Game scene virtual object hierarchical culling method, device, storage medium and equipment
By grading and eliminating virtual objects in the game scene, and automatically dividing the rendering layer according to size and distance, the inefficiency problem in the existing technology is solved, and efficient virtual object management and rendering optimization are achieved.
Patent Information
- Application Number
- CN202211490607.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-11-25
- Publication Date
- 2025-08-01
- Estimated Expiration
- 2042-11-25
AI Technical Summary
In the prior art, the process of eliminating virtual objects in game scenes requires artists to screen and adjust one by one, which is inefficient and is not suitable for rendering management of large-scale game scenes.
By obtaining the position and vertex coordinates of the virtual object, calculating its size, and dividing it into different size levels, setting the corresponding rendering layer removal distance level, and automatically removing it according to the distance between the starting point and the object.
It realizes efficient management of virtual objects in large-scale game scenes, reduces the workload of artists, and improves the efficiency of the rendering process.
Smart Images

Figure CN116152395B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and particularly to a method, device, storage medium and equipment for hierarchical culling of virtual objects in a game scene. Background Art
[0002] In order to reduce the rendering pressure of the device during the game process, game development needs to perform relevant processing on culling virtual objects in the game scene. The relevant process of culling virtual objects in the game scene generally requires artists to screen and adjust one by one, consuming a lot of energy and having low efficiency. Once it is necessary to adjust the relevant process of culling virtual objects in the game scene, artists need to screen and adjust one by one again, which is not conducive to the culling management of large-scale virtual objects in the game scene during the rendering process. Summary of the Invention
[0003] Based on this, the present invention provides a method, device, storage medium and equipment for hierarchical culling of virtual objects in a game scene, which can complete the culling management of virtual objects in the game scene during the rendering process on a large scale and efficiently.
[0004] In a first aspect, the present invention provides a method for hierarchical culling of virtual objects in a game scene, including:
[0005] Obtaining the positions of all virtual objects, the vertex coordinates of all virtual objects, and the position of a preset starting point in the game scene to be loaded;
[0006] Calculating the size of each virtual object according to the vertex coordinates of the virtual object;
[0007] Dividing the virtual object sizes into several size levels according to the size ranges of all virtual objects, and setting culling distance levels corresponding to the rendering layers one by one for the size levels;
[0008] Dividing each of the virtual objects into the rendering layers corresponding to the culling distance levels according to the several size levels;
[0009] Calculating the distance between the preset starting point and the virtual object according to the position of the virtual object and the position of the preset starting point;
[0010] For the virtual objects included in the rendering layer, if the distance between the preset starting point and the virtual object exceeds the culling distance corresponding to the culling distance level of the rendering layer, culling the virtual object.
[0011] In a second aspect, the present invention provides a device for hierarchical culling of virtual objects in a game scene, including:
[0012] An information acquisition module, configured to obtain the positions of all virtual objects, the vertex coordinates of all virtual objects, and the position of a preset starting point in the game scene to be loaded;
[0013] A size calculation module, configured to calculate the sizes of respective virtual objects according to the vertex coordinates of the virtual objects;
[0014] A rendering layer setting module, configured to divide the sizes of the virtual objects into several size levels according to the size ranges of all the virtual objects, and set rendering layer culling distance levels corresponding to the size levels one by one;
[0015] A rendering layer division module, configured to divide each of the virtual objects into a rendering layer corresponding to the culling distance level according to the several size levels;
[0016] A distance calculation module, configured to calculate the distance between a preset starting point and a virtual object according to the position of the virtual object and the position of the preset starting point;
[0017] An object culling module, configured to, for a virtual object included in a rendering layer, if the distance between the preset starting point and the virtual object exceeds the culling distance corresponding to the culling distance level of the rendering layer, perform a culling process on the virtual object.
[0018] In a third aspect, the present invention provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of any one of the game scene virtual object hierarchical culling methods in the first aspect are implemented.
[0019] In a fourth aspect, the present invention provides a computer device, including a memory and a processor, where the memory stores a computer program, and when the processor executes the computer program, any one of the game scene virtual object hierarchical culling methods in the first aspect is executed.
[0020] The beneficial effects of adopting the above technical solutions are as follows: The virtual objects are assigned to respective rendering layer culling distance levels according to the sizes of the virtual objects, and the virtual objects in the rendering layer culling distance levels are culled according to the distance between the preset starting point and the virtual objects, so that industrialized management of virtual objects in a large-scale game scene can be efficiently performed. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the following will briefly introduce the drawings required for use in the description of the embodiments or the prior art.
[0022] Figure 1 It is a schematic diagram of a game scene virtual object hierarchical culling method in an embodiment of the present application;
[0023] Figure 2 [[ID=—36]]It is a schematic diagram of a virtual object bounding box in an embodiment of the present application;
[0024] Figure 3Schematic diagram of a virtual object hierarchical culling device in a game scene according to an embodiment of the present application. Detailed implementation manners
[0025] The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only a part of the embodiments of the present invention, rather than all the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention. To describe the present invention in more detail, the game scene virtual object hierarchical culling method, device, equipment and storage medium provided by the present invention will be specifically described below with reference to the accompanying drawings.
[0026] With the continuous development of games, the processing of game scene interfaces is more refined, and the number of virtual objects in the game scene increases exponentially. Since loading all virtual objects in the game scene takes a lot of time and increases the rendering processing pressure on the game device, relevant processing for culling virtual objects in the game scene is required during game development.
[0027] The embodiment of the present application provides a specific application scenario of the game scene virtual object hierarchical culling method. The application scenario includes a terminal device with a display screen provided by the embodiment. The terminal device includes, but is not limited to, a smart phone and a computer device, where the computer device may be at least one of a desktop computer, a portable computer, a laptop computer, a tablet computer, and other devices. The user operates the terminal device, and the terminal device executes the game scene virtual object hierarchical culling method of the present invention and displays the game scene on the display screen. For the specific process, please refer to the embodiment of the game scene virtual object hierarchical culling method.
[0028] Based on this, the embodiment of the present invention provides a game scene virtual object hierarchical culling method. Taking the application of this method to a terminal device as an example, it is described in combination with the Figure 1 Schematic diagram of the game scene virtual object hierarchical culling method shown in the attached drawings.
[0029] Step S101: Obtain the positions of all virtual objects, the vertex coordinates of all virtual objects, and the position of a preset starting point in the game scene to be loaded.
[0030] Among them, the game scene is mainly divided into a game scene background interface and virtual objects. The game scene background interface is generally a background such as the sky and the ground that changes less, and the virtual objects include every virtual object in the game scene. These virtual objects include both objects that players can operate and objects that players cannot operate. For example, in the game scene interface, larger virtual objects include buildings, factories, landmark buildings, etc., medium-sized virtual objects include vehicles, street lights, trees, etc., and smaller virtual objects include plants and animals on the ground.
[0031] The preset starting point in the game scene can generally be regarded as the camera that generates the player's perspective. The player's perspective will change slightly with the specific placement position of the camera. Specifically: when the camera is placed inside the player-controlled character, the field of view is generally in front of the controlled character, which can also be regarded as the player's first-person perspective, and the field of view is relatively narrow, with a strong sense of game immersion; when the camera is placed behind the player-controlled character, the field of view is generally around the controlled character, which can also be regarded as the player's third-person perspective, and the field of view is relatively wide. In the embodiments of the present invention, no distinction is made on the specific placement position of the camera.
[0032] Step S102: Calculate the sizes of the respective virtual objects according to the vertex coordinates of the virtual objects.
[0033] Specifically, in combination with the appendix Figure 2 , calculating the size of the virtual object according to the vertex coordinates of the virtual object includes the following steps:
[0034] Step S201: Determine the maximum coordinate value and the minimum coordinate value of each dimension according to the vertex coordinates of the virtual object.
[0035] Step S202: Determine the size of the virtual object bounding box according to the maximum coordinate value and the minimum coordinate value.
[0036] Among them, the maximum coordinate values of each dimension are integrated to obtain the maximum coordinate; the minimum coordinate values of each dimension are integrated to obtain the minimum coordinate; according to the differences of each dimension between the maximum coordinate and the minimum coordinate, the size of the virtual object bounding box is obtained.
[0037] Step S203: Obtain the size of the virtual object according to the size of the virtual object bounding box.
[0038] In combination with the appendix Figure 2 The above process of calculating the size of the virtual object is described. Appendix Figure 2The three vertex coordinates of the virtual object described in are vertex A(-1, 1, 0), vertex B(0, -1, 0), and vertex C(1, 0.5, 0). According to the above three vertex coordinates, the maximum and minimum coordinates in each dimension are determined. The maximum coordinate of the X-axis is 1, the minimum coordinate of the X-axis is -1, the maximum coordinate of the Y-axis is 1, the minimum coordinate of the Y-axis is -1, the maximum coordinate of the Z-axis is 0, and the minimum coordinate of the Z-axis is 0. Thus, the maximum coordinate can be integrated as (1, 1, 0), and the minimum coordinate is (-1, -1, 0). According to the differences in each dimension between the maximum and minimum coordinates, the size of the bounding box of the virtual object is (2, 2, 0). According to the modulus of the size of the bounding box of the virtual object, the size of the virtual object is 2.
[0039] Step S103: According to the size ranges of all virtual objects, divide the sizes of the virtual objects into several size levels, and set the culling distance levels of the rendering layers corresponding one by one to the size levels.
[0040] Specifically, according to the size ranges of all virtual objects, divide the sizes of the virtual objects from large to small into the first size level, the second size level, and the third size level;
[0041] Set the culling distance levels of the rendering layers corresponding one by one to the size levels. The culling distance levels of the rendering layers include the first culling level, the second culling level, and the third culling level, where the culling distance of the first culling level is greater than the culling distance of the second culling level, and the culling distance of the second culling level is greater than the culling distance of the third culling level.
[0042] For example, according to the size ranges of all virtual objects in the game scene, divide the virtual objects into three size levels. The size range of the first size level is (0, 20], the size range of the second size level is (20, 60], and the size range of the third size level is (60, +∞). Set the culling distance levels of the rendering layers corresponding one by one according to the above size levels. Specifically, the first culling distance level is 50, the second culling distance level is 80, and the third culling distance level is 100.
[0043] Step S104: Divide each of the virtual objects into the rendering layers corresponding to the corresponding culling distance levels according to the several size levels.
[0044] Specifically, divide the virtual objects of the first size level into the rendering layer of the first culling level; divide the virtual objects of the second size level into the rendering layer of the second culling level; divide the virtual objects of the third size level into the rendering layer of the third culling level.
[0045] Taking a grass and a building in a game scene as an example: The size of a grass is 2, and the corresponding virtual object size level is (0, 20]. Then the grass is divided into the rendering layer of the first culling distance level; the size of a building is 59, and the corresponding virtual object size level is (20, 60]. Then the building is divided into the rendering layer of the second culling distance level.
[0046] Step S105: Calculate the distance between the preset starting point and the virtual object according to the position of the virtual object and the position of the preset starting point.
[0047] Step S106: For the virtual objects included in the rendering layer, if the distance between the preset starting point and the virtual object exceeds the culling distance corresponding to the culling distance level of the rendering layer, perform culling processing on the virtual object.
[0048] Specifically, for the virtual objects included in the rendering layer of the first culling level, if the distance between the preset starting point and the virtual object exceeds the culling distance of the first culling level, perform culling processing on the virtual object;
[0049] And so on, for the virtual objects included in the rendering layer of the second culling level, if the distance between the preset starting point and the virtual object exceeds the culling distance of the second culling level, perform culling processing on the virtual object;
[0050] For the virtual objects included in the rendering layer of the third culling level, if the distance between the preset starting point and the virtual object exceeds the culling distance of the third culling level, perform culling processing on the virtual object.
[0051] According to the above-listed data, for a grass included in the rendering layer of the first culling distance level, if the distance between the preset starting point and the grass exceeds a distance of 50, perform culling processing on the grass; for a building included in the rendering layer of the second culling distance level, if the distance between the preset starting point and the building exceeds a distance of 80, perform culling processing on the building.
[0052] The method for hierarchical culling of virtual objects in a game scene provided by the embodiments of the present invention can automatically divide the virtual objects in the game scene into rendering layers of different culling distance levels under general requirements, and perform culling processing on the virtual objects in the rendering layer according to the distance between the preset starting point and the virtual object; it realizes large-scale, efficient and fast culling management of virtual objects in the game scene during the rendering process, and reduces the large amount of energy consumed by art personnel to adjust virtual objects.
[0053] It should be understood that although the appendix Figure 1In the flowchart, each step is shown in sequence according to the arrow indication, but these steps are not necessarily executed in the order indicated by the arrows. Unless otherwise specified in this document, there is no strict order restriction for the execution of these steps, and these steps can be executed in other orders. Moreover, at least a part of the steps in the appendix Figure 1 may include multiple sub-steps or sub-phases. These sub-steps or phases are not necessarily completed at the same time, but can be executed at different times. The execution order of these sub-steps or phases is not necessarily sequential, but can be executed alternately or in turn with at least a part of other steps or sub-steps or phases of other steps.
[0054] In the above-described embodiments disclosed by the present invention, the method for hierarchical culling of virtual objects in a game scene is described in detail. The above method disclosed by the present invention can be implemented by various forms of devices. Therefore, the present invention also discloses a device for hierarchical culling of virtual objects in a game scene corresponding to the above method. Combining the appendix Figure 3 specific embodiments are given below for detailed description.
[0055] An information acquisition module 401 is configured to acquire the positions of all virtual objects in the game scene to be loaded, the vertex coordinates of all virtual objects, and the position of a preset starting point.
[0056] A size calculation module 402 is configured to calculate the size of each virtual object according to the vertex coordinates of the virtual object.
[0057] Specifically, the size calculation module 402 includes:
[0058] A maximum and minimum value extraction unit is configured to determine the maximum coordinate value and the minimum coordinate value of each dimension according to the vertex coordinates of the virtual object.
[0059] A bounding box size determination unit is configured to determine the size of the virtual object bounding box according to the maximum coordinate value and the minimum coordinate value. Among them, the bounding box size determination unit includes:
[0060] A maximum coordinate integration unit is configured to integrate the maximum coordinate values of each dimension to obtain the maximum coordinate;
[0061] A minimum coordinate integration unit is configured to integrate the minimum coordinate values of each dimension to obtain the minimum coordinate;
[0062] A size calculation unit is configured to obtain the size of the virtual object bounding box according to the difference of each dimension between the maximum coordinate and the minimum coordinate.
[0063] An object size determination unit is configured to obtain the size of the virtual object according to the size of the virtual object bounding box.
[0064] The rendering layer setting module 403 is configured to divide the sizes of the virtual objects into several size levels according to the size ranges of all the virtual objects, and set culling distance levels of the rendering layers corresponding to the size levels one by one.
[0065] The rendering layer division module 404 is configured to divide each of the virtual objects into the rendering layers corresponding to the culling distance levels according to the several size levels.
[0066] The distance calculation module 405 is configured to calculate the distance between a preset starting point and a virtual object according to the position of the virtual object and the position of the preset starting point.
[0067] The object culling module 406 is configured to, for the virtual objects included in a rendering layer, if the distance between the preset starting point and a virtual object exceeds the culling distance corresponding to the culling distance level of the rendering layer, perform culling processing on the virtual object.
[0068] For the specific limitations on the device for hierarchical culling of virtual objects in a game scene, reference may be made to the limitations on the method in the foregoing text, which will not be elaborated here. Each module in the foregoing device may be implemented in whole or in part by software, hardware, and their combination. The foregoing modules may be embedded in the processor of the terminal device in hardware form or independent of it, or stored in the memory of the terminal device in software form so that the processor can call and execute the operations corresponding to the foregoing modules.
[0069] In one embodiment, the present invention further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for hierarchical culling of virtual objects in a game scene in the first aspect are implemented.
[0070] The computer-readable storage medium may be an electronic memory such as a flash memory, an EEPROM (electrically erasable programmable read-only memory), an EPROM (erasable programmable read-only memory), a hard disk, or a ROM. Optionally, the computer-readable storage medium includes a non-transitory computer-readable storage medium. The computer-readable storage medium has a storage space for program codes for executing any method steps in the foregoing method. These program codes may be read out from or written into one or more computer program products, and the program codes may be compressed in a suitable form.
[0071] In one embodiment, the present invention provides a computer device, including a memory and a processor. The memory stores a computer program, and when the processor executes the computer program, the steps of the method for hierarchical culling of virtual objects in a game scene are executed.
[0072] The computer device includes a memory, a processor, and one or more computer programs. One or more computer programs can be stored in the memory and configured to be executed by one or more processors. One or more application programs are configured to execute the above-mentioned method for hierarchical culling of virtual objects in a game scenario.
[0073] The processor may include one or more processing cores. The processor connects various parts within the entire computer device using various interfaces and lines. By running or executing instructions, programs, code sets, or instruction sets stored in the memory, and by calling data stored in the memory, it executes various functions of the computer device and processes data. Optionally, the processor can be implemented in at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), or Programmable Logic Array (PLA). The processor can integrate one or a combination of several of the Central Processing Unit (CPU), Graphics Processing Unit (GPU) for reporting and verifying buried point data, and a modem, etc. Among them, the CPU mainly processes the operating system, user interface, application programs, etc.; the GPU is responsible for rendering and drawing the display content; the modem is used to process wireless communication. It can be understood that the above-mentioned modem may not be integrated into the processor and can be implemented separately through a communication chip.
[0074] The memory may include Random Access Memory (RAM) and may also include Read-Only Memory. The memory can be used to store instructions, programs, code, code sets, or instruction sets. The memory can include a program storage area and a data storage area. Among them, the program storage area can store instructions for implementing the operating system, instructions for implementing at least one function (such as touch function, sound playback function, image playback function, etc.), instructions for implementing the above-mentioned various method embodiments, etc. The data storage area can also store data created during the use of the terminal device.
[0075] The above embodiments are only used to illustrate the technical solutions of the present invention and are not intended to limit them. Although the present invention has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions recorded in the foregoing embodiments or perform equivalent replacements for some of the technical features. However, such modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the various embodiments of the present invention.
Claims
1. A method for hierarchical culling of virtual objects in a game scene, characterized in that, including: obtaining the positions of all virtual objects in the scene to be loaded in the game, the vertex coordinates of all virtual objects, and the position of a preset starting point; calculating the sizes of each virtual object according to the vertex coordinates of the virtual object; dividing the sizes of virtual objects into several size levels according to the size ranges of all virtual objects, and setting culling distance levels of rendering layers corresponding one by one to the size levels; dividing each of the virtual objects into the rendering layer corresponding to the culling distance level according to the several size levels; calculating the distance between the preset starting point and the virtual object according to the position of the virtual object and the position of the preset starting point; for the virtual objects included in the rendering layer, if the distance between the preset starting point and the virtual object exceeds the culling distance corresponding to the culling distance level of the rendering layer, performing culling processing on the virtual object; The calculating the size of the virtual object according to the vertex coordinates of the virtual object includes: determining the maximum coordinate value and the minimum coordinate value of each dimension according to the vertex coordinates of the virtual object; determining the size of the bounding box of the virtual object according to the maximum coordinate value and the minimum coordinate value; obtaining the size of the virtual object according to the size of the bounding box of the virtual object; The dividing the sizes of virtual objects into several size levels according to the size ranges of all virtual objects, and setting culling distance levels of rendering layers corresponding one by one to the size levels includes: dividing the sizes of virtual objects from largest to smallest into a first size level, a second size level, and a third size level according to the size ranges of all virtual objects; setting culling distance levels of rendering layers corresponding one by one to the size levels, where the culling distance levels of the rendering layers include a first culling level, a second culling level, and a third culling level, and the culling distance of the first culling level is greater than the culling distance of the second culling level, and the culling distance of the second culling level is greater than the culling distance of the third culling level.
2. The method for hierarchical culling of virtual objects in a game scene according to claim 1, wherein The dividing each of the virtual objects into the rendering layer corresponding to the culling distance level according to the several size levels includes: dividing the virtual objects of the first size level into the rendering layer of the first culling level; dividing the virtual objects of the second size level into the rendering layer of the second culling level; dividing the virtual objects of the third size level into the rendering layer of the third culling level.
3. The method for hierarchical culling of virtual objects in a game scene according to claim 2, wherein, The performing culling processing on the virtual object included in the rendering layer if the distance between the preset starting point and the virtual object exceeds the culling distance corresponding to the culling distance level of the rendering layer includes: for the virtual objects included in the rendering layer of the first culling level, if the distance between the preset starting point and the virtual object exceeds the culling distance of the first culling level, performing culling processing on the virtual object; for the virtual objects included in the rendering layer of the second culling level, if the distance between the preset starting point and the virtual object exceeds the culling distance of the second culling level, performing culling processing on the virtual object; for the virtual objects included in the rendering layer of the third culling level, if the distance between the preset starting point and the virtual object exceeds the culling distance of the third culling level, performing culling processing on the virtual object.
4. The method for hierarchical culling of virtual objects in a game scene according to claim 1, wherein Determining the size of the virtual object bounding box according to the maximum coordinate value and the minimum coordinate value includes: Integrating the maximum coordinate values of each dimension to obtain the maximum coordinate; Integrating the minimum coordinate values of each dimension to obtain the minimum coordinate; Obtaining the size of the virtual object bounding box according to the differences of each dimension between the maximum coordinate and the minimum coordinate.
5. A virtual object hierarchical culling device for a game scene, characterized in that Including: An information acquisition module, configured to acquire the positions of all virtual objects, the vertex coordinates of all virtual objects, and the position of a preset starting point in the game scene to be loaded; A size calculation module, configured to calculate the size of each virtual object according to the vertex coordinates of the virtual object; A rendering layer setting module, configured to divide the virtual object sizes into several size levels according to the size ranges of all virtual objects, and set the culling distance levels of the rendering layers corresponding one by one to the size levels; A rendering layer division module, configured to divide each virtual object into the rendering layer corresponding to the corresponding culling distance level according to several of the size levels; A distance calculation module, configured to calculate the distance between the preset starting point and the virtual object according to the position of the virtual object and the position of the preset starting point; An object culling module, configured to, for the virtual objects included in the rendering layer, if the distance between the preset starting point and the virtual object exceeds the culling distance corresponding to the culling distance level of the rendering layer, perform a culling process on the virtual object; The size calculation module, configured to calculate the size of the virtual object according to the vertex coordinates of the virtual object, includes: A maximum and minimum value extraction unit, configured to determine the maximum coordinate value and the minimum coordinate value of each dimension according to the vertex coordinates of the virtual object; A bounding box size determination unit, configured to determine the size of the virtual object bounding box according to the maximum coordinate value and the minimum coordinate value; An object size determination unit, configured to obtain the size of the virtual object according to the size of the virtual object bounding box; Dividing the virtual object sizes into several size levels according to the size ranges of all virtual objects, and setting the culling distance levels of the rendering layers corresponding one by one to the size levels, includes: Dividing the virtual object sizes from large to small into a first size level, a second size level, and a third size level according to the size ranges of all virtual objects; Setting the culling distance levels of the rendering layers corresponding one by one to the size levels, where the culling distance levels of the rendering layers include a first culling level, a second culling level, and a third culling level, and the culling distance of the first culling level is greater than the culling distance of the second culling level, and the culling distance of the second culling level is greater than the culling distance of the third culling level.
6. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, the steps of the method for hierarchical culling of virtual objects in a game scene according to any one of claims 1-4 are implemented.
7. A computer device, comprising a memory and a processor, the memory storing a computer program, characterized in that, When the processor executes the computer program, the method for hierarchical culling of virtual objects in a game scene according to any one of claims 1-4 is executed.
Citation Information
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Object loading method and device, storage medium and electronic device
CN109523621A