WO2019201067A1 - 虚拟场景中的方位显示方法、电子装置及介质 - Google Patents
虚拟场景中的方位显示方法、电子装置及介质 Download PDFInfo
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- WO2019201067A1 WO2019201067A1 PCT/CN2019/079915 CN2019079915W WO2019201067A1 WO 2019201067 A1 WO2019201067 A1 WO 2019201067A1 CN 2019079915 W CN2019079915 W CN 2019079915W WO 2019201067 A1 WO2019201067 A1 WO 2019201067A1
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- orientation
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- virtual object
- horizontal bar
- orientations
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5378—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- G—PHYSICS
- G01—MEASURING; TESTING
- G01C—MEASURING DISTANCES, LEVELS OR BEARINGS; SURVEYING; NAVIGATION; GYROSCOPIC INSTRUMENTS; PHOTOGRAMMETRY OR VIDEOGRAMMETRY
- G01C21/00—Navigation; Navigational instruments not provided for in groups G01C1/00 - G01C19/00
- G01C21/04—Navigation; Navigational instruments not provided for in groups G01C1/00 - G01C19/00 by terrestrial means
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
- G06T11/20—Drawing from basic elements, e.g. lines or circles
- G06T11/206—Drawing of charts or graphs
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/538—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Definitions
- the present application relates to the field of computer technologies, and in particular, to an azimuth display method, an electronic device, and a medium in a virtual scene.
- a virtual object and a virtual scene are usually displayed, and the user can control the virtual object to move in the virtual scene by operation.
- the user needs to know the location of the virtual object in the virtual scene and the location of the destination to determine the direction of movement.
- a terminal usually displays a coordinate position of a virtual object on a screen.
- a coordinate position of the destination can also be displayed on the screen, and the user determines how to control the virtual according to the two coordinate positions.
- the object arrives at the destination.
- the display information of the orientation in the virtual scene is small, and the user can judge the orientation of the destination relative to the virtual object by the coordinate position provided by the terminal, thereby controlling the movement of the virtual object based on the judgment result, and the display efficiency is low, and the display is low.
- the reference of information is low. Therefore, there is a need for a display method of azimuth in a virtual scene to improve the display efficiency and reference of the virtual scene.
- the embodiment of the present invention provides an azimuth display method, an electronic device, and a medium in a virtual scene, which can improve display efficiency and reference of a virtual scene.
- the technical solution is as follows:
- a method for displaying an azimuth in a virtual scene which is applied to an electronic device, and the method includes:
- the plurality of orientations including a first orientation and a second orientation, the first orientation and the orientation orientation being clipped in a target rotation direction
- An angle, the second orientation and the orientation orientation have an angle in a reverse direction of the target rotation direction, and the target rotation direction is a clockwise direction or a counterclockwise direction;
- the target horizontal bar scale is displayed on the visual field of the virtual object.
- an azimuth display device in a virtual scene comprising:
- An obtaining module configured to acquire a orientation orientation of the virtual object in the virtual scene
- the acquiring module is further configured to acquire a plurality of orientations that are less than or equal to a target angle, wherein the plurality of orientations include a first orientation and a second orientation, the first orientation and the orientation The orientation has an angle in the target rotation direction, the second orientation and the orientation orientation have an angle in a reverse direction of the target rotation direction, and the target rotation direction is a clockwise direction or a counterclockwise direction;
- the acquiring module is further configured to symmetrically distribute the first orientation and the second orientation of the plurality of orientations on both sides of the orientation orientation centering on the orientation orientation to obtain a target horizontal bar scale.
- a plurality of orientations in each side of the orientation are distributed in an order from small to large;
- a display module configured to display the target horizontal bar scale in a view screen of the virtual object.
- an electronic device comprising: a processor; a memory for storing a computer program; wherein the processor is configured to execute a computer program stored on the memory to implement the virtual scene Method steps of the orientation display method.
- a computer readable storage medium having stored therein a computer program that, when executed by a processor, implements method steps of an orientation display method in the virtual scene.
- a target horizontal bar scale is generated, and the target horizontal bar is displayed on the visual field of the virtual object.
- the ruler displays the orientation of the virtual scene subject to the virtual object, improves the display efficiency of the virtual scene, and provides an orientation reference for the virtual object, thereby improving the reference of the display information of the virtual scene.
- FIG. 1 is a schematic diagram of a terminal interface according to an embodiment of the present application.
- FIG. 2 is a flowchart of a method for displaying an azimuth in a virtual scene according to an embodiment of the present application
- FIG. 3 is a schematic diagram of a method for acquiring an orientation according to an embodiment of the present application.
- FIG. 4 is a schematic diagram of a method for acquiring multiple orientations centered on an orientation orientation according to an embodiment of the present application
- FIG. 5 is a schematic diagram of a target horizontal bar scale provided by an embodiment of the present application.
- FIG. 6 is a schematic diagram of a circular conventional viewing angle scale provided by an embodiment of the present application.
- FIG. 7 is a schematic diagram of a target horizontal bar scale provided by an embodiment of the present application.
- FIG. 8 is a schematic diagram of a terminal interface according to an embodiment of the present application.
- FIG. 9 is a schematic diagram of an actual interface of a terminal according to an embodiment of the present application.
- FIG. 10 is a flowchart of a method for displaying an azimuth in a virtual scene according to an embodiment of the present disclosure
- FIG. 11 is a schematic diagram of a method for acquiring an orientation of a destination location relative to a virtual object according to an embodiment of the present application
- FIG. 12 is a schematic diagram of a method for acquiring an orientation of a target location relative to a virtual object according to an embodiment of the present application
- FIG. 13 is a schematic diagram of a target horizontal bar scale provided by an embodiment of the present application.
- FIG. 14 is a schematic diagram showing a display effect of a target horizontal bar scale according to an embodiment of the present application.
- FIG. 15 is a schematic diagram of a terminal interface according to an embodiment of the present disclosure.
- FIG. 16 is a schematic diagram of an actual interface of a terminal according to an embodiment of the present application.
- 17 is a flowchart of a method for displaying an azimuth in a virtual scene according to an embodiment of the present application.
- FIG. 18 is a schematic structural diagram of an azimuth display device in a virtual scene according to an embodiment of the present disclosure.
- FIG. 19 is a schematic structural diagram of an electronic device 1900 according to an embodiment of the present application.
- the embodiment of the present application mainly relates to an electronic game or a simulated training scenario.
- a user may perform an operation on the terminal in advance.
- the terminal may download a game configuration file of the electronic game, the game.
- the configuration file may include an application of the electronic game, interface display data or virtual scene data, etc., so that the user can call the game configuration file when the user logs in the electronic game on the terminal, and render and display the electronic game interface.
- the user can perform a touch operation on the terminal.
- the terminal After detecting the touch operation, the terminal can determine the game data corresponding to the touch operation, and perform rendering display on the game data.
- the game data can include virtual scene data. Behavior data of virtual objects in a virtual scene, and so on.
- the virtual scene related to the embodiment of the present application may be used to simulate a three-dimensional virtual space, and may also be used to simulate a two-dimensional virtual space, and the three-dimensional virtual space or the two-dimensional virtual space may be an open space.
- the virtual scene may be used to simulate a real environment in reality.
- the virtual scene may include sky, land, ocean, etc., and the land may include environment elements such as deserts and cities, and the user may control the virtual objects to be performed in the virtual scene.
- the virtual object may be a virtual avatar for representing the user in the virtual scene, or may be a virtual virtual object in the virtual scene for representing a creature associated with the user, for example,
- the avatar of the user may be in any form, for example, a person, an animal, or the like, which is not limited by the embodiment of the present application.
- the virtual scene may include a plurality of virtual objects, each of which has its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene.
- the user can control the virtual object to fall freely in the sky of the virtual scene, gliding or opening a parachute to fall, etc., running, beating, crawling, bending over, etc. on the land, and can also control The virtual object swims, floats, or dive in the ocean.
- the user can also control the virtual object to travel in the virtual scene.
- the example is not described in detail in this embodiment. limited.
- the user can also control the virtual object to fight with other virtual objects through the weapon.
- the weapon may be a cold weapon or a hot weapon, which is not specifically limited in this embodiment of the present application.
- the terminal may display the virtual scene in full screen.
- the terminal may also display the virtual scene on the current display interface, and independently display the global map in the first target area of the current display interface.
- the terminal may also display the global map when the click operation on the target button is detected.
- the global map is used to display a thumbnail of the virtual scene, and the thumbnail is used to describe geographic features such as terrain, landform, and geographic location of the virtual scene.
- the terminal may also display a thumbnail of the virtual scene within a certain distance around the current virtual object in the current display interface.
- Thumbnails so that users can view not only the virtual scenes around them, but also the overall virtual scenes.
- the full thumbnail can also be zoomed and displayed.
- the specific display position and shape of the first target area and the second target area may be set according to user operation habits.
- the first target area may be a rectangular area of the upper right corner, the lower right corner, the upper left corner, or the lower left corner of the current display interface
- the second target area may be a square area of the right or left side of the current display interface, so as to avoid Too much occlusion of the virtual scene.
- the first target area and the second target area may also be circular areas or other shapes.
- the specific display position and shape of the target area are not limited in this embodiment of the present application.
- the terminal displays a virtual scene on the current display interface, in which virtual objects and buildings are displayed, and a global map is displayed in the upper left corner of the current display interface.
- the virtual object is a virtual avatar of the user
- the first person perspective is taken as an example
- the virtual scene seen by the user is usually a virtual scene observed through the perspective of the virtual object.
- the angle of view is usually the front of the person.
- the view angle of the virtual object is the view angle of the virtual scene
- the view direction of the virtual scene may be the orientation direction of the virtual object.
- the terminal can display the regions corresponding to different angles in the same virtual scene according to different perspectives. The above description is made by taking only the first person perspective as an example, and the virtual scene may also be an area observed through other perspectives.
- the virtual scene may be viewed through a third person perspective
- the direction of the perspective may be parallel to the viewing direction of the virtual object
- the third person perspective may be used to represent an objective perspective of viewing the virtual scene outside the perspective of the virtual object.
- the user may perform a viewing angle adjustment operation on the terminal to adjust the viewing angle.
- the terminal may adjust the viewing angle according to the viewing angle adjustment operation.
- the viewing angle adjustment operation may be a sliding operation or a click operation.
- the viewing angle adjustment operation is a sliding operation, and the user may perform a sliding operation on the terminal screen.
- the sliding direction of the sliding operation may be performed according to the sliding operation.
- the angle of view is adjusted such that the direction of movement of the angle of view is the same as the direction of the sliding.
- the angle of the viewing angle movement may be positively correlated with the sliding distance of the sliding operation, and the larger the sliding distance, the larger the angle of the viewing angle movement.
- a virtual rocker area may be set, which is different from a virtual rocker area for performing motion control on the virtual object, and the virtual joystick area is used to detect the user's Touch operation to achieve the adjustment step of the viewing angle.
- the terminal detects the touch operation in the virtual joystick area, determining the corresponding operation of the touch operation according to the relative position of the end point of the touch operation in the virtual joystick area and the origin of the virtual joystick area.
- the angle of view is adjusted and the angle is adjusted.
- the end point of the touch operation is the same as the direction of the viewing angle of the virtual rocker area, and the distance between the end point of the touch operation and the origin of the virtual rocker area is adjusted.
- the angle is positively correlated. The larger the distance, the larger the angle of view adjustment.
- the orientation display method in the virtual scene includes the following steps:
- the terminal acquires a orientation orientation of the virtual object in the virtual scene.
- the perspective of the virtual scene is the perspective of the virtual object.
- the orientation of the virtual scene currently displayed by the terminal is displayed, the orientation of the virtual object in the virtual scene may be obtained first, so that the orientation of the virtual object is correct. Display other orientations in the field of view of the virtual object.
- the orientation of the virtual object refers to the facing direction of the virtual object.
- the orientation of the virtual object refers to a projection direction of the facing direction of the virtual object in a horizontal direction in the three-dimensional coordinate system.
- the orientation of the virtual object refers to the front of the virtual object.
- the orientation of the virtual object refers to a projection direction in a horizontal direction in a three-dimensional coordinate system from a foot of the virtual object to a head of the virtual object. .
- the orientation of the virtual object may also refer to the facing direction of the virtual object.
- the virtual scene is taken as a three-dimensional virtual scene as an example. The embodiment of the present application does not specifically limit this.
- the orientation direction of the virtual object refers to the direction position of the virtual object in the horizontal direction.
- the orientation of the virtual object in the virtual scene may be represented by a yaw angle in the attitude angle of the virtual object, and the yaw angle may be the target Descartes of the origin of the virtual object.
- Yaw coordinates in the coordinate system the yaw refers to yaw
- the yaw coordinate range can be 0° to 360°
- the yaw coordinate range can also be -180° to 180°
- the target Cartesian coordinate system is a three-dimensional
- the coordinate system the embodiment of the present application does not specifically limit the coordinate range of the yaw angle.
- the yaw angle is also an azimuth angle, which may be a horizontal angle between the target direction of rotation of a certain origin and a target direction line, that is, a rotation angle.
- the azimuth angle may be a horizontal angle between the clockwise direction and the target direction line from the north direction of a certain point, so that the realistic scene can be simulated more realistically.
- the above-mentioned target rotation direction may also be a counterclockwise direction, which is not specifically limited in the embodiment of the present application.
- the target direction and the target rotation direction may be set in the virtual scene in advance, and when the terminal performs the step 201, the terminal may take the orientation of the virtual object as the target direction, and acquire the virtual object as the origin from the virtual scene.
- the target direction is a horizontal angle between the target rotation direction and the target direction line, and the horizontal angle is the orientation orientation of the virtual object in the virtual scene.
- the top direction of the global map of the virtual scene is taken as the target direction
- the target direction may be north
- the target rotation direction is clockwise as an example, as shown in FIG.
- the direction is the observation angle
- the dot represents the virtual object
- ⁇ can be taken as the orientation orientation of the virtual object. For example, if the ⁇ is 240°, the orientation orientation of the virtual object is 240°.
- the terminal acquires, by the terminal, a plurality of orientations that are less than or equal to a target angle, and the plurality of orientations include a first orientation and a second orientation.
- the first orientation and the orientation orientation have an angle in a target rotation direction
- the second orientation has an angle with the orientation orientation in a reverse direction of the target rotation direction
- the target rotation direction is a clockwise direction or a counterclockwise direction.
- the target angle can be preset by a related person, for example, the target angle can be 90° or 60°, and the target angle can range from 0° to 180°, and the relevant technician can Any value is selected as the target angle in the range of values.
- the value of the target angle is not specifically limited in this embodiment of the present application.
- the terminal may obtain a plurality of orientations adjacent to the orientation orientation according to the orientation orientation, so as to provide the orientation of the current virtual scene, which is the orientation of the current virtual scene.
- the multiple orientations may also be all orientations, and the specific orientations may be determined by the above-mentioned target angles, which is not specifically limited in this embodiment of the present application.
- the terminal when acquiring the orientation adjacent to the orientation, the terminal may determine which orientations to acquire according to the relationship between the angle of each orientation and the orientation and the target angle.
- the angle between the orientation and the orientation orientation may be divided according to the target rotation direction of the orientation direction or the reverse direction of the target rotation direction. A first orientation and a second orientation are obtained.
- the target angle is 90°
- the target rotation direction is a clockwise direction.
- the angle between the orientation a and the orientation b and the orientation orientation of the virtual object is equal to the target angle, and the terminal can acquire the slave angle.
- the orientation b is rotated in a clockwise direction to a plurality of orientations through which the orientation a passes, the plurality of orientations also including the orientation a and the orientation b.
- the orientation between the orientation and the orientation a is a first orientation
- the first orientation and the orientation orientation have an angle in a clockwise direction
- the orientation between the orientation and the orientation b is a second orientation
- second The orientation and orientation are angled in a counterclockwise direction.
- a plurality of orientations that are rotated clockwise from the orientation direction of the virtual object to the azimuth a are the first orientation
- a plurality of orientations that are rotated from the orientation b in the clockwise direction to the orientation of the virtual object are the second orientation.
- the terminal is centered on the orientation and symmetrically distributes the first orientation and the second orientation of the plurality of orientations on both sides of the orientation orientation to obtain a target horizontal bar scale, and each of the orientation directions The orientations are distributed in order from small to large.
- the acquired multiple orientations may be organized in a certain organization manner, so that the relationship between each orientation and the virtual object is more intuitive, thereby more intuitively and accurately indicating that the virtual object is in the virtual scenario.
- the terminal may generate a target horizontal bar scale based on the acquired orientation, and organize the acquired multiple orientations in the form of a horizontal bar scale.
- the orientation of the virtual object can be set at the center of the target horizontal bar scale, and the first of the acquired multiple orientations
- the orientation and the second orientation are symmetrically distributed on both sides of the orientation direction, so that the orientation of the virtual scene when the real character is located at the position of the virtual object can be more realistically simulated. That is, the first orientation is distributed on one side of the orientation direction, and the second orientation is distributed on the other side of the orientation orientation.
- the plurality of orientations are distributed in an order from small to large in an angle to the orientation.
- the center of the target horizontal bar is oriented toward the orientation, and the first orientation and the second orientation are respectively located on opposite sides of the orientation orientation.
- the above process can be understood as: projecting the first orientation and the second orientation on a horizontal line with the orientation a or the orientation b level shown in FIG. 4, and the first orientation and the second orientation are distributed in the orientation orientation.
- the sides, and each side is distributed in an order from small to large at an angle to the orientation.
- the center of the scale is the orientation orientation of the virtual object
- the right side of the scale is the first orientation
- the left side of the scale is the second orientation.
- the angle between the first orientation and the second orientation which is larger than the orientation orientation, is larger than the orientation orientation.
- the form of the horizontal strip-shaped scale is compared with the form of the circular conventional viewing angle shown in FIG. 6, and the circular conventional viewing angle can reflect the orientation when viewing the virtual object from the top to the bottom, and the horizontal
- the strip ruler is based on the perspective of the virtual object, and the orientation in the horizontal direction is embodied on the scale, and the real character can be realistically simulated to observe the orientation of the virtual scene at the position of the virtual object.
- a plurality of azimuth scales spaced apart by a target angular interval may be included in the target crossbar scale.
- a plurality of target orientations may be preset, and the plurality of target orientations are used as the azimuth scales in the target horizontal strip scale, so that the virtual object and other virtual objects can pass the target.
- a horizontal bar ruler communicates the orientation of the virtual scene.
- the terminal may acquire a plurality of target orientations in the plurality of orientations, where the angular interval of the plurality of target orientations is a target angular interval, and the terminal may use the plurality of target orientations as azimuth scales of the plurality of orientations to obtain a target horizontal Strip ruler.
- the target orientation and the target angle interval may be preset by the relevant person according to the orientation of the virtual scene and the size of the terminal screen.
- the target angular interval may be 15°
- the target orientation may be 0°, 15°, 30°, ..., 345°.
- the target azimuth and the target angle interval may also be other angle values.
- the specific values of the target azimuth and the target angle interval are not limited in the embodiment of the present application.
- the terminal acquires multiple orientations of 180° to 360°. (0°).
- the terminal can acquire target orientations 180°, 195°, 210°, 225°, 240°, 255°, 270°, 285°, 300°, 315°, 330°, 345°, 0° in the plurality of orientations.
- the plurality of target orientations are the azimuth scales in the target horizontal strip scale, and the target horizontal strip scales can be as shown in FIG. 7. It should be noted that in the embodiment of the present application, 0° coincides with 360°, and when the 0° or 360° is displayed, only 0° is shown as an example for description.
- the above steps 202 and 203 are actually a process of acquiring a target horizontal bar scale according to the orientation orientation of the virtual object in the virtual scene, the target horizontal bar scale includes a plurality of orientations centered on the orientation orientation, and the terminal according to the virtual The object is oriented adjacent to the orientation, and the target horizontal bar scale is generated, and the target horizontal bar scale can be displayed subsequently, so that the user can understand the position of the virtual object in the virtual scene through the target horizontal bar ruler. And the orientation of the surrounding environment of the virtual object relative to the virtual object, that is, the orientation of the virtual scene.
- the terminal displays the target horizontal bar scale on the visual field screen of the virtual object.
- the terminal obtains the target horizontal bar scale, and displays the target horizontal bar scale in the visual field of the virtual object to display the orientation of the virtual scene, so that when the virtual object moves in the virtual scene The moving direction is determined, the position of the virtual object in the virtual scene is determined, and the display efficiency and reference of the virtual scene are improved.
- the view screen of the virtual object is part or all of the virtual scene observed through the perspective of the virtual object.
- the display position of the target horizontal bar scale can be targeted in the terminal, and the terminal can display the target horizontal bar scale on the target display position of the visual field of the virtual object.
- the target display position may be preset by a related technical person, or may be adjusted by the user according to the usage habits of the user.
- the target display position may be an upper area of the visual field of the virtual object, which is not specifically limited in this embodiment of the present application. .
- the terminal may further display, in the view screen of the virtual object, an orientation name of each orientation in the target horizontal bar scale.
- the terminal may acquire an azimuth name of a target azimuth corresponding to an azimuth scale in the target horizontal bar scale, and display an azimuth name of each target azimuth on the corresponding azimuth scale.
- the terminal may further display the orientation information of the orientation direction within the target range of the virtual object to indicate which orientation the virtual object is currently oriented.
- the target range may be an upper area of the orientation, or may be a lower area of the orientation, or may be an area where the orientation is located, which is not limited in this embodiment of the present application.
- the orientation information of the orientation may be text information, icon information, or special effect information, which is not specifically limited in the embodiment of the present application.
- the prompt information can be an arrow icon.
- the position name can be a degree of the orientation, for example, 240 or 240 can be displayed at azimuth 240°.
- the orientation name may also be north, northeast, east, southeast, south, southwest, west, and northwest, which can more realistically simulate the orientation in the real scene. For example, taking the north direction as the orientation and the target rotation direction as the clockwise direction, the orientation names of 0°, 45°, 90°, 135°, 180°, 225°, 270°, and 315° can be set separately. It is north, northeast, east, southeast, south, southwest, west, and northwest.
- the orientations are 180°, 195°, 210°, 225°, 240°, 255°, 270°, 285°, 300°, 315. °, 330°, 345°, 0° (360°)
- the orientation name displayed in the target horizontal bar scale may be south, 195, 210, southwest, 240, 255, West, 285, 300, Northwest, 330, 345, North.
- the terminal may further display the target horizontal bar scale in the visual field of the virtual object according to the target transparency, thereby avoiding excessive occlusion of the virtual scene.
- the target transparency may be preset by a related technical person, or may be adjusted by the user according to the usage habits of the user, which is not specifically limited in the embodiment of the present application.
- the target transparency can be 50% or 75%.
- the target horizontal bar scale may include an adjacent partial orientation of the orientation orientation of the virtual object in the horizontal direction, and the terminal may also display the target horizontal bar scale for the undisplayed orientation.
- the positional relationship between the adjacent orientation of the displayed orientation and the virtual object may be "left rear" and "right rear".
- the terminal may display the target horizontal bar scale in an upper area of the visual field of the virtual object, and display a plurality of orientation names of the target orientation in the target horizontal ruler.
- the left side of the strip ruler can be displayed with a left rear and a right rear.
- An arrow icon can be displayed above the orientation west (270) of the virtual object, and the user can know the current virtual object front direction through the target horizontal bar ruler.
- the orientation is west, the orientation between the south (180) and the west (270) is on the left side of the virtual object, and the orientation between the west (270) and the north (0 or 360) is on the right side of the virtual object, south left
- the orientation of the side is the left rear of the virtual object
- the orientation of the north right is the right rear of the virtual object.
- the actual interface is as shown in FIG.
- the target horizontal bar scale is centered on the orientation direction of the virtual object, when the orientation orientation of the virtual object changes, the target horizontal bar scale also changes. Specifically, the orientation of the virtual object is generally changed by adjusting the angle of view of the virtual scene. Accordingly, the target horizontal bar scale changes according to the change in the angle of view of the virtual scene.
- the terminal may adjust the viewing angle of the virtual scene according to the viewing angle adjustment operation.
- the terminal detects that the orientation orientation of the virtual object changes, and the terminal may perform the above steps 201 to 204 to acquire a new orientation orientation of the virtual object, and acquire and display the adjusted target horizontal strip scale according to the new orientation orientation.
- the foreground image of the next frame may be acquired according to the previous frame and the detected touch operation, and each frame is the perspective of the current virtual scene. A scene that can be observed. Among them, the frame refers to a still picture.
- the terminal may calculate the orientation orientation of the virtual object of the next frame according to the orientation orientation of the virtual object in the previous frame and the detected viewing angle adjustment, and obtain the target horizontal direction according to the orientation orientation of the next frame.
- the strip ruler can change the target horizontal bar scale as the angle of view adjustment operation is performed.
- the target bar ruler is displayed, the user can observe that the target bar ruler is smoothly dragged with the angle adjustment operation. The effect, until the angle of view no longer changes, the target bar-shaped ruler no longer changes, at this time, the center of the target bar-shaped ruler is still the orientation of the virtual object.
- the drag speed displayed by the target horizontal bar scale is positively correlated with the operation speed of the angle adjustment operation. The higher the speed of operation, the greater the drag speed.
- the viewing angle adjustment operation is an example of a sliding operation, and the operation speed may refer to a sliding distance of a sliding operation per unit time.
- the terminal in an electronic game scene, can record the face orientation of the player in real time, that is, the terminal can record the orientation of the virtual object in real time, and the terminal can calculate the angle between the facing direction and the set direction. That is, the terminal can acquire the orientation orientation of the virtual object, for example, (eg), the set orientation is north.
- the terminal may establish a direction ruler with the angle corresponding to the angle as the center of the horizontal direction coordinate, and the ruler is an interval of every 15 degrees.
- the angle corresponding to the angle is the orientation of the virtual object
- the direction scale is the target horizontal bar scale
- 15 degrees is the target angle interval.
- the terminal can display the direction ruler and determine whether the player moves the angle of view.
- the terminal can keep the direction ruler unchanged; if yes, the terminal can record the angle of the new direction position and smoothly according to the moving direction of the angle of view Drag the ruler until the center point of the ruler is again the angle. That is, the above-mentioned target horizontal bar scale changes depending on the change in the angle of view.
- the terminal When detecting the destination location, the terminal acquires an orientation of the destination location relative to the virtual object, where the destination location is a location identifier of the global map, or the destination location is a location of the target area.
- the location identifier may be an identifier of the selected location in the global map, the selected location may be selected by the user of the terminal in the global map, or may be selected by the other user in the global map and passed through the server
- the selected location is sent to the terminal, which is not limited in this embodiment of the present application.
- the selected position can be selected by a selected operation.
- the selected operation may be an operation triggered by a touch event of a user's finger, or an operation triggered by a click event of a mouse or other input device.
- the target area may be an area selected by the user or an area of the target in the virtual scene, which is not limited in this embodiment of the present application.
- the destination location may be a location point marked by the user or teammate in the global map, the location point may be displayed in the global map as the identifier of the marked user, or in some shooting games,
- the target area may be a security area, which is an area in the virtual scene, and the health index of the virtual object in the security area is better, and if the security area is outside, the health index of the virtual object is more and more Poor, when the virtual object's health index drops to zero, the virtual object will be eliminated.
- the terminal may acquire the orientation of the target location relative to the virtual object, and display the orientation of the destination location, so as to more accurately determine the moving direction when the virtual object moves to the destination location, and improve Display efficiency and reference of virtual scenes.
- the terminal may obtain a connection direction between the target location and the virtual object, and use the connection direction as a target direction to acquire a horizontal angle between the target direction and the target direction line, and the horizontal angle is That is, the orientation of the destination location relative to the virtual object.
- the terminal may acquire the coordinates of the destination location and the coordinates of the virtual object, and take the connection direction of the two coordinates as the target direction to obtain the horizontal clamp.
- the terminal may acquire the coordinates of the center point of the target area and the coordinates of the virtual object, and take the connection direction of the two coordinates as the target direction to obtain the horizontal angle.
- the destination location is the location of the location identifier in the global map
- the target direction is the location where the virtual object points to the location identifier.
- the destination location is the location of the target area
- the target direction is a virtual object pointing to the center point of the target area.
- the terminal displays the prompt information of the destination location within the target range of the orientation in the target horizontal bar scale.
- the terminal may determine whether the orientation is in the orientation included by the target horizontal bar scale, and if so, the terminal may also target the target in the target horizontal bar scale. Inside, the prompt information is displayed; if not, the terminal does not need to display the prompt information of the destination location. By prompting the orientation of the destination location, the terminal can make the user more intuitively and accurately understand the positional relationship between the destination location and the virtual object, and improve the display efficiency and reference of the virtual scene.
- the target range may be a peripheral area of the orientation, for example, may be an upper area of the orientation, or may be a lower area of the orientation.
- the prompt information of the destination location may be text information, icon information, or special effect information.
- the prompt information of the destination location may also be different. That is, the prompt information of the destination location corresponds to the type of the destination location.
- the prompt information may be an icon of a water drop shape; when the destination location is the location of the target area, the prompt information may be text information.
- the prompt information may be other types of information.
- the prompt information of the target range and the destination location may also be set by the user according to the usage habits of the user. The specific location and the specific form of the prompt information are not limited.
- different virtual objects may also be preset with different identifiers.
- the style of the location identifier and the prompt information of the destination location may be Corresponds to the identifier of the selected operation performer of the location identifier.
- different virtual objects may correspond to different colors, and the color of the location identification color and the destination location may correspond to the virtual object.
- the color corresponding to a virtual object is yellow.
- the display color of the location identifier in the global map may be yellow, and the color of the prompt information of the destination location may also be yellow.
- different virtual objects may correspond to different numbers.
- the number corresponding to a virtual object is 1.
- the display style of the location identifier in the global map may be 1.
- the display style of the prompt information of the above destination position may also be 1.
- the identifier may be a color, a number, or an icon shape or a special effect. The embodiment of the present application does not limit this.
- the terminal may further perform the above steps 205 to 206 to display the plurality of destinations in the view frame of the virtual object.
- the plurality of destination locations may be differentiated according to the above-mentioned styles. Of course, the plurality of destination locations may not be differentiated, and the embodiment of the present application does not specifically limit this.
- the terminal when displaying the prompt information of the destination location, may further acquire a distance between the destination location and the virtual object; and display the distance in the target range of the orientation in the target horizontal bar scale .
- the user can know the orientation of the destination location and the distance between the destination location and the virtual object, so that the user can know the orientation of the destination location and how far the destination location is based on the display information, so that the user can display the information according to the above information. Control the virtual object to move, which can improve the display efficiency and reference of the virtual scene.
- the user can see the virtual scene through the view screen displayed by the terminal, and obtain the current orientation of the virtual object through the target horizontal bar ruler, and learn the orientation of other destination locations or surrounding environments.
- the user can also know the destination location selected by other users, and communicate with others the orientation of a certain location relative to himself, so that others can estimate the location based on the orientation of the user. Relative to the position of the user, the position information or position sharing in the game is realized, so that the orientation expressed by the user is clearer and the user experience is effectively improved.
- the terminal detects three destination positions, the orientation of the first destination location relative to the virtual object is southwest (225), and the orientation of the second destination location relative to the virtual object is 75, the third destination location.
- the orientation relative to the virtual object is 345.
- the first destination location and the second destination location are locations of the location identifier in the global map, and the third destination location is the location of the target area.
- the target horizontal bar scale includes an orientation of 180 to 360 (0)
- the azimuth southwest and 345 includes the target horizontal bar scale
- the terminal can display the position in a target range (eg, upper) of the southwest orientation.
- the prompt information of the identifier displays the prompt information of the target area in the target range of the orientation 345 (for example, below), and the orientation 75 is not in the target horizontal bar scale, and the terminal does not display the corresponding prompt information in the view screen, in a specific
- the actual display effect is shown in FIG.
- the terminal may display a target horizontal bar scale on the top of the view screen, and indicate, by an arrow icon, that the orientation direction of the virtual object is west, and the location identifier is displayed above the southwest of the azimuth.
- the information displays the prompt information of the target area below the orientation 345 and displays the distance of the target area.
- the actual interface map may be as shown in FIG. 16.
- the terminal may perform the above steps when the destination location is updated. 205 and step 206, updating the prompt information of the destination position in the visual field screen of the virtual object.
- the terminal can also calculate each time through real-time calculation. The method of displaying the view screen of the frame does not change the prompt information of the destination position and the corresponding orientation, but moves as the target horizontal bar scale is smoothly dragged.
- the terminal can record the face direction of the player in real time, and then calculate the angle between the face direction and the set direction, and establish the direction with the corresponding degree as the center of the horizontal direction coordinate.
- the scale, the scale is an interval of every 15 degrees, and the above steps are the same as the steps in FIG.
- the terminal can calculate the angle between the punctuation point and the player, that is, the step of obtaining the orientation of the target position relative to the virtual object, and the terminal can determine whether the punctuation angle is Within the displayable range, if not, the terminal temporarily does not display the punctuation, and if so, the terminal displays a point at the corresponding angle.
- the terminal determines whether the orientation of the target position relative to the virtual object is in the target horizontal bar scale. If not, the terminal does not display the prompt information in the view screen, and if so, the terminal displays the prompt information on the corresponding orientation.
- the terminal can wait for the player to perform any movement or viewing angle operation, and when the operation is detected, the above-mentioned angle calculation can be performed to determine whether to display the operation.
- the terminal can also provide a viewing angle adjustment operation mode: adjusting the viewing angle by performing a toggle operation on the target horizontal bar scale to improve the convenience of operation and flexibility.
- a toggle operation on the target horizontal bar scale to improve the convenience of operation and flexibility.
- the terminal continuously adjusts the angle of view according to the toggle operation.
- the plucking operation may be substantially a sliding operation, and the sliding operation is applied to the position of the target horizontal bar scale for displacing the target horizontal bar scale so that the center of the target horizontal bar scale is displayed. Other orientations.
- the terminal can adjust the angle of view according to the change of the orientation corresponding to the toggle operation, that is, determine the angle change of the angle of view according to the angle change, so that the orientation orientation of the adjusted virtual object and the center of the target horizontal bar scale
- the displayed orientation corresponds.
- the viewing angle adjustment speed is positively correlated with the toggle speed of the toggle operation, and the larger the toggle speed, the larger the viewing angle adjustment speed.
- the angle of view adjustment angle is positively correlated with the toggle distance of the toggle operation, that is, the amount of orientation change corresponding to the toggle operation is positively correlated. The larger the dialing distance, the larger the amount of change in the azimuth, and the larger the viewing angle adjustment angle. It should be noted that, during the duration of the above-mentioned toggle operation, the terminal continuously adjusts the viewing angle according to the toggle operation to ensure the orientation orientation of the virtual object in each frame and the orientation displayed in the center of the target horizontal bar scale. correspond.
- the terminal calculates that the orientation of the center of the target frame of the next frame is 265, and adjusts the angle of view so that the orientation of the virtual object is 265. .
- the toggle operation is still continued, and the terminal calculates that the orientation of the center of the target horizontal bar scale in the next frame of the next frame is 256, that is, the arrow icon is displayed at a position corresponding to the middle orientation 256 of the orientation 240 and 265. Then, the terminal adjusts the angle of view so that the orientation of the virtual object is 256, and the terminal stops adjusting the angle of view until the toggle operation ends.
- the terminal cancels the display of the prompt information of the destination location within the target range of the location of the target horizontal bar scale.
- the user can perform the location identifier deletion operation on the global map.
- the terminal may delete the location identifier in the global map.
- the target cross-image in the previous view screen is The prompt information displayed in the target range of the corresponding orientation in the strip ruler is canceled.
- a target horizontal bar scale is generated, and the target horizontal bar is displayed on the visual field of the virtual object.
- the ruler displays the orientation of the virtual scene subject to the virtual object, improves the display efficiency of the virtual scene, and provides an orientation reference for the virtual object, thereby improving the reference of the display information of the virtual scene.
- the embodiment of the present application further displays the prompt information of the destination location by acquiring the orientation of the target location relative to the virtual object, and displays the prompt information of the destination location within the target range of the orientation, thereby displaying the destination location and the virtuality more intuitively and accurately.
- the positional relationship of the object improves the display efficiency and reference of the virtual scene.
- the embodiment of the present application further provides an operation mode for adjusting the viewing angle by the toggle operation of the target horizontal bar scale, thereby improving the convenience and flexibility of the operation.
- FIG. 18 is a schematic structural diagram of an azimuth display device in a virtual scene according to an embodiment of the present disclosure.
- the device includes:
- An obtaining module 1801, configured to acquire a orientation orientation of the virtual object in the virtual scene
- the acquiring module 1801 is further configured to acquire a plurality of orientations that are less than or equal to a target angle with the orientation orientation, where the plurality of orientations include a first orientation and a second orientation, the first orientation and the orientation orientation are at a target rotation An angle is included in the direction, the second orientation and the orientation orientation have an angle in a reverse direction of the target rotation direction, and the target rotation direction is a clockwise direction or a counterclockwise direction;
- the acquiring module 1801 is further configured to symmetrically distribute the first orientation and the second orientation of the plurality of orientations on both sides of the orientation orientation centering on the orientation orientation, to obtain a target horizontal bar scale, the orientation orientation Multiple orientations in each side are distributed in order from small to large;
- the display module 1802 is configured to display the target horizontal bar scale in the view screen of the virtual object.
- the obtaining module 1801 is further configured to:
- the plurality of orientations including a first orientation and a second orientation, the first orientation and the orientation orientation having an angle in a target rotation direction, the first orientation
- the two orientations and the orientation direction have an angle in a reverse direction of the target rotation direction, and the target rotation direction is a clockwise direction or a counterclockwise direction;
- the first orientation and the second orientation of the plurality of orientations are symmetrically distributed on both sides of the orientation orientation to obtain a target horizontal strip scale, and the plurality of orientations in each side of the orientation orientation are The angles are distributed from small to large.
- the obtaining module 1801 is further configured to:
- the plurality of target orientations are used as azimuth scales of the plurality of orientations to obtain a target horizontal strip scale.
- the display module 1802 is further configured to display, in a view screen of the virtual object, an orientation name of each orientation in the target horizontal bar scale.
- the display module 1802 is further configured to display the target horizontal bar scale in the visual field of the virtual object according to the target transparency.
- the display module 1802 is further configured to display a positional relationship between an adjacent orientation of the displayed orientation in the target horizontal bar scale and the virtual object.
- the acquiring module 1801 is further configured to: when detecting a destination location, acquire an orientation of the destination location relative to the virtual object, where the destination location is a location identifier of the global map, or The destination location is the location of the target area;
- the display module 1802 is further configured to: when the target horizontal bar scale includes the orientation of the target position relative to the virtual object, display a prompt of the destination location within the target range of the target in the target horizontal bar scale information.
- the obtaining module 1801 is further configured to acquire a distance between the destination location and the virtual object.
- the display module 1802 is further configured to display the distance within the target range of the orientation in the target horizontal bar scale.
- the display module 1802 is further configured to: when detecting that the destination location is deleted, cancel the display of the prompt information of the destination location within the target range of the location of the target horizontal bar scale .
- the target horizontal bar scale changes according to a change in the viewing angle of the virtual scene.
- the device further includes:
- the angle of view adjustment module is configured to continuously adjust the angle of view according to the toggle operation when the toggle operation of the target horizontal bar scale is detected.
- the device provided by the embodiment of the present application acquires a plurality of orientations centered on the orientation orientation according to the orientation orientation of the virtual object, and generates a target horizontal bar scale, and displays the target in the visual field of the virtual object.
- the horizontal bar scale displays the orientation of the virtual scene subject to the virtual object, improves the display efficiency of the virtual scene, and provides an orientation reference for the virtual object, thereby improving the reference of the display information of the virtual scene.
- the orientation display device in the virtual scene provided by the foregoing embodiment displays the orientation in the virtual scene
- only the division of each functional module is used as an example.
- the function may be allocated according to requirements. Different functional modules are completed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
- the azimuth display device in the virtual scene provided by the foregoing embodiment is the same as the embodiment of the method for displaying the azimuth in the virtual scene. The specific implementation process is described in detail in the method embodiment, and details are not described herein again.
- FIG. 19 is a schematic structural diagram of an electronic device 1900 according to an embodiment of the present disclosure.
- the electronic device 1900 may have a large difference due to different configurations or performances, and may include one or more central processing units (CPUs). 1901 and one or more memories 1902, wherein the memory 1902 stores at least one instruction loaded by the processor 1901 and executed to implement the azimuth display method in the virtual scene provided by the foregoing method embodiments.
- the method can include the following steps:
- an orientation of the virtual object in the virtual scene acquiring a plurality of orientations that are less than or equal to the target angle, the plurality of orientations including the first orientation and the second orientation, the first orientation and the orientation Having an angle in a direction of rotation of the target, the second orientation having an angle with the orientation direction in a direction opposite to the direction of rotation of the target, the target rotation direction being a clockwise direction or a counterclockwise direction;
- the first orientation and the second orientation of the plurality of orientations are symmetrically distributed on both sides of the orientation direction to obtain a target horizontal strip scale, and the plurality of orientations in each side of the orientation direction are in descending order of the angle Distribution; the target horizontal bar scale is displayed in the view screen of the virtual object.
- the instruction is loaded and executed by the processor 1901 to implement a method step of acquiring a plurality of target orientations of the plurality of orientations, the angular interval of the plurality of target orientations being a target angular interval; A plurality of target orientations are used as azimuth scales of the plurality of orientations to obtain a target horizontal bar scale.
- the instruction is loaded by the processor 1901 and performs a method step of displaying an orientation name for each orientation in the target horizontal bar scale in the field of view of the virtual object.
- the instruction is loaded by the processor 1901 and performs a method step of displaying the target horizontal bar scale in the field of view of the virtual object in accordance with the target transparency.
- the instructions are loaded by the processor 1901 and perform a method step of displaying a positional relationship between adjacent orientations of the displayed orientations in the target horizontal bar scale and the virtual object.
- the instruction is loaded by the processor 1901 and performs a method step of: when detecting the destination location, obtaining an orientation of the destination location relative to the virtual object, the destination location being a location identifier in the global map The location, or the destination location is the location of the target area; when the target horizontal bar scale includes the orientation of the destination location relative to the virtual object, the target range of the orientation is displayed in the target horizontal bar scale Prompt information for the destination location.
- the instruction is loaded by the processor 1901 and performs a method step of: obtaining a distance between the destination location and the virtual object; displaying the distance in a target range of the orientation in the target horizontal bar scale .
- the instruction is loaded by the processor 1901 and performs a method step of canceling the target range of the orientation in the target horizontal bar when detecting that the destination location is deleted, The location of the prompt information is displayed.
- the target horizontal bar scale changes according to a change in the viewing angle of the virtual scene.
- the instruction is loaded by the processor 1901 and performs a method step of continuously adjusting the angle of view according to the toggle operation when a toggle operation on the target horizontal bar scale is detected.
- the electronic device 1900 can also have components such as a wired or wireless network interface, a keyboard, and an input/output interface for input and output.
- the electronic device 1900 can also include other components for implementing the functions of the device, and details are not described herein.
- a computer readable storage medium such as a memory comprising instructions executable by a processor in a terminal to perform an orientation display method in a virtual scene in the above-described embodiments.
- the computer readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-on memory (CD-ROM), Tapes, floppy disks, and optical data storage devices.
- the azimuth display method in the virtual scene may include the following steps: acquiring an orientation orientation of the virtual object in the virtual scene; acquiring a plurality of orientations that are less than or equal to the target angle by the orientation orientation, where the multiple orientations include a first orientation and a second orientation, the first orientation and the orientation orientation have an angle in a target rotation direction, and the second orientation has an angle with the orientation orientation in a reverse direction of the target rotation direction, and the target rotation direction is a clockwise direction or a counterclockwise direction; centering on the orientation direction, the first orientation and the second orientation of the plurality of orientations are symmetrically distributed on both sides of the orientation orientation to obtain a target transverse strip scale, the orientation orientation A plurality of orientations in each side are distributed in an order from small to large; in the field of view of the virtual object, the target horizontal bar scale is displayed.
- the instruction is loaded and executed by the processor 1901 to implement the following method steps: acquiring a plurality of target orientations of the plurality of orientations, the angular interval of the plurality of target orientations being a target angular interval;
- the plurality of target orientations are used as azimuth scales of the plurality of orientations to obtain a target horizontal strip scale.
- the instruction is loaded by the processor and the method step is performed: displaying, in the field of view of the virtual object, an orientation name of each orientation in the target horizontal bar scale.
- the instruction is loaded by the processor and performs a method step of displaying the target horizontal bar scale in the field of view of the virtual object in accordance with the target transparency.
- the instructions are loaded by the processor and perform a method step of displaying a positional relationship between adjacent orientations of the orientations displayed in the target horizontal bar scale and the virtual object.
- the instruction is loaded by the processor and performs a method step of: when detecting the destination location, obtaining an orientation of the destination location relative to the virtual object, where the destination location is a location identifier in the global map Or the destination location is the location of the target area; when the target horizontal bar scale includes the orientation of the destination location relative to the virtual object, the destination is displayed within the target range of the orientation in the target horizontal bar scale Location information.
- the instruction is loaded by the processor and performs a method step of: obtaining a distance of the destination location from the virtual object; displaying the distance within the target range of the orientation in the target horizontal bar scale.
- the instruction is loaded by the processor and the method step is performed: when detecting that the destination location is deleted, canceling the target range of the orientation in the target horizontal bar scale, the destination location The display of the prompt information.
- the target horizontal bar scale changes according to a change in the viewing angle of the virtual scene.
- the instruction is loaded by the processor and the method step is performed: when the toggle operation on the target horizontal bar scale is detected, the angle of view is continuously adjusted according to the toggle operation.
- the computer readable storage medium can be a read only memory, a magnetic or optical disk, or the like.
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Abstract
一种虚拟场景中的方位显示方法、电子装置及介质,其中方法包括:获取虚拟对象在虚拟场景中的朝向方位;获取与朝向方位的夹角小于或等于目标角度的多个方位;以朝向方位为中心,将多个方位中的第一方位和第二方位,对称分布于朝向方位两侧,得到目标横条形标尺;在虚拟对象的视野画面中,显示目标横条形标尺。
Description
本申请要求于2018年04月17日提交的申请号为2018103438374、发明名称为“虚拟场景中的方位显示方法、装置、电子装置及介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本申请涉及计算机技术领域,特别涉及一种虚拟场景中的方位显示方法、电子装置及介质。
随着计算机技术的发展以及终端功能的多样化,在终端上能够进行的电子游戏种类越来越多。在电子游戏中,通常会显示有虚拟对象和虚拟场景,用户可以通过操作控制虚拟对象在虚拟场景中移动。在多数场景中,用户需要知道虚拟对象在虚拟场景中的位置和目的地的位置,从而确定移动方向。
目前,在电子游戏中,终端通常是在屏幕中显示虚拟对象的坐标位置,当存在目的地时,还可以在屏幕中显示目的地的坐标位置,由用户根据这两个坐标位置判断如何控制虚拟对象到达目的地。上述电子游戏中,虚拟场景中方位的显示信息较少,用户只能通过终端提供的坐标位置,自行判断目的地相对于虚拟对象的方位,从而基于判断结果控制虚拟对象移动,显示效率低,显示信息的参考性低,因此,亟需一种虚拟场景中的方位显示方法,以提高虚拟场景的显示效率和参考性。
发明内容
本申请实施例提供了一种虚拟场景中的方位显示方法、电子装置及介质,可以提高虚拟场景的显示效率和参考性。所述技术方案如下:
一方面,提供了一种虚拟场景中的方位显示方法,应用于电子装置,所述方法包括:
获取虚拟对象在虚拟场景中的朝向方位;
获取与所述朝向方位的夹角小于或等于目标角度的多个方位,所述多个方位包括第一方位和第二方位,所述第一方位与所述朝向方位在目标旋转方向上有夹角,所述第二方位与所述朝向方位在所述目标旋转方向的反方向上有夹角,所述目标旋转方向为顺时针方向或逆时针方向;
以所述朝向方位为中心,将所述多个方位中的第一方位和第二方位,对称分布于所述朝向方位两侧,得到目标横条形标尺,所述朝向方位的每一侧中多个方位按照所述夹角从小到大的顺序分布;
在所述虚拟对象的视野画面中,显示所述目标横条形标尺。
一方面,提供了一种虚拟场景中的方位显示装置,所述装置包括:
获取模块,用于获取虚拟对象在虚拟场景中的朝向方位;
所述获取模块,还用于获取与所述朝向方位的夹角小于或等于目标角度的多个方位,所述多个方位包括第一方位和第二方位,所述第一方位与所述朝向方位在目标旋转方向上有夹角,所述第二方位与所述朝向方位在所述目标旋转方向的反方向上有夹角,所述目标旋转方向为顺时针方向或逆时针方向;
所述获取模块,还用于以所述朝向方位为中心,将所述多个方位中的第一方位和第二方位,对称分布于所述朝向方位两侧,得到目标横条形标尺,所述朝向方位的每一侧中多个方位按照所述夹角从小到大的顺序分布;
显示模块,用于在所述虚拟对象的视野画面中,显示所述目标横条形标尺。
一方面,提供了一种电子装置,所述电子装置包括:处理器;用于存放计算机程序的存储器;其中,所述处理器用于执行存储器上所存放的计算机程序,实现所述虚拟场景中的方位显示方法的方法步骤。
一方面,提供了一种计算机可读存储介质,所述计算机可读存储介质内存储有计算机程序,所述计算机程序被处理器执行时实现所述虚拟场景中的方位显示方法的方法步骤。
本申请实施例通过获取虚拟对象的朝向方位,然后根据该朝向方位,获取以该朝向方位为中心的多个方位,生成目标横条形标尺,在虚拟对象的视野画面中显示该目标横条形标尺,对以该虚拟对象为准的虚拟场景的方位情况进行显示,提高了虚拟场景的显示效率,并为该虚拟对象提供了方位参考,提高了虚拟场景的显示信息的参考性。
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例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申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本申请实施例提供的一种终端界面示意图;
图2是本申请实施例提供的一种虚拟场景中的方位显示方法流程图;
图3是本申请实施例提供的一种朝向方位获取方法示意图;
图4是本申请实施例提供的一种以朝向方位为中心的多个方位的获取方法示意图;
图5是本申请实施例提供的一种目标横条形标尺的示意图;
图6是本申请实施例提供的一种圆形常规视角的标尺的示意图;
图7是本申请实施例提供的一种目标横条形标尺的示意图;
图8是本申请实施例提供的一种终端界面示意图;
图9是本申请实施例提供的一种终端实际界面图;
图10是本申请实施例提供的一种虚拟场景中的方位显示方法流程图;
图11是本申请实施例提供的一种目的位置相对于虚拟对象的方位获取方法示意图;
图12是本申请实施例提供的一种目的位置相对于虚拟对象的方位获取方法示意图;
图13是本申请实施例提供的一种目标横条形标尺的示意图;
图14是本申请实施例提供的一种目标横条形标尺的显示效果示意图;
图15是本申请实施例提供的一种终端界面示意图;
图16是本申请实施例提供的一种终端实际界面图;
图17是本申请实施例提供的一种虚拟场景中的方位显示方法流程图;
图18是本申请实施例提供的一种虚拟场景中的方位显示装置的结构示意图;
图19是本申请实施例提供的一种电子装置1900的结构示意图。
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
本申请实施例主要涉及电子游戏或者模拟训练场景,以电子游戏场景为例,用户可以提前在该终端上进行操作,该终端检测到用户的操作后,可以下载电子游戏的游戏配置文件,该游戏配置文件可以包括该电子游戏的应用程序、界面显示数据或虚拟场景数据等,以使得该用户在该终端上登录电子游戏时可以调用该游戏配置文件,对电子游戏界面进行渲染显示。用户可以在终端上进行触控操作,该终端检测到触控操作后,可以确定该触控操作所对应的游戏数据,并对该游戏数据进行渲染显示,该游戏数据可以包括虚拟场景数据、该虚拟场景中虚拟对象的行为数据等。
本申请实施例涉及到的虚拟场景可以用于模拟一个三维虚拟空间,也可以用于模拟一个二维虚拟空间,该三维虚拟空间或二维虚拟空间可以是一个开放空间。该虚拟场景可以用于模拟现实中的真实环境,例如,该虚拟场景中可以包括天空、陆地、海洋等,该陆地可以包括沙漠、城市等环境元素,用户可以控制虚拟对象在该虚拟场景中进行移动,该虚拟对象可以是该虚拟场景中的一个虚拟的用于代表用户的虚拟形象,也可以是虚拟场景中的一个虚拟的用于代表与该用户具有关联关系的生物的虚拟对象,例如,用户的宠物等,该虚拟形象可以是任一种形态,例如,人、动物等,本申请实施例对此不限定。该虚拟场景中可以包括多个虚拟对象,每个虚拟对象在虚拟场景中具有自身的形状和体积,占据虚拟场景中的一部分空间。
以射击类游戏为例,用户可以控制虚拟对象在该虚拟场景的天空中自由下落、滑翔或者打开降落伞进行下落等,在陆地上中跑动、跳动、爬行、弯腰前行等,也可以控制虚拟对象在海洋中游泳、漂浮或者下潜等,当然,用户也可以控制虚拟对象乘坐载具在该虚拟场景中进行移动,在此仅以上述场景进行举例说明,本申请实施例对此不作具体限定。用户也可以控制虚拟对象通过兵器与其他虚拟对象进行战斗,该兵器可以是冷兵器,也可以是热兵器,本申请实施例对此不作具体限定。
终端在对上述虚拟场景进行渲染显示时,可以全屏显示该虚拟场景,终端还可以在当前显示界面显示虚拟场景的同时,在该当前显示界面的第一目标区域独立显示全局地图,在一种可能实现方式中,终端也可以在检测到对目标按钮的点击操作时,才对该全局地图进行显示。其中,该全局地图用于显示该虚拟场景的缩略图,该缩略图用于描述该虚拟场景的地形、地貌、地理位置等地理特征。当然,终端还可以在当前显示界面显示当前虚拟对象周边一定距离内的虚拟场景的缩略图,在检测到对该全局地图的点击操作时,在终端当前显示界面的第二目标区域显示整体虚拟场景的缩略图,这样用户不仅可以查看其周围的虚拟场景,也可以查看整体虚拟场景。终端在检测到对该完整缩略图的缩放操作时,也可以对完整缩略图进行缩放显示。该第一目标区域和第二目标区域的具体显示位置和形状可以根据用户操作习惯来设定。
例如,该第一目标区域可以为该当前显示界面右上角、右下角、左上角或左下角的矩形区域等,该第二目标区域可以为当前显示界面的右边或者左边的正方形区域,这样可以避免对虚拟场景造成过多的遮挡。当然,该第一目标区域和第二目标区域也可以是圆形区域或其他形状的区域,本申请实施例对该目标区域的具体显示位置和形状不作限定。例如,如图1所示,终端在当前显示界面显示虚拟场景,在该虚拟场景中显示有虚拟对象、建筑物,在当前显示界面的左上角显示有全局地图。
需要说明的是,在一种可能实现方式中,该虚拟对象为用户的一个虚拟化身,以第一人称视角为例,用户看到的虚拟场景通常是通过该虚拟对象的视角观察到的虚拟场景,且现实中人在移动时通常视角为人的前方。该虚拟对象的视角即为虚拟场景的视角,且该虚拟场景的视角方向可以为该虚拟对象的朝向方向。对于虚拟场景的视角,终端可以根据不同的视角显示同一个虚拟场景中不同的角度所对应的区域。上述仅以第一人称视角为例进行说明,该虚拟场景还可以为通过其他视角观察到的区域。例如,可以通过第三人称视角观察虚拟场景,该视角的方向可以与该虚拟对象的视角方向平行,该第三人称视角可以用于体现通过该虚拟对象的视角之外的对虚拟场景进行观察的客观视角,本申请实施例在此不做赘述。
在一种可能实现方式中,用户还可以在终端上进行视角调整操作来调整视角,当终端检测到视角调整操作时,终端可以根据该视角调整操作对视角进行调整。该视角调整操作可以为滑动操作或点击操作,以该视角调整操作为滑动操作为例,用户可以在终端屏幕上进行滑动操作,当终端检测到该滑动操作时,可以根据该滑动操作的滑动方向,对视角进行调整,使得该视角的移动方向与该滑动方向相同。可选地,该视角移动的角度可以与该滑动操作的滑动距离正相关,滑动距离越大,视角移动的角度越大。
在一种可能实现方式中,还可以设置一种虚拟摇杆区域,该虚拟摇杆区域与用于对虚拟对象进行移动控制的虚拟摇杆区域不同,该虚拟摇杆区域用于检测该用户的触控操作,以实现对视角的调整步骤。当终端检测到该虚拟摇杆区域内的触控操作时,根据该虚拟摇杆区域内的触控操作的结束点与该虚拟摇杆区域的原点的相对位置,确定该触控操作所对应的视角调整方向以及调整角度。可选地,该触控操作的结束点相对于该虚拟摇杆区域的原点的方向与视角调整方向相同,该触控操作的结束点与该虚拟摇杆区域的原点之间的距离与视角调整角度正相关。该距离越大,视角调整角度越大。
图2是本申请实施例提供的一种虚拟场景中的方位显示方法流程图,该方法应用于电子装置中,该电子装置可以为终端,也可以为服务器,本申请实施例对此不作限定,在本申请实施例中仅以该电子装置为终端为例进行说明。参见图2,该虚拟场景中的方位显示方法包括以下步骤:
201、终端获取虚拟对象在虚拟场景中的朝向方位。
当前虚拟场景的视角即为虚拟对象的视角,在对终端当前显示的虚拟场景进行方位显示时,可以先获取虚拟对象在虚拟场景中的朝向方位,以便于以该虚拟对象的朝向方位为准,对该虚拟对象的视野范围中的其它方位进行显示。
其中,虚拟对象的朝向是指该虚拟对象的面朝方向,在本申请实施例中,该虚拟对象的朝向是指该虚拟对象的面朝方向在三维坐标系中的水平方向上的投影方向。例如,如果虚拟对象在虚拟场景中为站立、下蹲、跳跃或漂浮等姿势,该虚拟对象的朝向是指该虚拟对象的正前方。如果虚拟对象在虚拟场景中为趴下、游泳或飞行等姿势,该虚拟对象的朝向是指从 该虚拟对象的脚指向该虚拟对象的头的方向在三维坐标系中的水平方向上的投影方向。当然,如果该虚拟场景用于模拟二维虚拟空间,该虚拟对象的朝向还可以是指该虚拟对象的面朝方向,在本申请实施例中仅以该虚拟场景为三维虚拟场景为例进行说明,本申请实施例对此不作具体限定。
该虚拟对象的朝向方位即是指该虚拟对象的面朝方向在水平方向上的方向位置。在一种可能实现方式中,该虚拟对象在虚拟场景中的朝向方位可以用该虚拟对象的姿态角中的偏航角表示,该偏航角可以是该虚拟对象的中心为原点的目标笛卡尔坐标系中的yaw坐标,该yaw是指偏航,该yaw坐标范围可以为0°至360°,当然该yaw坐标范围也可以为-180°至180°,该目标笛卡尔坐标系为一个三维坐标系,本申请实施例对该偏航角的坐标范围表示不作具体限定。上述偏航角也即是方位角,该方位角可以是从某原点的目标方向依目标旋转方向旋转至目标方向线间的水平夹角,也即是一个旋转角。在一种可能实现方式中,该方位角可以是从某点的指北方向起依顺时针方向至目标方向线间的水平夹角,从而可以更真实地模拟现实场景。当然,上述目标旋转方向也可以是逆时针方向,本申请实施例对此不作具体限定。
相应地,可以预先在虚拟场景中设置有目标方向和目标旋转方向,终端在执行该步骤201时,可以将该虚拟对象的朝向作为目标方向,获取以该虚拟对象作为原点,从虚拟场景中的目标方向依目标旋转方向至该目标方向线间的水平夹角,该水平夹角即为该虚拟对象在虚拟场景中的朝向方位。
例如,在电子游戏场景或模拟场景中,以该虚拟场景的全局地图中的正上方作为目标方向,该目标方向可以为北方,目标旋转方向为顺时针为例,如图3所示,以俯瞰方向为观察视角,以圆点代表虚拟对象,可以将θ作为该虚拟对象的朝向方位,例如,该θ为240°,则该虚拟对象的朝向方位即为240°。
202、终端获取与该朝向方位的夹角小于或等于目标角度的多个方位,该多个方位包括第一方位和第二方位。
其中,该第一方位与该朝向方位在目标旋转方向上有夹角,该第二方位与该朝向方位在目标旋转方向的反方向上有夹角,该目标旋转方向为顺时针方向或逆时针方向。该目标角度可以由相关技术人员预先设置,例如,该目标角度可以为90°,也可以为60°,该目标角度的取值范围可以为0°至180°,相关技术人员可以根据需求,从该取值范围内选取任一个数值作为该目标角度,本申请实施例对该目标角度的取值不作具体限定。
终端在获取到虚拟对象的朝向方位后,可以以该朝向方位为准,获取该朝向方位相邻的多个方位,以便于对该虚拟对象为准,提供当前虚拟场景的方位情况,当然,该多个方位也可以是全部方位,具体获取多少方位可以由上述目标角度确定,本申请实施例对此不作具体限定。在一种可能实现方式中,终端在获取该朝向方位相邻的方位时,可以根据各个方位与该朝向方位的夹角与目标角度的大小关系,确定获取哪些方位。由于该夹角并非上述方位角,不具有方向,终端在获取该多个方位时,可以根据该方位与朝向方位的夹角在该朝向方位的目标旋转方向还是目标旋转方向的反方向上进行划分,得到第一方位和第二方位。
例如,如图4所示,以该目标角度为90°,目标旋转方向为顺时针方向为例,该方位a与方位b与虚拟对象的朝向方位的夹角均等于目标角度,终端可以获取从该方位b依顺时针方向旋转至方位a经过的多个方位,该多个方位也包括方位a和方位b。其中,在该朝向方位与方位a之间的方位为第一方位,第一方位与朝向方位在顺时针方向上有夹角,该朝向方位与方位b之间的方位为第二方位,第二方位与朝向方位在逆时针方向上有夹角。也可以认为: 从该虚拟对象的朝向方位依顺时针方向旋转至方位a经过的多个方位为第一方位,从方位b依顺时针方向旋转至虚拟对象的朝向方位经过的多个方位为第二方位。如果该虚拟对象的朝向方位为240°,则该方位a为330°,该方位b为150°,该多个方位为150°至330°,其中,第一方位为240°至330°,第二方位为150°至240°。
203、终端以该朝向方位为中心,将该多个方位中的第一方位和第二方位,对称分布于该朝向方位两侧,得到目标横条形标尺,该朝向方位的每一侧中多个方位按照该夹角从小到大的顺序分布。
在本申请实施例中,可以将获取到的多个方位采用一定的组织方式进行组织,使得各个方位与虚拟对象的关系更直观,从而更直观、更准确地表示该虚拟对象在虚拟场景中的位置情况以及该虚拟场景的方位情况。具体地,终端可以基于获取到的方位,生成目标横条形标尺,以一种横条形标尺的形式来组织获取到的多个方位。
由于用户通过终端看到的虚拟场景是模拟通过虚拟对象的视角观察到的,可以将该虚拟对象的朝向方位设置于目标横条形标尺的中心,并将获取到的多个方位中的第一方位和第二方位对称分布于该朝向方位两侧,从而可以更真实模拟真实人物在该虚拟对象所在位置上时虚拟场景的方位情况。也即是将第一方位分布于该朝向方位的一侧,将第二方位分布于该朝向方位的另一侧。对于上述朝向方位的任一侧,该多个方位按照与该朝向方位的夹角从小到大的顺序分布。
具体地,目标横条形标尺的中心为朝向方位,第一方位和第二方位分别位于该朝向方位两侧。上述过程可以理解为:将该第一方位和第二方位投影在与图4所示的方位a或方位b水平的一条水平线上,该第一方位和第二方位则分布于该朝向方位的两侧,且每一侧均按照与该朝向方位的夹角从小到大的顺序分布。例如,如图5所示,仍以目标旋转方向为顺时针方向为例,该标尺的中心为该虚拟对象的朝向方位,该标尺的右侧为第一方位,标尺的左侧为第二方位。且与朝向方位的距离越大的第一方位和第二方位,与朝向方位的夹角越大。
需要说明的是,该横条形标尺的形式相比于图6所示的圆形常规视角的形式,该圆形常规视角能体现出从上向下俯瞰虚拟对象时的方位情况,而该横条形标尺则是以该虚拟对象的视角出发,在标尺上体现水平方向上的方位,更能真实模拟真实人物在该虚拟对象的位置上去观察虚拟场景的方位情况。
在一种可能实现方式中,在该目标横条形标尺中可以包括间隔为目标角度间隔的多个方位刻度。在一种可能实现方式中,还可以预先设置有多个目标方位,在该目标横条形标尺中以该多个目标方位作为方位刻度,这样可以方便该虚拟对象与其他虚拟对象可以通过该目标横条形标尺,针对该虚拟场景的方位情况进行沟通。具体地,终端可以获取该多个方位中的多个目标方位,该多个目标方位的角度间隔为目标角度间隔,终端可以将该多个目标方位作为该多个方位的方位刻度,得到目标横条形标尺。
其中,该目标方位和目标角度间隔可以由相关人员根据该虚拟场景的方位以及终端屏幕的尺寸预先设置。例如,该目标角度间隔可以是15°,该目标方位则可以是0°、15°、30°、……、345°。当然,该目标方位和目标角度间隔也可以是其它角度值,本申请实施例对该目标方位和目标角度间隔的具体取值不作限定。
例如,以该目标角度为90°,目标旋转方向为顺时针方向,目标角度间隔为15°为例,如果该虚拟对象的朝向方位为270°,终端获取到多个方位为180°至360°(0°)。终端可以获取该多个方位中的目标方位180°、195°、210°、225°、240°、255°、270°、285°、 300°、315°、330°、345°、0°。该多个目标方位即为目标横条形标尺中的方位刻度,该目标横条形标尺可以如图7所示。需要说明的是,在本申请实施例中,0°与360°重合,在对该0°或360°进行显示时,仅以显示0°为例进行说明。
上述步骤202和步骤203其实是根据虚拟对象在虚拟场景中的朝向方位,获取目标横条形标尺的过程,该目标横条形标尺包括以该朝向方位为中心的多个方位,终端根据该虚拟对象的朝向方位相邻的方位,生成目标横条形标尺,可以在后续对该目标横条形标尺进行显示,使得用户可以通过该目标横条形标尺了解该虚拟对象在虚拟场景中的位置,以及该虚拟对象的周边环境相对于该虚拟对象的方位,也即是虚拟场景的方位情况。
204、终端在该虚拟对象的视野画面中,显示该目标横条形标尺。
终端获取到目标横条形标尺,可以在该虚拟对象的视野画面中,显示该目标横条形标尺,以对虚拟场景的方位情况进行显示,以便于该虚拟对象在该虚拟场景中进行移动时确定移动方向,确定该虚拟对象在虚拟场景中的位置,提高了虚拟场景的显示效率和参考性。
其中,该虚拟对象的视野画面即为通过该虚拟对象的视角观察到的部分或全部虚拟场景。在一种可能实现方式中,在该终端中可以目标有该目标横条形标尺的显示位置,该终端可以在该虚拟对象的视野画面的目标显示位置上,显示该目标横条形标尺。该目标显示位置可以由相关技术人员预先设置,也可以由用户根据自身使用习惯进行调整,例如,该目标显示位置可以是该虚拟对象的视野画面的上方区域,本申请实施例对此不作具体限定。
在一种可能实现方式中,终端还可以在该虚拟对象的视野画面中,显示该目标横条形标尺中各个方位的方位名称。在一种可能实现方式中,该终端可以获取该目标横条形标尺中的方位刻度对应的目标方位的方位名称,并在对应方位刻度上显示各个目标方位的方位名称。在一种可能实现方式中,终端还可以在该虚拟对象的朝向方位的目标范围内显示该朝向方位的提示信息,以提示该虚拟对象当前朝向的是哪个方位。该目标范围可以是该方位的上方区域,也可以是该方位的下方区域,还可以是该方位所在区域,本申请实施例对此不作限定。该朝向方位的提示信息可以是文字信息,也可以是图标信息,还可以是特效信息,本申请实施例对此不作具体限定。例如,该提示信息可以是箭头图标。
在一种可能方式中,该方位名称可以是该方位的度数,例如,可以在方位240°上显示240°或240。在一种可能实现方式中,该方位名称还可以是北、东北、东、东南、南、西南、西、西北,可以更真实地模拟真实场景中的方位情况。例如,以正北为与设方位,目标旋转方向为顺时针方向为例,可以将0°、45°、90°、135°、180°、225°、270°、315°的方位名称分别设置为北、东北、东、东南、南、西南、西、西北。相应地,如果本次终端获取到目标横条形标尺中包括的多个目标方位为180°、195°、210°、225°、240°、255°、270°、285°、300°、315°、330°、345°、0°(360°),则终端在对该目标横条形标尺进行显示时,该目标横条形标尺中显示的方位名称可以为南、195、210、西南、240、255、西、285、300、西北、330、345、北。
在一种可能实现方式中,终端还可以按照目标透明度,在该虚拟对象的视野画面中,显示该目标横条形标尺,从而避免对虚拟场景产生过多遮挡。该目标透明度可以由相关技术人员预先设置,也可以由用户根据自身的使用习惯进行调整,本申请实施例对此不作具体限定。例如,该目标透明度可以是50%,也可以是75%。
在一种可能实现方式中,上述目标横条形标尺中可以包括水平方向上该虚拟对象的朝向方位的相邻的部分方位,对于未显示的方位,终端还可以显示该目标横条形标尺中已显示的 方位的相邻方位与该虚拟对象之间的位置关系。例如,该位置关系可以是“左后”、“右后”。
例如,如图8所示,终端可以在该虚拟对象的视野画面的上方区域显示该目标横条形标尺,在该目标横条形标尺中显示有多个目标方位的方位名称,在该目标横条形标尺的两侧可以显示有左后和右后,在该虚拟对象的朝向方位西(270)的上方可以显示有一个箭头图标,用户通过该目标横条形标尺可以获知当前虚拟对象正面向方位为西,南(180)至西(270)之间的方位在该虚拟对象的左侧,西(270)至北(0或360)之间的方位在该虚拟对象的右侧,南左侧的方位是该虚拟对象的左后,北右侧的方位是该虚拟对象的右后,在一个具体示例中,实际界面如图9所示。
需要说明的是,由于该目标横条形标尺是根据该虚拟对象的朝向方位为中心,当该虚拟对象的朝向方位发生变化时,该目标横条形标尺也会随之发生变化。具体地,该虚拟对象的朝向方位通常是通过对虚拟场景的视角进行调整而变化。相应地,该目标横条形标尺根据虚拟场景的视角的变化而变化。当终端检测到视角调整操作时,终端可以根据该视角调整操作,对虚拟场景的视角进行调整。
终端检测到该虚拟对象的朝向方位发生变化,终端可以执行上述步骤201至步骤204,获取该虚拟对象的新的朝向方位,根据新的朝向方位,获取并显示调整后的目标横条形标尺。需要说明的是,终端对该虚拟对象的视野画面进行渲染显示时,可以先根据上一帧以及检测到的触控操作,获取下一帧的视野画面,每一帧均是当前虚拟场景的视角能观察到的场景画面。其中,帧是指静止的画面。在上述视角调整过程中,终端可以根据上一帧中虚拟对象的朝向方位以及检测到的视角调整操作,计算下一帧虚拟对象的朝向方位,并根据该下一帧的朝向方位,获取目标横条形标尺,由于随着视角调整操作,目标横条形标尺会变化,在对目标横条形标尺进行显示时,用户可以观察到目标横条形标尺随着视角调整操作平滑地被拖动的效果,直到视角不再发生变化,该目标横条形标尺不再发生变化,此时,该目标横条形标尺的中心仍然为虚拟对象的朝向方位。其中,目标横条形标尺显示的拖动速度与视角调整操作的操作速度正相关。操作速度越大,拖动速度越大。其中,以该视角调整操作为滑动操作为例,该操作速度可以是指单位时间内滑动操作的滑动距离。
例如,如图10所示,在电子游戏场景中,终端可以实时记录玩家的面朝方向,也即是终端可以实时记录虚拟对象的朝向,终端可以计算面朝方向与设定方向的夹角,也即是终端可以获取该虚拟对象的朝向方位,例如(e.g.),该设定方位为北。终端可以以该夹角对应度数为水平方向坐标的中心建立方向标尺,标尺为每15度一个间隔。其中,该夹角对应度数即为该虚拟对象的朝向方位,方向标尺即为目标横条形标尺,15度为目标角度间隔。终端可以对该方向标尺进行显示,并判断玩家是否移动视角,如果否,则终端可以保持方向标尺不变;如果是,则终端可以记录新方向位置的夹角,并根据视角的移动方向平滑地拖动标尺,直到标尺的中心点再次为夹角大小。也即是上述目标横条形标尺会根据视角的变化而变化。
205、当检测到目的位置时,终端获取该目的位置相对于该虚拟对象的方位,该目的位置为全局地图中的位置标识所在位置,或该目的位置为目标区域所在位置。
该位置标识可以是该全局地图中被选定位置的标识,该被选定位置可以由该终端的用户在全局地图中选定,也可以由该其他用户在全局地图中选定,并通过服务器将该被选定位置发送给该终端,本申请实施例对此不作限定。其中,该被选定位置可以通过选定操作来选定。该选定操作可以是用户手指的触摸事件所触发的操作,或者鼠标或其他输入设备的点击事件所触发的操作。该目标区域可以是由用户选定的区域,也可以是虚拟场景中目标的区域,本 申请实施例对此不作限定。
例如,在电子游戏场景中,该目的位置可以是用户或队友在全局地图中标记的一个位置点,该位置点可以在全局地图中显示为该标记用户的标识,或者在一些射击游戏中,该目标区域可以是安全区,该安全区是虚拟场景中的一个区域,虚拟对象在该安全区内的健康指数会比较好,而如果在该安全区外,该虚拟对象的健康指数会越来越差,当该虚拟对象的健康指数降为零,该虚拟对象会被淘汰。
终端在检测目的位置时,可以获取该目的位置相对于该虚拟对象的方位,以对该目的位置的方位情况进行显示,以便于该虚拟对象向目的位置进行移动时更准确地确定移动方向,提高虚拟场景的显示效率和参考性。具体地,终端可以获取该目的位置与虚拟对象的连线方向,以该连线方向作为目标方向,获取从目标方向依目标旋转方向旋转至该目标方向线间的水平夹角,该水平夹角即为该目的位置相对于该虚拟对象的方位。
需要说明的是,当该目的位置为全局地图中的位置标识所在位置时,终端可以获取该目的位置的坐标与虚拟对象的坐标,以两个坐标的连线方向为目标方向,获取上述水平夹角;当该目的位置为目标区域所在位置时,终端可以获取该目标区域的中心点的坐标与虚拟对象的坐标,以两个坐标的连线方向为目标方向,获取上述水平夹角。
例如,如图11所示,该目的位置为全局地图中的位置标识所在位置,目标方向为虚拟对象指向该位置标识所在位置。如图12所示,该目的位置为目标区域所在位置,目标方向为虚拟对象指向该目标区域的中心点。
206、当该目标横条形标尺中包括该目的位置相对于该虚拟对象的方位时,终端在该目标横条形标尺中该方位的目标范围内,显示该目的位置的提示信息。
终端在获取到目的位置相对于虚拟对象的方位后,可以判断该方位是否在该目标横条形标尺包括的方位中,如果在,则终端还可以在目标横条形标尺中该方位的目标范围内,显示提示信息;如果不在,则终端无需显示该目的位置的提示信息。终端通过对目的位置的方位进行提示,可以使得用户更直观地、更准确地了解目的位置与该虚拟对象的位置关系,提高了虚拟场景的显示效率和参考性。
其中,该目标范围可以是该方位的周边区域,例如,可以是该方位的上方区域,也可以是该方位的下方区域。该目的位置的提示信息可以文字信息,也可以是图标信息,也可以是特效信息,在一种可能实现方式中,当该目的位置的类型不同时,该目的位置的提示信息也可以不同。也即是,该目的位置的提示信息与该目的位置的类型对应。例如,当该目的位置为全局地图中的位置标识所在位置时,该提示信息可以是一个水滴形状的图标;当该目的位置为目标区域所在位置时,该提示信息可以是文字信息。当然,该提示信息还可以是其他类型的信息,在一种可能实现方式中,该目标范围和目的位置的提示信息还可以由用户根据自身的使用习惯进行设置,本申请实施例对该目标范围的具体位置以及该提示信息的具体形式不作限定。
在一种可能实现方式中,不同的虚拟对象还可以预先设置有不同的标识,当该目的位置为全局地图中的位置标识所在位置时,该位置标识的样式以及目的位置的提示信息的样式可以与该位置标识的选定操作执行方的标识对应。例如,不同的虚拟对象可以对应不同的颜色,该位置标识的颜色与目的位置的提示信息的颜色可以与虚拟对象对应。例如,某一虚拟对象对应的颜色为黄色,当该位置标识为该虚拟对象标记的,则该位置标识在全局地图中的显示颜色可以是黄色,上述目的位置的提示信息的颜色也可以是黄色。又例如,不同的虚拟对象 可以对应不同的数字,例如,某一虚拟对象对应的数字为1,当该位置标识为该虚拟对象标记的,则该位置标识在全局地图中的显示样式可以是1,上述目的位置的提示信息的显示样式也可以是1。该标识可以是上述颜色、数字,也可以是图标形状或特效等,本申请实施例对此不作限定。
当终端检测到多个目的位置时,终端还可以执行上述步骤205至步骤206,将该多个目的位置均显示于虚拟对象的视野画面中。该多个目的位置可以根据上述样式区分,当然,该多个目的位置也可以不作区分,本申请实施例对此不作具体限定。
在一种可能实现方式中,该终端在显示目的位置的提示信息时,还可以获取该目的位置与该虚拟对象的距离;在该目标横条形标尺中该方位的目标范围内,显示该距离。这样用户既可以知道目的位置的方位,也能知道目的位置与虚拟对象的距离,从而用户可以根据上述显示信息,获知目的位置的方位以及该目的位置有多远,这样用户可以根据上述显示信息,控制虚拟对象进行移动,从而可以提高虚拟场景的显示效率和参考性。
例如,在电子游戏场景中,用户可以通过终端显示的视野画面看到虚拟场景,并通过上述目标横条形标尺获知该虚拟对象当前朝向方位,并获知其他目的位置或周边环境的方位。又例如,在团队游戏中,该用户还可以获知其他用户选定的目的位置,并与他人沟通某一位置相对于自己的方位,从而他人可以基于该用户报的方位,去估计该某一位置相对于自己的方位,从而实现游戏中的方位信息或位置共享,使得用户表达的方位更清晰,有效地提高用户体验。
例如,如图13所示,假设终端检测到三个目的位置,第一目的位置相对于虚拟对象的方位为西南(225),第二目的位置相对于虚拟对象的方位为75,第三目的位置相对于虚拟对象的方位为345。其中,第一目的位置和第二目的位置为全局地图中的位置标识所在位置,第三目的位置为目标区域所在位置。在图13中,该目标横条形标尺包括的方位为180至360(0),方位西南和345包括该目标横条形标尺中,则终端可以在方位西南的目标范围(例如上方)显示位置标识的提示信息,在方位345的目标范围(例如下方)显示目标区域的提示信息,而方位75不在该目标横条形标尺中,则终端不在视野画面中显示其对应的提示信息,在一个具体示例中,其实际显示效果如图14所示。在如图15所示的界面示意图中,终端可以在视野画面的上方显示目标横条形标尺,并以箭头图标示意该虚拟对象的朝向方位为西,并在方位西南的上方显示位置标识的提示信息,在方位345的下方显示目标区域的提示信息,并显示该目标区域的距离,在一个具体示例中,其实际界面图可以如16所示。
需要说明的是,该目的位置如果位置发生变化,或虚拟对象的位置发生变化均会使得该目的位置相对于虚拟对象的方位发生变化,则终端也可以在该目的位置发生更新时,执行上述步骤205和步骤206,对该虚拟对象的视野画面中目的位置的提示信息进行更新。与上述步骤204中同理,当虚拟对象的朝向方位变化时,也即是目标横条形标尺变化,但该目的位置相对于虚拟对象的方位未发生变化时,终端还可以在通过实时计算每帧的视野画面的方式,显示该目的位置的提示信息与对应方位不变,但随着目标横条形标尺被平滑地拖动而移动。
例如,如图17所示,在电子游戏场景中,终端可以实时记录玩家的面朝方向,然后计算该面朝方向与设定方向的夹角,并以对应度数为水平方向坐标的中心建立方向标尺,标尺为每15度一个间隔,上述步骤与图10中的步骤同理。在检测到目的位置时,在此以标点为例进行说明,终端可以计算标点与玩家的夹角,也即是上述获取目的位置相对于虚拟对象的方位的步骤,终端可以判断该标点角度是否在可显示范围内,如果否,则终端暂时不显示该标 点,如果是,则终端显示在对应角度上标识出点。也即是上述终端确定目的位置相对于虚拟对象的方位是否在目标横条形标尺中,如果否,则终端不在视野画面中显示提示信息,如果是,则终端在对应方位上显示提示信息。终端可以等待玩家进行任何移动或视角操作,在检测到操作时,可以进行上述夹角计算、确定是否显示操作。
在一种可能实现方式中,基于上述目标横条形标尺,终端还可以提供一种视角调整操作方式:通过对目标横条形标尺进行拨动操作,对视角进行调整,提高操作的便捷性和灵活性。具体地,当检测到对该目标横条形标尺的拨动操作时,终端根据该拨动操作,连续对视角进行调整。该拨动操作其实质可以是一个滑动操作,该滑动操作作用于该目标横条形标尺所在位置上,用于对该目标横条形标尺进行拨动,使得该目标横条形标尺的中心显示其他方位。相应地,终端可以根据该拨动操作对应的方位变化,对视角进行调整,也即是根据角度变化,确定视角的角度变化,使得调整后的虚拟对象的朝向方位与该目标横条形标尺中心显示的方位对应。在一种可能实现方式中,视角调整速度与拨动操作的拨动速度正相关,该拨动速度越大,视角调整速度越大。在另一种可能实现方式中,视角调整角度与拨动操作的拨动距离正相关,也即是与拨动操作对应的方位变化量正相关。拨动距离越大,方位变化量越大,则视角调整角度越大。需要说明的是,上述拨动操作持续过程中,该终端会根据拨动操作,持续对视角进行调整,以保证每一帧中该虚拟对象的朝向方位与该目标横条形标尺中心显示的方位对应。
例如,虚拟对象的朝向方位为西,终端检测到拨动操作时,终端计算得到下一帧目标横条形标尺中心显示的方位为265,则对视角进行调整,使得虚拟对象的朝向方位为265。该拨动操作还在持续,终端计算得到该下一帧的下一帧中目标横条形标尺中心显示的方位为256,也即是方位240与265中间方位256对应的位置上显示该箭头图标,则终端对视角进行调整,使得虚拟对象的朝向方位为256,直到该拨动操作结束,终端停止对视角进行调整。
207、当检测到该目的位置被删除时,终端取消在该目标横条形标尺中所在方位的目标范围内,对该目的位置的提示信息的显示。
用户可以在全局地图进行位置标识删除操作,当终端检测到该位置标识删除操作时,可以在全局地图中删除该位置标识,在检测到该位置标识被删除时,对之前视野画面中的目标横条形标尺中对应方位的目标范围内显示的提示信息进行取消显示操作。
本申请实施例通过获取虚拟对象的朝向方位,然后根据该朝向方位,获取以该朝向方位为中心的多个方位,生成目标横条形标尺,在虚拟对象的视野画面中显示该目标横条形标尺,对以该虚拟对象为准的虚拟场景的方位情况进行显示,提高了虚拟场景的显示效率,并为该虚拟对象提供了方位参考,提高了虚拟场景的显示信息的参考性。
进一步地,本申请实施例还通过获取目的位置相对于虚拟对象的方位,并在该方位的目标范围内,显示目的位置的提示信息,从而更直观地、更准确地显示了目的位置与该虚拟对象的位置关系,提高了虚拟场景的显示效率和参考性。
进一步地,本申请实施例还提供了一种通过对目标横条形标尺的拨动操作,对视角进行调整的操作方式,提高了操作的便捷性和灵活性。
上述所有可选技术方案,可以采用任意结合形成本申请的可选实施例,在此不再一一赘述。
图18是本申请实施例提供的一种虚拟场景中的方位显示装置的结构示意图,参见图18, 该装置包括:
获取模块1801,用于获取虚拟对象在虚拟场景中的朝向方位;
该获取模块1801,还用于获取与该朝向方位的夹角小于或等于目标角度的多个方位,该多个方位包括第一方位和第二方位,该第一方位与该朝向方位在目标旋转方向上有夹角,该第二方位与该朝向方位在该目标旋转方向的反方向上有夹角,该目标旋转方向为顺时针方向或逆时针方向;
该获取模块1801,还用于以该朝向方位为中心,将该多个方位中的第一方位和第二方位,对称分布于该朝向方位两侧,得到目标横条形标尺,该朝向方位的每一侧中多个方位按照该夹角从小到大的顺序分布;
显示模块1802,用于在该虚拟对象的视野画面中,显示该目标横条形标尺。
在一种可能实现方式中,该获取模块1801还用于:
获取与该朝向方位的夹角小于或等于目标角度的多个方位,该多个方位包括第一方位和第二方位,该第一方位与该朝向方位在目标旋转方向上有夹角,该第二方位与该朝向方位在该目标旋转方向的反方向上有夹角,该目标旋转方向为顺时针方向或逆时针方向;
以该朝向方位为中心,将该多个方位中的第一方位和第二方位,对称分布于该朝向方位两侧,得到目标横条形标尺,该朝向方位的每一侧中多个方位按照该夹角从小到大的顺序分布。
在一种可能实现方式中,该获取模块1801还用于:
获取该多个方位中的多个目标方位,该多个目标方位的角度间隔为目标角度间隔;
将该多个目标方位作为该多个方位的方位刻度,得到目标横条形标尺。
在一种可能实现方式中,该显示模块1802还用于在该虚拟对象的视野画面中,显示该目标横条形标尺中各个方位的方位名称。
在一种可能实现方式中,该显示模块1802还用于按照目标透明度,在该虚拟对象的视野画面中,显示该目标横条形标尺。
在一种可能实现方式中,该显示模块1802还用于显示该目标横条形标尺中已显示的方位的相邻方位与该虚拟对象之间的位置关系。
在一种可能实现方式中,该获取模块1801,还用于当检测到目的位置时,获取该目的位置相对于该虚拟对象的方位,该目的位置为全局地图中的位置标识所在位置,或该目的位置为目标区域所在位置;
该显示模块1802,还用于当该目标横条形标尺中包括该目的位置相对于该虚拟对象的方位时,在该目标横条形标尺中该方位的目标范围内,显示该目的位置的提示信息。
在一种可能实现方式中,该获取模块1801,还用于获取该目的位置与该虚拟对象的距离;
该显示模块1802,还用于在该目标横条形标尺中该方位的目标范围内,显示该距离。
在一种可能实现方式中,该显示模块1802还用于当检测到该目的位置被删除时,取消在该目标横条形标尺中所在方位的目标范围内,对该目的位置的提示信息的显示。
在一种可能实现方式中,该目标横条形标尺根据虚拟场景的视角的变化而变化。
在一种可能实现方式中,该装置还包括:
视角调整模块,用于当检测到对该目标横条形标尺的拨动操作时,根据该拨动操作,连续对视角进行调整。
本申请实施例提供的装置通过获取虚拟对象的朝向方位,然后根据该朝向方位,获取以 该朝向方位为中心的多个方位,生成目标横条形标尺,在虚拟对象的视野画面中显示该目标横条形标尺,对以该虚拟对象为准的虚拟场景的方位情况进行显示,提高了虚拟场景的显示效率,并为该虚拟对象提供了方位参考,提高了虚拟场景的显示信息的参考性。
需要说明的是:上述实施例提供的虚拟场景中的方位显示装置在虚拟场景中显示方位时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将装置的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的虚拟场景中的方位显示装置与虚拟场景中的方位显示方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
图19是本申请实施例提供的一种电子装置1900的结构示意图,该电子装置1900可因配置或性能不同而产生比较大的差异,可以包括一个或一个以上处理器(central processing units,CPU)1901和一个或一个以上的存储器1902,其中,该存储器1902中存储有至少一条指令,该至少一条指令由该处理器1901加载并执行以实现上述各个方法实施例提供的虚拟场景中的方位显示方法,该方法可以包括如下步骤:
获取虚拟对象在虚拟场景中的朝向方位;获取与该朝向方位的夹角小于或等于目标角度的多个方位,该多个方位包括第一方位和第二方位,该第一方位与该朝向方位在目标旋转方向上有夹角,该第二方位与该朝向方位在该目标旋转方向的反方向上有夹角,该目标旋转方向为顺时针方向或逆时针方向;以该朝向方位为中心,将该多个方位中的第一方位和第二方位,对称分布于该朝向方位两侧,得到目标横条形标尺,该朝向方位的每一侧中多个方位按照该夹角从小到大的顺序分布;在该虚拟对象的视野画面中,显示该目标横条形标尺。
在一种可能实现方式中,该指令由该处理器1901加载并执行以实现方法步骤:获取该多个方位中的多个目标方位,该多个目标方位的角度间隔为目标角度间隔;将该多个目标方位作为该多个方位的方位刻度,得到目标横条形标尺。
在一种可能实现方式中,该指令由该处理器1901加载并执行方法步骤:在该虚拟对象的视野画面中,显示该目标横条形标尺中各个方位的方位名称。
在一种可能实现方式中,该指令由该处理器1901加载并执行方法步骤:按照目标透明度,在该虚拟对象的视野画面中,显示该目标横条形标尺。
在一种可能实现方式中,该指令由该处理器1901加载并执行方法步骤:显示该目标横条形标尺中已显示的方位的相邻方位与该虚拟对象之间的位置关系。
在一种可能实现方式中,该指令由该处理器1901加载并执行方法步骤:当检测到目的位置时,获取该目的位置相对于该虚拟对象的方位,该目的位置为全局地图中的位置标识所在位置,或该目的位置为目标区域所在位置;当该目标横条形标尺中包括该目的位置相对于该虚拟对象的方位时,在该目标横条形标尺中该方位的目标范围内,显示该目的位置的提示信息。
在一种可能实现方式中,该指令由该处理器1901加载并执行方法步骤:获取该目的位置与该虚拟对象的距离;在该目标横条形标尺中该方位的目标范围内,显示该距离。
在一种可能实现方式中,该指令由该处理器1901加载并执行方法步骤:当检测到该目的位置被删除时,取消在该目标横条形标尺中所在方位的目标范围内,对该目的位置的提示信息的显示。
在一种可能实现方式中,该目标横条形标尺根据虚拟场景的视角的变化而变化。
在一种可能实现方式中,该指令由该处理器1901加载并执行方法步骤:当检测到对该目标横条形标尺的拨动操作时,根据该拨动操作,连续对视角进行调整。
当然,该电子装置1900还可以具有有线或无线网络接口、键盘以及输入输出接口等部件,以便进行输入输出,该电子装置1900还可以包括其他用于实现设备功能的部件,在此不做赘述。
在示例性实施例中,还提供了一种计算机可读存储介质,例如包括指令的存储器,上述指令可由终端中的处理器执行以完成上述实施例中的虚拟场景中的方位显示方法。例如,该计算机可读存储介质可以是只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、只读光盘(Compact Disc Read-Only Memory,CD-ROM)、磁带、软盘和光数据存储设备等。
具体地,该虚拟场景中的方位显示方法可以包括如下步骤:获取虚拟对象在虚拟场景中的朝向方位;获取与该朝向方位的夹角小于或等于目标角度的多个方位,该多个方位包括第一方位和第二方位,该第一方位与该朝向方位在目标旋转方向上有夹角,该第二方位与该朝向方位在该目标旋转方向的反方向上有夹角,该目标旋转方向为顺时针方向或逆时针方向;以该朝向方位为中心,将该多个方位中的第一方位和第二方位,对称分布于该朝向方位两侧,得到目标横条形标尺,该朝向方位的每一侧中多个方位按照该夹角从小到大的顺序分布;在该虚拟对象的视野画面中,显示该目标横条形标尺。
在一种可能实现方式中,该指令由该处理器1901加载并执行以实现以下方法步骤:获取该多个方位中的多个目标方位,该多个目标方位的角度间隔为目标角度间隔;将该多个目标方位作为该多个方位的方位刻度,得到目标横条形标尺。
在一种可能实现方式中,该指令由处理器加载并执行方法步骤:在该虚拟对象的视野画面中,显示该目标横条形标尺中各个方位的方位名称。
在一种可能实现方式中,该指令由处理器加载并执行方法步骤:按照目标透明度,在该虚拟对象的视野画面中,显示该目标横条形标尺。
在一种可能实现方式中,该指令由处理器加载并执行方法步骤:显示该目标横条形标尺中已显示的方位的相邻方位与该虚拟对象之间的位置关系。
在一种可能实现方式中,该指令由处理器加载并执行方法步骤:当检测到目的位置时,获取该目的位置相对于该虚拟对象的方位,该目的位置为全局地图中的位置标识所在位置,或该目的位置为目标区域所在位置;当该目标横条形标尺中包括该目的位置相对于该虚拟对象的方位时,在该目标横条形标尺中该方位的目标范围内,显示该目的位置的提示信息。
在一种可能实现方式中,该指令由处理器加载并执行方法步骤:获取该目的位置与该虚拟对象的距离;在该目标横条形标尺中该方位的目标范围内,显示该距离。
在一种可能实现方式中,该指令由处理器加载并执行方法步骤:当检测到该目的位置被删除时,取消在该目标横条形标尺中所在方位的目标范围内,对该目的位置的提示信息的显示。
在一种可能实现方式中,该目标横条形标尺根据虚拟场景的视角的变化而变化。
在一种可能实现方式中,该指令由处理器加载并执行方法步骤:当检测到对该目标横条形标尺的拨动操作时,根据该拨动操作,连续对视角进行调整。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成, 也可以通过程序来指令相关的硬件完成,该程序可以存储于一种计算机可读存储介质中,上述提到的计算机可读存储介质可以是只读存储器,磁盘或光盘等。
上述仅为本申请的较佳实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。
Claims (20)
- 一种虚拟场景中的方位显示方法,其特征在于,应用于电子装置,所述方法包括:获取虚拟对象在虚拟场景中的朝向方位;获取与所述朝向方位的夹角小于或等于目标角度的多个方位,所述多个方位包括第一方位和第二方位,所述第一方位与所述朝向方位在目标旋转方向上有夹角,所述第二方位与所述朝向方位在所述目标旋转方向的反方向上有夹角,所述目标旋转方向为顺时针方向或逆时针方向;以所述朝向方位为中心,将所述多个方位中的第一方位和第二方位,对称分布于所述朝向方位两侧,得到目标横条形标尺,所述朝向方位的每一侧中多个方位按照所述夹角从小到大的顺序分布;在所述虚拟对象的视野画面中,显示所述目标横条形标尺。
- 根据权利要求1所述的方法,其特征在于,所述以所述朝向方位为中心,将所述多个方位中的第一方位和第二方位,对称分布于所述朝向方位两侧,得到目标横条形标尺,包括:获取所述多个方位中的多个目标方位,所述多个目标方位的角度间隔为目标角度间隔;将所述多个目标方位作为所述多个方位的方位刻度,得到目标横条形标尺。
- 根据权利要求1所述的方法,其特征在于,所述在所述虚拟对象的视野画面中,显示所述目标横条形标尺,包括:在所述虚拟对象的视野画面中,显示所述目标横条形标尺中各个方位的方位名称。
- 根据权利要求1-3任一项所述的方法,其特征在于,所述在所述虚拟对象的视野画面中,显示所述目标横条形标尺,包括:按照目标透明度,在所述虚拟对象的视野画面中,显示所述目标横条形标尺。
- 根据权利要求1所述的方法,其特征在于,所述方法还包括:显示所述目标横条形标尺中已显示的方位的相邻方位与所述虚拟对象之间的位置关系。
- 根据权利要求1所述的方法,其特征在于,所述方法还包括:当检测到目的位置时,获取所述目的位置相对于所述虚拟对象的方位,所述目的位置为全局地图中的位置标识所在位置,或所述目的位置为目标区域所在位置;当所述目标横条形标尺中包括所述目的位置相对于所述虚拟对象的方位时,在所述目标横条形标尺中所述方位的目标范围内,显示所述目的位置的提示信息。
- 根据权利要求6所述的方法,其特征在于,所述方法还包括:获取所述目的位置与所述虚拟对象的距离;在所述目标横条形标尺中所述方位的目标范围内,显示所述距离。
- 根据权利要求6或7所述的方法,其特征在于,所述方法还包括:当检测到所述目的位置被删除时,取消在所述目标横条形标尺中所在方位的目标范围内,对所述目的位置的提示信息的显示。
- 根据权利要求1所述的方法,其特征在于,所述目标横条形标尺根据虚拟场景的视角的变化而变化。
- 根据权利要求1所述的方法,其特征在于,所述方法还包括:当检测到对所述目标横条形标尺的拨动操作时,根据所述拨动操作,连续对视角进行调整。
- 一种电子装置,其特征在于,所述电子装置包括处理器和存储器,所述存储器中存储有至少一条指令,所述指令由所述处理器加载并执行以实现以下方法步骤:获取虚拟对象在虚拟场景中的朝向方位;获取与所述朝向方位的夹角小于或等于目标角度的多个方位,所述多个方位包括第一方位和第二方位,所述第一方位与所述朝向方位在目标旋转方向上有夹角,所述第二方位与所述朝向方位在所述目标旋转方向的反方向上有夹角,所述目标旋转方向为顺时针方向或逆时针方向;以所述朝向方位为中心,将所述多个方位中的第一方位和第二方位,对称分布于所述朝向方位两侧,得到目标横条形标尺,所述朝向方位的每一侧中多个方位按照所述夹角从小到大的顺序分布;在所述虚拟对象的视野画面中,显示所述目标横条形标尺。
- 根据权利要求11所述的电子装置,其特征在于,所述指令由所述处理器加载并执行以实现以下方法步骤:获取所述多个方位中的多个目标方位,所述多个目标方位的角度间隔为目标角度间隔;将所述多个目标方位作为所述多个方位的方位刻度,得到目标横条形标尺。
- 根据权利要求11所述的电子装置,其特征在于,所述指令由所述处理器加载并执行以下方法步骤:在所述虚拟对象的视野画面中,显示所述目标横条形标尺中各个方位的方位名称。
- 根据权利要求11-13任一项所述的电子装置,其特征在于,所述指令由所述处理器加载并执行以下方法步骤:按照目标透明度,在所述虚拟对象的视野画面中,显示所述目标横条形标尺。
- 根据权利要求11所述的电子装置,其特征在于,所述指令由所述处理器加载并执行以下方法步骤:显示所述目标横条形标尺中已显示的方位的相邻方位与所述虚拟对象之间的位置关系。
- 根据权利要求11所述的电子装置,其特征在于,所述指令由所述处理器加载并执行以下方法步骤:当检测到目的位置时,获取所述目的位置相对于所述虚拟对象的方位,所述目的位置为全局地图中的位置标识所在位置,或所述目的位置为目标区域所在位置;当所述目标横条形标尺中包括所述目的位置相对于所述虚拟对象的方位时,在所述目标横条形标尺中所述方位的目标范围内,显示所述目的位置的提示信息。
- 根据权利要求16所述的电子装置,其特征在于,所述指令由所述处理器加载并执行以下方法步骤:获取所述目的位置与所述虚拟对象的距离;在所述目标横条形标尺中所述方位的目标范围内,显示所述距离。
- 根据权利要求11所述的电子装置,其特征在于,所述目标横条形标尺根据虚拟场景的视角的变化而变化。
- 根据权利要求11所述的电子装置,其特征在于,所述指令由所述处理器加载并执行以下方法步骤:当检测到对所述目标横条形标尺的拨动操作时,根据所述拨动操作,连续对视角进行调整。
- 一种计算机可读存储介质,其特征在于,所述计算机可读存储介质中存储有至少一条指令,所述指令由处理器加载并执行以实现如权利要求1至权利要求10任一项所述的虚拟场景中的方位显示方法所执行的操作。
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