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A method and device for solving the problem of unity3d large model punching through the mold

A large model and mold-through technology, applied in the field of 3D visualization, can solve problems such as poor visual sense and unrealistic, achieve good accuracy, avoid overlapping and inconsistency, and solve the effect of punching mold problems

Active Publication Date: 2021-03-09
CHENGDU SEFON SOFTWARE CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0006] The purpose of the present invention is to provide a method and device for solving the problem of Unity3D large model punching and passing through the mold, so as to solve the existing problems of overlapping between objects, poor visual sense and unrealistic problems in expressing the position through the corresponding longitude and latitude of the center point of the object

Method used

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  • A method and device for solving the problem of unity3d large model punching through the mold
  • A method and device for solving the problem of unity3d large model punching through the mold

Examples

Experimental program
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Embodiment 1

[0029] Such as figure 1 As shown, a method for solving the problem of piercing the mold of the Unity3D large model includes the following steps:

[0030] S1. Calculate the edge positions around the ship, and select multiple edge points and center points;

[0031] S2. Launch ray detection vertically downward from above the set height of the edge point in step S1;

[0032] S3. In step S2, when the detection ray hits land or ships, execute steps S4 and S5;

[0033] S4. Move all the edge points by 1 unit distance in any of the four directions forward, backward, left, and right, and repeat steps S2 and S3 until all the detection rays hit the sea surface;

[0034] S5. When all the rays determined in step S4 hit the sea surface, the position of the obtained edge point is obtained to obtain a new center point position, and the vector displacement of the center point position offset is calculated, and the ship is moved to the new center point position.

[0035] When the detection ra...

Embodiment 2

[0037] Such as figure 2 As shown, a method for solving the problem of piercing the mold of the Unity3D large model includes the following steps:

[0038] S1. Calculate the edge positions around the ship, and select multiple edge points and center points;

[0039] S2. Launch ray detection vertically downward from above the set height of the edge point in step S1;

[0040] S3. In step S2, when the detection rays hit land or ships, or when all the detection rays hit the sea surface, no operation is performed.

[0041] This is the situation where the ships do not overlap and are not on land. At this time, the position of the ship conforms to the actual situation and meets the visual requirements, so there is no need to move the ship and other operations; the distance of 1 unit, here represents the smallest unit in actual research and development Displacement amount; the height set in step S2 generally selects the upper side of the height*100 to emit rays downward.

Embodiment 3

[0043] Further on the basis of embodiments 1 and 2, the specific process of step S1 is: abstract the ship model into a regular cuboid, obtain its length, width and center point, calculate the edge of the ship, and select a plurality of edge points and the center point; after the ship is abstracted, it is easier to calculate the edge of the ship; the edge point selects multiple edge points in the four positions of the front, rear, left, and right of the ship; the positions of these edge points can be evenly calculated, and the density of the edge points can be adjusted according to the actual effect. In order to achieve better accuracy, it is beneficial to subsequent ray detection.

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Abstract

The invention discloses a method and a device for solving the problem of Unity3D large model punching and passing through the mold, mainly solving the problems existing in the prior art that the position is expressed by the object center point corresponding to the longitude and latitude, and there is overlap between objects, poor visual sense and non-compliance. actual problem. This invention is based on the actual position of the ship, calculates the edge point and center point of the ship, detects whether the ship overlaps or is placed on land through rays, and if so, moves a distance in any direction forward, backward, left, and right, and re-detects to all All the detection rays hit the sea surface, indicating that the ship is located on the sea surface, which is a normal phenomenon. Through the above solution, the present invention achieves the purpose of avoiding the situation of unreasonable overlapping of the positions of the large models, etc., and improving the aesthetics and rationality.

Description

technical field [0001] The present invention relates to the field of 3D visualization field, in particular, relates to a method and a device for solving the problem of Unity3D large model punching through the mold. Background technique [0002] When large-volume objects such as ships and vehicles containing longitude and latitude data information are displayed dynamically and in real time on the GIS map, the center point of the object is expressed corresponding to the longitude and latitude position; , vehicles and other large models have the following problems: [0003] 1. There will be overlap between objects. Since the latitude and longitude expresses a point, objects such as ships are objects with a size in space, and the collection of latitude and longitude data like ships does not depend on the position of the GPS locator of each ship. It must be in the center of the ship, maybe at the bow, stern, or in the middle of the ship; when we render these objects on the GIS m...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06F16/29G06F16/26
CPCG06F16/26G06F16/29
Inventor 徐泽鸿孔维科江波张武松董照阳戈宇
Owner CHENGDU SEFON SOFTWARE CO LTD