WO2022247204A1 - 游戏的显示控制方法、非易失性存储介质及电子装置 - Google Patents

游戏的显示控制方法、非易失性存储介质及电子装置 Download PDF

Info

Publication number
WO2022247204A1
WO2022247204A1 PCT/CN2021/135166 CN2021135166W WO2022247204A1 WO 2022247204 A1 WO2022247204 A1 WO 2022247204A1 CN 2021135166 W CN2021135166 W CN 2021135166W WO 2022247204 A1 WO2022247204 A1 WO 2022247204A1
Authority
WO
WIPO (PCT)
Prior art keywords
dimensional
viewing angle
coordinates
virtual
camera
Prior art date
Application number
PCT/CN2021/135166
Other languages
English (en)
French (fr)
Inventor
胡诗涵
冯奕铭
Original Assignee
网易(杭州)网络有限公司
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 网易(杭州)网络有限公司 filed Critical 网易(杭州)网络有限公司
Priority to US18/252,197 priority Critical patent/US20230405452A1/en
Publication of WO2022247204A1 publication Critical patent/WO2022247204A1/zh

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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/25Output arrangements for video game devices
    • 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
    • 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
    • A63F13/426Processing 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 involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • 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
    • A63F13/525Changing parameters of virtual cameras
    • 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
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5255Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
    • 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
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • 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
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera

Definitions

  • the present disclosure relates to the computer field, and in particular, relates to a game display control method, a non-volatile storage medium, and an electronic device.
  • Fig. 1 is a schematic diagram of a 2D UI control in a game scene according to related technologies. As shown in Fig. 1, a 2D UI control is combined with a background picture in a graphical user interface of a strategy game, for example: "Taxation” 2D UI Controls, "Government” 2D UI controls, “Marketplace” 2D UI controls, “Technology” 2D UI controls, “Details” 2D UI controls, etc.
  • Fig. 2 is a schematic diagram of the 3D UI controls in the game scene according to related technologies. ) is combined with the 3D UI control, which can configure the 3D UI control as a patch of the 3D model.
  • the patch where the 3D UI control is located and the virtual 3D model will visually move synchronously.
  • such visual changes can be detrimental to backward compatibility of electronic products.
  • At least some embodiments of the present disclosure provide a game display control method, a non-volatile storage medium, and an electronic device, so as to at least solve the lack of interface effects in the processing method of combining 2D UI controls and background images provided in related technologies Expressiveness, and the processing method of combining the virtual 3D model and the 3D UI control will increase the technical problem of the system power consumption of the mobile terminal.
  • a display control method for a game is provided.
  • a graphical user interface is provided through an electronic device, and the content displayed on the graphical user interface includes a game scene image obtained by shooting a three-dimensional game scene through a virtual camera, wherein, The game scene picture includes a virtual three-dimensional model of the target, and the display control method of the game includes:
  • adjusting the default viewing angle of the virtual camera to shoot the three-dimensional game scene to the current viewing angle includes: in response to the first touch operation on the graphical user interface, setting the virtual camera to shoot The default viewing angle of the target virtual 3D model is adjusted to the current viewing angle.
  • the above game display control method further includes: in response to the second touch operation on the graphical user interface, adjusting the content of the first screen obtained by shooting the three-dimensional game scene with the virtual camera to the content of the second screen; when the second screen When the content includes the virtual three-dimensional model of the target, in response to a third touch operation on the virtual three-dimensional model of the target, determine a default viewing angle for the virtual camera to capture the virtual three-dimensional model of the target.
  • the two-dimensional UI control is a two-dimensional map generated based on a preset two-dimensional UI template.
  • the preset two-dimensional UI template is configured in the two-dimensional UI editor, and the preset two-dimensional UI template is used to determine the two-dimensional UI
  • the style of the control, the display content of the two-dimensional UI control includes at least one of the following: image logo, text logo.
  • updating the first coordinates of the mount point in the camera space of the virtual camera includes: determining the coordinate offset of the mount point in the camera space according to the angle change difference between the default angle of view and the current angle of view; The offset updates the first coordinate of the mount point in the camera space of the virtual camera.
  • adjusting the default viewing angle of the 3D game scene shot by the virtual camera to the current viewing angle includes: adjusting the default viewing angle of the 3D game scene shot by the virtual camera to the current viewing angle within the viewing angle range of the virtual camera, wherein the viewing angle range is used for Define the upper limit and lower limit of the change of the current view angle relative to the default view angle.
  • the coordinates of the anchor point are any vertex coordinates or center coordinates of the two-dimensional UI control.
  • a game display control device including: providing a graphical user interface through an electronic device, the content displayed on the graphical user interface includes a game scene picture obtained by shooting a three-dimensional game scene with a virtual camera , wherein the game scene picture includes a virtual three-dimensional model of the target, and the display control device of the game includes: a setting module, configured to set an attachment point on the virtual three-dimensional model of the target; a processing module, configured to respond to the first call to the graphical user interface Touch operation, adjust the default angle of view of the virtual camera to shoot the three-dimensional game scene to the current angle of view, and update the first coordinates of the attachment point in the camera space of the virtual camera; The first coordinate in the space is used to determine the second coordinate of the attachment point in the screen space; the second determination module is configured to determine the two-dimensional UI control associated with the target virtual three-dimensional model according to the second coordinate of the attachment point in the screen space The anchor point coordinates of the anchor point in the screen space; the
  • the processing module is configured to, in response to the first touch operation on the graphical user interface, adjust the default viewing angle of the virtual three-dimensional model of the target captured by the virtual camera to the current viewing angle.
  • the processing module is further configured to respond to the second touch operation on the graphical user interface, adjusting the content of the first picture obtained by shooting the three-dimensional game scene with the virtual camera to the content of the second picture; when the content of the second picture contains the target
  • the processing module determines a default angle of view for the virtual camera to capture the virtual three-dimensional model of the target.
  • the two-dimensional UI control is a two-dimensional map generated based on a preset two-dimensional UI template.
  • the preset two-dimensional UI template is configured in the two-dimensional UI editor, and the preset two-dimensional UI template is used to determine the two-dimensional UI
  • the style of the control, the display content of the two-dimensional UI control includes at least one of the following: image logo, text logo.
  • the processing module is configured to determine the coordinate offset of the mount point in the camera space according to the difference in view angle change between the default view angle and the current view angle; update the camera of the mount point in the virtual camera according to the coordinate offset The first coordinate of the space.
  • the processing module is configured to adjust the default viewing angle of the virtual camera to shoot the three-dimensional game scene to the current viewing angle within the viewing angle variation range of the virtual camera, wherein the viewing angle variation range is used to limit the viewing angle change of the current viewing angle relative to the default viewing angle The limit value and the lower limit value of the viewing angle change.
  • the coordinates of the anchor point are any vertex coordinates or center coordinates of the two-dimensional UI control.
  • a non-volatile storage medium in which a computer program is stored, wherein the computer program is configured to execute the display control method of any one of the above games when running.
  • a processor the processor is used to run a program, wherein the program is set to execute the display control method of any one of the above games when running.
  • an electronic device including a memory and a processor, where a computer program is stored in the memory, and the processor is configured to run the computer program to execute the display control method of any one of the above games .
  • Fig. 1 is a schematic diagram of a 2D UI control in a game scene according to related technologies
  • Fig. 2 is a schematic diagram of a 3D UI control in a game scene according to related technologies
  • FIG. 3 is a block diagram of a hardware structure of a mobile terminal according to a game display control method according to an embodiment of the present disclosure
  • FIG. 4 is a flowchart of a display control method of a game according to an embodiment of the present disclosure
  • FIG. 5 is a schematic diagram of a display control process of a game according to an optional embodiment of the present disclosure
  • FIG. 6 is a structural block diagram of a display control device for a game according to an embodiment of the present disclosure.
  • an embodiment of a game display control method is provided. It should be noted that the steps shown in the flow charts of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions , and, although a logical order is shown in the flowcharts, in some cases the steps shown or described may be performed in an order different from that shown or described herein.
  • FIG. 3 is a block diagram of the hardware structure of a mobile terminal of a game display control method according to an embodiment of the present disclosure. As shown in FIG. 3 , the mobile terminal may include one or more (only one is shown in FIG.
  • the processor 102 may include, but not limited to, a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA), a neural network processor ( NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and memory 104 for storing data.
  • the aforementioned mobile terminal may further include a transmission device 106 , an input and output device 108 , and a display device 110 for communication functions.
  • the structure shown in FIG. 3 is only for illustration, and it does not limit the structure of the above-mentioned mobile terminal.
  • the mobile terminal may also include more or fewer components than those shown in FIG. 3, or have a different configuration from that shown in FIG.
  • the memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the display control method of the game in the embodiment of the present disclosure, and the processor 102 runs the computer program stored in the memory 104, thereby Executing various functional applications and data processing is to realize the above-mentioned display control method of the game.
  • the memory 104 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory 104 may further include a memory that is remotely located relative to the processor 102, and these remote memories may be connected to the mobile terminal through a network. Examples of the aforementioned networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
  • Transmission device 106 is used to receive or transmit data via a network.
  • the specific example of the above-mentioned network may include a wireless network provided by the communication provider of the mobile terminal.
  • the transmission device 106 includes a network interface controller (NIC for short), which can be connected to other network devices through a base station so as to communicate with the Internet.
  • the transmission device 106 may be a radio frequency (Radio Frequency, RF for short) module, which is used to communicate with the Internet in a wireless manner.
  • RF Radio Frequency
  • the input to the input and output device 108 may come from multiple human interface devices (Human Interface Device, HID for short). For example: keyboard and mouse, gamepad, other special game controllers (such as: steering wheel, fishing rod, dance mat, remote control, etc.).
  • HID Human Interface Device
  • some human interface devices can also provide output functions, such as: force feedback and vibration of gamepads, audio output of controllers, etc.
  • the display device 110 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen” or “touch display”).
  • HUD head-up display
  • LCD liquid crystal display
  • touch display also referred to as a "touch screen” or “touch display”
  • the liquid crystal display may enable a user to interact with a user interface of the mobile terminal.
  • the above-mentioned mobile terminal has a graphical user interface (GUI), and the user can perform human-computer interaction with the GUI by touching finger contacts and/or gestures on the touch-sensitive surface, and the human-computer interaction function here is optional Including the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interface, playing digital video, playing digital music and/or web browsing, etc., used to perform the above
  • the executable instructions of the computer interaction function are configured/stored in one or more processor-executable computer program products or readable storage media.
  • a display control method for a game running on the above-mentioned mobile terminal is provided, and a graphical user interface is provided through an electronic device, and the displayed content of the graphical user interface includes a game scene picture obtained by shooting a three-dimensional game scene through a virtual camera , wherein, the game scene picture includes a virtual three-dimensional model of the target
  • FIG. 4 is a flow chart of a display control method for a game according to one embodiment of the present disclosure. As shown in FIG. 4 , the method includes the following steps:
  • Step S40 setting an attachment point on the target virtual three-dimensional model
  • the above target virtual three-dimensional model may include but not limited to: virtual three-dimensional building model (for example: virtual main city model, virtual apartment model, virtual office building model, etc.), virtual three-dimensional vehicle model (for example: virtual vehicle model, virtual aircraft model), Virtual three-dimensional natural resource models (for example: virtual three-dimensional mountain model, virtual three-dimensional forest model, etc.).
  • virtual three-dimensional building model for example: virtual main city model, virtual apartment model, virtual office building model, etc.
  • virtual three-dimensional vehicle model for example: virtual vehicle model, virtual aircraft model
  • Virtual three-dimensional natural resource models for example: virtual three-dimensional mountain model, virtual three-dimensional forest model, etc.
  • Step S41 in response to the first touch operation on the graphical user interface, adjust the default viewing angle of the virtual camera to shoot the 3D game scene to the current viewing angle, and update the first coordinate of the attachment point in the camera space of the virtual camera;
  • the above-mentioned first touch operation may include but not limited to: slide (drag) operation, heavy press operation, and long press operation.
  • the virtual camera can usually determine the viewing angle used for rendering the game scene.
  • the default viewing angle of the virtual camera shooting the 3D game scene can be adjusted to the current viewing angle.
  • This default viewing angle corresponds to the starting position of the sliding (dragging) operation.
  • This current viewing angle corresponds to the end position of the slide (drag) operation.
  • Camera space is a three-dimensional space.
  • the virtual camera In the camera space, the virtual camera is usually located at the origin of the camera space, and the choice of its coordinate axis can be arbitrary. For example: the +x axis points to the right of the virtual camera, the +y axis points to the top of the virtual camera, and the +z axis points to the back of the virtual camera.
  • the representation of the three coordinate axes of the camera space in the world space can be calculated, and then by constructing a transformation matrix from the camera space to the world space, and then inverting the transformation matrix to obtain Transformation matrix from world space to camera space, thereby determining the first coordinate of the attachment point in the camera space of the virtual camera.
  • the representation of the three coordinate axes of the camera space in the world space can also be calculated, and then by constructing a transformation matrix from the camera space to the world space, the transformation matrix The inversion is performed to obtain a transformation matrix from world space to camera space, thereby updating the first coordinate of the attachment point in the camera space of the virtual camera.
  • Step S42 determining the second coordinates of the mount point in the screen space according to the updated first coordinates of the mount point in the camera space;
  • the screen space is a two-dimensional space.
  • the first coordinate of the updated attachment point in the camera space can be converted from the camera space to the clip space by using the projection matrix, and then the first coordinate is projected from the clip space to the screen space to generate The corresponding 2D coordinate, that is, the second coordinate of the mount point in screen space.
  • Step S43 according to the second coordinates of the attachment point in the screen space, determine the anchor point coordinates in the screen space of the anchor point of the two-dimensional UI control associated with the target virtual three-dimensional model;
  • the aforementioned anchor point coordinates may be any vertex coordinates or center coordinates of the two-dimensional UI control.
  • the anchor point of the two-dimensional UI control can be any vertex of the pentagon, or the center point of the pentagon.
  • the anchor point coordinates can be either the coordinates of any vertex of the pentagon, or the coordinates of the center of the pentagon.
  • the anchor point coordinates of the anchor point of the two-dimensional UI control in the screen space may be determined based on the second coordinates.
  • the location of the anchor point coordinates may coincide with the location of the second coordinates, or there may be a certain offset from the location of the second coordinates.
  • the above two-dimensional UI control is a two-dimensional map generated based on a preset two-dimensional UI template, and the preset two-dimensional UI template can be pre-configured in the two-dimensional UI editor.
  • the preset two-dimensional UI template is used to determine the two-dimensional UI control
  • the style of the 2D UI control for example: the outline of the 2D UI control, the color of the 2D UI control, the transparency of the 2D UI control, etc.
  • the display content of the two-dimensional UI control may include, but not limited to, at least one of the following: image logo, text logo.
  • the display content of the barracks UI control may include soldier pictures and barracks text.
  • Step S44 displaying a two-dimensional UI control in the GUI according to the coordinates of the anchor point.
  • the processing method of combining 2D UI controls with virtual 3D models can significantly enhance the expressiveness of interface effects; compared with combining virtual 3D models with 3D UI controls
  • the combined processing method does not require UI controls to be part of the 3D model, and the system power consumption for 2D UI controls (which are essentially 2D textures) will be significantly lower than the system power consumption for 3D UI controls (which are essentially 3D models) , thereby improving the backward compatibility of electronic products.
  • an attachment point can be set on the target virtual three-dimensional model, and in response to the first touch operation on the graphical user interface, the default angle of view of the virtual camera shooting the three-dimensional game scene can be adjusted to the current angle of view and the attachment point can be updated in the virtual
  • the first coordinate in the camera space of the camera, the second coordinate of the mount point in the screen space is determined by the updated first coordinate of the mount point in the camera space, and the second coordinate of the mount point in the screen space is determined
  • the anchor point coordinates of the anchor point of the two-dimensional UI control associated with the target virtual three-dimensional model in the screen space, and the two-dimensional UI control is displayed in the graphical user interface according to the anchor point coordinates, so as to achieve the virtual 3D model in the game scene
  • Use 2D UI controls to simulate the effect of 3D UI controls, so that when adjusting the viewing angle of the virtual camera to shoot the 3D game scene, the 2D UI controls can visually follow the movement, thus realizing the effective operation of the electronic device under the premise
  • step S41 in response to the first touch operation on the graphical user interface, adjusting the default viewing angle of the virtual camera to capture the three-dimensional game scene as the current viewing angle may include the following execution steps:
  • Step S410 in response to the first touch operation on the GUI, adjusting the default viewing angle of the virtual three-dimensional model of the target captured by the virtual camera to the current viewing angle.
  • the virtual camera may determine the viewing angle used for rendering the virtual three-dimensional model of the target.
  • the default viewing angle of the target virtual three-dimensional model captured by the virtual camera can be adjusted to the current viewing angle.
  • This default viewing angle corresponds to the starting position of the sliding (dragging) operation.
  • This current viewing angle corresponds to the end position of the slide (drag) operation.
  • the viewing angle range for the virtual camera, so that the default viewing angle of the virtual camera shooting the three-dimensional game scene is adjusted to the current viewing angle within the viewing angle range of the virtual camera.
  • the viewing angle change range is used to define the upper limit value and the lower limit value of the viewing angle change of the current viewing angle relative to the default viewing angle. For example: when the change range of viewing angle is 0-120 degrees, the angle formed between the line of sight direction under the current viewing angle and the line of sight direction under the default viewing angle cannot exceed 120 degrees, otherwise the two-dimensional UI control will display abnormally.
  • the above game display control method may also include the following execution steps:
  • Step S45 in response to the second touch operation on the graphical user interface, adjusting the content of the first picture obtained by shooting the three-dimensional game scene with the virtual camera to the content of the second picture;
  • Step S46 when the content of the second screen contains the target virtual 3D model, in response to a third touch operation on the target virtual 3D model, determine a default viewing angle for the virtual camera to capture the target virtual 3D model.
  • the above-mentioned second touch operation may include but not limited to: sliding (drag) operation, re-press operation, and long-press operation.
  • sliding (drag) operation By performing a sliding (drag) operation on the graphical user interface, the content of the first screen obtained by shooting the three-dimensional game scene with the virtual camera can be adjusted to the content of the second screen, and in the process of adjusting the content of the first screen to the content of the second screen , the angle of view of the virtual camera to capture the game scene picture remains unchanged.
  • the position of the virtual main city model created by other game players on the game map can be displayed in the first screen content or our party can be displayed in the first screen content
  • Natural resources such as minerals and trees searched by gamers for the development of the virtual main city model. That is, the above-mentioned target virtual three-dimensional model is generally not included in the content of the first picture.
  • the second screen content returns from displaying the virtual three-dimensional models in the game scene except the above-mentioned virtual three-dimensional model of the target to the screen content including the above-mentioned virtual three-dimensional model of the target.
  • the above-mentioned third touch operation may include but not limited to: click operation, re-press operation, and long-press operation.
  • a click operation on the virtual three-dimensional model of the target
  • a default viewing angle of the virtual camera to capture the virtual three-dimensional model of the target can be determined.
  • the 2D UI control will be displayed in the GUI according to the anchor point coordinates of the anchor point of the 2D UI control in the screen space.
  • both the content of the first screen and the content of the second screen are displayed at a first scale (for example, at a scale of 1:800).
  • a first scale for example, at a scale of 1:800.
  • the game scene picture obtained by shooting the three-dimensional game scene through the virtual camera under the default viewing angle and in response to the first touch operation, the game scene picture obtained by shooting the three-dimensional game scene through the virtual camera under the current viewing angle will be displayed using the second scale (for example: using a scale of 1:100). That is, the second scale is larger than the first scale.
  • Fig. 5 is a schematic diagram of the display control process of the game according to one of the optional embodiments of the present disclosure.
  • the "enter" control pops up by performing a click operation on the virtual 3D model , so that the game player can confirm whether to enter the 2D UI control display interface.
  • the game player clicks on the "Enter” control it can determine the default angle of view of the virtual camera to capture the virtual 3D model.
  • the 2D UI control Under the default viewing angle of the virtual 3D model captured by the virtual camera, the 2D UI control will be displayed in the GUI according to the anchor point coordinates of the anchor point of the 2D UI control in the screen space, such as: barracks 2D UI control, council hall 2D UI Controls, gold coin financial 2D UI controls, etc.
  • the default viewing angle of the virtual camera shooting the virtual 3D model can be adjusted to the current viewing angle and the coordinates of the attachment point in the camera space of the virtual camera can be updated.
  • This default viewing angle corresponds to the starting position of the sliding (dragging) operation.
  • This current viewing angle corresponds to the end position of the slide (drag) operation.
  • the anchor point of the barracks 2D UI control is the bottom vertex of the pentagon, and the coordinates of the anchor point coincide with the coordinates of the attachment point in the screen space. Therefore, you can first determine the coordinates of the mount point in the screen space according to the updated coordinates of the mount point in the camera space, and then determine the anchor point of the Barracks 2D UI control in the screen space according to the coordinates of the mount point in the screen space. The coordinates of the anchor point in , and then display the barracks 2D UI control in the graphical user interface according to the coordinates of the anchor point.
  • step S41 updating the first coordinates of the attachment point in the camera space of the virtual camera may include the following execution steps:
  • Step S411 according to the angle change difference between the default angle of view and the current angle of view, determine the coordinate offset of the attachment point in the camera space;
  • Step S412 updating the first coordinates of the attachment point in the camera space of the virtual camera according to the coordinate offset.
  • the default viewing angle of the virtual camera shooting the 3D game scene can be adjusted to the current viewing angle.
  • the first coordinate in camera space of the virtual camera is necessary to determine the coordinate offset of the mount point adjusted from the default view angle to the current view angle in the camera space according to the difference in view angle change between the default view angle and the current view angle.
  • the representation of the three coordinate axes of the camera space in the world space can be calculated, and then by constructing a transformation matrix from the camera space to the world space, the transformation matrix can be inverted To obtain a transformation matrix transformed from the world space to the camera space, thereby determining the first coordinates of the attachment point in the camera space of the virtual camera to be (X1, Y1, Z1).
  • the representation of the three coordinate axes of the camera space in the world space can be calculated, and then by constructing a transformation matrix from the camera space to the world space, and then inverting the transformation matrix to obtain Transformation matrix from the world space to the camera space, thereby determining the first coordinates of the attachment point in the camera space of the virtual camera to be (X2, Y2, Z2).
  • a transformation matrix from the camera space to the world space
  • inverting the transformation matrix to obtain Transformation matrix from the world space to the camera space, thereby determining the first coordinates of the attachment point in the camera space of the virtual camera to be (X2, Y2, Z2).
  • the angle A is used to determine the coordinate offset of the mounting point in the camera space as F through the preset mapping relationship between the angle of view change difference and the coordinate offset.
  • the first coordinates of the attachment point in the camera space of the virtual camera are updated to (X3, Y3, Z3) according to the coordinate offset F.
  • the method according to the above embodiments can be implemented by means of software plus a necessary general-purpose hardware platform, and of course also by hardware, but in many cases the former is better implementation.
  • the technical solution of the present disclosure can be embodied in the form of a software product in essence or the part that contributes to the prior art, and the computer software product is stored in a storage medium (such as ROM/RAM, disk, CD) contains several instructions to enable a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods described in various embodiments of the present disclosure.
  • a game display control device is also provided, which is used to implement the above embodiments and preferred implementation modes, and what has been explained will not be repeated.
  • the term "module” may be a combination of software and/or hardware that realizes a predetermined function.
  • the devices described in the following embodiments are preferably implemented in software, implementations in hardware, or a combination of software and hardware are also possible and contemplated.
  • FIG. 6 is a structural block diagram of a display control device for a game according to one embodiment of the present disclosure.
  • An electronic device provides a graphical user interface, and the content displayed on the graphical user interface includes a game scene image obtained by shooting a three-dimensional game scene with a virtual camera.
  • the game scene picture includes the virtual three-dimensional model of the target, as shown in Figure 6,
  • the device includes: a setting module 10, which is used to set an attachment point on the virtual three-dimensional model of the target; a processing module 20, which is used to respond to the graphical user interface
  • the first touch operation adjusts the default angle of view of the virtual camera to shoot the three-dimensional game scene to the current angle of view, and updates the first coordinates of the attachment point in the camera space of the virtual camera;
  • the first determining module 30 is configured to use the updated The first coordinates of the mount point in the camera space determine the second coordinates of the mount point in the screen space;
  • the second determination module 40 is used to determine the virtual three-dimensional model associated with the target according to the second coordinates of the mount point in the screen space
  • the display module 50 is configured to display the two-dimensional UI control in the graphical user interface according to the anchor point coordinates.
  • the processing module 20 is configured to, in response to the first touch operation on the graphical user interface, adjust the default viewing angle of the virtual three-dimensional model of the target captured by the virtual camera to the current viewing angle.
  • the processing module 20 is further configured to respond to the second touch operation on the graphical user interface, adjusting the content of the first picture obtained by shooting the three-dimensional game scene with the virtual camera to the content of the second picture; when the content of the second picture contains
  • a default viewing angle for the virtual camera to capture the target virtual three-dimensional model is determined.
  • the two-dimensional UI control is a two-dimensional map generated based on a preset two-dimensional UI template.
  • the preset two-dimensional UI template is configured in the two-dimensional UI editor, and the preset two-dimensional UI template is used to determine the two-dimensional UI
  • the style of the control, the display content of the two-dimensional UI control includes at least one of the following: image logo, text logo.
  • the processing module 20 is configured to determine the coordinate offset of the mount point in the camera space according to the difference in view angle change between the default view angle and the current view angle; update the mount point in the virtual camera according to the coordinate offset The first coordinate in camera space.
  • the processing module 20 is configured to adjust the default viewing angle of the three-dimensional game scene captured by the virtual camera to the current viewing angle within the viewing angle variation range of the virtual camera, wherein the viewing angle variation range is used to limit the viewing angle change of the current viewing angle relative to the default viewing angle Upper limit value and lower limit value of viewing angle change.
  • the coordinates of the anchor point are any vertex coordinates or center coordinates of the two-dimensional UI control.
  • the above-mentioned modules can be realized by software or hardware. For the latter, it can be realized by the following methods, but not limited to this: the above-mentioned modules are all located in the same processor; or, the above-mentioned modules can be combined in any combination The forms of are located in different processors.
  • Embodiments of the present disclosure also provide a non-volatile storage medium, where a computer program is stored in the non-volatile storage medium, wherein the computer program is set to execute any one of the above-mentioned method embodiments when running. step.
  • the above-mentioned non-volatile storage medium may be configured to store a computer program for performing the following steps:
  • the above-mentioned non-volatile storage medium may include but not limited to: U disk, read-only memory (Read-Only Memory, referred to as ROM), random access memory (Random Access Memory, referred to as Various media that can store computer programs such as RAM), mobile hard disk, magnetic disk or optical disk.
  • Embodiments of the present disclosure also provide an electronic device, including a memory and a processor, where a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.
  • the above-mentioned electronic device may further include a transmission device and an input-output device, wherein the transmission device is connected to the above-mentioned processor, and the input-output device is connected to the above-mentioned processor.
  • the above-mentioned processor may be configured to execute the following steps through a computer program:
  • the disclosed technical content can be realized in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units may be a logical function division.
  • multiple units or components may be combined or may be Integrate into another system, or some features may be ignored, or not implemented.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be through some interfaces, and the indirect coupling or communication connection of units or modules may be in electrical or other forms.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
  • the above-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.
  • the integrated unit is realized in the form of a software function unit and sold or used as an independent product, it can be stored in a computer-readable storage medium.
  • the technical solution of the present disclosure is essentially or part of the contribution to the prior art, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium , including several instructions to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disc, etc., which can store program codes. .

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

一种游戏的显示控制方法、非易失性存储介质及电子装置。该方法包括:在目标虚拟三维模型上设置一挂接点;响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角,并更新挂接点在虚拟摄像机的摄像机空间中的第一坐标;根据更新后的第一坐标确定挂接点在屏幕空间中的第二坐标;根据第二坐标确定与目标虚拟三维模型关联的二维UI控件的锚点在屏幕空间中的锚点坐标;根据锚点坐标在图形用户界面中显示二维UI控件。

Description

游戏的显示控制方法、非易失性存储介质及电子装置
相关申请的交叉引用
本申请要求于2021年05月25日提交的申请号为202110574121.7、名称为“游戏的显示控制方法、非易失性存储介质及电子装置”的中国专利申请的优先权,该中国专利申请的全部内容通过引用并入本文。
技术领域
本公开涉及计算机领域,具体而言,涉及一种游戏的显示控制方法、非易失性存储介质及电子装置。
背景技术
目前,相关技术中所提供的二维(2D)UI控件通常是将2D图片按照特定层次进行显示,通常不会出现三维(3D)立体效果,其所使用的虚拟摄像机为正交摄像机。图1是根据相关技术的游戏场景内2D UI控件的示意图,如图1所示,在一款策略类游戏的图形用户界面内将2D UI控件与背景图片相互结合,例如:“税收”2D UI控件、“政务”2D UI控件、“市井”2D UI控件、“技术”2D UI控件、“详情”2D UI控件等。由于背景图片的视角是固定的,因此,2D UI控件的视角也是相对固定的。然而,2D UI控件所采用的静止界面效果表现力较弱且较为生硬。不同于2D UI控件,3D UI控件通常在三维立体空间中进行创建,其所使用的虚拟摄像机为透视摄像机。图2是根据相关技术的游戏场景内3D UI控件的示意图,如图2所示,在一款模拟城市类游戏的图形用户界面内将虚拟3D模型(例如:公寓、写字楼、商场等虚拟3D建筑)与3D UI控件相互结合,其可以将3D UI控件配置为3D模型的面片。当调整虚拟摄像机拍摄三维游戏场景的视角时,3D UI控件所在面片与虚拟3D模型在视觉上发生同步移动。然而,这种视觉变化会不利于电子产品的向下兼容。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本公开至少部分实施例提供了一种游戏的显示控制方法、非易失性存储介质及电子装置,以至少解决相关技术中所提供的将2D UI控件与背景图片相互结合的处理方式缺乏界面效果表现力,而将虚拟3D模型与3D UI控件相互结合的处理方式又会增加移动终端的系统功耗的技术问题。
根据本公开其中一实施例,提供了一种游戏的显示控制方法,通过电子装置提供一图形用户界面,图形用户界面所显示的内容包括通过虚拟摄像机拍摄三维游戏场景获得的游戏场景画面,其中,游戏场景画面包括目标虚拟三维模型,该游戏的显示控制方法包括:
在目标虚拟三维模型上设置一挂接点;响应于对图形用户界面的第一触控操作,将 虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角,并更新挂接点在虚拟摄像机的摄像机空间中的第一坐标;根据更新后的挂接点在摄像机空间中的第一坐标,确定挂接点在屏幕空间中的第二坐标;根据挂接点在屏幕空间中的第二坐标,确定与目标虚拟三维模型关联的二维UI控件的锚点在屏幕空间中的锚点坐标;根据锚点坐标在图形用户界面中显示二维UI控件。
可选地,响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角包括:响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄目标虚拟三维模型的默认视角调整为当前视角。
可选地,上述游戏的显示控制方法还包括:响应于对图形用户界面的第二触控操作,将虚拟摄像机拍摄三维游戏场景得到的第一画面内容调整为第二画面内容;当第二画面内容包含目标虚拟三维模型时,响应于对目标虚拟三维模型的第三触控操作,确定虚拟摄像机拍摄目标虚拟三维模型的默认视角。
可选地,二维UI控件是基于预设二维UI模板生成的二维贴图,预设二维UI模板在二维UI编辑器中配置完成,预设二维UI模板用于确定二维UI控件的样式,二维UI控件的显示内容包括以下至少之一:图片标识、文字标识。
可选地,更新挂接点在虚拟摄像机的摄像机空间中的第一坐标包括:根据从默认视角与当前视角之间的视角变化差值,确定挂接点在摄像机空间中的坐标偏移量;根据坐标偏移量更新挂接点在虚拟摄像机的摄像机空间的第一坐标。
可选地,将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角包括:在虚拟摄像机的视角变化范围内将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角,其中,视角变化范围用于限定当前视角相对于默认视角的视角变化上限值与视角变化下限值。
可选地,锚点坐标为二维UI控件的任一顶点坐标或中心坐标。
根据本公开其中一实施例,还提供了一种游戏的显示控制装置,包括:通过电子装置提供一图形用户界面,图形用户界面所显示的内容包括通过虚拟摄像机拍摄三维游戏场景获得的游戏场景画面,其中,游戏场景画面包括目标虚拟三维模型,该游戏的显示控制装置包括:设置模块,用于在目标虚拟三维模型上设置一挂接点;处理模块,用于响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角,并更新挂接点在虚拟摄像机的摄像机空间中的第一坐标;第一确定模块,用于根据更新后的挂接点在摄像机空间中的第一坐标,确定挂接点在屏幕空间中的第二坐标;第二确定模块,用于根据挂接点在屏幕空间中的第二坐标,确定与目标虚拟三维模型关联的二维UI控件的锚点在屏幕空间中的锚点坐标;显示模块,用于根据锚点坐标在图形用户界面中显示二维UI控件。
可选地,处理模块,用于响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄目标虚拟三维模型的默认视角调整为当前视角。
可选地,处理模块,还用于响应于对图形用户界面的第二触控操作,将虚拟摄像机拍摄三维游戏场景得到的第一画面内容调整为第二画面内容;当第二画面内容包含目标虚拟三维模型时,响应于对目标虚拟三维模型的第三触控操作,确定虚拟摄像机拍摄目标虚拟三维模型的默认视角。
可选地,二维UI控件是基于预设二维UI模板生成的二维贴图,预设二维UI模板在二维UI编辑器中配置完成,预设二维UI模板用于确定二维UI控件的样式,二维UI控件的显示内容包括以下至少之一:图片标识、文字标识。
可选地,处理模块,用于根据从默认视角与当前视角之间的视角变化差值,确定挂接点在摄像机空间中的坐标偏移量;根据坐标偏移量更新挂接点在虚拟摄像机的摄像机空间的第一坐标。
可选地,处理模块,用于在虚拟摄像机的视角变化范围内将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角,其中,视角变化范围用于限定当前视角相对于默认视角的视角变化上限值与视角变化下限值。
可选地,锚点坐标为二维UI控件的任一顶点坐标或中心坐标。
根据本公开其中一实施例,还提供了一种非易失性存储介质,存储介质中存储有计算机程序,其中,计算机程序被设置为运行时执行上述任一项中的游戏的显示控制方法。
根据本公开其中一实施例,还提供了一种处理器,处理器用于运行程序,其中,程序被设置为运行时执行上述任一项中的游戏的显示控制方法。
根据本公开其中一实施例,还提供了一种电子装置,包括存储器和处理器,存储器中存储有计算机程序,处理器被设置为运行计算机程序以执行上述任一项中的游戏的显示控制方法。
公开附图说明
此处所说明的附图用来提供对本公开的进一步理解,构成本申请的一部分,本公开的示意性实施例及其说明用于解释本公开,并不构成对本公开的不当限定。在附图中:
图1是根据相关技术的游戏场景内2D UI控件的示意图;
图2是根据相关技术的游戏场景内3D UI控件的示意图;
图3是本公开实施例的一种游戏的显示控制方法的移动终端的硬件结构框图;
图4是根据本公开其中一实施例的游戏的显示控制方法的流程图;
图5是根据本公开其中一可选实施例的游戏的显示控制过程示意图;
图6是根据本公开其中一实施例的游戏的显示控制装置的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本公开方案,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分的实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通 技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本公开保护的范围。
需要说明的是,本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
根据本公开其中一实施例,提供了一种游戏的显示控制方法的实施例,需要说明的是,在附图的流程图示出的步骤可以在诸如一组计算机可执行指令的计算机系统中执行,并且,虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于此处的顺序执行所示出或描述的步骤。
该方法实施例可以在移动终端、计算机终端或者类似的运算装置中执行。以运行在移动终端上为例,该移动终端可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,简称为MID)、PAD、游戏机等终端设备。图3是本公开实施例的一种游戏的显示控制方法的移动终端的硬件结构框图,如图3所示,移动终端可以包括一个或多个(图3中仅示出一个)处理器102(处理器102可以包括但不限于中央处理器(CPU)、图形处理器(GPU)、数字信号处理(DSP)芯片、微处理器(MCU)、可编程逻辑器件(FPGA)、神经网络处理器(NPU)、张量处理器(TPU)、人工智能(AI)类型处理器等的处理装置)和用于存储数据的存储器104。可选地,上述移动终端还可以包括用于通信功能的传输设备106、输入输出设备108以及显示设备110。本领域普通技术人员可以理解,图3所示的结构仅为示意,其并不对上述移动终端的结构造成限定。例如,移动终端还可包括比图3中所示更多或者更少的组件,或者具有与图3所示不同的配置。
存储器104可用于存储计算机程序,例如,应用软件的软件程序以及模块,如本公开实施例中的游戏的显示控制方法对应的计算机程序,处理器102通过运行存储在存储器104内的计算机程序,从而执行各种功能应用以及数据处理,即实现上述的游戏的显示控制方法。存储器104可包括高速随机存储器,还可包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器104可进一步包括相对于处理器102远程设置的存储器,这些远程存储器可以通过网络连接至移动终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
传输设备106用于经由一个网络接收或者发送数据。上述的网络具体实例可包括移 动终端的通信供应商提供的无线网络。在一个实例中,传输设备106包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过基站与其他网络设备相连从而可与互联网进行通讯。在一个实例中,传输设备106可以为射频(Radio Frequency,简称为RF)模块,其用于通过无线方式与互联网进行通讯。
输入输出设备108中的输入可以来自多个人体学接口设备(Human Interface Device,简称为HID)。例如:键盘和鼠标、游戏手柄、其他专用游戏控制器(如:方向盘、鱼竿、跳舞毯、遥控器等)。部分人体学接口设备除了提供输入功能之外,还可以提供输出功能,例如:游戏手柄的力反馈与震动、控制器的音频输出等。
显示设备110可以例如平视显示器(HUD)、触摸屏式的液晶显示器(LCD)和触摸显示器(也被称为“触摸屏”或“触摸显示屏”)。该液晶显示器可使得用户能够与移动终端的用户界面进行交互。在一些实施例中,上述移动终端具有图形用户界面(GUI),用户可以通过触摸触敏表面上的手指接触和/或手势来与GUI进行人机交互,此处的人机交互功能可选的包括如下交互:创建网页、绘图、文字处理、制作电子文档、游戏、视频会议、即时通信、收发电子邮件、通话界面、播放数字视频、播放数字音乐和/或网络浏览等、用于执行上述人机交互功能的可执行指令被配置/存储在一个或多个处理器可执行的计算机程序产品或可读存储介质中。
在本实施例中提供了一种运行于上述移动终端的游戏的显示控制方法,通过电子装置提供一图形用户界面,图形用户界面所显示的内容包括通过虚拟摄像机拍摄三维游戏场景获得的游戏场景画面,其中,游戏场景画面包括目标虚拟三维模型,图4是根据本公开其中一实施例的游戏的显示控制方法的流程图,如图4所示,该方法包括如下步骤:
步骤S40,在目标虚拟三维模型上设置一挂接点;
上述目标虚拟三维模型可以包括但不限于:虚拟三维建筑模型(例如:虚拟主城模型、虚拟公寓模型、虚拟写字楼模型等)、虚拟三维载具模型(例如:虚拟车辆模型、虚拟飞行器模型)、虚拟三维自然资源模型(例如:虚拟三维山脉模型、虚拟三维丛林模型等)。上述挂接点用于提供在目标虚拟三维模型上挂接二维UI控件的参考位置。
步骤S41,响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角,并更新挂接点在虚拟摄像机的摄像机空间中的第一坐标;
上述第一触控操作可以包括但不限于:滑动(拖拽)操作、重按操作、长按操作。以第一触控操作是滑动(拖拽)操作为例,虚拟摄像机通常可以决定渲染游戏场景所使用的视角。通过对图形用户界面执行滑动(拖拽)操作,可以将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角。该默认视角对应于滑动(拖拽)操作的起始位置。该当前视角对应于滑动(拖拽)操作的结束位置。
摄像机空间是一个三维空间。在摄像机空间中,虚拟摄像机通常位于摄像机空间的原点,其坐标轴的选择可以是任意的。例如:+x轴指向虚拟摄像机的右方、+y轴指向虚拟摄像机的上方、+z轴指向虚拟摄像机的后方。在虚拟摄像机拍摄三维游戏场景的默认视角下,可以计算摄像机空间的三个坐标轴在世界空间下的表示,然后通过构建从摄像机空间到世界空间的变换矩阵,再对该变换矩阵求逆来得到从世界空间变换到摄像机空间的变换矩阵,由此确定挂接点在虚拟摄像机的摄像机空间中的第一坐标。同理,在虚拟摄像机拍摄三维游戏场景的当前视角下,同样可以计算摄像机空间的三个坐标轴在世界空间下的表示,然后通过构建从摄像机空间到世界空间的变换矩阵,再对该变换矩阵求逆来得到从世界空间变换到摄像机空间的变换矩阵,由此更新挂接点在虚拟摄像机的摄像机空间中的第一坐标。
步骤S42,根据更新后的挂接点在摄像机空间中的第一坐标,确定挂接点在屏幕空间中的第二坐标;
屏幕空间是一个二维空间,可以先利用投影矩阵将更新后的挂接点在摄像机空间中的第一坐标从摄像机空间转换至裁剪空间,然后再将第一坐标从裁剪空间投影到屏幕空间以生成对应的2D坐标,即挂接点在屏幕空间中的第二坐标。
步骤S43,根据挂接点在屏幕空间中的第二坐标,确定与目标虚拟三维模型关联的二维UI控件的锚点在屏幕空间中的锚点坐标;
上述锚点坐标可以为二维UI控件的任一顶点坐标或中心坐标。例如:当二维UI控件的形状为五边形时,二维UI控件的锚点既可以是五边形的任一顶点,也可以是五边形的中心点。该锚点坐标既可以是五边形的任一顶点坐标,也可以是五边形的中心坐标。在确定挂接点在屏幕空间中的第二坐标之后,可以基于该第二坐标来确定二维UI控件的锚点在屏幕空间中的锚点坐标。该锚点坐标所在位置既可以与第二坐标所在位置重合,也可以与第二坐标所在位置之间存在一定偏移量。
上述二维UI控件是基于预设二维UI模板生成的二维贴图,可以在二维UI编辑器中预先配置预设二维UI模板,该预设二维UI模板用于确定二维UI控件的样式,例如:二维UI控件的外形轮廓、二维UI控件的颜色、二维UI控件的透明度等。二维UI控件的显示内容可以包括但不限于以下至少之一:图片标识、文字标识。例如:当二维UI控件为虚拟主城模型关联的兵营UI控件时,该兵营UI控件的显示内容可以包括士兵图片和兵营文字。
步骤S44,根据锚点坐标在图形用户界面中显示二维UI控件。
相比于将2D UI控件与背景图片相互结合的处理方式,通过将2D UI控件与虚拟3D模型相互结合的处理方式能够明显增强界面效果表现力;而相比于将虚拟3D模型与3D UI控件相互结合的处理方式,不需要将UI控件作为3D模型的一部分,针对2D UI控件(其本质为2D贴图)的系统功耗会明显低于3D UI控件(其本质为3D模型)的系统功耗,由此提升电子产品的向下兼容性。
通过上述步骤,可以采用在目标虚拟三维模型上设置一挂接点,响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角并更新挂接点在虚拟摄像机的摄像机空间中的第一坐标的方式,通过更新后的挂接点在摄像机空间中的第一坐标确定挂接点在屏幕空间中的第二坐标,根据挂接点在屏幕空间中的第二坐标确定与目标虚拟三维模型关联的二维UI控件的锚点在屏幕空间中的锚点坐标,以及根据锚点坐标在图形用户界面中显示二维UI控件,达到了在游戏场景内的虚拟3D模型上利用2D UI控件模拟3D UI控件效果,以便在调整虚拟摄像机拍摄三维游戏场景的视角时,2D UI控件在视觉上能够跟随移动的目的,从而实现了在确保电子装置运行效率的前提下,有效地降低系统功耗,增强游戏画面表现力的技术效果,进而解决了相关技术中所提供的将2D UI控件与背景图片相互结合的处理方式缺乏界面效果表现力,而将虚拟3D模型与3D UI控件相互结合的处理方式又会增加移动终端的系统功耗的技术问题。
可选地,在步骤S41中,响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角可以包括以下执行步骤:
步骤S410,响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄目标虚拟三维模型的默认视角调整为当前视角。
在一个可选实施例中,虚拟摄像机可以决定渲染目标虚拟三维模型所使用的视角。通过对图形用户界面执行滑动(拖拽)操作,可以将虚拟摄像机拍摄目标虚拟三维模型的默认视角调整为当前视角。该默认视角对应于滑动(拖拽)操作的起始位置。该当前视角对应于滑动(拖拽)操作的结束位置。
另外,为了确保在图形用户界面中正常显示二维UI控件,需要为虚拟摄像机设置视角变化范围,以便在虚拟摄像机的视角变化范围内将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角。该视角变化范围用于限定当前视角相对于默认视角的视角变化上限值与视角变化下限值。例如:当视角变化范围为0-120度时,当前视角下的视线方向与默认视角下的视线方向之间形成的夹角不能超过120度,否则二维UI控件将会出现异常显示。
可选地,上述游戏的显示控制方法还可以包括以下执行步骤:
步骤S45,响应于对图形用户界面的第二触控操作,将虚拟摄像机拍摄三维游戏场景得到的第一画面内容调整为第二画面内容;
步骤S46,当第二画面内容包含目标虚拟三维模型时,响应于对目标虚拟三维模型的第三触控操作,确定虚拟摄像机拍摄目标虚拟三维模型的默认视角。
上述第二触控操作可以包括但不限于:滑动(拖拽)操作、重按操作、长按操作。通过对图形用户界面执行滑动(拖拽)操作,可以将虚拟摄像机拍摄三维游戏场景得到的第一画面内容调整为第二画面内容,并且在从第一画面内容调整为第二画面内容的过程中,虚拟摄像机拍摄游戏场景画面的视角保持不变。例如:通过对图形用户界面执行滑动(拖拽)操作,可以在第一画面内容中显示其他游戏玩家所创建的虚拟主城模型在游戏地图中的位置或者可以在第一画面内容中显示我方游戏玩家为发展虚拟主城模型所搜寻的矿产、树木等自然资源。即,第一画面内容中通常不会包含上述目标虚拟三维模型。而第二画面内容则是从显示游戏场景中除上述目标虚拟三维模型之外虚拟三维模型返回至包含有上述目标虚拟三维模型的画面内容。
上述第三触控操作可以包括但不限于:点击操作、重按操作、长按操作。当第二画面内容包含目标虚拟三维模型时,通过对目标虚拟三维模型执行点击操作,可以确定虚拟摄像机拍摄目标虚拟三维模型的默认视角。在虚拟摄像机拍摄目标虚拟三维模型的默认视角下,将会根据二维UI控件的锚点在屏幕空间中的锚点坐标在图形用户界面中显示二维UI控件。
在一个可选实施例中,响应于第二触控操作,第一画面内容与第二画面内容均采用第一比例尺(例如:采用1:800的比例尺)进行显示。而响应于第三触控操作,在默认视角下通过虚拟摄像机拍摄三维游戏场景获得的游戏场景画面以及响应于第一触控操作,在当前视角下通过虚拟摄像机拍摄三维游戏场景获得的游戏场景画面,均会采用第二比例尺(例如:采用1:100的比例尺)进行显示。即,第二比例尺大于第一比例尺。
图5是根据本公开其中一可选实施例的游戏的显示控制过程示意图,如图5所示,当图形用户界面包含虚拟3D模型时,通过对虚拟3D模型执行点击操作,弹出“进入”控件,以便于游戏玩家确认是否进入到2D UI控件展示界面。当游戏玩家点击“进入”控件时,可以确定虚拟摄像机拍摄虚拟3D模型的默认视角。在虚拟摄像机拍摄虚拟3D模型的默认视角下,将会根据2D UI控件的锚点在屏幕空间中的锚点坐标在图形用户界面中显示2D UI控件,例如:兵营2D UI控件、议政厅2D UI控件、金币财政2D UI控件等。通过对图形用户界面执行向左滑动(拖拽)操作,可以将虚拟摄像机拍摄虚拟3D模型的默认视角调整为当前视角并更新挂接点在虚拟摄像机的摄像机空间中的坐标。该默认视角对应于滑动(拖拽)操作的起始位置。该当前视角对应于滑动(拖拽)操作的结束位置。以兵营2D UI控件为例,兵营2D UI控件的锚点为五边形的最下方顶点,并且该锚点坐标所在位置与挂接点在屏幕空间中的坐标所在位置重合。因此,可以先根据更新后的挂接点在摄像机空间中的坐标来确定挂接点在屏幕空间中的坐标,然后再根据 挂接点在屏幕空间中的坐标来确定兵营2D UI控件的锚点在屏幕空间中的锚点坐标,进而根据锚点坐标在图形用户界面中显示兵营2D UI控件。
可选地,在步骤S41中,更新挂接点在虚拟摄像机的摄像机空间中的第一坐标可以包括以下执行步骤:
步骤S411,根据从默认视角与当前视角之间的视角变化差值,确定挂接点在摄像机空间中的坐标偏移量;
步骤S412,根据坐标偏移量更新挂接点在虚拟摄像机的摄像机空间的第一坐标。
通过对图形用户界面执行滑动(拖拽)操作,可以将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角。此时,需要根据从默认视角与当前视角之间的视角变化差值来确定挂接点在摄像机空间中从默认视角调整为当前视角的坐标偏移量,以便根据该坐标偏移量来更新挂接点在虚拟摄像机的摄像机空间的第一坐标。例如:在虚拟摄像机拍摄三维游戏场景的默认视角下,可以计算摄像机空间的三个坐标轴在世界空间下的表示,然后通过构建从摄像机空间到世界空间的变换矩阵,再对该变换矩阵求逆来得到从世界空间变换到摄像机空间的变换矩阵,由此确定挂接点在虚拟摄像机的摄像机空间中的第一坐标为(X1,Y1,Z1)。在虚拟摄像机拍摄三维游戏场景的当前视角下,可以计算摄像机空间的三个坐标轴在世界空间下的表示,然后通过构建从摄像机空间到世界空间的变换矩阵,再对该变换矩阵求逆来得到从世界空间变换到摄像机空间的变换矩阵,由此确定挂接点在虚拟摄像机的摄像机空间中的第一坐标为(X2,Y2,Z2)。由此,基于(X1,Y1,Z1)和(X2,Y2,Z2)能够确定从默认视角与当前视角之间的视角变化差值为角度A。然后再通过预先设定的视角变化差值与坐标偏移量之间的映射关系,利用角度A来确定挂接点在摄像机空间中的坐标偏移量为F。最终,根据坐标偏移量F更新挂接点在虚拟摄像机的摄像机空间的第一坐标为(X3,Y3,Z3)。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本公开各个实施例所述的方法。
在本实施例中还提供了一种游戏的显示控制装置,该装置用于实现上述实施例及优选实施方式,已经进行过说明的不再赘述。如以下所使用的,术语“模块”可以实现预定功能的软件和/或硬件的组合。尽管以下实施例所描述的装置较佳地以软件来实现,但是硬件,或者软件和硬件的组合的实现也是可能并被构想的。
图6是根据本公开其中一实施例的游戏的显示控制装置的结构框图,通过电子装置提供一图形用户界面,图形用户界面所显示的内容包括通过虚拟摄像机拍摄三维游戏场 景获得的游戏场景画面,其中,游戏场景画面包括目标虚拟三维模型,如图6所示,该装置包括:设置模块10,用于在目标虚拟三维模型上设置一挂接点;处理模块20,用于响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角,并更新挂接点在虚拟摄像机的摄像机空间中的第一坐标;第一确定模块30,用于根据更新后的挂接点在摄像机空间中的第一坐标,确定挂接点在屏幕空间中的第二坐标;第二确定模块40,用于根据挂接点在屏幕空间中的第二坐标,确定与目标虚拟三维模型关联的二维UI控件的锚点在屏幕空间中的锚点坐标;显示模块50,用于根据锚点坐标在图形用户界面中显示二维UI控件。
可选地,处理模块20,用于响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄目标虚拟三维模型的默认视角调整为当前视角。
可选地,处理模块20,还用于响应于对图形用户界面的第二触控操作,将虚拟摄像机拍摄三维游戏场景得到的第一画面内容调整为第二画面内容;当第二画面内容包含目标虚拟三维模型时,响应于对目标虚拟三维模型的第三触控操作,确定虚拟摄像机拍摄目标虚拟三维模型的默认视角。
可选地,二维UI控件是基于预设二维UI模板生成的二维贴图,预设二维UI模板在二维UI编辑器中配置完成,预设二维UI模板用于确定二维UI控件的样式,二维UI控件的显示内容包括以下至少之一:图片标识、文字标识。
可选地,处理模块20,用于根据从默认视角与当前视角之间的视角变化差值,确定挂接点在摄像机空间中的坐标偏移量;根据坐标偏移量更新挂接点在虚拟摄像机的摄像机空间的第一坐标。
可选地,处理模块20,用于在虚拟摄像机的视角变化范围内将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角,其中,视角变化范围用于限定当前视角相对于默认视角的视角变化上限值与视角变化下限值。
可选地,锚点坐标为二维UI控件的任一顶点坐标或中心坐标。
需要说明的是,上述各个模块是可以通过软件或硬件来实现的,对于后者,可以通过以下方式实现,但不限于此:上述模块均位于同一处理器中;或者,上述各个模块以任意组合的形式分别位于不同的处理器中。
本公开的实施例还提供了一种非易失性存储介质,该非易失性存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述非易失性存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,在目标虚拟三维模型上设置一挂接点;
S2,响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角,并更新挂接点在虚拟摄像机的摄像机空间中的第一坐标;
S3,根据更新后的挂接点在摄像机空间中的第一坐标,确定挂接点在屏幕空间中的第二坐标;
S4,根据挂接点在屏幕空间中的第二坐标,确定与目标虚拟三维模型关联的二维UI控件的锚点在屏幕空间中的锚点坐标;
S5,根据锚点坐标在图形用户界面中显示二维UI控件。
可选地,在本实施例中,上述非易失性存储介质可以包括但不限于:U盘、只读存储器(Read-Only Memory,简称为ROM)、随机存取存储器(Random Access Memory,简称为RAM)、移动硬盘、磁碟或者光盘等各种可以存储计算机程序的介质。
本公开的实施例还提供了一种电子装置,包括存储器和处理器,该存储器中存储有计算机程序,该处理器被设置为运行计算机程序以执行上述任一项方法实施例中的步骤。
可选地,上述电子装置还可以包括传输设备以及输入输出设备,其中,该传输设备和上述处理器连接,该输入输出设备和上述处理器连接。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,在目标虚拟三维模型上设置一挂接点;
S2,响应于对图形用户界面的第一触控操作,将虚拟摄像机拍摄三维游戏场景的默认视角调整为当前视角,并更新挂接点在虚拟摄像机的摄像机空间中的第一坐标;
S3,根据更新后的挂接点在摄像机空间中的第一坐标,确定挂接点在屏幕空间中的第二坐标;
S4,根据挂接点在屏幕空间中的第二坐标,确定与目标虚拟三维模型关联的二维UI控件的锚点在屏幕空间中的锚点坐标;
S5,根据锚点坐标在图形用户界面中显示二维UI控件。
可选地,本实施例中的具体示例可以参考上述实施例及可选实施方式中所描述的示例,本实施例在此不再赘述。
上述本公开实施例序号仅仅为了描述,不代表实施例的优劣。
在本公开的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的技术内容,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,可以为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
所述集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可为个人计算机、服务器或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述仅是本公开的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本公开原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本公开的保护范围。

Claims (10)

  1. 一种游戏的显示控制方法,通过电子装置提供一图形用户界面,所述图形用户界面所显示的内容包括通过虚拟摄像机拍摄三维游戏场景获得的游戏场景画面,其中,所述游戏场景画面包括目标虚拟三维模型,所述游戏的显示控制方法包括:
    在目标虚拟三维模型上设置一挂接点;
    响应于对所述图形用户界面的第一触控操作,将所述虚拟摄像机拍摄所述三维游戏场景的默认视角调整为当前视角,并更新所述挂接点在所述虚拟摄像机的摄像机空间中的第一坐标;
    根据更新后的所述挂接点在所述摄像机空间中的第一坐标,确定所述挂接点在屏幕空间中的第二坐标;
    根据所述挂接点在所述屏幕空间中的第二坐标,确定与所述目标虚拟三维模型关联的二维UI控件的锚点在所述屏幕空间中的锚点坐标;
    根据所述锚点坐标在所述图形用户界面中显示所述二维UI控件。
  2. 根据权利要求1所述的游戏的显示控制方法,其中,响应于对所述图形用户界面的所述第一触控操作,将所述虚拟摄像机拍摄所述三维游戏场景的默认视角调整为当前视角包括:
    响应于对所述图形用户界面的所述第一触控操作,将所述虚拟摄像机拍摄所述目标虚拟三维模型的默认视角调整为当前视角。
  3. 根据权利要求1所述的游戏的显示控制方法,其中,所述游戏的显示控制方法还包括:
    响应于对所述图形用户界面的第二触控操作,将所述虚拟摄像机拍摄所述三维游戏场景得到的第一画面内容调整为第二画面内容;
    当所述第二画面内容包含所述目标虚拟三维模型时,响应于对所述目标虚拟三维模型的第三触控操作,确定所述虚拟摄像机拍摄所述目标虚拟三维模型的默认视角。
  4. 根据权利要求1所述的游戏的显示控制方法,其中,所述二维UI控件是基于预设二维UI模板生成的二维贴图,所述预设二维UI模板在二维UI编辑器中配置完成,所述预设二维UI模板用于确定所述二维UI控件的样式,所述二维UI控件的显示内容包括以下至少之一:图片标识、文字标识。
  5. 根据权利要求1所述的游戏的显示控制方法,其中,更新所述挂接点在所述虚拟摄像机的摄像机空间中的第一坐标包括:
    根据从所述默认视角与所述当前视角之间的视角变化差值,确定所述挂接点在所述摄像机空间中的坐标偏移量;
    根据所述坐标偏移量更新所述挂接点在所述虚拟摄像机的摄像机空间的第一坐标。
  6. 根据权利要求1所述的游戏的显示控制方法,其中,将所述虚拟摄像机拍摄所述三维游戏场景的默认视角调整为当前视角包括:
    在所述虚拟摄像机的视角变化范围内将所述虚拟摄像机拍摄所述三维游戏场景的默认视角调整为当前视角,其中,所述视角变化范围用于限定所述当前视角相对于所述默认视角的视角变化上限值与视角变化下限值。
  7. 根据权利要求1所述的游戏的显示控制方法,其中,所述锚点坐标为所述二维UI控件的任一顶点坐标或中心坐标。
  8. 一种游戏的显示控制装置,通过电子装置提供一图形用户界面,所述图形用户界面所显示的内容包括通过虚拟摄像机拍摄三维游戏场景获得的游戏场景画面,其中,所述游戏场景画面包括目标虚拟三维模型,所述游戏的显示控制装置包括:
    设置模块,用于在目标虚拟三维模型上设置一挂接点;
    处理模块,用于响应于对所述图形用户界面的第一触控操作,将所述虚拟摄像机拍摄所述三维游戏场景的默认视角调整为当前视角,并更新所述挂接点在所述虚拟摄像机的摄像机空间中的第一坐标;
    第一确定模块,用于根据更新后的所述挂接点在所述摄像机空间中的第一坐标,确定所述挂接点在屏幕空间中的第二坐标;
    第二确定模块,用于根据所述挂接点在所述屏幕空间中的第二坐标,确定与所述目标虚拟三维模型关联的二维UI控件的锚点在所述屏幕空间中的锚点坐标;
    显示模块,用于根据所述锚点坐标在所述图形用户界面中显示所述二维UI控件。
  9. 一种非易失性存储介质,所述存储介质中存储有计算机程序,其中,所述计算机程序被设置为运行时执行所述权利要求1至7任一项中所述的游戏的显示控制方法。
  10. 一种电子装置,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为运行所述计算机程序以执行所述权利要求1至7任一项中所述的游戏的显示控制方法。
PCT/CN2021/135166 2021-05-25 2021-12-02 游戏的显示控制方法、非易失性存储介质及电子装置 WO2022247204A1 (zh)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US18/252,197 US20230405452A1 (en) 2021-05-25 2021-12-02 Method for controlling game display, non-transitory computer-readable storage medium and electronic device

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202110574121.7 2021-05-25
CN202110574121.7A CN113318428B (zh) 2021-05-25 2021-05-25 游戏的显示控制方法、非易失性存储介质及电子装置

Publications (1)

Publication Number Publication Date
WO2022247204A1 true WO2022247204A1 (zh) 2022-12-01

Family

ID=77416716

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2021/135166 WO2022247204A1 (zh) 2021-05-25 2021-12-02 游戏的显示控制方法、非易失性存储介质及电子装置

Country Status (3)

Country Link
US (1) US20230405452A1 (zh)
CN (1) CN113318428B (zh)
WO (1) WO2022247204A1 (zh)

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113318428B (zh) * 2021-05-25 2024-09-20 网易(杭州)网络有限公司 游戏的显示控制方法、非易失性存储介质及电子装置
CN114237431A (zh) * 2021-12-09 2022-03-25 郑州捷安高科股份有限公司 仿真场景的交互设备控制方法、装置、设备及可读存储介质
CN114935977B (zh) * 2022-06-27 2023-04-07 北京五八信息技术有限公司 空间锚点处理方法、装置、电子设备及存储介质
CN115105832A (zh) * 2022-07-08 2022-09-27 网易(杭州)网络有限公司 控制视图显示的方法、装置、存储介质及电子装置

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060094503A1 (en) * 2004-10-29 2006-05-04 Nintendo Co., Ltd. Game program
US20120077582A1 (en) * 2010-09-24 2012-03-29 Hal Laboratory Inc. Computer-Readable Storage Medium Having Program Stored Therein, Apparatus, System, and Method, for Performing Game Processing
US9662564B1 (en) * 2013-03-11 2017-05-30 Google Inc. Systems and methods for generating three-dimensional image models using game-based image acquisition
CN107122099A (zh) * 2017-04-28 2017-09-01 网易(杭州)网络有限公司 关联用户界面的方法、装置、存储介质、处理器和终端
CN108465240A (zh) * 2018-03-22 2018-08-31 腾讯科技(深圳)有限公司 标记点位置显示方法、装置、终端及计算机可读存储介质
CN110124310A (zh) * 2019-05-20 2019-08-16 网易(杭州)网络有限公司 游戏中的虚拟道具信息分享方法、装置、设备
CN113318428A (zh) * 2021-05-25 2021-08-31 网易(杭州)网络有限公司 游戏的显示控制方法、非易失性存储介质及电子装置

Family Cites Families (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107661630A (zh) * 2017-08-28 2018-02-06 网易(杭州)网络有限公司 一种射击游戏的控制方法及装置、存储介质、处理器、终端
CN111729306B (zh) * 2020-06-24 2024-06-04 网易(杭州)网络有限公司 游戏角色的传送方法、装置、电子设备及存储介质
CN112230836B (zh) * 2020-11-02 2022-05-27 网易(杭州)网络有限公司 对象的移动方法、装置、存储介质和电子装置

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060094503A1 (en) * 2004-10-29 2006-05-04 Nintendo Co., Ltd. Game program
US20120077582A1 (en) * 2010-09-24 2012-03-29 Hal Laboratory Inc. Computer-Readable Storage Medium Having Program Stored Therein, Apparatus, System, and Method, for Performing Game Processing
US9662564B1 (en) * 2013-03-11 2017-05-30 Google Inc. Systems and methods for generating three-dimensional image models using game-based image acquisition
CN107122099A (zh) * 2017-04-28 2017-09-01 网易(杭州)网络有限公司 关联用户界面的方法、装置、存储介质、处理器和终端
CN108465240A (zh) * 2018-03-22 2018-08-31 腾讯科技(深圳)有限公司 标记点位置显示方法、装置、终端及计算机可读存储介质
CN110124310A (zh) * 2019-05-20 2019-08-16 网易(杭州)网络有限公司 游戏中的虚拟道具信息分享方法、装置、设备
CN113318428A (zh) * 2021-05-25 2021-08-31 网易(杭州)网络有限公司 游戏的显示控制方法、非易失性存储介质及电子装置

Also Published As

Publication number Publication date
US20230405452A1 (en) 2023-12-21
CN113318428A (zh) 2021-08-31
CN113318428B (zh) 2024-09-20

Similar Documents

Publication Publication Date Title
WO2022247204A1 (zh) 游戏的显示控制方法、非易失性存储介质及电子装置
CN110147231B (zh) 组合特效生成方法、装置及存储介质
CN111729306B (zh) 游戏角色的传送方法、装置、电子设备及存储介质
CN107852573B (zh) 混合现实社交交互
WO2021258994A1 (zh) 虚拟场景的显示方法、装置、设备及存储介质
KR102595150B1 (ko) 다수의 가상 캐릭터를 제어하는 방법, 기기, 장치 및 저장 매체
US9717988B2 (en) Rendering system, rendering server, control method thereof, program, and recording medium
CN112156464B (zh) 虚拟对象的二维形象展示方法、装置、设备及存储介质
CN109725956B (zh) 一种场景渲染的方法以及相关装置
JP6576874B2 (ja) 画像処理装置、画像処理システムおよび画像処理方法
WO2023179346A1 (zh) 特效图像处理方法、装置、电子设备及存储介质
CN106873886B (zh) 一种立体显示的控制方法、装置和电子设备
JP2020523687A (ja) 中心窩レンダリングシステムにおけるシャドーの最適化及びメッシュスキンの適応
CN109448050B (zh) 一种目标点的位置的确定方法及终端
CN113559520B (zh) 游戏中的交互控制方法、装置、电子设备及可读存储介质
WO2019028855A1 (zh) 一种虚拟显示装置、智能交互方法和云端服务器
CN110833695B (zh) 基于虚拟场景的业务处理方法、装置、设备及存储介质
CN113194329B (zh) 直播互动方法、装置、终端及存储介质
CN114742970A (zh) 虚拟三维模型的处理方法、非易失性存储介质及电子装置
CN112188268B (zh) 虚拟场景展示方法、虚拟场景的介绍视频生成方法及装置
WO2021143262A1 (zh) 地图元素添加方法、装置、终端及存储介质
WO2023030106A1 (zh) 对象显示方法、装置、电子设备及存储介质
CN114511442A (zh) 图像处理方法、装置、非易失性存储介质及电子装置
CN115089964A (zh) 渲染虚拟雾模型的方法、装置、存储介质及电子装置
CN114299207A (zh) 虚拟对象渲染方法、装置、可读存储介质和电子装置

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: 21942767

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: 21942767

Country of ref document: EP

Kind code of ref document: A1