WO2024078458A1 - 车载系统用户界面的三维控件实现方法、设备及存储介质 - Google Patents

车载系统用户界面的三维控件实现方法、设备及存储介质 Download PDF

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Publication number
WO2024078458A1
WO2024078458A1 PCT/CN2023/123598 CN2023123598W WO2024078458A1 WO 2024078458 A1 WO2024078458 A1 WO 2024078458A1 CN 2023123598 W CN2023123598 W CN 2023123598W WO 2024078458 A1 WO2024078458 A1 WO 2024078458A1
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Prior art keywords
control
dimensional
user interface
implementing
vehicle
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PCT/CN2023/123598
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English (en)
French (fr)
Inventor
王祝峰
陈泰勇
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广州小鹏汽车科技有限公司
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Publication of WO2024078458A1 publication Critical patent/WO2024078458A1/zh

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/20Perspective computation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/20Perspective computation
    • G06T15/205Image-based rendering

Definitions

  • the present application relates to the field of computer technology, and specifically designs a three-dimensional control implementation method of a vehicle-mounted system user interface, an electronic device, and a computer-readable storage medium.
  • the in-vehicle system is usually developed based on the Android operating system, and the control library developed based on the Android operating system is used.
  • the control library developed based on the Android operating system.
  • the characteristics of youthfulness, playability, and coolness are becoming more and more indispensable, so the introduction of 3D technology is a development trend.
  • the existing Android control library cannot adapt to the 3D engine well. If the control library based on the Android operating system wants to achieve the 3D effect in the user interface of the in-vehicle system, it often produces a fake 3D effect through visual changes, which is not based on the effect of a real 3D scene.
  • the present application provides a method for implementing a three-dimensional control of a vehicle-mounted system user interface, an electronic device, and a computer-readable storage medium.
  • a canvas is created in a preset 3D engine, wherein a rendering mode of the canvas is configured as a screen space camera mode;
  • creating a camera wherein the projection mode of the camera is configured as a perspective projection
  • the camera is configured as a camera of the canvas to implement three-dimensional display of controls in the in-vehicle system user interface through the preset three-dimensional engine.
  • a preset three-dimensional engine is used to simply create an interface with three-dimensional visual effects by creating a canvas, a camera, and merging the created canvas and the camera. This is used as the basis for the three-dimensional visual effects of the user interface of the vehicle system.
  • the vehicle system can present a three-dimensional display effect to the user when it does not initially support three-dimensional display, thereby enhancing the user's experience.
  • the method for implementing the three-dimensional control of the vehicle-mounted system user interface includes:
  • the inherited native control is configured to implement the interaction of the control.
  • the native control includes a button control, and the native control inherited from the preset three-dimensional engine includes:
  • buttons control to implement registration and unregistration of click listening events
  • the configuring, in response to the configuration operation, the inherited native control to achieve the interaction of the control includes:
  • the button control is configured to implement registration of a long press listening event to implement interaction of the button control.
  • the three-dimensional control can support the user to interact with the interface through buttons on the interface, thereby providing the user with underlying support for modifying the event status through buttons.
  • configuring the button control to register a long press listening event includes:
  • the pressing time of the pressing control is configured to register a touch event with a pressing time greater than a preset time threshold as the long press listening event.
  • the three-dimensional control can determine whether the user's interface interaction is effective based on the user's pressing time on the button control to meet various interaction needs.
  • the native control includes a drop-down control, and the native control inherited from the preset three-dimensional engine includes:
  • the configuring, in response to the configuration operation, the inherited native control to achieve the interaction of the control includes:
  • the animation, sound effect and click detection of the selection information box are configured to achieve the interaction of the drop-down control.
  • the user is supported to interact with the interface by selecting the information box, thereby providing the user with underlying support for modifying the event status by selecting the information box.
  • the three-dimensional control implementation method includes:
  • the color information of the three-dimensional control is registered to the preset three-dimensional engine through a theme color component, and a color information modification interface is provided to implement color modification of the three-dimensional control.
  • the three-dimensional control implementation method includes:
  • the texture information of the three-dimensional control is registered to the preset three-dimensional engine through the theme texture component, and a texture information modification interface is provided to realize the texture modification of the three-dimensional control.
  • the three-dimensional control implementation method includes:
  • the font information of the three-dimensional control is registered to the preset three-dimensional engine through a theme font component, and a font information modification interface is provided to implement font modification of the three-dimensional control.
  • the three-dimensional control implementation method includes:
  • the theme system component monitors theme changes and rendering information to modify the rendering information according to the changed theme, thereby achieving a theme change for the vehicle-mounted system user interface.
  • the present application also relates to an electronic device, which includes a memory and a processor, wherein a computer program is stored in the memory, and when the computer program is executed by the processor, the three-dimensional control implementation method of the above-mentioned vehicle-mounted system user interface is implemented.
  • the present application also relates to a computer-readable storage medium, which stores a computer program.
  • the computer program is executed by one or more processors, the above-mentioned three-dimensional control implementation method of the vehicle-mounted system user interface is implemented.
  • FIG1 is a flow chart of a method for implementing a three-dimensional control of a vehicle-mounted system user interface provided by the present application
  • FIG2 is a flow chart of a method for implementing a three-dimensional control of a vehicle-mounted system user interface provided by the present application
  • FIG3 is a flow chart of a method for implementing a three-dimensional control of a vehicle-mounted system user interface provided by the present application
  • FIG4 is a schematic diagram of a control configuration scenario of a method for implementing a three-dimensional control of a vehicle-mounted system user interface provided by the present application;
  • FIG5 is a schematic diagram of a control configuration scenario of a method for implementing a three-dimensional control of a vehicle-mounted system user interface provided by the present application;
  • FIG6 is a schematic diagram of a theme switching scenario of a method for implementing a three-dimensional control of a vehicle-mounted system user interface provided by the present application;
  • FIG. 7 is a schematic diagram of a theme switching scenario of a method for implementing a three-dimensional control of an in-vehicle system user interface provided in the present application.
  • the present application provides a method for implementing a three-dimensional control of a vehicle-mounted system user interface, specifically comprising:
  • Step 01 In response to a canvas creation operation, a canvas is created in a preset 3D engine, and a rendering mode of the canvas is configured as a screen space camera mode;
  • Step 02 In response to a camera creation operation, a camera is created, and the projection mode of the camera is configured as perspective projection;
  • Step 03 In response to the configuration operation, the camera is configured as a camera of the canvas to implement three-dimensional display of controls in the in-vehicle system user interface through a preset three-dimensional engine.
  • the present application also provides an electronic device, which includes a memory and a processor.
  • the three-dimensional control implementation method of the vehicle-mounted system user interface of the present application can be implemented by the electronic device of the present application.
  • a computer program is stored in the memory, and the processor is used to create a canvas in a preset three-dimensional engine in response to a canvas creation operation, and the rendering mode of the canvas is configured as a screen space camera mode, and is used to create a camera in response to a camera creation operation, and the projection mode of the camera is configured as a perspective projection, and is used to configure the camera as a canvas camera in response to a configuration operation, so as to realize the three-dimensional display of the control in the vehicle-mounted system user interface through the preset three-dimensional engine.
  • the electronic device in the present application may be a microcomputer, general-purpose computer or other device integrated into the vehicle, or a portable mobile device, portable computer or the like connected to the vehicle's onboard system, and is not limited here.
  • a project with a three-dimensional display function should be selected when creating a canvas, so that the rendering mode of the canvas is configured as the screen space camera mode when creating the canvas.
  • a Canvas is created in the Unity3D open source UI system, and the rendering mode is selected as Screen Space-Camera.
  • the open source system of the Unity3D engine includes a camera function with a perspective projection mode, and the perspective projection function can project the image rendered by the Canvas in the open source UI system onto the screen and have a 3D perspective effect where objects appear larger near and smaller far away.
  • a Camera is created in the Unity3D open source UI system, and the Projection mode of the camera is changed to Perspective.
  • the canvas and camera are set in step 01 and step 02 respectively, and the rendering mode and projection mode have been determined, so the three-dimensional display effect can be achieved by matching the two.
  • the rendering mode of the Canvas created in step 01 is the screen space camera mode, and a camera module needs to be configured, so the Camera created in step 02 can be configured as the camera module of the Canvas created in step 01.
  • a preset 3D engine is used to create a canvas, a camera, and the created canvas and the camera to simply configure an interface with a 3D visual effect, and it is used as the 3D visual effect basis of the vehicle system user interface.
  • the vehicle system can present a 3D display effect to the user when it does not initially support 3D display, thereby enhancing the user's experience.
  • the solution provided in this application produces a 3D effect, has a vertical attribute, and is equipped with a different camera system, there is a lot of room for subsequent visual effect design, which has a greater advantage than a 2D control library; and the vehicle system equipped with 3D engine animation technology can provide visual effect designers with a broader space for development and debugging, which is an effect that the current Android 2D control library does not have.
  • the method for implementing a three-dimensional control of a vehicle-mounted system user interface further includes:
  • Step 04 Inherit the native controls in the preset 3D engine
  • Step 05 In response to the configuration operation, the inherited native control is configured to achieve control interaction.
  • the processor is also used to inherit native controls in a preset three-dimensional engine, and to configure the inherited native controls in response to configuration operations to achieve interaction of controls.
  • each interface interaction function of the three-dimensional control has a corresponding native control in the preset three-dimensional engine, so there is no need to redevelop the interactive function on the vehicle system platform, and it is only necessary to directly integrate and use the native controls in the preset three-dimensional engine.
  • the vehicle platform is established based on the Android platform, and the relevant interactive controls exist in the Android platform.
  • the above-mentioned native controls are used to implement various interaction methods between the user and the interface, and specifically include buttons, lists, toggle switches, check boxes and other controls in the Unity3D engine. Therefore, considering the smoothness of the operation of the three-dimensional control and the stability of the program operation, it is more conducive to supporting the user's smooth use experience to directly use the above-mentioned controls that come with the Unity3D engine for interface interaction development.
  • each element in the native control only exists in a blank form without specific content before configuration.
  • the native control to be used should be configured before the control is applied.
  • the configuration content includes but is not limited to the control type, text prompt, presentation method, etc.
  • the native control includes a button control
  • step 04 includes:
  • Step 041 Inherit the button control to implement the registration and unregistration of click listening events
  • Step 05 includes:
  • Step 051 in response to the configuration operation, the registration of the long press listening event of the button control is configured to realize the interaction of the button control.
  • the processor is used to inherit the button control to implement the registration and deregistration of the click listening event, and is used to configure the registration of the long press listening event for the button control in response to the configuration operation to implement the interaction of the button control.
  • the button control is a kind of native control in the preset 3D engine, which is mainly used to realize interface interaction through clicks. Specifically, each click can realize the registration and deregistration of the corresponding listening event, that is, the state switching of the corresponding user interaction event.
  • the button control is inherited from the Unity3D engine, and the listening event corresponding to each button control and the registration and deregistration of the listening event can be configured.
  • the button control in addition to the function of short-term clicking to switch the registration status of the monitoring event, the button control also needs to have the function of changing the registration status of the monitoring event by long pressing the button control. For example, when changing the settings related to system security or user personal safety, it is necessary to extend the time for users to confirm the interface information to reduce the occurrence rate of accidents. At this time, the interaction time of the button control should be extended. At this time, it is particularly important to use the function of long pressing the button control to change the registration status of the monitoring event.
  • Step 051 specifically includes:
  • Step 0511 In response to the configuration operation, the pressing time of the press button control is configured to register a touch event with a pressing time greater than a preset time threshold as a long press listening event.
  • the processor is used to configure the pressing time of the press button control in response to the configuration operation, so as to register a touch event with a pressing time greater than a preset time threshold as a long press monitoring event.
  • the time information of pressing the button control can be added when configuring the button control to determine whether the interaction is valid.
  • the Button control is inherited in the Unity3D engine, and the code shown in Code 1 is written for the Button control to determine whether the press interaction is valid by the press time.
  • m_PressedCount + Time.deltaTime
  • step 04 further includes:
  • Step 042 Inherit the event click interface of the drop-down control to realize the expansion of the selection information box.
  • Step 05 also includes:
  • Step 052 In response to the configuration operation, the animation, sound effect and click detection of the selection information box are configured to achieve the interaction of the drop-down control.
  • the processor is used to inherit the event click interface of the drop-down control to realize the expansion of the selection information box, and is used to configure the animation, sound effect and click detection of the selection information box in response to the configuration operation to realize the interaction of the drop-down control.
  • the drop-down control is generally presented as a selection information box, which is used to provide a specific information range for the user to select one.
  • the native controls contained in the preset 3D engine include a drop-down control, which can be directly inherited and applied to the three-dimensional interface to facilitate the interface interaction of selecting information categories.
  • the event click interface is generally presented as an arrow symbol on the right end of the selection information box. In the initial state, the selection information box pops up after clicking the arrow symbol. On this basis, clicking the arrow symbol again makes the selection information box disappear.
  • the drop-down control is specifically embodied as a selection information box.
  • the feedback effects of the selection information box include animation, sound effects, and click detection.
  • the above feedback effects should be pre-configured to facilitate interface interaction.
  • the DropDown control is inherited in the Unity3D engine, and the code shown in Code 2 is written for the above DropDown control to achieve the fade-in and fade-out animation of the selection information box and the playback of sound effects.
  • the method for implementing a three-dimensional control of a vehicle-mounted system user interface of the present application further includes:
  • Step 06 Register the color information of the 3D control to the preset 3D engine through the theme color component, and provide a color information modification interface to implement color modification of the 3D control.
  • the processor is used to register the color information of the 3D control to the preset 3D engine through the theme color component, and provide a color information modification interface to implement the color modification of the 3D control.
  • the color of the three-dimensional display interface also needs to be adjusted according to the usage time of the vehicle system and user needs. Therefore, it is necessary to add an interface for modifying the interface color information in the three-dimensional control so that users can modify the display color of the three-dimensional control through interface interaction.
  • the basic rendering components of 3D controls are Image, Text, and RawImage, so first of all, these basic rendering information must be stored uniformly and the system can modify this information uniformly.
  • the color, texture, and individual fonts of the rendering components can be made into independent components, and a management system for unified management of rendering information can be developed:
  • the XThemeColor component is developed separately for the setting of interface color. As a theme color component, this component can register color information to the management system that uniformly manages rendering information, and provides a data interface for modifying color information.
  • the code of the XThemeColor component is shown in Code 4:
  • the method for implementing a three-dimensional control of a vehicle-mounted system user interface of the present application also includes:
  • Step 07 Register the texture information of the 3D control to the preset 3D engine through the theme texture component, and provide a texture information modification interface to implement texture modification of the 3D control.
  • the processor is used to register the texture information of the three-dimensional control to the preset three-dimensional engine through the theme texture component, and provide a texture information modification interface to realize the texture modification of the three-dimensional control.
  • XThemeSprite component and XThemeTexture component are developed separately for the setting of interface texture.
  • the above-mentioned two components, as theme texture components, can register texture information to the above-mentioned unified management system for rendering information and provide a data interface for modifying texture information.
  • the code of the above-mentioned XThemeSprite component is shown in Code 5-1
  • the code of the above-mentioned XThemeTexture component is shown in Code 5-2.
  • m_Graphic this.GetComponent ⁇ RawImage>()
  • the method for implementing a three-dimensional control of a vehicle-mounted system user interface of the present application also includes:
  • Step 08 Register the font information of the 3D control to the preset 3D engine through the theme font component, and provide a font information modification interface to implement font modification of the 3D control.
  • the processor is used to register the font information of the three-dimensional control to the preset three-dimensional engine through the theme font component, and provide a font information modification interface to realize the font modification of the three-dimensional control.
  • an XThemeFont component is developed separately for setting the interface font.
  • the above-mentioned component can register the font information to the above-mentioned unified management system for rendering information and provide a data interface for modifying the font information.
  • the code of the above-mentioned XThemeFont component is shown in Code 6.
  • m_systemText this.GetComponent ⁇ Text>()
  • m_Text.fontSize fontSize
  • m_systemText.fontSize fontSize
  • the method for implementing a three-dimensional control of a vehicle-mounted system user interface of the present application further includes:
  • Step 09 Monitor theme changes and rendering information through the theme system component to modify the rendering information according to the changed theme to achieve the theme change of the vehicle system user interface.
  • the processor is used to monitor theme changes and rendering information through the theme system component to modify the rendering information according to the changed theme to achieve the theme change of the vehicle system user interface.
  • the theme system component is a program component used to implement theme switching by calling other interface information changes according to theme changes and rendering information.
  • the theme change of the three-dimensional control display interface is specifically manifested as the change of interface color, texture and font. Therefore, the theme system component can configure the color, texture and font information corresponding to the theme from the aforementioned management system that uniformly manages rendering information.
  • step 09 includes:
  • Step 091 write the ThemeSystem component, which is mainly used to monitor changes in the theme, store rendering information, and modify the rendering information according to the theme configuration.
  • Step 092 configure the night and day theme data, and make a proper combination of the 3D control with the theme color component, theme texture component and theme font component, so that the rendering effect of the 3D control can achieve the effect of switching the night or day theme.
  • the scene effects before and after the switching are shown in Figures 6 and 7.
  • the written program components are ultimately run in the Android system, so the above-mentioned ThemeSystem component can change the display theme by obtaining the system time information of the Android system, and can also change the display theme through the user's interface interaction behavior.
  • the specific code of the above-mentioned ThemeSystem component is shown in Code 7.
  • the night and day theme data can be preset locally or in the cloud, or downloaded to a corresponding local resource directory via the network, so that the three-dimensional control rendering effect can achieve the switching effect between the night theme and the day theme; according to the theme data of the switching target theme, corresponding components are added from the theme color component, theme texture component, and theme font component to render the three-dimensional control.
  • the rendering information contained in the selected added component can be stored in the theme system, combined with the system's monitoring of the Android system's night and day switching or the user's manual theme switching, and modified to the corresponding theme according to the theme information and the rendering information stored in the system.
  • the font, theme, and night-day switching functions of the 3D control are completely independently developed, which can provide font library configuration, theme configuration, and night-day configuration.
  • the theme switching configuration can also include color, image, and material switching systems.
  • the material switching is not available on the Android platform, and even more atomic component functions and system functions can be developed in the future. This provides more design styles for the expansion of artists, as well as development methods that art designers can configure themselves, which has higher development efficiency than Android's control library and theme.
  • the present application also provides a computer-readable storage medium, which stores a computer program.
  • the computer program is called and executed by one or more processors, the above-mentioned three-dimensional control implementation method of the vehicle-mounted system user interface is implemented.
  • Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory.
  • Volatile memory may include random access memory (RAM) or external cache memory.
  • RAM is available in various forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
  • SRAM static RAM
  • DRAM dynamic RAM
  • SDRAM synchronous DRAM
  • DDRSDRAM double data rate SDRAM
  • ESDRAM enhanced SDRAM
  • SLDRAM synchronous link (Synchlink) DRAM
  • SLDRAM synchronous link (Synchlink) DRAM
  • Rambus direct RAM
  • DRAM direct memory bus dynamic RAM
  • RDRAM memory bus dynamic RAM
  • Any process or method description in a flowchart or otherwise described herein may be understood to represent a module, segment or portion of code that includes one or more executable instructions for implementing the steps of a specific logical function or process, and the scope of some embodiments of the present application includes additional implementations in which functions may not be performed in the order shown or discussed, including performing functions in a substantially simultaneous manner or in the reverse order depending on the functions involved, which should be understood by technicians in the technical field to which the embodiments of the present application belong.

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Abstract

本申请涉及一种车载系统用户界面的三维控件实现方法,包括:响应于画布创建操作,在预设三维引擎中创建画布,所述画布的渲染模式被配置为屏幕空间相机模式;响应于相机创建操作,创建相机,所述相机的投影模式被配置为透视投影;响应于配置操作,将所述相机配置为所述画布的相机,以通过所述预设三维引擎在所述车载系统用户界面实现控件的三维显示。

Description

车载系统用户界面的三维控件实现方法、设备及存储介质
本申请要求于2022年10月10日申请的、申请号为202211234187.2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
本申请涉及计算机技术领域,具体设计一种车载系统用户界面的三维控件实现方法、电子设备及计算机可读存储介质。
背景技术
相关技术中,通常基于Android操作系统开发车载系统,使用的是基于Android操作系统开发的控件库。随着车载系统的发展进程,年轻化、可玩性、炫酷等特性越发变得不可或缺,故3D技术的引入是发展的趋势。然而,现有的Android的控件库不能较好地适配3D引擎。基于Android操作系统的控件库若想要实现车载系统用户界面中的3D效果,往往是通过视觉的变化产生假3D的效果,并不是基于真实3D场景的效果。
技术问题
本申请提供了一种车载系统用户界面的三维控件实现方法、电子设备及计算机可读存储介质。
技术解决方案
本申请实施方式涉及的车载系统用户界面的三维控件实现方法,包括:
响应于画布创建操作,在预设三维引擎中创建画布,所述画布的渲染模式被配置为屏幕空间相机模式;
响应于相机创建操作,创建相机,所述相机的投影模式被配置为透视投影;
响应于配置操作,将所述相机配置为所述画布的相机,以通过所述预设三维引擎在所述车载系统用户界面实现控件的三维显示。
如此,本申请中,利用预设的三维引擎通过创建画布、相机并将创建好的画布与相机进行合并配置的方式简单地创建了一个具有三维视觉效果的界面,并以之为车载系统用户界面的三维视觉效果基础,搭配其他视效素材即能实现车载系统在初始不支持三维显示的状态下为用户呈现出三维显示效果,增强用户的使用体验感。
所述车载系统用户界面的三维控件实现方法包括:
继承所述预设三维引擎中的原生控件;
响应于配置操作,对继承的所述原生控件进行配置,以实现所述控件的交互。
如此,通过配置预设的三维引擎中含有的原生控件,可以实现用户与三维显示界面之间的交互。
所述原生控件包括按钮控件,所述继承所述预设三维引擎中的原生控件包括:
继承所述按钮控件以实现点击监听事件的注册与解注册;
所述响应于配置操作,对继承的所述原生控件进行配置,以实现所述控件的交互,包括:
响应于配置操作,对所述按钮控件实现长按监听事件的注册进行配置,以实现所述按钮控件的交互。
如此,三维控件可以支持用户通过与界面上的按钮进行界面交互,从而为用户提供通过按钮修改事件状态的底层支持。
所述响应于配置操作,对所述按钮控件实现长按监听事件的注册进行配置,包括:
响应于配置操作,对按压所述按压控件的按压时间进行配置,以将按压时间大于预设时间阈值的触摸事件注册为所述长按监听事件。
如此,三维控件可以根据用户对按钮控件的按压时间对用户的界面交互是否有效进行判定,以满足多样的交互需求。
所述原生控件包括下拉控件,所述继承所述预设三维引擎中的原生控件,包括:
继承所述下拉控件的事件点击接口以实现展开选择信息框;
所述响应于配置操作,对继承的所述原生控件进行配置,以实现所述控件的交互,包括:
响应于配置操作,对所述选择信息框的动效、音效以及点击检测进行配置,以实现所述下拉控件的交互。
如此,支持用户通过选择信息框的方式进行界面交互,从而为用户提供通过选择信息框修改事件状态的底层支持。
所述三维控件实现方法包括:
通过主题颜色组件将所述三维控件的颜色信息注册到所述预设三维引擎,并提供修改颜色信息接口以实现所述三维控件的颜色修改。
如此,支持用户通过界面交互修改三维控件中各个组成部分的显示颜色。
所述三维控件实现方法包括:
通过主题纹理组件将所述三维控件的纹理信息注册到所述预设三维引擎,并提供修改纹理信息接口以实现所述三维控件的纹理修改。
如此,支持用户通过界面交互修改三维控件中各个组成部分的的纹理显示效果。
所述三维控件实现方法包括:
通过主题字体组件将所述三维控件的字体信息注册到所述预设三维引擎,并提供修改字体信息接口以实现所述三维控件的字体修改。
如此,支持用户通过界面交互修改三维控件中文字的显示字体。
所述三维控件实现方法包括:
通过主题系统组件监听主题变化和渲染信息,以根据变化后的主题对所述渲染信息进行修改,实现车载系统用户界面主题更换。
如此,支持用户通过界面交互修改三维控件中用户界面的主题。
本申请还涉及一种电子设备,所述电子设备包括存储器和处理器,所述存储器中存储有计算机程序,所述计算机程序被所述处理器执行时,实现上述的车载系统用户界面的三维控件实现方法。
本申请还涉及一种计算机可读存储介质,所述计算机可读存储介质存储有计算机程序,当所述计算机程序被一个或多个处理器执行时,实现上述的车载系统用户界面的三维控件实现方法。
有益效果
本申请的实施方式的附加方面和优点将在下面的描述中部分给出,部分将从下面的描述中变得明显,或通过本申请的实施方式的实践了解到。
附图说明
本申请上述的和/或附加的方面和优点从下面结合附图对实施例的描述中将变得明显和容易理解,其中:
图1为本申请提供的车载系统用户界面的三维控件实现方法的流程示意图;
图2为本申请提供的车载系统用户界面的三维控件实现方法的流程示意图;
图3为本申请提供的车载系统用户界面的三维控件实现方法的流程示意图;
图4为本申请提供的车载系统用户界面的三维控件实现方法的控件配置场景示意图;
图5为本申请提供的车载系统用户界面的三维控件实现方法的控件配置场景示意图;
图6为本申请提供的车载系统用户界面的三维控件实现方法的主题切换场景示意图;
图7为本申请提供的车载系统用户界面的三维控件实现方法的主题切换场景示意图。
本发明的实施方式
下面详细描述本申请的实施方式,实施方式的示例在附图中示出,其中,相同或类似的标号自始至终表示相同或类似的元件或具有相同或类似功能的元件。下面通过参考附图描述的实施方式是示例性的,仅用于解释本申请的实施方式,而不能理解为对本申请的实施方式的限制。
在本申请中,以采用基于Android平台设计开发的车载系统及利用Unity3D引擎进行三维控件的实现为例对本申请提供的方案进行说明,本领域技术人员也可以根据实际情况采用基于其他操作系统平台设计的车载系统以及其他通用三维引擎如Unreal、OpenGL等实现。
如图1所示,本申请提供了一种车载系统用户界面的三维控件实现方法,具体包括:
步骤01:响应于画布创建操作,在预设三维引擎中创建画布,画布的渲染模式被配置为屏幕空间相机模式;
步骤02:响应于相机创建操作,创建相机,相机的投影模式被配置为透视投影;
步骤03:响应于配置操作,将相机配置为画布的相机,以通过预设三维引擎在车载系统用户界面实现控件的三维显示。
本申请还提供了一种电子设备,电子设备包括存储器和处理器。本申请的车载系统用户界面的三维控件实现方法可以由本申请的电子设备实现。具体地,存储器中存储有计算机程序,处理器用于响应于画布创建操作,在预设三维引擎中创建画布,画布的渲染模式被配置为屏幕空间相机模式,及用于响应于相机创建操作,创建相机,相机的投影模式被配置为透视投影,以及用于响应于配置操作,将相机配置为画布的相机,以通过预设三维引擎在车载系统用户界面实现控件的三维显示。
本申请中的电子设备,可以是集成于车辆的微型计算机、通用计算机等设备,也可以是与车辆车载系统连接的便携式移动设备、便携式计算机等,在此不做限定。
在本申请中,由于本申请的技术目的在于实现一个具有三维显示功能的三维控件,故创建画布时应选择具有三维显示功能的项目,从而创建画布时将画布的渲染模式配置为屏幕空间相机模式。在具体实施中,在Unity3D开源UI系统中创建Canvas(画布),将渲染模式选择为Screen Space(屏幕空间)-Camera(相机)。
在本申请中,Unity3D引擎的开源系统中包含了具有透视投影模式的相机功能,且该透视投影功能能够将开源UI系统中的Canvas渲染的画面投影到屏幕上并具有近大远小的3D透视效果。在具体实施时,在Unity3D开源UI系统中创建Camera(相机),并将相机的Projection(投影模式)修改为Perspective(透视投影)。
在本申请中,步骤01与步骤02中分别设置了画布与相机,并已经确定了渲染模式与投影模式,故将二者匹配设置即可实现三维显示效果。在具体实施时,步骤01中创建的Canvas渲染模式为屏幕空间相机模式,需要配置一个相机模块,故将步骤02中创建的Camera配置为步骤01创建的Canvas的相机模块即可。
如此,本申请中,利用预设的三维引擎通过创建画布、相机并将创建好的画布与相机进行合并配置的方式简单地创建了一个具有三维视觉效果的界面,并以之为车载系统用户界面的三维视觉效果基础,在进一步搭配其他视效素材时即能实现车载系统在初始不支持三维显示的状态下能够为用户呈现出三维显示效果,增强用户的使用体验感。因为本申请提供的方案产生的是三维效果,具有纵向属性并且配有不同的相机系统,故在后续的视觉效果设计的空间很大,相比于二维控件库而言具有更大的优势;而且配有三维引擎动画技术的车载系统在开发与调试方面可以为视觉效果设计人员提供更广阔的发挥空间,这是现在Android的二维控件库所不具备的效果。
如图2所示,车载系统用户界面的三维控件实现方法,还包括:
步骤04:继承预设三维引擎中的原生控件;
步骤05:响应于配置操作,对继承的原生控件进行配置,以实现控件的交互。
处理器还用于继承预设三维引擎中的原生控件,以及用于响应于配置操作,对继承的原生控件进行配置,以实现控件的交互。
在本申请中,三维控件的各项界面交互功能在预设的三维引擎中都有相应的原生控件,故不必在车载系统平台上重新开发交互功能,只需直接集成使用预设三维引擎内的原生控件即可。在具体实施中,车载平台是基于Android平台建立的,相关的交互控件在Android平台中都存在。上述的原生控件用于实现用户与界面之间的各种交互方式,在Unity3D引擎中具体包括按钮、列表、切换开关、复选框等控件。故考虑到三维控件运行的流畅性以及程序运行的稳定性,直接采用Unity3D引擎中自带的上述控件进行界面交互的开发更有利于支持用户的流畅使用体验。
在本申请中,原生控件中的各元素在配置前仅以没有具体内容的空白形式存在,在应用控件前应对采用的原生控件进行配置,配置的内容包括但不限于控件种类、文字提示、呈现方式等。
如此,基于预设的通用3D引擎中包含的原生控件可以直接在三维界面上配置出可进行界面交互的元素,无需在车载系统平台上单独开发界面交互功能。
如图4所示,原生控件包括按钮控件,步骤04包括:
步骤041:继承按钮控件以实现点击监听事件的注册与解注册;
步骤05包括:
步骤051,响应于配置操作,对按钮控件实现长按监听事件的注册进行配置,以实现按钮控件的交互。
处理器用于继承按钮控件以实现点击监听事件的注册与解注册,以及用于响应于配置操作,对按钮控件实现长按监听事件的注册进行配置,以实现按钮控件的交互。
在本申请中,按钮控件是预设三维引擎中原生控件的一种,主要用于实现通过点击完成界面交互。具体地,每次点击都可以实现与其对应的监听事件的注册与解注册,即对应的用户交互事件的状态切换。在具体实施中,从Unity3D引擎中继承按钮控件,并对每个按钮控件对应的监听事件以及该监听事件的注册与解注册进行配置即可。
从需求角度出发,按钮控件除了短时间点击以切换监听事件的注册状态的功能以外,还需要有通过长按按钮控件来改变监听事件注册状态的功能,比如改变涉及到系统安全或用户人身安全的设定时需要将用户对界面信息进行确认的时间拉长以降低意外的发生率,此时按钮控件的交互时间应被延长,此时采用长按按钮控件以改变监听事件注册状态的功能就尤为重要。
步骤051具体包括:
步骤0511:响应于配置操作,对按压按钮控件的按压时间进行配置,以将按压时间大于预设时间阈值的触摸事件注册为长按监听事件。
处理器用于响应于配置操作,对按压按钮控件的按压时间进行配置,以将按压时间大于预设时间阈值的触摸事件注册为长按监听事件。
在本申请中,为了实现在长按按钮时改变监听事件的注册状态这一目的,可以在配置按钮控件时加入按压按钮控件的时间信息以判断交互是否有效。在具体实施中,在Unity3D引擎中继承Button(按钮)控件,对Button控件编写如代码1所示的代码即可通过按压时间判断按压交互是否有效。
代码1:
if(IsPressed())
            {
                m_PressedCount += Time.deltaTime;
                if (m_PressedCount>pressDurationTime)
                {
                    onPress.Invoke();
                    m_PressedCount = 0;
                }
            }
如图5所示,原生控件包括下拉控件,步骤04还包括:
步骤042:继承下拉控件的事件点击接口以实现展开选择信息框。
步骤05还包括:
步骤052:响应于配置操作,对选择信息框的动效、音效以及点击检测进行配置,以实现下拉控件的交互。
处理器用于继承下拉控件的事件点击接口以实现展开选择信息框,及用于用于响应于配置操作,对选择信息框的动效、音效以及点击检测进行配置,以实现下拉控件的交互。
在本申请中,下拉控件一般呈现为选择信息框,用于给出特定的信息范围供用户择一设置。在预设的3D引擎包含的原生控件中包括下拉控件,可以直接继承并应用于三维界面以便于选择信息类别的界面交互。事件点击接口一般表现为选择信息框右端的箭头符号,在初始状态下点击箭头符号后选择信息框弹出,在此基础上再点击箭头符号选择信息框消失。
下拉控件具体体现为选择信息框,选择信息框的反馈效果包括动效、音效以及点击检测等,在具体应用前应对上述反馈效果进行预先配置以便于界面交互。在具体实施中,在Unity3D引擎中继承DropDown(下拉)控件,并对上述DropDown控件编写如代码2所示的代码可以实现选择信息框的淡入与淡出动效以及音效的播放。
代码2:
public void OnPointerClick(PointerEventData eventData)
        {
            if (flat) FadeIn();
            else FadeOut();
            if (sound != null)
                sound.Play();
        }
对上述DropDown控件编写如代码3所示的代码可以实现选择信息框的点击检测功能。
代码3:
public void OnPointerClick(PointerEventData eventData)
        {
            if (!interactable) return;
            Debug.Log("clicked");
            handler(idx);
        };
如图3所示,本申请的车载系统用户界面的三维控件实现方法,还包括:
步骤06:通过主题颜色组件将三维控件的颜色信息注册到预设三维引擎,并提供修改颜色信息接口以实现三维控件的颜色修改。
处理器用于通过主题颜色组件将三维控件的颜色信息注册到预设三维引擎,并提供修改颜色信息接口以实现三维控件的颜色修改。
在本申请中,根据车载系统使用时间以及用户需求的不同,三维显示界面的颜色也需要进行调整,因此需要在三维控件中添加修改界面颜色信息的接口以便于用户通过界面交互修改三维控件的显示颜色。
在具体实施中,因为在Unity3D引擎中,3D控件的基础渲染组件是Image、Text、RawImage这三种,所以首先要能够统一地将这些基础渲染信息给存储起来,并且统一由系统能够修改这些信息。为了可以方便地快速配置,可以对渲染组件的颜色、纹理以及单独的字体做组件式的独立功能,并开发实现统一管理渲染信息的管理系统:
针对界面颜色的设置单独开发XThemeColor组件,该组件作为主题颜色组件可将颜色信息注册到上述统一管理渲染信息的管理系统中,并提供修改颜色信息的数据接口,上述XThemeColor组件代码如代码4所示:
代码4
Public void Awake()
{
m_Graphic = this.GetComponent<Graphic>();
ThemeSystem.Instance.Register(this);
}
public override void SetColor(string colorName, int index = 0)
        {
            if (index>= m_ColorNames.Length)
                return;
            m_ColorNames[index] = colorName;
            Refresh();
        }:
如此即可支持用户通过界面交互修改三维控件中各个组成部分的显示颜色。
本申请的车载系统用户界面的三维控件实现方法,还包括:
步骤07:通过主题纹理组件将三维控件的纹理信息注册到预设三维引擎,并提供修改纹理信息接口以实现三维控件的纹理修改。
处理器用于通过主题纹理组件将三维控件的纹理信息注册到预设三维引擎,并提供修改纹理信息接口以实现三维控件的纹理修改。
在上述统一管理渲染信息的管理系统中,针对界面纹理的设置单独开发XThemeSprite组件以及XThemeTexture组件,上述两组件作为主题纹理组件可将纹理信息注册到上述统一管理渲染信息的管理系统中,并且提供修改纹理信息的数据接口。上述XThemeSprite组件的代码如代码5-1所示,上述XThemeTexture组件的代码如代码5-2所示。
代码5-1:
Public void Awake()
{
m_Graphic = this.GetComponent<Image>();
ThemeSystem.Instance.Register(this);
}
public void SetSprite(string uri, string themeName)
        {
            m_Uri = uri;
            Refresh();
        }
代码5-2:
Public void Awake()
{
m_Graphic = this.GetComponent<RawImage>();
ThemeSystem.Instance.Register(this);
}
public void SetTexture(string uri, string themeName)
        {
            m_Uri = uri;
            Refresh();
        }
如此即可支持用户通过界面交互修改三维控件中各个组成部分的纹理显示效果。
本申请的车载系统用户界面的三维控件实现方法,还包括:
步骤08:通过主题字体组件将三维控件的字体信息注册到预设三维引擎,并提供修改字体信息接口以实现三维控件的字体修改。
处理器用于用于通过主题字体组件将三维控件的字体信息注册到预设三维引擎,并提供修改字体信息接口以实现三维控件的字体修改。
在上述统一管理渲染信息的管理系统中,针对界面字体的设置单独开发XThemeFont组件,上述组件作为主题字体组件可将字体信息注册到上述统一管理渲染信息的管理系统中,并且提供修改字体信息的数据接口。上述XThemeFont组件的代码如代码6所示。
代码6:
private void Awake()
        {
            m_Text = this.GetComponent<XText>();
            m_systemText = this.GetComponent<Text>();
            ThemeSystem.Instance.RegisterText(this);
        }
private void Refresh()
        {
            if (m_Text != null)
            {
                m_Text.fontSize = fontSize;
            }
         if (m_systemText != null)
            {
                m_systemText.fontSize = fontSize;
            }
        }
如此即可支持用户通过界面交互修改三维控件中文字的显示字体。
如图3所示,本申请的车载系统用户界面的三维控件实现方法,还包括:
步骤09:通过主题系统组件监听主题变化和渲染信息,以根据变化后的主题对渲染信息进行修改,实现车载系统用户界面主题更换。
处理器用于通过主题系统组件监听主题变化和渲染信息,以根据变化后的主题对渲染信息进行修改,实现车载系统用户界面主题更换。
在本申请中,主题系统组件是用于根据主题变化与渲染信息调用其他界面信息的变化实现主题切换的程序组件。一般地,三维控件显示界面的主题变化具体表现为界面颜色、纹理以及字体的变化,因此主题系统组件可以从前述的统一管理渲染信息的管理系统中配置与主题相对应的颜色、纹理以及字体信息。
在具体实施中,以切换黑夜与白天主题为例,步骤09包括:
步骤091,编写ThemeSystem组件,上述组件主要用于监听主题的变化、存储渲染信息,并根据主题配置修改渲染信息。
步骤092,配置黑夜以及白天的主题数据,让三维控件与主题颜色组件、主题纹理组件以及主题字体组件进行合适的组合,使得三维控件的渲染效果可以实现黑夜或白天主题切换的效果。切换前后的场景效果如图6、图7所示。
在具体实施中,由于本申请采用的三维控件是基于Unity3D引擎继承的,且车载系统是基于Android系统开发的,因此编写的程序组件最终是运行在Android系统中的,故上述ThemeSystem组件可以通过获取Android系统的系统时间信息来改变显示主题,也可以通过用户的界面交互行为改变显示主题。上述ThemeSystem组件的具体代码如代码7所示。
代码7:
private void NorifyThemeChanged()
        {
            Debug.Log($"[ThemeSystem]NorifyThemeChanged element_count={m_ElementMap.Count}");
            foreach (var element in m_ElementMap)
            {
                element.SetTheme(m_ThemeName);
            }
            Debug.Log($"[ThemeSystem] theme change complete");
        }
internal void Register(IXUIElement element)
        {
            if (!m_ElementMap.Contains(element))
            {
                m_ElementMap.Add(element);
            }
        }
在具体实施中,上述黑夜以及白天的主题数据可以预置于本地或云端,亦可通过网络下载到本地对应的资源目录中,以使三维控件渲染效果可以实现黑夜主题与白天主题的切换效果;根据切换目标主题的主题数据,从主题颜色组件、主题纹理组件以及主题字体组件中添加对应的组件以渲染三维控件,如此则三维控件再次初始化时便可通过选定添加的组件包含的渲染信息在主题系统中的存储,结合系统对Android系统黑夜白天的切换或者用户手动的主题切换的监听,根据主题信息以及存储在系统中的渲染信息修改成对应的主题。
在上述具体实施案例中,三维控件的字体、主题、黑夜白天切换功能是完全自主开发的,可提供字体库的配置、主题的配置、黑夜白天的配置,其中主题切换的配置又可包含颜色、图片、材质这些的切换系统,其中材质切换是Android平台不具备的,甚至在以后,可以开发出更多的原子组件功能和系统功能。这样为美术人员的扩展提供了更多的设计样式、以及美术设计人员自己可配的开发方式,相比Android的控件库和主题有了更高的开发效率。
本申请还提供了一种计算机可读存储介质,计算机可读存储介质存储有计算机程序,当计算机程序被一个或多个处理器调用执行时,实现上述的车载系统用户界面的三维控件实现方法。
本申请上述实施方法中的全部或部分流程,是可以通过计算机程序来指令相关的硬件来完成,所述的程序可存储于一非易失性计算机可读取存储介质中,该程序在执行时,可包括如上述各方法的实施例的流程。其中,本申请所提供的各实施方法中所使用的对存储器、存储、数据库或其它介质的任何引用,均可包括非易失性和/或易失性存储器。非易失性存储器可包括只读存储器(ROM)、可编程ROM(PROM)、电可编程ROM(EPROM)、电可擦除可编程ROM(EEPROM)或闪存。易失性存储器可包括随机存取存储器(RAM)或者外部高速缓冲存储器。作为说明而非局限,RAM以多种形式可得,诸如静态RAM(SRAM)、动态RAM(DRAM)、同步DRAM(SDRAM)、双数据率SDRAM(DDRSDRAM)、增强型SDRAM(ESDRAM)、同步链路(Synchlink)DRAM(SLDRAM)、存储器总线(Rambus)直接RAM(RDRAM)、直接存储器总线动态RAM(DRDRAM)、以及存储器总线动态RAM(RDRAM)等。
在本说明书的描述中,参考术语“某些实施方式”、“一个例子中”、“示例地”等的描述意指结合实施方式或示例描述的具体特征、结构、材料或者特点包含于本申请的至少一个实施方式或示例中。在本说明书中,对上述术语的示意性表述不一定指的是相同的实施方式或示例。而且,描述的具体特征、结构、材料或者特点可以在任何的一个或多个实施方式或示例中以合适的方式结合。此外,在不相互矛盾的情况下,本领域的技术人员可以将本说明书中描述的不同实施例或示例以及不同实施例或示例的特征进行结合和组合。
流程图中或在此以其他方式描述的任何过程或方法描述可以被理解为,表示包括一个或更多个用于实现特定逻辑功能或过程的步骤的可执行指令的代码的模块、片段或部分,并且本申请的一些实施方式的范围包括另外的实现,其中可以不按所示出或讨论的顺序,包括根据所涉及的功能按基本同时的方式或按相反的顺序,来执行功能,这应被本申请的实施例所属技术领域的技术人员所理解。
尽管上面已经示出和描述了本申请的实施方式,可以理解的是,上述实施方式是示例性的,不能理解为对本申请的限制,本领域的普通技术人员在本申请的范围内可以对上述实施方式进行变化、修改、替换和变型。

Claims (11)

  1. 一种车载系统用户界面的三维控件实现方法,其中,所述三维控件实现方法包括:
    响应于画布创建操作,在预设三维引擎中创建画布,所述画布的渲染模式被配置为屏幕空间相机模式;
    响应于相机创建操作,创建相机,所述相机的投影模式被配置为透视投影;
    响应于配置操作,将所述相机配置为所述画布的相机,以通过所述预设三维引擎在所述车载系统用户界面实现控件的三维显示。
  2. 根据权利要求1所述的车载系统用户界面的三维控件实现方法,其中,所述三维控件实现方法包括:
    继承所述预设三维引擎中的原生控件;
    响应于配置操作,对继承的所述原生控件进行配置,以实现所述控件的交互。
  3. 根据权利要求2所述的车载系统用户界面的三维控件实现方法,其中,所述原生控件包括按钮控件,所述继承所述预设三维引擎中的原生控件包括:
    继承所述按钮控件以实现点击监听事件的注册与解注册;
    所述响应于配置操作,对继承的所述原生控件进行配置,以实现所述控件的交互,包括:
    响应于配置操作,对所述按钮控件实现长按监听事件的注册进行配置,以实现所述按钮控件的交互。
  4. 根据权利要求3所述的车载系统用户界面的三维控件实现方法,其中,所述响应于配置操作,对所述按钮控件实现长按监听事件的注册进行配置,包括:
    响应于配置操作,对按压所述按压控件的按压时间进行配置,以将按压时间大于预设时间阈值的触摸事件注册为所述长按监听事件。
  5. 根据权利要求2所述的车载系统用户界面的三维控件实现方法,其中,所述原生控件包括下拉控件,所述继承所述预设三维引擎中的原生控件,包括:
    继承所述下拉控件的事件点击接口以实现展开选择信息框;
    所述响应于配置操作,对继承的所述原生控件进行配置,以实现所述控件的交互,包括:
    响应于配置操作,对所述选择信息框的动效、音效以及点击检测进行配置,以实现所述下拉控件的交互。
  6. 根据权利要求1所述的车载系统用户界面的三维控件实现方法,其中,所述三维控件实现方法包括:
    通过主题颜色组件将所述三维控件的颜色信息注册到所述预设三维引擎,并提供修改颜色信息接口以实现所述三维控件的颜色修改。
  7. 根据权利要求1所述的车载系统用户界面的三维控件实现方法,其中,所述三维控件实现方法包括:
    通过主题纹理组件将所述三维控件的纹理信息注册到所述预设三维引擎,并提供修改纹理信息接口以实现所述三维控件的纹理修改。
  8. 根据权利要求1所述的车载系统用户界面的三维控件实现方法,其中,所述三维控件实现方法包括:
    通过主题字体组件将所述三维控件的字体信息注册到所述预设三维引擎,并提供修改字体信息接口以实现所述三维控件的字体修改。
  9. 根据权利要求1所述的车载系统用户界面的三维控件实现方法,其中,所述三维控件实现方法包括:
    通过主题系统组件监听主题变化和渲染信息,以根据变化后的主题对所述渲染信息进行修改,实现车载系统用户界面主题更换。
  10. 一种电子设备,其中,所述电子设备包括存储器和处理器,所述存储器中存储有计算机程序,所述计算机程序被所述处理器执行时,实现如权利要求1至9中任一项所述的方法。
  11. 一种计算机可读存储介质,其中,所述计算机可读存储介质存储有计算机程序,当所述计算机程序被一个或多个处理器执行时,实现如权利要求1至9中任意一项所述的方法。
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