Information processing method and device in virtual scene, medium, equipment and product

By pre-storing the kinematic parameters of the second model in the virtual scene, the storage space and performance issues of object breaking animations are solved, achieving efficient animation effects and enhanced realism.

CN122183143APending Publication Date: 2026-06-12GUANGZHOU BOGUAN TELECOMM TECH LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
GUANGZHOU BOGUAN TELECOMM TECH LTD
Filing Date
2026-01-23
Publication Date
2026-06-12

AI Technical Summary

Technical Problem

In existing technologies, the implementation of object breaking animations relies on pre-recorded animation data in texture resources, which leads to a significant increase in storage space requirements, and traditional solutions cannot meet the requirements of dynamic control and performance.

Method used

By pre-storing the kinematic parameters of the second model, the motion of the second model can be read and controlled when the first model breaks, reducing storage resource requirements and improving the realism of the animation effect.

Benefits of technology

It reduces the game's storage space requirements, simplifies data retrieval, and enables differentiated motion effects for multiple second models, enhancing the visual realism and immersion of virtual scenes.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a method and device for processing information in a virtual scene, a computer readable storage medium, a computer device and a computer program product. The method comprises: in the case of detecting a model breaking event of a first model in a virtual scene, reading pre-stored kinematics parameters of a second model, and controlling the movement of the second model according to the kinematics parameters of the second model. Thus, the kinematics parameters of the second model can be used to control the movement of the second model, thereby completing the breaking animation performance of the first model. Compared with the way of storing animation data in a map resource, the resource space required for storing the kinematics parameters of the second model is smaller, thereby reducing the demand of a game for storage space, and reducing the difficulty of data reading during the breaking animation performance of the first model.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to an information processing method in a virtual scene, an information processing device in a virtual scene, a computer-readable storage medium, a computer device, and a computer program product. Background Technology

[0002] In related technologies, to achieve fragment animations resulting from object breakage, most traditional solutions rely on pre-recorded animation data in texture resources to drive the fragment movement. However, storing animation data in texture resources significantly increases the size of the texture resources, thereby greatly increasing the game's storage space requirements. Summary of the Invention

[0003] This application provides an information processing method, an information processing device, a computer-readable storage medium, a computer device, and a computer program product in a virtual scene. By pre-storing the kinematic parameters of a second model, the kinematic parameters are read when the first model breaks to control the movement of the second model. Compared with storing animation data in texture resources, this reduces the amount of resources required for the movement of the second model, thereby reducing the storage space required for the game.

[0004] On one hand, embodiments of this application provide an information processing method in a virtual scene, the method comprising: Upon detecting a model breakage event of the first model in the virtual scene, the kinematic parameters of the pre-stored second model are read, wherein the first model can be split into multiple second models when the model breakage event occurs; The motion of the second model is controlled based on its kinematic parameters.

[0005] On the other hand, embodiments of this application provide an information processing device in a virtual scene, the device comprising: The acquisition module is used to read the kinematic parameters of a pre-stored second model when a model breakage event of a first model in the virtual scene is detected, wherein the first model can be split into multiple second models when the model breakage event occurs; The control module is used to control the motion of the second model based on the kinematic parameters of the second model.

[0006] On the other hand, embodiments of this application provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute the information processing method in the virtual scene described above.

[0007] On the other hand, embodiments of this application provide a computer device, which includes a processor and a memory. The memory stores a computer program, and the processor executes the information processing method in the virtual scene as described above by calling the computer program stored in the memory.

[0008] On the other hand, embodiments of this application provide a computer program product, including computer instructions, which, when executed by a processor, implement the information processing method in the virtual scene described above.

[0009] The information processing method, device, computer-readable storage medium, computer equipment, and computer program product in the virtual scene provided in this application can, upon detecting a model breakage event of a first model in the virtual scene, read pre-stored kinematic parameters of a second model and control the movement of the second model according to the kinematic parameters, thereby completing the breakage animation of the first model. Furthermore, compared to storing animation data in texture resources, storing the kinematic parameters of the second model requires less resource space, thus reducing the game's storage space requirements and simplifying data retrieval during the breakage animation of the first model. Attached Figure Description

[0010] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0011] Figure 1 This is a flowchart illustrating the information processing method in a virtual scene provided in an embodiment of this application.

[0012] Figure 2 This is a schematic diagram illustrating the application scenario of the information processing method in a virtual scene provided in the embodiments of this application.

[0013] Figure 3 This is a schematic diagram illustrating the application scenario of the information processing method in a virtual scene provided in the embodiments of this application.

[0014] Figure 4 This is a schematic diagram of the structure of an information processing device in a virtual scene provided in an embodiment of this application.

[0015] Figure 5 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0016] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0017] This application provides an information processing method, an information processing device, a computer-readable storage medium, a computer device, and a computer program product for virtual scenes. Specifically, the information processing method for virtual scenes in this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc. The terminal can also include a client, which can be an application client, browser client, instant messaging client, or mini-program, etc. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0018] For example, when the information processing method in this virtual scene runs on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present a graphical user interface (GUI) and receive instructions generated by the user interacting with the GUI. The processor is used to store applications, run the game, generate the GUI, respond to instructions, and control the display of the GUI on the display screen. When the user operates the GUI through the display screen, the GUI can control the local content of the terminal device in response to the received operation instructions. The terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection.

[0019] For example, when the information processing method in the virtual scene runs on a server, this method can be implemented and executed based on a cloud system. The cloud system includes servers and client devices. The application's runtime and the graphical user interface (GUI) presentation are separate. The storage and execution of the information processing method in the virtual scene are completed on the server. The GUI presentation is completed on the client, which is mainly used for data reception, transmission, and GUI presentation. For example, the client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, or head-mounted display device. However, the terminal device for data processing is the server in the cloud. During gameplay, the user operates the client to send commands to the server. The server controls the game's operation according to the commands, encodes and compresses the GUI data, returns it to the client via the network, and finally, the client decodes and outputs the GUI.

[0020] It should be noted that, in this embodiment, the executing entity of the information processing method in the virtual scene can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud system. This embodiment does not limit the type of executing entity.

[0021] It should also be noted that the triggering operations mentioned in the subsequent detailed description of the information processing method in the virtual scene provided in the embodiments of this application can all be regarded as triggering operations performed by the player through fingers or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined according to the type of computer device. For example, when the computer device is a touch screen device such as a mobile phone or tablet, the player can operate on the touch screen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop, the player can operate using external devices such as a mouse or keyboard.

[0022] It should be noted that the editing operations mentioned in the subsequent detailed description of the information processing methods in the virtual scene provided in the embodiments of this application can all be regarded as editing operations performed by the player using their fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined based on the type of computer device. For example, when the computer device is a touchscreen device such as a mobile phone, tablet, or game console, the player can operate on the touchscreen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the player can operate using external devices such as a mouse or keyboard.

[0023] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0024] In this embodiment of the application, a graphical user interface is provided through a terminal device, and the graphical user interface includes a virtual scene.

[0025] The aforementioned virtual scene can be a game scene, which can be understood as a simulation of the real world within a game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of three dimensions: two-dimensional, two-and-a-half-dimensional, or three-dimensional. A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. For example, these may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, oceans, lakes, and rivers. A virtual scene is a scenario where players control virtual characters to complete game logic.

[0026] In online games, there are often animations depicting the fragments of objects breaking. These fragments are usually numerous and presented in an irregular, scattering manner, serving as a feedback effect after an object is struck. Furthermore, in space-themed games that include battleship combat, fragments can also be used as elements of the battle atmosphere. For example, dense debris left to linger in a vacuum for an extended period can create a unique aesthetic that blends battlefield violence and chaos.

[0027] For the aforementioned space games, the need to improve the space combat experience is quite urgent, but optimizing the debris element has always been an unresolved problem in the project. Two solutions have been proposed for the debris problem in related technologies. The first is the engine's built-in particle emission scheme: that is, emitting surface models (the surfaces use partial 2D planar debris textures) or directly emitting debris through the particle mode in the effects editor; the second is a software-calculated broken vertex animation scheme: that is, using specific tools (such as Rayfire, Houdini, etc.) to create fragment vertex animations.

[0028] However, the debris generated by a spacecraft impact needs to simultaneously consider multiple requirements, including dynamic control, retention time, randomness, performance, and reusability. Neither of the two solutions mentioned above can meet these requirements. For example, in the first solution, the launched object has a single shape, the effect cannot be dynamically adjusted, and the performance is poor due to the inclusion of a large number of special effects file parameter codes. The second solution relies on software calculation to generate fixed vertex animations, resulting in overly rigid effects with fixed shapes and duration limitations. To meet the requirement of debris flying in space for a long time, a large amount of trajectory animation data would be recorded in the texture, significantly increasing the texture size, which is also detrimental to performance optimization.

[0029] For the issues mentioned above, please refer to [link / reference]. Figure 1 , Figure 1 This is a flowchart illustrating an information processing method in a virtual scene provided in an embodiment of this application. It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. The method includes: 110: Upon detecting a model breakage event of the first model in the virtual scene, read the pre-stored kinematic parameters of the second model, wherein the first model can be split into multiple second models when the model breakage event occurs; 120: Control the motion of the second model based on the kinematic parameters of the second model.

[0030] Specifically, in the embodiments provided in this application, the computer device can detect events in the virtual scene in real time, and when it detects a model breaking event triggered by the first model as the breaking subject, it calls the kinematic parameters stored in multiple second models that have been pre-split for the first model, and then controls the motion state of each second model based on these parameters, so as to finally achieve a breaking visual effect that meets the requirements.

[0031] In some embodiments, the first model can be understood as the main model in the virtual scene that may experience a breakage event, which can be split / decomposed into multiple sub-models (i.e., the second model) when the breakage event is triggered.

[0032] In some embodiments, the first model includes, but is not limited to, warship models in space games, building models in ground games, etc.

[0033] In some embodiments, a model breakage event can be understood as a specific event in a virtual scene that is triggered by preset conditions (such as the first model being attacked and the damage reaching a threshold, triggering a narrative destruction command, etc.) and causes the first model to decompose from its complete form into multiple second models.

[0034] In some embodiments, the second model can be understood as a sub-model formed by splitting / decomposing the first model after a breakage event, that is, a "fragment model".

[0035] In some embodiments, after a breakage event occurs in the first model, the first model can be split / decomposed into hundreds to thousands of second models, depending on the specific requirements of the scenario.

[0036] In some embodiments, kinematic parameters can be understood as a set of one or more parameters used to describe and control the motion state of the second model.

[0037] In some embodiments, the kinematic parameters of the second model may include (or be able to influence) parameters such as the direction of motion, velocity (e.g., initial velocity, maximum velocity, minimum velocity), acceleration, position (e.g., centroid coordinates), rotational state, and dwell time of the second model.

[0038] In some embodiments, the kinematic parameters of the second model can be understood as being stored in a designated location in advance through offline preprocessing before the breakage event occurs, so that they can be quickly read when or after the event is triggered.

[0039] To more clearly illustrate the information processing method in the virtual scene provided in the embodiments of this application, please refer to... Figure 2 and 3 , Figure 2 and 3 These are all schematic diagrams of models in certain embodiments of this application, and are... Figure 2 and 3 Based on the following exemplary description, namely: First, such as Figure 2 As shown, game developers use DCC (Digital Content Creation) tools such as Maya and Houdini to pre-fragment the first model 200, determining that the virtual model can be split / decomposed into multiple second models (i.e., first fragment model 201, second fragment model 202, third fragment model 203, fourth fragment model 204, fifth fragment model 205, and sixth fragment model 206) when a fragmentation event occurs, and store the kinematic parameters (such as centroid coordinates) of each second model in a designated location.

[0040] Then, the computer equipment monitors the state of the first model in the virtual scene in real time, and when it detects that a certain first model 200 meets the triggering conditions for a model breakage event, it confirms that the model breakage event of the first model has occurred.

[0041] When or after a model breakage event of the first model 200 is confirmed, the computer device reads the kinematic parameters of the second model stored in a specified location.

[0042] After successfully reading the kinematic parameters of the second model, the computer device uses these parameters to drive the second model's motion. For example, when the kinematic parameters include "initial velocity," "acceleration," "center of mass coordinates," and "direction vector," the computer calculates the displacement of the second model in each frame using the "initial velocity" and "acceleration" parameters, determines the thrust point to control the rotation direction using the "center of mass coordinates" parameter, and determines the debris's splash direction using the "direction vector." This controls the motion state of each second model in each frame, ensuring that each model exhibits motion conforming to physical laws (e.g., some debris splashes rapidly, while others drift slowly and rotate), ultimately forming a motion like... Figure 3 The broken visual effect shown.

[0043] Thus, in this embodiment, upon detecting a model breakage event of the first model in the virtual scene, the pre-stored kinematic parameters of the second model can be read, and the movement of the second model can be controlled according to the kinematic parameters of the second model, thereby completing the breakage animation of the first model. Furthermore, compared to storing animation data in texture resources, storing the kinematic parameters of the second model requires less resource space, thereby reducing the game's storage space requirements and simplifying data retrieval during the breakage animation of the first model.

[0044] Furthermore, by pre-storing kinematic parameters, this embodiment avoids the need to calculate the motion trajectory of the second model in real time when a breaking event occurs, thus reducing the computational power requirements for the breaking animation of the first model to a certain extent.

[0045] In addition, compared with traditional particle emission schemes and fixed vertex animation schemes, since each second model can be controlled based on corresponding kinematic parameters, multiple second models can present differentiated motion effects that conform to the laws of real physics (such as different splash directions, speeds, and rotation states of different fragments), and the visual realism and immersion of the breaking effect in the virtual scene are stronger.

[0046] In some embodiments provided in this application, the kinematic parameters include a first kinematic parameter and a second kinematic parameter, and thus step 110 above includes: in the event of detecting a model breakage event, reading the first kinematic parameter and the second kinematic parameter stored in the model vertex data of the second model.

[0047] Specifically, to ensure robust storage and retrieval of kinematic parameters, in some embodiments provided in this application, both the first and second kinematic parameters are stored in the model vertex data of the second model. Thus, when a first model breakage event is detected, these two types of parameters are directly read from the model vertex data of the second model to calculate the motion trajectory, rotation state, and other data of the second model to control the movement of the second model.

[0048] In some embodiments, model vertex data can be understood as a set of data representing the mesh structure of the second model, including but not limited to the vertex position coordinates, color channels (such as alpha channels), texture coordinates and other attributes.

[0049] In some embodiments, the shader of a computer device GPU (Graphics Processing Unit) can read model vertex data and control the motion of a second model during the material shading stage based on a first kinematic parameter and a second kinematic parameter in the model vertex data.

[0050] In some embodiments, the first kinematic parameter is stored in the transparency channel of the model vertex data, and the second kinematic parameter is stored in the color channel of the model vertex data.

[0051] It is worth noting that the transparency channel can be understood as the alpha channel of the model vertex data. This channel can store the first kinematic parameters in addition to the data representing the transparency of the model.

[0052] It is also worth noting that the color channel can be understood as the RGB (Red, Green, Blue) channel of the model vertex data. This channel can store a second kinematic parameter while storing data representing the color of the model vertex.

[0053] To more clearly illustrate the information processing method in the virtual scene provided in the embodiments of this application, please refer to the following exemplary description: Game developers use DCC tools (such as Maya and Houdini) to preprocess the first model to determine the multiple second models that the first model can be split into when a breaking event occurs. They set the first kinematic parameters and the second kinematic parameters for each second model, storing the first kinematic parameters in the alpha channel (aspect ratio channel) of the model vertex data and the second kinematic parameters in the color channel (RGB channel) of the model vertex data.

[0054] When the computer device detects a model breakage event in the first model (such as a virtual warship model), it extracts the pre-stored first and second kinematic parameters from the model vertex data of the second model through the GPU's shader program.

[0055] Finally, the computer device calculates motion-related data of the second model based on the extracted first and second kinematic parameters, such as the motion direction, initial velocity fluctuation, and thrust application point of the second model, and controls the motion of the second model based on the calculated motion-related data.

[0056] Thus, in this embodiment, upon detecting a model breakage event, the first and second kinematic parameters stored in the model vertex data of the second model can be read, thereby achieving the reading of the first and second kinematic parameters. Furthermore, since the parameters are stored in the model vertex data, they do not require a separate parameter file, which reduces the risk of reading failures due to loss of the first and second kinematic parameters, incorrect reading paths, etc., and simplifies the parameter reading process, thereby ensuring robust reading of the kinematic parameters.

[0057] In some embodiments provided in this application, the kinematic parameters include a first kinematic parameter and a second kinematic parameter. The first kinematic parameter is stored in the alpha channel of the model vertex data, a first part of the second kinematic parameter is stored in the color channel of the model vertex data, and a second part of the second kinematic parameter is stored in the texture map. Therefore, step 110 includes: in the event of detecting a model breakage event, reading the first kinematic parameter stored in the alpha channel of the model vertex data of the second model, and reading the second kinematic parameter stored in the color channel of the model vertex data of the second model and / or the second kinematic parameter stored in the texture map.

[0058] Specifically, considering the limited data that can be stored in the RGB channel, in some embodiments provided in this application, the second kinematic parameters can be stored in the color channel (i.e., RGB channel) and texture map of the model vertex data. Then, when the first model breakage event is detected, the computer device can read the first kinematic parameters of the transparency channel (i.e., α channel), and at the same time read the second kinematic parameter part of the color channel, or the second kinematic parameter part of the texture map, or both, and finally control the movement of the second model based on these parameters.

[0059] In some embodiments, a texture map can be understood as an image resource (such as an EXR format map) attached to the surface of a model to present its appearance or store additional data.

[0060] In some embodiments, the first portion of the second kinematic parameters can be understood as the portion of the complete second kinematic parameters stored in the color channel. And the second portion of the second kinematic parameters can be understood as the remaining portion of the complete second kinematic parameters, excluding the portion stored in the color channel, which is stored in the texture map.

[0061] In some embodiments, during the process of storing the second kinematic parameters of the second model into the color channels of the model vertex data of the second model, the computer device may determine whether the second kinematic parameters are partially stored in the color channels due to the data storage limit being reached, resulting in a partial data (i.e., the first part) of the second kinematic parameters being stored in the color channels while the remaining part (i.e., the second part) cannot be stored in the color channels due to the data storage limit being reached. If so, the remaining part is stored in the texture map. Furthermore, when the computer device needs to read the second kinematic parameters, it can read a partial data (i.e., the first part of the second kinematic parameters) from the color channels of the second model, then read the remaining part (i.e., the second part of the second kinematic parameters) from the texture map, and finally merge the two parts to obtain complete second kinematic parameters that can be used to control the motion of the model.

[0062] Thus, in this embodiment of the application, when a model breakage event is detected, the first kinematic parameters stored in the transparency channel of the model vertex data of the second model are read, and the second kinematic parameters stored in the color channel of the model vertex data of the second model and / or the second kinematic parameters stored in the texture map are read, thereby ensuring the robustness of the second kinematic parameters during storage and retrieval.

[0063] In some embodiments provided in this application, the first kinematic parameter includes a preset parameter, and the second kinematic parameter includes the center of mass coordinates. Therefore, step 120 includes: determining the thrust application point coordinates of the second model based on the center of mass coordinates of the second model; determining the model movement direction of the second model based on the preset parameters of the second model; and controlling the movement of the second model based on the thrust application point coordinates and movement direction of the second model.

[0064] Specifically, in order to achieve motion control of the second model, in some embodiments provided in this application, the coordinates of the thrust point of the second model can be determined by the centroid coordinates of the second model, the movement direction (or splash direction) of the fragments can be determined based on preset parameters, and finally the motion of the second model can be calculated and controlled by using the thrust point coordinates and the movement direction.

[0065] In some embodiments, the preset parameters can be understood as parameters used to determine or calculate the motion direction (or splash direction) of the second model.

[0066] In some embodiments, the preset parameters include at least one of initial velocity, acceleration, time factor, and impact point coordinates. The initial velocity is used to determine the initial rate of the second model at the start of its motion (or at the start of splashing), the acceleration can be understood as the rate of change of the second model's velocity over time, the time factor can be understood as a parameter used to calculate the duration of the second model's motion, and the impact point coordinates can be understood as the specific spatial location of the first model when it is impacted, used to standardize the source of the fracture force.

[0067] In some embodiments, the preset parameter values ​​are random values. It is understood that because the preset parameter values ​​of the second model are random values, when different models are controlled to move according to the preset parameters of different second models, there are differences in the movements of different second models, thereby enabling the movement effect of each second model to be similar to the actual fragmentation effect.

[0068] In some embodiments, the centroid coordinates are the average of the coordinates of all vertices of the second model, which can characterize the spatial centroid position of the second model.

[0069] In some embodiments, the thrust application point coordinates can be understood as the specific spatial coordinates of the fragment subjected to thrust, determined by the centroid coordinates of the second model.

[0070] In some embodiments, the coordinates of the thrust application point and the direction of movement can be input into a predetermined physical motion formula, and the motion of the second model can be controlled by the output of the physical motion formula. Here, the physical motion formula can be understood as a mechanical formula used to calculate the motion state (displacement, position, etc.) of an object.

[0071] In some embodiments, the physical motion formula can be understood as a formula used to describe the relationship between displacement and velocity, acceleration, and time, such as s=v0×t+0.5×a×t², where s is displacement, v0 is initial velocity, t is time, and a is acceleration.

[0072] To more clearly illustrate the virtual scene processing method provided in the embodiments of this application, please refer to the following exemplary description: When a model breakage event is detected in the first model (such as a warship model), pre-stored preset parameters and centroid coordinates related to the second model can be read. The first kinematic parameter can be read from the transparency channel of the fragment vertex data; the second kinematic parameter can be read from the color channel of the fragment vertex data, or from the texture map, or from both the color channel and the texture map.

[0073] Then, since the center of mass coordinates are the physical reference points of the fragments, the coordinates of the thrust application point of the second model are calculated using the center of mass coordinates (e.g., by applying a small offset to the center of mass coordinates). Furthermore, by calculating the relative vector between the impact point and the fragment's center of mass, and the reflection vector between the impact vector and the normal to the model surface, the direction of movement for each fragment is determined, ensuring that the movement directions of different fragments differ and avoiding a uniform effect.

[0074] Then, motion is controlled based on physical motion formulas. For example, using the classical physical motion formula (such as s=v0×t+0.5×a×t²), the coordinates of the point of application of the thrust (determining the starting position of the force) and the direction of movement (determining the direction of movement) are used as inputs. Combined with the initial velocity (v0), acceleration (a), and time factor (t) in the preset parameters, the state data of each second model at each future time point are calculated in real time, such as displacement (s), rotation state (such as rotation angle and rotation speed, calculated based on the relative relationship between the center of mass coordinates and the direction of movement), and position coordinates. These calculation results are then applied at future time points, thereby realizing the motion control of the second model.

[0075] Thus, in this embodiment of the application, the coordinates of the thrust application point of the second computer device model can be determined based on the coordinates of the centroid of the second computer device model; the model movement direction of the second computer device model can be determined based on the preset parameters of the second computer device model; and the movement of the second computer device model can be controlled based on the physical motion formula, according to the coordinates of the thrust application point and the movement direction of the second computer device model, thereby realizing the motion control of the second model.

[0076] In some embodiments provided in this application, the step of controlling the motion of the second model based on the thrust point coordinates and movement direction of the second model includes: determining the displacement, rotation state and position of the second model in each frame based on the thrust point coordinates and movement direction of the second model, and the motion state parameters of the first model when the model breakage event occurs, so as to control the motion of the second model.

[0077] Specifically, in order to accurately control the motion state of the second model in each frame, in some embodiments provided in this application, the displacement, rotation state and position of each second model in each frame of the virtual scene can be determined in real time based on the coordinates of the thrust application point and the direction of movement of the second model, combined with the motion state parameters of the first model when the fragmentation event occurs, so as to achieve precise control of the fragment movement.

[0078] In some embodiments, the motion state parameters of the first model at the time of the model breakage event can be understood as motion-related parameters of the first model (such as the overall model of a warship) at the moment of breakage (such as being damaged by an impact), which can be used to reflect the real-time motion trend of the first model when it breaks.

[0079] In some embodiments, the motion state parameters of the first model at the time of the model breakage event include, but are not limited to, the overall moving speed of the first model (such as the flight speed along the X-axis), the moving direction (such as the orientation in the space coordinate system), the rotational angular velocity (such as the speed of rotation around the Z-axis), and the rotational direction (such as clockwise or counterclockwise).

[0080] In some embodiments, the displacement of the second model in each frame can be understood as the distance and direction of the second model's movement relative to the position of the previous frame within each frame period (e.g., 1 / 60 of a second) of the virtual scene. For example, a fragment moves 0.5 units along the positive X-axis in the current frame.

[0081] In some embodiments, the rotation state of the second model in each frame can be understood as the attitude change parameters of the second model in each frame period, such as rotation angle (e.g., 5° rotation per frame) and rotation axis direction (e.g., the Y-axis around its own center of mass).

[0082] In some embodiments, the position of the second model in each frame can be understood as the specific coordinate value of the second model in the virtual scene "world coordinate system" corresponding to each frame (such as X=100, Y=50, Z=30).

[0083] To more clearly illustrate the virtual scene processing method provided in the embodiments of this application, please refer to the following exemplary description: After detecting the model breakage event of the first model, the computer device calculates the coordinates of the thrust point of the second model based on the centroid coordinates of the second model, and calculates the direction of movement of the second model (i.e. the splash direction of the second model) based on preset parameters (such as initial velocity, acceleration, and impact point position, which may be random values ​​to ensure the diversity of fragment motion), and obtains the motion state parameters of the first model at the moment of breakage (such as the flight speed and rotational angular velocity of the warship before breakage).

[0084] Then, GPU-driven shaders (including vertex shaders and fragment shaders) perform parallel computations to synchronously calculate the displacement of the second model in each frame, the rotation state of the second model in each frame, and the position of the second model in each frame.

[0085] Finally, the shader applies the calculated parameters of "the displacement of the second model in each frame, the rotation state of the second model in each frame, and the position of the second model in each frame" to the second model in real time, thereby driving the second model (i.e., the fragments of the first model) to move in the virtual scene.

[0086] Thus, in this embodiment, the displacement, rotation state, and position of the second model in each frame can be determined based on the coordinates of the thrust application point and the direction of movement of the second model, as well as the motion state parameters of the first model when the model breakage event occurs, so as to control the movement of the second model. This ensures that the motion effect of the second model can match the motion state data of the first model when the model breakage event occurs, thereby making the motion effect of the second model conform to the laws of reality.

[0087] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.

[0088] To facilitate better implementation of the information processing method in a virtual scene according to the embodiments of this application, the embodiments of this application also provide an information processing apparatus in a virtual scene. Please refer to... Figure 4 , Figure 4 A schematic diagram of the structure of an information processing device in a virtual scene provided in an embodiment of this application. The information processing device 300 in the virtual scene may include: The reading module 310 is used to read the kinematic parameters of a pre-stored second model when a model breakage event of the first model in the virtual scene is detected, wherein the first model can be split into multiple second models when the model breakage event occurs. The control module 320 is used to control the motion of the second model based on the kinematic parameters of the second model.

[0089] In some embodiments, the kinematic parameters include a first kinematic parameter and a second kinematic parameter. The reading module 310 is further configured to read the first kinematic parameter and the second kinematic parameter stored in the model vertex data of the second model when a model breakage event is detected.

[0090] In some embodiments, the first kinematic parameter is stored in the transparency channel of the model vertex data, and the second kinematic parameter is stored in the color channel of the model vertex data.

[0091] In some embodiments, the kinematic parameters include a first kinematic parameter and a second kinematic parameter. The first kinematic parameter is stored in the alpha channel of the model vertex data, a first portion of the second kinematic parameter is stored in the color channel of the model vertex data, and a second portion of the second kinematic parameter is stored in the texture map. The reading module 310 is further configured to, in the event of detecting a model breakage event, read the first kinematic parameter stored in the alpha channel of the model vertex data of the second model, and read the second kinematic parameter stored in the color channel of the model vertex data of the second model and / or the second kinematic parameter stored in the texture map.

[0092] In some embodiments, the first kinematic parameter includes a preset parameter, and the second kinematic parameter includes the center of mass coordinates. The control module 320 is further configured to determine the thrust application point coordinates of the second model based on the center of mass coordinates of the second model, and to determine the model movement direction of the second model based on the preset parameters of the second model, and to control the movement of the second model based on the thrust application point coordinates and movement direction of the second model.

[0093] In some embodiments, the preset parameters include at least one of initial velocity, acceleration, time factor, and the coordinates of the impact point.

[0094] In some embodiments, the value of the preset parameter is a random value.

[0095] In some embodiments, the control module 320 is further configured to determine the displacement, rotation state, and position of the second model in each frame based on the coordinates of the thrust application point and the direction of movement of the second model, as well as the motion state parameters of the first model when the model breakage event occurs, so as to control the movement of the second model.

[0096] Each unit in the information processing device 300 in the aforementioned virtual scene can be implemented entirely or partially through software, hardware, or a combination thereof. Each unit can be embedded in or independent of the processor in a computer device in hardware form, or stored in the memory of a computer device in software form, so that the processor can call and execute the operations corresponding to each unit.

[0097] The information processing device 300 in the virtual scene can be integrated into a terminal or server that has storage and a processor and thus computing power, or the information processing device 300 in the virtual scene can be the terminal or server.

[0098] Optionally, this application also provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.

[0099] Figure 5 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device may be a terminal or a server. Figure 5 As shown, the computer device 400 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402. Those skilled in the art will understand that the computer device structure shown in the figures does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0100] The processor 401 is the control center of the computer device 400. It connects various parts of the computer device 400 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 402, and calling data stored in the memory 402, it performs various functions of the computer device 400 and processes data, thereby performing overall processing of the computer device 400.

[0101] In this embodiment, the processor 401 in the computer device 400 loads the instructions corresponding to the processes of one or more computer programs into the memory 402 according to the following steps, and the processor 401 runs the computer programs stored in the memory 402 to realize various functions: Upon detecting a model breakage event of the first model in the virtual scene, the kinematic parameters of the pre-stored second model are read, wherein the first model can be split into multiple second models when the model breakage event occurs; The motion of the second model is controlled based on its kinematic parameters.

[0102] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0103] Optional, such as Figure 5 As shown, the computer device 400 also includes: a display screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the display screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407. Those skilled in the art will understand that... Figure 5 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0104] The display screen 403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The display screen 403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 401, and can receive and execute commands from the processor 401. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel according to the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the display screen 403 to achieve input and output functions. However, in some embodiments, the touch panel and the display screen 404 can be implemented as two independent components to achieve input and output functions. That is, the display screen 404 can also be used as part of the input unit 406 to achieve input functions.

[0105] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.

[0106] Audio circuitry 405 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 405, converted back into audio data, and then processed by processor 401 before being transmitted via radio frequency circuitry 404 to, for example, another computer device, or output to memory 402 for further processing. Audio circuitry 405 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.

[0107] The input unit 406 can be used to receive input numbers, characters, or object feature information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0108] Power supply 407 is used to supply power to various components of computer device 400. Optionally, power supply 407 can be logically connected to processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0109] although Figure 5 As not shown in the diagram, computer equipment 400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0110] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to a computer device, and the computer program causes the computer device to execute the corresponding process in the information processing method within the virtual scene described in the embodiments of this application; for brevity, further details are omitted here.

[0111] This application also provides a computer program product including 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 executes the computer instructions, causing the computer device to perform the corresponding process in the information processing method in the virtual scene of this application embodiment. For simplicity, further details are omitted here.

[0112] This application also provides a computer program comprising 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 executes the computer instructions, causing the computer device to perform the corresponding flow in the information processing method within the virtual scene described in this application. For brevity, further details are omitted here.

[0113] It should be understood that the processor in this application may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. This storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.

[0114] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.

[0115] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.

[0116] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0117] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0118] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0119] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0120] In addition, the functional units in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0121] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer or a server) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.

[0122] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An information processing method in a virtual scene, characterized in that, include: Upon detecting a model breakage event of the first model in the virtual scene, the kinematic parameters of the pre-stored second model are read, wherein the first model can be split into multiple second models when the model breakage event occurs; The motion of the second model is controlled based on its kinematic parameters.

2. The method according to claim 1, characterized in that, The kinematic parameters include first kinematic parameters and second kinematic parameters. The step of reading the pre-stored kinematic parameters of the second model upon detecting a model breakage event of the first model in the virtual scene includes: In the event of the model breaking event, the first kinematic parameters and the second kinematic parameters stored in the model vertex data of the second model are read.

3. The method according to claim 2, characterized in that, The first kinematic parameter is stored in the transparency channel of the model vertex data, and the second kinematic parameter is stored in the color channel of the model vertex data.

4. The method according to claim 1, characterized in that, The kinematic parameters include a first kinematic parameter and a second kinematic parameter. The first kinematic parameter is stored in the alpha channel of the model vertex data, a first portion of the second kinematic parameter is stored in the color channel of the model vertex data, and a second portion of the second kinematic parameter is stored in a texture map. The step of reading the pre-stored kinematic parameters of the second model upon detecting a model breakage event of the first model in the virtual scene includes: In the event of the model breaking event, the first kinematic parameters stored in the alpha channel of the model vertex data of the second model are read, and the second kinematic parameters stored in the color channel of the model vertex data of the second model and / or the second kinematic parameters stored in the texture map are read.

5. The method according to claim 2 or 4, characterized in that, The first kinematic parameters include preset parameters, the second kinematic parameters include centroid coordinates, and controlling the motion of the second model based on the kinematic parameters of the second model includes: Based on the centroid coordinates of the second model, determine the coordinates of the thrust application point of the second model; The model movement direction of the second model is determined according to the preset parameters of the second model; The movement of the second model is controlled based on the coordinates of the thrust application point and the direction of movement of the second model.

6. The method according to claim 5, characterized in that, The preset parameters include at least one of the following: initial velocity, acceleration, time factor, and coordinates of the impact point.

7. The method according to claim 5, characterized in that, The value of the preset parameter is a random value.

8. The method according to claim 5, characterized in that, The step of controlling the movement of the second model based on the coordinates of the thrust application point and the direction of movement includes: Based on the coordinates of the thrust application point and the direction of movement of the second model, as well as the motion state parameters of the first model when the model breakage event occurs, the displacement, rotation state, and position of the second model in each frame are determined to control the movement of the second model.

9. An information processing device for a virtual scene, characterized in that, include: The reading module is used to read the kinematic parameters of a pre-stored second model when a model breakage event of a first model in the virtual scene is detected, wherein the first model can be split into multiple second models when the model breakage event occurs; The control module is used to control the motion of the second model based on the kinematic parameters of the second model.

10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted for loading by a processor to execute the information processing method in the virtual scene according to any one of claims 1-8.

11. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program, and the processor executing the information processing method in the virtual scene according to any one of claims 1-8 by calling the computer program stored in the memory.

12. A computer program product comprising computer instructions, characterized in that, When the computer instructions are executed by the processor, they implement the information processing method in the virtual scene according to any one of claims 1-8.