Interaction processing method and device, equipment and storage medium
By determining the body part of the virtual object near the virtual reality network live broadcast platform and the gradual treatment, the problem of penetration of virtual objects is solved, and the simulation effect and visual effect of close -up interaction are improved.
Patent Information
- Application Number
- CN202310913444.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-07-24
- Publication Date
- 2025-01-24
AI Technical Summary
In virtual reality network live broadcast platform, when virtual objects interact close to each other, virtual objects may penetrate, resulting in poor simulation results and affecting visual effects.
By determining the body part that the virtual object is close to, when it is the target part, the virtual object is faded out to avoid the mold-piercing phenomenon.
The simulation effect of close interaction between virtual objects is improved, making it more real and natural, thereby improving the visual effect of the interaction between the anchor and the audience.
Smart Images

Figure CN119364085A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to an interactive processing method, apparatus, device and storage medium. Background Art
[0002] With the rapid development of network technology and extended reality (XR) technology, electronic devices such as extended reality devices can provide users with a variety of live broadcast platforms, which can provide live broadcast services such as music live broadcast, dance live broadcast and other types of live broadcast.
[0003] Generally, a live broadcast platform includes anchor users and audience users, and during the live broadcast of the anchor user, the audience users can have various close interactions with the anchor user, such as hugging, shaking hands, high-fives, etc. However, when the anchor user and the audience users in the live broadcast platform are both virtual objects, when the first virtual object corresponding to the audience user and the second virtual object corresponding to the anchor user have close interactions, the first virtual object may penetrate the second virtual object, resulting in poor simulation effect of close interaction and affecting the visual effect of interaction. Summary of the invention
[0004] The present application provides an interaction processing method, device, equipment and storage medium, which makes the simulation effect of close interaction between a first virtual object and a second virtual object more realistic and natural, thereby improving the visual effect of the interaction between a host user and an audience user.
[0005] In a first aspect, an embodiment of the present application provides an interactive processing method, including:
[0006] In response to a close interaction operation of any first virtual object approaching a second virtual object in the virtual space, determining a body part of the first virtual object approaching the second virtual object;
[0007] When the body part of the first virtual object close to the second virtual object is the target part, the first virtual object or the second virtual object is faded out.
[0008] In a second aspect, an embodiment of the present application provides an interactive processing device, including:
[0009] a body part determination module, configured to determine a body part of the first virtual object close to the second virtual object in response to a close interaction operation of any first virtual object close to the second virtual object in the virtual space;
[0010] The object processing module is used to perform a fading process on the first virtual object or the second virtual object when the body part of the first virtual object close to the second virtual object is a target part.
[0011] In a third aspect, an embodiment of the present application provides an electronic device, including:
[0012] A processor and a memory, wherein the memory is used to store a computer program, and the processor is used to call and run the computer program stored in the memory to execute the interactive processing method described in the first aspect embodiment or its various implementation methods.
[0013] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium for storing a computer program, wherein the computer program enables a computer to execute the interactive processing method as described in the embodiment of the first aspect or its various implementation methods.
[0014] In a fifth aspect, an embodiment of the present application provides a computer program product comprising program instructions, which, when executed on an electronic device, enables the electronic device to execute the interactive processing method as described in the embodiment of the first aspect or its various implementation methods.
[0015] The technical solution disclosed in the embodiments of the present application has at least the following beneficial effects:
[0016] When the audience user manipulates the first virtual object corresponding to himself to approach the second virtual object corresponding to the anchor user in the virtual space and interacts closely with the second virtual object, by determining the body part of the first virtual object close to the second virtual object, when the body part of the first virtual object close to the second virtual object is the target part, the first virtual object or the second virtual object is faded out. In this way, the problem of the first virtual object corresponding to the audience user penetrating the second virtual object when the first virtual object corresponding to the anchor user interacts closely can be solved, making the simulation effect of the close interaction between the first virtual object and the second virtual object more real and natural, thereby improving the visual effect of the interaction between the anchor user and the audience user. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. 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 creative work.
[0018] Figure 1 It is a flowchart of an interactive processing method provided in an embodiment of the present application;
[0019] Figure 2 is a schematic diagram of a skeleton model provided in an embodiment of the present application;
[0020] Figure 3 is a flowchart of another interactive processing method provided in an embodiment of the present application;
[0021] Figure 4 It is a flowchart of another interactive processing method provided in an embodiment of the present application;
[0022] Figure 5 It is a schematic diagram of displaying an anti-peeping special effect on a primary sensitive part provided by an embodiment of the present application;
[0023] Figure 6 is a schematic block diagram of an interactive processing device provided in an embodiment of the present application;
[0024] Figure 7 It is a schematic block diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0025] 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. According to the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0026] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be 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. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or server that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0027] Considering that when the audience user is the first virtual object and the anchor user is the second virtual object in the live broadcast platform provided to users by electronic devices such as extended reality devices, when the first virtual object and the second virtual object interact closely, the first virtual object may penetrate the second virtual object, resulting in poor simulation effect of close interaction and affecting the visual effect of interaction. To this end, the present application provides an interaction processing scheme, through which the problem of the first virtual object penetrating the second virtual object can be solved, so that the simulation effect of close interaction between the audience user and the anchor user is more real and natural, thereby improving the visual effect of interaction between the anchor user and the audience user.
[0028] The penetration of the first virtual object into the second virtual object can be understood as penetration. Specifically, penetration refers to the phenomenon of mutual penetration and superposition of the first virtual object and the second virtual object due to collision.
[0029] In order to facilitate understanding of the embodiments of the present application, before describing each embodiment of the present application, some concepts involved in all embodiments of the present application are first appropriately explained, as follows:
[0030] 1) Virtual Reality (VR), a technology for creating and experiencing a virtual world, generates a virtual environment by computation, and is a multi-source information (the virtual reality mentioned in this article includes at least visual perception, and can also include auditory perception, tactile perception, motion perception, and even taste perception, olfactory perception, etc.), realizing the fusion of virtual environment, interactive three-dimensional dynamic vision and simulation of entity behavior, allowing users to immerse themselves in a simulated virtual reality environment, and realizing applications in various virtual environments such as maps, games, videos, education, medical care, simulation, collaborative training, sales, assisted manufacturing, maintenance and repair.
[0031] 2) Virtual reality devices (VR devices), terminals for realizing virtual reality effects, can usually be provided in the form of glasses, helmet-mounted displays (Head Mount Display, HMD), and contact lenses to realize visual perception and other forms of perception. Of course, the form of virtual reality devices is not limited to this, and can be further miniaturized or enlarged according to actual needs.
[0032] Optionally, the virtual reality devices described in the embodiments of the present application may include but are not limited to the following types:
[0033] 2.1) PC-based virtual reality (PCVR) devices use the PC to perform relevant calculations and data output for virtual reality functions. External PC-based virtual reality devices use the data output by the PC to achieve virtual reality effects.
[0034] 2.2) Mobile virtual reality devices support the configuration of mobile terminals (such as smart phones) in various ways (such as head-mounted displays with dedicated card slots). Through wired or wireless connection with the mobile terminal, the mobile terminal performs relevant calculations of virtual reality functions and outputs data to the mobile virtual reality device, such as watching virtual reality videos through the mobile terminal's APP.
[0035] 2.3) All-in-one virtual reality devices have a processor for performing relevant calculations of virtual functions, and thus have independent virtual reality input and output functions. They do not need to be connected to a PC or mobile terminal and have a high degree of freedom in use.
[0036] 3) Augmented Reality (AR): A technology that calculates the camera's posture parameters in the real world (or three-dimensional world, real world) in real time during the process of the camera capturing images, and adds virtual elements to the images captured by the camera based on the camera posture parameters. Virtual elements include but are not limited to: images, videos, and three-dimensional models. The goal of AR technology is to integrate the virtual world with the real world on the screen for interaction.
[0037] 4) Mixed Reality (MR): A simulated setting that integrates computer-created sensory input (e.g., virtual objects) with sensory input from a physical setting or its representation. In some MR settings, the computer-created sensory input can adapt to changes in sensory input from the physical setting. In addition, some electronic systems used to present MR settings can monitor the orientation and / or position relative to the physical setting so that virtual objects can interact with real objects (i.e., physical elements from the physical setting or their representations). For example, the system can monitor movement so that virtual plants appear stationary relative to physical buildings.
[0038] 5) Extended Reality (XR) refers to all real and virtual combined environments and human-computer interactions generated by computer technology and wearable devices, which include virtual reality (VR), augmented reality (AR) and mixed reality (MR) and other forms.
[0039] 6) A virtual scene (also known as a virtual space) is a virtual scene displayed (or provided) when an application is running on an electronic device. The virtual scene can be a simulation of the real world, a semi-simulated and semi-fictional virtual scene, or a purely fictional virtual scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimensions of the virtual scene. For example, a virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.
[0040] 7) Virtual objects are objects that interact in virtual scenes and are controlled by users or robot programs (for example, robot programs based on artificial intelligence). They can be still, move, and perform various behaviors in virtual scenes, such as various characters in games.
[0041] After introducing some concepts involved in the embodiments of the present application, an interactive processing method, device, equipment and storage medium provided in the embodiments of the present application are described in detail below with reference to the accompanying drawings.
[0042] Figure 1 It is a flow chart of an interactive processing method provided in an embodiment of the present application. The interactive processing method provided in an embodiment of the present application can be executed by an interactive processing device. The interactive processing device can be composed of hardware and / or software and can be integrated into an electronic device. In an embodiment of the present application, the electronic device can be selected as an XR device, or it can be any other hardware device that can provide a virtual scene, etc., and the present application does not impose any restrictions on this. Among them, the XR device can be a VR device, an AR device, or an MR device, etc.
[0043] like Figure 1 As shown, the method comprises the following steps:
[0044] S101, in response to a close interaction operation in which any first virtual object approaches a second virtual object in a virtual space, determining a body part of the first virtual object that is close to the second virtual object.
[0045] It should be understood that the virtual space in this application is a corresponding virtual environment simulated by an electronic device according to any live broadcast scene selected by a user. For example, if any anchor user selects a certain type of live broadcast scene, the electronic device will construct a corresponding virtual live broadcast environment according to the type of live broadcast scene as the virtual space in this application, so that the audience user can enter the virtual space to interact with the anchor user in the live broadcast.
[0046] In the present application, the first virtual object is a virtual character Avatar corresponding to the audience user, and the second virtual object is a virtual character Avatar corresponding to the anchor user. Among them, the first virtual object can be created according to the real audience user when the audience user enters the virtual space, or it can be a personalized virtual object customized by the audience user based on the virtual object creation function, or it can be a default virtual object assigned by the virtual space corresponding system. Similarly, the second virtual object can be created by the virtual space corresponding system according to the real anchor user when the anchor user uses the virtual space for live broadcast, or it can be a personalized virtual object customized by the anchor user based on the virtual object creation function, or it can be a default virtual object assigned by the virtual space corresponding system. This application does not impose any restrictions on this.
[0047] Optionally, during the live broadcast in the virtual space through the second virtual object, the host user can interact closely with the first virtual object corresponding to the audience user, so as to provide the audience users with an immersive interactive experience on the basis of enriching the live broadcast content and making the live broadcast more interesting, thereby improving the viewing effect of the audience users.
[0048] Among them, close interaction can be understood as the first virtual object corresponding to the audience user can have close physical interaction with the second virtual object corresponding to the anchor user, such as hugging, high-fiving or shaking hands.
[0049] In the present application, the implementation method of the close interaction between the first virtual object corresponding to the audience user and the second virtual object corresponding to the anchor user may include the following:
[0050] In the first method, the audience user actively sends a request to the anchor user to interact closely with the anchor user. When the anchor user accepts the request, the first virtual object and the second virtual object enter a phase of interacting closely with each other.
[0051] For example, a certain audience user clicks on the close interaction control displayed in the virtual space to send a close interaction request to the anchor user. When the anchor user agrees to the audience user's close interaction request, the first virtual object and the second virtual object enter a close interaction phase.
[0052] The second method is that the host user can pre-set the close interaction link and trigger time before the live broadcast. When the host user detects that the trigger time of a close interaction link has been reached during the live broadcast, the host user end will actively initiate a close interaction event. When any audience user accesses the close interaction event, the first virtual object and the second virtual object enter the close interaction link.
[0053] Among them, when the anchor user actively initiates a close interaction event, each audience user in the virtual space can apply to join the close interaction event. When multiple audience users apply to join the close interaction event, the anchor user can select any audience user from the multiple audience users to allow the audience user to join the close interaction event, so that the first virtual object corresponding to the selected audience user and the second virtual object corresponding to the anchor user can perform a close interaction session. When an audience user applies to join the close interaction event, the anchor user defaults to agreeing to the audience user to join the close interaction event, so that the first virtual object corresponding to the audience user and the second virtual object corresponding to the anchor user can perform a close interaction session.
[0054] In some possible implementations, when the first virtual object of any audience user enters a close interaction session with the second virtual object corresponding to the anchor user, the audience user can control the first virtual object corresponding to himself to actively move toward the location of the second virtual object, that is, control the first virtual object to approach the second virtual object to achieve close interaction with the second virtual object.
[0055] When the audience user controls the first virtual object to approach the second virtual object, it can be achieved through an interactive controller or gestures, and the specific implementation method of this application is not limited. The optional interactive controller of this application can be but not limited to: a handle, a bracelet, a hand controller, a finger ring, and a glove.
[0056] When a close interaction operation of a first virtual object approaching a second virtual object is detected, the present application can determine in real time which body part of the second virtual object the first virtual object is approaching, and thereby determine whether the first virtual object or the second virtual object needs to be faded based on the approaching body part, so as to avoid the problem of penetration when the first virtual object and the second virtual object interact in close proximity.
[0057] Considering that the virtual object is a three-dimensional model obtained by skinning on the constructed skeleton model, the movement of the virtual object is achieved by controlling the movement of the skeleton on the skeleton model to drive the corresponding skin (mesh model, i.e., mesh model). The skeleton model can be composed of at least two skeletons. For example, Figure 2 As shown, the skeleton model includes the following bones: skull, cervical vertebrae, shoulder bones, hand bones, chest bones, waist bones, hip bones, thigh bones, calf bones and foot bones.
[0058] Therefore, when the present application determines that the first virtual object is close to the body part of the second virtual object, it can be achieved based on the distance between the coordinates of each first bone on the first virtual object and the coordinates of each second bone on the second virtual object.
[0059] In some optional implementations, determining the body part of the first virtual object close to the second virtual object according to the distance between the coordinates of each first bone on the first virtual object and the coordinates of each second bone on the second virtual object may optionally include the following steps:
[0060] Step 1: Obtain each first bone coordinate on the first virtual object and each second bone coordinate on the second virtual object.
[0061] Optionally, since both the first virtual object and the second virtual object have corresponding source codes, and the source codes have functions for obtaining the bone coordinates of each virtual object, the present application can obtain each first bone coordinate of the first virtual object and each second bone coordinate of the second virtual object by calling the bone coordinate obtaining function.
[0062] For example, assuming that the virtual engine supported by the electronic device is UE4, you can find the SkeletalMesh member in the source code, and then find the bone coordinates of all the first bones on the first virtual object and the bone coordinates of all the second bones on the second virtual object based on the RefSkelet structure in USkeletakMesh in the SkeletalMesh member.
[0063] For another example, the bone coordinates of all first bones on the first virtual object and the bone coordinates of all second bones on the second virtual object are obtained by calling the bonePosition:Vector3D=bone.getPosition function.
[0064] It should be noted that the present application may also adopt other existing methods for obtaining bone coordinates, and the specific acquisition process will not be described in detail here.
[0065] Step 2: Determine the distance between each first bone and each second bone according to each first bone coordinate and each second bone coordinate.
[0066] Optionally, a two-point distance formula may be used to calculate the distance between each first bone and each second bone based on each first bone coordinate and each second bone coordinate.
[0067] For example, assuming that the coordinates of a first bone G1 are (x11, y11, z11), and the coordinates of a second bone ga are (x21, y21, z21), then based on the two-point distance formula, the distance between the first bone G1 and the second bone ga can be determined as:
[0068] Step three: determining the body part of the first virtual object close to the second virtual object according to the distance between each first bone and each second bone.
[0069] Considering that the above distance can represent the degree of distance between two points. Therefore, after calculating the distance between each first bone and each second bone, the present application can select the minimum value from all the distances obtained, that is, select the minimum distance. Then, the part of the second bone corresponding to the minimum distance is determined as the body part of the first virtual object close to the second virtual object. That is, the part of the second bone corresponding to the minimum distance is the body part of the first virtual object close to the second virtual object.
[0070] Considering that when the first virtual object approaches a body part of the second virtual object, it may eventually collide with the body part. Moreover, the possible penetration of the model due to the collision is not allowed for some body parts of the virtual object.
[0071] Therefore, in order to avoid the problem of penetration when the first virtual object collides with a body part of the first virtual object, the present application can also determine whether the body part of the first virtual object close to the second virtual object is the target part.
[0072] The target part can be understood as a part that cannot be touched by the first virtual object. In the present application, the target part can be a part other than the hand, such as the head, legs, shoulders and other parts.
[0073] Optionally, to determine whether the body part of the first virtual object close to the second virtual object is the target part, the preset target part list may be used to search whether there is a body part of the first virtual object close to the second virtual object. If the body part exists in the preset target part list, the body part of the first virtual object close to the second virtual object is determined to be the target part. If the body part does not exist in the preset target part list, the body part of the first virtual object close to the second virtual object is determined not to be the target part.
[0074] It should be noted that the target parts in the above-mentioned preset target part list can be dynamically updated according to the interaction needs to meet the close interaction needs in different live broadcast scenarios.
[0075] S102: When a body part of the first virtual object close to the second virtual object is a target part, fade out the first virtual object or the second virtual object.
[0076] The fading process can be understood as a process of gradually hiding the display. In the present application, the fading process can be to gradually change the transparency of the first virtual object or the second virtual object from an opaque state to a transparent state. Alternatively, it can also be to gradually adjust the first virtual object or the second virtual object from a current visible state to a completely black invisible state, that is, a fading process, which is not limited here.
[0077] Optionally, when it is determined that the first virtual object is close to a body part of the second virtual object that is not allowed to be touched, the present application performs a fading process on the first virtual object or the second virtual object when the first virtual object is close to a target part of the second virtual object to avoid the problem of the first virtual object penetrating the second virtual object.
[0078] Considering that when the first virtual object approaches the target part of the second virtual object, it may be achieved through different parts, such as the audience user controlling the first body part corresponding to the first virtual object to approach the target part of the second virtual object, etc. Therefore, when the present application performs a fade-out process on the first virtual object or the second virtual object, it can be determined by determining which body part of the first virtual object is close to the target part of the second virtual object, that is, determining the body part of the first virtual object when it is close to the target part of the second virtual object. Furthermore, according to the body part of the first virtual object, it is determined whether to perform a fade-out process on the first virtual object or the second virtual object.
[0079] Optionally, when determining the target part close to the second virtual object, the body part of the first virtual object is specifically: the part of the first bone corresponding to the minimum value of all the distances calculated above is determined as the body part of the first virtual object. Wherein, all the distances are specifically the distances between each first bone and each second bone.
[0080] Further, performing a fading process on the first virtual object or the second virtual object specifically includes: if the body part of the first virtual object is the first body part, performing a fading process on the second virtual object; if the body part of the first virtual object is the second body part, performing a fading process on the first virtual object.
[0081] The first body part may be the head, and the second body part may be any part other than the head.
[0082] The above-mentioned fading processing of the first virtual object is preferably to gradually fade out the body part of the first virtual object from one end close to the target part of the second virtual object, so that the fading process of the body part of the first virtual object is more natural and less abrupt, so as to enhance the visual effect of the user.
[0083] It should be understood that, in the present application, when the body part of the first virtual object is the head, the second virtual object is faded out to avoid the first virtual object from passing through the second virtual object to see the internal structure of the second virtual object, thereby producing a superimposed display phenomenon and affecting the visual effect. When the body part of the first virtual object is other than the head, the first virtual object is faded out to avoid the penetration of other parts of the first virtual object into the second virtual object.
[0084] An interactive processing method provided by an embodiment of the present application, when a viewer manipulates a first virtual object corresponding to the viewer in a virtual space to approach a second virtual object corresponding to a host and interact with the viewer in close proximity, by determining the body part of the first virtual object close to the second virtual object, when the body part of the first virtual object close to the second virtual object is the target part, the first virtual object or the second virtual object is faded out. In this way, the problem of the first virtual object penetrating the second virtual object when the viewer's first virtual object interacts in close proximity with the host's second virtual object can be solved, making the simulation effect of the close proximity interaction between the first virtual object and the second virtual object more realistic and natural, thereby improving the visual effect of the interaction between the host and the viewer.
[0085] In another implementation scenario of the present application, a distance threshold may be pre-set in the present application. Only when the distance between the first virtual object and the target part of the second virtual object is less than or equal to the distance threshold, the first virtual object or the second virtual object is triggered to perform a fade-out operation. This can retain the ability of the first virtual object corresponding to the audience user to be close to the host user. Figure 3 , the specific process of triggering the fading processing of the first virtual object or the second virtual object provided in the present application is described in detail. Figure 3 As shown, the method comprises the following steps:
[0086] S201, in response to a close interaction operation in which any first virtual object approaches a second virtual object in a virtual space, determining a body part of the first virtual object that is close to the second virtual object.
[0087] S202, when the body part of the first virtual object close to the second virtual object is the target part, determine whether the first distance is less than or equal to the distance threshold, if it is less than or equal to the distance threshold, execute S203, otherwise execute S204.
[0088] The first distance is the distance between the first virtual object and the target part when the body part of the first virtual object close to the second virtual object is the target part.
[0089] The above distance threshold can be the same value set for all target parts, or a value set for each target part, and this application does not make specific restrictions on this. For example, the same value is set for all target parts, which is 20 centimeters (cm) or 30 cm. For another example, a first distance threshold is set for the target part being the shoulder, and a second distance threshold is set for the target part being the foot, and so on.
[0090] In addition, the distance threshold can be flexibly adjusted according to the needs of close-up interaction experience. For example, when a more realistic close-up interaction effect is required, the distance threshold can be set relatively small, such as 5cm or 10cm. When the close-up interaction effect is not required, the distance threshold can be set relatively large, such as 20cm or 30cm.
[0091] Optionally, the present application determines whether the first distance is less than or equal to the distance threshold, which may include the following two situations:
[0092] First, when all target parts correspond to a distance threshold, the magnitude relationship between the first distance and the distance threshold is compared.
[0093] The second method is to determine the target distance threshold corresponding to the target part of the first virtual object close to the second virtual object when each target part corresponds to a distance threshold, and then compare the first distance with the target distance threshold.
[0094] It should be understood that, in the embodiment of the present application, the first virtual object is close to the target part of the second virtual object, specifically, a body part of the first virtual object is close to the target part of the second virtual object.
[0095] S203: If the first distance is less than or equal to the distance threshold, perform a fading process on the first virtual object or the second virtual object.
[0096] S204: If the first distance is greater than the distance threshold, no fading processing is performed on the first virtual object or the second virtual object.
[0097] Optionally, when the first distance is less than or equal to the distance threshold, it indicates that the target parts of the first virtual object and the second virtual object are about to touch each other. At this time, the first virtual object or the second virtual object is faded out to avoid the problem of penetration when the target parts of the first virtual object and the second virtual object touch each other. When the first distance is greater than the distance threshold, it indicates that the target parts of the first virtual object and the second virtual object are far apart and will not touch each other. At this time, the first virtual object or the second virtual object is not faded out to ensure the visual effect of close interaction for users.
[0098] The specific process of fading the first virtual object or the second virtual object is the same as step S102 in the aforementioned embodiment. Please refer to the aforementioned embodiment for details and no further details will be given here.
[0099] An interactive processing method provided by an embodiment of the present application, when the audience manipulates the first virtual object corresponding to itself to approach the second virtual object corresponding to the anchor in the virtual space and interacts with it in close proximity, by determining the body part of the first virtual object close to the second virtual object, when the body part of the first virtual object close to the second virtual object is the target part, the first virtual object or the second virtual object is faded out. Thus, the problem of the first virtual object penetrating the second virtual object when the first virtual object corresponding to the audience interacts with the second virtual object corresponding to the anchor in close proximity can be solved, so that the simulation effect of the close interaction between the first virtual object and the second virtual object is more real and natural, thereby improving the visual effect of the interaction between the anchor and the audience. In addition, by setting a distance threshold, when the distance between the first virtual object and the target part of the second virtual object is less than or equal to the distance threshold, the fade-out processing operation of the first virtual object or the second virtual object is triggered, so that the ability of the first virtual object corresponding to the audience user to approach the anchor user in close proximity can be retained, ensuring the close interaction effect between the first virtual object corresponding to the audience and the second virtual object corresponding to the anchor, thereby achieving a more realistic close interaction experience.
[0100] In another implementation scenario of the present application, it is considered that there are sensitive parts in the target part of the second virtual object, that is, parts that belong to personal privacy for the user. In addition, sensitive parts can also be divided into different levels, such as first-level sensitive parts and second-level sensitive parts, and the priority of first-level sensitive parts is higher than that of second-level sensitive parts. Then, when the body part of the first virtual object corresponding to the audience user is close to the second virtual object corresponding to the anchor user, which is a first-level sensitive part, if the first virtual object or the second virtual object is faded, the first-level sensitive part corresponding to the second virtual object will be seen by the first virtual object, resulting in the leakage of user privacy. Therefore, when the present application determines that the body part of the first virtual object close to the second virtual object is a first-level sensitive part, it is preferred to first perform anti-peeping processing on the first-level sensitive part of the second virtual object, and then fade-hide the first virtual object or the second virtual object. The following is combined with Figure 4 , the present application specifically describes the anti-peeping process for the first-level sensitive part of the second virtual object when the first virtual object is determined to be close to the second virtual object's body part as the first-level sensitive part. Figure 4 As shown, the method comprises the following steps:
[0101] S301, in response to a close body interaction operation in which any first virtual object approaches a second virtual object in a virtual space, determining a body part of the first virtual object that is close to the second virtual object.
[0102] S302, when the body part of the first virtual object close to the second virtual object is the target part, determine whether the target part is a primary sensitive part, if so, execute S303, otherwise execute S305.
[0103] In the present application, target sites include primary sensitive sites, secondary sensitive sites and normal sites.
[0104] The above-mentioned first-level sensitive parts can be selected as the private parts of the lower body below the waist bone of the virtual object; the second-level sensitive parts can be selected as the private parts of the upper body above the waist bone of the virtual object; the normal parts can be selected as the rest of the parts except the private parts of the lower body and the private parts of the upper body of the virtual object.
[0105] Optionally, by comparing whether the identification information of the target part is the same as the preset first-level sensitive part identification information, if they are the same, the target part is determined to be a first-level sensitive part; if they are not the same, the target part is determined not to be a first-level sensitive part.
[0106] The identification information may be information that uniquely identifies a body part, such as a name or number, and is not specifically limited here.
[0107] S303: If the body part of the first virtual object close to the second virtual object is the target part, and the target part is a primary sensitive part, anti-peeping processing is performed on the primary sensitive part of the second virtual object.
[0108] In some optional implementations, anti-peeping processing is performed on the primary sensitive part of the second virtual object, and the optional implementations include the following:
[0109] Implementation method 1
[0110] An anti-peeping material is set on the primary sensitive part of the second virtual object.
[0111] The anti-peeping material can be understood as an opaque layer covering the primary sensitive part, and the layer can be in different colors. In addition, the layer can be customized according to the shape of the primary sensitive part.
[0112] That is to say, by setting anti-peeping material on the primary sensitive part of the second virtual object, it is similar to the effect of putting clothes on the primary sensitive part, so that the first virtual object cannot see the primary sensitive part of the second virtual object, thereby protecting the private part of the second virtual object.
[0113] Implementation method 2
[0114] An anti-peeping special effect is displayed on the primary sensitive part of the second virtual object.
[0115] In the present application, anti-peeping special effects are displayed on the primary sensitive part of the second virtual object, including: at least one of glare special effects, picture special effects, and text special effects.
[0116] That is, by displaying an anti-peeping special effect on the primary sensitive part of the second virtual object, the first virtual object cannot see the primary sensitive part of the second virtual object, thereby protecting the private part of the second virtual object. Figure 5 shown.
[0117] Implementation method three
[0118] An anti-peeping material is set on the primary sensitive part of the second virtual object, and an anti-peeping special effect is displayed on the anti-peeping material.
[0119] Implementation method 4
[0120] An anti-peeping safety zone is set on the primary sensitive part of the second virtual object.
[0121] The anti-peeping safety zone may include an area of any shape including the primary sensitive part of the second virtual object, and the anti-peeping safety zone may move and rotate accordingly with the movement and rotation of the second virtual object.
[0122] In some implementable embodiments, it is considered that the first-level sensitive part of the second virtual object is provided with a protective object when it is created, or there is an object in front of the first-level sensitive part of the second virtual object, such as a stool or other object that can block the first-level sensitive part. Then, before the present application performs anti-peeping processing on the first-level sensitive part of the second virtual object, it can be determined whether there is an obstruction between the first-level sensitive part of the first virtual object and the second virtual object. If it is determined that there is an obstruction between the first-level sensitive part of the first virtual object and the second virtual object, it is determined that the first virtual object cannot see or touch the first-level sensitive part of the second virtual object, and the first-level sensitive part of the second virtual object may not be anti-peeping processed. If it is determined that there is no obstruction between the first-level sensitive part of the first virtual object and the second virtual object, it is determined that the first virtual object can see or touch the first-level sensitive part of the second virtual object, and the first-level sensitive part of the second virtual object is anti-peeping processed.
[0123] The obstruction may be understood as a protective object being provided at the primary sensitive part of the second virtual object when it is created, and / or an object existing in front of the primary sensitive part of the second virtual object, such as a stool or other objects.
[0124] S304: Based on the primary sensitive part processed for anti-peeping, the first virtual object or the second virtual object is gradually hidden.
[0125] Specifically, after the first-level sensitive part of the second virtual object is processed for anti-peeping, although the first virtual object may not be able to see the first-level sensitive part, it is still possible to be touched by the first virtual object. Therefore, after the first-level sensitive part is processed for anti-peeping, the application further performs a gradual hiding process on the first virtual object or the second virtual object to prevent the first-level sensitive part of the second virtual object from being touched by the first virtual object, and at the same time, it can also avoid the occurrence of the penetration problem.
[0126] S305: If the body part of the first virtual object close to the second virtual object is the target part, and the target part is a secondary sensitive part or a normal part, the first virtual object or the second virtual object is faded out.
[0127] Normally, the secondary sensitive parts will be blocked by corresponding clothes and other items when creating a virtual object, so the secondary sensitive parts are usually not seen by the first virtual object. That is, the secondary sensitive parts and normal parts are both allowed to be seen by the first virtual object.
[0128] Correspondingly, the implementation process of fading the first virtual object or the second virtual object is the same as S102 in the aforementioned embodiment. For details, please refer to the aforementioned embodiment, and no further details will be given here.
[0129] The interactive processing method provided in the embodiment of the present application, when the audience manipulates the first virtual object corresponding to itself to approach the second virtual object corresponding to the anchor in the virtual space and interacts closely with it, by determining the body part of the first virtual object close to the second virtual object, when the body part of the first virtual object close to the second virtual object is the target part, the first virtual object or the second virtual object is faded. In this way, the problem of the first virtual object penetrating the second virtual object when the first virtual object corresponding to the audience interacts closely with the second virtual object corresponding to the anchor can be solved, so that the simulation effect of the close interaction between the first virtual object and the second virtual object is more real and natural, thereby improving the visual effect of the interaction between the anchor and the audience. In addition, by determining whether the body part of the first virtual object close to the second virtual object is the target part, whether the target part is a first-level sensitive part. When the target part is a first-level sensitive part, the first-level sensitive part is anti-peeping processed to avoid the first-level sensitive part being seen by the first virtual object, resulting in the leakage of the user's privacy, thereby protecting the user's privacy security.
[0130] Please refer to the attached Figure 6 , an interactive processing device proposed in an embodiment of the present application is described. Figure 6is a schematic block diagram of an interactive processing device provided in an embodiment of the present application. In an embodiment of the present application, the electronic device may be an XR device, or may be any other hardware device capable of providing a virtual space. The XR device may be a VR device, an AR device, or an MR device, etc., and the present application does not impose any specific restrictions on it.
[0131] like Figure 6 As shown, the interactive processing device 400 includes: a part determination module 410 and an object processing module 420.
[0132] The part determination module 410 is used to determine the body part of the first virtual object close to the second virtual object in response to a close interaction operation of any first virtual object close to the second virtual object in the virtual space;
[0133] The object processing module 420 is configured to perform a fading process on the first virtual object or the second virtual object when a body part of the first virtual object close to the second virtual object is a target part.
[0134] In an optional implementation of the embodiment of the present application, the location determination module 410 includes:
[0135] A coordinate acquisition unit, used for acquiring each first bone coordinate on the first virtual object and each second bone coordinate on the second virtual object;
[0136] a distance determining unit, configured to determine the distance between each first bone and each second bone according to each first bone coordinate and each second bone coordinate;
[0137] A part determination unit is used to determine the body part of the first virtual object close to the second virtual object according to the distance between each of the first bones and each of the second bones.
[0138] In an optional implementation of the embodiment of the present application, the part determination unit is specifically configured to:
[0139] Select the minimum distance from all distances;
[0140] The part of the second skeleton corresponding to the minimum distance is determined as the body part of the first virtual object close to the second virtual object.
[0141] An optional implementation of the embodiment of the present application further includes:
[0142] The first determining module is configured to determine that the body part of the first virtual object close to the second virtual object is a target part if the body part of the first virtual object close to the second virtual object is in a preset target part list.
[0143] In an optional implementation of the embodiment of the present application, the object processing module 420 includes:
[0144] a first determining unit, configured to determine a body part of the first virtual object when approaching a target part of the second virtual object;
[0145] A processing unit is configured to perform a fading process on the second virtual object if the body part of the first virtual object is the first body part; and to perform a fading process on the second body part of the first virtual object if the body part of the second virtual object is the second body part.
[0146] An optional implementation of the embodiment of the present application further includes:
[0147] a second determination module, configured to determine whether a first distance is less than or equal to a distance threshold, wherein the first distance is the distance between the first virtual object and the target part when the body part of the first virtual object close to the second virtual object is the target part;
[0148] Accordingly, the object processing module 420 is specifically configured to:
[0149] If the first distance is less than or equal to the distance threshold, the first virtual object or the second virtual object is faded out.
[0150] In an optional implementation of the embodiment of the present application, the target part at least includes: a primary sensitive part;
[0151] Accordingly, the device 400 further includes:
[0152] The anti-peeping processing module is used to perform anti-peeping processing on the first-level sensitive part of the second virtual object if the body part of the first virtual object close to the second virtual object is a target part, and the target part belongs to the first-level sensitive part.
[0153] An optional implementation of the embodiment of the present application is an anti-peeping processing module, which is specifically used to:
[0154] Setting an anti-peeping material on the primary sensitive part of the second virtual object;
[0155] or,
[0156] Displaying an anti-peeping special effect on the primary sensitive part of the second virtual object;
[0157] or,
[0158] Setting an anti-peeping material on the primary sensitive part of the second virtual object, and displaying an anti-peeping special effect on the anti-peeping material;
[0159] or,
[0160] An anti-peeping safety zone is set on the primary sensitive part of the second virtual object.
[0161] In an optional implementation manner of the embodiment of the present application, the anti-peeping special effect includes: at least one of a glare special effect, a picture special effect, and a text special effect.
[0162] An optional implementation of the embodiment of the present application further includes:
[0163] The third determination module is used to perform anti-peeping processing on the sensitive part of the second virtual object if it is determined that there is no obstruction between the first virtual object and the first-level sensitive part of the second virtual object.
[0164] The embodiment of the present application provides an interactive processing device, when the audience manipulates the first virtual object corresponding to itself to approach the second virtual object corresponding to the anchor in the virtual space and interacts with it in close proximity, by determining the body part of the first virtual object close to the second virtual object, when the body part of the first virtual object close to the second virtual object is the target part, the first virtual object or the second virtual object is faded out. Thus, the problem of the first virtual object penetrating the second virtual object when the first virtual object corresponding to the audience interacts with the second virtual object corresponding to the anchor in close proximity can be solved, so that the simulation effect of the close interaction between the first virtual object and the second virtual object is more real and natural, thereby improving the visual effect of the interaction between the anchor and the audience. In addition, when the distance between the first virtual object and the target part of the second virtual object is less than or equal to the distance threshold, the fade-out operation of the first virtual object or the second virtual object is triggered, so that the ability of the first virtual object corresponding to the audience user to approach the anchor user in close proximity can be retained, ensuring the close interaction effect between the first virtual object corresponding to the audience and the second virtual object corresponding to the anchor, thereby achieving a more realistic close interaction experience. Furthermore, when the target part is a primary sensitive part, anti-peeping processing is performed on the primary sensitive part to prevent the primary sensitive part from being seen by the first virtual object, which would lead to leakage of user privacy, thereby protecting the user's privacy security.
[0165] It should be understood that the device embodiment and the aforementioned method embodiment may correspond to each other, and similar descriptions may refer to the method embodiment. To avoid repetition, they will not be described here. Specifically, Figure 6 The apparatus 400 shown may perform Figure 1The corresponding method embodiments, and the aforementioned and other operations and / or functions of each module in the device 400 are respectively to implement Figure 1 For the sake of brevity, the corresponding processes in each method are not repeated here.
[0166] The above describes the device 400 of the embodiment of the present application from the perspective of the functional module in conjunction with the accompanying drawings. It should be understood that the functional module can be implemented in hardware form, can be implemented by instructions in software form, and can also be implemented by a combination of hardware and software modules. Specifically, the steps of the first aspect method embodiment in the embodiment of the present application can be completed by the hardware integrated logic circuit and / or software form instructions in the processor, and the steps of the first aspect method disclosed in conjunction with the embodiment of the present application can be directly embodied as a hardware decoding processor to perform, or a combination of hardware and software modules in the decoding processor to perform. Optionally, the software module can be located in a mature storage medium in the field such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, an electrically erasable programmable memory, a register, etc. The storage medium is located in a memory, and the processor reads the information in the memory, and completes the steps in the above-mentioned first aspect method embodiment in conjunction with its hardware.
[0167] Figure 7 is a schematic block diagram of an electronic device provided in an embodiment of the present application. Figure 7 As shown, the electronic device 500 may include:
[0168] The memory 510 and the processor 520, the memory 510 is used to store the computer program and transmit the program code to the processor 520. In other words, the processor 520 can call and run the computer program from the memory 510 to implement the interactive processing method in the embodiment of the present application.
[0169] For example, the processor 520 may be used to execute the above-mentioned interactive processing method embodiment according to the instructions in the computer program.
[0170] Optionally, the above interaction processing method includes:
[0171] In response to a close interaction operation of any first virtual object approaching a second virtual object in the virtual space, determining a body part of the first virtual object approaching the second virtual object;
[0172] When the body part of the first virtual object close to the second virtual object is the target part, the first virtual object or the second virtual object is faded out.
[0173] Optionally, determining that the first virtual object is close to a body part of the second virtual object includes:
[0174] Acquire each first bone coordinate on the first virtual object and each second bone coordinate on the second virtual object;
[0175] Determine the distance between each first bone and each second bone according to each first bone coordinate and each second bone coordinate;
[0176] The body part of the first virtual object close to the second virtual object is determined according to the distance between each of the first bones and each of the second bones.
[0177] Optionally, determining the body part of the first virtual object close to the second virtual object according to the distance between each of the first bones and each of the second bones includes:
[0178] Select the minimum distance from all distances;
[0179] The part of the second skeleton corresponding to the minimum distance is determined as the body part of the first virtual object close to the second virtual object.
[0180] Optionally, after determining that the first virtual object is close to the body part of the second virtual object, the method further includes:
[0181] If the body part of the first virtual object close to the second virtual object is in the preset target part list, the body part of the first virtual object close to the second virtual object is determined as the target part.
[0182] Optionally, when the body part of the first virtual object close to the second virtual object is the target part, fading the first virtual object or the second virtual object includes:
[0183] determining a body part of the first virtual object when approaching a target part of the second virtual object;
[0184] If the body part of the first virtual object is the first body part, fading the second virtual object;
[0185] If the body part of the second virtual object is the second body part, the second body part of the first virtual object is faded out.
[0186] Optionally, before fading the first virtual object or the second virtual object, the method further includes:
[0187] determining whether a first distance is less than or equal to a distance threshold, the first distance being the distance between the first virtual object and the target part when a body part of the first virtual object close to the second virtual object is the target part;
[0188] Accordingly, the step of performing a fading process on the first virtual object or the second virtual object includes:
[0189] If the first distance is less than or equal to the distance threshold, the first virtual object or the second virtual object is faded out.
[0190] Optionally, the target part includes at least: a primary sensitive part;
[0191] Accordingly, the method further comprises:
[0192] If the body part of the first virtual object close to the second virtual object is a target part, and the target part belongs to the first-level sensitive part, anti-peeping processing is performed on the first-level sensitive part of the second virtual object.
[0193] Optionally, the performing anti-peeping processing on the primary sensitive part of the second virtual object includes:
[0194] Setting an anti-peeping material on the primary sensitive part of the second virtual object;
[0195] or,
[0196] Displaying an anti-peeping special effect on the primary sensitive part of the second virtual object;
[0197] or,
[0198] Setting an anti-peeping material on the primary sensitive part of the second virtual object, and displaying an anti-peeping special effect on the anti-peeping material;
[0199] or,
[0200] An anti-peeping safety zone is set on the primary sensitive part of the second virtual object.
[0201] Optionally, the anti-peeping special effects include at least one of glare special effects, picture special effects, and text special effects.
[0202] Optionally, before performing anti-peeping processing on the primary sensitive part of the second virtual object, the method further includes:
[0203] If it is determined that there is no obstruction between the first virtual object and the first-level sensitive part of the second virtual object, anti-peeping processing is performed on the sensitive part of the second virtual object.
[0204] In some embodiments of the present application, the processor 520 may include but is not limited to:
[0205] General-purpose processor, digital signal processor (DSP), application-specific integrated circuit (ASIC), field programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware components, etc.
[0206] In some embodiments of the present application, the memory 510 includes but is not limited to:
[0207] Volatile memory and / or non-volatile memory. Among them, the non-volatile memory can be read-only memory (ROM), programmable ROM (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM) or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example and not limitation, many forms of RAM are available, such as static random access memory (SRAM), dynamic random access memory (DRAM), synchronous dynamic random access memory (SDRAM), double data rate synchronous dynamic random access memory (DDR SDRAM), enhanced synchronous dynamic random access memory (ESDRAM), synchronous link DRAM (SLDRAM), and direct RAM bus random access memory (DR RAM).
[0208] In some embodiments of the present application, the computer program may be divided into one or more modules, which are stored in the memory 510 and executed by the processor 520 to complete the interactive processing method provided by the present application. The one or more modules may be a series of computer program instruction segments capable of completing specific functions, and the instruction segments are used to describe the execution process of the computer program in the electronic device.
[0209] like Figure 7 As shown, the electronic device 500 may further include:
[0210] The transceiver 530 may be connected to the processor 520 or the memory 510 .
[0211] The processor 520 may control the transceiver 530 to communicate with other devices, specifically, to send information or data to other devices, or to receive information or data sent by other devices. The transceiver 530 may include a transmitter and a receiver. The transceiver 530 may further include an antenna, and the number of antennas may be one or more.
[0212] It should be understood that the various components in the electronic device are connected via a bus system, wherein the bus system includes not only a data bus but also a power bus, a control bus and a status signal bus.
[0213] The present application also provides a computer storage medium on which a computer program is stored. When the computer program is executed by a computer, the computer is enabled to execute the method of the above method embodiment.
[0214] An embodiment of the present application further provides a computer program product including program instructions, and when the program instructions are executed on an electronic device, the electronic device executes the method of the above method embodiment.
[0215] When software is used for implementation, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function according to the embodiment of the present application is generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices. The computer instructions can be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions can be transmitted from a website site, computer, server or data center by wired (e.g., coaxial cable, optical fiber, digital subscriber line (digital subscriber line, DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) mode to another website site, computer, server or data center. The computer-readable storage medium can be any available medium that a computer can access or a data storage device such as a server or data center that includes one or more available media integration. The available medium can be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a digital video disc (digital video disc, DVD)), or a semiconductor medium (e.g., a solid state drive (solid state disk, SSD)), etc.
[0216] Those of ordinary skill in the art will appreciate that the modules and algorithm steps of each example described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professional and technical personnel can use different methods to implement the described functions for each specific application, but such implementation should not be considered to be beyond the scope of this application.
[0217] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the module is only a logical function division. There may be other division methods in actual implementation, such as multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or modules, which can be electrical, mechanical or other forms.
[0218] The modules described as separate components may or may not be physically separated, and the components displayed as modules may or may not be physical modules, 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. For example, each functional module in each embodiment of the present application may be integrated into a processing module, or each module may exist physically separately, or two or more modules may be integrated into one module.
[0219] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art who is familiar with the present technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.
Claims
1. An interactive processing method, characterized in that: include: In response to a close interaction operation of any first virtual object approaching a second virtual object in the virtual space, determining a body part of the first virtual object approaching the second virtual object; When the body part of the first virtual object close to the second virtual object is the target part, the first virtual object or the second virtual object is faded out.
2. The method according to claim 1, characterized in that The determining that the first virtual object is close to the body part of the second virtual object includes: Acquire each first bone coordinate on the first virtual object and each second bone coordinate on the second virtual object; Determine the distance between each first bone and each second bone according to each first bone coordinate and each second bone coordinate; The body part of the first virtual object close to the second virtual object is determined according to the distance between each of the first bones and each of the second bones.
3. The method according to claim 2, characterized in that The step of determining the body part of the first virtual object close to the second virtual object according to the distance between each of the first bones and each of the second bones comprises: Select the minimum distance from all distances; The part of the second skeleton corresponding to the minimum distance is determined as the body part of the first virtual object close to the second virtual object.
4. The method according to claim 1, characterized in that: After determining that the first virtual object is close to the body part of the second virtual object, the method further includes: If the body part of the first virtual object close to the second virtual object is in the preset target part list, the body part of the first virtual object close to the second virtual object is determined as the target part.
5. The method according to claim 1, characterized in that When the body part of the first virtual object close to the second virtual object is the target part, performing a fading process on the first virtual object or the second virtual object includes: determining a body part of the first virtual object when approaching a target part of the second virtual object; If the body part of the first virtual object is the first body part, fading the second virtual object; If the body part of the second virtual object is the second body part, the second body part of the first virtual object is faded out.
6. The method according to claim 1, characterized in that Before the first virtual object or the second virtual object is faded out, the method further includes: determining whether a first distance is less than or equal to a distance threshold, the first distance being the distance between the first virtual object and the target part when a body part of the first virtual object close to the second virtual object is the target part; Accordingly, the step of performing a fading process on the first virtual object or the second virtual object includes: If the first distance is less than or equal to the distance threshold, the first virtual object or the second virtual object is faded out.
7. The method according to any one of claims 1 to 6, characterized in that: The target parts at least include: primary sensitive parts; Accordingly, the method further comprises: If the body part of the first virtual object close to the second virtual object is a target part, and the target part belongs to the first-level sensitive part, anti-peeping processing is performed on the first-level sensitive part of the second virtual object.
8. The method according to claim 7, characterized in that The anti-peeping process is performed on the primary sensitive part of the second virtual object, including: Setting an anti-peeping material on the primary sensitive part of the second virtual object; or, Displaying an anti-peeping special effect on the primary sensitive part of the second virtual object; or, Setting an anti-peeping material on the primary sensitive part of the second virtual object, and displaying an anti-peeping special effect on the anti-peeping material; or, An anti-peeping safety zone is set on the primary sensitive part of the second virtual object.
9. The method according to claim 8, characterized in that The anti-peeping special effects include: at least one of glare special effects, picture special effects, and text special effects.
10. The method according to claim 7, characterized in that Before performing anti-peeping processing on the primary sensitive part of the second virtual object, the method further includes: If it is determined that there is no obstruction between the first virtual object and the first-level sensitive part of the second virtual object, anti-peeping processing is performed on the sensitive part of the second virtual object.
11. An interactive processing device, characterized in that: include: a body part determination module, configured to determine a body part of the first virtual object close to the second virtual object in response to a close interaction operation of any first virtual object close to the second virtual object in the virtual space; The object processing module is used to perform a fading process on the first virtual object or the second virtual object when the body part of the first virtual object close to the second virtual object is a target part.
12. An electronic device, characterized in that: include: A processor and a memory, wherein the memory is used to store a computer program, and the processor is used to call and run the computer program stored in the memory to execute the interactive processing method as described in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that: Used to store a computer program, wherein the computer program enables a computer to execute the interactive processing method according to any one of claims 1 to 10.
14. A computer program product comprising program instructions, characterized in that When the program instructions are executed on an electronic device, the electronic device executes the interactive processing method as claimed in any one of claims 1 to 10.