WO2024255598A1 - 游戏场景中的组件生成方法、装置、存储介质与电子设备 - Google Patents

游戏场景中的组件生成方法、装置、存储介质与电子设备 Download PDF

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Publication number
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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scene
object element
component combination
scene component
information
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English (en)
French (fr)
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初小宇
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • YGENERAL 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
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/02Total 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.

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  • Processing Or Creating Images (AREA)

Abstract

一种游戏场景中的组件生成方法、装置、存储介质与电子设备,涉及计算机图形技术领域。该方法包括:显示运行游戏程序所提供的图形用户界面,在图形用户界面中显示待编辑的游戏编辑场景以及多个场景组件选择控件;获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数;根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,场景组件组合包括至少一个场景组件;基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,形成与目标对象对应的场景组件组合。实现了通过设置对象元素目标类型和对象元素参数快速生成目标对象对应的场景组件组合,提高了组件生成效率。 (图4)

Description

游戏场景中的组件生成方法、装置、存储介质与电子设备
相关申请的交叉引用
本申请要求申请日为2023年06月15日,申请号为202310713588.4,名称为“游戏场景中的组件生成方法、装置、存储介质与电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用结合在本文中。
技术领域
本公开涉及计算机图形技术领域,尤其涉及一种游戏场景中的组件生成方法、游戏场景中的组件生成装置、计算机可读存储介质与电子设备。
背景技术
游戏场景通常由一定数量的组件(或模型)组成,每一个组件可能是游戏场景中的一个物或人。对游戏场景中的物或人进行建模与编辑,是建立游戏场景的主要工作之一。
目前,游戏场景中的建模与编辑主要依赖于相关人员的手动操作来完成。例如,单个组件的生成过程一般包括:手动编辑外形,并调整大小、位置,渲染颜色、纹理等,最终生成所需的组件。这样的方式耗费较高的人力与时间成本,效率低下。
发明内容
本公开提供一种游戏场景中的组件生成方法、游戏场景中的组件生成装置、计算机可读存储介质与电子设备。
根据本公开的第一方面,提供一种游戏场景中的组件生成方法,所述方法包括:显示运行游戏程序所提供的图形用户界面,在所述图形用户界面中显示待编辑的游戏编辑场景以及多个场景组件选择控件,所述场景组件选择控件用于响应并根据操作指令在所述游戏编辑场景中生成对应场景组件;获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数,其中,所述对象元素为组成目标对象的多个不同对象元素中的元素,所述对象元素包括至少一种对象元素类型,所述对象元素目标类型为所述至少一种对象元素类型中的类型,不同的所述对象元素类型对应的对象元素具有不同的样式形态;根据所述对象元素参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,其中,所述场景组件组合包括至少一个场景组件;基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件,形成与所述目标对象对应的场景组件组合。
根据本公开的第二方面,提供一种游戏场景中的组件生成装置,所述装置包括:图形用户界面处理模块,被配置为显示运行游戏程序所提供的图形用户界面,在所述图形用户界面中显示待编辑的游戏编辑场景以及多个场景组件选择控件,所述场景组件选择控件用于响应并根据操作指令在所述游戏编辑场景中生成对应场景组件;信息获取模块,被配置为获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数,其中,所述对象元素为组成目标对象的多个不同对象元素中的元素,所述对象元素包括至少一种对象元素类型,所述对象元素目标类型为所述至少一种对象元素类型中的类型,不同的所述对象元素类型对应的对象元素具有不同的样式形态;场景组件组合确定模块,被配置为根据所述对象元素参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,其中,所述场景组件组合包括至少一个场景组件;组件生成模块,被配置为基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件,形成与所述目标对象对应的场景组件组合。
根据本公开的第三方面,提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现上述第一方面的游戏场景中的组件生成方法及其可能的实现方式。
根据本公开的第四方面,提供一种电子设备,包括:处理器;以及存储器,用于存储所述处理器的可执行指令;其中,所述处理器配置为经由执行所述可执行指令,来执行上述第一方面的游戏场景中的组件生成方法及其可能的实现方式。
附图说明
图1示出本示例性实施方式其中之一的游戏编辑场景的示意图;
图2示出本示例性实施方式其中之一的设置游戏编辑场景的视角的示意图;
图3A示出本示例性实施方式其中之一的观察视角的示意图;
图3B示出本示例性实施方式其中之一的游戏视角的示意图;
图4示出本示例性实施方式其中之一的游戏场景中的组件生成方法的流程图;
图5示出本示例性实施方式其中之一的设置对象元素目标类型和对象元素参数的示意图;
图6示出本示例性实施方式其中之一的确定场景组件的信息的流程图;
图7示出本示例性实施方式其中之一的生成队列的示意图;
图8示出本示例性实施方式其中之一的已生成部分场景组件的示意图;
图9示出本示例性实施方式其中之一的已生成全部场景组件的示意图;
图10示出本示例性实施方式其中之一的对场景组件组合进行移动的示意图;
图11示出本示例性实施方式其中之一的对场景组件组合进行缩放的示意图;
图12示出本示例性实施方式其中之一的对场景组件组合进行旋转的示意图;
图13示出本示例性实施方式其中之一的运行环境系统架构图;
图14示出本示例性实施方式其中之一的游戏场景中的组件生成装置的结构示意图;
图15示出本示例性实施方式其中之一的电子设备的结构示意图。
具体实施方式
下文将结合附图更全面地描述本公开的示例性实施方式。
附图为本公开的示意性图解,并非一定是按比例绘制。附图中所示的一些方框图可能是功能实体,不一定必须与物理或逻辑上独立的实体相对应。可以采用软件形式来实现这些功能实体,或在硬件模块或集成电路中实现这些功能实体,或在网络、处理器或微控制器中实现这些功能实体。实施方式能够以多种形式实施,不应被理解为限于在此阐述的范例。本公开所描述的特征、结构或特性可以以任何合适的方式结合在一个或多个实施方式中。在下文的描述中,提供许多具体细节从而给出对本公开实施方式的充分说明。然而,本领域技术人员应意识到,可以在实现本公开的技术方案时省略其中的一个或多个特定细节,或者可以采用其它的方法、组元、装置、步骤等替代一个或多个特定细节。
在游戏场景中设置多样化的组件,能够丰富游戏场景,提高玩家的游戏体验。然而,这需要相关人员利用游戏场景中的元素进行编辑、调色、拼接等操作以生成想要的组件,会耗费大量的时间。并且每次想要生成不同的新组件时,都需要手动进行上述操作,效率低下。
鉴于上述问题,本公开的示例性实施方式提供一种游戏场景中的组件生成方法,能够提高组件生成效率。
本示例性实施方式中,可以通过终端设备显示图形用户界面,终端设备可以是手机、个人电脑、平板电脑、智能穿戴设备、游戏机等,其具有显示功能,可显示图形用户界面。图形用户界面可以包括终端设备运行操作系统的画面,如桌面、系统设置界面、应用程序界面等。当终端设备运行游戏程序时,图形用户界面中可以显示运行游戏程序提供的游戏编辑场景。该游戏程序可以是游戏主程序,游戏主程序中提供游戏场景编辑功能(如游戏程序内置有游戏编辑器),用户使用该功能时,可以进入游戏编辑场景中。或者,该游戏程序也可以是游戏主程序关联的游戏场景编辑程序,如不依赖于游戏主程序而可以独立运行的游戏编辑器。用户可以选择新建一个游戏场景并进行编辑,也可以选择对已有的游戏场景进行编辑。当用户使用游戏程序进行游戏场景编辑时,参考图1所示,图像用户界面中可以显示待编辑的游戏编辑场景以及多个场景组件选择控件。游戏编辑场景可以包括场景的背景和已生成的组件。场景组件选择控件可以包括“方块组件”、“圆柱组件”、“半圆柱组件”等的控件,当用户使用这些控件进行操作时,如用户点击“方块组件”控件,可以在游戏编辑场景中生成对应的方块组件。
本示例性实施方式支持玩家自定义编辑场景,因此,本文中的用户可以指游戏厂商的游戏制作人员(如美术人员),也可以指玩家。
在一种实施方式中,游戏编辑场景中可以设置有虚拟摄像机。虚拟摄像机是游戏程序中模拟真实摄像机,以拍摄游戏场景画面的工具,其可以设置于游戏编辑场景中的任何位置,以任何视角拍摄游戏场景,即虚拟摄像机在游戏场景中可以具有任意位姿,其位姿可以是固定的,也可以是动态变化的。并且,游戏编辑场景中可以设置任意数量的虚拟摄像机,不同的虚拟摄像机可以拍摄出不同的游戏场景画面。
参考图2所示,游戏编辑场景可以呈现两种不同的视角,分别为观察视角和游戏视角。观察视角是指以第三人称的视角观察游戏编辑场景,参考图3A所示,在观察视角下,用户在游戏编辑场景中可以不操控游戏角色,而是直接操控虚拟摄像机以移动视角。游戏视角是指以第一人称的视角观察游戏编辑场景,参考图3B所示,在游戏视角下,用户在游戏编辑场景中可以操控某个游戏角色,该游戏角色可以绑定虚拟摄像机,即该游戏角色与虚拟摄像机的位置关系固定,例如该游戏角色可以位于虚拟摄像机的焦点处,用户操控游戏角色移动时,虚拟摄像机同步移动,由此移动视角。在观察视角或游戏视角下,游戏编辑场景中可以设置虚拟摇杆、上移或下移的控件等,用户可以通过操作这些控件来移动虚拟摄像机或移动游戏角色。
游戏程序提供多个不同的场景组件,如可以以图1中的场景组件选择控件的方式示出。场景组件是组成游戏场景的虚拟模型,可以是物、人或局部的物或人。游戏程序提供的场景组件可以包括基础场景 组件和基础场景组件组合。基础场景组件是指不可分割的场景组件,可视为组成游戏场景的最小单位。例如,在三维游戏场景中,基础场景组件可以包括方块组件、长方体组件、圆柱组件、球体组件等。用户对基础场景组件进行编辑时,会改变整个基础场景组件的信息,而无法仅改变基础场景组件的局部信息。基础场景组件组合是由多个基础场景组件组成的场景组件。例如,可以将方块组件或长方体组件组合到圆柱组件的圆面上,组成一个滚轮形式的场景机关,该场景机关为基础场景组件组合。
在一种实施方式中,游戏程序可以自带多个不同的场景组件,可以是美术人员预先配置并存储在游戏程序中的,使得玩家可以方便地使用这些场景组件进行场景编辑。
在一种实施方式中,可以由玩家预先配置场景组件,玩家可以通过在游戏编辑场景或其他编辑界面中进行建模,得到游戏程序中原本没有的场景组件。玩家配置的场景组件可以包括基础场景组件和基础场景组件组合。例如,若玩家在配置某个场景组件时,将其设置为一个不可分割的整体,则该场景组件为基础场景组件,否则为基础场景组件组合。玩家配置的场景组件可以仅供本人使用,也可以分享给其他玩家使用。
预先配置场景组件时,可以对场景组件的尺寸、位置、方向、颜色、纹理、形态等的一种或多种信息进行配置。这样当用户在游戏编辑场景中使用这些场景组件时,可以直接调用已配置的信息,非常方便与高效。当然,用户也可以对场景组件中的已配置的信息进行调整,如调整上述一种或多种信息,使其更符合自己的需求与偏好。
图4示出了游戏场景中的组件生成方法的示例性流程,可以包括以下步骤S410至S440:
步骤S410,显示运行游戏程序所提供的图形用户界面,在图形用户界面中显示待编辑的游戏编辑场景以及多个场景组件选择控件,场景组件选择控件用于响应并根据操作指令在游戏编辑场景中生成对应场景组件;
步骤S420,获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数,其中,对象元素为组成目标对象的多个不同对象元素中的元素,对象元素包括至少一种对象元素类型,对象元素目标类型为至少一种对象元素类型中的类型,不同的对象元素类型对应的对象元素具有不同的样式形态;
步骤S430,根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,其中,场景组件组合包括至少一个场景组件;
步骤S440,基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,形成与目标对象对应的场景组件组合。
其中,目标对象是用户希望进行建模的物体,如可以是花朵、树木、载具(车辆、飞机等)、滚轮、建筑等。场景组件组合与目标对象具有对应关系,该对应关系可以体现为场景组件组合具有目标对象的外形,也可以体现为场景组件组合是响应于设置目标对象中的对象元素的对象元素目标类型和对象元素参数的指令而最终生成的虚拟模型,即场景组件组合是对目标对象进行建模的结果。场景组件组合是由多个场景组件形成的组合式虚拟模型,可以将场景组件组合本身看作为游戏场景中的一个模型。
基于图4的方法,一方面,提供了一种通过设置对象元素目标类型和对象元素参数快速生成目标对象对应的场景组件组合的方案,无需用户进行手动操作编辑,极大地降低了人力与时间成本,提高了组件生成效率。另一方面,用户可以根据自身的需求与偏好为目标对象中的至少一种对象元素设置对象元素目标类型和对象元素参数,以控制最终生成的场景组件组合的外形、颜色、尺寸等信息,能够在游戏场景中进行多样化地建模,并满足用户的个性化需求。
下面对图4中的每个步骤进行具体说明。
参考图4,在步骤S410中,显示运行游戏程序所提供的图形用户界面,在图形用户界面中显示待编辑的游戏编辑场景以及多个场景组件选择控件,场景组件选择控件用于响应并根据操作指令在游戏编辑场景中生成对应场景组件。
其中,待编辑的游戏编辑场景可以新建的游戏编辑场景,也可以已存储的游戏编辑场景。场景组件选择控件可以如图1所示,但不限于图1所示的场景组件类型。当用户对场景组件选择控件进行操作时,可以在游戏编辑场景中生成对应场景组件。如在图1中,用户可以按住“方块组件”控件,将其拖动到游戏编辑场景中,可以在游戏编辑场景中生成对应的方块组件。然后,用户还可以对方块组件的尺寸、位置、方向、颜色、纹理、形态等进行编辑与调整。
继续参考图4,在步骤S420中,获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数,其中,对象元素为组成目标对象的多个不同对象元素中的元素,对象元素包括至少一种对象元素类型,对象元素目标类型为至少一种对象元素类型中的类型,不同的对象元素类型对应的对象元素具有不同的样式形态。
其中,目标对象通常由多个不同对象元素组成。例如,花朵由花瓣、花蕊、花径、花叶等组成;树木由树干、树枝、树叶等组成;车辆由车身、车轮等组成。
对象元素可以包括至少一种对象元素类型,不同的对象元素类型对应的对象元素具有不同的样式形态。参考图5所示,花瓣包括4种花瓣类型(即对象元素类型),不同的花瓣类型对应的花瓣具有不同样式形态,如图5中示出4种花瓣类型的形状分别为圆形、椭圆形、菱形、长条形。图5还示出花蕊包括4种花蕊类型(即对象元素类型),不同的花蕊类型对应的花蕊也具有不同样式形态。对象元素的对象元素类型可以由游戏程序预先配置,如美术人员可以针对对象元素预先配置多种对象元素类型,并存储对象元素类型的信息。或者,可以由玩家预先配置对象元素类型,并存储对象元素类型的信息,即游戏程序可以支持玩家自定义配置对象元素类型的信息,并将该信息存储为可重复使用的信息,例如图5中的4种花瓣类型可以是玩家预先配置的花瓣类型。玩家在进行建模或编辑组件时,可以在预先配置的对象元素类型中选择对象元素目标类型,游戏程序调用对象元素目标类型的信息以进行建模,非常方便。
对象元素参数是表征对象元素一个或多个方面属性的量化信息,如可以包括颜色、尺寸、结构参数、形态参数等。图5示出了花瓣和花蕊这两种对象元素的对象元素参数,如花瓣颜色、花蕊颜色、花瓣张角(度)、花瓣层数、每层花瓣数等。通过设置对象元素参数,可以控制后续生成的场景组件组合的外形、结构、颜色、尺寸等信息,以达到用户想要的效果。
在一种实施方式中,上述获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数,可以包括以下步骤:
针对待设置对象元素,提供多种预先配置的对象元素类型,将从该多种预先配置的对象元素类型中选择的对象元素类型确定为待设置对象元素的对象元素目标类型;待设置对象元素是上述至少一种对象元素中的对象元素;
针对待设置对象元素,提供参数设置控件,根据用户对参数设置控件的操作确定待设置对象元素的对象元素参数。
参考图5举例说明,以花瓣为待设置对象元素,可以在编辑界面中提供多种预先配置的花瓣类型,用户从中选择一种花瓣类型,将其作为花瓣的对象元素目标类型(即目标花瓣类型)。此外,在编辑界面中还可以提供针对花瓣的一个或多个参数设置控件,如图5中花瓣颜色设置控件、花瓣张角设置控件等,用户可以通过操作这些控件以设置想要的对象元素参数(即花瓣参数)。由此,对象元素目标类型和对象元素参数的相关设置内容均以可视化方式呈现,方便用户进行设置操作。
在一种实施方式中,也可以由游戏程序自动设置对象元素目标类型和对象元素参数,如游戏程序可以根据游戏场景的类型或风格、游戏场景中已生成组件的信息,确定对象元素目标类型和对象元素参数。
继续参考图4,在步骤S430中,根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,其中,场景组件组合包括至少一个场景组件。
本示例性实施方式中,将目标对象拆解为对象元素,则对目标对象的建模可以拆解为对各个对象元素的建模。在对对象元素建模时,可以将对象元素对应到场景组件组合,场景组件组合由一个或多个场景组件组成,这些场景组件可以是基础场景组件或基础场景组件组合。例如,花朵中的所有花瓣为一个对象元素,其包括一片片花瓣,每一片花瓣为对象元素中的一部分,可以采用圆形、椭圆形、菱形、长条形等基础场景组件作为每一片花瓣的模型,花瓣这一对象元素的场景组件组合由每一片花瓣对应的基础场景组件组成。
根据对象元素参数可以确定的场景组件组合的信息,可以包括场景组件组合由哪些场景组件组成,场景组件组合的颜色、尺寸、位置等。
在一种实施方式中,参考图6所示,上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,可以包括以下步骤S610和S620:
步骤S610,根据对对象元素目标类型预先配置的信息,确定对象元素目标类型对应的对象元素的场景组件组合中的场景组件;
步骤S620,根据对象元素参数确定场景组件组合的信息,并根据场景组件组合的信息确定场景组件的信息。
如上所述,对象元素的场景组件组合由场景组件组成,对于不同的对象元素类型,对应的对象元素的场景组件组合外形或结构也不同,则场景组件组合中的场景组件的种类也不同。如参考上述图5所示,第一种花瓣类型对应的花瓣可以由圆形组件组成,第二种花瓣类型对应的花瓣可以由椭圆形组件组成。本示例性实施方式中,可以针对一种或多种对象元素类型,预先配置其对应的场景组件组合中的场景组件组成信息。这样,当为对象元素设置对象元素目标类型后,可以调用预先配置的信息,确定对象元素目标类型对应的对象元素的场景组件组合由哪些场景组件组成,还可以确定场景组件组合中的场景组件的数量、位置关系等。
根据对象元素参数确定场景组件组合的信息,由于已经确定了场景组件组合中的场景组件,可以进一步根据场景组件组合的信息确定场景组件的信息。后续可以基于场景组件的信息在游戏编辑场景中生 成场景组件。相比于场景组件组合的信息而言,场景组件的信息具体到一个个场景组件,便于游戏程序根据场景组件的信息生成场景组件,有利于提高生成过程的处理效率。
在一种实施方式中,对象元素参数包括对象元素第一参数。上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,可以包括以下步骤:
根据对象元素第一参数确定对象元素中间参数,根据对象元素中间参数确定对象元素目标类型对应的对象元素的场景组件组合的信息。
其中,对象元素第一参数的参数种类与场景组件组合的信息中的参数种类不同,对象元素中间参数的参数种类与场景组件组合的信息中的参数种类相同。也就是说,对象元素第一参数是无法直接映射为场景组件组合的信息的参数,需要通过规则或机器学习等方式对其进行处理,得到对象元素中间参数,对象元素中间参数是能够直接映射为场景组件组合的信息的参数。
举例来说,对象元素第一参数可以包括对象元素结构参数、对象元素形态参数。例如,参考上述图5所示,关于花瓣的对象元素参数中,花瓣层数、每层花瓣数为对象元素结构参数,其可以表征花瓣的结构,花瓣张角为对象元素形态参数,其可以表征花瓣的形态。对象元素中间参数可以包括对象元素位置参数、对象元素姿态参数。上述根据对象元素第一参数确定对象元素中间参数,根据对象元素中间参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,可以包括以下步骤:
根据对象元素结构参数、对象元素形态参数确定对象元素位置参数、对象元素姿态参数;
根据对象元素位置参数、对象元素姿态参数确定场景组件组合的位置信息、姿态信息。
其中,根据对象元素结构参数、对象元素形态参数,可以确定对象元素中各个部分的位置关系与方向,由此得到对象元素位置参数、对象元素姿态参数。进一步的,根据对象元素位置参数、对象元素姿态参数可以确定场景组件组合的位置信息、姿态信息,如可以将对象元素位置参数、对象元素姿态参数作为场景组件组合的位置信息、姿态信息,也可以计算场景组件组合中的各个场景组件的位置信息、姿态信息。
由于位置信息、姿态信息不是很直观的信息,用户难以理解位置信息、姿态信息的具体效果,不容易直接设置位置信息、姿态信息。而结构参数、形态参数是相对直观的信息,用户容易将其设置为合适的参数值。本示例性实施方式在方便用户设置对象元素参数的基础上,将用户设置的对象元素结构参数、对象元素形态经过对象元素中间参数(即对象元素位置参数、对象元素姿态参数)的计算,最终确定场景组件组合的位置信息、姿态信息,能够准确得到建模所需的位置和姿态信息。
以对象元素中间参数为中介,将对象元素第一参数映射为场景组件组合的信息,这样在设置对象元素参数的参数种类时,无需考虑与场景组件组合的信息中的参数种类相同,这使得对对象元素参数的设置有更大的范围与灵活性,用户可以对更多种类的对象元素参数进行设置,有利于提高组件生成的多样性以及用户编辑游戏场景的便利性。
在一种实施方式中,对象元素参数包括对象元素第二参数。上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,可以包括以下步骤:
根据对象元素第二参数确定对象元素目标类型对应的对象元素的场景组件组合的信息。
其中,对象元素第二参数的参数种类与场景组件组合的信息中的参数种类相同。也就是说,对象元素第二参数是能够直接映射为场景组件组合的信息的参数。例如,对象元素第二参数可以包括对象元素颜色、尺寸参数,这些参数可以直接作为场景组件组合的信息中的颜色、尺寸,也可以通过简单映射后得到场景组件组合的信息中的颜色、尺寸。因此,不需要计算对象元素中间参数,可以根据对象元素第二参数直接确定场景组件组合的信息。计算过程非常简单。
在一种实施方式中,可以设置场景组件组合的资源量化参数。资源量化参数表征场景组件组合所使用到的游戏资源的多少,可以通过游戏资源数量进行量化,也可以通过游戏资源的数据量、内存量等进行量化。资源量化参数可以是确切的数值,也可以是数值范围。若资源量化参数是数值范围,则表示场景组件组合所使用到的游戏资源的量化值应当处于该数值范围内。示例性的,资源量化参数可以包括场景组件组合的场景组件数量,其可以是数量值或数量范围,表示场景组件组合所包含的场景组件的数量或数量范围。用户可以为场景组件组合设置资源量化参数,参考上述图5所示,可以设置场景组件组合的场景组件数量最大值(即图5中的最大占用值)为10000,表示场景组件组合所包含的场景组件的数量不超过10000。或者,用户可以为当前的待编辑游戏场景设置资源量化参数,表示该游戏场景所使用到的游戏资源的多少,进而可以根据游戏场景的资源量化参数确定场景组件组合的资源量化参数,如可以将游戏场景的资源量化参数减去已生成的其他模型的资源量化参数,得到场景组件组合的资源量化参数,也可以将游戏场景的资源量化参数乘以一定的比例(表示为场景组件组合分配的资源比例),得到场景组件组合的资源量化参数。当然,也可以由游戏程序自动确定场景组件组合的资源量化参数,如根据用户的权限、游戏程度的缓存数据量、终端设备的资源情况(如内存剩余量)等计算场景组件组合的 资源量化参数,或先计算游戏场景的资源量化参数,再由游戏场景的资源量化参数计算场景组件组合的资源量化参数。
一般的,资源量化参数越大,表示允许场景组件组合使用越多的游戏资源,即允许场景组件组合包含越多的场景组件,使得场景组件组合越精细。由此,在一种实施方式中,可以基于资源量化参数确定场景组件组合中的场景组件的数量。
在一种实施方式中,目标对象可以是花朵。对象元素可以包括花瓣、花蕊、花径、花叶中的一种或多种。下面以花朵为例,说明用户想要生成花朵组件时,如何确定场景组件组合的信息。
在一种实施方式中,上述至少一种对象元素包括花瓣,对象元素目标类型包括目标花瓣类型,如可以是用户在图5的4种花瓣类型中选择的花瓣类型,对象元素参数包括花瓣参数,如可以包括图5中用户设置的花瓣颜色、花瓣张角等参数。上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,可以包括以下步骤:
根据花瓣参数确定目标花瓣类型对应的花瓣的场景组件组合的信息。
例如,若用户选择第一种花瓣类型为目标花瓣类型,则可以根据花瓣参数确定该目标花瓣类型对应的圆形花蕊的场景组件组合的信息。
在一种实施方式中,参考上述图5所示,花瓣参数可以包括花瓣张角、花瓣层数、每层花瓣数。上述根据花瓣参数确定目标花瓣类型对应的花瓣的场景组件组合的信息,可以包括以下步骤:
根据花瓣层数和每层花瓣数确定目标花瓣类型对应的花瓣的花瓣数量。例如,可以将花瓣层数与每层花瓣数相乘,得到总的花瓣数量。
根据每层花瓣数确定目标花瓣类型对应的花瓣的每层花瓣位置。一般的,将每层花瓣沿中心旋转自适应排布,这样看上去更加丰满、均匀,每层花瓣数越多,则排布越密集,根据每层花瓣数可以确定每层花瓣位置。如每层花瓣数为p,则将每层花瓣按照360度/p的角度间隔进行排布,确定每层中的每个花瓣位置。
根据花瓣张角和目标花瓣类型确定目标花瓣类型对应的花瓣的花瓣姿态。花瓣张角可以表征花瓣与中心轴之间的张角或对称位置的两个花瓣间的张角,其可用于确定花瓣与水平面(如可以是x-z平面)间的夹角,根据目标花瓣类型可以对花瓣角度进行调整,以避免不同层花瓣之间出现明显穿插。由此,结合花瓣张角和目标花瓣类型两方面信息,可以确定花瓣姿态。
根据花瓣数量、每层花瓣位置、花瓣姿态确定场景组件组合中的场景组件数量、场景组件的位置和姿态。举例来说,若每一片花瓣的模型由一个场景组件组成,则可以确定场景组件数量等于花瓣数量,每个场景组件的位置和姿态等同于每一片花瓣的位置和姿态。若每一片花瓣的模型由多个场景组件组成,则可以确定场景组件数量等于花瓣数量乘以每一片花瓣对应的场景组件数量,在每一片花瓣中,根据多个场景组件组成花瓣组件的结构与位置关系,进一步将每一片花瓣的位置和姿态拆解计算得到每个场景组件的位置和姿态。
通过以上方式,能够根据用户设置的花瓣张角、花瓣层数、每层花瓣数等参数准确计算出场景组件的信息,计算过程简单,有利于进一步提高处理效率。
在一种实施方式中,花瓣参数可以包括花瓣颜色。上述根据花瓣参数确定目标花瓣类型对应的花瓣的场景组件组合的信息,可以包括以下步骤:
根据花瓣颜色确定目标花瓣类型对应的花瓣的场景组件组合的颜色。
例如,可以将花瓣颜色作为花瓣的场景组件组合的颜色。或者,游戏程序对场景组件或场景组件组合的颜色有限制时,如限制场景组件或场景组件组合的颜色为少数几种预设颜色时,可以将花瓣颜色映射为最接近的预设颜色,将该预设颜色作为花瓣的场景组件组合的颜色。
在一种实施方式中,上述至少一种对象元素还可以包括花蕊,对象元素目标类型还包括目标花蕊类型,如可以是用户在图5的4种花蕊类型中选择的花蕊类型,对象元素参数还包括花蕊参数,如可以是图5中的花蕊颜色。上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,还可以包括以下步骤:
根据花蕊参数确定目标花蕊类型对应的花蕊的场景组件组合的信息。
例如,若用户选择第一种花蕊类型为目标花瓣类型,则可以根据花蕊参数确定该目标花瓣类型对应的圆柱与半球组合形花蕊的场景组件组合的信息。
在一种实施方式中,花蕊参数可以包括花蕊颜色。上述根据花蕊参数确定目标花蕊类型对应的花蕊的场景组件组合的信息,可以包括以下步骤:
根据花蕊颜色确定目标花蕊类型对应的花蕊的场景组件组合的颜色。
例如,可以将花蕊颜色作为花蕊的场景组件组合的颜色。或者,游戏程序对场景组件或场景组件组合的颜色有限制时,如限制场景组件或场景组件组合的颜色为少数几种预设颜色时,可以将花蕊颜色映 射为最接近的预设颜色,将该预设颜色作为花蕊的场景组件组合的颜色。
在一种实施方式中,花瓣参数可以包括花瓣层数。上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,还可以包括以下步骤:
根据花瓣层数确定目标花蕊类型对应的花蕊的花蕊尺寸;
根据花蕊尺寸确定目标花蕊类型对应的花蕊的场景组件组合的尺寸。
一般的,花瓣层数越多,为了将花蕊与花瓣很好地贴合,花蕊尺寸(如花蕊高度)也越大,两者成正相关,因此可以根据花瓣层数确定花蕊尺寸。当然,在确定花蕊尺寸时,还可以结合目标花蕊类型这一信息,根据目标花蕊类型对花蕊尺寸进行调整。进一步的,可以根据花蕊尺寸确定花蕊的场景组件组合的尺寸,如将花蕊尺寸作为场景组件组合的总尺寸,还可以计算场景组件组合中的各个场景组件的尺寸。由此能够准确得到花蕊的场景组件组合的尺寸信息。
在一种实施方式中,上述至少一种对象元素还可以包括花径。在场景组件组合中,花瓣对应的花瓣组件的中心轴与花径对应的花径组件的中心轴共线,花蕊对应的花蕊组件的中心轴与花径组件的中心轴共线。其中,花径一般是横截面较小的圆柱形或类圆柱形,其中心轴是穿过上下截面中心点的轴。花瓣组件的中心轴可以是每一片花瓣旋转排列的旋转轴。花蕊组件的中心轴可以是穿过花蕊上下截面中心点的轴。这三个中心轴可以是共线关系,使得整个花朵沿中心轴呈圆形结构,这样一方面比较美观,另一方面便于计算花朵中各个部分的位置。
在一种实施方式中,游戏编辑场景中设置有虚拟摄像机,用于实时拍摄并显示游戏编辑场景的当前画面。在基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件之前,组件生成方法还可以包括以下步骤:
根据虚拟摄像机的位姿确定花径组件的位置;
根据花瓣组件相对于花径组件的相对位置以及花径组件的位置,确定花瓣组件在游戏编辑场景中的位置;
根据花蕊组件相对于花径组件的相对位置以及花径组件的位置,确定花蕊组件在游戏编辑场景中的位置。
例如,可以将花径组件的底部端点或中心点作为整个场景组件组合的基准点,根据虚拟摄像机的位姿,可以在虚拟摄像机的光轴上确定基准点位置,并确定花径组件的方向,如可以在当前画面中竖直向上或与当前画面的平面呈现一定角度,使得后续呈现出的场景组件组合具有立体感。由于花瓣组件与花径组件具有中心轴共线的位置关系,可以得到花瓣组件相对于花径组件的相对位置。在确定花径组件的位置后,在花径组件的位置基础上,叠加该相对位置,可以得到花瓣组件在游戏编辑场景中的位置。采用同样的方式可以得到花蕊组件在游戏编辑场景中的位置。由此能够方便地为场景组件组合中的不同场景组件组合确定准确的位置。
继续参考图4,在步骤S440中,基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,形成与目标对象对应的场景组件组合。
其中,生成场景组件的过程可以包括:生成场景组件的对象,该对象可以是场景组件的游戏资源、场景组件的信息(如相关的参数)以及相关代码的集合;在游戏编辑场景中加载场景组件的对象,可以表现为渲染出场景组件。在生成目标对象的全部对象元素的场景组件后,由全部场景组件形成场景组件组合。
在一种实施方式中,上述基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,形成与目标对象对应的场景组件组合,可以包括以下步骤:
将场景组件组合的生成任务添加到生成队列中;
当执行到场景组件组合的生成任务时,基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,形成与目标对象对应的场景组件组合。
其中,生成队列可以参考图7所示,可以包括一个或多个生成任务,这些任务可以是场景组件组合(如花朵)的生成任务,也可以是其他模型的生成任务。在生成队列中,可以根据各个生成任务的建立时间或添加到生成队列的时间排列各个生成任务,并按照排列的顺序执行。当然,用户也可以指定或调整各个生成任务的排列顺序或执行顺序,例如用户可以对某个生成任务输入优先执行的指令,则游戏程序可以将该生成任务的执行顺序提前,如可以将其设置为下一个任务。生成队列中也可以显示各个生成任务的状态,如等待中、执行中、已完成等。根据生成队列中的执行顺序,执行到场景组件组合的生成任务时,可以执行步骤S440。由此可以保证游戏场景中的各个组件能够有序地生成,这样即使用户在短时间内频繁输入生成组件的指令,也能够避免游戏程序加载过多内容而导致卡顿。并且,在生成队列中显示生成任务的相关信息,实现组件生成的后台处理过程的可视化,有利于用户感知。
参考图7所示,生成队列中可以示出每个任务的生成时间或完成时间,每个任务中组件的资源量化 参数,如第一个像素文字的资源量化参数为4000。用户可以通过操作删除控件(图中垃圾桶图标的控件)删除任务,也可以通过操作“生成至场景”的控件,触发显示相应组件的生成过程。
在一种实施方式中,游戏编辑场景中设置有虚拟摄像机,用于实时拍摄并显示游戏编辑场景的当前画面。上述基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,可以包括以下步骤:
于虚拟摄像机的视野范围内,基于场景组件组合的信息生成场景组件组合中的场景组件。
其中,在生成场景组件时,可以同步进行渲染。将场景组件的生成位置置于虚拟摄像机的视野范围内,这样用户能够看到场景组件的生成。
在一种实施方式中,上述于虚拟摄像机的视野范围内,基于场景组件组合的信息生成场景组件组合中的场景组件,可以包括以下步骤:
于虚拟摄像机的视野范围内、与虚拟摄像机间的距离为预设距离的位置处,基于场景组件组合的信息生成场景组件组合中的场景组件。
其中,预设距离可以根据经验或游戏场景的尺寸、场景组件组合的尺寸等确定。示例性的,场景组件组合的宽和高不超过20米,预设距离可以是50米,这样能够将场景组件组合整体放置到虚拟摄像机的视野范围内,并且其在视野画面中的大小合适,不会占满整个画面,也不会显得过小。
在一种实施方式中,上述基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,可以包括以下步骤:
确定不同的场景组件的生成顺序,其中,至少部分场景组件的生成顺序与其他场景组件的生成顺序不同;
基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件。
其中,对于全部场景组件而言,其生成顺序不是完全相同的,即全部的场景组件存在一定的生成顺序先后之分,并不是在同一时间一起生成的。可以根据游戏程序的处理能力,对不同的场景组件随机确定生成顺序。例如,游戏程序在生成场景组件时,可以并行运行M个负责生成的线程,这样在同一时间可以生成M个场景组件,可以将各个场景组件以M个为一组进行划分,每一组设置相同的生成顺序,或者将场景组件划分为M个集合中,每个集合内按照1、2、3、…的次序为场景组件设置生成顺序。
在确定场景组件的生成顺序的情况下,可以按照生成顺序逐渐生成各个场景组件,使得场景组件的生成过程更加有序,避免游戏程序一次性加载过多数据。
在一种实施方式中,上述基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件,可以包括以下步骤:
在当前视野画面内,动态地显示基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件的过程;其中,当前视野画面是通过设置于游戏编辑场景中的虚拟摄像机拍摄游戏编辑场景所形成的画面。
参考图8和图9所示,可以将场景组件的生成过程动态地显示在当前视野画面内。示例性的,一开始,显示未生成任何场景组件的画面,该画面内可以仅有游戏编辑场景的背景,也可以有其他已生成的组件;随后,逐渐显示已生成的场景组件,图8示出了已生成部分场景组件的画面,此时形成了花朵的一部分;最后,当全部场景组件都已生成时,形成完整的场景组件组合,如图9所示,场景组件组合体现为完整花朵的形式。这样用户可以观看到完整的生成过程,避免用户在生成过程中无意义地等待,并使用户对生成过程有更强的感知,用户体验更好。
在一种实施方式中,上述在当前视野画面内,动态地显示基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件的过程,可以包括以下步骤:
响应视野调整指令,控制调整虚拟摄像机的如下至少一种信息:位置、方向、焦距、视场角;
根据调整后的虚拟摄像机采集游戏编辑场景形成调整后的视野画面;
在调整后的视野画面中,动态地显示基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件的过程。
其中,场景组件的生成位置在游戏编辑场景中是固定的。在场景组件的生成过程中,允许通过视野调整指令调整视野画面。具体地,当产生视野调整指令时,游戏程序可以控制虚拟摄像机进行视野调整,以调整后的视野画面显示场景组件的生成过程,使得用户可以以不同的视角观看生成过程。
视野调整指令可以是用户输入的指令,也可以是游戏程序自动实现的指令。示例性的,在场景组件的生成过程中,用户可以对虚拟摄像机的视野进行调整,包括移动虚拟摄像机位置,转动虚拟摄像机以改变其视野方向,调整虚拟摄像机的焦距或视场角,以改变视野中心位置或视野大小,等等。如用户想要对某个场景组件近距离观察时,可以将虚拟摄像机移动到距离该场景组件更近的位置。或者,游戏程 序可以按照预先设置的逻辑,自动调整虚拟摄像机,如控制虚拟摄像机围绕场景组件进行转动,以实现360度观看场景组件的动态显示效果。由此,能够丰富动态显示生成过程的显示效果,进一步提升用户体验。
在一种实施方式中,在当前视野画面内,动态地显示基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件的过程时,组件生成方法还可以包括以下步骤:
锁定在游戏编辑场景中添加组件或编辑组件的操作,以禁止在游戏编辑场景中添加组件或编辑组件。
其中,添加组件的操作是指在游戏编辑场景中添加新组件的操作,编辑组件的操作是指对游戏编辑场景中已有的组件进行编辑的操作。在场景组件的生成过程中可以锁定这两类操作,即无法添加组件或编辑组件。示例性的,可以将添加组件或编辑组件的控件设置为不可操作的状态,如显示为灰色,或在控件上增加禁止图标,用户无法对控件进行点击等操作,也可以将控件隐藏,使得用户无法操作。或者,可以不改变控件的形态,当用户进行添加组件或编辑组件的操作后,游戏程序不予以执行,如可以将操作信息丢弃,也可以显示相关的提示,如“当前无法进行该操作”等内容。
通过锁定上述两种操作,一方面,能够防止添加组件或编辑组件所产生的信息或信息更新与正在生成的场景组件发生冲突,例如用户在添加组件或编辑组件时,可能占用正在生成的场景组件的位置,锁定两种操作后可以防止这种情况的发生。另一方面,若同时执行生成场景组件以及添加组件或编辑组件,可能导致游戏程序同时加载的数据量过多,处理任务过于繁重,可能导致卡顿,锁定两种操作后可以使游戏程序主要执行生成场景组件的任务,能够保证生成过程的流畅性。
在一种实施方式中,在完成场景组件组合的生成后,可以解除对两种操作的锁定。
在一种实施方式中,场景组件组合的信息可以包括如下至少一种:尺寸、位置、方向、颜色、纹理、形态。上述基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,包括:
根据场景组件组合的信息调用对应的编辑指令,其中,编辑指令为游戏程序预先提供的指令;
根据上述编辑指令,在游戏编辑场景中生成场景组件组合中的场景组件。
其中,在确定场景组件组合的信息后,需要将场景组件组合的信息赋值给场景组件,这一过程可以调用编辑指令来实现。
编辑指令可以包括但不限于:缩放指令,用于调整场景组件组合的尺寸;移动指令,用于改变场景组件组合的位置;旋转指令,用于改变场景组件组合的方向;颜色编辑指令,用于调整场景组件组合的颜色;纹理编辑指令,用于调整场景组件组合的纹理;形态调整指令,用于调整场景组件组合的形态,如将场景组件组合调整为静态形态,或透明度可自动变化的动态形态,或周期性消失与出现的动态形态,或旋转的动态形态等。
编辑指令可以开放给用户使用,即用户可以通过手动操作实现上述一种或多种编辑指令。若用户通过手动操作的编辑指令,生成场景组件,需要进行大量的手动操作。本示例性实施方式中,游戏程序可以根据场景组件组合的信息自动调用所需的编辑指令并加以执行,以快速实现组件生成。并且,用户手动操作的编辑指令与游戏程序自动执行的编辑指令,可以来自于同一指令集,这样无需为用户的手动操作与游戏程序的自动操作设置两套指令集,有利于降低开销。
本示例性实施方式中,在设置对象元素目标类型和对象元素参数后,通常仅需要数秒钟至数十秒钟(具体由终端设备或服务器的性能、资源投入情况等决定)即可生成对应的场景组件组合,而人工手动编辑建模则一般需要数个小时。由此可见,本示例性实施方式能够大大降低组件生成时间,提高组件生成效率。
在形成与目标文字对应的场景组件组合之后,可以允许对场景组件组合进行整体性操作,如移动、缩放、旋转操作等。下面分别对三种操作进行说明:
移动操作
在一种实施方式中,在形成与目标对象对应的场景组件组合之后,组件生成方法还可以包括以下步骤:
响应于对场景组件组合的移动操作,移动场景组件组合在游戏编辑场景中的位置。
其中,用户可以对场景组件组合进行整体移动,如可以单击、双击或长按场景组件组合中的任意位置或特定位置以选中整个场景组件组合,然后通过拖动等操作将其移动到游戏编辑场景中的其他位置。
参考图10所示,游戏编辑场景中可以显示世界坐标系的三个轴,分别为x轴、y轴、z轴,可以控制场景组件组合沿任意一个或多个轴进行移动。在移动时,还可以在三个轴上显示场景组件组合的投影位置,如可以高亮显示或显示为其他颜色,或者如图10所示,显示在一个或多个轴上坐标,使用户看到场景组件组合在不同方向上的位置,便于用户将其准确移动到目标位置。
缩放操作
在一种实施方式中,在形成与目标对象对应的场景组件组合之后,组件生成方法还可以包括以下步骤:
响应于对场景组件组合的缩放操作,改变场景组件组合的尺寸。
其中,用户可以对场景组件组合进行整体缩放,如可以单击、双击或长按场景组件组合中的任意位置或特定位置以选中整个场景组件组合,然后通过双指分开或合拢等操作将其缩放到想要的尺寸。
在一种实施方式中,参考图11所示,游戏编辑场景中可以显示场景组件组合的参考坐标系的三个轴,为区分上述世界坐标系的三个轴,将参考坐标系的三个轴记为x'轴、y'轴、z'轴。上述响应于对场景组件组合的缩放操作,改变场景组件组合的尺寸,可以包括以下步骤:
若将场景组件组合设置为三轴缩放,则响应于缩放操作,在三个轴上等比例地改变场景组件组合的尺寸;
若将场景组件组合设置为平面缩放,则响应于沿预设平面的缩放操作,在预设平面内改变场景组件组合的尺寸;预设平面是由三个轴中的两个轴形成的平面;
若将场景组件组合设置为单轴缩放,则响应于沿三个轴中的一个轴的缩放操作,在该轴上改变场景组件组合的尺寸。
其中,三轴缩放、平面缩放(即双轴缩放)、单轴缩放是针对场景组件组合设置的三种缩放方式,可以对场景组件组合单独设置缩放方式,也可以对游戏场景设置缩放方式,则游戏场景中的所有组件都采用该缩放方式。
在三轴缩放的方式下,用户沿任一轴进行缩放操作,都会使场景组件组合在三个轴上等比例地缩放,如用户沿x'轴将场景组件组合的尺寸缩小1/2,则会同步地将场景组件组合在y'轴与z'轴上的尺寸也缩小1/2。三轴等比例缩放的方式,能够提高用户进行缩放操作的效率,使得用户无需在不同轴上分别进行缩放操作,而在一个轴上进行缩放操作即可达到缩放目标。
在平面缩放的方式下,用户沿两个轴形成的预设平面(如x'-y'平面)进行缩放操作,会使场景组件组合在预设平面内缩放,而不改变在第三个轴(如z'轴)上的尺寸。在预设平面内的缩放,可以是在预设平面的两个轴上进行等比例地缩放,也可以是非等比例地缩放,如可以将用户进行缩放操作的操作参数映射到预设平面的两个轴上,并量化为两个轴上的缩放比例(两个轴上的缩放比例可以不同),进而控制场景组件组合在两个轴上进行缩放。
应当理解,可以以任意两个轴形成预设平面,则预设平面包括x'-y'平面、x'-z'平面、y'-z'平面,允许场景组件组合在任意预设平面内进行缩放。也可以以固定两个轴形成预设平面,如设置预设平面仅为x'-y'平面,这样仅允许场景组件组合在x'-y'平面内进行缩放,而不能在x'-z'平面、y'-z'平面内进行缩放。在一种实施方式中,可以将与场景组件组合垂直的平面作为预设平面,可以设置场景组件组合能够在预设平面内缩放,而不能沿第三轴(垂直于预设平面的轴)缩放。这使得场景组件组合的缩放更加符合模型本身的定位。
在单轴缩放的方式下,用户沿一个轴进行缩放操作,仅会使场景组件组合在该轴上进行缩放,而不会在另外两个轴上进行缩放。这样的缩放方式更加灵活,能够改变场景组件组合在三个轴方向上的尺寸比例,以实现更加多样的视觉效果。
需要说明的是,可以设置允许场景组件组合任意轴上进行单轴缩放。也可以设置仅允许场景组件组合在特定的一个轴或两个轴上进行缩放。如设置场景组件组合仅能在x'轴、y'轴上缩放,则无法沿z'轴完成缩放操作,这样可以针对特定类型的场景组件组合进行尺寸限制,以达到特定的游戏场景编辑目的。
旋转操作
在一种实施方式中,在形成与目标对象对应的场景组件组合之后,组件生成方法还可以包括以下步骤:
响应于对场景组件组合的旋转操作,控制场景组件组合进行旋转。
其中,用户可以对场景组件组合进行整体旋转,如可以单击、双击或长按场景组件组合中的任意位置或特定位置以选中整个场景组件组合,然后通过特定轨迹的滑动等操作控制其旋转到想要的方向或角度。
在一种实施方式中,参考图12所示,游戏编辑场景中可以显示用于表示旋转方向的三个弧形,可以记为偏航角弧形、俯仰角弧形、滚转角弧形。上述响应于对场景组件组合的旋转操作,控制场景组件组合进行旋转,可以包括以下步骤:
响应于沿三个弧形中的任一弧形的旋转操作,以该弧形所在平面的法线为旋转轴,控制场景组件组合绕旋转轴旋转。
其中,旋转轴垂直于弧形所在平面,并可以穿过场景组件组合的中心点。示例性的,用户沿偏航角弧形进行旋转操作,则可以以穿过场景组件组合的中心点的z轴为旋转轴,控制场景组件组合绕旋转轴 旋转。在旋转过程中,可以保持三个弧形的位置不变,也可以同步旋转其中任意一个或多个弧形。通过显示弧形,可以引导用户沿正确地方向进行旋转操作,以便于准确旋转到想要的方向或角度。
以上对三种整体性操作进行说明。此外,还可以允许对场景组件组合进行局部操作。在一种实施方式中,在形成与目标文字对应的场景组件组合之后,组件生成方法还可以包括以下步骤:
响应于对场景组件组合中的任一场景组件的编辑指令,对场景组件的如下至少一种信息进行调整:尺寸、位置、方向、颜色、纹理、形态。
其中,用户可以对场景组件组合中的单个场景组件进行编辑,如可以单击、双击或长按所要编辑的场景组件以选中该场景组件,并通过进一步的手动操作生成编辑指令,以调整场景组件的信息。示例性的,在选中场景组件后,可以通过双指分开或合拢等操作改变其尺寸,可以拖动场景组件以移动其位置,可以沿特定的旋转轨迹进行滑动以控制场景组件改变方向,可以在游戏编辑场景的界面中为场景组件选择另一种颜色、纹理或形态,以改变其颜色、纹理或形态。由此,在生成场景组件组合的基础上,允许用户对场景组件进行灵活地编辑优化,使得场景组件组合能够更加符合用户的需求或偏好。
在一种实施方式中,在形成与目标对象对应的场景组件组合之后,可以为场景组件组合设置关联的游戏事件。如可以设置游戏角色接近场景组件组合时,触发特定的游戏剧情,或者在达到特定的游戏时间时,将场景组件组合隐藏或移除等。
在一种实施方式中,通过终端设备进行游戏场景建立或发布的相关操作(如点击图2中的“发布地图”控件)后,可生成游戏编辑场景对应的游戏场景信息,该游戏场景信息可保存在预设位置,该预设位置可以是地图文件中,该地图文件不仅可保存游戏场景信息,还可保存其他的地图信息(包括但不限于截图、地图名、日志等信息)。地图文件保存游戏场景信息后可以被上传到服务器。服务器审核通过后可将游戏场景信息生成的游戏场景发布至于预设地图池中,从而与服务器连接的终端设备可从服务器上下载相应的游戏场景信息,并通过游戏程序根据所下载的游戏场景信息生成对应的游戏场景,然后在该游戏场景中进行游戏体验。该方式可将游戏编辑器中的游戏场景信息进行发布,并被其他玩家体验,从而实现快速的UGC(User Generated Content,用户生成内容)功能。
图13示出了本示例性实施方式运行环境的系统架构图。该系统架构1300可以包括终端设备1310和服务器1320。服务器1320可以是提供游戏服务的后台系统,其可以是一台服务器,也可以是多台服务器的集群。终端设备1310和服务器1320之间可以通过有线或无线链路形成连接,以进行数据传输与交互。本示例性实施方式中的组件生成方法,可以完全由终端设备1310执行,也可以部分由终端设备1310执行,部分由服务器1320执行。例如,用户在终端设备1310上设置对象元素目标类型和对象元素参数后,终端设备1310将对象元素目标类型和对象元素参数发送至服务器1320,服务器1320可以通过预先配置的逻辑规则或人工智能引擎等对对象元素目标类型、对象元素参数、以及相关的用户指令(如生成组件的指令)进行处理,确定对象元素目标类型对应的对象元素的场景组件组合的信息,将场景组件组合的信息返回终端设备1310,终端设备1310基于这些信息生成场景组件,并形成场景组件组合。
本公开的示例性实施方式还提供一种游戏场景中的组件生成装置。参考图14所示,游戏场景中的组件生成装置1400可以包括以下程序模块:
图形用户界面处理模块1410,被配置为执行显示运行游戏程序所提供的图形用户界面,在图形用户界面中显示待编辑的游戏编辑场景以及多个场景组件选择控件,场景组件选择控件用于响应并根据操作指令在游戏编辑场景中生成对应场景组件;
信息获取模块1420,被配置为执行获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数,其中,对象元素为组成目标对象的多个不同对象元素中的元素,对象元素包括至少一种对象元素类型,对象元素目标类型为至少一种对象元素类型中的类型,不同的对象元素类型对应的对象元素具有不同的样式形态;
场景组件组合确定模块1430,被配置为执行根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,其中,场景组件组合包括至少一个场景组件;
组件生成模块1440,被配置为执行基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,形成与目标对象对应的场景组件组合。
在一种实施方式中,上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,包括:根据对对象元素目标类型预先配置的信息,确定对象元素目标类型对应的对象元素的场景组件组合中的场景组件;根据对象元素参数确定场景组件组合的信息,并根据场景组件组合的信息确定场景组件的信息;上述基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,包括:基于场景组件的信息在游戏编辑场景中生成场景组件。
在一种实施方式中,对象元素参数包括对象元素第一参数;上述根据对象元素参数确定对象元素目 标类型对应的对象元素的场景组件组合的信息,包括:根据对象元素第一参数确定对象元素中间参数,根据对象元素中间参数确定对象元素目标类型对应的对象元素的场景组件组合的信息;其中,对象元素第一参数的参数种类与场景组件组合的信息中的参数种类不同,对象元素中间参数的参数种类与场景组件组合的信息中的参数种类相同。
在一种实施方式中,对象元素第一参数包括对象元素结构参数、对象元素形态参数;对象元素中间参数包括对象元素位置参数、对象元素姿态参数。上述根据对象元素第一参数确定对象元素中间参数,根据对象元素中间参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,包括:根据对象元素结构参数、对象元素形态参数确定对象元素位置参数、对象元素姿态参数;根据对象元素位置参数、对象元素姿态参数确定场景组件组合的位置信息、姿态信息。
在一种实施方式中,对象元素参数包括对象元素第二参数。上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,包括:根据对象元素第二参数确定对象元素目标类型对应的对象元素的场景组件组合的信息;其中,对象元素第二参数的参数种类与场景组件组合的信息中的参数种类相同。
在一种实施方式中,上述获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数,包括:针对待设置对象元素,提供多种预先配置的对象元素类型,将从该多种预先配置的对象元素类型中选择的对象元素类型确定为待设置对象元素的对象元素目标类型;待设置对象元素是至少一种对象元素中的对象元素;针对待设置对象元素,提供参数设置控件,根据用户对参数设置控件的操作确定待设置对象元素的对象元素参数。
在一种实施方式中,目标对象为花朵;对象元素包括花瓣、花蕊、花径、花叶中的一种或多种。
在一种实施方式中,上述至少一种对象元素包括花瓣;对象元素目标类型包括目标花瓣类型,对象元素参数包括花瓣参数。上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,包括:根据花瓣参数确定目标花瓣类型对应的花瓣的场景组件组合的信息。
在一种实施方式中,花瓣参数包括花瓣张角、花瓣层数、每层花瓣数。上述根据花瓣参数确定目标花瓣类型对应的花瓣的场景组件组合的信息,包括:根据花瓣层数和每层花瓣数确定目标花瓣类型对应的花瓣的花瓣数量;根据每层花瓣数确定目标花瓣类型对应的花瓣的每层花瓣位置;根据花瓣张角和目标花瓣类型确定目标花瓣类型对应的花瓣的花瓣姿态;根据花瓣数量、每层花瓣位置、花瓣姿态确定场景组件组合中的场景组件数量、场景组件的位置和姿态。
在一种实施方式中,花瓣参数包括花瓣颜色。上述根据花瓣参数确定目标花瓣类型对应的花瓣的场景组件组合的信息,包括:根据花瓣颜色确定目标花瓣类型对应的花瓣的场景组件组合的颜色。
在一种实施方式中,上述至少一种对象元素还包括花蕊;对象元素目标类型还包括目标花蕊类型,对象元素参数还包括花蕊参数。上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,还包括:根据花蕊参数确定目标花蕊类型对应的花蕊的场景组件组合的信息。
在一种实施方式中,花蕊参数包括花蕊颜色。上述根据花蕊参数确定目标花蕊类型对应的花蕊的场景组件组合的信息,包括:根据花蕊颜色确定目标花蕊类型对应的花蕊的场景组件组合的颜色。
在一种实施方式中,花瓣参数包括花瓣层数。上述根据对象元素参数确定对象元素目标类型对应的对象元素的场景组件组合的信息,还包括:根据花瓣层数确定目标花蕊类型对应的花蕊的花蕊尺寸;根据花蕊尺寸确定目标花蕊类型对应的花蕊的场景组件组合的尺寸。
在一种实施方式中,上述至少一种对象元素还包括花径;在场景组件组合中,花瓣对应的花瓣组件的中心轴与花径对应的花径组件的中心轴共线,花蕊对应的花蕊组件的中心轴与花径组件的中心轴共线。
在一种实施方式中,游戏编辑场景中设置有虚拟摄像机,用于实时拍摄并显示游戏编辑场景的当前画面。场景组件组合确定模块1430,还被配置为:在组件生成模块1440基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,形成与目标对象对应的场景组件组合之前,根据虚拟摄像机的位姿确定花径组件的位置,根据花瓣组件相对于花径组件的相对位置以及花径组件的位置,确定花瓣组件在游戏编辑场景中的位置,根据花蕊组件相对于花径组件的相对位置以及花径组件的位置,确定花蕊组件在游戏编辑场景中的位置。
在一种实施方式中,上述基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,形成与目标对象对应的场景组件组合,包括:将场景组件组合的生成任务添加到生成队列中;当执行到场景组件组合的生成任务时,基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,形成与目标对象对应的场景组件组合。
在一种实施方式中,游戏编辑场景中设置有虚拟摄像机,用于实时拍摄并显示游戏编辑场景的当前画面。上述基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,包括:基于场景组件组合的信息,在虚拟摄像机的视野范围内生成场景组件组合中的场景组件。
在一种实施方式中,上述基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,包括:确定不同的场景组件的生成顺序,其中,至少部分场景组件的生成顺序与其他场景组件的生成顺序不同;基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件。
在一种实施方式中,上述基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件,包括:在当前视野画面内,动态地显示基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件的过程;其中,当前视野画面是通过设置于游戏编辑场景中的虚拟摄像机拍摄游戏编辑场景所形成的画面。
在一种实施方式中,上述在当前视野画面内,动态地显示基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件的过程,包括:响应视野调整指令,控制调整虚拟摄像机的如下至少一种信息:位置、方向、焦距、视场角;根据调整后的虚拟摄像机采集游戏编辑场景形成调整后的视野画面;在调整后的视野画面中,动态地显示基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件的过程。
在一种实施方式中,组件生成模块1440,还被配置为:在当前视野画面内,动态地显示基于场景组件组合的信息,并按照场景组件的生成顺序,在游戏编辑场景中生成场景组件组合中的场景组件的过程时,锁定在游戏编辑场景中添加组件或编辑组件的操作,以禁止在游戏编辑场景中添加组件或编辑组件。
在一种实施方式中,场景组件组合的信息包括如下至少一种:尺寸、位置、方向、颜色、纹理、形态。上述基于场景组件组合的信息在游戏编辑场景中生成场景组件组合中的场景组件,包括:根据场景组件组合的信息调用对应的编辑指令,其中,编辑指令为游戏程序预先提供的指令;根据编辑指令,在游戏编辑场景中生成场景组件组合中的场景组件。
在一种实施方式中,游戏场景中的组件生成装置1400还可以包括组件编辑模块,被配置为:在组件生成模块1440形成与目标对象对应的场景组件组合之后,响应于对场景组件组合的移动操作,移动场景组件组合在游戏编辑场景中的位置。
在一种实施方式中,游戏场景中的组件生成装置1400还可以包括组件编辑模块,被配置为:在组件生成模块1440形成与目标对象对应的场景组件组合之后,响应于对场景组件组合的缩放操作,改变场景组件组合的尺寸。
在一种实施方式中,游戏编辑场景中显示场景组件组合的参考坐标系的三个轴。上述响应于对场景组件组合的缩放操作,改变场景组件组合的尺寸,包括:若将场景组件组合设置为三轴缩放,则响应于缩放操作,在三个轴上等比例地改变场景组件组合的尺寸;若将场景组件组合设置为平面缩放,则响应于沿预设平面的缩放操作,在预设平面内改变场景组件组合的尺寸;预设平面是由三个轴中的两个轴形成的平面;若将场景组件组合设置为单轴缩放,则响应于沿三个轴中的一个轴的缩放操作,在一个轴上改变场景组件组合的尺寸。
在一种实施方式中,游戏场景中的组件生成装置1400还可以包括组件编辑模块,被配置为:在组件生成模块1440形成与目标对象对应的场景组件组合之后,响应于对场景组件组合的旋转操作,控制场景组件组合进行旋转。
在一种实施方式中,游戏编辑场景中显示用于表示旋转方向的三个弧形。上述响应于对场景组件组合的旋转操作,控制场景组件组合进行旋转,包括:响应于沿三个弧形中的任一弧形的旋转操作,以任一弧形所在平面的法线为旋转轴,控制场景组件组合绕旋转轴旋转。
在一种实施方式中,游戏场景中的组件生成装置1400还可以包括组件编辑模块,被配置为:在组件生成模块1440形成与目标对象对应的场景组件组合之后,响应于对场景组件组合中的任一场景组件的编辑指令,对场景组件的如下至少一种信息进行调整:尺寸、位置、方向、颜色、纹理、形态。
上述装置中各部分的具体细节在方法部分实施方式中已经详细说明,未披露的细节内容可以参见方法部分的实施方式内容,因而不再赘述。
本公开的示例性实施方式还提供了一种计算机可读存储介质,可以实现为一种程序产品的形式,其包括程序代码,当程序产品在电子设备上运行时,程序代码用于使电子设备执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施方式的步骤。在一种可选的实施方式中,该程序产品可以实现为便携式紧凑盘只读存储器(CD-ROM)并包括程序代码,并可以在电子设备,例如个人电脑上运行。然而,本公开的程序产品不限于此,在本文件中,可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。
程序产品可以采用一个或多个可读介质的任意组合。可读介质可以是可读信号介质或者可读存储介质。可读存储介质例如可以为但不限于电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或 者任意以上的组合。可读存储介质的更具体的例子(非穷举的列表)包括:具有一个或多个导线的电连接、便携式盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。
计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。可读信号介质还可以是可读存储介质以外的任何可读介质,该可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。
可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、RF等等,或者上述的任意合适的组合。
可以以一种或多种程序设计语言的任意组合来编写用于执行本公开操作的程序代码,程序设计语言包括面向对象的程序设计语言—诸如Java、C++等,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算设备上执行、部分地在用户设备上执行、作为一个独立的软件包执行、部分在用户计算设备上部分在远程计算设备上执行、或者完全在远程计算设备或服务器上执行。在涉及远程计算设备的情形中,远程计算设备可以通过任意种类的网络,包括局域网(LAN)或广域网(WAN),连接到用户计算设备,或者,可以连接到外部计算设备(例如利用因特网服务提供商来通过因特网连接)。
本公开的示例性实施方式还提供一种电子设备,如可以是上述终端设备1310或服务器1320。该电子设备可以包括处理器与存储器。存储器存储有处理器的可执行指令,如可以是程序代码。处理器通过执行该可执行指令来执行本示例性实施方式中的方法。此外,该电子设备还可以包括显示器,以用于显示图形用户界面。
下面参考图15,以通用计算设备的形式对电子设备进行示例性说明。应当理解,图15显示的电子设备1500仅仅是一个示例,不应对本公开实施方式的功能和使用范围带来限制。
如图15所示,电子设备1500可以包括:处理器1510、存储器1520、总线1530、I/O(输入/输出)接口1540、网络适配器1550、显示器1560。
存储器1520可以包括易失性存储器,例如RAM 1521、缓存单元1522,还可以包括非易失性存储器,例如ROM 1523。存储器1520还可以包括一个或多个程序模块1524,这样的程序模块1524包括但不限于:操作系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。例如,程序模块1524可以包括上述装置中的各模块。
总线1530用于实现电子设备1500的不同组件之间的连接,可以包括数据总线、地址总线和控制总线。
电子设备1500可以通过I/O接口1540与一个或多个外部设备1600(例如键盘、鼠标、外置控制器等)进行通信。
电子设备1500可以通过网络适配器1550与一个或者多个网络通信,例如网络适配器1550可以提供如3G/4G/5G等移动通信解决方案,或者提供如无线局域网、蓝牙、近场通信等无线通信解决方案。网络适配器1550可以通过总线1530与电子设备1500的其它模块通信。
电子设备1500可以通过显示器1560显示图形用户界面,如显示游戏编辑场景等。
尽管图15中未示出,还可以在电子设备1500中设置其它硬件和/或软件模块,包括但不限于:微代码、设备驱动器、冗余处理器、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的示例性实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。
本领域技术人员能够理解,本公开的各个方面可以实现为系统、方法或程序产品。因此,本公开的各个方面可以具体实现为以下形式,即:完全的硬件实施方式、完全的软件实施方式(包括固件、微代码等),或硬件和软件方面结合的实施方式,这里可以统称为“电路”、“模块”或“系统”。本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其他实施方式。本公开旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施方式仅被视为示例性的,本公开的真正范围和精神由权利要求指出。
应当理解的是,本公开并不局限于上面已经描述并在附图中示出的精确结构,并且可以在不脱离其 范围进行各种修改和改变。本公开的范围仅由所附的权利要求来限定。

Claims (31)

  1. 一种游戏场景中的组件生成方法,所述方法包括:
    显示运行游戏程序所提供的图形用户界面,在所述图形用户界面中显示待编辑的游戏编辑场景以及多个场景组件选择控件,所述场景组件选择控件用于响应并根据操作指令在所述游戏编辑场景中生成对应场景组件;
    获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数,其中,所述对象元素为组成目标对象的多个不同对象元素中的元素,所述对象元素包括至少一种对象元素类型,所述对象元素目标类型为所述至少一种对象元素类型中的类型,不同的所述对象元素类型对应的对象元素具有不同的样式形态;
    根据所述对象元素参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,其中,所述场景组件组合包括至少一个场景组件;
    基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件,形成与所述目标对象对应的场景组件组合。
  2. 根据权利要求1所述的方法,其中,所述根据所述对象元素参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,包括:
    根据对所述对象元素目标类型预先配置的信息,确定所述对象元素目标类型对应的对象元素的场景组件组合中的场景组件;
    根据所述对象元素参数确定所述场景组件组合的信息,并根据所述场景组件组合的信息确定所述场景组件的信息;
    所述基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件,包括:
    基于所述场景组件的信息在所述游戏编辑场景中生成所述场景组件。
  3. 根据权利要求1所述的方法,其中,所述对象元素参数包括对象元素第一参数;所述根据所述对象元素参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,包括:
    根据所述对象元素第一参数确定对象元素中间参数,根据所述对象元素中间参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息;其中,所述对象元素第一参数的参数种类与所述场景组件组合的信息中的参数种类不同,所述对象元素中间参数的参数种类与所述场景组件组合的信息中的参数种类相同。
  4. 根据权利要求3所述的方法,其中,所述对象元素第一参数包括对象元素结构参数、对象元素形态参数;所述对象元素中间参数包括对象元素位置参数、对象元素姿态参数;
    所述根据所述对象元素第一参数确定对象元素中间参数,根据所述对象元素中间参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,包括:
    根据所述对象元素结构参数、所述对象元素形态参数确定所述对象元素位置参数、对象元素姿态参数;
    根据所述对象元素位置参数、对象元素姿态参数确定所述场景组件组合的位置信息、姿态信息。
  5. 根据权利要求1所述的方法,其中,所述对象元素参数包括对象元素第二参数;所述根据所述对象元素参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,包括:
    根据所述对象元素第二参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息;其中,所述对象元素第二参数的参数种类与所述场景组件组合的信息中的参数种类相同。
  6. 根据权利要求1所述的方法,其中,所述获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数,包括:
    针对待设置对象元素,提供多种预先配置的对象元素类型,将从所述多种预先配置的对象元素类型中选择的对象元素类型确定为所述待设置对象元素的对象元素目标类型;所述待设置对象元素是所述至少一种对象元素中的对象元素;
    针对所述待设置对象元素,提供参数设置控件,根据用户对所述参数设置控件的操作确定所述待设置对象元素的对象元素参数。
  7. 根据权利要求1所述的方法,其中,所述目标对象为花朵;所述对象元素包括花瓣、花蕊、花径、花叶中的一种或多种。
  8. 根据权利要求7所述的方法,其中,所述至少一种对象元素包括花瓣;所述对象元素目标类型包括目标花瓣类型,所述对象元素参数包括花瓣参数;
    所述根据所述对象元素参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,包括:
    根据所述花瓣参数确定所述目标花瓣类型对应的花瓣的场景组件组合的信息。
  9. 根据权利要求8所述的方法,其中,所述花瓣参数包括花瓣张角、花瓣层数、每层花瓣数;所述根据所述花瓣参数确定所述目标花瓣类型对应的花瓣的场景组件组合的信息,包括:
    根据所述花瓣层数和所述每层花瓣数确定所述目标花瓣类型对应的花瓣的花瓣数量;
    根据所述每层花瓣数确定所述目标花瓣类型对应的花瓣的每层花瓣位置;
    根据所述花瓣张角和所述目标花瓣类型确定所述目标花瓣类型对应的花瓣的花瓣姿态;
    根据所述花瓣数量、每层花瓣位置、花瓣姿态确定所述场景组件组合中的场景组件数量、所述场景组件的位置和姿态。
  10. 根据权利要求8所述的方法,其中,所述花瓣参数包括花瓣颜色;所述根据所述花瓣参数确定所述目标花瓣类型对应的花瓣的场景组件组合的信息,包括:
    根据所述花瓣颜色确定所述目标花瓣类型对应的花瓣的场景组件组合的颜色。
  11. 根据权利要求8所述的方法,其中,所述至少一种对象元素还包括花蕊;所述对象元素目标类型还包括目标花蕊类型,所述对象元素参数还包括花蕊参数;
    所述根据所述对象元素参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,还包括:
    根据所述花蕊参数确定所述目标花蕊类型对应的花蕊的场景组件组合的信息。
  12. 根据权利要求11所述的方法,其中,所述花蕊参数包括花蕊颜色;所述根据所述花蕊参数确定所述目标花蕊类型对应的花蕊的场景组件组合的信息,包括:
    根据所述花蕊颜色确定所述目标花蕊类型对应的花蕊的场景组件组合的颜色。
  13. 根据权利要求11所述的方法,其中,所述花瓣参数包括花瓣层数;所述根据所述对象元素参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,还包括:
    根据所述花瓣层数确定所述目标花蕊类型对应的花蕊的花蕊尺寸;
    根据所述花蕊尺寸确定所述目标花蕊类型对应的花蕊的场景组件组合的尺寸。
  14. 根据权利要求11所述的方法,其中,所述至少一种对象元素还包括花径;在所述场景组件组合中,所述花瓣对应的花瓣组件的中心轴与所述花径对应的花径组件的中心轴共线,所述花蕊对应的花蕊组件的中心轴与所述花径组件的中心轴共线。
  15. 根据权利要求14所述的方法,其中,所述游戏编辑场景中设置有虚拟摄像机,用于实时拍摄并显示所述游戏编辑场景的当前画面;在基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件之前,所述方法还包括:
    根据所述虚拟摄像机的位姿确定所述花径组件的位置;
    根据所述花瓣组件相对于所述花径组件的相对位置以及所述花径组件的位置,确定所述花瓣组件在所述游戏编辑场景中的位置;
    根据所述花蕊组件相对于所述花径组件的相对位置以及所述花径组件的位置,确定所述花蕊组件在所述游戏编辑场景中的位置。
  16. 根据权利要求1所述的方法,其中,所述基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件,形成与所述目标对象对应的场景组件组合,包括:
    将所述场景组件组合的生成任务添加到生成队列中;
    当执行到所述场景组件组合的生成任务时,基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件,形成与所述目标对象对应的场景组件组合。
  17. 根据权利要求1所述的方法,其中,所述游戏编辑场景中设置有虚拟摄像机,用于实时拍摄并显示所述游戏编辑场景的当前画面;
    所述基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件,包括:
    基于所述场景组件组合的信息,在所述虚拟摄像机的视野范围内生成所述场景组件组合中的场景组件。
  18. 根据权利要求1所述的方法,其中,所述基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件,包括:
    确定不同的所述场景组件的生成顺序,其中,至少部分场景组件的生成顺序与其他场景组件的生成顺序不同;
    基于所述场景组件组合的信息,并按照所述场景组件的生成顺序,在所述游戏编辑场景中生成所述场景组件组合中的场景组件。
  19. 根据权利要求18所述的方法,其中,所述基于所述场景组件组合的信息,并按照所述场景组 件的生成顺序,在所述游戏编辑场景中生成所述场景组件组合中的场景组件,包括:
    在当前视野画面内,动态地显示基于所述场景组件组合的信息,并按照所述场景组件的生成顺序,在所述游戏编辑场景中生成所述场景组件组合中的场景组件的过程;其中,所述当前视野画面是通过设置于所述游戏编辑场景中的虚拟摄像机拍摄所述游戏编辑场景所形成的画面。
  20. 根据权利要求19所述的方法,其中,所述在当前视野画面内,动态地显示基于所述场景组件组合的信息,并按照所述场景组件的生成顺序,在所述游戏编辑场景中生成所述场景组件组合中的场景组件的过程,包括:
    响应视野调整指令,控制调整所述虚拟摄像机的如下至少一种信息:位置、方向、焦距、视场角;
    根据调整后的所述虚拟摄像机采集所述游戏编辑场景形成调整后的视野画面;
    在所述调整后的视野画面中,动态地显示显示基于所述场景组件组合的信息,并按照所述场景组件的生成顺序,在所述游戏编辑场景中生成所述场景组件组合中的场景组件的过程。
  21. 根据权利要求19所述的方法,其中,在当前视野画面内,动态地显示基于所述场景组件组合的信息,并按照所述场景组件的生成顺序,在所述游戏编辑场景中生成所述场景组件组合中的场景组件的过程时,所述方法还包括:
    锁定在所述游戏编辑场景中添加组件或编辑组件的操作,以禁止在所述游戏编辑场景中添加组件或编辑组件。
  22. 根据权利要求1所述的方法,其中,所述场景组件组合的信息包括如下至少一种:尺寸、位置、方向、颜色、纹理、形态;
    所述基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件,包括:
    根据所述场景组件组合的信息调用对应的编辑指令,其中,所述编辑指令为所述游戏程序预先提供的指令;
    根据所述编辑指令,在所述游戏编辑场景中生成所述场景组件组合中的场景组件。
  23. 根据权利要求1所述的方法,其中,在形成与所述目标对象对应的场景组件组合之后,所述方法还包括:
    响应于对所述场景组件组合的移动操作,移动所述场景组件组合在所述游戏编辑场景中的位置。
  24. 根据权利要求1所述的方法,其中,在形成与所述目标对象对应的场景组件组合之后,所述方法还包括:
    响应于对所述场景组件组合的缩放操作,改变所述场景组件组合的尺寸。
  25. 根据权利要求24所述的方法,其中,所述游戏编辑场景中显示所述场景组件组合的参考坐标系的三个轴;所述响应于对所述场景组件组合的缩放操作,改变所述场景组件组合的尺寸,包括:
    若将所述场景组件组合设置为三轴缩放,则响应于所述缩放操作,在所述三个轴上等比例地改变所述场景组件组合的尺寸;
    若将所述场景组件组合设置为平面缩放,则响应于沿预设平面的所述缩放操作,在所述预设平面内改变所述场景组件组合的尺寸;所述预设平面是由所述三个轴中的两个轴形成的平面;
    若将所述场景组件组合设置为单轴缩放,则响应于沿所述三个轴中的一个轴的所述缩放操作,在所述一个轴上改变所述场景组件组合的尺寸。
  26. 根据权利要求1所述的方法,其中,在形成与所述目标对象对应的场景组件组合之后,所述方法还包括:
    响应于对所述场景组件组合的旋转操作,控制所述场景组件组合进行旋转。
  27. 根据权利要求26所述的方法,其中,所述游戏编辑场景中显示用于表示旋转方向的三个弧形;所述响应于对所述场景组件组合的旋转操作,控制所述场景组件组合进行旋转,包括:
    响应于沿所述三个弧形中的任一弧形的所述旋转操作,以所述任一弧形所在平面的法线为旋转轴,控制所述场景组件组合绕所述旋转轴旋转。
  28. 根据权利要求1所述的方法,其中,在形成与所述目标对象对应的场景组件组合之后,所述方法还包括:
    响应于对所述场景组件组合中的任一场景组件的编辑指令,对所述场景组件的如下至少一种信息进行调整:尺寸、位置、方向、颜色、纹理、形态。
  29. 一种游戏场景中的组件生成装置,所述装置包括:
    图形用户界面处理模块,被配置为执行显示运行游戏程序所提供的图形用户界面,在所述图形用户界面中显示待编辑的游戏编辑场景以及多个场景组件选择控件,所述场景组件选择控件用于响应并根据操作指令在所述游戏编辑场景中生成对应场景组件;
    信息获取模块,被配置为执行获取针对至少一种对象元素设置的对象元素目标类型和对象元素参数,其中,所述对象元素为组成目标对象的多个不同对象元素中的元素,所述对象元素包括至少一种对象元素类型,所述对象元素目标类型为所述至少一种对象元素类型中的类型,不同的所述对象元素类型对应的对象元素具有不同的样式形态;
    场景组件组合确定模块,被配置为执行根据所述对象元素参数确定所述对象元素目标类型对应的对象元素的场景组件组合的信息,其中,所述场景组件组合包括至少一个场景组件;
    组件生成模块,被配置为执行基于所述场景组件组合的信息在所述游戏编辑场景中生成所述场景组件组合中的场景组件,形成与所述目标对象对应的场景组件组合。
  30. 一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现权利要求1至28任一项所述的方法。
  31. 一种电子设备,包括:
    处理器;以及
    存储器,用于存储所述处理器的可执行指令;
    其中,所述处理器配置为经由执行所述可执行指令来执行权利要求1至28任一项所述的方法。
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