WO2022227934A1 - 虚拟载具的控制方法、装置、设备、介质及程序产品 - Google Patents

虚拟载具的控制方法、装置、设备、介质及程序产品 Download PDF

Info

Publication number
WO2022227934A1
WO2022227934A1 PCT/CN2022/082037 CN2022082037W WO2022227934A1 WO 2022227934 A1 WO2022227934 A1 WO 2022227934A1 CN 2022082037 W CN2022082037 W CN 2022082037W WO 2022227934 A1 WO2022227934 A1 WO 2022227934A1
Authority
WO
WIPO (PCT)
Prior art keywords
virtual vehicle
virtual
steering
auxiliary
boundary
Prior art date
Application number
PCT/CN2022/082037
Other languages
English (en)
French (fr)
Inventor
汪涛
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2022227934A1 publication Critical patent/WO2022227934A1/zh
Priority to US17/992,491 priority Critical patent/US20230082510A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling 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
    • A63F13/537Controlling 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
    • A63F13/5375Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features 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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features 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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5553Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar

Definitions

  • the present application relates to the field of virtual world, and in particular, to a control method, apparatus, device, medium and program product of a virtual vehicle.
  • multiple users will be divided into two hostile groups or multiple users will be grouped separately.
  • the users will control the virtual vehicles in the virtual environment to race, and the virtual vehicles will be ranked in the order from the starting point to the ending point. .
  • an auxiliary route is displayed in the virtual environment, and the auxiliary route is used to inform the user that when the virtual vehicle moves along the auxiliary route, an auxiliary route is displayed in the virtual environment.
  • the shortest turning time or the shortest turning path can be obtained.
  • the user needs to control the virtual vehicle to move along the auxiliary route.
  • the related technology only provides an optimal auxiliary route, but some users have relatively short exposure to racing games and are not skilled in operating virtual vehicles. With deviation from the auxiliary route.
  • Embodiments of the present application provide a method, device, device, medium and program product for controlling a virtual vehicle.
  • the method controls the steering of the virtual vehicle through an auxiliary steering logic when auxiliary conditions are met, and does not require a user to perform
  • the additional operation enables novice users to smoothly complete the steering in complex cornering situations.
  • a method for controlling a virtual vehicle comprising:
  • the auxiliary steering logic is used to control the virtual vehicle to perform automatic steering.
  • a control device for a virtual vehicle comprising:
  • a display module for displaying a virtual vehicle in a virtual environment in a graphical user interface
  • control module for controlling the virtual vehicle to turn in the virtual environment in response to a steering operation
  • the control module is further configured to use auxiliary steering logic to control the virtual vehicle to perform automatic steering when the steering process of the virtual vehicle satisfies the auxiliary condition.
  • a computer device comprising: a processor and a memory, and the memory stores at least one instruction, at least one program, code set or instruction set, at least one instruction, at least one program , a code set or an instruction set is loaded and executed by the processor to implement the control method of the virtual vehicle as described above.
  • a computer storage medium where at least one piece of program code is stored in the computer-readable storage medium, and the program code is loaded and executed by a processor to implement the method for controlling a virtual vehicle as described above .
  • a computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for controlling a virtual vehicle as described above.
  • the auxiliary steering logic will control the steering of the virtual vehicle, without the user's operation, which can effectively reduce the user's operation steps, avoid the user's repeated operations, and improve the human-machine interactive efficiency.
  • FIG. 1 is a schematic diagram of a computer system provided by an exemplary embodiment of the present application.
  • FIG. 2 is a schematic flowchart of a method for controlling a virtual vehicle provided by an exemplary embodiment of the present application
  • FIG. 3 is a schematic interface diagram of a method for controlling a virtual vehicle provided by an exemplary embodiment of the present application
  • FIG. 4 is a schematic flowchart of a method for controlling a virtual vehicle provided by an exemplary embodiment of the present application
  • FIG. 5 is a schematic interface diagram of a method for controlling a virtual vehicle provided by an exemplary embodiment of the present application
  • FIG. 6 is a schematic interface diagram of a method for controlling a virtual vehicle provided by an exemplary embodiment of the present application.
  • FIG. 7 is a schematic flowchart of a method for controlling a virtual vehicle provided by an exemplary embodiment of the present application.
  • FIG. 8 is a schematic diagram of determining a distance provided by an exemplary embodiment of the present application.
  • FIG. 9 is a schematic diagram of determining an included angle provided by an exemplary embodiment of the present application.
  • FIG. 10 is a schematic diagram of not enabling assisted steering logic provided by an exemplary embodiment of the present application.
  • FIG. 11 is a schematic diagram of steering close to the inner boundary of a curve provided by an exemplary embodiment of the present application.
  • FIG. 12 is a schematic diagram of steering close to the outer boundary of a curve provided by an exemplary embodiment of the present application.
  • FIG. 13 is a schematic structural diagram of a control device for a virtual vehicle provided by an exemplary embodiment of the present application.
  • FIG. 14 is a structural block diagram of a terminal provided by another exemplary embodiment of the present application.
  • GUI Graphical User Interface
  • a graphical user interface is an interface display format for human-computer communication that allows users to use input devices such as a mouse to manipulate on-screen icons or menu options to select commands, invoke files, launch programs, or perform some other everyday tasks.
  • input devices such as a mouse to manipulate on-screen icons or menu options to select commands, invoke files, launch programs, or perform some other everyday tasks.
  • what the user sees and manipulates are graphical objects.
  • Virtual environment is the virtual environment displayed (or provided) by the application when it is run on the terminal.
  • the virtual environment may be a three-dimensional virtual environment or a two-dimensional virtual environment.
  • the three-dimensional virtual environment may be a simulated environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment.
  • Virtual Vehicle Refers to a vehicle in a virtual environment.
  • the virtual vehicle is a three-dimensional three-dimensional model created based on animation skeleton technology, and each virtual vehicle has its own shape and volume in the three-dimensional virtual environment, occupying a space in the three-dimensional virtual environment. part of the space.
  • the virtual vehicle is a two-dimensional plane model created based on animation technology, and each virtual vehicle has its own shape and area in the two-dimensional virtual environment, occupying a two-dimensional virtual environment. part of the environment.
  • the virtual vehicle includes at least one of a virtual vehicle, a virtual plane, a virtual ship, and a virtual train. The embodiments of the present application do not specifically limit the types of virtual vehicles.
  • Racing game It is a game that provides a virtual environment in a virtual world for multiple users to race in the virtual scene. Usually, in racing games, multiple players are divided into multiple factions, or players are grouped individually, all players start from the starting point at the same time, and the player or players who reach the finish line first is the winner. The racing game is based on rounds, and the duration of a racing game is from the moment the game starts to the moment when the victory conditions are met.
  • MOBA Multiplayer Online Battle Arena, Multiplayer Online Battle Arena
  • It is a game that provides several strongholds in a virtual world, and users in different camps control virtual characters to fight in the virtual world, occupying strongholds or destroying enemy camp strongholds. game.
  • a MOBA game can divide the user into two rival factions, and disperse the virtual characters controlled by the user in the virtual world to compete with each other, in order to destroy or occupy all the enemy's strongholds as a victory condition.
  • MOBA games are based on rounds, and the duration of a MOBA game is from the moment the game starts to the moment when the victory conditions are met.
  • FPS First Person Shooting game
  • FPS games It is a game that provides several strongholds in the virtual world. Users in different camps control virtual characters to fight in the virtual world, occupying strongholds or destroying enemy camp strongholds or killing all enemy camps or Some character games.
  • the user plays the game from a first-person perspective, and the user can also select a third-person perspective to play the game.
  • an FPS game can divide the user into two rival camps, and disperse the virtual characters controlled by the user in the virtual world to compete with each other, in order to kill all the enemy users as a victory condition.
  • FPS games are based on rounds, and the duration of a round of FPS games is from the moment the game starts to the moment when the victory conditions are met.
  • SLG Simulation Games
  • SLG games can divide multiple users into a single camp, and multiple users can work together to complete designated tasks.
  • a game of SLG usually does not have a win condition.
  • the information including but not limited to user equipment information, user personal information, etc.
  • data including but not limited to data for analysis, stored data, displayed data, etc.
  • signals involved in this application All are authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
  • FIG. 1 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 100 includes: a first terminal 120 , a server cluster 140 and a second terminal 160 .
  • the first terminal 120 has an application program supporting a virtual environment installed and running.
  • the application can be any one of racing games, MOBA games, virtual reality applications, 3D map programs, FPS games, and multiplayer gun battle survival games.
  • the first terminal 120 is a terminal used by the first user, and the first user uses the first terminal 120 to operate the first virtual vehicle located in the three-dimensional virtual environment to move.
  • the first terminal 120 is connected to the server cluster 140 through a wireless network or a wired network.
  • the server cluster 140 includes at least one of a server, multiple servers, a cloud computing platform and a virtualization center.
  • the server cluster 140 is used to provide background services for applications supporting the virtual environment.
  • the server cluster 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake the secondary computing work; or, the server cluster 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work work; or, the server cluster 140 , the first terminal 120 and the second terminal 160 use a distributed computing architecture to perform collaborative computing.
  • the second terminal 160 has an application program supporting a virtual environment installed and running.
  • the application can be any one of racing games, MOBA games, virtual reality applications, 3D map programs, FPS games, and multiplayer gun battle survival games.
  • the second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to operate a second virtual vehicle located in a three-dimensional virtual environment to move.
  • the first virtual vehicle and the second virtual vehicle may belong to the same team, the same organization, have a friendship relationship or have temporary communication rights. It should be noted.
  • the second terminal 160 is an optional computer device.
  • the applications installed on the first terminal 120 and the second terminal 160 are the same, or the same type of applications on different platforms.
  • the first terminal 120 may generally refer to one of multiple terminals
  • the second terminal 160 may generally refer to one of multiple terminals. This embodiment only takes the first terminal 120 and the second terminal 160 as examples for illustration.
  • the device types of the first terminal 120 and the second terminal 160 are the same or different, and the device types include: smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers and desktop computers. at least one.
  • Racing games have high requirements on the user's operating level, and require users to master various operating skills, such as drifting, rapid steering, and so on.
  • various operating skills such as drifting, rapid steering, and so on.
  • the novice users are not proficient in operation skills, and are prone to make mistakes in operation, resulting in game failure, which brings frustration to users.
  • racing games also require novice users to play multiple games, and keep repeating operations such as drifting and fast cornering. Through this method of repeated training, novice users can learn how to perform the above operations.
  • novice users are prone to operating mistakes when controlling virtual vehicles, and repeated operating mistakes will bring frustration to the user, which will affect the user's game experience, and then affect the user's operation, forming a vicious circle.
  • FIG. 2 shows a flowchart of a method for controlling a virtual vehicle provided by an exemplary embodiment of the present application.
  • the method can be performed by the terminal 120 or the terminal 160 shown in FIG. 1, and the method includes the following steps:
  • Step 202 Display the virtual vehicle in the virtual environment in the graphical user interface.
  • the virtual environment is a picture obtained by observing in the virtual world from a first-person perspective or a third-person perspective during the running process of the application in the terminal.
  • the virtual environment is a picture when the virtual vehicle is observed through the camera model in the virtual world.
  • the camera model automatically follows the virtual vehicle in the virtual world, that is, when the position of the virtual vehicle in the virtual world changes, the camera model changes simultaneously with the position of the virtual vehicle in the virtual world, And the camera model is always within the preset distance range of the virtual vehicle in the virtual world.
  • the relative position of the camera model and the virtual vehicle does not change.
  • a virtual vehicle is a vehicle that a user controls in a virtual environment.
  • the virtual vehicle is at least one of a virtual vehicle, a virtual plane, a virtual boat, a virtual trailer, a virtual car train, a virtual moped, and a virtual motorcycle.
  • a virtual character is mounted on the virtual vehicle.
  • the user controls the virtual vehicle through the virtual character.
  • the virtual vehicle is a vehicle held by the user, or the virtual vehicle is a vehicle not held by the user.
  • the user obtains the virtual vehicle in at least one of the following manners: the user uses virtual resources to exchange the virtual vehicle, the user completes a preset task to obtain the virtual vehicle, and the user obtains the virtual vehicle through gifts from other users.
  • the graphical user interface further includes a direction control, where the direction control is used to control the moving direction of the virtual vehicle.
  • the direction control is at least one of a joystick part, a steering wheel part, and a direction key.
  • a virtual vehicle 301 and a direction control 303 are displayed in a graphical user interface, and there is a virtual character 302 on the virtual vehicle 301 .
  • a thumbnail map is used to display the map of the virtual environment
  • the acceleration control is used to increase or decrease the speed of the virtual vehicle
  • the backpack control is used to view the virtual props held by the user
  • the volume switch is used to turn on or off the sound of the application
  • the microphone switch is used to turn the microphone on or off.
  • an acceleration control 304 , a thumbnail map 305 , a virtual prop 307 and a backpack control 308 are also displayed on the GUI.
  • Step 204 In response to the steering operation, control the virtual vehicle to perform steering in the virtual environment.
  • the steering operation is used to control the virtual vehicle to steer in the virtual environment.
  • the steering operation is to press one or more preset physical buttons to control the virtual vehicle to steer in the virtual environment, or the steering operation can be performed by long-pressing, clicking, double-tapping and/or swiping on the designated area of the touch screen. Generated signals to perform steering operations.
  • the virtual vehicle in response to a trigger operation on the directional control, the virtual vehicle is controlled to steer in the virtual environment.
  • the virtual vehicle in response to a trigger operation on the physical button, is controlled to turn in the virtual environment.
  • the steering of the virtual vehicle includes drift steering.
  • Step 206 In the case that the steering process of the virtual vehicle satisfies the auxiliary condition, use auxiliary steering logic to control the virtual vehicle to perform automatic steering.
  • auxiliary conditions are used to determine to enable auxiliary steering logic to control the virtual vehicle.
  • the auxiliary conditions include at least one of the following: when the virtual vehicle is active according to the current state, it is predicted that the virtual vehicle will fail to turn; if the virtual vehicle is active according to the current state, it is predicted that the virtual vehicle will fail to go straight. ; When the virtual vehicle is active according to the current state, predict that the virtual vehicle will fail to drift; when the virtual vehicle is active according to the current state, predict that the current virtual vehicle will collide with other virtual vehicles.
  • the current state includes at least one of the speed and the moving direction of the virtual vehicle.
  • the virtual vehicle turns at A of the curve, the speed of the virtual vehicle is 50km/h, and the virtual vehicle moves in the southeast direction. If the virtual vehicle continues to move in the southeast direction at a speed of 50km/h, it is predicted that The virtual vehicle will collide with other virtual vehicles after 2s. At this time, it is determined that the steering process of the virtual vehicle satisfies the auxiliary conditions.
  • the auxiliary conditions further include that the moving direction of the virtual vehicle does not match the preset direction, the virtual vehicle collides with the virtual obstacle, the angle between the virtual vehicle and the road boundary does not meet the preset angle, and the speed of the virtual vehicle At least one of less than a threshold, the distance between the virtual vehicle and the road boundary is less than a threshold, the virtual vehicle fails, the difficulty of the curve is higher than a preset value, the number of consecutive curves is greater than a preset value, and other preset events.
  • Auxiliary steering logic corrects the steering of the virtual vehicle so that the virtual vehicle completes the turn successfully.
  • the assisted steering logic is program code for assisting the virtual vehicle to complete steering.
  • the auxiliary steering logic is program code provided by an application, or the auxiliary steering logic is program code provided by a plug-in in the application.
  • the auxiliary steering logic is an auxiliary steering model, and when the steering process of the virtual vehicle satisfies the auxiliary conditions, the position and speed of the virtual vehicle are obtained; Perform data processing with the speed to obtain the target position and target speed of the virtual vehicle; control the virtual vehicle to turn according to the target position and target speed of the virtual vehicle.
  • the auxiliary steering model when the steering process of the virtual vehicle satisfies the auxiliary conditions, the virtual vehicle is located at point A of the curve, the speed of the virtual vehicle is 60km/h, and the position and speed of the virtual vehicle are determined by the auxiliary steering model.
  • Perform data processing to obtain that the target position of the virtual vehicle is at point B of the curve, and the target speed of the virtual vehicle is 50km/h. At this time, control the virtual vehicle to move to point B of the curve and lower the virtual vehicle speed to 50km/h.
  • the above-mentioned auxiliary steering model is obtained by training the following steps: obtaining a sample steering video; extracting the first position and first speed of the sample virtual vehicle at the first moment from the sample steering video, and extracting the sample virtual vehicle at the first time.
  • the second position and the second speed at the second time, the second time is later than the first time;
  • the first position and the first speed of the sample virtual vehicle are processed by data processing through the auxiliary steering model, and the predicted position and the first speed of the sample virtual vehicle are obtained.
  • Predicted speed; the assisted steering model is trained based on the position difference between the predicted position and the second position, and the speed difference between the predicted speed and the second speed.
  • the time required for the sample virtual vehicle in the sample steering video to complete the steering is less than the preset time threshold, or the distance used for the sample virtual vehicle to complete the steering is less than the preset distance threshold.
  • the sample turn-in video is a turn-in video of a skilled game player, or the sample turn-in video is a turn-in video of a player in a game match.
  • Skilled game players refer to user accounts whose proficiency reaches the target condition; players of game competitions refer to user accounts participating in game competitions.
  • the above steering videos are all game videos when the steering is correct.
  • the above-mentioned assisted steering model is also obtained by training through the following steps: acquiring the operating parameters of the sample virtual vehicle during the steering process; acquiring the first position and the first speed of the sample virtual vehicle at the first moment from the operating parameters, And extract the second position and second speed of the sample virtual vehicle at the second time, the second time is later than the first time; the first position and the first speed of the sample virtual vehicle are processed by data processing through the auxiliary steering model to obtain The predicted position and predicted speed of the sample virtual vehicle; the assisted steering model is trained according to the position difference between the predicted position and the second position, and the speed difference between the predicted speed and the second speed.
  • the auxiliary steering logic when used to control the virtual vehicle to perform automatic steering, the auxiliary steering logic takes over the steering process of the virtual vehicle. At this time, the user cannot control the virtual vehicle, and after the virtual vehicle completes turning, the user can control the virtual vehicle again.
  • the steering process of the virtual vehicle is assisted by the auxiliary steering logic.
  • the user can still control the steering of the virtual vehicle, and the auxiliary steering logic will correct the steering of the virtual vehicle.
  • the virtual vehicle turns 70 degrees forward to the right.
  • the virtual vehicle is about to collide with a virtual obstacle beside the road, the auxiliary conditions are met, the auxiliary steering logic is enabled, and the auxiliary steering logic controls the steering of the virtual vehicle to avoid virtual The vehicle collided with a virtual obstacle.
  • the virtual vehicle moves to the east, and the preset direction of the terminal or server is west. The virtual vehicle is moving in the wrong direction.
  • the auxiliary steering logic is used to control the virtual vehicle to perform automatic steering.
  • the steering failure condition refers to a condition for predicting that the virtual vehicle will fail to turn.
  • the steering result of the virtual vehicle is predicted, and the steering result includes steering success and steering failure.
  • the steering result of the virtual vehicle is predicted to be a steering failure
  • the steering of the virtual vehicle is determined.
  • the process satisfies the steering failure condition. That is, the steering result of the steering process of the virtual vehicle is predicted; if the steering result is a steering failure, the auxiliary steering logic is used to control the virtual vehicle to perform automatic steering.
  • the auxiliary steering logic is used to control the virtual vehicle to perform automatic steering, so as to avoid the virtual vehicle from hitting the virtual obstacle. thing.
  • the virtual vehicle steering failure refers to at least one of the virtual vehicle colliding with the virtual obstacle, the virtual vehicle leaving the driving road, and the virtual vehicle colliding with other virtual vehicles.
  • the manipulation mode of the virtual vehicle is displayed on the direction control.
  • the direction control is a joystick component
  • the joystick position is displayed on the joystick component
  • the joystick position is used to indicate that the virtual vehicle controls the steering of the virtual vehicle during the process of automatic steering by the assisted steering logic.
  • the required condition is that when the user moves the joystick in the joystick component to the aforementioned joystick position, the virtual vehicle can be controlled to steer according to the manner in which the auxiliary steering logic controls the virtual vehicle.
  • the target direction key is highlighted on the direction key, and the target direction key is used to indicate that the virtual vehicle is required to control the steering of the virtual vehicle during the process of automatic steering by the assisted steering logic.
  • the auxiliary steering logic is used to control the virtual vehicle to go straight.
  • the straight-ahead failure condition is a condition used to identify that the virtual vehicle fails in the straight-ahead process or the virtual vehicle fails to turn in a future time period.
  • the auxiliary steering logic is used to control the virtual vehicle to go straight.
  • the auxiliary steering logic is used to control the virtual vehicle to go straight.
  • the auxiliary steering logic is used to control the virtual vehicle to go straight.
  • the auxiliary steering logic is used to control the virtual vehicle to go straight.
  • the auxiliary condition When the auxiliary condition is not triggered, the virtual vehicle is operated by the user.
  • the auxiliary condition When the auxiliary condition is triggered, it is controlled by the auxiliary steering logic, which not only retains the user's operation fun and learning behavior, but also helps the user to correct in time. mistakes, reduce user frustration, and promote user learning.
  • the steering of the virtual vehicle is controlled by the auxiliary steering logic, which does not require the user to perform operations, which can effectively reduce the user's operation steps and avoid The repeated operation of the user improves the efficiency of human-computer interaction.
  • an automatic control prompt is displayed to help the user know that the virtual vehicle is under the control of the auxiliary steering logic; on the other hand, an operation prompt is displayed to help the user understand the steering It is convenient for the user to adjust the next steering according to the reason of steering failure and improve the user's skills.
  • FIG. 4 shows a flowchart of a method for controlling a virtual vehicle provided by an exemplary embodiment of the present application.
  • the method can be performed by the terminal 120 or the terminal 160 shown in FIG. 1, and the method includes the following steps:
  • Step 401 Display a virtual vehicle in a virtual environment in a graphical user interface.
  • the virtual environment is a picture obtained by observing in the virtual world from a first-person perspective or a third-person perspective during the running process of the application in the terminal.
  • the virtual environment is a picture when the virtual vehicle is observed through the camera model in the virtual world.
  • a virtual vehicle is a vehicle that a user controls in a virtual environment.
  • the virtual vehicle is at least one of a virtual car, a virtual trailer, a virtual car train, a virtual moped, and a virtual motorcycle.
  • the virtual vehicle may also be other virtual vehicles, for example, a virtual ship, a virtual aircraft, etc.
  • the type of the virtual vehicle is not limited in this application.
  • a virtual character is mounted on the virtual vehicle.
  • the user controls the virtual vehicle through the virtual character.
  • Step 402 In the case that the steering process of the virtual vehicle satisfies the auxiliary condition, display the auxiliary steering logic control.
  • the Assist Steering Logic Control is used to activate or deactivate the Assist Steering Logic control.
  • the auxiliary steering logic control is in an activated state, in response to a trigger operation on the auxiliary steering logic control, the auxiliary steering logic control is turned off.
  • the auxiliary steering logic control is activated in response to a trigger operation on the auxiliary steering logic control.
  • the assisted steering logic controls are displayed on other graphical user interfaces.
  • the auxiliary steering logic control is displayed on the setting interface, and the user can pre-enable the auxiliary steering logic on the setting interface.
  • the terminal does not need to display the auxiliary steering logic control, and directly Activate assisted steering logic.
  • Step 403 In response to the trigger operation on the auxiliary steering logic control, the step of using the auxiliary steering logic to control the virtual vehicle to perform automatic steering is performed, and an auxiliary logo is displayed in the graphical user interface.
  • Trigger action is used to deactivate or activate auxiliary steering logic.
  • the trigger action is the pressing of one or more preset physical buttons to deactivate or activate the auxiliary steering logic, or the trigger action may be a signal generated by a long press, tap, double tap and/or swipe on a designated area of the touch screen. Execute the trigger action.
  • an auxiliary sign is displayed in the GUI, and the auxiliary sign is used to indicate that the auxiliary steering logic is in an active state, that is, when the auxiliary steering condition is satisfied, the auxiliary steering logic will control the virtual vehicle to move.
  • the auxiliary logo is displayed at a peripheral position of the virtual vehicle.
  • the auxiliary logo is displayed at a peripheral position of the driver avatar on the virtual vehicle.
  • an auxiliary logo 306 is displayed on the head of the virtual character 302 .
  • Step 404 In response to the steering operation triggered on the directional control, control the virtual vehicle to steer in the virtual environment.
  • the direction control is used to control the movement direction of the virtual vehicle.
  • the direction control is at least one of a joystick component, a steering wheel component, and a direction key.
  • the virtual vehicle is controlled to go straight in the virtual environment in response to a straight-forward operation triggered on the directional control.
  • Step 405 In the case that the steering process of the virtual vehicle satisfies the auxiliary condition, the auxiliary steering logic is used to control the virtual vehicle to perform automatic steering, and an automatic control prompt is displayed in the graphical user interface.
  • the auxiliary condition is used to determine whether to enable the auxiliary steering logic to control the virtual vehicle.
  • the auxiliary condition refers to an activity failure condition, and the activity failure condition includes the failure of the virtual vehicle to turn, the failure of the virtual vehicle to go straight, the failure of the virtual vehicle to drift, the movement direction of the virtual vehicle does not match the preset direction, and the virtual vehicle is the same.
  • the virtual obstacle collides, the current virtual vehicle collides with other virtual vehicles, the speed of the virtual vehicle is less than the threshold, the distance between the virtual vehicle and the road boundary is less than the threshold, the virtual vehicle fails, and at least one of other preset events kind.
  • the auxiliary steering logic is used to control the virtual vehicle to perform automatic steering.
  • the steering failure condition refers to a condition for predicting that the virtual vehicle will fail to turn.
  • the automatic control prompt indicates that the auxiliary steering logic is activated, that is, when the virtual vehicle is controlled by the auxiliary steering logic, the automatic control prompt will be displayed.
  • the automatic control prompt includes at least one of patterns, pictures, text, and controls. Exemplarily, as shown in FIG. 5 , when the virtual vehicle 301 is about to come into contact with the curve boundary, the auxiliary steering logic will be activated, and an automatic control prompt 309 will be displayed on the graphical user interface.
  • the automatic control prompt is at least one of a sound prompt, a vibration prompt, and a flashing light prompt.
  • Step 406 Display an operation prompt in the graphical user interface.
  • an operation prompt is displayed in the graphical user interface, or, during the process that the auxiliary steering logic controls the virtual vehicle to perform automatic steering, the operation prompt is displayed in the graphical user interface.
  • the operation prompt is used to display the reason why the virtual vehicle fails to turn or the reason why the virtual vehicle fails to turn in the future time period. It enables the user to know the reason for the failure of the steering, and it is convenient for the user to adjust the next steering according to the reason for the failure of the steering, so as to improve the user's skills.
  • the operation prompt includes at least one of a pattern, a picture, a text, and a control.
  • an operation prompt 310 is displayed on the graphical user interface, and the display content of the operation prompt 310 is “This time the turning speed is too fast, the next time you can slow down the speed. Successful steering!, the display content is used to inform that the steering failure is caused by the too fast speed of the virtual vehicle during steering.
  • the operation prompt can also be expressed by voice.
  • the scenario shown in FIG. 6 is also used as an example for description.
  • the steering of the virtual vehicle is controlled by the auxiliary steering logic, which does not require the user to perform operations, which can effectively reduce the user's operation steps and avoid The repeated operation of the user improves the efficiency of human-computer interaction.
  • auxiliary conditions are not triggered, it is guaranteed that the user can experience the fun of controlling the virtual vehicle and learn to control the virtual vehicle.
  • the auxiliary conditions are met, the movement of the virtual vehicle can be controlled by the auxiliary steering logic, so as to avoid the steering failure caused by the user's operation error and reduce the user's frustration.
  • the conditions for the virtual vehicle to fail to turn or the virtual vehicle to fail to turn in the future time period are proposed, and the judgment basis of the auxiliary condition is provided, so that the auxiliary steering logic can be used at an accurate time.
  • the point is activated to better control the virtual vehicle for steering; on the other hand, the auxiliary steering logic is provided to control the logic of the virtual vehicle, so that the auxiliary steering logic can accurately control the virtual vehicle and avoid the virtual vehicle steering failure.
  • FIG. 7 shows a flowchart of a method for controlling a virtual vehicle provided by an exemplary embodiment of the present application.
  • the method can be performed by the terminal 120 or the terminal 160 shown in FIG. 1, and the method includes the following steps:
  • Step 701 Display a virtual vehicle in a virtual environment in a graphical user interface.
  • the virtual environment is a picture obtained by observing in the virtual world from a first-person perspective or a third-person perspective during the running process of the application in the terminal.
  • the virtual environment is a picture when the virtual vehicle is observed through the camera model in the virtual world.
  • a virtual vehicle is a vehicle that a user controls in a virtual environment.
  • the virtual vehicle is at least one of a virtual car, a virtual trailer, a virtual car train, a virtual moped, and a virtual motorcycle.
  • the direction control is used to control the movement direction of the virtual vehicle.
  • the direction control is at least one of a joystick component, a steering wheel component, and a direction key.
  • Step 702 In response to the steering operation triggered on the directional control, control the virtual vehicle to steer in the virtual environment.
  • the steering operation is used to control the virtual vehicle to steer in the virtual environment.
  • the steering operation is to press one or more preset physical buttons to control the virtual vehicle to steer in the virtual environment, or the steering operation can be performed by long-pressing, clicking, double-tapping and/or swiping on the designated area of the touch screen. Generated signals to perform steering operations.
  • Step 703 Obtain a first distance between the virtual vehicle and the inner boundary of the curve, and obtain a second distance between the virtual vehicle and the outer boundary of the curve.
  • the first distance is the shortest distance from the virtual vehicle to the inner boundary of the curve
  • the second distance is the shortest distance from the virtual vehicle to the outer boundary of the curve.
  • the boundary of the curve includes the inner boundary of the curve and the outer boundary of the curve. Therefore, when the virtual vehicle is turned, it is necessary to consider which side of the curve boundary the virtual vehicle collides with, so as to make corresponding adjustments to the virtual vehicle.
  • Step 704 Determine whether the first distance is greater than the second distance.
  • step 705 If the first distance is not greater than the second distance, go to step 705;
  • step 706 is executed.
  • Step 705 Determine the inner boundary of the curve as the target curve boundary.
  • the target curve boundary refers to the curve boundary close to the virtual vehicle.
  • the terminal determines the inner boundary of the curve as the target curve boundary, or the server determines the inner boundary of the curve as the target curve boundary.
  • the distance from the virtual vehicle 801 to the inner boundary 803 of the curve is the length of the line segment OB
  • the distance from the virtual vehicle 801 to the outer side 802 of the curve boundary is the length of the line segment OA
  • OA is greater than OB, so the inner boundary of the curve is determined as the target curve boundary.
  • Step 706 Determine the outer boundary of the curve as the target curve boundary.
  • the terminal determines the outer boundary of the curve as the target curve boundary, or the server determines the outer boundary of the curve as the target curve boundary.
  • Step 707 During the turning process, the speed of the virtual vehicle reaches the speed threshold, the distance between the virtual vehicle and the boundary of the target curve is less than the distance threshold, and the included angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve reaches the angle threshold. In this case, the assisted steering logic is activated.
  • the speed threshold is set by the user or technician. When the speed of the virtual vehicle is greater than the speed threshold, it is easy to cause the steering failure of the virtual vehicle; when the speed of the virtual vehicle is less than the speed threshold, the steering of the virtual vehicle is more likely to succeed.
  • the speed threshold is set to 10 km/h (kilometers per hour).
  • the speed of the virtual vehicle is displayed on a graphical user interface.
  • the speed of the virtual vehicle is calculated by calculating the distance traveled by the virtual vehicle in unit time.
  • the speed of the virtual vehicle is 6 km/h.
  • the distance threshold is set by the user or technician. When the distance between the virtual vehicle and the curve boundary is less than the distance threshold, the steering of the virtual vehicle is likely to fail; when the distance between the virtual vehicle and the curve boundary is greater than the distance threshold, the steering of the virtual vehicle is more likely to succeed.
  • the distance threshold is set to 10m (meters).
  • the distance between the virtual vehicle and the curve boundary refers to the shortest distance from the feature point of the virtual vehicle to the curve boundary
  • the feature point includes the center of gravity, the center of mass, the inner center, the outer center, and presets on the surface of the virtual vehicle. At least one of a point and a preset point inside the virtual vehicle.
  • the point O on the virtual vehicle 801 is used as a feature point, and a line segment with the shortest distance is made from the point O to the outer boundary 802 of the curve and the inner boundary 803 of the curve to obtain the line segment OA and the line segment OB.
  • the line segment OA represents the shortest distance from the point O to the outer boundary 802 of the curve
  • the line segment OB represents the shortest distance from the point O to the inner boundary 803 of the curve.
  • the terminal or the server obtains the distance between the virtual vehicle and the curve boundary.
  • the acquisition process includes the following sub-steps: draw a straight line perpendicular to the speed direction of the virtual vehicle from the feature point of the virtual vehicle, and obtain the intersection of the straight line and the curve boundary; The distance is determined as the distance between the virtual vehicle and the curve boundary.
  • the feature point is a point on the front part of the virtual vehicle
  • a straight line perpendicular to the speed direction is drawn from the feature point, and the line intersects the curve boundary to obtain an intersection point, and the distance between the intersection point and the feature point is The distance is used as the distance between the virtual vehicle and the curve boundary.
  • the angle threshold is set by the user or technician. When the angle between the speed direction of the virtual vehicle and the tangent of the curve boundary is greater than the angle threshold, it is easy to cause the steering failure of the virtual vehicle; when the angle between the speed direction of the virtual vehicle and the tangent of the curve boundary is less than the angle threshold, the virtual The steering of the vehicle is easier to succeed.
  • the angle threshold is set to 0 degrees.
  • the included angle between the speed direction of the virtual vehicle and the tangent of the curve boundary is an acute angle or a right angle.
  • the terminal or server determines the tangent to the curve boundary.
  • the process includes the following sub-steps: drawing a straight line perpendicular to the speed direction of the virtual vehicle from the feature point of the virtual vehicle, and obtaining the intersection of the straight line and the curve boundary; making the intersection point based on the tangent of the curve boundary .
  • the feature point on the virtual vehicle 901 is point O
  • the ray OP represents the speed direction of the virtual vehicle 901. From the point O, a straight line perpendicular to the ray OP is drawn to connect the inner boundary of the curve.
  • the speed of the virtual vehicle 1001 does not reach the speed threshold;
  • the distance between the virtual vehicle 1001 and the curve boundary 1002 is the line segment SR, and the distance between the virtual vehicle 1001 and the curve boundary 1003 is the line segment TU , where the line segment SR and the line segment TU are both smaller than the distance threshold;
  • the ray PQ represents the moving direction of the virtual vehicle 1001 , the ray PQ is parallel to the tangent 1004 of the curve boundary 1002 , and the ray PQ is parallel to the tangent 1005 of the curve boundary 1003 , so the virtual If the angle between the speed direction of the vehicle 1001 and the tangent to the curve boundary does not reach the angle threshold, the auxiliary steering logic will not be triggered at this time.
  • Step 708 Collect state parameters of the virtual vehicle.
  • the state parameters include at least one of the speed of the virtual vehicle, the distance between the virtual vehicle and the boundary of the target curve, and the included angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve.
  • the auxiliary steering logic will control the virtual vehicle accordingly according to the state parameters.
  • the auxiliary steering logic is used to adjust the state parameters of the virtual vehicle to control the virtual vehicle to perform automatic steering.
  • the virtual vehicle 1101 is turning near the inner boundary 1102 of the curve, the speed of the virtual vehicle 1101 reaches the speed threshold, and the distance between the virtual vehicle 1101 and the inner boundary 1102 of the curve is a line segment.
  • the line segment OE is less than the distance threshold
  • the ray CD represents the speed direction of the virtual vehicle 1101
  • the angle between the ray CD and the tangent 1103 of the inner boundary 1102 of the curve is ⁇
  • reaches the angle threshold.
  • the auxiliary steering logic controls the virtual vehicle.
  • the state parameters of the virtual vehicle at least include the speed of the virtual vehicle 1101, the distance OE between the virtual vehicle 1101 and the inner boundary 1102 of the road, the virtual vehicle 1101 The angle ⁇ between the speed direction of and the tangent 1103 of the inner boundary 1102 of the curve.
  • the virtual vehicle 1201 is turning near the outer boundary 1002 of the curve, the speed of the virtual vehicle 1201 reaches the speed threshold, and the distance between the virtual vehicle 1201 and the outer boundary 1202 of the curve is a line segment.
  • the line segment OF is less than the distance threshold
  • the ray GH represents the speed direction of the virtual vehicle 1201
  • the angle between the ray GH and the tangent 1203 of the outer boundary 1202 of the curve is ⁇
  • reaches the angle threshold
  • the state parameters of the virtual vehicle at least include the speed of the virtual vehicle 1201, the distance OF between the virtual vehicle 1201 and the inner boundary 1202 of the road, the virtual vehicle 1201 The angle ⁇ between the speed direction of and the tangent 1203 of the outer boundary 1202 of the curve.
  • Step 709 Based on the speed of the virtual vehicle, automatically adjust the speed of the virtual vehicle to the target speed through the auxiliary steering logic.
  • the state parameter includes the speed of the virtual vehicle
  • the speed of the virtual vehicle is automatically adjusted to the target speed through the auxiliary steering logic.
  • the target speed is determined according to the included angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve. When the virtual vehicle is at the target speed, it is easier for the virtual vehicle to turn successfully.
  • the target speed is obtained by substituting the included angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve into a preset functional formula.
  • the target velocity is obtained by querying the relation table of included angle-target velocity.
  • Table 1 Exemplary, as shown in Table 1:
  • Table 1 Included angle-target velocity relationship table
  • the speed of the virtual vehicle is automatically adjusted to be less than the target speed through the auxiliary steering logic.
  • the target speed is determined to be 60 km/h;
  • the target speed is determined to be 50km/h.
  • Step 710 Based on the distance between the virtual vehicle and the boundary of the target curve, automatically adjust the distance between the virtual vehicle and the boundary of the target curve to the target distance through the auxiliary steering logic.
  • the state parameter includes the distance between the virtual vehicle and the boundary of the target curve
  • the distance between the virtual vehicle and the boundary of the target curve is automatically adjusted to the target distance through the auxiliary steering logic.
  • the target distance is determined according to an included angle between the speed direction of the virtual vehicle and a tangent to the boundary of the target curve.
  • the target distance is determined to be 4m; when the included angle between the speed direction of the virtual vehicle and the tangent to the target curve boundary is When it is 4 degrees, the target speed is determined to be 8m.
  • the target distance is obtained by substituting the included angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve into a preset functional formula.
  • the target distance is obtained by querying a relation table of included angle-target distance.
  • a relation table of included angle-target distance Exemplary, as shown in Table 2:
  • Table 2 Included angle-target distance relationship table
  • the target distance is determined according to the speed of the virtual vehicle.
  • the target distance is determined to be 6m; when the speed of the virtual vehicle is 70km/h, the target distance is determined to be 9m.
  • the target distance is obtained by substituting the speed of the virtual vehicle into a preset functional formula.
  • the auxiliary steering logic controls to change the speed direction of the virtual vehicle from the first direction to the second direction, and the first direction is activated by the auxiliary steering logic.
  • the speed direction of the front virtual vehicle, the second direction is the direction in which the virtual vehicle is away from the boundary of the target curve, and the auxiliary steering logic controls to reduce the speed of the virtual vehicle.
  • Step 711 Based on the angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve, automatically adjust the angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve to the target angle through the auxiliary steering logic.
  • the auxiliary steering logic When the state parameter includes the angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve, based on the angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve, the auxiliary steering logic The angle between the speed direction and the tangent of the target curve boundary is adjusted to the target angle.
  • the target angle is determined based on the speed of the virtual vehicle.
  • the target angle is determined to be 5 degrees; when the speed of the virtual vehicle is 70 km/h, the target angle is determined to be 9 degrees.
  • the target angle is obtained by substituting the speed of the virtual vehicle into a preset functional formula.
  • the target angle is obtained by querying the relationship table of speed-target angle.
  • Table 3 Exemplary, as shown in Table 3:
  • the target angle is determined according to the distance between the virtual vehicle and the boundary of the target curve.
  • the target angle is determined to be 5 degrees; when the distance between the virtual vehicle and the boundary of the target curve is 15m, the target angle is determined to be 9 degrees.
  • the target angle is obtained by substituting the distance between the virtual vehicle and the boundary of the target curve into a preset function formula.
  • the target angle is obtained by querying the relationship table of distance-target angle.
  • Step 712 The virtual vehicle completes turning.
  • the auxiliary steering logic controls the virtual vehicle to complete the steering.
  • the steering of the virtual vehicle is controlled by the auxiliary steering logic, which does not require the user to perform operations, which can effectively reduce the user's operation steps and avoid The repeated operation of the user improves the efficiency of human-computer interaction.
  • the auxiliary Turn to logic to control the virtual vehicle, adjust the virtual vehicle in time, and reduce the user's frustration.
  • FIG. 13 shows a schematic structural diagram of a control device for a virtual vehicle provided by an exemplary embodiment of the present application.
  • the apparatus can be implemented as a whole or a part of computer equipment through software, hardware or a combination of the two, and the apparatus 130 includes:
  • the display module 131 is used for displaying the virtual vehicle in the virtual environment in the graphical user interface
  • control module 132 configured to control the virtual vehicle to turn in the virtual environment in response to a steering operation
  • the control module 132 is further configured to use auxiliary steering logic to control the virtual vehicle to perform automatic steering when the steering process of the virtual vehicle satisfies the auxiliary condition.
  • control module 132 is further configured to use the auxiliary steering logic to control the virtual vehicle to automatically perform automatic steering when the steering process of the virtual vehicle satisfies the steering failure condition Steering; wherein, the steering failure condition refers to a condition for predicting that the virtual vehicle fails to turn.
  • control module 132 is further configured to, during the steering process, the speed of the virtual vehicle reaches a speed threshold, and the distance between the virtual vehicle and the boundary of the target curve is less than the distance threshold value and the included angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve reaches the angle threshold, start the auxiliary steering logic; use the auxiliary steering logic to adjust the state of the virtual vehicle parameters to control the virtual vehicle to perform automatic steering.
  • control module 132 is further configured to automatically adjust the speed of the virtual vehicle to a target speed through the auxiliary steering logic based on the speed of the virtual vehicle; wherein, The target speed is determined according to the included angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve.
  • control module 132 is further configured to automatically connect the virtual vehicle to the target curve through the auxiliary steering logic based on the distance between the virtual vehicle and the boundary of the target curve. The distance of the target curve boundary is adjusted as the target distance.
  • control module 132 is further configured to, based on the included angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve, automatically turn all the The included angle between the speed direction of the virtual vehicle and the tangent to the boundary of the target curve is adjusted as the target angle.
  • the apparatus 130 further includes a determination module 133 .
  • the control module 133 is configured to obtain a first distance between the virtual vehicle and the outer boundary of the curve, and obtain a second distance between the virtual vehicle and the outer boundary of the curve; The curve boundary whose distance corresponds to the smaller of the second distances is determined as the target curve boundary.
  • the display module 131 is further configured to display an auxiliary steering logic control when the steering process of the virtual vehicle satisfies an auxiliary condition; in response to the auxiliary steering logic control The triggering operation is performed, and the step of using auxiliary steering logic to control the virtual vehicle to perform automatic steering is performed.
  • the display module 131 is further configured to display an auxiliary sign in the graphical user interface during the operation of the auxiliary steering logic, where the auxiliary sign is used to indicate the Secondary steering logic is active.
  • the display module 131 is further configured to display the auxiliary logo at the peripheral position of the virtual vehicle during the operation of the auxiliary steering logic; During the operation of the auxiliary steering logic, the auxiliary sign is displayed at the peripheral position of the driver avatar on the virtual vehicle.
  • the display module 131 is further configured to display an operation prompt in the graphical user interface, where the operation prompt is used to display the reason why the virtual vehicle fails to turn Describe the reason why the virtual vehicle fails to turn in the future time period.
  • the graphical user interface further displays a direction control; the display module 131 is further configured to use the auxiliary steering logic to control the virtual vehicle to perform automatic steering, The manipulation mode of the virtual vehicle is displayed on the direction control.
  • the auxiliary steering logic is an auxiliary steering model
  • the control module 133 is further configured to obtain the position and speed of the virtual vehicle when the steering process of the virtual vehicle satisfies the auxiliary conditions;
  • the position and speed of the virtual vehicle are processed through the auxiliary steering model to obtain the target position and target speed of the virtual vehicle; the virtual vehicle is controlled to steer according to the target position and target speed of the virtual vehicle.
  • the steering of the virtual vehicle is controlled by the auxiliary steering logic, which does not require the user to perform operations, which can effectively reduce the user's operation steps and avoid The repeated operation of the user improves the efficiency of human-computer interaction.
  • FIG. 14 shows a structural block diagram of a terminal 1400 provided by an exemplary embodiment of the present application.
  • the terminal 1400 may be a portable mobile terminal, such as a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer 4 (Moving Picture Experts) Experts Group Audio Layer IV, MP4) player.
  • Terminal 1400 may also be referred to by other names such as user equipment, portable terminal, and the like.
  • the terminal 1400 includes: a processor 1401 and a memory 1402 .
  • the processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • the processor 1401 can use at least one hardware form among digital signal processing (Digital Signal Processing, DSP), field programmable gate array (Field-Programmable Gate Array, FPGA), and programmable logic array (Programmable Logic Array, PLA).
  • DSP Digital Signal Processing
  • FPGA field programmable gate array
  • PLA programmable logic array
  • the processor 1401 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in a wake-up state, also called a central processing unit (CPU); the coprocessor is a A low-power processor for processing data in a standby state.
  • CPU central processing unit
  • the processor 1401 may be integrated with a graphics processor (Graphics Processing Unit, GPU), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1401 may further include an artificial intelligence (Artificial Intelligence, AI) processor for processing computing operations related to machine learning.
  • AI Artificial Intelligence
  • Memory 1402 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1402 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1402 is used to store at least one instruction, where the at least one instruction is used to be executed by the processor 1401 to implement the methods provided by the embodiments of the present application.
  • the terminal 1400 may optionally further include: a peripheral device interface 1403 and at least one peripheral device.
  • the peripheral device includes: at least one of a radio frequency circuit 1404 , a touch display screen 1405 , a camera assembly 1406 , an audio circuit 1407 , a positioning assembly 1408 and a power supply 1409 .
  • the terminal 1400 also includes one or more sensors 1410 .
  • the one or more sensors 1410 include, but are not limited to, an acceleration sensor 1411 , a gyro sensor 1412 , a pressure sensor 1413 , an optical sensor 1414 and a proximity sensor 1415 .
  • FIG. 14 does not constitute a limitation on the terminal 1400, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
  • Embodiments of the present application further provide a computer-readable storage medium, where the computer-readable storage medium stores at least one instruction, and the at least one instruction is loaded and executed by a processor to implement the virtual carrier described in the above embodiments control method.
  • a computer program product or computer program comprising computer instructions stored in a computer readable storage medium.
  • the processor of the terminal reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal executes the method for controlling the virtual vehicle provided in various optional implementation manners of the foregoing aspects.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)

Abstract

本申请公开了一种虚拟载具的控制方法、装置、设备、介质及程序产品,运用于虚拟世界领域。该方法包括:在图形用户界面中显示位于虚拟环境中的虚拟载具(202);响应于转向操作,控制所述虚拟载具在所述虚拟环境中进行转向(204);在所述虚拟载具的转向过程满足辅助条件的情况下,采用辅助转向逻辑控制所述虚拟载具进行自动转向(206)。该方法可以通过辅助转向逻辑来操控虚拟载具的转向,不需要用户进行操作,可以有效减少用户的操作步骤,避免用户的重复操作,提高人机交互效率。

Description

虚拟载具的控制方法、装置、设备、介质及程序产品
本申请要求于2021年04月26日提交的申请号为202110454401.4、发明名称为“虚拟车辆的控制方法、装置、设备及介质”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。
技术领域
本申请涉及虚拟世界领域,特别涉及一种虚拟载具的控制方法、装置、设备、介质及程序产品。
背景技术
在竞速游戏中,多名用户会被分为敌对的两组或者多名用户单独成组,用户操纵虚拟环境中的虚拟载具进行竞速,以虚拟载具从起点到达终点的顺序进行排名。
相关技术中,当用户接触竞速游戏的时间较短时,为引导用户的正确操作,会在虚拟环境中显示辅助路线,该辅助路线用于告知用户,虚拟载具在沿着辅助路线移动时,可以得到最短的转向时间或最短的转向路径。用户在实际操作时,需要控制虚拟载具沿着辅助路线移动。
相关技术仅提供了较优的辅助路线,但是有些用户本身接触竞速游戏的时间相对较短,操作虚拟载具并不熟练,即使提供了辅助路线也很容易在转向时出现失误,使虚拟载具偏离辅助路线。
发明内容
本申请实施例提供了一种虚拟载具的控制方法、装置、设备、介质及程序产品,该方法会在满足辅助条件的情况下通过辅助转向逻辑来控制虚拟载具的转向,不需要用户进行额外的操作,使得新手用户可以顺利地完成复杂弯道情况下的转向。所述技术方案如下:
根据本申请的一个方面,提供了一种虚拟载具的控制方法,该方法包括:
在图形用户界面中显示位于虚拟环境中的虚拟载具;
响应于转向操作,控制所述虚拟载具在所述虚拟环境中进行转向;
在所述虚拟载具的转向过程满足辅助条件的情况下,采用辅助转向逻辑控制所述虚拟载具进行自动转向。
根据本申请的另一个方面,提供了一种虚拟载具的控制装置,该装置包括:
显示模块,用于在图形用户界面中显示位于虚拟环境中的虚拟载具;
控制模块,用于响应于转向操作,控制所述虚拟载具在所述虚拟环境中进行转向;
所述控制模块,还用于在所述虚拟载具的转向过程满足辅助条件的情况下,采用辅助转向逻辑控制所述虚拟载具进行自动转向。
根据本申请的另一方面,提供了一种计算机设备,该计算机设备包括:处理器和存储器,存储器中存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行以实现如上方面所述的虚拟载具的控制方法。
根据本申请的另一方面,提供了一种计算机存储介质,计算机可读存储介质中存储有至少一条程序代码,程序代码由处理器加载并执行以实现如上方面所述的虚拟载具的控制方法。
根据本申请的另一方面,提供了一种计算机程序产品或计算机程序,上述计算机程序产品或计算机程序包括计算机指令,上述计算机指令存储在计算机可读存储介质中。计算机设备的处理器从上述计算机可读存储介质读取上述计算机指令,上述处理器执行上述计算机指令,使得上述计算机设备执行如上方面所述的虚拟载具的控制方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
在用户控制虚拟载具进行转向且满足辅助条件时,会由辅助转向逻辑来操控虚拟载具的转向,不需要用户进行操作,可以有效减少用户的操作步骤,避免用户的重复操作,提高人机交互效率。
附图说明
图1是本申请一个示例性实施例提供的计算机系统的示意图;
图2是本申请一个示例性实施例提供的虚拟载具的控制方法的流程示意图;
图3是本申请一个示例性实施例提供的虚拟载具的控制方法的界面示意图;
图4是本申请一个示例性实施例提供的虚拟载具的控制方法的流程示意图;
图5是本申请一个示例性实施例提供的虚拟载具的控制方法的界面示意图;
图6是本申请一个示例性实施例提供的虚拟载具的控制方法的界面示意图;
图7是本申请一个示例性实施例提供的虚拟载具的控制方法的流程示意图;
图8是本申请一个示例性实施例提供的确定距离的示意图;
图9是本申请一个示例性实施例提供的确定夹角的示意图;
图10是本申请一个示例性实施例提供的不开启辅助转向逻辑的示意图;
图11是本申请一个示例性实施例提供的靠近弯道内侧边界转向的示意图;
图12是本申请一个示例性实施例提供的靠近弯道外侧边界转向的示意图;
图13是本申请一个示例性实施例提供的虚拟载具的控制装置的结构示意图;
图14是本申请另一个示例性实施例提供的终端的结构框图。
具体实施方式
首先,对本申请实施例中涉及的名词进行介绍:
图像用户界面(Graphical User Interface,GUI):是指采用图形方式显示的计算机操作用户界面。图形用户界面是一种人与计算机通信的界面显示格式,允许用户使用鼠标等输入设备操纵屏幕上的图标或菜单选项,以选择命令、调用文件、启动程序或执行其它一些日常任务。在图形用户界面,用户看到和操作的都是图形对象。
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是三维虚拟环境,也可以是二维虚拟环境。该三维虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。
虚拟载具:是指在虚拟环境中的载具。可选地,当虚拟环境为三维虚拟环境时,虚拟载具是基于动画骨骼技术创建的三维立体模型,每个虚拟载具在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,当虚拟环境为二维虚拟环境时,虚拟载具是基于动画技术创建的二维平面模型,每个虚拟载具在二维虚拟环境中具有自身的形状和面积,占据二维虚拟环境中的一部分面积。需要说明的是,本申请实施例中,虚拟载具包括虚拟车辆、虚拟飞机、虚拟船只、虚拟火车中的至少一种。本申请实施例对虚拟载具的种类不做具体限定。
竞速游戏:是一种在虚拟世界中提供虚拟环境,供多名用户在该虚拟场景中进行竞速的游戏。通常,竞速游戏中多名玩家会被分为多个阵营,或者玩家单独成组,所有玩家同时从起点起步,以最先到达终点的一名或多名玩家为胜利者。竞速游戏以局为单位,一局竞速游戏的持续时间是从游戏开始的时刻至达成胜利条件的时刻。
MOBA(Multiplayer Online Battle Arena,多人在线战术竞技游戏)游戏:是一种在虚拟世界中提供若干个据点,处于不同阵营的用户控制虚拟角色在虚拟世界中对战,占领据点或摧毁敌对阵营据点的游戏。例如,MOBA游戏可将用户分成两个敌对阵营,将用户控制的虚拟角色分散在虚拟世界中互相竞争,以摧毁或占领敌方的全部据点作为胜利条件。MOBA 游戏以局为单位,一局MOBA游戏的持续时间是从游戏开始的时刻至达成胜利条件的时刻。
FPS(First Person Shooting game)游戏:是一种在虚拟世界中提供若干个据点,处于不同阵营的用户控制虚拟角色在虚拟世界中对战,占领据点或摧毁敌对阵营据点或击杀敌对阵营全部或部分角色的游戏。通常,FPS游戏中用户以第一人称视角进行游戏,用户也可以选择第三人称视角进行游戏。例如,FPS游戏可将用户分成两个敌对阵营,将用户控制的虚拟角色分散在虚拟世界中互相竞争,以击杀敌方的全部用户作为胜利条件。FPS游戏以局为单位,一局FPS游戏的持续时间是从游戏开始的时刻至达成胜利条件的时刻。
SLG(Simulation Games)游戏:是一种在虚拟世界中提供虚拟资源,模拟现实的游戏类型。例如,SLG游戏可将多名用户分入单个阵营,多名用户协同完成指定任务。一局SLG游戏通常不存在胜利条件。
需要说明的是,本申请所涉及的信息(包括但不限于用户设备信息、用户个人信息等)、数据(包括但不限于用于分析的数据、存储的数据、展示的数据等)以及信号,均为经用户授权或者经过各方充分授权的,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
图1示出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统100包括:第一终端120、服务器集群140和第二终端160。
第一终端120安装和运行有支持虚拟环境的应用程序。该应用程序可以是竞速游戏、MOBA游戏、虚拟现实应用程序、三维地图程序、FPS游戏、多人枪战类生存游戏中的任意一种。第一终端120是第一用户使用的终端,第一用户使用第一终端120操作位于三维虚拟环境中的第一虚拟载具进行移动。
第一终端120通过无线网络或有线网络与服务器集群140相连。
服务器集群140包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。服务器集群140用于为支持虚拟环境的应用程序提供后台服务。可选地,服务器集群140承担主要计算工作,第一终端120和第二终端160承担次要计算工作;或者,服务器集群140承担次要计算工作,第一终端120和第二终端160承担主要计算工作;或者,服务器集群140、第一终端120和第二终端160三者之间采用分布式计算架构进行协同计算。
第二终端160安装和运行有支持虚拟环境的应用程序。该应用程序可以是竞速游戏、MOBA游戏、虚拟现实应用程序、三维地图程序、FPS游戏、多人枪战类生存游戏中的任意一种。第二终端160是第二用户使用的终端,第二用户使用第二终端160操作位于三维虚拟环境中的第二虚拟载具进行移动。第一虚拟载具和第二虚拟载具可以属于同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。需要说明的是。第二终端160为可选计算机设备。
可选地,第一终端120和第二终端160上安装的应用程序是相同的,或不同平台的同一类型应用程序。第一终端120可以泛指多个终端中的一个,第二终端160可以泛指多个终端中的一个,本实施例仅以第一终端120和第二终端160来举例说明。第一终端120和第二终端160的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。
竞速游戏对用户的操作水平要求较高,需要用户熟练地掌握各类操作技巧,例如,漂移、快速转向等。然而对于刚接触竞速游戏的新手用户而言,新手用户的操作技巧并不熟练,很容易出现操作上的失误,造成游戏的失利,从而给用户带来挫败感。
但是,竞速游戏又需要新手用户进行多盘游戏,不停地重复漂移、快速过弯等操作,通过这种重复训练的方法能使新手用户了解到该如何进行上述操作。然而,新手用户在控制虚拟载具时很容易出现操作失误,而多次操作失误会给用户带来挫败感,会影响用户的游戏体 验,进而影响到用户的操作,形成恶性循环。
因此,如何让这些新手用户既能亲手控制虚拟载具的移动,从而学习到各类操作技巧,又能在保证用户亲自操作的基础上,减少用户的操作步骤,避免用户的重复操作,提高人机交互效率,是本申请所要解决的其中一个问题。
图2示出了本申请一个示例性实施例提供的虚拟载具的控制方法的流程图。该方法可由图1所示的终端120或终端160执行,该方法包括以下步骤:
步骤202:在图形用户界面中显示位于虚拟环境中的虚拟载具。
虚拟环境是终端中的应用程序在运行的过程中,以第一人称视角或者第三人称视角在虚拟世界中进行观察所获得的画面。可选地,本申请的实施例中,虚拟环境是在虚拟世界中通过摄像机模型对虚拟载具进行观察时的画面。
可选地,摄像机模型在虚拟世界中对虚拟载具进行自动跟随,即,当虚拟载具在虚拟世界中的位置发生改变时,摄像机模型跟随虚拟载具在虚拟世界中的位置同时发生改变,且该摄像机模型在虚拟世界中始终处于虚拟载具的预设距离范围内。可选地,在自动跟随过程中,摄像头模型和虚拟载具的相对位置不发生变化。
虚拟载具是用户在虚拟环境中主控的载具。虚拟载具是虚拟车辆、虚拟飞机、虚拟船只、虚拟挂车、虚拟汽车列车、虚拟轻便摩托车和虚拟摩托车中的至少一种。
可选地,虚拟载具上乘坐有虚拟角色。用户通过该虚拟角色控制虚拟载具。
可选地,虚拟载具是用户持有的载具,或者,虚拟载具是用户未持有的载具。可选地,用户通过以下方式中的至少一种获取虚拟载具:用户使用虚拟资源兑换虚拟载具、用户完成预设任务获取虚拟载具、通过其他用户的赠送获取虚拟载具。
可选地,图形用户界面还包括方向控件,方向控件用于控制虚拟载具的移动方向。示例性的,方向控件是摇杆部件、方向盘部件、方向键中的至少一种。
示例性的,如图3所示,虚拟载具301和方向控件303显示在图形用户界面中,在虚拟载具301上还有虚拟角色302。
可选地,在图形用户界面中还显示有缩略地图、加速控件、背包控件、音量开关、麦克风开关、虚拟道具中的至少一种。其中,缩略地图用于显示虚拟环境的地图,加速控件用于增加或减少虚拟载具的速度,背包控件用于用户查看持有的虚拟道具,音量开关用于开启或关闭应用程序的声音,麦克风开关用于开启或关闭麦克风。示例性的,如图3所示,图形用户界面上还显示有加速控件304、缩略地图305、虚拟道具307和背包控件308。
步骤204:响应于转向操作,控制虚拟载具在虚拟环境中进行转向。
转向操作用于控制虚拟载具在虚拟环境中进行转向。转向操作是按压一个或多个预设的物理按键以控制虚拟载具在虚拟环境中进行转向,或者,转向操作可以是通过在触摸屏的指定区域上进行长按、点击、双击和/或滑动所产生的信号来执行转向操作。
示例性的,响应于方向控件上的触发操作,控制虚拟载具在虚拟环境中进行转向。示例性的,响应于物理按键上的触发操作,控制虚拟载具在虚拟环境中进行转向。
可选地,虚拟载具的转向包括漂移转向。
步骤206:在虚拟载具的转向过程满足辅助条件的情况下,采用辅助转向逻辑控制虚拟载具进行自动转向。
辅助条件用于确定开启辅助转向逻辑来控制虚拟载具。可选地,辅助条件包括以下的至少一种:在虚拟载具按照当前状态活动的情况下,预测虚拟载具转向失败;在虚拟载具按照当前状态活动的情况下,预测虚拟载具直行失败;在虚拟载具按照当前状态活动的情况下,预测虚拟载具漂移失败;在虚拟载具按照当前状态活动的情况下,预测当前虚拟载具同其他虚拟载具发生碰撞。其中,当前状态包括虚拟载具的速度和移动方向中的至少一种。示例性的,虚拟载具在弯道的A处转向,虚拟载具的速度为50km/h,虚拟载具沿东南方向移动,若 虚拟载具继续以50km/h的速度沿东南方向移动,预测虚拟载具会在2s后与其他虚拟载具相撞,此时,确定虚拟载具的转向过程满足辅助条件。
可选地,辅助条件还包括虚拟载具的移动方向与预设方向不符、虚拟载具同虚拟障碍物发生碰撞、虚拟载具和道路边界的夹角不符合预设夹角、虚拟载具速度小于阈值、虚拟载具和道路边界的距离小于阈值、虚拟载具发生故障、弯道的难度高于预设值、连续弯道的数量大于预设值、其它预设事件中的至少一种。
辅助转向逻辑会修正虚拟载具的转向,以使得虚拟载具成功完成转向。
可选地,辅助转向逻辑是用于辅助虚拟载具完成转向的程序代码。可选地,辅助转向逻辑是应用程序提供的程序代码,或者,辅助转向逻辑是应用程序中的插件提供的程序代码。
在一种具体的实施方式中,辅助转向逻辑是辅助转向模型,在虚拟载具的转向过程满足辅助条件的情况下,获取虚拟载具的位置和速度;通过辅助转向模型对虚拟载具的位置和速度进行数据处理,得到虚拟载具的目标位置和目标速度;根据虚拟载具的目标位置和目标速度控制虚拟载具进行转向。示例性的,在虚拟载具的转向过程满足辅助条件的情况下,虚拟载具位于弯道的A点,虚拟载具的速度为60km/h,通过辅助转向模型对虚拟载具的位置和速度进行数据处理,得到虚拟载具的目标位置是在弯道的B点,虚拟载具的目标速度为50km/h,此时,控制虚拟载具向弯道的B点移动,并降低虚拟载具的速度至50km/h。
可选地,上述辅助转向模型通过以下步骤训练得到:获取样本转向视频;从样本转向视频中提取样本虚拟载具在第一时刻的第一位置和第一速度,以及提取样本虚拟载具在第二时刻的第二位置和第二速度,第二时刻晚于第一时刻;通过辅助转向模型对样本虚拟载具的第一位置和第一速度进行数据处理,得到样本虚拟载具的预测位置和预测速度;根据预测位置和第二位置之间的位置差值,以及预测速度和第二速度之间的速度差值,对辅助转向模型进行训练。其中,样本转向视频中的样本虚拟载具完成转向所需的时间小于预设时间阈值,或者,样本虚拟载具完成转向所用的距离小于预设距离阈值。示例性的,样本转向视频是熟练游戏玩家的转向视频,或者,样本转向视频是游戏比赛的选手的转向视频。熟练游戏玩家是指熟练度达到目标条件的用户帐号;游戏比赛的选手是指参与游戏比赛的用户帐号。上述转向视频均为正确转向时的游戏视频。
可选地,上述辅助转向模型还是通过以下步骤训练得到:获取样本虚拟载具在转向过程中的运行参数;从运行参数中获取样本虚拟载具在第一时刻的第一位置和第一速度,以及提取样本虚拟载具在第二时刻的第二位置和第二速度,第二时刻晚于第一时刻;通过辅助转向模型对样本虚拟载具的第一位置和第一速度进行数据处理,得到样本虚拟载具的预测位置和预测速度;根据预测位置和第二位置之间的位置差值,以及预测速度和第二速度之间的速度差值,对辅助转向模型进行训练。
在一种可选的实施方式中,在采用辅助转向逻辑控制虚拟载具进行自动转向的情况下,由辅助转向逻辑接管虚拟载具的转向过程。此时,用户无法控制虚拟载具,当虚拟载具完成转向后,用户可重新控制虚拟载具。
在另一种可选的实施方式中,在采用辅助转向逻辑控制虚拟载具进行自动转向的情况下,由辅助转向逻辑辅助虚拟载具的转向过程。示例性的,用户仍可以控制虚拟载具的转向,辅助转向逻辑会修正虚拟载具的转向,比如,用户控制虚拟载具向右前方80度方向转向,辅助转向逻辑会修正用户的操作,让虚拟载具向右前方70度方向转向。
示例性的,在虚拟载具转向的过程中,该虚拟载具即将与道路旁的虚拟障碍物发生碰撞,满足辅助条件,启用辅助转向逻辑,由辅助转向逻辑控制虚拟载具的转向,避免虚拟载具与虚拟障碍物发生碰撞。示例性的,在虚拟载具移动的过程中,该虚拟载具向东移动,而终端或服务器预设的方向是西边,启用辅助转向逻辑,由辅助转向逻辑控制虚拟载具的移动方向,避免虚拟载具向错误的方向移动。
可选地,在虚拟载具的转向过程满足转向失败条件的情况下,采用辅助转向逻辑控制虚 拟载具进行自动转向。其中,转向失败条件指预测虚拟载具发生转向失败的条件。换言之,在虚拟载具的转向过程中,预测虚拟载具的转向结果,转向结果包括转向成功和转向失败,若预测虚拟载具的转向结果是转向失败的情况下,确定该虚拟载具的转向过程满足转向失败条件。即,预测虚拟载具的转向过程的转向结果;在转向结果是转向失败的情况下,采用辅助转向逻辑控制虚拟载具进行自动转向。示例性的,在虚拟载具的转向过程中,预测到虚拟载具会在10秒后撞上虚拟障碍物,采用辅助转向逻辑控制虚拟载具进行自动转向,以避免虚拟载具撞上虚拟障碍物。
需要说明的是,在辅助转向逻辑开始控制虚拟载具进行自动转向时,即辅助转向逻辑进入活跃状态时,虚拟载具还未转向失败,但是预测到虚拟载具会在未来时间点转向失败,故需要激活辅助转向逻辑以避免虚拟载具转向失败。虚拟载具转向失败指虚拟载具与虚拟障碍物发生碰撞、虚拟载具离开行驶道路、虚拟载具与其他虚拟载具发生碰撞中的至少一种。
可选地,在采用辅助转向逻辑控制虚拟载具进行自动转向的过程中,在方向控件上显示虚拟载具的操控方式。示例性的,若方向控件是摇杆部件,则在摇杆部件上显示摇杆位置,该摇杆位置用于表示虚拟载具在受辅助转向逻辑进行自动转向的过程中,控制虚拟载具转向所需要的条件,即,用户将摇杆部件中的摇杆移动到前述的摇杆位置时,可以控制虚拟载具按照辅助转向逻辑控制虚拟载具的方式控制虚拟载具进行转向。示例性的,若方向控件是方向键,则在方向键上突出显示目标方向键,目标方向键用于表示虚拟载具在受辅助转向逻辑进行自动转向的过程中,控制虚拟载具转向所需要用到的方向键。
可选地,在虚拟载具的直行过程满足直行失败条件的情况下,采用辅助转向逻辑控制虚拟载具进行直行。其中,直行失败条件是用于识别虚拟载具的直行过程失败或在未来时间段内虚拟载具发生转向失败的条件。示例性的,当虚拟载具即将同虚拟障碍物相撞时,采用辅助转向逻辑控制虚拟载具进行直行。示例性的,当虚拟载具即将同虚拟环境中的其他虚拟载具相撞时,采用辅助转向逻辑控制虚拟载具进行直行。示例性的,当虚拟载具即将离开虚拟环境中的道路时,采用辅助转向逻辑控制虚拟载具进行直行。
由于在未触发辅助条件时,虚拟载具是由用户亲手操作的,在触发辅助条件时,转由辅助转向逻辑来进行操控,既保留了用户的操作乐趣和学习行为,又能及时帮助用户改正失误,减少用户的挫败感,促进用户学习。
综上所述,本实施例在用户控制虚拟载具进行转向且满足辅助条件时,会由辅助转向逻辑来操控虚拟载具的转向,不需要用户进行操作,可以有效减少用户的操作步骤,避免用户的重复操作,提高人机交互效率。
在接下来的实施例中,一方面在虚拟载具转向时,显示自动控制提示帮助用户了解到虚拟载具正在处于辅助转向逻辑的控制下;另一方面,显示操作提示,帮助用户了解到转向的失败原因,便于用户根据转向失败原因来调整下一次转向,提升用户的技巧。
图4示出了本申请一个示例性实施例提供的虚拟载具的控制方法的流程图。该方法可由图1所示的终端120或终端160执行,该方法包括以下步骤:
步骤401:在图形用户界面中显示位于虚拟环境中的虚拟载具。
虚拟环境是终端中的应用程序在运行的过程中,以第一人称视角或者第三人称视角在虚拟世界中进行观察所获得的画面。可选地,本申请的实施例中,虚拟环境是在虚拟世界中通过摄像机模型对虚拟载具进行观察时的画面。
虚拟载具是用户在虚拟环境中主控的载具。虚拟载具是虚拟汽车、虚拟挂车、虚拟汽车列车、虚拟轻便摩托车和虚拟摩托车中的至少一种。
可选地,虚拟载具还可以是其它的虚拟载具,例如,虚拟船只、虚拟飞行器等,本申请对虚拟载具的种类不做限定。
可选地,虚拟载具上乘坐有虚拟角色。用户通过该虚拟角色控制虚拟载具。
步骤402:在虚拟载具的转向过程满足辅助条件的情况下,显示辅助转向逻辑控件。
辅助转向逻辑控件用于激活或关闭辅助转向逻辑控件。示例性的,在辅助转向逻辑控件处于激活状态的情况下,响应于辅助转向逻辑控件上的触发操作,关闭辅助转向逻辑控件。示例性的,在辅助转向逻辑控件处于关闭状态下,响应于辅助转向逻辑控件上的触发操作,激活辅助转向逻辑控件。
可选地,辅助转向逻辑控件显示在其它的图形用户界面上。示例性的,辅助转向逻辑控件显示在设置界面上,用户可在设置界面上预先开启辅助转向逻辑,则在虚拟载具的转向过程满足辅助条件的情况下,终端无需显示辅助转向逻辑控件,直接激活辅助转向逻辑。
步骤403:响应于辅助转向逻辑控件上的触发操作,执行采用辅助转向逻辑控制虚拟载具进行自动转向的步骤,在图形用户界面中显示辅助标识。
触发操作用于关闭或激活辅助转向逻辑。触发操作是按压一个或多个预设的物理按键以关闭或激活辅助转向逻辑,或者,触发操作可以是通过在触摸屏的指定区域上进行长按、点击、双击和/或滑动所产生的信号来执行触发操作。
在辅助转向逻辑的运行过程中,在图形用户界面中显示辅助标识,辅助标识用于表示辅助转向逻辑处于激活状态,即当满足辅助条件的情况下,辅助转向逻辑会控制虚拟载具进行移动。
可选地,响应于辅助转向逻辑控件上的触发操作,在虚拟载具的周侧位置显示所述辅助标识。
可选地,响应于辅助转向逻辑控件上的触发操作,在虚拟载具上的驾驶员虚拟角色的周侧位置显示所述辅助标识。示例性的,如图3所示,在虚拟角色302的头上显示辅助标识306。
步骤404:响应于方向控件上触发的转向操作,控制虚拟载具在虚拟环境中进行转向。
方向控件用于控制虚拟载具的移动方向。可选地,方向控件是摇杆部件、方向盘部件、方向键中的至少一种。
可选地,响应于方向控件上触发的直行操作,控制虚拟载具在虚拟环境中直行。
步骤405:在虚拟载具的转向过程满足辅助条件的情况下,采用辅助转向逻辑控制虚拟载具进行自动转向,在图形用户界面中显示自动控制提示。
辅助条件用于判断是否开启辅助转向逻辑来控制虚拟载具。可选地,辅助条件指活动失败条件,该活动失败条件包括虚拟载具转向失败、虚拟载具直行失败、虚拟载具漂移失败、虚拟载具的移动方向与预设方向不符、虚拟载具同虚拟障碍物发生碰撞、当前虚拟载具同其他虚拟载具发生碰撞、虚拟载具速度小于阈值、虚拟载具和道路边界的距离小于阈值、虚拟载具发生故障、其它预设事件中的至少一种。
可选地,在虚拟载具的转向过程满足转向失败条件的情况下,采用辅助转向逻辑控制虚拟载具进行自动转向。其中,转向失败条件指预测虚拟载具发生转向失败的条件。
自动控制提示表示辅助转向逻辑处于启动状态,即当虚拟载具受到辅助转向逻辑的控制时,会显示自动控制提示。可选地,自动控制提示包括图案、图片、文字、控件中的至少一种。示例性的,如图5所示,虚拟载具301即将同弯道边界接触时,会启动辅助转向逻辑,并在图形用户界面上显示自动控制提示309。
可选地,自动控制提示还是声音提示、震动提示、闪光灯提示中的至少一种。
步骤406:在图形用户界面中显示操作提示。
响应于虚拟载具完成转向,在图形用户界面中显示操作提示,或者,在辅助转向逻辑控制虚拟载具进行自动转向的过程中,在图形用户界面中显示操作提示。
操作提示用于显示虚拟载具发生转向失败的原因或在未来时间段内虚拟载具发生转向失败的原因。使得用户了解到转向的失败原因,便于用户根据转向失败原因来调整下一次转向,以提升用户的技巧。
可选地,操作提示包括图案、图片、文字、控件中的至少一种。
示例性的,如图6所示,当虚拟载具完成转向后,在图像用户界面上显示操作提示310,操作提示310的显示内容为“本次转向速度过快,下次减慢速度就能成功转向啦!”,显示内容用于告知此次转向失败是由于转向时,虚拟载具的速度过快引起的。
可选地,还可以通过语音来表示操作提示。示例性的,同样以图6所示的场景为例进行说明,在显示操作提示310的同时,会输出“本次转向速度过快,下次减慢速度就能成功转向啦!”的语音。
综上所述,本实施例在用户控制虚拟载具进行转向且满足辅助条件时,会由辅助转向逻辑来操控虚拟载具的转向,不需要用户进行操作,可以有效减少用户的操作步骤,避免用户的重复操作,提高人机交互效率。
且,对于那些刚开始控制虚拟载具的用户而言,由于不触发辅助条件时,是由用户亲自操作虚拟载具的,故保证用户能够体验到控制虚拟载具的乐趣,学习到控制虚拟载具的技巧,同时,还可以在满足辅助条件时,由辅助转向逻辑控制虚拟载具的移动,避免因用户的操作失误而导致的转向失败,减少用户的挫败感。
在接下来的实施例中,一方面提出了虚拟载具发生转向失败或在未来时间段内虚拟载具发生转向失败的条件,提供了辅助条件的判断依据,使得辅助转向逻辑可以在准确的时间点被启动,更好地控制虚拟载具进行转向;另一方面,提供了辅助转向逻辑控制虚拟载具的逻辑,使得辅助转向逻辑能够准确的控制虚拟载具,避免虚拟载具转向失败。
图7示出了本申请一个示例性实施例提供的虚拟载具的控制方法的流程图。该方法可由图1所示的终端120或终端160执行,该方法包括以下步骤:
步骤701:在图形用户界面中显示位于虚拟环境中的虚拟载具。
虚拟环境是终端中的应用程序在运行的过程中,以第一人称视角或者第三人称视角在虚拟世界中进行观察所获得的画面。可选地,本申请的实施例中,虚拟环境是在虚拟世界中通过摄像机模型对虚拟载具进行观察时的画面。
虚拟载具是用户在虚拟环境中主控的载具。虚拟载具是虚拟汽车、虚拟挂车、虚拟汽车列车、虚拟轻便摩托车和虚拟摩托车中的至少一种。
方向控件用于控制虚拟载具的移动方向。可选地,方向控件是摇杆部件、方向盘部件、方向键中的至少一种。
步骤702:响应于方向控件上触发的转向操作,控制虚拟载具在虚拟环境中进行转向。
转向操作用于控制虚拟载具在虚拟环境中进行转向。转向操作是按压一个或多个预设的物理按键以控制虚拟载具在虚拟环境中进行转向,或者,转向操作可以是通过在触摸屏的指定区域上进行长按、点击、双击和/或滑动所产生的信号来执行转向操作。
步骤703:获取虚拟载具与弯道内侧边界的第一距离,以及获取虚拟载具与弯道外侧边界的第二距离。
第一距离是虚拟载具到弯道内侧边界的最短距离,第二距离是虚拟载具到弯道外侧边界的最短距离。
由于弯道边界包括弯道内侧边界和弯道外侧边界。故在虚拟载具转向时,需要考虑到虚拟载具是与哪一侧的弯道边界发生相撞,从而对虚拟做出相应的调整。
步骤704:判断第一距离是否大于第二距离。
若第一距离不大于第二距离,执行步骤705;
若第一距离大于第二距离,执行步骤706。
步骤705:将弯道内侧边界确定为目标弯道边界。
目标弯道边界指靠近虚拟载具的弯道边界。
终端将弯道内侧边界确定为目标弯道边界,或者,服务器将弯道内侧边界确定为目标弯道边界。
示例性的,如图8所示,虚拟载具801到弯道内侧边界803的距离为线段OB的长度,虚拟载具801到弯道边界外侧802的距离为线段OA的长度,则有OA大于OB,所以将弯道内侧边界确定为目标弯道边界。
步骤706:将弯道外侧边界确定为目标弯道边界。
终端将弯道外侧边界确定为目标弯道边界,或者,服务器将弯道外侧边界确定为目标弯道边界。
步骤707:在转向过程中虚拟载具的速度达到速度阈值、虚拟载具与目标弯道边界的距离小于距离阈值且虚拟载具的速度方向与目标弯道边界的切线的夹角达到角度阈值的情况下,启动辅助转向逻辑。
速度阈值是由用户或技术人员自行设置的。当虚拟载具的速度大于速度阈值,容易造成虚拟载具的转向失败;当虚拟载具的速度小于速度阈值时,虚拟载具的转向较容易成功。示例性的,将速度阈值设置为10km/h(千米/小时)。
可选地,在图像用户界面上显示虚拟载具的速度。
可选地,通过计算在单位时间内虚拟载具通过的距离,来计算虚拟载具的速度。示例性的,虚拟载具在1小时内通过了6km的距离,则虚拟载具的速度为6km/h。
距离阈值是由用户或技术人员自行设置的。当虚拟载具与弯道边界的距离小于距离阈值,容易造成虚拟载具的转向失败;当虚拟载具与弯道边界的距离大于距离阈值,虚拟载具的转向较容易成功。示例性的,将距离阈值设置为10m(米)。
可选地,虚拟载具与弯道边界的距离指的是虚拟载具的特征点到弯道边界的最短距离,该特征点包括重心、质心、内心、外心、虚拟载具表面的预设点、虚拟载具内部的预设点中的至少一种。示例性的,如图8所示,将虚拟载具801上的点O作为特征点,从点O向弯道外侧边界802和弯道内侧边界803作最短距离的线段,得到线段OA和线段OB,线段OA表示从点O到弯道外侧边界802的最短距离,线段OB表示从点O到弯道内侧边界803的最短距离。
可选地,终端或服务器获取虚拟载具与弯道边界的距离。示例性的,该获取过程包括以下子步骤:从虚拟载具的特征点做一条与虚拟载具的速度方向垂直的直线,得到该直线与弯道边界的交点;将该交点与特征点之间的距离确定为上述虚拟载具与弯道边界的距离。示例性的,当特征点是该虚拟载具的车头部位的一点时,从该特征点做一条与速度方向垂直的直线,该直线与弯道边界相交得到交点,将该交点与特征点之间的距离作为虚拟载具与弯道边界的距离。
角度阈值是由用户或技术人员自行设置的。当虚拟载具的速度方向与弯道边界的切线的夹角大于角度阈值,容易造成虚拟载具的转向失败;当虚拟载具的速度方向与弯道边界的切线的夹角小于角度阈值,虚拟载具的转向较容易成功。示例性的,将角度阈值设置为0度。
可选的,虚拟载具的速度方向与弯道边界的切线的夹角为锐角或直角。
可选的,终端或服务器确定弯道边界的切线。示例性的,该过程包括以下子步骤:从虚拟载具的特征点做一条与虚拟载具的速度方向垂直的直线,得到该直线与弯道边界的交点;作该交点基于弯道边界的切线。示例性的,如图9所示,虚拟载具901上的特征点是点O,射线OP表示虚拟载具901的速度方向,从点O做一条与射线OP垂直的直线,将弯道内侧边界903(这里仅以弯道内侧边界的夹角进行举例说明,弯道外侧边界的夹角获取与其相同,此处不做赘述)于点Q,做点Q关于弯道内侧边界903的切线902,则有切线902与射线OP的夹角为α。
示例性的,如图10所示,虚拟载具1001的速度未达到速度阈值;虚拟载具1001与弯道边界1002的距离为线段SR,虚拟载具1001与弯道边界1003的距离为线段TU,其中,线段SR和线段TU均小于距离阈值;射线PQ表示虚拟载具1001的移动方向,射线PQ与弯道边界1002的切线1004平行,射线PQ与弯道边界1003的切线1005平行,故虚拟载具1001的 速度方向与弯道边界的切线的夹角未达到角度阈值,此时不会触发辅助转向逻辑。
步骤708:采集虚拟载具的状态参数。
状态参数包括虚拟载具的速度、虚拟载具与目标弯道边界的距离、虚拟载具的速度方向与目标弯道边界的切线的夹角中的至少一种。辅助转向逻辑会根据状态参数去对虚拟载具作相应的控制。
可选地,采用辅助转向逻辑调整所述虚拟载具的状态参数,控制虚拟载具进行自动转向。
示例性的,如图11所示,虚拟载具1101在靠近弯道内侧边界1102处进行转向,虚拟载具1101的速度达到速度阈值,且虚拟载具1101同弯道内侧边界1102的距离为线段OE,线段OE小于距离阈值,且射线CD表示虚拟载具1101的速度方向,射线CD同弯道内侧边界1102的切线1103的夹角为β,β达到角度阈值,此时由辅助转向逻辑控制虚拟载具1101,由于虚拟载具1101靠近弯道内侧边界,所以虚拟载具的状态参数至少包括虚拟载具1101的速度、虚拟载具1101与道内侧边界1102之间的距离OE、虚拟载具1101的速度方向与弯道内侧边界1102的切线1103的夹角β。
示例性的,如图12所示,虚拟载具1201在靠近弯道外侧边界1002处进行转向,虚拟载具1201的速度达到速度阈值,且虚拟载具1201同弯道外侧边界1202的距离为线段OF,线段OF小于距离阈值,且射线GH表示虚拟载具1201的速度方向,射线GH同弯道外侧边界1202的切线1203的夹角为γ,γ达到角度阈值,此时由辅助转向逻辑控制虚拟载具1201,由于虚拟载具1201靠近弯道外侧边界,所以虚拟载具的状态参数至少包括虚拟载具1201的速度、虚拟载具1201与道内侧边界1202之间的距离OF、虚拟载具1201的速度方向与弯道外侧边界1202的切线1203的夹角γ。
步骤709:基于虚拟载具的速度,通过辅助转向逻辑自动将虚拟载具的速度调整为目标速度。
当状态参数包括虚拟载具的速度时,基于虚拟载具的速度,通过辅助转向逻辑自动将虚拟载具的速度调整为目标速度。
目标速度是根据虚拟载具的速度方向与目标弯道边界的切线的夹角确定的。当虚拟载具处于目标速度时,虚拟载具更容易转向成功。
可选地,目标速度是将虚拟载具的速度方向与目标弯道边界的切线的夹角代入预设函数式得到的。示例性的,预设函数式是一次函数y=kx+b,其中,k,b为任意实数,x表示虚拟载具的速度方向与目标弯道边界的切线的夹角,y表示目标速度。
可选地,目标速度是通过查询夹角-目标速度的关系表得到的。示例性的,如表1所示:
表1夹角-目标速度关系表
夹角(度) 目标速度(km/h)
10 95
9 90
8 85
7 80
6 75
可选地,状态参数包括虚拟载具的速度时,基于虚拟载具的速度,通过辅助转向逻辑自 动将虚拟载具的速度调整至小于目标速度。
示例性的,当虚拟载具的速度方向与目标弯道边界的切线的夹角为8度时,将目标速度确定为60km/h;当虚拟载具的速度方向与目标弯道边界的切线的夹角为16度时,将目标速度确定为50km/h。
步骤710:基于虚拟载具与目标弯道边界的距离,通过辅助转向逻辑自动将虚拟载具与目标弯道边界的距离调整为目标距离。
当状态参数包括虚拟载具与目标弯道边界的距离时,基于虚拟载具与目标弯道边界的距离,通过辅助转向逻辑自动将虚拟载具与目标弯道边界的距离调整为目标距离。
可选地,目标距离是根据虚拟载具的速度方向与目标弯道边界的切线的夹角确定的。示例性的,当虚拟载具的速度方向与目标弯道边界的切线的夹角为15度时,将目标距离确定为4m;当虚拟载具的速度方向与目标弯道边界的切线的夹角为4度时,将目标速度确定为8m。
可选地,目标距离是将虚拟载具的速度方向与目标弯道边界的切线的夹角代入预设函数式得到的。示例性的,预设函数式是一次函数y=kx+b,其中,k,b为任意实数,x表示虚拟载具的速度方向与目标弯道边界的切线的夹角,y表示目标距离。示例性的,预设函数式是函数y=ax 2+bx+c,其中,a,b,c为任意实数,x表示虚拟载具的速度方向与目标弯道边界的切线的夹角,y表示目标距离。
可选地,目标距离是通过查询夹角-目标距离的关系表得到的。示例性的,如表2所示:
表2夹角-目标距离关系表
夹角(度) 目标距离(m)
10 20
9 18
8 16
7 14
6 12
可选的,目标距离是根据虚拟载具的速度确定的。示例性的,当虚拟载具的速度为40km/h时,将目标距离确定为6m;当虚拟载具的速度为70km/h时,将目标距离确定为9m。
可选地,目标距离是将虚拟载具的速度代入预设函数式得到的。示例性的,预设函数式是一次函数y=kx+b,其中,k,b为任意实数,x表示虚拟载具的速度,y表示目标距离。示例性的,预设函数式是函数y=ax 2+bx+c,其中,a,b,c为任意实数,x表示虚拟载具的速度,y表示目标距离。
可选地,响应于虚拟载具与目标弯道边界的距离小于距离阈值时,辅助转向逻辑控制将虚拟载具的速度方向从第一方向改变为第二方向,第一方向为辅助转向逻辑启动前虚拟载具的速度方向,第二方向为虚拟载具远离目标弯道边界的方向,且辅助转向逻辑控制减小虚拟载具的速度。
步骤711:基于虚拟载具的速度方向与目标弯道边界的切线的夹角,通过辅助转向逻辑自动将虚拟载具的速度方向与目标弯道边界的切线的夹角调整为目标角度。
当状态参数包括虚拟载具的速度方向与目标弯道边界的切线的夹角时,基于虚拟载具的速度方向与目标弯道边界的切线的夹角,通过辅助转向逻辑自动将虚拟载具的速度方向与目 标弯道边界的切线的夹角调整为目标角度。
可选地,目标角度是根据虚拟载具的速度确定的。示例性的,当虚拟载具的速度为40km/h时,将目标角度确定为5度;当虚拟载具的速度为70km/h时,将目标角度确定为9度。
可选地,目标角度是将虚拟载具的速度代入预设函数式得到的。示例性的,预设函数式是一次函数y=kx+b,其中,k,b为任意实数,x表示虚拟载具的速度,y表示目标角度。
可选地,目标角度是通过查询速度-目标角度的关系表得到的。示例性的,如表3所示:
表3速度-目标角度关系表
速度(km/h) 目标角度(度)
60 3
50 5
40 7
30 9
20 11
可选地,目标角度是根据虚拟载具与目标弯道边界的距离确定的。示例性的,当虚拟载具与目标弯道边界的距离为10m时,将目标角度确定为5度;当虚拟载具与目标弯道边界的距离为15m时,将目标角度确定为9度。
可选地,目标角度是将虚拟载具与目标弯道边界的距离代入预设函数式得到的。示例性的,预设函数式是一次函数y=kx+b,其中,k,b为任意实数,x表示虚拟载具与目标弯道边界的距离,y表示目标角度。
可选地,目标角度是通过查询距离-目标角度的关系表得到的。
步骤712:虚拟载具完成转向。
辅助转向逻辑控制虚拟载具完成转向。
综上所述,本实施例在用户控制虚拟载具进行转向且满足辅助条件时,会由辅助转向逻辑来操控虚拟载具的转向,不需要用户进行操作,可以有效减少用户的操作步骤,避免用户的重复操作,提高人机交互效率。
且,对于那些刚开始控制虚拟载具的用户而言,既能保证用户能够体验到控制虚拟载具的乐趣,学习到控制虚拟载具的技巧,同时,还可以在满足辅助条件时,由辅助转向逻辑控制虚拟载具,及时调整虚拟载具,减少用户的挫败感。
图13示出了本申请的一个示例性实施例提供的虚拟载具的控制装置的结构示意图。该装置可以通过软件、硬件或者两者的结合实现成为计算机设备的全部或一部分,该装置130包括:
显示模块131,用于在图形用户界面中显示位于虚拟环境中的虚拟载具;
控制模块132,用于响应于转向操作,控制所述虚拟载具在所述虚拟环境中进行转向;
所述控制模块132,还用于在所述虚拟载具的转向过程满足辅助条件的情况下,采用辅助转向逻辑控制所述虚拟载具进行自动转向。
在本申请的一个可选设计中,所述控制模块132,还用于在所述虚拟载具的转向过程满足转向失败条件的情况下,采用所述辅助转向逻辑控制所述虚拟载具进行自动转向;其中, 所述转向失败条件指预测虚拟载具发生转向失败的条件。
在本申请的一个可选设计中,所述控制模块132,还用于在所述转向过程中所述虚拟载具的速度达到速度阈值、所述虚拟载具与目标弯道边界的距离小于距离阈值且所述虚拟载具的速度方向与所述目标弯道边界的切线的夹角达到角度阈值的情况下,启动所述辅助转向逻辑;采用所述辅助转向逻辑调整所述虚拟载具的状态参数,控制所述虚拟载具进行自动转向。
在本申请的一个可选设计中,所述控制模块132,还用于基于所述虚拟载具的速度,通过所述辅助转向逻辑自动将所述虚拟载具的速度调整为目标速度;其中,所述目标速度是根据所述虚拟载具的速度方向与所述目标弯道边界的切线的夹角确定的。
在本申请的一个可选设计中,所述控制模块132,还用于基于所述虚拟载具与所述目标弯道边界的距离,通过所述辅助转向逻辑自动将所述虚拟载具与所述目标弯道边界的距离调整为目标距离。
在本申请的一个可选设计中,所述控制模块132,还用于基于所述虚拟载具的速度方向与所述目标弯道边界的切线的夹角,通过所述辅助转向逻辑自动将所述虚拟载具的速度方向与所述目标弯道边界的切线的夹角调整为目标角度。
在本申请的一个可选设计中,所述装置130还包括确定模块133。
所述控制模块133,用于获取所述虚拟载具与所述弯道外侧边界的第一距离,以及获取所述虚拟载具与所述弯道外侧边界的第二距离;将所述第一距离与所述第二距离中的较小值对应的弯道边界确定为目标弯道边界。
在本申请的一个可选设计中,所述显示模块131,还用于在所述虚拟载具的转向过程满足辅助条件的情况下,显示辅助转向逻辑控件;响应于所述辅助转向逻辑控件上的触发操作,执行所述采用辅助转向逻辑控制所述虚拟载具进行自动转向的步骤。
在本申请的一个可选设计中,所述显示模块131,还用于在所述辅助转向逻辑的运行过程中,在所述图形用户界面中显示辅助标识,所述辅助标识用于表示所述辅助转向逻辑处于激活状态。
在本申请的一个可选设计中,所述显示模块131,还用于在所述辅助转向逻辑的运行过程中,在所述虚拟载具的周侧位置显示所述辅助标识;或,在所述辅助转向逻辑的运行过程中,在所述虚拟载具上的驾驶员虚拟角色的周侧位置显示所述辅助标识。
在本申请的一个可选设计中,所述显示模块131,还用于在所述图形用户界面中显示操作提示,所述操作提示用于显示所述虚拟载具发生转向失败的原因或在所述未来时间段内虚拟载具发生转向失败的原因。
在本申请的一个可选设计中,所述图形用户界面还显示有方向控件;所述显示模块131,还用于在采用所述辅助转向逻辑控制所述虚拟载具进行自动转向的过程中,在所述方向控件上显示所述虚拟载具的操控方式。
在本申请的一个可选设计中,辅助转向逻辑是辅助转向模型,所述控制模块133,还用于在虚拟载具的转向过程满足辅助条件的情况下,获取虚拟载具的位置和速度;通过辅助转向模型对虚拟载具的位置和速度进行数据处理,得到虚拟载具的目标位置和目标速度;根据虚拟载具的目标位置和目标速度控制虚拟载具进行转向。
综上所述,本实施例在用户控制虚拟载具进行转向且满足辅助条件时,会由辅助转向逻辑来操控虚拟载具的转向,不需要用户进行操作,可以有效减少用户的操作步骤,避免用户的重复操作,提高人机交互效率。
请参考图14,其示出了本申请一个示例性实施例提供的终端1400的结构框图。该终端1400可以是便携式移动终端,比如:智能手机、平板电脑、动态影像专家压缩标准音频层面3(Moving Picture Experts Group Audio Layer III,MP3)播放器、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio Layer IV,MP4)播放器。终端1400还可能被称 为用户设备、便携式终端等其他名称。
通常,终端1400包括有:处理器1401和存储器1402。
处理器1401可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1401可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)中的至少一种硬件形式来实现。处理器1401也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称中央处理器(Central Processing Unit,CPU);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1401可以在集成有图像处理器(Graphics Processing Unit,GPU),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1401还可以包括人工智能(Artificial Intelligence,AI)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1402可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是有形的和非暂态的。存储器1402还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1402中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1401所执行以实现本申请实施例提供的方法。
在一些实施例中,终端1400还可选包括有:外围设备接口1403和至少一个外围设备。具体地,外围设备包括:射频电路1404、触摸显示屏1405、摄像头组件1406、音频电路1407、定位组件1408和电源1409中的至少一种。
在一些实施例中,终端1400还包括有一个或多个传感器1410。该一个或多个传感器1410包括但不限于:加速度传感器1411、陀螺仪传感器1412、压力传感器1413、光学传感器1414以及接近传感器1415。
本领域技术人员可以理解,图14中示出的结构并不构成对终端1400的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请实施例还提供了一种计算机可读存储介质,该计算机可读存储介质存储有至少一条指令,所述至少一条指令由处理器加载并执行以实现如上各个实施例所述的虚拟载具的控制方法。
根据本申请的一个方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端执行上述方面的各种可选实现方式中提供的虚拟载具的控制方法。

Claims (20)

  1. 一种虚拟载具的控制方法,所述方法由计算机设备执行,所述方法包括:
    在图形用户界面中显示位于虚拟环境中的虚拟载具;
    响应于转向操作,控制所述虚拟载具在所述虚拟环境中进行转向;
    在所述虚拟载具的转向过程满足辅助条件的情况下,采用辅助转向逻辑控制所述虚拟载具进行自动转向。
  2. 根据权利要求1所述的方法,其中,所述在所述虚拟载具的转向过程满足辅助条件的情况下,采用辅助控制逻辑控制所述虚拟载具进行自动转向,包括:
    在所述虚拟载具的转向过程满足转向失败条件的情况下,采用所述辅助转向逻辑控制所述虚拟载具进行自动转向;
    其中,所述转向失败条件指预测所述虚拟载具发生转向失败的条件。
  3. 根据权利要求2所述的方法,其中,所述在所述虚拟载具的转向过程满足转向失败条件的情况下,采用所述辅助转向逻辑控制所述虚拟载具进行自动转向,包括:
    在所述转向过程中所述虚拟载具的速度达到速度阈值、所述虚拟载具与目标弯道边界的距离小于距离阈值且所述虚述目标弯道边界的切线的夹角达到角度阈值的情况下,启动所述辅助转向逻辑;
    采用所述辅助转向逻辑调整所述虚拟载具的状态参数,控制所述虚拟载具进行自动转向。
  4. 根据权利要求3所述的方法,其中,所述状态参数包括所述虚拟载具的速度;
    所述采用所述辅助转向逻辑调整所述虚拟载具的状态参数,控制所述虚拟载具进行自动转向,包括:
    基于所述虚拟载具的速度,通过所述辅助转向逻辑自动将所述虚拟载具的速度调整为目标速度;
    其中,所述目标速度是根据所述虚拟载具的速度方向与所述目标弯道边界的切线的夹角确定的。
  5. 根据权利要求3所述的方法,其中,所述状态参数还包括所述虚拟载具与所述目标弯道边界的距离;
    所述基于所述辅助转向逻辑,调整所述虚拟载具的状态参数,控制所述虚拟载具进行自动转向,包括:
    基于所述虚拟载具与所述目标弯道边界的距离,通过所述辅助转向逻辑自动将所述虚拟载具与所述目标弯道边界的距离调整为目标距离。
  6. 根据权利要求3所述的方法,其中,所述状态参数还包括所述虚拟载具的速度方向与所述目标弯道边界的切线的夹角;
    所述基于所述辅助转向逻辑,调整所述虚拟载具的状态参数,控制所述虚拟载具进行自动转向,包括:
    基于所述虚拟载具的速度方向与所述目标弯道边界的切线的夹角,通过所述辅助转向逻辑自动将所述虚拟载具的速度方向与所述目标弯道边界的切线的夹角调整为目标角度。
  7. 根据权利要求3至6任一项所述的方法,其中,所述虚拟环境中的弯道边界包括弯道内侧边界和弯道外侧边界;
    所述采用所述辅助转向逻辑调整所述虚拟载具的状态参数,控制所述虚拟载具进行自动转向之前,还包括:
    获取所述虚拟载具与所述弯道内侧边界的第一距离,以及获取所述虚拟载具与所述弯道外侧边界的第二距离;
    将所述第一距离与所述第二距离中的较小值对应的弯道边界确定为所述目标弯道边界。
  8. 根据权利要求1至6任一项所述的方法,其中,所述在所述虚拟载具的转向过程满足辅助条件的情况下,采用辅助转向逻辑控制所述虚拟载具进行自动转向,包括:
    在所述虚拟载具的转向过程满足辅助条件的情况下,显示辅助转向逻辑控件;
    响应于所述辅助转向逻辑控件上的触发操作,执行所述采用辅助转向逻辑控制所述虚拟载具进行自动转向的步骤。
  9. 根据权利要求1至6任一项所述的方法,其中,所述方法还包括:
    在所述辅助转向逻辑的运行过程中,在所述图形用户界面中显示辅助标识,所述辅助标识用于表示所述辅助转向逻辑处于激活状态。
  10. 根据权利要求9所述的方法,其中,所述在所述辅助转向逻辑的运行过程中,在所述图形用户界面中显示辅助标识,包括:
    在所述辅助转向逻辑的运行过程中,在所述虚拟载具的周侧位置显示所述辅助标识;
    或,
    在所述辅助转向逻辑的运行过程中,在所述虚拟载具上的驾驶员虚拟角色的周侧位置显示所述辅助标识。
  11. 根据权利要求1至6任一项所述的方法,其中,所述图形用户界面还显示有方向控件;
    所述方法还包括:
    在采用所述辅助转向逻辑控制所述虚拟载具进行自动转向的过程中,在所述方向控件上显示所述虚拟载具的操控方式。
  12. 根据权利要求2至6任一项所述的方法,其中,所述方法还包括:
    在所述图形用户界面中显示操作提示,所述操作提示用于显示所述虚拟载具发生转向失败的原因或在所述未来时间段内所述虚拟载具发生转向失败的原因。
  13. 一种虚拟载具的控制装置,其中,所述装置包括:
    显示模块,用于在图形用户界面中显示位于虚拟环境中的虚拟载具;
    控制模块,用于响应于转向操作,控制所述虚拟载具在所述虚拟环境中进行转向;
    所述控制模块,还用于在所述虚拟载具的转向过程满足辅助条件的情况下,采用辅助转向逻辑控制所述虚拟载具进行自动转向。
  14. 根据权利要求13所述的装置,其中,
    所述控制模块,还用于在所述虚拟载具的转向过程满足转向失败条件的情况下,采用所述辅助转向逻辑控制所述虚拟载具进行自动转向;
    其中,所述转向失败条件指预测所述虚拟载具发生转向失败的条件。
  15. 根据权利要求14所述的装置,其中,
    所述控制模块,还用于在所述转向过程中所述虚拟载具的速度达到速度阈值、所述虚拟载具与目标弯道边界的距离小于距离阈值且所述虚拟载具的速度方向与所述目标弯道边界的 切线的夹角达到角度阈值的情况下,启动所述辅助转向逻辑;采用所述辅助转向逻辑调整所述虚拟载具的状态参数,控制所述虚拟载具进行自动转向。
  16. 根据权利要求15所述的装置,其中,所述状态参数包括所述虚拟载具的速度;
    所述控制模块,还用于基于所述虚拟载具的速度,通过所述辅助转向逻辑自动将所述虚拟载具的速度调整为目标速度;
    其中,所述目标速度是根据所述虚拟载具的速度方向与所述目标弯道边界的切线的夹角确定的。
  17. 根据权利要求15所述的装置,其中,所述状态参数还包括所述虚拟载具与所述目标弯道边界的距离;
    所述控制模块,还用于基于所述虚拟载具与所述目标弯道边界的距离,通过所述辅助转向逻辑自动将所述虚拟载具与所述目标弯道边界的距离调整为目标距离。
  18. 一种计算机设备,其中,所述计算机设备包括:处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如权利要求1至12中任一项所述的虚拟载具的控制方法。
  19. 一种计算机可读存储介质,其中,所述计算机可读存储介质中存储有至少一条程序代码,所述程序代码由处理器加载并执行以实现如权利要求1至12中任一项所述的虚拟载具的控制方法。
  20. 一种计算机程序产品,包括计算机程序或指令,其中,所述计算机程序或指令被处理器执行时实现权利要求1至12中任一项所述的虚拟载具的控制方法。
PCT/CN2022/082037 2021-04-26 2022-03-21 虚拟载具的控制方法、装置、设备、介质及程序产品 WO2022227934A1 (zh)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US17/992,491 US20230082510A1 (en) 2021-04-26 2022-11-22 Controlling a virtual vehicle using auxiliary control function

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202110454401.4A CN113041619B (zh) 2021-04-26 2021-04-26 虚拟车辆的控制方法、装置、设备及介质
CN202110454401.4 2021-04-26

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US17/992,491 Continuation US20230082510A1 (en) 2021-04-26 2022-11-22 Controlling a virtual vehicle using auxiliary control function

Publications (1)

Publication Number Publication Date
WO2022227934A1 true WO2022227934A1 (zh) 2022-11-03

Family

ID=76520644

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2022/082037 WO2022227934A1 (zh) 2021-04-26 2022-03-21 虚拟载具的控制方法、装置、设备、介质及程序产品

Country Status (3)

Country Link
US (1) US20230082510A1 (zh)
CN (1) CN113041619B (zh)
WO (1) WO2022227934A1 (zh)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113041619B (zh) * 2021-04-26 2023-03-14 腾讯科技(深圳)有限公司 虚拟车辆的控制方法、装置、设备及介质

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20160210382A1 (en) * 2015-01-21 2016-07-21 Ford Global Technologies, Llc Autonomous driving refined in virtual environments
CN108885152A (zh) * 2017-03-10 2018-11-23 百度时代网络技术(北京)有限公司 解决自动驾驶车辆的转向不足的自动转向控制参考自适应
CN109991015A (zh) * 2018-01-02 2019-07-09 福特全球技术公司 用于在虚拟环境中测试至少部分自主驱动车辆的控制系统的测试系统和方法
CN111228804A (zh) * 2020-02-04 2020-06-05 腾讯科技(深圳)有限公司 在虚拟环境中驾驶载具的方法、装置、终端及存储介质
CN112148622A (zh) * 2020-10-15 2020-12-29 腾讯科技(深圳)有限公司 虚拟道具的控制方法、装置、电子设备及存储介质
CN113041619A (zh) * 2021-04-26 2021-06-29 腾讯科技(深圳)有限公司 虚拟车辆的控制方法、装置、设备及介质

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108579079B (zh) * 2018-04-27 2022-02-18 网易(杭州)网络有限公司 虚拟对象转向控制方法及装置、电子设备、存储介质

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20160210382A1 (en) * 2015-01-21 2016-07-21 Ford Global Technologies, Llc Autonomous driving refined in virtual environments
CN105807762A (zh) * 2015-01-21 2016-07-27 福特全球技术公司 在虚拟环境中改进的自主驾驶
CN108885152A (zh) * 2017-03-10 2018-11-23 百度时代网络技术(北京)有限公司 解决自动驾驶车辆的转向不足的自动转向控制参考自适应
CN109991015A (zh) * 2018-01-02 2019-07-09 福特全球技术公司 用于在虚拟环境中测试至少部分自主驱动车辆的控制系统的测试系统和方法
CN111228804A (zh) * 2020-02-04 2020-06-05 腾讯科技(深圳)有限公司 在虚拟环境中驾驶载具的方法、装置、终端及存储介质
CN112148622A (zh) * 2020-10-15 2020-12-29 腾讯科技(深圳)有限公司 虚拟道具的控制方法、装置、电子设备及存储介质
CN113041619A (zh) * 2021-04-26 2021-06-29 腾讯科技(深圳)有限公司 虚拟车辆的控制方法、装置、设备及介质

Also Published As

Publication number Publication date
CN113041619B (zh) 2023-03-14
CN113041619A (zh) 2021-06-29
US20230082510A1 (en) 2023-03-16

Similar Documents

Publication Publication Date Title
KR102107501B1 (ko) 게임 제공 장치
CN109865286B (zh) 游戏中的信息处理方法、装置及存储介质
JP5887458B1 (ja) プレイヤの移動履歴に基づいてノンプレイヤキャラクタの経路探索を行うゲームシステム等
JP2022526456A (ja) 仮想オブジェクト制御方法並びにその、装置、コンピュータ装置及びプログラム
US20240157244A1 (en) Virtual object control method and apparatus, terminal, and storage medium
WO2022257653A1 (zh) 虚拟道具的显示方法、装置、电子设备及存储介质
US20220305384A1 (en) Data processing method in virtual scene, device, storage medium, and program product
CN111494963A (zh) 车载游戏方法、系统、装置、计算机设备和存储介质
CN112870706A (zh) 教学内容的显示方法、装置、设备及存储介质
US20140089862A1 (en) Destination routing in a virtual world
CN113101635A (zh) 虚拟地图的显示方法、装置、电子设备以及可读存储介质
WO2022227934A1 (zh) 虚拟载具的控制方法、装置、设备、介质及程序产品
CN113209624B (zh) 一种目标选取方法、终端、电子设备及存储介质
US20230330543A1 (en) Card casting method and apparatus, device, storage medium, and program product
CN113018862A (zh) 虚拟对象的控制方法、装置、电子设备及存储介质
WO2022156490A1 (zh) 虚拟场景中画面展示方法、装置、设备、存储介质及程序产品
CN113041616B (zh) 游戏中控制跳字显示的方法、装置、电子设备及存储介质
JP2023510057A (ja) 音声テキスト変換方法、システム、装置、機器及びプログラム
CN114210051A (zh) 虚拟场景中的载具控制方法、装置、设备及存储介质
JP5933069B2 (ja) ゲーム提供装置
KR102557808B1 (ko) 게임 서비스 시스템 및 상기 시스템에서의 메모 공유 방법
CN112717411B (zh) 虚拟载具的轨迹记录方法、装置、设备及存储介质
WO2024021847A1 (zh) 虚拟对象的标记方法、装置、终端及存储介质
WO2023221707A1 (zh) 虚拟车辆的控制方法、装置、设备及存储介质
JP2020089492A (ja) ゲームプログラム、ゲーム処理方法及びゲーム端末

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 22794410

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 22794410

Country of ref document: EP

Kind code of ref document: A1