Method, device, equipment and storage medium for displaying motion trajectory

By adjusting the ray detection frequency according to various influencing factors of virtual projectiles, the problem of deviation between the displayed trajectory of virtual projectiles and expectations is solved, achieving higher display accuracy and human-computer interaction effects.

CN116212380BActive Publication Date: 2025-09-16TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111624057.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2021-12-02
Filing Date
2021-12-28
Publication Date
2025-09-16
Estimated Expiration
2041-12-28

AI Technical Summary

Technical Problem

In the prior art, the motion trajectory of the virtual thrown object deviates greatly from the expected one, resulting in a low human-computer interaction rate.

Method used

Based on factors affecting the motion trajectory of the virtual projectile, including type, object type, starting point, display frame rate, image quality, and interaction mode, the ray detection frequency is dynamically adjusted to display a more accurate motion trajectory.

Benefits of technology

The matching degree and display effect of the motion trajectory of virtual projectiles are improved, and the human-computer interaction rate is improved.

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Abstract

The present application discloses a method, device, equipment and storage medium for displaying motion trajectories, and belongs to the field of computer technology. The method includes: displaying a picture of a virtual environment; in response to a throwing operation of a virtual projectile in the virtual environment, displaying the motion trajectory of the virtual projectile in the picture of the virtual environment according to factors affecting the motion trajectory of the virtual projectile, wherein the factors affecting the motion trajectory include the type of virtual projectile, the type of virtual object that throws the virtual projectile, the distance between the throwing starting point of the virtual projectile and the virtual object, the current display frame rate of the picture of the virtual environment, the current image quality of the picture of the virtual environment, and at least one of the current interaction mode. In this way, the displayed motion trajectory is obtained on the basis of considering the factors affecting the motion trajectory of the virtual projectile, and has a high degree of matching with the expected motion trajectory of the virtual projectile, and the display effect of the motion trajectory is good, which is conducive to improving the human-computer interaction rate.
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Description

[0001] This application claims priority to Chinese patent application No. 202111461395.1 filed on December 2, 2021, entitled “Method, device, equipment and storage medium for displaying motion trajectories,” the entire contents of which are incorporated by reference into this application. Technical Field

[0002] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for displaying a motion trajectory. Background Art

[0003] With the development of computer technology, more and more applications that can provide virtual environments are available. In some applications, interactive objects can control virtual objects to throw virtual projectiles in the virtual environment, and terminals can display the motion trajectory of the virtual projectiles.

[0004] In related technologies, after a virtual projectile is thrown, the terminal will display the motion trajectory of the virtual projectile based on a fixed ray detection frequency. The motion trajectory displayed based on this display method may have a large deviation from the expected motion trajectory of the virtual projectile, resulting in poor display effect and low human-computer interaction rate. Summary of the Invention

[0005] The embodiments of the present application provide a method, apparatus, device, and storage medium for displaying a motion trajectory, which can be used to improve the display effect of the motion trajectory. The technical solution is as follows:

[0006] In one aspect, an embodiment of the present application provides a method for displaying a motion trajectory, the method comprising:

[0007] Displaying a picture of a virtual environment;

[0008] In response to a throwing operation of a virtual throwing object in the virtual environment, displaying a motion trajectory of the virtual throwing object in a picture of the virtual environment according to factors affecting the motion trajectory of the virtual throwing object;

[0009] Among them, the motion trajectory influencing factors include at least one of the type of the virtual projectile, the type of the virtual object that throws the virtual projectile, the distance between the throwing starting point of the virtual projectile and the virtual object, the current display frame rate of the virtual environment screen, the current picture quality of the virtual environment screen, and the current interaction mode.

[0010] In another aspect, a motion trajectory display device is provided, the device comprising:

[0011] A display unit, used for displaying a picture of a virtual environment;

[0012] The display unit is further used to respond to the throwing operation of the virtual projectile in the virtual environment, and display the motion trajectory of the virtual projectile in the screen of the virtual environment according to the motion trajectory influencing factors of the virtual projectile; wherein the motion trajectory influencing factors include at least one of the type of the virtual projectile, the type of the virtual object that throws the virtual projectile, the distance between the throwing starting point of the virtual projectile and the virtual object, the current display frame rate of the screen of the virtual environment, the current picture quality of the screen of the virtual environment, and the current interaction mode.

[0013] In one possible implementation, the motion trajectory influencing factors include the type of the virtual projectile; the display unit is further used to display a first motion trajectory of the virtual projectile in response to the type of the virtual projectile indicating that the virtual projectile moves in a straight line; and to display a second motion trajectory of the virtual projectile in response to the type of the virtual projectile indicating that the virtual projectile moves in a parabola; wherein the sub-trajectory density of the first motion trajectory is lower than the sub-trajectory density of the second motion trajectory.

[0014] In one possible implementation, the motion trajectory influencing factors include the type of the virtual object; the display unit is further used to display a third motion trajectory of the virtual projectile in response to the type of the virtual object indicating that the virtual object is a local virtual object; and display a fourth motion trajectory of the virtual projectile in response to the type of the virtual object indicating that the virtual object is not the local virtual object; wherein the sub-trajectory density of the third motion trajectory is higher than the sub-trajectory density of the fourth motion trajectory.

[0015] In one possible implementation, the motion trajectory influencing factors include the current interaction mode; the display unit is further used to display the fifth motion trajectory of the virtual projectile in response to the current interaction mode being the first interaction mode; and to display the sixth motion trajectory of the virtual projectile in response to the current interaction mode being the second interaction mode; wherein the virtual projectile throwing frequency corresponding to the first interaction mode is higher than the virtual projectile throwing frequency corresponding to the second interaction mode, and the sub-trajectory density of the fifth motion trajectory is lower than the sub-trajectory density of the sixth motion trajectory.

[0016] In one possible implementation, the apparatus further includes:

[0017] A determination unit, configured to determine a point on the motion trajectory of the virtual projectile based on a target ray detection frequency that matches a factor affecting the motion trajectory of the virtual projectile;

[0018] The display unit is further configured to display the motion trajectory of the virtual throwing object generated based on the motion trajectory points.

[0019] In one possible implementation, the motion trajectory influencing factors include the type of the virtual object, the current display frame rate, the current image quality and the current interaction mode; the determination unit is used to determine a first ray detection frequency that matches the current image quality and the current interaction mode; based on the type of the virtual object and the first ray detection frequency, determine a second ray detection frequency; based on the current display frame rate and the second ray detection frequency, determine a target ray detection frequency that matches the motion trajectory influencing factors of the virtual projectile.

[0020] In one possible implementation, the determination unit is configured to, in response to the type of the virtual object indicating that the virtual object is a local virtual object, use the first ray detection frequency as the second ray detection frequency; in response to the type of the virtual object indicating that the virtual object is not the local virtual object, reduce the first ray detection frequency by a first amplitude, and use the ray detection frequency obtained after the reduction as the second ray detection frequency.

[0021] In one possible implementation, the determination unit is used to, in response to the current display frame rate being the same as the reference display frame rate, use the second ray detection frequency as the target ray detection frequency; in response to the current display frame rate being less than the reference display frame rate, reduce the second ray detection frequency by a second amplitude, and use the ray detection frequency obtained after the reduction as the target ray detection frequency; in response to the current display frame rate being greater than the reference display frame rate, increase the second ray detection frequency by a third amplitude, and use the ray detection frequency obtained after the increase as the target ray detection frequency.

[0022] In one possible implementation, the motion trajectory influencing factors include the type of the virtual projectile, the type of the virtual object, the distance, the current display frame rate, the current image quality, and the current interaction mode; the determination unit is used to determine the ray detection frequency corresponding to the type of the virtual projectile, the ray detection frequency corresponding to the type of the virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality, and the ray detection frequency corresponding to the current interaction mode; and the minimum ray detection frequency among the ray detection frequency corresponding to the type of the virtual projectile, the ray detection frequency corresponding to the type of the virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality, and the ray detection frequency corresponding to the current interaction mode is used as the target ray detection frequency that matches the motion trajectory influencing factors of the virtual projectile.

[0023] In one possible implementation, the determination unit is used to use the throwing starting point of the virtual projectile as the movement starting point of the virtual projectile, and determine the movement trajectory points of the virtual projectile in sequence from the movement starting point according to the target ray detection frequency until the determined movement trajectory points meet the collision condition; wherein, the interval length between two adjacent movement trajectory points is the reference length, and the reference length is the ratio of the unit length to the number of ray detections within the unit length indicated by the target ray detection frequency.

[0024] In a possible implementation, the determining unit is further configured to emit a detection line at a motion trajectory point, and determine that the motion trajectory point satisfies the collision condition in response to a detection result of the detection line satisfying a reference condition.

[0025] In one possible implementation, the detection line is a ray with the one motion trajectory point as the starting point, and the determination unit is further used to determine that the detection result of the detection line meets the reference condition in response to the distance between the virtual obstacle detected by the ray and the one motion trajectory point being not greater than a distance threshold.

[0026] In one possible implementation, the detection line is a line segment of a reference length starting from the one motion trajectory point, and the determination unit is further used to determine whether the detection result of the detection line meets the reference condition in response to the line segment detecting a virtual obstacle.

[0027] In one possible implementation, the display unit is further configured to, in response to the aiming operation of the virtual projectile, display a predicted trajectory line that matches the aiming operation in the screen of the virtual environment, wherein the predicted trajectory line is configured to indicate a predicted motion trajectory of the virtual projectile.

[0028] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor so that the computer device implements any of the above-mentioned motion trajectory display methods.

[0029] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to enable a computer to implement any of the above-mentioned motion trajectory display methods.

[0030] On the other hand, a computer program product is also provided, which includes a computer program or computer instructions, and the computer program or computer instructions are loaded and executed by a processor to enable a computer to implement any of the above-mentioned motion trajectory display methods.

[0031] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:

[0032] The technical solution provided in the embodiment of the present application realizes the display of the motion trajectory of the virtual projectile based on the factors affecting the motion trajectory of the virtual projectile. The displayed motion trajectory is obtained based on the factors affecting the motion trajectory of the virtual projectile. The degree of match with the expected motion trajectory of the virtual projectile is high, the display effect of the motion trajectory is good, and it is conducive to improving the human-computer interaction rate. BRIEF DESCRIPTION OF THE DRAWINGS

[0033] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0034] Figure 1 Schematic diagram of an implementation environment of a method for displaying a motion trajectory provided by an embodiment of the present application;

[0035] Figure 2 This is a flow chart of a method for displaying a motion trajectory provided by an embodiment of the present application;

[0036] Figure 3 is a schematic diagram of a screen of a virtual environment provided by an embodiment of the present application;

[0037] Figure 4 is a schematic diagram of a screen of a virtual environment provided by an embodiment of the present application;

[0038] Figure 5 is a schematic diagram of a screen of a virtual environment provided by an embodiment of the present application;

[0039] Figure 6 is a schematic diagram of a screen of a virtual environment provided by an embodiment of the present application;

[0040] Figure 7 This is a schematic diagram of a settings page provided in an embodiment of the present application;

[0041] Figure 8 is a schematic diagram of a screen of a virtual environment provided by an embodiment of the present application;

[0042] Figure 9 This is a schematic diagram of a detection line provided in an embodiment of the present application;

[0043] Figure 10 is a schematic diagram of a motion trajectory display process provided by an embodiment of the present application;

[0044] Figure 11 is a schematic diagram of a motion trajectory display device provided in an embodiment of the present application;

[0045] Figure 12 This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application. DETAILED DESCRIPTION

[0046] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0047] The following are the nouns involved in the embodiments of this application:

[0048] Virtual Environment: The environment provided (or displayed) when an application is running on a terminal. This virtual environment is the environment created for virtual objects to operate. A virtual environment can be a 2D, 2.5D, or 3D virtual environment. It can be a simulation of the real world, a semi-simulated, semi-fictional environment, or a purely fictional environment.

[0049] Virtual objects are movable objects within a virtual environment. These can be virtual people, virtual animals, animated characters, and so on. Interactive objects can manipulate virtual objects through external components or by tapping on the touchscreen display. Each virtual object has its own unique shape and volume within the virtual environment and occupies a portion of the virtual space. For example, in a 3D virtual environment, the virtual object is a 3D model created using animation skeletal technology.

[0050] Virtual Throwables: These are props that trigger functions by throwing virtual objects in a virtual environment. Different virtual throwables may have different functions. For example, some virtual throwables can cause virtual damage to virtual objects, while others do not cause virtual damage to virtual objects but do affect their functions. After being thrown, the virtual throwables will move in the virtual environment, and the virtual environment screen will display the trajectory of the virtual throwables.

[0051] Figure 1 The schematic diagram shows an implementation environment of the method for displaying a motion trajectory provided by an embodiment of the present application. The implementation environment includes: a terminal 11 and a server 12.

[0052] The terminal 11 has an application installed and running that supports a virtual environment. Interactive objects can use the terminal 11 to control virtual objects in the virtual environment provided by the application to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, changing position, etc.

[0053] The embodiments of the present application do not limit the applications that support virtual environments. By way of example, the applications that support virtual environments include, but are not limited to: VR (Virtual Reality) applications, AR (Augmented Reality) applications, three-dimensional map applications, game applications, social applications, interactive entertainment applications, etc.

[0054] For example, game applications include, but are not limited to, shooting games, MOBA (Multiplayer Online Battle Arena) games, SLG (Simulation Game) games, etc. Shooting games refer to, but are not limited to, all games that use props for long-range attacks, including FPS (First-Person Shooting) games and TPS (Third-Person Shooting) games.

[0055] In some embodiments, the application supporting the virtual environment can support at least one of the Windows operating system, Apple operating system, Android operating system, IOS operating system and Linux operating system, and the applications running on different operating systems can be interconnected. In some embodiments, the application supporting the virtual environment is an application developed based on a three-dimensional engine. In some embodiments, the application supporting the virtual environment is a stand-alone application or a network-based application. In an embodiment of the present application, the application supporting the virtual environment can support virtual objects throwing virtual projectiles, so as to use virtual projectiles to cause damage or interference to other virtual objects.

[0056] Server 12 provides background services for virtual environment-supported applications installed on terminal 11. In one possible implementation, server 12 performs primary computing tasks, while terminal 11 performs secondary computing tasks; alternatively, server 12 performs secondary computing tasks, while terminal 11 performs primary computing tasks; alternatively, server 12 and terminal 11 collaborate on computing tasks using a distributed computing architecture.

[0057] In one possible implementation, the terminal 11 is any electronic product that can perform human-computer interaction with an interactive object through one or more methods such as a keyboard, touchpad, touch screen, remote control, voice interaction, or handwriting device, such as a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a handheld portable gaming device, a PPC (Pocket PC), a tablet computer, a smart car computer, a smart TV, a smart speaker, a car terminal, etc. The server 12 can be a single server, a server cluster consisting of multiple servers, or a cloud computing service center. The terminal 11 establishes a communication connection with the server 12 via a wired or wireless network.

[0058] Those skilled in the art should understand that the above-mentioned terminal 11 and server 12 are only examples. Other existing or future terminals or servers that are applicable to this application should also be included in the scope of protection of this application and are included here by reference.

[0059] Based on the above Figure 1 In the implementation environment shown, the present application embodiment provides a method for displaying a motion trajectory, taking the method applied to terminal 11 as an example. Figure 2 As shown, the method for displaying a motion trajectory provided by an embodiment of the present application includes the following steps 201 and 202.

[0060] In step 201 , a screen of a virtual environment is displayed.

[0061] The execution subject of the embodiment of the present application is a terminal installed with an application that supports a virtual environment. For ease of explanation, in the embodiment of the present application, the execution subject of the embodiment of the present application is referred to as a target terminal, and the application that supports a virtual environment installed in the target terminal is referred to as a target application. The embodiment of the present application does not limit the type of target application. For example, the target application includes but is not limited to: VR applications, AR applications, three-dimensional map applications, game applications, social applications, interactive entertainment applications, etc. For example, game applications include but are not limited to FPS games, TPS games, MOBA games, SLG, etc.

[0062] The target application is installed and runs in the target terminal, and the target terminal can display a picture of a virtual environment, which is used to present the virtual environment provided by the target application, and the picture of the virtual environment is a picture obtained by observing the virtual environment from the perspective of the target virtual object. Optionally, the picture of the virtual environment is a picture obtained by observing the virtual environment from the first-person perspective of the target virtual object, or the picture of the virtual environment is a picture obtained by observing the virtual environment from the third-person perspective of the target virtual object. Among them, the target virtual object refers to a virtual object that is active in the virtual environment provided by the target application and is used to represent the target interactive object using the target terminal. The target terminal can control the target virtual object according to the interactive operation generated by the target interactive object. The embodiment of the present application does not limit the type of the target virtual object. For example, the target virtual object may refer to a virtual character, a virtual animal, an animated character, etc.

[0063] In the virtual environment screen, the target virtual object and other virtual objects controlled by other terminals can be displayed. The other virtual objects can be in the same camp as the target virtual object or in different camps. This embodiment of the present application does not limit this.

[0064] One or more virtual objects displayed in the virtual environment may possess virtual projectiles or launchers for launching virtual projectiles. The one or more virtual objects can directly launch the virtual projectiles, or launch the virtual projectiles using the launchers. The virtual projectiles or launchers may be picked up by the virtual objects from the virtual environment, or assembled in an assembly interface before the virtual objects enter the virtual environment.

[0065] Virtual throwing objects are props that trigger functions by throwing virtual objects. Virtual throwing objects are located in the virtual environment. The embodiments of this application do not limit the type of virtual throwing objects.

[0066] Virtual projectiles are one of the most frequently used props in interactive games (e.g., shooting games). After being thrown, virtual projectiles need to undergo continuous ray detection during their movement, as they need to explode or rebound after detecting a virtual obstacle. Each ray detection is based on a motion trajectory point to detect whether there is a virtual obstacle within a certain range, and then determine the next motion trajectory point if it is determined that there is no virtual obstacle. The more ray detections per unit time, the more motion trajectory points can be determined per unit time.

[0067] A motion trajectory point is used to generate a sub-trajectory of the motion trajectory. The process of displaying the motion trajectory is achieved by sequentially displaying each sub-trajectory of the motion trajectory. The more motion trajectory points are determined per unit time, the more sub-trajectories are displayed per unit time, and the higher the accuracy of the motion trajectory displayed in the virtual environment. For example, the number of sub-trajectories displayed per unit time can be referred to as the sub-trajectory density of the motion trajectory.

[0068] If the number of virtual projectiles is small, the impact of ray detection on the performance of the terminal is small, but as the number of modes and gameplay increases, the frequency of use of virtual projectiles becomes higher and higher. For example, a launcher with a high attack frequency is used to launch virtual projectiles. If multiple virtual projectiles appear in the virtual environment at the same time, there will be a large number of ray detections, and ray detection will bring performance consumption. A large number of ray detections will lead to a large consumption of performance. Reducing performance consumption can make the target application in the target terminal run more smoothly. The embodiment of the present application provides a ray detection processing solution for virtual projectiles, which can adopt different ray detection frequencies under the influence of different virtual projectile motion trajectory factors, so as to meet performance requirements. Among them, the ray detection frequency is used to indicate the number of ray detections within a unit time length.

[0069] In an exemplary embodiment, in addition to displaying a virtual environment screen, the target terminal may also display multiple controls superimposed on the virtual environment screen. These controls are used by the target interactive object to control the target virtual object. The type and number of controls superimposed on the virtual environment screen can be flexibly adjusted based on the type of target application and the process running in the target application, and are not limited in this embodiment of the present application.

[0070] It should be noted that the virtual environment is continuously updated and displayed at a certain display frame rate. This display frame rate is related to the type of target application and the running process of the target application, and may vary at different times. The display frame rate is used to indicate the number of frames of the virtual environment image updated per unit time. For example, each frame of the virtual environment image is associated with a timestamp, and the virtual environment images are displayed in the order of the timestamps, providing a smooth gaming experience for the interactive object.

[0071] In step 202 , in response to a throwing operation of a virtual projectile in a virtual environment, a motion trajectory of the virtual projectile is displayed in a screen of the virtual environment according to factors affecting the motion trajectory of the virtual projectile.

[0072] Among them, the factors affecting the motion trajectory include at least one of the type of virtual projectile, the type of virtual object that throws the virtual projectile, the distance between the starting point of the virtual projectile and the virtual object, the current display frame rate of the virtual environment picture, the current picture quality of the virtual environment picture, and the current interaction mode.

[0073] The virtual projectile is located in the virtual environment, and the throwing operation of the virtual projectile in the virtual environment is used to indicate the throwing of the virtual projectile. In an exemplary embodiment, in addition to displaying the motion trajectory of the virtual projectile thrown by the target virtual object, the target terminal's virtual environment screen may also display the motion trajectory of virtual projectiles thrown by other virtual objects. The motion trajectory points based on which the motion trajectory of the virtual projectiles thrown by other virtual objects is generated can be determined by the target terminal or sent to the target terminal by a server, which is not limited in this embodiment of the present application.

[0074] In the case where the motion trajectory points based on which the motion trajectory of the virtual projectile thrown by other virtual objects is generated are determined by the target terminal, the throwing operation of the virtual projectile in the virtual environment in step 202 can be an operation generated by the target interactive object through the target terminal, or it can be an operation generated by other interactive objects through other terminals, and this embodiment of the application is not limited to this. In the case where the motion trajectory points based on which the motion trajectory of the virtual projectile thrown by other virtual objects is generated are sent to the target terminal by the server, the throwing operation of the virtual projectile in the virtual environment in step 202 is an operation generated by the target interactive object through the target terminal.

[0075] Before executing step 202, it is necessary to first obtain a throwing operation of a virtual projectile in the virtual environment. For example, if the throwing operation of the virtual projectile is an operation performed by a target interactive object via a target terminal, the throwing operation of the virtual projectile is detected by the target terminal. If the throwing operation of the virtual projectile is an operation performed by another interactive object via another terminal, the throwing operation of the virtual projectile is sent by the other terminal to the server, which then sends it to the target terminal.

[0076] For example, the throwing operation of a virtual projectile is an operation generated by the target interactive object through the target terminal. The throwing control corresponding to the virtual projectile is displayed in the screen of the virtual environment, and the process of obtaining the throwing operation of the virtual projectile includes: in response to the triggering operation of the throwing control by the target interactive object, obtaining the throwing operation of the virtual projectile in the virtual environment. The throwing controls corresponding to different virtual projectiles can be the same control or different controls, and the embodiments of the present application are not limited to this. For example, the triggering operation of the throwing control by the target interactive object includes but is not limited to the click operation, touch operation, etc. of the throwing control by the target interactive object. For example, in response to the triggering operation of the target interactive object on a specific shortcut key, the throwing operation of the virtual projectile in the virtual environment is obtained, and the specific shortcut key is a pre-set key for throwing virtual projectiles.

[0077] Exemplarily, when the throwing operation of the virtual projectile is an operation generated by the target interactive object via the target terminal, the method may further include: in response to the aiming operation of the virtual projectile, displaying a predicted trajectory line matching the aiming operation within the virtual environment, the predicted trajectory line being used to indicate the predicted motion trajectory of the virtual projectile. Exemplarily, the predicted trajectory line is displayed in a specific color, such as red. Exemplarily, the predicted trajectory line is displayed with a certain degree of transparency.

[0078] Exemplarily, the screen of the virtual environment may also display an aiming control corresponding to the virtual projectile, and the aiming operation of the virtual projectile is obtained in response to the control operation of the aiming control by the target interactive object. Exemplarily, the control operation of the aiming control by the target interactive object includes the target interactive object pressing the aiming control and adjusting the aiming direction to a specified direction. The specified direction is the direction in which the target interactive object wants to throw the virtual projectile, which is determined by the target interactive object. In other words, the aiming operation of the virtual projectile carries information about the direction, and the predicted trajectory line that matches the aiming operation can be a trajectory line rendered based on the predicted trajectory points calculated on the basis of the direction carried by the aiming operation. Exemplarily, the throwing starting point, throwing speed value and trajectory line shape of a virtual projectile are all determined. After determining the direction, multiple predicted trajectory points can be calculated, and then a predicted trajectory line is rendered based on the multiple predicted trajectory points.

[0079] In an exemplary embodiment, the embodiment of the present application does not limit the number of calculated predicted trajectory points, nor does it limit the method of rendering a predicted trajectory line based on multiple predicted trajectory points. Exemplarily, the method of rendering a predicted trajectory line based on multiple predicted trajectory points is: directly rendering a predicted trajectory line based on multiple predicted trajectory points. Exemplarily, the method of rendering a predicted trajectory line based on multiple predicted trajectory points is: from multiple predicted trajectory points, one point is collected at every reference distance, all collected points are transferred to a special effect line, and the special effect line is used as the predicted trajectory line.

[0080] Exemplarily, the predicted trajectory line is displayed in its entirety within a frame of the virtual environment, allowing the target interactive object to determine whether the aiming direction is appropriate by viewing the predicted trajectory line. If the target interactive object determines that the aiming direction is inappropriate, the aiming direction may be further adjusted. As the aiming direction is adjusted, the predicted trajectory line is also adjusted accordingly, until the target interactive object determines that the aiming direction is appropriate. The target interactive object may then cancel control of the aiming control. Exemplarily, the most recent aiming direction before the target interactive object cancels control of the aiming control is used as the motion direction for subsequent determination of the motion trajectory points of the virtual projectile.

[0081] For example, the throwing control corresponding to the virtual projectile and the aiming control corresponding to the virtual projectile may be the same control or different controls, which is not limited in this embodiment of the present application.

[0082] For example, when the target interactive object switches to a projectile-type prop, you can press the aiming control to enter the pre-aiming state, at which time a predicted trajectory line will be displayed, which is used to prompt the trajectory of the virtual projectile. For example, the predicted trajectory line is rendered based on multiple predicted trajectory points calculated based on the throwing starting point of the virtual projectile, the direction corresponding to the aiming operation, and the configured initial speed value. For example, from the multiple predicted trajectory points, a point is collected at every reference distance, and all the collected points are passed to a special effect line. This special effect line will form a predicted trajectory line based on these points and display it in a frame of the virtual environment.

[0083] For example, the predicted trajectory line displayed in a frame of the virtual environment is as follows: Figure 3 As shown in 301 in FIG, the predicted trajectory line is rendered based on each point collected from multiple predicted trajectory points calculated within a frame. Figure 3 As shown, each collected point has position information (i.e., X coordinate, Y coordinate, and Z coordinate). The embodiment of the present application does not limit the method of establishing the coordinate system based on which the X coordinate, Y coordinate, and Z coordinate are determined. The coordinate system can be set by the target interactive object or by the developer of the target application.

[0084] Regardless of whether the throwing operation of the virtual projectile in the virtual environment is an operation generated by the target interactive object through the target terminal, or an operation generated by other interactive objects through other terminals, after the target terminal obtains the throwing operation of the virtual projectile in the virtual environment, it will display the motion trajectory of the virtual projectile in the virtual environment screen according to the factors affecting the motion trajectory of the virtual projectile.

[0085] Factors influencing the trajectory of a virtual projectile refer to factors that need to be considered when displaying the trajectory of a virtual projectile. Factors influencing the trajectory of a virtual projectile may include one or more sub-factors. For example, different sub-factors may have different effects on the frequency of ray detection and the trajectory of the virtual projectile. The present embodiment of the application does not limit the type and number of sub-factors included in the factors influencing the trajectory of a virtual projectile, and these factors may be flexibly adjusted based on actual needs.

[0086] In an exemplary embodiment, the factors affecting the trajectory of the virtual projectile include at least one of the type of the virtual projectile, the type of the virtual object that throws the virtual projectile, the distance between the starting point of the virtual projectile and the virtual object, the current display frame rate of the virtual environment screen, the current image quality of the virtual environment screen, and the current interaction mode. In other words, the factors affecting the trajectory of the virtual projectile include sub-factors of at least one of the type of the virtual projectile, the type of the virtual object that throws the virtual projectile, the distance between the starting point of the virtual projectile and the virtual object, the current display frame rate of the virtual environment screen, the current image quality of the virtual environment screen, and the current interaction mode.

[0087] The type of virtual projectile is used to indicate the type of virtual projectile. Different types of virtual projectiles require different accuracies for their motion trajectories. Trajectories of different accuracies require different numbers of motion trajectory points to be determined, and thus different ray detection frequencies can be set. Therefore, the type of virtual projectile can be considered in determining the target ray detection frequency. For example, if the required accuracy for the motion trajectory is lower, the number of motion trajectory points required to be determined for the motion trajectory is smaller, and thus a lower ray detection frequency can be set to facilitate determining fewer motion trajectory points based on the lower ray detection frequency.

[0088] For example, some types of virtual projectiles move along a straight line, and the shape of the motion trajectory of such virtual projectiles is a parabola. Other types of virtual projectiles move along a parabola, and the shape of the motion trajectory of such virtual projectiles is a straight line. The required precision for the motion trajectory of a parabola is higher, and the required precision for the motion trajectory of a straight line is lower. For example, Figure 4As shown, there is a launcher 401 for launching a virtual projectile that moves in a straight line. A lower ray detection frequency can be set for the virtual projectile launched by this launcher. For example, the accuracy of the motion trajectory can be characterized by the density of the sub-trajectories of the motion trajectory. The higher the density of the sub-trajectories of the motion trajectory, the higher the accuracy of the motion trajectory.

[0089] In an exemplary embodiment, the factors affecting the motion trajectory of the virtual projectile include the type of the virtual projectile. In this case, the process of displaying the motion trajectory of the virtual projectile based on the factors affecting the motion trajectory of the virtual projectile includes: in response to the virtual projectile type indicating that the virtual projectile moves in a straight line, displaying the first motion trajectory of the virtual projectile; in response to the virtual projectile type indicating that the virtual projectile moves in a parabola, displaying the second motion trajectory of the virtual projectile. The density of the sub-trajectories of the first motion trajectory is lower than the density of the sub-trajectories of the second motion trajectory. Since the accuracy required for the parabolic motion trajectory is higher and the accuracy required for the straight-line motion trajectory is lower, based on this motion trajectory display method, the displayed motion trajectory can have a higher degree of match with the expected motion trajectory.

[0090] In an exemplary embodiment, the type of the virtual projectile is one of candidate virtual projectile types. A correspondence between each candidate virtual projectile type and a ray detection frequency can be pre-set. In this correspondence, candidate virtual projectile types requiring lower motion trajectory precision correspond to lower ray detection frequencies. Exemplarily, the candidate virtual projectile types are all possible types of virtual projectiles provided by the target application.

[0091] The type of the virtual object that throws the virtual projectile indicates the type of virtual object that threw the virtual projectile. In an exemplary embodiment, the type of the virtual object is one of various candidate virtual object types, and a correspondence between each candidate virtual object type and a radiation detection frequency can be pre-set. This embodiment of the present application does not limit the method for classifying the candidate virtual object types.

[0092] Exemplarily, the number of candidate virtual object types is two, one for indicating that the virtual object is a local virtual object and the other for indicating that the virtual object is not a local virtual object. Exemplarily, the number of candidate virtual object types is three, one for indicating that the virtual object is a local virtual object, one for indicating that the virtual object is in the same camp as the local virtual object, and one for indicating that the virtual object is in a different camp than the local virtual object. A local virtual object refers to a virtual object controlled by a target interactive object through a target terminal, i.e., the target virtual object mentioned above.

[0093] In the correspondence between each candidate virtual object type and the ray detection frequency, the ray detection frequency corresponding to the type used to indicate that the virtual object is a local virtual object is higher, and the ray detection frequency corresponding to other types is lower. This is because in most cases, the interactive object mainly needs to see the movement process of the virtual projectile thrown by the virtual object controlled by itself, and the movement process of the virtual projectile thrown by other virtual objects is generally less observed or not seen at all. In other words, the accuracy required for the movement trajectory of the virtual projectile thrown by the local virtual object is higher than the accuracy required for the movement trajectory of the virtual projectile thrown by other virtual objects. Therefore, the virtual projectiles thrown by the local virtual object and the virtual projectiles thrown by other virtual objects can be processed differently. For example, the ray detection frequency corresponding to the virtual projectile thrown by the local virtual object is set to the highest allowed ray detection frequency, and the ray detection frequency corresponding to the virtual projectile thrown by other virtual objects is set to a ray detection frequency lower than the highest ray detection frequency. For example, the ray detection frequencies set for virtual projectiles thrown by different types of other virtual objects can be the same or different, and this embodiment of the present application is not limited to this.

[0094] For example, the motion trajectory points are determined based on the highest ray detection frequency, and the motion trajectory generated based on the determined motion trajectory points is displayed in a frame of the virtual environment, which can be obtained as follows: Figure 5 The trajectory shown in 501 in FIG. The motion trajectory points are determined based on the ray detection frequency lower than the highest ray detection frequency, and the motion trajectory generated based on the determined motion trajectory points is displayed in a frame of the virtual environment. Figure 6 Since the ray detection frequency based on which the trajectory shown in 601 is obtained is lower than the ray detection frequency based on which the trajectory shown in 501 is obtained, the accuracy of the trajectory shown in 601 is lower than the accuracy of the trajectory shown in 501.

[0095] In an exemplary embodiment, the factors affecting the motion trajectory of the virtual projectile include the type of the virtual object; in this case, the process of displaying the motion trajectory of the virtual projectile based on the factors affecting the motion trajectory of the virtual projectile includes: in response to the virtual object type indicating that the virtual object is a local virtual object, displaying the third motion trajectory of the virtual projectile; in response to the virtual object type indicating that the virtual object is not a local virtual object, displaying the fourth motion trajectory of the virtual projectile. The density of the sub-trajectories of the third motion trajectory is higher than the density of the sub-trajectories of the fourth motion trajectory. Since the accuracy required for the motion trajectory of the virtual projectile thrown by the local virtual object is higher than the accuracy required for the motion trajectory of the virtual projectile thrown by other virtual objects, based on this motion trajectory display method, the displayed motion trajectory can have a high degree of match with the expected motion trajectory.

[0096] For example, the third motion trajectory of the virtual projectile thrown by the local virtual object can be as follows: Figure 5 As shown in 501 in FIG. 1 , the fourth motion trajectory of the virtual projectile thrown by other virtual objects can be as follows: Figure 6 As shown in 601, Figure 5 The sub-trajectories of the trajectory shown in 501 are denser than Figure 6 The density of the sub-trajectory of the trajectory shown in 601, that is, Figure 5 The accuracy of the trajectory shown in 501 is higher than Figure 6 Based on this display method, the visual effect of the motion trajectory of the virtual projectile thrown by the local virtual object is more prominent than the visual effect of the motion trajectory of the virtual projectile thrown by other virtual objects, which is conducive to improving the interactive experience of the local virtual object and thus improving the interaction rate.

[0097] The distance between the starting point of the virtual projectile and the virtual object is used to measure the distance between the starting point of the virtual projectile and the virtual object. For example, the farther the starting point of the virtual projectile is from the virtual object, the lower the accuracy required for the motion trajectory of the virtual projectile. Therefore, in the process of displaying the motion trajectory of the virtual projectile, the distance between the starting point of the virtual projectile and the virtual object can be considered. For example, the correspondence between each distance and the ray detection frequency can be pre-set, in which the larger the distance, the smaller the corresponding ray detection frequency, so that the displayed motion trajectory of the virtual projectile has a higher degree of match with the expected motion trajectory.

[0098] The current display frame rate of the virtual environment's image is used to indicate the display frame rate of the virtual environment's image when determining the target radiation detection frequency. In an exemplary embodiment, the current display frame rate of the virtual environment's image is one of the candidate display frame rates. A correspondence between each candidate display frame rate and the radiation detection frequency can be pre-set, in which the radiation detection frequency corresponding to the candidate display frame rate is positively correlated with the candidate display frame rate. Exemplarily, the candidate display frame rates can be represented as a numerical value or a level, which is not limited in the present embodiment.

[0099] Exemplarily, during the operation of the target application, the display frame rate of the virtual environment screen in the target terminal will dynamically change according to the current resource usage. The more resources loaded, the lower the display frame rate of the virtual environment screen, in order to meet the operation requirements of the target application. When the display frame rate of the virtual environment screen is high, it means that fewer resources are loaded and the performance is better. At this time, a higher ray detection frequency can be set; when the display frame rate of the virtual environment screen is low, it means that more resources are loaded and the performance is poor. At this time, a lower ray detection frequency can be set to avoid the additional consumption of performance by the higher ray detection frequency. Exemplarily, if the display frame rate of the virtual environment screen is the highest allowed display frame rate, the highest ray detection frequency can be set. If the display frame rate of the virtual environment screen drops to half of the highest display frame rate, the ray detection frequency can be reduced to 1 / 2 or 1 / n (n is an integer greater than 2) of the highest ray detection frequency, etc., to meet the operation requirements of the target application.

[0100] In an exemplary embodiment, the current display frame rate can also be set by the target interactive object. Figure 7 In the settings page shown, select the display frame rate with a level of "High" as the current display frame rate. In this case, the ray detection frequency corresponding to the display frame rate with a level of "High" can be queried from the correspondence between each candidate display frame rate and the ray detection frequency; the historical ray detection frequency can also be adjusted accordingly based on the difference between the display frame rate with a level of "High" and the historical display frame rate. For example, if the display frame rate with a level of "High" is greater than the historical display frame rate, the historical ray detection frequency will be increased; if the display frame rate with a level of "High" is less than the historical display frame rate, the historical ray detection frequency will be reduced, and the adjusted ray detection frequency will be used as the ray detection frequency corresponding to the display frame rate with a level of "High".

[0101] The image quality of the virtual environment screen is used to indicate the quality of the virtual environment screen. The better the image quality, the higher the quality of the virtual environment screen, and the better the visual effect brought to the interactive object. The current image quality of the virtual environment screen is used to indicate the image quality of the virtual environment screen when determining the target ray detection frequency. In an exemplary embodiment, the current image quality is one of the candidate image qualities. The correspondence between each candidate image quality and the ray detection frequency can be pre-set. In this correspondence, the better the image quality, the higher the corresponding ray detection frequency. For example, due to hardware problems of the target terminal, the target application cannot be run at high image quality, or the target interactive object automatically reduces the image quality to achieve the purpose of improving the operation effect of the target terminal. In this case, the image quality of the virtual environment screen is poor. When the image quality is poor, it means that the target terminal hopes to reduce performance consumption, so the ray detection frequency can be reduced.

[0102] For example, the interactive object can be Figure 7 Select the image quality of the virtual environment in the settings page shown. Figure 7 In the settings page shown, the selected image quality is "HD" and the image quality "Ultimate" is unselectable, indicating that the target terminal does not support displaying images of the virtual environment with the image quality of "Ultimate". In this case, the ray detection frequency corresponding to the image quality of "HD" can be queried from the correspondence between each candidate image quality and the ray detection frequency; the historical ray detection frequency can also be adjusted accordingly based on the difference between the image quality of "HD" and the historical image quality. For example, if the image quality of "HD" is better than the historical image quality, the historical ray detection frequency will be increased; if the image quality of "HD" is worse than the historical image quality, the historical ray detection frequency will be reduced, and the adjusted ray detection frequency will be used as the ray detection frequency corresponding to the image quality of "HD".

[0103] The current interaction mode is used to indicate the interaction mode between virtual objects presented in the virtual environment when determining the target ray detection frequency. In an exemplary embodiment, the current interaction mode is one of the candidate interaction modes. The correspondence between each candidate interaction mode and the ray detection frequency can be pre-set. Different candidate interaction modes can correspond to the same ray detection frequency or different ray detection frequencies. This embodiment of the application is not limited to this.

[0104] For example, in some interaction modes, the number of virtual projectiles thrown at the same time is large (that is, the frequency of virtual projectiles thrown is high), and the interactive objects do not pay much attention to the movement trajectory of the virtual projectiles, but focus on whether the virtual projectiles hit the target object. In this case, the frequency of ray detection can be reduced. For example, taking the target application as a game application, in the mode of using a launch pad to attack the target object, there are 4 virtual objects in each camp, and each virtual object can use up to 4 launch pads. Then, the 4 virtual objects in a camp can use 16 launch pads, and these launch pads continuously launch virtual projectiles, so that there will be multiple movement trajectories of virtual projectiles at the same time. In most cases, such as Figure 8 As shown, since there are too many launching pads 801 for launching virtual projectiles in the virtual environment screen and too many virtual projectiles are launched, the interactive objects focus on the attack results of the virtual projectiles on the target objects, and are not very concerned about the movement trajectory of the virtual projectiles. As long as the virtual projectiles can hit the target object, it is sufficient. Therefore, in this mode, the ray detection frequency can be reduced.

[0105] In an exemplary embodiment, the motion trajectory influencing factors include the current interaction mode. In this case, the process of displaying the motion trajectory of the virtual projectile according to the motion trajectory influencing factors of the virtual projectile includes: in response to the current interaction mode being the first interaction mode, displaying the fifth motion trajectory of the virtual projectile; in response to the current interaction mode being the second interaction mode, displaying the sixth motion trajectory of the virtual projectile. Among them, the virtual projectile throwing frequency corresponding to the first interaction mode is higher than the virtual projectile throwing frequency corresponding to the second interaction mode, and the sub-trajectory density of the fifth motion trajectory is lower than the sub-trajectory density of the sixth motion trajectory. The virtual projectile throwing frequency corresponding to the interaction mode is used to indicate the number of virtual projectiles thrown simultaneously in the interaction mode.

[0106] Because the higher the frequency of throwing virtual projectiles, the less attention the interactive object pays to the motion trajectory of the virtual projectiles, that is, the lower the precision required for the motion trajectory of the virtual projectiles, so in the first interaction mode, the motion trajectory with a low density of sub-trajectories is displayed, and in the second interaction mode, the motion trajectory with a high density of sub-trajectories is displayed, which is conducive to ensuring that the displayed motion trajectory has a high degree of match with the expected motion trajectory. It should be noted that the first interaction mode and the second interaction mode can be flexibly set according to actual conditions, and this embodiment of the application does not limit this.

[0107] For example, the fifth motion trajectory displayed in the first interaction mode may be as follows: Figure 6 As shown in 601, the motion trajectory displayed in the second interactive mode can be as follows Figure 5 As shown in 501, Figure 5 The sub-trajectories of the trajectory shown in 501 are denser than Figure 6 The density of the sub-trajectory of the trajectory shown in 601, that is, Figure 5 The accuracy of the trajectory shown in 501 is higher than Figure 6 Based on this display method, the visual effect of the motion trajectory of the virtual projectile displayed in the first interaction mode is weaker than the visual effect of the motion trajectory of the virtual projectile displayed in the second interaction mode, which is beneficial to avoid the visual interference of the motion trajectory of a large number of virtual projectiles on the interactive objects, thereby improving the interaction rate.

[0108] Based on the above analysis, it can be seen that the six sub-factors of the type of virtual projectile, the type of virtual object that throws the virtual projectile, the distance between the starting point of the virtual projectile and the virtual object, the current display frame rate of the virtual environment image, the current image quality of the virtual environment image, and the current interaction mode can all have a certain degree of influence on the determination process of the ray detection frequency, and thus affect the displayed motion trajectory. Among the factors affecting the motion trajectory of the virtual projectile, specifically which sub-factor or factors among the type of virtual projectile, type of virtual object, distance, current display frame rate, current image quality, and current interaction mode are set based on experience or flexibly adjusted according to actual conditions, and this is not limited in the embodiments of the present application.

[0109] In one possible implementation, the process of displaying the motion trajectory of a virtual projectile based on the motion trajectory influencing factors of the virtual projectile includes: determining the motion trajectory points of the virtual projectile based on a target ray detection frequency that matches the motion trajectory influencing factors of the virtual projectile; and displaying the motion trajectory of the virtual projectile generated based on the motion trajectory points.

[0110] Before determining the motion trajectory points of the virtual projectile, it is necessary to first determine the target ray detection frequency that matches the motion trajectory influencing factors of the virtual projectile. The target ray detection frequency is used to indicate the number of ray detections per unit time. For example, the target ray detection frequency can be expressed as 15 times / second. The process of determining the target ray detection frequency that matches the motion trajectory influencing factors of the virtual projectile can be executed by the server or by the target terminal, and the embodiments of the present application do not limit this. In the case where the process of determining the target ray detection frequency that matches the motion trajectory influencing factors of the virtual projectile is executed by the server, the target ray detection frequency is sent by the server to the target terminal.

[0111] Before determining the target ray detection frequency that matches the virtual projectile's trajectory influencing factors, the virtual projectile's trajectory influencing factors must be obtained. If the process of determining the target ray detection frequency that matches the virtual projectile's trajectory influencing factors is performed by a server, the virtual projectile's trajectory influencing factors are determined by the server through interaction with relevant terminals.

[0112] In the case where the process of determining the target ray detection frequency that matches the factors affecting the motion trajectory of the virtual projectile is performed by the target terminal, in an exemplary embodiment, if the throwing operation of the virtual projectile is obtained locally by the target terminal, the target terminal can identify the type of the virtual projectile and use the type used to indicate that the virtual object is a local virtual object as the type of the virtual object. The target terminal can also identify the distance between the throwing starting point of the virtual projectile and the virtual object. If the throwing operation of the virtual projectile is sent to the target terminal by the server, the server will also send relevant information indicating the type of the virtual projectile, the type of the virtual object that throws the virtual projectile, and the distance between the throwing starting point of the virtual projectile and the virtual object at the same time as sending the throwing operation of the virtual projectile, so that the target terminal can parse the type of the virtual projectile, the type of the virtual object that throws the virtual projectile, and the distance between the throwing starting point of the virtual projectile and the virtual object. The current display frame rate of the virtual environment screen, the current image quality of the virtual environment screen, and the current interaction mode are related to the actual situation of the target application running on the target terminal, and the target terminal can identify them by itself.

[0113] The principle by which the target terminal determines the target ray detection frequency that matches the factors influencing the motion trajectory of a virtual projectile is the same as the principle by which the server determines the target ray detection frequency that matches the factors influencing the motion trajectory of a virtual projectile. This embodiment of the present application uses the example of the target terminal determining the target ray detection frequency that matches the factors influencing the motion trajectory of a virtual projectile. Depending on the sub-factors included in the factors influencing the motion trajectory of the virtual projectile, the method for determining the target ray detection frequency that matches the factors influencing the motion trajectory of the virtual projectile will also vary.

[0114] In an exemplary embodiment, the target terminal determines the target ray detection frequency that matches the factors affecting the motion trajectory of the virtual projectile as follows: the target terminal determines the target ray detection frequency that matches the factors affecting the motion trajectory of the virtual projectile based on at least one of the type of the virtual projectile, the type of the virtual object, the distance, the current display frame rate, the current image quality, and the current interaction mode.

[0115] In an exemplary embodiment, the target terminal stores the correspondence between each candidate virtual throwing object type and the ray detection frequency, the correspondence between each candidate virtual object type and the ray detection frequency, the correspondence between each candidate distance and the ray detection frequency, the correspondence between each candidate display frame rate and the ray detection frequency, the correspondence between each candidate image quality and the ray detection frequency, and the correspondence between each candidate interaction mode and the ray detection frequency.

[0116] In an exemplary embodiment, if the factors influencing the trajectory of a virtual projectile include the type of virtual projectile, the type of virtual object that throws the virtual projectile, the distance between the starting point of the virtual projectile and the virtual object, the current display frame rate of the virtual environment screen, the current image quality of the virtual environment screen, and a sub-factor from the current interaction mode, the ray detection frequency corresponding to the sub-factor can be searched from the corresponding relationship associated with the sub-factor, and the searched ray detection frequency can be used as the target ray detection frequency. For example, if the factors influencing the trajectory of a virtual projectile include the sub-factor of the type of virtual projectile, the ray detection frequency corresponding to the type of virtual projectile can be searched from the corresponding relationship between each virtual projectile type and ray detection frequency.

[0117] In an exemplary embodiment, if the factors affecting the motion trajectory of the virtual projectile include the type of the virtual projectile, the type of the virtual object that throws the virtual projectile, the distance between the starting point of the virtual projectile and the virtual object, the current display frame rate of the virtual environment screen, the current image quality of the virtual environment screen, and multiple sub-factors in the current interaction mode, then the ray detection frequency corresponding to each sub-factor can be found from the corresponding relationship related to each sub-factor, and then the target ray detection frequency can be determined based on each ray detection frequency found. Exemplarily, the minimum ray detection frequency among the ray detection frequencies found is used as the target ray detection frequency. Exemplarily, the weighted average of the ray detection frequencies found is used as the target ray detection frequency. In the process of calculating the weighted average, the weights corresponding to the ray detection frequencies are set based on experience or flexibly adjusted based on actual conditions. This is not limited in the embodiments of the present application.

[0118] Exemplarily, taking the example that the factors affecting the motion trajectory of a virtual projectile include the type of the virtual projectile, the type of the virtual object that throws the virtual projectile, the distance between the throwing starting point of the virtual projectile and the virtual object, the current display frame rate of the virtual environment screen, the current image quality of the virtual environment screen, and the current interaction mode, the process of determining the target ray detection frequency includes: determining the ray detection frequency corresponding to the type of virtual projectile, the ray detection frequency corresponding to the type of virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality, and the ray detection frequency corresponding to the current interaction mode; based on the ray detection frequency corresponding to the type of virtual projectile, the ray detection frequency corresponding to the type of virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality, and the ray detection frequency corresponding to the current interaction mode, determining the target ray detection frequency that matches the factors affecting the motion trajectory of the virtual projectile.

[0119] The ray detection frequency corresponding to the type of virtual projectile, the ray detection frequency corresponding to the type of virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality, and the ray detection frequency corresponding to the current interaction mode can all be queried from the corresponding correspondence. Exemplarily, the minimum ray detection frequency among the ray detection frequency corresponding to the type of virtual projectile, the ray detection frequency corresponding to the type of virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality, and the ray detection frequency corresponding to the current interaction mode can be used as the target ray detection frequency. Exemplarily, the weighted average of the ray detection frequency corresponding to the type of virtual projectile, the ray detection frequency corresponding to the type of virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality, and the ray detection frequency corresponding to the current interaction mode can also be used as the target ray detection frequency.

[0120] In an exemplary embodiment, the target terminal may only store corresponding relationships related to some sub-factors, or may not store corresponding relationships related to any sub-factors. In this case, the target ray detection frequency can be determined based on some pre-set ray detection frequency determination method. In an exemplary embodiment, the target terminal may also store corresponding relationships related to multiple sub-factors, for example, corresponding relationships of each candidate virtual throwing object type - each candidate image quality - each candidate interaction mode - ray detection frequency, or another example, corresponding relationships of each candidate image quality - each candidate interaction mode - ray detection frequency. This allows the ray detection frequencies corresponding to multiple sub-factors to be queried from a single corresponding relationship.

[0121] In an exemplary embodiment, the target terminal also stores the scoring rules for each sub-factor and the corresponding relationship between the score and the radiation detection frequency. In this case, each sub-factor in the motion trajectory influencing factor can be scored separately to obtain the score corresponding to each sub-factor. Then, a weighted average is performed on each score, and the radiation detection frequency corresponding to the weighted average score is queried. Exemplarily, the weights of the scores corresponding to each sub-factor in the weighted averaging process are set based on experience or flexibly adjusted according to actual conditions, and this embodiment of the application is not limited to this.

[0122] In an exemplary embodiment, when the factors affecting the motion trajectory of the virtual projectile include the type of virtual object that throws the virtual projectile, the current display frame rate of the virtual environment screen, the current image quality of the virtual environment screen, and the current interaction mode, the process of determining the target ray detection frequency includes the following steps 1 to 3.

[0123] Step 1: Determine the first ray detection frequency that matches the current image quality and the current interaction mode.

[0124] The first ray detection frequency is a ray detection frequency that matches the current image quality and the current interaction mode. The first ray detection frequency that matches the current image quality and the current interaction mode can be determined based on experience and is not limited in this embodiment of the present application.

[0125] In an exemplary embodiment, the method for determining the first ray detection frequency is: according to the correspondence between each candidate image quality and the ray detection frequency, query the ray detection frequency corresponding to the current image quality; according to the correspondence between each candidate interaction mode and the ray detection frequency, query the ray detection frequency corresponding to the current interaction mode; based on the ray detection frequency corresponding to the current image quality and the ray detection frequency corresponding to the current interaction mode, determine the first ray detection frequency.

[0126] Exemplarily, based on the ray detection frequency corresponding to the current image quality and the ray detection frequency corresponding to the current interaction mode, the first ray detection frequency may be determined by taking the minimum of the ray detection frequencies corresponding to the current image quality and the current interaction mode as the first ray detection frequency. Exemplarily, based on the ray detection frequency corresponding to the current image quality and the ray detection frequency corresponding to the current interaction mode, the first ray detection frequency may also be determined by taking a weighted average of the ray detection frequencies corresponding to the current image quality and the current interaction mode, and taking the ray detection frequency obtained by the weighted average as the first ray detection frequency.

[0127] In an exemplary embodiment, the first ray detection frequency is determined as follows: in the correspondence between each candidate image quality-each candidate interaction mode-ray detection frequency, the ray detection frequency corresponding to the current image quality and the current interaction mode is queried, and the ray detection frequency is used as the first ray detection frequency.

[0128] In an exemplary embodiment, the first ray detection frequency is determined as follows: the target terminal calculates the score corresponding to the current image quality and the score corresponding to the current interaction mode, and performs weighted average on the calculated scores to obtain the target score; in the correspondence between the score and the ray detection frequency, the ray detection frequency corresponding to the target score is queried, and the ray detection frequency is used as the first ray detection frequency.

[0129] Step 2: Determine a second ray detection frequency based on the type of the virtual object and the first ray detection frequency.

[0130] After determining the first ray detection frequency, a second ray detection frequency is determined based on the type of the virtual object and the first ray detection frequency. Since the first ray detection frequency is a ray detection frequency that matches the current image quality and the current interaction mode, the second ray detection frequency determined based on the type of the virtual object and the first ray detection frequency can be considered a ray detection frequency that matches the current image quality, the current interaction mode, and the type of the virtual object.

[0131] In one possible implementation, the second ray detection frequency is determined based on the type of the virtual object and the first ray detection frequency: in response to the virtual object type indicating that the virtual object is a local virtual object, the first ray detection frequency is used as the second ray detection frequency; in response to the virtual object type indicating that the virtual object is not a local virtual object, the first ray detection frequency is reduced by a first amplitude, and the ray detection frequency obtained after the reduction is used as the second ray detection frequency.

[0132] The local virtual object is a virtual object controlled by the target virtual object. The required accuracy of the motion trajectory of the virtual projectile thrown by the local virtual object is relatively high, and a higher ray detection frequency is required to determine the motion trajectory points of the virtual projectile. If the type of the virtual object indicates that the virtual object is a local virtual object, the first ray detection frequency is kept unchanged; if the type of the virtual object indicates that the virtual object is not a local virtual object, the first ray detection frequency is reduced by a first amplitude. The first amplitude is set based on experience or flexibly adjusted according to actual circumstances, and the embodiments of the present application are not limited to this. Exemplarily, reducing the first ray detection frequency by a first amplitude refers to reducing the first ray detection frequency by a first percentage (e.g., 10%, 15%, etc.); exemplarily, reducing the first ray detection frequency by a first amplitude refers to reducing the first ray detection frequency by a first value (e.g., 2, 3, etc.).

[0133] Exemplarily, the first amplitude is related to the type of the virtual object. For example, the first amplitude when the type of the virtual object indicates that the virtual object is a virtual object in the same camp as the local virtual object is smaller than the first amplitude when the type of the virtual object indicates that the virtual object is a virtual object in a different camp from the local virtual object.

[0134] Step 3: Based on the current display frame rate and the second ray detection frequency, determine a target ray detection frequency that matches the factors affecting the motion trajectory of the virtual projectile.

[0135] After determining the second ray detection frequency, a target ray detection frequency is determined based on the current display frame rate of the virtual object environment screen and the second ray detection frequency. Since the second ray detection frequency is a ray detection frequency that matches the current image quality, the current interaction mode, and the type of virtual object, the target ray detection frequency can be considered to be a ray detection frequency that matches the current image quality, the current interaction mode, the type of virtual object, and the current display frame rate, that is, a ray detection frequency that matches the factors that affect the motion trajectory of the virtual projectile.

[0136] In one possible implementation, the target ray detection frequency is determined based on the current display frame rate and the second ray detection frequency as follows: in response to the current display frame rate being the same as the reference display frame rate, the second ray detection frequency is used as the target ray detection frequency; in response to the current display frame rate being less than the reference display frame rate, the second ray detection frequency is reduced by a second amplitude, and the ray detection frequency obtained after the reduction is used as the target ray detection frequency; in response to the current display frame rate being greater than the reference display frame rate, the second ray detection frequency is increased by a third amplitude, and the ray detection frequency obtained after the increase is used as the target ray detection frequency.

[0137] The reference display frame rate is a display frame rate used for comparison with the current display frame rate. Exemplarily, the reference display frame rate is the default display frame rate. Exemplarily, the reference display frame rate is the display frame rate of the virtual environment screen at the moment corresponding to the previous reference duration. The reference duration is set based on experience or flexibly adjusted according to actual circumstances. For example, the reference duration is 3 seconds, or the reference duration is 1 second, etc.

[0138] By comparing the current display frame rate with the reference display frame rate, it is possible to determine how to obtain the target ray detection frequency based on the second ray detection frequency. If the current display frame rate is the same as the reference display frame rate, it means that the current operating performance of the target terminal is relatively stable, and the second ray detection frequency can be left unchanged, and the second ray detection frequency can be directly used as the target ray detection frequency. If the current display frame rate is less than the reference display frame rate, it means that the current operating performance of the target terminal has declined, and the target ray detection frequency can be obtained by reducing the second ray detection frequency by a second amplitude. If the current display frame rate is greater than the reference display frame rate, it means that the current operating performance of the target terminal has improved, and the target ray detection frequency can be obtained by increasing the second ray detection frequency by a third amplitude.

[0139] In an exemplary embodiment, the second amplitude is positively correlated with the magnitude of the reduction in the current display frame rate compared to the reference display frame rate. The greater the magnitude of the reduction in the current display frame rate compared to the reference display frame rate, the greater the second amplitude. This embodiment of the application does not limit the method for determining the second amplitude. Exemplarily, the second amplitude is the same as the magnitude of the reduction in the current display frame rate compared to the reference display frame rate. Exemplarily, the corresponding adjustment amplitude is queried from the corresponding relationship between the reduction amplitude and the adjustment amplitude of the radiation detection frequency, and the queried adjustment amplitude is used as the second amplitude.

[0140] In an exemplary embodiment, the third amplitude is positively correlated with the increase in the current display frame rate compared to the reference display frame rate. The greater the increase in the current display frame rate compared to the reference display frame rate, the greater the third amplitude. This embodiment of the application does not limit the method for determining the third amplitude. Exemplarily, the third amplitude is the same as the increase in the current display frame rate compared to the reference display frame rate. Exemplarily, the corresponding adjustment amplitude is queried from the corresponding relationship between the increase amplitude and the adjustment amplitude of the radiation detection frequency, and the queried adjustment amplitude is used as the third amplitude.

[0141] It should be noted that the second amplitude can be the same as or different from the first amplitude, and this embodiment of the present application does not limit this. The third amplitude can be the same as or different from the first amplitude or the second amplitude, and this embodiment of the present application does not limit this.

[0142] The above process of determining the target ray detection frequency is only an illustrative example, and the embodiments of the present application are not limited thereto. It is sufficient to ensure that the target ray detection frequency is a matching ray detection frequency determined based on the factors affecting the motion trajectory of the virtual projectile.

[0143] Regardless of whether the target ray detection frequency is determined by the target terminal or by the server, the target terminal can obtain the target ray detection frequency that matches the factors affecting the motion trajectory of the virtual projectile. After obtaining the target ray detection frequency that matches the factors affecting the motion trajectory of the virtual projectile, the motion trajectory points of the virtual projectile are determined based on the target ray detection frequency that matches the factors affecting the motion trajectory of the virtual projectile. The target ray detection frequency is used to indicate the number of ray detections per unit time. Each time a ray detection is performed, if the collision condition is not met, a motion trajectory point is determined. In the process of determining the motion trajectory points of the virtual projectile based on the target ray detection frequency, if the collision condition is not met, the number of motion trajectory points determined per unit time is the same as the number of ray detections per unit time indicated by the target ray detection frequency.

[0144] In one possible implementation, the process of determining the motion trajectory points of a virtual projectile based on the target ray detection frequency includes: using the starting point of the virtual projectile's throwing as the starting point of the virtual projectile's motion, and sequentially determining the motion trajectory points of the virtual projectile from the starting point according to the target ray detection frequency until the determined motion trajectory points meet the collision condition. The interval between two adjacent motion trajectory points is the reference duration, which is the ratio of a unit duration to the number of ray detections per unit duration as indicated by the target ray detection frequency. For example, if the target ray detection frequency indicates 30 detections per second, the reference duration is 1 / 30 of a second.

[0145] That is to say, starting from the starting point of the movement, if a movement trajectory point determined according to the target ray detection frequency does not meet the collision condition, then continue to determine the next movement trajectory point according to the target ray detection frequency, and so on, until the determined movement trajectory point meets the collision condition, then terminate the process of determining the movement trajectory point of the virtual projectile.

[0146] In an exemplary embodiment, determining whether a motion trajectory point meets a collision condition is accomplished through ray detection, which includes: emitting a detection line at a motion trajectory point; determining that the motion trajectory point meets the collision condition if the detection result of the detection line meets a reference condition; and determining that the motion trajectory point does not meet the collision condition if the detection result of the detection line does not meet the reference condition. It should be noted that the detection line is not displayed on the screen of the virtual environment.

[0147] Exemplarily, emitting a detection line at a point on a motion trajectory may refer to emitting a detection line at the point on the motion trajectory along the direction of motion, or may refer to emitting a detection line at the point on the motion trajectory along multiple directions whose absolute value of the angle with the direction of motion is not greater than the angle threshold, and the embodiments of the present application do not limit this. In other words, one or more detection lines may be emitted at the point on the motion trajectory. In the case where multiple detection lines are emitted at the point on the motion trajectory, the detection result of the detection line meeting the reference condition may refer to the detection result of one detection line meeting the reference condition, or may refer to the detection results of all detection lines meeting the reference condition, and the embodiments of the present application do not limit this.

[0148] The embodiments of the present application are described by taking the example of emitting a detection line at a point in the motion trajectory along the direction of motion as an example. Exemplarily, the detection line is a ray starting from the point in the motion trajectory, and the method for determining whether the detection result of the detection line meets the reference condition is as follows: in response to the distance between the virtual obstacle detected by the ray and the point in the motion trajectory being no greater than a distance threshold, the detection result of the detection line is determined to meet the reference condition. In response to the distance between the virtual obstacle detected by the ray and the point in the motion trajectory being greater than the distance threshold, the detection result of the detection line is determined to not meet the reference condition. A virtual obstacle refers to an object in the virtual environment that will hinder the movement of a virtual projectile. The distance threshold is set based on experience or flexibly adjusted according to actual conditions, and this embodiment of the present application is not limited to this. The distance between the virtual obstacle detected by the ray and the point in the motion trajectory can refer to the distance between the center point of the virtual obstacle detected by the ray and the point in the motion trajectory, or it can refer to the distance between an edge point of the virtual obstacle detected by the ray and the point in the motion trajectory, etc., and this embodiment of the present application is not limited to this.

[0149] Exemplarily, the detection line is a line segment of a reference length starting from the one motion trajectory point, and the method for determining whether the detection result of the detection line meets the reference condition is: in response to the line segment detecting a virtual obstacle, determining that the detection result of the detection line meets the reference condition; in response to the line segment not detecting the virtual obstacle, determining that the detection result of the detection line does not meet the reference condition. The reference length is set based on experience or flexibly adjusted according to actual conditions, and the embodiments of the present application do not limit this. Exemplarily, the line segment detecting a virtual obstacle means that the line segment intersects with the contour line of the virtual obstacle.

[0150] If it is determined that the detection result of the detection line meets the reference condition, it is considered that the virtual projectile will collide with the virtual obstacle when it moves to this motion trajectory point. At this time, it is determined that this motion trajectory point meets the collision condition, and the subsequent motion trajectory points are no longer determined; if it is determined that the detection result of the detection line does not meet the reference condition, it is considered that the virtual projectile will not collide with the virtual obstacle when it moves to this motion trajectory point. At this time, it is determined that this motion trajectory point does not meet the collision condition, and the subsequent motion trajectory points are continued to be determined.

[0151] The interval between two adjacent motion trajectory points is the reference duration. The latter of the two adjacent motion trajectory points can be calculated based on the motion speed, motion acceleration, motion direction, and reference duration corresponding to the former of the two virtual adjacent motion trajectory points. The calculation method is related to the shape of the motion trajectory, and the embodiments of the present application do not limit this. For example, when a throwing operation of a virtual projectile is obtained, the position of the virtual projectile at each time point from the throwing starting point can be predicted, and then the corresponding motion trajectory points can be extracted from the position points at each time point according to the interval duration. This method does not require real-time calculation.

[0152] When a motion trajectory point meets the collision condition, the target terminal can obtain the location information where the collision is expected to occur, and then synchronize the location information where the collision is expected to occur to the server, so that the server synchronizes the location information where the collision is expected to occur to other servers. In some embodiments, if the function of the virtual projectile is to explode or release at the location where the collision occurs, the target terminal can display a rendering screen of the explosion or release function when the virtual projectile moves to a motion trajectory point that meets the collision condition. In some embodiments, if the virtual projectile will rebound at a virtual obstacle, the target terminal can calculate the rebound direction and rebound speed, etc., and synchronize the calculated rebound direction and rebound speed to the server, so that the server synchronizes the rebound direction and rebound speed to other terminals. When the virtual projectile moves to a motion trajectory point that meets the collision condition, the target terminal can display a rendering screen of the rebound process.

[0153] For example, the virtual projectile may collide with some virtual obstacles during the movement. During the movement, a small distance detection line is emitted forward at each point of the movement trajectory, and the collision is judged based on the small distance detection line. Figure 9 As shown, a detection line AB is launched at position A. For example, taking a virtual projectile moving along a parabolic trajectory, the direction and speed of detection line AB continuously change as the virtual projectile moves. For example, the direction of detection line AB is parallel to the tangent of the parabola. When detection line AB detects a virtual obstacle, it can obtain information about the detected virtual obstacle and then calculate the collision position, rebound direction, and rebound speed. The calculated collision position, rebound direction, and rebound speed information are then synchronized to the server, which in turn synchronizes the collision position, rebound direction, and rebound speed information to other terminals, allowing them to promptly adjust the trajectory of the virtual projectile.

[0154] The number of motion trajectory points determined based on the target ray detection frequency is related to the actual situation of the virtual environment in which the virtual projectile is located, and is not limited in this embodiment of the present application. In an exemplary embodiment, each time a motion trajectory point is determined, relevant information about the motion trajectory point is recorded, such as the location information of the motion trajectory point and the timestamp corresponding to the motion trajectory point.

[0155] A sub-trajectory can be generated based on each motion trajectory point. The motion trajectory of the virtual projectile generated based on the motion trajectory point is a motion trajectory composed of sub-trajectories generated based on each motion trajectory point. The method of generating a sub-trajectory based on a motion trajectory point is related to the setting of the target application and the type of virtual projectile, etc., and the embodiment of the present application does not limit this. For example, in the case where the virtual projectile is a virtual projectile that moves along a parabola, a sub-trajectory generated based on a motion trajectory point is a section of a parabolic trajectory (such as a sub-trajectory that constitutes a parabolic trajectory). Figure 5 A section of the trajectory shown in 501, or a section of the trajectory shown in 501 Figure 6 A section of the trajectory shown as 601 in FIG).

[0156] For example, a sub-track generated from a single motion trajectory point is displayed in one frame of the virtual environment, while sub-tracks generated from different motion trajectory points are displayed in different frames of the virtual environment. For example, the sub-tracks generated from different motion trajectory points have different visual effects to enhance realism.

[0157] For example, each motion trajectory point corresponds to a timestamp, and each timestamp can correspond to a frame of the virtual environment. The motion trajectory generated based on the motion trajectory point is displayed in the virtual environment frame by displaying a sub-trajectory generated based on the first motion trajectory point in the frame of the virtual environment corresponding to the first timestamp. The first timestamp is the timestamp corresponding to the first motion trajectory point, and the first motion trajectory point is any one of the determined motion trajectory points. By sequentially displaying the sub-trajectories generated based on the various motion trajectory points, the motion trajectory of the virtual projectile is displayed.

[0158] In an exemplary embodiment, after a motion trajectory point of a virtual projectile is determined based on the target ray detection frequency, when the timestamp corresponding to the motion trajectory point is reached, regardless of whether the next motion trajectory point is determined, the sub-trajectory generated based on the motion trajectory point is displayed in a frame of the virtual environment corresponding to the timestamp.

[0159] In an exemplary embodiment, the process of generating a sub-trajectory based on a motion trajectory point is performed simultaneously with the process of generating a rendering image of other elements in the virtual environment. That is, in a frame of the virtual environment, in addition to displaying the sub-trajectory generated based on the motion trajectory point corresponding to the timestamp corresponding to the timestamp of the frame of the virtual environment, various other elements that should be displayed at the timestamp (such as virtual objects, virtual buildings, etc.) are also displayed.

[0160] In an exemplary embodiment, the display process of the motion trajectory is as follows Figure 10 As shown. In response to the throwing operation of the virtual throwing object, the first ray detection frequency is determined according to the current image quality and the current interaction mode. According to the type of the virtual object that throws the virtual throwing object, it is determined whether the virtual object is a local virtual object; if the virtual object is a local virtual object, the first ray detection frequency is kept unchanged, and the first ray detection frequency is used as the second ray detection frequency; if the virtual object is not a local virtual object, the first ray detection frequency is reduced by a first amplitude to obtain the second ray detection frequency. Throw the virtual throwing object and determine whether the current display frame rate of the virtual environment screen has changed relative to the reference display frame rate. If the current display frame rate has not changed relative to the reference display frame rate, the second ray detection frequency is not adjusted, and the second ray detection frequency is used as the target ray detection frequency; if the current display frame rate has changed relative to the reference display frame rate, the second ray detection frequency is reduced or increased according to the change of the current display frame rate relative to the reference display frame rate to obtain the target ray detection frequency.

[0161] The virtual projectile's trajectory is determined based on the target ray detection frequency, and a determination is made as to whether the trajectory point meets the collision condition. If the trajectory point does not meet the collision condition, further trajectory determination is performed, and a trajectory generated based on the trajectory point is displayed on the virtual environment screen to achieve the visual effect of the virtual projectile moving in the virtual environment. If the trajectory point meets the collision condition, an explosion effect is displayed on the virtual environment screen when the virtual projectile moves to the trajectory point.

[0162] It should be noted that the embodiments of the present application are described using a single virtual projectile as an example. If the target terminal simultaneously obtains multiple virtual projectile throwing operations, the target terminal can refer to the methods provided in the embodiments of the present application and determine the motion trajectory points of each virtual projectile in accordance with the methods provided in the embodiments of the present application. The motion trajectories generated based on the motion trajectory points of each virtual projectile are then displayed in the virtual environment. In this case, the motion trajectories corresponding to multiple virtual projectiles can be displayed simultaneously in a single frame of the virtual environment.

[0163] The motion trajectory display method provided in the embodiment of the present application realizes the display of the motion trajectory of the virtual projectile based on the motion trajectory influencing factors of the virtual projectile. The displayed motion trajectory is obtained based on the consideration of the motion trajectory influencing factors of the virtual projectile, and has a high degree of match with the expected motion trajectory of the virtual projectile. The display effect of the motion trajectory is good, which is conducive to improving the human-computer interaction rate.

[0164] See also Figure 11 , an embodiment of the present application provides a motion trajectory display device, the device comprising:

[0165] Display unit 1101, used to display the virtual environment screen;

[0166] The display unit 1101 is also used to respond to the throwing operation of the virtual projectile in the virtual environment, and display the motion trajectory of the virtual projectile in the picture of the virtual environment according to the factors affecting the motion trajectory of the virtual projectile; wherein the factors affecting the motion trajectory include at least one of the type of virtual projectile, the type of virtual object that throws the virtual projectile, the distance between the throwing starting point of the virtual projectile and the virtual object, the current display frame rate of the picture of the virtual environment, the current picture quality of the picture of the virtual environment, and the current interaction mode.

[0167] In one possible implementation, the factors affecting the motion trajectory include the type of the virtual projectile; the display unit 1101 is further used to display a first motion trajectory of the virtual projectile in response to the type of the virtual projectile indicating that the virtual projectile moves in a straight line; and to display a second motion trajectory of the virtual projectile in response to the type of the virtual projectile indicating that the virtual projectile moves in a parabola; wherein the sub-trajectory density of the first motion trajectory is lower than the sub-trajectory density of the second motion trajectory.

[0168] In one possible implementation, the motion trajectory influencing factors include the type of the virtual object; the display unit 1101 is further used to display a third motion trajectory of the virtual projectile in response to the virtual object type indicating that the virtual object is a local virtual object; and to display a fourth motion trajectory of the virtual projectile in response to the virtual object type indicating that the virtual object is not a local virtual object; wherein the sub-trajectory density of the third motion trajectory is higher than the sub-trajectory density of the fourth motion trajectory.

[0169] In one possible implementation, the factors affecting the motion trajectory include the current interaction mode; the display unit 1101 is further used to display the fifth motion trajectory of the virtual projectile in response to the current interaction mode being the first interaction mode; and to display the sixth motion trajectory of the virtual projectile in response to the current interaction mode being the second interaction mode; wherein the virtual projectile throwing frequency corresponding to the first interaction mode is higher than the virtual projectile throwing frequency corresponding to the second interaction mode, and the sub-trajectory density of the fifth motion trajectory is lower than the sub-trajectory density of the sixth motion trajectory.

[0170] In one possible implementation, the apparatus further includes:

[0171] a determination unit, configured to determine a point on a motion trajectory of the virtual projectile based on a target ray detection frequency that matches an influencing factor on the motion trajectory of the virtual projectile;

[0172] The display unit 1101 is further configured to display the motion trajectory of the virtual throwing object generated based on the motion trajectory points.

[0173] In one possible implementation, the motion trajectory influencing factors include the type of virtual object, the current display frame rate, the current image quality and the current interaction mode; a determination unit is used to determine a first ray detection frequency that matches the current image quality and the current interaction mode; based on the type of virtual object and the first ray detection frequency, a second ray detection frequency is determined; based on the current display frame rate and the second ray detection frequency, a target ray detection frequency that matches the motion trajectory influencing factors of the virtual projectile is determined.

[0174] In one possible implementation, the determination unit is configured to, in response to the virtual object type indicating that the virtual object is a local virtual object, use the first ray detection frequency as the second ray detection frequency; in response to the virtual object type indicating that the virtual object is not a local virtual object, reduce the first ray detection frequency by a first amplitude, and use the ray detection frequency obtained after the reduction as the second ray detection frequency.

[0175] In one possible implementation, the determination unit is used to, in response to the current display frame rate being the same as the reference display frame rate, use the second ray detection frequency as the target ray detection frequency; in response to the current display frame rate being less than the reference display frame rate, reduce the second ray detection frequency by a second amplitude, and use the ray detection frequency obtained after the reduction as the target ray detection frequency; in response to the current display frame rate being greater than the reference display frame rate, increase the second ray detection frequency by a third amplitude, and use the ray detection frequency obtained after the increase as the target ray detection frequency.

[0176] In one possible implementation, the motion trajectory influencing factors include the type of virtual projectile, the type of virtual object, the distance, the current display frame rate, the current image quality and the current interaction mode; the determination unit is used to determine the ray detection frequency corresponding to the type of virtual projectile, the ray detection frequency corresponding to the type of virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality and the ray detection frequency corresponding to the current interaction mode; the minimum ray detection frequency among the ray detection frequency corresponding to the type of virtual projectile, the ray detection frequency corresponding to the type of virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality and the ray detection frequency corresponding to the current interaction mode is used as the target ray detection frequency that matches the motion trajectory influencing factors of the virtual projectile.

[0177] In one possible implementation, the determination unit is used to use the throwing starting point of the virtual projectile as the movement starting point of the virtual projectile, and determine the movement trajectory points of the virtual projectile in sequence from the movement starting point according to the target ray detection frequency until the determined movement trajectory points meet the collision condition; wherein, the interval length between two adjacent movement trajectory points is the reference length, and the reference length is the ratio of the unit length to the number of ray detections within the unit length indicated by the target ray detection frequency.

[0178] In a possible implementation, the determination unit is further configured to emit a detection line at a point on the motion trajectory, and determine that a point on the motion trajectory satisfies a collision condition in response to a detection result of the detection line satisfying a reference condition.

[0179] In one possible implementation, the detection line is a ray starting from a motion trajectory point, and the determination unit is further used to determine that the detection result of the detection line meets the reference condition in response to the distance between the virtual obstacle detected by the ray and the motion trajectory point being not greater than a distance threshold.

[0180] In a possible implementation, the detection line is a line segment of a reference length starting from a motion trajectory point, and the determination unit is further configured to determine, in response to the line segment detecting a virtual obstacle, whether a detection result of the detection line meets a reference condition.

[0181] In one possible implementation, the display unit 1101 is further configured to respond to an aiming operation of the virtual projectile by displaying a predicted trajectory line that matches the aiming operation in the virtual environment screen, where the predicted trajectory line is configured to indicate a predicted motion trajectory of the virtual projectile.

[0182] The motion trajectory display device provided in the embodiment of the present application realizes the display of the motion trajectory of the virtual projectile based on the motion trajectory influencing factors of the virtual projectile. The displayed motion trajectory is obtained based on the consideration of the motion trajectory influencing factors of the virtual projectile, and has a high degree of match with the expected motion trajectory of the virtual projectile. The display effect of the motion trajectory is good, which is conducive to improving the human-computer interaction rate.

[0183] It should be noted that the apparatus provided in the above embodiments is merely illustrated by the division of the above functional units when implementing its functions. In actual applications, the above functions can be assigned to different functional units as needed, that is, the internal structure of the device can be divided into different functional units to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0184] Figure 12 This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application. The terminal may be a PC, mobile phone, smartphone, PDA, wearable device, handheld portable gaming device, PPC, tablet computer, smart car computer, smart TV, smart speaker, or vehicle-mounted terminal. The terminal may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar terminology.

[0185] Typically, the terminal includes: a processor 1201 and a memory 1202 .

[0186] The processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1201 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1201 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1201 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1201 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0187] The memory 1202 may include one or more computer-readable storage media, which may be non-transitory. The memory 1202 may also include a high-speed random access memory and a non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1202 is used to store at least one instruction, which is executed by the processor 1201 to enable the terminal to implement the motion trajectory display method provided in the method embodiment of the present application.

[0188] In some embodiments, the terminal may optionally include a peripheral device interface 1203 and at least one peripheral device. The processor 1201, memory 1202, and peripheral device interface 1203 may be connected via a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1203 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1204, a display screen 1205, a camera assembly 1206, an audio circuit 1207, and a power supply 1208.

[0189] The peripheral device interface 1203 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1201 and the memory 1202. In some embodiments, the processor 1201, the memory 1202, and the peripheral device interface 1203 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1201, the memory 1202, and the peripheral device interface 1203 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0190] The RF circuit 1204 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1204 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1204 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1204 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1204 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, metropolitan area networks, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1204 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.

[0191] Display screen 1205 is used to display a user interface (UI). This UI may include graphics, text, icons, videos, or any combination thereof. If display screen 1205 is a touchscreen display, it is also capable of collecting touch signals on or above the surface of display screen 1205. These touch signals can be input as control signals to processor 1201 for processing. Display screen 1205 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, display screen 1205 may be a single display screen, located on the front panel of the terminal. In other embodiments, display screen 1205 may be at least two, located on different surfaces of the terminal or in a foldable design. In still other embodiments, display screen 1205 may be a flexible display screen, located on a curved or foldable surface of the terminal. Display screen 1205 can also be configured as a non-rectangular, irregular shape, also known as a special-shaped screen. Display screen 1205 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0192] The camera assembly 1206 is used to capture images or videos. Optionally, the camera assembly 1206 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1206 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0193] The audio circuit 1207 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals to be input into the processor 1201 for processing, or input into the radio frequency circuit 1204 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, each disposed at different parts of the terminal. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert electrical signals from the processor 1201 or the radio frequency circuit 1204 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1207 may also include a headphone jack.

[0194] Power supply 1208 is used to power various components in the terminal. Power supply 1208 can be AC ​​power, DC power, disposable batteries, or rechargeable batteries. When power supply 1208 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.

[0195] In some embodiments, the terminal further includes one or more sensors 1209 , including but not limited to: an acceleration sensor 1210 , a gyroscope sensor 1211 , a pressure sensor 1212 , an optical sensor 1213 , and a proximity sensor 1214 .

[0196] The accelerometer 1210 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal. For example, the accelerometer 1210 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1201 can control the display screen 1205 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1210. The accelerometer 1210 can also be used to collect game or user motion data.

[0197] The gyroscope sensor 1211 can detect the terminal's body orientation and rotation angle. It can also work with the accelerometer 1210 to collect the user's 3D movements of the terminal. Based on the data collected by the gyroscope sensor 1211, the processor 1201 can implement the following functions: motion sensing (such as changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0198] The pressure sensor 1212 can be set in the side frame of the terminal and / or the lower layer of the display screen 1205. When the pressure sensor 1212 is set in the side frame of the terminal, it can detect the user's grip signal of the terminal, and the processor 1201 performs left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 1212. When the pressure sensor 1212 is set in the lower layer of the display screen 1205, the processor 1201 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 1205. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0199] Optical sensor 1213 is used to detect ambient light intensity. In one embodiment, processor 1201 can control the display brightness of display screen 1205 based on the ambient light intensity detected by optical sensor 1213. Specifically, when the ambient light intensity is high, the display brightness of display screen 1205 is increased; when the ambient light intensity is low, the display brightness of display screen 1205 is decreased. In another embodiment, processor 1201 can also dynamically adjust the shooting parameters of camera assembly 1206 based on the ambient light intensity detected by optical sensor 1213.

[0200] Proximity sensor 1214, also known as a distance sensor, is typically located on the front panel of the terminal. Proximity sensor 1214 is used to detect the distance between the user and the front of the terminal. In one embodiment, when proximity sensor 1214 detects that the distance between the user and the front of the terminal is gradually decreasing, processor 1201 controls display screen 1205 to switch from the screen-on state to the screen-off state. When proximity sensor 1214 detects that the distance between the user and the front of the terminal is gradually increasing, processor 1201 controls display screen 1205 to switch from the screen-off state to the screen-on state.

[0201] Those skilled in the art will understand that Figure 12 The structure shown in the figure does not constitute a limitation on the terminal, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0202] In an exemplary embodiment, a computer device is further provided, comprising a processor and a memory, wherein the memory stores at least one computer program. The at least one computer program is loaded and executed by one or more processors to enable the computer device to implement any of the above-mentioned motion trajectory display methods.

[0203] In an exemplary embodiment, a computer-readable storage medium is further provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor of a computer device to enable the computer to implement any of the above-mentioned motion trajectory display methods.

[0204] In one possible implementation, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, and the like.

[0205] In an exemplary embodiment, a computer program product is further provided. The computer program product includes a computer program or computer instructions. The computer program or computer instructions are loaded and executed by a processor to enable a computer to implement any of the above-mentioned motion trajectory display methods.

[0206] It should be noted that the terms "first," "second," and the like in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. The implementations described in the above exemplary embodiments do not represent all implementations consistent with the present application. Instead, they are merely examples of devices and methods consistent with certain aspects of the present application, as detailed in the appended claims.

[0207] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.

[0208] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A method for displaying a motion trajectory, characterized in that: The method comprises: Displaying a picture of a virtual environment; In response to a throwing operation of a virtual projectile in the virtual environment, a throwing starting point of the virtual projectile is used as a movement starting point of the virtual projectile, and starting from the movement starting point, the movement trajectory points of the virtual projectile are sequentially determined according to a target ray detection frequency that matches a movement trajectory influencing factor of the virtual projectile until the determined movement trajectory points meet a collision condition; the interval between two adjacent movement trajectory points is a reference duration, and the reference duration is a ratio of a unit duration to the number of ray detections within the unit duration as indicated by the target ray detection frequency; Displaying, in the screen of the virtual environment, a motion trajectory of the virtual throwing object generated based on the motion trajectory points of the virtual throwing object; Among them, the motion trajectory influencing factors include at least one of the type of the virtual projectile, the type of the virtual object that throws the virtual projectile, the distance between the throwing starting point of the virtual projectile and the virtual object, the current display frame rate of the virtual environment screen, the current picture quality of the virtual environment screen, and the current interaction mode.

2. The method according to claim 1, characterized in that The motion trajectory influencing factors include the type of the virtual throwing object; In response to the type indication of the virtual projectile, the virtual projectile moves along a straight line, and the motion trajectory of the virtual projectile is a first motion trajectory of the virtual projectile; In response to the type indication of the virtual projectile, the virtual projectile moves along a parabola, and the motion trajectory of the virtual projectile is a second motion trajectory of the virtual projectile; The density of the sub-trajectories of the first motion trajectory is lower than the density of the sub-trajectories of the second motion trajectory.

3. The method according to claim 1, characterized in that The motion trajectory influencing factors include the type of the virtual object; In response to the type indication of the virtual object, the virtual object is a local virtual object, and the motion trajectory of the virtual projectile is a third motion trajectory of the virtual projectile; In response to the type of the virtual object indicating that the virtual object is not the local virtual object, the motion trajectory of the virtual projectile is a fourth motion trajectory of the virtual projectile; The density of the sub-trajectories of the third motion trajectory is higher than the density of the sub-trajectories of the fourth motion trajectory.

4. The method according to claim 1, wherein The motion trajectory influencing factors include the current interaction mode; In response to the current interaction mode being the first interaction mode, the motion trajectory of the virtual projectile being the fifth motion trajectory of the virtual projectile; In response to the current interaction mode being the second interaction mode, the motion trajectory of the virtual projectile being a sixth motion trajectory of the virtual projectile; The frequency of throwing virtual projectiles corresponding to the first interaction mode is higher than the frequency of throwing virtual projectiles corresponding to the second interaction mode, and the density of sub-trajectories of the fifth motion trajectory is lower than the density of sub-trajectories of the sixth motion trajectory.

5. The method according to claim 1, characterized in that The motion trajectory influencing factors include the type of the virtual object, the current display frame rate, the current image quality and the current interaction mode; The method further comprises: determining a first ray detection frequency that matches the current image quality and the current interaction mode; determining a second ray detection frequency based on the type of the virtual object and the first ray detection frequency; The target ray detection frequency is determined based on the current display frame rate and the second ray detection frequency.

6. The method according to claim 5, characterized in that The determining the second ray detection frequency based on the type of the virtual object and the first ray detection frequency includes: In response to the type of the virtual object indicating that the virtual object is a local virtual object, using the first ray detection frequency as the second ray detection frequency; In response to the virtual object type indicating that the virtual object is not the local virtual object, the first ray detection frequency is reduced by a first amplitude, and the ray detection frequency obtained after the reduction is used as the second ray detection frequency.

7. The method according to claim 5, characterized in that The determining the target ray detection frequency based on the current display frame rate and the second ray detection frequency includes: In response to the current display frame rate being the same as the reference display frame rate, using the second ray detection frequency as the target ray detection frequency; In response to the current display frame rate being lower than the reference display frame rate, reducing the second ray detection frequency by a second magnitude, and using the ray detection frequency obtained after the reduction as the target ray detection frequency; In response to the current display frame rate being greater than the reference display frame rate, the second ray detection frequency is increased by a third amplitude, and the ray detection frequency obtained after the increase is used as the target ray detection frequency.

8. The method according to claim 1, characterized in that The motion trajectory influencing factors include the type of the virtual throwing object, the type of the virtual object, the distance, the current display frame rate, the current image quality and the current interaction mode; The method further comprises: Determining a ray detection frequency corresponding to the type of the virtual throwing object, a ray detection frequency corresponding to the type of the virtual object, a ray detection frequency corresponding to the distance, a ray detection frequency corresponding to the current display frame rate, a ray detection frequency corresponding to the current image quality, and a ray detection frequency corresponding to the current interaction mode; The minimum ray detection frequency among the ray detection frequency corresponding to the type of the virtual throwing object, the ray detection frequency corresponding to the type of the virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality, and the ray detection frequency corresponding to the current interaction mode is used as the target ray detection frequency.

9. The method according to claim 1, characterized in that The method further comprises: A detection line is emitted at a point on the motion trajectory, and in response to a detection result of the detection line satisfying a reference condition, it is determined that the point on the motion trajectory satisfies the collision condition.

10. The method according to claim 9, characterized in that The detection line is a ray starting from the one motion trajectory point. In response to a detection result of the detection line satisfying a reference condition, before determining that the one motion trajectory point satisfies the collision condition, the method further includes: In response to the distance between the virtual obstacle detected by the ray and the one motion trajectory point being not greater than a distance threshold, it is determined that the detection result of the detection line meets the reference condition.

11. The method according to claim 9, characterized in that The detection line is a line segment of a reference length starting from the one motion trajectory point. In response to a detection result of the detection line satisfying a reference condition, before determining that the one motion trajectory point satisfies the collision condition, the method further includes: In response to the line segment detecting a virtual obstacle, it is determined that a detection result of the detection line satisfies the reference condition.

12. The method according to any one of claims 1 to 11, characterized in that: The method further comprises: In response to the aiming operation of the virtual projectile, a predicted trajectory line matching the aiming operation is displayed in the screen of the virtual environment, and the predicted trajectory line is used to indicate the predicted movement trajectory of the virtual projectile.

13. A motion trajectory display device, characterized in that: The device comprises: A display unit, used for displaying a picture of a virtual environment; a determination unit for, in response to a throwing operation of a virtual projectile in the virtual environment, taking a throwing starting point of the virtual projectile as a movement starting point of the virtual projectile, and sequentially determining, from the movement starting point, movement trajectory points of the virtual projectile according to a target ray detection frequency that matches a movement trajectory influencing factor of the virtual projectile until the determined movement trajectory points meet a collision condition; wherein an interval between two adjacent movement trajectory points is a reference duration, and the reference duration is a ratio of a unit duration to a number of ray detections within the unit duration as indicated by the target ray detection frequency; The display unit is further configured to display, in the screen of the virtual environment, a motion trajectory of the virtual throwing object generated based on the motion trajectory points of the virtual throwing object; Among them, the motion trajectory influencing factors include at least one of the type of the virtual projectile, the type of the virtual object that throws the virtual projectile, the distance between the throwing starting point of the virtual projectile and the virtual object, the current display frame rate of the virtual environment screen, the current picture quality of the virtual environment screen, and the current interaction mode.

14. The device according to claim 13, characterized in that The motion trajectory influencing factors include the type of the virtual throwing object; In response to the type indication of the virtual projectile, the virtual projectile moves along a straight line, and the motion trajectory of the virtual projectile is a first motion trajectory of the virtual projectile; In response to the type indication of the virtual projectile, the virtual projectile moves along a parabola, and the motion trajectory of the virtual projectile is a second motion trajectory of the virtual projectile; The density of the sub-trajectories of the first motion trajectory is lower than the density of the sub-trajectories of the second motion trajectory.

15. The device according to claim 13, characterized in that The motion trajectory influencing factors include the type of the virtual object; In response to the type indication of the virtual object, the virtual object is a local virtual object, and the motion trajectory of the virtual projectile is a third motion trajectory of the virtual projectile; In response to the type of the virtual object indicating that the virtual object is not the local virtual object, the motion trajectory of the virtual projectile is a fourth motion trajectory of the virtual projectile; The density of the sub-trajectories of the third motion trajectory is higher than the density of the sub-trajectories of the fourth motion trajectory.

16. The device according to claim 13, characterized in that The motion trajectory influencing factors include the current interaction mode; In response to the current interaction mode being the first interaction mode, the motion trajectory of the virtual projectile being the fifth motion trajectory of the virtual projectile; In response to the current interaction mode being the second interaction mode, the motion trajectory of the virtual projectile being a sixth motion trajectory of the virtual projectile; The frequency of throwing virtual projectiles corresponding to the first interaction mode is higher than the frequency of throwing virtual projectiles corresponding to the second interaction mode, and the density of sub-trajectories of the fifth motion trajectory is lower than the density of sub-trajectories of the sixth motion trajectory.

17. The device according to claim 13, characterized in that The motion trajectory influencing factors include the type of the virtual object, the current display frame rate, the current image quality and the current interaction mode; The determination unit is used to determine a first ray detection frequency that matches the current image quality and the current interaction mode; determine a second ray detection frequency based on the type of the virtual object and the first ray detection frequency; and determine the target ray detection frequency based on the current display frame rate and the second ray detection frequency.

18. The device according to claim 17, characterized in that The determination unit is configured to, in response to the virtual object type indicating that the virtual object is a local virtual object, use the first ray detection frequency as the second ray detection frequency; in response to the virtual object type indicating that the virtual object is not the local virtual object, reduce the first ray detection frequency by a first amplitude, and use the ray detection frequency obtained after the reduction as the second ray detection frequency.

19. The device according to claim 17, characterized in that The determination unit is used to, in response to the current display frame rate being the same as the reference display frame rate, use the second ray detection frequency as the target ray detection frequency; in response to the current display frame rate being less than the reference display frame rate, reduce the second ray detection frequency by a second amplitude, and use the ray detection frequency obtained after the reduction as the target ray detection frequency; in response to the current display frame rate being greater than the reference display frame rate, increase the second ray detection frequency by a third amplitude, and use the ray detection frequency obtained after the increase as the target ray detection frequency.

20. The device according to claim 13, wherein The motion trajectory influencing factors include the type of the virtual throwing object, the type of the virtual object, the distance, the current display frame rate, the current image quality and the current interaction mode; The determination unit is used to determine the ray detection frequency corresponding to the type of the virtual throwing object, the ray detection frequency corresponding to the type of the virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality, and the ray detection frequency corresponding to the current interaction mode; and use the minimum ray detection frequency among the ray detection frequency corresponding to the type of the virtual throwing object, the ray detection frequency corresponding to the type of the virtual object, the ray detection frequency corresponding to the distance, the ray detection frequency corresponding to the current display frame rate, the ray detection frequency corresponding to the current image quality, and the ray detection frequency corresponding to the current interaction mode as the target ray detection frequency.

21. The device according to claim 13, characterized in that The determining unit is further configured to emit a detection line at a point on the motion trajectory, and determine that the point on the motion trajectory satisfies the collision condition in response to a detection result of the detection line satisfying a reference condition.

22. The device according to claim 21, characterized in that The detection line is a ray with the one motion trajectory point as the starting point, and the determination unit is further used to determine that the detection result of the detection line meets the reference condition in response to the distance between the virtual obstacle detected by the ray and the one motion trajectory point being not greater than a distance threshold.

23. The device according to claim 21, characterized in that The detection line is a line segment of a reference length starting from the one motion trajectory point, and the determination unit is further configured to determine that a detection result of the detection line satisfies the reference condition in response to a virtual obstacle being detected by the line segment.

24. The device according to any one of claims 13 to 23, characterized in that: The display unit is further configured to display a predicted trajectory line matching the aiming operation in the virtual environment screen in response to the aiming operation of the virtual projectile, wherein the predicted trajectory line is configured to indicate a predicted motion trajectory of the virtual projectile.

25. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor, so that the computer device implements the motion trajectory display method according to any one of claims 1 to 12.

26. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one computer program, and the at least one computer program is loaded and executed by a processor to enable a computer to implement the motion trajectory display method according to any one of claims 1 to 12.

27. A computer program product, characterized in that The computer program product includes a computer program or computer instructions, and the computer program or computer instructions are loaded and executed by a processor to enable a computer to implement the motion trajectory display method according to any one of claims 1 to 12.

Citation Information

Patent Citations

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