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CN114939275B - Object interaction method, device, equipment and storage medium - Google Patents

Object interaction method, device, equipment and storage medium
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CN114939275B
CN114939275BCN202210570723.XACN202210570723ACN114939275BCN 114939275 BCN114939275 BCN 114939275BCN 202210570723 ACN202210570723 ACN 202210570723ACN 114939275 BCN114939275 BCN 114939275B
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throwing
interaction
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force
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CN114939275A (en
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李伟
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Beijing Zitiao Network Technology Co Ltd
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Beijing Zitiao Network Technology Co Ltd
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Abstract

According to embodiments of the present disclosure, methods, apparatuses, devices, and storage media for object interaction are provided. The method comprises the following steps: presenting an interface including a throwing control associated with a throwing action on a virtual object in a virtual environment; responsive to a first interaction with the throwing control, detecting a second interaction independent of the throwing control; responsive to receiving the second interaction, determining a throwing power or throwing speed for the virtual object based on a property of the second interaction; and controlling throwing of the virtual object in the virtual environment based on the throwing power or throwing speed. Based on the mode, the embodiment of the disclosure can control throwing of the virtual object in the virtual environment in a two-stage interaction mode, so that convenience and accuracy of throwing operation are improved.

Description

Translated fromChinese
对象交互的方法、装置、设备和存储介质Object interaction method, device, equipment and storage medium

技术领域Technical Field

本公开的示例实施例总体涉及计算机领域,特别地涉及用于对象交互的方法、装置、电子设备和计算机存储介质。Example embodiments of the present disclosure generally relate to the field of computers, and more particularly, to methods, apparatuses, electronic devices, and computer storage media for object interaction.

背景技术Background Art

随着计算机技术的飞速发展,人们已经可以利用强大的终端设备来执行各种类型的虚拟交互。这些虚拟交互可以模拟真实世界中的各种现象。With the rapid development of computer technology, people can now use powerful terminal devices to perform various types of virtual interactions. These virtual interactions can simulate various phenomena in the real world.

投掷是与虚拟对象进交互的一种典型场景,其被广泛地应用于诸如游戏和仿真等多种虚拟交互场景中。例如,对于射击类游戏而言,玩家可以控制虚拟道具(诸如,投掷类道具)的虚拟环境中的投掷。然而,目前的投掷交互的控制操作是繁琐的,人们也很难在短时间内完成对于投掷的精确控制。Throwing is a typical scenario for interacting with virtual objects, and is widely used in various virtual interaction scenarios such as games and simulations. For example, for shooting games, players can control the throwing of virtual props (such as throwing props) in a virtual environment. However, the current control operation of throwing interaction is cumbersome, and it is difficult for people to complete accurate control of throwing in a short time.

发明内容Summary of the invention

根据本公开的示例实施例,提供了一种用于对象交互的方案,以更加便捷地控制虚拟对象在虚拟环境中的投掷,并提高投掷的准确度。According to an exemplary embodiment of the present disclosure, a solution for object interaction is provided to more conveniently control the throwing of a virtual object in a virtual environment and improve the throwing accuracy.

在本公开的第一方面,提供了一种对象交互的方法。该方法包括呈现包括投掷控件的界面,投掷控件与在虚拟环境中对虚拟对象的投掷动作相关联;响应于对投掷控件的第一交互,检测独立于投掷控件的第二交互;响应于接收到第二交互,基于第二交互的属性确定用于虚拟对象的投掷力量或投掷速度;以及基于投掷力量或投掷速度控制虚拟对象在虚拟环境中的投掷。In a first aspect of the present disclosure, a method for object interaction is provided. The method includes presenting an interface including a throwing control associated with a throwing action of a virtual object in a virtual environment; in response to a first interaction with the throwing control, detecting a second interaction independent of the throwing control; in response to receiving the second interaction, determining a throwing force or a throwing speed for the virtual object based on an attribute of the second interaction; and controlling the throwing of the virtual object in the virtual environment based on the throwing force or the throwing speed.

在本公开的第二方面,提供了一种用于对象交互的装置。该装置包括呈现模块,被配置为呈现包括投掷控件的界面,投掷控件与在虚拟环境中对虚拟对象的投掷动作相关联;检测模块,被配置为响应于对投掷控件的第一交互,检测独立于投掷控件的第二交互;确定模块,被配置为响应于接收到第二交互,基于第二交互的属性确定用于虚拟对象的投掷力量或投掷速度;以及控制模块,被配置为基于投掷力量或投掷速度控制虚拟对象在虚拟环境中的投掷。In a second aspect of the present disclosure, a device for object interaction is provided. The device includes a presentation module configured to present an interface including a throwing control associated with a throwing action of a virtual object in a virtual environment; a detection module configured to detect a second interaction independent of the throwing control in response to a first interaction with the throwing control; a determination module configured to determine a throwing force or a throwing speed for the virtual object based on an attribute of the second interaction in response to receiving the second interaction; and a control module configured to control the throwing of the virtual object in the virtual environment based on the throwing force or the throwing speed.

在本公开的第三方面,提供了一种电子设备。该设备包括至少一个处理单元;以及至少一个存储器,至少一个存储器被耦合到至少一个处理单元并且存储用于由至少一个处理单元执行的指令。指令在由至少一个处理单元执行时使设备执行第一方面的方法。In a third aspect of the present disclosure, an electronic device is provided. The device includes at least one processing unit; and at least one memory, the at least one memory is coupled to the at least one processing unit and stores instructions for execution by the at least one processing unit. When the instructions are executed by the at least one processing unit, the device executes the method of the first aspect.

在本公开的第四方面,提供了一种计算机可读存储介质。介质上存储有计算机程序,程序被处理器执行时实现第一方面的方法。In a fourth aspect of the present disclosure, a computer-readable storage medium is provided, wherein a computer program is stored on the medium, and when the program is executed by a processor, the method of the first aspect is implemented.

应当理解,本发明内容部分中所描述的内容并非旨在限定本公开的实施例的关键特征或重要特征,也不用于限制本公开的范围。本公开的其它特征将通过以下的描述而变得容易理解。It should be understood that the contents described in the summary of the present invention are not intended to limit the key features or important features of the embodiments of the present disclosure, nor are they intended to limit the scope of the present disclosure. Other features of the present disclosure will become easily understood through the following description.

附图说明BRIEF DESCRIPTION OF THE DRAWINGS

结合附图并参考以下详细说明,本公开各实施例的上述和其他特征、优点及方面将变得更加明显。在附图中,相同或相似的附图标记表示相同或相似的元素,其中:The above and other features, advantages and aspects of the embodiments of the present disclosure will become more apparent with reference to the following detailed description in conjunction with the accompanying drawings. In the accompanying drawings, the same or similar reference numerals represent the same or similar elements, wherein:

图1示出了本公开的实施例能够在其中实现的示例环境的示意图;FIG1 shows a schematic diagram of an example environment in which embodiments of the present disclosure can be implemented;

图2A、图2B和图2C示出了根据本公开的一些实施例的对象交互的示例场景;2A , 2B and 2C illustrate example scenarios of object interaction according to some embodiments of the present disclosure;

图3示出了根据本公开的另一些实施例的对象交互的示例场景;FIG3 shows an example scenario of object interaction according to other embodiments of the present disclosure;

图4示出了根据本公开的又一些实施例的对象交互的示例场景;FIG4 shows an example scenario of object interaction according to still other embodiments of the present disclosure;

图5示出了根据本公开的一些实施例的对象交互的示例过程的流程图;FIG5 shows a flow chart of an example process of object interaction according to some embodiments of the present disclosure;

图6示出了根据本公开的一些实施例的用于对象交互的装置的框图;以及FIG6 shows a block diagram of an apparatus for object interaction according to some embodiments of the present disclosure; and

图7示出了能够实施本公开的多个实施例的设备的框图。FIG. 7 shows a block diagram of a device capable of implementing various embodiments of the present disclosure.

具体实施方式DETAILED DESCRIPTION

下面将参照附图更详细地描述本公开的实施例。虽然附图中示出了本公开的某些实施例,然而应当理解的是,本公开可以通过各种形式来实现,而且不应该被解释为限于这里阐述的实施例,相反,提供这些实施例是为了更加透彻和完整地理解本公开。应当理解的是,本公开的附图及实施例仅用于示例性作用,并非用于限制本公开的保护范围。Embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although certain embodiments of the present disclosure are shown in the accompanying drawings, it should be understood that the present disclosure can be implemented in various forms and should not be construed as being limited to the embodiments set forth herein. On the contrary, these embodiments are provided to provide a more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are only for exemplary purposes and are not intended to limit the scope of protection of the present disclosure.

在本公开的实施例的描述中,术语“包括”及其类似用语应当理解为开放性包含,即“包括但不限于”。术语“基于”应当理解为“至少部分地基于”。术语“一个实施例”或“该实施例”应当理解为“至少一个实施例”。术语“一些实施例”应当理解为“至少一些实施例”。下文还可能包括其他明确的和隐含的定义。In the description of the embodiments of the present disclosure, the term "including" and similar terms should be understood as open inclusion, that is, "including but not limited to". The term "based on" should be understood as "based at least in part on". The term "one embodiment" or "the embodiment" should be understood as "at least one embodiment". The term "some embodiments" should be understood as "at least some embodiments". Other explicit and implicit definitions may also be included below.

如上文所讨论的,投掷是虚拟环境中一类典型的交互行为,其可以用于控制各种类型的虚拟对象按照一定的投掷轨迹在虚拟环境中的运动,从而模拟各种真实世界的各种现象。As discussed above, throwing is a typical interactive behavior in a virtual environment, which can be used to control the movement of various types of virtual objects in the virtual environment according to a certain throwing trajectory, thereby simulating various real-world phenomena.

在诸如射击游戏等场景中,人们期望能够在短时间内完成对于投掷操作的高效控制。然而,这是一项挑战性的任务。一方面,传统的投掷控制方案通常是繁琐的,其需要一系列复杂的操作才能够完成投掷动作。这对于一些要求实时性的交互场景而言,可能是低效的。另一方面,传统的投掷方案难以实现对于投掷轨迹的精确控制,尤其是对于投掷力量或投掷速度的精确控制。In scenarios such as shooting games, people expect to be able to complete efficient control of throwing operations in a short time. However, this is a challenging task. On the one hand, traditional throwing control schemes are usually cumbersome, requiring a series of complex operations to complete the throwing action. This may be inefficient for some interactive scenarios that require real-time performance. On the other hand, traditional throwing schemes are difficult to achieve precise control of the throwing trajectory, especially for precise control of the throwing force or throwing speed.

本公开的实施例提出了一种用于对象交互的方案。在该方案中,首先,可以呈现包括投掷控件的界面,其中投掷控件与在虚拟环境(例如,游戏场景)中对虚拟对象(例如,投掷类道具)的投掷动作相关联。进一步地,如果接收对投掷控件的第一交互,可以检测独立于投掷控件的第二交互,并基于第二交互的属性确定用于虚拟对象的投掷力量或投掷速度。进一步地,可以基于投掷力量或投掷速度控制虚拟对象在虚拟环境中的投掷。The embodiment of the present disclosure proposes a scheme for object interaction. In this scheme, first, an interface including a throwing control can be presented, wherein the throwing control is associated with a throwing action of a virtual object (e.g., a throwing prop) in a virtual environment (e.g., a game scene). Further, if a first interaction to the throwing control is received, a second interaction independent of the throwing control can be detected, and a throwing force or a throwing speed for the virtual object can be determined based on the attributes of the second interaction. Further, the throwing of the virtual object in the virtual environment can be controlled based on the throwing force or the throwing speed.

由此,本公开的实施例可以通过两级交互(两次交互)的方式来实现对于投掷的控制。首先,这样的交互方式更加符合人类的交互习惯,其更加符合大部分人们的双手操作习惯,从而使得可以在短时间内高效地完成对于投掷的控制。此外,这样的交互方式还能够实现对于投掷力量或投掷速度更加精准的控制,提升控制精度。Therefore, the embodiment of the present disclosure can realize the control of throwing through a two-level interaction (two interactions). First, such an interaction method is more in line with human interaction habits, and it is more in line with the two-handed operation habits of most people, so that the control of throwing can be completed efficiently in a short time. In addition, such an interaction method can also realize more accurate control of throwing force or throwing speed, thereby improving control accuracy.

以下进一步结合附图来详细描述该方案的各种示例实现。为了阐释本公开实施例的原理和思想,下文的某些描述将会参考游戏领域。然而将会理解,这仅仅是示例性,无意以任何方式限制本公开的范围。本公开的实施例可以应用于各类仿真、模拟、虚拟现实、增强现实等领域。Various example implementations of the scheme are described in detail below in conjunction with the accompanying drawings. In order to illustrate the principles and ideas of the embodiments of the present disclosure, some of the following descriptions will refer to the field of games. However, it will be understood that this is merely exemplary and is not intended to limit the scope of the present disclosure in any way. The embodiments of the present disclosure can be applied to various fields such as simulation, virtual reality, and augmented reality.

示例环境Example Environment

首先参见图1,其示意性示出了其中可以实施根据本公开的示例性实现方式的示例环境100的示意图。如图1所示,示例环境100可以包括电子设备110。First, refer to Fig. 1, which schematically shows a schematic diagram of an example environment 100 in which an exemplary implementation according to the present disclosure can be implemented. As shown in Fig. 1, the example environment 100 may include an electronic device 110.

在一些实施例中,如图1所示,电子设备110例如可以包括适当类型的便携设备,其例如可以支持用户的双手握持以进行各种交互操作。这样的电子设备110例如可以包括但不限于:智能手机、平板电脑、掌上电脑、便携式游戏终端、虚拟现实或增强现实设备等。In some embodiments, as shown in FIG1 , the electronic device 110 may include, for example, a suitable type of portable device, which may, for example, support the user's two-handed holding to perform various interactive operations. Such electronic devices 110 may include, for example, but are not limited to: smart phones, tablet computers, handheld computers, portable game terminals, virtual reality or augmented reality devices, etc.

这样的电子设备110例如可以包括用于检测用户手势的适当类型传感器。例如,电子设备110例如可以包括触摸屏,以用于检测用户在触摸屏上做出的各种类型的手势。备选地或附加地,电子设备110还可以包括诸如临近传感器等其它适当类型感测设备,来检测用户在屏幕上方预定距离内做出的各种类型的手势。Such an electronic device 110 may include, for example, a suitable type of sensor for detecting user gestures. For example, the electronic device 110 may include, for example, a touch screen for detecting various types of gestures made by the user on the touch screen. Alternatively or additionally, the electronic device 110 may also include other suitable types of sensing devices such as proximity sensors to detect various types of gestures made by the user within a predetermined distance above the screen.

应当理解,尽管电子设备110在图1中被示出为便携式设备,当这仅是示例性地。在又一些实施例中,电子设备110还可以是其它适当的形式。例如,电子设备110可以包括用于显示的显示设备和用于计算的计算设备,并且显示设备和计算设备例如可以是物理上耦合或分离的。It should be understood that although the electronic device 110 is shown as a portable device in FIG. 1 , this is only exemplary. In some other embodiments, the electronic device 110 may also be in other appropriate forms. For example, the electronic device 110 may include a display device for display and a computing device for computing, and the display device and the computing device may be physically coupled or separated, for example.

例如,电子设备110可以包括用于画面显示的显示屏,和用于画面渲染和游戏控制的游戏主机。For example, the electronic device 110 may include a display screen for displaying images, and a game console for rendering images and controlling games.

在这种场景中,电子设备110例如可以利用其它适当的输入设备来实现交互。例如,电子设备110可以通过通信耦合的键盘、鼠标、摇杆、游戏手柄等适当的交互设备来实现交互。In this scenario, the electronic device 110 can, for example, use other appropriate input devices to achieve interaction. For example, the electronic device 110 can achieve interaction through a communicatively coupled keyboard, mouse, joystick, game controller, or other appropriate interaction device.

继续参考图1,如图1所述,电子设备110例如可以呈现图形界面120,其例如可以呈现相应的虚拟环境。示例性地,图形界面120可以是游戏应用界面,以呈现相应的游戏场景。或者,图形界面120也可以是其它适当类型的交互界面,其可以支持用户控制界面中虚拟对象的投掷。Continuing to refer to FIG. 1 , as described in FIG. 1 , the electronic device 110 may present, for example, a graphical interface 120, which may present, for example, a corresponding virtual environment. Exemplarily, the graphical interface 120 may be a game application interface to present a corresponding game scene. Alternatively, the graphical interface 120 may also be an interactive interface of other appropriate types, which may support the throwing of virtual objects in the user control interface.

如图1所示,图形界面120可以包括投掷控件140,其可以用于控制待投掷的对象130在虚拟环境中的投掷。示例性地,投掷控件140可以为如图1所示的按钮控件,其例如可以接收针对该投掷控件140的点击或长按操作。备选地,投掷控件140例如也可以是虚拟摇杆控件,其可以接收针对该投掷控件140的长按加拖拽操作。As shown in FIG1 , the graphical interface 120 may include a throwing control 140, which may be used to control the throwing of the object 130 to be thrown in the virtual environment. Exemplarily, the throwing control 140 may be a button control as shown in FIG1 , which may, for example, receive a click or long press operation on the throwing control 140. Alternatively, the throwing control 140 may also be, for example, a virtual joystick control, which may receive a long press plus drag operation on the throwing control 140.

在一些实施例中,投掷控件140可以用于控制进入到投掷模式。例如,当接收针对投掷控件140的选择操作后,电子设备110可以在界面120呈现对象130将被投掷的投掷轨迹150。In some embodiments, the throwing control 140 may be used to control entry into the throwing mode. For example, upon receiving a selection operation for the throwing control 140 , the electronic device 110 may present a throwing trajectory 150 where the object 130 will be thrown on the interface 120 .

附加地或备选地,投掷控件140可以用于控制对象130被投出。例如,用户可以在选择了特定的对象130(例如,投掷类道具)后,电子设备110可以呈现对象130预期被投掷的投掷轨迹150,和用于控制对象130被投掷的投掷控件140。Additionally or alternatively, the throwing control 140 can be used to control the object 130 to be thrown. For example, after the user selects a specific object 130 (e.g., a throwing prop), the electronic device 110 can present a throwing trajectory 150 for the object 130 to be thrown, and a throwing control 140 for controlling the object 130 to be thrown.

下文将详细介绍控制对象130在虚拟环境中被投掷的具体过程。The specific process of controlling the object 130 to be thrown in the virtual environment will be described in detail below.

示例交互Example Interaction

为了使得交互更加符合人们的交互习惯,本公开的实施例可以通过两级交互的方式来更加高效且精准地控制投掷操作。具体地,本公开的实施例可以通过两级交互更加精准地控制对象的投掷力量或投掷速度。应当理解,投掷力量是与投掷速度强相关的,投掷力量的调整也即对于对象的投掷速度的调整。因此,投掷力量和投掷速度在本文中是可以互换使用的。In order to make the interaction more in line with people's interaction habits, the embodiments of the present disclosure can control the throwing operation more efficiently and accurately through a two-level interaction. Specifically, the embodiments of the present disclosure can control the throwing force or throwing speed of the object more accurately through a two-level interaction. It should be understood that the throwing force is strongly related to the throwing speed, and the adjustment of the throwing force is also the adjustment of the throwing speed of the object. Therefore, the throwing force and the throwing speed can be used interchangeably in this article.

在一些实施例中,电子设备110可以通过检测独立于投掷控件的手势来控制对象被投掷的投掷力量或投掷速度。In some embodiments, the electronic device 110 may control the throwing force or throwing speed with which an object is thrown by detecting gestures independent of the throwing controls.

场景1Scenario 1

在一些实施例中,电子设备110可以通过手指捏合来调整投掷力量或投掷速度。图2A示出了根据本公开的一些实施例的对象交互的示例场景200A。以下将结合图2A来描述控制对象130在虚拟环境中的投掷的示例过程。In some embodiments, the electronic device 110 can adjust the throwing force or throwing speed by pinching the fingers. Figure 2A shows an example scene 200A of object interaction according to some embodiments of the present disclosure. The following will describe an example process of controlling the throwing of the object 130 in the virtual environment in conjunction with Figure 2A.

在一些实施例中,电子设备110可以呈现如图2A所示的界面210。如上文所介绍的,这样的界面210例如可以包括与虚拟环境相关联的图形界面。这样的虚拟环境例如可以包括但不限于:各种类型的游戏环境,模拟环境或仿真环境等。In some embodiments, the electronic device 110 may present an interface 210 as shown in FIG. 2A. As described above, such an interface 210 may include, for example, a graphical interface associated with a virtual environment. Such a virtual environment may include, for example, but is not limited to: various types of game environments, simulated environments, or emulated environments.

如图2A所示,界面210可以包括待投掷的对象130和用于控制对象130的投掷控件140。关于对象130和投掷控件140的描述可以参见关于图1的描述,在此不再详述。As shown in Fig. 2A, the interface 210 may include an object 130 to be thrown and a throwing control 140 for controlling the object 130. For the description of the object 130 and the throwing control 140, reference may be made to the description of Fig. 1, which will not be described in detail here.

在一些实施例中,电子设备110可以接收针对投掷控件140的交互(为了方便描述,也称为第一交互)。在一些实施例中,电子设备110可以接收针对投掷控件140的按压220。In some embodiments, the electronic device 110 may receive an interaction with the throwing control 140 (also referred to as a first interaction for convenience of description). In some embodiments, the electronic device 110 may receive a press 220 with respect to the throwing control 140 .

在一些实施例中,电子设备110可以通过触摸屏接收第一交互220。示例性地,电子设备110可以接收用户通过手指或者其它指点设备(例如,触控笔)在触摸屏与投掷控件140所对应区域的按压。In some embodiments, the electronic device 110 may receive the first interaction 220 through the touch screen. For example, the electronic device 110 may receive a user pressing the area corresponding to the touch screen and the throwing control 140 through a finger or other pointing device (eg, a stylus).

在一些实施例中,电子设备110可以通过临近传感器接收第一交互220。示例性地,电子设备110可以利用临近传感器来判断用户的手指或者其它交互实体位于屏幕与投掷控件140所对应区域的预定距离内,从而判断触发了针对投掷控件140的按压。In some embodiments, the electronic device 110 may receive the first interaction 220 via a proximity sensor. For example, the electronic device 110 may use the proximity sensor to determine whether the user's finger or other interactive entity is within a predetermined distance between the screen and the area corresponding to the throwing control 140, thereby determining that a press on the throwing control 140 is triggered.

在一些实施例中,电子设备110通过通信耦合的输入设备来接收第一交互220。示例性地,电子设备110可以接收用户通过输入设备(诸如,鼠标、键盘、摇杆、游戏手柄)的输入。例如,用户可以利用鼠标来按压界面210中的投掷控件140。In some embodiments, the electronic device 110 receives the first interaction 220 through a communicatively coupled input device. For example, the electronic device 110 may receive input from a user through an input device (such as a mouse, keyboard, joystick, or game controller). For example, a user may use a mouse to press a throwing control 140 in the interface 210.

在接收到针对投掷控件140的第一交互220后,电子设备110可以控制该虚拟环境进入投掷模式。例如,电子设备110可以相应地呈现对象130预期被投掷的投掷轨迹150。After receiving the first interaction 220 for the throwing control 140, the electronic device 110 may control the virtual environment to enter the throwing mode. For example, the electronic device 110 may correspondingly present the throwing trajectory 150 of the object 130 expected to be thrown.

在一些实施例中,为了进一步控制对象130的投掷力量或投掷速度,电子设备110还可以接收独立于投掷控件140的第二交互。应当理解,独立于投掷控件140用于指示第二交互发生在投掷控件140外的区域中。In some embodiments, to further control the throwing force or throwing speed of object 130, electronic device 110 may also receive a second interaction independent of throwing control 140. It should be understood that independent of throwing control 140 is used to indicate that the second interaction occurs in an area outside throwing control 140.

如图2A所示,电子设备110可以检测手指捏合230。在一些实施例中,电子设备110例如可以通过多点触摸屏幕来检测手指捏合230。备选地,电子设备110也可以通过诸如临近传感器等其它感测方式来检测手指捏合230。As shown in Fig. 2A, the electronic device 110 can detect the finger pinching 230. In some embodiments, the electronic device 110 can detect the finger pinching 230, for example, by a multi-touch screen. Alternatively, the electronic device 110 can also detect the finger pinching 230 by other sensing methods such as a proximity sensor.

在一些实施例中,为了减少误操作的可能,电子设备110可以第一交互的持续期间检测手指捏合230。例如,电子设备110可以在投掷控件140被持续选择(例如,被长按)期间,来检测手指捏合230。In some embodiments, to reduce the possibility of erroneous operation, the electronic device 110 can detect the finger pinch 230 during the duration of the first interaction. For example, the electronic device 110 can detect the finger pinch 230 while the throw control 140 is continuously selected (eg, long pressed).

在一些实施例中,电子设备110可以基于手指捏合230的动作属性来确定对象130被投掷的投掷力量或投掷速度。具体地,电子设备110可以基于手指捏合的捏合方向为内收方向还是外放方向,来确定是增大还是减小投掷力量或投掷速度。In some embodiments, the electronic device 110 may determine the throwing force or throwing speed of the object 130 based on the action attributes of the finger pinching 230. Specifically, the electronic device 110 may determine whether to increase or decrease the throwing force or throwing speed based on whether the pinching direction of the finger pinching is inward or outward.

以图2A作为示例,电子设备110可以确定手指捏合230的捏合方向为内收方向,并进而确定可以减小投掷力量或投掷速度。在一些实施例中,电子设备110可以设定对象130被投掷的初始投掷力量或初始投掷速度(其例如可以对应于初始投掷轨迹,例如投掷轨迹150),并基于手指捏合230来对投掷力量或投掷速度进行调整。Taking FIG. 2A as an example, the electronic device 110 may determine that the pinching direction of the finger pinch 230 is the inward direction, and further determine that the throwing force or throwing speed may be reduced. In some embodiments, the electronic device 110 may set an initial throwing force or initial throwing speed (which may correspond to an initial throwing trajectory, such as the throwing trajectory 150) at which the object 130 is thrown, and adjust the throwing force or throwing speed based on the finger pinch 230.

在一些实施例中,电子设备110可以进一步确定手指捏合230的幅度或速度,并基于幅度或速度来确定对投掷力量或投掷速度的调整幅度。以图2A作为示例,电子设备110可以通过确定捏合手势230的起终点来确定捏合手势230的幅度,并进而确定对投掷力量或投掷速度的减小程度。In some embodiments, the electronic device 110 may further determine the magnitude or speed of the finger pinch 230, and determine the adjustment magnitude of the throwing force or throwing speed based on the magnitude or speed. Taking FIG. 2A as an example, the electronic device 110 may determine the magnitude of the pinch gesture 230 by determining the starting and ending points of the pinch gesture 230, and further determine the degree of reduction of the throwing force or throwing speed.

备选地,电子设备110也可以通过确定捏合手势230的持续时间和起终点来确定捏合手势230的速度,并进而确定对投掷力量或投掷速度的减小程度。Alternatively, the electronic device 110 may also determine the speed of the pinch gesture 230 by determining the duration and the start and end points of the pinch gesture 230 , and further determine the degree of reduction of the throwing force or the throwing speed.

在一些实施例中,捏合手势230的幅度或速度可以用于确定投掷力量或投掷速度被减小的百分比或者绝对量。In some embodiments, the magnitude or speed of pinch gesture 230 may be used to determine the percentage or absolute amount by which throwing force or throwing speed is reduced.

在一些实施例中,如图2A所示,电子设备110还可以在界面210中呈现与调整后的投掷力量或投掷速度相对应的投掷轨迹,例如,投掷轨迹240。如图2A所示,投掷轨迹240例如可以对应于更近的投掷落点。In some embodiments, as shown in Fig. 2A, the electronic device 110 may also present a throwing trajectory corresponding to the adjusted throwing force or throwing speed in the interface 210, for example, a throwing trajectory 240. As shown in Fig. 2A, the throwing trajectory 240 may correspond to a closer throwing point, for example.

在一些实施例中,在完成对于投掷力量或投掷速度的调整后,电子设备110例如可以检测针对投掷控件140的释放,并基于所确定的投掷力量或投掷速度来控制虚拟对象130在虚拟环境中的投掷。In some embodiments, after completing the adjustment of the throwing force or throwing speed, the electronic device 110 can, for example, detect the release of the throwing control 140 and control the throwing of the virtual object 130 in the virtual environment based on the determined throwing force or throwing speed.

基于以上描述的过程,本公开的实施例可以利用长按与手指捏合操作的结合来更为精准地控制投掷过程,这也更加符合大部分人们的双手交互习惯。Based on the process described above, the embodiments of the present disclosure can utilize a combination of long press and finger pinching operations to more accurately control the throwing process, which is more in line with the two-handed interaction habits of most people.

图2B示出了根据本公开的一些实施例的对象交互的示例场景200B。以下将结合图2B来描述控制对象130在虚拟环境中的投掷的示例过程。与图2A所示出的场景类似,电子设备110也可以通过手指捏合来精准地控制对象的投掷力量或投掷速度。FIG2B shows an example scene 200B of object interaction according to some embodiments of the present disclosure. The following will describe an example process of controlling the throwing of the object 130 in the virtual environment in conjunction with FIG2B. Similar to the scene shown in FIG2A, the electronic device 110 can also accurately control the throwing force or throwing speed of the object by pinching the fingers.

与图2A所示出的场景不同的是,电子设备110例如可以首先接收用户针对目标对象255的选择。例如,电子设备110可以在界面250中呈现一组候选对象265,并在确定用户所选择的目标对象255为投掷类对象后进入到投掷模式,并相应地显示投掷控件140和初始投掷轨迹。Different from the scenario shown in FIG. 2A , the electronic device 110 may first receive a user's selection of a target object 255. For example, the electronic device 110 may present a group of candidate objects 265 in the interface 250, and enter the throwing mode after determining that the target object 255 selected by the user is a throwing object, and display the throwing control 140 and the initial throwing trajectory accordingly.

与图2A所介绍的控制过程类似,电子设备110例如可以在对于投掷控件140的按压期间检测手指捏合270。进一步地,电子设备110可以基于手指捏合270的方向为外放方向来确定投掷力量或投掷速度应当被增大。2A , the electronic device 110 may detect a pinch 270 during the pressing of the throwing control 140. Further, the electronic device 110 may determine that the throwing force or throwing speed should be increased based on the direction of the pinch 270 being the outward direction.

进一步地,电子设备110可以进一步基于手指捏合270的幅度或速度来确定投掷力量或投掷速度被调整的幅度。示例性地,电子设备110可以基于手指捏合270确定新的投掷轨迹为投掷轨迹280,其对应于更大的投掷力量或投掷速度,并具有更远的投掷落点。Further, the electronic device 110 may further determine the magnitude of the adjustment of the throwing force or throwing speed based on the magnitude or speed of the finger pinching 270. For example, the electronic device 110 may determine the new throwing trajectory as the throwing trajectory 280 based on the finger pinching 270, which corresponds to a greater throwing force or throwing speed and has a farther throwing point.

在一些实施例中,在完成对于投掷力量或投掷速度的调整后,电子设备110例如可以检测针对投掷控件140的释放,并基于所确定的投掷力量或投掷速度来控制虚拟对象130在虚拟环境中的投掷。In some embodiments, after completing the adjustment of the throwing force or throwing speed, the electronic device 110 can, for example, detect the release of the throwing control 140 and control the throwing of the virtual object 130 in the virtual environment based on the determined throwing force or throwing speed.

在一些实施例中,电子设备110还可以支持对于投掷力量或投掷速度的多次调整操作。图2C示出了根据本公开的一些实施例的对象交互的示例场景200C。In some embodiments, the electronic device 110 may also support multiple adjustment operations for the throwing force or throwing speed. Fig. 2C shows an example scene 200C of object interaction according to some embodiments of the present disclosure.

示例性地,例如在图2B所示的示例场景200B中,在手指捏合270完成后,针对投掷控件140的第一交互仍未结束。示例性地,电子设备110可以持续检测到针对投掷控件140的按压260。For example, in the example scenario 200B shown in FIG. 2B , after the finger pinch 270 is completed, the first interaction with the throwing control 140 is not ended. For example, the electronic device 110 may continue to detect the pressing 260 with respect to the throwing control 140 .

进一步地,如图2C所示,电子设备110可以接收新的手指捏合290,并进一步基于手指捏合290的方向、幅度或速度来对投掷力量或投掷速度进行进一步的调整。Furthermore, as shown in FIG. 2C , the electronic device 110 may receive a new finger pinch 290 , and further adjust the throwing force or throwing speed based on the direction, magnitude, or speed of the finger pinch 290 .

示例性地,如图2C所示,手指捏合290为内收方向,则计算设备110可以基于手指捏合290的幅度或速度来确定投掷力量或投掷速度被减小的幅度。进一步地,电子设备110可以在基于手势捏合270所确定的投掷力量或投掷速度的基础上,根据手指捏合290所确定的调整幅度来减小投掷力量或投掷速度。例如,新的投掷力量或投掷速度可以对应于投掷轨迹295,其与投掷轨迹280相比具有更小的投掷力量或投掷速度以及更近的投掷距离。Exemplarily, as shown in FIG2C , if the finger pinch 290 is in the inward direction, the computing device 110 may determine the magnitude of the reduction in the throwing force or throwing speed based on the magnitude or speed of the finger pinch 290. Further, the electronic device 110 may reduce the throwing force or throwing speed according to the adjustment magnitude determined by the finger pinch 290 based on the throwing force or throwing speed determined by the gesture pinch 270. For example, the new throwing force or throwing speed may correspond to a throwing trajectory 295, which has a smaller throwing force or throwing speed and a closer throwing distance than the throwing trajectory 280.

在一些实施例中,电子设备110可以在针对投掷控件140的第一交互被保持期间,检测多次捏合动作,并基于多次手势动作来对投掷力量或投掷速度进行迭代地调整和优化。由此,本公开的实施例可以实现更加精细的投掷控制。In some embodiments, the electronic device 110 can detect multiple pinching actions while the first interaction with the throwing control 140 is maintained, and iteratively adjust and optimize the throwing force or throwing speed based on the multiple gesture actions. Thus, the embodiments of the present disclosure can achieve more sophisticated throwing control.

场景2Scenario 2

在一些实施例中,为了避免误操作的产生,电子设备110可以通过限定第二交互发生的区域来提高交互的准确性。In some embodiments, in order to avoid erroneous operations, the electronic device 110 may improve the accuracy of the interaction by limiting the area where the second interaction occurs.

图3示出了根据本公开的一些实施例的对象交互的示例场景400。以下将结合图3来描述控制对象130在虚拟环境中的投掷的示例过程。Fig. 3 shows an example scene 400 of object interaction according to some embodiments of the present disclosure. An example process of controlling the throwing of the object 130 in the virtual environment will be described below in conjunction with Fig. 3 .

在一些实施例中,电子设备110可以呈现如图3所示的界面310。如上文所介绍的,这样的界面310例如可以包括与虚拟环境相关联的图形界面。这样的虚拟环境例如可以包括但不限于:各种类型的游戏环境,模拟环境或仿真环境等。In some embodiments, the electronic device 110 may present an interface 310 as shown in FIG3 . As described above, such an interface 310 may include, for example, a graphical interface associated with a virtual environment. Such a virtual environment may include, for example, but is not limited to: various types of game environments, simulated environments, or emulated environments.

如图3所示,界面310可以包括待投掷的对象130和用于控制对象130的投掷控件140。关于对象130和投掷控件140的描述可以参见关于图1的描述,在此不再详述。As shown in Fig. 3, the interface 310 may include an object 130 to be thrown and a throwing control 140 for controlling the object 130. For the description of the object 130 and the throwing control 140, reference may be made to the description of Fig. 1, which will not be described in detail here.

在一些实施例中,电子设备110可以接收针对投掷控件140的交互(为了方便描述,也称为第一交互)。在一些实施例中,电子设备110可以接收针对投掷控件140的按压320。In some embodiments, the electronic device 110 may receive an interaction with the throwing control 140 (also referred to as a first interaction for convenience of description). In some embodiments, the electronic device 110 may receive a press 320 with respect to the throwing control 140 .

在一些实施例中,电子设备110可以通过触摸屏接收第一交互320。示例性地,电子设备110可以接收用户通过手指或者其它指点设备(例如,触控笔)在触摸屏与投掷控件140所对应区域的按压。In some embodiments, the electronic device 110 may receive the first interaction 320 through the touch screen. For example, the electronic device 110 may receive a user pressing the area corresponding to the touch screen and the throwing control 140 through a finger or other pointing device (eg, a stylus).

在一些实施例中,电子设备110可以通过临近传感器接收第一交互320。示例性地,电子设备110可以利用临近传感器来判断用户的手指或者其它交互实体位于屏幕与投掷控件140所对应区域的预定距离内,从而判断触发了针对投掷控件140的按压。In some embodiments, the electronic device 110 may receive the first interaction 320 via a proximity sensor. For example, the electronic device 110 may use the proximity sensor to determine whether the user's finger or other interactive entity is within a predetermined distance between the screen and the area corresponding to the throwing control 140, thereby determining that a press on the throwing control 140 is triggered.

在一些实施例中,电子设备110通过通信耦合的输入设备来接收第一交互320。示例性地,电子设备110可以接收用户通过输入设备(诸如,鼠标、键盘、摇杆、游戏手柄)的输入。例如,用户可以利用鼠标来按压界面310中的投掷控件140。In some embodiments, the electronic device 110 receives the first interaction 320 through a communicatively coupled input device. For example, the electronic device 110 may receive input from a user through an input device (such as a mouse, keyboard, joystick, or game controller). For example, a user may use a mouse to press a throwing control 140 in the interface 310.

在接收到针对投掷控件140的第一交互320后,电子设备110可以控制该虚拟环境进入投掷模式。例如,电子设备110可以相应地呈现对象130预期被投掷的投掷轨迹150。After receiving the first interaction 320 for the throwing control 140, the electronic device 110 may control the virtual environment to enter the throwing mode. For example, the electronic device 110 may correspondingly present the throwing trajectory 150 of the object 130 expected to be thrown.

在一些实施例中,为了进一步控制对象130的投掷力量或投掷速度,电子设备110还可以接收独立于投掷控件140的第二交互。具体地,为了降低误操作的可能性,电子设备110可以在界面310中呈现调整控件330,其例如可以位于界面310中与投掷控件140不同的区域中。In some embodiments, in order to further control the throwing force or throwing speed of the object 130, the electronic device 110 may also receive a second interaction independent of the throwing control 140. Specifically, in order to reduce the possibility of misoperation, the electronic device 110 may present an adjustment control 330 in the interface 310, which may be located in a different area from the throwing control 140 in the interface 310, for example.

在一些实施例中,如图3所示,电子设备110可以检测针对调整控件330的滑动340。在一些实施例中,电子设备110例如可以通过触摸屏幕来检测滑动340。备选地,电子设备110也可以通过诸如临近传感器等其它感测方式来检测滑动340。备选地,电子设备110也可以检测用户通过键盘、鼠标、摇杆、游戏手柄等交互设备所控制的针对调整330的滑动340。In some embodiments, as shown in FIG3 , the electronic device 110 may detect a slide 340 for adjusting the control 330. In some embodiments, the electronic device 110 may detect the slide 340, for example, by touching the screen. Alternatively, the electronic device 110 may also detect the slide 340 by other sensing methods such as a proximity sensor. Alternatively, the electronic device 110 may also detect the slide 340 for adjusting the control 330 controlled by the user through an interactive device such as a keyboard, a mouse, a joystick, or a game controller.

在一些实施例中,电子设备110可以基于滑动340的动作属性来确定对象130被投掷的投掷力量或投掷速度。具体地,电子设备110可以基于滑动340的滑动方向来确定是增大还是减小投掷力量或投掷速度。In some embodiments, the electronic device 110 may determine the throwing force or throwing speed of the object 130 based on the action attribute of the slide 340. Specifically, the electronic device 110 may determine whether to increase or decrease the throwing force or throwing speed based on the sliding direction of the slide 340.

以图3作为示例,电子设备110可以确定滑动340的滑动方向是指示向上的方向或向下的方向。示例性地,电子设备110可以确定滑动340指示基本上向上的滑动时,增大投掷力量或投掷速度。备选地,电子设备110可以确定滑动340指示基本上向下的滑动时,降低投掷力量或投掷速度。以图3作为示例,电子设备110例如可以基于滑动340为向下滑动而确定降低投掷力量或投掷速度。Taking Fig. 3 as an example, the electronic device 110 can determine whether the sliding direction of the slide 340 indicates an upward direction or a downward direction. Exemplarily, the electronic device 110 can determine that when the slide 340 indicates a substantially upward slide, the throwing force or the throwing speed is increased. Alternatively, the electronic device 110 can determine that when the slide 340 indicates a substantially downward slide, the throwing force or the throwing speed is reduced. Taking Fig. 3 as an example, the electronic device 110 can, for example, determine to reduce the throwing force or the throwing speed based on the slide 340 being a downward slide.

备选地,电子设备110也可以在确定滑动340指示基本上向右的滑动时,增大投掷力量或投掷速度。备选地,电子设备110可以确定滑动340指示基本上向左的滑动时,降低投掷力量或投掷速度。应当理解,这样的具体方向的设置仅是示例性的。Alternatively, the electronic device 110 may also increase the throwing force or throwing speed when determining that the slide 340 indicates a slide substantially to the right. Alternatively, the electronic device 110 may reduce the throwing force or throwing speed when determining that the slide 340 indicates a slide substantially to the left. It should be understood that such specific direction settings are only exemplary.

在一些实施例中,电子设备110可以设定对象130被投掷的初始投掷力量或初始投掷速度(其例如可以对应于初始投掷轨迹,例如投掷轨迹150),并基于滑动340来对投掷力量或投掷速度进行调整。In some embodiments, the electronic device 110 may set an initial throwing force or an initial throwing speed at which the object 130 is thrown (which may correspond to an initial throwing trajectory, such as the throwing trajectory 150 , for example), and adjust the throwing force or the throwing speed based on the slide 340 .

在一些实施例中,电子设备110可以进一步确定滑动340的幅度或速度,并基于幅度或速度来确定对投掷力量或投掷速度的调整幅度。以图3作为示例,电子设备110可以通过确定滑动340的起终点来确定滑动340的幅度,并进而确定对投掷力量或投掷速度的减小程度。In some embodiments, the electronic device 110 can further determine the amplitude or speed of the slide 340, and determine the adjustment amplitude of the throwing force or throwing speed based on the amplitude or speed. Taking Figure 3 as an example, the electronic device 110 can determine the amplitude of the slide 340 by determining the starting and ending points of the slide 340, and then determine the degree of reduction of the throwing force or throwing speed.

备选地,电子设备110也可以通过确定滑动340的持续时间和起终点来确定滑动340的速度,并进而确定对投掷力量或投掷速度的减小程度。在一些实施例中,滑动340的幅度或速度可以用于确定投掷力量或投掷速度被减小的百分比或者绝对量。Alternatively, the electronic device 110 can also determine the speed of the slide 340 by determining the duration and the start and end points of the slide 340, and then determine the degree of reduction of the throwing force or throwing speed. In some embodiments, the amplitude or speed of the slide 340 can be used to determine the percentage or absolute amount by which the throwing force or throwing speed is reduced.

在一些实施例中,如图3所示,电子设备110还可以在界面310中呈现与调整后的投掷力量或投掷速度相对应的投掷轨迹,例如,投掷轨迹350。如图3所示,投掷轨迹350例如可以对应于比初始投掷轨迹150更近的投掷落点。In some embodiments, as shown in FIG3 , the electronic device 110 may also present a throwing trajectory corresponding to the adjusted throwing force or throwing speed in the interface 310, for example, a throwing trajectory 350. As shown in FIG3 , the throwing trajectory 350 may correspond to a throwing point closer than the initial throwing trajectory 150, for example.

在一些实施例中,在完成对于投掷力量或投掷速度的调整后,电子设备110例如可以检测针对投掷控件140的释放,并基于所确定的投掷力量或投掷速度来控制虚拟对象130在虚拟环境中的投掷。In some embodiments, after completing the adjustment of the throwing force or throwing speed, the electronic device 110 can, for example, detect the release of the throwing control 140 and control the throwing of the virtual object 130 in the virtual environment based on the determined throwing force or throwing speed.

基于以上描述的过程,本公开的实施例可以利用长按与手指捏合操作的结合来更为精准地控制投掷过程,这也更加符合大部分人们的双手交互习惯。Based on the process described above, the embodiments of the present disclosure can utilize a combination of long press and finger pinching operations to more accurately control the throwing process, which is more in line with the two-handed interaction habits of most people.

在一些实施例中,电子设备110还可以支持对于投掷力量或投掷速度的多次调整操作。示例性地,例如在图3所示的示例场景300中,在滑动340完成后,针对投掷控件140的第一交互仍未结束。示例性地,电子设备110可以持续检测到针对投掷控件140的按压320。In some embodiments, the electronic device 110 may also support multiple adjustment operations for the throwing force or throwing speed. For example, in the example scenario 300 shown in FIG. 3 , after the sliding 340 is completed, the first interaction with the throwing control 140 is not yet completed. For example, the electronic device 110 may continue to detect the pressing 320 for the throwing control 140.

进一步地,电子设备110可以接收针对调整控件330的新的滑动,并进一步基于新的滑动的方向、幅度或速度来对投掷力量或投掷速度进行进一步的调整。Further, the electronic device 110 may receive a new slide for the adjustment control 330 and further adjust the throwing force or throwing speed based on the direction, magnitude or speed of the new slide.

应当理解,新的滑动的方向例如可以与滑动330不同或者相同。由此,在先前投掷力量或投掷速度的基础上,进一步对投掷力量或投掷速度进行调制。在一些实施例中,电子设备110可以在针对投掷控件140的第一交互被保持期间,检测多次滑动动作,并基于多次手势动作来对投掷力量或投掷速度进行迭代地调整和优化。由此,本公开的实施例可以实现更加精细的投掷控制。It should be understood that the direction of the new slide can be different from or the same as the slide 330, for example. Thus, based on the previous throwing force or throwing speed, the throwing force or throwing speed is further modulated. In some embodiments, the electronic device 110 can detect multiple sliding actions during the period when the first interaction with the throwing control 140 is maintained, and iteratively adjust and optimize the throwing force or throwing speed based on multiple gesture actions. Thus, the embodiments of the present disclosure can achieve more sophisticated throwing control.

在一些实施例中,调整控件还可以接收其它类型的交互操作。图4示出了根据本公开的又一些实施例的对象交互的示例场景400。In some embodiments, the adjustment control may also receive other types of interaction operations. Fig. 4 shows an example scene 400 of object interaction according to some other embodiments of the present disclosure.

如图4所示,电子设备110可以呈现界面410,其可以包括投掷控件140和待投掷的对象130。与参考图3所描述的过程类似,在检测到针对投掷控件140的第一交互(例如,长按420)后,电子设备110可以呈现调整控件430。As shown in Fig. 4, the electronic device 110 may present an interface 410, which may include a throwing control 140 and an object to be thrown 130. Similar to the process described with reference to Fig. 3, after detecting a first interaction (e.g., a long press 420) with respect to the throwing control 140, the electronic device 110 may present an adjustment control 430.

如图4所示,与图3所示出的调整控件330不同,调整控件430例如可以包括用于接收按压操作的多个区域。示例性地,调整控件430可以包括第一区域440和第二区域450,其分别对应于增加和降低投掷力量或投掷速度。As shown in Fig. 4, unlike the adjustment control 330 shown in Fig. 3, the adjustment control 430 may include multiple areas for receiving a pressing operation. Exemplarily, the adjustment control 430 may include a first area 440 and a second area 450, which correspond to increasing and decreasing the throwing force or throwing speed, respectively.

在一些实施例中,如图4所示,电子设备110可以检测针对调整控件430的按压460。在一些实施例中,电子设备110例如可以通过触摸屏幕来检测按压460。备选地,电子设备110也可以通过诸如临近传感器等其它感测方式来检测按压460。备选地,电子设备110也可以检测用户通过键盘、鼠标、摇杆、游戏手柄等交互设备所控制的针对调整330的按压460。In some embodiments, as shown in FIG4 , the electronic device 110 can detect a press 460 for the adjustment control 430. In some embodiments, the electronic device 110 can detect the press 460, for example, by touching the screen. Alternatively, the electronic device 110 can also detect the press 460 by other sensing methods such as a proximity sensor. Alternatively, the electronic device 110 can also detect the press 460 for the adjustment 330 controlled by the user through an interactive device such as a keyboard, a mouse, a joystick, a game controller, etc.

在一些实施例中,电子设备110可以基于按压460的动作属性来确定对象130被投掷的投掷力量或投掷速度。具体地,电子设备110可以基于按压460的按压位置来确定是增大还是减小投掷力量或投掷速度。In some embodiments, the electronic device 110 may determine the throwing force or throwing speed of the object 130 based on the action attribute of the press 460. Specifically, the electronic device 110 may determine whether to increase or decrease the throwing force or throwing speed based on the pressing position of the press 460.

以图4作为示例,电子设备110可以确定按压460的按压位置是第一区域440还是第二区域450。示例性地,电子设备110可以确定按压460的按压位置为第一区域440时,增大投掷力量或投掷速度。备选地,电子设备110可以确定按压460的按压位置为第二区域450,降低投掷力量或投掷速度。以图4作为示例,电子设备110例如可以基于按压460的按压位置为第二区域450而确定降低投掷力量或投掷速度。Taking FIG. 4 as an example, the electronic device 110 may determine whether the pressing position of the pressing 460 is the first area 440 or the second area 450. Exemplarily, the electronic device 110 may determine that when the pressing position of the pressing 460 is the first area 440, the throwing force or throwing speed is increased. Alternatively, the electronic device 110 may determine that the pressing position of the pressing 460 is the second area 450, and reduce the throwing force or throwing speed. Taking FIG. 4 as an example, the electronic device 110 may determine to reduce the throwing force or throwing speed based on the pressing position of the pressing 460 being the second area 450.

在一些实施例中,电子设备110可以设定对象130被投掷的初始投掷力量或初始投掷速度(其例如可以对应于初始投掷轨迹,例如投掷轨迹150),并基于按压460来对投掷力量或投掷速度进行调整。In some embodiments, the electronic device 110 can set an initial throwing force or an initial throwing speed at which the object 130 is thrown (which can, for example, correspond to an initial throwing trajectory, such as the throwing trajectory 150 ), and adjust the throwing force or the throwing speed based on the press 460 .

在一些实施例中,电子设备110可以进一步确定按压460的时长或频次,并基于时长或频次来确定对投掷力量或投掷速度的调整幅度。以图4作为示例,电子设备110可以确定按压460(例如,长按)的时长,并进而确定对投掷力量或投掷速度的减小程度。In some embodiments, the electronic device 110 can further determine the duration or frequency of pressing 460, and determine the adjustment range of the throwing force or throwing speed based on the duration or frequency. Taking Figure 4 as an example, the electronic device 110 can determine the duration of pressing 460 (e.g., long pressing), and then determine the degree of reduction of the throwing force or throwing speed.

备选地,电子设备110也可以通过确定按压460(例如,短时间内多次按压)的频次,并进而确定对投掷力量或投掷速度的减小程度。在一些实施例中,按压460的幅度或速度可以用于确定投掷力量或投掷速度被减小的百分比或者绝对量。Alternatively, the electronic device 110 can also determine the frequency of pressing 460 (e.g., multiple pressings in a short period of time), and then determine the degree of reduction of the throwing force or throwing speed. In some embodiments, the amplitude or speed of pressing 460 can be used to determine the percentage or absolute amount by which the throwing force or throwing speed is reduced.

在一些实施例中,如图4所示,电子设备110还可以在界面410中呈现与调整后的投掷力量或投掷速度相对应的投掷轨迹,例如,投掷轨迹470。如图4所示,投掷轨迹470例如可以对应于比初始投掷轨迹150更近的投掷落点。In some embodiments, as shown in FIG4 , the electronic device 110 may also present a throwing trajectory corresponding to the adjusted throwing force or throwing speed in the interface 410, for example, a throwing trajectory 470. As shown in FIG4 , the throwing trajectory 470 may correspond to a throwing point closer than the initial throwing trajectory 150, for example.

在一些实施例中,在完成对于投掷力量或投掷速度的调整后,电子设备110例如可以检测针对投掷控件140的释放,并基于所确定的投掷力量或投掷速度来控制虚拟对象130在虚拟环境中的投掷。In some embodiments, after completing the adjustment of the throwing force or throwing speed, the electronic device 110 can, for example, detect the release of the throwing control 140 and control the throwing of the virtual object 130 in the virtual environment based on the determined throwing force or throwing speed.

基于以上描述的过程,本公开的实施例可以利用长按与手指捏合操作的结合来更为精准地控制投掷过程,这也更加符合大部分人们的双手交互习惯。Based on the process described above, the embodiments of the present disclosure can utilize a combination of long press and finger pinching operations to more accurately control the throwing process, which is more in line with the two-handed interaction habits of most people.

在一些实施例中,电子设备110还可以支持对于投掷力量或投掷速度的多次调整操作。示例性地,例如在图4所示的示例场景400中,在按压460完成后,针对投掷控件140的第一交互仍未结束。示例性地,电子设备110可以持续检测到针对投掷控件140的按压420。In some embodiments, the electronic device 110 may also support multiple adjustment operations for the throwing force or throwing speed. For example, in the example scenario 400 shown in FIG. 4 , after the pressing 460 is completed, the first interaction with the throwing control 140 is not yet completed. For example, the electronic device 110 may continue to detect the pressing 420 for the throwing control 140.

进一步地,电子设备110可以接收针对调整控件430的新的按压,并进一步基于新的按压的按压位置、时长或频次来对投掷力量或投掷速度进行进一步的调整。Furthermore, the electronic device 110 may receive a new press on the adjustment control 430, and further adjust the throwing force or throwing speed based on the press position, duration, or frequency of the new press.

应当理解,新的滑动的按压位置例如可以与按压460不同或者相同。由此,在先前投掷力量或投掷速度的基础上,进一步对投掷力量或投掷速度进行调制。在一些实施例中,电子设备110可以在针对投掷控件140的第一交互被保持期间,检测多次按压动作,并基于多次手势动作来对投掷力量或投掷速度进行迭代地调整和优化。由此,本公开的实施例可以实现更加精细的投掷控制。It should be understood that the new sliding pressing position may be different from or the same as pressing 460, for example. Thus, based on the previous throwing force or throwing speed, the throwing force or throwing speed is further modulated. In some embodiments, the electronic device 110 may detect multiple pressing actions during the period when the first interaction with the throwing control 140 is maintained, and iteratively adjust and optimize the throwing force or throwing speed based on multiple gesture actions. Thus, the embodiments of the present disclosure can achieve more sophisticated throwing control.

示例过程Example Process

图5示出了根据本公开的一些实施例的对象控制的过程500的流程图。示例性地,过程500可以由图1的电子设备110独立实现,或者由电子设备110与其他计算设备的组合来实现。为了方便讨论,将结合图1来描述过程500。FIG5 shows a flowchart of a process 500 of object control according to some embodiments of the present disclosure. Exemplarily, the process 500 may be implemented independently by the electronic device 110 of FIG1 , or by a combination of the electronic device 110 and other computing devices. For ease of discussion, the process 500 will be described in conjunction with FIG1 .

如图5所示,在框510,计算设备110呈现包括投掷控件的界面,投掷控件与在虚拟环境中对虚拟对象的投掷动作相关联。As shown in FIG. 5 , at block 510 , computing device 110 presents an interface including throwing controls associated with a throwing action of a virtual object in a virtual environment.

在框520,响应于对投掷控件的第一交互,计算设备110检测独立于投掷控件的第二交互。At block 520 , in response to the first interaction with the throwing control, computing device 110 detects a second interaction independent of the throwing control.

在框530,响应于接收到第二交互,计算设备110基于第二交互的属性确定用于虚拟对象的投掷力量或投掷速度。In block 530 , in response to receiving the second interaction, computing device 110 determines a throwing force or a throwing speed for the virtual object based on attributes of the second interaction.

在框540,计算设备110基于投掷力量或投掷速度控制虚拟对象在虚拟环境中的投掷。At block 540 , the computing device 110 controls the throwing of the virtual object in the virtual environment based on the throwing force or the throwing speed.

在一些实施例中,检测独立于投掷控件的第二交互包括:在对投掷控件的第一交互的持续期间,检测独立于投掷控件的第二交互。In some embodiments, detecting the second interaction independent of the throwing control includes: during the duration of the first interaction with the throwing control, detecting the second interaction independent of the throwing control.

在一些实施例中,基于第二交互的属性确定用于虚拟对象的投掷力量或投掷速度包括:基于第二交互的第一属性,确定针对投掷力量或投掷速度的第一调整;在对投掷控件的第一交互的持续期间,检测独立于投掷控件的第三交互;基于第三交互的第二属性,确定针对投掷力量或投掷速度的第二调整;以及基于第一调整和第二调整,确定用于虚拟对象的投掷力量或投掷速度。In some embodiments, determining a throwing force or throwing speed for a virtual object based on an attribute of a second interaction includes: determining a first adjustment to the throwing force or throwing speed based on a first attribute of the second interaction; detecting a third interaction independent of the throwing control during the duration of the first interaction with the throwing control; determining a second adjustment to the throwing force or throwing speed based on a second attribute of the third interaction; and determining the throwing force or throwing speed for the virtual object based on the first adjustment and the second adjustment.

在一些实施例中,界面由显示设备呈现,并且其中检测独立于投掷控件的第二交互包括:检测在显示设备上或者在显示设备的预定距离内发生的第一预定手势。In some embodiments, the interface is presented by a display device, and wherein detecting a second interaction independent of throwing the control includes detecting a first predetermined gesture occurring on the display device or within a predetermined distance of the display device.

在一些实施例中,第一预定手势包括手指捏合,并且其中基于第二交互的属性确定用于虚拟对象的投掷力量或投掷速度包括:基于手指捏合以下至少一个属性来确定投掷力量或投掷速度:捏合方向,捏合速度,捏合幅度。In some embodiments, the first predetermined gesture includes a finger pinch, and wherein determining the throwing force or throwing speed for the virtual object based on the attributes of the second interaction includes: determining the throwing force or throwing speed based on at least one of the following attributes of the finger pinch: pinch direction, pinch speed, pinch amplitude.

在一些实施例中,确定虚拟对象被投掷的投掷力量或投掷速度包括:响应于确定捏合方向为第一方向,增大投掷力量或投掷速度;以及响应于确定捏合方向为第二方向,减小投掷力量或投掷速度,其中投掷力量或投掷速度被增大和减小的幅度与捏合速度或捏合幅度相关。In some embodiments, determining the throwing force or throwing speed of the virtual object being thrown includes: increasing the throwing force or throwing speed in response to determining that the pinch direction is a first direction; and reducing the throwing force or throwing speed in response to determining that the pinch direction is a second direction, wherein the magnitude by which the throwing force or throwing speed is increased and decreased is related to the pinch speed or pinch magnitude.

在一些实施例中,检测独立于投掷控件的第二交互包括:响应于对投掷控件的第一交互,在界面的预定区域呈现不同于投掷控件的调整控件;以及检测对调整控制控件的第二交互。In some embodiments, detecting a second interaction independent of the throwing control includes: in response to the first interaction with the throwing control, presenting an adjustment control different from the throwing control in a predetermined area of the interface; and detecting the second interaction with the adjustment control.

在一些实施例中,检测对调整控制控件的第二交互包括:检测与调整控件相关联的第二预定手势。In some embodiments, detecting a second interaction with the adjustment control comprises detecting a second predetermined gesture associated with the adjustment control.

在一些实施例中,第二预定手势包括与调整控件相关联的滑动,并且其中确定虚拟对象被投掷的投掷力量或投掷速度包括:响应于确定滑动的滑动方向为第三方向,增大投掷力量或投掷速度;以及响应于确定滑动的滑动方向为第四方向,减小投掷力量或投掷速度,其中投掷力量或投掷速度被增大和减小的幅度与滑动的速度或幅度相关。In some embodiments, the second predetermined gesture includes a slide associated with the adjustment control, and wherein determining the throwing force or throwing speed at which the virtual object is thrown includes: increasing the throwing force or throwing speed in response to determining that the sliding direction of the slide is a third direction; and decreasing the throwing force or throwing speed in response to determining that the sliding direction of the slide is a fourth direction, wherein the magnitude by which the throwing force or throwing speed is increased and decreased is related to the speed or magnitude of the slide.

在一些实施例中,第二预定手势包括与调整控件相关联的按压,并且其中确定虚拟对象被投掷的投掷力量或投掷速度包括:响应于确定按压的按压位置为调整控件的第一区域,增大投掷力量或投掷速度;以及响应于确定按压的按压位置为调整控件的第二区域,减小投掷力量或投掷速度,其中投掷力量或投掷速度被增大和减小的幅度与按压的时长或频次相关。In some embodiments, the second predetermined gesture includes a press associated with an adjustment control, and wherein determining a throwing force or a throwing speed at which the virtual object is thrown includes: increasing the throwing force or the throwing speed in response to determining that the pressed position of the press is a first area of the adjustment control; and decreasing the throwing force or the throwing speed in response to determining that the pressed position of the press is a second area of the adjustment control, wherein the extent to which the throwing force or the throwing speed is increased and decreased is related to the duration or frequency of the press.

示例装置和设备Example devices and equipment

本公开的实施例还提供了用于实现上述方法或过程的相应装置。图6示出了根据本公开的一些实施例的用于对象交互的装置600的示意性结构框图。The embodiments of the present disclosure also provide corresponding devices for implementing the above methods or processes. Fig. 6 shows a schematic structural block diagram of a device 600 for object interaction according to some embodiments of the present disclosure.

如图6所示,装置600包括呈现模块610,被配置为呈现包括投掷控件的界面,投掷控件与在虚拟环境中对虚拟对象的投掷动作相关联。装置600包括检测模块620,被配置为响应于对投掷控件的第一交互,检测独立于投掷控件的第二交互。装置600还包括确定模块630,被配置为响应于接收到第二交互,基于第二交互的属性确定用于虚拟对象的投掷力量或投掷速度。此外,装置600还包括控制模块640,被配置为基于投掷力量或投掷速度控制虚拟对象在虚拟环境中的投掷。As shown in Figure 6, the device 600 includes a presentation module 610, which is configured to present an interface including a throwing control, and the throwing control is associated with the throwing action of the virtual object in the virtual environment. The device 600 includes a detection module 620, which is configured to detect a second interaction independent of the throwing control in response to a first interaction to the throwing control. The device 600 also includes a determination module 630, which is configured to determine the throwing force or throwing speed for the virtual object based on the attribute of the second interaction in response to receiving the second interaction. In addition, the device 600 also includes a control module 640, which is configured to control the throwing of the virtual object in the virtual environment based on the throwing force or throwing speed.

在一些实施例中,检测模块620还被配置为:在对投掷控件的第一交互的持续期间,检测独立于投掷控件的第二交互。In some embodiments, the detection module 620 is further configured to: during the duration of the first interaction with the throwing control, detect a second interaction independent of the throwing control.

在一些实施例中,确定模块630还被配置为:基于第二交互的第一属性,确定针对投掷力量或投掷速度的第一调整;在对投掷控件的第一交互的持续期间,检测独立于投掷控件的第三交互;基于第三交互的第二属性,确定针对投掷力量或投掷速度的第二调整;以及基于第一调整和第二调整,确定用于虚拟对象的投掷力量或投掷速度。In some embodiments, the determination module 630 is also configured to: determine a first adjustment to the throwing force or throwing speed based on a first attribute of the second interaction; detect a third interaction independent of the throwing control during the duration of the first interaction with the throwing control; determine a second adjustment to the throwing force or throwing speed based on a second attribute of the third interaction; and determine the throwing force or throwing speed for the virtual object based on the first adjustment and the second adjustment.

在一些实施例中,界面由显示设备呈现,并且检测模块620还被配置为:检测在显示设备上或者在显示设备的预定距离内发生的第一预定手势。In some embodiments, the interface is presented by a display device, and the detection module 620 is further configured to detect a first predetermined gesture occurring on the display device or within a predetermined distance of the display device.

在一些实施例中,第一预定手势包括手指捏合,并且确定模块630还被配置为:基于手指捏合以下至少一个属性来确定投掷力量或投掷速度:捏合方向,捏合速度,捏合幅度。In some embodiments, the first predetermined gesture includes pinching of fingers, and the determination module 630 is further configured to determine the throwing force or throwing speed based on at least one of the following attributes of the pinching of fingers: pinching direction, pinching speed, and pinching amplitude.

在一些实施例中,确定模块630还被配置为:响应于确定捏合方向为第一方向,增大投掷力量或投掷速度;以及响应于确定捏合方向为第二方向,减小投掷力量或投掷速度,其中投掷力量或投掷速度被增大和减小的幅度与捏合速度或捏合幅度相关。In some embodiments, the determination module 630 is also configured to: increase the throwing force or throwing speed in response to determining that the pinch direction is a first direction; and reduce the throwing force or throwing speed in response to determining that the pinch direction is a second direction, wherein the extent to which the throwing force or throwing speed is increased and decreased is related to the pinch speed or pinch amplitude.

在一些实施例中,检测模块620还被配置为:响应于对投掷控件的第一交互,在界面的预定区域呈现不同于投掷控件的调整控件;以及检测对调整控制控件的第二交互。In some embodiments, the detection module 620 is further configured to: in response to a first interaction with the throwing control, present an adjustment control different from the throwing control in a predetermined area of the interface; and detect a second interaction with the adjustment control.

在一些实施例中,检测模块620还被配置为:检测与调整控件相关联的第二预定手势,其中第二预定手势包括与调整控件相关联的滑动,并且其中确定模块630还被配置为:响应于确定滑动的滑动方向为第三方向,增大投掷力量或投掷速度;以及响应于确定滑动的滑动方向为第四方向,减小投掷力量或投掷速度,其中投掷力量或投掷速度被增大和减小的幅度与滑动的速度或幅度相关。In some embodiments, the detection module 620 is further configured to: detect a second predetermined gesture associated with the adjustment control, wherein the second predetermined gesture includes a slide associated with the adjustment control, and wherein the determination module 630 is further configured to: in response to determining that the sliding direction of the slide is a third direction, increase the throwing force or the throwing speed; and in response to determining that the sliding direction of the slide is a fourth direction, reduce the throwing force or the throwing speed, wherein the extent to which the throwing force or the throwing speed is increased and reduced is related to the speed or amplitude of the slide.

在一些实施例中,第二预定手势包括与调整控件相关联的按压,并且确定模块630还被配置为:响应于确定按压的按压位置为调整控件的第一区域,增大投掷力量或投掷速度;以及响应于确定按压的按压位置为调整控件的第二区域,减小投掷力量或投掷速度,其中投掷力量或投掷速度被增大和减小的幅度与按压的时长或频次相关。In some embodiments, the second predetermined gesture includes a press associated with an adjustment control, and the determination module 630 is further configured to: increase the throwing force or throwing speed in response to determining that the pressed position is a first area of the adjustment control; and reduce the throwing force or throwing speed in response to determining that the pressed position is a second area of the adjustment control, wherein the extent to which the throwing force or throwing speed is increased and decreased is related to the duration or frequency of the press.

装置600中所包括的单元可以利用各种方式来实现,包括软件、硬件、固件或其任意组合。在一些实施例中,一个或多个单元可以使用软件和/或固件来实现,例如存储在存储介质上的机器可执行指令。除了机器可执行指令之外或者作为替代,装置600中的部分或者全部单元可以至少部分地由一个或多个硬件逻辑组件来实现。作为示例而非限制,可以使用的示范类型的硬件逻辑组件包括现场可编程门阵列(FPGA)、专用集成电路(ASIC)、专用标准品(ASSP)、片上系统(SOC)、复杂可编程逻辑器件(CPLD),等等。The units included in the device 600 can be implemented in various ways, including software, hardware, firmware, or any combination thereof. In some embodiments, one or more units can be implemented using software and/or firmware, such as machine executable instructions stored on a storage medium. In addition to or as an alternative to machine executable instructions, some or all of the units in the device 600 can be implemented at least in part by one or more hardware logic components. As an example and not limitation, exemplary types of hardware logic components that can be used include field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), systems on chips (SOCs), complex programmable logic devices (CPLDs), and the like.

图7示出了其中可以实施本公开的一个或多个实施例的计算设备/服务器700的框图。应当理解,图7所示出的计算设备/服务器700仅仅是示例性的,而不应当构成对本文所描述的实施例的功能和范围的任何限制。7 shows a block diagram of a computing device/server 700 in which one or more embodiments of the present disclosure may be implemented. It should be understood that the computing device/server 700 shown in FIG7 is merely exemplary and should not constitute any limitation on the functionality and scope of the embodiments described herein.

如图7所示,计算设备/服务器700是通用计算设备的形式。计算设备/服务器700的组件可以包括但不限于一个或多个处理器或处理单元710、存储器720、存储设备730、一个或多个通信单元740、一个或多个输入设备760以及一个或多个输出设备760。处理单元710可以是实际或虚拟处理器并且能够根据存储器720中存储的程序来执行各种处理。在多处理器系统中,多个处理单元并行执行计算机可执行指令,以提高计算设备/服务器700的并行处理能力。As shown in Figure 7, computing device/server 700 is in the form of a general computing device. The components of computing device/server 700 may include, but are not limited to, one or more processors or processing units 710, memory 720, storage device 730, one or more communication units 740, one or more input devices 760, and one or more output devices 760. Processing unit 710 may be an actual or virtual processor and is capable of performing various processes according to a program stored in memory 720. In a multi-processor system, multiple processing units execute computer executable instructions in parallel to improve the parallel processing capabilities of computing device/server 700.

计算设备/服务器700通常包括多个计算机存储介质。这样的介质可以是计算设备/服务器700可访问的任何可以获得的介质,包括但不限于易失性和非易失性介质、可拆卸和不可拆卸介质。存储器720可以是易失性存储器(例如寄存器、高速缓存、随机访问存储器(RAM))、非易失性存储器(例如,只读存储器(ROM)、电可擦除可编程只读存储器(EEPROM)、闪存)或它们的某种组合。存储设备730可以是可拆卸或不可拆卸的介质,并且可以包括机器可读介质,诸如闪存驱动、磁盘或者任何其他介质,其可以能够用于存储信息和/或数据(例如用于训练的训练数据)并且可以在计算设备/服务器700内被访问。The computing device/server 700 typically includes a plurality of computer storage media. Such media may be any available media accessible to the computing device/server 700, including but not limited to volatile and non-volatile media, removable and non-removable media. The memory 720 may be a volatile memory (e.g., registers, caches, random access memory (RAM)), a non-volatile memory (e.g., a read-only memory (ROM), an electrically erasable programmable read-only memory (EEPROM), flash memory), or some combination thereof. The storage device 730 may be a removable or non-removable medium, and may include a machine-readable medium, such as a flash drive, a disk, or any other medium, which may be capable of being used to store information and/or data (e.g., training data for training) and may be accessed within the computing device/server 700.

计算设备/服务器700可以进一步包括另外的可拆卸/不可拆卸、易失性/非易失性存储介质。尽管未在图7中示出,可以提供用于从可拆卸、非易失性磁盘(例如“软盘”)进行读取或写入的磁盘驱动和用于从可拆卸、非易失性光盘进行读取或写入的光盘驱动。在这些情况中,每个驱动可以由一个或多个数据介质接口被连接至总线(未示出)。存储器720可以包括计算机程序产品725,其具有一个或多个程序模块,这些程序模块被配置为执行本公开的各种实施例的各种方法或动作。The computing device/server 700 may further include additional removable/non-removable, volatile/non-volatile storage media. Although not shown in FIG. 7 , a disk drive for reading or writing from a removable, non-volatile disk (e.g., a “floppy disk”) and an optical drive for reading or writing from a removable, non-volatile optical disk may be provided. In these cases, each drive may be connected to a bus (not shown) by one or more data media interfaces. The memory 720 may include a computer program product 725 having one or more program modules configured to perform various methods or actions of various embodiments of the present disclosure.

通信单元740实现通过通信介质与其他计算设备进行通信。附加地,计算设备/服务器700的组件的功能可以以单个计算集群或多个计算机器来实现,这些计算机器能够通过通信连接进行通信。因此,计算设备/服务器700可以使用与一个或多个其他服务器、网络个人计算机(PC)或者另一个网络节点的逻辑连接来在联网环境中进行操作。The communication unit 740 enables communication with other computing devices via a communication medium. Additionally, the functions of the components of the computing device/server 700 can be implemented in a single computing cluster or multiple computing machines that can communicate via a communication connection. Thus, the computing device/server 700 can operate in a networked environment using a logical connection with one or more other servers, a network personal computer (PC), or another network node.

输入设备750可以是一个或多个输入设备,例如鼠标、键盘、追踪球等。输出设备760可以是一个或多个输出设备,例如显示器、扬声器、打印机等。计算设备/服务器700还可以根据需要通过通信单元740与一个或多个外部设备(未示出)进行通信,外部设备诸如存储设备、显示设备等,与一个或多个使得用户与计算设备/服务器700交互的设备进行通信,或者与使得计算设备/服务器700与一个或多个其他计算设备通信的任何设备(例如,网卡、调制解调器等)进行通信。这样的通信可以经由输入/输出(I/O)接口(未示出)来执行。Input device 750 may be one or more input devices, such as a mouse, keyboard, trackball, etc. Output device 760 may be one or more output devices, such as a display, speaker, printer, etc. Computing device/server 700 may also communicate with one or more external devices (not shown) as needed, such as storage devices, display devices, etc., with one or more devices that enable a user to interact with computing device/server 700, or with any device that enables computing device/server 700 to communicate with one or more other computing devices (e.g., a network card, a modem, etc.) through communication unit 740. Such communication may be performed via an input/output (I/O) interface (not shown).

根据本公开的示例性实现方式,提供了一种计算机可读存储介质,其上存储有一条或多条计算机指令,其中一条或多条计算机指令被处理器执行以实现上文描述的方法。According to an exemplary implementation of the present disclosure, a computer-readable storage medium is provided, on which one or more computer instructions are stored, wherein the one or more computer instructions are executed by a processor to implement the method described above.

这里参照根据本公开实现的方法、装置(系统)和计算机程序产品的流程图和/或框图描述了本公开的各个方面。应当理解,流程图和/或框图的每个方框以及流程图和/或框图中各方框的组合,都可以由计算机可读程序指令实现。Various aspects of the present disclosure are described herein with reference to the flowcharts and/or block diagrams of the methods, devices (systems) and computer program products implemented according to the present disclosure. It should be understood that each box in the flowchart and/or block diagram and the combination of each box in the flowchart and/or block diagram can be implemented by computer-readable program instructions.

这些计算机可读程序指令可以提供给通用计算机、专用计算机或其他可编程数据处理装置的处理单元,从而生产出一种机器,使得这些指令在通过计算机或其他可编程数据处理装置的处理单元执行时,产生了实现流程图和/或框图中的一个或多个方框中规定的功能/动作的装置。也可以把这些计算机可读程序指令存储在计算机可读存储介质中,这些指令使得计算机、可编程数据处理装置和/或其他设备以特定方式工作,从而,存储有指令的计算机可读介质则包括一个制造品,其包括实现流程图和/或框图中的一个或多个方框中规定的功能/动作的各个方面的指令。These computer-readable program instructions can be provided to a processing unit of a general-purpose computer, a special-purpose computer, or other programmable data processing device, thereby producing a machine, so that when these instructions are executed by the processing unit of the computer or other programmable data processing device, a device that implements the functions/actions specified in one or more boxes in the flowchart and/or block diagram is generated. These computer-readable program instructions can also be stored in a computer-readable storage medium, and these instructions cause the computer, programmable data processing device, and/or other equipment to work in a specific manner, so that the computer-readable medium storing the instructions includes a manufactured product, which includes instructions for implementing various aspects of the functions/actions specified in one or more boxes in the flowchart and/or block diagram.

也可以把计算机可读程序指令加载到计算机、其他可编程数据处理装置、或其他设备上,使得在计算机、其他可编程数据处理装置或其他设备上执行一系列操作步骤,以产生计算机实现的过程,从而使得在计算机、其他可编程数据处理装置、或其他设备上执行的指令实现流程图和/或框图中的一个或多个方框中规定的功能/动作。Computer-readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device so that a series of operating steps are performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby causing the instructions executed on the computer, other programmable data processing apparatus, or other device to implement the functions/actions specified in one or more boxes in the flowchart and/or block diagram.

附图中的流程图和框图显示了根据本公开的多个实现的系统、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段或指令的一部分,模块、程序段或指令的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个连续的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程图中的方框的组合,可以用执行规定的功能或动作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。The flow chart and block diagram in the accompanying drawings show the possible architecture, function and operation of the system, method and computer program product according to multiple implementations of the present disclosure. In this regard, each square box in the flow chart or block diagram can represent a part of a module, program segment or instruction, and a part of a module, program segment or instruction includes one or more executable instructions for realizing the logical function of the specification. In some implementations as replacements, the function marked in the square box can also occur in a sequence different from that marked in the accompanying drawings. For example, two continuous square boxes can actually be executed substantially in parallel, and they can sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each square box in the block diagram and/or flow chart, and the combination of the square boxes in the block diagram and/or flow chart can be realized by a special hardware-based system that performs the function or action of the specification, or can be realized by a combination of special hardware and computer instructions.

以上已经描述了本公开的各实现,上述说明是示例性的,并非穷尽性的,并且也不限于所公开的各实现。在不偏离所说明的各实现的范围和精神的情况下,对于本技术领域的普通技术人员来说许多修改和变更都是显而易见的。本文中所用术语的选择,旨在最好地解释各实现的原理、实际应用或对市场中的技术的改进,或者使本技术领域的其他普通技术人员能理解本文公开的各实现。The above descriptions of various implementations of the present disclosure are exemplary, non-exhaustive, and not limited to the disclosed implementations. Many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the described implementations. The selection of terms used herein is intended to best explain the principles of the implementations, practical applications, or improvements to the technology in the marketplace, or to enable other persons of ordinary skill in the art to understand the implementations disclosed herein.

Claims (13)

Translated fromChinese
1.一种对象交互的方法,包括:1. A method for object interaction, comprising:呈现包括投掷控件的界面,所述投掷控件与在虚拟环境中对虚拟对象的投掷动作相关联;presenting an interface including a throwing control associated with a throwing action of a virtual object in a virtual environment;响应于对所述投掷控件的第一交互,检测独立于所述投掷控件的第二交互;In response to a first interaction with the throwing control, detecting a second interaction independent of the throwing control;响应于接收到所述第二交互,基于所述第二交互的属性确定用于所述虚拟对象的投掷力量或投掷速度;以及In response to receiving the second interaction, determining a throwing force or a throwing speed for the virtual object based on attributes of the second interaction; and基于所述投掷力量或投掷速度控制所述虚拟对象在所述虚拟环境中的投掷。The throwing of the virtual object in the virtual environment is controlled based on the throwing force or the throwing speed.2.根据权利要求1所述的方法,其中检测独立于所述投掷控件的第二交互包括:2. The method of claim 1 , wherein detecting a second interaction independent of the throwing control comprises:在对所述投掷控件的所述第一交互的持续期间,检测独立于所述投掷控件的第二交互。During the duration of the first interaction with the throwing control, a second interaction independent of the throwing control is detected.3.根据权利要求2所述的方法,其中基于所述第二交互的属性确定用于所述虚拟对象的投掷力量或投掷速度包括:3. The method of claim 2, wherein determining a throwing force or a throwing speed for the virtual object based on the attribute of the second interaction comprises:基于所述第二交互的第一属性,确定针对投掷力量或投掷速度的第一调整;determining a first adjustment to throwing power or throwing speed based on a first attribute of the second interaction;在对所述投掷控件的所述第一交互的持续期间,检测独立于所述投掷控件的第三交互;During the duration of the first interaction with the throwing control, detecting a third interaction independent of the throwing control;基于所述第三交互的第二属性,确定针对投掷力量或投掷速度的第二调整;以及determining a second adjustment to throwing power or throwing velocity based on a second attribute of the third interaction; and基于所述第一调整和所述第二调整,确定用于所述虚拟对象的所述投掷力量或投掷速度。Based on the first adjustment and the second adjustment, the throwing force or throwing speed for the virtual object is determined.4.根据权利要求1所述的方法,其中所述界面由显示设备呈现,并且其中检测独立于所述投掷控件的第二交互包括:4. The method of claim 1 , wherein the interface is presented by a display device, and wherein detecting a second interaction independent of the throwing control comprises:检测在所述显示设备上或者在所述显示设备的预定距离内发生的第一预定手势。A first predetermined gesture occurring on the display device or within a predetermined distance of the display device is detected.5.根据权利要求4所述的方法,其中所述第一预定手势包括手指捏合,并且其中基于所述第二交互的属性确定用于所述虚拟对象的投掷力量或投掷速度包括:5. The method of claim 4, wherein the first predetermined gesture comprises a finger pinch, and wherein determining a throwing force or a throwing speed for the virtual object based on the attributes of the second interaction comprises:基于所述手指捏合以下至少一个属性来确定所述投掷力量或投掷速度:捏合方向,捏合速度,捏合幅度。The throwing force or throwing speed is determined based on at least one of the following attributes of the finger pinch: pinch direction, pinch speed, and pinch amplitude.6.根据权利要求5所述的方法,其中确定所述虚拟对象被投掷的投掷力量或投掷速度包括:6. The method of claim 5, wherein determining a throwing force or a throwing speed at which the virtual object is thrown comprises:响应于确定所述捏合方向为第一方向,增大投掷力量或投掷速度;以及In response to determining that the pinching direction is the first direction, increasing the throwing force or the throwing speed; and响应于确定所述捏合方向为第二方向,减小所述投掷力量或投掷速度,In response to determining that the pinching direction is the second direction, reducing the throwing force or throwing speed,其中所述投掷力量或投掷速度被增大和减小的幅度与所述捏合速度或捏合幅度相关。The extent to which the throwing force or throwing speed is increased or decreased is related to the kneading speed or kneading amplitude.7.根据权利要求1所述的方法,其中检测独立于所述投掷控件的第二交互包括:7. The method of claim 1 , wherein detecting a second interaction independent of the throwing control comprises:响应于对所述投掷控件的所述第一交互,在所述界面的预定区域呈现不同于所述投掷控件的调整控件;以及In response to the first interaction with the throwing control, presenting an adjustment control different from the throwing control in a predetermined area of the interface; and检测对所述调整控件的所述第二交互。The second interaction with the adjustment control is detected.8.根据权利要求7所述的方法,其中检测对所述调整控件的所述第二交互包括:检测与所述调整控件相关联的第二预定手势。8 . The method of claim 7 , wherein detecting the second interaction with the adjustment control comprises detecting a second predetermined gesture associated with the adjustment control.9.根据权利要求8所述的方法,其中所述第二预定手势包括与所述调整控件相关联的滑动,并且其中确定所述虚拟对象被投掷的投掷力量或投掷速度包括:9. The method of claim 8, wherein the second predetermined gesture comprises a swipe associated with the adjustment control, and wherein determining a throwing force or a throwing speed at which the virtual object is thrown comprises:响应于确定所述滑动的滑动方向为第三方向,增大投掷力量或投掷速度;以及In response to determining that the sliding direction of the slide is the third direction, increasing the throwing force or the throwing speed; and响应于确定所述滑动的滑动方向为第四方向,减小所述投掷力量或投掷速度,In response to determining that the sliding direction of the slide is a fourth direction, reducing the throwing force or throwing speed,其中所述投掷力量或投掷速度被增大和减小的幅度与所述滑动的速度或幅度相关。The magnitude by which the throwing force or throwing speed is increased or decreased is related to the speed or magnitude of the sliding.10.根据权利要求8所述的方法,其中所述第二预定手势包括与所述调整控件相关联的按压,并且其中确定所述虚拟对象被投掷的投掷力量或投掷速度包括:10. The method of claim 8, wherein the second predetermined gesture comprises a press associated with the adjustment control, and wherein determining a throwing force or a throwing speed at which the virtual object is thrown comprises:响应于确定所述按压的按压位置为所述调整控件的第一区域,增大投掷力量或投掷速度;以及In response to determining that the pressed location is the first area of the adjustment control, increasing the throwing force or throwing speed; and响应于确定所述按压的按压位置为所述调整控件的第二区域,减小所述投掷力量或投掷速度,In response to determining that the pressed position is a second area of the adjustment control, reducing the throwing force or throwing speed,其中所述投掷力量或投掷速度被增大和减小的幅度与所述按压的时长或频次相关。The extent to which the throwing force or throwing speed is increased or decreased is related to the duration or frequency of the pressing.11.一种对象交互的装置,包括:11. An object interaction device, comprising:呈现模块,被配置为呈现包括投掷控件的界面,所述投掷控件与在虚拟环境中对虚拟对象的投掷动作相关联;a presentation module configured to present an interface including a throwing control associated with a throwing action of a virtual object in a virtual environment;检测模块,被配置为响应于对所述投掷控件的第一交互,检测独立于所述投掷控件的第二交互;a detection module configured to detect, in response to a first interaction with the throwing control, a second interaction independent of the throwing control;确定模块,被配置为响应于接收到所述第二交互,基于所述第二交互的属性确定用于所述虚拟对象的投掷力量或投掷速度;以及a determination module configured to determine, in response to receiving the second interaction, a throwing force or a throwing speed for the virtual object based on an attribute of the second interaction; and控制模块,被配置为基于所述投掷力量或投掷速度控制所述虚拟对象在所述虚拟环境中的投掷。A control module is configured to control the throwing of the virtual object in the virtual environment based on the throwing force or the throwing speed.12.一种电子设备,包括:12. An electronic device, comprising:至少一个处理单元;以及at least one processing unit; and至少一个存储器,所述至少一个存储器被耦合到所述至少一个处理单元并且存储用于由所述至少一个处理单元执行的指令,所述指令在由所述至少一个处理单元执行时使所述设备执行根据权利要求1至10中任一项所述的方法。At least one memory, the at least one memory being coupled to the at least one processing unit and storing instructions for execution by the at least one processing unit, the instructions causing the device to perform the method according to any one of claims 1 to 10 when executed by the at least one processing unit.13.一种计算机可读存储介质,其上存储有计算机程序,所述程序被处理器执行时实现根据权利要求1至10中任一项所述的方法。13. A computer-readable storage medium having a computer program stored thereon, wherein when the program is executed by a processor, the method according to any one of claims 1 to 10 is implemented.
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