CN112386911A - Navigation grid generation method and device, nonvolatile storage medium and electronic device - Google Patents

Navigation grid generation method and device, nonvolatile storage medium and electronic device Download PDF

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Publication number
CN112386911A
CN112386911A CN202011423320.XA CN202011423320A CN112386911A CN 112386911 A CN112386911 A CN 112386911A CN 202011423320 A CN202011423320 A CN 202011423320A CN 112386911 A CN112386911 A CN 112386911A
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virtual building
virtual
navigation
navigation grid
component
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刘晶
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/538Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering

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Abstract

The invention discloses a navigation grid generation method and device, a nonvolatile storage medium and an electronic device. The method comprises the following steps: acquiring attribute information sets of a plurality of virtual building components contained in a virtual building model; determining position information of vertices of a polygon corresponding to a walkable virtual building element of the plurality of virtual building elements in the game scene based on the set of attribute information; obtaining a first polygon mesh according to the position information and the connection relation of the polygons, and converting the first polygon mesh into a first navigation mesh; removing the grid corresponding to the target type virtual building component in the first navigation grid from the second navigation grid to obtain a third navigation grid; and establishing a communication relation between the third navigation grid and the first navigation grid to generate a target navigation grid. The method solves the technical problem that in the related technology, the Navmesh grid is triggered to be baked again each time the virtual building model changes, so that a large amount of redundant operations are caused.

Description

Navigation grid generation method and device, nonvolatile storage medium and electronic device
Technical Field
The invention relates to the field of computers, in particular to a navigation grid generation method and device, a nonvolatile storage medium and an electronic device.
Background
For open world type games, gamers are typically allowed to freely build virtual building models using some templated components in the game map. In order to enhance the game atmosphere and experience, it is required that a non-player character (NPC) can freely enter a virtual building model constructed by a game player and can also freely act inside the virtual building model. This requires implementing routing requirements inside the dynamic virtual building model and being able to navigate from outside the virtual building model to inside the virtual building model. In a three-dimensional (3D) game scene, a navigation grid (NavMesh) manner is usually adopted to realize route finding, however, generating the NavMesh route finding grid from a scene resource is a very time-consuming process. In addition, in the development process of the network game, although the logic of the NPC is usually operated at the server side from the perspective of safety, the regenerating of the routing data at the server side in real time according to the continuous change of the virtual building model has certain performance pressure and high time delay, thereby causing certain adverse effects on Artificial Intelligence (AI) performance of the NPC.
In a general case, a NavMesh grid for route finding can be generated off-line by using a navigation (navigation) library, and can be directly loaded for use in a static scene to acquire a traffic path from a starting point to a target point. When the game player can freely build the virtual building model, the originally passable path is probably blocked by the virtual building model, and the target point is also probably changed from being originally positioned outside the virtual building model to being positioned inside the virtual building model, so that the static grid cannot meet the requirement. To this end, the solutions provided in the related art consist in: the Mesh data of the virtual building model and the Mesh data of the game scene terrain are jointly used as input parameters, and the corresponding Navmesh Mesh grid is generated through a set of complete processes of voxelization, height field construction, walkable area screening, area and polygon generation and DetailMesh generation. However, a significant drawback of this solution is that: a game player may frequently add or delete parts when building a virtual building model, even remove the original virtual building model and rebuild a new virtual building model, or some parts may be damaged in the fighting process (for example, the virtual wall model collapses after being attacked by a bomb) in order to enhance the fighting experience in a game scene, and at this time, the NavMesh mesh needs to be baked from the beginning.
It can be seen that each change of the virtual building model triggers the baking of the NavMesh grid, and the game player may only add or delete a small number of components on the basis of the original virtual building model, the change caused by the components is small, and the way-finding condition of the rest areas is kept unchanged. However, at this time, the NavMesh grid still needs to be baked again by using the Mesh data of the scene terrain within an area and the Mesh data of all the building components as input parameters, which results in a large amount of redundant operations, which not only causes great stress on the performance of the processor, but also causes the path-finding function of the NPC to be temporarily in a standstill state during the baking process, and if the time consumed by baking the NavMesh grid again is long, the NPC will appear dull, thereby affecting the game experience of the game player.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
At least some embodiments of the present invention provide a navigation grid generation method, an apparatus, a non-volatile storage medium, and an electronic apparatus, so as to solve at least the technical problem that in the related art, each change of a virtual building model triggers a redrying of a NavMesh grid, which results in a large amount of redundant operations, which not only cause a large pressure on the performance of a processor, but also affect the NPC performance during the redrying process, thereby affecting the game experience of a game player.
According to an embodiment of the present invention, there is provided a navigation grid generating method, including:
acquiring attribute information sets of a plurality of virtual building components contained in a virtual building model; determining position information of vertices of a polygon corresponding to a walkable virtual building element of the plurality of virtual building elements in the game scene based on the set of attribute information; obtaining a first polygon mesh according to the position information and the connection relation of the polygons, and converting the first polygon mesh into a first navigation mesh; removing a grid corresponding to the target type virtual building component in the first navigation grid from the second navigation grid to obtain a third navigation grid, wherein the second navigation grid is an initial scene terrain navigation grid; and establishing a communication relation between the third navigation grid and the first navigation grid to generate a target navigation grid.
Optionally, the polygonal connection relationship is a connection relationship determined according to an adjacency relationship of the walkable virtual building elements.
Optionally, the attribute information set includes: position information of the virtual building element, and/or rotation information of the virtual building element.
Optionally, the grid corresponding to the target virtual building component is a grid corresponding to a target bounding box, and the target bounding box is a bounding box corresponding to the target virtual building component.
Optionally, the method further includes: the plurality of virtual building components are divided into walkable virtual building components and non-walkable virtual building components based on component types of the plurality of virtual building components included in the virtual building model.
Optionally, determining position information of vertices of a polygon corresponding to the walkable virtual building element in the game scene based on the set of attribute information comprises: calculating a first coordinate position of each vertex in the polygon under a local spatial coordinate system of the walkable virtual building component based on the position information and the rotation information of the walkable virtual building component; and converting the first coordinate position in the local space coordinate system into a second coordinate position in a world space coordinate system of the game scene.
Optionally, the attribute information set further includes: establishing a communication relation between a third navigation grid and a first navigation grid at the entrance and exit positions of the virtual building model, and generating a target navigation grid comprises the following steps: obtaining an entrance position in a first navigation grid; acquiring a position to be communicated corresponding to the position of the entrance and the exit in a third navigation grid; and establishing a communication relation between the entrance and exit positions and the positions to be communicated by using the separated grid link assembly to generate a target navigation grid.
Optionally, the attribute information set further includes: bounding box information for each virtual building component, the method further comprising: a multi-level bounding box tree is constructed based on bounding box information for each virtual building component.
Optionally, the method further includes: when a new virtual building component is added to the virtual building model, the connection relationships of the polygons and/or the multi-level bounding box tree are updated based on the component type of the virtual building component to be added.
Optionally, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added comprises: when the component type of the virtual building component to be added is a walkable virtual building component and does not belong to a target type virtual building component, adding the polygon of the corresponding surface of the virtual building component to be added to the first polygon mesh and updating the connection relation of the polygons to obtain a second polygon mesh; the second polygon mesh is converted into a fourth navigation mesh, and the multi-level bounding box tree is updated based on bounding box information of the virtual building component to be added.
Optionally, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added comprises: when the component type of the virtual building component to be added is a walkable virtual building component and belongs to a target type virtual building component, adding a polygon on the surface corresponding to the virtual building component to be added to the first polygonal mesh and updating the connection relation of the polygons to obtain a third polygonal mesh; converting the third polygonal mesh into a fifth navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be added; removing grids corresponding to the bounding boxes of the virtual building components to be added from the third navigation grid to obtain a sixth navigation grid; and establishing a communication relation between the fifth navigation grid and the sixth navigation grid, and updating the target navigation grid.
Optionally, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added comprises: and updating the connection relation of the polygons when the component type of the virtual building component to be added is the non-walkable virtual building component and influences the connection relation of the polygons.
Optionally, the method further includes: when the original virtual building component is deleted from the virtual building model, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted.
Optionally, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted comprises: when the component type of the virtual building component to be deleted is a walkable virtual building component and does not belong to a target type virtual building component, removing polygons on the corresponding surface of the virtual building component to be deleted from the first polygonal mesh and updating the connection relation of the polygons to obtain a fourth polygonal mesh; converting the fourth polygon mesh into a seventh navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be deleted.
Optionally, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted comprises: when the component type of the virtual building component to be deleted is a walkable virtual building component and belongs to a target type virtual building component, adding a polygon on the surface corresponding to the virtual building component to be deleted to the first polygon mesh and updating the connection relation of the polygons to obtain a fifth polygon mesh; converting the fifth polygonal mesh into an eighth navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be deleted; removing grids corresponding to the bounding boxes of the virtual building components to be deleted from the third navigation grid to obtain a ninth navigation grid; and establishing a communication relation between the eighth navigation grid and the ninth navigation grid, and updating the target navigation grid.
Optionally, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted comprises: and when the component type of the virtual building component to be deleted is the non-walking virtual building component and influences the connection relation of the polygons, updating the connection relation of the polygons.
Optionally, the method further includes: when a new virtual decoration is added into the virtual building model, the multi-level bounding box tree is utilized to search the walkable virtual building components related to the virtual decoration to be added; removing a projection part of the virtual ornament to be added on the polygon in the searched polygon corresponding to the walking virtual building component, and updating the first polygon mesh into a sixth polygon mesh; the sixth polygon mesh is converted into a tenth navigation mesh.
Optionally, the method further includes: when the original virtual furnishings are deleted from the virtual building model, searching walkable virtual building components associated with the virtual furnishings to be deleted by utilizing the multi-level bounding box tree; adding a projection part to be deleted, which is virtually arranged on a polygon, in the searched polygon corresponding to the walkable virtual building component, and updating the first polygon mesh into a seventh polygon mesh; the seventh polygonal mesh is converted into an eleventh navigation mesh.
According to an embodiment of the present invention, there is also provided a navigation grid generating apparatus including:
the system comprises an acquisition module, a display module and a control module, wherein the acquisition module is used for acquiring attribute information sets of a plurality of virtual building components contained in a virtual building model; a first processing module, configured to determine, based on the set of attribute information, position information of vertices of a polygon corresponding to a walkable virtual building element of the plurality of virtual building elements in the game scene; the second processing module is used for obtaining a first polygon mesh according to the position information and the connection relation of the polygons and converting the first polygon mesh into a first navigation mesh; the third processing module is used for removing grids corresponding to the target type virtual building components in the first navigation grid from the second navigation grid to obtain a third navigation grid, wherein the second navigation grid is an initial scene terrain navigation grid; and the generating module is used for establishing a communication relation between the third navigation grid and the first navigation grid and generating a target navigation grid.
Optionally, the polygonal connection relationship is a connection relationship determined according to an adjacency relationship of the walkable virtual building elements.
Optionally, the attribute information set includes: position information of the virtual building element, and/or rotation information of the virtual building element.
Optionally, the grid corresponding to the target virtual building component is a grid corresponding to a target bounding box, and the target bounding box is a bounding box corresponding to the target virtual building component.
Optionally, the apparatus further comprises: the dividing module is used for dividing the virtual building components into walkable virtual building components and non-walkable virtual building components based on the component types of the virtual building components contained in the virtual building model.
Optionally, the first processing module is configured to calculate a first coordinate position of each vertex in the polygon in the local spatial coordinate system of the walkable virtual building component based on the position information and the rotation information of the walkable virtual building component; and converting the first coordinate position in the local space coordinate system into a second coordinate position in a world space coordinate system of the game scene.
Optionally, the attribute information set further includes: the virtual building model comprises an entrance position and an exit position of a virtual building model, and a generation module, wherein the entrance position and the exit position are obtained in a first navigation grid; acquiring a position to be communicated corresponding to the position of the entrance and the exit in a third navigation grid; and establishing a communication relation between the entrance and exit positions and the positions to be communicated by using the separated grid link assembly to generate a target navigation grid.
Optionally, the attribute information set further includes: bounding box information for each virtual building component, the apparatus further comprising: a construction module for constructing a multi-level bounding box tree based on the bounding box information for each virtual building component.
Optionally, the apparatus further comprises: and the fourth processing module is used for updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component types of the virtual building components to be added when new virtual building components are added to the virtual building model.
Optionally, the fourth processing module is configured to, when the component type of the virtual building component to be added is a walkable virtual building component and does not belong to the target type virtual building component, add a polygon on a corresponding surface of the virtual building component to be added to the first polygon mesh and update a connection relationship of the polygons to obtain a second polygon mesh; the second polygon mesh is converted into a fourth navigation mesh, and the multi-level bounding box tree is updated based on bounding box information of the virtual building component to be added.
Optionally, the fourth processing module is configured to, when the component type of the virtual building component to be added is a walkable virtual building component and belongs to a target type virtual building component, add a polygon on a corresponding surface of the virtual building component to be added to the first polygon mesh and update a connection relationship of the polygons to obtain a third polygon mesh; converting the third polygonal mesh into a fifth navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be added; removing grids corresponding to the bounding boxes of the virtual building components to be added from the third navigation grid to obtain a sixth navigation grid; and establishing a communication relation between the fifth navigation grid and the sixth navigation grid, and updating the target navigation grid.
Optionally, the fourth processing module is configured to update the connection relationship of the polygons when the component type of the virtual building component to be added is a non-walkable virtual building component and affects the connection relationship of the polygons.
Optionally, the apparatus further comprises: and the fifth processing module is used for updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted when the original virtual building component is deleted from the virtual building model.
Optionally, the fifth processing module is configured to, when the component type of the virtual building component to be deleted is a walkable virtual building component and does not belong to the target type virtual building component, remove the polygon on the surface corresponding to the virtual building component to be deleted from the first polygon mesh and update the connection relationship of the polygons, so as to obtain a fourth polygon mesh; converting the fourth polygon mesh into a seventh navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be deleted.
Optionally, the fifth processing module is configured to, when the component type of the virtual building component to be deleted is a walkable virtual building component and belongs to the target type virtual building component, add a polygon on a surface corresponding to the virtual building component to be deleted to the first polygon mesh and update a connection relationship of the polygons to obtain a fifth polygon mesh; converting the fifth polygonal mesh into an eighth navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be deleted; removing grids corresponding to the bounding boxes of the virtual building components to be deleted from the third navigation grid to obtain a ninth navigation grid; and establishing a communication relation between the eighth navigation grid and the ninth navigation grid, and updating the target navigation grid.
Optionally, the fifth processing module is configured to update the connection relationship of the polygons when the component type of the virtual building component to be deleted is the non-walkable virtual building component and affects the connection relationship of the polygons.
Optionally, the apparatus further comprises: the sixth processing module is used for searching the walkable virtual building components related to the virtual furnishings to be added by utilizing the multi-level bounding box tree when adding new virtual furnishings to the virtual building model; removing a projection part of the virtual ornament to be added on the polygon in the searched polygon corresponding to the walking virtual building component, and updating the first polygon mesh into a sixth polygon mesh; the sixth polygon mesh is converted into a tenth navigation mesh.
Optionally, the apparatus further comprises: the seventh processing module is used for searching the walkable virtual building components related to the virtual furnishings to be deleted by utilizing the multi-level bounding box tree when the original virtual furnishings are deleted from the virtual building model; adding a projection part to be deleted, which is virtually arranged on a polygon, in the searched polygon corresponding to the walkable virtual building component, and updating the first polygon mesh into a seventh polygon mesh; the seventh polygonal mesh is converted into an eleventh navigation mesh.
According to an embodiment of the present invention, there is further provided a non-volatile storage medium having a computer program stored therein, wherein the computer program is configured to execute the navigation grid generating method in any one of the above methods when running.
There is further provided, according to an embodiment of the present invention, a processor for executing a program, where the program is configured to execute the navigation grid generation method in any one of the above when running.
There is further provided, according to an embodiment of the present invention, an electronic apparatus including a memory and a processor, the memory having a computer program stored therein, the processor being configured to execute the computer program to perform the navigation grid generating method of any one of the above.
In at least some embodiments of the present invention, by acquiring attribute information sets of a plurality of virtual building elements included in a virtual building model, position information of vertices of polygons corresponding to walkable virtual building elements in the plurality of virtual building elements in a game scene is determined based on the attribute information sets; obtaining a first polygonal grid according to the position information and the connection relation of polygons, converting the first polygonal grid into a first navigation grid, removing a grid corresponding to a bounding box of a target type virtual building component in the first navigation grid from a second navigation grid to obtain a third navigation grid, and establishing a communication relation between the third navigation grid and the first navigation grid to generate the target navigation grid, so that the NavMesh grid of a scene terrain part is generated by a navigation library in an off-line manner and is kept unchanged, and the NavMesh grid of a virtual building model is generated independently during operation, thereby achieving the purposes of obviously reducing the data amount required to be processed in the baking process, saving the hardware consumption of a processor, reducing the delay, improving the technical effects of the response speed and the expressive force of NPC under a complex dynamic environment, and further solving the problem that the NavMesh grid is triggered to be baked again each time of change of the virtual building model in the related technology, this results in a large number of redundant operations that not only put a great strain on the performance of the processor, but also affect the NPC performance during the baking process, thereby affecting the technical problem of the game experience of the game player.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1 is a flow diagram of a navigation grid generation method according to one embodiment of the present invention;
FIG. 2 is a schematic diagram of a virtual building model according to an alternative embodiment of the present invention;
FIG. 3 is a schematic view of a polygonal mesh of a walkable virtual building element according to an alternative embodiment of the present invention;
FIG. 4 is a schematic view of a polygonal mesh of a non-walkable virtual building element according to an alternative embodiment of the invention;
FIG. 5 is a schematic illustration of the position of an entrance to and exit from a polygon mesh in accordance with an alternative embodiment of the present invention;
FIG. 6 is a schematic diagram of a polygon mesh corresponding to a virtual building model according to an alternative embodiment of the present invention;
FIG. 7 is a schematic diagram of a NavMesh mesh of a scene after a virtual building model is added according to an alternative embodiment of the invention;
FIG. 8 is a schematic illustration of adding a virtual ground model to an original virtual building model in accordance with an alternative embodiment of the present invention;
FIG. 9 is a schematic illustration of placement of virtual furnishings within a virtual building model in accordance with an alternative embodiment of the invention;
fig. 10 is a block diagram of a structure of a navigation grid generating apparatus according to an embodiment of the present invention;
fig. 11 is a block diagram of a navigation grid generating apparatus according to an alternative embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
First, some terms or terms appearing in the description of the embodiments of the present invention are applicable to the following explanations:
(1) walkable virtual building components refer to components on the upper surface of which a virtual foundation model, a virtual stair model, a virtual floor model, etc. can walk.
(2) The non-walkable virtual building component refers to a component on the upper surface of which a virtual wall model, a virtual door model, or the like is not walkable.
In accordance with one embodiment of the present invention, there is provided an embodiment of a navigation grid generation method, it is noted that the steps illustrated in the flowchart of the drawings may be performed in a computer system such as a set of computer-executable instructions and that, although a logical order is illustrated in the flowchart, in some cases the steps illustrated or described may be performed in an order different than here.
The method embodiment can be executed in a security server, a resource server, a game server or a similar operation server. Taking the example of running on a game server, the game server may include one or more processors (which may include, but are not limited to, processing devices such as Central Processing Units (CPUs), Graphics Processing Units (GPUs), Digital Signal Processing (DSP) chips, Microprocessors (MCUs), programmable logic devices (FPGAs), neural Network Processors (NPUs), Tensor Processors (TPUs), Artificial Intelligence (AI) type processors, etc.) and memory for storing data. Optionally, the game server may further include a transmission device, an input/output device, and a display device for a communication function. It will be understood by those skilled in the art that the foregoing structural description is illustrative only and is not intended to limit the structure of the game server. For example, the game server may also include more or fewer components than described above, or have a different configuration than described above.
The memory may be used to store a computer program, for example, a software program and a module of application software, such as a computer program corresponding to the navigation grid generating method in the embodiment of the present invention, and the processor executes various functional applications and data processing by running the computer program stored in the memory, so as to implement the above-mentioned navigation grid generating method. The memory may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory may further include memory remotely located from the processor, and these remote memories may be connected to the game server via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmission device is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the game server. In one example, the transmission device includes a Network adapter (NIC) that can be connected to other Network devices through a base station to communicate with the internet. In one example, the transmission device may be a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
The display device may be, for example, a touch screen type Liquid Crystal Display (LCD) and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the game server. In some embodiments, the game server has a Graphical User Interface (GUI) with which a user can interact by touching finger contacts and/or gestures on the touch-sensitive surface, where the human interaction functionality optionally includes the following interactions: executable instructions for creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, emailing, call interfacing, playing digital video, playing digital music, and/or web browsing, etc., for performing the above-described human-computer interaction functions, are configured/stored in one or more processor-executable computer program products or readable storage media.
In the embodiment, a navigation grid generation method operating on the above-mentioned server is provided, and fig. 1 is a flowchart of a navigation grid generation method according to an embodiment of the present invention, it should be noted that although a logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that here. As shown in fig. 1, the method comprises the steps of:
step S100, acquiring attribute information sets of a plurality of virtual building components contained in a virtual building model;
the set of attribute information may include, but is not limited to: position information of the virtual building element, and/or rotation information of the virtual building element.
In the initial state of the game, a set of attribute information of all virtual building components in the virtual building model and internal virtual furnishings (for example: virtual furniture models such as tables and chairs or virtual appliance models such as refrigerators) can be obtained, which may include but is not limited to: position information, rotation information, and collision information of each virtual building element, so as to acquire position information of each vertex in the game scene in a polygon of a surface corresponding to a walkable virtual building element among the plurality of virtual building elements using the position information, the rotation information, and the collision information.
Step S101, determining position information of vertexes of polygons corresponding to walkable virtual building components in a plurality of virtual building components in a game scene based on the attribute information set;
in an alternative embodiment, the plurality of virtual building components may be divided into walkable virtual building components and non-walkable virtual building components based on component types of the plurality of virtual building components included in the virtual building model. That is, walkable virtual building components (e.g., virtual floor models, virtual stair models) can be distinguished from non-walkable virtual building components (e.g., virtual wall models) according to the component type of each virtual building component. The upper surface of each walkable virtual building element is taken as a polygon, and the position data of each vertex of the polygon in the world coordinate system is calculated in consideration of the position and rotation of the polygon. The connection relationship between the polygons is consistent with the adjacency relationship between the virtual building elements, thereby constituting a polygon mesh.
Step S102, obtaining a first polygonal mesh according to the position information and the connection relation of the polygons, and converting the first polygonal mesh into a first navigation mesh;
the connection relation of the polygons is determined according to the adjacent relation of the walkable virtual building components.
Since the polygon meshes can organize data in various ways in the code, in order to directly use the interface related to the navigation library and to use the polygon meshes of the virtual building model in combination with the terrain data generated offline, the same data organization method is required. Therefore, the polygon mesh of the processed virtual building model can be converted into a corresponding NavMesh mesh form.
The basic virtual building components (e.g., virtual ground model, virtual wall model, virtual stair model, and virtual ceiling model) are explained below as examples, and other types of virtual building components (e.g., virtual wall model with doors, virtual roof model) can be handled in a similar manner.
Fig. 2 is a schematic structural diagram of a virtual building model according to an alternative embodiment of the present invention, as shown in fig. 2, a virtual building element 1 is a virtual ground model, a virtual building element 2 is a virtual wall model, a virtual building element 3 is a virtual stair model, and a virtual building element 4 is a virtual ceiling model (i.e., a virtual floor model of the upper floor). The virtual ground-based model may be placed directly on the scene terrain, but other types of virtual building elements cannot be placed directly on the scene terrain, but need to be contiguous with the currently placed virtual model element. For the purpose of free splicing and building, the shape and size of the virtual building components need to meet certain rules, i.e. if the side lengths of two virtual building components are the same, the two virtual building components can be bonded together by the same side length. For example: the upper surface of the virtual foundation model is a square with the side length d, and any two virtual foundation models can be spliced together; when the width of the virtual wall model is d, the virtual wall model can be placed on one side of the virtual foundation model with the side length of d on the upper surface; the side length of the edge of the virtual stair model connected with other virtual building components is d, and the other two side lengths are
Figure BDA0002823533470000111
The virtual ceiling model and the virtual ground model are the same in shape and size, and the upper surface of the virtual ceiling model is also a square with a side length d.
Fig. 3 is a schematic view of a polygonal mesh of a walkable virtual building element according to an alternative embodiment of the present invention, as shown in fig. 3, the upper surface of the virtual ground model is a square with a side length d, a plurality of virtual ground models are spliced together to form a polygonal mesh, and the virtual ground models are in a connected relationship with each other, that is, starting from any polygon, another polygon can be reached.
Fig. 4 is a schematic view of a polygon mesh of a non-walkable virtual building component according to an alternative embodiment of the present invention, and as shown in fig. 4, the non-walkable virtual building component does not participate in the formation of polygons by itself, and functions as: the connection relationship of the polygons is directly affected, that is, the virtual wall model blocks the direct connection relationship between the left side and the right side of the virtual ground model, and therefore, the traffic cannot be directly passed from the left side of the virtual ground model to the right side of the virtual ground model inside the virtual building model.
The generation process of the virtual building model NavMesh grid and the establishment process of the communication relation are considered to be a coherent process. During this process, the game server may be temporarily shut down due to the need for temporary maintenance downtime. Therefore, the newly generated virtual building model NavMesh grid can be periodically stored in the database at the server side, so that the virtual building model NavMesh grid can be directly read from the database when the server is started next time without regenerating the virtual building model NavMesh grid.
Step S103, removing grids corresponding to bounding boxes of the target type virtual building components in the first navigation grid from the second navigation grid to obtain a third navigation grid;
the target virtual building component may include, but is not limited to, a ground-based type virtual building component. The target virtual building component can be used for building a walkable virtual building component (such as a virtual floor model and a virtual stair model) and a non-walkable virtual building component (such as a virtual wall model). In other words, the target virtual building component is a base component of each virtual building built within the game scene.
The grid corresponding to the target virtual building component is the grid corresponding to the target bounding box, and the target bounding box is the bounding box corresponding to the target virtual building component. And adding obstacles on the Navmesh grid of the scene terrain according to the positions of the virtual building components, only considering the foundation type virtual building components connected with the terrain, and removing the corresponding grid occupied by the obstacles according to the size of a bounding box of the obstacles.
And step S104, establishing a communication relation between the third navigation grid and the first navigation grid, and generating a target navigation grid.
Because the NavMesh grid of the virtual building model and the NavMesh grid of the scene terrain are positioned at different levels and are not communicated with each other, a separate grid linking component (off-mesh) is required to be connected to a position corresponding to the scene terrain at the entrance and exit positions of the virtual building model to form a communication relationship between the NavMesh grid and the scene terrain, and the requirement of seeking a path from the outside of the virtual building model to the inside of the virtual building model is further met.
A duration T may be set at the server. After the Navmesh grid of the virtual building model is successfully generated, if no update behavior occurs within the duration T, the Navmesh grid of the virtual building model may be stored in a database. When the server is started next time, the NavMesh grid of the corresponding virtual building model can be directly read from the database. Then, removing partial areas occupied by the virtual building model on the NavMesh grids of the scene terrain, and connecting the two NavMesh grids together by using off-mesh.
Through the steps, the attribute information sets of the virtual building components contained in the virtual building model are obtained, and the position information of the vertexes of the polygon corresponding to the walkable virtual building components in the game scene is determined based on the attribute information sets; obtaining a first polygonal grid according to the position information and the connection relation of polygons, converting the first polygonal grid into a first navigation grid, removing a grid corresponding to a bounding box of a target type virtual building component in the first navigation grid from a second navigation grid to obtain a third navigation grid, and establishing a communication relation between the third navigation grid and the first navigation grid to generate the target navigation grid, so that the NavMesh grid of a scene terrain part is generated by a navigation library in an off-line manner and is kept unchanged, and the NavMesh grid of a virtual building model is generated independently during operation, thereby achieving the purposes of obviously reducing the data amount required to be processed in the baking process, saving the hardware consumption of a processor, reducing the delay, improving the technical effects of the response speed and the expressive force of NPC under a complex dynamic environment, and further solving the problem that the NavMesh grid is triggered to be baked again each time of change of the virtual building model in the related technology, this results in a large number of redundant operations that not only put a great strain on the performance of the processor, but also affect the NPC performance during the baking process, thereby affecting the technical problem of the game experience of the game player.
Alternatively, in step S101, determining position information of vertices of a polygon corresponding to the walkable virtual building element in the game scene based on the set of attribute information may include performing the steps of:
step S1010, calculating a first coordinate position of each vertex in the polygon under a local space coordinate system of the walkable virtual building component based on the position information and the rotation information of the walkable virtual building component;
step S1011, converting the first coordinate position in the local space coordinate system into a second coordinate position in the world space coordinate system of the game scene.
In the process of generating the NavMesh mesh containing the virtual building model, if a game scene is a rectangular open space, and a game player builds the virtual building model in the center of the open space, the attribute information sets of all virtual building components contained in the virtual building model can be acquired to build the polygonal mesh. The upper surface of each walkable virtual building element forms a polygon in a polygon mesh, the positions of the vertices of which are determined by means of a transformation of the local spatial coordinate system of the virtual building element into the world spatial coordinate system. The connection between polygons is consistent with the abutment between virtual building elements.
Optionally, the attribute information set further includes: the step S104 of establishing a connected relationship between the third navigation grid and the first navigation grid at the entrance and exit positions of the virtual building model, and generating the target navigation grid may include the following steps:
step S1040, obtaining the position of the entrance and the exit in the first navigation grid;
step S1041, obtaining a position to be communicated corresponding to the position of the entrance and exit in a third navigation grid;
step S1042, establishing a communication relation between the entrance and exit positions and the position to be communicated by using the separated grid link assembly, and generating a target navigation grid.
In an optional embodiment, the set of attribute information may further include an entrance position of the virtual building model. The entrance and exit positions of the virtual building model can be defined as positions at which the midpoints of the sides of the virtual ground model, which are not connected with the rest of the virtual ground models, are located at a point inside. Fig. 5 is a schematic diagram of the positions of the inlet and outlet of the polygonal mesh according to an alternative embodiment of the present invention, and as shown in fig. 5, the polygonal mesh can be entered or exited through the dot positions marked in the figure, that is, from the outside of the virtual building model to the inside of the virtual building model or from the inside of the virtual building model to the outside of the virtual building model through the edges near the dot positions.
Fig. 6 is a schematic diagram of a polygonal mesh corresponding to a virtual building model according to an alternative embodiment of the present invention, as shown in fig. 6, the polygonal mesh can completely express route finding information in a 3D space, the polygonal mesh is consistent with the built virtual building model, and includes two floors, and an inclined plane is an upper surface of the virtual stair model and is responsible for connecting the first floor and the second floor. In addition, in the virtual ground model, only one side has an entrance position, and the other three sides have no entrance position because the virtual wall model is built.
After all of the virtual ground models in the virtual building model are acquired, for each virtual ground model, removing the occupied part of the virtual ground model by adding obstacles of the virtual ground model enclosing box-shaped size on the NavMesh grid of the scene terrain. The scene terrain Navmesh grid supporting dynamic obstacle addition saves intermediate data for generating the grid, and compared with a complete process starting from voxelization, the Navmesh grid generated on the basis of combining the intermediate data with the obstacle Mesh can save a large amount of computation, which is similar to a process which can be completed immediately. Since a series of steps exist in the process from inputting the vertex and triangular patch information to generating the NavMesh data, by storing the generated data of the middle step, when obstacles are added subsequently, the subsequent step can be executed only from the currently stored data generated by the step, and the execution does not need to be restarted from the initial step.
Fig. 7 is a schematic view of a NavMesh grid of a scene after a virtual building model is added according to an alternative embodiment of the present invention, and as shown in fig. 7, the NavMesh grid of the virtual building model is combined with the NavMesh grid of the scene terrain, and the two grids cannot be connected because they are located at different levels. For this purpose, it is necessary to add an off-mesh link between the NavMesh grid of the virtual building model and the NavMesh grid of the scene terrain using the entrance/exit position information acquired when the polygon grid is generated previously. one end of the off-mesh is the position of an entrance and an exit of the polygonal grid, and the other end of the off-mesh is projected on the scene terrain after extending outwards for a certain distance from the position of the entrance and the exit on the Navmesh grid of the scene terrain, so that the inside and the outside of the virtual building model are communicated. In addition, by processing the NavMesh grid of the virtual building model and the NavMesh grid of the scene terrain separately, the advantages are that: when a change occurs inside the virtual building model, for example: the second floor inside the virtual building model adds virtual furnishings which have no impact on the scene terrain at all, thereby enabling to significantly reduce the amount of data processed when updating the NavMesh grid.
Optionally, the attribute information set further includes: the bounding box information for each virtual building component, the method may further comprise the steps of:
in step S105, a multi-level bounding box tree is constructed based on bounding box information of each virtual building component.
In an alternative embodiment, the attribute information set may further include bounding box information of each virtual building element, so that a multi-level bounding Box (BVH) tree is constructed using the bounding box information of each virtual building element. Considering that a game player may need to place a virtual furnishing in a virtual building model, in the process of generating a polygonal mesh of the virtual building model, a BVH tree needs to be constructed for all bounding boxes of walkable virtual building elements, so as to quickly find all virtual model elements having an intersection relationship with the virtual furnishing.
Optionally, the method may further include the following steps:
and step S106, when a new virtual building component is added to the virtual building model, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added.
After the NavMesh mesh grid of the virtual building model is generated, the game player may make adjustments to some or all of the virtual building model, such as: and adding a new virtual model component on the basis of the original virtual building model. In the process of adding the virtual building component, if the added virtual building component is a walkable virtual building component, the polygon corresponding to the virtual building component can be directly added into the polygon mesh, the connection relation and the BVH tree are updated, and the updated polygon mesh is converted into the corresponding NavMesh mesh. If the added virtual building component is a virtual foundation model connected with scene terrain, a bounding box corresponding to the virtual foundation model is additionally added on the terrain NavMesh grid to serve as an obstacle, and a corresponding off-mesh is added. If the added virtual building component is a non-walkable virtual building component and has an influence on the communication relationship, only the connection relationship of the influenced polygon needs to be updated.
Optionally, in step S106, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added may include performing the steps of:
step 1060, when the component type of the virtual building component to be added is a walkable virtual building component and does not belong to the target type virtual building component, adding the polygon of the corresponding surface of the virtual building component to be added to the first polygon mesh and updating the connection relation of the polygons to obtain a second polygon mesh;
step S1061, converting the second polygonal mesh into a fourth navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be added.
In an optional embodiment, when the component type of the virtual building component to be added is the walkable virtual building component and does not belong to the foundation type virtual building component, the polygon of the corresponding surface of the virtual building component to be added may be added to the original polygon mesh and the connection relationship of the polygons may be updated to obtain a new polygon mesh. The new polygon mesh is then translated into a corresponding navigation mesh and the BVH tree is updated based on the bounding box information of the virtual building element to be added.
Optionally, in step S106, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added may include performing the steps of:
step S1062, when the component type of the virtual building component to be added is a walkable virtual building component and belongs to a target type virtual building component, adding the polygon of the corresponding surface of the virtual building component to be added to the first polygon mesh and updating the connection relation of the polygons to obtain a third polygon mesh;
step S1063, converting the third polygonal grid into a fifth navigation grid, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be added;
step S1064, removing grids corresponding to the bounding boxes of the virtual building components to be added from the third navigation grid to obtain a sixth navigation grid;
step S1065, establishing a communication relation between the fifth navigation grid and the sixth navigation grid, and updating the target navigation grid.
In an optional embodiment, when the component type of the virtual building component to be added is a walkable virtual building component and belongs to a foundation type virtual building component, firstly, polygons of the corresponding surface of the virtual building component to be added are added to an original polygon mesh and the connection relation of the polygons is updated to obtain a new polygon mesh; secondly, converting the new polygonal mesh into a corresponding navigation mesh and updating the BVH tree based on bounding box information of the virtual building component to be added; then, removing grids corresponding to the bounding boxes of the virtual building components to be added from the newly converted navigation grids to obtain processed navigation grids; and finally, establishing a communication relation between the navigation grid obtained by converting the new polygon grid and the processed navigation grid so as to update the target navigation grid.
Fig. 8 is a schematic diagram of adding a virtual foundation model based on an original virtual building model according to an alternative embodiment of the present invention, and as shown in fig. 8, a square corresponding to a newly added virtual foundation model is added based on a NavMesh grid of the virtual building model, and a portion occupied by the newly added virtual foundation model is removed from the NavMesh grid of the scene terrain, and off-mesh on the newly added virtual foundation model is also updated synchronously.
Optionally, in step S106, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added may include performing the steps of:
in step S1066, when the component type of the virtual building component to be added is a non-walkable virtual building component and affects the connection relationship of the polygons, the connection relationship of the polygons is updated.
In an alternative embodiment, the connection relation of the polygons needs to be updated when the component type of the virtual building component to be added is a non-walkable virtual building component and affects the connection relation of the polygons. And when the component type of the virtual building component to be added is the non-walkable virtual building component and does not affect the connection relationship of the polygons, no separate additional processing is required.
Optionally, the method may further include the following steps:
and S107, when the original virtual building component is deleted from the virtual building model, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted.
After the NavMesh mesh grid of the virtual building model is generated, the game player may make adjustments to some or all of the virtual building model, such as: and deleting the original virtual model components on the basis of the original virtual building model. In the process of deleting the virtual building element, if the deleted virtual building element is a walkable virtual building element, the polygon corresponding to the virtual building element can be directly removed from the polygonal mesh, the connection relation and the BVH tree are updated, and the updated polygon network is converted into the corresponding NavMesh mesh. If the deleted virtual building component is a virtual foundation model connected with the scene terrain, the bounding box corresponding to the virtual foundation model is also deleted on the terrain NavMesh grid and the corresponding off-mesh is adjusted. If the deleted virtual building component is a non-walkable virtual building component and has an influence on the communication relationship, only the connection relationship of the influenced polygon needs to be updated.
Optionally, in step S107, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted may include performing the steps of:
step S1070, when the component type of the virtual building component to be deleted is a walkable virtual building component and does not belong to the target type virtual building component, removing the polygon on the corresponding surface of the virtual building component to be deleted from the first polygon mesh and updating the connection relation of the polygons to obtain a fourth polygon mesh;
step S1071, converting the fourth polygon mesh into a seventh navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be deleted.
In an optional embodiment, when the component type of the virtual building component to be deleted is a walkable virtual building component and does not belong to a foundation type virtual building component, polygons of a corresponding surface of the virtual building component to be deleted need to be removed from an original polygon mesh and the connection relationship of the polygons needs to be updated to obtain a new polygon mesh; then, the new polygon mesh is converted into a corresponding navigation mesh and the BVH tree is updated based on the bounding box information of the virtual building element to be deleted.
Optionally, in step S107, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted may include performing the steps of:
step S1072, when the component type of the virtual building component to be deleted is a walkable virtual building component and belongs to a target type virtual building component, adding the polygon of the surface corresponding to the virtual building component to be deleted to the first polygon mesh and updating the connection relation of the polygons to obtain a fifth polygon mesh;
step S1073, converting the fifth polygon mesh into an eighth navigation mesh, and updating the multi-level bounding box tree based on the bounding box information of the virtual building component to be deleted;
step S1074, removing the grid corresponding to the bounding box of the virtual building component to be deleted from the third navigation grid to obtain a ninth navigation grid;
step S1075, establishing a communication relation between the eighth navigation grid and the ninth navigation grid, and updating the target navigation grid.
In an optional embodiment, when the component type of the virtual building component to be deleted is a walkable virtual building component and belongs to a foundation type virtual building component, firstly, polygons of the corresponding surface of the virtual building component to be deleted are added to an original polygon mesh and the connection relationship of the polygons is updated to obtain a new polygon mesh; secondly, converting the new polygon mesh into a corresponding navigation mesh and updating the BVH tree based on bounding box information of the virtual building component to be deleted; then, removing grids corresponding to the bounding boxes of the virtual building components to be deleted from the newly converted navigation grids to obtain processed navigation grids; and finally, establishing a communication relation between the navigation grid obtained by the latest conversion and the processed navigation grid so as to update the target navigation grid.
Optionally, in step S107, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted may include performing the steps of:
step S1076, when the component type of the virtual building component to be deleted is a non-walkable virtual building component and affects the connection relationship of the polygons, updating the connection relationship of the polygons.
In an alternative embodiment, the connection relation of the polygons needs to be updated when the component type of the virtual building component to be deleted is a non-walkable virtual building component and affects the connection relation of the polygons. And when the component type of the virtual building component to be deleted is the non-walkable virtual building component and does not influence the connection relation of the polygons, no separate additional processing is required.
Optionally, the method may further include the following steps:
step S108, when a new virtual decoration is added to the virtual building model, a multi-level bounding box tree is used for searching a walkable virtual building component associated with the virtual decoration to be added;
step S109, removing the projection part of the virtual decoration to be added on the polygon in the searched polygon corresponding to the walkable virtual building component, and updating the first polygon mesh into a sixth polygon mesh;
step S110, convert the sixth polygon mesh into the tenth navigation mesh.
Aiming at virtual decoration inside a virtual building model, a walkable virtual building component which has a contact relation with the virtual decoration can be quickly found by utilizing the BVH tree, a projection part of the virtual decoration on a polygon is removed from the polygon corresponding to the walkable virtual building component, and the updated polygon mesh is converted into a corresponding NavMesh mesh. When virtual furnishings are added, only polygons corresponding to walkable virtual building components which are in contact relation with the virtual furnishings need to be updated, and other parts do not need to be changed.
Fig. 9 is a schematic diagram of placing a virtual furnishings inside a virtual building model according to an alternative embodiment of the invention, as shown in fig. 9, a virtual workbench model is placed inside the virtual building model, and 4 virtual ground models in contact with the virtual workbench model can be quickly found through BVH tree search. And for each polygon corresponding to the virtual ground model, removing partial area occupied by the virtual workbench model to form a new polygon mesh. Because only the polygons related to the virtual workbench model need to be processed, the data processing amount is smaller, the calculation process is simpler, the processing speed is higher, and particularly, the response is more timely when the game player frequently adjusts the virtual placement position.
Optionally, the method may further include the following steps:
step S111, when the original virtual furnishings are deleted from the virtual building model, the multi-level bounding box tree is used for searching walkable virtual building components related to the virtual furnishings to be deleted;
step S112, adding a projection part to be deleted, which is virtually arranged on the polygon, in the polygon corresponding to the searched walkable virtual building component, and updating the first polygon mesh into a seventh polygon mesh;
and step S113, converting the seventh polygonal grid into an eleventh navigation grid.
Similar to adding virtual furnishings, when deleting the virtual furnishings, only the polygons corresponding to the walkable virtual building components having a contact relationship with the virtual furnishings need to be updated, and other parts do not need to be changed. Still based on the above example, if the virtual workbench model needs to be removed, the virtual model component intersecting the virtual workbench model can be quickly found through BVH tree search, and the polygon corresponding to the virtual model component is updated, so that the initial polygon mesh before the virtual workbench model is not placed can be directly restored.
In summary of the above analysis, the NavMesh grid of the scene terrain is generated offline by the navigation library and remains unchanged, and the NavMesh grid of the virtual building model is generated separately at runtime, thereby significantly reducing the amount of data that needs to be processed in the baking process. Considering that the virtual building components are usually regular convex polygons, the baking process can be further optimized, namely a complete set of complete processes of voxelization, height field construction, walkable region screening, region and polygon generation and DetailMesh generation is abandoned, and polygon meshes formed by polygons corresponding to walkable virtual building components are directly converted into meshes in a form of corresponding Navmesh meshes, so that the operation complexity is reduced, and the operation amount is saved. When the game is operated, when the virtual building model is updated, only the virtual building components and the virtual furnishings related to the updating need to be considered, and irrelevant parts in a game scene do not need to be changed, so that the computation amount is reduced, the delay can be obviously reduced, and the response speed and the AI expressive force of the NPC under the complex dynamic environment are improved.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
In this embodiment, a navigation grid generating device is further provided, and the device is used to implement the foregoing embodiments and preferred embodiments, and the description of the device already made is omitted. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 10 is a block diagram of a navigation grid generating apparatus according to an embodiment of the present invention, as shown in fig. 10, the apparatus including: an obtaining module 100, configured to obtain attribute information sets of a plurality of virtual building components included in a virtual building model; a first processing module 101, configured to determine, based on the set of attribute information, position information of vertices of a polygon corresponding to a walkable virtual building element of the plurality of virtual building elements in the game scene; the second processing module 102 is configured to obtain a first polygon mesh according to the position information and the connection relationship between the polygons, and convert the first polygon mesh into a first navigation mesh; the third processing module 103 is configured to remove a grid corresponding to the target type virtual building component in the first navigation grid from the second navigation grid to obtain a third navigation grid, where the second navigation grid is an initial scene terrain navigation grid; and the generating module 104 is configured to establish a connectivity relationship between the third navigation grid and the first navigation grid, and generate a target navigation grid.
Optionally, the polygonal connection relationship is a connection relationship determined according to an adjacency relationship of the walkable virtual building elements.
Optionally, the attribute information set includes: position information of the virtual building element, and/or rotation information of the virtual building element.
Optionally, the grid corresponding to the target virtual building component is a grid corresponding to a target bounding box, and the target bounding box is a bounding box corresponding to the target virtual building component.
Optionally, fig. 11 is a block diagram of a navigation grid generating apparatus according to an alternative embodiment of the present invention, and as shown in fig. 11, the apparatus includes, in addition to all modules shown in fig. 10: a dividing module 105 for dividing the plurality of virtual building components into walkable virtual building components and non-walkable virtual building components based on component types of the plurality of virtual building components comprised by the virtual building model.
Optionally, the first processing module 101 is configured to calculate a first coordinate position of each vertex in the polygon in the local spatial coordinate system of the walkable virtual building component based on the position information and the rotation information of the walkable virtual building component; and converting the first coordinate position in the local space coordinate system into a second coordinate position in a world space coordinate system of the game scene.
Optionally, the attribute information set further includes: a generation module 104 for generating an entrance position of the virtual building model, which is used for obtaining the entrance position in the first navigation grid; acquiring a position to be communicated corresponding to the position of the entrance and the exit in a third navigation grid; and establishing a communication relation between the entrance and exit positions and the positions to be communicated by using the separated grid link assembly to generate a target navigation grid.
Optionally, the attribute information set further includes: enclosure information for each virtual building element, as shown in fig. 11, the apparatus includes, in addition to all of the modules shown in fig. 10: a construction module 106 for constructing a multi-level bounding box tree based on the bounding box information for each virtual building component.
Optionally, as shown in fig. 11, the apparatus includes, in addition to all the modules shown in fig. 10: a fourth processing module 107, configured to update the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added when a new virtual building component is added to the virtual building model.
Optionally, the fourth processing module 107 is configured to, when the component type of the virtual building component to be added is a walkable virtual building component and does not belong to the target type virtual building component, add a polygon on a corresponding surface of the virtual building component to be added to the first polygon mesh and update a connection relationship of the polygons to obtain a second polygon mesh; the second polygon mesh is converted into a fourth navigation mesh, and the multi-level bounding box tree is updated based on bounding box information of the virtual building component to be added.
Optionally, the fourth processing module 107 is configured to, when the component type of the virtual building component to be added is a walkable virtual building component and belongs to a target type virtual building component, add a polygon on a corresponding surface of the virtual building component to be added to the first polygon mesh and update a connection relationship of the polygons to obtain a third polygon mesh; converting the third polygonal mesh into a fifth navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be added; removing grids corresponding to the bounding boxes of the virtual building components to be added from the third navigation grid to obtain a sixth navigation grid; and establishing a communication relation between the fifth navigation grid and the sixth navigation grid, and updating the target navigation grid.
Optionally, the fourth processing module 107 is configured to update the connection relationship of the polygons when the component type of the virtual building component to be added is a non-walkable virtual building component and affects the connection relationship of the polygons.
Optionally, as shown in fig. 11, the apparatus includes, in addition to all the modules shown in fig. 10: a fifth processing module 108, configured to update the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted when the original virtual building component is deleted from the virtual building model.
Optionally, the fifth processing module 108 is configured to, when the component type of the virtual building component to be deleted is a walkable virtual building component and does not belong to the target type virtual building component, remove the polygon on the surface corresponding to the virtual building component to be deleted from the first polygon mesh and update the connection relationship of the polygons, so as to obtain a fourth polygon mesh; converting the fourth polygon mesh into a seventh navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be deleted.
Optionally, the fifth processing module 108 is configured to, when the component type of the virtual building component to be deleted is a walkable virtual building component and belongs to the target type virtual building component, add a polygon of a surface corresponding to the virtual building component to be deleted to the first polygon mesh and update a connection relationship of the polygons to obtain a fifth polygon mesh; converting the fifth polygonal mesh into an eighth navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be deleted; removing grids corresponding to the bounding boxes of the virtual building components to be deleted from the third navigation grid to obtain a ninth navigation grid; and establishing a communication relation between the eighth navigation grid and the ninth navigation grid, and updating the target navigation grid.
Optionally, the fifth processing module 108 is configured to update the connection relationship of the polygon when the component type of the virtual building component to be deleted is the non-walkable virtual building component and affects the connection relationship of the polygon.
Optionally, as shown in fig. 11, the apparatus includes, in addition to all the modules shown in fig. 10: a sixth processing module 109, configured to, when a new virtual furnishing is added to the virtual building model, find a walkable virtual building component associated with the virtual furnishing to be added by using the multi-level bounding box tree; removing a projection part of the virtual ornament to be added on the polygon in the searched polygon corresponding to the walking virtual building component, and updating the first polygon mesh into a sixth polygon mesh; the sixth polygon mesh is converted into a tenth navigation mesh.
Optionally, as shown in fig. 11, the apparatus includes, in addition to all the modules shown in fig. 10: a seventh processing module 110, configured to, when an original virtual furnishing is deleted from the virtual building model, find a walkable virtual building component associated with the virtual furnishing to be deleted by using the multi-level bounding box tree; adding a projection part to be deleted, which is virtually arranged on a polygon, in the searched polygon corresponding to the walkable virtual building component, and updating the first polygon mesh into a seventh polygon mesh; the seventh polygonal mesh is converted into an eleventh navigation mesh.
It should be noted that, the above modules may be implemented by software or hardware, and for the latter, the following may be implemented, but not limited to: the modules are all positioned in the same processor; alternatively, the modules are respectively located in different processors in any combination.
Embodiments of the present invention also provide a non-volatile storage medium having a computer program stored therein, wherein the computer program is configured to perform the steps of any of the above method embodiments when executed.
Alternatively, in the present embodiment, the above-mentioned nonvolatile storage medium may be configured to store a computer program for executing the steps of:
s1, acquiring attribute information sets of a plurality of virtual building components contained in the virtual building model;
s2, determining the position information of the vertexes of the polygon corresponding to the walkable virtual building component in the plurality of virtual building components in the game scene based on the attribute information set;
s3, obtaining a first polygon mesh according to the position information and the connection relation of the polygons, and converting the first polygon mesh into a first navigation mesh;
s4, removing grids corresponding to the target type virtual building components in the first navigation grid from the second navigation grid to obtain a third navigation grid, wherein the second navigation grid is an initial scene terrain navigation grid;
and S5, establishing a communication relation between the third navigation grid and the first navigation grid, and generating a target navigation grid.
Optionally, in this embodiment, the nonvolatile storage medium may include, but is not limited to: various media capable of storing computer programs, such as a usb disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic disk, or an optical disk.
Embodiments of the present invention also provide an electronic device comprising a memory having a computer program stored therein and a processor arranged to run the computer program to perform the steps of any of the above method embodiments.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, wherein the transmission device is connected to the processor, and the input/output device is connected to the processor.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
s1, acquiring attribute information sets of a plurality of virtual building components contained in the virtual building model;
s2, determining the position information of the vertexes of the polygon corresponding to the walkable virtual building component in the plurality of virtual building components in the game scene based on the attribute information set;
s3, obtaining a first polygon mesh according to the position information and the connection relation of the polygons, and converting the first polygon mesh into a first navigation mesh;
s4, removing grids corresponding to the target type virtual building components in the first navigation grid from the second navigation grid to obtain a third navigation grid, wherein the second navigation grid is an initial scene terrain navigation grid;
and S5, establishing a communication relation between the third navigation grid and the first navigation grid, and generating a target navigation grid.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation manners, and this embodiment is not described herein again.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units may be a logical division, and in actual implementation, there may be another division, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (21)

1. A navigation grid generation method, comprising:
acquiring attribute information sets of a plurality of virtual building components contained in a virtual building model;
determining position information of vertices of polygons corresponding to walkable virtual building elements among the plurality of virtual building elements in a game scene based on the set of attribute information;
obtaining a first polygon mesh according to the position information and the connection relation of the polygons, and converting the first polygon mesh into a first navigation mesh;
removing a grid corresponding to the target type virtual building component in the first navigation grid from a second navigation grid to obtain a third navigation grid, wherein the second navigation grid is an initial scene terrain navigation grid;
and establishing a communication relation between the third navigation grid and the first navigation grid to generate a target navigation grid.
2. The navigation grid generation method according to claim 1, wherein the connection relationships of the polygons are connection relationships determined from the adjacency relationships of the walkable virtual building elements.
3. The navigation grid generation method of claim 1, wherein the set of attribute information comprises: position information of the virtual building element, and/or rotation information of the virtual building element.
4. The navigation grid generation method of claim 1, wherein the grid corresponding to the target virtual building component is a grid corresponding to a target bounding box, and the target bounding box is a bounding box corresponding to the target virtual building component.
5. The navigation grid generation method of claim 1, further comprising:
dividing the plurality of virtual building components into the walkable virtual building components and non-walkable virtual building components based on component types of the plurality of virtual building components included in the virtual building model.
6. The navigation mesh generation method of claim 1, wherein determining, based on the set of attribute information, position information of vertices of polygons of the surface corresponding to the walkable virtual building element in the game scene comprises:
calculating a first coordinate position of each vertex in the polygon under a local spatial coordinate system of the walkable virtual building element based on the position information and the rotation information of the walkable virtual building element;
and converting the first coordinate position in the local space coordinate system into a second coordinate position in a world space coordinate system of the game scene.
7. The navigation grid generation method of claim 1, wherein the set of attribute information further comprises: establishing the communication relationship between the third navigation grid and the first navigation grid at the entrance and exit positions of the virtual building model, and generating the target navigation grid comprises:
obtaining the entrance and exit position in the first navigation grid;
acquiring a position to be communicated corresponding to the entrance position and the exit position in the third navigation grid;
and establishing the communication relation between the entrance and exit position and the position to be communicated by utilizing a separation grid link assembly to generate the target navigation grid.
8. The navigation grid generation method of claim 1, wherein the set of attribute information further comprises: bounding box information for each virtual building component, the method further comprising:
a multi-level bounding box tree is constructed based on bounding box information for each virtual building component.
9. The navigation grid generation method of claim 8, further comprising:
when a new virtual building component is added to the virtual building model, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added.
10. The navigation grid generation method of claim 9, wherein updating the connection relationships of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added comprises:
when the component type of the virtual building component to be added is the walkable virtual building component and does not belong to the target type virtual building component, adding the polygon of the surface corresponding to the virtual building component to be added to the first polygon mesh and updating the connection relation of the polygons to obtain a second polygon mesh;
and converting the second polygonal mesh into a fourth navigation mesh, and updating the multi-level bounding box tree based on the bounding box information of the virtual building component to be added.
11. The navigation grid generation method of claim 9, wherein updating the connection relationships of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added comprises:
when the component type of the virtual building component to be added is the walkable virtual building component and belongs to the target type virtual building component, adding a polygon of a surface corresponding to the virtual building component to be added to the first polygon mesh and updating a connection relation of the polygons to obtain a third polygon mesh;
converting the third polygonal mesh into a fifth navigation mesh, and updating the multi-level bounding box tree based on bounding box information of the virtual building component to be added;
removing grids corresponding to the bounding boxes of the virtual building components to be added from the third navigation grid to obtain a sixth navigation grid;
and establishing a communication relation between the fifth navigation grid and the sixth navigation grid, and updating the target navigation grid.
12. The navigation grid generation method of claim 9, wherein updating the connection relationships of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be added comprises:
updating the connection relation of the polygons when the component type of the virtual building component to be added is a non-walkable virtual building component and affects the connection relation of the polygons.
13. The navigation grid generation method of claim 8, further comprising:
and when the original virtual building component is deleted from the virtual building model, updating the connection relation of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted.
14. The navigation grid generation method of claim 13, wherein updating the connections of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted comprises:
when the component type of the virtual building component to be deleted is the walkable virtual building component and does not belong to the target type virtual building component, removing the polygon of the surface corresponding to the virtual building component to be deleted from the first polygon mesh and updating the connection relation of the polygons to obtain a fourth polygon mesh;
and converting the fourth polygon mesh into a seventh navigation mesh, and updating the multi-level bounding box tree based on the bounding box information of the virtual building component to be deleted.
15. The navigation grid generation method of claim 13, wherein updating the connections of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted comprises:
when the component type of the virtual building component to be deleted is the walkable virtual building component and belongs to the target type virtual building component, adding the polygon of the surface corresponding to the virtual building component to be deleted to the first polygon mesh and updating the connection relation of the polygons to obtain a fifth polygon mesh;
converting the fifth polygon mesh into an eighth navigation mesh, and updating the multi-level bounding box tree based on the bounding box information of the virtual building component to be deleted;
removing grids corresponding to the bounding boxes of the virtual building components to be deleted from the third navigation grid to obtain a ninth navigation grid;
and establishing a communication relation between the eighth navigation grid and the ninth navigation grid, and updating the target navigation grid.
16. The navigation grid generation method of claim 13, wherein updating the connections of the polygons and/or the multi-level bounding box tree based on the component type of the virtual building component to be deleted comprises:
and when the component type of the virtual building component to be deleted is the non-walkable virtual building component and influences the connection relation of the polygons, updating the connection relation of the polygons.
17. The navigation grid generation method of claim 8, further comprising:
when a new virtual decoration is added into the virtual building model, searching a walkable virtual building component associated with the virtual decoration to be added by using the multi-level bounding box tree;
removing the projection part of the virtual layout to be added on the polygon in the searched polygon corresponding to the walking virtual building component, and updating the first polygon mesh into a sixth polygon mesh;
converting the sixth polygon mesh to a tenth navigation mesh.
18. The navigation grid generation method of claim 8, further comprising:
when the original virtual furnishings are deleted from the virtual building model, searching walkable virtual building components associated with the virtual furnishings to be deleted by using the multi-level bounding box tree;
adding the projection part of the virtual layout to be deleted on the polygon in the searched polygon corresponding to the walkable virtual building component, and updating the first polygon mesh into a seventh polygon mesh;
converting the seventh polygonal mesh to an eleventh navigation mesh.
19. A navigation grid generation apparatus, comprising:
the system comprises an acquisition module, a display module and a control module, wherein the acquisition module is used for acquiring attribute information sets of a plurality of virtual building components contained in a virtual building model;
a first processing module for determining position information of vertices of polygons corresponding to walkable ones of the plurality of virtual building elements in a game scene based on the set of attribute information;
the second processing module is used for obtaining a first polygon mesh according to the position information and the connection relation of the polygons and converting the first polygon mesh into a first navigation mesh;
the third processing module is used for removing a grid corresponding to the target type virtual building component in the first navigation grid from a second navigation grid to obtain a third navigation grid, wherein the second navigation grid is an initial scene terrain navigation grid;
and the generating module is used for establishing a communication relation between the third navigation grid and the first navigation grid and generating a target navigation grid.
20. A non-volatile storage medium, wherein a computer program is stored in the storage medium, wherein the computer program is arranged to perform the navigation grid generation method of any of claims 1 to 18 when executed.
21. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and wherein the processor is arranged to run the computer program to perform the navigation grid generation method of any of claims 1 to 18.
CN202011423320.XA 2020-12-08 2020-12-08 Navigation grid generation method and device, nonvolatile storage medium and electronic device Pending CN112386911A (en)

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