Interaction tool display method, device, terminal, and computer program
The method allows shooting games to display occluded interaction tools in a perspective manner, enhancing gameplay balance and interaction variety by enabling players to identify and strategize against hidden threats, thus improving engagement and reducing server load.
Patent Information
- Application Number
- JP2022532846
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-03-17
- Filing Date
- 2020-11-18
- Publication Date
- 2026-02-03
- Estimated Expiration
- 2040-11-18
AI Technical Summary
Shooting games often feature uneven survival environments and lack diverse interaction methods, leading to uninteresting gameplay due to unknown potential threats from hidden interaction tools.
An interaction tool display method that detects and displays occluded tools in a perspective manner, allowing controlled virtual objects to see through obstacles by setting non-translucent components to a see-through effect and adding crispening special effects.
Enhances gameplay balance and interaction variety, enabling players to identify threatening tools and strategize effectively, improving engagement and reducing server processing pressure.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present application relates to the technical field of multimedia, and in particular to an interaction tool display method, device, terminal and storage medium.
[0002] This application claims priority to a Chinese patent application filed on March 17, 2020, bearing application number 202010187990.X, and entitled "Interaction tool display method, device, terminal and storage medium," the entire contents of which are incorporated herein by reference. [Background technology]
[0003] With the development of multimedia technology and the diversification of terminal functions, the types of games that can be played on terminals are becoming more and more diverse, where shooting games are a relatively popular type of game, in which a terminal can display a virtual scene in an interface and display virtual objects in the virtual scene, and the virtual objects can control interaction tools to compete with other virtual objects.
[0004] Currently, the types of interaction tools in shooting games are usually diverse, such as machine guns, grenades, gunships, and military helicopters. Once a user operates a virtual object to obtain a certain interaction tool and hides the interaction tool in an obscure location, this may cause other virtual objects in the game to face unknown potential threats at any time. In other words, the survival environment of virtual objects is extremely uneven, and shooting games provided by terminals are relatively uninteresting, have a single interaction method, and have a relatively poor interaction effect. Summary of the Invention [Problem to be solved by the invention]
[0005] The embodiments of the present application provide an interaction tool display method, device, terminal and storage medium, the technical means of which are as follows: [Means for solving the problem]
[0006] In one aspect, there is provided an interaction tool display method, the method being executed by a terminal, the method comprising: detecting whether an occluded interaction tool is included within a viewing angle range in the virtual scene of the controlled virtual object in response to the perspective tool being in an equipped state, wherein the perspective tool is used to display the occluded interaction tool in a perspective manner; in response to an occluded interaction tool being included within the viewing angle range, detecting whether the occluded interaction tool satisfies a perspective condition, the perspective condition being used to express a condition that the occluded interaction tool is visible to the perspective tool; and displaying the occluded interaction tool in the virtual scene in a perspective manner in response to the occluded interaction tool satisfying the perspective condition.
[0007] In one possible embodiment, the step of displaying the occluded interaction tool in the virtual scene in a perspective manner comprises: The method includes displaying an outline of the occluded interaction tool on a target object in the virtual scene, the target object being the object occluding the interaction tool.
[0008] In one possible embodiment, the step of displaying an outline of the occluded interaction tool comprises: determining a target component of at least one component of the occluded interaction tool prefabricated material, the target component having a material that does not belong to a translucent material; setting the display state of the target component to an unoccluded state and setting the rendering manner of the target component to a see-through effect.
[0009] In one possible embodiment, the step of displaying the occluded interaction tool in the virtual scene in a perspective manner comprises: The method includes a step of highlighting, on a target object in the virtual scene, a mapping area onto which the occluded interaction tool maps, wherein the target object is an object occluding the interaction tool.
[0010] In one possible embodiment, the perspective condition is that at least one component of the prefabricated material of the occluded interaction tool includes a target component whose material does not belong to the translucent material group.
[0011] In one possible embodiment, the step of detecting whether the occluded interaction tool is within a viewing angle range of the virtual scene of the controlled virtual object comprises: detecting whether an interaction tool is included within the viewing angle range; acquiring a distance between the controlled virtual object and the interaction tool in response to the interaction tool being included in the viewing angle range; in response to the distance being less than a distance threshold, detecting whether a target object is included between the controlled virtual object and the interaction tool, the target object being an object occluding the interaction tool; In response to a target object being included between the controlled virtual object and the interaction tool, determining that an occluded interaction tool is included within the field of view angle range, and otherwise determining that an occluded interaction tool is not included within the field of view angle range.
[0012] In one possible embodiment, after the step of displaying the occluded interaction tool in the virtual scene in a perspective manner, the method further comprises: In response to an interaction attribute value of the controlled virtual object or the occluded interaction tool being less than an attribute threshold, canceling display of the occluded interaction tool in the virtual scene.
[0013] In one possible embodiment, the step of displaying an outline of the occluded interaction tool on a target object in the virtual scene further comprises: The method includes adding a crispening special effect to the occluded interaction tool on the target object in the virtual scene according to the contour of the occluded interaction tool, wherein the crispening special effect corresponds to at least one display parameter among edge color, crispening width, luminous intensity, luminous range, and crispening type.
[0014] In one aspect, an interaction tool display device is provided, the device including: a detection module; and a perspective display module; The detection module is used to detect whether an occluded interaction tool is included in a viewing angle range in the virtual scene of the controlled virtual object in response to the perspective tool being in an equipped state, and the perspective tool is used to display the occluded interaction tool in a perspective manner; the detection module is further adapted to detect, in response to an occluded interaction tool being included within the viewing angle range, whether the occluded interaction tool satisfies a perspective condition, the perspective condition being adapted to represent a condition that the occluded interaction tool is visible to the perspective tool; The perspective display module is used for displaying the occluded interaction tool in the virtual scene in a perspective manner in response to the occluded interaction tool satisfying the perspective condition.
[0015] In one possible embodiment, the perspective display module includes a contour display unit; The contour display unit is used for displaying a contour of the occluded interaction tool on a target object in the virtual scene, where the target object is an object that occludes the interaction tool.
[0016] In one possible embodiment, the contour display unit comprises: determining a target component of at least one component of the occluded interaction tool prefabricated material, the target component having a material that does not belong to a translucent material; The display state of the target component is set to an unoccluded state, and the rendering manner of the target component is set to a see-through effect.
[0017] In one possible embodiment, the perspective display module comprises: It is used to highlight a mapping area on a target object in the virtual scene where the occluded interaction tool maps onto the target object, where the target object is an object occluding the interaction tool.
[0018] In one possible embodiment, the perspective condition is that at least one component of the prefabricated material of the occluded interaction tool includes a target component whose material does not belong to the translucent material group.
[0019] In one possible embodiment, the detection module comprises: Detecting whether an interaction tool is included within the viewing angle range; In response to the interaction tool being included within the viewing angle range, obtaining a distance between the controlled virtual object and the interaction tool; in response to the distance being less than a distance threshold, detecting whether a target object is included between the controlled virtual object and the interaction tool, the target object being an object occluding the interaction tool; and In response to a target object being included between the controlled virtual object and the interaction tool, determine that an occluded interaction tool is included within the field of view angle range, and otherwise determine that an occluded interaction tool is not included within the field of view angle range.
[0020] In one possible embodiment, the device further includes a display cancellation module; The display cancellation module is used to cancel the display of the occluded interaction tool in the virtual scene in response to an interaction attribute value of the controlled virtual object or the occluded interaction tool being less than an attribute threshold.
[0021] In one possible embodiment, the contour display unit further comprises: It is used to add a crispening special effect to the occluded interaction tool on the target object of the virtual scene according to the contour of the occluded interaction tool, and the crispening special effect corresponds to at least one display parameter of edge color, crispening width, luminous intensity, luminous range and crispening type.
[0022] In one aspect, a terminal is provided, the terminal including one or more processors and one or more memories, at least one program code stored in the one or more memories, the at least one program code being loaded and executed by the one or more processors to realize the operations performed by the interaction tool display method of any one of the above possible implementation modes.
[0023] In one aspect, a storage medium is provided, in which at least one program code is stored, and the at least one program code is loaded and executed by a processor to realize the operations performed by the interaction tool display method of any one of the above possible implementation modes.
[0024] In another aspect, according to an aspect of the present application, there is provided a computer program product or a computer program, the computer program product or the computer program including computer instructions stored in a computer-readable storage medium, a processor of a computing device reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions, thereby causing the computing device to perform the interaction tool display method provided in various selectable implementation manners of the above aspect. [Effects of the Invention]
[0025] The beneficial effects brought about by the technical means provided by the embodiments of the present application include at least the following:
[0026] Under the condition that the see-through tool is equipped, if it is detected that an occluded interaction tool is included in the viewing angle range of the virtual scene of the controlled virtual object, and if the occluded interaction tool satisfies the perspective condition, the occluded interaction tool can be displayed in a perspective manner in the virtual scene, allowing the controlled virtual object to see through the occluded interaction tool through obstacles, expanding the controlled virtual object's ability to acquire information, making the living environment of virtual objects with different interaction tools more balanced, improving the fun of the shooting-type game provided on the terminal, enriching the interaction method of the shooting-type game, and optimizing the interaction effect of the shooting-type game. At the same time, the player can determine which interaction tools may be threatening in the virtual environment, and adopt a corresponding battle strategy based on the location of the interaction tool, encouraging the player to control the virtual object and participate in the battle, improving the tool usage rate of the controlled virtual object, thereby effectively controlling the length of one round and further reducing the processing pressure of the server.
[0027] In order to more clearly describe the technical solutions in the embodiments of the present application, the following briefly introduces the drawings that need to be used in the description of the embodiments. It is obvious that the drawings in the following description are only some embodiments of the present application, and those skilled in the art can further obtain other drawings according to these drawings under the premise that no creative work is required. [Brief explanation of the drawings]
[0028] [Figure 1] 1 is a schematic diagram of an implementation environment of an interaction tool display method provided by an embodiment of the present application; [Figure 2] 1 is a flowchart of an interaction tool display method provided by an embodiment of the present application; [Figure 3] 1 is a schematic diagram of a tool-equipped interface provided by an embodiment of the present application; [Figure 4]1 is a schematic diagram of an interface provided by an embodiment of the present application, which displays an interaction tool in a perspective manner; [Figure 5] 1 is a schematic diagram of an interface provided by an embodiment of the present application, which displays an interaction tool in a perspective manner; [Figure 6] 1 is a schematic diagram of an interface provided by an embodiment of the present application, which displays an interaction tool in a perspective manner; [Figure 7] 1 is a schematic diagram of an interface provided by an embodiment of the present application, which displays an interaction tool in a perspective manner; [Figure 8] 1 is a schematic diagram of an interface provided by an embodiment of the present application, which displays an interaction tool in a perspective manner; [Figure 9] 1 is a principle flowchart of an interaction tool display method provided by an embodiment of the present application; [Figure 10] 1 is a structural schematic diagram of an interaction tool display device provided by an embodiment of the present application; [Figure 11] 1 is a structural schematic diagram of a terminal provided by an embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION
[0029] In order to make the objectives, technical means and advantages of the present application clearer, the following describes the embodiments of the present application in more detail in conjunction with the drawings.
[0030] In this application, the terms "first," "second," and similar terms are used to distinguish between the same or similar items that have essentially the same actions and functions. It should be understood that there is no logical or chronological dependency between "first," "second," and "nth," nor is there any intended limitation on the quantity or order of execution.
[0031] As used herein, the term "at least one" refers to one or more, and "plurality" refers to two or more, e.g., a plurality of first locations refers to two or more first locations.
[0032] The terms used in this application are interpreted as follows.
[0033] Virtual scene: A virtual scene displayed (or provided) when an application program runs on a terminal. The virtual scene may be a simulated environment for the real world, a semi-simulated, semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene may be any type of 2D virtual scene, 2.5D virtual scene, or 3D virtual scene, and the embodiments of the present application do not limit the dimensions of the virtual scene. For example, the virtual scene may include sky, land, and ocean, etc., the land may include environmental elements such as desert and city, and the user can control virtual objects to move them in the virtual scene.
[0034] Virtual object: refers to an actionable object in a virtual scene. The actionable object may be a virtual person, a virtual animal, or a cartoon character, such as a person, an animal, a plant, an oil barrel, a wall, or a stone displayed in a virtual scene. The virtual object may be a virtual avatar used to represent a virtual user in the virtual scene. A virtual scene may include multiple virtual objects, each of which has its own shape and volume and occupies a certain space in the virtual scene.
[0035] Optionally, the virtual object may be a player character controlled by operation on a client terminal, an artificial intelligence (AI) set up in a battle in a virtual scene through training, or a non-player character (NPC) set up in an interaction in a virtual scene. Optionally, the virtual object may be a virtual person competing in a virtual scene. Optionally, the number of virtual objects participating in an interaction in the virtual scene may be set in advance or may be dynamically determined depending on the number of client terminals joining the interaction.
[0036] Taking a shooting game as an example, a user can control a virtual object to freely fall, glide, or parachute through the air in the virtual scene, run, jump, crawl, or bend forward on land, or control a virtual object to swim, drift, or dive in the ocean. Of course, a user can also control a virtual object to ride a virtual vehicle and move through the virtual scene. For example, the virtual vehicle may be a virtual car, a virtual airplane, a virtual yacht, or the like. While the above-mentioned scenes have been described as examples, the present embodiment is not limited thereto. A user can also control a virtual object to interact with other virtual objects, such as in combat, using interaction tools. For example, the interaction tool may be a throwing type virtual weapon such as a grenade, cluster mine, sticky grenade (abbreviated as "sticky bomb"), or laser mine, or a shooting type virtual weapon such as a machine gun, pistol, rifle, or sentry gun, or even some summoned type virtual soldier (e.g., mechanical zombie), and the present application does not specifically limit the type of interaction tool.
[0037] The system architecture related to this application will be introduced below.
[0038] FIG. 1 is a schematic diagram of an implementation environment of the interaction tool display method provided by an embodiment of the present application. As shown in FIG. 1, the implementation environment includes a first terminal 120, a server 140, and a second terminal 160.
[0039] An application program supporting a virtual scene is installed and running on the first terminal 120. The application program may be any one of a first-person shooter game (FPS), a third-person shooter game, a multiplayer online battle arena game (MOBA), a virtual reality application program, a 3D map program, a military simulation program, or a multiplayer gun battle survival game. The first terminal 120 may be used by a first user, who uses the first terminal 120 to manipulate a first virtual object located in the virtual scene to perform an activity, including, but not limited to, at least one of adjusting body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, and throwing. Exemplarily, the first virtual object is a first virtual character, such as a simulated human character or an animated human character.
[0040] The first terminal 120 and the second terminal 160 are coupled to the server 140 by a wireless network or a wired network.
[0041] The server 140 may include at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 140 is used to provide background services to application programs supporting virtual scenes. Optionally, the server 140 performs main computational tasks, and the first terminal 120 and the second terminal 160 perform secondary computational tasks. Alternatively, the server 140 may perform secondary computational tasks, and the first terminal 120 and the second terminal 160 may perform main computational tasks. Alternatively, a distributed computing architecture may be adopted to perform collaborative computing among the server 140, the first terminal 120, and the second terminal 160.
[0042] An application program supporting a virtual scene is installed and running on the second terminal 160. The application program may be any type of FPS, third-person shooter, MOBA, virtual reality application program, 3D map program, military simulation program, or multiplayer gun battle survival game. The second terminal 160 may be used by a second user, who uses the second terminal 160 to manipulate a second virtual object located in the virtual scene to perform an activity, including, but not limited to, at least one of adjusting body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, and throwing. Exemplarily, the second virtual object is a second virtual person, such as a simulated human character or an animated human character.
[0043] Optionally, a first virtual object controlled by the first terminal 120 and a second virtual object controlled by the second terminal 160 are in the same virtual scene, and the first virtual object can interact with the second virtual object in the virtual scene. In some embodiments, the first virtual object and the second virtual object can be in an adversarial relationship, for example, the first virtual object and the second virtual object can belong to different teams or organizations, and the adversarial virtual objects can interact with each other in a competitive manner by shooting each other on land.
[0044] In one exemplary scenario, a first virtual object and a second virtual object are assumed to be in an antagonistic relationship. The first terminal 120 controls the first virtual object to place an interaction tool in a position occluded by a target object in the virtual scene. If the second terminal 160 is equipped with a perspective tool before the start of the game, after the start of the game, when the second terminal 160 controls the second virtual object to move it in the virtual scene, if the occluded interaction tool (e.g., the interaction tool placed by the first virtual object) is included in the viewing angle range of the second virtual object, the second terminal 160 detects whether the occluded interaction tool satisfies the perspective condition. When the occluded interaction tool satisfies the perspective conditions, the occluded interaction tool is displayed in a perspective manner in the virtual scene, so that the second virtual object can observe the interaction tool hidden by the first virtual object during the game, which increases the fun of the game process and brings about richer interaction methods and more diverse interaction effects.
[0045] In some other embodiments, the first virtual object and the second virtual object may be teammates, for example, the first virtual person and the second virtual person may belong to the same team and organization, have a friendship relationship, or have temporary communication permissions.
[0046] Optionally, the application programs installed on the first terminal 120 and the second terminal 160 may be the same, or the application programs installed on the two terminals may be the same type of application programs on different operating system platforms. The first terminal 120 may refer to one of multiple terminals, and the second terminal 160 may refer to one of multiple terminals. In this embodiment, only the first terminal 120 and the second terminal 160 are described as examples. The first terminal 120 and the second terminal 160 may be the same or different device types, including smartphones, tablet PCs, e-book readers, MP3 (Moving Picture Experts Group Audio Layer III, MPEG Audio Layer 3) players, MP4 (Moving Picture Experts Group Audio Layer IV, MPEG Audio Layer 4) players, laptop portable computers, desktop computers, car-mounted terminals, etc. For example, the first terminal 120 and the second terminal 160 may be smartphones or other handheld portable game devices. In the following embodiment, the terminals are described as smartphones.
[0047] As will be appreciated by those skilled in the art, the number of terminals may be greater or less. For example, there may be only one terminal, or there may be dozens, hundreds, or even more terminals. The embodiments of the present application do not limit the number and device types of terminals.
[0048] In one exemplary scenario, the implementation environment may be constructed in a blockchain system, which is a new application mode of computer technology such as distributed data storage, peer-to-peer transmission, consensus mechanism, and encryption algorithm. Blockchain is essentially a decentralized database, a series of data blocks associated and generated using cryptographic methods, each containing information of a batch of network transactions, and used to authenticate the validity (anti-counterfeiting) of the information and generate the next block.
[0049] In some embodiments, the first terminal 120 and the second terminal 160 may both be node devices in a blockchain system, so that any one of the node devices can control and operate the interaction tool through an application program and generate interaction data, and then upload the interaction data to the blockchain system, thereby realizing permanent storage in the blockchain system. Due to the tamper-proof nature of the blockchain system, the storage of the interaction data has higher security.
[0050] 2 is a flowchart of an interaction tool display method provided by an embodiment of the present application. As shown in FIG. 2, this embodiment describes an example in which the method is performed by a terminal. The terminal may be the first terminal 120 or the second terminal 160 shown in FIG. 1, and this embodiment includes the following steps:
[0051] 201: The terminal starts an application program and displays a tool-equipped interface in the application program.
[0052] Here, the application program may be any application program capable of supporting virtual scenes, and optionally, the application program may be a game client terminal in a terminal, or an embedded applet built into an application client terminal. For example, the application program may be any one of an FPS, a third-person shooter game, a MOBA, a virtual reality application program, a 3D map program, a military simulation program, or a multiplayer gun battle-type survival game, and the embodiments of the present application do not specifically limit the type of application program.
[0053] In the above process, the terminal can launch the application program in response to a user's launch operation for the application program, where the launch operation may be a user touching an icon of the application program on the desktop or a user inputting a launch command for the application program to an intelligent voice assistant, and the launch command may include a voice command or a text command, and the embodiments of the present application do not specifically limit the type of the launch command.
[0054] In some embodiments, when a user sets an automatic start condition for an application program, when the terminal detects that the automatic start condition of the application program is met, the operating system automatically starts the application program. Optionally, the automatic start condition may be to periodically start the application program, for example, to start the application program at 8 o'clock every night, or the automatic start condition may further be to automatically start the application program upon booting. The embodiments of the present application do not specifically limit the automatic start condition of the application program.
[0055] In the above process, the tool equipment interface can be used to provide target tools for the user to use in the virtual scene, and the target tools refer to virtual tools that can assist the user in fighting in a game and exist passively and continuously. Therefore, the target tools can be symbolically called "skill chips." Target tools generally include three types: offensive tools, defensive tools, and auxiliary tools. The user can select a personalized target tool in the tool equipment interface according to their preferred or familiar fighting style.
[0056] It should be noted that the target tool may be equipped by the user before the start of a game, and the target tool may be symbolically referred to as a skill chip, so the process of equipping a skill chip in the tool equipment interface before the game may be symbolically referred to as adding a skill point to a skill tree (perk). Of course, in some embodiments, the target tool may be equipped by the user after the game starts, and the embodiments of the present application do not specifically limit the timing of equipping the target tool.
[0057] 202: In response to a user's operation to equip the fluoroscopy tool in the tool equip interface, the terminal sets the fluoroscopy tool to an equipped state.
[0058] Here, the see-through tool is used to display the occluded interaction tool in a see-through manner, thereby enhancing the user's ability to obtain information during a game. Therefore, it may be called an "engineer skill chip," and the occluded interaction tool may be an interaction tool of the friendly camp or an interaction tool of the enemy camp. In the embodiment of the present application, the occluded interaction tool is described as an interaction tool of the enemy camp, but the camp to which the occluded interaction tool belongs is not specifically limited.
[0059] In the above process, the tool installation interface may display installation options for the fluoroscopy tool and other target tools, and the terminal sets the fluoroscopy tool to an installed state in response to the user's click operation on the installation option for the fluoroscopy tool. At this time, the terminal may display the fluoroscopy tool in an installed state in a different display manner from the other target tools, for example, by changing the background color of the installation option for the fluoroscopy tool, or by highlighting the outline of the installation option for the fluoroscopy tool. Similarly, if the user needs to install other target tools in addition to the fluoroscopy tool, the user may complete the installation process for the other target tools by performing similar operations.
[0060] 3 is a schematic diagram of a tool installation interface provided in an embodiment of the present application. As shown in FIG. 3, a tool installation interface 300 can provide a plurality of selectable target tools 301-306. When a user selects a perspective tool 301 among the target tools, the tool installation interface 300 may display the perspective tool 301 in a manner that distinguishes it from other unselected target tools. For example, a check mark may be added to the display area of the perspective tool 301, and of course, the background color of the display area of the perspective tool 301 may be changed to a background color different from that of the other target tools.
[0061] The above steps 201-202 represent a possible implementation of equipping a perspective tool, which refers to a user independently selecting and equipping a perspective tool in a tool-equipping interface. In some embodiments, after a user controls the controlled virtual object to shoot and kill a hostile virtual object, if the hostile virtual object is equipped with a perspective tool, an animation of the perspective tool falling may be displayed in the virtual scene. When the distance between the controlled virtual object and the perspective tool is less than a target threshold, an option to pick up the perspective tool is displayed in the virtual scene. In response to a user's trigger operation on the option to pick up the perspective tool, the terminal controls the controlled virtual object to pick up and equip the perspective tool. This can increase the variety of perspective tool changes in game play and the process of picking up the tool, thereby further increasing the fun of the shooter-type game and enriching the interaction method of the shooter-type game.
[0062] 203: In response to the perspective tool being in an equipped state, the terminal detects whether the occluded interaction tool is included within a viewing angle range in the virtual scene of the controlled virtual object.
[0063] In some embodiments, the terminal may first detect whether an interaction tool is included within the field of view angle range of the controlled virtual object. In response to the interaction tool being included within the field of view angle range, the terminal further obtains a distance between the controlled virtual object and the interaction tool. In response to the distance being less than a distance threshold, the terminal then detects whether a target object is included between the controlled virtual object and the interaction tool. The target object is an object that occludes the interaction tool, and in response to the target object being included between the controlled virtual object and the interaction tool, the terminal determines that the occluded interaction tool is included within the field of view angle range. Otherwise, unless any one of the above conditions is satisfied, the terminal may determine that the occluded interaction tool is not included within the field of view angle range. Here, the distance threshold may be any numerical value greater than or equal to 0, and the embodiments of the present application do not specifically limit the value of the distance threshold.
[0064] In the above process, the terminal can determine whether there is an interaction tool that is occluded by a target object within the viewing angle range by detecting the interaction tool, detecting the distance between the interaction tool and the controlled virtual object, and detecting the target object between the interaction tool and the controlled virtual object, thereby quickly and accurately locating the object that can be seen through the perspective tool (i.e., the occluded interaction tool).
[0065] In some embodiments, after detecting that the interaction tool is included in the viewing angle range, the terminal may first detect whether a target object is included between the controlled virtual object and the interaction tool. If the target object is included between the controlled virtual object and the interaction tool, the terminal may further detect whether the distance between the controlled virtual object and the interaction tool is less than a distance threshold. If the distance is less than the distance threshold, the terminal determines that the occluded interaction tool is included in the viewing angle range; otherwise, unless any one of the above conditions is satisfied, the terminal determines that the occluded interaction tool is not included in the viewing angle range.
[0066] In some embodiments, the terminal may not further perform a step of detecting the distance between the controlled virtual object and the interaction tool. That is, once it detects that the interaction tool is included within the field of view angle, it can directly detect whether the target object is included between the controlled virtual object and the interaction tool. If the target object is included between the controlled virtual object and the interaction tool, the terminal determines that the occluded interaction tool is included within the field of view angle. Otherwise, unless any one of the above conditions is satisfied, the terminal determines that the occluded interaction tool is not included within the field of view angle. This corresponds to not specifically limiting the distance range that the see-through tool can see through, which can improve the see-through effect of the see-through tool and simplify the detection operation process.
[0067] In the above process, if the perspective tool is fully equipped before the start of the game, the terminal performs the detection operation in step 203 at the start of the game; if the perspective tool is fully equipped after the start of the game, the terminal performs the detection operation in step 203 at the time when the perspective tool is fully equipped; and the embodiment of the present application does not specifically limit the time when the detection operation is performed.
[0068] In another possible embodiment, the see-through tool has a predetermined tool use condition, i.e., the controlled virtual object needs to set the see-through tool to be usable after satisfying a predetermined condition, where the tool use condition may be preset by a developer, for example, the tool use condition for the see-through tool may be set such that a consecutive kill bonus reaches a predetermined score or a consecutive kill count reaches a predetermined number.
[0069] The conditions for using the see-through tool will be exemplified by taking the number of consecutive kills reaching a preset number. If a user completes equipping the see-through tool in the tool equipment interface for a controlled virtual object and then controls the controlled virtual object to enter a game, the see-through tool will be in an unusable state. When the number of enemy virtual objects killed by the controlled virtual object reaches a preset number specified in the tool usage conditions, for example, the preset number is 5, that is, when the number of kills reaches 5, it is determined that the tool usage conditions for the see-through tool are satisfied, and the use state of the see-through tool is set to an usable state.
[0070] Optionally, after a user enters a game, a tool display control member corresponding to the perspective virtual tool may be displayed in the game interface. When the perspective tool is disabled, the tool display control member is correspondingly gray or white, and after the tool usage condition corresponding to the perspective tool is satisfied, the tool display control member is highlighted, thereby notifying the user of the change in the usage status of the perspective tool control member in a timely manner.
[0071] 204: In response to the occluded interaction tool being included within the viewing angle range, the terminal detects whether the occluded interaction tool satisfies a perspective condition, and the perspective condition is used to represent a condition under which the occluded interaction tool is visible to the perspective tool.
[0072] In some embodiments, the perspective condition may be that at least one component of the prefabricated material of the occluded interaction tool includes a target component whose material is not translucent. That is, if there is any target component whose material is not translucent among the at least one component, the occluded interaction tool is visible to a perspective tool, that is, the occluded interaction tool is detectable by a perspective tool. Conversely, if all of the at least one component are made of translucent materials, the occluded interaction tool is invisible to a perspective tool, and the occluded interaction tool is undetectable by a perspective tool.
[0073] In step 204, the terminal may obtain the renderer of at least one component of the prefab of the occluded interaction tool. The renderer of the at least one component is stored in an array, and the array is traversed to determine whether the material of each renderer belongs to a translucent material. If the materials of all the renderers belong to a translucent material, it is determined that the occluded interaction tool does not satisfy the perspective condition, and crispening special effects cannot be added to the occluded interaction tool. Otherwise, if there is at least one renderer whose material does not belong to a translucent material, it is determined that the occluded interaction tool satisfies the perspective condition, and crispening special effects can be added to the occluded interaction tool.
[0074] Selectively, some interaction tools may have some components that belong to a translucent material, but some components do not belong to a translucent material, so the contours of the components that do not belong to a translucent material are obtained and a crispening special effect is added to them.
[0075] In some embodiments, the terminal may further set a perspective condition that all components of the prefabricated material of the occluded interaction tool are the target component, that is, if it determines that none of the materials of all the renderers corresponding to an interaction tool belong to the translucent material, it determines that the interaction tool satisfies the perspective condition, thereby enabling more strict management of the perspective condition of the interaction tool.
[0076] In some embodiments, the terminal may further set a see-through condition that the occluded interaction tool hits any one tool in the see-through list. That is, only tools in the see-through list can be detected by the see-through tool, and tools outside the see-through list cannot be detected by the see-through tool. This may provide a richer interaction method and enhance the fun of the shooting game. For example, the see-through list may include consecutive kill bonus tools such as anti-aircraft guns, sentry guns, and military helicopters, as well as soldier skill and tactical tools such as anti-aircraft devices, laser mines, and throwing axes. Virtual vehicles such as gunships may also be included. The present embodiment does not specifically limit the contents of the see-through list.
[0077] Here, the viewable list may be preset by a developer, and the viewable list is published and stored in the terminal, so that the terminal can subsequently determine whether the interaction tool satisfies the viewable conditions according to the viewable list.
[0078] In another possible embodiment, after the consecutive kill bonus score of the controlled virtual object reaches a threshold or the consecutive kill number of the controlled virtual object reaches a preset number, a corresponding type of interaction tool in the see-through list may be unlocked. For example, the see-through list includes 10 types of interaction tools, and each type of interaction tool corresponds to a preset score or a preset number. After a user equips the see-through tool and enters a game, the user records the number of target virtual objects or enemy virtual objects that the controlled virtual tool will consecutively kill after entering the game. If the number reaches the preset number corresponding to the interaction tool, the interaction tool in the see-through list is unlocked, and the interaction tool is determined to satisfy the see-through condition.
[0079] By correspondingly increasing the manner of unlocking interaction tools in the see-through list, the requirements and authority for the interaction tools to satisfy the see-through conditions can be improved, and the misuse of the see-through tools can be prevented from threatening the fairness of previous matches between different virtual objects.
[0080] 205: In response to the occluded interaction tool satisfying the perspective condition, the terminal displays the occluded interaction tool in the virtual scene in a perspective manner.
[0081] In some embodiments, when displaying an occluded interaction tool in a perspective manner, the terminal may perform the following steps: display an outline of the occluded interaction tool on a target object in the virtual scene, where the target object is an object occluding the interaction tool. In the above process, displaying the outline of the occluded interaction tool on the target object is equivalent to drawing the edge of the occluded interaction tool on the target object, which may be symbolically referred to as adding a "crisp special effect" to the occluded interaction tool, thereby allowing a user to intuitively observe the occluded interaction tool. In some embodiments, when displaying the outline of the occluded interaction tool, the terminal may determine a target component whose material is not a translucent material among at least one component of the prefabricated material of the occluded interaction tool, set the display state of the target component to an unoccluded state, and set the rendering mode of the target component to a see-through effect. In the above process, by modifying the display state and rendering manner of the target component in the occluded interaction tool, the outline of the occluded interaction tool can be displayed on the target object, and crisping special effects can be accurately added to the interaction tool.
[0082] For example, in step 204, the terminal obtains the renderers of all components in the prefabricated material (Prefab) of the occluded interaction tool. In the process of detecting the perspective conditions, the terminal may obtain the renderers of target components whose materials (Materials) do not belong to translucent materials. At this time, the terminal sets the display state (passType) of the renderers to the unoccluded state (ForwardPass) and sets the rendering method of the renderers to the see-through effect.
[0083] The above setting scheme for the renderer may be expressed using the following code:
[0084] renderer.passTypeMask |= 1 << (int)PassType.ForwardBase; if (renderer as MeshRenderer) { var mr = renderer as MeshRenderer; mr.ignorePerformRendering = disableOcclusionCulling; } else if (renderer as SkinnedMeshRenderer) { var smr = renderer as SkinnedMeshRenderer; smr.ignorePerformRendering = disableOcclusionCulling; } else if (renderer as StaticBatchRenderer) { var sbr = renderer as StaticBatchRenderer; sbr.ignorePerformRendering = disableOcclusionCulling; }
[0085] 4 is a schematic diagram of an interface for displaying an interaction tool in a perspective manner according to an embodiment of the present application. Referring to FIG. 4, an example will be described in which the occluded interaction tool in a virtual scene 400 is a virtual military helicopter. When a controlled virtual object is equipped with a perspective tool, if the occluded virtual military helicopter 401 is within the viewing angle range of the controlled virtual object and the virtual military helicopter 401 satisfies the perspective condition, the outline of the virtual military helicopter 401 is displayed on the ceiling 402 (i.e., the target object) occluding the virtual military helicopter 401. Optionally, because the virtual military helicopter 401 has a relatively high lethality, the virtual military helicopter 401 may be triggered to be used as a bonus tool for continuous killing.
[0086] 5 is a schematic diagram of an interface for displaying an interaction tool in a perspective manner provided by an embodiment of the present application. Referring to FIG. 5, an example will be described in which the occluded interaction tool is an anti-aircraft gun in a virtual scene 500. When a controlled virtual object is equipped with a perspective tool, the occluded anti-aircraft gun 501 is within the viewing angle range of the controlled virtual object, and the anti-aircraft gun 501 satisfies the perspective condition, so the outline of the anti-aircraft gun 501 is displayed on the wall 502 (i.e., the target object) occluding the anti-aircraft gun 501.
[0087] 6 is a schematic diagram of an interface for displaying an interaction tool in a perspective manner provided by an embodiment of the present application. Referring to FIG. 6, an example will be described in which the occluded interaction tool is a sentry gun in a virtual scene 600. When a controlled virtual object is equipped with a perspective tool, the occluded sentry gun 601 is within the field of view angle of the controlled virtual object, and the sentry gun 601 satisfies the perspective condition, so the outline of the sentry gun 601 is displayed on the shadow 602 (i.e., the target object) occluding the sentry gun 601.
[0088] 7 is a schematic diagram of an interface for displaying an interaction tool in a perspective manner provided by an embodiment of the present application. Referring to FIG. 7, an example will be described in which the occluded interaction tool in a virtual scene 700 is an explosion protection device. When a controlled virtual object is equipped with a perspective tool, the occluded explosion protection device 701 exists within the viewing angle range of the controlled virtual object, and the explosion protection device 701 satisfies the perspective condition. Therefore, the outline of the explosion protection device 701 is displayed on the bush 702 (i.e., the target object) occluding the explosion protection device 701. The explosion protection device here refers to an interaction tool used to prevent a thrown virtual weapon (e.g., a grenade) from exploding.
[0089] 8 is a schematic diagram of an interface for displaying an interaction tool in a perspective manner provided by an embodiment of the present application. Referring to FIG. 8, an example will be described in which the occluded interaction tool is a virtual vehicle in a virtual scene 800. When a controlled virtual object is equipped with a perspective tool, the occluded virtual vehicle 801 exists within the viewing angle range of the controlled virtual object, and the virtual vehicle 801 satisfies the perspective condition, so the outline of the virtual vehicle 801 is displayed on the wall 802 (i.e., the target object) occluding the virtual vehicle 801.
[0090] Regarding the manner of displaying the outline of the occluded interaction tool on the target object in the virtual scene, one possible embodiment may be to obtain the outline of the occluded interaction tool and add a crispening special effect to the interaction tool according to the outline, thereby realizing the outline of the occluded interaction tool to be displayed on the target object. In the above process, in the process of adding the crispening special effect to the occluded interaction tool, the terminal can set at least one display parameter of the crispening special effect, including the edge color, close crispening width, far crispening width, perspective transition distance, luminous intensity, luminous range, or crispening type, so as to set various, rich, and colorful crispening special effects. When no personalized setting is made, each display parameter can be set to a default value.
[0091] Here, the edge color of the crispening special effect is displayed on the target object (i.e., the opaque obstacle between the interaction tool and the controlled virtual tool). Therefore, in order to more easily distinguish the crispening special effect between the target object and the interaction tool and allow the controlled virtual object (user) to more easily find the interaction tool, in one possible embodiment, a target color of the target object may be obtained, and a color different from (or with a relatively large difference from) the target color may be used as the edge color of the crispening special effect. Because the edge colors of the target object and the crispening special effect are relatively similar, the controlled virtual object may ignore the crispening special effect, thereby avoiding affecting the function of the perspective tool.
[0092] Optionally, the crispening width of the crispening special effect is set so that it has a positive correlation with the distance between the interaction tool and the controlled virtual object. That is, the farther the distance between the interaction tool and the controlled virtual object, the more clearly the user can detect the outline of the interaction tool. Therefore, the crispening width of the interaction tool is set wider, thereby improving the clarity of the outline of the interaction tool to the user. For example, if the distance between the interaction tool and the controlled virtual object is 10 m, the relative value of the crispening width of the crispening special effect of the interaction tool is set to 1. If the distance between the interaction tool and the controlled virtual object is 50 m, the relative value of the crispening width of the crispening special effect of the interaction tool is set to 10. The larger the relative value of the crispening width, the wider the actual crispening width.
[0093] Optionally, if the crispening special effect includes a lighting special effect, the lighting intensity may be set to have a positive correlation with the distance between the interaction tool and the controlled virtual object, i.e., the greater the distance between the interaction tool and the controlled virtual object, the stronger the lighting intensity corresponding to the crispening special effect is set, and conversely, the closer the distance between the interaction tool and the controlled virtual object, the weaker the lighting intensity corresponding to the crispening special effect is set, so that when the interaction tool is far from the controlled virtual object, it still has relatively good visibility and clarity relative to the virtual object, and further optimizes the function of the see-through tool.
[0094] As described above, by obtaining the relative state between the controlled virtual tool and the interaction tool, such as the relative distance and the state of any intervening obstacles, the display parameters of the crispening special effect of the interaction tool can be adjusted accordingly, for example, adjusting the crispening width and luminous intensity according to the relative distance, thereby improving the clarity and visibility of the crispening special effect of the interaction tool to the user, and thereby further optimizing the function of the see-through tool.
[0095] In some embodiments, when displaying an occluded interaction tool in a perspective manner, the terminal may further perform the following step: highlight a mapping area on a target object in the virtual scene where the occluded interaction tool maps onto the target object, where the target object is the object occluding the interaction tool. In the above process, highlighting the mapping area of the occluded interaction tool on the target object is equivalent to revealing the position of the occluded interaction tool on the target object, which may be referred to as adding a "sticker special effect" to the occluded interaction tool, allowing the user to intuitively observe the occluded interaction tool.
[0096] In the above process of selectively highlighting the mapping area of the occluded interaction tool, the terminal may add a graphic sticker in the mapping area, play a perspective animation in the mapping area, display text prompting information in the mapping area, or display the occluded interaction tool in the mapping area in a perspective holographic imaging manner. The embodiments of the present application do not specifically limit the manner of highlighting the mapping area.
[0097] In some embodiments, the terminal may further set different perspective display modes for different types of interaction tools, for example, when the interaction tool is a virtual vehicle, only the outline of the virtual vehicle is displayed on the target object, and when the interaction tool is a virtual weapon, the mapping area of the virtual weapon on the target object is highlighted, thereby providing richer and more diverse perspective display modes.
[0098] 206: In response to the interaction attribute value of the controlled virtual object or the occluded interaction tool being less than an attribute threshold, the terminal cancels the display of the occluded interaction tool in the virtual scene.
[0099] In some embodiments, the terminal may set an interaction attribute value for the interaction tool or the controlled virtual object, and the interaction attribute value may be virtual health points, virtual integrity, virtual hit points, etc. When the interaction tool or the controlled virtual object is attacked by a hostile virtual object, the terminal may subtract a predetermined value from the interaction attribute value for the interaction tool or the controlled virtual object. When the interaction attribute value of the interaction tool or the controlled virtual object falls below an attribute threshold, it can be determined that the interaction tool has been defeated or the controlled virtual object has been killed in battle. At this time, the terminal needs to close the perspective effect of the occluded interaction tool, that is, cancel the display of the occluded interaction tool in the virtual scene. Optionally, in the process of canceling the display of the occluded interaction tool, the terminal may set the renderer of the occluded interaction tool to an inactive state.
[0100] In another possible embodiment, when the terminal detects that the interaction tool has left the field of view of the controlled virtual object, or the controlled virtual object moves so that there is no target object (obstacle) between the interaction tool and the controlled virtual object, the terminal needs to close the perspective effect of the occluded interaction tool, i.e., cancel the crispening special effect for the interaction tool.
[0101] The method provided in the embodiment of the present application detects that an occluded interaction tool is included in the viewing angle range of a virtual scene of a controlled virtual object under the condition that a see-through tool is equipped, and if the occluded interaction tool satisfies the perspective condition, the method can display the occluded interaction tool in a perspective manner in the virtual scene, so that the controlled virtual object can see through the occluded interaction tool through obstacles, enhance the information acquisition ability of the controlled virtual object, make the living environment of virtual objects with different interaction tools more balanced, increase the fun of the shooting-type game provided on the terminal, enrich the interaction method of the shooting-type game, and optimize the interaction effect of the shooting-type game. At the same time, the player can determine which interaction tools have potential threats in the complex virtual environment, and plan a course of action based on the location of the interaction tools, thereby shortening the time required for the user to control the virtual object and move it in the complex environment, and improving the moving speed of the virtual object in the virtual environment, thereby reducing the time length of one round, saving the power consumption of the terminal and reducing the processing pressure of the server.
[0102] All the above optional technical means can be adopted in any combination to form optional embodiments of the present disclosure, which will not be described in detail here.
[0103] By implementing the method provided by the above embodiment, if the controlled virtual object is equipped with a see-through tool, the controlled virtual object can "see through" the occluded interaction tool, thereby enriching the interaction method of shooting games. Referring to Figure 9, Figure 9 is a principle flowchart of the interaction tool display method provided by the embodiment of the present application, which takes the see-through tool as an example, and illustrates the following steps:
[0104] Step 1: User selects the Clairvoyance skill chip (perk) outside of a game.
[0105] In the above process, users can select the Clairvoyance Detection skill chip in the perk chip skill page.
[0106] Step 2: Start the game.
[0107] After the user has equipped the perspective detection skill chip to the controlled virtual object outside the game, the controlled virtual object will carry the perspective detection skill chip correspondingly after entering the game.
[0108] Step 3: Determine whether the controlled virtual object (the virtual object currently being controlled by the user) faces the enemy device, and if so, execute step 4; otherwise, end the process.
[0109] That is, the terminal determines whether the interaction tool is included within the viewing angle range of the controlled virtual object.
[0110] In some embodiments, the terminal further needs to determine whether the distance between the controlled virtual object and the interaction tool is less than a distance threshold, that is, the distance between the controlled virtual object and the interaction tool must not be too far, otherwise the interaction tool cannot be seen through.
[0111] Selectively, it is also necessary to ensure that the interaction attribute value of the controlled virtual object is higher than the attribute threshold, i.e., to ensure that the controlled virtual object is in a alive state.
[0112] Step 4: Determine whether there is an invisible obstacle (i.e., a target object) between the enemy device and the controlled virtual object. If there is an invisible obstacle, execute Step 5; otherwise, end the process.
[0113] Step 5: Determine whether the material of the enemy device can be displayed transparently. If it can be displayed transparently, execute step 6; if not, end the process.
[0114] Step 6: Display the visibility effect on enemy buildings.
[0115] In this embodiment, the user can use the clairvoyance detection skill chip to detect the location of the enemy's device, thereby discerning the enemy's operational layout and choosing their own attack strategy to avoid being targeted. This allows the enemy's operational strategy to self-destruct without attacking, improving the survival environment of the disadvantaged side in an unbalanced game, providing a more interesting way to play the entire shooting game and giving the user a better game experience. At the same time, the player can determine which enemy device may be threatening in the virtual environment and adopt corresponding battle and movement strategies based on the location of the enemy device, increasing the user's willingness to participate in the game, avoiding the relatively long time required for a round due to users adopting a stakeout strategy, and further reducing the processing pressure on the server.
[0116] FIG. 10 is a structural schematic diagram of an interaction tool display device provided in an embodiment of the present application. As shown in FIG. 10, the device includes: a detection module 1001; and a perspective display module 1002. The detection module 1001 is used to detect whether an occluded interaction tool is included in a viewing angle range of the virtual scene of the controlled virtual object in response to the perspective tool being in an equipped state, and the perspective tool is used to display the occluded interaction tool in a perspective manner; The detection module 1001 is further adapted to detect, in response to an occluded interaction tool being included in the viewing angle range, whether the occluded interaction tool satisfies a perspective condition, the perspective condition being used to represent a condition that the occluded interaction tool is visible to the perspective tool; The perspective display module 1002 is used to display the occluded interaction tool in the virtual scene in a perspective manner in response to the occluded interaction tool satisfying the perspective condition.
[0117] The device provided in the embodiment of the present application, under the condition that a see-through tool is equipped, can detect that an occluded interaction tool is included in the viewing angle range of the virtual scene of the controlled virtual object, and if the occluded interaction tool satisfies the perspective condition, can display the occluded interaction tool in a perspective manner in the virtual scene, so that the controlled virtual object can see through the occluded interaction tool through obstacles, expand the information acquisition ability of the controlled virtual object, and make the living environment of virtual objects with different interaction tools more balanced, thereby increasing the fun of the shooting-type game provided on the terminal, enriching the interaction method of the shooting-type game, and optimizing the interaction effect of the shooting-type game. At the same time, the player can determine which interaction tools may be threatening in the virtual environment, and adopt a corresponding battle strategy based on the location of the interaction tool, thereby improving the survival rate of the virtual object and encouraging the player to control the virtual object to actively participate in the battle, improving the tool usage rate of the controlled virtual object, thereby effectively controlling the length of one round and further reducing the processing pressure on the server.In addition, the player can adopt a corresponding movement strategy based on the location of the interaction tool, which shortens the time required for the player to control the virtual object and move it in a complex environment, further reducing the length of one round.
[0118] In one possible embodiment, based on the configuration of the device of FIG. 10, the perspective display module 1002 includes an outline display unit; The contour display unit is used for displaying a contour of the occluded interaction tool on a target object in the virtual scene, where the target object is an object occluding the interaction tool.
[0119] In one possible embodiment, the contour display unit comprises: determining a target component of at least one component of the occluded interaction tool prefabricated material, the target component having a material that does not belong to the translucent material; The display state of the target component is set to an unoccluded state, and the rendering manner of the target component is set to a see-through effect.
[0120] In one possible embodiment, based on the configuration of the device of FIG. 10, the perspective display module 1002: It is used to highlight a mapping area on a target object in the virtual scene where the occluded interaction tool maps onto the target object, the target object being the object occluding the interaction tool.
[0121] In one possible embodiment, the perspective condition is that at least one component of the prefabricated material of the occluded interaction tool includes a target component whose material does not belong to the translucent material.
[0122] In one possible embodiment, the detection module 1001 comprises: Detecting whether an interaction tool is included within the viewing angle range; obtaining a distance between the controlled virtual object and the interaction tool in response to the interaction tool being included within the viewing angle range; in response to the distance being less than a distance threshold, detecting whether a target object is included between the controlled virtual object and the interaction tool, the target object being an object occluding the interaction tool; and In response to a target object being included between the controlled virtual object and the interaction tool, determine that an occluded interaction tool is included within the field of view angle range, and otherwise determine that an occluded interaction tool is not included within the field of view angle range.
[0123] In one possible embodiment, based on the configuration of the device of FIG. 10, the device further includes a display cancellation module: A display cancellation module is used to cancel the display of the occluded interaction tool in the virtual scene in response to an interaction attribute value of the controlled virtual object or the occluded interaction tool being less than an attribute threshold.
[0124] In one possible embodiment, the contour display unit further comprises: It is used to add a crispening special effect to the occluded interaction tool on the target object in the virtual scene according to the contour of the occluded interaction tool, and the crispening special effect corresponds to at least one display parameter of edge color, crispening width, luminous intensity, luminous range and crispening type.
[0125] All the above optional technical means can be adopted in any combination to form optional embodiments of the present disclosure, which will not be described in detail here.
[0126] It should be noted that although the interaction tool display device provided in the above embodiments has been described using only the division of the above functional modules as an example when displaying interaction tools, in actual applications, the above functions can be completed by allocating them to different functional modules as needed. That is, the internal structure of the terminal can be divided into different functional modules to complete all or part of the above-described functions. Furthermore, the interaction tool display device provided in the above embodiments belongs to the same idea as the embodiment of the interaction tool display method, and its specific implementation process can be referred to the embodiment of the interaction tool display method, so it will not be described in detail again here.
[0127] 11 is a structural schematic diagram of a terminal provided by an embodiment of the present application. The terminal 1100 may be a smartphone, a tablet PC, an MP3 player (Moving Picture Experts Group Audio Layer III, MPEG Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, MPEG Audio Layer 4), a notebook PC, or a desktop PC. The terminal 1100 may also be referred to as a user device, a mobile terminal, a laptop terminal, a desktop terminal, or other names.
[0128] Typically, the terminal 1100 includes a processor 1101 and a memory 1102 .
[0129] The processor 1101 may include one or more processing cores, such as a 4-core processor and an 8-core processor. The processor 1101 may be implemented using at least one hardware form selected from the group consisting of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1101 may include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in a wake-up state, and the coprocessor is a low-power processor used to process data in a standby state. In some embodiments, the processor 1101 may integrate a GPU (Graphics Processing Unit), which is used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 1101 may further include an AI (Artificial Intelligence) processor, which is used to process computational operations related to machine learning.
[0130] The memory 1102 may include one or more computer-readable storage media, which may be non-transitory. The memory 1102 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1102 may be used to store at least one instruction, which may be executed by the processor 1101 to implement the interaction tool display method provided by the embodiments herein.
[0131] In some embodiments, the terminal 1100 optionally further includes a peripheral interface 1103 and at least one peripheral. The processor 1101, the memory 1102, and the peripheral interface 1103 may be coupled together by a bus or signal lines. Each peripheral may be coupled to the peripheral interface 1103 by a bus, signal lines, or a circuit board. Specifically, the peripherals include at least one of a radio frequency circuit 1104, a display screen 1105, a camera component 1106, an audio circuit 1107, a positioning component 1108, and a power source 1109.
[0132] The peripheral interface 1103 may be used to connect at least one peripheral associated with I / O (Input / Output) to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, the memory 1102, and the peripheral interface 1103 are integrated on the same chip or circuit board, and in some other embodiments, any one or two of the processor 1101, the memory 1102, and the peripheral interface 1103 may be implemented on a single chip or circuit board, and this embodiment is not limited thereto.
[0133] The radio frequency circuit 1104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1104 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1104 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and the like. The radio frequency circuit 1104 can communicate with other terminals via at least one wireless communication protocol, including, but not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or Wi-Fi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuitry 1104 may further include circuitry related to Near Field Communication (NFC), although the present application is not limited in this respect.
[0134] The display screen 1105 is used to display a user interface (UI). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1105 is a touch display screen, the display screen 1105 is capable of collecting touch signals on or above the surface of the display screen 1105. The touch signals may be input to the processor 1101 as control signals for processing. In this case, the display screen 1105 may also be used to provide virtual buttons and / or a virtual keyboard, also referred to as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1105 located on the front panel of the terminal 1100. In other embodiments, there may be at least two display screens 1105, each located on a different surface of the terminal 1100 or designed to be foldable. In other embodiments, the display screen 1105 may be a flexible display screen located on a curved or foldable surface of the terminal 1100. Furthermore, the display screen 1105 may also be configured in a non-rectangular, irregular shape, i.e., an irregularly shaped screen. The display screen 1105 may be manufactured using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0135] The camera component 1106 is used to collect images or videos. Optionally, the camera component 1106 includes a front camera and a rear camera. Typically, the front camera is located on the front panel of the device, and the rear camera is located on the back of the device. In some embodiments, there are at least two rear cameras, each of which may be a main camera, a depth-of-field camera, a wide-angle camera, or a telephoto camera. The main camera and the depth-of-field camera may be combined to achieve a background blur function, and the main camera and the wide-angle camera may be combined to achieve panoramic photography, virtual reality (VR) photography, or other fusion photography functions. In some embodiments, the camera component 1106 may further include a flash lamp. The flash lamp may be a single-color temperature flash lamp or a dual-color temperature flash lamp. A dual-color temperature flash lamp refers to a combination of a warm-light flash lamp and a cool-light flash lamp, and may be used to compensate for light beams under different color temperatures.
[0136] The audio circuit 1107 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment and convert the sound waves into electrical signals that are input to the processor 1101 for processing or to the radio frequency circuit 1104 for voice communication. For purposes of stereophonic collection or noise reduction, multiple microphones may be installed at different locations on the terminal 1100. The microphone may also be an array microphone or an omnidirectional collecting microphone. The speaker is used to convert electrical signals from the processor 1101 or the radio frequency circuit 1104 into sound waves. The speaker may be a conventional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves that humans can hear, but also convert electrical signals into sound waves that humans cannot hear for purposes such as distance measurement. In some embodiments, the audio circuit 1107 may further include a headphone jack.
[0137] The positioning component 1108 is used to determine the current geographical location of the terminal 1100 to realize navigation or LBS (Location Based Service). The positioning component 1108 may be a positioning component based on the United States' Global Positioning System (GPS), China's Beidou system, Russia's Glenas system, or the European Union's Galileo system.
[0138] The power source 1109 is used to power each component in the terminal 1100. The power source 1109 may be AC power, DC power, a disposable battery, or a rechargeable battery. When the power source 1109 includes a rechargeable battery, the rechargeable battery may support wired or wireless charging. A wired charging battery is a battery that is charged via a wired line, and a wireless charging battery is a battery that is charged via a wireless coil. The rechargeable battery may also be used to support fast charging technology.
[0139] In some embodiments, terminal 1100 further includes one or more sensors 1110, including, but not limited to, an acceleration sensor 1111, a gyro sensor 1112, a pressure sensor 1113, a fingerprint sensor 1114, an optical sensor 1115, and a proximity sensor 1116.
[0140] The acceleration sensor 1111 may detect the magnitude of acceleration on three coordinate axes of a coordinate system created by the terminal 1100. For example, the acceleration sensor 1111 may be used to detect components of gravitational acceleration on three coordinate axes. The processor 1101 may control the display screen 1105 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signals collected by the acceleration sensor 1111. The acceleration sensor 1111 may also be used for games or to collect user movement data.
[0141] The gyro sensor 1112 may detect the orientation and rotation angle of the body of the terminal 1100, and may cooperate with the acceleration sensor 1111 to collect the user's 3D movements relative to the terminal 1100. Depending on the data collected by the gyro sensor 1112, the processor 1101 can realize functions such as motion detection (for example, changing the UI in response to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0142] The pressure sensor 1113 may be installed on the side frame of the terminal 1100 and / or below the display screen 1105. When the pressure sensor 1113 is installed on the side frame of the terminal 1100, it can detect a user's grip signal on the terminal 1100, and the processor 1101 performs left-hand / right-hand recognition or shortcut operations according to the grip signal collected by the pressure sensor 1113. When the pressure sensor 1113 is installed below the display screen 1105, the processor 1101 realizes control of operable control members in the UI interface according to the user's pressure operation on the display screen 1105. The operable control members include at least one of a button control member, a scroll bar control member, an icon control member, and a menu control member.
[0143] The fingerprint sensor 1114 is used to collect a user's fingerprint, and the processor 1101 recognizes the user's identity according to the fingerprint collected by the fingerprint sensor 1114, or the fingerprint sensor 1114 recognizes the user's identity according to the fingerprint collected. When the processor 1101 recognizes the user's identity as a trusted identity, it authorizes the processor 1101 to perform confidential operations related to the user, such as unlocking the screen, verifying encryption information, downloading software, making payments, changing settings, etc. The fingerprint sensor 1114 may be installed on the front, back, or side of the terminal 1100. When a physical button or manufacturer's logo is installed on the terminal 1100, the fingerprint sensor 1114 may be integrated with the physical button or manufacturer's logo.
[0144] The optical sensor 1115 is used to collect ambient light intensity. In one embodiment, the processor 1101 can control the display brightness of the display screen 1105 according to the ambient light intensity collected by the optical sensor 1115. Specifically, when the ambient light intensity is relatively high, the display brightness of the display screen 1105 is increased, and when the ambient light intensity is relatively low, the display brightness of the display screen 1105 is decreased. In another embodiment, the processor 1101 can further dynamically adjust the shooting parameters of the camera component 1106 according to the ambient light intensity collected by the optical sensor 1115.
[0145] The proximity sensor 1116, also called a distance sensor, is typically installed on the front panel of the terminal 1100. The proximity sensor 1116 is used to collect the distance between the user and the front of the terminal 1100. In one embodiment, when the proximity sensor 1116 detects that the distance between the user and the front of the terminal 1100 is gradually decreasing, the processor 1101 controls the display screen 1105 to switch from an on state to an off state, and when the proximity sensor 1116 detects that the distance between the user and the front of the terminal 1100 is gradually increasing, the processor 1101 controls the display screen 1105 to switch from an off state to an on state.
[0146] As will be appreciated by those skilled in the art, the structure shown in FIG. 11 is not intended to limit terminal 1100, which may include more or fewer components than shown, combine certain components, or employ a different arrangement of components.
[0147] In an exemplary embodiment, a computer-readable storage medium is further provided, such as a memory including at least one program code, which may be executed by a processor in the terminal to complete the interaction tool display method in the embodiment. For example, the computer-readable storage medium may be a ROM (Read-Only Memory), a RAM (Random-Access Memory), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, an optical data storage device, etc.
[0148] The embodiments of the present application further provide a computer program product or a computer program, the computer program product or the computer program including computer instructions stored in a computer-readable storage medium, a processor of a computer device reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions, thereby causing the computer device to perform the interaction tool display method provided in various selectable implementation manners of the above aspects.
[0149] As can be understood by those skilled in the art, the realization of all or part of the steps in the above embodiments may be completed by hardware, or may be completed by a program issuing instructions to related hardware, and the program may be stored in a type of computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk, an optical disk, etc.
[0150] The above are merely 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 principles of the present application should be included within the scope of protection of the present application. [Explanation of symbols]
[0151] 120 Terminal 1 140 servers 160 Terminal 2 300 Tool Equipment Interface 301 X-ray equipment 401 Virtual Military Helicopter 402 Ceiling 501 Anti-aircraft gun 502 Wall 601 Sentry Gun 602 Shadow 700 Virtual Scenes 701 Explosion-proof equipment 800 Virtual Scenes 801 things 802 Wall 1001 Detection Module 1002 See-through display module 1100 terminals 1101 processor 1102 memory 1103 Peripheral Device Interface 1104 Radio Frequency Circuits 1105 Display Screen 1106 Camera Component 1107 Audio Circuit 1108 Positioning Component 1109 Power supply 1110 Sensor 1111 Acceleration Sensor 1112 Gyro sensor 1113 Pressure Sensor 1114 Fingerprint sensor 1115 Optical Sensor 1116 Proximity Sensor
Claims
1. 1. An interaction tool display method executed by a terminal, the method comprising: detecting whether an occluded interaction tool is included within a viewing angle range in the virtual scene of the controlled virtual object in response to the perspective tool being in an equipped state, wherein the perspective tool is used to display the occluded interaction tool in a perspective manner; In response to an occluded interaction tool being included within the viewing angle range, detecting whether the occluded interaction tool satisfies a perspective condition, the perspective condition is used to express a condition that the occluded interaction tool is visible to the perspective tool; obtaining at least one component of a prefabricated material for rendering the occluded interaction tool; storing the at least one component in an array; traversing the array and determining target components whose material does not belong to the translucent material for each component; and displaying the occluded interaction tool in the virtual scene in a perspective manner in response to the occluded interaction tool satisfying the perspective condition, displaying an outline of the occluded interaction tool on a target object in the virtual scene, the target object being an object occluding the interaction tool; adding a crispening special effect to the occluded interaction tool on the target object according to a contour of the occluded interaction tool, the crispening special effect including a crispening width, the crispening width being set to be positively correlated with a distance between the interaction tool and the controlled virtual object; An interaction tool display method comprising the steps of:
2. The step of displaying an outline of the occluded interaction tool comprises: The method of claim 1 , comprising setting the display state of the target component to an unoccluded state and setting the rendering style of the target component to a see-through effect.
3. The step of displaying the occluded interaction tool in the virtual scene in a perspective manner includes:
2. The method of claim 1, further comprising highlighting, on a target object of the virtual scene, a mapping area that the occluded interaction tool maps onto the target object, the target object being the object that occludes the interaction tool.
4. detecting whether the occluded interaction tool is within a viewing angle range of the virtual scene of the controlled virtual object; detecting whether an interaction tool is included within the viewing angle range; acquiring a distance between the controlled virtual object and the interaction tool in response to the interaction tool being included in the viewing angle range; in response to the distance being less than a distance threshold, detecting whether a target object is included between the controlled virtual object and the interaction tool, the target object being an object occluding the interaction tool; 2. The method of claim 1 , further comprising: determining that an occluded interaction tool is included within the field of view angle range in response to a target object being included between the controlled virtual object and the interaction tool; and otherwise determining that an occluded interaction tool is not included within the field of view angle range.
5. After the step of displaying the occluded interaction tool in the virtual scene in a perspective manner, the method further comprises:
2. The method of claim 1, comprising canceling display of the occluded interaction tool in the virtual scene in response to an interaction attribute value of the controlled virtual object or the occluded interaction tool being less than an attribute threshold.
6. The method of claim 1 , wherein the crispening special effect further corresponds to at least one display parameter of an edge color, a luminous intensity, a luminous range, and a crispening type.
7. An interaction tool display device, the device including: a detection module; and a perspective display module; The detection module is used to detect whether an occluded interaction tool is included in a viewing angle range in the virtual scene of the controlled virtual object in response to the perspective tool being in an equipped state, and the perspective tool is used to display the occluded interaction tool in a perspective manner; the detection module is further adapted to detect, in response to an occluded interaction tool being included within the viewing angle range, whether the occluded interaction tool satisfies a perspective condition, the perspective condition being adapted to represent a condition that the occluded interaction tool is visible to the perspective tool; The detection module further comprises: obtaining at least one component of a prefabricated material for rendering the occluded interaction tool; storing the at least one component in an array; traversing the array and determining target components whose material does not belong to the translucent material for each component; Used in the perspective display module is configured to display the occluded interaction tool in the virtual scene in a perspective manner in response to the occluded interaction tool satisfying the perspective condition; the perspective display module includes a contour display unit; the contour display unit is used to display a contour of the occluded interaction tool on a target object in the virtual scene, the target object being an object occluding the interaction tool; the contour display unit adds a crispening special effect to the occluded interaction tool on the target object according to the contour of the occluded interaction tool, the crispening special effect including a crispening width, and the crispening width is set to have a positive correlation with the distance between the interaction tool and the controlled virtual object.
8. The contour display unit is The device according to claim 7 , which is used for setting the display state of the target component to an unoccluded state and setting the rendering manner of the target component to a see-through effect.
9. The perspective display module includes: The device of claim 7 , further comprising: highlighting, on a target object in the virtual scene, a mapping area onto which the occluded interaction tool maps, the target object being an object occluding the interaction tool.
10. The detection module includes: Detecting whether an interaction tool is included within the viewing angle range; In response to the interaction tool being included within the viewing angle range, obtaining a distance between the controlled virtual object and the interaction tool; in response to the distance being less than a distance threshold, detecting whether a target object is included between the controlled virtual object and the interaction tool, the target object being an object occluding the interaction tool; and and determining that an occluded interaction tool is included within the field of view angle range in response to a target object being included between the controlled virtual object and the interaction tool, and otherwise determining that an occluded interaction tool is not included within the field of view angle range.
11. A terminal, the terminal including one or more processors and one or more memories, wherein program code is stored in the one or more memories, the program code being loaded and executed by the one or more processors to implement the interaction tool display method according to any one of claims 1 to 6.
12. A computer program comprising program code, the program code being loaded and executed by a processor to perform the method for displaying an interaction tool according to any one of claims 1 to 6.
Citation Information
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