CN115364480A - Game scene construction method and device - Google Patents
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Abstract
本发明实施例提供了一种游戏场景的构建方法和装置,所述方法包括:获取基于预置地图数据生成的地图切片数据;对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据;根据所述地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景。通过本发明实施例中,实现了根据光栅化的地表覆盖数据构建游戏场景,即可以摆放复杂的游戏场景元素,如不规则的古建筑,又能快速获取所构建的游戏场景中的游戏场景元素,进而实现高性能的碰撞测试。
An embodiment of the present invention provides a method and device for constructing a game scene, the method comprising: acquiring map slice data generated based on preset map data; raster scanning the map slice data to obtain rasterized land cover data ; Arranging preset game scene elements according to the land cover data to construct a game scene. Through the embodiment of the present invention, the construction of the game scene based on the rasterized surface coverage data is realized, that is, complex game scene elements can be placed, such as irregular ancient buildings, and the game scene in the constructed game scene can be quickly obtained elements to achieve high-performance crash testing.
Description
技术领域technical field
本发明涉及游戏技术领域,特别是涉及一种游戏场景的构建方法和装置。The invention relates to the technical field of games, in particular to a method and device for constructing a game scene.
背景技术Background technique
在游戏领域中,游戏场景构建是必不可少的环节。目前的游戏场景构建是基于矢量地图切片得到2D屏幕的建筑网格进行拉高处理,贴材质处理等,最终生成建筑,从而构建虚拟游戏的场景。在此方法中,存在以下问题:(1)仅生成方方正正的简单建筑模型,由于无法得到复杂建筑的建筑网格,不适用于生成复杂建筑;(2)无法进行高性能的碰撞测试。In the field of games, the construction of game scenes is an essential link. The current game scene construction is based on vector map slices to obtain the building grid of the 2D screen for heightening processing, material paste processing, etc., and finally generate buildings to construct virtual game scenes. In this method, there are the following problems: (1) Only a square and simple building model is generated, and it is not suitable for generating complex buildings because the building grid of complex buildings cannot be obtained; (2) High-performance collision tests cannot be performed.
发明内容Contents of the invention
鉴于上述问题,提出了以便提供克服上述问题或者至少部分地解决上述问题的一种游戏场景的构建方法和装置,包括:In view of the above problems, it is proposed to provide a method and device for constructing a game scene that overcomes the above problems or at least partially solves the above problems, including:
一种游戏场景的构建方法,所述方法包括:A construction method of a game scene, the method comprising:
获取基于预置地图数据生成的地图切片数据;Obtain map slice data generated based on preset map data;
对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据;performing raster scanning on the map slice data to obtain rasterized land cover data;
根据所述地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景。Arranging preset game scene elements according to the land cover data to construct a game scene.
可选地,所述地表覆盖数据包括建筑层数据,所述游戏场景元素包括建筑元素,所述根据所述地表属性层数据摆放预置的游戏场景元素,包括:Optionally, the land cover data includes building layer data, the game scene elements include building elements, and the preset game scene elements are placed according to the land surface attribute layer data, including:
在所述建筑层数据的一个或多个建筑包围盒中确定目标包围盒;determining a target bounding box within one or more building bounding boxes of said building level data;
确定待摆放到所述目标包围盒的目标建筑元素;Determine the target building elements to be placed in the target bounding box;
根据所述目标包围盒的光栅数据判断所述目标包围盒中能否摆放所述目标建筑元素;judging whether the target building element can be placed in the target bounding box according to the raster data of the target bounding box;
在判定所述目标包围盒能摆放所述目标建筑元素时,在所述目标包围盒中摆放所述目标建筑元素。When it is determined that the target building element can be placed in the target bounding box, the target building element is placed in the target bounding box.
可选地,所述确定待摆放到所述目标包围盒的目标建筑元素,包括:Optionally, the determining the target building elements to be placed in the target bounding box includes:
确定预置的候选建筑元素的模型包围盒;Determine the model bounding box of the preset candidate building elements;
在所述模型包围盒与目标包围盒匹配成功时,将所述候选建筑元素确定为待摆放到所述目标包围盒的目标建筑元素。When the model bounding box matches the target bounding box successfully, the candidate building element is determined as the target building element to be placed in the target bounding box.
可选地,所述地表覆盖数据包括植被层数据,所述游戏场景元素包括植被元素,所述根据所述地表属性层数据摆放预置的游戏场景元素,包括:Optionally, the land cover data includes vegetation layer data, the game scene elements include vegetation elements, and placing preset game scene elements according to the land surface attribute layer data includes:
根据所述植被层数据确定第一植被区;determining a first vegetation area according to the vegetation layer data;
基于所述第一植被区,随机生成第二植被区;randomly generating a second vegetation area based on the first vegetation area;
根据所述第一植被区和所述第二植被区,得到目标植被区;Obtaining a target vegetation area according to the first vegetation area and the second vegetation area;
在所述目标植被区中摆放预置的植被元素。Preset vegetation elements are placed in the target vegetation area.
可选地,所述在所述目标植被区中摆放预置的植被元素,包括:Optionally, placing preset vegetation elements in the target vegetation area includes:
确定目标植被区的位置信息;Determine the location information of the target vegetation area;
根据所述位置信息进行抖动处理,生成位置矩阵;performing dithering processing according to the position information to generate a position matrix;
获取随机生成的旋转矩阵和缩放矩阵;Get randomly generated rotation matrix and scaling matrix;
基于所述位置矩阵、旋转矩阵和缩放矩阵,生成目标矩阵;generating a target matrix based on the position matrix, rotation matrix and scaling matrix;
按照所述目标矩阵摆放预置的植被元素。Arrange the preset vegetation elements according to the target matrix.
可选地,还包括:Optionally, also include:
当虚拟角色在所述游戏场景中进行移动时,确定所述虚拟角色的待移动位置;When the virtual character moves in the game scene, determine the position to be moved of the virtual character;
根据所述待移动位置处摆放的游戏场景元素,控制所述虚拟角色移动。The virtual character is controlled to move according to the game scene elements placed at the position to be moved.
可选地,所述根据所述地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景,包括:Optionally, arranging preset game scene elements according to the land cover data to construct a game scene includes:
从所述地表覆盖数据中确定第一地表覆盖数据和第二地表覆盖数据;determining first land cover data and second land cover data from said land cover data;
根据所述第一地表覆盖数据和所述第二地表覆盖数据,生成目标地表覆盖数据;generating target land cover data according to the first land cover data and the second land cover data;
根据所述目标地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景。Arranging preset game scene elements according to the target land cover data to construct a game scene.
可选地,所述地表覆盖数据还包括以下任意一项或多项:Optionally, the land cover data also includes any one or more of the following:
道路层数据、水层数据。Road layer data, water layer data.
一种游戏场景的构建装置,所述装置包括:A kind of construction device of game scene, described device comprises:
地图切片数据获取模块,用于获取基于预置地图数据生成的地图切片数据;A map slice data acquisition module, configured to acquire map slice data generated based on preset map data;
地表覆盖数据确定模块,用于对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据;A land cover data determining module, configured to raster scan the map slice data to obtain rasterized land cover data;
游戏场景构建模块,用于根据所述地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景。The game scene building module is used to place preset game scene elements according to the land cover data to build a game scene.
一种服务器,包括处理器、存储器及存储在所述存储器上并能够在所述处理器上运行的计算机程序,所述计算机程序被所述处理器执行时实现如上所述的游戏场景的构建方法。A server, including a processor, a memory, and a computer program stored on the memory and capable of running on the processor, when the computer program is executed by the processor, the method for constructing a game scene as described above is realized .
一种计算机可读存储介质,所述计算机可读存储介质上存储计算机程序,所述计算机程序被处理器执行时实现如上所述的游戏场景的构建方法。A computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the method for constructing a game scene as described above is realized.
本发明实施例具有以下优点:Embodiments of the present invention have the following advantages:
本发明实施例通过获取基于预置地图数据生成的地图切片数据,从而可以对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据,进而可以根据所述地表覆盖数据预置的游戏场景元素,以构建游戏场景,实现了根据光栅化的地表覆盖数据快速构建游戏场景,即可以摆放复杂的游戏场景元素,如不规则的古建筑,又能快速获取所构建的游戏场景中的游戏场景元素,进而实现高性能的碰撞测试。In the embodiment of the present invention, by acquiring the map slice data generated based on the preset map data, the map slice data can be raster scanned to obtain the rasterized land cover data, and then the game scene preset according to the land cover data can be obtained. Elements to build game scenes, realizing the rapid construction of game scenes based on rasterized land cover data, that is, complex game scene elements, such as irregular ancient buildings, can be placed quickly, and the games in the constructed game scene can be quickly obtained Scene elements to achieve high-performance collision testing.
而且,通过对建筑层数据的包围盒进行扫描,确定包围盒是否已存在建筑元素,避免了直接通过拉高形成建筑时的穿模现象,构建合适的游戏场景。Moreover, by scanning the bounding box of the building layer data, it is determined whether the building elements already exist in the bounding box, avoiding the mold-through phenomenon when the building is formed directly by pulling up, and constructing a suitable game scene.
进一步地,通过得到光栅化的地表覆盖数据,可以根据植被层数据摆放植被,使游戏场景更加真实。Furthermore, by obtaining the rasterized land cover data, vegetation can be placed according to the vegetation layer data to make the game scene more realistic.
附图说明Description of drawings
为了更清楚地说明本发明的技术方案,下面将对本发明的描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动性的前提下,还可以根据这些附图获得其他的附图。In order to illustrate the technical solution of the present invention more clearly, the accompanying drawings that need to be used in the description of the present invention will be briefly introduced below. Obviously, the accompanying drawings in the following description are only some embodiments of the present invention. Ordinary technicians can also obtain other drawings based on these drawings without paying creative labor.
图1a是本发明一实施例提供的一种游戏场景的构建方法的步骤流程图;Fig. 1a is a flow chart of the steps of a method for constructing a game scene provided by an embodiment of the present invention;
图1b是本发明一实施例提供的一种地图切片示意图;Fig. 1b is a schematic diagram of a map slice provided by an embodiment of the present invention;
图1c是本发明一实施例提供的一种同一切片的多个光栅层示意图;Fig. 1c is a schematic diagram of multiple grating layers of the same slice provided by an embodiment of the present invention;
图1d是本发明一实施例提供的一种地图切片数据的光栅数据示意图;Fig. 1d is a schematic diagram of raster data of map slice data provided by an embodiment of the present invention;
图1e是本发明一实施例提供的一种光栅化过程;Fig. 1e is a rasterization process provided by an embodiment of the present invention;
图2a是本发明一实施例提供的另一种游戏场景的构建方法的步骤流程图;Fig. 2a is a flow chart of the steps of another method for constructing a game scene provided by an embodiment of the present invention;
图2b是本发明一实施例提供的一种查询操作的位运算示意图;Fig. 2b is a schematic diagram of a bit operation of a query operation provided by an embodiment of the present invention;
图3a是本发明一实施例提供的另一种游戏场景的构建方法的步骤流程图;Fig. 3a is a flow chart of the steps of another method for constructing a game scene provided by an embodiment of the present invention;
图3b是本发明一实施例提供的一种第一植被区示意图;Fig. 3b is a schematic diagram of a first vegetation area provided by an embodiment of the present invention;
图4是本发明一实施例提供的另一种游戏场景的构建方法的步骤流程图;Fig. 4 is a flow chart of the steps of another method for constructing a game scene provided by an embodiment of the present invention;
图5是本发明一实施例提供的游戏场景的构建装置的结构示意图。Fig. 5 is a schematic structural diagram of a device for constructing a game scene provided by an embodiment of the present invention.
具体实施方式Detailed ways
为使本发明的上述目的、特征和优点能够更加明显易懂,下面结合附图和具体实施方式对本发明作进一步详细的说明。显然,所描述的实施例是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。In order to make the above objects, features and advantages of the present invention more comprehensible, the present invention will be further described in detail below in conjunction with the accompanying drawings and specific embodiments. Apparently, the described embodiments are some, but not all, embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without creative efforts fall within the protection scope of the present invention.
以下对本发明实施例中涉及的名词进行介绍:The nouns involved in the embodiments of the present invention are introduced below:
游戏场景是应用程序在终端(手机端、pc端、云端等终端)上运行时显示(或提供)的虚拟游戏场景。该虚拟游戏场景可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境,本发明实施例均以游戏场景是三维虚拟游戏场景来举例说明。The game scene is a virtual game scene displayed (or provided) when the application program runs on a terminal (such as a mobile terminal, a PC terminal, and a cloud terminal). The virtual game scene can be a simulated environment of the real world, a semi-simulated and semi-fictitious environment, or a purely fictional environment. The embodiments of the present invention are all illustrated by taking the game scene as a three-dimensional virtual game scene.
游戏场景元素即为游戏场景中的人和物,如游戏角色、地面、天空、水、山、花、草、树、石头、鸟、兽、虫、鱼、车辆、房屋等元素,在本发明实施例中由此场景元素可以针对建筑元素、植被元素、道路元素、水元素等。Game scene elements are people and objects in the game scene, such as game characters, ground, sky, water, mountains, flowers, grass, trees, stones, birds, beasts, insects, fish, vehicles, houses and other elements. In this embodiment, the scene elements may refer to architectural elements, vegetation elements, road elements, water elements, and the like.
参照图1a,示出了本发明一实施例提供的一种游戏场景的构建方法的步骤流程图,具体可以包括如下步骤:Referring to Fig. 1a, it shows a flow chart of the steps of a method for constructing a game scene provided by an embodiment of the present invention, which may specifically include the following steps:
步骤101,获取基于预置地图数据生成的地图切片数据;
其中,所述预置地图数据可以是真实的地图数据,也可以已经构建好的虚拟游戏地图数据。Wherein, the preset map data may be real map data, or already constructed virtual game map data.
在搭建新的游戏场景时,可以获取预置的地图数据,并基于预置的地图数据开始进行游戏地图构建,为了快速构建游戏场景,可以将地图数据进行分割处理,得到区域较小的地图切片数据,具体的,可以将真实的地图数据展开成平面的地图,然后进行横竖分割,每个切片就是一个块。每个切片里面存储的是点、线、面三种几何信息。When building a new game scene, you can obtain the preset map data, and start building the game map based on the preset map data. In order to quickly build the game scene, you can divide the map data to obtain map slices with smaller areas. Data, specifically, the real map data can be expanded into a flat map, and then divided horizontally and vertically, and each slice is a block. Each slice stores three types of geometric information: point, line, and surface.
如图1b所示为基于真实地图数据切片的过程。在level 1中,展开的地图被划分为编号为0、1、2、3的四个切片,在level 2中,针对每个切片再次进行划分,每个切片被划分为四个小切片,如level 1中编号为“2”的切片,在level 2中被划分为编号为20、21、22、23四个切片;在level 3中,针对每个切片再次进行划分,每个切片被划分为四个小切片,如在level 2中编号为“13”的切片,在level 3中被划分为编号为130、131、132、133四个切片。Figure 1b shows the process of slicing based on real map data. In
步骤102,对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据;
在本发明一实施例中,地表覆盖数据可以包括:建筑层数据、植被层数据、水层数据、道路层数据中任意一项或多项。In an embodiment of the present invention, the land cover data may include any one or more of building layer data, vegetation layer data, water layer data, and road layer data.
在得到地图切片数据后,可以对地图切片数据进行光栅扫描处理,依照预置地图数据中的地表覆盖对象得到对应的光栅化的地表覆盖数据。其中,光栅化是一种将几何图元转变为二维图像的过程,即将几何单元(点、线、面)栅格化到一个二维图像上的过程。After the map slice data is obtained, raster scan processing may be performed on the map slice data to obtain corresponding rasterized land cover data according to the land cover objects in the preset map data. Among them, rasterization is a process of converting geometric primitives into two-dimensional images, that is, a process of rasterizing geometric units (points, lines, and planes) onto a two-dimensional image.
在实际应用中,预置地图数据中可以包含多种地表覆盖类型,从而在进行光栅化后,每个地图切片数据可以得到多个光栅层,如图1c所示为对同一地图切片数据进行光栅化后得到的地表覆盖数据,从左至右的光栅层依次为建筑层数据、植被层数据、道路层数据、水层数据。In practical applications, the preset map data can contain multiple types of land cover, so that after rasterization, each map slice data can get multiple raster layers, as shown in Figure 1c, the rasterization of the same map slice data The land cover data obtained after conversion, the raster layers from left to right are building layer data, vegetation layer data, road layer data, and water layer data.
在一示例中,一个光栅层的某一个地图切片数据可以构建成uint64 Buffer[4][256]的数据结构,即在每个地图切片数据中,每一行为4个64bit的uint64,总共256行,如图1d所示。In an example, a certain map slice data of a raster layer can be constructed into a data structure of uint64 Buffer[4][256], that is, in each map slice data, each line has four 64bit uint64, a total of 256 lines , as shown in Figure 1d.
如图1e中的三角形可以代表预置地图数据中一个建筑所在的区域,从而先计算出这个三角形的三个点在这个Buffer里面对应的位置,然后通过扫描线算法得到一条条扫描线,扫描线跟Buffer对应的uint64做或运算,就相当于光栅化了这一行,该过程也是写入操作的位运算。The triangle in Figure 1e can represent the area where a building is located in the preset map data, so that the corresponding positions of the three points of the triangle in the Buffer are first calculated, and then the scan lines are obtained by the scan line algorithm. Doing an OR operation with the uint64 corresponding to Buffer is equivalent to rasterizing this line, and this process is also a bit operation of the write operation.
在一示例中,本发明中的光栅化过程具体可以是采用软光栅扫描的过程,软光栅是指在CPU侧做光栅化的过程,进行软光栅扫描可以提高光栅化效率。In an example, the rasterization process in the present invention may specifically be a process of using soft rasterization. The soft rasterization refers to a process of performing rasterization on the CPU side. Performing soft rasterization can improve rasterization efficiency.
在本发明实施例中,每个地图切片数据的光栅化处理过程仅需要5-10ms就可以完成,可以有效减少了客户端的性能压力,从而更快可以展现出3D游戏场景。In the embodiment of the present invention, the rasterization process of each map slice data can be completed in only 5-10 ms, which can effectively reduce the performance pressure of the client, so that the 3D game scene can be displayed faster.
步骤103,根据所述地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景。
在得到地表覆盖数据后,可以按照地表覆盖数据摆放预置的游戏场景元素,例如,根据建筑层数据摆放预置建筑元素,根据水层数据摆放水元素,根据道路层数据摆放道路元素,根据植被层数据摆放植被元素等。After obtaining the land cover data, you can place preset game scene elements according to the land cover data, for example, place preset building elements according to building layer data, place water elements according to water layer data, and place roads according to road layer data Elements, arrange vegetation elements according to vegetation layer data, etc.
在实际应用中,将预置的游戏场景元素进行摆放的过程,实际上是一个游戏场景元素通过写入操作写入到光栅层中的过程,在写入后,更新光栅数据,得到摆放游戏场景元素后的光栅层数据,进而可以基于该光栅层数据进行其他游戏场景元素摆放,或者基于该光栅层数据进行虚拟角色的碰撞测试。。In practical applications, the process of arranging preset game scene elements is actually a process of writing game scene elements into the raster layer through a write operation. After writing, the raster data is updated to obtain the placement The raster layer data behind the game scene elements can then be used to place other game scene elements based on the raster layer data, or to perform collision tests for virtual characters based on the raster layer data. .
需要说明的是,在摆放游戏场景元素时,可以根据不同游戏场景元素性质,设置不同的摆放规则,并按照该规则摆放游戏场景元素,从而构建合理的游戏场景,其中,摆放规则可以包括游戏场景元素的摆放顺序,不同游戏场景元素的区域设置规则等。It should be noted that when placing game scene elements, different placement rules can be set according to the nature of different game scene elements, and the game scene elements can be placed according to the rules, so as to construct a reasonable game scene. Among them, the placement rules It may include the placement order of game scene elements, regional setting rules for different game scene elements, and the like.
在本发明一实施例中,所述地表覆盖数据包括第一地表覆盖数据和第二地表覆盖数据,所述步骤103可以包括以下子步骤:In an embodiment of the present invention, the land cover data includes the first land cover data and the second land cover data, and the
子步骤1031,从所述地表覆盖数据中确定第一地表覆盖数据和第二地表覆盖数据;Sub-step 1031, determining first land cover data and second land cover data from the land cover data;
其中,第一地表覆盖数据、第二地表覆盖数据可以是以下任意一项或多项:Wherein, the first land cover data and the second land cover data may be any one or more of the following:
建筑层数据、植被层数据、道路层数据、水层数据。Building layer data, vegetation layer data, road layer data, water layer data.
子步骤1032,根据所述第一地表覆盖数据和所述第二地表覆盖数据,生成目标地表覆盖数据;Sub-step 1032, generating target land cover data according to the first land cover data and the second land cover data;
其中,目标地表覆盖数据可以是以下任意一项:Among them, the target land cover data can be any of the following:
建筑层数据、植被层数据、道路层数据、水层数据。Building layer data, vegetation layer data, road layer data, water layer data.
子步骤1033,根据所述目标地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景。Sub-step 1033, placing preset game scene elements according to the target land cover data to construct a game scene.
在实际应用中,在对地图切片进行光栅化后,可以得到多个光栅化的地表覆盖数据,从而可以直接按照每个光栅化的地表覆盖数据摆放对应的游戏场景元素,也可以基于多个光栅化的地表覆盖数据进行或运算和/或非运算后,生成新的光栅层数据,并按照新的光栅层数据进行游戏场景元素摆放,以构建游戏场景。In practical applications, after rasterizing the map slices, multiple rasterized land cover data can be obtained, so that the corresponding game scene elements can be placed directly according to each rasterized land cover data, or based on multiple After OR operation and/or NOT operation are performed on the rasterized land cover data, new raster layer data is generated, and game scene elements are placed according to the new raster layer data to construct a game scene.
生成新的光栅层(即目标地表覆盖数据)的过程具体可以是:从光栅化的地表覆盖数据中,确定第一地表覆盖数据和第二地表覆盖数据。对第一地表覆盖数据和第二地表覆盖数据进行或运算和/或非运算等,从而生成目标地表覆盖数据。在生成新的目标地表覆盖数据后,可以摆放预置的游戏场景元素,如生成的新的目标地表覆盖数据为建筑层数据时,则摆放建筑元素,生成的目标地表覆盖数据为植被时,则摆放植被元素等。The process of generating a new raster layer (that is, the target land cover data) may specifically be: determining the first land cover data and the second land cover data from the rasterized land cover data. Perform OR operation and/or NOT operation on the first land cover data and the second land cover data, so as to generate target land cover data. After the new target land cover data is generated, preset game scene elements can be placed. For example, when the generated new target land cover data is building layer data, building elements should be placed. When the generated target land cover data is vegetation , place vegetation elements, etc.
需要说明的是,针对目标地表覆盖数据摆放预置的游戏场景元素的过程可以参考直接按照地表覆盖数据摆放预置的游戏场景元素的过程。It should be noted that the process of arranging preset game scene elements according to the target land cover data can refer to the process of arranging preset game scene elements directly according to the land cover data.
在实际应用中,在得到多个分层(如建筑、植被、水、道路)光栅数据(地表覆盖数据)之后,可以针对每层光栅数据进行自由组合,组合出需要的新的光栅层。In practical applications, after obtaining multiple layers (such as buildings, vegetation, water, roads) raster data (land surface coverage data), you can freely combine each layer of raster data to combine the required new raster layer.
例如,可以将水层数据和建筑层数据合并为一层新的光栅层,该光栅层可以用于作为虚拟角色不可行走的依据,即用于进行虚拟角色在游戏场景中的碰撞测试。For example, the data of the water layer and the data of the building layer can be combined into a new raster layer, which can be used as the basis for the impassability of the virtual character, that is, for the collision test of the virtual character in the game scene.
例如,当需要针对地图中的空地所在区域放置游戏场景元素时,那么可以对所有的光栅层数据做或运算,之后做个非运算就可以得到空地对应的光栅层数据。For example, when it is necessary to place game scene elements for the area where the open space in the map is located, you can perform an OR operation on all the raster layer data, and then perform a NOT operation to obtain the raster layer data corresponding to the open space.
例如,当需要在地图中植被和空地所在区域放置游戏场景元素时,可以对建筑层数据、水层数据、道路层数据做个或运算,再取非运算就可以得到植被和空地形成的光栅层数据。For example, when it is necessary to place game scene elements in the area where the vegetation and open space are located in the map, an OR operation can be performed on the building layer data, water layer data, and road layer data, and then the negation operation can be used to obtain the raster layer formed by vegetation and open space data.
在实际应用中,可以基于地图的矢量地图切片得到2D屏幕的建筑网格进行拉高处理,贴材质处理等生成建筑,进而在此基础上在非建筑区逐个添加植被,水、道路等,从而在构建游戏场景时需要花费大量时间。In practical applications, the building grid of the 2D screen can be obtained based on the vector map slice of the map, and the building can be raised and pasted to generate buildings, and then vegetation, water, roads, etc. can be added one by one in the non-building area on this basis, so that It takes a lot of time when building a game scene.
而在本发明实施例中,可以根据光栅化的地表覆盖数据进行摆放游戏场景元素,从而可以实现更快地摆放游戏场景元素,以快速构建游戏场景,且可以根据用户需求通过对多个光栅层进行组合运算,快速生成新的光栅层数据,进而快速构建更加多样化的游戏场景。However, in the embodiment of the present invention, the game scene elements can be placed according to the rasterized surface coverage data, so that the game scene elements can be placed faster to quickly build the game scene, and multiple The raster layer performs combined operations to quickly generate new raster layer data, and then quickly build more diverse game scenes.
在本发明实施例中,获取基于预置地图数据生成的地图切片数据,从而可以对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据,进而可以根据所述地表覆盖数据预置的游戏场景元素,以构建游戏场景,实现了根据光栅化的地表覆盖数据构建游戏场景,即可以摆放复杂的游戏场景元素,在由此场景中设置复杂的建筑,又能快速获取所构建的游戏场景中的游戏场景元素,进而实现高性能的碰撞测试。In the embodiment of the present invention, the map slice data generated based on the preset map data is obtained, so that the map slice data can be raster scanned to obtain the rasterized land cover data, and then the preset data can be obtained according to the land cover data. Game scene elements to build game scenes, realize the construction of game scenes based on rasterized land cover data, that is, complex game scene elements can be placed, complex buildings can be set in this scene, and the constructed game can be quickly obtained Game scene elements in the scene to achieve high-performance collision testing.
参照图2a,示出了本发明一实施例提供的另一种游戏场景的构建方法的步骤流程图,具体可以包括如下步骤:Referring to Fig. 2a, it shows a flow chart of the steps of another game scene construction method provided by an embodiment of the present invention, which may specifically include the following steps:
步骤201,获取基于预置地图数据生成的地图切片数据;
步骤202,对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据;所述地表覆盖数据包括建筑层数据,所述游戏场景元素包括建筑元素;
步骤203,在所述建筑层数据的一个或多个建筑包围盒中确定目标包围盒;
包围盒是一种求解离散点集最优包围空间的算法,通过用体积稍大且特性简单的几何体(称为包围盒)来近似地代替复杂的几何对象。其中,包围盒算法可以有AABB包围盒(Axis aligned bounding box,轴对齐-边界盒)、包围球、方向包围盒以及固定方向凸包等,在本发明实施例中,以建筑包围盒为AABB包围盒作为示例对建筑元素摆放过程进行解释说明。Bounding box is an algorithm for solving the optimal enclosing space of discrete point sets, by approximately replacing complex geometric objects with geometric objects with slightly larger volume and simple characteristics (called bounding boxes). Among them, the bounding box algorithm can include AABB bounding box (Axis aligned bounding box, axis aligned bounding box), bounding sphere, direction bounding box and fixed direction convex hull, etc. In the embodiment of the present invention, the building bounding box is AABB surrounded The box is used as an example to explain the process of placing architectural elements.
在得到建筑层数据后,建筑层数据可以由一个或多个建筑包围盒构成,每个包围盒对应预置地图数据中一个真实的建筑。After the building layer data is obtained, the building layer data can be composed of one or more building bounding boxes, and each bounding box corresponds to a real building in the preset map data.
在摆放建筑时,可以从多个建筑包围盒中选定待摆放建筑的目标包围盒。When placing a building, a target bounding box of the building to be placed may be selected from multiple building bounding boxes.
步骤204,确定待摆放到所述目标包围盒的目标建筑元素;
在确定目标包围盒后,可以在预置的建筑元素中确定待摆放到目标包围盒的目标建筑元素,即该目标建筑元素与目标包围盒匹配。After the target bounding box is determined, the target building element to be placed in the target bounding box may be determined among the preset building elements, that is, the target building element matches the target bounding box.
在本发明一实施例中,所述步骤204具体可以包括以下子步骤:In an embodiment of the present invention, the
子步骤2041,确定预置的候选建筑元素的模型包围盒;Sub-step 2041, determine the model bounding box of the preset candidate building elements;
在实际应用中,可以预先设计不同大小,形态的候选建筑元素(即建筑模型),针对每个候选建筑元素可以得到对应的二维模型包围盒。In practical applications, candidate architectural elements (ie, architectural models) of different sizes and shapes can be pre-designed, and a corresponding two-dimensional model bounding box can be obtained for each candidate architectural element.
通过预置建筑元素,可以在游戏场景中构建复杂的建筑元素,如不规则的古建筑等。By presetting architectural elements, complex architectural elements, such as irregular ancient buildings, can be constructed in the game scene.
子步骤2042,在所述模型包围盒与目标包围盒匹配成功时,将所述候选建筑元素确定为待摆放到所述目标包围盒的目标建筑元素。Sub-step 2042, when the model bounding box matches the target bounding box successfully, determine the candidate architectural element as the target architectural element to be placed in the target bounding box.
在得到二维模型包围盒后,可以根据将目标包围盒与模型包围盒进行匹配,在匹配过程中可以对目标包围盒进行旋转,以便于进行包围盒之间的匹配,当模型包围盒底部的长宽都小于或等于待放入的目标包围盒的长宽,即为模型包围盒与目标包围盒匹配成功。After the 2D model bounding box is obtained, the target bounding box can be matched with the model bounding box. During the matching process, the target bounding box can be rotated to facilitate the matching between bounding boxes. When the bottom of the model bounding box If the length and width are both less than or equal to the length and width of the target bounding box to be placed, it means that the model bounding box and the target bounding box are successfully matched.
当模型包围盒与目标包围盒匹配成功时,将目标包围盒对应的候选包围盒确定为待摆放到目标包围盒的目标建筑元素,即目标建筑元素理论上是可以摆放到目标包围盒中的。When the model bounding box matches the target bounding box successfully, the candidate bounding box corresponding to the target bounding box is determined as the target building element to be placed in the target bounding box, that is, the target building element can theoretically be placed in the target bounding box of.
在一示例中,从候选建筑元素中通过对包围盒进行匹配可以确定目标候选元素,在这个过程中还可以对匹配程度进一步进行设置,如根据模型包围盒和目标包围盒之间的长宽差值确定二者的匹配程度,当差值越小时,则目标包围盒与模型包围盒的匹配程度越高,从而,可以确定与目标包围盒最契合的目标建筑元素。In an example, the target candidate element can be determined by matching the bounding box from the candidate building elements. In this process, the matching degree can be further set, such as according to the length and width difference between the model bounding box and the target bounding box The value determines the degree of matching between the two. When the difference is smaller, the degree of matching between the target bounding box and the model bounding box is higher, so that the target building element that best fits the target bounding box can be determined.
步骤205,根据所述目标包围盒的光栅数据判断所述目标包围盒中能否摆放所述目标建筑元素;
对目标包围盒进行扫描,并结合目标包围盒的光栅数据,从而进一步判该目标包围盒实际上是否可以摆放目标建筑元素。Scan the target bounding box and combine the raster data of the target bounding box to further judge whether the target building element can actually be placed in the target bounding box.
例如,对目标包围盒进行扫描,通过扫描线遍历目标包围盒每个Y值的Xmin~Xmax,将扫描结果与目标包围盒的光栅数据做且运算,如果为真(扫描结果与光栅数据对应的栅格均为1)则说明这条扫面线之前已经摆放有建筑元素了,不能继续摆放其他建筑元素了,否则在目标包围盒的全部扫描线都通过测试时,可以确定该目标包围盒可以摆放建筑元素,从而,将需要摆放的目标建筑元素写入这个Buffer(光栅数据),如图2b所示,图中三角形为待摆放的目标建筑元素,通过扫描线对目标包围盒进行扫描,并进行且运算的过程(即查询操作的位运算),根据运算结果,可以确定该目标包围盒中无法摆放目标建筑元素。For example, scan the bounding box of the target, traverse Xmin~Xmax of each Y value of the bounding box of the target through the scan line, and calculate the scanning result and the raster data of the bounding box of the target, if it is true (the scanning result corresponds to the raster data If the grids are all 1), it means that architectural elements have been placed before this scanning line, and other architectural elements cannot be placed. Otherwise, when all the scanning lines of the target bounding box pass the test, it can be determined that the target bounding box The box can place architectural elements, so that the target architectural elements to be placed are written into this Buffer (raster data), as shown in Figure 2b, the triangle in the figure is the target architectural elements to be placed, and the target is surrounded by scanning lines The box is scanned and the operation is performed (that is, the bit operation of the query operation). According to the operation result, it can be determined that the target building element cannot be placed in the target bounding box.
步骤206,在判定所述目标包围盒能摆放所述目标建筑元素时,在所述目标包围盒中摆放所述目标建筑元素。
在一示例中,当首次进行建筑摆放时,此时建筑层数据中的所有包围盒均未放置建筑元素,从而可以在确定目标包围盒后,直接将目标建筑元素摆放至目标包围盒中。In an example, when the building is placed for the first time, no building elements are placed in any bounding boxes in the building layer data, so that the target building elements can be directly placed in the target bounding box after the target bounding box is determined .
当非首次进行建筑摆放时,此时建筑层数据中部分包围盒已经放置建筑,从而,在确定目标包围盒和目标建筑元素后,可以进一步判断目标包围盒是否可以摆放目标建筑元素,在确定目标包围盒可以摆放目标建筑元素的情况下,摆放目标建筑元素,从而避免建筑穿摸现象。When the building is not placed for the first time, some of the bounding boxes in the building layer data have already placed buildings. Therefore, after determining the target bounding box and the target building element, it can be further judged whether the target bounding box can place the target building element. When it is determined that the target building element can be placed in the target bounding box, place the target building element to avoid building penetration.
在一示例中,当目标包围盒中已经摆放有建筑元素的情况下,当确定未摆放建筑的区域可以放置所述目标建筑元素时,也可以判定所述目标包围盒可以放置目标建筑元素。In an example, when building elements have been placed in the target bounding box, when it is determined that the target building element can be placed in an area where no buildings are placed, it can also be determined that the target building element can be placed in the target bounding box .
在本发明实施例中,获取基于预置地图数据生成的地图切片数据,从而可以对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据,进而根据地表覆盖数据摆放建筑元素,通过在摆放目标建筑元素前对建筑包围盒进行光栅扫描,判断建筑包围盒能否摆放建筑元素,实现了避免在摆放建筑元素时发生穿模现象。In the embodiment of the present invention, the map slice data generated based on the preset map data is obtained, so that the map slice data can be raster scanned to obtain the rasterized land cover data, and then the building elements are placed according to the land cover data, through Raster scanning is performed on the building bounding box before placing the target building elements to judge whether the building bounding box can place the building elements, so as to avoid the occurrence of mold penetration when placing the building elements.
参照图3a,示出了本发明一实施例提供的另一种游戏场景的构建方法的步骤流程图,具体可以包括如下步骤:Referring to Fig. 3a, it shows a flow chart of steps of another method for constructing a game scene provided by an embodiment of the present invention, which may specifically include the following steps:
步骤301,获取基于预置地图数据生成的地图切片数据;
步骤302,对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据;所述地表覆盖数据包括植被层数据,所述游戏场景元素包括植被元素;
在本发明一实施例中,所述地表覆盖数据还包括以下任意一项或多项:In an embodiment of the present invention, the land cover data also includes any one or more of the following:
道路层数据、水层数据。Road layer data, water layer data.
步骤303,根据所述植被层数据确定第一植被区;
在得到的地表覆盖数据中确定植被层数据,植被层数据根据预置地图数据中花草树木覆盖的区域生成。The vegetation layer data is determined in the obtained land cover data, and the vegetation layer data is generated according to the area covered by flowers, plants and trees in the preset map data.
在确定植被层数据后,基于基于植被层数据确定第一植被区。其中,可以将植被层数据直接作为第一植被区,也可以结合其他地表覆盖数据,确定第一植被区。After the vegetation layer data is determined, the first vegetation area is determined based on the vegetation layer data. Wherein, the vegetation layer data can be directly used as the first vegetation area, or can be combined with other land cover data to determine the first vegetation area.
例如,在实际应用中,不同游戏场景元素有不同的摆放顺序,通常建筑层优先,随后是水层,道路层、最后是植被层,按照该摆放顺序在摆放完建筑元素、水元素以及道路元素后,在摆放植被元素过程中,可以基于在先摆放的游戏场景元素生成植被层,以摆放植被元素。For example, in practical applications, different game scene elements have different placement orders. Usually, the building layer is given priority, followed by the water layer, the road layer, and finally the vegetation layer. After the road elements are placed, in the process of arranging the vegetation elements, a vegetation layer can be generated based on the previously placed game scene elements to place the vegetation elements.
具体地,建筑区,非植被的道路区以及非植被的水区均是非植被区,从而可以对Buffer做这样的运算“building|((~grass)&road)|((~grass)&water)”,得到一层新的Buffer,其中,“building”可以表示建筑层数据,“grass”可以表示植被层数据,“road”可以表示道路层数据,“water”可以表示水层数据,如图3b所示,图中白区可以表示理论上无法种植植被的区域,黑区可以表示理论上可以种植植被的区域。Specifically, the building area, the non-vegetated road area, and the non-vegetated water area are all non-vegetated areas, so the calculation "building|((~grass)&road)|((~grass)&water)" can be performed on the Buffer, Get a new layer of Buffer, where "building" can represent building layer data, "grass" can represent vegetation layer data, "road" can represent road layer data, and "water" can represent water layer data, as shown in Figure 3b , the white area in the figure can indicate the area where vegetation cannot be planted theoretically, and the black area can indicate the area where vegetation can be planted theoretically.
步骤304,基于所述第一植被区,随机生成第二植被区;
在得到第一植被区后,可以基于第一植被区,随机生成一个第二植被区。After the first vegetation area is obtained, a second vegetation area may be randomly generated based on the first vegetation area.
步骤305,根据所述第一植被区和所述第二植被区,得到目标植被区;
在得到第一植被区与第二植被区后,可以进一步确定第一植被区与第二植被区重合的区域,将该重合的植被区作为最终用于实际在游戏场景中摆放植被的目标植被区,通过另外随机一个第二植被区可以有效避免种满植被,使最终得到的游戏场景的视觉效果更佳。After the first vegetation area and the second vegetation area are obtained, the area where the first vegetation area overlaps with the second vegetation area can be further determined, and the overlapping vegetation area can be used as the target vegetation for actually placing vegetation in the game scene area, by randomizing a second vegetation area can effectively avoid planting full of vegetation, so that the visual effect of the final game scene is better.
步骤306,在所述目标植被区中摆放预置的植被元素。
在确定目标植被区后,可以按照目标植被区摆放预置的植被元素,即进行植被元素的实例化。After the target vegetation area is determined, the preset vegetation elements can be placed according to the target vegetation area, that is, the instantiation of the vegetation elements can be performed.
在本发明一实施例中,所述步骤306可以包括以下子步骤:In an embodiment of the present invention, the
子步骤3061,确定目标植被区的位置信息;Sub-step 3061, determine the location information of the target vegetation area;
在实际应用中,在确定目标植被区后,目标植被区有一个个栅格(即1个bit)构成,在摆放植被过程中,可以将植被默认摆放在栅格的中心位置,而且,每个栅格中所摆放的植被为固定大小形状的。In practical applications, after the target vegetation area is determined, the target vegetation area is composed of grids (that is, 1 bit). In the process of arranging vegetation, the vegetation can be placed at the center of the grid by default, and, The vegetation placed in each grid has a fixed size and shape.
为实现更好的植被效果,可以先确定目标植被区的位置信息,即确定目标植被区的每个栅格的位置信息,其中,将每个栅格的中心位置坐标作为栅格的位置信息。In order to achieve a better vegetation effect, the position information of the target vegetation area can be determined first, that is, the position information of each grid of the target vegetation area is determined, wherein the center position coordinates of each grid are used as the position information of the grid.
子步骤3062,根据所述位置信息进行抖动处理,生成位置矩阵;Sub-step 3062, perform dithering processing according to the position information to generate a position matrix;
在确定位置信息后,可以对得到的位置信息按照预设的抖动程度进行抖动处理,从而使位置信息由中心位置进行一定随机偏移,根据抖动后的位置信息生成位置矩阵。After the position information is determined, the obtained position information can be dithered according to the preset degree of dithering, so that the position information is randomly offset from the central position, and a position matrix is generated according to the dithered position information.
通过抖动处理,使得在实例化过程中,植被在栅格中的位置随机分布。Through dithering, the position of the vegetation in the grid is randomly distributed during the instantiation process.
子步骤3063,获取随机生成的旋转矩阵和缩放矩阵;Sub-step 3063, obtain randomly generated rotation matrix and scaling matrix;
旋转矩阵可以用于控制植被的角度,通过随机的旋转矩阵可以得到随机呈现不同角度的植被,使植被的形态更加丰富。The rotation matrix can be used to control the angle of the vegetation. Through the random rotation matrix, vegetation with different angles can be obtained at random, making the vegetation more abundant.
缩放矩阵可以用于控制植被的大小,通过随机的随放矩阵可以得到不同大小的植被,使植被的形态更加丰富。The scaling matrix can be used to control the size of the vegetation, and the vegetation of different sizes can be obtained through the random placement matrix, which makes the morphology of the vegetation more abundant.
子步骤3064,基于所述位置矩阵、旋转矩阵和缩放矩阵,生成目标矩阵;Sub-step 3064, based on the position matrix, rotation matrix and scaling matrix, generate a target matrix;
在得到位置矩阵,旋转矩阵以及缩放矩阵,可以基于三个矩阵生成目标矩阵,目标矩阵中,每个栅格中可以包含位置信息、旋转信息以及缩放信息。After obtaining the position matrix, rotation matrix and scaling matrix, a target matrix can be generated based on the three matrices. In the target matrix, each grid can contain position information, rotation information and scaling information.
子步骤3065,按照所述目标矩阵摆放预置的植被元素。Sub-step 3065, arranging preset vegetation elements according to the target matrix.
在确定目标矩阵后,按照目标矩阵对每个栅格进行实例化,即摆放预置的植被元素。After determining the target matrix, each grid is instantiated according to the target matrix, that is, the preset vegetation elements are placed.
在一示例中,在摆放过程中可以按照每个栅格分别进行实例化,也可以将每个地图切片数据划分为n×n的小块,将每一块中的信息封装为一个整体数据进行实例化,提高了实例化速度。In an example, each grid slice data can be instantiated separately during the placement process, or each map slice data can be divided into n×n small blocks, and the information in each block can be encapsulated into a whole data for Instancing, improved instancing speed.
在本发明实施例中,获取基于预置地图数据生成的地图切片数据,从而可以对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据,进而根据地表覆盖数据摆放植被元素,实现了在游戏场景中摆放植被元素。In the embodiment of the present invention, the map slice data generated based on the preset map data is obtained, so that the map slice data can be raster scanned to obtain the rasterized land cover data, and then the vegetation elements are placed according to the land cover data to realize In order to place vegetation elements in the game scene.
参照图4,示出了本发明一实施例提供的另一种游戏场景的构建方法的步骤流程图,具体可以包括如下步骤:Referring to FIG. 4 , it shows a flow chart of steps of another method for constructing a game scene provided by an embodiment of the present invention, which may specifically include the following steps:
步骤401,获取基于预置地图数据生成的地图切片数据;
步骤402,对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据;
步骤403,根据所述地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景。
步骤404,当虚拟角色在所述游戏场景中进行移动时,确定所述虚拟角色的待移动位置;
在游戏实际运行过程中,当虚拟角色在游戏场景移动过程中,需要对虚拟角色进行碰撞测试,从而确定虚拟角色是是否可以移动。例如,当虚拟角色需要移动的位置对应建筑位置,则会存在碰撞,则虚拟角色不能移动到该位置,当虚拟角色移动的位置为道路位置,则不存在碰撞,虚拟角色可以移动到该位置。During the actual operation of the game, when the virtual character is moving in the game scene, a collision test needs to be performed on the virtual character to determine whether the virtual character can move. For example, when the location where the avatar needs to move corresponds to the location of a building, there will be a collision, and the avatar cannot move to that location; when the location that the avatar moves is a road location, there will be no collision, and the avatar can move to that location.
在构建好游戏场景后,游戏场景中的各层地表覆盖数据按照栅格上摆放的游戏场景元素进行更新。After the game scene is constructed, the ground cover data of each layer in the game scene is updated according to the game scene elements placed on the grid.
当虚拟角色在该游戏场景中进行移动时,可以确定虚拟角色的待移动位置,以便根据待移动位置进行碰撞测试,其中,碰撞测试可以包括点碰撞、三角碰撞以及矩形碰撞。When the virtual character moves in the game scene, the to-be-moved position of the virtual character can be determined, so as to perform a collision test according to the to-be-moved position, wherein the collision test can include point collision, triangle collision and rectangle collision.
步骤405,根据所述待移动位置处摆放的游戏场景元素,控制所述虚拟角色移动。
在确定待移动位置时,对移动位置进行查询操作,确定待移动位置处摆放的游戏场景元素,进而根据游戏场景元素确定询比角色是否可移动至待移动位置。When determining the position to be moved, perform a query operation on the position to be moved, determine the game scene elements placed at the position to be moved, and then determine whether the query character can be moved to the position to be moved according to the game scene elements.
在一示例中,在进行碰撞测试时,将待测试对象视为一个点进行碰撞测试,则为点碰撞,将待测试对象视为一个三角形则为三角碰撞,将待测试对象视为一矩形则为矩形碰撞。In one example, when performing a collision test, if the object to be tested is regarded as a point for collision testing, then it is a point collision; if the object to be tested is regarded as a triangle, then it is a triangle collision; if the object to be tested is regarded as a rectangle, then for rectangle collisions.
一矩形碰撞为例,可以确定矩形所在区域,确定该区域进行扫描,将扫描数据与该区域的各层光栅数据进行且运算,确定运算结果为真的光栅层,根据该光栅层确定游戏场景元素,进而根据游戏场景元素,控制虚拟角色移动。Take a rectangle collision as an example, you can determine the area where the rectangle is located, determine the area to scan, and perform calculations on the scanned data and the raster data of each layer in the area, and determine that the operation result is the true raster layer, and determine the game scene elements based on the raster layer , and then control the movement of the virtual character according to the game scene elements.
在实际应用中,针对已经生成的游戏场景,可以基于该游戏场景的多个光栅层合成新的光栅层,以进行碰撞测试,例如,可以合并建筑层数据和水层数据,组合得到新的光栅层数据,根据新的光栅层数据对虚拟角色进行碰撞测试,即进行查询操作的位运算,从而确定虚拟角色是否可以进行移动。In practical applications, for the game scene that has been generated, a new raster layer can be synthesized based on multiple raster layers of the game scene for collision testing. For example, building layer data and water layer data can be combined to obtain a new raster Layer data, according to the new raster layer data, the virtual character is subjected to a collision test, that is, the bit operation of the query operation is performed, so as to determine whether the virtual character can move.
在本发明实施例中,在根据光栅化的地表覆盖数据摆放游戏场景元素后,构建游戏场景,当虚拟角色在游戏场景中进行移动时,避免穿模,且可以进行高性能的碰撞测试。In the embodiment of the present invention, after arranging the game scene elements according to the rasterized ground coverage data, the game scene is constructed, and when the virtual character moves in the game scene, model penetration is avoided, and high-performance collision testing can be performed.
需要说明的是,对于方法实施例,为了简单描述,故将其表述为一系列的动作组合,但是本领域技术人员应该知悉,本发明实施例并不受所描述的动作顺序的限制,因为依据本发明实施例,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作并不一定是本发明实施例所必须的。It should be noted that, for the method embodiment, for the sake of simple description, it is expressed as a series of action combinations, but those skilled in the art should know that the embodiment of the present invention is not limited by the described action sequence, because according to In this embodiment of the present invention, certain steps may be performed in other orders or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification belong to preferred embodiments, and the actions involved are not necessarily required by the embodiments of the present invention.
参照图5,示出了本发明一实施例提供的一种游戏场景的构建装置的结构示意图,具体可以包括如下模块:Referring to FIG. 5 , it shows a schematic structural diagram of a game scene construction device provided by an embodiment of the present invention, which may specifically include the following modules:
地图切片数据获取模块501,用于获取基于预置地图数据生成的地图切片数据;A map slice data acquisition module 501, configured to acquire map slice data generated based on preset map data;
地表覆盖数据确定模块502,用于对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据;A land cover data determining module 502, configured to raster scan the map slice data to obtain rasterized land cover data;
游戏场景构建模块503,用于根据所述地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景。The game scene building module 503 is configured to place preset game scene elements according to the land cover data to build a game scene.
在本发明一实施例中,所述地表覆盖数据包括建筑层数据,所述游戏场景元素包括建筑元素,所述游戏场景构建模块503可以包括:In an embodiment of the present invention, the land cover data includes building layer data, the game scene elements include building elements, and the game scene construction module 503 may include:
目标包围盒确定子模块,用于在所述建筑层数据的一个或多个建筑包围盒中确定目标包围盒;A target bounding box determining submodule, configured to determine a target bounding box in one or more building bounding boxes of the building layer data;
目标建筑元素确定子模块,用于确定待摆放到所述目标包围盒的目标建筑元素;The target building element determination submodule is used to determine the target building elements to be placed in the target bounding box;
判断子模块,用于根据所述目标包围盒的光栅数据判断所述目标包围盒中能否摆放所述目标建筑元素;A judging submodule, configured to judge whether the target building element can be placed in the target bounding box according to the raster data of the target bounding box;
建筑摆放子模块,用于在判定所述目标包围盒能摆放所述目标建筑元素时,在所述目标包围盒中摆放所述目标建筑元素。The building placement sub-module is configured to place the target building element in the target bounding box when it is determined that the target building element can be placed in the target bounding box.
在本发明一实施例中,所述建筑摆放子模块可以包括:In an embodiment of the present invention, the building placement submodule may include:
模型包围盒确定单元,用于确定预置的候选建筑元素的模型包围盒;A model bounding box determining unit, configured to determine a model bounding box of a preset candidate building element;
摆放单元,用于在所述模型包围盒与目标包围盒匹配成功时,将所述候选建筑元素确定为待摆放到所述目标包围盒的目标建筑元素。A placement unit, configured to determine the candidate building element as a target building element to be placed in the target bounding box when the model bounding box matches the target bounding box successfully.
在本发明一实施例中,所述地表覆盖数据包括植被层数据,所述游戏场景元素包括植被元素,所述游戏场景构建模块503还可以包括:In an embodiment of the present invention, the land cover data includes vegetation layer data, the game scene elements include vegetation elements, and the game scene construction module 503 may also include:
第一植被区确定子模块,用于根据所述植被层数据确定第一植被区;The first vegetation area determination submodule is used to determine the first vegetation area according to the vegetation layer data;
随机植被区生成子模块,用于基于所述第一植被区,随机生成第二植被区;A random vegetation area generating submodule, configured to randomly generate a second vegetation area based on the first vegetation area;
目标植被区确定子模块,用于根据所述第一植被区和所述第二植被区,得到目标植被区;A target vegetation area determining submodule, configured to obtain a target vegetation area according to the first vegetation area and the second vegetation area;
植被构建子模块,用于在所述目标植被区中摆放预置的植被元素。The vegetation construction sub-module is used for arranging preset vegetation elements in the target vegetation area.
在本发明一实施例中,所述植被构建子模块可以包括:In an embodiment of the present invention, the vegetation construction submodule may include:
位置信息确定单元,用于确定目标植被区的位置信息;a position information determination unit, configured to determine the position information of the target vegetation area;
抖动单元,用于根据所述位置信息进行抖动处理,生成位置矩阵;A dithering unit, configured to perform dithering processing according to the position information to generate a position matrix;
旋转和缩放单元,用于获取随机生成的旋转矩阵和缩放矩阵;Rotation and scaling unit for obtaining randomly generated rotation matrix and scaling matrix;
目标矩阵确定单元,用于基于所述位置矩阵、旋转矩阵和缩放矩阵,生成目标矩阵;a target matrix determining unit, configured to generate a target matrix based on the position matrix, rotation matrix and scaling matrix;
实例化单元,用于按照所述目标矩阵摆放预置的植被元素。The instantiation unit is used to arrange the preset vegetation elements according to the target matrix.
在本发明一实施例中,所述装置可以包括:In an embodiment of the present invention, the device may include:
待移动位置确定模块,用于当虚拟角色在所述游戏场景中进行移动时,确定所述虚拟角色的待移动位置;A position-to-be-moved determining module, configured to determine the position to be moved of the virtual character when the virtual character moves in the game scene;
碰撞测试模块,用于根据所述待移动位置处摆放的游戏场景元素,控制所述虚拟角色移动。The collision test module is used to control the movement of the virtual character according to the game scene elements placed at the position to be moved.
在本发明一实施例中,所述游戏场景构建模块503可以包括:In an embodiment of the present invention, the game scene construction module 503 may include:
地表覆盖数据选择子模块,用于从所述地表覆盖数据中确定第一地表覆盖数据和第二地表覆盖数据;a land cover data selection submodule, configured to determine first land cover data and second land cover data from the land cover data;
目标地表覆盖数据生成子模块,用于根据所述第一地表覆盖数据和所述第二地表覆盖数据,生成目标地表覆盖数据;A target land cover data generating submodule, configured to generate target land cover data according to the first land cover data and the second land cover data;
游戏场景构建子模块,用于根据所述目标地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景。The game scene construction sub-module is used to place preset game scene elements according to the target land cover data to build a game scene.
在本发明一实施例中,所述地表覆盖数据还包括以下任意一项或多项:In an embodiment of the present invention, the land cover data also includes any one or more of the following:
道路层数据、水层数据。Road layer data, water layer data.
在本发明实施例中,通过获取基于预置地图数据生成的地图切片数据,从而可以对所述地图切片数据进行光栅扫描,得到光栅化的地表覆盖数据,进而可以根据所述地表覆盖数据摆放预置的游戏场景元素,以构建游戏场景,实现了快速构建游戏场景,并可以快速获取所构建的游戏场景中的地表属性,进而可以对游戏场景中游戏角色进行高性能的碰撞测试。In the embodiment of the present invention, by acquiring the map slice data generated based on the preset map data, raster scanning can be performed on the map slice data to obtain rasterized land cover data, which can then be arranged according to the land cover data. The preset game scene elements are used to build the game scene, which realizes the rapid construction of the game scene, and can quickly obtain the surface properties in the built game scene, and then perform high-performance collision tests on the game characters in the game scene.
本发明一实施例还提供了一种服务器,可以包括处理器、存储器及存储在存储器上并能够在处理器上运行的计算机程序,计算机程序被处理器执行时实现如上游戏场景的构建方法的步骤。An embodiment of the present invention also provides a server, which may include a processor, a memory, and a computer program stored on the memory and capable of running on the processor. When the computer program is executed by the processor, the steps of the above game scene construction method are realized. .
本发明一实施例还提供了一种计算机可读存储介质,计算机可读存储介质上存储计算机程序,计算机程序被处理器执行时实现如上游戏场景的构建方法的步骤。An embodiment of the present invention also provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above method for constructing a game scene are realized.
对于装置实施例而言,由于其与方法实施例基本相似,所以描述的比较简单,相关之处参见方法实施例的部分说明即可。As for the device embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and for related parts, please refer to the part of the description of the method embodiment.
本说明书中的各个实施例均采用递进的方式描述,每个实施例重点说明的都是与其他实施例的不同之处,各个实施例之间相同相似的部分互相参见即可。Each embodiment in this specification is described in a progressive manner, each embodiment focuses on the difference from other embodiments, and the same and similar parts of each embodiment can be referred to each other.
本领域内的技术人员应明白,本发明实施例可提供为方法、装置、或计算机程序产品。因此,本发明实施例可采用完全硬件实施例、完全软件实施例、或结合软件和硬件方面的实施例的形式。而且,本发明实施例可采用在一个或多个其中包含有计算机可用程序代码的计算机可用存储介质(包括但不限于磁盘存储器、CD-ROM、光学存储器等)上实施的计算机程序产品的形式。Those skilled in the art should understand that the embodiments of the present invention may be provided as methods, devices, or computer program products. Accordingly, embodiments of the invention may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, embodiments of the invention may take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
本发明实施例是参照根据本发明实施例的方法、终端设备(系统)、和计算机程序产品的流程图和/或方框图来描述的。应理解可由计算机程序指令实现流程图和/或方框图中的每一流程和/或方框、以及流程图和/或方框图中的流程和/或方框的结合。可提供这些计算机程序指令到通用计算机、专用计算机、嵌入式处理机或其他可编程数据处理终端设备的处理器以产生一个机器,使得通过计算机或其他可编程数据处理终端设备的处理器执行的指令产生用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的装置。Embodiments of the present invention are described with reference to flowcharts and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the present invention. It should be understood that each procedure and/or block in the flowchart and/or block diagram, and a combination of procedures and/or blocks in the flowchart and/or block diagram can be realized by computer program instructions. These computer program instructions may be provided to a general purpose computer, special purpose computer, embedded processor or processor of other programmable data processing terminal equipment to produce a machine such that instructions executed by the computer or processor of other programmable data processing terminal equipment Produce means for realizing the functions specified in one or more procedures of the flowchart and/or one or more blocks of the block diagram.
这些计算机程序指令也可存储在能引导计算机或其他可编程数据处理终端设备以特定方式工作的计算机可读存储器中,使得存储在该计算机可读存储器中的指令产生包括指令装置的制造品,该指令装置实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能。These computer program instructions may also be stored in a computer-readable memory capable of directing a computer or other programmable data processing terminal to operate in a specific manner, such that the instructions stored in the computer-readable memory produce an article of manufacture comprising instruction means, the The instruction means implements the functions specified in one or more procedures of the flowchart and/or one or more blocks of the block diagram.
这些计算机程序指令也可装载到计算机或其他可编程数据处理终端设备上,使得在计算机或其他可编程终端设备上执行一系列操作步骤以产生计算机实现的处理,从而在计算机或其他可编程终端设备上执行的指令提供用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的步骤。These computer program instructions can also be loaded into a computer or other programmable data processing terminal equipment, so that a series of operational steps are performed on the computer or other programmable terminal equipment to produce computer-implemented processing, thereby The instructions executed above provide steps for implementing the functions specified in one or more procedures of the flowchart and/or one or more blocks of the block diagram.
尽管已描述了本发明实施例的优选实施例,但本领域内的技术人员一旦得知了基本创造性概念,则可对这些实施例做出另外的变更和修改。所以,所附权利要求意欲解释为包括优选实施例以及落入本发明实施例范围的所有变更和修改。Having described preferred embodiments of embodiments of the present invention, additional changes and modifications can be made to these embodiments by those skilled in the art once the basic inventive concept is appreciated. Therefore, the appended claims are intended to be construed to cover the preferred embodiment and all changes and modifications which fall within the scope of the embodiments of the present invention.
最后,还需要说明的是,在本文中,诸如第一和第二等之类的关系术语仅仅用来将一个实体或者操作与另一个实体或操作区分开来,而不一定要求或者暗示这些实体或操作之间存在任何这种实际的关系或者顺序。而且,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、物品或者终端设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、物品或者终端设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括所述要素的过程、方法、物品或者终端设备中还存在另外的相同要素。Finally, it should also be noted that in this text, relational terms such as first and second etc. are only used to distinguish one entity or operation from another, and do not necessarily require or imply that these entities or operations, any such actual relationship or order exists. Furthermore, the term "comprises", "comprises" or any other variation thereof is intended to cover a non-exclusive inclusion such that a process, method, article, or terminal equipment comprising a set of elements includes not only those elements, but also includes elements not expressly listed. other elements identified, or also include elements inherent in such a process, method, article, or end-equipment. Without further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of additional identical elements in the process, method, article or terminal device comprising said element.
以上对所提供的一种游戏场景的构建方法和装置,进行了详细介绍,本文中应用了具体个例对本发明的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本发明的方法及其核心思想;同时,对于本领域的一般技术人员,依据本发明的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本发明的限制。The method and device for constructing a game scene provided above have been introduced in detail. In this paper, specific examples have been used to illustrate the principle and implementation of the present invention. The description of the above embodiments is only used to help understand the present invention. method and its core idea; at the same time, for those of ordinary skill in the art, according to the idea of the present invention, there will be changes in the specific implementation and scope of application. In summary, the content of this specification should not be understood as Limitations on the Invention.
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