An application framework for power grid digital twin visualization scenarios

CN115658039BActive Publication Date: 2026-08-14NARI INFORMATION & COMM TECH
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-27
Publication Date
2026-08-14

AI Technical Summary

Technical Problem

[0002]随着电网企业数字化转型的快速推进,电网数字孪生技术也有了较大的发展,由于电网业务架构复杂多样,在电网各个环节、各个业务口的数字孪生标准规范,以及落地应用场景都处于摸索前进阶段,不同专业的人,同一专业不同的人对数字孪生体系都有不同的理解,没有一个通用的场景搭建模板,都需要根据实际业务情况定制设计,因此在数字孪生系统创建初级阶段,必然会面临需求变更频繁,需求响应快速的情形,传统的定制化代码开发模式难以应对

Benefits of technology

[0014]与现有技术相比,本发明所达到的有益效果:本发明通过基于数字孪生场景的组件化设计模式将一个数字孪生场景元素抽象归纳为若干功能模块,所述功能模块遵循统一的开发规范并形成对应的库资源;所述功能模块包括UI、三维模型、数据绑定、事件、各类事件操作器;以及对应的属性配置图形界面,借助于Unity3D的基础编辑器,构建了一个可视化场景的通用搭建模板,能适应不同专业、不同人的业务需求,能够快速完成一个三维可视化场景的搭建及修改,解决了定制化场景频繁修改的情景下快速响应的问题。

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Abstract

This invention discloses an application framework for power grid digital twin visualization scenarios. Based on a component-based design pattern for digital twin scenarios, it abstracts and summarizes elements of a digital twin scenario into several functional modules. These functional modules follow unified development specifications and form corresponding library resources, including UI, 3D models, data binding, events, and various event operators. The business scenario loading engine includes a project startup scenario, which is used to render and display project startup scenario elements based on the digital twin scenario, load the main business scenario, and show the loading progress of the main business scenario, thus providing a unified entry interface for a project. This invention utilizes the basic editor of Unity3D to construct a universal template for building visualization scenarios, which can adapt to the business needs of different professionals and individuals. It can quickly complete the construction and modification of a 3D visualization scenario, solving the problem of rapid response in scenarios with frequent modifications to customized scenarios.
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Description

Technical Field

[0001] This invention belongs to the field of power grid digital twin technology, specifically relating to an application framework for power grid digital twin visualization scenarios. Background Technology

[0002] With the rapid advancement of digital transformation in power grid enterprises, digital twin technology for power grids has also made significant progress. Due to the complex and diverse business architecture of power grids, the standards and specifications for digital twins in various links and business areas of the power grid, as well as the application scenarios, are still in the exploratory stage. People from different professions, and even different people in the same profession, have different understandings of the digital twin system. There is no universal template for building scenarios, and each needs to be customized according to the actual business situation. Therefore, in the initial stage of creating a digital twin system, it is inevitable to face situations with frequent changes in requirements and rapid response to requirements, which traditional customized code development models cannot cope with. Summary of the Invention

[0003] To address the shortcomings of existing technologies, this invention provides an application framework for digital twin visualization scenarios in power grids. It constructs a universal template for building visualization scenarios, which can adapt to the business needs of different professionals and individuals. It can quickly complete the construction and modification of a 3D visualization scenario, solving the problem of rapid response in scenarios with frequent modifications to customized scenarios.

[0004] To achieve the above objectives, the technical solution adopted by this invention is: an application framework for power grid digital twin visualization scenarios, comprising: a component-based design pattern for digital twin scenarios to abstract and summarize a digital twin scenario element into several functional modules, wherein the functional modules follow unified development specifications and form corresponding library resources; the functional modules include UI, 3D model, data binding, events and various event operators; a business scenario loading engine, including a project startup scenario, a main business scenario, and business scenarios; the project startup scenario is used to render and display the project startup scenario element based on the digital twin scenario, load the main business scenario, and the loading progress of the main business scenario, thereby giving a project a unified entry interface; the data binding is used to associate and bind the dataset of the business scenario with the data attributes of the control, and the data query methods include timed query, real-time push, and query with screen parameters; the event operators are used to define the content to be executed after the event is triggered, including switching of business scenarios, changing screen parameters, executing animations, displaying pop-ups, and executing script operations, thereby realizing page interaction.

[0005] Furthermore, the UI and 3D model form the scene display; various event operators include: animation effects, scene switching, information pop-ups, and script execution; the events and various event operators form the page interaction, the animation effects are used to enhance the display effect, all component attributes are configured using a graphical attribute bar, and the display scene is built by customizing and extending the development interface with the Unity3D editor.

[0006] Furthermore, the main business scenario is used for global control of various business scenarios, including switching between business scenarios, entry animations, exit animations, and loading of all business scenario prefabs, and also integrates the business scenario... SenceName The _Ctrl logic control component is dynamically added to the business scenario to separate and decouple the rendering and display of the business scenario from the logic control, so as to avoid mutual interference when the display and logic code are changed; the business scenario is uniformly packaged as a prefab object, which is loaded and instantiated in the main business scenario for display. SenceName The _Ctrl control class was first developed by extending the Unity3D editor to create a class template generator, which automatically generates class templates for various business scenarios. SenceName The _Ctrl class template allows you to add your own logic scripts within the class. The basic control class provides a scene element dictionary, scene display, hiding, and transition animation functions for logic control within business scenarios, thereby achieving separation between the UI interface and logic control.

[0007] Furthermore, the visualization platform receives data from the MQ bus in real time, transforms and filters the received data, and then pushes the data in the dataset directly to the client through the Netty channel for real-time updates of the client data.

[0008] Furthermore, all event operator types inherit the BaseOperation class, and the configured operator object is serialized into a JSON string and stored in the scene operator configuration variable OperationBasesJson.

[0009] Furthermore, the switching of the business scenario includes packaging the screen to be switched into a prefab object, and managing the loading, display and hiding of the prefab through the application framework.

[0010] Furthermore, the screen parameter is a global variable that is associated with and bound to the dataset. Changing the screen parameter can trigger an automatic refresh of the dataset, which is used to realize data interaction on the page. The screen parameter value supports static values ​​or values ​​from control properties. It is also used for historical data playback. By binding the time field of the indicator data in the scene to the screen parameter and assigning the historical time string to the screen parameter, real-time historical data playback can be achieved.

[0011] Furthermore, the execution animation includes trigger type, duration, delay time and end event, and multiple animations can be configured. Each animation supports event triggering, execution simultaneously with the previous animation or execution after the previous animation, and can be used for any combination of simultaneous or sequential execution of various animations.

[0012] Furthermore, the pop-up window is used to display or hide the target object information panel. When performing pop-up window operations, the content in the pop-up window interface needs to be drawn first and made into a prefab as the pop-up window object.

[0013] Furthermore, the execution script is used for customized logic processing, mainly by executing the corresponding business logic processing methods through reflection mechanism using the configured method name and parameters.

[0014] Compared with existing technologies, the beneficial effects achieved by this invention are as follows: This invention abstracts and summarizes the elements of a digital twin scene into several functional modules through a component-based design pattern based on digital twin scenes. These functional modules follow unified development specifications and form corresponding library resources. The functional modules include UI, 3D models, data binding, events, various event operators, and corresponding attribute configuration graphical interfaces. With the help of the Unity3D basic editor, a general template for building a visual scene is constructed, which can adapt to the business needs of different professions and individuals. It can quickly complete the construction and modification of a 3D visual scene, solving the problem of rapid response in the context of frequent modifications to customized scenes. Attached Figure Description

[0015] Figure 1 This is a schematic diagram of the overall structure of an application framework for a power grid digital twin visualization scenario provided by an embodiment of the present invention;

[0016] Figure 2 This is the scene loading process in this embodiment of the invention;

[0017] Figure 3 Flowchart of scene data update in this embodiment of the invention;

[0018] Figure 4 Flowchart of the scene interaction event operator in this embodiment of the invention;

[0019] Figure 5 Flowchart of changing screen parameters in an embodiment of the present invention;

[0020] Figure 6 Flowchart of scene animation effects in this embodiment of the invention;

[0021] Figure 7 A flowchart illustrating the display of information pop-up windows in this embodiment of the invention. Detailed Implementation

[0022] The present invention will be further described below with reference to the accompanying drawings. The following embodiments are only used to more clearly illustrate the technical solution of the present invention, and should not be used to limit the scope of protection of the present invention.

[0023] An application framework for power grid digital twin visualization scenarios includes: a component-based design pattern for digital twin scenarios, which abstracts and summarizes elements of a digital twin scenario into several functional modules. These functional modules follow unified development specifications and form corresponding library resources. The functional modules include a UI, 3D models, data binding, events, and various event operators. A business scenario loading engine includes a project startup scenario, a main business scenario, and business scenarios. The project startup scenario renders and displays elements of the project startup scenario based on the digital twin scenario, loads the main business scenario, and displays the loading progress of the main business scenario, thus providing a unified entry interface for a project. Data binding associates and binds the dataset of the business scenario with the data attributes of controls. Data query methods include scheduled queries, real-time push notifications, and queries with screen parameters. Event operators define the content to be executed after an event is triggered, including switching business scenarios, changing screen parameters, executing animations, displaying pop-ups, and executing script operations to achieve page interaction.

[0024] In this embodiment, a digital twin scene element is abstracted and summarized into modules such as UI, 3D model, data binding, events, event operators, animation effects, scene transitions, information pop-ups, and execution scripts. Component-based design is adopted, following unified development specifications to form library resources for each element. The UI and 3D model form the scene display, while the events and various event operators (animation effects, scene transitions, information pop-ups, execution scripts, etc.) form the page interaction. The animation effects are used to enhance the display effect. To achieve a configurable graphical interface for building the scene, a graphical interface editor plugin based on Unity3DEditor is first developed, including control property bars, data binding, events, event operators, and animation effects. This allows for drag-and-drop and property bar configuration to complete the scene layout and configure the properties of each component, quickly building a display scene integrating layout, controls, data, interaction, and animation effects. Figure 1 As shown.

[0025] For the project loading process, such as Figure 2 As shown, when the project starts, it first launches the project scene to render and display project startup scene elements, load the main business scene, and display information such as the loading progress of the main business scene, forming a unified entry interface for the project. Then, within the main business scene, all prefabs for the business scenes are loaded and instantiated, and the business scene's... SenceNameThe _Ctrl logic control component is dynamically added to the business scenario, enabling business scenario switching, entry animations, and exit animations. This achieves the separation and decoupling of business scenario rendering and logic control, preventing changes to the display and logic code from affecting each other.

[0026] In this process, business scenarios are uniformly packaged into prefabricated objects, which are then loaded and instantiated for display in the main business scenario. SenceName The _Ctrl control class was first developed by extending the Unity3D editor to create a class template generator, which automatically generates class templates for various business scenarios. SenceName The _Ctrl class template allows users to add custom logic scripts. The basic control class provides a scene element dictionary, scene display / hide functionality, transition animations, and other features for complex logic control within business scenarios. This achieves separation between the UI and logic control; the UI is responsible for building the interface content, while the logic is responsible for logic development. The logic control class template is as follows:

[0027] using UnityEngine;

[0028] using System.Collections;

[0029] using UnityEngine.UI;

[0030] using System.Collections.Generic;

[0031] public class XMLTest_Ctrl : UI_ctrl {

[0032] public override void Awake() {

[0033] base.Awake();

[0034] }

[0035] void Start() {

[0036] }

[0037] }

[0038] For scene data updates, such as Figure 3As shown, the development implementation adopts the observer pattern. After the screen loads, it iterates through the data-bound components on the page and instantiates them, obtaining the data-bound dataset object VSData. The dataset object VSData starts its own query timer and then enters a loop waiting state, reading the update time ReadTime and the last update time LastReadTime of the dataset VSData in real time. If ReadTime > LastReadTime, it means that there is new data update, and it starts reading the value of the query result DataSet, entering the control update stage. First, the display control properties are initialized, then the data query result set DataSet values ​​are synchronized to the control, and finally the property and data update animation is executed.

[0039] When the VSData object triggers a query operation via its own query timer, it first checks if there are any screen parameters bound. If so, it retrieves the screen parameter values ​​from the VSDataParams dictionary in the dataset and replaces them in the dataset, parses them into a complete query SQL, requests the dataset data, stores the query results in the DataSet, and assigns the current time to the VSData's ReadTime for use by the main process.

[0040] If the screen parameter value is changed in the page interaction logic, the new screen parameter value is updated in the screen parameter collection Params. The dataset objects in the VSData list of the screen parameter collection are traversed, and the new screen parameter value is updated in the VSDataParams dictionary of VSData. The screen parameter values ​​in the dataset are replaced with the new values, parsed into a complete query SQL, and then the dataset data is requested. The query results are stored in DataSet, and the ReadTime of VSData is assigned the current time for use by the main process.

[0041] If it is a real-time push dataset, the client starts a Socket long connection to connect to the real-time push service. The real-time push service waits to obtain data from the MQ bus in real time. When the data is obtained, it needs to first convert the data format into the platform's unified data format VSData. According to the data column mapping, the received data columns are converted into column names created in the platform. Then, the data is filtered according to the filtering conditions configured in the dataset. Finally, the data is pushed to the client. The client updates the corresponding dataset Dataset property, sets the VSData's ReadTime to the current time, triggers the control to read the dataset data, and updates the data.

[0042] The event interaction and event operator manager includes operations such as scene switching, changing screen parameters, executing animations, displaying pop-ups, and executing scripts. Figure 4As shown, we first implement an editing configuration interface based on the Unity3D Editor. Since the attribute values ​​configured in the Unity3D Editor are stored in the scene file, the configuration information of custom complex objects needs to be serialized into a JSON string and saved in the scene variable. When the scene is saved successfully, the JSON string of the configuration information is stored in the scene file. When the scene is opened, the value of the scene variable is first obtained, and the JSON string of the configuration information is deserialized into an editor object.

[0043] Register the operator editor BaseOperationEditor to establish the association between the name, operator, and operator editor. Register the operator_Types to establish the association between the name and operator. The operator management class OperationBoxControl reads the JSON string value of the operator configuration variable OperationBasesJson in the scene, deserializes it into an operator object, and adds the operator object to the global management list BaseOperations.

[0044] When there are changes in the interface, the operator manager layout and the registered operator dropdown list are recreated. When the user adds an operator, the corresponding operator object is instantiated based on the selected operator name, and the operator object is added to the global management list BaseOperations. Then, the global operator list BaseOperations is traversed to create operators. If the operator's editor is expanded, the editor configuration is generated based on the editor type and the operator configuration instance. At the same time, an attribute change message is sent to UnityEditor to synchronize the changed attribute values ​​to the attribute variables. Finally, the configured operator is serialized into a JSON string and stored in the scene operator configuration variable OperationBasesJson. The data format of OperationBasesJson is as follows:

[0045] [{"SceneName":"MainScene","SceneAnimation":0,"IsOpen":false,"OperationName":"Switch Scene"},

[0046] {"Paramekey":"Province Side","ParametersSet":{"Network Province":"1000","Province Side":"1021"},"IsOpen":false,"OperationName":"Change screen parameters"},

[0047] {"AnimationObjName":"Animation component","IsOpen":false,"OperationName":"Execute animation"},

[0048] {"DialogObjName":"Image","IsShow":true,"DiaPosition":["12","24"],"IsOpen":false,"OperationName":"Display pop-up"},

[0049] {"ScriptObjName":"Circle"}

[0050] ","MethodNames":[],"IsOpen":false,"OperationName":"Execute script"}]

[0051] When a scene event is triggered, the execute methods of each configured operator are executed in sequence to perform the corresponding operations.

[0052] When switching scenes, the scene objects need to be packaged into prefabs. The display positions for scene switching mainly include the current position, the parent pop-up position, the child window position, and a custom position. When instantiating the prefab, the Canvas container object to be rendered needs to be specified. Based on the selected display position, the current Canvas container, the current parent Canvas container, and the current child Canvas container are obtained respectively. For custom positions, the corresponding Canvas container can be obtained according to the configured absolute path.

[0053] For changing screen parameters, such as Figure 5As shown, firstly, the screen parameter objects configured in the interface are traversed to obtain the Key and Value of the screen parameter objects. If the Value of the object contains '.', it means that the parameter value is a dynamically obtained control attribute value. At this time, the Value string of the object is first split by '.' to obtain the control name Paramvalues[0] and the execution method string Paramvalues[1]. Then, the control object is obtained through the control name Paramvalues[0], and then the base class DataBinding of the control object is obtained. The method string Paramvalues[1] is split by '(',')' to obtain the method name meNames[0] and the parameter string meNames[1]. Next, the method name is instantiated into a MethodInfo method object through the base class DataBinding, and the parameter string is instantiated into an Object[]param parameter object. Finally, the control method is executed through the reflection mechanism of MethodInfo.Invoke(DataBinding,param), and the execution result is updated to the Value of the screen parameter object.

[0054] For animation execution types including event-triggered, simultaneous with the previous animation, and after the previous animation, during initialization, the `AnimationByElements` array is traversed. If it's simultaneous with the previous animation, the previous animation configuration object is retrieved from `AnimationByElements`, and the current animation object is added to the `SynAnimations` list of the previous animation object. If it's after the previous animation, the previous animation configuration object is retrieved from `AnimationByElements`, and the current animation object is added to the `NextAnimations` list of the previous animation object. During animation execution, if it's an event-triggered animation, it waits for user interaction to trigger the animation. If `SynAnimations` is not empty, the animation objects in the `SynAnimations` list are executed synchronously. When the current animation finishes, it checks if `NextAnimations` is empty. If it's not empty, the animation objects in the `NextAnimations` list are executed. Figure 6 As shown.

[0055] For information pop-ups, such as Figure 7 As shown, when performing pop-up window operations, the content of the pop-up window interface needs to be drawn first and packaged into a prefab as the pop-up window object. The pop-up window display position supports fixed position, control position, real-time mouse position and additional offset. The dynamic X position format is the component name. x + offsetThe dynamic Y-position format is the component name. y + offset The component name can be the control name or the mouse name (mouse). offset This represents the offset value. When the pop-up window is triggered by the event, the window object is obtained, and its position is displayed. If the position is fixed, the X and Y values ​​are directly assigned to the pop-up object. For dynamically displayed positions, the dynamic X position is first parsed and calculated. The configuration coordinate string is then split into an array PosStrs by ('.', '+'). If PosStrs contains 3 elements, it indicates that the input format is the component name. x + offset , Position offset compensation amount Offset=PosStrs[2], if PosStrs contains 2 elements, it means that no position offset is set, Offset=0.

[0056] PosStrs[0] containing 'mouse' indicates the real-time position of the mouse. If PosStrs[1] = x, the parsed coordinate ParsePos = mouse x-coordinate; otherwise, if PosStrs[1] = y, the parsed coordinate ParsePos = mouse y-coordinate. If PosStrs[0] does not contain 'mouse', it indicates the position of a control in the scene. The control object is obtained based on the control name PosStrs[0]. If PosStrs[1] = x, the parsed coordinate ParsePos = control x-coordinate; otherwise, if PosStrs[1] = y, the parsed coordinate ParsePos = control y-coordinate. Finally, the final position of the pop-up is Pos = ParsePos + Offset + width of the pop-up / 2.

[0057] The execution script is mainly used for complex and customized logic processing. It executes the corresponding method through reflection by configuring the method name and parameters.

[0058] Embodiments of this application may be provided as methods, systems, or computer program products. Therefore, this application may take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code. The solutions in the embodiments of this application may be implemented in various computer languages, such as the object-oriented programming language Java and the interpreted scripting language JavaScript.

[0059] This application is described with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of this application. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, generate instructions for implementing the flowchart... Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0060] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing device to function in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0061] These computer program instructions may also be loaded onto a computer or other programmable data processing equipment to cause a series of operational steps to be performed on the computer or other programmable equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0062] Although preferred embodiments of this application have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of this application.

[0063] Obviously, those skilled in the art can make various modifications and variations to this application without departing from the spirit and scope of this application. Therefore, if such modifications and variations fall within the scope of the claims of this application and their equivalents, this application also intends to include such modifications and variations.

Claims

1. An application framework for power grid digital twin visualization scenarios, characterized in that, include: The component-based design pattern for digital twin scenarios abstracts and summarizes elements of a digital twin scenario into several functional modules. These functional modules follow unified development specifications and form corresponding library resources. The functional modules include UI, 3D model, data binding, events, and various event operators. The business scenario loading engine includes the project startup scenario, the main business scenario, and the business scenario. The project startup scenario is used to render and display the project startup scenario elements based on the digital twin scenario, load the main business scenario, and show the loading progress of the main business scenario, so that a project has a unified entry interface. The data binding is used to associate and bind the dataset of the business scenario with the data attributes of the control. The data query methods include timed query, real-time push, and query with screen parameters. The event operator is used to define the content to be executed after an event is triggered, including switching business scenarios, changing screen parameters, executing animations, displaying pop-ups, and executing script operations, thereby realizing page interaction; The main business scenario is used for global control of various business scenarios, including switching between business scenarios, entry animations, exit animations, and loading of all business scenario prefabs, and also manages the business scenarios... SceneName The _Ctrl logic control component is dynamically added to the business scenario to separate and decouple the rendering and display of the business scenario from the logic control, so as to avoid mutual interference when the display and logic code are changed. Business scenarios are uniformly packaged into prefabricated objects, which are then loaded and instantiated for display in the main business scenario; SceneName The _Ctrl control class was first developed by extending the Unity3D editor to create a class template generator, which automatically generates class templates for various business scenarios. SceneName The _Ctrl class template allows you to add your own logic scripts within the class. The basic control class provides a scene element dictionary, scene display, hiding, and transition animation functions for logic control within business scenarios, thereby achieving separation between the UI interface and logic control.

2. The application framework for power grid digital twin visualization scenarios according to claim 1, characterized in that, The UI and 3D model form the scene display; the events and various event operators form the page interaction; the attributes of all components are configured using a graphical attribute bar; and the display scene is built by customizing and extending the development interface with the Unity3D editor.

3. The application framework for power grid digital twin visualization scenarios according to claim 1, characterized in that, The visualization platform receives data from the MQ bus in real time, transforms and filters the received data, and then pushes the data in the dataset directly to the client through the Netty channel for real-time updates of the client data.

4. The application framework for power grid digital twin visualization scenarios according to claim 1, characterized in that, All event operator types inherit from the BaseOperation class. The configured operator object is serialized into a JSON string and stored in the scene operator configuration variable OperationBasesJson.

5. The application framework for power grid digital twin visualization scenarios according to claim 4, characterized in that, The switching of the business scenario includes packaging the screen to be switched into a prefab object, and managing the loading, display and hiding of the prefab through the application framework.

6. The application framework for power grid digital twin visualization scenarios according to claim 4, characterized in that, The screen parameter is a global variable that is associated with and bound to the dataset. Changing the screen parameter can trigger an automatic refresh of the dataset, which is used to realize data interaction on the page. The screen parameter value supports static values ​​or control property values. It is also used for historical data playback. By binding the time field of the indicator data in the scene to the screen parameter, the historical time string can be assigned to the screen parameter to realize historical data playback.

7. The application framework for power grid digital twin visualization scenarios according to claim 4, characterized in that, The execution animation includes trigger type, duration, delay time and end event. Multiple animations can be configured. Each animation supports event triggering, execution simultaneously with the previous animation or execution after the previous animation, and can be used for any combination of simultaneous or sequential execution of various animations.

8. The application framework for power grid digital twin visualization scenarios according to claim 4, characterized in that, The pop-up window is used to display or hide the target object information panel. When performing pop-up window operations, the content in the pop-up window interface needs to be drawn first and then created as a prefab as the pop-up window object.

9. The application framework for power grid digital twin visualization scenarios according to claim 4, characterized in that, The execution script is used for customized logic processing. It mainly executes the corresponding business logic processing methods through reflection mechanism by configuring the method name and parameters.

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