部存储装置在存储用作游戏机等的图像处理的图像数据、程序数据的同时,还相应于需要存储音乐、效果音等声音数据,也可以用CD-ROM或磁盘替代ROM盒式磁盘、当这一实施例的图像处理系统适用于个人计算机时,操作单元采用键盘、鼠标等输入装置。

图2是这一实施例的图像处理系统的框图。图像处理装置10中,内置有中央处理单元(以下称为“CPU”)11和总线控制电路12。总线控制电路12上,连接着盒式磁盘连接器13,用以装卸自由安装ROM盒式磁盘20,与此同时,还连接着RAM14。另外,总线控制电路12上,连接有音乐信号发生电路15及图像信号发生电路16分别用以输出由CPU11处理了的声音信号以及图像信号,还连接有控制器控制电路17,用以串行传送一个或多个控制器40的操作数据和/或ROM盒式磁盘50的数据。控制器控制电路17上连接着设在图像处理装置10前面的控制器连接器(以下简称为连接器)181~184。控制器40经过连接插孔41及电缆42装卸自由地连接至连接器18上。这样,通过将控制器40连接至连接器181~184,控制器40就与图像处理装置10实现电连接,并且相互间可发送数据。

更具体地说,总线控制电路12经由总线接收CPU11以并行信号方式输出的命令,进行并一串变换,将命令以串行信号方式输出至控制器控制电路17,并将从控制器控制电路17输入的串行信号的数据变换为并行信号,输出至总线。从总线输出的数据,将由CPU11处理,或作存储于RAM等的处理。换言之,RAM是用于暂时存储将要由CPU11处理的数据的存储器,使经由总线控制电路12进行数据的读出、写入变为可能。

包含于图2图像处理装置10中的总线控制电路12,具体地说,如图3所示那样,是作为RISC处理器的RCP(Reality Co-Processor)所构成的,它包含I/O控制121、信号处理器122和绘画处理器123。I/O控制121不仅控制CPU11和RAM14间的数据传送,而且控制信号处理器122、绘画处理器123和RAM14、CPU11间的数据流。即,CPU11中的数据经由I/O控制121,被送至RAM14,而RAM14中的数据被送至信号处理器122和绘画处理器123进行处理。信号处理器122和绘画处理器123对RAM14送来的音乐信号数据和图像信号数据作处理,再将它存入RAM14中。然后,I/O控制121依据CPU11的指示,从RAM14读出音乐信号数据和图像信号数据,并传送至音乐信号发生电路(D/A转换器)15及图像信号发生电路(D/A转换器)16。音乐信号通过连接器195传送至包含于TV监视器30上的扬声器31。图像信号通过连接器196传送至包含于TV监视器30上的显示器32。

又,如图3所示那样,也可以将磁盘驱动器21连接至图像处理装置10,该磁盘驱动器21可以取代外部ROM20,或与外部ROM20一起,从光盘或磁盘读出数据或写入数据。此时,磁盘驱动器21通过连接器197,被连接至RCP12即I/O控制121。

图4是表示分配给CPU的存储器空间的各存储器区域的图解图。CPU11经由总线控制电路即RCP12能够访问的RAM14包括图像数据区域201和程序数据区域202,前者是存储必要的图像数据用于在图像处理装置10上产生游戏用的图像信号,后者是存储必要的程序数据用于CPU11进行所定的动作。程序区域202内,固定存储有用来基于图像数据201进行图像显示的图像显示程序、用于进行计时处理的计时程序、用于判断盒式磁盘20与后述的扩充装置50处于所定关系的判断程序。RAM14还包含有暂时存储区域141和速度数据区域142,前者暂存储表示来自控制垫片的操作状态的数据,后者用于存入物体的移动速度(显示的一帧中物体移动的移动量)的数据。

控制器控制电路17是为在总线控制电路即RCP12和连接器181~184之间以串行方式发送接收数据而设置的,如图5所示那样,它包括数据传送控制电路171、发送电路172、接收电路173和用于暂时存储发送接收数据的RAM174。数据传送控制电路171包括数据传送时用于变换数据格式的并-串变换电路和串-并变换电路,同时还作RAM174的写入读出控制。串-并变换电路把总线控制电路12供给的串行数据变换为并行数据,并传送至RAM174或发送电路172。并-串变换电路把RAM174或接收电路173供给的并行数据变换为串行数据,并传送至总线控制电路12。发送电路172将数据传送控制电路171供给的用作控制器40控制信号读入的数据及送至RAM盒式磁盘50的写入数据(并行数据)变换为串行数据,并分别从对应于多个控制器40的通道CH1~CH4发送出去。接收电路173以串行方式接收从对应于各控制器40的通道CH1~CH4输入的、表示各控制器40的操作状态的数据及来自RAM盒式磁盘50的读出数据,并变换为并行数据,传送至数据传送控制电路171。

控制器控制电路17中的RAM174包括图6存储变换所示那样的存储区域174a~174h。具体地说,174a区域内存储1通道用的命令,174b区域内存储1通道用的发送数据及接收数据。174c区域内存储2通道用的命令,174d区域内存储2通道用的发送数据及接收数据。174e区域内存储3通道用的命令,174f区域内存储3通道用的发送数据及接收数据。174g区域内存储4通道用的命令,174h区域内存储4通道用的发送数据及接收数据。

因此,数据传送控制电路171的作用是将总线控制电路所传送的数据或接收电路173所接收的控制器40的操作状态数据、RAM盒式磁盘50的读出数据控制写入到RAM174,或基于来自总线控制电路12的命令,读出RAM174的数据,并将之传送给总线控制电路12。

图7和图8是控制器40的表面及里面的外观立体图。控制器40是呈两手或单手可掌握的形状,由通过在其外壳外部按压而产生电信号的按钮以及垂直直立的操作部向上突出而形成。具体地说,控制器40由上外壳和下外壳构成。控制器40的外壳上,在具有横向较长的平面形状的上面,形成操作部区域。在控制器40的操作部区域上,左侧设有十字型的数字方向开关(以下称之为“十字开关”)403,右侧设有多个按钮开关(以下称之为“开关”)404A~404F,在横向的接近中间部位上设有开始开关405,在中间下部处设有可模拟输入的操作杆45。十字开关403是指示主人公人物或光标的移动方向的方向开关,具有上、下、左、右四个按压点,用于指定四个方向的移动。开关404A~404F因游戏软件不同而不同,例如在发射游戏中可用作导弹的发射按钮,在动作游戏中可用于指示跳跃、踢球或取物等各种动作。操纵杆45用来代替十字开关403、指示物体的移动方向和移动速度,它可作360度的全角度范围的方向指示,所以,作为模拟方向指示开关使用。

控制器40的外壳上,在操作部区域的下方,有三个柄402L、402C及402R,形成三处突出形状。柄402L、402C及402R当用手握着的时候,是与手掌、中指、无名指及小指形成的棒状形,其形状是根部较细,中间处变粗,接近柄的端部处(图7的下方侧)又变细。控制器40的下外壳的中间上部处有用于装卸自由地安装作为扩充装置的RAM盒式磁盘50的插入口409,它从里面突出形成。在罩壳上部侧面的左右方,在对应于选手伸展了左右食指处的位置上设有按钮开关406L及406R。当使用操纵杆45代替十字开关403时,中间的柄402C的根部的里面设有开关407,它作为替代开关406L的功能开关而使用。

外壳的下半部的背面侧沿底面方向延长,其顶端处形成开口部408。开口部408的里头设有扩充盒式磁盘与之连接的连接器(图上未表示)。另外,在开口部408上,还形成有用于排出插入至开口部408的盒式磁盘50的控制杆409。上述插入盒式磁盘50的开口部408的控制杆409的相对侧上,形成凹口410,使用控制杆409取出扩充盒式磁盘时,该凹口410形成一个空间以拉出扩充盒式磁盘。

图9是控制器40及扩充装置的一例的RAM盒式磁盘50的详细电路图。为了检测各开关403~407或操纵杆45等的操作状态、并将该检测数据传送给控制器控制电路,在控制器40的外壳内,内置有操作信号处理电路44等电子电路。操作信号处理电路44包含接收电路441、控制电路442、开关信号检测电路443、计算器电路444、发送电路445、操纵杆端口控制电路446、复位电路447及NOR(或非)门448。

接收电路441将控制器控制电路17送出的控制信号及要送往RAM盒式磁盘50的写入数据等串行信号变换为并行信号,并传送给控制电路442。控制电路442在控制器控制电路17发出的控制信号是操纵杆45的X、Y座标的复位信号时产生复位信号,并经由NOR门448,使包含于计数器444中的X轴用计数器444X和Y轴用计数器444 Y的计数值复位(O)。操纵杆45包括X轴用和Y轴用的光遮断器,以将控制杆的倾斜方向分解为X轴方向和Y轴方向,产生与倾斜量成比例的脉冲数;并将两类脉冲信号分别送至计数器444X和计数器444Y。当操纵杆45倾斜于X轴方向时,计数器444X就对相应于该倾斜量而产生的脉冲数计数。当操纵杆45倾斜于Y轴方向时,计数器444Y就对相应于该倾斜量而产生的脉冲数计数。因此,如同后面将要叙述那样,根据由计数器444X及计数器444Y的计数值而确定的X轴和Y轴的合成矢量,就可决定物体或光标的移动方向和移动速度。

又,计数器444X和计数器444Y依据电源接通时复位信号发生电路447所给予的复位信号,其计数值将置“O”,另外依据操作者同时按预先确定的二个开关信号检测电路443所给予的复位信号,其计数值也将置“O”。

开关信号检测电路443相应于控制电路442按一定周期(例如电视一帧周期1/30秒的间隔)给出的开关状态输出指令信号,读出因十字开关403、开关404A~404F、405、406L、406R及407的按压状态而变化的信号,并将其传送给控制电路442。

控制电路442相应于来自控制器控制电路17的操作状态数据读出指令信号,将各开关403~407的操作状态数据及计数器444X、444Y的计数值按所定的数据格式顺序传送给发送电路445。发送电路445将这些由控制电路442输出的并行信号变换为串行信号,并经由变换电路43及信号线42,传送给控制器控制电路17。

另外,经由地址总线、数据总线及端口连接器46,将端口控制电路连接至控制电路442上。当扩充装置之一例的RAM盒式磁盘50连接至端口连接器46时,端口控制电路446将遵照CPU11的命令进行数据输入输出控制(或发送接收控制)。RAM盒式磁盘50内包括RAM51及电池52,由这两者构成,RAM51连接至地址总线和数据总线,电池52用于给RAM51供电。RAM51是一个容量在使用地址总线、可访问最大存储器的容量的一半以下的RAM,例如它可由256Kbit的RAM组成。该RAM51存储为游戏有关的后备数据,即使将RAM盒式磁盘50从端口连接器46拨出,它也可接受电池52的电源供给,以保持存储数据。

图10是表示图像处理装置从控制器读出表示开关403~407及操纵杆45的各操作状态的数据时的数据格式的图解图。由控制器40产生的数据由四个字节的数据组成。第1字节的数据表示B、A、G、START、上、下、左及右,即开关404B、404A、407、405及十字开关403的上下左右各按压点被按压的状态。例如,当B按钮即开关404B被按压时,则第1字节的最上一位呈“1”。同样,第2字节表示JSRST、O(实施例中该位末使用)、L、R、E、D、C及F,即开关409、406L、406R、404E、404D、404C。404F被按压的状态。第3字节以二进制数表示对应于操纵杆45的X方向倾斜角度的数值的X座标(X计数器444X的计数值)。第4字节以二进制数表示对应于操纵杆45的Y方向倾斜角度的数值的Y座标(Y计数器444Y的计数值)。由于X、Y座标值分别以8位二进制数表示,所以,若将它变换成十进制数时,即可以0~255的数值表示操纵杆45的倾斜角度。另外,如果将最上一位用于表示负值的正负符号差,则可以用-128~127的数值表示操纵杆45的倾斜角度。

下面,说明有关图像处理装置10和控制器40间的数据发送接收以及遵循控制器40发来的数据控制物体移动的动作。

首先,参照图11的图像处理装置10中CPU11的流程,作关于图像处理的说明。在步骤S11,CPU11基于图4中程序数据区域202所存储的初始值(未图示)进行初始设定。举例说,在这一步骤S11中,CPU11将物体移动速度的初始值设定于RAM14的速度数据区域142(图4)上。

接着,在步骤S12,CPU11将程序数据区域所存储的控制垫片数据请求命令输出至RCP或控制电路12。因而,在步骤S12,CPU11接受此时控制器40发出的如图10所示那样的命令,并将它存入各通道的命令收存场所174a~174d。这时,X计数器444X及Y计数器444Y的计数值作为XY座标数据被传送至CPU11。

接着,在步骤S12a,CPU11相应于各通道的命令收存场所174a~174d(图6)所存入的来自控制器40的操纵杆数据,进行物体位置变更处理。关于这一步骤S12a,后面将参照图14,作详细说明。

然后,在步骤S13,CPU11基于图4的程序数据区域202所存储的程序及图像数据区域201,进行所定的图像处理。另外,CPU11执行步骤S13时,总线控制电路12执行图12所示的步骤S21~S24。接着,在步骤14,CPU11基于图4的控制垫片(控制器)数据区域141所存储的控制垫片数据输出图像数据。步骤S14结束后,CPU11反复执行步骤S12~步骤S14。

下面,用图来说明RCP或总线控制电路12的动作。在步骤21,总线控制电路12判断CPU11有否输出控制器数据请求命令(控制器40的开关数据或扩充装置50的数据等的请求命令)。若未输出控制器数据请求命令;则待机直至有输出。在步骤S22,总线控制电路12输出命令用以将控制器40的数据读入控制器控制电路17。接着,在步骤23,总线控制电路12判断控制器控制电路12有否从控制器40接收数据并存储至RAM174。若控制器控制电路17未从控制器40接收数据并存储至RAM174,则将在步骤S23待机,若控制器控制电路17已从控制器40接收数据并存储至RAM174,则转移至步骤24。在步骤24,总线控制电路12将控制器控制电路17中RAM174所存储的控制器40的数据传送给RAM14。总线控制电路12一结束对RAM14的数据传送,即返回步骤S21,并反复执行步骤S21~步骤S24的动作。

又,在图11和图12的流程图中,表示了总线控制电路12将数据从RAM174传送给RAM14后、CPU11处理RAM14内所存储的数据的一个例子,但也可以由CPU11经过总线控制电路12直接对RAM174的数据作处理。

图13是用来说明控制器控制电路17的动作的流程图。在步骤31,判断有否从总线控制电路12的写入等待,如无写入等待,则数据传送控制电路171一直待机、直至有从总线控制电路12的写入等待。如有写入等待,则在下一步骤S32,数据传送控制电路171将对第1~第4通道的命令和/或数据(以下简称“命令/数据”)存储至RAM174。在步骤S33,发送第1通道的命令/数据至连接器181所连接的控制器40。控制电路442基于命令/数据,进行所定的动作,输出应发送给图像处理装置10的数据。该数据的内容下面在介绍控制电路442的动作说明时再叙述。在步骤34,数据传送控制电路174接收控制电路442输出的数据,并使此数据存储至RAM。

以后,与步骤33及步骤34的第1通道的动作相同,在步骤35,第2通道的命令/数据被发送至控制器40。控制电路442基于该命令/数据,进行所定的动作,并将应发送的数据输出至图像处理装置10。在步骤36,进行第2通道的数据传送及写入处理。又,在步骤37,将第3通道的命令/数据发送给控制器40,并将应发送的数据输出至图像处理装置10。在步骤38,进行第3通道的数据传送及写入处理。进而,在步骤39,发送第4通道的命令/数据至控制器40,控制器40的控制电路442基于该命令/数据进行所定的动作,将应发送的数据输出至图像处理装置10。在步骤40,进行第4通道的数据传送及写入处理。在紧接着的步骤41,数据传送控制电路171将在步骤S34、S36、S38及S40中接收的数据成批传送给总线控制电路12。

如上所述,第1通道至第4通道的数据,即对连接器181~184所连接的各控制器40的命令以及应从各控制器40读出的操作状态数据,将通过时分处理,在数据传送控制电路171和各控制器40内的控制电路442间传送。

下面,参照图14,详细说明图11中的步骤S12a。在图14的最初的步骤S301,CPU11修正来自控制器40的操纵杆数据、即X座标数据和Y座标数据。因而操纵杆45(图7)做成如图15所示那样,可以在平面内的八角形范围451内倾斜。所以,在这一步骤301,将八角形倾斜范围的数据变换或修正成图15所示的圆形范围452的数据。但是,这一修正步骤没有必要特别执行。也就是说,八角形倾斜范围的数据不作变换、并执行以后的各个步骤也是可以的。

而在该步骤301中,如图15所示那样,操纵杆的XY座标数据变换成UV平面内的座标数据(u、v)。此时,将操作杆45的最大倾斜量归一化为“1”。也说是说,操纵杆45在图15的UV平面内,在-1.0≤u≤1.0及-1.0≤v≤1.0的范围内被倾斜。这是如后面要叙述的那样,由于计算物体移动速度S时使用平方曲线,所以为了要相对地扩大低速区域的缘故。由此,可以很缓慢地使物体移动。

在接着的步骤S302、S303及S304中,CPU11基于修正好的操纵杆数据(u、v)、依据后面的公式(1)、(2)、(3)分别计算或检测操纵杆45的倾斜量L、物体的移动速度S及移动方向α。

L=u2+V2---(1)]]>S=L2×max-speed                …(2)α=tan-1(u/-v)+camera-angle    …(3)其中,L:操纵杆的倾斜量u、v:U、V轴的倾斜量(座标位置)S:物体移动速度max-speed:物体自动行走的最大速度(如32cm/帧)α:物体移动方向上式(3)意味着在三维空间中,物体的移动方向α是依据操纵杆45的倾斜方向和摄像头角度的相对关系而确定的。

这样,在步骤S302、S303及S304中,依据式(1)、(2)和(3)分别计算出操纵杆的倾斜量L、物体的移动速度S以及移动方向α后,在步骤S305中,CPU11比较RAM14的速度数据区域142所存入的前一帧的物体实体移动速度S1和步骤303所计算得到的速度S,判断这两者是否相等、或两者不一致(S1≠S),则在下一步骤S306中,CPU11判断是否S1>S。

若在步骤306判断为“否”,则在步骤S307执行加速处理,若判断为“是”,则在步骤S308执行减速处理。在步骤S307的加速处理中,遵照式(4),将所定的加速度A加到前一帧实际移动速度S1上。其中,加速度A作为一例,由下述式(5)给出。

S=S1+A                              …(4)A=1.1-S1/43.0                       …(5)另外,在步骤S308的减速处理中,遵照式(6),从前一帧实际移动速度S1减去所定的减速度。其中,减速度B作为一例,由下述式(7)给出。

S=S1-B                              …(6)B=2.0                               …(7)又,在式(5)中,基于前一帧的速度S1来决定加速度A的理由,是为了回避急速的速度变化的缘故。另外,在式(7),减速度B作为常量设定,但它和加速度A一样,作为前一帧的移动速度S1的函数来处理也是可以的。又,也可以把加速度作为常量处理。

在步骤S305判断为“是”时,与执行步骤S307或S308过后时相同,进展至步骤309。在步骤S309,将在步骤S303计算得到的移动速度S、在步骤S307求得的移动速度S或在步骤S308求得的移动速度S中的某一个写入RAM14中的速度数据区域142,更新速度数据。

接着,在步骤S310,基于上述决定了的移动速度S,遵照下述式(8)和(9)计算物体的位置x和z。也就是说,根据矢量值S和矢量角α决定物体位置。

x=x+S×Sinα                          …(8)z=z+S×Cosα                          …(9)在步骤S311,CPU11将由式(8)及式(9)求得的位置数据输出至总线控制电路、即RCP12。作为响应,在RCP12中,依据所得到的物体位置数据,执行信号处理及图像处理,并通过I/O控制12,将图像数据输出至D/A转换器。

这样,在上述实施例中,基于控制器40中的操纵杆45的倾斜量数据,决定物体的移动方向及移动量(移动速度),并由此变化三维空间中物体的位置。也就是说,在显示器32(监视器30)的下一帧上,物体显示于该变化后的位置上。

工业上的实用性本发明虽作了详细说明并图示,但这仅仅是用作为图解及一个例子而已,显然不应该被理解为是一种限定。

Claims (18)

1.一种三维图像显示游戏机系统,包括被连接至显示器并依据程序,产生将存在于三维空间中的物体显示于所述显示器的图像数据的图像处理装置;和包含其基端可以支承转动,其自由端受操作者操作的操作构件,并响应于所述操作构件的动作使引起图像数据变化的操作装置,其特征在于,所述操作装置还包括检测所述操作构件的包括第1方向分量和第2方向分量的倾斜量,并输出倾斜量数据的倾斜量数据输出单元,所述图像处理装置具备基于所述倾斜量数据,相应于所述操作构件倾斜方向决定方向的方向决声单元;基于通过所述的方向决定单元和从摄像机位置观察物体的摄像机视角确定的所述方向,决定三维空间中物体的移动方向的移动方向决定单元;基于所述倾斜量数据,决定显示的一帧中应移动物体的移动量的移动量决定单元;根据由所述移动方向决定单元决定的移动方向和由所述移动量决定单元决定的的移动量,决定三维空间中从所述摄像机位置看到的所述物体位置的物体位置决定单元;以及生成在由所述由移动量决定单元确定的物体位置决定单元所确定的位置上,显示所述物体于所述显示器的图像数据的图像数据生成单元。
2.如权利要求1所述的三维图像显示游戏机系统,其特征还在于,所述移动量决定单元具备:基于所述倾斜量数据计算所述移动量的第1计算单元;用于存储紧前面的所述物体实际移动量的移动存储单元;比较所述移动量存储单元的所述实际移动量和所述第1计算单元的所述移动量的比较单元;以及相应于所述比较单元的比较结果,增减所述计算单元所计算了的移动量的移动量变化单元。
3.如权利要求2所述的三维图像显示游戏机系统,其特征还在于,所述第1计算单元根据所述倾斜量数据计算移动量,并根据该移动量和所确定的加减速度计算所述移动量。
4.如权利要求2所述的三维图像显示游戏机系统,其特征还在于,所述移动量变化单元依据所述移动量存储单元的移动量的函数,增减所述移动量。
5.如权利要求2所述的三维图像显示游戏机系统,其特征还在于,所述移动量变化单元依据固定值,增减所述移动量。
6.如权利要求1至5任一项所述的三维图像显示游戏机系统,其特征还在于,所述移动方向决定单元包括基于所述倾斜量数据,计算所述操作构件的倾斜方向的第2计算单元,并基于所述倾斜方向和摄像角决定所述移动方向。
7.一种三维图像处理方法,在包括连接至显示器,产生将存在于三维空间的物体显示于所述显示器的图像数据的图像处理装置,和包含其基端可以支承转动,其自由端受操作者操作的操作构件及检测所述操作构件的倾斜量,输出倾斜量数据的倾斜量数据输出单元,并可响应于所述操作构件的动作,使所述图像数据发生变化的操作装置的三维图像处理系统中,其特征在于,包括下述步骤:(a)基于所述倾斜量数据,决定三维空间中物体的移动方向;(b)基于所述倾斜量数据,决定在所述显示的一帧中应移动物体的移动量;(c)根据所述移动方向及所述移动量,决定三维空间中物体的位置;(d)输出在所述所决定的位置上显示物体的图像数据。
8.如权利要求7所述的三维图像处理方法,其特征还在于,还包含下述步骤:(b1)基于所述倾斜量数据,求出移动量;(b2)比较所述存储单元所存储的实际的移动量和求得的移动量;(b3)相应于比较结果,增减所述求得的移动量。
9.如权利要求8所述的三维图像处理方法,其特征还在于,根据基于所述倾斜量数据而计算得到的移动量和所定值,求得所述移动量。
10.如权利要求8所述的三维图像处理方法,其特征还在于,根据所述移动量存储单元所存储的移动量的函数,增减所述求得的移动量。
11.如权利要求8所述的三维图像处理方法,其特征还在于,根据固定值,增减所述求得的移动量。
12.如权利要求7至11任一项所述的三维图像处理方法,其特征还在于,还包含下述步骤:(a1)基于所述倾斜量数据,计算所述操作构件的倾斜方向;(a2)基于所述倾斜方向和摄像头角度,决定所述移动方向。
13.一种三维图像处理方法,在包括被连接至显示器并依据程序,产生将存在于三维空间中的物体显示于所述显示器的图像数据的图像处理装置;包含其基端可以支承转动,其自由端受操作者操作的操作构件的操作装置;确定包括第1方向分量和第2方向分量的倾斜量,输入倾斜量数据,使根据所述操作构件引起图像数据变化的倾斜量数据输入单元的三维图像显示游戏机系统中,其特征在于,包含下述步骤:(a)基于倾斜量数据,确定相应于倾斜方向的方向;(b)基于在所述步骤(a)中确定的方向和从摄像机位置观察物体的摄像机视角确定三维空间中物体的移动方向;(c)基于倾斜量,决定在所述显示的一帧中移动物体的移动量;(d)根据所述步骤(b)确定的移动方向和所述步骤(c)确定的移动量,决定三维空间中从摄像机位置看到的物体的位置;(e)生成在所述步骤(d)所决定的位置上显示物体的图像数据。
14.如权利要求13所述的三维图像处理方法,其特征还在于,还包含下述步骤:(c1)基于倾斜量数据,求出移动量;(c2)比较所述存储单元所存储的实际的移动量和求得的移动量;(c3)相应于比较结果,增减所述求得的移动量。
15.如权利要求14所述的三维图像处理方法,其特征还在于,根据基于所述倾斜量数据而计算得到的移动量和所定值,求得所述移动量。
16.如权利要求14所述的三维图像处理方法,其特征还在于,根据所述移动量存储单元所存储的移动量的函数,增减所述求得的移动量。
17.如权利要求14所述的三维图像处理方法,其特征还在于,根据固定值,增减所述求得的移动量。
18.如权利要求13至17任一项所述的三维图像处理方法,其特征还在于,还包含下述步骤:(a1)基于所述倾斜量数据,计算所述倾斜方向;(a2)基于所述倾斜方向和摄像头角度,决定所述移动方向。
CN 96191193 1995-10-09 1996-09-20 三维图像显示游戏机系统和三维图像处理方法 CN1149465C (zh)

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