Game editing preview method and device, storage medium and electronic equipment

CN117839223BActive Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410034062.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-01-09
Publication Date
2026-10-16
Estimated Expiration
2044-01-09

AI Technical Summary

Technical Problem

[0004]本公开提供一种游戏编辑预览方法、游戏编辑预览装置、计算机可读存储介质与电子设备,以至少在一定程度上解决在编辑状态下用户难以了解到场景组件的物理信息的问题

Benefits of technology

[0010] On the one hand, by providing a physical preview mode and displaying the target virtual collision object corresponding to the target scene component, users can intuitively understand the physical information such as the collision area of ​​the target scene component, which is conducive to accurate editing. For example, by using the target virtual collision object as a reference, users can accurately edit the relative positions of multiple scene components and avoid overlap. On the other hand, providing multiple physical preview modes allows users to flexibly choose to observe different information of the target virtual collision object. For example, in the first physical preview mode, users can see the outline of the target virtual collision object, which provides a clearer understanding of the structural composition and resource usage of the target virtual collision object, facilitating the rational allocation of resources for scene components and improving editing efficiency.

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Abstract

The present disclosure provides a game editing preview method and device, a storage medium and an electronic device, and relates to the technical field of computers and human-computer interaction. The method comprises the following steps: displaying a game editing scene in a graphical user interface provided by a game program; the game editing scene comprises one or more scene components; the scene components are configured to generate corresponding virtual models in a game running scene; in response to a first preview operation, determining a first physical preview mode in a plurality of physical preview modes as a current physical preview mode for a target scene component, and displaying an outline of a target virtual collision object corresponding to the target scene component; wherein the target scene component is a scene component in the game editing scene; the target virtual collision object is configured to detect virtual objects that collide with the target scene component. The present disclosure solves the problem that it is difficult for a user to understand the physical information of a scene component in an editing state.
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Description

Technical Field

[0001] This disclosure relates to the field of computer and human-computer interaction technology, and in particular to a game editing and previewing method, a game editing and previewing device, a computer-readable storage medium, and an electronic device. Background Technology

[0002] With the development of computer and human-computer interaction technologies, some games offer the function of user-customizable game scenes (or game maps). When editing game scenes, users usually place a large number of scene components, such as buildings, furniture, trees, mechanisms, etc. Scene components can beautify the scene and also implement specific gameplay logic.

[0003] In related technologies, users often struggle to understand the physical information of scene components while in edit mode. For example, in edit mode, users cannot see the physical collision effects caused by overlapping positions between different scene components. While the game is running, the program may automatically adjust the position of one scene component to prevent it from overlapping with other scene components. However, this alters the information originally edited by the user, potentially causing the actual game effect of the scene components or game scene to deviate from expectations. Summary of the Invention

[0004] This disclosure provides a game editing preview method, a game editing preview device, a computer-readable storage medium, and an electronic device to at least partially solve the problem that users have difficulty understanding the physical information of scene components in the editing state.

[0005] According to a first aspect of this disclosure, a game editing preview method is provided, the method comprising: 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; the scene components being configured to generate corresponding virtual models in the game running scene; responding to a first preview operation, determining a first physical preview mode among a plurality of physical preview modes as the current physical preview mode for a target scene component, and displaying the outline of a target virtual collision object corresponding to the target scene component; wherein, the target scene component is a scene component in the game editing scene; the target virtual collision object is configured to detect virtual objects that collide with the target scene component.

[0006] According to a second aspect of this disclosure, a game editing preview 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 are configured to generate corresponding virtual models in the game running scene; and a physics preview processing module configured to respond to a first preview operation, determine a first physics preview mode among a plurality of physics preview modes as the current physics preview mode for a target scene component, and display the outline of a target virtual collision object corresponding to the target scene component; wherein the target scene component is a scene component in the game editing scene; and the target virtual collision object is configured to detect virtual objects that collide with the target scene component.

[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 editing and previewing method of the first aspect described above, and its possible implementations.

[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 editing preview 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, by providing a physical preview mode and displaying the target virtual collision object corresponding to the target scene component, users can intuitively understand the physical information such as the collision area of ​​the target scene component, which is conducive to accurate editing. For example, by using the target virtual collision object as a reference, users can accurately edit the relative positions of multiple scene components and avoid overlap. On the other hand, providing multiple physical preview modes allows users to flexibly choose to observe different information of the target virtual collision object. For example, in the first physical preview mode, users can see the outline of the target virtual collision object, which provides a clearer understanding of the structural composition and resource usage of the target virtual collision object, facilitating the rational allocation of resources for scene components and improving editing efficiency. Attached Figure Description

[0011] Figure 1 This illustration shows a system architecture diagram of one of the exemplary embodiments.

[0012] Figure 2 A flowchart illustrating a game editing preview method in this exemplary embodiment is shown;

[0013] Figure 3A schematic diagram of a game editing scene and scene component controls in this exemplary embodiment is shown;

[0014] Figure 4 A schematic diagram showing a settings interface in this exemplary embodiment is provided.

[0015] Figure 5A This diagram illustrates a physical preview control for a specific scene component in this exemplary embodiment.

[0016] Figure 5B This diagram illustrates a physical preview control for the entire game editing scene in this exemplary embodiment;

[0017] Figure 6A A schematic diagram illustrating a first physical preview mode in this exemplary embodiment is shown;

[0018] Figure 6B A schematic diagram illustrating another first physical preview mode in this exemplary embodiment is shown;

[0019] Figure 6C A schematic diagram illustrating a second physical preview mode in this exemplary embodiment is shown;

[0020] Figure 6D A schematic diagram illustrating another second physical preview mode in this exemplary embodiment;

[0021] Figure 7A This diagram illustrates the outline of the target virtual collision object in this exemplary embodiment.

[0022] Figure 7B A schematic diagram showing the surface of the target virtual collision object in this exemplary embodiment is shown;

[0023] Figure 8 A schematic diagram illustrating the setting of physical parameters in this exemplary embodiment is shown;

[0024] Figure 9 This diagram illustrates the structure of a game editing and previewing device according to this exemplary embodiment.

[0025] Figure 10 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0026] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0027] 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.

[0028] Physical information refers to information that affects the physical actions of scene components in a game (such as collisions, forces exerted on game characters, and the ability to be lifted by game characters). The inventors have discovered that in existing game editing functions, users find it difficult to intuitively understand the physical information of scene components, hindering accurate editing. For example, if the physical collider of a scene component is not exactly the same shape as the component itself, the user cannot see the positional relationship between this collider and the colliders of other scene components, nor can they see situations where colliders of different scene components overlap. Due to the collision detection mechanism of the game program, one of the scene components is automatically moved during game operation to avoid positional overlap. However, this changes the information originally edited by the user, potentially causing the actual game effect of the scene component or game scene to deviate from expectations. Furthermore, the physical information of scene components affects their resource consumption. For example, the more detailed and complex the physical information of a scene component, the more computing power and storage resources it requires. Without understanding the physical information of the scene components, users lack awareness of the resource consumption of the scene component or game scene they are editing, potentially resulting in scene components with excessive resource consumption or difficulty in balancing the resource allocation of different scene components.

[0029] In view of one or more of the above-mentioned problems, an exemplary embodiment of this disclosure provides a game editing preview method.

[0030] Figure 1A 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 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface (GUI). The GUI may include the interface of an operating system or an 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, a game editing scene can be displayed in the GUI, allowing the user to perform editing operations. The server 120 generally refers to the backend system providing the game service 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 editing preview method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.

[0031] In one implementation, the game editing and previewing 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 can run under the cloud interaction system, such as cloud gaming. 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 in-game 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.

[0032] In one implementation, a game editing and preview 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 editing and preview method can be executed.

[0033] In one implementation, reference Figure 2 As shown, the method may include the following steps S210 and S220:

[0034] Step S210: displaying a game editing scene in a graphical user interface provided by a running game program; the game editing scene comprising one or more scene components; the scene components being configured to generate corresponding virtual models in a game running scene;

[0035] Step S220: in response to a first preview operation, determining a first physical preview mode among a plurality of physical preview modes as the current physical preview mode for a target scene component, and displaying the outline of a target virtual collision object corresponding to the target scene component; wherein the target scene component is a scene component in the game editing scene; and the target virtual collision object is configured to detect a virtual object that collides with the target scene component.

[0036] In Figure 2 the method, on the one hand, by providing a physical preview mode and displaying the target virtual collision object corresponding to the target scene component, the user can intuitively understand physical information such as the collision area of the target scene component, which facilitates accurate editing by the user, for example, using the target virtual collision object as a reference to accurately edit the mutual positional relationship of a plurality of scene components to avoid overlapping. On the other hand, providing a plurality of physical preview modes allows the user to flexibly choose to observe different information of the target virtual collision object, for example, in the first physical preview mode, the user can see the outline of the target virtual collision object, so that the user can have a clearer understanding of the structural composition and resource occupation of the target virtual collision object, which facilitates reasonable allocation of resource occupation of the scene components and improves editing efficiency.

[0037] Each step in Figure 2 is described in detail below.

[0038] In step S210, a game editing scene is displayed in a graphical user interface provided by a running game program; the game editing scene comprises one or more scene components; and the scene components are configured to generate corresponding virtual models in a game running scene.

[0039] This exemplary embodiment provides a player-oriented game editing function. The game program in step S210 may be a main game program. When the main game program is running, the user may select a specific option to enter an editor or editing interface to use the editing function. Alternatively, the game program in step S210 may be an editing program supporting the main game program, which can run independently outside the main game program, and the user can use the editing function when the editing program is running.

[0040] Users can edit game scenes using the editing function. They can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. The game scene in edit mode is displayed as an editable scene. A game scene in edit mode includes one or more scene components, which can be built-in (e.g., the game program provides various preset game scenes with different styles, and users can choose a preset game scene to edit, which initially includes scene components) or user-generated components. Scene components are people or objects (or parts of people or objects) in the game scene, such as buildings, mechanisms, vehicles, furniture, etc. Scene components can be objects generated, used, or edited during the game editing phase and configured to generate corresponding virtual models in the game runtime scene (i.e., the phase where the game scene is used for actual gameplay). In the game, scene components and their corresponding virtual models usually have the same appearance and use the same model resources; therefore, they can be considered the same object, and no special distinction is made in this document. In the program, scene components and virtual models can be stored as different types of program objects. Virtual models are configured with the following display effects: visual display effects and non-visual display effects. In other words, during the game's runtime, the virtual models corresponding to scene components can be visible objects with a specific appearance, or they can be invisible objects (such as the "spawn point," which is the initial area where the player character is located in the game; it is a scene component with size and shape, but is not visible in the game). In this exemplary embodiment, multiple scene components can be combined into scene component combinations. For example, a block component can be combined onto the circular surface of a cylinder component to form a roller-shaped mechanism component. In this way, complex and diverse components of people or objects can be formed in the game. For ease of distinction, a single scene component can be referred to as a basic scene component, which is indivisible and can be regarded as the smallest unit of composition in the game editing scene. Unless otherwise specified, the scene component mentioned in this document can refer to a basic scene component or a combination of scene components.

[0041] In the game editing scene, users can edit the game scene environment, such as the background, weather, and lighting, as well as scene components, such as adding or deleting components and setting their properties. When the game editing scene is displayed, multiple scene component controls can be provided to respond to and generate corresponding scene components based on user actions. Scene component controls are used to generate existing scene components within the game program. Scene component controls can be categorized into different component types. Figure 3 This diagram illustrates the game editing scene and scene component controls. (Reference) Figure 3 As shown, lists (including single-level or multi-level lists) can be used. Figure 3The scene component controls are provided in the form of a two-level list, showing one or more first-level component types. First-level component types include "Structure," "Item," "Environment," "Mechanism," "Creature," and "Combination." Each first-level component type includes one or more second-level component types; for example, the first-level component type "Item" includes second-level component types such as "Furniture," "Interior Decoration," and "Lighting." Each second-level component type includes one or more scene component controls; for example, the second-level component type "Furniture" includes scene component controls such as "Raw Wood Coffee Table," "Round Low Table," "Small Wooden Table," and "European Style Table." Users can perform initial trigger operations on the scene component controls, such as clicking or dragging, to generate the corresponding scene components in the game's scene editing. For example, in... Figure 3 In this application, users can drag the "Round Low Table" scene component control to a specific location within the game's editing scene to trigger the generation of the round low table scene component at that location. This disclosure does not impose any limitations on the form or appearance of the scene component control; the scene component control can display both the name and icon of the scene component.

[0042] In one implementation, the scene component control is configured with a corresponding scene component template, which includes pre-edited scene component parameters. These parameters may include one or more of the following: shape, color, texture, transparency, material, size, and orientation, as well as other types of parameters. When a user edits a scene component in a game editing scene, they need to set the scene component parameters. If a scene component is generated in the game editing scene using the scene component control, the scene component parameters in the corresponding scene component template can be called to quickly generate the scene component. Essentially, the scene component control is a pre-edited, templated scene component. The scene component parameters are configured in the form of a template and provided to the user in the form of a scene component control. When the user uses the scene component control, it is equivalent to applying the scene component template, thereby improving editing efficiency. Of course, after generating the scene component, its parameters can be modified, such as changing its size through scaling, changing its orientation through rotation, and changing its color and transparency through color settings.

[0043] Game programs can include built-in scene component controls, such as scene component templates pre-edited and configured by game developers for player use. Alternatively, players can be allowed to configure scene component controls. For example, players can model scene components and save their parameters in the game's scene editing interface or other editing interfaces to create scene component templates and configure them as scene component controls.

[0044] In one implementation, users can edit and update scene component controls. For example, they can modify the scene component template corresponding to the scene component control, change the scene component parameters, save the changes, and then update the scene component template. Subsequently, when generating scene components in the game's editing scene using the scene component control, the updated scene component parameters from the scene component template can be called to generate the scene component.

[0045] In one implementation, corresponding scene component controls can also be configured for scene component combinations. For example, a user can combine a block component onto the circular surface of a cylinder component to form a roller-shaped mechanism component. A new scene component control can be configured based on the scene component parameters of this mechanism component. Subsequently, the user can generate mechanism components in the game editing scene using this scene component control. This achieves one-click generation of scene component combinations, which is very convenient.

[0046] In one implementation, a virtual camera can be set up in the game editing scene. A virtual camera is a shooting tool in the game program that simulates a real camera, used to capture images to form the scene in the game editing scene. The virtual camera can be set up anywhere in the game editing scene, capturing the scene from any angle; that is, it can have any pose, 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 images. For example, two virtual cameras can be set up in the game editing scene, one used to capture the main screen of the game editing scene, and the other used to capture auxiliary screens. When the main screen displays the front of a scene component, the auxiliary screen can display the side or back of that scene component, etc., to help the user see more comprehensive information.

[0047] 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 4The interface for the game editing scene is shown, providing viewpoint options. Users can choose between an observation view and a game view. The observation view is a third-person perspective, allowing users to control the virtual camera (which is not displayed) to move the viewpoint without controlling the game character. The game view is a first-person perspective, allowing users to control a game character. This character can be linked to the virtual camera, meaning their positions are fixed; for example, the character can be at the camera's focus point. Moving the character synchronizes the camera's movement, thus changing the viewpoint. Alternatively, invisible game characters can be set in the observation view, effectively hiding them in the game view. Users can move these characters to move the virtual camera. Both observation and game views allow for the use of virtual joysticks, up / down controls, etc., to move the virtual camera or game character.

[0048] In addition, the game editing scene settings interface can also provide other settings controls, such as a "grid display" setting control for setting the grid display method in the game editing scene, and a "camera speed" setting control for setting the movement speed of the virtual camera or the movement speed of virtual objects controlled by the player in the game running scene, etc. This disclosure does not impose any particular limitations.

[0049] Continue to refer to Figure 2 In step S220, in response to the first preview operation, the first physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component, and the outline of the target virtual collision object corresponding to the target scene component is displayed; wherein, the target scene component is a scene component in the game editing scene; the target virtual collision object is configured to detect virtual objects that collide with the target scene component.

[0050] In this exemplary embodiment, a physics preview function is provided in the editor to preview virtual collision objects corresponding to scene components. These virtual collision objects represent the physical information of the scene components. A virtual collision object is a virtual object with a collision volume, which can be understood as an area in the game's running scene where collision detection occurs. The virtual collision object is configured to detect virtual objects that collide with their corresponding scene components. For example, in the game's running scene, when two virtual collision objects are detected to be in contact (e.g., when two virtual collision objects are detected to have an intersection area with at least one point), a collision effect can be applied to the two scene components corresponding to the two virtual collision objects based on the collision result. The collision effect can include, but is not limited to, any one or more of the following: preventing at least one scene component from moving in the direction in which they approach each other; applying a reaction force to at least one scene component, the direction of which can be opposite to the direction in which they approach each other; applying deformation to at least one scene component to show the effect of deformation due to a collision; and presenting collision sound effects or text information.

[0051] Scene components and their corresponding virtual collision objects have a fixed relative positional relationship. For example, the first reference point of the scene component (referring to a representative point on the scene component, such as the geometric center, boundary point, corner point, etc. of the scene component; there can be multiple first reference points) and the second reference point of the virtual collision object (referring to a representative point on the virtual collision object, such as the geometric center, boundary point, corner point, etc. of the virtual collision object; there can also be multiple second reference points, corresponding one-to-one with the first reference point) are kept in the same position. When the scene component is moved or rotated, the virtual collision object can move or rotate synchronously.

[0052] Scene components and their corresponding virtual collision objects also have the same or similar shapes and sizes. This allows the virtual collision objects to simulate the appearance of the scene components. The game program performs collision detection through the boundaries of the virtual collision objects, enabling the user to perceive the collision effect of the scene components. In one implementation, the scene components and their corresponding virtual collision objects have the same shape and size. For example, if the scene components are composed of basic shapes or patches, and the virtual collision objects are composed of the same basic shapes or patches, with their boundaries completely overlapping or nearly identical, then collision detection through the virtual collision objects can completely or nearly completely simulate the collision effect of the scene components, making the collision effect perceived by the user realistic and comfortable. In another implementation, the shape of the virtual collision object is a simplified shape of the scene component, and their sizes are the same or similar. For example, the scene component can be represented as an approximate shape, or the scene component can be divided into multiple parts, with each part represented as an approximate shape, and virtual collision objects generated based on these approximate shapes. For example, if the scene component is a chair, the entire chair can be represented as a cuboid. The length and width of this cuboid are equal to the length and width of the chair's projection onto a horizontal plane, and the height of the cuboid is equal to the total height of the chair. A corresponding cuboid collision object is generated, which is the virtual collision object for the chair scene component. Alternatively, if the chair consists of a backrest, seat, armrests, and legs, the backrest can be represented as a cuboid, with its length, width, and height being the width, thickness, and height of the backrest, respectively. The seat, armrests, and legs can be represented as another cuboid, which can be the bounding box of the seat, armrests, and legs. The dimensions of the seat, armrests, and legs also determine the length, width, and height of the cuboid. A collision object composed of these two cuboids is generated, which is the virtual collision object for the chair scene component. Therefore, by using simplified virtual collision objects to approximate the shape and boundaries of scene components, a near-realistic collision effect can be achieved. Generally, the closer the virtual collision object is to the shape of the scene component, the more detailed its model, the better the collision effect that can be achieved, and the higher the corresponding resource consumption.

[0053] The target scene component can be any one or more scene components in the game editing scene, such as the scene component currently selected by the user. The target virtual collision object is the virtual collision object corresponding to the target scene component. This disclosure does not limit the timing of generating the target virtual collision object. For example, the target virtual collision object can be generated when the target scene component is generated in the game editing scene. Of course, since generating the target virtual collision object may take some time, the generation process of the target virtual collision object can be started in the background when the target scene component is generated, and it is not required that the target virtual collision object be generated immediately after the target scene component is generated. Alternatively, the target virtual collision object can be generated when a physical preview of the target scene component is required (such as when the first preview operation or the second preview operation is detected). In this way, virtual collision objects do not need to be generated for scene components that do not require physical preview, reducing the computing power and storage overhead in the game editing scene.

[0054] The editor offers multiple physics preview modes. In different preview modes, virtual collision objects can be displayed in different forms, thus representing physical information in different ways or from different aspects. The first preview operation is a physics preview operation performed in the first physics preview mode, which displays the outline of the virtual collision object.

[0055] In one implementation, the first preview operation includes a physical preview trigger operation and a first selection operation; responding to the first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the outline of the target virtual collision object corresponding to the target scene component, may include the following steps:

[0056] In response to physical preview trigger operations, provide a physical preview mode selection control;

[0057] In response to the first selection operation of the physics preview mode selection control, the first physics preview mode among multiple physics preview modes is determined as the current physics preview mode for the target scene component, and the outline of the target virtual collision object corresponding to the target scene component is displayed.

[0058] The physical preview trigger operation is the action that initiates a physical preview. For example, a physical preview control can be provided, and the user's action on this control is the physical preview trigger operation. The physical preview mode selection control is used to select a physical preview mode and can include multiple options corresponding to different physical preview modes. The first selection operation is the operation of selecting a first physical preview mode through the physical preview mode selection control, such as clicking the option corresponding to the first physical preview mode in the physical preview mode selection control. Figure 5A , Figure 5BSchematic diagrams of two physical preview trigger operations are shown respectively. (Reference) Figure 5A As shown, users can perform physical preview triggering and first selection operations when a specific scene component is selected. For example, when a user selects the round low table scene component 501, a physical preview control 502 is provided for the round low table scene component 501. The physical preview control 502 can be provided in the editing interface of the round low table scene component 501, and the user's click on the physical preview control 502 is the physical preview triggering operation. (Reference) Figure 5B As shown, when the user does not select a specific scene component, a global physics preview control 503 is provided for the game editing scene. For example, the physics preview control 503 can be provided within the functional interface of the game editing scene, and the user's click on the physics preview control 503 triggers a physics preview operation. (Reference) Figure 6A , Figure 6B , Figure 6C or Figure 6D As shown, when the user performs a physics preview trigger operation, the game editing scene can provide a physics preview mode selection control 601, allowing the user to switch between multiple physics preview modes. If the first physics preview mode (i.e., ...) is selected... Figure 6A , Figure 6B , Figure 6C or Figure 6D In the "wireframe mode" of the first physical preview mode, the outline of the target virtual collision object corresponding to the target scene component is displayed.

[0059] The scene component editing interface can also display other information, such as... Figure 5A The editing interface of the round low table scene component 501 shows a resource usage value of 25. Furthermore, the scene component's editing interface can be used to perform other editing operations, such as... (See reference...) Figure 5A As shown, the resistance properties, external force properties, and center of gravity position of the round low table scene component 501 can be edited in the editing interface of the round low table scene component 501.

[0060] In one implementation, the first selection operation can be responded to first, and the first physical preview mode among multiple physical preview modes can be determined as the current physical preview mode. Then, the physical preview trigger operation can be responded to to display the outline of the target virtual collision object corresponding to the target scene component.

[0061] In one implementation, the game program can automatically select the physics preview mode, such as defaulting to the first physics preview mode or using the previously selected physics preview mode. The first preview operation can be a physics preview triggered by the user when the game program automatically selects the first physics preview mode as the current physics preview mode. For example, the user can... Figure 5A or Figure 5B After the physics preview control 502 in the middle performs a physics preview trigger operation, the outline of the target virtual collision object is displayed when the first physics preview mode is selected by default.

[0062] In one implementation, the above-mentioned response to the first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, may include the following steps:

[0063] In response to the first preview operation for a specific scene component in the game editing scene, the first physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component, with the specific scene component as the target scene component.

[0064] The first preview operation can be an operation targeting a specific scene component. In this case, the specific scene component is the target scene component, and a physical preview is performed on the target scene component, while no physical preview is performed on other scene components. For example, refer to the above. Figure 5A and Figure 6A As shown, when the user selects the round low table scene component 501, a physical preview control 502 is provided for the round low table scene component 501. The user can perform a first preview operation through the physical preview control 502 (such as triggering the physical preview control 502 and then performing a first selection operation through the physical preview mode selection control 601), which triggers the display of the outline of the target virtual collision object 602 corresponding to the round low table scene component 501 in the first physical preview mode.

[0065] In one implementation, the above-mentioned response to the first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, may include the following steps:

[0066] In response to the first preview operation targeting the entire game editing scene, at least the scene components in the current field of view of the game editing scene are taken as the target scene components, and the first physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene components.

[0067] The first preview operation can be an operation targeting the entire game editing scene, not a specific scene component. In response to this first preview operation, the scene component in the current field of view within the game editing scene is selected as the target scene component, or the current field of view is expanded to a certain extent, and the scene components in the expanded area are selected as the target scene component. A physical preview of the target scene component is then performed.

[0068] The current field of view is the area currently captured by the virtual camera in the game editing scene. In other words, if the user performs a first preview operation targeting the entire game editing scene, the scene components currently visible to the user within the game editing scene will be physically previewed using the first physical preview mode. For example, refer to the above... Figure 5B and Figure 6B As shown, within the current field of view, there are a round low table scene component 501 and a sphere scene component 504. When the user does not select a specific scene component, a global physical preview control 503 for the game editing scene is provided. The user can perform a first preview operation through the physical preview control 503 (e.g., triggering the physical preview control 503, and then performing a first selection operation through the physical preview mode selection control 601). This triggers the display of the outlines of the target virtual collision object 602 corresponding to the round low table scene component 501 and the target virtual collision object 603 corresponding to the sphere scene component 504 in the first physical preview mode. In one embodiment, in the first physical preview mode, when the user adjusts the viewpoint, the target scene components are updated as the current field of view changes, always using the scene components in the current field of view as the target scene components. For example, scene components that were not originally in the current field of view but entered the current field of view with the viewpoint adjustment are added as target scene components, and the outlines of their corresponding target virtual collision objects are displayed.

[0069] The above explains how users can trigger entry into the first physics preview mode through interactive operations. In the first physics preview mode, the outline of the target virtual collision object is displayed. The outline delineates the shape and boundaries of the target virtual collision object, allowing users to intuitively see the collision physics information of the target scene components.

[0070] In one implementation, the outline of the target virtual collision object includes the boundary lines on each surface of the target virtual collision object. The surface of the target virtual collision object can be each plane on its outer surface, or it can be a facet that makes up the target virtual collision object. For example, if the target virtual collision object is a cuboid and its outer surface includes six rectangular planes, the boundary line of each rectangular plane can be used as the outline of the target virtual collision object. Alternatively, the boundary lines of the triangular facets that make up these rectangular planes can also be used as the outline of the target virtual collision object.

[0071] In one implementation, the outline of the target virtual collision object corresponding to the target scene component can include the following steps:

[0072] Obtain the basic shape that makes up the target virtual collision object, determine the outline of the target virtual collision object based on the feature lines pre-configured for the basic shape, and display the outline of the target virtual collision object.

[0073] The basic shapes can be a series of relatively regular preset three-dimensional bodies, such as cubes, cuboids, spheres, cylinders, tetrahedrons, etc. Target virtual collision objects can be formed by combining these basic shapes. For example, if the target scene component is a chair, its corresponding target virtual collision object can be composed of two cuboids (one cuboid simulating the shape of the backrest, and the other cuboid simulating the shape of the seat, armrests, and legs).

[0074] For each basic shape, feature lines can be pre-configured to represent the shape and boundary features of the basic shape. In one embodiment, the boundary lines of each surface of the basic shape can be used as feature lines, or diagonals can be added as feature lines in addition to the boundary lines. For example, for a cuboid as a basic shape, the boundary lines of each surface can be used as feature lines, then a cuboid has 12 feature lines. Alternatively, a diagonal can be added to each surface as a feature line, then a cuboid has 18 feature lines (including 6 diagonals).

[0075] With pre-configured feature lines of the basic shape, the outline of the target virtual collision object can be determined based on these feature lines. For example, the feature lines of the basic shape can be directly used as the outline of the target virtual collision object, or duplicate or simplified feature lines of different basic shapes can be used to obtain the outline of the target virtual collision object. The outline of the target virtual collision object is then displayed in the first physics preview mode. This allows users to see the features of the basic shape that makes up the target virtual collision object and intuitively perceive its shape, boundaries, and structural composition.

[0076] In one implementation, the game editing and previewing method may further include the following steps:

[0077] Detect the distance or coordinate difference between the virtual object and the base shape, compare it with the size of the base shape, determine whether the virtual object and the base shape are in contact based on the comparison result, and determine whether the virtual object in contact with the base shape has collided with the target scene component.

[0078] Collision detection can be performed in one or more of the following scenarios: game running scene, game testing scene, and physics preview mode. If the target virtual collision object is composed of basic shapes, in collision detection for target scene components, the size of the basic shapes in the target virtual collision object can be used to detect whether other virtual objects are in contact with the basic shapes. For example, a third reference point (referred to as the third reference point here to distinguish it from the first and second reference points mentioned above) can be determined in each basic shape. This can be a geometric center (such as the center of a sphere), a corner point (such as any corner point of a cuboid), etc. The distance or coordinate difference between other virtual objects and the third reference point is determined and compared with the size of the basic shape. Based on the comparison result, it is determined whether other virtual objects are in contact with the basic shape. For example, for a cuboid base shape, the corner point with the smallest x, y, and z coordinate values ​​is used as the third reference point. The x, y, and z coordinate values ​​of other virtual objects are subtracted from the third reference point's x, y, and z coordinate values ​​respectively, yielding the x, y, and z coordinate differences. These differences are then compared to the cuboid's length, width, and height. If the x, y, and z coordinate differences are less than or equal to the cuboid's length, width, and height, respectively, it indicates that the virtual object is in contact with the cuboid. For a sphere base shape, the center of the sphere is used as the third reference point. The distance between other virtual objects and the sphere's center is calculated and compared to the sphere's radius. If the distance is less than or equal to the radius, it indicates that the virtual object is in contact with the sphere. This allows for the detection of virtual objects that collide with or are in contact with each base shape, determining whether these virtual objects collide with the target scene components, thus achieving collision detection for the target scene components.

[0079] In one implementation, the outline of the target virtual collision object corresponding to the target scene component can include the following steps:

[0080] Obtain the facets that make up the target virtual collision object, determine the outline of the target virtual collision object based on the boundary lines of the facets, and display the outline of the target virtual collision object.

[0081] In this context, facets can be any regular two-dimensional graphic, such as triangular or quadrilateral facets. Facets can be pieced together to form the surface of a target virtual collision object. If the target virtual collision object is composed of facets, its outline can be determined based on the facet boundary lines. For example, the facet boundary lines can be directly used as the outline of the target virtual collision object, or the boundary lines of different facets can be deduplicated or simplified to obtain the outline. The outline of the target virtual collision object is then displayed in the first physics preview mode. This allows users to see the shape, boundaries, and structural composition of the target virtual collision object. Generally, the higher the model detail of the target virtual collision object, the more facets it contains. Users can see the specific facet details in the first physics preview mode, providing an intuitive understanding of the model's detail and facilitating an assessment of the resource usage of the target scene components. This allows for adjustments and accurate editing of the game's resource usage within the editing scene.

[0082] In one implementation, the game editing and previewing method may further include the following steps:

[0083] Based on the coordinates of the virtual object and the surface, determine whether the virtual object and the surface are in contact, and determine whether the virtual object in contact with the surface has collided with the target scene component.

[0084] In collision detection of a target virtual collision object composed of facets, the system can determine whether points of the virtual object fall within the coordinate range of the facets (e.g., points of the virtual object and facets are coplanar and satisfy the set of inequalities defined by the facet's boundary lines) based on the coordinates of the virtual object and the facets. This allows for the detection of any intersection between the virtual object and the facets. If the virtual object and the facet intersect at least one point, they are considered to be in contact. Since target virtual collision objects are typically composed of a large number of facets, each virtual object used for detection can be traversed and calculated against each facet individually. If a virtual object contacts at least one facet, a collision between the virtual object and the target scene component is determined.

[0085] It should be understood that the virtual object used to detect collisions with the target scene component is a virtual object with a collision volume. It can be other virtual collision objects in the game running scene besides the target virtual collision object, that is, it can be the virtual collision object corresponding to other scene components (or game characters) besides the target scene component.

[0086] In one implementation, in a first physics preview mode, the outline information of the target virtual collision object can be acquired, which may include the endpoint coordinates of each outline. Based on the endpoint coordinates, outlines between the endpoints are generated in the game editing scene and rendered with a specific color, thereby displaying the outline of the target virtual collision object.

[0087] In one implementation, when displaying the outline of the target virtual collision object corresponding to the target scene component, the target scene component can be continuously displayed. This allows the user to see both the outline of the target virtual collision object and the target scene component simultaneously, facilitating the association between the target scene component and the outline, and making it easier to perceive the collision boundary of the target scene component.

[0088] In one implementation, the outline of the target virtual collision object corresponding to the target scene component can include the following steps:

[0089] Determine the target color based on the physical type of the target scene components;

[0090] The outline of the target virtual collision object is displayed using the target color.

[0091] The physical type of the target scene component refers to the type of component attributes that the target scene component possesses when running in the game scene. For example, it can be a physical attribute type, a functional attribute type, etc. In one implementation, the component attribute type can be the type of physical interaction between the target scene component and other virtual objects. This can include static types (meaning the target scene component is not subject to physical forces, such as not moving under physical collision), force-bearing types (meaning the target scene component can be subjected to physical forces from other virtual objects, such as being lifted), and triggerable types (or trigger types, meaning the target scene component can be triggered by a specified action or operation to produce a specific behavior), etc. Different physical types can be associated with different colors. In the first physical preview mode, the corresponding target color is determined based on the physical type of the target scene component, and then the outline of the target virtual collision object is displayed using the target color. In this way, in the physical preview mode, users can intuitively distinguish scene components of different physical types through color. It should be noted that during the game editing stage, some component attributes of the target scene component are not configured with specific values, or the corresponding attributes are not configured at all; these attributes are only set during the game runtime stage. For example, during the game editing phase, the target scene component set in the game editing scene is a static property component. However, when the game map is run based on the map data from the game editing phase, the target scene component will generate actual properties corresponding to the game running phase. These actual properties may be different from the component properties in the game editing phase. For example, it may be a force-bearing type component or a trigger type component.

[0092] In one implementation, a physical type attribute can be set for the target virtual collision object. In the game editing scene, the physical type of the target virtual collision object can be determined based on the physical type of the target scene component. For example, the physical type data of the target scene component can be synchronized to the physical type data of the target virtual collision object to ensure they are identical. The color attributes of the target virtual collision object (including outline color, or surface / fill color, etc.) are associated with its physical type attribute, making it easy to determine the target color of the outline, etc., of the target virtual collision object based on the physical type of the target scene component. Furthermore, in the game editing scene, when the user changes the physical type of the target scene component, the changed data can be synchronized to the physical type data of the target virtual collision object, thereby updating the outline color, etc., of the target virtual collision object. In this way, when the user previews the target virtual collision object of the target scene component during the game editing stage, the physical type of the target scene component during game execution can be seen.

[0093] In one implementation, the game editing and previewing method may further include the following steps:

[0094] In response to the second preview operation, the second physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component, and the surface or fill of the target virtual collision object corresponding to the target scene component is displayed.

[0095] The second preview operation is a physical preview operation performed in the second physical preview mode, which displays the surface or infill of the target virtual collision object. By displaying the surface or infill, the user can see the solid shape of the target virtual collision object.

[0096] In one implementation, the second preview operation includes a physical preview trigger operation and a second selection operation; responding to the second preview operation by determining the second physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component and displaying the surface or infill of the target virtual collision object corresponding to the target scene component may include the following steps:

[0097] In response to physical preview trigger operations, provide a physical preview mode selection control;

[0098] In response to a second selection operation of the physics preview mode selection control, the second physics preview mode among multiple physics preview modes is determined as the current physics preview mode for the target scene component, and the surface or fill of the target virtual collision object corresponding to the target scene component is displayed.

[0099] refer to Figure 6A , Figure 6B , Figure 6C or Figure 6D As shown, when the user performs a physics preview trigger operation, the game editing scene can provide a physics preview mode selection control 601, allowing the user to switch between multiple physics preview modes. If the second physics preview mode (i.e., ...) is selected... Figure 6A , Figure 6B , Figure 6C or Figure 6D In the "Entity Mode" of the second physical preview mode, the surface or fill of the target virtual collision object corresponding to the target scene component is displayed.

[0100] In one implementation, the second selection operation can be responded to first, and the second physical preview mode among multiple physical preview modes can be determined as the current physical preview mode. Then, the physical preview trigger operation can be responded to to display the outline of the target virtual collision object corresponding to the target scene component.

[0101] In one implementation, the game program can automatically select the physics preview mode, such as defaulting to the second physics preview mode as the current physics preview mode, or using the previously selected physics preview mode as the current physics preview mode. The second preview operation can be a physics preview triggered by the user when the game program automatically selects the second physics preview mode as the current physics preview mode. For example, the user can... Figure 5A or Figure 5B After the physical preview control 502 in the middle performs a physical preview trigger operation, it displays the surface or fill of the target virtual collision object when the second physical preview mode is selected by default.

[0102] In one implementation, in response to a second preview operation targeting a specific scene component in a game editing scene, the specific scene component is selected as the target scene component, and the second physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component. Where the second preview operation is an operation targeting a specific scene component, then the specific scene component is selected as the target scene component, and a physical preview is performed on the target scene component, while no physical preview is performed on other scene components. For example, refer to the above. Figure 5A and Figure 6C As shown, when the user selects the round low table scene component 501, a physical preview control 502 is provided for the round low table scene component 501. The user can perform a second preview operation through the physical preview control 502 (such as triggering the physical preview control 502 and then performing a second selection operation through the physical preview mode selection control 601), which triggers the display of the surface or fill of the target virtual collision object 602 corresponding to the round low table scene component 501 in the second physical preview mode.

[0103] In one implementation, in response to a second preview operation targeting the entire game editing scene, at least the scene components in the current field of view within the game editing scene can be designated as the target scene component, and the second physical preview mode among multiple physical preview modes can be determined as the current physical preview mode targeting the target scene component. The second preview operation can be an operation targeting the entire game editing scene, not a specific scene component. In response to this second preview operation, the scene components in the current field of view within the game editing scene can be designated as the target scene component, or the current field of view can be expanded to a certain extent, and the scene components in the expanded area can be designated as the target scene component. A physical preview of the target scene component is then performed. For example, refer to the above. Figure 5B and Figure 6D As shown, the current field of view contains a round low table scene component 501 and a sphere scene component 504. When the user does not select a specific scene component, a global physical preview control 503 for the game editing scene is provided. The user can perform a second preview operation through the physical preview control 503 (e.g., triggering the physical preview control 503 and then performing a second selection operation through the physical preview mode selection control 601). This triggers the display of the surface or fill of the target virtual collision object 602 corresponding to the round low table scene component 501, and the surface or fill of the target virtual collision object 603 corresponding to the sphere scene component 504 in the second physical preview mode. In one embodiment, in the second physical preview mode, when the user adjusts the viewpoint, the target scene components are updated as the current field of view changes, always using the scene components in the current field of view as the target scene components. For example, scene components that were not originally in the current field of view but entered the current field of view with the viewpoint adjustment are added as target scene components, and the surface or fill of their corresponding target virtual collision objects is displayed.

[0104] The above explains how users can trigger entry into the second physics preview mode through interactive operations. In the second physics preview mode, the surface of the target virtual collision object can be colored or filled with patterns and textures, or the entire three-dimensional volume of the target virtual collision object can be colored or filled with patterns and textures, thereby displaying the three-dimensional graphic of the target virtual collision object, allowing users to intuitively see the collision physics information of the target scene components.

[0105] For further information on the differences between the first and second physics preview modes, please refer to [link / reference needed]. Figure 7A and Figure 7B As shown. Figure 7A The outlines of the virtual collision objects corresponding to the three scene components—sphere, hemispherical shell, and hemisphere—are shown in the first physics preview mode. Figure 7BThe images show the surfaces of virtual collision objects corresponding to three scene components—a sphere, a hemispherical shell, and a hemispherical object—in the second physics preview mode. It can be seen that in the first physics preview mode, more detailed graphic composition information is visible, such as the boundary lines of each triangular facet, allowing users to intuitively understand the physical structure of the target scene component and have a clearer understanding of its resource usage. In the second physics preview mode, each surface of the target virtual collision object is colored and displayed. Compared to the first physics preview mode, the outlines are not as detailed, and the entire target virtual collision object is presented as a three-dimensional entity. Users can more intuitively see its three-dimensional shape and thus perceive the collision area of ​​the target scene component.

[0106] It should be understood that this exemplary implementation is not limited to the two physical preview modes described above. More different physical preview modes can be set as needed to display different physical information or forms of the target virtual collision object. For example, a third physical preview mode can also be set, which, in response to a third preview operation, is determined as the current physical preview mode, displaying the internal key points of the target virtual collision object (such as the center of gravity, connection points between different internal parts, etc.); or, a fourth physical preview mode can also be set, which, in response to a fourth preview operation, is determined as the current physical preview mode, displaying the deformation model corresponding to the target scene component to demonstrate the effect of the target scene component being deformed by collision.

[0107] In one implementation, the game editing and previewing method may further include the following steps:

[0108] Hide the target scene component when displaying the surface or infill of the target virtual collision object corresponding to the target scene component.

[0109] Since displaying the surface or infill of the target virtual collision object in the second physics preview mode will visually obstruct the target scene components, the target scene components are hidden to simplify the game editing scene, so that the user can see the target virtual collision object more clearly.

[0110] In one implementation, when exiting the second physical preview mode, the hidden target scene components can be restored to the display.

[0111] In one embodiment, the surface or filler of the target virtual collision object corresponding to the aforementioned display target scene component may include the following steps:

[0112] Determine the target color based on the physical type of the target scene components;

[0113] The target color is used to display the surface or fill of the target virtual collision object.

[0114] The physical type of the target scene component can be found in the description above. The target color is determined based on the physical type of the target scene component, and this target color is used to color the surface or 3D volume of the target virtual collision object to display the target color's surface or fill volume. This allows users to intuitively distinguish scene components of different physical types through color in the second physical preview mode.

[0115] In one implementation, before displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or infill of the target virtual collision object corresponding to the target scene component, the game editing preview method may further include the following steps:

[0116] Obtain the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component.

[0117] Among these, physical parameters are physics-related information about scene components, such as physical complexity and physical type. (Reference) Figure 8 As shown, users can set physical parameters such as "No Physics," "Simple Physics," "Complex Physics," and "Bounding Box Physics" for target scene components, affecting the precision and complexity of the target virtual collision object. For example, if the physical parameter of the target scene component is "No Physics," its corresponding target virtual collision object is empty; if the physical parameter is "Simple Physics," its corresponding target virtual collision object has a simple shape; if the physical parameter is "Complex Physics," its corresponding target virtual collision object has a complex shape, and so on. Therefore, based on the physical parameters of the target scene component, the target virtual collision object corresponding to that physical parameter can be obtained.

[0118] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component may include the following steps:

[0119] Based on the physical parameters of the target scene component, read the target virtual collision object corresponding to the target scene component from the physical resource path corresponding to the physical parameters.

[0120] Specifically, for target scene components, target virtual collision objects corresponding to different physical parameters can be pre-provided (e.g., pre-edited by the developer) and stored in different physical resource paths. In the game editing scene, when the user sets physical parameters, the data of the target virtual collision objects can be read from the physical resource paths corresponding to those parameters, thus generating the target virtual collision objects within the game editing scene. For example, if the user switches physical parameters in the first or second physical preview mode, the target virtual collision objects under different physical resource paths are quickly switched and displayed in the game editing scene, facilitating comparison of collision information under different physical parameters. This eliminates the need to generate target virtual collision objects from scratch in the game editing scene, improving editing efficiency and user experience.

[0121] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component may include the following steps:

[0122] If the physical parameters of multiple target scene components are the first parameter, then a three-dimensional body surrounding the multiple target scene components is generated to serve as the target virtual collision object corresponding to the multiple target scene components.

[0123] refer to Figure 8 As shown, when multiple scene components are selected as target scene components, the physical parameters of these target scene components can be set to "bounding box physics" (i.e., the first parameter). This triggers the generation of a 3D volume surrounding these target scene components, which serves as the common target virtual collision object for these target scene components. Under the first parameter, multiple target scene components are treated as a whole to generate a corresponding target virtual collision object. This object can be a rectangular bounding box or similar shape, the smallest 3D volume surrounding all target scene components, or a 3D volume that has been appropriately enlarged (e.g., enlarged by 1.1 times). By setting the first parameter, batch physical parameter settings for multiple target scene components can be achieved, and compared to generating target virtual collision objects separately for each target scene component, resource consumption can be reduced.

[0124] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component may include the following steps:

[0125] If the physical parameter of the target scene component is the second parameter, then obtain the target virtual collision object corresponding to the target scene component formed by combining M basic graphic elements;

[0126] If the physical parameter of the target scene component is the third parameter, then obtain the target virtual collision object corresponding to the target scene component formed by combining N basic graphic elements; M is greater than N.

[0127] Here, the second and third parameters are two parameters with different physical complexities; the physical complexity corresponding to the second parameter is higher than that corresponding to the first parameter. (See reference...) Figure 8 As shown, the second parameter can be "Complex Physics," and the third parameter can be "Simple Physics." Under the "Complex Physics" setting, the target virtual collision object corresponding to the target scene component is composed of M basic graphic elements. These basic graphic elements can be faces (such as triangular faces, quadrilateral faces), basic shapes (such as cuboids, spheres, cylinders), etc. The more basic graphic elements the target virtual collision object contains, the higher its complexity and detail, which is more conducive to achieving realistic physical effects, but also results in higher resource consumption. Under the "Simple Physics" setting, the target virtual collision object corresponding to the target scene component is composed of N basic graphic elements, fewer than the M basic graphic elements under "Complex Physics." Users can flexibly set these parameters according to their needs and the overall situation of the game editing scene. For example, for scene components that have less interaction with the player character in the game, their physics parameter can be set to the third parameter to reduce resource consumption; for scene components that occupy an important position in the game and have more interaction with the player character, their physics parameter can be set to the second parameter to improve the physical game effect.

[0128] In one implementation, the game editing and previewing method may further include the following steps:

[0129] When displaying the outline of the target virtual collision object corresponding to the target scene component, or when displaying the surface or infill of the target virtual collision object corresponding to the target scene component, the system responds to the operation of changing the physical parameters of the target scene component and re-acquires the target virtual collision object corresponding to the target scene component based on the changed physical parameters.

[0130] Display the outline of the reacquired target virtual collision object, or display the surface or fill of the reacquired target virtual collision object.

[0131] For example, setting the physical parameters of a target scene component to the second parameter allows the display of the outline of its corresponding virtual collision object in the first physical preview mode, or the display of the surface or fill of the virtual collision object in the second physical preview mode. If the user then changes the physical parameters of the target scene component to the third parameter, the virtual collision object can be retrieved again from the corresponding physical resource path based on the third parameter, and the outline, surface, or fill of the re-retrieved virtual collision object can be rendered and re-displayed in the game editing scene. This achieves the effect of allowing the user to switch physical parameters and simultaneously see the changed virtual collision object in the physical preview mode.

[0132] In one implementation, the game editing and previewing method may further include the following steps:

[0133] It provides multiple setting options for the physical parameters of the target scene components and displays the resource consumption value corresponding to each setting option.

[0134] refer to Figure 8 As shown, if the user sets the physics parameters, multiple setting options are available, including "No Physics," "Simple Physics," "Complex Physics," and "Bounding Box Physics," with corresponding resource usage values ​​for each option. For example, "No Physics" corresponds to a resource usage value of 0, "Simple Physics" corresponds to a resource usage value of 15, and so on. This allows users to accurately grasp and set the resource usage of scene components and the game editing scene during editing. In one implementation, the resource usage value corresponding to each setting option shown above can be a relative resource usage value, such as the resource usage value relative to the "No Physics" parameter. This makes it easier for users to compare the resource usage of different physics parameters.

[0135] In one implementation, the game editing and previewing method may further include the following steps:

[0136] When displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or infill of the target virtual collision object corresponding to the target scene component, close the preset interface in the game editing scene.

[0137] The preset interface can be a settings interface for a game editing scene, an editing interface for a specific scene component, or an interface for operation controls. In the first or second physics preview mode, the preset interface is turned off, allowing the graphical user interface to primarily display the target virtual collision object for easier user observation.

[0138] In one implementation, the game editing and previewing method may further include the following steps:

[0139] In response to the preview ending operation, remove the outline of the target virtual collision object or remove the surface or fill of the target virtual collision object, and reopen the preset interface that was closed when the outline or surface or fill of the target virtual collision object was displayed.

[0140] The preview end operation can be performed via the physical preview controls 502 and 503, or a dedicated close control can be provided in the graphical user interface within the physical preview mode, allowing the user to end the preview. When the user ends the preview, the physical preview mode is exited, the displayed content of the target virtual collision object (such as outlines, surfaces, or fills) is removed, and the preset interface that was closed when entering the physical preview mode is reopened. This restores the user to the editing state before entering the physical preview mode, allowing them to easily continue editing from where they left off.

[0141] In one implementation, the game editing and previewing method may further include the following steps:

[0142] When displaying the outline of the target virtual collision object corresponding to the target scene component, or when displaying the surface or infill of the target virtual collision object corresponding to the target scene component, respond to the editing operation on the target virtual collision object and edit the target scene component according to the editing operation.

[0143] Editing operations on the target virtual collision object can include, but are not limited to, moving, rotating, scaling, and setting attributes. It's important to note that in the first physical preview mode, editing the outline of the target virtual collision object is considered equivalent to editing the entire object itself. For example, clicking the outline will move the entire target virtual collision object. These editing operations can be applied to target scene components; moving the target virtual collision object will simultaneously move the target scene component. After exiting the physical preview mode, the moved target scene component will be displayed. This allows users to edit the target scene component from different angles within the physical preview mode. For instance, users can see the collision area of ​​the target scene component in the physical preview mode; if the collision area is too small, they can zoom in to the desired size.

[0144] In one implementation, the target virtual collision object can be set to be uneditable in the physical preview mode, such as not being able to move, rotate, or scale, in order to prevent users from making incorrect editing operations.

[0145] In one implementation, operations related to creating or publishing a game scene (such as clicking) are performed via a terminal device. Figure 4After using the "Publish Map" control, game scene information corresponding to the game editing scene can be generated. This game scene information can be saved in a preset location, which can be a map file. This map file can save not only the game scene information but also other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it can be uploaded to the server. After the server approves it, it can publish the game scene generated from the game scene information to the preset map pool. Terminal devices connected to the server can then download the corresponding game scene information from the server and generate the corresponding game scene through the game program, and then experience the game in that game scene. This method allows game scene information in the game editor to be published and experienced by other players, thereby realizing a rapid UGC (User Generated Content) function.

[0146] Exemplary embodiments of this disclosure also provide a game editing and previewing device. (See reference...) Figure 9 As shown, the game editing and preview device 900 may include the following program modules:

[0147] The game editing scene display processing module 910 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; the scene components are configured to generate corresponding virtual models in the game running scene;

[0148] The physics preview processing module 920 is configured to respond to the first preview operation, determine the first physics preview mode among multiple physics preview modes as the current physics preview mode for the target scene component, and display the outline of the target virtual collision object corresponding to the target scene component; wherein, the target scene component is a scene component in the game editing scene; the target virtual collision object is configured to detect virtual objects that collide with the target scene component.

[0149] In one implementation, the physics preview processing module 920 is further configured to continuously display the target scene component while displaying the outline of the target virtual collision object corresponding to the target scene component.

[0150] In one implementation, displaying the outline of a target virtual collision object corresponding to a target scene component includes: obtaining the basic shape that makes up the target virtual collision object, determining the outline of the target virtual collision object based on feature lines pre-configured for the basic shape, and displaying the outline of the target virtual collision object.

[0151] In one embodiment, the game editing preview device 900 may further include a collision detection processing module, configured to: detect the distance or coordinate difference between the virtual object and the base shape, compare it with the size of the base shape, determine whether the virtual object and the base shape are in contact based on the comparison result, and determine that the virtual object in contact with the base shape collides with the target scene component.

[0152] In one implementation, displaying the outline of a target virtual collision object corresponding to a target scene component includes: acquiring the facets that make up the target virtual collision object, determining the outline of the target virtual collision object based on the boundary lines of the facets, and displaying the outline of the target virtual collision object.

[0153] In one embodiment, the game editing preview device 900 may further include a collision detection processing module, configured to: determine whether the virtual object and the surface are in contact based on the coordinates of the virtual object and the coordinates of the surface, and determine that the virtual object in contact with the surface collides with the target scene component.

[0154] In one implementation, the outline of the target virtual collision object includes the boundary lines on each surface of the target virtual collision object.

[0155] In one implementation, in response to a first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for a target scene component includes: in response to a first preview operation for a specific scene component in a game editing scene, taking the specific scene component as the target scene component, and determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component.

[0156] In one implementation, in response to a first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component includes: in response to a first preview operation targeting the entire game editing scene, at least the scene component in the current field of view of the game editing scene is taken as the target scene component, and the first physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component.

[0157] In one implementation, the first preview operation includes a physical preview trigger operation and a first selection operation; in response to the first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the outline of the target virtual collision object corresponding to the target scene component, includes: in response to the physical preview trigger operation, providing a physical preview mode selection control; in response to the first selection operation for the physical preview mode selection control, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the outline of the target virtual collision object corresponding to the target scene component.

[0158] In one implementation, the physical preview processing module 920 is further configured to: respond to a second preview operation, determine the second physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and display the surface or infill of the target virtual collision object corresponding to the target scene component.

[0159] In one implementation, the second preview operation includes a physical preview trigger operation and a second selection operation; in response to the second preview operation, determining the second physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the surface or fill of the target virtual collision object corresponding to the target scene component, includes: in response to the physical preview trigger operation, providing a physical preview mode selection control; in response to the second selection operation for the physical preview mode selection control, determining the second physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the surface or fill of the target virtual collision object corresponding to the target scene component.

[0160] In one implementation, the physics preview processing module 920 is further configured to hide the target scene component when displaying the surface or infill of the target virtual collision object corresponding to the target scene component.

[0161] In one embodiment, displaying the surface or fill of a target virtual collision object corresponding to a target scene component includes: determining a target color based on the physical type of the target scene component; and displaying the surface or fill of the target virtual collision object using the target color.

[0162] In one implementation, displaying the outline of a target virtual collision object corresponding to a target scene component includes: determining a target color based on the physical type of the target scene component; and displaying the outline of the target virtual collision object using the target color.

[0163] In one embodiment, the physical preview processing module 920 is further configured to: obtain the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component before displaying the outline of the target virtual collision object corresponding to the target scene component, or before displaying the surface or infill of the target virtual collision object corresponding to the target scene component.

[0164] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: reading the target virtual collision object corresponding to the target scene component from the physical resource path corresponding to the physical parameters of the target scene component.

[0165] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: if the physical parameters of multiple target scene components are the first parameter, then generating a three-dimensional body surrounding the multiple target scene components as the target virtual collision object corresponding to the multiple target scene components.

[0166] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: if the physical parameter of the target scene component is a second parameter, then obtaining the target virtual collision object corresponding to the target scene component formed by combining M basic graphic elements; if the physical parameter of the target scene component is a third parameter, then obtaining the target virtual collision object corresponding to the target scene component formed by combining N basic graphic elements; where M is greater than N.

[0167] In one embodiment, the physical preview processing module 920 is further configured to: when displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or filler of the target virtual collision object corresponding to the target scene component, respond to an operation that changes the physical parameters of the target scene component, and re-acquire the target virtual collision object corresponding to the target scene component based on the changed physical parameters; display the outline of the re-acquired target virtual collision object, or display the surface or filler of the re-acquired target virtual collision object.

[0168] In one implementation, the game editing scene display processing module 910 is further configured to provide multiple setting options for the physical parameters of the target scene components and display the resource usage value corresponding to each setting option.

[0169] In one implementation, the physics preview processing module 920 is further configured to: close the preset interface in the game editing scene when displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or infill of the target virtual collision object corresponding to the target scene component.

[0170] In one embodiment, the physical preview processing module 920 is further configured to: in response to a preview end operation, remove the outline of the target virtual collision object or remove the surface or filler of the target virtual collision object, and reopen the preset interface that was closed when displaying the outline of the target virtual collision object or displaying the surface or filler of the target virtual collision object.

[0171] In one embodiment, the physical preview processing module 920 is further configured to: when displaying the outline of the target virtual collision object corresponding to the target scene component, or when displaying the surface or infill of the target virtual collision object corresponding to the target scene component, respond to an editing operation on the target virtual collision object and edit the target scene component according to the editing operation.

[0172] 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.

[0173] 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 execute (more specifically, may be executed by the processor of the electronic device) the steps of various exemplary embodiments of this disclosure described in the "Exemplary Methods" section above. For example, a game editing preview method in 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 includes one or more scene components; the scene components are configured to generate corresponding virtual models in the game running scene; in response to a first preview operation, determining a first physical preview mode from a plurality of physical preview modes as the current physical preview mode for the target scene component, and displaying the outline of a target virtual collision object corresponding to the target scene component; wherein the target scene component is a scene component in the game editing scene; and the target virtual collision object is configured to detect virtual objects that collide with the target scene component.

[0174] In one implementation, the method further includes: continuously displaying the target scene component while displaying the outline of the target virtual collision object corresponding to the target scene component.

[0175] In one implementation, displaying the outline of a target virtual collision object corresponding to a target scene component includes: obtaining the basic shape that makes up the target virtual collision object, determining the outline of the target virtual collision object based on feature lines pre-configured for the basic shape, and displaying the outline of the target virtual collision object.

[0176] In one implementation, the method further includes: detecting the distance or coordinate difference between the virtual object and the base shape, comparing it with the size of the base shape, determining whether the virtual object and the base shape are in contact based on the comparison result, and determining that the virtual object in contact with the base shape collides with the target scene component.

[0177] In one implementation, displaying the outline of a target virtual collision object corresponding to a target scene component includes: acquiring the facets that make up the target virtual collision object, determining the outline of the target virtual collision object based on the boundary lines of the facets, and displaying the outline of the target virtual collision object.

[0178] In one implementation, the method further includes: determining whether the virtual object and the surface are in contact based on the coordinates of the virtual object and the coordinates of the surface, and determining that the virtual object in contact with the surface collides with the target scene component.

[0179] In one implementation, the outline of the target virtual collision object includes the boundary lines on each surface of the target virtual collision object.

[0180] In one implementation, in response to a first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for a target scene component includes: in response to a first preview operation for a specific scene component in a game editing scene, taking the specific scene component as the target scene component, and determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component.

[0181] In one implementation, in response to a first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component includes: in response to a first preview operation targeting the entire game editing scene, at least the scene component in the current field of view of the game editing scene is taken as the target scene component, and the first physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component.

[0182] In one implementation, the first preview operation includes a physical preview trigger operation and a first selection operation; in response to the first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the outline of the target virtual collision object corresponding to the target scene component, includes: in response to the physical preview trigger operation, providing a physical preview mode selection control; in response to the first selection operation for the physical preview mode selection control, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the outline of the target virtual collision object corresponding to the target scene component.

[0183] In one implementation, the method further includes: responding to a second preview operation, determining a second physical preview mode among a plurality of physical preview modes as the current physical preview mode for the target scene component, and displaying the surface or fill of the target virtual collision object corresponding to the target scene component.

[0184] In one implementation, the second preview operation includes a physical preview trigger operation and a second selection operation; in response to the second preview operation, determining the second physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the surface or fill of the target virtual collision object corresponding to the target scene component, includes: in response to the physical preview trigger operation, providing a physical preview mode selection control; in response to the second selection operation for the physical preview mode selection control, determining the second physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the surface or fill of the target virtual collision object corresponding to the target scene component.

[0185] In one implementation, the method further includes: hiding the target scene component while displaying the surface or infill of the target virtual collision object corresponding to the target scene component.

[0186] In one embodiment, displaying the surface or fill of a target virtual collision object corresponding to a target scene component includes: determining a target color based on the physical type of the target scene component; and displaying the surface or fill of the target virtual collision object using the target color.

[0187] In one implementation, displaying the outline of a target virtual collision object corresponding to a target scene component includes: determining a target color based on the physical type of the target scene component; and displaying the outline of the target virtual collision object using the target color.

[0188] In one embodiment, before displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or infill of the target virtual collision object corresponding to the target scene component, the method further includes: obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component.

[0189] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: reading the target virtual collision object corresponding to the target scene component from the physical resource path corresponding to the physical parameters of the target scene component.

[0190] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: if the physical parameters of multiple target scene components are the first parameter, then generating a three-dimensional body surrounding the multiple target scene components as the target virtual collision object corresponding to the multiple target scene components.

[0191] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: if the physical parameter of the target scene component is a second parameter, then obtaining the target virtual collision object corresponding to the target scene component formed by combining M basic graphic elements; if the physical parameter of the target scene component is a third parameter, then obtaining the target virtual collision object corresponding to the target scene component formed by combining N basic graphic elements; where M is greater than N.

[0192] In one embodiment, the method further includes: when displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or filler of the target virtual collision object corresponding to the target scene component, responding to an operation that changes the physical parameters of the target scene component, re-acquiring the target virtual collision object corresponding to the target scene component based on the changed physical parameters; displaying the outline of the re-acquiring target virtual collision object, or displaying the surface or filler of the re-acquiring target virtual collision object.

[0193] In one implementation, the method further includes: providing multiple setting options for the physical parameters of the target scene components, and displaying the resource usage value corresponding to each setting option.

[0194] In one implementation, the method further includes: closing the preset interface in the game editing scene when displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or infill of the target virtual collision object corresponding to the target scene component.

[0195] In one implementation, the method further includes: responding to a preview end operation, removing the outline of the target virtual collision object or removing the surface or fill of the target virtual collision object, and reopening the preset interface that was closed when displaying the outline of the target virtual collision object or displaying the surface or fill of the target virtual collision object.

[0196] In one embodiment, the method further includes: when displaying the outline of the target virtual collision object corresponding to the target scene component, or when displaying the surface or infill of the target virtual collision object corresponding to the target scene component, responding to an editing operation on the target virtual collision object, and editing the target scene component according to the editing operation.

[0197] Implementing the above method using a computer-readable storage medium, on the one hand, by providing a physical preview mode and displaying the target virtual collision object corresponding to the target scene component, users can intuitively understand the physical information such as the collision area of ​​the target scene component, which is beneficial for accurate editing. For example, by using the target virtual collision object as a reference, users can accurately edit the relative positions of multiple scene components and avoid overlap. On the other hand, providing multiple physical preview modes allows users to flexibly choose to observe different information of the target virtual collision object. For example, in the first physical preview mode, users can see the outline of the target virtual collision object, which provides a clearer understanding of the structural composition and resource usage of the target virtual collision object, facilitating the rational allocation of resources for scene components and improving editing efficiency.

[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 10 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 10 The electronic device 1000 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0205] like Figure 10 As shown, the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.

[0206] The memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and may also include non-volatile memory, such as ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to, an 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 1024 may include the modules described above.

[0207] The processor 1010 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 1010 can be used to execute executable instructions stored in the memory 1020, such as executing the game editing preview method in this exemplary embodiment, which includes the following steps: displaying a game editing scene in a graphical user interface provided by the running game program; the game editing scene includes one or more scene components; the scene components are configured to generate corresponding virtual models in the game running scene; in response to a first preview operation, determining a first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the outline of the target virtual collision object corresponding to the target scene component; wherein, the target scene component is a scene component in the game editing scene; the target virtual collision object is configured to detect virtual objects that collide with the target scene component.

[0209] In one implementation, the method further includes: continuously displaying the target scene component while displaying the outline of the target virtual collision object corresponding to the target scene component.

[0210] In one implementation, displaying the outline of a target virtual collision object corresponding to a target scene component includes: obtaining the basic shape that makes up the target virtual collision object, determining the outline of the target virtual collision object based on feature lines pre-configured for the basic shape, and displaying the outline of the target virtual collision object.

[0211] In one implementation, the method further includes: detecting the distance or coordinate difference between the virtual object and the base shape, comparing it with the size of the base shape, determining whether the virtual object and the base shape are in contact based on the comparison result, and determining that the virtual object in contact with the base shape collides with the target scene component.

[0212] In one implementation, displaying the outline of a target virtual collision object corresponding to a target scene component includes: acquiring the facets that make up the target virtual collision object, determining the outline of the target virtual collision object based on the boundary lines of the facets, and displaying the outline of the target virtual collision object.

[0213] In one implementation, the method further includes: determining whether the virtual object and the surface are in contact based on the coordinates of the virtual object and the coordinates of the surface, and determining that the virtual object in contact with the surface collides with the target scene component.

[0214] In one implementation, the outline of the target virtual collision object includes the boundary lines on each surface of the target virtual collision object.

[0215] In one implementation, in response to a first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for a target scene component includes: in response to a first preview operation for a specific scene component in a game editing scene, taking the specific scene component as the target scene component, and determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component.

[0216] In one implementation, in response to a first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component includes: in response to a first preview operation targeting the entire game editing scene, at least the scene component in the current field of view of the game editing scene is taken as the target scene component, and the first physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component.

[0217] In one implementation, the first preview operation includes a physical preview trigger operation and a first selection operation; in response to the first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the outline of the target virtual collision object corresponding to the target scene component, includes: in response to the physical preview trigger operation, providing a physical preview mode selection control; in response to the first selection operation for the physical preview mode selection control, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the outline of the target virtual collision object corresponding to the target scene component.

[0218] In one implementation, the method further includes: responding to a second preview operation, determining a second physical preview mode among a plurality of physical preview modes as the current physical preview mode for the target scene component, and displaying the surface or fill of the target virtual collision object corresponding to the target scene component.

[0219] In one implementation, the second preview operation includes a physical preview trigger operation and a second selection operation; in response to the second preview operation, determining the second physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the surface or fill of the target virtual collision object corresponding to the target scene component, includes: in response to the physical preview trigger operation, providing a physical preview mode selection control; in response to the second selection operation for the physical preview mode selection control, determining the second physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the surface or fill of the target virtual collision object corresponding to the target scene component.

[0220] In one implementation, the method further includes: hiding the target scene component while displaying the surface or infill of the target virtual collision object corresponding to the target scene component.

[0221] In one embodiment, displaying the surface or fill of a target virtual collision object corresponding to a target scene component includes: determining a target color based on the physical type of the target scene component; and displaying the surface or fill of the target virtual collision object using the target color.

[0222] In one implementation, displaying the outline of a target virtual collision object corresponding to a target scene component includes: determining a target color based on the physical type of the target scene component; and displaying the outline of the target virtual collision object using the target color.

[0223] In one embodiment, before displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or infill of the target virtual collision object corresponding to the target scene component, the method further includes: obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component.

[0224] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: reading the target virtual collision object corresponding to the target scene component from the physical resource path corresponding to the physical parameters of the target scene component.

[0225] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: if the physical parameters of multiple target scene components are the first parameter, then generating a three-dimensional body surrounding the multiple target scene components as the target virtual collision object corresponding to the multiple target scene components.

[0226] In one implementation, obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: if the physical parameter of the target scene component is a second parameter, then obtaining the target virtual collision object corresponding to the target scene component formed by combining M basic graphic elements; if the physical parameter of the target scene component is a third parameter, then obtaining the target virtual collision object corresponding to the target scene component formed by combining N basic graphic elements; where M is greater than N.

[0227] In one embodiment, the method further includes: when displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or filler of the target virtual collision object corresponding to the target scene component, responding to an operation that changes the physical parameters of the target scene component, re-acquiring the target virtual collision object corresponding to the target scene component based on the changed physical parameters; displaying the outline of the re-acquiring target virtual collision object, or displaying the surface or filler of the re-acquiring target virtual collision object.

[0228] In one implementation, the method further includes: providing multiple setting options for the physical parameters of the target scene components, and displaying the resource usage value corresponding to each setting option.

[0229] In one implementation, the method further includes: closing the preset interface in the game editing scene when displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or infill of the target virtual collision object corresponding to the target scene component.

[0230] In one implementation, the method further includes: responding to a preview end operation, removing the outline of the target virtual collision object or removing the surface or fill of the target virtual collision object, and reopening the preset interface that was closed when displaying the outline of the target virtual collision object or displaying the surface or fill of the target virtual collision object.

[0231] In one embodiment, the method further includes: when displaying the outline of the target virtual collision object corresponding to the target scene component, or when displaying the surface or infill of the target virtual collision object corresponding to the target scene component, responding to an editing operation on the target virtual collision object, and editing the target scene component according to the editing operation.

[0232] Implementing the above method using electronic device 1000, on the one hand, by providing a physical preview mode and displaying the target virtual collision object corresponding to the target scene component, users can intuitively understand the physical information such as the collision area of ​​the target scene component, which is beneficial for accurate editing. For example, by using the target virtual collision object as a reference, users can accurately edit the relative positions of multiple scene components and avoid overlap. On the other hand, providing multiple physical preview modes allows users to flexibly choose to observe different information of the target virtual collision object. For example, in the first physical preview mode, users can see the outline of the target virtual collision object, which provides a clearer understanding of the structural composition and resource usage of the target virtual collision object, facilitating the rational allocation of resource usage for scene components and improving editing efficiency.

[0233] Bus 1030 is used to connect different components of electronic device 1000, and may include data bus, address bus and control bus.

[0234] Electronic device 1000 can communicate with one or more external devices 1100 (such as keyboard, mouse, external controller, etc.) through I / O interface 1040.

[0235] Electronic device 1000 can communicate with one or more networks via network adapter 1050. For example, network adapter 1050 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 1050 can communicate with other modules of electronic device 1000 via bus 1030.

[0236] Electronic device 1000 can display a graphical user interface, such as displaying a game editing scene, through monitor 1060.

[0237] although Figure 10 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0238] 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.

[0239] 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 game editing and previewing method, characterized in that, 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; the scene components are configured to generate corresponding virtual models in the game running scene; In response to the first preview operation, the first physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component, and the outline of the target virtual collision object corresponding to the target scene component is displayed; wherein, the target scene component is a scene component in the game editing scene; the target virtual collision object is configured to detect virtual objects that collide with the target scene component; In response to the second preview operation, the second physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component, and the surface or infill of the target virtual collision object corresponding to the target scene component is displayed.

2. The method according to claim 1, characterized in that, The method further includes: While displaying the outline of the target virtual collision object corresponding to the target scene component, the target scene component is continuously displayed.

3. The method according to claim 1, characterized in that, The step of displaying the outline of the target virtual collision object corresponding to the target scene component includes: Obtain the basic shape that makes up the target virtual collision object, determine the outline of the target virtual collision object based on the feature lines pre-configured for the basic shape, and display the outline of the target virtual collision object.

4. The method according to claim 3, characterized in that, The method further includes: The distance or coordinate difference between the virtual object and the base shape is detected and compared with the size of the base shape. Based on the comparison result, it is determined whether the virtual object is in contact with the base shape. If the virtual object is in contact with the base shape, it is determined that the virtual object collides with the target scene component.

5. The method according to claim 1, characterized in that, The step of displaying the outline of the target virtual collision object corresponding to the target scene component includes: Obtain the facets that make up the target virtual collision object, determine the outline of the target virtual collision object based on the boundary lines of the facets, and display the outline of the target virtual collision object.

6. The method according to claim 5, characterized in that, The method further includes: Based on the coordinates of the virtual object and the coordinates of the surface, it is determined whether the virtual object and the surface are in contact, and it is determined that the virtual object in contact with the surface collides with the target scene component.

7. The method according to claim 1, characterized in that, The outline of the target virtual collision object includes the boundary lines on each surface of the target virtual collision object.

8. The method according to claim 1, characterized in that, The response to the first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, includes: In response to a first preview operation for a specific scene component in the game editing scene, the first physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component, with the specific scene component as the target scene component.

9. The method according to claim 1, characterized in that, The response to the first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, includes: In response to the first preview operation targeting the entire game editing scene, at least the scene component in the current field of view of the game editing scene is taken as the target scene component, and the first physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component.

10. The method according to claim 1, characterized in that, The first preview operation includes a physical preview trigger operation and a first selection operation; the response to the first preview operation, determining the first physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the outline of the target virtual collision object corresponding to the target scene component, includes: In response to physical preview trigger operations, provide a physical preview mode selection control; In response to a first selection operation of the physical preview mode selection control, the first physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component, and the outline of the target virtual collision object corresponding to the target scene component is displayed.

11. The method according to claim 1, characterized in that, The second preview operation includes a physical preview trigger operation and a second selection operation; the response to the second preview operation, determining the second physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and displaying the surface or infill of the target virtual collision object corresponding to the target scene component, includes: In response to physical preview trigger operations, provide a physical preview mode selection control; In response to a second selection operation of the physical preview mode selection control, the second physical preview mode among multiple physical preview modes is determined as the current physical preview mode for the target scene component, and the surface or fill of the target virtual collision object corresponding to the target scene component is displayed.

12. The method according to claim 1, characterized in that, The method further includes: When displaying the surface or infill of the target virtual collision object corresponding to the target scene component, the target scene component is hidden.

13. The method according to claim 1, characterized in that, The surface or filler of the target virtual collision object corresponding to the target scene component includes: The target color is determined based on the physical type of the target scene component; The target color is used to display the surface or fill of the target virtual collision object.

14. The method according to claim 1, characterized in that, The step of displaying the outline of the target virtual collision object corresponding to the target scene component includes: The target color is determined based on the physical type of the target scene component; The outline of the target virtual collision object is displayed using the target color.

15. The method according to any one of claims 1 to 14, characterized in that, Before displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or infill of the target virtual collision object corresponding to the target scene component, the method further includes: The target virtual collision object corresponding to the target scene component is obtained based on the physical parameters of the target scene component.

16. The method according to claim 15, characterized in that, The step of obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: Based on the physical parameters of the target scene component, the target virtual collision object corresponding to the target scene component is read from the physical resource path corresponding to the physical parameters.

17. The method according to claim 15, characterized in that, The step of obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: If the physical parameters of multiple target scene components are the first parameter, then a three-dimensional body surrounding the multiple target scene components is generated to serve as the target virtual collision object corresponding to the multiple target scene components.

18. The method according to claim 15, characterized in that, The step of obtaining the target virtual collision object corresponding to the target scene component based on the physical parameters of the target scene component includes: If the physical parameters of the target scene component are the second parameter, then obtain the target virtual collision object corresponding to the target scene component formed by combining M basic graphic elements; If the physical parameter of the target scene component is the third parameter, then obtain the target virtual collision object corresponding to the target scene component formed by combining N basic graphic elements; M is greater than N.

19. The method according to claim 15, characterized in that, The method further includes: When displaying the outline of the target virtual collision object corresponding to the target scene component, or when displaying the surface or infill of the target virtual collision object corresponding to the target scene component, the target virtual collision object corresponding to the target scene component is re-acquired based on the changed physical parameters in response to the operation of changing the physical parameters of the target scene component. Display the outline of the reacquired target virtual collision object, or display the surface or fill of the reacquired target virtual collision object.

20. The method according to claim 15, characterized in that, The method further includes: It provides multiple setting options for the physical parameters of the target scene components and displays the resource consumption value corresponding to each setting option.

21. The method according to any one of claims 1 to 14, characterized in that, The method further includes: When displaying the outline of the target virtual collision object corresponding to the target scene component, or displaying the surface or infill of the target virtual collision object corresponding to the target scene component, close the preset interface in the game editing scene.

22. The method according to claim 21, characterized in that, The method further includes: In response to the preview ending operation, the outline of the target virtual collision object or the surface or filler of the target virtual collision object is removed, and the preset interface that was closed when the outline of the target virtual collision object or the surface or filler of the target virtual collision object is displayed is reopened.

23. The method according to any one of claims 1 to 14, characterized in that, The method further includes: When displaying the outline of the target virtual collision object corresponding to the target scene component, or when displaying the surface or infill of the target virtual collision object corresponding to the target scene component, the target scene component is edited in response to an editing operation on the target virtual collision object.

24. A game editing and preview device, characterized in that, The device includes: The game editing scene display processing module is configured to display 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; the scene components are configured to generate corresponding virtual models in the game running scene; The physics preview processing module is configured to respond to a first preview operation, determine the first physics preview mode among multiple physics preview modes as the current physics preview mode for the target scene component, and display the outline of the target virtual collision object corresponding to the target scene component; wherein, the target scene component is a scene component in the game editing scene; the target virtual collision object is configured to detect virtual objects that collide with the target scene component; The physical preview processing module is further configured to respond to the second preview operation, determine the second physical preview mode among multiple physical preview modes as the current physical preview mode for the target scene component, and display the surface or infill of the target virtual collision object corresponding to the target scene component.

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.

Citation Information

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