WO2024255598A1 - Procédé et appareil pour générer un composant dans une scène de jeu, support de stockage et dispositif électronique - Google Patents
Procédé et appareil pour générer un composant dans une scène de jeu, support de stockage et dispositif électronique Download PDFInfo
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- WO2024255598A1 WO2024255598A1 PCT/CN2024/096125 CN2024096125W WO2024255598A1 WO 2024255598 A1 WO2024255598 A1 WO 2024255598A1 CN 2024096125 W CN2024096125 W CN 2024096125W WO 2024255598 A1 WO2024255598 A1 WO 2024255598A1
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02P—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
- Y02P90/00—Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
- Y02P90/02—Total factory control, e.g. smart factories, flexible manufacturing systems [FMS] or integrated manufacturing systems [IMS]
Definitions
- the present disclosure relates to the field of computer graphics technology, and in particular to a component generation method in a game scene, a component generation device in a game scene, a computer-readable storage medium, and an electronic device.
- a game scene is usually composed of a certain number of components (or models), each of which may be an object or a person in the game scene. Modeling and editing objects or people in the game scene is one of the main tasks in building a game scene.
- modeling and editing in game scenes mainly rely on manual operations by relevant personnel.
- the generation process of a single component generally includes: manually editing the shape, adjusting the size, position, rendering color, texture, etc., and finally generating the required component. This method consumes high manpower and time costs and is inefficient.
- the present disclosure provides a component generation method in a game scene, a component generation device in a game scene, a computer-readable storage medium, and an electronic device.
- a method for generating components in a game scene comprising: displaying a graphical user interface provided by running a game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, the scene component selection controls being used to respond to and generate corresponding scene components in the game editing scene according to operation instructions; obtaining an object element target type and an object element parameter set for at least one object element, wherein the object element is an element among a plurality of different object elements constituting a target object, the object element comprises at least one object element type, the object element target type is a type among the at least one object element type, and object elements corresponding to different object element types have different style forms; determining information on a scene component combination of an object element corresponding to the object element target type according to the object element parameters, wherein the scene component combination comprises at least one scene component; generating scene components in the scene component combination in the game editing scene based on the information on the scene component combination, to
- a component generation device in a game scene comprising: a graphical user interface processing module, configured to display a graphical user interface provided by running a game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, the scene component selection controls being used to respond to and generate corresponding scene components in the game editing scene according to an operation instruction; an information acquisition module, configured to acquire an object element target type and an object element parameter set for at least one object element, wherein the object element is an element among a plurality of different object elements constituting a target object, the object element comprises at least one object element type, the object element target type is a type among the at least one object element type, and object elements corresponding to different object element types have different style forms; a scene component combination determination module, configured to determine information of a scene component combination of an object element corresponding to the object element target type according to the object element parameters, wherein the scene component combination comprises at least one scene component; and
- a computer-readable storage medium on which a computer program is stored.
- the computer program is executed by a processor, the component generation method in the game scene of the first aspect and its possible implementation methods are implemented.
- an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the component generation method in the game scene of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.
- FIG1 is a schematic diagram showing a game editing scene according to one of the exemplary embodiments
- FIG2 is a schematic diagram showing a perspective of setting a game editing scene according to one of the exemplary embodiments
- FIG3A is a schematic diagram showing an observation angle of one of the exemplary embodiments.
- FIG3B is a schematic diagram showing a game perspective of one of the exemplary embodiments.
- FIG4 is a flowchart showing a method for generating components in a game scene according to one of the exemplary embodiments
- FIG5 is a schematic diagram showing a method of setting an object element target type and object element parameters according to one of the exemplary embodiments
- FIG6 shows a flowchart of determining information of a scene component according to one of the exemplary embodiments
- FIG. 7 is a schematic diagram showing a generation queue according to one of the exemplary embodiments.
- FIG8 is a schematic diagram showing a generated partial scene component according to one of the exemplary embodiments.
- FIG9 is a schematic diagram showing all scene components generated according to one of the exemplary embodiments.
- FIG10 is a schematic diagram showing a method of moving a scene component combination according to one of the exemplary embodiments
- FIG. 11 is a schematic diagram showing scaling of a scene component combination according to one of the exemplary embodiments.
- FIG. 12 is a schematic diagram showing a method of rotating a scene component combination according to one of the exemplary embodiments
- FIG13 shows a system architecture diagram of an operating environment according to one of the exemplary embodiments
- FIG14 is a schematic diagram showing the structure of a component generation device in a game scene in one of the exemplary embodiments
- FIG. 15 is a schematic structural diagram of an electronic device according to one of the present exemplary embodiments.
- an exemplary embodiment of the present disclosure provides a component generation method in a game scene, which can improve the component generation efficiency.
- a graphical user interface can be displayed by a terminal device, and the terminal device can be a mobile phone, a personal computer, a tablet computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface.
- the graphical user interface may include a screen of the terminal device running an operating system, such as a desktop, a system setting interface, an application program interface, etc.
- an operating system such as a desktop, a system setting interface, an application program interface, etc.
- a game editing scene provided by the running game program can be displayed in the graphical user interface.
- the game program may be a main game program, and a game scene editing function is provided in the main game program (such as a game editor built into the game program).
- the game editing scene can be entered.
- the game program may also be a game scene editing program associated with the main game program, such as a game editor that can run independently without relying on the main game program.
- the user can choose to create a new game scene and edit it, or can choose to edit an existing game scene.
- the game editing scene to be edited and multiple scene component selection controls can be displayed in the graphical user interface.
- the game editing scene may include the background of the scene and the generated components.
- the scene component selection controls may include controls such as "block component", "cylinder component”, “semi-cylinder component”, etc.
- This exemplary embodiment supports players to customize editing scenes. Therefore, the user in this article can refer to the game production staff (such as artists) of the game manufacturer, or it can refer to the player.
- a virtual camera may be provided in the game editing scene.
- the virtual camera is a tool in the game program that simulates a real camera to shoot the game scene.
- the virtual camera may be provided at any position in the game editing scene and shoot the game scene from any perspective. That is, the virtual camera may have any position in the game scene, and the position may be fixed or dynamically changed.
- any number of virtual cameras may be provided in the game editing scene, and different virtual cameras may shoot different game scene images.
- the game editing scene can present two different perspectives, namely the observation perspective and the game perspective.
- the observation perspective refers to observing the game editing scene from a third-person perspective.
- the user can directly control the virtual camera to move the perspective instead of controlling the game character in the game editing scene.
- the game perspective refers to observing the game editing scene from a first-person perspective.
- the user can control a certain game character in the game editing scene, and the game character can be bound to a virtual camera, that is, the positional relationship between the game character and the virtual camera is fixed, for example, the game character can be located at the focus of the virtual camera, and when the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective.
- a virtual joystick, upward or downward controls, etc. can be set in the game editing scene, and the user can move the virtual camera or move the game character by operating these controls.
- the game program provides a plurality of different scene components, as can be shown in the form of a scene component selection control in FIG. 1.
- a scene component is a virtual model that constitutes a game scene, which can be an object, a person, or a partial object or person.
- the scene components provided by the game program may include a basic scene Components and basic scene component combinations.
- Basic scene components refer to indivisible scene components, which can be regarded as the smallest unit that makes up the game scene.
- basic scene components can include block components, cuboid components, cylinder components, sphere components, etc.
- a basic scene component combination is a scene component composed of multiple basic scene components.
- a block component or a cuboid component can be combined onto the circular surface of a cylinder component to form a scene mechanism in the form of a roller, which is a combination of basic scene components.
- the game program may come with a plurality of different scene components, which may be pre-configured by artists and stored in the game program, so that players can conveniently use these scene components to edit scenes.
- the scene components can be pre-configured by the player, and the player can obtain the scene components that are not originally in the game program by modeling in the game editing scene or other editing interfaces.
- the scene components configured by the player may include basic scene components and basic scene component combinations. For example, if the player sets a scene component as an indivisible whole when configuring it, the scene component is a basic scene component, otherwise it is a basic scene component combination.
- the scene components configured by the player can be used only by the player himself, or they can be shared with other players.
- one or more information such as the size, position, direction, color, texture, and shape of the scene components can be configured.
- users can directly call the configured information, which is very convenient and efficient.
- users can also adjust the configured information in the scene components, such as adjusting one or more of the above information to make it more in line with their needs and preferences.
- FIG4 shows an exemplary process of a component generation method in a game scene, which may include the following steps S410 to S440:
- Step S410 displaying a graphical user interface provided by running the game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, wherein the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to the operation instructions;
- Step S420 obtaining an object element target type and object element parameters set for at least one object element, wherein the object element is an element among a plurality of different object elements constituting a target object, the object element includes at least one object element type, the object element target type is a type among the at least one object element type, and object elements corresponding to different object element types have different style forms;
- Step S430 determining information of a scene component combination of an object element corresponding to a target type of the object element according to the object element parameter, wherein the scene component combination includes at least one scene component;
- Step S440 generating scene components in the scene component combination in the game editing scene based on the information of the scene component combination, to form a scene component combination corresponding to the target object.
- the target object is the object that the user wants to model, such as flowers, trees, vehicles (vehicles, airplanes, etc.), rollers, buildings, etc.
- the scene component combination has a corresponding relationship with the target object, and the corresponding relationship can be reflected in that the scene component combination has the appearance of the target object, or it can be reflected in that the scene component combination is a virtual model finally generated in response to the instructions for setting the object element target type and object element parameters of the object element in the target object, that is, the scene component combination is the result of modeling the target object.
- the scene component combination is a combined virtual model formed by multiple scene components, and the scene component combination itself can be regarded as a model in the game scene.
- a solution is provided for quickly generating a scene component combination corresponding to a target object by setting an object element target type and an object element parameter, without the need for manual editing by the user, which greatly reduces the manpower and time costs and improves the efficiency of component generation.
- the user can set the object element target type and object element parameter for at least one object element in the target object according to his or her own needs and preferences to control the shape, color, size and other information of the scene component combination finally generated, so as to be able to perform diversified modeling in the game scene and meet the personalized needs of the user.
- step S410 a graphical user interface provided by running the game program is displayed, and a game editing scene to be edited and multiple scene component selection controls are displayed in the graphical user interface.
- the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to operation instructions.
- the game editing scene to be edited can be a newly created game editing scene or a stored game editing scene.
- the scene component selection control can be as shown in Figure 1, but is not limited to the scene component type shown in Figure 1.
- the corresponding scene component can be generated in the game editing scene.
- the user can press and hold the "block component" control and drag it to the game editing scene to generate the corresponding block component in the game editing scene. Then, the user can also edit and adjust the size, position, direction, color, texture, shape, etc. of the block component.
- step S420 the object element target type and object element parameters set for at least one object element are obtained, wherein the object element is an element among multiple different object elements that constitute the target object, the object element includes at least one object element type, the object element target type is a type among at least one object element type, and object elements corresponding to different object element types have different style forms.
- the target object is usually composed of multiple different object elements.
- a flower is composed of petals, stamens, flower stems, and leaves;
- a tree is composed of trunks, branches, and leaves;
- a vehicle is composed of a body and wheels.
- the object element may include at least one object element type, and the object elements corresponding to different object element types have different styles and forms.
- the petals include 4 petal types (i.e., object element types), and the petals corresponding to different petal types have different styles and forms.
- the shapes of the 4 petal types are respectively circular, elliptical, rhombus, and long strip.
- FIG5 also shows that the stamens include 4 stamen types (i.e., object element types), and the stamens corresponding to different stamen types also have different styles and forms.
- the object element types of the object elements may be pre-configured by the game program, such as the artist may pre-configure a plurality of object element types for the object elements, and store the information of the object element types.
- the object element types may be pre-configured by the player, and the information of the object element types may be stored, i.e., the game program may support the player to customize the information of the object element types, and store the information as reusable information, such as the 4 petal types in FIG5 may be the petal types pre-configured by the player.
- the player When the player is modeling or editing a component, the player may select the object element target type from the pre-configured object element types, and the game program may call the information of the object element target type for modeling, which is very convenient.
- Object element parameters are quantitative information that characterizes one or more attributes of an object element, such as color, size, structural parameters, morphological parameters, etc.
- FIG5 shows object element parameters of two object elements, petals and stamens, such as petal color, stamen color, petal angle (degrees), number of petal layers, number of petals per layer, etc.
- the obtaining of the object element target type and object element parameters set for at least one object element may include the following steps:
- a plurality of pre-configured object element types are provided, and an object element type selected from the plurality of pre-configured object element types is determined as the object element target type of the object element to be set; the object element to be set is an object element of the at least one object element mentioned above;
- a parameter setting control is provided for the object element to be set, and the object element parameters of the object element to be set are determined according to the user's operation on the parameter setting control.
- a variety of pre-configured petal types can be provided in the editing interface, and the user selects a petal type from them and uses it as the target type of the object element of the petal (i.e., the target petal type).
- one or more parameter setting controls for the petals can also be provided in the editing interface, such as the petal color setting control, the petal angle setting control, etc. in FIG5 , and the user can operate these controls to set the desired object element parameters (i.e., petal parameters).
- the relevant setting contents of the object element target type and the object element parameters are presented in a visual manner, which is convenient for the user to perform setting operations.
- the object element target type and object element parameters may also be automatically set by the game program.
- the game program may determine the object element target type and object element parameters based on the type or style of the game scene and information about the components generated in the game scene.
- step S430 information of a scene component combination of an object element corresponding to a target type of the object element is determined according to the object element parameters, wherein the scene component combination includes at least one scene component.
- the target object is decomposed into object elements, and the modeling of the target object can be decomposed into the modeling of each object element.
- the object element can be corresponded to a scene component combination, and the scene component combination is composed of one or more scene components, and these scene components can be basic scene components or basic scene component combinations.
- all the petals in a flower are an object element, which includes petals, and each petal is a part of the object element.
- Basic scene components such as circle, ellipse, diamond, and long strip can be used as the model of each petal.
- the scene component combination of the petal object element is composed of the basic scene components corresponding to each petal.
- the information of the scene component combination that can be determined according to the object element parameters may include which scene components the scene component combination is composed of, the color, size, position, etc. of the scene component combination.
- the above-mentioned determining the information of the scene component combination of the object element corresponding to the object element target type according to the object element parameter may include the following steps S610 and S620:
- Step S610 determining a scene component in a scene component combination of an object element corresponding to the object element target type according to information pre-configured for the object element target type;
- Step S620 determining the information of the scene component combination according to the object element parameters, and determining the information of the scene component according to the information of the scene component combination.
- the scene component combination of an object element is composed of scene components.
- the appearance or structure of the scene component combination of the corresponding object elements is also different, and the types of scene components in the scene component combination are also different.
- the petals corresponding to the first petal type can be composed of circular components
- the petals corresponding to the second petal type can be composed of elliptical components.
- the scene component composition information in the corresponding scene component combination can be pre-configured for one or more object element types.
- the pre-configured information can be called to determine which scene components the scene component combination of the object element corresponding to the object element target type is composed of, and the number, positional relationship, etc. of the scene components in the scene component combination can also be determined.
- the information of the scene component combination is determined based on the object element parameters. Since the scene components in the scene component combination have been determined, the information of the scene components can be further determined based on the information of the scene component combination. Compared with the information of scene component combination, the information of scene component is specific to each scene component, which makes it easier for the game program to generate scene components according to the information of scene components, and is conducive to improving the processing efficiency of the generation process.
- the object element parameter includes the first parameter of the object element.
- the above-mentioned determining the information of the scene component combination of the object element corresponding to the object element target type according to the object element parameter may include the following steps:
- An intermediate parameter of the object element is determined according to the first parameter of the object element, and information of a scene component combination of the object element corresponding to the target type of the object element is determined according to the intermediate parameter of the object element.
- the parameter type of the first parameter of the object element is different from the parameter type in the information of the scene component combination, and the parameter type of the intermediate parameter of the object element is the same as the parameter type in the information of the scene component combination.
- the first parameter of the object element is a parameter that cannot be directly mapped to the information of the scene component combination, and it needs to be processed by rules or machine learning to obtain the intermediate parameter of the object element.
- the intermediate parameter of the object element is a parameter that can be directly mapped to the information of the scene component combination.
- the first parameter of the object element may include the object element structural parameter and the object element morphological parameter.
- the object element structural parameters of the petals among the object element parameters of the petals, the number of petal layers and the number of petals per layer are the object element structural parameters, which can characterize the structure of the petals, and the petal angle is the object element morphological parameter, which can characterize the morphology of the petals.
- the object element intermediate parameters may include the object element position parameters and the object element posture parameters.
- the position information and posture information of the scene component combination are determined according to the object element position parameters and the object element posture parameters.
- the position relationship and direction of each part in the object element can be determined, thereby obtaining the object element position parameters and the object element posture parameters.
- the position information and posture information of the scene component combination can be determined, such as the object element position parameters and the object element posture parameters can be used as the position information and posture information of the scene component combination, and the position information and posture information of each scene component in the scene component combination can also be calculated.
- this exemplary embodiment calculates the object element structural parameters and object element morphology set by the user through the object element intermediate parameters (i.e., object element position parameters and object element posture parameters), and finally determines the position information and posture information of the scene component combination, so as to accurately obtain the position and posture information required for modeling.
- object element intermediate parameters i.e., object element position parameters and object element posture parameters
- the first parameter of the object element is mapped to the information of the scene component combination.
- the parameter type of the object element parameter there is no need to consider the same parameter type as the information of the scene component combination. This allows a greater range and flexibility in setting the object element parameters. Users can set more types of object element parameters, which is conducive to improving the diversity of component generation and the convenience of users editing game scenes.
- the object element parameter includes the object element second parameter.
- the above-mentioned determining the information of the scene component combination of the object element corresponding to the object element target type according to the object element parameter may include the following steps:
- the information of the scene component combination of the object element corresponding to the target type of the object element is determined according to the second parameter of the object element.
- the parameter type of the second parameter of the object element is the same as the parameter type in the information of the scene component combination.
- the second parameter of the object element is a parameter that can be directly mapped to the information of the scene component combination.
- the second parameter of the object element may include the color and size parameters of the object element, and these parameters can be directly used as the color and size in the information of the scene component combination, or the color and size in the information of the scene component combination can be obtained through simple mapping. Therefore, there is no need to calculate the intermediate parameters of the object element, and the information of the scene component combination can be directly determined based on the second parameter of the object element. The calculation process is very simple.
- a resource quantification parameter of a scene component combination may be set.
- the resource quantification parameter characterizes the amount of game resources used by the scene component combination, and may be quantified by the number of game resources, or by the amount of data, memory, etc. of the game resources.
- the resource quantification parameter may be an exact value or a numerical range. If the resource quantification parameter is a numerical range, it indicates that the quantified value of the game resources used by the scene component combination should be within the numerical range.
- the resource quantification parameter may include the number of scene components of the scene component combination, which may be a numerical value or a numerical range, indicating the number or numerical range of scene components contained in the scene component combination. The user may set a resource quantification parameter for the scene component combination. Referring to FIG.
- the maximum number of scene components of the scene component combination (i.e., the maximum occupancy value in FIG. 5 ) may be set to 10,000, indicating that the number of scene components contained in the scene component combination does not exceed 10,000.
- the user can set resource quantification parameters for the current game scene to be edited, indicating the amount of game resources used by the game scene, and then determine the resource quantification parameters of the scene component combination based on the resource quantification parameters of the game scene.
- the resource quantification parameters of the game scene can be subtracted from the resource quantification parameters of other generated models to obtain the resource quantification parameters of the scene component combination, or the resource quantification parameters of the game scene can be multiplied by a certain ratio (indicated as the ratio of resources allocated to the scene component combination) to obtain the resource quantification parameters of the scene component combination.
- the resource quantification parameters of the scene component combination can also be automatically determined by the game program, such as by calculating the resource quantification parameters of the scene component combination based on the user's permissions, the amount of cached data in the game level, the resource status of the terminal device (such as the remaining memory), etc.
- Resource quantization parameters or first calculate the resource quantization parameters of the game scene, and then calculate the resource quantization parameters of the scene component combination based on the resource quantization parameters of the game scene.
- the target object may be a flower.
- the object elements may include one or more of petals, stamens, flower diameters, and leaves. The following uses a flower as an example to explain how to determine the information of the scene component combination when a user wants to generate a flower component.
- the at least one object element includes a petal
- the object element target type includes a target petal type, such as a petal type selected by a user from the four petal types in FIG. 5
- the object element parameters include petal parameters, such as petal color, petal angle, and other parameters set by the user in FIG. 5.
- the information of the scene component combination of the object element corresponding to the object element target type is determined according to the object element parameters, and the following steps may be included:
- the information of the scene component combination of the petals corresponding to the target petal type is determined according to the petal parameters.
- information on the scene component combination of the circular pistil corresponding to the target petal type may be determined based on the petal parameters.
- the petal parameters may include the petal angle, the number of petal layers, and the number of petals per layer.
- the above-mentioned information of the scene component combination of petals corresponding to the target petal type may include the following steps:
- the number of petals of the petals corresponding to the target petal type is determined according to the number of petal layers and the number of petals per layer. For example, the number of petal layers and the number of petals per layer may be multiplied to obtain the total number of petals.
- each layer of petals Determine the position of each layer of petals corresponding to the target petal type according to the number of petals per layer.
- each layer of petals is rotated along the center and arranged adaptively, so that it looks fuller and more uniform. The more petals per layer, the denser the arrangement.
- the position of each layer of petals can be determined according to the number of petals per layer. If the number of petals per layer is p, then each layer of petals is arranged at an angle interval of 360 degrees/p to determine the position of each petal in each layer.
- the petal posture of the petals corresponding to the target petal type is determined according to the petal opening angle and the target petal type.
- the petal opening angle can characterize the opening angle between the petal and the central axis or the opening angle between two petals in symmetrical positions, which can be used to determine the angle between the petal and the horizontal plane (such as the x-z plane).
- the petal angle can be adjusted according to the target petal type to avoid obvious interlacing between petals of different layers. Therefore, the petal posture can be determined by combining the two aspects of information, the petal opening angle and the target petal type.
- the number of scene components in the scene component combination, the position and posture of the scene components are determined based on the number of petals, the position of each layer of petals, and the posture of the petals. For example, if the model of each petal is composed of one scene component, it can be determined that the number of scene components is equal to the number of petals, and the position and posture of each scene component is equivalent to the position and posture of each petal. If the model of each petal is composed of multiple scene components, it can be determined that the number of scene components is equal to the number of petals multiplied by the number of scene components corresponding to each petal. In each petal, based on the structure and position relationship of the petal components composed of multiple scene components, the position and posture of each petal are further decomposed and calculated to obtain the position and posture of each scene component.
- the information of the scene component can be accurately calculated according to the parameters set by the user, such as the petal angle, the number of petal layers, the number of petals per layer, etc.
- the calculation process is simple, which is conducive to further improving the processing efficiency.
- the petal parameters may include petal colors.
- the above-mentioned determination of the information of the scene component combination of petals corresponding to the target petal type according to the petal parameters may include the following steps:
- the color of the scene component combination of the petals corresponding to the target petal type is determined according to the petal color.
- the color of the petals can be used as the color of the scene component combination of the petals.
- the color of the petals can be mapped to the closest preset color, and the preset color is used as the color of the scene component combination of the petals.
- the at least one object element may further include a stamen
- the object element target type may further include a target stamen type, such as a stamen type selected by a user from the four stamen types in FIG. 5
- the object element parameter may further include a stamen parameter, such as a stamen color in FIG. 5 .
- the information of the scene component combination of the object element corresponding to the object element target type may further include the following steps:
- the information of the scene component combination of the pistil corresponding to the target pistil type is determined according to the pistil parameters.
- the information of the scene component combination of the cylindrical and hemispherical combined stamen corresponding to the target petal type can be determined according to the stamen parameters.
- the pistil parameter may include pistil color.
- the above-mentioned information of the pistil scene component combination corresponding to the target pistil type may include the following steps:
- the color of the scene component combination of the pistil corresponding to the target pistil type is determined according to the pistil color.
- the color of the pistil can be used as the color of the pistil scene component combination.
- the color of the pistil can be used as the color of the scene component combination.
- the preset color is the closest one, and the preset color is used as the color of the scene component combination of the pistil.
- the petal parameter may include the number of petal layers.
- the above-mentioned determining the information of the scene component combination of the object element corresponding to the object element target type according to the object element parameter may also include the following steps:
- the size of the scene component combination of the pistil corresponding to the target pistil type is determined according to the pistil size.
- the stamen size can be determined according to the number of petal layers.
- the information of the target stamen type can also be combined to adjust the stamen size according to the target stamen type.
- the size of the scene component combination of the stamen can be determined according to the stamen size. For example, the stamen size is used as the total size of the scene component combination, and the size of each scene component in the scene component combination can also be calculated. In this way, the size information of the scene component combination of the stamen can be accurately obtained.
- At least one of the above-mentioned object elements may also include a flower diameter.
- the central axis of the petal component corresponding to the petals is collinear with the central axis of the flower diameter component corresponding to the flower diameter
- the central axis of the stamen component corresponding to the stamen is collinear with the central axis of the flower diameter component.
- the flower diameter is generally a cylindrical or quasi-cylindrical shape with a smaller cross-section, and its central axis is the axis passing through the center points of the upper and lower cross-sections.
- the central axis of the petal component can be the rotation axis of each petal rotationally arranged.
- the central axis of the stamen component can be the axis passing through the center points of the upper and lower cross-sections of the stamen. These three central axes can be in a collinear relationship, so that the entire flower has a circular structure along the central axis, which is more beautiful on the one hand, and convenient for calculating the positions of various parts in the flower on the other hand.
- a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene.
- the component generation method may further include the following steps:
- the position of the pistil component in the game editing scene is determined according to the relative position of the pistil component with respect to the flower diameter component and the position of the flower diameter component.
- the bottom endpoint or center point of the flower path component can be used as the reference point of the entire scene component combination.
- the reference point position can be determined on the optical axis of the virtual camera, and the direction of the flower path component can be determined, such as vertically upward in the current picture or at a certain angle to the plane of the current picture, so that the subsequent scene component combination has a three-dimensional sense.
- the petal component and the flower path component have a positional relationship in which the central axis is colinear
- the relative position of the petal component relative to the flower path component can be obtained.
- the relative position is superimposed on the position of the flower path component to obtain the position of the petal component in the game editing scene.
- the position of the stamen component in the game editing scene can be obtained in the same way. This makes it convenient to determine the accurate position for different scene component combinations in the scene component combination.
- step S440 scene components in the scene component combination are generated in the game editing scene based on the information of the scene component combination to form a scene component combination corresponding to the target object.
- the process of generating a scene component may include: generating a scene component object, which may be a collection of game resources of the scene component, information of the scene component (such as related parameters) and related codes; loading the scene component object in the game editing scene, which may be represented by rendering the scene component. After the scene components of all object elements of the target object are generated, a scene component combination is formed by all the scene components.
- a scene component object which may be a collection of game resources of the scene component, information of the scene component (such as related parameters) and related codes
- loading the scene component object in the game editing scene which may be represented by rendering the scene component.
- the above-mentioned generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination to form the scene component combination corresponding to the target object may include the following steps:
- the scene components in the scene component combination are generated in the game editing scene based on the information of the scene component combination to form a scene component combination corresponding to the target object.
- the generation queue can refer to FIG. 7, and can include one or more generation tasks, which can be generation tasks of scene component combination (such as flowers), or generation tasks of other models.
- each generation task can be arranged according to the establishment time of each generation task or the time added to the generation queue, and executed in the order of arrangement.
- the user can also specify or adjust the arrangement order or execution order of each generation task, such as the user can input the instruction of priority execution for a certain generation task, then the game program can advance the execution order of the generation task, such as setting it as the next task.
- the state of each generation task can also be displayed in the generation queue, such as waiting, executing, completed, etc.
- step S440 when the generation task of the scene component combination is executed, step S440 can be executed.
- each component in the game scene can be generated in an orderly manner, so that even if the user frequently inputs the instruction of the generation component in a short time, the game program can avoid loading too much content and causing jamming.
- the relevant information of the generation task is displayed in the generation queue, and the background processing process of the component generation is visualized, which is conducive to user perception.
- a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene.
- the above-mentioned generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination may include the following steps:
- scene components in the scene component combination are generated based on information of the scene component combination.
- rendering can be performed synchronously, and the generation position of the scene component is placed within the field of view of the virtual camera, so that the user can see the generation of the scene component.
- the above-mentioned generating the scene components in the scene component combination based on the information of the scene component combination within the field of view of the virtual camera may include the following steps:
- a scene component in the scene component combination is generated based on information about the scene component combination.
- the preset distance can be determined based on experience or the size of the game scene, the size of the scene component combination, etc. For example, the width and height of the scene component combination do not exceed 20 meters, and the preset distance can be 50 meters, so that the scene component combination can be placed as a whole within the field of view of the virtual camera, and its size in the field of view is appropriate, and it will not fill the entire screen, nor appear too small.
- the above-mentioned generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination may include the following steps:
- the scene components in the scene component combination are generated in the game editing scene.
- the generation order is not exactly the same, that is, all scene components have a certain generation order, and are not generated at the same time.
- the generation order of different scene components can be randomly determined according to the processing power of the game program. For example, when the game program generates scene components, M threads responsible for generation can be run in parallel, so that M scene components can be generated at the same time.
- Each scene component can be divided into a group of M, and the same generation order is set for each group, or the scene components can be divided into M sets, and the generation order is set for the scene components in each set in the order of 1, 2, 3, ...
- each scene component can be gradually generated according to the generation order, so that the generation process of scene components is more orderly and the game program is prevented from loading too much data at one time.
- the above-mentioned step of generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination and in accordance with the generation order of the scene components may include the following steps:
- the current field of view information based on the scene component combination is dynamically displayed, and the process of generating scene components in the scene component combination in the game editing scene is carried out according to the generation order of the scene components; wherein the current field of view is a picture formed by shooting the game editing scene with a virtual camera set in the game editing scene.
- the generation process of scene components can be dynamically displayed in the current field of view.
- a screen without any generated scene components is displayed, and the screen may only have the background of the game editing scene, or other generated components; then, the generated scene components are gradually displayed, and Figure 8 shows a screen in which some scene components have been generated, at which time a part of the flower is formed; finally, when all scene components have been generated, a complete scene component combination is formed, as shown in Figure 9, and the scene component combination is embodied in the form of a complete flower.
- the user can watch the complete generation process, avoid the user waiting meaninglessly during the generation process, and make the user have a stronger perception of the generation process, and the user experience is better.
- the process of dynamically displaying information based on the scene component combination in the current field of view, and generating the scene components in the scene component combination in the game editing scene according to the generation order of the scene components may include the following steps:
- the game editing scene is captured according to the adjusted virtual camera to form an adjusted field of view;
- information based on the scene component combination is dynamically displayed, and the process of generating the scene components in the scene component combination in the game editing scene is carried out according to the generation order of the scene components.
- the generation position of the scene component is fixed in the game editing scene.
- the field of view can be adjusted through the field of view adjustment instruction.
- the game program can control the virtual camera to adjust the field of view, and display the generation process of the scene component with the adjusted field of view, so that the user can watch the generation process from different perspectives.
- the field of view adjustment instruction can be an instruction input by the user, or an instruction automatically implemented by the game program.
- the user can adjust the field of view of the virtual camera, including moving the virtual camera position, rotating the virtual camera to change its field of view direction, adjusting the focal length or field of view angle of the virtual camera to change the center position or field of view size of the field of view, etc.
- the virtual camera can be moved to a position closer to the scene component.
- the game program can automatically adjust the virtual camera according to the pre-set logic, such as controlling the virtual camera to rotate around the scene component to achieve a 360-degree dynamic display effect of the scene component. In this way, the display effect of the dynamic display generation process can be enriched and the user experience can be further improved.
- the component generation method may further include the following steps:
- the operation of adding a component refers to the operation of adding a new component in the game editing scene
- the operation of editing a component refers to the operation of editing an existing component in the game editing scene.
- These two types of operations can be locked during the generation process of the scene component, that is, components cannot be added or edited.
- the control for adding a component or editing a component can be set to an inoperable state, such as being displayed in gray, or adding a prohibition icon to the control, so that the user cannot click on the control, etc., or the control can be hidden so that the user cannot operate it.
- the form of the control can be left unchanged, and when the user adds a component or edits a component, the game program will not execute it, such as discarding the operation information, or displaying relevant prompts, such as "this operation cannot be performed at present".
- the locks on the two operations may be released.
- the information of the scene component combination may include at least one of the following: size, position, direction, color, texture, and shape.
- the scene components in the scene component combination are generated in the game editing scene based on the information of the scene component combination, including:
- the scene components in the scene component combination are generated in the game editing scene.
- Editing instructions may include, but are not limited to: scaling instructions for adjusting the size of a scene component combination; moving instructions for changing the position of a scene component combination; rotation instructions for changing the direction of a scene component combination; color editing instructions for adjusting the color of a scene component combination; texture editing instructions for adjusting the texture of a scene component combination; form adjustment instructions for adjusting the form of a scene component combination, such as adjusting the scene component combination to a static form, or a dynamic form with automatically changing transparency, or a dynamic form that periodically disappears and appears, or a rotating dynamic form, etc.
- the editing instructions can be open to users, that is, users can implement the above one or more editing instructions through manual operation. If the user generates scene components through manual editing instructions, a lot of manual operations are required.
- the game program can automatically call the required editing instructions and execute them according to the information of the scene component combination to quickly realize component generation.
- the editing instructions manually operated by the user and the editing instructions automatically executed by the game program can come from the same instruction set, so there is no need to set two sets of instruction sets for the user's manual operation and the automatic operation of the game program, which is conducive to reducing overhead.
- this exemplary embodiment after setting the object element target type and object element parameters, it usually takes only a few seconds to tens of seconds (determined by the performance of the terminal device or server, resource investment, etc.) to generate the corresponding scene component combination, while manual editing and modeling generally takes several hours. It can be seen that this exemplary embodiment can greatly reduce the component generation time and improve the component generation efficiency.
- the component generation method may further include the following steps:
- the position of the scene component assembly in the game editing scene is moved.
- the user can move the scene component combination as a whole, such as single-clicking, double-clicking, or long pressing any position or specific position in the scene component combination to select the entire scene component combination, and then move it to other locations in the game editing scene by dragging and other operations.
- the three axes of the world coordinate system can be displayed in the game editing scene, which are the x-axis, y-axis, and z-axis, respectively, and the scene component combination can be controlled to move along any one or more axes.
- the projection position of the scene component combination can also be displayed on the three axes, such as being highlighted or displayed in other colors, or as shown in FIG10 , displaying the coordinates on one or more axes, so that the user can see the position of the scene component combination in different directions, which is convenient for the user to accurately move it to the target position.
- the component generation method may further include the following steps:
- a size of the scene component assembly is changed.
- the user can scale the scene component combination as a whole, such as single-clicking, double-clicking, or long pressing any position or specific position in the scene component combination to select the entire scene component combination, and then scale it to the desired size by spreading or pinching two fingers.
- the three axes of the reference coordinate system of the scene component combination can be displayed in the game editing scene.
- the three axes of the reference coordinate system are recorded as x' axis, y' axis, and z' axis.
- the size of the scene component combination is proportionally changed on the three axes;
- the size of the scene component combination is changed within the preset plane in response to a scaling operation along the preset plane;
- the preset plane is a plane formed by two axes out of the three axes;
- the scene component assembly is set to single-axis scaling, then in response to a scaling operation along one of the three axes, the size of the scene component assembly is changed on that axis.
- three-axis scaling, plane scaling (i.e., dual-axis scaling), and single-axis scaling are three scaling methods set for scene component combinations.
- the scaling method can be set for the scene component combination individually, or for the game scene. In this case, all components in the game scene will use this scaling method.
- the scene component combination will be scaled proportionally on the three axes. For example, if the user reduces the size of the scene component combination by 1/2 along the x' axis, the size of the scene component combination on the y' and z' axes will also be reduced by 1/2 synchronously.
- the three-axis proportional scaling mode can improve the efficiency of the user's scaling operation, so that the user does not need to scale on different axes separately, but can achieve the scaling target by scaling on one axis.
- the scene component combination will be scaled within the preset plane without changing the size on the third axis (such as the z' axis).
- Scaling within the preset plane can be proportional scaling on the two axes of the preset plane, or non-proportional scaling.
- the user's scaling operation parameters can be mapped to the two axes of the preset plane and quantified into the scaling ratios on the two axes (the scaling ratios on the two axes can be different), thereby controlling the scaling of the scene component combination on the two axes.
- a preset plane can be formed with any two axes, and the preset plane includes the x'-y' plane, the x'-z' plane, and the y'-z' plane, allowing the scene component combination to be scaled within any preset plane.
- the preset plane can also be formed with two fixed axes, such as setting the preset plane to be only the x'-y' plane, so that the scene component combination is only allowed to be scaled within the x'-y' plane, but not within the x'-z' plane and the y'-z' plane.
- the plane perpendicular to the scene component combination can be used as the preset plane, and the scene component combination can be set to be able to be scaled within the preset plane, but not along the third axis (the axis perpendicular to the preset plane). This makes the scaling of the scene component combination more consistent with the positioning of the model itself.
- the component generation method may further include the following steps:
- the scene component assembly In response to a rotation operation on the scene component assembly, the scene component assembly is controlled to rotate.
- the user can rotate the scene component combination as a whole, such as single-clicking, double-clicking, or long pressing any position or specific position in the scene component combination to select the entire scene component combination, and then controlling its rotation to the desired direction or angle through operations such as sliding along a specific trajectory.
- three arcs for indicating the rotation direction may be displayed in the game editing scene, which may be recorded as a yaw angle arc, a pitch angle arc, and a roll angle arc.
- controlling the scene component combination to rotate may include the following steps:
- the normal line of the plane where the arc is located is used as the rotation axis, and the scene component combination is controlled to rotate around the rotation axis.
- the rotation axis is perpendicular to the plane where the arc is located and can pass through the center point of the scene component combination. For example, if the user performs a rotation operation along the yaw angle arc, the z-axis passing through the center point of the scene component combination can be used as the rotation axis to control the scene component combination to rotate around the rotation axis. Rotation. During the rotation process, the positions of the three arcs can be kept unchanged, or any one or more of the arcs can be rotated synchronously. By displaying the arcs, the user can be guided to rotate in the correct direction so that the desired direction or angle can be accurately rotated.
- the component generation method can also include the following steps:
- At least one of the following information of the scene component is adjusted: size, position, direction, color, texture, and shape.
- the user can edit a single scene component in the scene component combination, such as single-clicking, double-clicking or long-pressing the scene component to be edited to select the scene component, and generate editing instructions through further manual operations to adjust the information of the scene component.
- its size can be changed by operations such as separating or closing two fingers, the scene component can be dragged to move its position, and it can be slid along a specific rotation trajectory to control the scene component to change direction.
- Another color, texture or form can be selected for the scene component in the interface of the game editing scene to change its color, texture or form.
- an associated game event may be set for the scene component combination, such as triggering a specific game plot when a game character approaches the scene component combination, or hiding or removing the scene component combination when a specific game time is reached.
- game scene information corresponding to the game editing scene can be generated, and the game scene information can be saved in a preset location, which can be a map file.
- the map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it can be uploaded to the server.
- the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the downloaded game scene information through the game program, and then experience the game in the game scene.
- This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC (User Generated Content) function.
- FIG. 13 shows a system architecture diagram of the operating environment of this exemplary embodiment.
- the system architecture 1300 may include a terminal device 1310 and a server 1320.
- Server 1320 may be a background system that provides game services, which may be a server or a cluster of multiple servers.
- a connection may be formed between the terminal device 1310 and the server 1320 via a wired or wireless link to perform data transmission and interaction.
- the component generation method in this exemplary embodiment may be performed completely by the terminal device 1310, or may be performed partially by the terminal device 1310 and partially by the server 1320. For example, after the user sets the object element target type and object element parameters on the terminal device 1310, the terminal device 1310 sends the object element target type and object element parameters to the server 1320.
- the server 1320 can process the object element target type, object element parameters, and related user instructions (such as instructions for generating components) through pre-configured logic rules or artificial intelligence engines, determine the information of the scene component combination of the object element corresponding to the object element target type, and return the information of the scene component combination to the terminal device 1310.
- the terminal device 1310 generates scene components based on this information and forms a scene component combination.
- the exemplary embodiment of the present disclosure also provides a component generation device in a game scene.
- the component generation device 1400 in the game scene may include the following program modules:
- the graphical user interface processing module 1410 is configured to execute and display a graphical user interface provided by the running game program, display a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, and the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to the operation instructions;
- the information acquisition module 1420 is configured to execute acquisition of an object element target type and an object element parameter set for at least one object element, wherein the object element is an element among a plurality of different object elements constituting a target object, the object element includes at least one object element type, the object element target type is a type among at least one object element type, and object elements corresponding to different object element types have different style forms;
- the scene component combination determining module 1430 is configured to determine the scene component combination information of the object element corresponding to the object element target type according to the object element parameter, wherein the scene component combination includes at least one scene component;
- the component generation module 1440 is configured to generate scene components in the scene component combination in the game editing scene based on the information of the scene component combination, so as to form a scene component combination corresponding to the target object.
- the above-mentioned determining the information of the scene component combination of the object element corresponding to the object element target type according to the object element parameters includes: determining the scene component in the scene component combination of the object element corresponding to the object element target type according to the pre-configured information of the object element target type; determining the information of the scene component combination according to the object element parameters, and determining the information of the scene component according to the information of the scene component combination; the above-mentioned generating the scene component in the scene component combination in the game editing scene based on the information of the scene component combination includes: generating the scene component in the game editing scene based on the information of the scene component.
- the object element parameters include the first parameter of the object element; the object element destination is determined according to the object element parameters.
- the information of the scene component combination of the object element corresponding to the target type includes: determining the intermediate parameter of the object element according to the first parameter of the object element, and determining the scene component combination information of the object element corresponding to the target type of the object element according to the intermediate parameter of the object element; wherein, the parameter type of the first parameter of the object element is different from the parameter type in the information of the scene component combination, and the parameter type of the intermediate parameter of the object element is the same as the parameter type in the information of the scene component combination.
- the first parameter of the object element includes the object element structure parameter and the object element morphology parameter;
- the intermediate parameter of the object element includes the object element position parameter and the object element posture parameter.
- the above-mentioned determining the object element intermediate parameter according to the first parameter of the object element, and determining the information of the scene component combination of the object element corresponding to the object element target type according to the object element intermediate parameter includes: determining the object element position parameter and the object element posture parameter according to the object element structure parameter and the object element morphology parameter; determining the position information and posture information of the scene component combination according to the object element position parameter and the object element posture parameter.
- the object element parameter includes an object element second parameter.
- the above-mentioned determining the information of the scene component combination of the object element corresponding to the object element target type according to the object element parameter includes: determining the information of the scene component combination of the object element corresponding to the object element target type according to the object element second parameter; wherein the parameter type of the object element second parameter is the same as the parameter type in the information of the scene component combination.
- the above-mentioned acquisition of the object element target type and object element parameters set for at least one object element includes: providing a plurality of preconfigured object element types for the object element to be set, and determining the object element type selected from the plurality of preconfigured object element types as the object element target type of the object element to be set; the object element to be set is an object element of at least one object element; providing a parameter setting control for the object element to be set, and determining the object element parameters of the object element to be set according to the user's operation on the parameter setting control.
- the petal parameters include the petal angle, the number of petal layers, and the number of petals per layer.
- the above-mentioned information of determining the scene component combination of petals corresponding to the target petal type according to the petal parameters includes: determining the number of petals of the petals corresponding to the target petal type according to the number of petal layers and the number of petals per layer; determining the position of each layer of petals of the petals corresponding to the target petal type according to the number of petals per layer; determining the petal posture of the petals corresponding to the target petal type according to the petal angle and the target petal type; determining the number of scene components in the scene component combination, the position and posture of the scene components according to the number of petals, the position of each layer of petals, and the posture of the petals.
- the petal parameters include petal colors.
- the above-mentioned determining information of the scene component combination of petals corresponding to the target petal type according to the petal parameters includes: determining the color of the scene component combination of petals corresponding to the target petal type according to the petal colors.
- the at least one object element further includes a pistil; the object element target type further includes a target pistil type, and the object element parameter further includes a pistil parameter.
- the information of determining the scene component combination of the object element corresponding to the object element target type according to the object element parameter further includes: determining the scene component combination of the pistil corresponding to the target pistil type according to the pistil parameter.
- the pistil parameter includes pistil color.
- the information of determining the pistil scene component combination corresponding to the target pistil type according to the pistil parameter includes: determining the color of the pistil scene component combination corresponding to the target pistil type according to the pistil color.
- the petal parameter includes the number of petal layers.
- the information of determining the scene component combination of the object element corresponding to the target type of the object element according to the object element parameter also includes: determining the stamen size of the stamen corresponding to the target stamen type according to the number of petal layers; determining the size of the scene component combination of the stamen corresponding to the target stamen type according to the stamen size.
- the at least one object element further includes a flower diameter; in the scene component combination, the central axis of the petal component corresponding to the petal is collinear with the central axis of the flower diameter component corresponding to the flower diameter, and the central axis of the stamen component corresponding to the stamen is collinear with the central axis of the flower diameter component.
- a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene.
- the scene component combination determination module 1430 is further configured to: before the component generation module 1440 generates the scene components in the scene component combination in the game editing scene based on the information of the scene component combination and forms a scene component combination corresponding to the target object, determine the position of the flower diameter component according to the posture of the virtual camera, determine the position of the petal component in the game editing scene according to the relative position of the petal component relative to the flower diameter component and the position of the flower diameter component, and determine the position of the stamen component in the game editing scene according to the relative position of the stamen component relative to the flower diameter component and the position of the flower diameter component.
- a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene.
- the above-mentioned generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination includes: generating the scene components in the scene component combination within the field of view of the virtual camera based on the information of the scene component combination.
- the above-mentioned generation of scene components in the scene component combination in the game editing scene based on the information of the scene component combination includes: determining the generation order of different scene components, wherein the generation order of at least some scene components is different from the generation order of other scene components; based on the information of the scene component combination and in accordance with the generation order of the scene components, generating the scene components in the scene component combination in the game editing scene.
- the above-mentioned process of generating scene components in the scene component combination in the game editing scene based on the information of the scene component combination and in accordance with the generation order of the scene components includes: dynamically displaying the information based on the scene component combination in the current field of view screen, and generating scene components in the scene component combination in the game editing scene in accordance with the generation order of the scene components; wherein the current field of view screen is a screen formed by shooting the game editing scene with a virtual camera set in the game editing scene.
- the above-mentioned process of dynamically displaying information based on the scene component combination in the current field of view screen, and generating scene components in the scene component combination in the game editing scene according to the generation order of the scene components includes: responding to the field of view adjustment instruction, controlling the adjustment of at least one of the following information of the virtual camera: position, direction, focal length, and field of view angle; capturing the game editing scene according to the adjusted virtual camera to form an adjusted field of view screen; in the adjusted field of view screen, dynamically displaying information based on the scene component combination, and generating scene components in the scene component combination in the game editing scene according to the generation order of the scene components.
- the component generation module 1440 is further configured to: dynamically display information based on the scene component combination within the current field of view, and when generating the scene components in the scene component combination in the game editing scene according to the generation order of the scene components, lock the operation of adding or editing components in the game editing scene to prohibit adding or editing components in the game editing scene.
- the information of the scene component combination includes at least one of the following: size, position, direction, color, texture, and shape.
- the above-mentioned generating the scene component in the scene component combination in the game editing scene based on the information of the scene component combination includes: calling the corresponding editing instruction according to the information of the scene component combination, wherein the editing instruction is an instruction pre-provided by the game program; generating the scene component in the scene component combination in the game editing scene according to the editing instruction.
- the component generation device 1400 in the game scene may also include a component editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target object, in response to a move operation on the scene component combination, move the position of the scene component combination in the game editing scene.
- a component editing module which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target object, in response to a move operation on the scene component combination, move the position of the scene component combination in the game editing scene.
- three axes of the reference coordinate system of the scene component combination are displayed in the game editing scene.
- the above-mentioned changing the size of the scene component combination in response to the scaling operation on the scene component combination includes: if the scene component combination is set to three-axis scaling, then in response to the scaling operation, the size of the scene component combination is proportionally changed on the three axes; if the scene component combination is set to plane scaling, then in response to the scaling operation along the preset plane, the size of the scene component combination is changed within the preset plane; the preset plane is a plane formed by two axes of the three axes; if the scene component combination is set to single-axis scaling, then in response to the scaling operation along one of the three axes, the size of the scene component combination is changed on one axis.
- the component generation device 1400 in the game scene may also include a component editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target object, in response to a rotation operation on the scene component combination, control the scene component combination to rotate.
- a component editing module configured to: after the component generation module 1440 forms a scene component combination corresponding to the target object, in response to a rotation operation on the scene component combination, control the scene component combination to rotate.
- controlling the scene component combination to rotate includes: in response to the rotation operation along any of the three arcs, taking the normal of the plane where any of the arcs is located as the rotation axis, controlling the scene component combination to rotate around the rotation axis.
- the component generation device 1400 in the game scene may also include a component editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target object, in response to an editing instruction for any scene component in the scene component combination, adjust at least one of the following information of the scene component: size, position, direction, color, texture, and shape.
- a component editing module configured to: after the component generation module 1440 forms a scene component combination corresponding to the target object, in response to an editing instruction for any scene component in the scene component combination, adjust at least one of the following information of the scene component: size, position, direction, color, texture, and shape.
- the exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes a program code, and when the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure.
- the program product can be implemented as a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer.
- CD-ROM portable compact disk read-only memory
- the program product of the present disclosure is not limited to this, and in this document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, device or device.
- the program product may be in any combination of one or more readable media.
- the readable medium may be a readable signal medium or a readable storage medium.
- the readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection with one or more conductors, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
- Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
- the program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.
- Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and conventional procedural programming languages such as "C" or similar programming languages.
- the program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server.
- the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).
- LAN local area network
- WAN wide area network
- Internet service provider e.g., AT&T, MCI, Sprint, EarthLink, etc.
- the exemplary embodiment of the present disclosure also provides an electronic device, such as the terminal device 1310 or the server 1320 described above.
- the electronic device may include a processor and a memory.
- the memory stores executable instructions of the processor, such as program codes.
- the processor executes the method in the exemplary embodiment by executing the executable instructions.
- the electronic device may also include a display for displaying a graphical user interface.
- FIG. 15 an electronic device is exemplarily described in the form of a general computing device. It should be understood that the electronic device 1500 shown in Fig. 15 is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
- the electronic device 1500 may include a processor 1510 , a memory 1520 , a bus 1530 , an I/O (input/output) interface 1540 , a network adapter 1550 , and a display 1560 .
- the memory 1520 may include a volatile memory, such as a RAM 1521, a cache unit 1522, and may also include a non-volatile memory, such as a ROM 1523.
- the memory 1520 may also include one or more program modules 1524, such program modules 1524 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may include the implementation of a network environment.
- the program module 1524 may include each module in the above-mentioned device.
- the bus 1530 is used to realize the connection between different components of the electronic device 1500, and may include a data bus, an address bus, and a control bus.
- the electronic device 1500 can communicate with one or more external devices 1600 (eg, a keyboard, a mouse, an external controller, etc.) through the I/O interface 1540 .
- external devices 1600 eg, a keyboard, a mouse, an external controller, etc.
- the electronic device 1500 can communicate with one or more networks through the network adapter 1550.
- the network adapter 1550 can provide mobile communication solutions such as 3G/4G/5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc.
- the network adapter 1550 can communicate with other modules of the electronic device 1500 through the bus 1530.
- the electronic device 1500 may display a graphical user interface through the display 1560 , such as displaying a game editing scene.
- other hardware and/or software modules may be provided in the electronic device 1500 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
Landscapes
- Processing Or Creating Images (AREA)
Abstract
L'invention se rapporte au domaine technique des graphiques informatiques et concerne un procédé et un appareil pour générer un composant dans une scène de jeu, un support de stockage et un dispositif électronique. Le procédé consiste à : afficher une interface utilisateur graphique fournie par un programme de jeu qui est en cours d'exécution, et afficher sur l'interface utilisateur graphique une scène d'édition de jeu à éditer et une pluralité de commandes de sélection de composant de scène ; acquérir un type de cible d'élément d'objet et un paramètre d'élément d'objet qui sont définis pour au moins un élément d'objet ; en fonction du paramètre d'élément d'objet, déterminer des informations d'une combinaison de composants de scène de l'élément d'objet correspondant au type de cible d'élément d'objet, la combinaison de composants de scène comprenant au moins un composant de scène ; et, sur la base des informations de la combinaison de composants de scène, générer dans la scène d'édition de jeu un composant de scène dans la combinaison de composants de scène, de façon à former une combinaison de composants de scène correspondant à l'objet cible. Ainsi, la combinaison de composants de scène correspondant à l'objet cible est rapidement générée au moyen du réglage du type de cible d'élément d'objet et du paramètre d'élément d'objet, ce qui permet d'améliorer l'efficacité de génération d'un composant. (FIG. 4)
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| CN202310713588.4 | 2023-06-15 | ||
| CN202310713588.4A CN116672719A (zh) | 2023-06-15 | 2023-06-15 | 游戏场景中的组件生成方法、装置、存储介质与电子设备 |
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| CN116672719A (zh) * | 2023-06-15 | 2023-09-01 | 网易(杭州)网络有限公司 | 游戏场景中的组件生成方法、装置、存储介质与电子设备 |
| CN117357903A (zh) * | 2023-10-19 | 2024-01-09 | 网易(杭州)网络有限公司 | 游戏建筑编辑方法、装置、存储介质与电子设备 |
| CN117618888A (zh) * | 2023-10-20 | 2024-03-01 | 网易(杭州)网络有限公司 | 游戏模型的交互方法、装置、设备及存储介质 |
| CN117563236A (zh) * | 2023-11-02 | 2024-02-20 | 网易(杭州)网络有限公司 | 游戏编辑方法、装置和电子设备 |
| CN119951139B (zh) * | 2023-11-09 | 2026-01-30 | 网易(杭州)网络有限公司 | 一种游戏中场景组件的编辑方法、装置、设备及存储介质 |
| CN117654051A (zh) * | 2023-12-13 | 2024-03-08 | 网易(杭州)网络有限公司 | 游戏事件编辑方法、装置、存储介质与电子设备 |
| CN117899489A (zh) * | 2023-12-20 | 2024-04-19 | 网易(杭州)网络有限公司 | 游戏信息的显示控制方法、装置和电子设备 |
| CN117717784A (zh) * | 2023-12-20 | 2024-03-19 | 网易(杭州)网络有限公司 | 游戏场景组件生成方法、装置、存储介质与电子设备 |
| CN118022311A (zh) * | 2024-01-24 | 2024-05-14 | 网易(杭州)网络有限公司 | 组件信息的显示控制方法、装置和电子设备 |
| CN118022317A (zh) * | 2024-03-13 | 2024-05-14 | 网易(杭州)网络有限公司 | 游戏编辑方法、游戏编辑装置、程序产品与电子设备 |
| CN118491103A (zh) * | 2024-04-23 | 2024-08-16 | 网易(杭州)网络有限公司 | 游戏中的组件编辑方法、装置和电子设备 |
| CN118873936A (zh) * | 2024-07-15 | 2024-11-01 | 网易(杭州)网络有限公司 | 游戏中的组件编辑方法、装置和电子设备 |
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| CN115581919B (zh) * | 2022-10-21 | 2025-07-25 | 抖音视界有限公司 | 一种游戏关卡编辑方法、装置、电子设备和存储介质 |
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