Game component rotation control method and device, storage medium and electronic device
By displaying rotation guide graphics and adjustment scale graphics in the game editing scene, the problem of users being unable to rotate accurately is solved, resulting in more efficient rotation operations and an improved user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-11-16
- Publication Date
- 2026-07-31
AI Technical Summary
In the existing game component rotation operation, users cannot clearly understand the current degree of rotation, which reduces the accuracy of the rotation operation. Multiple repeated operations are required to achieve the desired angle, affecting efficiency and user experience.
The first rotation guide graphic is displayed in the game editing scene, including multiple unit scale graphics. The current rotation angle is intuitively represented by adjusting the display properties of the unit scale graphics, and the target scene component is controlled to rotate to the final angle in response to the rotation completion command.
It improves the accuracy and efficiency of user rotation operations, allowing users to intuitively understand the current rotation angle, reducing repetitive operations, and enhancing the user experience.
Smart Images

Figure CN117582668B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer and human-computer interaction technology, and in particular to a game component rotation control method, a game component rotation control device, a computer-readable storage medium, and an electronic device. Background Technology
[0002] With the development of computer and human-computer interaction technologies, games have become an important form of daily entertainment. In games, users often need to rotate components. For example, when placing components in a game scene, users need to rotate them to adjust them to a desired angle or orientation.
[0003] In the current rotation operation interaction method, users cannot clearly understand the current degree of rotation, which reduces the accuracy of the user's rotation operation. Sometimes, multiple repeated operations are required to achieve the desired angle, which affects efficiency and user experience. Summary of the Invention
[0004] This disclosure provides a game component rotation control method, a game component rotation control device, a computer-readable storage medium, and an electronic device to at least partially solve the problem of low accuracy in rotation operation.
[0005] According to a first aspect of this disclosure, a method for controlling the rotation of a game component is provided. The method includes: displaying a game editing scene in a graphical user interface provided by a running game program; the game editing scene includes one or more scene components, the scene components being configured to generate corresponding virtual models during game execution; responding to a preset operation on a target scene component, displaying a first rotation guide graphic according to a currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic indicating the unit rotation angle; the target scene component is a component among the one or more scene components; determining a current rotation angle based on a rotation operation on the target scene component; the current rotation angle being an integer multiple of the unit rotation angle; determining a unit scale graphic to be adjusted among the multiple unit scale graphics based on the current rotation angle, and adjusting the display attributes of the unit scale graphic to be adjusted to represent the current rotation angle through the unit scale graphic to be adjusted; responding to a rotation completion command, controlling the target scene component to rotate to the direction corresponding to the final rotation angle based on the final rotation angle.
[0006] According to a second aspect of this disclosure, a game component rotation control device is provided, the device comprising: a game editing scene display processing module configured to display a game editing scene in a graphical user interface provided by a running game program; the game editing scene includes one or more scene components, the scene components being configured to generate corresponding virtual models during game execution; a rotation guide graphic display processing module configured to respond to a preset operation on a target scene component and display a first rotation guide graphic according to a currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic indicating the unit rotation angle; the target scene component... The component is a component among the one or more scene components; the rotation angle determination module is configured to determine the current rotation angle based on the rotation operation of the target scene component; the current rotation angle is an integer multiple of the unit rotation angle; the display attribute adjustment module is configured to determine the unit scale graphic to be adjusted among the multiple unit scale graphics based on the current rotation angle, and adjust the display attributes of the unit scale graphic to be adjusted so as to represent the current rotation angle through the unit scale graphic to be adjusted; the rotation completion instruction processing module is configured to respond to the rotation completion instruction and control the target scene component to rotate to the direction corresponding to the final rotation angle based on the final rotation angle.
[0007] According to a third aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the game component rotation control method of the first aspect described above, and possible implementations thereof.
[0008] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game component rotation control method of the first aspect and possible implementations thereof by executing the executable instructions.
[0009] The technical solution disclosed herein has the following beneficial effects:
[0010] On the one hand, during the user's rotation operation, a first rotation guide graphic is displayed, and the current rotation angle is visually shown through the corresponding number of adjustable unit scale graphics. This allows the user to intuitively and clearly understand the current rotation angle and the rotation effect, making it easier for the user to rotate to the desired angle or direction, thus improving the accuracy of the user's rotation operation. On the other hand, the current rotation angle changes in steps in units of the set rotation angle. This makes it easier for the user to accurately control the current rotation angle, reducing repetitive operations and improving efficiency and user experience. Attached Figure Description
[0011] Figure 1 This illustration shows a system architecture diagram of an exemplary embodiment.
[0012] Figure 2 A flowchart illustrating a game component rotation control method in this exemplary embodiment is shown.
[0013] Figure 3 A schematic diagram of a game editing scenario in this exemplary embodiment is shown;
[0014] Figure 4 A schematic diagram showing the settings interface of a game editing scene in this exemplary embodiment;
[0015] Figure 5 A schematic diagram showing the operation controls of the target scene component in this exemplary embodiment is provided.
[0016] Figure 6 A schematic diagram of the rotary scale setting control in this exemplary embodiment is shown;
[0017] Figure 7 A schematic diagram of the first rotary guide pattern in this exemplary embodiment is shown;
[0018] Figure 8 A schematic diagram of the rotating plane is shown in this exemplary embodiment;
[0019] Figure 9 This diagram illustrates the unit scale graphic to be adjusted, the current rotation position indicator, and the rotation start point position indicator in this exemplary embodiment.
[0020] Figure 10 A sub-flowchart of a game component rotation control method in this exemplary embodiment is shown;
[0021] Figure 11 This illustration shows a schematic diagram of the current rotation angle in this exemplary embodiment;
[0022] Figure 12 This illustration shows a diagram displaying the historical rotation angle and the current cumulative rotation angle in this exemplary embodiment;
[0023] Figure 13 This diagram illustrates the structure of a game component rotation control device according to this exemplary embodiment.
[0024] Figure 14 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation
[0025] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0026] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0027] In related technologies, when a user rotates a game component, the effect of the rotation is displayed based on the current operation, allowing the user to estimate whether the rotation is correct. However, this observation and estimation method has limited effectiveness. Users cannot clearly understand the current degree of rotation, leading to reduced accuracy in their rotation operations. Sometimes, multiple repeated operations are required to achieve the desired angle, impacting efficiency and user experience.
[0028] In view of the above problems, an exemplary embodiment of this disclosure provides a method for controlling the rotation of game components.
[0029] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device with display capabilities, capable of displaying a graphical user interface (GUI). The GUI may include the operating system interface or the application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, it can display game editing scenes, game running scenes, and other interfaces in the GUI. The server 120 generally refers to the backend system providing game services in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The game component rotation control method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.
[0030] In one implementation, the game component rotation control method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game or editing a game scene, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0031] In one implementation, a game component rotation control method can be implemented in a standalone game. No server deployment is required; the entire game program can be installed on the terminal device 110, and the game component rotation control method can be executed.
[0032] In one implementation, reference Figure 2 As shown, the game component rotation control method may include the following steps S210 to S250:
[0033] Step S210: Display the game editing scene in the graphical user interface provided by the running game program; the game editing scene includes one or more scene components, which are configured to generate corresponding virtual models during the game running phase;
[0034] Step S220: In response to a preset operation on the target scene component, display a first rotation guide graphic according to the currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic is used to indicate the unit rotation angle; the target scene component is a component among the above one or more scene components;
[0035] Step S230: Determine the current rotation angle based on the rotation operation on the target scene component; the current rotation angle is an integer multiple of the unit rotation angle;
[0036] Step S240: Determine the unit scale graphic to be adjusted from the above multiple unit scale graphics according to the current rotation angle, and adjust the display attributes of the unit scale graphic to be adjusted so as to represent the current rotation angle through the unit scale graphic to be adjusted.
[0037] Step S250: In response to the rotation completion command, control the target scene component to rotate to the direction corresponding to the final rotation angle based on the final rotation angle.
[0038] exist Figure 2 In the method shown, on the one hand, during the user's rotation operation, a first rotation guide graphic is displayed, and the current rotation angle is visually displayed through a corresponding number of adjustable unit scale graphics. This allows the user to intuitively and clearly understand the current rotation angle and the rotation effect, making it easier for the user to rotate to the desired angle or direction, thus improving the accuracy of the user's rotation operation. On the other hand, the current rotation angle changes in steps in units of the set rotation angle. This facilitates the user's accurate control of the current rotation angle, reduces repetitive operations, and improves efficiency and user experience.
[0039] The following is about Figure 2 Each step in the process will be explained in detail.
[0040] refer to Figure 2 In step S210, the game editing scene is displayed in the graphical user interface provided by the game program; the game editing scene includes one or more scene components, which are configured to generate corresponding virtual models during the game running phase.
[0041] The game program provides game scene editing functionality. Users can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. A game scene in edit mode refers to a game scene displayed in the graphical user interface. A game scene in edit mode can include a scene background and one or more pre-generated scene components. These components can be built-in to the game scene (e.g., the game program can provide various preset game scenes in different styles, and users can choose a preset game scene to edit, which initially includes scene components), or they can be user-generated scene components.
[0042] Scene components are objects generated, used, or edited during the game editing phase. They can be people or objects (or parts of people or objects) within the game editing scene. Scene components are configured to generate corresponding virtual models during the game runtime phase. In the game, scene components and their corresponding virtual models usually have the same appearance, so they can be considered the same object. In the program, scene components and virtual models can be stored as different types of program objects.
[0043] It should be noted that this publicly available solution supports player-customized editing of game scenes. Therefore, the term "user" in this article can refer to either a player or a game developer.
[0044] In one implementation, when displaying a game editing scene, the graphical user interface may also display one or more scene component operation controls, used to generate corresponding scene components in the game editing scene in response to user operations on the controls. (See reference) Figure 3 As shown, scene component selection controls can be provided in the form of a list. The list includes type options such as "Structure," "Item," "Environment," "Mechanism," "Creature," and "Combination." After selecting a type option, scene component selection controls for that type are provided on the left. For example, scene components of the "Item" type include "Chair," "Square Table," "Round Table," "Coffee Table," and "School Desk." The graphical user interface can display selection controls for scene components such as "Square Table," "Round Table," "Coffee Table," and "School Desk." Users can click or drag a selection control for a scene component to generate the corresponding scene component in the game editing scene. For example, the selection control for "Chair" can be dragged to a certain position in the game editing scene to trigger the generation of a chair component at that position.
[0045] In one implementation, the game program may come with one or more scene components, such as scene components that are pre-configured and stored in the game program by the game developer, and may provide corresponding scene component operation controls so that players can easily use these scene components to edit the scene, such as adding scene components with one click in the game scene editing.
[0046] In one implementation, players can pre-configure scene components. Players can create these components by modeling them in the game's editing scene or other editing interfaces. Corresponding scene component operation controls can also be provided for the pre-configured scene components. When pre-configuring scene components, one or more parameters such as position, orientation, size, material, and color can be configured. This allows users to directly access the configured information when using these scene components in the game's editing scene, which is very convenient and efficient. Of course, users can also adjust the configured information in the scene components, such as adjusting one or more of the above parameters, to better suit their needs and preferences.
[0047] In one implementation, multiple scene components can be combined into a scene component combination. For example, a block component can be combined onto the circular surface of a cylindrical component to form a roller-shaped scene mechanism, which is a scene component combination. This method allows for the creation of complex and diverse components representing people or objects within the game. Corresponding scene component operation controls can also be configured for these combinations, enabling users to easily add or generate scene component combinations with a single click during game scene editing.
[0048] For ease of distinction, a single scene component can be referred to as a basic scene component. It is indivisible and can be considered the smallest unit of composition in a game editing scene. Unless otherwise specified, the term "scene component" in this article can refer to either a basic scene component or a combination of scene components.
[0049] In one implementation, a virtual camera can be set up in the game editing scene. A virtual camera is a tool in the game program that simulates a real camera to capture game scene footage. It can be set up anywhere in the game editing scene and capture the game scene from any perspective; that is, the virtual camera can have any pose in the game scene, which can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be set up in the game editing scene, and different virtual cameras can capture different game scene footage.
[0050] The game editing scene can present two different perspectives: an observation perspective and a game perspective. Users can set which perspective to use within the game editing scene. For example, Figure 4 The settings interface for the game editing scene is shown, where users can choose to use either an observation view or a game view. The observation view refers to viewing the game editing scene from a third-person perspective. In this view, users can directly control the virtual camera to move the viewpoint (the virtual camera is not displayed) without controlling the game character. The game view refers to viewing the game editing scene from a first-person perspective. In this view, users can control a game character, which can be bound to the virtual camera. This means the positional relationship between the game character and the virtual camera is fixed; for example, the game character can be located at the virtual camera's focus point. When the user moves the game character, the virtual camera moves synchronously, thus moving the viewpoint. Alternatively, in the observation view, an invisible game character can be set in the game editing scene, effectively hiding the game character in the game view. Users can move the virtual camera by moving this game character when moving the viewpoint. In both the observation and game views, the game editing scene can be equipped with virtual joysticks, up / down controls, etc., which users can use to move the virtual camera or the game character.
[0051] Continue to refer to Figure 2 In step S220, in response to a preset operation on the target scene component, a first rotation guide graphic is displayed according to the currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic is used to indicate the unit rotation angle; the target scene component is a component among the above one or more scene components.
[0052] The target scene component is the scene component that needs to be rotated; it can be any one or more scene components in the game editing scene. For example, a user can click to select a scene component, using it as the target scene component, and then control its rotation through subsequent processing. Alternatively, a user can select multiple scene components using methods such as box selection, using these scene components as target scene components, and then perform batch rotation control through subsequent processing.
[0053] The preset operation can be a pre-operation for the rotation operation, such as confirming the start of rotation. For example, see [reference needed]. Figure 5 As shown, when the chair component in the game editing scene is the target scene component 501, operation options for the target scene component 501 can be displayed, such as move, scale, rotate, and delete. These operation options can be provided as operation controls 502, including move control 5021, scale control 5022, rotate control 5023, and delete control 5024. The preset operation can be the user selecting the rotate operation option or activating the rotate control 5023. For example, when the user clicks the rotate control 5023, a first rotation guide graphic can be displayed based on the currently set unit rotation angle.
[0054] A unit rotation angle refers to the smallest unit angle used to control the rotation of a target scene component. For example, if the unit rotation angle is set to 15 degrees, then the target scene component will rotate in 15-degree increments, meaning the rotation angle is an integer multiple of 15 degrees. The unit rotation angle can be set by the user or automatically by the game program. For instance, when entering a game editing scene, the game program automatically uses the default angle or the previously set unit rotation angle as the currently set unit rotation angle, which the user can then change. The game editing scene settings interface (such as...) Figure 4 The interface shown may include a setting option for the unit rotation angle, which users can configure. This setting applies to all scene components in the game editing scene. For example, if a user sets the unit rotation angle to 15° in the game editing scene settings interface, any selected scene component will default to 15 degrees as the currently set unit rotation angle.
[0055] In one implementation, the game component rotation control method may further include the following steps:
[0056] In response to preset operations on the target scene components, display the rotation scale setting control in the graphical user interface that displays the game editing scene;
[0057] Respond to the setting operation of the rotation scale setting control and obtain the currently set unit rotation angle.
[0058] The rotation scale setting control is used to set the unit rotation angle. For example, refer to... Figure 6 As shown, when the user activates the rotation control 5023 of the target scene component 501, the rotation scale setting control 503 is triggered and displayed. This control can provide multiple candidate angles, such as 15°, 30°, 45°, 90°, etc. The user can select a candidate angle, which is the currently set unit rotation angle. Of course, this disclosure does not limit the specific form and operation method of the rotation scale setting control. For example, it can also be a ruler, and the user can drag the cursor position on the ruler to set the unit rotation angle.
[0059] By providing a rotation scale setting control, users can flexibly set the unit rotation angle, increasing the freedom of user rotation or editing operations. Furthermore, the rotation scale setting control is displayed within the graphical user interface showing the game editing scene. This means that when editing within the game editing scene, users can directly set the unit rotation angle using the rotation scale setting control without needing to navigate to other interfaces (such as the game editing scene's settings interface) to set the unit rotation angle, which is extremely convenient.
[0060] In this exemplary embodiment, the rotation guide graphic is a visual object used to guide the user to perform rotation operations. For example, the rotation guide graphic can be in the form of a ring, showing the complete rotation trajectory of the target scene component, so that the user can perform rotation operations along the rotation guide graphic. The first rotation guide graphic is the rotation guide graphic displayed with a set unit rotation angle, and the second rotation guide graphic described below is the rotation guide graphic displayed without a set unit rotation angle. For example, the first rotation guide graphic includes multiple unit scale graphics, and the second rotation guide graphic does not include unit scale graphics. Alternatively, the first rotation guide graphic is a discontinuous graphic, such as different unit scale graphics in the first rotation guide graphic are not connected, and the second rotation guide graphic is a continuous graphic, such as there is a connecting path between any two points in the second rotation guide graphic. Alternatively, both the first and second rotation guide graphics include multiple unit scale graphics, but the unit scale graphics of the two differ in size or shape, etc.
[0061] A unit scale graphic is a visual object representing a unit rotation angle, and can be a segment of the scale in the first rotation guide graphic. For example, the first rotation guide graphic is a torus or circle, and the unit scale graphic is an arc or sector with a radius equal to the unit rotation angle. Multiple arcs can form a complete torus, or multiple sectors can form a complete circle.
[0062] When the user performs preset operations on the target scene components, the unit scale graphic is determined based on the currently set unit rotation angle, thereby generating the first rotation guide graphic and displaying it in the game editing scene. For example, refer to... Figure 7 As shown, when the unit rotation angle is set to 30°, in response to the preset operation, the first rotation guide graphic 504 is displayed, which is a complete ring including multiple unit scale graphics 5041. Each unit scale graphic 5041 is an arc with an arc of 30° or approximately 30°.
[0063] In one implementation, the above-mentioned response to the preset operation of the target scene component, displaying the first rotation guide graphic according to the currently set unit rotation angle, may include the following steps:
[0064] It responds to rotation-triggered operations on target scene components and provides multiple rotation planes;
[0065] In response to the rotation plane selection operation, the target rotation plane is determined among multiple rotation planes, and the first rotation guide graphic is displayed according to the currently set unit rotation angle.
[0066] If the game editing scene is a 2D scene, the target scene component can only rotate on the plane of that 2D scene, and there is no need to select a rotation plane. If the game editing scene is a 3D scene (including 2.5D scenes, etc., which are essentially 3D scenes), the target scene component can rotate on different planes. In this case, the user can set the target rotation plane before the rotation operation, that is, the plane in which the rotation will take place.
[0067] The aforementioned preset operations can include rotation trigger operations and rotation plane selection operations. A rotation trigger operation is an operation that initiates the rotation state, such as selecting a rotation operation option or activating a rotation control. A rotation plane selection operation is an operation that selects a target rotation plane, such as clicking, double-clicking, or long-pressing a specific rotation plane among multiple rotation planes; this selected rotation plane is then designated as the target rotation plane.
[0068] For example, refer to Figure 8 As shown, when the user activates the rotation control 5023 of the target scene component 501, multiple rotation planes are triggered, including the XY plane (i.e., the rotation plane when the target scene component 501 rotates around the Z-axis) 5051, the YZ plane (i.e., the rotation plane when the target scene component 501 rotates around the X-axis) 5052, and the XZ plane (i.e., the rotation plane when the target scene component 501 rotates around the Y-axis) 5053. It should be understood that the rotation planes can be determined based on the world coordinate system or the local coordinate system of the target scene component. For example, in the case of using the world coordinate system... Figure 8The XY plane 5051, YZ plane 5052, and XZ plane 5053 in the world coordinate system can be the XY plane (or a plane parallel to the XY plane), YZ plane (or a plane parallel to the YZ plane), and XZ plane (or a plane parallel to the XZ plane) in the world coordinate system. The local coordinate system of the target scene component refers to a coordinate system referenced to the target scene component itself. Its origin can always be located at the center point of the target scene component (or another reference point of the target scene component), and its X, Y, and Z axes can be parallel to specific directions within the target scene component. This ensures that when the target scene component moves or rotates, the local coordinate system moves or rotates synchronously. When using a local coordinate system, Figure 8 The XY plane 5051, YZ plane 5052, and XZ plane 5053 in the local coordinate system can be the XY plane (or a plane parallel to the XY plane), YZ plane (or a plane parallel to the YZ plane), and XZ plane (or a plane parallel to the XZ plane). The rotating plane can be displayed in any visual manner, such as... Figure 8 The rotation planes shown are all 90-degree arcs on each rotation plane. Furthermore, the visualized rotation plane can be the same shape as the first or second rotation guide graphic; for example, the rotation plane can be a 360° annulus or circle, and the first or second rotation guide graphic can also be an annulus or circle. Users can further select the rotation plane, such as long-pressing the XY plane 5051 to set it as the target rotation plane.
[0069] In response to the rotation plane selection operation, the first rotation guide graphic is also displayed. Subsequent rotation operations performed by the user will cause the target scene component to rotate on the target rotation plane.
[0070] In one embodiment, displaying the first rotation guide graphic according to a currently set unit rotation angle may include the following steps:
[0071] Display the first rotation guide graphic on the target rotation plane based on the currently set unit rotation angle.
[0072] If the target rotation plane is determined, a first rotation guide graphic can be displayed on the target rotation plane. For example, in Figure 8 If the XY plane 5051 is determined as the target rotation plane, the display effect of the first rotation guide graphic can be referenced. Figure 7 As shown, the first rotation guide graphic 504 is located on the XY plane. This allows the user to see that the rotation of the target scene component occurs on the target rotation plane during subsequent rotation operations, making it easier for the user to clearly understand the rotation effect.
[0073] Generally, when a target scene component rotates, it rotates around a specific axis of rotation. Therefore, the first rotation guide graphic can be centered on the axis of rotation. Specifically, the center of the first rotation guide graphic can be the projection point of the axis of rotation onto the target rotation plane. For example, refer to... Figure 7 As shown, when the XY plane is the target rotation plane, the Z-axis is the rotation axis, and the first rotation guide graphic 504 is a ring, the center of which can be the projection point of the Z-axis onto the XY plane. Therefore, the first rotation guide graphic can more accurately show the rotation effect of the target scene component.
[0074] In one embodiment, displaying the first rotation guide graphic according to a currently set unit rotation angle may include the following steps:
[0075] Display the first rotation guide graphic on the plane of the parallel graphical user interface based on the currently set unit rotation angle.
[0076] In this context, the plane of the parallel graphical user interface (GUI) is the plane parallel to the display plane of the terminal device. It is typically the plane that the user's line of sight faces when using the terminal device, and the direction of the line of sight can be perpendicular to this plane. The plane of the parallel GUI offers a high degree of visibility; for example, referencing... Figure 8 As shown, from the current perspective, the visualization states of the XY plane 5051, YZ plane 5052, and XZ plane 5053 are different. The visualization state of the XY plane 5051 is relatively better, while the visualization states of the YZ plane 5052 and XZ plane 5053 are relatively worse. It can be imagined that the circle in the YZ plane 5052 or XZ plane 5053 will be presented as an ellipse, and the major axis and minor axis of this ellipse will differ significantly. Therefore, the first rotation guide graphic can be displayed on the plane with better visualization, i.e., the plane parallel to the graphical user interface. This helps to present the original shape of the first rotation guide graphic. For example, if the first rotation guide graphic is a circle, the effect presented on this plane will also be a circle, not an ellipse. When the user performs rotation operations based on the first rotation guide graphic, they can see the rotation effect more clearly, which is beneficial for accurate operation.
[0077] Continue to refer to Figure 2 In step S230, the current rotation angle is determined based on the rotation operation on the target scene component; the current rotation angle is an integer multiple of the unit rotation angle.
[0078] This disclosure does not limit the specific method of rotation operation. For example, rotation operation can be a sliding operation along a first rotation guide graphic. It should be understood that when a user performs a sliding rotation operation, the sliding position is not strictly limited to the first rotation guide graphic. When the sliding position is not on the first rotation guide graphic, the terminal device can map the user's sliding trajectory onto the first rotation guide graphic, thereby determining the current rotation angle based on parameters such as the sliding distance or sliding angle on the first rotation guide graphic. Alternatively, rotation operation can be an operation of clicking a point on the first rotation guide graphic, and the clicked point can be the current rotation endpoint position. Or, rotation operation can be an operation of long-pressing or pressing the target scene component or the first rotation guide graphic, with the current rotation angle continuously increasing as the long-press time or pressing pressure increases.
[0079] In one implementation, the rotation operation and the aforementioned rotation plane selection operation are performed consecutively. "Consecutive" means that the rotation operation can begin before the rotation plane selection operation is completed. For example, the rotation plane selection operation is a long press on the target rotation plane, and the rotation operation is a sliding motion while holding down the target rotation plane. This allows the user to quickly and consecutively perform two operations, simplifying the process and improving editing efficiency.
[0080] During a rotation operation, the rotation angle may continuously change. The current rotation angle refers to the rotation angle corresponding to the current rotation operation. The current rotation angle is always an integer multiple of the unit rotation angle. For example, during a user's sliding rotation operation, as the sliding distance increases, the current rotation angle gradually increases, from 0 to unit rotation angle × 1, then to unit rotation angle × 2, and so on. In other words, the current rotation angle changes in a step-like manner, with the unit rotation angle as the unit.
[0081] In one implementation, determining the current rotation angle based on the rotation operation on the target scene component may include the following steps:
[0082] Respond to rotation operations on the target scene component and obtain the current operation parameters;
[0083] Based on the mapping relationship between the operation parameters of the rotation operation and the rotation angle, determine the current rotation angle corresponding to the current operation parameters.
[0084] The operation parameters for rotation are related to the specific method of rotation. Referring to the example of rotation above, the operation parameters may include, but are not limited to: sliding distance, sliding arc, sliding angle, sliding endpoint position, click position, long press time, pressing pressure, etc.
[0085] A mapping relationship between the operation parameters of rotation operations and rotation angles can be pre-established in the game program. Furthermore, this mapping relationship can differ for different unit rotation angles. For example, the mapping relationship can be a piecewise function. If the unit rotation angle is 'a', and the operation parameter of the rotation operation is radians, the mapping relationship between radians [0, a / 2) maps to rotation angle 0, radians [a / 2, 3a / 2) maps to rotation angle a, radians [3a / 2, 5a / 2) maps to rotation angle 2a, radians [5a / 2, 7a / 2) maps to rotation angle 3a, ..., radians [(k-1 / 2)a, 180] maps to rotation angle 180, where k = 180 / a. Therefore, given the current operation parameters, the current rotation angle corresponding to the current operation parameters can be determined based on the mapping relationship.
[0086] The range of the current rotation angle can be set, which can be customized according to specific game requirements. In one implementation, to simplify processing, the range of the current rotation angle can be set to [0, 360) or (-180, 180). If the range is set to (-180, 180), when the current rotation angle exceeds 180, it is equivalent to rotating in the opposite direction (360 - current rotation angle), and the current rotation angle is converted to a value within (-180, 180) for processing.
[0087] Continue to refer to Figure 2 In step S240, the unit scale graphic to be adjusted is determined among the above multiple unit scale graphics according to the current rotation angle, and the display attributes of the unit scale graphic to be adjusted are adjusted so that the current rotation angle is represented by the unit scale graphic to be adjusted.
[0088] Among them, the unit scale graphic to be adjusted is a unit scale graphic used to represent the current rotation angle. By adjusting its display attributes, it can be made different from other unit scale graphics, so that users can intuitively understand the current rotation angle.
[0089] In one implementation, determining the unit scale graphic to be adjusted among multiple unit scale graphics based on the current rotation angle may include the following steps:
[0090] Determine the target number of unit scale graphics to be adjusted based on the ratio of the current rotation angle to the unit rotation angle.
[0091] In the first rotation guide graphic, starting from the position corresponding to the initial rotation angle of the target scene component, along the rotation direction of the rotation operation, the unit scale graphic of the target quantity is determined as the unit scale graphic to be adjusted.
[0092] The starting rotation angle can correspond to the position corresponding to 0°. The rotation direction can be clockwise or counterclockwise. For example, the rotation direction is clockwise. If the current rotation angle is 60° and the unit rotation angle is 15°, the ratio is 4, then the target number of unit scale graphics to be adjusted is determined to be 4. In the first rotation guide graphic, starting from the position corresponding to 0°, the first 4 unit scale graphics are determined as the unit scale graphics to be adjusted in a clockwise direction.
[0093] Once the unit scale graphic to be adjusted is identified, its display attributes can be adjusted. The purpose of adjusting the display attributes is to distinguish it from other unit scale graphics, making it easily visible to the user. In the example above, the target number of unit scale graphics to be adjusted is 4. By changing the display attributes of these 4 unit scale graphics, the user can easily calculate the current rotation angle as 15° × 4 = 60°. Methods for adjusting display attributes include, but are not limited to: changing color, changing texture, changing transparency, thickening the border, increasing size, moving position (e.g., moving the unit scale graphic to be adjusted slightly away from the center of the first rotation guide graphic to highlight it), adding text or other forms of labeling information, etc.
[0094] refer to Figure 9 As shown, the current rotation angle is 60° and the unit rotation angle is 30°. Therefore, the target number of unit scale graphics to be adjusted is determined to be 2. The first two unit scale graphics 5041 in the first rotation guide graphic 504 along the rotation direction (clockwise direction) are taken as the unit scale graphics to be adjusted, and their colors are changed so that the user can clearly see the angle that has been rotated by two scales.
[0095] In one implementation, the game component rotation control method may further include the following steps:
[0096] During the rotation operation, as the current rotation angle increases, the control executes a preset feedback command whenever the target number of the unit scale graphic to be adjusted increases by one.
[0097] For example, if the unit rotation angle is 15 degrees, when the current rotation angle increases from 0 degrees to 15 degrees, the number of target units of the scale graphic to be adjusted increases from 0 to 1, and a preset feedback command is executed. When the current rotation angle increases from 15 degrees to 30 degrees, the number of target units of the scale graphic to be adjusted increases from 1 to 2, and a preset feedback command is also executed.
[0098] Preset feedback commands are used to allow users to more intuitively perceive changes in the current rotation angle. For example, preset feedback commands may include, but are not limited to, one or more of the following: device vibration commands, which control the terminal device to vibrate when the preset feedback command is executed; preset sound effect playback commands, which control the terminal device to play preset sound effects, such as voice or preset game sound effects (e.g., the "click" sound simulating gear rotation); preset visual effect display commands, which control the terminal device to display preset visual effects when the preset feedback command is executed, such as displaying "!" effects in the graphical user interface, or displaying animation effects of newly added adjustable unit scale graphics; and so on.
[0099] Continue to refer to Figure 2 In step S250, in response to the rotation completion command, the target scene component is controlled to rotate to the direction corresponding to the final rotation angle according to the final rotation angle.
[0100] The rotation completion command can be generated based on user confirmation of rotation completion. For example, when a user performs a swipe rotation operation, if the swipe ends (e.g., the finger or other input medium leaves the touchscreen, the left mouse button is released), it indicates that the user has confirmed the rotation is complete, and a rotation completion command can be generated. Alternatively, after the rotation operation, the user needs to confirm the rotation completion, such as clicking the "Confirm" button in the graphical user interface, thus generating a rotation completion command. The final rotation angle refers to the current rotation angle when the user confirms the rotation is complete (e.g., when the rotation operation ends). During the rotation operation, the user can clearly understand the current rotation angle. When the desired angle is reached, the user can confirm the rotation is complete, such as ending the rotation operation. At this point, the final rotation angle is determined, and the target scene component is rotated to the direction corresponding to the final rotation angle, thus completing a precise rotation operation.
[0101] In one implementation, after determining the current rotation angle based on the rotation operation on the target scene component, the game component rotation control method may further include the following steps:
[0102] The current rotation position indicator is displayed on the first rotation guide graphic, which indicates the current rotation angle.
[0103] The current rotation position indicator can take any form, such as an arrow, triangle, or cursor, and can point to the position corresponding to the current rotation angle in the first rotation guide graphic. In one embodiment, the current rotation position indicator can be located at the rotation endpoint boundary of the last unit scale graphic to be adjusted based on the rotation direction of the rotation operation. For example, refer to... Figure 9As shown, the current rotation position indicator 5061 is displayed on the first rotation guide graphic 504. The rotation direction of the rotation operation is clockwise. Since there are two unit scale graphics to be adjusted, the one further back in the clockwise direction is the last unit scale graphic to be adjusted. The current rotation position indicator 5061 is located at the rotation endpoint boundary of the last unit scale graphic to be adjusted. The rotation endpoint boundary is the boundary furthest from the rotation starting point along the rotation direction among the multiple boundaries of the unit scale graphics. By displaying the current rotation position indicator, users can more clearly see the current rotation angle and the corresponding direction of the target scene component at the current rotation angle, facilitating accurate operation.
[0104] In one implementation, after displaying the first rotation guide graphic according to the currently set unit rotation angle, the game component rotation control method may further include the following steps:
[0105] The first rotation guide graphic displays a rotation start point position indicator, which is used to indicate the starting rotation angle of the target scene component.
[0106] The rotation start point position indicator can take any form, such as an arrow, triangle, or cursor, and can have the same appearance as the current rotation position indicator. It can point to the position corresponding to the starting rotation angle (e.g., 0 degrees) in the first rotation guide graphic. For example, refer to... Figure 9 As shown, a rotation start point position indicator 5062 is displayed on the first rotation guide graphic 504. The rotation start point position indicator 5062 can be located at the position corresponding to the positive Y-axis direction when the rotation begins. By displaying the rotation start point position indicator and the current rotation position indicator, the user can see the rotation status more clearly, facilitating accurate operation.
[0107] In one implementation, the game component rotation control method may further include the following steps:
[0108] During the rotation operation, the target scene component is rotated to the direction corresponding to the current rotation angle in real time according to the current rotation angle.
[0109] For example, if the unit rotation angle is 15 degrees, during the rotation operation, when the current rotation angle is 15 degrees, the target scene component is controlled to rotate 15 degrees; when the current rotation angle is 30 degrees, the target scene component is controlled to rotate 30 degrees. This allows the user to always intuitively see the actual rotation effect. Furthermore, when the user confirms the rotation is complete, the current state of the target scene component is the state after rotation, which helps improve processing efficiency.
[0110] In one implementation, during the rotation operation, an intermediate state object of the target scene component can be generated. This could be a transparent visual object of the target scene component, or a visual object with dashed lines added to the boundary of the target scene component. The intermediate state object is rotated in real-time to the direction corresponding to the current rotation angle, while the target scene component remains stationary. When the user confirms the rotation is complete, the target scene component is then controlled to perform the actual rotation. Alternatively, when the user cancels the rotation operation, the target scene component can simply remain in its original state.
[0111] In one implementation, reference Figure 10 As shown, the game component rotation control method may further include the following steps S1010 and S1020:
[0112] Step S1010: Without setting a unit rotation angle, respond to the preset operation on the target scene component and display the second rotation guide graphic;
[0113] Step S1020: Given the current rotation angle, determine the area to be adjusted in the second rotation guide graphic based on the current rotation angle, and adjust the display attributes of the area to be adjusted so that the current rotation angle is represented by the area to be adjusted.
[0114] Cases where no unit rotation angle is set may include, but are not limited to: special cases where a unit rotation angle is set, as described above. Figure 6 As shown, the rotation scale setting control 503 provides a "free rotation" option. When the user selects this option, it can be considered that no unit rotation angle has been set. After entering the game editing scene, if the user does not set a unit rotation angle, it can be considered that no unit rotation angle has been set.
[0115] The second rotation guide graphic is a rotation guide graphic displayed in response to a preset operation when no unit rotation angle is set. The difference between it and the first rotation guide graphic can be found above and will not be repeated here. For example, the second rotation guide graphic can be an unmarked ring or circle. In one embodiment, similar to the first rotation guide graphic, multiple rotation planes can be provided in response to a preset operation on the target scene component. In response to a rotation plane setting operation, a target rotation plane is determined, and the second rotation guide graphic is displayed on the target rotation plane.
[0116] Even when the second rotation guide graphic is displayed, the user can still perform a rotation operation, which can be the same as or different from the rotation operation when the second rotation guide graphic is displayed. For example, the user can perform a sliding rotation operation on the second rotation guide graphic. After step S1010, step S230 can be executed to determine the current rotation angle based on the rotation operation on the target scene component.
[0117] Given the current rotation angle, the area to be adjusted is determined within the second rotation guide graphic based on that angle. Since the second rotation guide graphic can be a complete graphic excluding unit scale graphics, the area to be adjusted can be determined by calculating proportions. For example, if the second rotation guide graphic is a 360-degree ring, the ratio of the current rotation angle to 360 degrees can be calculated to determine the proportion of the area to be adjusted within the entire second rotation guide graphic. Then, starting from the rotation starting point, along the rotation direction, the area of the corresponding proportion is determined as the area to be adjusted. Furthermore, the display attributes of the area to be adjusted can be adjusted, such as changing its color, texture, and transparency, to visually distinguish it from other areas, allowing the user to intuitively see the current degree of rotation.
[0118] When a unit rotation angle is set, the current rotation angle is a parameter that changes in steps within units of rotation angle. To allow users to control and adjust the rotation angle more precisely, in one implementation, the current rotation angle can be a parameter that changes smoothly (or continuously). For example, if the game supports angle precision to the order of 0.01, then without setting a unit rotation angle, a second rotation guide graphic is displayed. When the user performs a rotation operation, the current rotation angle can be precise to 0.01 degrees and can change dynamically in 0.01-degree increments, thereby achieving smooth or continuous angle control.
[0119] In one implementation, the currently set unit rotation angle is one of a plurality of candidate angles, as shown in the reference. Figure 6 As shown, the candidate angles include 15 degrees, 30 degrees, 45 degrees, and 90 degrees, with the user-set unit rotation angle being one of these. Correspondingly, the game component rotation control method may also include the following steps:
[0120] If no unit rotation angle is set, a preset angle is used as the unit rotation angle; the preset angle is smaller than any candidate angle.
[0121] For example, the preset angle can be less than 15 degrees, such as 1 degree. When no unit rotation angle is set, using the preset angle as the unit rotation angle ensures that the current rotation angle is always an integer multiple of the unit rotation angle when the user performs a rotation operation. Compared to setting a unit rotation angle, this allows for more precise rotation angle control. Furthermore, when the preset angle is sufficiently small (e.g., 1 degree), the user perceives a smooth change in the current rotation angle.
[0122] Therefore, two rotation control methods are provided to users. When a unit rotation angle is set, the current rotation angle is adjusted in steps, using the unit rotation angle as the unit, making it easy for users to accurately understand and control the rotation angle. When no unit rotation angle is set, the rotation angle is adjusted in a smaller preset angle (1 degree) or the smallest unit angle supported by the game (such as 0.01 degrees), allowing users to control the current rotation angle approximately smoothly, making it easy for users to precisely rotate to a specific angle.
[0123] In one implementation, the game component rotation control method may further include the following steps:
[0124] The graphical user interface displays the current rotation angle, and / or the historical rotation angle and the current cumulative rotation angle; the historical rotation angle is the angle that the target scene component has rotated under the historical rotation operation before the rotation operation is performed, and the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle.
[0125] Generally, the current rotation angle refers to the change in angle during this rotation operation. For example, referencing... Figure 11 As shown, the unit rotation angle is 15 degrees. If the rotation operation involves 3 scale divisions, meaning the target number of the unit scale graphic to be adjusted is 3, then the current rotation angle is 45 degrees. This can be displayed as "45°" in the graphical user interface, allowing the user to more accurately understand the current rotation angle.
[0126] Historical rotation operations refer to rotation operations performed on the target scene component prior to the current rotation operation. For example, all rotation operations performed on the target scene component after its creation in the game editing scene and before the current rotation operation can be considered historical rotation operations. The historical rotation angle is the cumulative rotation angle of the target scene component under historical rotation operations. If historical rotation operations include three rotation operations on the same rotation plane, the rotation angles of these three operations are summed to obtain the historical rotation angle. Alternatively, the historical rotation angle can be understood as the angle difference between the target scene component and its initial angle before the current rotation operation. The current cumulative rotation angle is the rotation angle obtained by adding the current rotation angle from the current rotation operation to the historical rotation angle. Therefore, the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle. In one implementation, the historical rotation angle and the current cumulative rotation angle can be state values of the angles, representing the angle state of the target scene component before the current rotation operation and the angle state of the target scene component after (or during) the current rotation operation. (See reference) Figure 12As shown, the historical rotation angle is 30 degrees, and the unit rotation angle is 15 degrees. If the current rotation operation involves rotating 3 ticks (meaning the target number of unit tick graphics to be adjusted is 3), the current rotation angle is 45 degrees. Therefore, the current cumulative rotation angle is 30 + 45 = 75 degrees, which can be displayed as "30°" and "75°" in the graphical user interface. This allows the user to see the absolute angle of the target scene component. For example, if the user wants to rotate the target scene component by 90 degrees, and the previous rotation operation involved a 30-degree rotation, displaying the historical rotation angle and the current cumulative rotation angle allows the user to clearly understand the current cumulative rotation angle and how many degrees need to be rotated to achieve the desired angle, making it easy to achieve the 90-degree rotation.
[0127] In one implementation, determining the current rotation angle based on a rotation operation on a target scene component may include the following steps:
[0128] Using the angle of the target scene component before the rotation operation as a reference point, obtain the angle of the target scene component relative to the reference point during the rotation operation, and get the current rotation angle.
[0129] The initial rotation angle of the target scene component before the rotation operation is the starting rotation angle of this operation. Using the initial angle as a reference point, the angle relative to the reference point during the current rotation operation is obtained; this angle change during the current rotation operation is the current rotation angle. This process is relatively simple, as it doesn't require considering the initial angle, but only the angle change during the current rotation operation.
[0130] In one implementation, obtaining the angle of the target scene component relative to a reference point under rotation operation to obtain the current rotation angle may include the following steps:
[0131] Based on the local coordinate system of the target scene component, obtain the angle of the target scene component under the rotation operation to get the current rotation angle; the local coordinate system takes the angle of the target scene component before the rotation operation as 0 degrees.
[0132] The local coordinate system of the target scene component refers to a coordinate system referenced to the target scene component itself. Its origin can always be located at the center point of the target scene component (or another reference point of the target scene component), and its X, Y, and Z axes can be parallel to specific directions within the target scene component. Thus, when the target scene component moves or rotates, the local coordinate system moves or rotates synchronously. The local coordinate system takes the angle of the target scene component before the current rotation operation as 0 degrees. In other words, the local coordinate system is the target scene component's local coordinate system before the current rotation operation and does not change with the rotation of the target scene component during the current rotation operation. For example, Figure 11 The local coordinate system is shown, which is the local coordinate system of the target scene component 501 before this rotation operation. Although the target scene component 501 has rotated 45 degrees in this rotation operation, the local coordinate system still maintains its state before this rotation operation. The position pointed to by the rotation start point marker 5062 is 0 degrees in the local coordinate system. When performing this rotation operation, the angle of the target scene component after this rotation operation in the local coordinate system is obtained, which is the current rotation angle. By using the local coordinate system, the current rotation angle can be obtained relatively easily, reducing the amount of calculation.
[0133] In one embodiment, the above-mentioned display of historical rotation angles and current cumulative rotation angles may include the following steps:
[0134] Using the angle of the target scene component before the first rotation operation as a reference point, obtain the angle of the target scene component relative to the reference point under the historical rotation operations to obtain the historical rotation angle, and obtain the angle of the target scene component relative to the reference point under the rotation operation to obtain the current cumulative rotation angle; the first rotation operation is the earliest operation in the historical rotation operations;
[0135] Displays the historical rotation angle and the current cumulative rotation angle.
[0136] The angle of the target scene component before the first rotation operation, i.e., the initial angle of the target scene component, can usually be considered as 0 degrees. Using this angle as a reference point, the angles relative to the reference point in the historical rotation operations are obtained, i.e., the cumulative angle change value in the historical rotation operations, to obtain the historical rotation angle. The angle relative to the reference point in the current rotation operation is also obtained, i.e., the cumulative angle change value shared by the historical and current rotation operations, to obtain the current cumulative rotation angle. This allows for the accurate calculation of both angle values.
[0137] In one implementation, obtaining the angle of the target scene component relative to a reference point under rotation operation to obtain the current cumulative rotation angle may include the following steps:
[0138] Based on the world coordinate system, the angle of the target scene component under the rotation operation is obtained to get the current cumulative rotation angle; the world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees.
[0139] The world coordinate system can be a coordinate system referenced to the entire game editing scene. It has its origin at a reference point within the game editing scene and its axes along a reference direction within the scene. This coordinate system remains unchanged regardless of the movement or rotation of the target scene component. The world coordinate system is set to 0 degrees at the angle of the target scene component before its first rotation. For example, Figure 12The world coordinate system is shown, with its positive Y-axis fixed at 0 degrees. In this rotation operation, the angle of the target scene component after this rotation in the world coordinate system can be obtained; this is the current cumulative rotation angle. Using the world coordinate system, the current cumulative rotation angle can be obtained relatively accurately and easily, reducing computational load.
[0140] In one implementation, displaying the current rotation angle and / or displaying historical rotation angles and the current cumulative rotation angle in a graphical user interface includes:
[0141] If the currently set rotation reference mode is the first reference mode, the current rotation angle is displayed in the graphical user interface;
[0142] If the current rotation reference mode is set to the second reference mode, the historical rotation angle and the current cumulative rotation angle are displayed in the graphical user interface.
[0143] The first and second reference modes use different reference systems. For example, the first reference mode can be a local reference mode, using the local coordinate system as a reference. The displayed rotation angle information is based on the local coordinate system's angle information, thus showing the current rotation angle. The second reference mode can be a world reference mode, using the world coordinate system as a reference. The displayed rotation angle information is based on the world coordinate system's angle information, thus showing historical rotation angles and the current cumulative rotation angle. The rotation reference mode can be selected and set in the game editing scene or its settings interface. For example, referring to the above... Figure 4 As shown, the game editing scene interface provides a "Rotation Reference" setting control, where users can choose between "Local Reference" and "World Reference." "Local Reference" is the first reference mode, and "World Reference" is the second reference mode. This allows users to flexibly set the reference system and the angle information to be displayed in the graphical user interface.
[0144] Exemplary embodiments of this disclosure also provide a game component rotation control device. (See reference...) Figure 13 As shown, the game component rotation control device 1300 may include the following program modules:
[0145] The game editing scene display processing module 1310 is configured to display the game editing scene in the graphical user interface provided by the running game program; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding virtual models during the game running phase;
[0146] The rotation guide graphic display processing module 1320 is configured to respond to a preset operation on a target scene component and display a first rotation guide graphic according to the currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic indicating a unit rotation angle; the target scene component is a component in one or more scene components;
[0147] The rotation angle determination module 1330 is configured to determine the current rotation angle based on the rotation operation on the target scene component; the current rotation angle is an integer multiple of the unit rotation angle.
[0148] The display attribute adjustment module 1340 is configured to determine the unit scale graphic to be adjusted among the plurality of unit scale graphics according to the current rotation angle, and adjust the display attributes of the unit scale graphic to be adjusted so as to represent the current rotation angle through the unit scale graphic to be adjusted.
[0149] The rotation completion instruction processing module 1350 is configured to respond to the rotation completion instruction and control the target scene component to rotate to the direction corresponding to the final rotation angle based on the final rotation angle.
[0150] In one embodiment, the above-mentioned determination of the unit scale pattern to be adjusted among multiple unit scale patterns based on the current rotation angle includes: determining the target number of unit scale patterns to be adjusted based on the ratio of the current rotation angle to the unit rotation angle; and in the first rotation guide pattern, starting from the position corresponding to the starting rotation angle of the target scene component, determining the target number of unit scale patterns as the unit scale patterns to be adjusted along the rotation direction of the rotation operation.
[0151] In one embodiment, the display attribute adjustment module 1340 is further configured to: during the rotation operation, as the current rotation angle increases, control the execution of a preset feedback instruction whenever the target number of the unit scale graphic to be adjusted increases by one.
[0152] In one implementation, the preset feedback command includes one or more of the following: device vibration command, preset sound effect playback command, and preset visual effect display command.
[0153] In one embodiment, the rotation guide graphic display processing module 1320 is further configured to: after the rotation angle determination module 1330 determines the current rotation angle based on the rotation operation of the target scene component, display a current rotation position indicator on the first rotation guide graphic, the current rotation position indicator being used to indicate the current rotation angle.
[0154] In one implementation, the current rotation position identifier is located at the rotation endpoint boundary of the last unit scale graphic to be adjusted in the rotation direction based on the rotation operation within the unit scale graphic to be adjusted.
[0155] In one embodiment, the rotation guide graphic display processing module 1320 is further configured to: after displaying the first rotation guide graphic according to the currently set unit rotation angle, display a rotation start point position indicator on the first rotation guide graphic, the rotation start point position indicator being used to indicate the starting rotation angle of the target scene component.
[0156] In one embodiment, the rotation angle determination module 1330 is further configured to: during the rotation operation, control the target scene component to rotate to the direction corresponding to the current rotation angle in real time according to the current rotation angle.
[0157] In one embodiment, the rotation angle determination module 1330 is further configured to: display the current rotation angle in a graphical user interface, and / or display the historical rotation angle and the current cumulative rotation angle; the historical rotation angle is the angle that the target scene component has rotated under the historical rotation operation before the rotation operation is performed, and the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle.
[0158] In one implementation, determining the current rotation angle based on the rotation operation of the target scene component includes: taking the angle of the target scene component before the rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point under the rotation operation, and obtaining the current rotation angle.
[0159] In one implementation, obtaining the angle of the target scene component relative to the reference point under the rotation operation to obtain the current rotation angle includes: obtaining the angle of the target scene component under the rotation operation based on the local coordinate system of the target scene component to obtain the current rotation angle; the local coordinate system takes the angle of the target scene component before the rotation operation as 0 degrees.
[0160] In one embodiment, the above-mentioned display of historical rotation angle and current cumulative rotation angle includes: taking the angle of the target scene component before the first rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point under historical rotation operations to obtain the historical rotation angle, and obtaining the angle of the target scene component relative to the reference point under rotation operations to obtain the current cumulative rotation angle; the first rotation operation is the earliest operation in the historical rotation operations; and displaying the historical rotation angle and current cumulative rotation angle.
[0161] In one implementation, obtaining the angle of the target scene component relative to the reference point under the rotation operation to obtain the current cumulative rotation angle includes: obtaining the angle of the target scene component under the rotation operation based on the world coordinate system to obtain the current cumulative rotation angle; the world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees.
[0162] In one embodiment, the above-mentioned display of the current rotation angle and / or display of the historical rotation angle and the current cumulative rotation angle in the graphical user interface includes: if the currently set rotation reference mode is a first reference mode, displaying the current rotation angle in the graphical user interface; if the currently set rotation reference mode is a second reference mode, displaying the historical rotation angle and the current cumulative rotation angle in the graphical user interface.
[0163] In one embodiment, the above-mentioned response to a preset operation on the target scene component, displaying a first rotation guide graphic according to the currently set unit rotation angle, includes: responding to a rotation trigger operation on the target scene component, providing multiple rotation planes; responding to a rotation plane selection operation, determining a target rotation plane among the multiple rotation planes, and displaying the first rotation guide graphic according to the currently set unit rotation angle.
[0164] In one embodiment, displaying the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on the target rotation plane according to the currently set unit rotation angle.
[0165] In one embodiment, displaying the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on a plane parallel to the graphical user interface according to the currently set unit rotation angle.
[0166] In one implementation, the rotation operation and the rotation plane selection operation are performed consecutively.
[0167] In one embodiment, the rotation guide graphics display processing module 1320 is further configured to: in response to a preset operation on the target scene component, display a rotation scale setting control in the graphical user interface displaying the game editing scene; and in response to a setting operation on the rotation scale setting control, obtain the currently set unit rotation angle.
[0168] In one embodiment, the rotation guide graphic display processing module 1320 is further configured to: display a second rotation guide graphic in response to a preset operation on the target scene component when no unit rotation angle is set;
[0169] Correspondingly, the display attribute adjustment module 1340 is configured to: determine the area to be adjusted in the second rotation guide graphic based on the current rotation angle, and adjust the display attributes of the area to be adjusted so that the current rotation angle is represented by the area to be adjusted.
[0170] In one implementation, the currently set unit rotation angle is one of a plurality of candidate angles; the rotation guide graphic display processing module 1320 is further configured to: use a preset angle as the unit rotation angle when no unit rotation angle is set; the preset angle is smaller than any candidate angle.
[0171] In one implementation, determining the current rotation angle based on the rotation operation on the target scene component includes: responding to the rotation operation on the target scene component and obtaining the current operation parameters; and determining the current rotation angle corresponding to the current operation parameters based on the mapping relationship between the operation parameters of the rotation operation and the rotation angle.
[0172] In one embodiment, the first rotation guide graphic is a ring or circle, and the unit scale graphic is an arc or sector with a unit rotation angle in radians.
[0173] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0174] Exemplary embodiments of this disclosure also provide a computer-readable storage medium that can be implemented as a program product, including program code that, when the program product is run on an electronic device, causes the electronic device to perform (more specifically, may cause the processor of the electronic device to perform) the steps of various exemplary embodiments of this disclosure described in the "Exemplary Methods" section above. For example, a game component rotation control method according to this exemplary embodiment can be executed, comprising the following steps: displaying a game editing scene in a graphical user interface provided by a running game program; the game editing scene including one or more scene components configured to generate corresponding virtual models during game execution; responding to the target... The preset operation of the target scene component displays a first rotation guide graphic based on the currently set unit rotation angle. The first rotation guide graphic includes multiple unit scale graphics, each of which indicates the unit rotation angle. The target scene component is a component among one or more scene components. The current rotation angle is determined based on the rotation operation on the target scene component. The current rotation angle is an integer multiple of the unit rotation angle. Based on the current rotation angle, the unit scale graphic to be adjusted is determined from the multiple unit scale graphics, and the display attributes of the unit scale graphic to be adjusted are adjusted so that the current rotation angle is represented by the unit scale graphic to be adjusted. In response to the rotation completion command, the target scene component is controlled to rotate to the direction corresponding to the final rotation angle based on the final rotation angle.
[0175] In one embodiment, the above-mentioned determination of the unit scale pattern to be adjusted among multiple unit scale patterns based on the current rotation angle includes: determining the target number of unit scale patterns to be adjusted based on the ratio of the current rotation angle to the unit rotation angle; and in the first rotation guide pattern, starting from the position corresponding to the starting rotation angle of the target scene component, determining the target number of unit scale patterns as the unit scale patterns to be adjusted along the rotation direction of the rotation operation.
[0176] In one embodiment, the method further includes: during the rotation operation, as the current rotation angle increases, whenever the target number of the unit scale graphic to be adjusted increases by one, controlling the execution of a preset feedback command.
[0177] In one implementation, the preset feedback command includes one or more of the following: device vibration command, preset sound effect playback command, and preset visual effect display command.
[0178] In one implementation, after determining the current rotation angle based on the rotation operation on the target scene component, the method further includes: displaying a current rotation position identifier on a first rotation guide graphic, the current rotation position identifier being used to indicate the current rotation angle.
[0179] In one implementation, the current rotation position identifier is located at the rotation endpoint boundary of the last unit scale graphic to be adjusted in the rotation direction based on the rotation operation within the unit scale graphic to be adjusted.
[0180] In one embodiment, after displaying the first rotation guide graphic according to the currently set unit rotation angle, the method further includes: displaying a rotation start point position indicator on the first rotation guide graphic, the rotation start point position indicator being used to indicate the starting rotation angle of the target scene component.
[0181] In one implementation, the method further includes: during the rotation operation, controlling the target scene component to rotate to the direction corresponding to the current rotation angle in real time according to the current rotation angle.
[0182] In one embodiment, the method further includes: displaying the current rotation angle in a graphical user interface, and / or displaying the historical rotation angle and the current cumulative rotation angle; the historical rotation angle is the angle by which the target scene component has rotated under the historical rotation operation before the rotation operation is performed, and the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle.
[0183] In one implementation, determining the current rotation angle based on the rotation operation of the target scene component includes: taking the angle of the target scene component before the rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point under the rotation operation, and obtaining the current rotation angle.
[0184] In one implementation, obtaining the angle of the target scene component relative to the reference point under the rotation operation to obtain the current rotation angle includes: obtaining the angle of the target scene component under the rotation operation based on the local coordinate system of the target scene component to obtain the current rotation angle; the local coordinate system takes the angle of the target scene component before the rotation operation as 0 degrees.
[0185] In one embodiment, the above-mentioned display of historical rotation angle and current cumulative rotation angle includes: taking the angle of the target scene component before the first rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point under historical rotation operations to obtain the historical rotation angle, and obtaining the angle of the target scene component relative to the reference point under rotation operations to obtain the current cumulative rotation angle; the first rotation operation is the earliest operation in the historical rotation operations; and displaying the historical rotation angle and current cumulative rotation angle.
[0186] In one implementation, obtaining the angle of the target scene component relative to the reference point under the rotation operation to obtain the current cumulative rotation angle includes: obtaining the angle of the target scene component under the rotation operation based on the world coordinate system to obtain the current cumulative rotation angle; the world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees.
[0187] In one embodiment, the above-mentioned display of the current rotation angle and / or display of the historical rotation angle and the current cumulative rotation angle in the graphical user interface includes: if the currently set rotation reference mode is a first reference mode, displaying the current rotation angle in the graphical user interface; if the currently set rotation reference mode is a second reference mode, displaying the historical rotation angle and the current cumulative rotation angle in the graphical user interface.
[0188] In one embodiment, the above-mentioned response to a preset operation on the target scene component, displaying a first rotation guide graphic according to the currently set unit rotation angle, includes: responding to a rotation trigger operation on the target scene component, providing multiple rotation planes; responding to a rotation plane selection operation, determining a target rotation plane among the multiple rotation planes, and displaying the first rotation guide graphic according to the currently set unit rotation angle.
[0189] In one embodiment, displaying the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on the target rotation plane according to the currently set unit rotation angle.
[0190] In one embodiment, displaying the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on a plane parallel to the graphical user interface according to the currently set unit rotation angle.
[0191] In one implementation, the rotation operation and the rotation plane selection operation are performed consecutively.
[0192] In one embodiment, the method further includes: responding to a preset operation on a target scene component, displaying a rotation scale setting control in a graphical user interface that displays a game editing scene; and responding to a setting operation on the rotation scale setting control, obtaining the currently set unit rotation angle.
[0193] In one embodiment, the method further includes: if no unit rotation angle is set, displaying a second rotation guide graphic in response to a preset operation on the target scene component; if the current rotation angle is determined, determining an area to be adjusted in the second rotation guide graphic based on the current rotation angle, and adjusting the display attributes of the area to be adjusted so that the current rotation angle is represented by the area to be adjusted.
[0194] In one implementation, the currently set unit rotation angle is one of a plurality of candidate angles; the method further includes: when no unit rotation angle is set, using a preset angle as the unit rotation angle; the preset angle is smaller than any candidate angle.
[0195] In one implementation, determining the current rotation angle based on the rotation operation on the target scene component includes: responding to the rotation operation on the target scene component and obtaining the current operation parameters; and determining the current rotation angle corresponding to the current operation parameters based on the mapping relationship between the operation parameters of the rotation operation and the rotation angle.
[0196] In one embodiment, the first rotation guide graphic is a ring or circle, and the unit scale graphic is an arc or sector with a unit rotation angle in radians.
[0197] Implementing the above method using a computer-readable storage medium, on the one hand, during the user's rotation operation, a first rotation guide graphic is displayed, and the current rotation angle is visually displayed through a corresponding number of adjustable unit scale graphics. This allows the user to intuitively and clearly understand the current rotation angle and the rotation effect, making it easier for the user to rotate to the desired angle or direction, thus improving the accuracy of the user's rotation operation. On the other hand, the current rotation angle changes in steps in units of the set rotation angle, which facilitates accurate control of the current rotation angle by the user, reduces repetitive operations, and improves efficiency and user experience.
[0198] In one alternative implementation, the program product may be implemented as a portable compact disc read-only memory (CD-ROM) and include program code, and may run on an electronic device, such as a personal computer. However, the program product disclosed herein is not limited thereto, and in this document, a readable storage medium may be any tangible medium that contains or stores a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0199] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0200] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0201] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0202] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0203] Exemplary embodiments of this disclosure also provide an electronic device, such as the terminal device 110 or server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the methods of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0204] The following is for reference. Figure 14 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 14 The electronic device 1400 shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.
[0205] like Figure 14 As shown, the electronic device 1400 may include: a processor 1410, a memory 1420, a bus 1430, an I / O (input / output) interface 1440, a network adapter 1450, and a display 1460.
[0206] Memory 1420 may include volatile memory, such as RAM 1421 and cache unit 1422, and may also include non-volatile memory, such as ROM 1423. Memory 1420 may also include one or more program modules 1424, such program modules 1424 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1424 may include the modules in the above-described apparatus.
[0207] The processor 1410 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0208] The processor 1410 can be used to execute executable instructions stored in the memory 1420, such as executing the game component rotation control method in this exemplary embodiment, which includes the following steps: displaying a game editing scene in the graphical user interface provided by the running game program; the game editing scene includes one or more scene components, which are configured to generate corresponding virtual models during game operation; responding to a preset operation on the target scene component, displaying a first rotation guide graphic according to the currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic indicating a unit rotation angle; the target scene component is a component among one or more scene components; determining the current rotation angle according to the rotation operation on the target scene component; the current rotation angle is an integer multiple of the unit rotation angle; determining the unit scale graphic to be adjusted among the multiple unit scale graphics according to the current rotation angle, and adjusting the display attributes of the unit scale graphic to be adjusted so that the current rotation angle is represented by the unit scale graphic to be adjusted; responding to a rotation completion command, controlling the target scene component to rotate to the direction corresponding to the final rotation angle according to the final rotation angle.
[0209] In one embodiment, the above-mentioned determination of the unit scale pattern to be adjusted among multiple unit scale patterns based on the current rotation angle includes: determining the target number of unit scale patterns to be adjusted based on the ratio of the current rotation angle to the unit rotation angle; and in the first rotation guide pattern, starting from the position corresponding to the starting rotation angle of the target scene component, determining the target number of unit scale patterns as the unit scale patterns to be adjusted along the rotation direction of the rotation operation.
[0210] In one embodiment, the method further includes: during the rotation operation, as the current rotation angle increases, whenever the target number of the unit scale graphic to be adjusted increases by one, controlling the execution of a preset feedback command.
[0211] In one implementation, the preset feedback command includes one or more of the following: device vibration command, preset sound effect playback command, and preset visual effect display command.
[0212] In one implementation, after determining the current rotation angle based on the rotation operation on the target scene component, the method further includes: displaying a current rotation position identifier on a first rotation guide graphic, the current rotation position identifier being used to indicate the current rotation angle.
[0213] In one implementation, the current rotation position identifier is located at the rotation endpoint boundary of the last unit scale graphic to be adjusted in the rotation direction based on the rotation operation within the unit scale graphic to be adjusted.
[0214] In one embodiment, after displaying the first rotation guide graphic according to the currently set unit rotation angle, the method further includes: displaying a rotation start point position indicator on the first rotation guide graphic, the rotation start point position indicator being used to indicate the starting rotation angle of the target scene component.
[0215] In one implementation, the method further includes: during the rotation operation, controlling the target scene component to rotate to the direction corresponding to the current rotation angle in real time according to the current rotation angle.
[0216] In one embodiment, the method further includes: displaying the current rotation angle in a graphical user interface, and / or displaying the historical rotation angle and the current cumulative rotation angle; the historical rotation angle is the angle by which the target scene component has rotated under the historical rotation operation before the rotation operation is performed, and the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle.
[0217] In one implementation, determining the current rotation angle based on the rotation operation of the target scene component includes: taking the angle of the target scene component before the rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point under the rotation operation, and obtaining the current rotation angle.
[0218] In one implementation, obtaining the angle of the target scene component relative to the reference point under the rotation operation to obtain the current rotation angle includes: obtaining the angle of the target scene component under the rotation operation based on the local coordinate system of the target scene component to obtain the current rotation angle; the local coordinate system takes the angle of the target scene component before the rotation operation as 0 degrees.
[0219] In one embodiment, the above-mentioned display of historical rotation angle and current cumulative rotation angle includes: taking the angle of the target scene component before the first rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point under historical rotation operations to obtain the historical rotation angle, and obtaining the angle of the target scene component relative to the reference point under rotation operations to obtain the current cumulative rotation angle; the first rotation operation is the earliest operation in the historical rotation operations; and displaying the historical rotation angle and current cumulative rotation angle.
[0220] In one implementation, obtaining the angle of the target scene component relative to the reference point under the rotation operation to obtain the current cumulative rotation angle includes: obtaining the angle of the target scene component under the rotation operation based on the world coordinate system to obtain the current cumulative rotation angle; the world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees.
[0221] In one embodiment, the above-mentioned display of the current rotation angle and / or display of the historical rotation angle and the current cumulative rotation angle in the graphical user interface includes: if the currently set rotation reference mode is a first reference mode, displaying the current rotation angle in the graphical user interface; if the currently set rotation reference mode is a second reference mode, displaying the historical rotation angle and the current cumulative rotation angle in the graphical user interface.
[0222] In one embodiment, the above-mentioned response to a preset operation on the target scene component, displaying a first rotation guide graphic according to the currently set unit rotation angle, includes: responding to a rotation trigger operation on the target scene component, providing multiple rotation planes; responding to a rotation plane selection operation, determining a target rotation plane among the multiple rotation planes, and displaying the first rotation guide graphic according to the currently set unit rotation angle.
[0223] In one embodiment, displaying the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on the target rotation plane according to the currently set unit rotation angle.
[0224] In one embodiment, displaying the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on a plane parallel to the graphical user interface according to the currently set unit rotation angle.
[0225] In one implementation, the rotation operation and the rotation plane selection operation are performed consecutively.
[0226] In one embodiment, the method further includes: responding to a preset operation on a target scene component, displaying a rotation scale setting control in a graphical user interface that displays a game editing scene; and responding to a setting operation on the rotation scale setting control, obtaining the currently set unit rotation angle.
[0227] In one embodiment, the method further includes: if no unit rotation angle is set, displaying a second rotation guide graphic in response to a preset operation on the target scene component; if the current rotation angle is determined, determining an area to be adjusted in the second rotation guide graphic based on the current rotation angle, and adjusting the display attributes of the area to be adjusted so that the current rotation angle is represented by the area to be adjusted.
[0228] In one implementation, the currently set unit rotation angle is one of a plurality of candidate angles; the method further includes: when no unit rotation angle is set, using a preset angle as the unit rotation angle; the preset angle is smaller than any candidate angle.
[0229] In one implementation, determining the current rotation angle based on the rotation operation on the target scene component includes: responding to the rotation operation on the target scene component and obtaining the current operation parameters; and determining the current rotation angle corresponding to the current operation parameters based on the mapping relationship between the operation parameters of the rotation operation and the rotation angle.
[0230] In one embodiment, the first rotation guide graphic is a ring or circle, and the unit scale graphic is an arc or sector with a unit rotation angle in radians.
[0231] Implementing the above method using electronic device 1400, on the one hand, during the user's rotation operation, a first rotation guide graphic is displayed, and the current rotation angle is visually displayed through a corresponding number of adjustable unit scale graphics. This allows the user to intuitively and clearly understand the current rotation angle and the rotation effect, making it easier for the user to rotate to the desired angle or direction, thus improving the accuracy of the user's rotation operation. On the other hand, the current rotation angle changes in steps in units of the set rotation angle, which facilitates the user's accurate control of the current rotation angle, reduces repetitive operations, and improves efficiency and user experience.
[0232] Bus 1430 is used to connect different components of electronic device 1400 and may include a data bus, an address bus and a control bus.
[0233] Electronic device 1400 can communicate with one or more external devices 1500 (e.g., keyboard, mouse, external controller, etc.) through I / O interface 1440.
[0234] Electronic device 1400 can communicate with one or more networks via network adapter 1450. For example, network adapter 1450 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1450 can communicate with other modules of electronic device 1400 via bus 1430.
[0235] Electronic device 1400 can display a graphical user interface, such as a game editing scene or settings interface, through display 1460.
[0236] although Figure 14 Other hardware and / or software modules, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, may also be configured in the electronic device 1400.
[0237] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0238] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims. It should be understood that this disclosure is not limited to the precise structures described above and shown in the drawings, and various modifications and changes can be made without departing from its scope.
Claims
1. A method of spin control for a game component, the method comprising: The method includes: The game editing scene is displayed in the graphical user interface provided by the game program; the game editing scene includes one or more scene components, which are configured to generate corresponding virtual models during the game's runtime. In response to a preset operation on a target scene component, a first rotation guide graphic is displayed according to the currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic indicating the unit rotation angle; the target scene component is a component among the one or more scene components; The current rotation angle is determined based on the rotation operation on the target scene component; the current rotation angle is an integer multiple of the unit rotation angle; Based on the current rotation angle, determine the unit scale graphic to be adjusted from among the multiple unit scale graphics, and adjust the display attributes of the unit scale graphic to be adjusted so as to represent the current rotation angle through the unit scale graphic to be adjusted; In response to the rotation completion command, the target scene component is controlled to rotate to the direction corresponding to the final rotation angle.
2. The method of claim 1, wherein, The step of determining the unit scale pattern to be adjusted from the plurality of unit scale patterns based on the current rotation angle includes: The target number of the unit scale graphic to be adjusted is determined based on the ratio of the current rotation angle to the unit rotation angle. In the first rotation guide graphic, starting from the position corresponding to the initial rotation angle of the target scene component, along the rotation direction of the rotation operation, the target number of unit scale graphics are determined as the unit scale graphics to be adjusted.
3. The method of claim 2, wherein, The method further includes: During the rotation operation, as the current rotation angle increases, whenever the target number of the unit scale graphic to be adjusted increases by one, a preset feedback command is executed.
4. The method of claim 3, wherein, The preset feedback commands include one or more of the following: device vibration commands, preset sound effect playback commands, and preset visual effect display commands.
5. The method of claim 1, wherein, After determining the current rotation angle based on the rotation operation on the target scene component, the method further includes: The current rotation position indicator is displayed on the first rotation guide graphic, and the current rotation position indicator is used to indicate the current rotation angle.
6. The method of claim 5, wherein, The current rotation position identifier is located at the rotation endpoint boundary of the last unit scale graphic to be adjusted in the rotation direction based on the rotation operation within the unit scale graphic to be adjusted.
7. The method of claim 5, wherein, After displaying the first rotation guide graphic according to the currently set unit rotation angle, the method further includes: A rotation start point position marker is displayed on the first rotation guide graphic, which is used to indicate the starting rotation angle of the target scene component.
8. The method of claim 1, wherein, The method further includes: During the rotation operation, the target scene component is rotated to the direction corresponding to the current rotation angle in real time according to the current rotation angle.
9. The method of claim 1, wherein, The method further includes: The graphical user interface displays the current rotation angle, and / or displays the historical rotation angle and the current cumulative rotation angle; the historical rotation angle is the angle that the target scene component has rotated under the historical rotation operation before the rotation operation is performed, and the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle.
10. The method of claim 9, wherein, Determining the current rotation angle based on the rotation operation of the target scene component includes: Using the angle of the target scene component before the rotation operation as a reference point, the angle of the target scene component relative to the reference point under the rotation operation is obtained to obtain the current rotation angle.
11. The method of claim 10, wherein, The step of obtaining the angle of the target scene component relative to the reference point under the rotation operation to obtain the current rotation angle includes: Based on the local coordinate system of the target scene component, the angle of the target scene component under the rotation operation is obtained to obtain the current rotation angle; the local coordinate system takes the angle of the target scene component before the rotation operation as 0 degrees.
12. The method according to claim 9, characterized in that, The display of historical rotation angles and current cumulative rotation angles includes: Using the angle of the target scene component before the first rotation operation as a reference point, the angle of the target scene component relative to the reference point under the historical rotation operation is obtained to obtain the historical rotation angle, and the angle of the target scene component relative to the reference point under the rotation operation is obtained to obtain the current cumulative rotation angle; the first rotation operation is the earliest operation in the historical rotation operation; The historical rotation angle and the current cumulative rotation angle are displayed.
13. The method according to claim 12, characterized in that, The step of obtaining the angle of the target scene component relative to the reference point under the rotation operation to obtain the current cumulative rotation angle includes: Based on the world coordinate system, the angle of the target scene component under the rotation operation is obtained to obtain the current cumulative rotation angle; the world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees.
14. The method according to claim 9, characterized in that, The step of displaying the current rotation angle and / or displaying the historical rotation angle and the current cumulative rotation angle in the graphical user interface includes: If the currently set rotation reference mode is the first reference mode, the current rotation angle is displayed in the graphical user interface; If the currently set rotation reference mode is the second reference mode, the historical rotation angle and the current cumulative rotation angle are displayed in the graphical user interface.
15. The method according to claim 1, characterized in that, The response to the preset operation of the target scene component, displaying the first rotation guide graphic according to the currently set unit rotation angle, includes: In response to a rotation trigger operation on the target scene component, multiple rotation planes are provided; In response to the rotation plane selection operation, a target rotation plane is determined among the plurality of rotation planes, and the first rotation guide graphic is displayed according to the currently set unit rotation angle.
16. The method according to claim 15, characterized in that, The step of displaying the first rotation guide graphic according to the currently set unit rotation angle includes: The first rotation guide graphic is displayed on the target rotation plane according to the currently set unit rotation angle.
17. The method according to claim 15, characterized in that, The step of displaying the first rotation guide graphic according to the currently set unit rotation angle includes: The first rotation guide graphic is displayed on a plane parallel to the graphical user interface, based on the currently set unit rotation angle.
18. The method according to claim 15, characterized in that, The rotation operation and the rotation plane selection operation are performed consecutively.
19. The method according to claim 1, characterized in that, The method further includes: In response to a preset operation on the target scene component, a rotation scale setting control is displayed in the graphical user interface that displays the game editing scene; In response to the setting operation of the rotation scale setting control, the currently set unit rotation angle is obtained.
20. The method according to claim 1, characterized in that, The method further includes: Without setting a unit rotation angle, the second rotation guide graphic is displayed in response to a preset operation on the target scene component; Given the current rotation angle, an area to be adjusted is determined in the second rotation guide graphic based on the current rotation angle, and the display attributes of the area to be adjusted are adjusted so that the current rotation angle is represented by the area to be adjusted.
21. The method according to claim 20, characterized in that, The currently set unit rotation angle is one of multiple candidate angles; the method further includes: In the absence of a set unit rotation angle, a preset angle is used as the unit rotation angle; the preset angle is smaller than any of the candidate angles.
22. The method according to claim 1, characterized in that, Determining the current rotation angle based on the rotation operation of the target scene component includes: In response to a rotation operation on the target scene component, obtain the current operation parameters; Based on the mapping relationship between the operation parameters of the rotation operation and the rotation angle, the current rotation angle corresponding to the current operation parameters is determined.
23. The method according to any one of claims 1 to 22, characterized in that, The first rotation guide graphic is a ring or circle, and the unit scale graphic is an arc or sector with an radian value equal to the unit rotation angle.
24. A game component rotation control device, characterized in that, The device includes: The game editing scene display processing module is configured to display the game editing scene in the graphical user interface provided by the running game program; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding virtual models during the game running phase; The rotation guide graphic display processing module is configured to respond to a preset operation on a target scene component and display a first rotation guide graphic according to a currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic indicating the unit rotation angle; the target scene component is a component among the one or more scene components; The rotation angle determination module is configured to determine the current rotation angle based on the rotation operation on the target scene component; the current rotation angle is an integer multiple of the unit rotation angle; The display attribute adjustment module is configured to determine the unit scale graphic to be adjusted among the multiple unit scale graphics according to the current rotation angle, and adjust the display attributes of the unit scale graphic to be adjusted so as to represent the current rotation angle through the unit scale graphic to be adjusted. The rotation completion instruction processing module is configured to respond to the rotation completion instruction and control the target scene component to rotate to the direction corresponding to the final rotation angle based on the final rotation angle.
25. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 23.
26. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 23 by executing the executable instructions.