Virtual lens control method and device, storage medium and computer device
By assigning rotation direction and acceleration to the virtual camera, the virtual camera orientation is automatically adjusted, solving the problem of inconsistent orientation after virtual gun firing and improving the convenience of game operation.
Patent Information
- Application Number
- CN202211738216.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-30
- Publication Date
- 2025-11-04
- Estimated Expiration
- 2042-12-30
AI Technical Summary
In existing technologies, the virtual camera orientation after firing a virtual gun is inconsistent with the recoil feedback, requiring players to manually adjust the attack orientation, which is cumbersome.
By assigning rotation direction, initial rotation speed, and rotation acceleration to the virtual camera, the virtual camera can be controlled to automatically adjust its orientation so that it automatically returns to the initial acquisition direction after shooting.
This eliminates the tedious process of manually adjusting the attack direction after each shot, improving the smoothness of the gaming experience.
Smart Images

Figure CN115970282B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and specifically to a method, apparatus, computer-readable storage medium, and computer device for controlling a virtual camera. Background Technology
[0002] In recent years, with the development and popularization of computer equipment technology, more and more first-person shooter (FPS) games have emerged.
[0003] In existing technologies, shooting gameplay, as the core of the combat module, is of paramount importance in attracting players. In addition to using animations of virtual weapons and virtual characters to represent shooting, games often choose to feed back the recoil of virtual weapons to the virtual camera to enhance the experience.
[0004] In the process of researching and practicing the existing technology, the inventors of this application discovered that the virtual camera orientation before the virtual gun is fired is inconsistent with the virtual camera orientation after the recoil feedback is displayed, which makes it cumbersome for players to manually adjust the attack orientation after each shot. Summary of the Invention
[0005] This application provides a virtual camera control method and device, which can avoid the problem of having to manually adjust the attack direction after each shot, which is quite cumbersome.
[0006] To address the aforementioned technical problems, this application provides the following technical solutions:
[0007] A method for controlling a virtual camera includes:
[0008] The graphical user interface includes at least a portion of a virtual scene and a virtual character located in the virtual scene. The graphical user interface is an interface displayed by capturing the virtual scene and the virtual character through a virtual camera associated with the virtual character.
[0009] Each time the virtual character fires a shot, the current acquisition direction of the virtual camera is obtained;
[0010] Assign a rotation direction to the virtual camera, an initial rotation speed in the rotation direction, and a rotation acceleration in the current acquisition direction;
[0011] Based on the rotation direction, the initial rotation speed, and the rotation acceleration, the virtual lens is controlled to rotate in the rotation direction. When the virtual lens stops rotating in the rotation direction, the virtual lens is controlled to rotate in the current acquisition direction until the acquisition direction of the virtual lens is the current acquisition direction.
[0012] A virtual camera control device, characterized in that it comprises:
[0013] A display module is used to display a graphical user interface, which includes at least a portion of a virtual scene and a virtual character located in the virtual scene. The graphical user interface is an interface displayed by capturing the virtual scene and the virtual character through a virtual camera associated with the virtual character.
[0014] The acquisition module is used to acquire the current acquisition direction of the virtual camera each time the virtual character fires a shot;
[0015] The allocation module is used to allocate a rotation direction, an initial rotation speed in the rotation direction, and a rotation acceleration in the current acquisition direction to the virtual camera.
[0016] The control module is used to control the virtual lens to rotate in the rotation direction based on the rotation direction, the initial rotation speed, and the rotation acceleration. When the virtual lens stops rotating in the rotation direction, the module controls the virtual lens to rotate in the current acquisition direction until the acquisition direction of the virtual lens is the current acquisition direction.
[0017] A computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to perform the steps in the virtual camera control method described above.
[0018] A computer device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that the processor executes the program to implement the steps in the virtual camera control method described above.
[0019] This application embodiment displays a graphical user interface (GUI) including at least a portion of a virtual scene and a virtual character located within the virtual scene. The GUI is an interface displayed by capturing the virtual scene and the virtual character through a virtual camera associated with the virtual character. Each time the virtual character fires, the current capture direction of the virtual camera is obtained. A rotation direction, an initial rotation speed, and a rotation acceleration towards the current capture direction are assigned to the virtual camera. Based on the rotation direction, the initial rotation speed, and the rotation acceleration, the virtual camera is controlled to rotate in the rotation direction. When the virtual camera stops rotating in the rotation direction, it is controlled to rotate back towards the current capture direction until the capture direction of the virtual camera is the current capture direction. Thus, by configuring a rotation acceleration towards the current capture direction for the virtual camera, the virtual camera is pulled back to the initial current capture direction by the influence of the rotation acceleration, avoiding the cumbersome problem of manually adjusting the attack direction after each shot. Attached Figure Description
[0020] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0021] Figure 1a This is a system schematic diagram of the virtual camera control method provided in the embodiments of this application.
[0022] Figure 1b This is a flowchart illustrating the virtual camera control method provided in an embodiment of this application.
[0023] Figure 1c This is a schematic diagram of a graphical user interface provided in an embodiment of this application.
[0024] Figure 2 This is a schematic diagram of the structure of the virtual camera control device provided in the embodiments of this application;
[0025] Figure 3 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0026] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of them. All other embodiments obtained by those skilled in the art based on the embodiments of this application without creative effort are within the scope of protection of this application.
[0027] This application provides a virtual camera control method, apparatus, storage medium, and computer device. Specifically, the virtual camera control method of this application can be executed by a computer device, which can be a terminal or other computer equipment. The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal device can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The computer device can be an independent physical computer device, a computer device cluster or distributed system composed of multiple physical computer devices, or a cloud computer device that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0028] For example, when the virtual camera control method is running on a terminal, the terminal device stores a game application and presents a portion of the game scene through a display component. The terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application. The way the terminal device provides the GUI to the user can be varied; for example, it can be rendered and displayed on the terminal device's screen, or presented via holographic projection. For instance, the terminal device can include a touchscreen display and a processor. The touchscreen display is used to present the GUI and receive user input commands generated by the GUI, which includes game visuals. The processor is used to run the game, generate the GUI, respond to input commands, and control the display of the GUI on the touchscreen display.
[0029] For example, when the virtual camera control method runs on a computer device, it can be cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game application and the game screen presentation are separate. The storage and operation of the virtual camera control method are completed on the cloud gaming computer device. The game screen presentation is completed on the cloud gaming client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, or personal digital assistant. However, the terminal device for processing game data is the cloud gaming computer device in the cloud. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming computer device. The cloud gaming computer device runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0030] Please see Figure 1a , Figure 1a This is a system schematic diagram of a virtual camera control device provided in an embodiment of this application. The system may include at least one terminal 1000, at least one computer device 2000, at least one database 3000, and a network 4000. The user-held terminal 1000 can connect to different game computer devices via the network 4000. The terminal 1000 is any device with computing hardware capable of supporting and executing software products corresponding to the game. Additionally, the terminal 1000 has one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. Furthermore, when the system includes multiple terminals 1000, multiple computer devices 2000, and multiple networks 4000, different terminals 1000 can be interconnected via different networks 4000 and different computer devices 2000. The network 4000 can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, different terminals 1000 can connect to other terminals or computer devices using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals 1000 and synchronize with each other via appropriate networks to support multiplayer games. Additionally, the system can include multiple databases 3000, which are coupled to different computer devices 2000, and can continuously store game environment-related information in the databases 3000 while different users are playing multiplayer games online.
[0031] This application provides a method for controlling a virtual camera, which can be executed by a terminal or a computer device. This application example illustrates the method using a terminal to control the virtual camera. The terminal includes a display component and a processor. The display component is used to present a graphical user interface (GUI) and receive operation commands generated by the user. When the user operates the GUI through the display component, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer computer device in response to the received operation commands. For example, the operation commands generated by the user on the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on a touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously on multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game's GUI to perform actions corresponding to the touch operation. For example, the game can be any of the following: casual game, action game, role-playing game, strategy game, sports game, puzzle game, first-person shooting game (FPS). The game can include a virtual scene rendered on a graphical user interface. Furthermore, the virtual scene can include one or more virtual objects, such as virtual characters, controlled by the user (or player). Additionally, the virtual scene can include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, limiting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene can also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface can present one or more indicators to provide guidance information to the player. For example, the game can include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects can be controlled by a computer, such as a robot using artificial intelligence (AI) algorithms, to achieve a human-computer interaction mode. For example, virtual objects possess various skills or abilities that game players use to achieve objectives. For instance, a virtual object might possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the game player using one of several preset touch operations on the terminal's touchscreen display.The processor can be configured to respond to operation commands generated by the user's touch operation to display the corresponding game screen.
[0032] It should be noted that, Figure 1a The system diagram of the virtual camera control system shown is merely an example. The virtual camera control system and scenarios described in this application embodiment are for the purpose of more clearly illustrating the technical solutions of this application embodiment and do not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of the virtual camera control system and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0033] In this embodiment, the description will be from the perspective of the virtual camera control device, which can be integrated into a computer device with storage unit and microprocessor installed to have computing power.
[0034] Please see Figure 1b , Figure 1b This is a flowchart illustrating a virtual camera control method provided in an embodiment of this application. The virtual camera control method includes:
[0035] In step 101, a graphical user interface is displayed, which includes at least a portion of a virtual scene and a virtual character located in the virtual scene. The graphical user interface is an interface displayed by capturing the virtual scene and the virtual character through a virtual camera associated with the virtual character.
[0036] The graphical user interface (GUI) displays a 3D virtual scene within the game environment. This 3D virtual scene is a virtual scene provided by the application while running on the terminal. It can be a simulation of the real world, a semi-simulated / semi-fictional scene, or a purely fictional scene. The scene displayed on the GUI is the view of the 3D virtual scene as observed by the virtual object. Users manipulate virtual objects within the game scene through the terminal. The virtual object observes the 3D virtual scene through a virtual camera. Taking an FPS game as an example, in a first-person perspective, the virtual camera is positioned at the head or neck of the target virtual object, and the GUI only displays the virtual character's arms; in a third-person perspective, the virtual camera is positioned behind the target virtual object, and the GUI only displays the upper body of the virtual character. The GUI is essentially the scene view presented by observing the 3D virtual scene from a specific perspective through a virtual camera.
[0037] For details, please refer to Figure 1c , Figure 1cThis is a schematic diagram illustrating a graphical user interface (GUI) provided in an embodiment of this application. The GUI is presented on the screen of a computer device 2000. The GUI includes a user-controlled virtual character 10 equipped with virtual firearms, a firing aiming indicator 20 to assist in aiming, a cursor control 30 to indicate the current direction of the virtual character 10, a movement control 40 to control the movement of the virtual character 10 in a three-dimensional virtual environment, an aiming control 50 for attacking, a map control 60 to indicate the location of the virtual character 10 in the three-dimensional virtual environment, and a firing control 70 to control the firing of firearms by the virtual character 10 in the three-dimensional virtual environment. The direction control 30 also includes an indicator control 31 to indicate the direction of the virtual character 10 as shown in the cursor control 30. It is understood that the user's graphical interface may include not only the aforementioned indicators and controls, but also other functional controls or indicators, depending on the specific game content; this is not limited here.
[0038] In step 102, the current acquisition direction of the virtual camera is obtained each time the virtual character fires a shot.
[0039] Specifically, when a user clicks the fire control or uses physical buttons such as the mouse and keyboard to control a virtual character to attack with a configured virtual weapon, the current acquisition direction of the virtual camera is obtained. The current acquisition direction is the aiming direction of the virtual bullet before it is fired from the virtual weapon.
[0040] In step 103, a rotation direction, an initial rotation speed in the rotation direction, and a rotation acceleration in the current acquisition direction are assigned to the virtual camera.
[0041] The recoil effect of the virtual camera refers to the camera shake caused when the virtual weapon fires, resulting in a change in the camera's orientation. The positions of the virtual weapon and the aiming marker remain unaffected by the recoil effect and remain centered in the frame. The basic principle is to give the virtual camera a rotation direction upon firing, using an initial velocity in that direction to initiate movement, and then applying an acceleration in the opposite direction to pull the camera back to its initial position. This creates the effect of the virtual camera first rotating in the direction of rotation and then rotating back in the current acquisition direction.
[0042] In step 104, the virtual lens is controlled to rotate in the rotation direction based on the rotation direction, the initial rotation speed, and the rotation acceleration. When the virtual lens stops rotating in the rotation direction, the virtual lens is controlled to rotate in the current acquisition direction until the acquisition direction of the virtual lens is the current acquisition direction.
[0043] In order to prevent the virtual camera's acquisition direction from quickly returning to the initial acquisition direction during continuous shooting, when the initial rotation speed assigned to the virtual camera for the next shot during continuous shooting causes the virtual camera to rotate towards the current acquisition direction, the product of the initial rotation speed and the specified value is calculated, and the result is used as the actual initial rotation speed for the next shot.
[0044] Specifically, in order to design the ballistic trajectory formed after virtual gun firing, the rotation direction of the virtual camera can be set for each shot in a continuous process, such as first rotating to the left and then to the right, thereby forming a customized ballistic trajectory.
[0045] Since players will control the virtual camera's acquisition direction during shooting, the screen swipe value during this process can be recorded and converted into the virtual camera's rotation angle. This rotation angle is then superimposed to prevent the acquisition direction from not coinciding with the current acquisition direction after the shooting process ends.
[0046] In this process, after assigning the rotation direction, initial rotation speed, and transmission acceleration to the virtual camera, the virtual camera is controlled to rotate in the rotation direction according to the initial rotation speed. As the initial rotation speed is affected by the rotation acceleration in the opposite direction during the rotation, the rotation speed gradually decreases. When the rotation speed in the rotation direction is 0, it rotates in the current acquisition direction under the influence of the rotation acceleration, thereby achieving the effect that the virtual camera first moves away from the current acquisition direction and then moves closer to the current acquisition direction as the virtual weapon fires.
[0047] In some embodiments, the step of controlling the virtual lens to rotate in the rotation direction based on the rotation direction, the initial rotation speed, and the rotation acceleration, and controlling the virtual lens to rotate in the current acquisition direction when the virtual lens does not rotate in the rotation direction, until the acquisition direction of the virtual lens is the current acquisition direction, includes:
[0048] (1) Based on the initial rotation speed and the rotation acceleration, calculate the first frame rotation speed of the first shooting effect frame in the shooting effect calculation cycle;
[0049] (2) Determine the total rotation angle of the shooting effect calculation cycle based on the rotation speed of the first frame;
[0050] (3) Based on the client's frame rate, determine the rotation angle of the virtual camera for each display frame within the duration of a shooting effect frame;
[0051] (4) Control the virtual lens to rotate according to the rotation angle corresponding to each display frame as each display frame is displayed, until the acquisition direction of the virtual lens is the current acquisition direction.
[0052] The shooting effect calculation cycle can be set to 1 / 30 of a second. Every 1 / 30 of a second, the rotation speed of the first frame of the first shooting effect frame in the shooting effect calculation cycle is calculated based on the initial rotation speed and the rotation acceleration. Based on the rotation speed of the first frame, the total rotation angle that the virtual camera can rotate from the current shooting effect calculation cycle to the next shooting effect calculation cycle can be obtained.
[0053] Specifically, since the rotation angle of the virtual camera in the actual display process is determined based on the player's client frame rate, and the client's frame rate is greater than 30 frames per second, this is equivalent to multiple display frames within one shooting effect calculation cycle. Therefore, it is necessary to determine the rotation angle of the virtual camera for each display frame within one shooting effect frame duration based on the client's frame rate. After calculating the rotation angle for each display frame, the virtual camera is controlled to rotate according to the rotation angle corresponding to each display frame until the virtual camera's acquisition direction is the current acquisition direction.
[0054] In some implementations, the step of determining the rotation angle of the virtual camera for each display frame within a shooting effect frame duration based on the client's frame rate includes:
[0055] (1) Determine the display time difference between the current display frame and the previous display frame;
[0056] (2) Compare the display time difference with the shooting effect calculation period to obtain the comparison result;
[0057] (3) Based on the comparison results, determine the rotation angle of the virtual lens for each display frame within the duration of a shooting effect frame.
[0058] The specific method for calculating the rotation angle corresponding to each display frame is as follows: Taking the current display frame as an example, the display time difference between the current display frame and the previous display frame is determined, and the display time difference is compared with the shooting effect calculation period to obtain a comparison result. The purpose of the comparison is that if the display time difference is less than the shooting effect calculation period, it means that the client's frame rate is greater than 30 frames per second, which is equivalent to multiple display frames existing in the original shooting effect calculation period; if the display time difference is equal to the shooting effect calculation period, it means that the client's frame rate is equal to 30 frames per second, which is equivalent to only the first shooting effect frame existing in the original shooting effect calculation period; if the display time difference is greater than the shooting effect calculation period, it means that the client is currently experiencing frame drops. Different methods exist for determining the rotation angle corresponding to the current display frame based on different comparison results.
[0059] In some implementations, the step of determining the rotation angle of the virtual camera for each display frame within a shooting effect frame duration based on the comparison result includes:
[0060] (1.1) If the comparison result is that the display time difference is less than the shooting effect calculation period, then the ratio of the display time difference to the shooting effect calculation period is calculated to obtain the allocation ratio value;
[0061] (1.2) Determine the rotation angle of the virtual lens corresponding to the current display frame based on the allocation ratio value;
[0062] (1.3) Determine whether the current display frame is the last display frame in its current shooting effect calculation cycle;
[0063] (1.4) If not, the next display frame after the current display frame is determined as the current display frame. When the current display frame is determined as the previous display frame, return to the step of determining the display time difference between the current display frame and the previous display frame, until the current display frame is the last display frame in the shooting effect calculation cycle, and obtain the rotation angle of the virtual lens in each frame.
[0064] If the comparison result shows that the display time difference is less than the shooting effect calculation cycle, it indicates that the client's frame rate is greater than 30 frames per second. Multiple display frames exist within each shooting effect calculation cycle, therefore, it is necessary to calculate the ratio of the display time difference to the shooting effect calculation cycle to obtain an allocation ratio value. Based on the allocation ratio value, the rotation angle of the virtual camera corresponding to the current display frame is determined. After obtaining the rotation angle corresponding to the current display frame, it is also necessary to determine whether the current display frame is the last display frame in its shooting effect calculation cycle. If not, it indicates that there are still remaining display frames in the current shooting effect calculation cycle. The next display frame after the current display frame is then determined as the current display frame. When the current display frame is determined to be the previous display frame, the step of determining the display time difference between the current display frame and the previous display frame is repeated until the current display frame is the last display frame in its shooting effect calculation cycle, thus obtaining the rotation angle of the virtual camera in each frame. If the currently displayed frame is the last displayed frame in its current shooting effect calculation cycle, it means that the rotation angle corresponding to each displayed frame in the shooting effect calculation cycle has been determined. The current shooting effect calculation cycle ends, and the process of calculating the rotation angle corresponding to each displayed frame in the next shooting effect calculation cycle continues.
[0065] In some implementations, the step of determining the rotation angle of the virtual camera corresponding to the current display frame based on the allocation ratio value includes:
[0066] (1.1) Obtain the total target rotation angle corresponding to the shooting effect calculation cycle of the current display frame;
[0067] (1.2) Calculate the product of the allocation ratio value and the total rotation angle of the target to obtain the rotation angle of the virtual lens in the current display frame.
[0068] Since there are multiple display frames in the current shooting effect calculation cycle, the rotation angle corresponding to the current display frame can be obtained by multiplying the total rotation angle corresponding to the current shooting effect calculation cycle by the proportion of the current display frame to the shooting effect calculation cycle.
[0069] In some embodiments, the method further includes:
[0070] (1.1) If the comparison result is that the display time difference is equal to the shooting effect calculation cycle, then obtain the total target rotation angle corresponding to the shooting effect calculation cycle of the current display frame;
[0071] (1.2) Calculate the product of the preset value and the total rotation angle of the target to obtain the rotation angle of the virtual lens in the current display frame.
[0072] If the display time difference equals the shooting effect calculation cycle, it means that the client's frame rate is 30 frames per second, which is equivalent to the existence of only the first shooting effect frame within the original shooting effect calculation cycle, with no other display frames. The client displays one display frame, which means that one shooting effect calculation cycle has passed. Then the rotation angle corresponding to the current display frame is the product of the preset value (1) and the total rotation angle of the target.
[0073] In some embodiments, the method further includes:
[0074] (1) If the comparison result is that the display time difference is greater than the shooting effect calculation cycle, then obtain the current display frame and the previous display frame in the shooting effect calculation cycle in which they are located;
[0075] (2) Based on the previous display frame number and the current display frame, determine the number of display frames that are lost;
[0076] (3) Obtain the rotation angle corresponding to the previous display frame, calculate the product of the rotation angle corresponding to the previous display frame and the number of display frames, and obtain the first rotation angle;
[0077] (4) Determine the lost display frame of the previous frame based on the current display frame number;
[0078] (5) Determine the rotation angle of the virtual lens in the current display frame based on the lost display frame.
[0079] If the comparison result shows that the display time difference is greater than the shooting effect calculation cycle, it indicates that the client is currently experiencing frame drops. The current display frame and the previous display frame's sequence number within their respective shooting effect calculation cycles are then obtained. For example, if the current display frame's current shooting effect calculation cycle is frame 3, and the sequence number of the previous display frame is frame 1, the number of the lost display frames is determined based on the previous display frame's sequence number and the current display frame. For example, if one frame is lost, this frame is frame 2. Since the rotation angle corresponding to the previous display frame has already been calculated during its display process, and multiple display frames within a shooting effect calculation cycle have the same rotation angle, the rotation angle corresponding to the previous display frame can be obtained. Multiplying the rotation angle of the previous display frame by the number of lost display frames yields the first rotation angle the lost display frame should rotate by. For example, if frame 2 is lost and frame 1 rotates by 2°, then the lost frame 2 should also rotate by 2°.
[0080] Specifically, after calculating the first rotation angle corresponding to the lost frame, it is also necessary to calculate the rotation angle that the current display frame should rotate. The lost display frame preceding the current display frame is determined by the current display frame number; based on the lost display frame, the rotation angle of the virtual camera corresponding to the current display frame is determined.
[0081] In some implementations, the step of determining the rotation angle of the virtual camera corresponding to the current display frame based on the lost display frame includes:
[0082] (1.1) Based on the initial rotation speed and the rotation acceleration, determine the target initial rotation speed corresponding to the lost display frame;
[0083] (1.2) Determine the total rotation angle from the time point corresponding to the lost display frame to the next shooting effect calculation cycle based on the target's initial rotation speed;
[0084] (1.3) Calculate the ratio of the display time difference between the current display frame and the lost display frame to the shooting effect calculation cycle to obtain the target allocation ratio value;
[0085] (1.4) Calculate the product of the target allocation ratio and the total rotation angle to obtain the second rotation angle;
[0086] (1.5) Calculate the sum of the first rotation angle and the second rotation angle to obtain the rotation angle of the virtual lens in the current display frame.
[0087] Specifically, since the lost frame number corresponding to the lost display frame is known, the initial target rotation speed corresponding to the lost display frame is determined based on the initial rotation speed and the rotation acceleration; the total rotation angle from the time point corresponding to the lost display frame to the next shooting effect calculation cycle is determined according to the initial target rotation speed; the ratio of the display time difference between the current display frame and the lost display frame to the shooting effect calculation cycle is calculated to obtain the target allocation ratio value; the product of the target allocation ratio value and the total rotation angle is calculated to obtain the second rotation angle; the sum of the first rotation angle and the second rotation angle is calculated to obtain the rotation angle of the virtual lens corresponding to the current display frame.
[0088] For example, if the lost display frame number is 3, then based on the initial rotation speed and the rotation acceleration, the initial rotation speed of the target corresponding to the lost display frame is determined to be 5. Based on 5, the total rotation angle from the lost display frame to the next shooting effect calculation cycle is calculated to be 30°. If the target allocation ratio is one-third, then the second rotation angle is 30° × 1 / 3 = 10°. If the first rotation angle is 5°, then the rotation angle corresponding to the current display frame is 10° + 5° = 15°.
[0089] As described above, this embodiment of the application displays a graphical user interface (GUI), which includes at least a portion of a virtual scene and a virtual character located within the virtual scene. The GUI is an interface displayed by capturing the virtual scene and the virtual character through a virtual camera associated with the virtual character. Each time the virtual character fires, the current capture direction of the virtual camera is obtained. A rotation direction, an initial rotation speed, and a rotation acceleration towards the current capture direction are assigned to the virtual camera. Based on the rotation direction, the initial rotation speed, and the rotation acceleration, the virtual camera is controlled to rotate in the rotation direction. When the virtual camera stops rotating in the rotation direction, it is controlled to rotate back towards the current capture direction until the capture direction of the virtual camera is the current capture direction. Thus, by configuring a rotation acceleration towards the current capture direction for the virtual camera, the virtual camera is pulled back to the initial current capture direction by the influence of the rotation acceleration, avoiding the cumbersome problem of manually adjusting the attack direction after each shot.
[0090] To facilitate better implementation of the virtual camera control method provided in this application, this application also provides an apparatus based on the aforementioned virtual camera control method. The meanings of the terms used are the same as in the virtual camera control method described above, and specific implementation details can be found in the descriptions within the method embodiments.
[0091] Please see Figure 2 , Figure 2 This is a schematic diagram of the structure of the virtual camera control device provided in the embodiments of this application. The virtual camera control device may include a display module 301, an acquisition module 302, an allocation module 303, and a control module 304, etc.
[0092] Display module 301 is used to display a graphical user interface, which includes at least a portion of a virtual scene and a virtual character located in the virtual scene. The graphical user interface is an interface displayed by capturing the virtual scene and the virtual character through a virtual camera associated with the virtual character.
[0093] The acquisition module 302 is used to acquire the current acquisition direction of the virtual camera each time the virtual character fires a shot;
[0094] The allocation module 303 is used to allocate a rotation direction, an initial rotation speed in the rotation direction, and a rotation acceleration in the current acquisition direction to the virtual lens.
[0095] The control module 304 is used to control the virtual lens to rotate in the rotation direction based on the rotation direction, the initial rotation speed and the rotation acceleration. When the virtual lens stops rotating in the rotation direction, the control module 304 controls the virtual lens to rotate in the current acquisition direction until the acquisition direction of the virtual lens is the current acquisition direction.
[0096] In some embodiments, the control module 304 includes:
[0097] The first calculation submodule is used to calculate the first frame rotation speed of the first shooting effect frame in the shooting effect calculation cycle based on the initial rotation speed and the rotation acceleration.
[0098] The first determining submodule is used to determine the total rotation angle of the shooting effect calculation cycle based on the rotation speed of the first frame.
[0099] The second determining submodule is used to determine the rotation angle of the virtual camera for each display frame within a shooting effect frame duration based on the client's frame rate.
[0100] The rotation submodule is used to control the virtual camera to rotate according to the rotation angle corresponding to each display frame, until the acquisition direction of the virtual camera is the current acquisition direction.
[0101] In some implementations, the second determining submodule includes:
[0102] The first determining unit is used to determine the display time difference between the current display frame and the previous display frame;
[0103] The comparison unit is used to compare the display time difference with the shooting effect calculation period to obtain a comparison result;
[0104] The second determining unit is used to determine, based on the comparison result, the rotation angle corresponding to each display frame within a shooting effect frame duration of the virtual lens.
[0105] In some embodiments, the second determining unit is configured to:
[0106] The first calculation subunit is used to calculate the ratio of the display time difference to the shooting effect calculation period if the comparison result is that the display time difference is less than the shooting effect calculation period, and obtain the allocation ratio value.
[0107] The first determining subunit is used to determine the rotation angle of the virtual lens in the current display frame according to the allocation ratio value;
[0108] The determination subunit is used to determine whether the current display frame is the last display frame in its current shooting effect calculation cycle;
[0109] The execution subunit is configured to, if not, determine the next display frame as the current display frame; if the current display frame is determined to be the previous display frame, return to the step of determining the display time difference between the current display frame and the previous display frame, until the current display frame is the last display frame in its shooting effect calculation cycle, and obtain the rotation angle of the virtual lens in each frame.
[0110] In some implementations, the determining subunit is used for:
[0111] Obtain the total target rotation angle corresponding to the shooting effect calculation cycle of the current display frame;
[0112] The product of the allocation ratio value and the total rotation angle of the target is calculated to obtain the rotation angle of the virtual lens in the current display frame.
[0113] In some embodiments, the second determining unit further includes:
[0114] The first acquisition subunit is used to acquire the total target rotation angle corresponding to the shooting effect calculation cycle of the current display frame if the comparison result is that the display time difference is equal to the shooting effect calculation cycle.
[0115] The second calculation subunit is used to calculate the product of the preset value and the total rotation angle of the target to obtain the rotation angle of the virtual lens in the current display frame.
[0116] In some embodiments, the second determining unit further includes:
[0117] The second acquisition subunit is used to acquire the current display frame and the previous display frame in the shooting effect calculation cycle if the comparison result is that the display time difference is greater than the shooting effect calculation cycle.
[0118] The second determining subunit is used to determine the number of missing display frames based on the previous display frame sequence number and the current display frame.
[0119] The third acquisition subunit is used to acquire the rotation angle corresponding to the previous display frame, calculate the product of the rotation angle corresponding to the previous display frame and the number of display frames, and obtain the first rotation angle.
[0120] The third determining subunit is used to determine the lost display frame of the previous frame based on the current display frame sequence number;
[0121] The fourth determining subunit is used to determine the rotation angle of the virtual lens in the current display frame based on the lost display frame.
[0122] In some implementations, the fourth determining subunit is used for:
[0123] Based on the initial rotation speed and the rotation acceleration, determine the target initial rotation speed corresponding to the lost display frame;
[0124] The total rotation angle from the time point corresponding to the lost display frame to the next shooting effect calculation cycle is determined based on the target's initial rotation speed.
[0125] Calculate the ratio of the display time difference between the current display frame and the lost display frame to the shooting effect calculation cycle to obtain the target allocation ratio value;
[0126] The second rotation angle is obtained by multiplying the target allocation ratio value by the total rotation angle.
[0127] The sum of the first rotation angle and the second rotation angle is calculated to obtain the rotation angle of the virtual lens in the current display frame.
[0128] As described above, this embodiment displays a graphical user interface (GUI) via a display module 301. The GUI includes at least a portion of a virtual scene and a virtual character located within that scene. The GUI is an interface displayed by the virtual character and the virtual scene, captured by a virtual camera associated with the virtual character. An acquisition module 302 acquires the current acquisition direction of the virtual camera each time the virtual character fires. An allocation module 303 assigns a rotation direction, an initial rotation speed, and a rotation acceleration to the current acquisition direction to the virtual camera. A control module 304 controls the virtual camera to rotate in the rotation direction based on the rotation direction, the initial rotation speed, and the rotation acceleration. When the virtual camera stops rotating in the rotation direction, it controls the virtual camera to rotate back to the current acquisition direction until the acquisition direction of the virtual camera is the current acquisition direction. Thus, by configuring a rotation acceleration to the current acquisition direction for the virtual camera, the acquisition direction is pulled back to the initial current acquisition direction by the rotation acceleration, avoiding the cumbersome problem of manually adjusting the attack direction after each shot.
[0129] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0130] Accordingly, this application also provides a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Figure 3 As shown, Figure 3 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 2000 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored on the memory 402 and executable on the processor. The processor 401 and the memory 402 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0131] The processor 401 is the control center of the computer device 2000. It connects various parts of the computer device 2000 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 402, and calling data stored in the memory 402, it performs various functions of the computer device 2000 and processes data, thereby monitoring the computer device 2000 as a whole.
[0132] In this embodiment, the processor 401 in the computer device 2000 loads the instructions corresponding to the processes of one or more applications into the memory 402 according to the following steps, and the processor 401 runs the applications stored in the memory 402 to achieve various functions:
[0133] A graphical user interface (GUI) is displayed, comprising at least a portion of a virtual scene and a virtual character located within the virtual scene. The GUI is an interface displayed by capturing the virtual scene and the virtual character through a virtual camera associated with the virtual character. Each time the virtual character fires, the current capture direction of the virtual camera is obtained. A rotation direction, an initial rotation speed, and a rotation acceleration are assigned to the virtual camera in the rotation direction. Based on the rotation direction, the initial rotation speed, and the rotation acceleration, the virtual camera is controlled to rotate in the rotation direction. When the virtual camera stops rotating in the rotation direction, it is controlled to rotate in the current capture direction until the capture direction of the virtual camera is the current capture direction.
[0134] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0135] Optional, such as Figure 3 As shown, the computer device 2000 also includes: a touch screen display 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch screen display 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407. Those skilled in the art will understand that... Figure 3 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0136] The touch display screen 403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 401. It can also receive and execute commands from the processor 401. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 403 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 403 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to achieve input functions.
[0137] In this embodiment, a game application is executed by processor 401 to generate a graphical user interface (GUI) on touch display screen 403. The virtual scene on the GUI includes at least one functional control or a wheel control. The touch display screen 403 is used to present the GUI and receive operation commands generated by the user interacting with the GUI.
[0138] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0139] Audio circuitry 405 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 405, converted back into audio data, and then processed by processor 401 before being transmitted via radio frequency circuitry 404 to, for example, another computer device, or output to memory 402 for further processing. Audio circuitry 405 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.
[0140] The input unit 406 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0141] Power supply 407 is used to supply power to various components of computer device 2000. Optionally, power supply 407 can be logically connected to processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0142] although Figure 3 As not shown in the diagram, the computer device 2000 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0143] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0144] As can be seen from the above, the computer device provided in this embodiment displays a graphical user interface (GUI). The GUI includes at least a portion of a virtual scene and a virtual character located within the virtual scene. The GUI is an interface displayed by the virtual character and the virtual scene captured by a virtual camera associated with the virtual character. Each time the virtual character fires, the current capture direction of the virtual camera is obtained. A rotation direction, an initial rotation speed, and a rotation acceleration towards the current capture direction are assigned to the virtual camera. Based on the rotation direction, the initial rotation speed, and the rotation acceleration, the virtual camera is controlled to rotate in the rotation direction. When the virtual camera stops rotating in the rotation direction, it is controlled to rotate back towards the current capture direction until the capture direction of the virtual camera is the current capture direction. Thus, by configuring a rotation acceleration towards the current capture direction for the virtual camera, the virtual camera is pulled back to the initial current capture direction by the influence of the rotation acceleration, avoiding the cumbersome problem of manually adjusting the attack direction after each shot.
[0145] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0146] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the virtual camera control methods provided in embodiments of this application. For example, the computer program can execute the following steps:
[0147] A graphical user interface (GUI) is displayed, comprising at least a portion of a virtual scene and a virtual character located within the virtual scene. The GUI is an interface displayed by capturing the virtual scene and the virtual character through a virtual camera associated with the virtual character. Each time the virtual character fires, the current capture direction of the virtual camera is obtained. A rotation direction, an initial rotation speed, and a rotation acceleration are assigned to the virtual camera in the rotation direction. Based on the rotation direction, the initial rotation speed, and the rotation acceleration, the virtual camera is controlled to rotate in the rotation direction. When the virtual camera stops rotating in the rotation direction, it is controlled to rotate in the current capture direction until the capture direction of the virtual camera is the current capture direction.
[0148] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0149] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0150] Since the computer program stored in the storage medium can execute the steps in any of the virtual lens control methods provided in the embodiments of this application, the beneficial effects that any of the virtual lens control methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.
[0151] The foregoing has provided a detailed description of a virtual camera control method, apparatus, storage medium, and computer device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A method for controlling a virtual camera, characterized in that, include: The graphical user interface includes at least a portion of a virtual scene and a virtual character located in the virtual scene. The graphical user interface is an interface displayed by capturing the virtual scene and the virtual character through a virtual camera associated with the virtual character. Each time the virtual character fires a shot, the current acquisition direction of the virtual camera is obtained; Assign a rotation direction to the virtual camera, an initial rotation speed in the rotation direction, and a rotation acceleration in the current acquisition direction; Based on the rotation direction, the initial rotation speed, and the rotation acceleration, the virtual camera is controlled to rotate in the rotation direction. When the virtual camera stops rotating in the rotation direction, the rotation speed of the first frame of the first shooting effect frame in the shooting effect calculation cycle is calculated based on the initial rotation speed and the rotation acceleration. The total rotation angle of the shooting effect calculation cycle is determined based on the rotation speed of the first frame. Based on the client's frame rate, determine the display time difference between the current display frame and the previous display frame; The comparison result is obtained by comparing the display time difference with the shooting effect calculation period; Based on the comparison results, the rotation angle of the virtual camera for each display frame within the duration of a shooting effect frame is determined. The virtual camera is controlled to rotate according to the rotation angle corresponding to each display frame until the acquisition direction of the virtual camera is the current acquisition direction.
2. The virtual camera control method according to claim 1, characterized in that, The step of determining the rotation angle of the virtual camera for each display frame within a shooting effect frame duration based on the comparison result includes: If the comparison result is that the display time difference is less than the shooting effect calculation cycle, then the ratio of the display time difference to the shooting effect calculation cycle is calculated to obtain the allocation ratio value; Based on the allocation ratio value, determine the rotation angle of the virtual lens corresponding to the current display frame; Determine whether the currently displayed frame is the last displayed frame in its current shooting effect calculation cycle; If not, the next display frame after the current display frame is determined as the current display frame. When the current display frame is determined to be the previous display frame, the process returns to the step of determining the display time difference between the current display frame and the previous display frame, until the current display frame is the last display frame in its shooting effect calculation cycle, and the rotation angle of the virtual lens in each frame is obtained.
3. The virtual camera control method according to claim 2, characterized in that, The step of determining the rotation angle of the virtual lens corresponding to the current display frame based on the allocation ratio value includes: Obtain the total target rotation angle corresponding to the shooting effect calculation cycle of the current display frame; The product of the allocation ratio value and the total rotation angle of the target is calculated to obtain the rotation angle of the virtual lens in the current display frame.
4. The virtual camera control method according to claim 2, characterized in that, The method further includes: If the comparison result is that the display time difference is equal to the shooting effect calculation cycle, then the total target rotation angle corresponding to the shooting effect calculation cycle of the current display frame is obtained; The product of the preset value and the total rotation angle of the target is calculated to obtain the rotation angle of the virtual lens in the current display frame.
5. The virtual camera control method according to claim 2, characterized in that, The method further includes: If the comparison result is that the display time difference is greater than the shooting effect calculation cycle, then the current display frame and the previous display frame in their respective shooting effect calculation cycles are obtained; Based on the previous display frame number and the current display frame, determine the number of display frames that are lost. Obtain the rotation angle corresponding to the previous display frame, calculate the product of the rotation angle corresponding to the previous display frame and the number of display frames, and obtain the first rotation angle; The missing display frame preceding the current display frame is determined based on the current display frame number; The rotation angle of the virtual camera in the current display frame is determined based on the lost display frame.
6. The virtual camera control method according to claim 5, characterized in that, The step of determining the rotation angle of the virtual lens in the current display frame based on the lost display frame includes: Based on the initial rotation speed and the rotation acceleration, determine the target initial rotation speed corresponding to the lost display frame; The total rotation angle from the time point corresponding to the lost display frame to the next shooting effect calculation cycle is determined based on the target's initial rotation speed. Calculate the ratio of the display time difference between the current display frame and the lost display frame to the shooting effect calculation cycle to obtain the target allocation ratio value; The second rotation angle is obtained by multiplying the target allocation ratio value by the total rotation angle. The sum of the first rotation angle and the second rotation angle is calculated to obtain the rotation angle of the virtual lens in the current display frame.
7. A control device for a virtual camera, characterized in that, include: A display module is used to display a graphical user interface, which includes at least a portion of a virtual scene and a virtual character located in the virtual scene. The graphical user interface is an interface displayed by capturing the virtual scene and the virtual character through a virtual camera associated with the virtual character. The acquisition module is used to acquire the current acquisition direction of the virtual camera each time the virtual character fires a shot; The allocation module is used to allocate a rotation direction, an initial rotation speed in the rotation direction, and a rotation acceleration in the current acquisition direction to the virtual camera. The control module is used to control the virtual camera to rotate in the rotation direction based on the rotation direction, the initial rotation speed, and the rotation acceleration; when the virtual camera stops rotating in the rotation direction, it controls the virtual camera to rotate in the rotation direction based on the rotation direction, the initial rotation speed, and the rotation acceleration; when the virtual camera stops rotating in the rotation direction, it calculates the first frame rotation speed of the first shooting effect frame in the shooting effect calculation cycle based on the initial rotation speed and the rotation acceleration. The total rotation angle of the shooting effect calculation cycle is determined based on the rotation speed of the first frame. Based on the client's frame rate, determine the display time difference between the current display frame and the previous display frame; compare the display time difference with the shooting effect calculation period to obtain a comparison result; based on the comparison result, determine the rotation angle of the virtual lens corresponding to each display frame within the duration of a shooting effect frame; control the virtual lens to rotate according to the rotation angle corresponding to each display frame as each display frame is displayed, until the acquisition direction of the virtual lens is the current acquisition direction.
8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the virtual camera control method according to any one of claims 1 to 6.
9. A computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the steps in the virtual camera control method as described in any one of claims 1 to 6.
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