Object control method and device for three-dimensional virtual scene, equipment, medium and product
By considering the distribution of virtual obstacles in a three-dimensional virtual scene, the first field of view prompt element is dynamically displayed, which solves the problem of rigid visual area determination method in the prior art, and improves the player's decision-making experience and human-computer interaction efficiency.
Patent Information
- Application Number
- CN202510228833.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2024-07-06
- Filing Date
- 2025-02-26
- Publication Date
- 2025-05-30
AI Technical Summary
The method of determining the field of view in a three-dimensional virtual scene is relatively rigid, and it fails to truly display the visual situation of the main control virtual object, resulting in poor player's decision-making experience and low human-computer interaction efficiency.
By taking the distribution of virtual obstacles as a consideration for performing perspective observation of the first virtual object, the first field of view prompt element is dynamically displayed, and the observation area range of the first virtual object for the three-dimensional virtual scene under the influence of the virtual obstacle is characterized.
It improves the game strategy implementation of the first virtual object in the virtual game, improves the human-computer interaction efficiency, and provides a more flexible and real player decision-making experience.
Smart Images

Figure CN120053980A_ABST
Abstract
Description
[0001] This application claims the priority of a Chinese patent application with the application number 202410902382.0 and the invention title "An Information Prompt Method, Device, Computer Equipment and Storage Medium" filed on July 6, 2024, the entire content of which is incorporated herein by reference. Technical Field
[0002] Embodiments of this application relate to the field of virtual environments, and particularly to a method, device, equipment, medium and product for controlling objects in a three-dimensional virtual scene. Background Art
[0003] In current game applications, players can control virtual objects to form virtual camps and conduct virtual matches in the form of virtual camps.
[0004] In related technologies, when a player controls a main control virtual object to move in a three-dimensional virtual scene, a field of view area determined based on the object orientation of the main control virtual object is displayed on a thumbnail map corresponding to the three-dimensional virtual scene. Through the field of view area, the player can perceive the area range visible in the current object orientation, and then perform corresponding game operations and make decisions.
[0005] However, the method of determining the field of view area in the above process is relatively rigid, which is not conducive to truly showing the visible situation of the main control virtual object, resulting in a poor decision-making experience for players and a low human-computer interaction efficiency. Summary of the Invention
[0006] Embodiments of this application provide a method, device, equipment, medium and product for controlling objects in a three-dimensional virtual scene, which can take the distribution of virtual obstacles as a consideration factor under the perspective observation of a first virtual object, making the determined and displayed first field of view prompt element more flexible, helping to improve the implementation of the game strategy of the first virtual object in a virtual match, and improving the human-computer interaction efficiency. The technical solutions are as follows.
[0007] On the one hand, a method for controlling an object in a three-dimensional virtual scene is provided. The method includes:
[0008] Display a thumbnail map corresponding to the three-dimensional virtual scene. The three-dimensional virtual scene includes a first virtual object in a first orientation. The thumbnail map includes a first object element corresponding to the first virtual object. The first virtual object has a conical first field of view range in the three-dimensional virtual scene;
[0009] Receive an object control operation on the first virtual object. The object control operation is used to control the movement of the first virtual object in the three-dimensional virtual scene;
[0010] In response to the object control operation, control the first virtual object to be located in the three-dimensional virtual scene with a second orientation, and based on the distribution of virtual obstacles within the first field of view having the second orientation, display the first field-of-view prompt element in the thumbnail map, where the first field-of-view prompt element is used to characterize the observation area range of the three-dimensional virtual scene by the first virtual object under the influence of the virtual obstacles.
[0011] On the other hand, there is provided an object control device for a three-dimensional virtual scene, the device comprising:
[0012] A display module, configured to display a thumbnail map corresponding to the three-dimensional virtual scene, where the three-dimensional virtual scene includes a first virtual object in a first orientation, the thumbnail map includes a first object element corresponding to the first virtual object, and the first virtual object has a conical first field of view in the three-dimensional virtual scene;
[0013] A receiving module, configured to receive an object control operation on the first virtual object, where the object control operation is used to control the movement of the first virtual object in the three-dimensional virtual scene;
[0014] The display module is further configured to, in response to the object control operation, control the first virtual object to be located in the three-dimensional virtual scene with a second orientation, and based on the distribution of virtual obstacles within the first field of view having the second orientation, display the first field-of-view prompt element in the thumbnail map, where the first field-of-view prompt element is used to characterize the observation area range of the three-dimensional virtual scene by the first virtual object under the influence of the virtual obstacles.
[0015] On the other hand, there is provided a computer device, the computer device comprising a processor and a memory, where at least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the object control method for a three-dimensional virtual scene as described in any one of the embodiments of the present application above.
[0016] On the other hand, there is provided a computer-readable storage medium, where at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the object control method for a three-dimensional virtual scene as described in any one of the embodiments of the present application above.
[0017] On the other hand, a computer program product or a computer program is provided. The computer program product or the computer program includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the object control method of the three-dimensional virtual scene described in any one of the above embodiments.
[0018] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:
[0019] If the first virtual object is adjusted from the first orientation to the second orientation based on an object control operation, according to the distribution of virtual obstacles within the first field of view in the second orientation, a first field-of-view prompt element is displayed in the thumbnail map. Based on the above process, the distribution of virtual obstacles is used as a consideration factor under the perspective observation performed by the first virtual object, so that the first field-of-view prompt element displayed on the thumbnail map represents the range of the observation area of the three-dimensional virtual scene by the first virtual object affected by the virtual obstacles. Compared with the process of directly determining the observation range of the first virtual object based on the second orientation and the first field of view in the traditional method, the determination process of the first field-of-view prompt element is more flexible, and the process of dynamically displaying the first field-of-view prompt element based on the orientation change can be realized, avoiding the player from controlling the first virtual object to move to an invalid area with virtual obstacles, which helps to improve the implementation of the game strategy of the first virtual object in the virtual game and improve the human-computer interaction efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0021] Figure 1 is a block diagram of an electronic device provided by an exemplary embodiment of the present application;
[0022] Figure 2 is a block diagram of a computer system provided by an exemplary embodiment of the present application;
[0023] Figure 3 is a flowchart of an object control method for a three-dimensional virtual scene provided by an exemplary embodiment of the present application;
[0024] Figure 4 is a flowchart of an object control method for a three-dimensional virtual scene provided by another exemplary embodiment of the present application;
[0025] Figure 5It is a schematic diagram of the interface of a three-dimensional virtual scene provided by an exemplary embodiment of the present application;
[0026] Figure 6 It is a schematic diagram of the interface of a three-dimensional virtual scene and a thumbnail map provided by an exemplary embodiment of the present application;
[0027] Figure 7 It is a schematic diagram of the interface for displaying a first field-of-view prompt element provided by an exemplary embodiment of the present application;
[0028] Figure 8 It is a schematic diagram of the interface of a three-dimensional virtual scene and a thumbnail map provided by another exemplary embodiment of the present application;
[0029] Figure 9 It is a schematic diagram of the interface of a thumbnail map provided by an exemplary embodiment of the present application;
[0030] Figure 10 It is a flowchart of the object control method for a three-dimensional virtual scene provided by an exemplary embodiment of the present application;
[0031] Figure 11 It is a schematic diagram of obtaining a scene vector map provided by an exemplary embodiment of the present application;
[0032] Figure 12 It is a schematic diagram of the scene vector map provided by an exemplary embodiment of the present application;
[0033] Figure 13 It is a schematic diagram of obtaining a first field-of-view prompt element provided by an exemplary embodiment of the present application;
[0034] Figure 14 It is a schematic diagram of obtaining a first field-of-view prompt element provided by another exemplary embodiment of the present application;
[0035] Figure 15 It is a flowchart of displaying a field-of-view prompt element provided by an exemplary embodiment of the present application;
[0036] Figure 16 It is a structural block diagram of an object control device for a three-dimensional virtual scene provided by an exemplary embodiment of the present application;
[0037] Figure 17 It is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. Detailed implementation manners
[0038] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0039] First, a brief introduction is made to the nouns involved in the embodiments of the present application.
[0040] Three-dimensional virtual scene: A virtual scene displayed (or provided) when an application runs on a terminal. The three-dimensional virtual scene can be a simulation scene of a real scene, a semi-simulation and semi-fictional scene, or a purely fictional scene.
[0041] Virtual model: A model used to imitate a real scene in a three-dimensional virtual scene. Exemplarily, the virtual model occupies a certain volume in the three-dimensional virtual scene. Exemplarily, the virtual model includes: terrain models, building models, animal and plant models, virtual prop models, virtual vehicle models, virtual object models. For example, terrain models include: ground, mountains, water flows, stones, steps, etc.; building models include: houses, fences, containers, and fixed facilities inside the building: tables, chairs, cabinets, beds, etc.; animal and plant models include: trees, flowers, birds, etc.; virtual prop models include: virtual attack props, medicine kits, airdrops, etc.; virtual vehicle models include: cars, ships, helicopters, etc.; virtual object models include: characters, animals, anime characters, etc.
[0042] Virtual character / virtual object: Refers to an active object in a three-dimensional virtual scene. The active object can be a virtual object, a virtual animal, an anime character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in the three-dimensional virtual scene. Optionally, the virtual object is a three-dimensional solid model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.
[0043] In the related art, when a player controls the master virtual object to move in a three-dimensional virtual scene, a visual field area determined based on the object orientation is displayed on the thumbnail map corresponding to the three-dimensional virtual scene according to the object orientation of the master virtual object. Through the visual field area, the player can perceive the area range that can be seen in the current object orientation, and then perform corresponding game operations and make decisions. However, the method of determining the visual field area in the above process is relatively rigid, which is not conducive to truly showing the visible situation of the master virtual object, resulting in a poor decision-making experience for the player and a low human-computer interaction efficiency.
[0044] In the embodiments of the present application, an object control method for a three-dimensional virtual scene is introduced, which can use the distribution of virtual obstacles as a consideration factor under the perspective observation of the first virtual object, making the determined and displayed first visual field prompt element more flexible, helping to improve the implementation of the game strategy of the first virtual object in a virtual game, and improving the human-computer interaction efficiency. The object control method for the three-dimensional virtual scene proposed in the embodiments of the present application can be applied to various object interaction scenes that support three-dimensional virtual scenes, such as game scenes, shooting game scenes, multi-player battle scenes, etc., which are not limited here.
[0045] It should be noted that, before and during the process of collecting relevant data of the user, this application can display a prompt interface, a pop-up window or output a voice prompt message. The prompt interface, pop-up window or voice prompt message is used to prompt the user that their relevant data is being collected currently, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the confirmation operation sent by the user for the prompt interface or the pop-up window. Otherwise (that is, when the confirmation operation sent by the user for the prompt interface or the pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are ended, that is, the relevant data of the user is not obtained. In other words, all user data collected by this application is collected with the consent and authorization of the user, and the collection, use and processing of the relevant user data need to comply with the relevant laws, regulations and standards of the relevant region.
[0046] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, and so on. An application program that supports a virtual environment is installed and run in the terminal, such as an application program that supports a three-dimensional virtual environment. The application program can be any one of a virtual reality application program, a three-dimensional map program, a Third-Person Shooting (TPS) game, a First-Person Shooting (FPS) game, and a Multiplayer Online Battle Arena (MOBA) game. Optionally, the application program can be a stand-alone version of the application program, such as a stand-alone version of a three-dimensional game program, or a network online version of the application program.
[0047] Figure 1 The block diagram of the electronic device provided by an exemplary embodiment of this application is shown. The electronic device 100 includes: an operating system 120 and an application program 122.
[0048] The operating system 120 is a basic software that provides secure access to computer hardware for the application program 122.
[0049] The application 122 is an application that supports a virtual environment. Optionally, the application 122 is an application that supports a three-dimensional virtual environment. The application 122 can be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, an MOBA game, and a multiplayer gunfight survival game. The application 122 can be a stand-alone version of the application, such as a stand-alone three-dimensional game program, or a networked online version of the application.
[0050] Figure 2 The structural block diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 200 includes: a first device 220, a server 240, and a second device 260.
[0051] The first device 220 installs and runs an application that supports a virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, an MOBA game, and a multiplayer gunfight survival game. The first device 220 is a device used by a first user. The first user uses the first device 220 to control a first virtual object located in the virtual environment to perform activities, and the activities include but are not limited to: adjusting the body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, etc. Schematically, the first virtual object is a first virtual character, such as an emulated character or an anime character.
[0052] The first device 220 is connected to the server 240 through a wireless network or a wired network.
[0053] The server 240 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services for an application that supports a three-dimensional virtual environment. Optionally, the server 240 undertakes the main computing work, and the first device 220 and the second device 260 undertake the secondary computing work; or, the server 240 undertakes the secondary computing work, and the first device 220 and the second device 260 undertake the main computing work; or, the server 240, the first device 220, and the second device 260 adopt a distributed computing architecture for collaborative computing.
[0054] The second device 260 is installed with and runs an application that supports a virtual environment. The application can be any one of a virtual reality application, a 3D map program, a first-person shooter (FPS) game, a multiplayer online battle arena (MOBA) game, and a multiplayer shooting survival game. The second device 260 is a device used by a second user, and the second user uses the second device 260 to control a second virtual object located in the virtual environment to perform activities, which include but are not limited to at least one of: adjusting body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the second virtual object is a second virtual character, such as an emulated human character or an anime character.
[0055] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can also belong to different teams, different organizations, or two hostile groups.
[0056] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of application on different control system platforms. The first device 220 can generally refer to one of multiple devices, and the second device 260 can generally refer to one of multiple devices. This embodiment only uses the first device 220 and the second device 260 as examples for illustration. The device types of the first device 220 and the second device 260 are the same or different, and the device types include at least one of: game console, desktop computer, smart phone, tablet computer, e-book reader, MP3 player, MP4 player, and laptop computer. The following embodiments use a desktop computer as an example for illustration.
[0057] Those skilled in the art can know that the number of the above devices can be more or less. For example, the above devices can be only one, or the above devices can be dozens or hundreds, or more. The embodiments of the present application do not limit the number and device type of the devices.
[0058] It should be noted that the above server 240 can be implemented as a physical server or as a cloud server in the cloud.
[0059] In some embodiments, the method provided by the embodiments of the present application can be applied to a cloud game scenario, so as to complete the calculation of data logic during the game through a cloud server, and the terminal is responsible for the display of the game interface.
[0060] Combined with the above noun introduction and application scenarios, the object control method for a three-dimensional virtual scene provided by the present application is described. Taking the application of this method to a terminal as an example for illustration, as Figure 3As shown, the method includes the following steps 310 to 330.
[0061] Step 310: Display a thumbnail map corresponding to the three-dimensional virtual scene.
[0062] Illustratively, the three-dimensional virtual scene is a scene for virtual objects to participate in virtual games; or, the three-dimensional virtual scene is a scene for virtual objects to perform game tasks; or, the three-dimensional virtual scene is a scene for virtual objects to collect virtual elements (such as virtual props, virtual accessories, virtual medicinal materials, etc.), which is not limited here.
[0063] Optionally, the three-dimensional virtual scene is a scene displayed when the application is running on the terminal device. The three-dimensional virtual scene can be a simulation environment of the real world, for example, the three-dimensional virtual scene is a scene obtained by simulating the real world based on the real world; it can also be a semi-simulation and semi-fictional scene, for example, the three-dimensional virtual scene includes scenes that exist in the real world (such as: traffic, roads, etc.) and fictional scenes (such as: A island, B volcano, etc. that do not exist in the real world); it can also be a purely fictional scene, for example, the scenes and things in the three-dimensional virtual scene have no corresponding existence in the real world (such as: monsters, demons, etc.).
[0064] Optionally, a virtual object refers to various images of people and objects that can perform interactions in a three-dimensional virtual scene, or an object that can be moved in a three-dimensional virtual scene. The movable object can be a virtual person, a virtual animal, a cartoon character, etc. Schematically, a virtual object can be a virtual image in the three-dimensional virtual scene that is used to represent a player. It can also be a non-player character (NPC) such as a wild monster or a world boss.
[0065] In some embodiments, a thumbnail map corresponding to the three-dimensional virtual scene is displayed on the terminal at the same time as the three-dimensional virtual scene; or, a thumbnail map corresponding to the three-dimensional virtual scene is displayed separately on the terminal; or, the display of the three-dimensional virtual scene and the thumbnail map are switched, which is not limited here.
[0066] Among them, the thumbnail map is a virtual map that represents the bird's-eye view of the three-dimensional virtual scene in a thumbnail presentation method. The thumbnail map flattens the complex three-dimensional virtual scene by reducing the virtual scene in two dimensions, allowing players to quickly and intuitively observe the overall picture or local areas of the three-dimensional virtual scene, usually including major terrain, buildings, roads, important resources, enemy positions and other information, to help players realize strategic planning, navigation and decision-making.
[0067] Generally, detailed information such as virtual objects, virtual terrains, and regions in a 3D virtual scene is presented in a simplified manner. For example, virtual objects are represented by object elements (such as avatars, nicknames, etc. of virtual objects), and buildings are represented by building elements such as small rectangles and small circles, etc., so that players can quickly recognize and understand the 3D virtual scene on the thumbnail map.
[0068] Among them, the 3D virtual scene includes a first virtual object in a first orientation, and the thumbnail map includes a first object element corresponding to the first virtual object.
[0069] Schematically, the first virtual object is a virtual object participating in the game process in the 3D virtual scene. For example, the first virtual object is the main control virtual object controlled by the player. Taking the first virtual object corresponding to the first orientation in the 3D virtual scene currently as an example, the orientation is the direction that the virtual object faces, and the orientation determines the front of the virtual object in the 3D virtual scene, which is closely related to the game process in the 3D virtual scene. The first orientation is the orientation of the first virtual object at the current moment, reflecting the area that the first virtual object faces.
[0070] Schematically, taking the first virtual object as the main control virtual object, in the thumbnail map displayed on the player's terminal interface, a first object element corresponding to the first virtual object is also displayed based on the first virtual object existing in the 3D virtual scene. The object element is an element used to identify the virtual object. For example, different virtual objects correspond to different object elements, and the first virtual object is uniquely identified by the first object element. The object element includes at least one of various element information such as object avatars, object nicknames, object accounts, and preset icons, which are not limited here.
[0071] Optionally, in addition to characterizing the first virtual object, the first object element can also be used to characterize the orientation corresponding to the first virtual object. For example, when the orientation of the first virtual object changes as the first virtual object moves in the 3D virtual scene, the first object element has a corresponding orientation change. For example: the first object element is an arrow icon represented in the form of an arrow, and this arrow icon is displayed in the thumbnail map of the 3D virtual scene to uniquely refer to the first virtual object, where the arrow direction of the arrow icon refers to the orientation of the first virtual object.
[0072] Among them, the first virtual object corresponds to a conical first field of view in the 3D virtual scene.
[0073] Schematically, a first virtual object has a predefined field of view represented in a three-dimensional virtual scene in the shape of a cone, referred to as the first field of view. The first field of view is used to characterize the maximum observation range of the three-dimensional virtual scene by the first virtual object in an ideal state where there is no field of view occlusion for the first virtual object. The first field of view is typically a conical area centered at the first object position of the first virtual object, with a predefined radius as the conical radius and a predefined angle as the conical angle.
[0074] Optionally, different virtual objects have different fields of view. For example, the first field of view corresponding to the first virtual object is a conical area centered at the first object position, with a conical radius of 10 m and a conical angle of 45°. The field of view corresponding to another virtual object is another conical area centered at its position, with a conical radius of 8 m and a conical angle of 45°. This is not limited here.
[0075] Optionally, virtual objects of the same object type have the same field of view, and virtual objects of different object types have different fields of view. For example, virtual objects of the warrior type have the same field of view (such as a conical area centered at the object position, with a conical radius of 10 m and a conical angle of 45°), and virtual objects of the mage type have the same field of view (such as a conical area centered at the object position, with a conical radius of 8 m and a conical angle of 45°). This is not limited here.
[0076] Optionally, the first field of view of the first virtual object is adjusted based on a field of view adjustment operation. Schematically, a field of view adjustment operation is an operation used to adjust the field of view of a virtual object. For example, after the first virtual object completes a field of view improvement task and obtains a field of view adjustment skill, if a trigger operation for the field of view adjustment skill is received, the field of view of the first virtual object can be enlarged or reduced, and the adjusted field of view is used as the first field of view of the first virtual object. For example, the first field of view is defaulted to "a conical area centered at the first object position, with a conical radius of 10 m and a conical angle of 45°". Based on the trigger operation for the field of view adjustment skill, the field of view of the first virtual object can be enlarged to obtain a first field of view, and the updated first field of view is "a conical area centered at the first object position, with a conical radius of 15 m and a conical angle of 60°". This is not limited here.
[0077] Step 320: Receive an object control operation for the first virtual object.
[0078] Among them, the object control operation is used to control the movement of the first virtual object in the three-dimensional virtual scene.
[0079] Schematically, taking the first virtual object as the main controlled virtual object controlled by the player as an example, the player can control the movement in the first three-dimensional virtual scene through the terminal, and the operation received by the terminal is called an object control operation; the object control operation includes an object movement operation (for controlling the first virtual object to perform a position movement in the three-dimensional virtual scene), an object turning operation (for adjusting the orientation of the first virtual object in the three-dimensional virtual scene), an object jumping operation (for controlling the first virtual object to perform a vertical movement in the three-dimensional virtual scene), an object pose adjustment operation (for controlling the first virtual object to adjust its pose in the three-dimensional virtual scene, such as changing from walking to running, etc.), an object attack operation (for controlling the first virtual object to attack other virtual objects), an object rotation operation (for controlling the first virtual object to rotate in the three-dimensional virtual scene), etc. Here, the operation method of the object control operation is not limited.
[0080] Optionally, the object control operation is at least one of operation forms such as a swipe operation, a click operation, etc. received on the terminal interface; or, the object control operation is a device control operation (such as a click operation, a toggle operation, etc.) received by an external device (such as a keyboard, a mouse, a gamepad, etc.) connected to the terminal; or, the object control operation is an operation realized based on the movement change of the player himself in the extended reality scene (a special form of three-dimensional virtual scene), and the extended reality scene includes a virtual reality scene realized by a virtual reality device, an augmented reality scene realized by an augmented reality device, etc. If the movement change of the player himself is the animation change of the first virtual object in the three-dimensional virtual scene, then if the player makes movement changes such as waving, turning, etc., the first virtual object performs corresponding movement changes such as waving, turning (changing the orientation), etc. Here, it is not limited.
[0081] Step 330, in response to the object control operation, control the first virtual object to be located in the three-dimensional virtual scene with the second orientation, and display the first field-of-view prompt element in the thumbnail map based on the distribution of virtual obstacles within the first field of view with the second orientation.
[0082] Schematically, the object control operation is used to adjust the movement of the first virtual object in the three-dimensional virtual scene. Therefore, based on the object control operation, the orientation of the first virtual object in the three-dimensional virtual scene may change. For example, before receiving the object control operation, the first virtual object is in the three-dimensional virtual scene with the first orientation. After that, if an object turning operation, an object movement operation, etc. that change the orientation of the first virtual object to the second orientation are received, then new reference information after the orientation change needs to be provided for the player based on the second orientation. Here, the second orientation can be any direction of the first virtual object in the three-dimensional virtual scene. For example, the second orientation can be the first orientation where there is still no orientation change based on the object control operation, or it can be other orientations outside the first orientation. Here, it is not limited.
[0083] Schematically, if the first virtual object is located in the three-dimensional virtual scene in the second orientation, since the first virtual object is pre-corresponding to the first field of view range, combining the second orientation and the first field of view range, the area covered by the first field of view range in the second orientation can be determined, and then the distribution of virtual obstacles in the first field of view range in the second orientation can be analyzed.
[0084] Among them, the virtual obstacle is an obstacle simulated in the three-dimensional virtual scene, similar to the physical obstacle in the real world, used to restrict or guide the movement path of the virtual object in the three-dimensional virtual scene. Therefore, the virtual obstacle will affect the movement trajectory of the virtual object in the three-dimensional virtual scene.
[0085] Optionally, the virtual obstacles include various virtual elements such as virtual buildings, virtual walls, virtual boxes, virtual plants, virtual animals, etc. For the operation simulation of the three-dimensional virtual scene, the virtual obstacles will serve as virtual elements that restrict the movement of the virtual object. For example, the virtual object cannot pass through the virtual obstacle, but can jump onto the virtual obstacle within the object's ability range (such as the height of the virtual obstacle does not exceed the maximum jumping height of the virtual object, etc.); or, based on the obstacle attributes of the virtual obstacle, the virtual object may not be able to move the virtual obstacle (such as the virtual object cannot move the virtual building, virtual wall, etc.), which is not limited here.
[0086] Based on the above content, analyze the distribution of virtual obstacles in the first field of view range in the second orientation to determine the field of view occlusion of the virtual obstacles on the first virtual object observing the three-dimensional virtual scene. For example, if there is a virtual obstacle blocking the observation field of view of the virtual object, it is necessary to analyze the occlusion range, occlusion angle, etc. of the virtual obstacle; or there is no virtual obstacle blocking the observation field of view of the virtual object, etc.
[0087] In some embodiments, if there is at least one virtual obstacle in the first field of view range in the second orientation, analyze the field of view occlusion of each of the at least one virtual obstacle on the virtual object observing the three-dimensional virtual scene. For example, if the at least one virtual obstacle includes virtual wall A1 and virtual building B1, analyze the occlusion range, occlusion angle, etc. of virtual wall A1 when the first virtual object observes the three-dimensional virtual scene. Similarly, analyze the occlusion range, occlusion angle, etc. of virtual building B1 when the first virtual object observes the three-dimensional virtual scene, so as to comprehensively determine the field of view occlusion of the virtual obstacles on the first virtual object observing the three-dimensional virtual scene.
[0088] Optionally, the distribution of virtual obstacles in the first field of view facing the second direction is used as an analysis factor. Thus, within the first field of view in the second direction, if there are virtual obstacles, the field-of-view occlusion area where the first virtual object is occluded by the virtual obstacles can be determined, and then the observed area range can be obtained by removing the field-of-view occlusion area from the first field of view. If there are no virtual obstacles, the first field of view in the second direction can be used as the observed area range, which is the area where the first virtual object will not be occluded by virtual obstacles even if they exist.
[0089] In order to represent the area observed by the first virtual object in real time through the thumbnail map, based on the influence of virtual obstacles in the first field of view in the second direction, a first field-of-view hint element considering the influence of virtual obstacles is displayed in the thumbnail map. The first field-of-view hint element is used to represent the observed area range of the three-dimensional virtual scene by the first virtual object under the influence of virtual obstacles.
[0090] Schematically, if there are virtual obstacles in the first field of view in the second direction, the field-of-view occlusion area where the first virtual object is occluded by the virtual obstacles is determined from the first field of view in the second direction, and then the observed area range obtained by removing the field-of-view occlusion area from the first field of view is determined. Thus, a partial map area representing the observed area range is used as the first field-of-view hint element in the thumbnail map. If there are no virtual obstacles in the first field of view in the second direction, a partial map area corresponding to the first field of view in the second direction can be used as the first field-of-view hint element in the thumbnail map, etc.
[0091] Optionally, the first field-of-view hint element is presented by a regional coverage style on the thumbnail map. For example, a partial map area corresponding to the observed area range considering the influence of virtual obstacles is displayed on the thumbnail map in a first color. The first field-of-view hint element may be implemented as an irregular area shape (such as when there is virtual obstacle occlusion, etc.) or as a two-dimensional sector range corresponding to a conical range (such as when there is no virtual obstacle occlusion, etc.).
[0092] Optionally, the first field-of-view hint element is presented by obstacle hint points on the thumbnail map. For example, based on the positions of virtual obstacles in the first field of view in the second direction, obstacle hint points are displayed on the periphery of the obstacle hint element corresponding to the virtual obstacles in the thumbnail map (such as displaying red-highlighted hint points) to prompt the first virtual object to avoid virtual obstacles in time, etc., which is not limited here.
[0093] In an optional embodiment, when there is a first virtual obstacle corresponding to a first obstacle attribute in the first field of view in the second direction, a first element area including an interaction element area is displayed as the first field-of-view hint element in the thumbnail map.
[0094] Among them, the first obstacle attribute is the attribute for the first virtual object to perform an effective interaction with the first virtual obstacle, and the interaction element area is the area for controlling the first virtual object to perform an effective interaction with the first virtual obstacle.
[0095] Schematically, the effective interaction includes at least one of various interaction methods that can be achieved in the virtual scene, such as moving the first virtual obstacle, passing through the first virtual obstacle, jumping to the first virtual obstacle, etc.; the interaction element area is the area in the thumbnail map indicating that the first virtual object can be controlled to perform an effective interaction with the first virtual obstacle. For example, the entire first element area is displayed in light gray, and the interaction element area is represented by interaction styles such as a yellow style or a highlighted style overlaid on the first element area, which is not limited here.
[0096] In an optional embodiment, when there is a second virtual obstacle corresponding to the second obstacle attribute within the first field of view with the second orientation, a second element area is displayed in the thumbnail map as the first field of view prompt element.
[0097] Among them, the second obstacle attribute is the attribute for which the first virtual object cannot perform an effective interaction with the second virtual obstacle. Schematically, if there is only a second virtual obstacle corresponding to the second obstacle attribute within the first field of view, that is, the first virtual object cannot perform an effective interaction with the virtual obstacles within the first field of view, then a second element area without including the interaction element area is displayed in the thumbnail map as the first field of view prompt element, etc.
[0098] By considering the obstacle attributes of the virtual obstacles, diverse display of the first field of view prompt elements can be achieved in the thumbnail map. When the first field of view prompt element includes the interaction element area, players can be guided through the interaction element area to control the first virtual object to perform an effective interaction with the first virtual obstacle, enriching the action methods of the first virtual object and improving the game strategy.
[0099] It should be noted that the above are only schematic examples, and the embodiments of the present application are not limited thereto.
[0100] In summary, based on the above process, the distribution of virtual obstacles is taken as a consideration factor under the perspective observation of the first virtual object, so that the first visual field prompt element displayed on the thumbnail map represents the observation area range of the three-dimensional virtual scene by the first virtual object under the influence of virtual obstacles. Compared with the process of directly determining the observation range of the first virtual object based on the second orientation and the first visual field range in the traditional method, the determination process of the first visual field prompt element is more flexible, and the process of dynamically displaying the first visual field prompt element based on the change of orientation can be realized, avoiding the player from controlling the first virtual object to move to the invalid area with virtual obstacles, which helps to improve the display of the game strategy of the first virtual object in the virtual game and improve the human-computer interaction efficiency.
[0101] In an optional embodiment, according to the process of whether there are virtual obstacles in the first visual field range under the second orientation, the corresponding first visual field prompt element can be displayed. Schematically, as Figure 4 shown, the above Figure 3 shown embodiment can also be implemented as the following steps 410 to step 432; where step 330 can also be implemented as the following step 431, if there are no virtual obstacles in the first visual field range of the second orientation, it can also be implemented as the following step 432.
[0102] Step 410, display the thumbnail map corresponding to the three-dimensional virtual scene.
[0103] Among them, the three-dimensional virtual scene includes a first virtual object in the first orientation, the thumbnail map includes a first object element corresponding to the first virtual object, and the first virtual object corresponds to a conical first visual field range in the three-dimensional virtual scene.
[0104] Optionally, the three-dimensional virtual scene and the thumbnail map are simultaneously displayed on the terminal interface. The three-dimensional virtual scene provides a venue for virtual games for at least one virtual object including the first virtual object. The thumbnail map displayed on the terminal interface of the first virtual object helps the first virtual object to timely understand the surrounding scene states, such as the existence of surrounding virtual objects, etc., which is not limited here.
[0105] Schematically, the thumbnail map can be used to display the global scene of the three-dimensional virtual scene, or can be used to display the local scene of the three-dimensional virtual scene. For example: by adjusting the scene display ratio, the global scene is enlarged and adjusted to the selected local scene, etc.; or, based on the first object position of the first virtual object in the three-dimensional virtual scene, a preset size area centered on the first object position is displayed as the thumbnail map, etc., which is not limited here.
[0106] In some embodiments, the thumbnail map corresponding to the three-dimensional virtual scene expresses the simple information of the three-dimensional virtual scene in a two-dimensional form. For example, the thumbnail map shows the element distribution of each virtual element (such as virtual buildings and virtual plants) in the three-dimensional virtual scene in a top-down view.
[0107] For example Figure 5 As shown, it is a schematic diagram of the terminal interface for controlling the first virtual object, which includes a three-dimensional virtual scene 510 and a thumbnail map 520 corresponding to the three-dimensional virtual scene 510; the three-dimensional virtual scene 510 includes a first virtual object 511 in a first orientation (since the illustration is in the first-person perspective, only the virtual arm of the first virtual object 511 and the virtual prop it holds are shown). Correspondingly, the thumbnail map 520 includes a first object element 521 corresponding to the first virtual object 511 (such as Figure 5 the gray arrow icon in).
[0108] In addition, the thumbnail map 520 may also include object elements corresponding to other virtual objects (such as Figure 5 the white arrow icon in), and also includes building hint elements corresponding to multiple virtual buildings, wall hint elements corresponding to virtual walls, etc., which are not limited here.
[0109] Step 420, receiving an object control operation on the first virtual object.
[0110] Among them, the object control operation is used to control the movement of the first virtual object in the three-dimensional virtual scene.
[0111] Schematically, taking the first virtual object as the main control virtual object controlled by the player as an example, the player can control the movement in the first three-dimensional virtual scene by performing an object control operation on the terminal. The object control operation includes at least one of operation methods such as object movement operation, object turning operation, object jumping operation, object posture adjustment operation, object attack operation, object rotation operation, etc. Optionally, the object control operation is at least one of operation forms such as a swipe operation and a click operation received on the terminal interface, which is not limited here.
[0112] For example Figure 5 As shown, an area trigger operation (such as a swipe operation, a drag operation, etc.) on the object control area 530 can be used as an object control operation to adjust the movement of the first virtual object in the three-dimensional virtual scene, such as changing the orientation of the first virtual object, changing the object position of the first virtual object, etc., which is not limited here.
[0113] Step 431, in response to an object control operation, control the first virtual object to be located in the three-dimensional virtual scene with a second orientation. In the case where there is a virtual obstacle within the first field of view with the second orientation, based on the relative position relationship between the first virtual object and the virtual obstacle, display a first field-of-view prompt element restricted by the relative position relationship in the thumbnail map.
[0114] Schematically, the object control operation may change the orientation of the first virtual object within the three-dimensional virtual scene. For example, if the first virtual object is in the second orientation in the three-dimensional virtual scene based on the object control operation, it is necessary to provide the player with reference information after the orientation change based on the second orientation.
[0115] Schematically, since the first virtual object corresponds to the first field of view in advance, if the orientation of the first virtual object is the second orientation, the three-dimensional area covered by the first field of view in the second orientation can be determined by combining the second orientation and the first field of view. Then, analyze the distribution of virtual obstacles within the first field of view in the second orientation.
[0116] Optionally, if there is a virtual obstacle within the first field of view in the second orientation, determine the display situation of the first field-of-view prompt element through the relative position relationship between the first virtual object and the virtual obstacle.
[0117] Schematically, there may be one or more virtual obstacles within the first field of view in the second orientation; if there is one virtual obstacle within the first field of view in the second orientation, determine the relative position relationship between the virtual obstacle and the first virtual object; if there are multiple virtual obstacles within the first field of view in the second orientation, determine the relative position relationships respectively corresponding between the multiple virtual obstacles and the first virtual object.
[0118] Schematically, for any first virtual obstacle among at least one virtual obstacle, it usually corresponds to at least one shape information among length information, height information, and thickness information. For example: a virtual wall corresponds to at least length information and height information, and may also correspond to thickness information; or, a virtual building usually corresponds to length information, height information, thickness information, etc., which are not limited here.
[0119] When analyzing the relative position relationship between the first virtual object and the virtual obstacle considering the virtual obstacle, use the shape information of the virtual obstacle as an analysis factor to more comprehensively analyze the relative position relationship between the virtual obstacle and the first virtual object, so as to more accurately determine the situation of the virtual obstacle blocking the field of view of the first virtual object. For example: if the virtual obstacle is a virtual wall, in addition to considering whether the height information of the virtual wall affects the observation of the three-dimensional virtual scene by the first virtual object, also consider the blocking situation of the length information of the virtual wall when the first virtual object observes the three-dimensional virtual scene, etc.
[0120] Determine the relative position relationship between the first virtual object and at least one virtual obstacle based on the above process, so as to display a first field-of-view hint element restricted by the relative position relationship in the thumbnail map.
[0121] In an optional embodiment, when there is a virtual obstacle within the first field of view with the second orientation, based on the first distance between the first virtual object and the virtual obstacle, the first direction deviation angle, and the first height comparison result between the object observation height of the first virtual object and the obstacle height of the virtual obstacle, display a first object field of view restricted by the first distance, the first direction deviation angle, and the first height comparison result in the thumbnail map.
[0122] If there are at least one virtual obstacle in the first field of view in the second orientation, analyze the first distance, the first direction deviation angle, and the first height comparison result corresponding to the at least one virtual obstacle and the first virtual object respectively; taking any one of the at least one virtual obstacle as an example for illustration.
[0123] Schematically, the first distance describes the interval length between the virtual obstacle and the first virtual object in the three-dimensional virtual scene. Taking the first object position where the first virtual object is located as a reference, the first distance can be described as the interval length of the virtual obstacle relative to the first object position. Optionally, if the shape information of the virtual obstacle includes length information, the virtual obstacle includes a first length endpoint and a second length endpoint, and the length information is between the first length endpoint and the second length endpoint; analyze the first interval length of the first length endpoint relative to the first object position, and analyze the second interval length of the second length endpoint relative to the first object position. The first distance includes the first interval length and the second interval length, and usually needs to be considered comprehensively.
[0124] Schematically, the first direction deviation angle describes the relative deviation angle between the virtual obstacle and the first virtual object in the three-dimensional virtual scene. For example, if the first virtual object currently corresponds to the second orientation, with the second orientation of the first virtual object as the reference, the first direction deviation angle can be described as the angle by which the virtual obstacle deviates relative to the second orientation. Optionally, connect the first object position corresponding to the first virtual object and the obstacle center of the virtual obstacle to obtain the obstacle direction, and analyze the angle by which the obstacle direction deviates relative to the second orientation to obtain the first direction deviation angle; or, if the shape information of the virtual obstacle includes length information, the virtual obstacle includes a first length endpoint and a second length endpoint, connect the first object position and the first length endpoint to obtain the first obstacle direction, and connect the second object position and the second length endpoint to obtain the second obstacle direction; take the first deviation angle by which the first obstacle direction deviates relative to the second orientation and the second deviation angle by which the second obstacle direction deviates relative to the second orientation together as the first direction deviation angle.
[0125] Schematically, the first height comparison result describes the comparison length between the obstacle height of the virtual obstacle and the object height of the first virtual object in the three-dimensional virtual scene, where the obstacle height is the height information in the corresponding shape information of the obstacle. For example: the object height is less than the obstacle height; or, the obstacle height is the same as the object height; or, the obstacle height is greater than the object height. Among them, when the object height is less than the obstacle height, the first virtual object usually cannot observe the scene behind the virtual obstacle; when the object height is equal to the obstacle height, the first virtual object usually can only observe a small part of the scene behind the virtual obstacle; when the object height is greater than the obstacle height, the first virtual object usually can observe most of the scene behind the virtual obstacle, etc.
[0126] Optionally, by synthesizing the first distance, the first direction deviation angle, and the first height comparison result between the first virtual object and the virtual obstacle, the line-of-sight occlusion situation of the virtual obstacle for the first virtual object to observe the three-dimensional virtual scene can be analyzed from the spatial dimension, so as to display the first field-of-view prompt element restricted by the first distance, the first direction deviation angle, and the first height comparison result.
[0127] Schematically, within the first field of view of the cone corresponding to the first virtual object, based on the first distance, the first direction deviation angle, and the first height comparison result, a field-of-view occlusion area where the virtual obstacle occludes the field of view of the first virtual object is determined, and then the observation area range obtained by removing the field-of-view occlusion area from the first field of view is determined; taking a two-dimensional thumbnail map and a three-dimensional observation area range as examples, the three-dimensional observation area range can be projected onto a plane to obtain a partial map area corresponding to the observation area range, and thus the partial map area (such as being displayed in a first color, with a first special effect, etc.) is highlighted on the thumbnail map as the first field-of-view hint element. At this time, the first field-of-view hint element is presented in a region covering style on the thumbnail map, which is not limited here.
[0128] Schematically, the first distance is presented as a second distance in the thumbnail map. The second distance is the distance between the object position point corresponding to the first virtual object and the top-down obstacle position point corresponding to the virtual obstacle; the distance ratio between the first distance and the second distance corresponds to the thumbnail ratio corresponding to the thumbnail map.
[0129] Schematically, the first distance is the distance between the first virtual object and the virtual obstacle in the three-dimensional virtual scene. The thumbnail map is an expression of the two-dimensional thumbnail form of the three-dimensional virtual scene, and there is a thumbnail ratio between the thumbnail map and the three-dimensional virtual scene. For example, if the three-dimensional virtual scene corresponds to a two-dimensional top view restored at a one-to-one ratio, the thumbnail ratio is the ratio relationship between the two-dimensional top view and the thumbnail map; correspondingly, the distance ratio between the first distance and the second distance refers to the thumbnail ratio, such as the distance ratio being the same as the thumbnail ratio.
[0130] Among them, the first direction deviation angle is presented as a second direction deviation angle in the thumbnail map. Schematically, although there is a thumbnail relationship between the thumbnail map and the three-dimensional virtual scene, the deviation angle in the plane dimension usually does not change. Therefore, the first direction deviation angle and the second direction deviation angle are usually equal.
[0131] Such as Figure 6As shown, it is a schematic diagram of an interface that displays the first field-of-view prompt element on the thumbnail map in an area coverage style. It shows a three-dimensional virtual scene 610 and a thumbnail map 620. The first virtual object 611 in the three-dimensional virtual scene 610 is represented as the first object element 621 in the thumbnail map 620. Since the first virtual object 611 is in front of a virtual wall 630, the field of view in the front left of the first virtual object 611 is blocked. Even though the first virtual object 611 corresponds to a preset conical first field of view, due to the field-of-view occlusion by virtual obstacles such as the virtual wall 630, the first field-of-view prompt element 640 displayed on the thumbnail map cannot cover the virtual obstacle. Therefore, the first field-of-view prompt element 640 represented in the area coverage style is small (the first field-of-view prompt element 640 is the gray area therein).
[0132] As Figure 7 shown, it is an enlarged display of the thumbnail map Figure 6 shown above; among them, in the thumbnail map 710, the scene activity range of the three-dimensional virtual scene is represented by the white area 720, that is, at least one virtual object including the first virtual object is currently restricted to move within this scene activity range; the area boundary 721 surrounded by the white area 720 can also reflect the presence of virtual obstacles in the three-dimensional virtual scene. Due to the constraint of the preset first field of view of the first virtual object itself and the occlusion of the field of view in the front left of the first virtual object, the first field-of-view prompt element 730 is realized as a small unobstructed area (such as Figure 7 represented in gray); and it also includes an almost linear area 731 on the right that is not blocked (the extremely small area is almost linear). In addition, the object identifiers of other virtual objects that are within the first field-of-view prompt element 730 (that is, within the observation area range of the first virtual object) and are witnessed will also be displayed on the thumbnail map 710. If the other virtual object is an enemy virtual object, the displayed object identifier is the enemy object identifier 741. In addition, the teammate object identifier 742 of the teammate virtual object can also be displayed on the thumbnail map, etc., which is not limited here.
[0133] As Figure 8 shown, it is a further description of the thumbnail map Figure 6 above. Among them, in the thumbnail map 810, the rectangular frame encloses area 811 and area 812. Among them, area 811 is an area outside the preset first field of view of the first virtual object and thus cannot be observed; area 812 is an area blocked by the virtual box 821 in the three-dimensional virtual scene 820. Even though this area is within the first field of view, it cannot be observed and thus cannot be used as the area indicated by the first field-of-view prompt element.
[0134] As Figure 9As shown, it is a schematic diagram for further elaborating on the thumbnail map. Among them, the first field-of-view hint element (which can also be called a field-of-view indicator) that dynamically changes based on the orientation and the distribution of virtual obstacles is circled by the bold rectangle area 910. The area covered by the first field-of-view hint element represents the visible area of the first virtual object in the game scene; the areas circled by the other rectangle areas 920 are the areas that cannot be observed by the first virtual object due to the constraint of the first field-of-view range of the first virtual object. Therefore, when the thumbnail map is displayed, players can determine the area that the first virtual object can effectively observe through the first field-of-view hint element.
[0135] It should be noted that the above is only a schematic example, and the embodiments of the present application do not limit this.
[0136] Step 432, in the case where there are no virtual obstacles within the first field-of-view range with the second orientation, display, in the thumbnail map, the hint element corresponding to the first field-of-view range in the second orientation as the first field-of-view hint element.
[0137] Schematically, if there are no virtual obstacles within the first field-of-view range in the second orientation, the virtual obstacles will not interfere with the observation of the first virtual object. Therefore, the first field-of-view range in the second orientation can be used as the observation area range that the first virtual object can effectively observe in the three-dimensional virtual scene; furthermore, determine the hint element corresponding to the observation area as the first field-of-view hint element, such as using the hint element obtained by two-dimensionally projecting the observation area range as the first field-of-view hint element, etc., which is not limited here.
[0138] It should be noted that the above is only a schematic example, and the embodiments of the present application do not limit this.
[0139] In summary, based on the above process, the distribution of virtual obstacles is used as a consideration factor when the first virtual object performs perspective observation, so that the first field-of-view hint element displayed on the thumbnail map represents the observation area range of the first virtual object in the three-dimensional virtual scene affected by virtual obstacles. Compared with the traditional process of directly determining the observation range of the first virtual object based on the second orientation and the first field-of-view range, the determination process of the first field-of-view hint element is more flexible, and it can realize the process of dynamically displaying the first field-of-view hint element based on the change of orientation, avoiding players from controlling the first virtual object to move to an invalid area with virtual obstacles, which helps to improve the display of the game strategy of the first virtual object in the virtual game and improve the human-computer interaction efficiency.
[0140] In the embodiments of the present application, the content of displaying a first field-of-view prompt element in a thumbnail map based on the relative position between a virtual obstacle and a first virtual object is introduced. By comprehensively determining the second orientation and the first field-of-view range, the distribution of virtual obstacles can be determined, so that the interference of virtual obstacles on the first virtual object can be analyzed in real time. By displaying field-of-view prompt elements such as arrow icons, area coverage styles, and transparency change styles, players can be prompted about the way to move forward, enhancing the players' sense of immersion and realism in the game, and also helping players make faster responses, thereby improving decision-making efficiency.
[0141] In an alternative embodiment, based on the second orientation and the first field-of-view range corresponding to the first virtual object, the preset object field-of-view is first determined from the three-dimensional virtual scene. Then, based on the distribution of virtual obstacles, the observation area that does not cause line-of-sight occlusion to the first virtual object is used as the area indicated by the first field-of-view prompt element, and thus the first field-of-view prompt element is displayed. Schematically, as Figure 10 shown, the above Figure 3 step 330 shown can also be implemented as steps 1010 to 1020 as follows.
[0142] Step 1010, determine the preset object field-of-view covered by the first field-of-view range in the three-dimensional virtual scene under the second orientation.
[0143] Schematically, if it is determined that the first virtual object corresponds to the second orientation, then based on the preset first field-of-view range and the second orientation of the first virtual object, the area covered by the first field-of-view range in the three-dimensional virtual scene under the second orientation can be comprehensively determined, and this area is called the preset object field-of-view; therefore, the preset object field-of-view is the ideal observation range for the first virtual object to observe the three-dimensional virtual scene under the second orientation, and can also be understood as the maximum observation range for the first virtual object to observe the three-dimensional virtual scene under the second orientation.
[0144] Step 1020, based on the distribution of virtual obstacles in the first field-of-view range, determine the observation area where the virtual obstacles do not cause line-of-sight occlusion to the first virtual object from the preset object field-of-view, as the area indicated by the first field-of-view prompt element displayed in the thumbnail map, and display the first field-of-view prompt element.
[0145] Schematically, taking the three-dimensional virtual scene as an example of a three-dimensional scene, if the preset first field-of-view range is a three-dimensional range, then the preset object field-of-view determined based on the second orientation and the first field-of-view range is a three-dimensional area; if the preset first field-of-view range is a two-dimensional range, then the preset object field-of-view determined based on the second orientation and the first field-of-view range is a two-dimensional area.
[0146] Optionally, taking the three-dimensional virtual scene as the three-dimensional scene and the preset first field of view range as the three-dimensional range as an example, according to the three-dimensional distribution of virtual obstacles in the three-dimensional virtual scene, an observation area where the virtual obstacles do not block the line of sight of the first virtual object can be determined from the preset object's field of view, and this observation area is used as the observation area range indicated by the first field of view hint element.
[0147] Schematically, project the observation area range onto the virtual ground of the three-dimensional virtual scene to obtain the first field of view projection result; based on the scene ratio between the three-dimensional virtual scene and the thumbnail map, adjust the first field of view projection result to the first field of view hint element for display on the thumbnail map.
[0148] Among them, the preset object's field of view includes the area indicated by the first field of view hint element and the field of view occlusion area. The field of view occlusion area is the area where the line of sight is blocked by virtual obstacles when observing the three-dimensional virtual scene from the first virtual object.
[0149] Schematically, the preset object's field of view is the area observed by the first virtual object in the second orientation in an ideal state. If there are virtual obstacles within the first field of view in the second orientation, the virtual obstacles will block the line of sight during the observation process of the first virtual object. The area within the first field of view in the second orientation that cannot be effectively observed by the first virtual object due to line of sight occlusion is called the field of view occlusion area. Therefore, the preset object's field of view includes: the observation area range indicated by the first field of view hint element that can be effectively observed by the first virtual object, and the field of view occlusion area where the first virtual object cannot be effectively observed due to virtual obstacle occlusion.
[0150] In an alternative embodiment, obtain the scene vector map corresponding to the three-dimensional virtual scene.
[0151] Schematically, the three-dimensional virtual scene is a three-dimensional scene, and the scene vector map is a vector map that describes the element information of virtual elements in the three-dimensional virtual scene in a two-dimensional form.
[0152] Among them, the scene vector map is used to describe the obstacle state and distribution of at least one virtual obstacle in the three-dimensional virtual scene through at least one area line segment; since the scene vector map corresponds to the three-dimensional virtual scene, the scene vector map also corresponds to the thumbnail map. For example, the ratio between the scene vector map and the thumbnail map is 1:1, which is not limited here.
[0153] Schematically, the scene vector map includes at least one area line segment, and each area line segment represents a virtual obstacle; or each area line segment represents an edge of a virtual obstacle. Therefore, the obstacle state and distribution of at least one virtual obstacle can be described through the scene vector map.
[0154] Such asFigure 11 As shown, it is a schematic diagram of converting a top view of a three-dimensional virtual scene into a scene vector diagram. Among them, image 1110 represents the top view of the three-dimensional virtual scene (such as the above-mentioned thumbnail map; or, if the thumbnail map describes a partial three-dimensional virtual scene, the top view of the scene here can represent the global three-dimensional virtual scene, etc.), which includes the top view of virtual buildings in a closed area (such as area 1111), the top view of virtual boxes, etc. In addition, it may also include the top view of virtual walls in an unclosed area (such as area 1112), etc.
[0155] Optionally, a slightly thickened line segment represents height information of 2 meters (m), and a thickened line segment represents height information of 4m (usually, different colors can also be used to represent different height information, but it is not convenient to show here, so it is not distinguished by color); thus, the scene vector diagram shown in image 1120 is obtained through conversion.
[0156] The scene vector diagram includes multiple area line segments. The entire thumbnail map corresponding to the three-dimensional virtual scene can be represented by the multiple area line segments. The terminal can use the scene vector diagram to calculate the interaction between the object implementation of the first virtual object and the area line segments in the scene vector diagram in real time, so as to display the corresponding first vision prompt element.
[0157] Among them, at least one area line segment is respectively marked with an area height, and the area height is used to represent the obstacle height of the virtual obstacle at the area line segment.
[0158] As Figure 11 shown, a slightly thickened area line segment represents a 2m virtual obstacle, and a thickened area line segment represents a 4m virtual obstacle. The unthickened area line segment can represent the default ground height of 0m, or can also represent height information of infinite height, etc. Of course, more abundant area line segments and corresponding area heights can also be used for representation, which is not limited here.
[0159] In an optional embodiment, an object observation height corresponding to the first virtual object is determined.
[0160] Schematically, the object observation height represents the line-of-sight height of the first virtual object. For example, if the object observation height of the first virtual object is 5m, it means that the current line of sight of the first virtual object is at a position 5m high, such as 5m is the height determined relative to the reference virtual ground.
[0161] Optionally, the object observation height is related to the first object height and the first object position of the first virtual object. The first object height is the height of the first virtual object itself, and the first object position is the position where the first virtual object is located in the three-dimensional virtual scene. Among them, the first object height can be the default 0m, or different object heights can be set based on different virtual objects, or the same object height can be set for different virtual objects, which is not limited here. For example: when the first object height of the first virtual object is 2m, if the first object position indicates that the first virtual object is at the virtual mountain top 23m high, the object observation height can be regarded as the sum of the two, that is, 25m; or, the first object height of the first virtual object is 2m, if the first object position indicates that the first virtual object is on the reference virtual ground at 0m, the object observation height can be regarded as the sum of the two, that is, 2m, etc., which is not limited here.
[0162] In an optional embodiment, a preset object field of view covered by a first field of view range with a second orientation is determined from the three-dimensional virtual scene.
[0163] Among them, the preset object field of view is indicated by a two-dimensional preset prompt element in the scene vector map.
[0164] In an optional embodiment, based on the object observation height and the region heights corresponding to at least one region line segment, an element region where the virtual obstacle does not cause line-of-sight occlusion to the first virtual object is determined from the preset prompt elements as the first field-of-view prompt element.
[0165] Schematically, the preset object field of view is the region covered by the first field of view range in the second orientation in the three-dimensional virtual scene; if the three-dimensional virtual scene is a three-dimensional scene, the preset object field of view is a three-dimensional region in the three-dimensional virtual scene. Based on the conversion relationship between the three-dimensional virtual scene and the thumbnail map, a preset prompt element corresponding to the preset object field of view is determined in the thumbnail map corresponding to the three-dimensional virtual scene, and the preset prompt element is an element presented in two-dimensional form in the thumbnail map.
[0166] At least one region line segment covered by the preset prompt element corresponding to the preset object field of view is determined from the scene vector map, so as to analyze the relationship between the object observation height and the region heights corresponding to at least one region line segment, and thus determine an element region where the virtual obstacle does not cause line-of-sight occlusion to the first virtual object as the first field-of-view prompt element.
[0167] In some embodiments, with the object observation height as the ray emission height, at least two rays are emitted from the first virtual object, and the at least two rays correspond to at least two emission directions.
[0168] Schematically, at least two rays respectively correspond to different emission directions, or among at least two rays, some rays correspond to the same emission direction, etc.; optionally, at least two emission directions are at least two directions determined according to the object observation height as the ray emission height (such as preset or randomly determined), that is, the heights of at least two rays are the ray emission heights determined based on the object observation height, and there will be no problem of oblique direction emission.
[0169] In some embodiments, for the first ray among at least two rays, in response to the first ray having a first intersection with the first region segment among at least one region segment within a preset prompt element, the first intersection is marked.
[0170] Schematically, the first ray is any one of at least two rays. Taking the analysis of the first ray as an example, the intersection situation between the first ray and at least one region segment covered by the preset prompt element is analyzed. If the first ray has an intersection with at least one region segment within the preset prompt element, it means that there is a virtual obstacle blocking the line of sight of the first virtual object. For example: if the first ray has an intersection with the first region segment among them, this intersection is taken as the first intersection and marked.
[0171] As Figure 12 shown, if the object observation height of the first virtual object A is 5m and the orientation of the first virtual object A is to the left, the player terminal can emit multiple rays with a height of 5 meters based on the orientation ( Figure 12 schematically shows 4 in the figure, and there can be more rays), and calculations occur after the rays interact with the region segments in the scene vector diagram. It is known that the region segment is thickened to represent that the height of this region segment is 4m, and when the region segment has a normal thickness, it is stipulated to be infinitely high. As Figure 12 shown, the 5 - meter ray 1210 will pass through the 4 - meter region segment 1220, but will be blocked by the region segment 1230.
[0172] In some embodiments, the first intersections respectively corresponding to at least two rays and the object position point corresponding to the first virtual object are connected to obtain an observation area where the virtual obstacle does not block the line of sight of the first virtual object as the first field - of - view prompt element.
[0173] Schematically, the above method is used to determine the intersection situations corresponding to at least one area line segment covered by at least two rays and a preset prompt element respectively; if there is a virtual obstacle within the first field of view in the second downward direction, there is at least one ray corresponding to a first intersection point; determine the first intersection points corresponding to at least two rays respectively (there may be rays without intersection points, here it only represents the collection of ray intersection results without limitation); then, determine the object position point of the first virtual object (representing the first object position of the first virtual object), and connect the object position point and at least one first intersection point when there is a virtual obstacle, so as to separate the first field of view prompt element from the preset prompt element. The first field of view prompt element represents the coverage of the scene area in the thumbnail map here, which is not limited here.
[0174] As Figure 12 shown, determine the intersection points between multiple rays and the area line segments in the scene vector map, such as determining 4 intersection points; then connect the multiple intersection points and the object position point, and then a two-dimensional conical mask can be formed by coloring; during the terminal display process, the above steps will be repeated in real time with the change of the first object position and orientation of the first virtual object to achieve the final effect.
[0175] Optionally, analyze the thumbnail map at the technical level through the scene vector map. The scene vector map can also be called Scalable Vector Graphics (SVG), where the virtual obstacles in the thumbnail map are represented by area line segments; the terminal uses the scene vector map to calculate the interaction between the line of sight of the first virtual object and the area line segments in real time and generate the first field of view prompt element.
[0176] Schematically, in the preprocessing stage, parse and convert the point, line, polyline, and polygon data in the scene vector map into the world coordinate data of wall endpoints and wall line segments, and pre-store them in the resource file, which corresponds one-to-one with the thumbnail map corresponding to each three-dimensional virtual scene. Figure 1 One-to-one correspondence.
[0177] In the running stage, load the resource file corresponding to the virtual map, and update the object data of the virtual object and the obstacle data of the virtual obstacle in the three-dimensional virtual scene in real time during the running process; in addition, the field of view range polygon can be calculated one by one by traversing the virtual object as the field of view prompt element (such as the first field of view prompt element); in addition, coordinate conversion can also be performed to calculate the texture coordinates of the polygon.
[0178] Clear the render target (RT). Construct a triangle array based on the texture coordinate data calculated for each virtual object and draw it onto the RT. Clear the polygon of the field of view drawn on the rendering texture in the previous frame using the transparent color. Combine the texture coordinate data of the character's field of view into a triangle array. Submit the triangle array to the rendering thread and draw it onto the specified rendering texture. Use the UI image component to display this rendering texture on the map, and it will overlap with the original map to display the overlaid polygon of the field of view.
[0179] Optionally, taking the virtual obstacle as a virtual wall as an example, the calculation process of the polygon of the field of view for a single virtual object is as follows: Given that the field of view ray (such as the emitted ray) will reach the maximum field of view distance without occlusion, otherwise it will be blocked by the virtual wall, and the continuous occlusion points of the virtual wall will change at the endpoints of a section of the virtual wall. Therefore, when calculating the polygon of the field of view, the occlusion points where the field of view ray reaches the endpoints of each virtual wall can be calculated, and the broken line formed by all the occlusion points is the polygon of the field of view of the virtual object.
[0180] As Figure 13 shown, starting from the first object position 1310 where the first virtual object is located and taking the object observation height as the ray emission height, emit multiple rays, and analyze the intersection points between the multiple rays and the virtual obstacles, such as the intersection points between the multiple rays and the virtual walls.
[0181] Optionally, determine the endpoints of the line segments of multiple regions in the scene vector map, and filter out the endpoints that meet the conditions of height, direction, and distance from them; sort the line-of-sight directions formed by the endpoint coordinates and the camera coordinates to form the rays to be calculated. If the virtual obstacle is a virtual wall, then the multiple line segment endpoints are all the wall endpoints, etc.
[0182] Calculate the nearest intersection point of each ray and the wall line segment, and connect them in order to obtain the polygon of the field of view as the first field of view hint information 1320.
[0183] In some embodiments, considering that the ray may not only be blocked by the wall endpoint but also need to penetrate this point to form an intersection point with the wall behind it (such as the intersection between the endpoint and the ray is relatively small), otherwise the occlusion points behind will be missed; therefore, as Figure 14 shown, a very small angle can be offset along the normal direction 1410 at the endpoint, and this ray can form an intersection point with the wall behind the wall endpoint.
[0184] It should be noted that the above is only a schematic example, and the embodiments of the present application are not limited thereto.
[0185] In summary, based on the above process, the distribution of virtual obstacles is taken as a consideration factor under the perspective observation of the first virtual object, so that the first visual field prompt element displayed on the thumbnail map represents the observation area range of the first virtual object on the three-dimensional virtual scene under the influence of virtual obstacles. Compared with the traditional process of directly determining the observation range of the first virtual object based on the second orientation and the first visual field range, the determination process of the first visual field prompt element is more flexible, and the process of dynamically displaying the first visual field prompt element based on the orientation change can be realized, avoiding the player from controlling the first virtual object to move to the invalid area with virtual obstacles, which helps to improve the implementation of the game strategy of the first virtual object in the virtual game and improve the human-computer interaction efficiency.
[0186] In an optional embodiment, in addition to displaying the first visual field prompt element, other information can also be displayed in the thumbnail map. Schematically, as Figure 15 shown, the above Figure 3 shown embodiment may further include at least one of the following steps 1511, step 1512, and step 1513; the three steps can be executed after the above step 310, or after step 320, or after step 330, which is not limited here; taking the execution after the above step 320 as an example, in addition to being able to display the first visual field prompt element in the thumbnail map, at least one of the following information can also be displayed.
[0187] Step 1511, display a second visual field prompt element corresponding to the teammate virtual object in the thumbnail map.
[0188] Among them, the teammate virtual object and the first virtual object are in the first virtual camp. Schematically, the three-dimensional virtual scene is a scene for at least two virtual camps to execute a virtual game. The at least two virtual camps can be either virtual camps composed of virtual objects controlled by players or virtual camps composed of virtual objects automatically controlled by the system. The same virtual camp can also include both virtual objects controlled by players and virtual objects automatically controlled by the system, which is not limited here.
[0189] Taking the first virtual object as the main control virtual object controlled by the player as an example, the virtual object in the same virtual camp as the first virtual object can be called a teammate virtual object.
[0190] In some embodiments, in addition to being able to display the first visual field prompt element in the thumbnail map, relevant information of the teammate virtual object in the same first virtual camp as the first virtual object can also be displayed.
[0191] Optionally, a second object element corresponding to the teammate virtual object is displayed in the thumbnail map. The second object element is an element representing the teammate virtual object. For example, different teammate virtual objects may have different second object elements, or different teammate virtual objects may be represented by the same second object element, etc.
[0192] Optionally, a second field-of-view prompt element corresponding to the teammate virtual object may also be displayed in the thumbnail map. The second field-of-view prompt element is the range of the observation area of the teammate virtual object for the three-dimensional virtual scene under the influence of virtual obstacles.
[0193] Schematically, for the teammate virtual object, a method similar to the above for determining the first field-of-view prompt element for the first virtual object can be used to determine the second field-of-view prompt element corresponding to the teammate virtual object. For example: based on the distribution of virtual obstacles within the second field of view in the third orientation of the teammate virtual object, determine the second field-of-view prompt element of the teammate virtual object; the third orientation is the orientation of the teammate virtual object, and the second field of view is the preset field-of-view range of the teammate virtual object, which may be the same as or different from the first field of view.
[0194] Optionally, the process of determining the second field-of-view prompt element corresponding to the teammate virtual object is performed by the teammate terminal corresponding to the teammate virtual object. After that, the teammate terminal can display the second field-of-view prompt element corresponding to the third orientation on its own interface; in addition, the teammate terminal can also send the determined second field-of-view prompt element to the player terminal controlling the first virtual object, and the player terminal renders and displays the second field-of-view prompt element on its own interface.
[0195] Schematically, the player terminal renders and displays the second object element and the second field-of-view prompt element of the teammate virtual object on its own interface; or, the player terminal renders and displays the second field-of-view prompt element of the teammate virtual object alone on its own interface; or, the player terminal renders and displays the first field-of-view prompt element, the second object element, and the second field-of-view prompt element of the teammate virtual object on its own interface; or, the player terminal renders and displays the first field-of-view prompt element and the second field-of-view prompt element on its own interface, etc., which are not limited here.
[0196] In some embodiments, when an object association relationship is established between the first virtual object and the teammate virtual object, a second field-of-view prompt element corresponding to the teammate virtual object is displayed in the thumbnail map.
[0197] Schematically, the object association relationship represents a link established between the first virtual object and the teammate virtual object, and the object association relationship includes at least one of an object close-friend relationship and a relationship of the stronger combat power in the game.
[0198] For example, the first virtual object and the teammate virtual object establish an object close friend relationship by themselves. For example, the first virtual object and the teammate virtual object are game friends, and each sets the other as their game close friend, then the object close friend relationship is established; or, the first virtual object and the teammate virtual object are bound as the strongest combat power relationship in the game based on the system. For example, the first virtual object and the teammate virtual object are the two virtual objects with the strongest virtual attack power in the first virtual camp, and the system automatically binds the two strongest virtual objects as the strongest combat power relationship in the game, etc., which are not limited here.
[0199] In some embodiments, when the teammate virtual object is within the observation area range corresponding to the first field-of-view prompt element, the second field-of-view prompt element corresponding to the teammate virtual object is displayed in the thumbnail map.
[0200] Schematically, if a teammate virtual object moves into the observation area range corresponding to the first field-of-view prompt element, or the first virtual object observes the teammate virtual object (that is, the observation area range corresponding to the first field-of-view prompt element includes the teammate virtual object), the teammate terminal of the teammate virtual object automatically sends the second field-of-view prompt element to the player terminal, so as to display the second field-of-view prompt element corresponding to the teammate virtual object in the thumbnail map.
[0201] By displaying the second field-of-view prompt element of the teammate virtual object, it helps the player to timely grasp the virtual game situation of the first virtual camp, and can enhance the strategic synergy of jointly completing game tasks. For example, after collaborative communication, different virtual objects are assigned to observe different exits, improving the prediction of the movement trend of enemy virtual objects and the reaction speed of one's own side; in addition, this collaborative combat method helps to improve the tactical cooperation of the team, reduce mistakes or resource waste that may be caused by acting alone, and enhance the overall combat ability of the team and the success rate of task completion.
[0202] Step 1512, display the third field-of-view prompt element corresponding to the enemy virtual object in the thumbnail map.
[0203] Among them, the enemy virtual object and the first virtual object are in the second virtual camp, and the first virtual camp and the second virtual camp are different.
[0204] In some embodiments, in addition to the first field-of-view prompt element that can be displayed in the thumbnail map, relevant information of enemy virtual objects in a second virtual camp different from the first virtual object can also be displayed.
[0205] Optionally, a third object element corresponding to the enemy virtual object is displayed in the thumbnail map. The enemy object element is an element representing the enemy virtual object. For example, different enemy virtual objects respectively have different third object elements, or different enemy virtual objects are represented by the same third object element, etc.
[0206] Optionally, a third field-of-view hint element corresponding to the enemy virtual object may also be displayed in the thumbnail map. The third field-of-view hint element is the range of the observation area of the three-dimensional virtual scene by the enemy virtual object under the influence of virtual obstacles.
[0207] Schematically, for the enemy virtual object, a similar method as determining the first field-of-view hint element for the first virtual object above can be adopted to determine the third field-of-view hint element corresponding to the enemy virtual object. For example: based on the distribution of virtual obstacles within the third field of view in the fourth facing direction of the enemy virtual object, determine the third field-of-view hint element of the enemy virtual object; the fourth facing direction is the facing direction of the enemy virtual object, and the fourth field of view is the preset field of view of the enemy virtual object, which can be the same as or different from the first field of view.
[0208] Optionally, the enemy terminal corresponding to the enemy virtual object performs the process of determining the third field-of-view hint element corresponding to the enemy virtual object. After that, the enemy terminal can display the third field-of-view hint element corresponding to the fourth facing direction on its own interface; in addition, the enemy terminal can also send the determined third field-of-view hint element to the player terminal controlling the first virtual object, and the player terminal renders and displays the third field-of-view hint element on its own interface.
[0209] In an optional embodiment, in response to the enemy virtual object being within the area indicated by the first field-of-view hint element, a third field-of-view hint element corresponding to the enemy virtual object is displayed in the thumbnail map.
[0210] Schematically, if there is an enemy virtual object moving into the observation area corresponding to the first field-of-view hint element, or the first virtual object observes the enemy virtual object (that is, the observation area corresponding to the first field-of-view hint element includes the enemy virtual object), the enemy terminal of this enemy virtual object automatically sends the third field-of-view hint element to the player terminal, so as to display the third field-of-view hint element corresponding to the enemy virtual object in the thumbnail map.
[0211] In an optional embodiment, in response to the enemy virtual object being within the area indicated by the second field-of-view hint element, a third field-of-view hint element corresponding to the enemy virtual object is displayed in the thumbnail map.
[0212] Schematically, if there is an enemy virtual object moving into the observation area corresponding to the second field-of-view hint element of the teammate virtual object, or the teammate virtual object observes the enemy virtual object (that is, the observation area corresponding to the second field-of-view hint element includes the enemy virtual object), the enemy terminal of this enemy virtual object automatically sends the third field-of-view hint element to at least one of the player terminal and the teammate terminal. If the player terminal receives the third field-of-view hint element, it can display the third field-of-view hint element corresponding to the enemy virtual object in the thumbnail map.
[0213] In an optional embodiment, in response to the enemy virtual object being within the prop influence area corresponding to the fourth field-of-view prompt element, the fourth field-of-view prompt element corresponding to the enemy virtual object is displayed in the thumbnail map.
[0214] Wherein, the prop influence area is the area range indicated by the fourth field-of-view prompt element in the three-dimensional virtual scene.
[0215] Schematically, the prop influence area is the area range observed by the virtual prop. The virtual prop is a prop with an observation function. The virtual prop can be a prop placed in the three-dimensional virtual scene by the first virtual object, or a prop placed in the three-dimensional virtual scene by the teammate virtual object, or a preset prop in the three-dimensional virtual scene unlocked based on the completion of the game task, etc., which is not limited herein.
[0216] If an enemy virtual object moves into the observation area of the fourth field-of-view prompt element corresponding to the virtual prop, or the virtual prop observes the enemy virtual object (that is, the enemy virtual object is included in the observation area corresponding to the fourth field-of-view prompt element), the enemy terminal of the enemy virtual object automatically sends a third field-of-view prompt element to at least one of the player terminal and the teammate terminal. If the player terminal receives the third field-of-view prompt element, the third field-of-view prompt element corresponding to the enemy virtual object can be displayed in the thumbnail map.
[0217] In an optional embodiment, when the enemy virtual object and the first virtual object meet the first object control condition, the third field-of-view prompt element corresponding to the enemy virtual object is displayed in the thumbnail map.
[0218] Wherein, the first object control condition is the condition for the first virtual object to control the enemy virtual object. Schematically, if the enemy virtual object and the first virtual object meet the first object control condition, the first virtual object can restrict or plunder some object functions of the enemy virtual object, such as the scene observation function of the enemy virtual object for observing the three-dimensional virtual scene. The scene observation function is used to display the corresponding field-of-view prompt element in the thumbnail map.
[0219] Optionally, the first object control condition includes at least one of multiple conditions such as the first skill activation condition, the game victory condition, etc.
[0220] The activation condition of the first skill is the condition for activating the first skill. The first skill is a skill used to display the third visual field prompt element corresponding to the enemy virtual object on the thumbnail map. For example, the first skill is a skill obtained by the first virtual object after completing a preset game task; or, the first skill is a skill obtained by the first virtual object after causing a preset attack damage value to the enemy virtual object. If the player terminal of the first virtual object activates the first skill after obtaining the first skill, it is regarded as meeting the activation condition of the first skill, and thus the third visual field prompt element of the enemy virtual object can be displayed on the thumbnail map. In addition, after activating the first skill, the third visual field prompt element can continue to be displayed on the enemy terminal, or the third visual field prompt element displayed on the enemy terminal can be cancelled. In addition, the first skill can also be preset with a certain skill duration, such as expiring after 10 seconds, which is not limited here.
[0221] The condition for winning the game is the condition for the first virtual object to defeat the enemy virtual object in the historical virtual game. The historical virtual game is a virtual game within a historical time period. If the first virtual object has defeated the enemy virtual object in the historical virtual game (such as the first virtual object defeated the enemy virtual object in the most recent just-ended virtual game), it is regarded as meeting the condition for winning the game, and thus the player terminal can be authorized to display the third visual field prompt element of the enemy virtual object. Among them, the third visual field prompt element of a single enemy virtual object can be displayed (for example, if enemy virtual object A has been defeated by the first virtual object, the third visual field prompt element of enemy virtual object A is displayed, and if enemy virtual object B has not been defeated by the first virtual object, the third visual field prompt element of enemy virtual object B is not displayed), or the third visual field prompt elements of multiple enemy virtual objects can be displayed, which is not limited here.
[0222] In some embodiments, in response to the element display duration of the third visual field prompt element reaching a preset duration threshold, the display of the third visual field prompt element is cancelled.
[0223] Schematically, in order to balance the game fairness between the first virtual object and the enemy virtual object, a preset duration threshold can be set. When the element display duration of the third visual field prompt element reaches the preset duration threshold, the third visual field prompt element is no longer displayed, avoiding the problem that the area observed by the enemy virtual object is always known to the first virtual object; this process is also beneficial to motivating the first virtual object to continue to strive for victory in the virtual game and / or complete the game task to obtain the first skill, enhancing the positive feedback of the game.
[0224] By displaying the third visual field prompt element of the enemy virtual object, it helps the player to timely master the virtual game situation of the second virtual camp, enabling the first virtual object to avoid virtual attacks from the enemy virtual object to a certain extent. For example, during the virtual battle process, appropriately select an area outside the field of vision of the enemy virtual object to avoid virtual attacks, enhancing the fun of the game.
[0225] Step 1513: Display a fourth field-of-view prompt element corresponding to the first virtual item in the thumbnail map.
[0226] The fourth field-of-view prompt element is the prop influence area range of the first virtual item on the three-dimensional virtual scene under the influence of virtual obstacles.
[0227] Schematically, the first virtual item is a virtual item deployed in the three-dimensional virtual scene for observing the three-dimensional virtual scene, and the prop influence area range is the area range in the three-dimensional virtual scene indicated by the fourth field-of-view prompt element.
[0228] Schematically, the first virtual item is an item with an observation function. The first virtual item can be an item placed in the three-dimensional virtual scene by the first virtual object, or an item placed in the three-dimensional virtual scene by a teammate virtual object, or a preset item in the three-dimensional virtual scene unlocked based on the completion of the game task, etc., which is not limited here.
[0229] Taking the first virtual item as a virtual item deployed by the first virtual object in the three-dimensional virtual scene as an example, after the first virtual object deploys the first virtual item, it can not only display the first field-of-view prompt element of the first virtual object itself in the thumbnail map, but also display the fourth field-of-view prompt element determined by the first virtual item based on area observation.
[0230] Optionally, the first virtual item can include virtual observation props fixed in the virtual scene, such as: virtual telescopes, virtual night vision goggles, virtual radars, etc.; it can also include virtual observation props that can move in the virtual scene, such as: virtual robots, virtual drones, virtual detectors, etc., and the movement situation and movement method of the first virtual item are not limited here.
[0231] Optionally, the observation function of the first virtual item corresponds to a preset prop observation range. The prop observation range can be a conical observation range similar to the above first field-of-view range, or a circular observation range, or a hemispherical observation range, a spherical observation range, etc., and the prop observation range is not limited here.
[0232] In some embodiments, taking the first virtual item as a virtual drone as an example, if the first virtual item observes an enemy virtual object, it can automatically follow the movement of the enemy virtual object; if the observed enemy virtual object disappears in the virtual scene (such as becoming invisible or leaving the prop observation range of the first virtual item), the first virtual item can automatically stop at the position where the enemy virtual object disappeared last and notify the first virtual object and / or teammate virtual objects, etc., which is not limited here.
[0233] Optionally, for the fairness of the game session, the observation duration of the first virtual item observing the enemy virtual object can be restricted by a preset observation duration threshold. For example, when the observation duration of the first virtual item observing the enemy virtual object reaches the preset observation duration threshold of 5 seconds, the first virtual item cannot continue to observe the enemy virtual object. At this time, the first virtual item can continue to search for other enemy virtual objects, or the first virtual item can wait at the last observation position for the arrival of the first virtual object or the teammate virtual object, which is not limited here.
[0234] In an optional embodiment, in response to receiving a field-of-view preview operation for the first virtual item at the first scene position, a preview field-of-view hint element corresponding to the first scene position is displayed on the thumbnail map. The preview field-of-view hint element is the area range observed at the first scene position after placing the first three-dimensional virtual scene.
[0235] Schematically, the preview field-of-view hint element is used to represent the area range that can be observed after simulating the placement of the first virtual item at the first scene position; the field-of-view preview operation is such as a trigger operation for the field-of-view preview control. For example, the field-of-view preview control is displayed during the process of dragging the first virtual item, and thus the preview field-of-view hint element is displayed based on the trigger operation for the field-of-view preview control, which is not limited here.
[0236] In an optional embodiment, in response to receiving an item placement operation for placing the first virtual item at the second scene position, a fourth field-of-view hint element corresponding to the first virtual item at the second scene position is displayed on the thumbnail map. The fourth field-of-view hint element is used to represent the area range of the three-dimensional virtual scene observed by the first virtual item at the second scene position.
[0237] Schematically, if an item placement operation for placing the first virtual item at the second scene position is received, such as releasing the hand after dragging the first virtual item to the second scene position, it is regarded as the implementation of the item placement operation; based on the item placement operation, a fourth field-of-view hint element corresponding to the first virtual item at the second scene position is displayed on the thumbnail map to represent the area range of the three-dimensional virtual scene observed by the first virtual item at the second scene position. The determination of the fourth field-of-view hint element is also affected by virtual obstacles, which will not be elaborated here.
[0238] In an optional embodiment, if at least two field-of-view hint elements are simultaneously displayed in the thumbnail map, different field-of-view hint elements are displayed in different element styles. The at least two field-of-view hint elements include at least two of the first field-of-view hint element, the second field-of-view hint element, the third field-of-view hint element, and the fourth field-of-view hint element.
[0239] Schematically, if the first field-of-view prompt element of the first virtual object and the second field-of-view prompt element of the teammate virtual object are simultaneously displayed in the thumbnail map, the first field-of-view prompt element can be displayed in the first element style, and the second field-of-view prompt element can be displayed in the second element style, where the first element style and the second element style are different; or, if the first field-of-view prompt element of the first virtual object and the third field-of-view prompt element of the enemy virtual object are simultaneously displayed in the thumbnail map, the first field-of-view prompt element can be displayed in the first element style, and the third field-of-view prompt element can be displayed in the third element style, where the first element style and the third element style are different, etc. Details are not elaborated here.
[0240] In addition, considering that different teammate virtual objects may correspond to different second field-of-view prompt elements, similarly, different enemy virtual objects may also correspond to different third field-of-view prompt elements; therefore, different element styles can also be adopted for the field-of-view prompt elements respectively corresponding to different virtual objects, which is not limited here.
[0241] Optionally, element styles such as the first element style and the second element style generally include color styles (e.g., different colors represent different element styles), highlighting styles (e.g., highlighting represents one element style, and normal represents another element style, etc.), bold styles (e.g., the degree of boldness of the field-of-view prompt element is different, etc.), etc., which are not limited here.
[0242] In an optional embodiment, in the case where there is an element overlap between the first field-of-view prompt element and the second field-of-view prompt element, the first element overlap region between the first field-of-view prompt element and the second field-of-view prompt element is displayed in the first element overlap style.
[0243] Schematically, if the first field-of-view prompt element and the second field-of-view prompt element are simultaneously displayed, and there is an element overlap between the first field-of-view prompt element and the second field-of-view prompt element, which means that the regions observed by the first virtual object and the teammate virtual object overlap, then the first element overlap region can be displayed in the first element overlap style.
[0244] Optionally, the first element overlap region displayed in the first element overlap style can provide a reference for the first virtual object and the teammate virtual object, so that the first virtual object and the teammate virtual object can improve the coordination of jointly completing the virtual game based on the first element overlap region and improve the game efficiency.
[0245] In an optional embodiment, in the case where there is an element overlap between the first field-of-view prompt element and the third field-of-view prompt element, the second element overlap region between the first field-of-view prompt element and the third field-of-view prompt element is displayed in the second element overlap style.
[0246] Schematically, if the first field-of-view prompt element and the third field-of-view prompt element are displayed simultaneously, and there is an element overlap between the first field-of-view prompt element and the third field-of-view prompt element, which means that the areas observed by the first virtual object and the enemy virtual object overlap, then the second element overlap area can be displayed in a second element overlap style, and the second element overlap style is different from the first element overlap area.
[0247] Optionally, the second element overlap area displayed in the second element overlap style can provide a reference for the first virtual object to avoid or attack the enemy virtual object, so that the first virtual object can avoid the virtual attack of the enemy virtual object, and can also provide reference information in the game strategy for the player, facilitating the first virtual object to conduct an effective virtual attack on the enemy virtual object alone or by summoning teammate virtual objects, thereby improving the game efficiency.
[0248] In an alternative embodiment, when there is an element overlap between the second field-of-view prompt element and the third field-of-view prompt element, the third element overlap area between the second field-of-view prompt element and the third field-of-view prompt element is displayed in a third element overlap style.
[0249] Schematically, if the second field-of-view prompt element and the third field-of-view prompt element are displayed simultaneously, and there is an element overlap between the second field-of-view prompt element and the third field-of-view prompt element, which means that the areas observed by the teammate virtual object and the enemy virtual object overlap, then the third element overlap area can be displayed in a third element overlap style, and the third element overlap style is different from the second element overlap area.
[0250] Optionally, the third element overlap area displayed in the third element overlap style can provide a reference for the teammate virtual object to avoid or attack the enemy virtual object, and also helps the first virtual object to assist the teammate virtual object in attacking the enemy virtual object in a timely manner, improving the flexibility and richness of the game strategy and enhancing the game fun.
[0251] The above-mentioned element overlap styles such as the first element overlap style and the second element overlap style generally include color styles (such as different colors represent different element overlap styles), highlighting styles (such as highlighting represents one element overlap style, and normal represents another element overlap style, etc.), which are not limited here; if there is also an overlap in the element overlap areas, the effect after the superposition of the element overlap styles can be displayed in the overlapping area, such as the superposition of the red first element overlap style and the green second element overlap style, so that the overlapping area between the first element overlap area and the second element overlap area is yellow, etc., which is not limited here.
[0252] In an alternative embodiment, the virtual scene includes virtual public props, and the virtual public props are virtual props provided to the first virtual camp and the second virtual camp.
[0253] Optionally, when there is a second element overlapping area between the first field-of-view prompt element and the third field-of-view prompt element, and there is a virtual common prop in the first scene area corresponding to the second element overlapping area, the first prop prompt information is displayed in the thumbnail map.
[0254] Schematically, the second element overlapping area is the overlapping area between the first field-of-view prompt element and the third field-of-view prompt element; the first scene area is the area in the virtual scene corresponding to the second element overlapping area; if the first scene area includes a virtual common prop, the first prop prompt information will be displayed in the thumbnail map to prompt the first virtual camp to compete for the virtual common prop at the first scene area.
[0255] Among them, the virtual common prop is at the first prop position in the first scene area, and the first prop interval distance between the first prop position and the first virtual camp is less than the second prop interval distance between the first scene area and the second virtual camp.
[0256] Schematically, the interval distance between the first prop position and the first virtual camp in the virtual scene is called the first prop interval distance. The first prop interval distance can be the interval distance between the first prop position and the first virtual object (such as the virtual object controlled by the current terminal main control) in the first virtual camp, or after determining the teammate virtual object in the first virtual camp that is closest to the first virtual prop, the interval distance between this teammate virtual object and the first virtual prop can be used as the first prop interval distance. It is also possible to determine the teammate virtual object in the first virtual camp that is farthest from the first virtual prop and then use the interval distance between this teammate virtual object and the first virtual prop as the first prop interval distance, etc. There is no limitation here.
[0257] Schematically, the interval distance between the first prop position and the second virtual camp in the virtual scene is called the second prop interval distance. The second prop interval distance can be the interval distance between the first prop position and any enemy virtual object in the second virtual camp, or after determining the enemy virtual object in the second virtual camp that is closest to the first virtual prop, the interval distance between this enemy virtual object and the first virtual prop can be used as the second prop interval distance. It is also possible to determine the enemy virtual object in the second virtual camp that is farthest from the first virtual prop and then use the interval distance between this enemy virtual object and the first virtual prop as the second prop interval distance, etc. There is no limitation here.
[0258] When comparing the first item interval distance with the second item interval distance, if any one of the item interval distances is greater than any one of the above-mentioned second item interval distances, then a first item prompt message will be displayed in the mini-map; or, if any one of the item interval distances is greater than the multiple second item interval distances shown above, then a first item prompt message will be displayed in the mini-map; or, if there is an item interval distance greater than any one of the above-mentioned second item interval distances, then a first item prompt message will be displayed in the mini-map, etc., which is not limited here.
[0259] Optionally, the item function of the virtual common item matches the first virtual camp.
[0260] Schematically, if the item function of the virtual common item matches the first virtual object and / or at least one teammate virtual object in the first virtual camp, then a first item prompt message can also be displayed in the mini-map.
[0261] For example: The first virtual camp is a combat camp. If the item function of the virtual common item is combat attack bonus, it is considered that the item function of the virtual common item matches the first virtual camp, so a first item prompt message is displayed in the mini-map; or, the first virtual object in the first virtual camp belongs to the mage attribute. If the item function of the virtual common item is a new spell that the first virtual object can learn, it is considered that the item function of the virtual common item matches the first virtual camp, so a first item prompt message is displayed in the mini-map, etc.
[0262] Optionally, the first item prompt message is presented in text form, such as "There is an item here"; or, the first item prompt message is presented in special effect form, such as highlighting a virtual treasure chest, etc., which is not limited here.
[0263] In an optional embodiment, a second field-of-view prompt element and a third field-of-view prompt element are displayed; a second item prompt message is displayed in the mini-map.
[0264] Among them, the second item prompt message is used to indicate that the virtual common item is within the second scene area corresponding to the first field-of-view prompt element, or the virtual common item is within the third scene area corresponding to the second field-of-view prompt element, and the virtual common item is outside the fourth scene area corresponding to the third field-of-view prompt element.
[0265] Schematically, the area indicated by the first field-of-view prompt element in the virtual scene is called the second scene area, the area indicated by the second field-of-view prompt element in the virtual scene is called the third scene area, and the area indicated by the third field-of-view prompt element in the virtual scene is called the fourth scene area.
[0266] If the virtual common prop is within the second scene area observed by the first virtual object and outside the fourth scene area observed by the enemy virtual object (i.e., the enemy virtual object cannot observe the virtual common prop), the second prop prompt message can be displayed to prompt the first virtual object to obtain the virtual common prop.
[0267] Alternatively, if the virtual common prop is within the third scene area observed by the teammate virtual object and outside the fourth scene area observed by the enemy virtual object (i.e., the enemy virtual object cannot observe the virtual common prop), the second prop prompt message can be displayed to prompt the first virtual object and / or the teammate virtual object to obtain the virtual common prop.
[0268] By the above content of displaying the first prop prompt message and / or the second prop prompt message, it helps players more efficiently control the first virtual object to compete for the virtual common prop in the virtual scene, enhancing the game fun and the human-computer interaction efficiency. It should be noted that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
[0269] In an alternative embodiment, in response to the teammate virtual object being within the area range indicated by the third field-of-view prompt element, the second object element corresponding to the teammate virtual object is displayed in the thumbnail map in the first object style.
[0270] Illustratively, if the teammate virtual object is within the area range indicated by the third field-of-view prompt element, it means that the enemy virtual object can currently observe the teammate virtual object. At this time, the second object element can be displayed in the first object style to prompt the player that the current teammate virtual object is in danger, thereby helping the first virtual object assist the teammate virtual object out of danger and improving the game strategy.
[0271] In an alternative embodiment, in response to the enemy virtual object being within the area range indicated by the first field-of-view prompt element and the enemy virtual object being within at least one of the area ranges indicated by the second field-of-view prompt element and the prop influence area range, the third object element corresponding to the enemy virtual object is displayed in the thumbnail map in the second object style.
[0272] Illustratively, if the enemy virtual object is within the area range indicated by the first field-of-view prompt element, that is, the first virtual object can observe the enemy virtual object, and the enemy virtual object is within the area range indicated by the second field-of-view prompt element and / or the prop influence area range, it means that the enemy virtual object may be jointly observed by the first virtual object and the teammate virtual object (such as the fourth field-of-view prompt element corresponding to the first virtual prop is also displayed on the teammate terminal interface of the teammate virtual object). Therefore, the object element corresponding to the enemy virtual object can be displayed in the thumbnail map in the second object style.
[0273] In an optional embodiment, when the first field-of-view prompt element and the object field-of-view prompt element are displayed, in response to receiving a first element hiding operation, the object field-of-view prompt element is cancelled from being displayed in the thumbnail map.
[0274] Wherein, the object field-of-view prompt element includes at least one of a second field-of-view prompt element, a third field-of-view prompt element, and a fourth field-of-view prompt element. The first element hiding operation is an operation for hiding at least one other object field-of-view prompt element except the first field-of-view prompt element. For example, the first element hiding operation is implemented through a first hiding control. If a trigger operation for the first hiding control is received, the first object field-of-view prompt element continues to be displayed and the object field-of-view prompt element is cancelled from being displayed.
[0275] In addition, the type of the object field-of-view prompt element hidden by the first element hiding operation can be refined. For example, when the first field-of-view prompt element, the second field-of-view prompt element, and the third field-of-view prompt element are displayed, if a hiding control for an enemy virtual object is triggered, the first object field-of-view prompt element and the second object field-of-view prompt element continue to be displayed, and the third field-of-view prompt element is cancelled from being displayed, etc. This is not limited herein.
[0276] In an optional embodiment, when the first field-of-view prompt element and the object field-of-view prompt element are displayed, in response to receiving a second element hiding operation, the first field-of-view prompt element and the object field-of-view prompt element are cancelled from being displayed in the thumbnail map.
[0277] Wherein, the second element hiding operation is an operation for hiding at least one field-of-view prompt element including the first field-of-view prompt element. For example, the second element hiding operation is implemented through a second hiding control. If a trigger operation for the second hiding control is received, all field-of-view prompt elements are cancelled from being displayed, including the first field-of-view prompt element.
[0278] In an optional embodiment, when a first virtual object observes a virtual scene using a virtual objective lens at a first magnification, the first field-of-view prompt element is displayed in the thumbnail map at a first viewing cone angle.
[0279] Schematically, the virtual objective lens is an item for assisting in observing the virtual scene other than the first virtual object directly observing the virtual scene. The virtual objective lens can be a pre-independently configured virtual prop. For example, a player can control the first virtual object to use the virtual objective lens alone. The virtual objective lens can also be a virtual accessory equipped on other virtual props as a prop accessory. For example, the virtual objective lens can be combined with a virtual attack prop to assist the virtual object in using the virtual attack prop to achieve a more effective attack.
[0280] Optionally, if the first virtual object observes the virtual scene using a virtual objective lens of a first magnification, a first field of view prompt element will be displayed in the thumbnail map at a first viewing cone angle corresponding to the first magnification.
[0281] Among them, the first cone angle is negatively correlated with the first magnification. Schematically, if the first magnification is larger, the first cone angle is smaller, and if the first magnification is smaller, the first cone angle is larger. For example: the first magnification corresponding to the virtual objective lens can be adjusted, and the first magnification is the objective lens magnification used to observe the virtual scene; if the first magnification is 2 times, when the first virtual object uses a 2-fold virtual objective lens to observe the virtual scene, the first field of view prompt element is displayed in the thumbnail map with a larger cone angle of 120 degrees; if the first magnification of the virtual objective lens is increased to 8 times, when the first virtual object uses an 8-fold virtual objective lens to observe the virtual scene, the first field of view prompt element is displayed in the thumbnail map with a smaller cone angle of 60 degrees, etc.; wherein the relationship between the first magnification and the first cone angle can be preset, and through the coordinated changes between the magnification and the cone angle, the authenticity of the game screen is fully improved, the game fun is improved, and it is also helpful to improve the efficiency of human-computer interaction, which is not limited here.
[0282] In an optional embodiment, when the first viewing angle prompt element is displayed at the second viewing cone angle in the thumbnail map, in response to receiving a viewing cone angle adjustment operation, the first viewing angle prompt element is displayed at a third viewing cone angle in the thumbnail map.
[0283] Schematically, the cone angle adjustment operation is used to adjust the element display of the field of view prompt element. For example: if the received cone angle adjustment operation is a cone angle zoom operation, the first field of view prompt element corresponding to the scene area observed by the first virtual object is zoomed in on the thumbnail map, such as the angle of the first field of view prompt element becomes larger, such as from 90° to 120°, which is not limited here. In an optional embodiment, in response to receiving a prop use operation, the accessory launch trajectory of the first virtual object using the second virtual prop is superimposed on the first field of view prompt element; wherein the second virtual prop is a virtual prop equipped by the first virtual object, and the accessory launch trajectory is used to characterize the launch trajectory of the virtual accessory equipped in the second virtual prop.
[0284] Illustratively, the second virtual prop is such as a virtual gun, a virtual bow, etc.; accordingly, if the second virtual prop is a virtual gun, the virtual accessories therein are such as virtual bullets, and if the second virtual prop is a virtual bow, the virtual accessories therein are such as virtual arrows, etc.; if a prop usage operation is received, in addition to displaying the first field of view prompt element on the thumbnail map, the accessory launch trajectory can also be superimposed on the first field of view prompt element, and the accessory launch trajectory describes the bird's-eye view effect of the trajectory formed by the virtual accessory being launched in the virtual scene.
[0285] With the display of the firing trajectory of the accessory, it helps to improve the accuracy of accessory firing and assist the player in aiming at the attack target; displaying the firing trajectory of the accessory on the first visual cue element considering virtual obstacles helps the player avoid firing virtual accessories into areas with virtual obstacles, enhancing the effectiveness of strategy support, the visual effect of the mini-map, and the player's gaming immersion.
[0286] It should be noted that the above are only illustrative examples, and the embodiments of the present application are not limited thereto.
[0287] In summary, based on the above process, the distribution of virtual obstacles is used as a consideration factor in the perspective observation of the first virtual object. As a result, the first visual cue element displayed on the mini-map represents the observation area range of the three-dimensional virtual scene by the first virtual object under the influence of virtual obstacles. Compared with the traditional process of directly determining the observation range of the first virtual object based on the second orientation and the first visual range, the process of determining the first visual cue element is more flexible, and it can achieve the process of dynamically displaying the first visual cue element based on the change of orientation, avoiding the player from controlling the first virtual object to move to invalid areas with virtual obstacles, which helps to improve the implementation of the game strategy of the first virtual object in the virtual game and enhance the human-computer interaction efficiency.
[0288] Figure 16 It is a structural block diagram of an object control device for a three-dimensional virtual scene provided by an exemplary embodiment of the present application. As Figure 16 shown, the device includes the following parts:
[0289] A display module 1610, configured to display a mini-map corresponding to the three-dimensional virtual scene, where the three-dimensional virtual scene includes a first virtual object in a first orientation, the mini-map includes a first object element corresponding to the first virtual object, and the first virtual object has a conical first visual range in the three-dimensional virtual scene;
[0290] A receiving module 1620, configured to receive an object control operation on the first virtual object, where the object control operation is used to control the movement of the first virtual object in the three-dimensional virtual scene;
[0291] The display module 1610 is further configured to, in response to the object control operation, control the first virtual object to be located in the three-dimensional virtual scene in a second orientation, and based on the distribution of virtual obstacles within the first visual range having the second orientation, display the first visual cue element in the mini-map, where the first visual cue element is used to represent the observation area range of the three-dimensional virtual scene by the first virtual object under the influence of the virtual obstacles.
[0292] In an alternative embodiment, the display module 1610 is further configured to, when a virtual obstacle exists within the first field of view having the second orientation, display, in the thumbnail map, a first field-of-view prompt element constrained by the relative position relationship between the first virtual object and the virtual obstacle based on the relative position relationship therebetween.
[0293] In an alternative embodiment, the display module 1610 is further configured to, when a virtual obstacle exists within the first field of view having the second orientation, display, in the thumbnail map, a first field-of-view prompt element constrained by a first distance, a first direction deviation angle between the first virtual object and the virtual obstacle, and a first height comparison result between the object observation height of the first virtual object and the obstacle height of the virtual obstacle based on the first distance, the first direction deviation angle, and the first height comparison result.
[0294] In an alternative embodiment, the display module 1610 is further configured to obtain a scene vector map corresponding to the three-dimensional virtual scene, where the scene vector map is used to describe the obstacle state and the distribution of at least one virtual obstacle in the three-dimensional virtual scene through at least one regional line segment, and the at least one regional line segment is respectively marked with a regional height, and the regional height is used to represent the obstacle height of the virtual obstacle at the regional line segment; determine the object observation height corresponding to the first virtual object; determine a preset object field of view covered by the first field of view having the second orientation in the three-dimensional virtual scene, where the preset object field of view is indicated by a two-dimensional preset prompt element in the scene vector map; and determine, based on the object observation height and the regional heights respectively corresponding to the at least one regional line segment, an element area where the virtual obstacle does not cause line-of-sight occlusion to the first virtual object from the preset prompt element as the first field-of-view prompt element.
[0295] In an alternative embodiment, the display module 1610 is further configured to emit at least two rays from the first virtual object with the object observation height as the ray emission height, where the at least two rays correspond to at least two emission directions; for a first ray among the at least two rays, mark a first intersection point in response to the first ray having a first intersection point with a first regional line segment among the at least one regional line segment within the preset prompt element; and connect the first intersection points respectively corresponding to the at least two rays and the object position point corresponding to the first virtual object to obtain an element area where the virtual obstacle does not cause line-of-sight occlusion to the first virtual object as the first field-of-view prompt element.
[0296] In an optional embodiment, the display module 1610 is further configured to display a second field-of-view prompt element corresponding to the teammate virtual object in the thumbnail map, where the second field-of-view prompt element is the range of the observation area of the three-dimensional virtual scene by the teammate virtual object under the influence of the virtual obstacle, and the teammate virtual object and the first virtual object are in a first virtual camp; or, display a third field-of-view prompt element corresponding to the enemy virtual object in the thumbnail map, where the third field-of-view prompt element is the range of the observation area of the three-dimensional virtual scene by the enemy virtual object under the influence of the virtual obstacle, and the enemy virtual object and the first virtual object are in a second virtual camp, and the first virtual camp and the second virtual camp are different; or, display a fourth field-of-view prompt element corresponding to the first virtual item in the thumbnail map, where the fourth field-of-view prompt element is the range of the item influence area of the three-dimensional virtual scene by the first virtual item under the influence of the virtual obstacle.
[0297] In an optional embodiment, the display module 1610 is further configured to display the second field-of-view prompt element corresponding to the teammate virtual object in the thumbnail map when an object association relationship is established between the first virtual object and the teammate virtual object, where the object association relationship includes at least one of an object close friend relationship and a relationship of a strong player in the game; or, display the second field-of-view prompt element corresponding to the teammate virtual object in the thumbnail map when the teammate virtual object is within the area indicated by the first field-of-view prompt element.
[0298] In an optional embodiment, the display module 1610 is further configured to display the third field-of-view prompt element corresponding to the enemy virtual object in the thumbnail map in response to the enemy virtual object being within the area indicated by the first field-of-view prompt element; or, display the third field-of-view prompt element corresponding to the enemy virtual object in the thumbnail map in response to the enemy virtual object being within the area indicated by the second field-of-view prompt element; or, display the fourth field-of-view prompt element corresponding to the enemy virtual object in the thumbnail map in response to the enemy virtual object being within the item observation field of view corresponding to the fourth field-of-view prompt element, where the item observation field of view is the area of the three-dimensional virtual scene indicated by the fourth field-of-view prompt element.
[0299] In an optional embodiment, the display module 1610 is further configured to display the third field-of-view prompt element of the enemy virtual object in the thumbnail map under a first object control condition, where the first object control condition is the condition for the first virtual object to control the enemy virtual object.
[0300] In an optional embodiment, the display module 1610 is further configured to, in response to receiving a field-of-view preview operation for the first virtual prop at a first scene position, display a preview field-of-view prompt element corresponding to the first scene position on the thumbnail map, where the preview field-of-view prompt element is the area range observed at the first scene position after placing the first three-dimensional virtual scene; and in response to receiving a prop placement operation for placing the first virtual prop at a second scene position, display a fourth field-of-view prompt element corresponding to the first virtual prop at the second scene position on the thumbnail map, where the fourth field-of-view prompt element is used to represent the area range of the three-dimensional virtual scene observed by the first virtual prop at the second scene position.
[0301] In an optional embodiment, the display module 1610 is further configured to, when there is an element overlap between the first field-of-view prompt element and the second field-of-view prompt element, display a first element overlap area between the first field-of-view prompt element and the second field-of-view prompt element in a first element overlap style; or, when there is an element overlap between the first field-of-view prompt element and the third field-of-view prompt element, display a second element overlap area between the first field-of-view prompt element and the third field-of-view prompt element in a second element overlap style; or, when there is an element overlap between the second field-of-view prompt element and the third field-of-view prompt element, display a third element overlap area between the second field-of-view prompt element and the third field-of-view prompt element in a third element overlap style.
[0302] In an optional embodiment, the virtual scene includes virtual public props, where the virtual public props are virtual props provided to the first virtual camp and the second virtual camp;
[0303] The display module 1610 is further configured to, when there is a second element overlap area between the first field-of-view prompt element and the third field-of-view prompt element, and there is a virtual public prop in the first scene area corresponding to the second element overlap area, display first prop prompt information in the thumbnail map; where the virtual public prop is at a first prop position in the first scene area, and a first prop interval distance between the first prop position and the first virtual camp is less than a second prop interval distance between the first scene area and the second virtual camp; or the prop function of the virtual public prop matches the first virtual camp.
[0304] In an optional embodiment, the virtual scene includes virtual public props, where the virtual public props are virtual props provided to the first virtual camp and the second virtual camp;
[0305] The display module 1610 is further configured to display the second field-of-view prompt element and the third field-of-view prompt element; display second prop prompt information in the thumbnail map, where the second prop prompt information is used to indicate that the virtual public prop is within the second scene area corresponding to the first field-of-view prompt element, or within the third scene area corresponding to the second field-of-view prompt element, and the virtual public prop is outside the fourth scene area corresponding to the third field-of-view prompt element.
[0306] In an optional embodiment, the display module 1610 is further configured to, in response to the teammate virtual object being within the area indicated by the third field-of-view prompt element, display a second object element corresponding to the teammate virtual object in the thumbnail map in a first object style; or, in response to the enemy virtual object being within the area indicated by the first field-of-view prompt element, and the enemy virtual object being within at least one of the area indicated by the second object's field of view and the area affected by the prop, display a third object element corresponding to the enemy virtual object in the thumbnail map in a second object style.
[0307] In an optional embodiment, the display module 1610 is further configured to, when displaying the first field-of-view prompt element and the object field-of-view prompt element, in response to receiving a first element hiding operation, cancel the display of the object field-of-view prompt element in the thumbnail map, where the object field-of-view prompt element includes at least one of the second field-of-view prompt element, the third field-of-view prompt element, and the fourth field-of-view prompt element; or, when displaying the first field-of-view prompt element and the object field-of-view prompt element, in response to receiving a second element hiding operation, cancel the display of the first field-of-view prompt element and the object field-of-view prompt element in the thumbnail map.
[0308] In an optional embodiment, the display module 1610 is further configured to, when the first virtual object observes the virtual scene using a virtual objective lens with a first magnification, display the first field-of-view prompt element in the thumbnail map at a first cone angle, where the first cone angle has a negative correlation with the first magnification.
[0309] In an optional embodiment, the display module 1610 is further configured to, in response to receiving a prop usage operation, superimpose and display the emission trajectory of the accessory of the second virtual prop used by the first virtual object on the first field-of-view prompt element; where the second virtual prop is a virtual prop equipped by the first virtual object, and the emission trajectory is used to represent the emission trajectory of the virtual accessory equipped in the second virtual prop.
[0310] In an optional embodiment, the display module 1610 is further configured to, when there is a first virtual obstacle corresponding to a first obstacle attribute within the first field of view having the second orientation, display a first element area including an interaction element area as the first field of view prompt element in the thumbnail map, where the first obstacle attribute is an attribute for the first virtual object to perform an effective interaction with the first virtual obstacle, and the interaction element area is an area for controlling the first virtual object to perform the effective interaction with the first virtual obstacle; or, when there is a second virtual obstacle corresponding to a second obstacle attribute within the first field of view having the second orientation, display a second element area as the first field of view prompt element in the thumbnail map, where the second obstacle attribute is an attribute for which the first virtual object cannot perform the effective interaction with the second virtual obstacle.
[0311] In summary, based on the above process, the distribution of virtual obstacles is taken as a consideration factor under the perspective observation of the first virtual object, so that the first field of view prompt element displayed on the thumbnail map represents the observation area range of the three-dimensional virtual scene by the first virtual object under the influence of virtual obstacles. Compared with the process of directly determining the observation range of the first virtual object based on the second orientation and the first field of view range in the traditional method, the determination process of the first field of view prompt element is more flexible, and the process of dynamically displaying the first field of view prompt element based on the orientation change can be realized, avoiding the player from controlling the first virtual object to move to an invalid area with virtual obstacles, which helps to improve the display of the game strategy of the first virtual object in the virtual game and improve the human-computer interaction efficiency.
[0312] It should be noted that: the object control device for the three-dimensional virtual scene provided in the above embodiment is only illustrated by dividing the above functional modules. In practical applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the object control device for the three-dimensional virtual scene provided in the above embodiment and the object control method embodiment for the three-dimensional virtual scene belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0313] Figure 17The block diagram of an electronic device 1700 provided by an exemplary embodiment of the present application is shown. The electronic device 1700 may be a portable mobile terminal, such as: a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player, a notebook computer or a desktop computer. The electronic device 1700 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, etc.
[0314] Generally, the electronic device 1700 includes: a processor 1701 and a memory 1702.
[0315] The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), PLA (Programmable Logic Array). The processor 1701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1701 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1701 may also include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0316] The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1702 is used to store at least one instruction for being executed by the processor 1701 to implement the object control method of the three-dimensional virtual scene provided in the method embodiments of the present application.
[0317] In some embodiments, the electronic device 1700 further includes one or more sensors. The one or more sensors include, but are not limited to, proximity sensors, gyro sensors, and pressure sensors.
[0318] The proximity sensor, also known as the distance sensor, is usually disposed on the front panel of the electronic device 1700. The proximity sensor is used to collect the distance between the user and the front of the electronic device 1700.
[0319] The gyro sensor can detect the body direction and rotation angle of the electronic device 1700. The gyro sensor can cooperate with the acceleration sensor to collect the 3D actions of the user on the electronic device 1700. Based on the data collected by the gyro sensor, the processor 1701 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.
[0320] The pressure sensor can be disposed on the side frame of the electronic device 1700 and / or the lower layer of the display screen. When the pressure sensor is disposed on the side frame of the electronic device 1700, it can detect the holding signal of the user on the electronic device 1700, and the processor 1701 can identify the left and right hands or perform shortcut operations according to the holding signal collected by the pressure sensor. When the pressure sensor is disposed on the lower layer of the display screen, the processor 1701 can control the operable controls on the UI interface according to the pressure operation of the user on the display screen. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0321] In some embodiments, the electronic device 1700 further includes other component parts, and those skilled in the art can understand that Figure 17 the structure shown does not limit the electronic device 1700, and it may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.
[0322] Embodiments of the present application further provide a computer device, which can be implemented as Figure 2The terminal or server shown. The computer device includes a processor and a memory. At least one instruction, at least one program, a code set or an instruction set is stored in the memory. The at least one instruction, at least one program, the code set or the instruction set is loaded and executed by the processor to implement the object control method for the three-dimensional virtual scene provided by the above-mentioned method embodiments.
[0323] An embodiment of the present application further provides a computer-readable storage medium. At least one instruction, at least one program, a code set or an instruction set is stored on the computer-readable storage medium. The at least one instruction, at least one program, the code set or the instruction set is loaded and executed by the processor to implement the object control method for the three-dimensional virtual scene provided by the above-mentioned method embodiments.
[0324] An embodiment of the present application further provides a computer program product or a computer program. The computer program product or the computer program includes computer instructions. The computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the object control method for the three-dimensional virtual scene described in any one of the above embodiments.
[0325] Optionally, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), solid state drive (SSD, Solid State Drives) or optical disc, etc. Among them, the random access memory may include resistive random access memory (ReRAM, Resistance RandomAccess Memory) and dynamic random access memory (DRAM, Dynamic Random Access Memory). The above serial numbers of the embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0326] Those of ordinary skill in the art can understand that all or part of the steps to implement the above embodiments can be completed by hardware, or can be completed by a program instructing related hardware. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be read-only memory, a magnetic disk or an optical disc, etc. The above are only optional embodiments of the present application and are not used to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A method for controlling an object in a three-dimensional virtual scene, characterized in that: The method comprises: Displaying a thumbnail map corresponding to the three-dimensional virtual scene, wherein the three-dimensional virtual scene includes a first virtual object in a first orientation, the thumbnail map includes a first object element corresponding to the first virtual object, and the first virtual object has a conical first field of view in the three-dimensional virtual scene; receiving an object control operation on the first virtual object, wherein the object control operation is used to control the movement of the first virtual object in the three-dimensional virtual scene; In response to the object control operation, the first virtual object is controlled to be located in the three-dimensional virtual scene with a second orientation, and based on the distribution of virtual obstacles within the first field of view with the second orientation, the first field of view prompt element is displayed in the thumbnail map, and the first field of view prompt element is used to characterize the observation area range of the first virtual object on the three-dimensional virtual scene under the influence of the virtual obstacles.
2. The method according to claim 1, characterized in that The displaying the first field of view prompt element in the thumbnail map based on the distribution of virtual obstacles within the first field of view having the second orientation includes: In the case where the virtual obstacle exists within the first field of view with the second orientation, based on the relative position relationship between the first virtual object and the virtual obstacle, the first field of view prompt element constrained by the relative position relationship is displayed in the thumbnail map.
3. The method according to claim 2, characterized in that The method of displaying the first field of view prompt element constrained by the relative position relationship in the thumbnail map based on the relative position relationship between the first virtual object and the virtual obstacle when the virtual obstacle exists in the first field of view with the second orientation includes: In the case where the virtual obstacle exists within the first field of view with the second orientation, based on a first distance between the first virtual object and the virtual obstacle, a first direction deviation angle, and a first height comparison result between an object observation height of the first virtual object and an obstacle height of the virtual obstacle, the first field of view prompt element constrained by the first distance, the first direction deviation angle, and the first height comparison result is displayed in the thumbnail map.
4. The method according to any one of claims 1 to 3, characterized in that: The displaying the first field of view prompt element in the thumbnail map based on the distribution of virtual obstacles within the first field of view having the second orientation includes: Obtaining a scene vector diagram corresponding to the three-dimensional virtual scene, the scene vector diagram being used to describe the obstacle state and the distribution of at least one virtual obstacle in the three-dimensional virtual scene through at least one area line segment, the at least one area line segment being respectively marked with an area height, and the area height being used to characterize the obstacle height of the virtual obstacle at the area line segment; determining an object observation height corresponding to the first virtual object; Determine a preset object field of view covered by the first field of view with the second orientation from the three-dimensional virtual scene, wherein the preset object field of view is indicated by a two-dimensional preset prompt element in the scene vector diagram; Based on the object observation height and the area height respectively corresponding to the at least one area line segment, an element area in which the virtual obstacle does not block the line of sight of the first virtual object is determined from the preset prompt elements as the first field of view prompt element.
5. The method according to claim 4, characterized in that The determining, based on the object observation height and the area height respectively corresponding to the at least one area line segment, from the preset prompt elements, an element area where the virtual obstacle does not block the line of sight of the first virtual object as the first field of view prompt element, comprises: Taking the object observation height as the ray emission height, emitting at least two rays from the first virtual object, wherein the at least two rays correspond to at least two emission directions; For a first ray of the at least two rays, in response to the first ray having a first intersection point with a first area line segment of the at least one area line segment within the preset prompt element, marking the first intersection point; The first intersection points respectively corresponding to the at least two rays and the object position point corresponding to the first virtual object are connected to obtain the element area where the virtual obstacle does not block the line of sight of the first virtual object as the first field of vision prompt element.
6. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: Displaying a second field of view prompt element corresponding to the teammate virtual object in the thumbnail map, the second field of view prompt element is the observation area range of the teammate virtual object on the three-dimensional virtual scene under the influence of the virtual obstacle, and the teammate virtual object and the first virtual object are in a first virtual camp; or A third field of view prompt element corresponding to the enemy virtual object is displayed in the thumbnail map, wherein the third field of view prompt element is the observation area range of the enemy virtual object to the three-dimensional virtual scene under the influence of the virtual obstacle, the enemy virtual object and the first virtual object are in a second virtual camp, and the first virtual camp is different from the second virtual camp; or A fourth field of view prompt element corresponding to the first virtual prop is displayed in the thumbnail map, and the fourth field of view prompt element is the prop influence area range of the first virtual prop on the three-dimensional virtual scene under the influence of the virtual obstacle.
7. The method according to claim 6, characterized in that The second field of view prompt element corresponding to the teammate virtual object is displayed in the thumbnail map, including: In the case where an object association relationship is established between the first virtual object and the teammate virtual object, the second field of view prompt element corresponding to the teammate virtual object is displayed in the thumbnail map, and the object association relationship includes at least one of an object close friend relationship and a game strong combat power relationship; or When the teammate virtual object is within the area indicated by the first field of view prompt element, the second field of view prompt element corresponding to the teammate virtual object is displayed in the thumbnail map.
8. The method according to claim 6, characterized in that The displaying of the third field of view prompt element corresponding to the enemy virtual object in the thumbnail map includes: In response to the enemy virtual object being within the area indicated by the first field of view prompt element, displaying the third field of view prompt element corresponding to the enemy virtual object in the thumbnail map; or, In response to the enemy virtual object being within the area indicated by the second visual field prompt element, displaying the third visual field prompt element corresponding to the enemy virtual object in the thumbnail map; or, In response to the enemy virtual object being within the prop observation field of view corresponding to the fourth field of view prompt element, the fourth field of view prompt element corresponding to the enemy virtual object is displayed in the thumbnail map, and the prop observation field of view is the area range indicated by the fourth field of view prompt element in the three-dimensional virtual scene.
9. The method according to claim 6, characterized in that The displaying of the third field of view prompt element corresponding to the enemy virtual object in the thumbnail map includes: When a first object control condition is satisfied between the enemy virtual object and the first virtual object, the third field of view prompt element of the enemy virtual object is displayed in the thumbnail map, wherein the first object control condition is a condition under which the first virtual object controls the enemy virtual object.
10. The method according to claim 6, characterized in that The displaying of the fourth field of view prompt element corresponding to the first virtual prop in the thumbnail map includes: In response to receiving a preview operation of the field of view for the first virtual prop at a first scene position, displaying a preview field of view prompt element corresponding to the first scene position on the thumbnail map, the preview field of view prompt element being an area range observed at the first scene position after the first virtual prop is placed; In response to receiving a prop placement operation to place the first virtual prop at a second scene position, a fourth field of view prompt element corresponding to the first virtual prop at the second scene position is displayed on the thumbnail map, and the fourth field of view prompt element is used to represent the area range of the first virtual prop observing the three-dimensional virtual scene at the second scene position.
11. The method according to claim 6, characterized in that The method further comprises: In the case where there is an element overlap between the first visual field prompt element and the second visual field prompt element, displaying a first element overlap area between the first visual field prompt element and the second visual field prompt element in a first element overlap style; or, In the case where there is an element overlap between the first visual field prompt element and the third visual field prompt element, displaying a second element overlap area between the first visual field prompt element and the third visual field prompt element in a second element overlap style; or In the case where there is an element overlap between the second visual field prompting element and the third visual field prompting element, a third element overlap area between the second visual field prompting element and the third visual field prompting element is displayed in a third element overlap style.
12. The method according to claim 6, characterized in that The virtual scene includes virtual public props, and the virtual public props are virtual props provided to the first virtual camp and the second virtual camp; The method further comprises: In a case where there is a second element overlap area between the first field of view prompt element and the third field of view prompt element, and the virtual public prop exists in the first scene area corresponding to the second element overlap area, displaying the first prop prompt information in the thumbnail map; Among them, the virtual public prop is at a first prop position in the first scene area, and a first prop interval distance between the first prop position and the first virtual camp is smaller than a second prop interval distance between the first scene area and the second virtual camp; or, the prop function of the virtual public prop matches the first virtual camp.
13. The method according to claim 6, characterized in that The virtual scene includes virtual public props, and the virtual public props are virtual props provided to the first virtual camp and the second virtual camp; The method further comprises: Displaying the second visual field prompt element and the third visual field prompt element; Second prop prompt information is displayed in the thumbnail map, and the second prop prompt information is used to indicate that the virtual public prop is in a second scene area corresponding to the first field of view prompt element, or that the virtual public prop is in a third scene area corresponding to the second field of view prompt element, and the virtual public prop is outside a fourth scene area corresponding to the third field of view prompt element.
14. The method according to claim 6, characterized in that The method further comprises: In response to the teammate virtual object being within the area indicated by the third field of view prompt element, displaying a second object element corresponding to the teammate virtual object in the thumbnail map in a first object style; or, In response to the enemy virtual object being within the area indicated by the first field of view prompt element, and the enemy virtual object being within at least one of the area indicated by the second object field of view and the prop influence area, a third object element corresponding to the enemy virtual object is displayed in the thumbnail map in a second object style.
15. The method according to claim 6, characterized in that The method further comprises: In the case where the first field of view prompt element and the object field of view prompt element are displayed, in response to receiving the first element hiding operation, the object field of view prompt element is canceled from being displayed in the thumbnail map, and the object field of view prompt element includes at least one of the second field of view prompt element, the third field of view prompt element and the fourth field of view prompt element; or In the case where the first field of view prompt element and the object field of view prompt element are displayed, in response to receiving a second element hiding operation, the first field of view prompt element and the object field of view prompt element are undisplayed in the thumbnail map.
16. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: When the first virtual object observes the virtual scene using a virtual objective lens of a first magnification, the first field of view prompt element is displayed in the thumbnail map at a first viewing cone angle, and the first viewing cone angle is negatively correlated with the first magnification.
17. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: In response to receiving a prop use operation, displaying a launch trajectory of an accessory of the first virtual object using the second virtual prop on the first field of view prompt element; The second virtual prop is a virtual prop equipped by the first virtual object, and the accessory launch trajectory is used to represent the launch trajectory of the virtual accessory equipped in the second virtual prop.
18. The method according to any one of claims 1 to 3, characterized in that: The displaying the first field of view prompt element in the thumbnail map based on the distribution of virtual obstacles within the first field of view having the second orientation includes: In a case where there is a first virtual obstacle corresponding to a first obstacle attribute within the first field of view having the second orientation, a first element area including an interactive element area is displayed in the thumbnail map as the first field of view prompt element, the first obstacle attribute is an attribute of the first virtual object and the first virtual obstacle to perform effective interaction, and the interactive element area is an area for controlling the first virtual object and the first virtual obstacle to perform the effective interaction; or When there is a second virtual obstacle corresponding to a second obstacle attribute within the first field of view with the second orientation, a second element area is displayed in the thumbnail map as the first field of view prompt element, and the second obstacle attribute is an attribute that prevents the first virtual object from performing the effective interaction with the second virtual obstacle.
19. An object control device for a three-dimensional virtual scene, characterized in that: The device comprises: A display module, configured to display a thumbnail map corresponding to the three-dimensional virtual scene, wherein the three-dimensional virtual scene includes a first virtual object in a first orientation, the thumbnail map includes a first object element corresponding to the first virtual object, and the first virtual object has a conical first field of view in the three-dimensional virtual scene; A receiving module, configured to receive an object control operation on the first virtual object, wherein the object control operation is used to control the movement of the first virtual object in the three-dimensional virtual scene; The display module is also used to control the first virtual object to be located in the three-dimensional virtual scene with a second orientation in response to the object control operation, and display the first field of view prompt element in the thumbnail map based on the distribution of virtual obstacles within the first field of view with the second orientation, wherein the first field of view prompt element is used to characterize the observation area range of the first virtual object to the three-dimensional virtual scene under the influence of the virtual obstacle.
20. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the object control method of the three-dimensional virtual scene as described in any one of claims 1 to 18.
21. A computer-readable storage medium, characterized in that: The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the object control method of the three-dimensional virtual scene as described in any one of claims 1 to 18.
22. A computer program product, characterized in that It comprises computer instructions, which, when executed by a processor, implement the object control method of a three-dimensional virtual scene as claimed in any one of claims 1 to 18.