Human organ management method, device and system based on UE4
By building structures and management classes in the UE4 engine and combining optical photosensitive cameras to identify user operations, the problems of human organ management and display in virtual reality environments are solved, and the three-dimensional effect in 3D scenes is achieved, meeting the needs of holographic 3D projects. .
Patent Information
- Application Number
- CN202011613734.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2020-12-30
- Publication Date
- 2024-12-31
- Estimated Expiration
- 2040-12-30
AI Technical Summary
The prior art cannot effectively manage and display human organs in a virtual reality environment, especially in 3D scenes, and cannot achieve three-dimensional effects and cannot meet the needs of 3D projects.
The structure is built in the UE4 engine to store information on human organs, create management classes and interactive control classes, generate target human organs through event traversal and enumeration variable judgment, and use optical photosensitive cameras to identify user operations to achieve interactive operations.
Multiple human organs are generated in the UE4 engine to realize human organ management in the virtual environment in the 3D scene environment, improve the three-dimensional effect and meet the needs of holographic 3D projects.
Smart Images

Figure CN112598772B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of UE4 game engine, and in particular to a human organ management method, device, system, computer equipment and storage medium based on UE4. Background Art
[0002] UE4 is a 3A-level next-generation game engine developed by Epic Games in the United States. It has powerful rendering effects and uses a physical material system. It is one of the most popular engines among developers. The graphics effects of UE4 are completely up to the level of 3A games, and the lighting and physical rendering effects are powerful. The UE4 blueprint system allows game planners to edit code, and a variety of official plug-ins are available so that developers don't have to write third-party plug-ins and worry about compatible interface issues. More importantly, for virtual reality games, UE4 provides good support for handles and VR controllers.
[0003] In current holographic 3D projects, it is impossible to realize multiple displays of human organs in virtual environments according to different human systems, any regional structure, a certain organ, etc., as well as some interactive management functions. If a 2D screen is used for display, the real three-dimensional effect is very poor and cannot meet the needs of 3D projects. Summary of the invention
[0004] The purpose of the present invention is to overcome the shortcomings of the prior art and provide a human organ management method, device, system, computer equipment and storage medium based on UE4, which can realize the generation and management of human organs in a virtual environment in a 3D scene environment and improve the three-dimensional effect of human organs in the virtual environment.
[0005] In order to solve at least one of the above technical problems, an embodiment of the present invention provides a human organ management method based on UE4, which is applied in the UE4 engine and includes:
[0006] Constructing a structure, using the structure to store organ information of each human organ and storing a first enumeration variable of each human organ in the structure;
[0007] Creating a management class for managing human organ information, creating a first array in the management class, wherein the first array is used to store a plurality of human organ information and a first enumeration variable of each human organ;
[0008] By calling an event to traverse each first enumeration variable in the first array, when it is determined through any first enumeration variable that a target human organ needs to be generated, the StaticMesh value in the organ information of the target human organ in the structure is assigned to the StaticMeshComponent value in the class of the target human organ, so that the target human organ is generated through the class of the target human organ.
[0009] In one embodiment, the method comprises:
[0010] Identify interactive object classes in the UE4 engine;
[0011] Create a class for each of the target human organs that inherits from the interactive object class.
[0012] In one embodiment, the method further comprises:
[0013] Displaying each of the generated target human organs;
[0014] Identify a button class inherited from the interactive object class, and create an interactive control class inherited from the button class, wherein the interactive control class is used to define interactive operations of various operation types and is provided with a second enumeration variable for each interactive operation;
[0015] Determine the user's operation on each of the displayed target human organs, identify the user's operation type through the second enumeration variable in the interactive control class, and perform the interactive operation corresponding to the user's operation type.
[0016] In one embodiment, the various operation types include a zoom operation type and a move operation type, and determining the user's operation on each of the displayed target human organs includes:
[0017] The position of the photosensitive ball on the operating pen used by the user is identified through an optical photosensitive camera, and the user's operation on each of the displayed target human organs is identified based on the position.
[0018] In one embodiment, the method comprises:
[0019] A second array is created, and the second array is used to store the generated instances of each of the target human organs.
[0020] In one embodiment, the call parameter in the call event includes a first target enumeration value, and when it is determined through any first enumeration variable that a target human organ needs to be generated, the StaticMesh value in the organ information of the target human organ in the structure is assigned to the StaticMeshComponent value in the class of the target human organ, including:
[0021] Matching the first target enumeration value with the enumeration value of each first enumeration variable in the second array to obtain a second enumeration value, and determining the target human organ according to the second enumeration value;
[0022] According to the second enumeration value, from the organ information of the target human organ in the structure, the StaticMesh value in the organ information of the target human organ is assigned to the StaticMeshComponent value in the class of the target human organ.
[0023] A human organ management device based on UE4, the device is applied in the UE4 engine, and the device includes:
[0024] A construction module, used for constructing a structure, using the structure to store the organ information of each human organ and storing a first enumeration variable of each human organ in the structure;
[0025] A creation module, used for creating a management class for managing human organ information, and creating a first array in the management class, wherein the first array is used for storing a plurality of human organ information and a first enumeration variable of each human organ;
[0026] A generation module is used to traverse each first enumeration variable in the first array by calling an event. When it is determined through any first enumeration variable that a target human organ needs to be generated, the StaticMesh value in the organ information of the target human organ in the structure is assigned to the StaticMeshComponent value in the class of the target human organ, so that the target human organ is generated through the class of the target human organ.
[0027] A human organ management system based on UE4, the system is applied in the UE4 engine, and the system includes a human classification system and an interactive operating system; wherein,
[0028] The human classification system is used to construct a structure in the UE4 engine, use the structure to store organ information of each human organ and store a first enumeration variable of each human organ in the structure, create a management class for managing human organ information, create a first array in the management class, the first array is used to store multiple human organ information and the first enumeration variable of each human organ, traverse each first enumeration variable in the first array by calling an event, and when it is determined through any first enumeration variable that a target human organ needs to be generated, assign a StaticMesh value in the organ information of the target human organ in the structure to a StaticMeshComponent value in the class of the target human organ, so that the target human organ is generated through the class of the target human organ;
[0029] The human body classification system is also used to classify and display each of the generated target human organs.
[0030] The interactive operating system is used to create an interactive control class that inherits the button class of the UE4 engine. The interactive control class is used to define interactive operations of various operation types and is provided with a second enumeration variable for each interactive operation, and determines the user's operation on each of the displayed target human organs. The user's operation type is identified through the second enumeration variable in the interactive control class, and the interactive operation corresponding to the user's operation type is executed.
[0031] In addition, an embodiment of the present invention further provides a computer device, which includes: a memory, a processor, and an application stored in the memory and executable on the processor, and the processor implements the steps of any of the above-mentioned method embodiments when executing the application.
[0032] In addition, an embodiment of the present invention further provides a computer-readable storage medium on which an application is stored. When the application is executed by a processor, the steps of the method in any of the above embodiments are implemented.
[0033] In the embodiment of the present invention, by implementing the above method, each of the multiple human organs is generated in the UE4 engine, so that the human organs in the virtual environment in the 3D scene environment are obtained in the UE4 engine, and then the human organs in various 3D scene environments of the holographic 3D project can be realized by using the UE4 engine. Compared with a 2D screen, the three-dimensional effect of the human organs in the 3D virtual environment generated by the UE4 engine is better. BRIEF DESCRIPTION OF THE DRAWINGS
[0034] Figure 1 is a flow chart of a human organ management method based on UE4 in an embodiment of the present invention;
[0035] Figure 2 is a structural schematic diagram of a human organ management device based on UE4 in an embodiment of the present invention;
[0036] Figure 3 It is a schematic diagram of the structural composition of a computer device in an embodiment of the present invention. DETAILED DESCRIPTION
[0037] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0038] The embodiment of the present invention provides a human organ management system based on UE4. The human organ management system based on UE4 is applied to the UE4 engine, and includes a human classification system and an interactive operating system; wherein the human classification system is used to construct a structure in the UE4 engine, and the structure is used to store the organ information of each human organ and the first enumeration variable of each human organ is stored in the structure, a management class for managing human organ information is created, and a first array is created in the management class, the first array is used to store multiple human organ information and the first enumeration variable of each human organ, and each first enumeration variable in the first array is traversed by calling an event, and when it is judged through any first enumeration variable that a target human organ needs to be generated, the organ of the target human organ in the structure is stored. The StaticMesh value in the information is assigned to the StaticMeshComponent value in the class of the target human organ, so that the target human organ is generated through the class of the target human organ; the human classification system is also used to classify and display the generated target human organs, and the interactive operating system is used to create an interactive control class that inherits the button class of the UE4 engine, and the interactive control class is used to define interactive operations of various operation types and is provided with a second enumeration variable for each interactive operation, and determines the user's operation on each displayed target human organ, identifies the user's operation type through the second enumeration variable in the interactive control class, and executes the interactive operation corresponding to the user's operation type.
[0039] Specifically, the human organ management system mainly includes two main parts: the human classification system and the zoom / move interactive system. The function of the human classification system is to select the system to be displayed by clicking the interactive button through the interactive pen. The zoom / move interactive system can be combined with the optical camera positioning capture system, and the photosensitive ball is installed on the 3D glasses and the wireless handle to form a joint picking system to achieve a more realistic experience and viewing effect. For example, the optical camera can capture the position of the photosensitive ball in reality, and then obtain this position in the Unreal UE4 engine, so that the interactive pen in reality corresponds to a hand in the Unreal UE4 engine, and this hand has the same position and rotation as the interactive pen in reality. When performing the picking operation, the hand in the Unreal UE4 engine can maintain the same position movement and rotation as the hand in the display space after grabbing the object. The zoom and move operations are due to the fact that the operator in reality will have a slight hand shake when interacting with the pen or handle, and the angle cannot be adjusted to the most accurate. At this time, the position and angle can be fine-tuned by moving and zooming. The implementation of moving / zooming is in the form of buttons existing in the virtual scene, and the button of the corresponding function can be clicked with the interactive pen.
[0040] The embodiment of the present invention provides a human organ management method based on UE4. Figure 1 As shown, the UE4-based human organ management method is applied to the UE4 engine, and the method includes:
[0041] S102, constructing a structure, using the structure to store organ information of each human organ and storing a first enumeration variable of each human organ in the structure.
[0042] S104, creating a management class for managing human organ information, and creating a first array in the management class, wherein the first array is used to store a plurality of human organ information and a first enumeration variable of each human organ.
[0043] S106, traversing each first enumeration variable in the first array by calling an event, when it is determined through any first enumeration variable that a target human organ needs to be generated, assigning the StaticMesh value in the organ information of the target human organ in the structure to the StaticMeshComponent value in the class of the target human organ, so that the target human organ is generated through the class of the target human organ.
[0044] In one embodiment, before S106, the process further includes: identifying an interactive object class in the UE4 engine; and creating a class of each of the target human organs that inherits from the interactive object class.
[0045] In one embodiment, after S106, the process further includes: creating a second array, and using the second array to store the generated instances of each of the target human organs.
[0046] In one embodiment, the calling parameter in the calling event includes a first target enumeration value, and when it is determined through any first enumeration variable that a target human organ needs to be generated, the StaticMesh value in the organ information of the target human organ in the structure is assigned to the StaticMeshComponent value in the class of the target human organ, including: matching the first target enumeration value with the enumeration values of each first enumeration variable in the second array to obtain a second enumeration value, and determining the target human organ according to the second enumeration value; assigning the StaticMesh value in the organ information of the target human organ from the organ information of the target human organ in the structure to the StaticMeshComponent value in the class of the target human organ according to the second enumeration value.
[0047] Specifically, set the technical implementation base class: BP_Interactable interactive object class, basic pick-up object. BP_WorldButton button class, inherited clickable interactive object. Use a BP_RenTiInstace class inherited from BP_Interactable as the class of human organs, and use a BP_SpawnRenTi class to uniformly manage the BP_RenTiInstace class. Use the structure FRenTiInformation as the storage type of each organ information to save the relevant information of the organ. Use the first enumeration variable ERenTiSyetem to record the divisible human body system, and use the second enumeration variable EMoveDri to record the interactive operation type command.
[0048] Specifically, BP_SpawnRenTi controls the generation of each organ, and an event SpawnRenTiBySystem (ERenTiSyetem) is used to control the generation of organs of the corresponding human system or a single organ according to the classification of the value of the enumeration ERenTiSyetem in the structure FRenTiInformation. Among them, the enumeration variable ERenTiSyetem is passed as a parameter when calling the SpawnRenTiBySystem event. According to the classification of the value of the enumeration ERenTiSyetem, the corresponding human organ is generated through the BP_SpawnRenTi class.
[0049] Add the first array TArray<FRenTiInformation>RenTiInfo in the BP_SpawnRenTi class and edit the human organ information. Traverse the array by calling the event SpawnRenTiBySystem. Call the event SpawnRenTiBySystem with ERenTiSyetem as the calling parameter. Then determine whether it needs to be generated based on the ERenTiSyetem element in each value in the first array. If so, assign the StaticMesh value in the FRenTiInformation structure to the StaticMeshComponent in BP_RenTiInstace. Use the second array TArray<RenTiInstance>RenTiInstances to store all generated human organ instances for other operations and garbage collection. Among them, BP_RenTiInstace is an instance of each human structure, and each instance has a static model. The assignment is to assign different static models to the corresponding BP_RenTiInstace, so that each BP_RenTiInstace appears as a different human organ.
[0050] In one embodiment, after S106, it also includes: displaying each of the generated target human organs; identifying a button class inherited from the interactive object class, creating an interactive control class inherited from the button class, wherein the interactive control class is used to define interactive operations of various operation types and is provided with a second enumerated variable for each interactive operation; determining the user's operation on each of the displayed target human organs, identifying the user's operation type through the second enumerated variable in the interactive control class, and executing the interactive operation corresponding to the user's operation type.
[0051] Among them, the various operation types include zoom operation types and move operation types, and determining the user's operations on each of the displayed target human organs includes: identifying the position of the photosensitive ball on the operating pen used by the user through an optical photosensitive camera, and identifying the user's operations on each of the displayed target human organs based on the position.
[0052] Specifically, the zoom / move interaction system uses the value of the second enumeration variable EMoveDri to distinguish the type of operation to be performed, and zooms / moves according to the received operation command. Use an interactive control class MoveButton_RenTi that inherits from BP_WorldButton. BP_WorldButton implements the ChickButton function, which is called when the BP_WorldButton class is clicked with an interactive pen. Rewrite the ChickButton function in MoveButton_RenTi to distinguish the operation type with EMoveDri. Zoom / move uses SetActorScale3D / SetActorLocation that comes with the UE4 engine. When zooming, it is necessary to compensate for the deviation according to the different positions of the model center point to control the zoom with the center of the model as the origin.
[0053] In summary, different human organs can be displayed and viewed in detail in a variety of ways according to different classification requirements and different interaction methods.
[0054] By implementing the above method, the UE4 engine generates each of the multiple human organs, thereby obtaining the human organs in the virtual environment in the 3D scene environment in the UE4 engine, and then the UE4 engine can be used to realize the human organs in various 3D scene environments of the holographic 3D project. Compared with the 2D screen, the three-dimensional effect of the human organs in the 3D virtual environment generated by the UE4 engine is better.
[0055] In one embodiment, the present invention further provides a human organ management device based on UE4. Figure 2 As shown, the device comprises:
[0056] A construction module 12 is used to construct a structure, using the structure to store the organ information of each human organ and storing a first enumeration variable of each human organ in the structure;
[0057] A creation module 14 is used to create a management class for managing human organ information, and to create a first array in the management class, wherein the first array is used to store a plurality of human organ information and a first enumeration variable of each human organ;
[0058] The generation module 16 is used to traverse each first enumeration variable in the first array by calling an event. When it is determined through any first enumeration variable that a target human organ needs to be generated, the StaticMesh value in the organ information of the target human organ in the structure is assigned to the StaticMeshComponent value in the class of the target human organ, so that the target human organ is generated through the class of the target human organ.
[0059] For the specific definition of a human organ management device based on UE4, please refer to the definition of a human organ management method based on UE4 above, which will not be repeated here. Each module in the above-mentioned human organ management device based on UE4 can be implemented in whole or in part by software, hardware and a combination thereof. The above-mentioned modules can be embedded in or independent of the processor in the computer device in the form of hardware, or can be stored in the memory of the computer device in the form of software, so that the processor can call and execute the operations corresponding to the above modules.
[0060] A computer-readable storage medium provided by an embodiment of the present invention stores an application program on the computer-readable storage medium, and when the program is executed by a processor, a frame data online processing method of any one of the above embodiments is implemented. The computer-readable storage medium includes, but is not limited to, any type of disk (including floppy disk, hard disk, optical disk, CD-ROM, and magneto-optical disk), ROM (Read-Only Memory), RAM (Random Access Memory), EPROM (EraSable Programmable Read-Only Memory), EEPROM (Electrically Erasable Programmable Read-Only Memory), flash memory, magnetic card or optical card. That is, the storage device includes any medium that stores or transmits information in a readable form by a device (for example, a computer, a mobile phone), which can be a read-only memory, a disk or an optical disk, etc.
[0061] An embodiment of the present invention further provides a computer application program, which runs on a computer, and is used to execute a human organ management method based on UE4 according to any one of the above embodiments.
[0062] also, Figure 3 It is a schematic diagram of the structural composition of a computer device in an embodiment of the present invention.
[0063] The embodiment of the present invention also provides a computer device, such as Figure 3 The computer device includes a processor 302, a memory 303, an input unit 304, a display unit 305 and other devices. Those skilled in the art will understand that Figure 3 The device structure device shown does not constitute a limitation on all devices, and may include more or fewer components than shown, or combine certain components. The memory 303 can be used to store the application 301 and various functional modules, and the processor 302 runs the application 301 stored in the memory 303, thereby executing various functional applications and data processing of the device. The memory can be an internal memory or an external memory, or include both internal and external memories. The internal memory may include a read-only memory (ROM), a programmable ROM (PROM), an electrically programmable ROM (EPROM), an electrically erasable programmable ROM (EEPROM), a flash memory, or a random access memory. The external memory may include a hard disk, a floppy disk, a ZIP disk, a U disk, a magnetic tape, etc. The memory disclosed in the present invention includes but is not limited to these types of memories. The memory disclosed in the present invention is only used as an example and not as a limitation.
[0064] The input unit 304 is used to receive the input of the signal and the keyword input by the user. The input unit 304 may include a touch panel and other input devices. The touch panel can collect the user's touch operation on or near it (such as the user's operation on or near the touch panel using any suitable object or accessory such as a finger, stylus, etc.), and drive the corresponding connection device according to a pre-set program; other input devices may include but are not limited to one or more of a physical keyboard, a function key (such as a playback control key, a switch key, etc.), a trackball, a mouse, a joystick, etc. The display unit 305 can be used to display the information input by the user or the information provided to the user and various menus of the terminal device. The display unit 305 can be in the form of a liquid crystal display, an organic light emitting diode, etc. The processor 302 is the control center of the terminal device, which uses various interfaces and lines to connect the various parts of the entire device, and executes various functions and processes data by running or executing software programs and / or modules stored in the memory 303, and calling the data stored in the memory.
[0065] As an embodiment, the computer device includes: one or more processors 302, a memory 303, and one or more applications 301, wherein the one or more applications 301 are stored in the memory 303 and are configured to be executed by the one or more processors 302, and the one or more applications 301 are configured to execute a human organ management method based on UE4 in any one of the above embodiments.
[0066] In addition, the above is a detailed introduction to a UE4-based human organ management method, device, system, computer equipment and storage medium provided in an embodiment of the present invention. Specific examples are used herein to illustrate the principles and implementation methods of the present invention. The description of the above embodiments is only used to help understand the method of the present invention and its core idea; at the same time, for general technical personnel in this field, according to the idea of the present invention, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present invention.
Claims
1. A human organ management method based on UE4, characterized in that: The method is applied in the UE4 engine, and the method includes: Constructing a structure, using the structure to store organ information of each human organ and storing a first enumeration variable of each human organ in the structure; Creating a management class for managing human organ information, creating a first array in the management class, wherein the first array is used to store a plurality of human organ information and a first enumeration variable of each human organ; Identify interactive object classes in the UE4 engine; Create classes of various target human organs that inherit from the interactive object class; By calling an event to traverse each first enumeration variable in the first array, when it is determined through any first enumeration variable that a target human organ needs to be generated, the StaticMesh value in the organ information of the target human organ in the structure is assigned to the StaticMeshComponent value in the class of the target human organ, so that the target human organ is generated through the class of the target human organ; Displaying each of the generated target human organs; Identify a button class inherited from the interactive object class, and create an interactive control class inherited from the button class, wherein the interactive control class is used to define interactive operations of various operation types and is provided with a second enumeration variable for each interactive operation; Determining the user's operation on each of the displayed target human organs, identifying the user's operation type through the second enumeration variable in the interactive control class, and performing the interactive operation corresponding to the user's operation type; Wherein, the calling parameter in the calling event includes a first target enumeration value, and when it is determined through any first enumeration variable that a target human organ needs to be generated, the StaticMesh value in the organ information of the target human organ in the structure is assigned to the StaticMeshComponent value in the class of the target human organ, including: Matching the first target enumeration value with the enumeration value of each first enumeration variable in the second array to obtain a second enumeration value, and determining the target human organ according to the second enumeration value; According to the second enumeration value, from the organ information of the target human organ in the structure, the StaticMesh value in the organ information of the target human organ is assigned to the StaticMeshComponent value in the class of the target human organ.
2. The method according to claim 1, characterized in that The various operation types include a zoom operation type and a move operation type, and the determining of the user's operation on each of the displayed target human organs includes: The position of the photosensitive ball on the operating pen used by the user is identified through an optical photosensitive camera, and the user's operation on each of the displayed target human organs is identified based on the position.
3. The method according to claim 1, characterized in that The method comprises: A second array is created, and the second array is used to store the generated instances of each of the target human organs.
4. A human organ management device based on UE4, characterized in that: The device is applied in the UE4 engine, and the device includes: A construction module, used for constructing a structure, using the structure to store the organ information of each human organ and storing a first enumeration variable of each human organ in the structure; A creation module, used for creating a management class for managing human organ information, and creating a first array in the management class, wherein the first array is used for storing a plurality of human organ information and a first enumeration variable of each human organ; A generation module, used for identifying an interactive object class in a UE4 engine, creating classes of target human organs inherited from the interactive object class, traversing each first enumeration variable in the first array by calling an event, and when it is determined through any first enumeration variable that a target human organ needs to be generated, assigning a StaticMesh value in the organ information of the target human organ in the structure to a StaticMeshComponent value in the class of the target human organ, so that the target human organ is generated through the class of the target human organ; displaying each generated target human organ; identifying a button class inherited from the interactive object class, creating an interactive control class inherited from the button class, the interactive control class being used to define interactive operations of various operation types and being provided with a second enumeration variable for each interactive operation; determining a user's operation on each displayed target human organ, identifying the user's operation type through the second enumeration variable in the interactive control class, and performing an interactive operation corresponding to the user's operation type; Wherein, the calling parameter in the calling event includes a first target enumeration value, and when it is determined through any first enumeration variable that a target human organ needs to be generated, the StaticMesh value in the organ information of the target human organ in the structure is assigned to the StaticMeshComponent value in the class of the target human organ, including: Matching the first target enumeration value with the enumeration value of each first enumeration variable in the second array to obtain a second enumeration value, and determining the target human organ according to the second enumeration value; According to the second enumeration value, from the organ information of the target human organ in the structure, the StaticMesh value in the organ information of the target human organ is assigned to the StaticMeshComponent value in the class of the target human organ.
5. A human organ management system based on UE4, characterized in that: The system is applied in the UE4 engine, and includes a human body classification system and an interactive operating system; wherein, The human classification system is used to construct a structure in the UE4 engine, use the structure to store organ information of each human organ and store a first enumeration variable of each human organ in the structure, create a management class for managing human organ information, create a first array in the management class, the first array is used to store multiple human organ information and the first enumeration variable of each human organ, identify an interactive object class in the UE4 engine, create a class of each target human organ inherited from the interactive object class, traverse each first enumeration variable in the first array by calling an event, and when it is determined through any first enumeration variable that a target human organ needs to be generated, assign a StaticMesh value in the organ information of the target human organ in the structure to a StaticMeshComponent value in the class of the target human organ, so that the target human organ is generated through the class of the target human organ; The human body classification system is also used to classify and display each of the generated target human organs. The interactive operating system is used to create an interactive control class inherited from the button class of the UE4 engine, the interactive control class is used to define interactive operations of various operation types and is provided with a second enumeration variable for each interactive operation, and determines the user's operation on each of the displayed target human organs, identifies the user's operation type through the second enumeration variable in the interactive control class, and executes the interactive operation corresponding to the user's operation type; Wherein, the calling parameter in the calling event includes a first target enumeration value, and when it is determined through any first enumeration variable that a target human organ needs to be generated, the StaticMesh value in the organ information of the target human organ in the structure is assigned to the StaticMeshComponent value in the class of the target human organ, including: Matching the first target enumeration value with the enumeration value of each first enumeration variable in the second array to obtain a second enumeration value, and determining the target human organ according to the second enumeration value; According to the second enumeration value, from the organ information of the target human organ in the structure, the StaticMesh value in the organ information of the target human organ is assigned to the StaticMeshComponent value in the class of the target human organ.
6. A computer device comprising a memory, a processor, and an application program stored in the memory and executable on the processor, characterized in that: When the processor executes the application, the steps of the method according to any one of claims 1 to 3 are implemented.
7. A computer-readable storage medium having an application stored thereon, characterized in that: When the application is executed by a processor, the steps of the method according to any one of claims 1 to 3 are implemented.