Processing method and device of three-dimensional game model and electronic equipment

By displaying editable 3D models in multiplayer online games and updating texture data, the problem of poor game visual effects in the existing technology is solved, the interaction and immersion of the three-dimensional puzzles are realized, and the game experience and community activity are improved. .

CN119280804APending Publication Date: 2025-01-10PERFECT WORLD INTERACTIVE ENTERTAINMENT (BEIJING) TECH CO LTD
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Patent Information

Application Number
CN202410487766.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-04-22
Publication Date
2025-01-10

AI Technical Summary

Technical Problem

The existing multiplayer online puzzle games are mainly limited to 2D plane or web-based activities and cannot be combined with three-dimensional models to display in the scene, resulting in poor visual effects of the game, lack of three-dimensionality and immersion.

Method used

Provide a method for processing a three-dimensional game model. By displaying an editable target three-dimensional model in the game scene, receiving texture data sent by multiplayer online game servers, and updating the texture data of the game client to display the results of multiple online editing , and optimize visual alignment by dividing cubes and UV coordinate spaces.

Benefits of technology

Enhance the game experience, enrich game content, enhance the activity of the game community, achieve real-time updates and synchronization, and enhance the interactivity and immersion of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a processing method and device of a three-dimensional game model and electronic equipment. Wherein an editable target three-dimensional model is displayed in the game scene, the target three-dimensional model has a plurality of editable areas, the editable areas correspond to editable textures which can be edited by game users, and the editable textures are used for rendering the expression effect of the target three-dimensional model; first texture data sent by the multi-player online game server side are received, the first texture data comprise editable textures corresponding to all the editable areas in the multiple editable areas, and the area version numbers of the editable areas are recorded in texture information of the corresponding editable textures; and updating second texture data locally stored in the game client based on the first texture data so as to display a latest multi-person online common editing result for the target three-dimensional model in the game scene. According to the technical scheme provided by the invention, the interaction of the game can be enhanced, and the visual display effect of the three-dimensional game model is improved.
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Description

Technical Field

[0001] Embodiments of the present application relate to the field of game technology, and in particular, to a method, device, and electronic device for processing a three-dimensional game model. Background Art

[0002] In the current game market, multiplayer online jigsaw puzzles have become a popular game type. This game mode allows multiple game users to participate in the splicing of fragments and reconstruct a complete image or scene based on the spliced ​​fragments, which increases the interactivity and sociality of the game.

[0003] However, currently such games are usually limited to 2D flat or web-based activities, and are unable to combine puzzles with three-dimensional models to present them in the scene. 2D flat or web-based puzzle games make it difficult for game users to feel the three-dimensionality and rich details of the puzzle scenes, and therefore cannot fully meet the needs of game users, resulting in poor visual effects, lack of realism and immersion in the game. Summary of the invention

[0004] The embodiments of the present application provide a method, device and electronic device for processing a three-dimensional game model, so as to solve the problem of poor game visual effects in the prior art.

[0005] In a first aspect, an embodiment of the present application provides a method for processing a three-dimensional game model, which is applied to a multiplayer online game client, comprising:

[0006] Displaying an editable target three-dimensional model in a game scene, wherein the target three-dimensional model has a plurality of editable areas, wherein the editable areas correspond to editable textures that can be edited by a game user, and wherein the editable textures are used to render the performance effect of the target three-dimensional model;

[0007] Receive first texture data sent by a multiplayer online game server, the first texture data including an editable texture corresponding to each of the multiple editable areas, the area version number of the editable area being recorded in the texture information of the corresponding editable texture, and the first texture data being the texture data of the latest version in the multiplayer online game server;

[0008] The second texture data locally stored in the game client is updated based on the first texture data, so that the latest multi-person online co-editing result of the target three-dimensional model can be displayed in the game scene.

[0009] Optionally, the target three-dimensional model is pre-divided into multiple cubes, each cube including at least one face for displaying the editable texture; each cube is tiled in the UV coordinate space of the target three-dimensional model so that the editing result displayed on the cube is visually aligned with the target three-dimensional model in the game scene.

[0010] Optionally, it also includes:

[0011] Obtaining the editable texture edited by the game user in the selected editable area;

[0012] The editable texture is uploaded to the multiplayer online game server, so that the multiplayer online game server increments the area version number according to the number of times the editable area is updated in the historical record to determine the area version number corresponding to the editable texture, and records the area version number in the texture information of the corresponding editable texture, wherein the texture information at least includes the alpha byte of the first pixel of the editable texture.

[0013] Optionally, after acquiring the editable texture edited by the game user in the selected editable area, the method further includes:

[0014] Compressing the editable texture into a binary array of a set format, and uploading the binary array of the set format to the multiplayer online game server, so that the multiplayer online game server determines the region version number corresponding to the binary array of the set format, wherein the set format at least includes a 64x64 R8G8B8A8 format;

[0015] Also includes:

[0016] A set format image is generated according to the editable texture, and the set format image is saved to a cloud service so that the original editable texture can be viewed through the cloud service, wherein the set format image at least includes a 512x512 jpg format image.

[0017] Optionally, updating the second texture data locally stored in the game client based on the first texture data includes:

[0018] Downloading the first texture data to the local game client;

[0019] In the local game client, traverse the regional version numbers corresponding to the same editable texture in the first texture data and the second texture data to determine the latest version of the editable texture;

[0020] In the game scene, the latest multi-person online co-editing result of the target three-dimensional model generated based on the latest version of the editable texture is displayed.

[0021] Optionally, in the game scene, displaying the latest multi-person online co-editing result of the target three-dimensional model generated based on the latest version of the editable texture includes:

[0022] Acquire the texture color of the latest version of the editable texture in the first texture data and the texture color in the second texture data, perform interpolation calculation on the texture color in the first texture data and the texture color in the second texture data, and determine the texture color of the latest version of the editable texture;

[0023] Obtaining the texture transparency of the latest version of the editable texture in the first texture data and the texture transparency in the second texture data, performing interpolation calculation on the texture transparency in the first texture data and the texture transparency in the second texture data, and determining the texture transparency of the latest version of the editable texture, wherein the weight of the texture transparency in the second texture data is greater than the weight of the texture transparency in the first texture data;

[0024] In the game scene, the editable texture based on the latest version and the texture color and texture transparency of the editable texture of the latest version are displayed to generate the latest multi-person online co-editing result of the target three-dimensional model.

[0025] Optionally, the target three-dimensional model includes a plurality of vertices, and each vertex stores corresponding information; wherein each vertex includes at least a 0th position, a 1st position, and three color channels, and the three color channels include an R channel, a G channel, and a B channel;

[0026] The 0th bit is used to store the coordinates of the corresponding vertex on the shared map uploaded by the client, and the 1st bit is used to store the floating direction of the corresponding vertex in the three-dimensional coordinate system; the R channel is used to store the floating positive and negative values ​​of the corresponding vertex in the floating direction; the G channel is used to store the floating parameters of the corresponding vertex in the floating direction, and the floating parameters are used to calculate the random floating value, which refers to the value of the random floating of the vertex in the floating direction; the B channel is used to store the height value of the grid where the corresponding vertex is located, and the height value can be determined according to the center height of the grid and the total height of the three-dimensional game model;

[0027] The method further comprises:

[0028] Determine the edge area of ​​the target three-dimensional model according to the normal direction and the sight line direction of each vertex in the target three-dimensional model, wherein the edge area refers to an area where the angle between the normal direction and the sight line direction of each vertex in the three-dimensional game model is greater than a set angle;

[0029] The transparency of the edge area of ​​the target three-dimensional model is lowered, and the transparency of some non-edge areas is increased to optimize the performance of the target three-dimensional model.

[0030] Optionally, each of the vertices includes at least position 1;

[0031] Corresponding information is stored in each of the vertices, including:

[0032] Determine the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system, and store the floating direction of each vertex in the three-dimensional coordinate system in bit 1 of the corresponding vertex;

[0033] Determining the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system includes:

[0034] Determine the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system by the formula: floating direction = sqrt (1-uv1.x*uv1.x-uv1.y*uv1.y) * sig n (R-0.5);

[0035] Wherein, the floating direction is used to indicate the positive and negative direction of the z-axis of the vertex in the three-dimensional coordinate system, uv1.x indicates the x-axis component of the vertex in the UV coordinate system, uv1.y indicates the y-axis component of the vertex in the UV coordinate system, and R indicates the floating positive and negative value of the vertex in the floating direction stored in the R channel;

[0036] The method further comprises:

[0037] Obtaining a floating parameter from the G channel corresponding to each vertex of the target three-dimensional model, and obtaining a current moment, and calculating a random floating value of the vertex at the current moment according to the floating parameter and the current moment;

[0038] Based on the random floating value of the vertex and the floating direction at the current moment, calculate the random floating value of each vertex in the floating direction at the current moment;

[0039] The method further comprises:

[0040] Obtaining a random floating value of each vertex in the floating direction at each moment, and obtaining a floating positive and negative value of each vertex in the floating direction from an R channel corresponding to each vertex of the target three-dimensional model, so as to determine a maximum floating value of each vertex in the floating direction;

[0041] Determine the height value of the grid where each vertex is located at each moment according to the center height of the grid where each vertex is located and the total height of the target three-dimensional model;

[0042] Based on the height value of the grid where each vertex is located at each moment and the highest floating value of each vertex in the floating direction, a streamer effect map from high to low is determined, and the streamer effect map is superimposed and displayed in the target three-dimensional model to optimize the performance of the target three-dimensional model.

[0043] In a second aspect, an embodiment of the present application provides a three-dimensional game model processing device, including:

[0044] A display module, used to display an editable target three-dimensional model in a game scene, wherein the target three-dimensional model has a plurality of editable areas, wherein the editable areas correspond to editable textures that can be edited by game users, and wherein the editable textures are used to render the performance effect of the target three-dimensional model;

[0045] A receiving module, configured to receive first texture data sent by a multiplayer online game server, wherein the first texture data includes an editable texture corresponding to each of the plurality of editable areas, wherein an area version number of the editable area is recorded in texture information of the corresponding editable texture, and the first texture data is the texture data of the latest version in the multiplayer online game server;

[0046] An updating module is used to update second texture data locally stored in a game client based on the first texture data, so as to display the latest multi-person online co-editing result of the target three-dimensional model in the game scene.

[0047] In a third aspect, an embodiment of the present application provides an electronic device, including a processing component and a storage component; the storage component stores one or more computer instructions; the one or more computer instructions are used to be called and executed by the processing component to implement the processing method of the three-dimensional game model as described in the first aspect above.

[0048] In an embodiment of the present application, an editable target three-dimensional model is displayed in a game scene, the target three-dimensional model has multiple editable areas, the editable areas correspond to editable textures that can be edited by game users, and the editable textures are used to render the performance effect of the target three-dimensional model; first texture data sent by a multiplayer online game server is received, the first texture data includes the editable texture corresponding to each of the multiple editable areas, the area version number of the editable area is recorded in the texture information of the corresponding editable texture, and the first texture data is the latest version of texture data in the multiplayer online game server; based on the first texture data, second texture data locally stored in the game client is updated to display the latest multiplayer online joint editing result of the target three-dimensional model in the game scene.

[0049] The embodiments of the present application have the following beneficial effects:

[0050] Enhanced gaming experience: Game users can perform multi-person synchronous Do It Yourself (D IY) co-creation on large-scale landmark 3D models in the game scene, which can enhance the interactivity and fun of the game and make game users more engaged in the gaming experience.

[0051] Enriching game content: By displaying editable target 3D models in the scene, game users can jointly edit textures, which means that game content is no longer limited to the content provided by developers, but can be created and customized by game users themselves, greatly enriching the content and possibilities of the game and improving the visual display of 3D game models.

[0052] Improve the activity of the game community: Game users can jointly edit 3D models, which will promote interaction and cooperation in the game community, increase communication and sharing among game users, thereby enhancing the social attributes of the game and increasing the stickiness and loyalty of game users.

[0053] Real-time content updates: By receiving the latest texture data sent by the multiplayer online game server, the game client can update the locally saved texture data in real time, thereby displaying the latest multiplayer online co-editing results in the game scene, thus keeping the game content fresh and diverse.

[0054] These and other aspects of the present application will become more clearly understood in the description of the following embodiments. BRIEF DESCRIPTION OF THE DRAWINGS

[0055] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, a brief introduction will be given below to the drawings required for use in the embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0056] Figure 1 This is a rendering of a multi-person online puzzle in a 2D plane in the prior art;

[0057] Figure 2 A system architecture diagram of a three-dimensional game model processing system provided in an embodiment of the present application;

[0058] Figure 3 A flowchart of a method for processing a three-dimensional game model provided in an embodiment of the present application;

[0059] Figure 4 A schematic diagram of the effect of dividing a three-dimensional game model into multiple editable areas provided in an embodiment of the present application;

[0060] Figure 5 A schematic diagram of the structure of a three-dimensional game model processing device provided in an embodiment of the present application;

[0061] Figure 6 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0062] In order to enable those skilled in the art to better understand the solution of the present application, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application.

[0063] In some of the processes described in the specification and claims of this application and the above-mentioned figures, multiple operations that appear in a specific order are included, but it should be clearly understood that these operations may not be executed in the order in which they appear in this article or executed in parallel. The serial numbers of the operations, such as 101, 102, etc., are only used to distinguish between different operations, and the serial numbers themselves do not represent any execution order. In addition, these processes may include more or fewer operations, and these operations may be executed in sequence or in parallel. It should be noted that the descriptions of "first", "second", etc. in this article are used to distinguish different messages, devices, modules, etc., do not represent the order of precedence, and do not limit the "first" and "second" to be different types.

[0064] The technical solution of the embodiment of the present application can be applied to multiplayer online game scenarios.

[0065] The inventor has found that in the current game market, multiplayer online puzzle games have become a popular game type. Figure 1 As shown in Figure 1, this game mode allows multiple game users to join together to reconstruct a complete image or scene, which increases the interactivity and sociality of the game. However, there are two main problems with current multiplayer online jigsaw puzzle games. First, they are limited to 2D plane or web-based activities and cannot be combined with three-dimensional models to be displayed in the scene; second, the puzzles provided by game users are usually separated from the final complete image or scene and its corresponding content, lacking continuity and deep participation.

[0066] In view of the problems existing in the existing solutions, this application proposes a method for processing a three-dimensional game model, which is applied to a multiplayer online game client. The method specifically includes: displaying an editable target three-dimensional model in a game scene, wherein the target three-dimensional model has multiple editable areas, and the editable areas correspond to editable textures that can be edited by game users, and the editable textures are used to render the performance effect of the target three-dimensional model; receiving first texture data sent by a multiplayer online game server, wherein the first texture data includes an editable texture corresponding to each of the multiple editable areas, and the area version number of the editable area is recorded in the texture information of the corresponding editable texture, and the first texture data is the latest version of texture data in the multiplayer online game server; based on the first texture data, the second texture data locally saved in the game client is updated to display the latest multiplayer online joint editing results of the target three-dimensional model in the game scene. The edited content includes: text, pictures, videos and other content, and the edited content is displayed on the target three-dimensional model in the game scene.

[0067] The method of the embodiment of the present application is intended to enable game users to perform multi-person synchronous DIY co-creation on a large-scale landmark three-dimensional model in the game scene. At the same time, the co-creation results can also be combined with the server development process to make it a server milestone.

[0068] Through the above technical solutions, game users will be able to perform puzzles and co-creation activities in more specific game scenarios, increasing the immersion and participation of the game. At the same time, by combining the co-creation results with the server development process, the creative results of game users are no longer one-time, but can be retained and shared, adding continuity and sociality to the game. The realization of this technology will not only bring a new experience to multiplayer online puzzle games, promote the development and interaction of game communities, but also enhance the interactivity of games and improve the visual display of three-dimensional game models.

[0069] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.

[0070] Figure 2 A system architecture diagram of a three-dimensional game model processing system provided in an embodiment of the present application, such as Figure 2 As shown, the system includes a multiplayer online game client 1 (hereinafter referred to as: client), a multiplayer online game server 2 (hereinafter referred to as: server) and a cloud service 3;

[0071] In an embodiment of the present application, a client 1 is used to display an editable target three-dimensional model in a game scene, wherein the target three-dimensional model has multiple editable areas, and the editable areas correspond to editable textures that can be edited by game users, and the editable textures are used to render the performance effect of the target three-dimensional model; receive first texture data sent by a server 2, the first texture data including the editable texture corresponding to each of the multiple editable areas, the area version number of the editable area is recorded in the texture information of the corresponding editable texture, and the first texture data is the latest version of texture data in the multiplayer online game server; based on the first texture data, the second texture data locally stored in the game client is updated, so that the client 1 displays the latest multiplayer online joint editing result of the target three-dimensional model in the game scene.

[0072] Furthermore, the client 1 is also used to obtain the editable texture edited by the game user in the selected editable area; upload the editable texture to the server 2, so that the server 2 increases the area version number according to the number of times the editable area is updated in the historical records, so as to determine the area version number corresponding to the editable texture, and record the area version number in the texture information of the corresponding editable texture, wherein the texture information at least includes the alpha byte of the first pixel of the editable texture.

[0073] It should be noted that the server 2 records an atlas consisting of editable textures edited by all game users. The atlas may contain a corresponding number of editable textures according to the number of editable areas. For example, if the editable area is 1024, the atlas may include 1024 pictures (editable textures). Optionally, the pixels of each editable texture saved may be set according to the server device situation. For example, the pixels of the editable texture may be set to 64x64 pixels, and each pixel is stored with 4 bytes R8G8B8A8, for a total of 16KB. The size of the entire atlas is 2048*2048 pixels, for a total of 16MB. An atlas may be set to be saved as a byte array. The alpha byte of the first pixel of each editable texture is used to store the region version number of the editable texture. For example, an editable texture can support 256 region version numbers. It can be understood that an editable region can be modified repeatedly by the same game user up to 256 times. Each modification will generate a new region version number, and the region version number generated by each editable region has corresponding identification information for distinction. For example, if editable region 1 is modified for the first time, the corresponding region version number can be marked as Q1-1; if editable region 2 is repeatedly modified 3 times, the corresponding region version number can be marked as Q2-3. The specific expression of the region version number can be set according to the needs, and this application does not limit this.

[0074] Furthermore, when the editable texture edited by the game user is uploaded to the server 2, the server 2 will increment the region version number according to the number of times the editable region is updated in the history record, and record the region version number in the texture information of the corresponding editable texture, for example, preferably, it can be recorded in the alpha byte of the first pixel. In addition, it can also be recorded in the alpha bytes of other pixels of the editable texture, or in other bytes of other pixels. The specific recording method of the region version number can be set according to the synchronization requirements of the multiplayer online game and the editable texture data structure to be synchronized, and this application does not limit this.

[0075] Furthermore, the server 2 constructs an atlas based on the editable textures of the latest region version number corresponding to each editable region, and uploads the atlas to the cloud service 3. For example, the editable textures corresponding to the above-mentioned "Q1-1" and "Q2-3" are constructed into a new atlas, and the atlas is uploaded to the cloud service for management and storage. It should be noted that the server 2 can re-upload the latest atlas every time the region version number changes to ensure that the target 3D model displayed subsequently is the latest editing result.

[0076] Optionally, in order to ensure that the target three-dimensional model displayed subsequently is the latest editing result, the client 1 will obtain the latest atlas from the cloud service 3 at the set time (the latest atlas contains the latest version of texture data in the server, i.e., the first texture data), and update the regional version number of the local atlas of the client 1 based on the regional version number in the latest atlas, and only merge the editable textures with the latest regional version number. For example, the regional version numbers corresponding to the editable textures contained in the latest atlas are "Q1-1" and "Q2-3", and the regional version numbers corresponding to the editable textures contained in the atlas stored locally on the client 1 are "Q1-1" and "Q2-1", then only the editable texture corresponding to the editable area 2 is updated to ensure the consistency of the atlases on the three ends.

[0077] Furthermore, in order to ensure data transmission efficiency, data analysis accuracy and data transmission security, when the client 1 uploads the editable texture edited by the game user to the server 2, the editable texture is compressed into a binary array of a set format, and the binary array of the set format is uploaded to the server 2, so that the server 2 determines the regional version number corresponding to the binary array of the set format;

[0078] Wherein, the setting format at least includes 64x64 R8G8B8A8 format;

[0079] Furthermore, after the client 1 uploads the editable texture to the server 2, the server 2 sets the pixels of the editable texture to 64x64 pixels in order to ensure data processing efficiency. When the client 1 wants to view the uploaded editable texture again, the set pixel size is small, which is not conducive to the game user to view and modify. Therefore, the client 1 is also used to generate a set format image according to the editable texture, and save the set format image to the cloud service 3, so that the original editable texture can be viewed through the cloud service 3, thereby effectively saving storage space, accelerating data transmission, unifying data formats, and improving the convenience and efficiency of the game experience.

[0080] The set format image at least includes a 512x512 jpg format image. The present application can achieve the following effects based on the above system:

[0081] Enhanced gaming experience: By introducing editable target 3D models and multiplayer online co-editing functions, game users can showcase their creativity and ideas in the game scenes, enhancing the immersion and participation of the game.

[0082] Real-time update and synchronization: The first texture data sent by the multiplayer online game server contains the latest version of the texture data. The game client will update the locally saved texture data based on this data, so that game users can see the editing results of other game users in real time and keep them synchronized, which increases the real-time and interactivity of the game.

[0083] Continuity and preservation: The game client can generate images in a set format and save them to the cloud service, so that game users can view the original editable textures at any time, retaining the game users' creative records and achievements, and increasing the continuity and preservation of game content.

[0084] Save bandwidth and storage resources: By storing part of the data on the cloud service, the game client can reduce the demand for bandwidth and storage resources, improving the running efficiency and stability of the game.

[0085] Figure 3 A flowchart of a method for processing a three-dimensional game model provided in an embodiment of the present application, such as Figure 3 As shown, the method is applied to the client;

[0086] The method includes:

[0087] 301. Displaying an editable target three-dimensional model in a game scene, wherein the target three-dimensional model has a plurality of editable areas, wherein the editable areas correspond to editable textures that can be edited by a game user, and wherein the editable textures are used to render a performance effect of the target three-dimensional model;

[0088] In this step, a target 3D model is prepared in the game scene. The model should have multiple editable areas that can be edited by the game user. This model can be an object, building or character in the game.

[0089] Optionally, the target 3D model is divided into multiple editable regions, each of which can be edited independently by a game user, and supports repeated modification of the same region. These regions can be different parts, surfaces or specific functional areas of the model.

[0090] In the actual application of the embodiment of the present application, the target three-dimensional model is pre-divided into multiple cubes, and the cube includes at least one face for displaying the editable texture; each of the cubes is tiled in the UV coordinate space of the target three-dimensional model so that the editing result displayed on the cube is visually aligned with the target three-dimensional model in the game scene.

[0091] For example, the target 3D model in the game scene is divided into two sides, the front and back sides, and the single side is divided into a 512 cube, and the front and back sides contain a total of 1024 editable areas. The division of editable areas can be understood as a data structure, that is, multiple editable areas are defined on a target 3D model, and the client and the server both use the same data structure, so that the client can display the editing results of the target 3D model on the screen according to the editable textures corresponding to these editable areas.

[0092] Among them, regarding the specific implementation method of "visual alignment", each of the cubes can be tiled in the first quadrant in the UV coordinate space of the target three-dimensional model, and the faces of each cube that are not used to display the editable texture in the UV coordinate space can be compressed into straight lines and overlapped with the boundaries of the editable areas in adjacent cubes, so that the editing results displayed on the cubes can be visually aligned with the target three-dimensional model in the game scene.

[0093] That is to say, the target three-dimensional model is pre-divided into multiple cubes, and one or two sides of the cube can be edited. By compressing other non-editable sides, the UVs of the editable sides of the cube are overlapped and evenly tiled with the UVs of the remaining cubes in the first quadrant of the entire UV (which can be understood as aligning the UVs of multiple cubes) to ensure that the editable textures uploaded by subsequent game users can be accurately fitted to the corresponding editable areas, achieving a non-penetrating effect, thereby achieving a "visual alignment" effect.

[0094] Optionally, each editable area corresponds to an editable texture that can be edited by the game user. These textures will be used to render the performance of the target three-dimensional model, and the game user can change the appearance or properties of the model by editing these textures.

[0095] In an embodiment of the present application, for example, in a city construction game, a game user can edit the buildings in the city. The target 3D model can be a high-rise building, and the editable areas can include windows, walls, roofs, etc. The game user can edit the textures of these areas, such as changing the color of the windows, the texture of the walls, or the shape of the roof, thereby changing the appearance of the building.

[0096] For example, Figure 4As shown, taking the target three-dimensional model as a giant sword as an example, the giant sword includes multiple editable areas. The game user can interact with the "giant sword" model in the game scene within the limited activity time to select the editable area that the game user wants to customize. Optionally, first determine whether the editable area that the game user wants to customize is in an empty state. If so, activate the corresponding editable area by consuming the specified props. After the editable area is activated, the editing authority of the editable area belongs to the game user. The game user can perform DIY operations to implement texture editing of the editable area, wherein the DIY operation includes but is not limited to: input text, change the base map, change the font color, use the custom avatar in the game / photos in the group album, etc. Editing behavior. Further, after the game user completes the editing, he can go to the area corresponding to the "giant sword" model in the scene to interact and place the editable texture. After the editable texture is successfully placed, the content in the editable area corresponding to the "giant sword" model displayed in the client will be filled with the editable texture, thereby updating the performance of the "giant sword" model.

[0097] It should be noted that the process of updating the performance effect of the above-mentioned "Great Sword" model can support multiple game users to edit online at the same time, and synchronize the editable texture of each game user to other game users in the game scene in real time. That is to say, the "Great Sword" model displayed by the game user's corresponding client will not only be updated in real time according to the editable texture uploaded by itself, but also according to the editable texture uploaded by other game users.

[0098] 302. Receive first texture data sent by a multiplayer online game server, wherein the first texture data includes an editable texture corresponding to each of the multiple editable areas, wherein an area version number of the editable area is recorded in texture information of the corresponding editable texture, and the first texture data is the texture data of the latest version in the multiplayer online game server;

[0099] In the embodiment of the present application, before receiving the first texture data sent by the multiplayer online game server, the client needs to first obtain the editable texture edited by the game user in the selected editable area; after uploading the editable texture to the server, the server increments the area version number according to the number of times the editable area is updated in the historical record to determine the area version number corresponding to the editable texture, and records the area version number in the texture information of the corresponding editable texture, wherein the texture information at least includes the alpha byte of the first pixel of the editable texture. In addition, the texture information may also include other bytes of other pixels.

[0100] In the embodiment of the present application, for example, if editable area 1 is modified for the first time, the corresponding area version number can be marked as Q1-1; if editable area 2 is repeatedly modified three times, the corresponding area version number can be marked as Q2-3. The specific expression of the area version number can be set according to the needs, and this application does not limit this. In this way, the server can ensure that the texture information of the editable texture corresponding to each editable area has a unique area version number, which is convenient for subsequent synchronization and update operations.

[0101] 303. Update the second texture data locally stored in the game client based on the first texture data, so as to display the latest multi-person online co-editing result of the target three-dimensional model in the game scene.

[0102] In this step, the game client uses the received first texture data to update the locally saved second texture data to ensure that the latest multiplayer online co-editing results can be displayed in the game scene. This process includes parsing the latest atlas of the server to obtain the first texture data, applying the latest editable texture contained in the first texture data to the locally saved second texture data, and updating the target 3D model in the game scene accordingly according to the latest editable texture.

[0103] In the embodiment of the present application, for example, assume that in a multiplayer online puzzle game, multiple game users jointly edit a large 3D puzzle model. The game users receive the latest first texture data through the game client, where the first texture data includes the latest editable texture of the 3D puzzle model by other game users. The game client applies the latest editable texture to the second texture data saved locally, and updates the appearance of the puzzle model.

[0104] For example, if a game user adds a new puzzle piece to an editable area, the game client will reflect this editing operation to the second texture data saved locally, and update the puzzle model in the game scene accordingly, so that other game users can see the latest puzzle state. In this way, by constantly updating the local second texture data, the game client can achieve the goal of displaying the latest multiplayer online co-editing results in the game scene.

[0105] Optionally, after acquiring the editable texture edited by the game user in the selected editable area, the method further includes:

[0106] Compressing the editable texture into a binary array of a set format, and uploading the binary array of the set format to the multiplayer online game server, so that the multiplayer online game server determines the region version number corresponding to the binary array of the set format, wherein the set format at least includes a 64x64 R8G8B8A8 format;

[0107] In this optional step, the editable texture edited by the game user in the selected editable area first needs to be compressed into a binary array of a set format. This binary array of a set format usually uses a standard compression algorithm to ensure the efficiency and accuracy of data transmission. In this example, we chose the 64x64 R8G8B8A8 format, which can provide sufficient color depth and resolution without occupying too much bandwidth resources.

[0108] These compressed binary arrays are then uploaded to the multiplayer online game server. The server receives this data and processes it. During the processing, the server parses these binary arrays and determines the latest region version number for each uploaded texture based on the version numbers of all regions edited by game users in the history.

[0109] The purpose of this step is to ensure that the texture information of each editable texture has a unique regional version number for subsequent synchronization and update operations. In this way, the game server can effectively manage and track the editing history of each region and ensure that the latest editing results can be propagated to all game clients in a timely manner.

[0110] For example, if game user A and game user B both edit different parts of a building, the server will assign an independent regional version number to each uploaded editable texture and ensure that these edit results can be propagated to other game clients in a timely manner. In this way, both game user A and game user B can see the latest building appearance in the game, achieving the goal of multi-person online co-editing.

[0111] Optionally, the method further includes: generating a set format image according to the editable texture, and saving the set format image to a cloud service so as to view the original editable texture through the cloud service, wherein the set format image includes at least a 512x512 jpg format image.

[0112] In this optional step, the method further includes generating images of a set format from the editable texture and saving the images to a cloud service so as to view the original editable texture through the cloud service. The purpose of this step is to provide a convenient way for game users to view and manage their edited texture data when needed, and to share their creations with other game users.

[0113] First, the game client generates images in a set format based on the user's editing operations in the editable area. These images usually use a common image format, such as 512x512 jpg format. This format can provide sufficient image quality and resolution, while having a small file size for easy storage and transmission.

[0114] These generated images will then be uploaded to the cloud service, which will save them in a secure storage space and generate a unique link for each image for game users to view and download when needed.

[0115] Through this step, game users can conveniently view the original editable textures through cloud services at any time and any place, understand the editing progress of other game users, or share their own creations with other game users.

[0116] In the embodiment of the present application, in a multiplayer online construction game, game user C edits multiple editable areas of a sculpture of a city and generates a set of editable textures. In order to facilitate the management and sharing of these texture data, game user C chooses to generate these textures into images of a set format and upload them to the cloud service.

[0117] After receiving these images, the cloud service will save them in a secure storage space and generate a unique link for each image. Then, game user C can view and download the texture data he edited at any time through these links, share his creations with other game users, or make subsequent edits and modifications. In this way, game user C can more conveniently manage and control his creation process and interact and cooperate with other game users.

[0118] Optionally, updating the second texture data locally stored in the game client based on the first texture data includes: downloading the first texture data to the local game client; traversing the area version numbers corresponding to the same editable texture in the first texture data and the second texture data in the local game client to determine the latest version of the editable texture; and displaying, in the game scene, the latest multi-person online co-editing result of the target three-dimensional model generated based on the latest version of the editable texture.

[0119] In this optional step, the method further includes updating the second texture data locally stored in the game client based on the first texture data. The purpose of this step is to ensure that the texture data stored in the game client can be synchronized with the latest editing results in a timely manner, so that the game user can see the latest multiplayer online co-editing results in the game scene.

[0120] First, the game client will download the latest first texture data to local storage. This data contains the latest texture information edited by other game users. After the download is complete, the game client will save this data in local storage for subsequent processing and display.

[0121] Next, on the local game client, the program will traverse the regional version numbers corresponding to the same editable texture in the first texture data and the second texture data to determine the latest version of the editable texture. This process ensures that the texture data saved in the game client is consistent with the latest editing results, avoiding display errors or conflicts caused by data asynchrony.

[0122] Finally, in the game scene, the latest multiplayer online co-editing results of the target 3D model are generated based on the latest version of the editable texture data. This means that game users can see the latest co-editing effects of other game users in the game, achieving the goal of multiplayer online co-editing.

[0123] In an embodiment of the present application, for example, the area version numbers corresponding to the editable textures contained in the latest atlas are "Q1-1" and "Q2-3", and the area version numbers corresponding to the editable textures contained in the atlas locally stored in client 1 are "Q1-1" and "Q2-1", then only the editable texture corresponding to editable area 2 is updated to ensure the consistency of the atlases on the three ends.

[0124] Optionally, the process of "displaying in the game scene the latest multi-person online co-editing result of the target three-dimensional model generated based on the latest version of the editable texture" in step 303 may include:

[0125] 3031. Obtain the texture color of the latest version of the editable texture in the first texture data and the texture color in the second texture data, perform interpolation calculation on the texture color in the first texture data and the texture color in the second texture data, and determine the texture color of the latest version of the editable texture;

[0126] In step 3031, the texture colors of the latest version of the editable texture in the first texture data and the second texture data are first obtained. These colors may change due to different edits by two game users. Then, the interpolation calculation is to infer the texture color between the two known editing results of the two game users. Usually, the interpolation calculation adopts the linear interpolation method, that is, the value of the unknown point is estimated based on the linear relationship of the known data points. In this way, the texture color of the latest version of the editable texture can be determined.

[0127] 3032. Obtain the texture transparency of the latest version of the editable texture in the first texture data and the texture transparency in the second texture data, perform interpolation calculation on the texture transparency in the first texture data and the texture transparency in the second texture data, and determine the texture transparency of the latest version of the editable texture, wherein the weight of the texture transparency in the second texture data is greater than the weight of the texture transparency in the first texture data;

[0128] In step 3032, similarly, the texture transparency of the latest version of the editable texture in the first texture data and the second texture data is obtained and interpolated. Here, the interpolation method that may be used may be slightly different because the change in transparency is usually not linear. But the overall idea is similar, based on the relationship between known data points, the value of the unknown point is calculated to determine the texture transparency of the latest version of the editable texture.

[0129] 3033. In the game scene, display the editable texture based on the latest version and the texture color and texture transparency of the editable texture of the latest version, and generate the latest multi-person online co-editing result for the target three-dimensional model.

[0130] Through these interpolation calculations, it is possible to obtain complete information of the latest version of the editable texture, including texture color and texture transparency, thereby achieving the goal of displaying the latest multi-person online collaborative editing results.

[0131] Optionally, in order to further improve the performance of the generated target three-dimensional model, the target three-dimensional model may be set to include multiple vertices, and each vertex stores corresponding information; wherein each vertex includes at least a 0th position, a 1st position and three color channels, and the three color channels include an R channel, a G channel and a B channel;

[0132] The 0th bit is used to store the coordinates of the corresponding vertex on the shared map uploaded by the client, and the 1st bit is used to store the floating direction of the corresponding vertex in the three-dimensional coordinate system; the R channel is used to store the floating positive and negative values ​​of the corresponding vertex in the floating direction; the G channel is used to store the floating parameters of the corresponding vertex in the floating direction, and the floating parameters are used to calculate the random floating value, which refers to the value of the random floating of the vertex in the floating direction; the B channel is used to store the height value of the grid where the corresponding vertex is located, and the height value can be determined according to the center height of the grid and the total height of the three-dimensional game model;

[0133] The method further comprises:

[0134] Determine the edge area of ​​the target three-dimensional model according to the normal direction and the sight line direction of each vertex in the target three-dimensional model, wherein the edge area refers to an area where the angle between the normal direction and the sight line direction of each vertex in the three-dimensional game model is greater than a set angle;

[0135] The transparency of the edge area of ​​the target three-dimensional model is lowered, and the transparency of some non-edge areas is increased to optimize the performance of the target three-dimensional model.

[0136] In the embodiment of the present application, it is assumed that there is a three-dimensional game scene, which includes a large three-dimensional model of a landmark, such as a castle. The castle model is composed of many vertices, and each vertex contains the above-mentioned information.

[0137] Now, according to the processing method described in the steps, this castle model can be optimized. First, according to the vertex information, the edge area of ​​the model is determined, and the transparency of these areas is adjusted so that they do not appear too prominent in the scene. Then, according to the height information of the vertices, the transparency of the non-edge area is adjusted to enhance the three-dimensional sense and realism of the model.

[0138] Through such processing, the castle model will present better visual effects in the game scene while retaining its landmark characteristics.

[0139] Optionally, each of the vertices includes at least position 1;

[0140] The storing of corresponding information in each vertex includes: determining the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system, and storing the floating direction of each vertex in the three-dimensional coordinate system in the first position of the corresponding vertex;

[0141] Wherein, determining the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system includes:

[0142] Determine the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system by the formula: floating direction = sqrt (1-uv1.x*uv1.x-uv1.y*uv1.y) * sig n (R-0.5);

[0143] Wherein, the floating direction is used to indicate the positive and negative direction of the z-axis of the vertex in the three-dimensional coordinate system, uv1.x indicates the x-axis component of the vertex in the UV coordinate system, uv1.y indicates the y-axis component of the vertex in the UV coordinate system, and R indicates the floating positive and negative value of the vertex in the floating direction stored in the R channel;

[0144] In the above optional solution, the storage and processing of vertex information: each vertex contains at least bit 1, which is used to store the floating direction of the vertex in the three-dimensional coordinate system. Bit 1 stores a floating value, indicating the floating direction of the vertex in the three-dimensional coordinate system.

[0145] In the embodiment of the present application, it is assumed that there is a three-dimensional model representing a mountain range, and it is now desired to optimize the model so that the mountain range looks more natural in the scene.

[0146] First, based on the vertex information, calculate the floating direction of each vertex in the three-dimensional coordinate system. This direction will determine the shape and outline of the mountain. By adjusting the floating direction of each vertex, the shape of the mountain can be made more realistic and diverse.

[0147] For example, for a vertex on a mountain top, you can make its floating direction face upward, while for a vertex in a valley, you can make its floating direction face downward. In this way, the shape of the entire mountain range will be richer and more vivid.

[0148] Through such processing, the three-dimensional model can be made to appear more realistic and attractive in the game scene, enhancing the immersion and gaming experience of game users.

[0149] Optionally, the method further includes: obtaining a floating parameter from a G channel corresponding to each vertex of the target three-dimensional model, and obtaining a current moment, and calculating a random floating value of the vertex at the current moment according to the floating parameter and the current moment; and calculating a random floating value of each vertex in the floating direction at the current moment based on the random floating value of the vertex at the current moment and the floating direction;

[0150] In this step, the calculation of random floating value: get the floating parameters from the G channel corresponding to each vertex, and then calculate the random floating value of the vertex at the current moment in combination with the current moment. This random floating value is calculated based on the floating parameters and the current moment, and is used to simulate the slight fluctuation and vibration of the vertex in the floating direction.

[0151] Optionally, the method also includes: obtaining a random floating value of each vertex in the floating direction at each moment, and obtaining the floating positive and negative values ​​of each vertex in the floating direction from the R channel corresponding to each vertex of the target three-dimensional model to determine the highest floating value of each vertex in the floating direction; determining the height value of the grid where each vertex is located at each moment according to the center height of the grid where each vertex is located and the total height of the target three-dimensional model; determining a streamer effect map from high to low based on the height value of the grid where each vertex is located at each moment and the highest floating value of each vertex in the floating direction, and superimposing the streamer effect map on the target three-dimensional model to optimize the performance of the target three-dimensional model.

[0152] In this step, the streamer effect map is generated: the random floating value of each vertex in the floating direction at each moment is obtained, and the floating positive and negative values ​​are obtained from the R channel corresponding to each vertex to determine the highest floating value of each vertex in the floating direction. According to the center height of the grid where the vertex is located and the total height of the target three-dimensional model, the height value of the grid where each vertex is located is determined. Combined with the highest floating value of each vertex in the floating direction and the height value of the grid, the streamer effect map from high to low is determined. The streamer effect map is superimposed and displayed in the target three-dimensional model to optimize its performance, making the model appear more vivid and gorgeous in the scene.

[0153] In the embodiment of the present application, it is assumed that there is a three-dimensional game scene, which includes a model of an underwater world, such as a coral reef. Now it is desired to add some dynamic effects to make the underwater world more vivid.

[0154] First, the random floating value of each vertex at the current moment is calculated to simulate the tiny fluctuations and water flow effects in the underwater ocean. Then, the streamer effect map is determined based on the highest floating value of the vertex in the floating direction and the height value of the grid. This map will present a streamer effect from high to low according to the strength and direction of the water flow.

[0155] Finally, the streamer effect map is superimposed on the coral reef model, making the model present the dynamic and vivid sense of the underwater world in the game scene. Through this processing, game users will be able to experience the beauty and magic of the underwater world more immersively.

[0156] Figure 5 A schematic diagram of a structure of a three-dimensional game model processing device provided in an embodiment of the present application, such as Figure 5 As shown, the device comprises:

[0157] A display module 51 is used to display an editable target three-dimensional model in a game scene, wherein the target three-dimensional model has a plurality of editable areas, wherein the editable areas correspond to editable textures that can be edited by game users, and wherein the editable textures are used to render the performance effect of the target three-dimensional model;

[0158] The receiving module 52 is used to receive first texture data sent by the multiplayer online game server, wherein the first texture data includes an editable texture corresponding to each of the multiple editable areas, and the area version number of the editable area is recorded in the texture information of the corresponding editable texture, and the first texture data is the texture data of the latest version in the multiplayer online game server;

[0159] The updating module 53 is used to update the second texture data locally stored in the game client based on the first texture data, so that the display module 51 can display the latest multi-person online co-editing result of the target three-dimensional model in the game scene.

[0160] Optionally, in an embodiment of the present application, the target three-dimensional model is pre-divided into multiple cubes, each of which includes at least one face for displaying the editable texture; each of the cubes is tiled in the UV coordinate space of the target three-dimensional model so that the editing result displayed on the cube is visually aligned with the target three-dimensional model in the game scene.

[0161] Optionally, in the embodiment of the present application, the device further includes: an acquisition module 54 and an upload module 55;

[0162] An acquisition module 54, used for acquiring the editable texture edited by the game user in the selected editable area;

[0163] The uploading module 55 is used to upload the editable texture to the multiplayer online game server, so that the multiplayer online game server increments the area version number according to the number of times the editable area is updated in the historical record, so as to determine the area version number corresponding to the editable texture, and record the area version number in the texture information of the corresponding editable texture, wherein the texture information at least includes the alpha byte of the first pixel of the editable texture.

[0164] Optionally, in the embodiment of the present application, the device further includes: a processing module 56;

[0165] The processing module 56 is used to compress the editable texture into a binary array of a set format, and upload the binary array of the set format to the multiplayer online game server, so that the multiplayer online game server determines the region version number corresponding to the binary array of the set format, wherein the set format at least includes a 65x65 R8G8B8A8 format;

[0166] Optionally, in an embodiment of the present application, the processing module 56 is also used to generate a set format image based on the editable texture, and save the set format image to a cloud service so that the original editable texture can be viewed through the cloud service, wherein the set format image includes at least a 512x512 jpg format image.

[0167] Optionally, in an embodiment of the present application, the update module 53 is specifically used to download the first texture data to the local game client; in the local game client, traverse the regional version numbers corresponding to the same editable texture in the first texture data and the second texture data to determine the latest version of the editable texture; in the game scene, display the latest multi-person online co-editing result of the target three-dimensional model generated based on the latest version of the editable texture.

[0168] Optionally, in an embodiment of the present application, the display module 51 is specifically used to obtain the texture color of the latest version of the editable texture in the first texture data, and the texture color in the second texture data, perform interpolation calculations on the texture color in the first texture data and the texture color in the second texture data, and determine the texture color of the latest version of the editable texture; obtain the texture transparency of the latest version of the editable texture in the first texture data, and the texture transparency in the second texture data, perform interpolation calculations on the texture transparency in the first texture data and the texture transparency in the second texture data, and determine the texture transparency of the latest version of the editable texture, wherein the weight of the texture transparency in the second texture data is greater than the weight of the texture transparency in the first texture data; in the game scene, display the texture color and texture transparency based on the latest version of the editable texture and the latest version of the editable texture, and generate the latest multi-person online co-editing result of the target three-dimensional model.

[0169] Optionally, in an embodiment of the present application, the target three-dimensional model includes a plurality of vertices, and each vertex stores corresponding information; wherein each vertex includes at least a 0th position, a 1st position, and three color channels, and the three color channels include an R channel, a G channel, and a B channel;

[0170] The 0th bit is used to store the coordinates of the corresponding vertex on the shared map uploaded by the client, and the 1st bit is used to store the floating direction of the corresponding vertex in the three-dimensional coordinate system; the R channel is used to store the floating positive and negative values ​​of the corresponding vertex in the floating direction; the G channel is used to store the floating parameters of the corresponding vertex in the floating direction, and the floating parameters are used to calculate the random floating value, which refers to the value of the random floating of the vertex in the floating direction; the B channel is used to store the height value of the grid where the corresponding vertex is located, and the height value can be determined according to the center height of the grid and the total height of the three-dimensional game model;

[0171] The processing module 56 is also used to determine the edge area of ​​the target three-dimensional model according to the normal direction and the line of sight direction of each vertex in the target three-dimensional model, wherein the edge area refers to the area where the angle between the normal direction and the line of sight direction of each vertex in the three-dimensional game model is greater than a set angle; lower the transparency of the edge area of ​​the target three-dimensional model and increase the transparency of some non-edge areas to optimize the performance of the target three-dimensional model.

[0172] Optionally, in the embodiment of the present application, each of the vertices includes at least position 1;

[0173] The processing module 56 is further used to determine the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system, and store the floating direction of each vertex in the three-dimensional coordinate system in the first position of the corresponding vertex;

[0174] The processing module 56 is specifically used to determine the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system through the formula: floating direction = sqrt (1-uv1.x*uv1.x-uv1.y*uv1.y) * sig n (R-0.5);

[0175] Wherein, the floating direction is used to indicate the positive and negative direction of the z-axis of the vertex in the three-dimensional coordinate system, uv1.x indicates the x-axis component of the vertex in the UV coordinate system, uv1.y indicates the y-axis component of the vertex in the UV coordinate system, and R indicates the floating positive and negative value of the vertex in the floating direction stored in the R channel;

[0176] Optionally, in the embodiment of the present application, the processing module 56 is further used to obtain a floating parameter from the G channel corresponding to each vertex of the target three-dimensional model, and obtain the current moment, and calculate the random floating value of the vertex at the current moment according to the floating parameter and the current moment; and calculate the random floating value of each vertex in the floating direction at the current moment based on the random floating value of the vertex at the current moment and the floating direction;

[0177] Optionally, in an embodiment of the present application, the processing module 56 is also used to obtain the random floating value of each vertex in the floating direction at each moment, and obtain the floating positive and negative values ​​of each vertex in the floating direction from the R channel corresponding to each vertex of the target three-dimensional model, so as to determine the highest floating value of each vertex in the floating direction; according to the center height of the grid where each vertex is located and the total height of the target three-dimensional model, determine the height value of the grid where each vertex is located at each moment; based on the height value of the grid where each vertex is located at each moment, and the highest floating value of each vertex in the floating direction, determine a streamer effect map from high to low, and superimpose the streamer effect map on the target three-dimensional model through the display module 51 to optimize the performance effect of the target three-dimensional model.

[0178] Figure 5 The three-dimensional game model processing device can execute Figure 3 The implementation principle and technical effect of the processing method of the three-dimensional game model described in the illustrated embodiment will not be described in detail. The specific manner in which each module and unit performs operations in the processing device of the three-dimensional game model in the above embodiment has been described in detail in the embodiment of the method, and will not be described in detail here.

[0179] In one possible design, Figure 5 The processing device of the three-dimensional game model of the embodiment shown can be implemented as a message middleware, such as Figure 6 As shown, the electronic device may include a storage component 61 and a processing component 62;

[0180] The storage component 61 stores one or more computer instructions, wherein the one or more computer instructions are called and executed by the processing component 62 .

[0181] The processing component 62 is used to: display an editable target three-dimensional model in a game scene, the target three-dimensional model has multiple editable areas, the editable areas correspond to editable textures that can be edited by game users, and the editable textures are used to render the performance effect of the target three-dimensional model; receive first texture data sent by a multiplayer online game server, the first texture data includes an editable texture corresponding to each of the multiple editable areas, the area version number of the editable area is recorded in the texture information of the corresponding editable texture, and the first texture data is the latest version of texture data in the multiplayer online game server; based on the first texture data, update the second texture data locally stored in the game client, so that the latest multiplayer online joint editing result of the target three-dimensional model is displayed in the game scene.

[0182] The processing component 62 may include one or more processors to execute computer instructions to complete all or part of the steps in the above method. Of course, the processing component may also be implemented by one or more application-specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field programmable gate arrays (FPGAs), controllers, microcontrollers, microprocessors or other electronic components to perform the above method.

[0183] The storage component 61 is configured to store various types of data to support operations at the terminal. The storage component can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disk or optical disk.

[0184] The display component 63 can be an electroluminescent (EL) element, a liquid crystal display or a micro display having a similar structure, or a retinal direct display or a similar laser scanning display.

[0185] Of course, the electronic device may also include other components, such as input / output interfaces, communication components, etc.

[0186] The input / output interface provides an interface between the processing component and the peripheral interface module, which may be an output device, an input device, etc.

[0187] The communication component is configured to facilitate, among other things, wired or wireless communications between the electronic device and other devices.

[0188] Among them, the electronic device can be a physical device or an elastic computing host provided by a cloud computing platform, etc. In this case, the electronic device can refer to a cloud server, and the above-mentioned processing components, storage components, etc. can be basic server resources rented or purchased from the cloud computing platform.

[0189] The present application also provides a computer storage medium storing a computer program, wherein the computer program can achieve the above-mentioned Figure 3 The method for processing a three-dimensional game model of the illustrated embodiment.

[0190] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0191] The device embodiments described above are merely illustrative, wherein the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or they may be distributed on multiple network units. Some or all of the modules may be selected according to actual needs to achieve the purpose of the scheme of this embodiment. Ordinary technicians in this field can understand and implement it without paying creative labor.

[0192] Through the description of the above implementation methods, those skilled in the art can clearly understand that each implementation method can be implemented by means of software plus a necessary general hardware platform, and of course, it can also be implemented by hardware. Based on this understanding, the above technical solution is essentially or the part that contributes to the prior art can be embodied in the form of a software product, and the computer software product can be stored in a computer-readable storage medium, such as ROM / RAM, a disk, an optical disk, etc., including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in each embodiment or some parts of the embodiments.

[0193] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A method for processing a three-dimensional game model, characterized in that: Applied to multiplayer online game clients, including: Displaying an editable target three-dimensional model in a game scene, wherein the target three-dimensional model has a plurality of editable areas, wherein the editable areas correspond to editable textures that can be edited by a game user, and wherein the editable textures are used to render the performance effect of the target three-dimensional model; Receive first texture data sent by a multiplayer online game server, the first texture data including an editable texture corresponding to each of the multiple editable areas, the area version number of the editable area being recorded in the texture information of the corresponding editable texture, and the first texture data being the texture data of the latest version in the multiplayer online game server; The second texture data locally stored in the game client is updated based on the first texture data, so that the latest multi-person online co-editing result of the target three-dimensional model can be displayed in the game scene.

2. The method according to claim 1, characterized in that: The target three-dimensional model is pre-divided into a plurality of cubes, each of which includes at least one face for displaying the editable texture; each of the cubes is tiled in the UV coordinate space of the target three-dimensional model so that the editing result displayed on the cube is visually aligned with the target three-dimensional model in the game scene.

3. The method according to claim 1, characterized in that Also includes: Obtaining the editable texture edited by the game user in the selected editable area; The editable texture is uploaded to the multiplayer online game server, so that the multiplayer online game server increments the area version number according to the number of times the editable area is updated in the historical record to determine the area version number corresponding to the editable texture, and records the area version number in the texture information of the corresponding editable texture, wherein the texture information includes at least the alpha byte of the first pixel of the editable texture.

4. The method according to claim 3, characterized in that: After acquiring the editable texture edited by the game user in the selected editable area, the method further includes: Compressing the editable texture into a binary array of a set format, and uploading the binary array of the set format to the multiplayer online game server, so that the multiplayer online game server determines the region version number corresponding to the binary array of the set format, wherein the set format at least includes a 64x64 R8G8B8A8 format; Also includes: A set format image is generated according to the editable texture, and the set format image is saved to a cloud service so that the original editable texture can be viewed through the cloud service, wherein the set format image at least includes a 512x512 jpg format image.

5. The method according to claim 4, characterized in that The updating of the second texture data locally stored in the game client based on the first texture data includes: Downloading the first texture data to the local game client; In the local game client, traverse the regional version numbers corresponding to the same editable texture in the first texture data and the second texture data to determine the latest version of the editable texture; In the game scene, the latest multi-person online co-editing result of the target three-dimensional model generated based on the latest version of the editable texture is displayed.

6. The method according to claim 5, characterized in that In the game scene, the latest multi-person online co-editing result of the target three-dimensional model generated based on the latest version of the editable texture is displayed, including: Acquire the texture color of the latest version of the editable texture in the first texture data and the texture color in the second texture data, perform interpolation calculation on the texture color in the first texture data and the texture color in the second texture data, and determine the texture color of the latest version of the editable texture; Obtaining the texture transparency of the latest version of the editable texture in the first texture data and the texture transparency in the second texture data, performing interpolation calculation on the texture transparency in the first texture data and the texture transparency in the second texture data, and determining the texture transparency of the latest version of the editable texture, wherein the weight of the texture transparency in the second texture data is greater than the weight of the texture transparency in the first texture data; In the game scene, the editable texture based on the latest version and the texture color and texture transparency of the editable texture of the latest version are displayed to generate the latest multi-person online co-editing result of the target three-dimensional model.

7. The method according to claim 1, characterized in that The target three-dimensional model includes a plurality of vertices, and each of the vertices stores corresponding information; wherein each of the vertices includes at least a 0th position, a 1st position, and three color channels, and the three color channels include an R channel, a G channel, and a B channel; The 0th bit is used to store the coordinates of the corresponding vertex on the shared map uploaded by the client, and the 1st bit is used to store the floating direction of the corresponding vertex in the three-dimensional coordinate system; the R channel is used to store the floating positive and negative values ​​of the corresponding vertex in the floating direction; the G channel is used to store the floating parameters of the corresponding vertex in the floating direction, and the floating parameters are used to calculate the random floating value, which refers to the value of the random floating of the vertex in the floating direction; the B channel is used to store the height value of the grid where the corresponding vertex is located, and the height value can be determined according to the center height of the grid and the total height of the three-dimensional game model; The method further comprises: Determine the edge area of ​​the target three-dimensional model according to the normal direction and the sight line direction of each vertex in the target three-dimensional model, wherein the edge area refers to an area where the angle between the normal direction and the sight line direction of each vertex in the three-dimensional game model is greater than a set angle; The transparency of the edge area of ​​the target three-dimensional model is lowered, and the transparency of some non-edge areas is increased to optimize the performance of the target three-dimensional model.

8. The method according to claim 7, characterized in that Each of the vertices includes at least position 1; Corresponding information is stored in each of the vertices, including: Determine the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system, and store the floating direction of each vertex in the three-dimensional coordinate system in bit 1 of the corresponding vertex; Determining the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system includes: Determine the floating direction of each vertex of the target three-dimensional model in the three-dimensional coordinate system by the formula: floating direction = sqrt (1-uv1.x*uv1.x-uv1.y*uv1.y) * sign (R-0.5); Wherein, the floating direction is used to indicate the positive and negative direction of the z-axis of the vertex in the three-dimensional coordinate system, uv1.x indicates the x-axis component of the vertex in the UV coordinate system, uv1.y indicates the y-axis component of the vertex in the UV coordinate system, and R indicates the floating positive and negative value of the vertex in the floating direction stored in the R channel; The method further comprises: Obtaining a floating parameter from the G channel corresponding to each vertex of the target three-dimensional model, and obtaining a current moment, and calculating a random floating value of the vertex at the current moment according to the floating parameter and the current moment; Based on the random floating value of the vertex and the floating direction at the current moment, calculate the random floating value of each vertex in the floating direction at the current moment; The method further comprises: Obtaining a random floating value of each vertex in the floating direction at each moment, and obtaining a floating positive and negative value of each vertex in the floating direction from an R channel corresponding to each vertex of the target three-dimensional model, so as to determine a maximum floating value of each vertex in the floating direction; Determine the height value of the grid where each vertex is located at each moment according to the center height of the grid where each vertex is located and the total height of the target three-dimensional model; Based on the height value of the grid where each vertex is located at each moment and the highest floating value of each vertex in the floating direction, a streamer effect map from high to low is determined, and the streamer effect map is superimposed and displayed in the target three-dimensional model to optimize the performance of the target three-dimensional model.

9. A three-dimensional game model processing device, characterized in that: include: A display module, used to display an editable target three-dimensional model in a game scene, wherein the target three-dimensional model has a plurality of editable areas, wherein the editable areas correspond to editable textures that can be edited by game users, and wherein the editable textures are used to render the performance effect of the target three-dimensional model; A receiving module, configured to receive first texture data sent by a multiplayer online game server, wherein the first texture data includes an editable texture corresponding to each of the plurality of editable areas, wherein an area version number of the editable area is recorded in texture information of the corresponding editable texture, and the first texture data is the texture data of the latest version in the multiplayer online game server; An updating module is used to update second texture data locally stored in a game client based on the first texture data, so as to display the latest multi-person online co-editing result of the target three-dimensional model in the game scene.

10. An electronic device, characterized in that: It comprises a processing component and a storage component; the storage component stores one or more computer instructions; the one or more computer instructions are used to be called and executed by the processing component to implement the three-dimensional game model processing method as described in any one of claims 1 to 8.