Scene component editing method and device, equipment and storage medium

By selecting a target scene component in the UGC editor and automatically adjusting the pose parameters of other components, the problem of inefficient editing of scene components in the existing technology is solved, and more efficient virtual object customization is achieved.

CN119318807APending Publication Date: 2025-01-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411353905.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-26
Publication Date
2025-01-17

AI Technical Summary

Technical Problem

In the existing UGC editor, users need to manually adjust the specific placement position, placement angle and component size between multiple different scene components, resulting in low editing efficiency of scene components and cumbersome steps.

Method used

The user can select one of the target scene components as reference from multiple scene components. When other components move to meet preset conditions with the target components, their pose parameters will be automatically adjusted, including scaling, rotation and orientation parameters.

Benefits of technology

Simplifies the way users edit scene components, improves the customization efficiency of virtual objects, and reduces the steps of manual adjustment.

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Abstract

The invention provides a scene component editing method and device, equipment and a storage medium, and the editing method enables a user to randomly select one scene component from a plurality of scene components and set the scene component as a reference target scene component. A user only needs to move other scene components except the target scene component to the state that the other scene components and the target scene component meet the preset condition, self-adaptive adjustment can be carried out on the pose parameter of each other scene component automatically according to the target scene component for reference, rapid assembly of the target virtual object is achieved, and the user experience is improved. The editing mode of the user for the scene component is effectively simplified, so that the user-defining efficiency of the user for the target virtual object is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, device, equipment and storage medium for editing scene components. Background Art

[0002] In the existing UGC (User Generated Content) editor, users can be supported to customize the assembly of various virtual objects (such as vehicles, virtual houses, etc.), wherein, for any component corresponding to each virtual object (such as wheels, body, seats, etc. that constitute the vehicle, walls, foundation, roof, etc. that constitute the virtual house), the UGC editor provides a variety of different styles of scene components corresponding to the component, and users can select scene components corresponding to different components as multiple scene components required to compose the virtual object, so as to obtain a virtual object of a customized style by manually assembling the above multiple scene components (such as manually adjusting the rotation angle of each scene component, the component size and the relative position between different scene components, etc.).

[0003] However, the above-mentioned existing scene component editing method requires the user to manually adjust the specific placement positions, placement angles and component sizes between multiple different scene components one by one, which results in low scene component editing efficiency and cumbersome editing steps that are inconvenient for users to operate. Summary of the invention

[0004] In view of this, the present disclosure provides a method, apparatus, device and storage medium for editing scene components, so that a user can select any one scene component from multiple scene components to set as a target scene component for reference. When assembling a target virtual object, the user only needs to move the other scene components except the above-mentioned target scene component to a state that satisfies the preset conditions with the target scene component, and the posture parameters of each other scene component can be automatically adaptively adjusted according to the above-mentioned target scene component for reference, so as to realize the rapid assembly of the target virtual object, effectively simplifying the user's editing method for the scene components, thereby facilitating improving the user's customization efficiency for the target virtual object.

[0005] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings.

[0006] In a first aspect, an embodiment of the present disclosure provides a method for editing a scene component, the editing method comprising:

[0007] Displaying a graphical user interface through a terminal device, displaying a game editing scene in an editing stage on the graphical user interface, wherein the game editing scene includes a plurality of scene components;

[0008] In response to a target setting operation for a first scene component, setting the first scene component as a target scene component, wherein the first scene component is a scene component among the multiple scene components;

[0009] In response to a move operation on a second scene component among the plurality of scene components, controlling the second scene component to move in the game editing scene;

[0010] When the second scene component and the target scene component meet preset conditions, the posture parameters of the second scene component are adaptively adjusted according to the target scene component, wherein the posture parameters include at least one of the following: scaling parameters, rotation parameters, and orientation parameters.

[0011] In a second aspect, an embodiment of the present disclosure provides an editing device for a scene component, the editing device comprising:

[0012] A display module, used to display a graphical user interface through a terminal device, and display a game editing scene in an editing stage on the graphical user interface, wherein the game editing scene includes a plurality of scene components;

[0013] a triggering module, configured to respond to a target setting operation for a first scene component and set the first scene component as a target scene component, wherein the first scene component is a scene component among the multiple scene components;

[0014] A moving module, configured to respond to a moving operation on a second scene component among the plurality of scene components and control the second scene component to move in the game editing scene;

[0015] An overlay module is used to adaptively adjust the posture parameters of the second scene component according to the target scene component when the second scene component and the target scene component meet preset conditions, wherein the posture parameters include at least one of the following: scaling parameters, rotation parameters, and orientation parameters.

[0016] In a third aspect, an embodiment of the present disclosure provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above-mentioned scene component editing method when executing the computer program.

[0017] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the above-mentioned method for editing scene components are executed.

[0018] The technical solution provided by the embodiments of the present disclosure may have the following beneficial effects:

[0019] The embodiments of the present disclosure provide a method, apparatus, device and storage medium for editing scene components, so that a user can select any one scene component from a plurality of scene components and set it as a target scene component for reference. When assembling a target virtual object, the user only needs to move the scene components other than the target scene component to a state that satisfies a preset condition with the target scene component, and the posture parameters of each other scene component can be automatically and adaptively adjusted according to the target scene component for reference, thereby achieving rapid assembly of the target virtual object, effectively simplifying the user's editing method for the scene components, and thus facilitating improving the user's customization efficiency for the target virtual object. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0021] Figure 1 A schematic diagram showing a flow chart of a method for editing a scene component provided by an embodiment of the present disclosure;

[0022] Figure 2a A schematic diagram of an interface interaction for building a virtual building in a game editing scene according to the prior art is shown;

[0023] Figure 2b A schematic diagram of an interface interaction for building a virtual building in a game editing scene according to an editing method provided by an embodiment of the present disclosure is shown;

[0024] Figure 2c A schematic diagram of a game editing scene after turning off the object adsorption function provided by an embodiment of the present disclosure is shown;

[0025] Figure 3 A schematic diagram of an interface interaction for automatically attaching a roof component to a foundation component provided by an embodiment of the present disclosure is shown;

[0026] Figure 4 A schematic flow chart of a method for automatically overlaying multiple scene components on a target scene component provided by an embodiment of the present disclosure is shown;

[0027] Figure 5 A schematic diagram of an interface interaction for adaptively adjusting the posture parameters of a third scene component provided by an embodiment of the present disclosure is shown;

[0028] Figure 6 A schematic diagram showing the structure of a scene component editing device provided by an embodiment of the present disclosure;

[0029] Figure 7 A schematic diagram of the structure of an electronic device 700 provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0030] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. It should be understood that the drawings in the present disclosure are only for the purpose of illustration and description and are not used to limit the scope of protection of the present disclosure. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowcharts used in the present disclosure illustrate the operations implemented according to some embodiments of the present disclosure. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical contextual relationships can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of the present disclosure, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0031] In addition, the described embodiments are only a part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure claimed for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present disclosure.

[0032] It should be noted that the term “comprising” will be used in the embodiments of the present disclosure to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.

[0033] In the existing UGC editor, users can be supported to customize the assembly of multiple virtual objects. For any component corresponding to each virtual object, the UGC editor provides multiple scene components of different styles corresponding to the component. Users can select the scene components corresponding to different components as the multiple scene components required to compose the virtual object, thereby obtaining a virtual object of a custom style by manually assembling the above multiple scene components. However, the above existing scene component editing method requires users to manually adjust the specific placement positions, placement angles and component sizes between multiple different scene components one by one, which results in low editing efficiency of scene components and cumbersome editing steps that are inconvenient for users to operate.

[0034] Based on this, the embodiments of the present disclosure provide a method, apparatus, device and storage medium for editing scene components, which can effectively simplify the user's editing method for scene components, thereby helping to improve the user's customization efficiency for target virtual objects.

[0035] Reference Figure 1 As shown, Figure 1 A schematic flow chart of a method for editing a scene component provided by an embodiment of the present disclosure is shown, wherein the construction method includes steps S101-S104; specifically:

[0036] S101, displaying a graphical user interface through a terminal device, and displaying a game editing scene in an editing stage on the graphical user interface, wherein the game editing scene includes a plurality of scene components.

[0037] S102, in response to a target setting operation for a first scene component, setting the first scene component as a target scene component.

[0038] S103, in response to a move operation on a second scene component among the plurality of scene components, controlling the second scene component to move in the game editing scene.

[0039] S104: When the second scene component and the target scene component meet preset conditions, adaptively adjust the posture parameters of the second scene component according to the target scene component.

[0040] The editing method of the above-mentioned scene components provided by the embodiment of the present disclosure allows the user to select any one scene component from multiple scene components to be set as a target scene component for reference. When assembling a target virtual object, the user only needs to move the other scene components except the above-mentioned target scene component to a state that satisfies the preset conditions with the target scene component. The position parameters of each other scene component can be automatically and adaptively adjusted according to the above-mentioned target scene component for reference, thereby realizing rapid assembly of the target virtual object, effectively simplifying the user's editing method for the scene components, and thus helping to improve the user's customization efficiency for the target virtual object.

[0041] The editing method of the scene component in the embodiment of the present disclosure can be run on a terminal device or a server. The terminal device can be a local terminal device. When the editing method of the scene component is run on a server, the editing method of the scene component can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device (i.e., a terminal device).

[0042] In an optional embodiment, the local terminal device (i.e., the client) stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by the conventional electronic device and run. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0043] In another optional implementation, cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating entity of the game program and the subject of the game scene presentation are separated, the storage and operation of the game scene information are completed on the server, and the terminal device is used for receiving and sending data and presenting the game scene. For example, the terminal device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; but the terminal device for processing the game scene information is a cloud gaming server in the cloud. When editing the game scene, the user operates the terminal device to generate the game scene information and sends the game scene information to the cloud gaming server. The cloud gaming server encodes and compresses the game scene data and returns it to the terminal device through the network. Finally, the processed game scene information is received by the terminal device and the game scene is output.

[0044] It should be noted that an editing mode is provided in the game. When entering this editing mode, the game is in the editing stage, and the game editing scene in the editing stage is displayed on the graphical user interface. Players (or users) can edit the scene components in the game editing scene. The above-mentioned editing function in the game is technically supported by the UGC editor to realize the function of allowing players to edit the scene components in the game editing scene in the game.

[0045] The following is an exemplary description of each step in the above-mentioned scene component editing method provided by the embodiment of the present disclosure:

[0046] S101, displaying a graphical user interface through a terminal device, and displaying a game editing scene in an editing stage on the graphical user interface, wherein the game editing scene includes a plurality of scene components.

[0047] Here, the editing method of the above-mentioned scene components provided by the embodiment of the present disclosure can be applied to the UGC editor within the game program, and can also be applied to the UGC editor corresponding to other applications (equivalent to the user can also customize the editing and design of the game scene in other UGC editors independent of the game program); that is, in step S101, it can be a graphical user interface provided by running the game program through the terminal device display, or it can be a graphical user interface provided by running the above-mentioned other applications through the terminal device display, and the embodiment of the present disclosure does not impose any limitation on this.

[0048] Specifically, in some embodiments, an editing mode is provided in the game. After entering this editing mode, the user (i.e., the game player) can edit the scene components in the game; specifically, in the above-mentioned editing mode, the game editing scene in the editing stage (i.e., the game scene to be edited) is displayed through the graphical user interface of the terminal device, and specifically, the above-mentioned game editing scene is displayed based on the UGC editor. The game editing scene contains a designated scene map, which can be the main game map, a specific map in the editing mode, or other maps in the game (e.g., a copy map). The user can edit the above-mentioned game editing scene, which can also be understood as editing the designated scene map, thereby creating a new scene map designed by the user (i.e., the user can create a new game level of his own design by editing the game editing scene).

[0049] In addition, in the above-mentioned editing mode, users can edit the above-mentioned game editing scenes in various ways, specifically editing and assembling different scene components in the game editing scenes, using different scene components to assemble different types of virtual objects, and placing the assembled virtual objects in different positions in the game editing scenes.

[0050] Specifically, the graphical user interface displays prop options corresponding to a variety of different types of scene elements. Taking the prop option corresponding to the target element as an example, in response to the user's click operation on the prop option, the terminal device can display object options corresponding to a variety of virtual objects belonging to the target element on the graphical user interface; in response to the user's click operation on any object option, the terminal device can display a variety of different types of scene components contained in the object option on the graphical user interface, and the user can select a scene component from them, and add the selected scene component to the game editing scene as multiple scene components for assembling the target virtual objects corresponding to the above-mentioned prop options.

[0051] It should be noted that the above-mentioned target virtual objects include but are not limited to: motion mechanisms, vehicles, virtual buildings, etc.; among them, if the above-mentioned target virtual objects belong to vehicles, the multiple scene components used to assemble the vehicles may include but are not limited to: wheel components, body components, seat components, etc.; if the above-mentioned target virtual objects belong to virtual buildings, the multiple scene components used to assemble the virtual buildings may include but are not limited to: foundation components constituting the foundation of the virtual building, multiple wall components constituting the outer walls of the virtual building, roof components constituting the roof of the virtual building, decorative components constituting the interior decoration of the virtual building, etc.; the present disclosure embodiment does not impose any limitation on the specific object types represented by the above-mentioned target virtual objects and the specific component types represented by the above-mentioned multiple scene components.

[0052] It should be noted that, in addition to the above-mentioned multiple scene components that can constitute the target virtual object, the game editing scene can also include scene components used to constitute other game elements such as terrain, game characters, etc. in the specified scene map. The present disclosed embodiment does not impose any limitation on the specific component types and specific component quantities of the scene components contained in the game editing scene.

[0053] Here, in addition to the above-mentioned game editing scene, a plurality of virtual controls are also displayed on the graphical user interface for helping the user to add, edit and delete scene components in the game editing scene; wherein the above-mentioned plurality of virtual controls include but are not limited to: an add component virtual control for adding scene components in the game editing scene, a delete virtual control for deleting selected scene components in the game editing scene, a combine virtual control for treating the currently selected multiple scene components as a combination (so that the user can subsequently perform overall rotation, scaling, movement and other editing operations on the entire combination), a bind virtual control for binding the currently selected scene component to the scene component selected as the main body at the last moment (after binding, the user can affect other bound scene components by editing the scene component as the main body), a rotate virtual control for rotating the currently selected scene component, a scale virtual control for scaling the currently selected scene component, and a move virtual control for moving the currently selected scene component.

[0054] S102, in response to a target setting operation for a first scene component, setting the first scene component as a target scene component.

[0055] Here, in addition to the above-mentioned game editing scene, a plurality of virtual controls with existing editing functions for helping users to add, edit and delete scene components in the game editing scene can be displayed on the graphical user interface; wherein the above-mentioned plurality of virtual controls include but are not limited to: an add component virtual control for adding scene components in the game editing scene, a delete virtual control for deleting selected scene components in the game editing scene, a combine virtual control for treating the currently selected multiple scene components as a combination (so that the user can subsequently perform overall rotation, scaling, movement and other editing operations on the entire combination), a bind virtual control for binding the currently selected scene component to the scene component selected as the main body at the last moment (after binding, the user can affect other bound scene components by editing the scene component as the main body), a rotate virtual control for rotating the currently selected scene component, a scale virtual control for scaling the currently selected scene component, and a move virtual control for moving the currently selected scene component.

[0056] In the embodiment of the present disclosure, in addition to the multiple virtual controls shown above for implementing the existing editing functions (such as the above-mentioned adding, deleting, combining, binding, rotating, moving, scaling and other functions), as an optional embodiment, a target virtual control different from the above-mentioned multiple virtual controls may be displayed on the graphical user interface; wherein the target virtual control may represent a newly added virtual control for implementing the overlay function. At this time, based on the above-mentioned target virtual control displayed on the graphical user interface, the above-mentioned step S102 may be performed according to the method shown in the following steps a1-a2:

[0057] Step a1, determine and select the first scene component.

[0058] Here, the terminal device can determine the selection of the first scene component in response to the user's selection operation on the first scene component, wherein the user can select the first scene component by clicking the first scene component with the left button of the mouse, or by touching the first scene component with a finger; the specific operation method of the above selection operation can be adjusted according to the device type of the terminal device, and the present disclosed embodiment does not impose any limitation on this.

[0059] Here, in order to prompt the user that the currently selected first scene component is in a selected state, the selected first scene component can be highlighted on the graphical user interface, or the component edge of the first scene component can be displayed with light emission, and the embodiment of the present disclosure does not impose any limitation on this.

[0060] Step a2: In response to a trigger operation on the target virtual control, the selected first scene component is set as the target scene component.

[0061] Here, the trigger operation can be a mouse click operation on the target virtual control, or a finger touch operation on the target virtual control; the specific operation type of the trigger operation can be adjusted according to the device type of the terminal device, and the embodiment of the present disclosure does not impose any limitation on this.

[0062] Specifically, when the target virtual object is customized through the scene component in the game editing scene, the scene component selected by the user in the game editing scene can be recorded as the first scene component. After the user selects the first scene component, if the user triggers the above-mentioned target virtual control, the terminal device can respond to the trigger operation on the target virtual control and set the selected first scene component as the target scene component for reference (equivalent to activating the overlay function for the currently selected first scene component). After activating the overlay function, the user only needs to drag other scene components except the target scene component (that is, the first scene component) to the vicinity of the first scene component, and the terminal device can be controlled to use the target scene component (that is, the above-mentioned first scene component) as a reference object, and automatically adjust other scene components currently dragged to the vicinity of the target scene component until the other scene components are adjusted to a matching style that can form a target virtual object with the target scene component (for example, taking the target virtual object as a virtual building as an example, if the above-mentioned first scene component is a foundation component, the dragged wall component can be automatically adjusted to a matching style that is perpendicular to the foundation component, the wall size matches the foundation component, and the inner surface of the wall faces the foundation component, etc., which can form a complete virtual building).

[0063] In the embodiment of the present disclosure, as another optional embodiment, the target virtual control may also be a very visible type virtual control (i.e., the target virtual control is not a virtual control that is always displayed on the graphical user interface). In this case, the step S102 may be performed according to the method shown in the following steps b1-b2:

[0064] Step b1: In response to a selection operation on the first scene component, a target virtual control is displayed on the graphical user interface.

[0065] Here, different from the embodiment shown in the above steps a1-a2, the target virtual control is no longer a permanent display control that is always displayed on the graphical user interface. Instead, the virtual control displayed on the graphical user interface is triggered only after the user selects any scene component, so as to reduce the occupation of display resources on the graphical user interface.

[0066] Specifically, the specific selection method for the first scene component in step b1 can refer to the specific implementation method of the above-mentioned step a1, and the repeated parts will not be repeated here.

[0067] Step b2: In response to a trigger operation on the target virtual control, the selected first scene component is set as the target scene component.

[0068] Here, the specific implementation of step b2 is the same as the specific implementation of the above-mentioned step a2, and the repeated parts are not repeated here.

[0069] It should be noted that, in step S102, the above-mentioned first scene component is a scene component among the multiple scene components (i.e., the multiple scene components displayed in the game editing scene), that is, in the embodiment of the present disclosure, the user can select any one scene component from the above-mentioned multiple scene components to be set as a target scene component for reference (equivalent to activating the above-mentioned overlay function for the selected scene component, rather than only a few specific types of scene components having the above-mentioned overlay function), and the embodiment of the present disclosure does not impose any limitation on the specific component type to which the above-mentioned selected first scene component belongs.

[0070] S103, in response to a move operation on a second scene component among the plurality of scene components, controlling the second scene component to move in the game editing scene.

[0071] Here, the second scene component is equivalent to other scene components among the above-mentioned multiple scene components except the first scene component (that is, the target scene component); wherein, when customizing the target virtual object through multiple scene components, if the target virtual object belongs to a vehicle, and the above-mentioned first scene component belongs to a body component, then the above-mentioned second scene component can be a wheel component, a seat component, and other scene components used to assemble the vehicle; if the target virtual object belongs to a virtual building, and the above-mentioned first scene component belongs to a foundation component, then the above-mentioned second scene component can be a wall component (that is, a surface component) used to form the outer wall of the virtual building, or it can be a roof component used to form the roof of the virtual building, etc.; the present disclosed embodiment does not impose any limitation on the specific component type to which the above-mentioned second scene component belongs.

[0072] It should be noted that the user can move the second scene component in the game editing scene by dragging it with the left mouse button, or by dragging it with a finger; the specific operation type of the above-mentioned moving operation can be adjusted according to the device type of the terminal device, and the present embodiment of the disclosure does not impose any limitation on this.

[0073] S104: When the second scene component and the target scene component meet preset conditions, adaptively adjust the posture parameters of the second scene component according to the target scene component.

[0074] In the embodiment of the present disclosure, the second scene component and the target scene component satisfy the preset condition that the positional relationship between the second scene component and the target scene component satisfies the preset positional relationship; wherein, as an optional embodiment, it can be determined whether the second scene component and the target scene component satisfy the above preset condition by judging whether the distance between the second scene component and the target scene component (i.e., the first scene component) is within a preset distance range; wherein, if the distance between the second scene component and the target scene component is within the preset distance range, it can be determined that the second scene component and the target scene component satisfy the above preset condition; if the distance between the second scene component and the target scene component is outside the preset distance range, it can be determined that the second scene component and the target scene component do not satisfy the above preset condition.

[0075] Here, when executing the above step S104, as an optional embodiment, after the moving operation on the second scene component is completed, according to the positional relationship between the second scene component and the target scene component at the end of the moving operation, it can be determined whether the second scene component and the target scene component meet the preset condition, specifically:

[0076] Step c1, in response to the end of the moving operation, when the second scene component and the target scene component meet preset conditions, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0077] Specifically, in the above step c1, it is possible to determine whether the distance between the second scene component and the target scene component (i.e., the first scene component) is within a preset distance range based on the position of the second scene component in the game editing scene after the moving operation is completed. If it is within the preset distance range, it is determined that the second scene component and the target scene component meet the above preset conditions, and the posture parameters of the second scene component are adaptively adjusted according to the target scene component until the second scene component is adjusted to a matching style that can form a target virtual object with the target scene component (the target virtual object belongs to a virtual object that can be formed by the target scene component and the second scene component). Here, when executing the above step S104, as another optional embodiment, it is also possible to determine whether the second scene component and the target scene component (i.e., the first scene component) meet the preset conditions based on the real-time position of the second scene component in the game editing scene during the movement of the second scene component (i.e., during the maintenance of the above moving operation) according to the method shown in the following step c2. Specifically:

[0078] Step c2: During the movement operation, when the second scene component and the target scene component meet preset conditions, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0079] Specifically, in the above step c2, during the period of maintaining the above moving operation, when it is detected that the second scene component moves to a distance within a preset distance range from the target scene component, it is determined that the second scene component and the target scene component satisfy the above preset conditions, and according to the target scene component, the posture parameters of the second scene component are adaptively adjusted until the second scene component is adjusted to a matching style that can form a target virtual object with the target scene component (the target virtual object belongs to a virtual object that can be composed of the target scene component and the second scene component).

[0080] Regarding the above steps c1-c2, it should be noted that, in the embodiment of the present disclosure, the method for determining whether the second scene component and the target scene component meet the preset condition, that is, determining whether the distance between the second scene component and the target scene component is within the preset distance range, includes at least the following two methods:

[0081] The first type is that if the second scene component is in contact with the target scene component, it can be determined that the distance between the second scene component and the target scene component is within a preset distance range.

[0082] The second type, if the relative height between the second scene component and the target scene component is less than or equal to the preset height, it can be determined that the distance between the second scene component and the target scene component is within the preset distance range.

[0083] Here, as an optional embodiment, the above-mentioned specific judgment method on whether the second scene component and the target scene component meet the preset conditions (that is, whether the distance between the second scene component and the target scene component is within the preset distance range) can be determined according to the component properties of the second scene component.

[0084] Specifically, when the component attribute of the second scene component belongs to the first attribute, the above-mentioned first method can be used to determine whether the preset conditions are met between the second scene component and the target scene component; that is, when the component attribute of the second scene component belongs to the first attribute, the terminal device responds to the contact between the second scene component and the target scene component, and adaptively adjusts the posture parameters of the second scene component according to the target scene component; wherein the above-mentioned first attribute represents the component attribute that the second scene component cannot be assembled remotely from the first scene component when assembling the target virtual object.

[0085] For example, taking the target virtual object as a virtual building and the target scene component (i.e., the first scene component) as a foundation component, if the second scene component is a surface component (i.e., a wall component) that can constitute the outer wall of the virtual building, then based on the first property that the surface component needs to be in contact with the foundation component when assembling the virtual building, when the second scene component is in contact with the target scene component, it can be determined that the second scene component and the target scene component meet the preset conditions, and the posture parameters of the second scene component can be adaptively adjusted according to the target scene component.

[0086] Specifically, when the component attribute of the second scene component belongs to the second attribute, the above-mentioned second method can be used to determine whether the second scene component and the target scene component meet the preset conditions; that is, when the component attribute of the second scene component belongs to the second attribute, the terminal device responds to the relative height between the second scene component and the target scene component being less than or equal to the preset height, and according to the target scene component, adaptively adjusts the posture parameters of the second scene component; wherein the above-mentioned second attribute represents the component attribute that the second scene component can be assembled in the air with the first scene component when assembling the target virtual object.

[0087] For example, the target virtual object is a virtual building, and the target scene component (i.e., the first scene component) is a foundation component. If the second scene component is a roof component that can form the roof of the virtual building, based on the second property that the roof component can be assembled with the foundation component in the air when assembling the virtual building (equivalent to the fact that in the virtual building, the roof component and the foundation component need to be connected through the wall component and will not directly contact each other), at this time, when the relative height between the second scene component and the target scene component is less than or equal to the preset height, it can be determined that the second scene component and the target scene component meet the preset condition; which is equivalent to as long as the user drags the roof component (i.e., the second scene component) to a range where the height between the roof component and the foundation component (i.e., the target scene component) is less than or equal to the above-mentioned preset height, even if the roof component is not in contact with the foundation component, it can be determined that the second scene component and the target scene component meet the preset condition, and the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0088] Here, as another optional embodiment, the above-mentioned specific judgment method on whether the distance between the second scene component and the target scene component is within the preset distance range (i.e., whether the preset condition is satisfied between the second scene component and the target scene component) may also be independent of the component attributes of the second scene component. That is, the above-mentioned preset distance range may also be used only to represent a preset value. For example, taking the preset value as 0 as an example, at this time, no matter whether the second scene component belongs to the above-mentioned surface component or the above-mentioned roof component (equivalent to no matter whether the component attribute of the second scene component belongs to the above-mentioned first attribute or the above-mentioned second attribute), when the user drags the second scene component to contact the target scene component, it can be uniformly determined that the preset condition is satisfied between the second scene component and the first scene component (equivalent to the above-mentioned specific judgment method may also be independent of the component attributes of the second scene component).

[0089] Here, when the posture parameters of the second scene component are adaptively adjusted, the posture parameters that can be adjusted include at least one of the following: scaling parameters, rotation parameters, and orientation parameters. That is, the adaptive adjustment methods performed on the second scene component include but are not limited to:

[0090] 1. By adaptively adjusting the orientation parameters of the second scene component, the second scene component is controlled to move. For example, taking the target virtual object as a virtual building, the surface component dragged by the user to the middle of the first scene component can be automatically moved to the edge of the first scene component, and the roof component dragged by the user to the first scene component can be automatically moved to a position at a preset height from the first scene component, etc.;

[0091] 2. Control the rotation of the second scene component by adaptively adjusting the rotation parameters of the second scene component. For example, the surface component dragged by the user onto the first scene component is automatically rotated to an angle perpendicular to the first scene component, and the roof component dragged by the user onto the first scene component is automatically rotated to a normal roof style with the top facing outwards, etc.;

[0092] 3. Control the scaling of the second scene component by adaptively adjusting the scaling parameters of the second scene component. For example, the second scene component that the user drags to the first scene component is automatically scaled to a style whose size matches that of the first scene component.

[0093] It should be noted that, when the posture parameters of the second scene component are adaptively adjusted, the specific posture parameter type that actually needs to be adjusted and the specific adjustment value of each posture parameter can be determined based on the relative sizes of the target scene component and the second scene component in the assembled target virtual object and the relative position relationship between the target scene component and the second scene component in the assembled target virtual object. That is, when executing S104, the terminal device uses the target scene component as a reference object that does not need to be adjusted, and the target virtual object that can be assembled with the adjusted second scene component and the target scene component as the adjustment target, and adjusts the above-mentioned posture parameters of the second scene component. The present disclosed embodiment does not impose any limitation on the specific posture parameter type that actually needs to be adjusted for the second scene component and the specific adjustment value of each posture parameter.

[0094] The following describes in detail the specific implementation process of each of the above steps in the embodiment of the present disclosure:

[0095] With respect to the editing method of the scene component shown in the above steps S101-S104, the editing method of the existing scene component and the editing method of the scene component shown in the above steps S101-S104 provided by the embodiment of the present disclosure are respectively illustrated by way of comparison with the editing method of the existing scene component before the above target virtual control is added. Specifically:

[0096] In an optional implementation, taking the target virtual object assembled by the user as a virtual building as an example, Figure 2a A schematic diagram of an interface interaction for building a virtual building in a game editing scene according to the prior art is shown. Figure 2aAs shown, a graphical user interface 200 is displayed through a terminal device on the user side, and a game editing scene in the editing stage is displayed on the graphical user interface 200. The game editing scene includes a foundation component 210 and a surface component 220 for forming the outer wall of a virtual building (i.e., multiple scene components for assembling and building a virtual building). In addition to the above-mentioned game editing scene, the graphical user interface 200 also displays multiple virtual controls for helping the user to add, edit and delete scene components in the game editing scene; wherein the above-mentioned multiple virtual controls may include: a combined virtual control 201 (for using the currently selected multiple scene components as a A combination of overall editing), delete virtual control 202 (used to delete the currently selected scene component in the game editing scene), bind virtual control 203 (used to bind the currently selected scene component with the scene component selected as the main body at the last moment. After binding, the user can affect other bound scene components by editing the scene component as the main body), move virtual control 204 (used to move the currently selected scene component), scale virtual control 205 (used to scale the currently selected scene component), and rotate virtual control 206 (used to rotate the currently selected scene component).

[0097] Exemplary descriptions, such as Figure 2a As shown, when the user builds a virtual building, the user needs to first drag the surface body component 220 to the foundation component 210. Then, after selecting the surface body component 220, the user can use the mobile virtual control 204, the zoom virtual control 205 and the rotation virtual control 206 displayed on the graphical user interface 200 to manually adjust the placement position, component size and placement angle of the surface body component 220 on the foundation component 210; wherein, if the user wants to manually adjust the placement position of the surface body component 220, the user can first select the surface body component 220, and then click the mobile virtual control 204 to trigger the display of the three-dimensional coordinate axis corresponding to the surface body component 220 on the graphical user interface 200, so that the surface body component 220 can be moved to the desired placement position by moving the mouse or touching and sliding on the three-dimensional coordinate axis (see Figure 2a If the user wants to manually adjust the placement angle of the face body component 220, the user can first select the face body component 220, and then click the rotation virtual control 206 to trigger the display of the three-dimensional rotation axis corresponding to the face body component 220 on the graphical user interface 200, so that the face body component 220 can be rotated to the desired placement angle ( Figure 2aIf the user wants to manually adjust the component size of the face component 220, the user can first select the face component 220, and then click the zoom virtual control 205 to trigger the display of the three-dimensional coordinate axis corresponding to the face component 220 on the graphical user interface 200, so that the size of the face component 220 can be scaled along the axial direction of any coordinate axis.

[0098] In an optional implementation, still taking the example that the target virtual object assembled by the user is a virtual building, Figure 2b A schematic diagram of an interface interaction for building a virtual building in a game editing scene according to an editing method provided by an embodiment of the present disclosure is shown. Figure 2b As shown, except Figure 2a In addition to the existing virtual controls (i.e., combine virtual controls 201, delete virtual controls 202, bind virtual controls 203, move virtual controls 204, scale virtual controls 205, rotate virtual controls 206) shown in the graphical user interface 200, a newly added target virtual control 207 for implementing the overlay function may also be displayed on the graphical user interface 200, wherein the user may select the base component 210 (i.e., the first scene component) (e.g., Figure 2b As shown, after the user clicks the foundation component 210, the foundation component 210 can be highlighted on the graphical user interface 200 to prompt the user that the foundation component 210 is currently selected), and clicking the target virtual control 207 activates the overlay function for the currently selected foundation component 210 (i.e., setting the currently selected foundation component 210 as the target scene combination for reference). At this time, as an optional embodiment, the target prompt information (i.e., Figure 2b The “overlay function has been activated for the foundation component” is shown in the figure, and the target virtual control 207 is highlighted to prompt the user that the overlay function has been activated for the foundation component 210. Other scene components used to form the virtual building can be moved one by one to the vicinity of the foundation component 210 (that is, the distance between the foundation component 210 is within the preset distance range, that is, the preset conditions are met with the foundation component 210), so that each scene component moved can be automatically adjusted to a style matching the foundation component 210, thereby eliminating the need for the user to manually adjust each dragged scene component with the help of the moving virtual control 204, the scaling virtual control 205 and the rotating virtual control 206, effectively simplifying the user's editing method for the scene components, thereby helping to improve the user's customization efficiency for the target virtual object (that is, the above-mentioned virtual building).

[0099] Exemplary descriptions, such as Figure 2bAs shown, still taking the face body component 220 as the second scene component to be moved as an example, after the user activates the overlay function on the foundation component 210 through the target virtual control 207 (that is, after the foundation component 210 is set as the target scene component), the user can drag the face body component 220 to move in the game editing scene. When the user drags the face body component 220 to contact a side edge of the foundation component 210 (equivalent to the face body component 220 and the foundation component 210 satisfying a preset condition), based on the fact that the foundation component 210 is currently in the activated overlay function In the state of being able to, the terminal device can use the foundation component 210 (i.e., the target scene component) as a reference object that does not need to be adjusted, and take the adjusted surface body component 220 (i.e., the second scene component) and the foundation component 210 as the adjustment target to be able to be assembled into a complete virtual building, and perform adaptive adjustment on the posture parameters of the surface body component 220, wherein the specific adjustment method is as follows: the surface body component 220 will be automatically moved to the side of the foundation component 210 that is in contact with it (i.e., the orientation parameters of the surface body component 220 are adaptively adjusted), and the surface body component 220 will also be controlled. The component 220 is automatically rotated until the face component 220 is perpendicular to the foundation component 210 and the inner surface of the face component 220 (i.e., the side without horizontal lines on the face component 220) faces the side of the foundation component 210 (i.e., the rotation parameters of the face component 220 are adaptively adjusted), and if the width of the face component 220 is different from the length of the side of the foundation component 210 that is in contact with it, the face component 220 can also be controlled to be automatically scaled until the width of the face component 220 is the same as the length of the side of the foundation component 210 that is in contact with it. , so that the relative states between the adaptively adjusted surface component 220 and the foundation component 210 are consistent with the relative states between the foundation component and the outer wall component in the virtual building, eliminating the need for the user to perform multiple manual adjustment operations by moving the virtual control 204, scaling the virtual control 205, and rotating the virtual control 206, effectively simplifying the user's editing method for the scene components, thereby helping to improve the user's customization efficiency for the target virtual object.

[0100] It should be noted that, in the middle of assembling the target virtual object, the user can trigger the target virtual control at any time, so that the terminal device responds to the secondary trigger operation on the target virtual control (i.e., the second trigger operation after the target virtual control is triggered for the first time to set the first scene component as the target scene component), and can release the above-mentioned overlay function of the first scene component being activated (i.e., cancel setting the first scene component as the target scene component), and after releasing the overlay function, if the user drags the new scene component to the vicinity of the first scene component (i.e., the distance between the new scene component and the first scene component is within the preset distance range), the new scene component will not be automatically adsorbed and adaptively adjusted (see Figure 2a shown).

[0101] In addition to the above Figure 2a In addition to the method of manually assembling the target virtual object shown in the figure, in the embodiment of the present disclosure, for each scene component displayed in the game editing scene, the UGC editor also provides an object adsorption function that is turned on by default, wherein, when the object adsorption function is turned on, taking the first scene component as an example, when the user does not use the newly added target virtual control to set the first scene component as the target scene component, the terminal device responds to the move operation on the second scene component, controls the second scene component to move in the game editing scene, and when the second scene component and the first scene component meet the adsorption conditions (for example, the second scene component may be in contact with the first scene component during the movement operation, or the second scene component may be in contact with the first scene component after the movement operation ends, etc.), unlike the above step S104, the terminal device will only adsorb the second scene component onto the first component (for example, Figure 2a As shown, if the user does not use the newly added target virtual control to set the foundation component 210 as the target scene component, then after the user moves the surface component 220 to the foundation component 210, the terminal device will only adsorb the surface component 220 at the current position in contact with the foundation component 210, and will not make any adjustments to the posture parameters of the surface component 220. At this time, the user needs to use the existing moving virtual control 204, scaling virtual control 205, and rotating virtual control 206 to manually adjust the posture parameters of the surface component 220).

[0102] Specifically, the object adsorption function is enabled by default, and the user can also turn off the object adsorption function in the settings. Figure 2c FIG. 4 shows a schematic diagram of a game editing scene after turning off the object adsorption function provided by an embodiment of the present disclosure, such as Figure 2c As shown, after turning off the object adsorption function, if the user still follows the same Figure 2a In the same operation as shown, the face component 220 is moved onto the foundation component 210 (i.e., the face component 220 and the foundation component 210 meet the adsorption condition). The face component 220 will not be adsorbed at the position where it contacts the foundation component 210, but will penetrate the foundation component 210 (i.e., at this time, the scene component in the game editing scene no longer has Figure 2a The object adsorption function shown cannot adsorb other scene components that are in contact with the first scene component onto the first scene component).

[0103] It should be noted that no matter the first scene component is in a state where the overlay function is activated or deactivated, the user can Figure 2aThe existing method shown in the figure manually adjusts the second scene component dragged onto the first scene component by means of moving the virtual control 204, scaling the virtual control 205 and rotating the virtual control 206, that is, Figure 2a The existing manual adjustment method shown is different from Figure 2b The automatic editing methods provided by the embodiments of the present disclosure shown do not conflict with each other, and users can choose the desired scene component editing method according to personal habits and actual needs.

[0104] In the embodiment of the present disclosure, referring to the above two methods for determining whether the distance between the second scene component and the target scene component is within the preset distance range, it can be seen that except Figure 2b In the manner shown in FIG. 1 , whether the distance between the surface body component 220 (i.e., the second scene component) and the foundation component 210 (i.e., the target scene component) is determined by whether they are in contact with each other to determine whether the distance between the surface body component 220 and the foundation component 210 is outside the preset distance range (i.e., whether the preset condition is satisfied). For example, the roof component having the second attribute is the second scene component. Figure 3 FIG. 1 shows an interface interaction diagram of automatically attaching a roof component to a foundation component provided by an embodiment of the present disclosure, such as Figure 3As shown, the target virtual control 207 can be highlighted on the graphical user interface 200 to prompt the user that the overlay function has been activated for the foundation component 210 (that is, the foundation component 210 is set as the target scene component). After the user has activated the overlay function for the foundation component 210, even if the user directly moves the inverted roof component 230 to a position less than or equal to a preset height above the foundation component (that is, the distance between the roof component 230 and the foundation component 210 is within a preset distance range, that is, the preset conditions are met between the roof component 230 and the foundation component 210), at this time, based on the fact that the overlay function of the foundation component 210 has been activated, the terminal device can use the foundation component 210 as a reference object that does not need to be adjusted, and adaptively adjust the posture parameters of the roof component 230, wherein the specific adjustment method is as follows: automatically move the roof component 230 to a preset height above the foundation component 210 The target position of the roof component 230 is adjusted (i.e., the orientation parameters of the roof component 230 are adaptively adjusted), the roof component 230 is automatically rotated to a normal roof style with the top facing outward (i.e., the rotation parameters of the roof component 230 are adaptively adjusted), and the roof component 230 is automatically scaled to a target size that matches the foundation component 210 (e.g., the bottom of the roof component 230 facing the foundation component 210 is scaled to the same size as the upper surface of the foundation component 210 facing the roof component 230), so that the relative states between the adaptively adjusted roof component 230 and the foundation component 210 are consistent with the relative states between the foundation component and the roof component in the virtual building, eliminating the need for the user to perform multiple manual adjustment operations that originally required the user to perform with the help of moving the virtual control 204, scaling the virtual control 205, and rotating the virtual control 206, effectively simplifying the user's editing method for the scene component, thereby facilitating improving the user's customization efficiency for the target virtual object.

[0105] It should be noted that the specific value of the above-mentioned preset height can be set according to the actual height configuration requirements for the target virtual object (in the above example, the virtual building) in the game. The embodiment of the present disclosure does not impose any limitation on the specific value of the above-mentioned preset height.

[0106] With respect to the specific implementation of the above-mentioned step S104, in the embodiment of the present disclosure, the adaptive adjustment method that can be performed on the second scene component in step S104 includes but is not limited to at least one of the following: moving the second scene component, rotating the second scene component, scaling the second scene component (i.e., adaptively adjusting the posture parameters of the second scene component, wherein the posture parameters include at least one of the following: scaling parameters, rotation parameters, orientation parameters).

[0107] Here, when executing step S104, the specific adaptive adjustment method performed on the second scene component is also related to the relative state between the second scene component and the first scene component at the end of the movement. Figure 3 Taking the roof component 230 shown as an example, if the user does not drag the roof component 230 in an inverted manner, but moves the roof component 230 to the top of the foundation component 210 (i.e., the target scene component) in a normal placement manner, then when the posture parameters of the roof component 230 are adaptively adjusted, there is no need to adjust the rotation parameters of the roof component 230; that is, in the embodiments of the present disclosure, no matter what shape the second scene component is and in what form it is moved to the target scene component to meet the preset conditions, the terminal device uses the target scene component as a reference object, and takes the ability of the adjusted second scene component and the target scene component to be assembled to complete the target virtual object as the adjustment target, and adjusts the above-mentioned posture parameters of the second scene component. The embodiments of the present disclosure do not impose any restrictions on the specific posture parameter types that actually need to be adjusted for the second scene component in step S104 and the specific adjustment values ​​of each posture parameter.

[0108] In the embodiment of the present disclosure, referring to the above two methods for determining whether the second scene component and the target scene component meet the preset conditions, as an optional embodiment, when executing step S104, the position parameter adjustment method corresponding to the second scene component can be determined according to the position relationship between the second scene component and the target scene component according to the method shown in the following steps d1-d2; wherein different position relationships correspond to different adjustment methods, specifically:

[0109] Step d1: When the second scene component contacts the target scene component, the posture parameters of the second scene component are adjusted in a first adjustment manner according to the target scene component.

[0110] Here, the first adjustment method can refer to the above example when the second scene component is Figure 2b When the surface body component 220 is shown, the posture parameters of the surface body component 220 are adaptively adjusted with reference to the foundation component 210.

[0111] Step d2: When the relative height between the second scene component and the target scene component is less than or equal to a preset height, the posture parameters of the second scene component are adjusted in a second adjustment manner according to the target scene component.

[0112] Here, the second adjustment method can refer to the above example when the second scene component is Figure 3When the roof component 230 is shown, the posture parameters of the roof component 230 are adaptively adjusted with reference to the foundation component 210.

[0113] In the embodiment of the present disclosure, referring to the above description of the first attribute and the second attribute, as another optional embodiment, when executing step S104, the position parameter adjustment method corresponding to the second scene component can also be determined according to the component attribute of the second scene component according to the method shown in the following steps e1-e2; wherein different component attributes correspond to different adjustment methods, specifically:

[0114] Step e1: when the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, adaptively adjusting the posture parameters of the second scene component in a first adjustment manner according to the target scene component.

[0115] Here, the first attribute may refer to the relevant description content in the above step S104. The above first adjustment method is the same as the first adjustment method in the above step d1, and the repeated parts are not repeated here.

[0116] Step e2: When the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, the posture parameters of the second scene component are adaptively adjusted in a second adjustment manner according to the target scene component.

[0117] Here, the second attribute can refer to the relevant description content in the above step S104. The above second adjustment method is the same as the second adjustment method in the above step d2, and the repeated parts are not repeated here.

[0118] In the embodiment of the present disclosure, when the step of adaptively adjusting the posture parameters of the second scene component in step S104 is executed, if the target scene component is used as a reference object, and the target virtual object that can be assembled with the adjusted second scene component and the target scene component is used as an adjustment target, it is determined after judgment that the orientation parameters of the second scene component need to be adaptively adjusted. As an optional embodiment, the orientation parameters of the second scene component can be adaptively adjusted according to the method shown in the following step f1, specifically:

[0119] Step f1: Adaptively adjust the orientation parameters of the second scene component according to the target scene component, and control the second scene component to automatically move to a target position that matches the target scene component.

[0120] Specifically, the target position is determined according to the relative position relationship between the target scene component and the second scene component in the assembled target virtual object; wherein the relative position relationship between the second scene component with different component attributes and the target scene component in the assembled target virtual object is different.

[0121] Based on this, with respect to the first adjustment method and the second adjustment method in the above steps d1-d2 and the above steps e1-e2, it should be noted that, based on the different positional relationships between the second scene component and the target scene component or the different component properties of the second scene component, when the posture parameters of the second scene component are adaptively adjusted under different adjustment methods, the adaptive adjustment methods for the orientation parameters are different.

[0122] Specifically, when the orientation parameters of the second scene component are adaptively adjusted according to the above-mentioned first adjustment method, the terminal device can determine the side of the target component that is closest to the second scene component from the component sides of the target scene component, and control the second scene component to automatically move to the edge position of the side of the target component.

[0123] For example, if the second scene component is Figure 2b The surface body component 220 (ie, the wall component) with the first attribute shown in FIG. 1 is based on the fact that the outer wall of the completed virtual building needs to be aligned with the edge of the foundation component 210 (ie, the target scene component). Figure 2b As shown, if the user moves the surface body component 220 to contact the shorter component side of the upper surface of the foundation component 210 (that is, the positional relationship between the second scene component and the target scene component conforms to the positional relationship corresponding to the first adjustment method), the terminal device can adaptively adjust the orientation parameters of the surface body component 220 to move the surface body component 220 to the target position aligned with the edge of the shorter component side of the upper surface of the foundation component 210 (that is, the target component side).

[0124] An exemplary description is that when a user customizes a game mechanism through scene components, if the user sets the circular component as a target scene component for reference and selects the rectangular component as the second scene component, when the user moves the rectangular component to contact the circular component (that is, the positional relationship between the second scene component and the target scene component conforms to the positional relationship corresponding to the first adjustment method), the edge position closest to the current contact position can be determined from the circular edge of the circular component, and the rectangular component can be controlled to automatically move to the edge position.

[0125] Specifically, when the orientation parameters of the second scene component are adaptively adjusted according to the above-mentioned second adjustment method, the terminal device can determine the target component plane that is closest to the second scene component from the component plane corresponding to the target scene component, and control the second scene component to automatically move to the target position at a preset height from the target component plane.

[0126] For example, if the second scene component is Figure 3 The roof component 230 with the second attribute shown in FIG. 1 is based on the fact that the height between the roof component 230 and the foundation component 210 (i.e., the target scene component) in the completed virtual building is a preset height (equivalent to the preset height of the virtual building). Figure 3 As shown, if the user moves the roof component 230 to a position that is lower than a preset height relative to the upper surface of the foundation component 210 (i.e., the preset conditions are met between the roof component 230 and the foundation component 210), the terminal device can adaptively adjust the orientation parameters of the roof component 230 to move the roof component 230 to a target position at a preset height relative to the upper surface of the foundation component 210 (i.e., the target component plane).

[0127] Here, when the step of adaptively adjusting the posture parameters of the second scene component in step S104 is executed, if the target scene component is used as a reference object, and the target virtual object that can be assembled with the adjusted second scene component and the target scene component is used as an adjustment target, it is determined after judgment that the rotation parameters of the second scene component need to be adaptively adjusted. As an optional embodiment, the rotation parameters of the second scene component can be adaptively adjusted according to the method shown in the following step g1, specifically:

[0128] Step g1: adaptively adjust the rotation parameters of the second scene component according to the target scene component, and control the second scene component to automatically rotate to a target angle that matches the target scene component.

[0129] Specifically, the target angle may be determined according to the relative positional relationship between the target scene component and the second scene component in the assembled target virtual object.

[0130] With respect to the first adjustment method and the second adjustment method in the above steps d1-d2 and the above steps e1-e2, it should be noted that, based on the above target angle, it is independent of the positional relationship between the second scene component and the target scene component and the component properties of the second scene component. Therefore, when the posture parameters of the second scene component are adaptively adjusted under different adjustment methods, the adaptive adjustment method for the rotation parameters can be the same (that is, in the first adjustment method and the second adjustment method, the rotation parameters of the second scene component can be adaptively adjusted according to the method shown in the above step g1).

[0131] For example, if the second scene component is Figure 2b , based on the need for the outer wall of the completed virtual building to be perpendicular to the foundation component 210 (forming the corner of the virtual building), the target angle can be that the inner surface of the surface component 210 (corresponding to the wall surface in the virtual building) faces the foundation component 210 and the angle between the surface component 210 and the foundation component 210 is 90 degrees (for example, the surface component that the user drags onto the foundation component 210 is automatically rotated to an angle perpendicular to the foundation component 210); if the second scene component is Figure 3 The roof component 230 shown is based on the fact that in the completed virtual building, the bottom of the roof component 230 needs to be parallel to the foundation component 210 and the bottom of the roof component 230 needs to face the upper surface of the foundation component 210. At this time, the above-mentioned target angle can be the angle at which the bottom of the roof component 230 faces and is parallel to the upper surface of the foundation component 210 (for example, the roof component 230 that the user drags upside down above the foundation component 210 is automatically rotated 180 degrees until the roof component 230 becomes a normal roof style with the top facing outward and the bottom parallel to the upper surface of the foundation component 210).

[0132] Here, when the step of adaptively adjusting the posture parameters of the second scene component in step S104 is executed, if the target scene component is used as a reference object, and the target virtual object that can be assembled with the adjusted second scene component and the target scene component is used as an adjustment target, it is determined after judgment that the scaling parameters of the second scene component need to be adaptively adjusted. As an optional embodiment, the scaling parameters of the second scene component can be adaptively adjusted according to the method shown in the following step h1, specifically:

[0133] Step h1: Adaptively adjust the scaling parameters of the second scene component according to the target scene component, and control the second scene component to automatically scale to a target size that matches the target scene component.

[0134] Specifically, the target size may be determined according to the relative sizes of the target scene component and the second scene component in the assembled target virtual object.

[0135] With respect to the first adjustment method and the second adjustment method in the above steps d1-d2 and the above steps e1-e2, it should be noted that, based on the above target size being independent of the positional relationship between the second scene component and the target scene component and the component properties of the second scene component, when the posture parameters of the second scene component are adaptively adjusted under different adjustment methods, the adaptive adjustment method for the scaling parameters may be the same (i.e., in both the first adjustment method and the second adjustment method, the scaling parameters of the second scene component may be adaptively adjusted according to the method shown in the above step h1).

[0136] For example, if the second scene component is Figure 2b The surface body component 220 shown in the figure can automatically scale the surface body component 220 to a size with a width equal to the length of the side of the target component in contact with the foundation component 210, so that the scaled surface body component 220 can perfectly fit the side of the target component in contact with the surface body component 220 on the foundation component 210; if the second scene component is Figure 3 The roof component 230 shown can automatically scale the roof component 230 to the same size as the bottom and the upper surface of the foundation component 210 (i.e., the target plane relative to the foundation component 210), so that the scaled roof component 230 can perfectly fit the target plane relative to the foundation component 210 and the roof component 230.

[0137] In the embodiment of the present disclosure, considering that assembling the target virtual object requires multiple scene components (the number is usually greater than two), after executing the above step S104, the user may need to continue to move other scene components (scene components other than the target scene component and the second scene component) to the vicinity of the target scene component (i.e., the preset conditions between the target scene component and the target scene component are met). At this time, in an optional implementation, Figure 4 A flow chart of a method for automatically overlaying multiple scene components on a target scene component provided by an embodiment of the present disclosure is shown. After executing step S104, the method further includes steps S401-S402, specifically:

[0138] S401, in response to a move operation on a third scene component among the plurality of scene components, controlling the third scene component to move in the game editing scene.

[0139] Here, if the target virtual object of assembly is a virtual building, the third scene component can be a surface component that constitutes the outer wall of the virtual building, or it can be a roof component that constitutes the virtual building (it only needs to ensure that the third scene component and the second scene component are not roof components at the same time); if the target virtual object of assembly is a vehicle, the third scene component can be a wheel component, a seat component, a body component, etc. (it only needs to ensure that the third scene component is not the same scene component as the target scene component and the second scene component); the present disclosed embodiment does not impose any limitation on the specific component type of the above-mentioned third scene component.

[0140] Specifically, the method of controlling the movement of the third scene component in step S401 is the same as the method of controlling the movement of the second scene component in the aforementioned step S103, and the repeated parts are not repeated here.

[0141] S402, when the third scene component and the target scene component meet the preset condition, adaptively adjust the posture parameters of the third scene component according to the target scene component and the second scene component.

[0142] Here, the method for determining whether the third scene component and the target scene component satisfy the preset conditions in step S402 can refer to the method for determining whether the second scene component and the target scene component satisfy the preset conditions in the aforementioned step S104, and the repeated parts will not be repeated here.

[0143] Here, when the posture parameters of the third scene component are adaptively adjusted, the target scene component (i.e., the first scene component) is used as a reference object, and the target virtual object that can be assembled between the adjusted third scene component and the target scene component is used as an adjustment target to determine whether it is necessary to adaptively adjust the orientation parameters and rotation parameters of the third scene component. When it is determined that the orientation parameters and rotation parameters of the third scene component need to be adaptively adjusted, the orientation parameters and rotation parameters of the third scene component can be automatically adjusted according to the relative position relationship between the target scene component and the second scene component in the assembled target virtual object in the manner shown in the aforementioned steps d1 and e1.

[0144] Specifically, different from the above-mentioned orientation parameters and the above-mentioned rotation parameters, when judging whether it is necessary to adaptively adjust the scaling parameters of the third scene component, it is necessary to use the target scene component and the second scene component as reference objects, and take the target virtual object that can be assembled between the adjusted third scene component and the target scene component and the second scene component as the adjustment target, and automatically scale the third scene component to a specific component size that matches both the first scene component and the second scene component.

[0145] For example, the target scene component is Figure 2bThe foundation component 210 and the second scene component are shown as Figure 2b Taking the surface body component 220 shown in the figure, the third scene component is a wall component 240 of the same type as the surface body component 220 (that is, the wall component 240 is also a component used to form the outer wall of the virtual building) as an example, Figure 5 FIG. 1 shows a schematic diagram of an interface interaction for adaptively adjusting the posture parameters of a third scene component provided by an embodiment of the present disclosure, such as Figure 5 As shown, the target virtual control 207 can be highlighted on the graphical user interface 200 to prompt the user that the overlay function has been activated for the foundation component 210 (that is, the foundation component 210 has been set as the target scene component). After the user has activated the overlay function for the foundation component 210, the user can Figure 2b In the manner shown, the surface body component 220 is dragged onto the foundation component 210 to obtain a local virtual building composed of the surface body component 220 and the foundation component 210 after adaptive adjustment. On this basis, if the user drags the wall component 240 onto the foundation component 210, based on the fact that the foundation component 210 has been set as the target scene component, the above-mentioned wall component 240 will be automatically moved to the side of the foundation component 210 that is in contact with it, and the wall component 240 will be controlled to rotate automatically at the same time until the wall component 240 is perpendicular to the foundation component 210 and the outer surface of the wall component 240 (that is, the side with a horizontal line drawn on the wall component 240) is away from the side of the foundation component 210, and the wall component 240 can also be controlled to automatically scale until the length of the wall component 240 is equal to the foundation component in contact with it. The length of the side of the wall component 240 matches the height of the surface component 220 to be contacted (equivalent to taking the foundation component 210 and the surface component 220 as reference objects and automatically scaling the wall component 240 to a specific component size that matches the foundation component 210 and the surface component 220 at the same time), so that the relative states of the adaptively adjusted wall component 240 and the foundation component 210 and the surface component 220 all conform to the relative states between the foundation component and the peripheral wall component in the virtual building, eliminating the need for the user to perform multiple manual adjustment operations that originally required the user to move the virtual control 204, scale the virtual control 205, and rotate the virtual control 206, effectively simplifying the user's editing method for the scene component, thereby helping to improve the user's customization efficiency for the target virtual object.

[0146] Based on the editing method of the above-mentioned scene components provided by the embodiment of the present disclosure, the user can select any one scene component from multiple scene components to set as a target scene component for reference. When assembling a target virtual object, the user only needs to move the other scene components except the above-mentioned target scene component to a state that satisfies the preset conditions with the target scene component. Then, the posture parameters of each other scene component can be automatically and adaptively adjusted according to the above-mentioned target scene component for reference, thereby realizing rapid assembly of the target virtual object, effectively simplifying the user's editing method for the scene components, and thus helping to improve the user's customization efficiency for the target virtual object.

[0147] Based on the same inventive concept, the present disclosure also provides an editing device corresponding to the editing method of the above-mentioned scene component. Since the principle of solving the problem by the editing device in the embodiment of the present disclosure is similar to the editing method of the above-mentioned scene component in the embodiment of the present disclosure, the implementation of the editing device can refer to the implementation of the above-mentioned editing method, and the repeated parts will not be repeated.

[0148] Reference Figure 6 As shown, Figure 6 A schematic diagram of the structure of an editing device for a scene component provided by an embodiment of the present disclosure is shown, wherein the editing device comprises:

[0149] Display module 601, used to display a graphical user interface through a terminal device, and display a game editing scene in the editing stage on the graphical user interface, wherein the game editing scene includes multiple scene components;

[0150] A triggering module 602 is configured to respond to a target setting operation for a first scene component and set the first scene component as a target scene component, wherein the first scene component is a scene component among the multiple scene components;

[0151] A moving module 603, configured to respond to a moving operation on a second scene component among the plurality of scene components, and control the second scene component to move in the game editing scene;

[0152] The overlay module 604 is used to adaptively adjust the posture parameters of the second scene component according to the target scene component when the second scene component and the target scene component meet preset conditions, wherein the posture parameters include at least one of the following: scaling parameters, rotation parameters, and orientation parameters.

[0153] In an optional implementation, a target virtual control is displayed on the graphical user interface, and when the target setting operation for the first scene component is responded to and the first scene component is set as the target scene component, the triggering module 602 is used to:

[0154] Determine that the first scene component is selected;

[0155] In response to a triggering operation on the target virtual control, the selected first scene component is set as the target scene component.

[0156] In an optional implementation, when the first scene component is set as a target scene component in response to the target setting operation for the first scene component, the triggering module 602 is used to:

[0157] In response to a selection operation on the first scene component, displaying a target virtual control on the graphical user interface;

[0158] In response to a triggering operation on the target virtual control, the selected first scene component is set as the target scene component.

[0159] In an optional implementation, the second scene component and the target scene component satisfying a preset condition is that a positional relationship between the second scene component and the target scene component satisfies a preset positional relationship.

[0160] In an optional embodiment, the overlay module 604 is used to:

[0161] In response to the end of the moving operation, when the second scene component and the target scene component meet a preset condition, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0162] In an optional embodiment, the overlay module 604 is used to:

[0163] During the movement operation, when the second scene component and the target scene component meet preset conditions, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0164] In an optional implementation, the positional relationship between the second scene component and the target scene component satisfies a preset positional relationship, including:

[0165] The second scene component contacts the target scene component;

[0166] or,

[0167] The relative height between the second scene component and the target scene component is less than or equal to a preset height.

[0168] In an optional implementation, when the second scene component and the target scene component meet a preset condition, the overlay module 604 is used to adaptively adjust the posture parameters of the second scene component in accordance with at least one of the following adjustment methods:

[0169] When the second scene component contacts the target scene component, adjusting the posture parameters of the second scene component in a first adjustment manner according to the target scene component;

[0170] When the relative height between the second scene component and the target scene component is less than or equal to a preset height, the posture parameters of the second scene component are adjusted in a second adjustment manner according to the target scene component.

[0171] In an optional implementation, when the second scene component and the target scene component meet a preset condition, the overlay module 604 is used to adaptively adjust the posture parameters of the second scene component in accordance with at least one of the following adjustment methods:

[0172] When the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, adaptively adjusting the posture parameters of the second scene component according to the target scene component;

[0173] When the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0174] In an optional implementation, when the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, when the pose parameter of the second scene component is adaptively adjusted according to the target scene component, the overlay module 604 is used to:

[0175] When the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, the posture parameters of the second scene component are adaptively adjusted in a first adjustment manner according to the target scene component.

[0176] In an optional implementation, when the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to the preset height, when the pose parameter of the second scene component is adaptively adjusted according to the target scene component, the overlay module 604 is used to:

[0177] When the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, the posture parameters of the second scene component are adaptively adjusted in a second adjustment manner according to the target scene component.

[0178] In an optional implementation, when the pose parameters of the second scene component are adaptively adjusted in a first adjustment manner according to the target scene component, the overlay module 604 is configured to:

[0179] From the component sides of the target scene component, determine the target component side that is closest to the second scene component, and control the second scene component to automatically move to the edge position of the target component side.

[0180] In an optional implementation, when the pose parameters of the second scene component are adaptively adjusted in a second adjustment manner according to the target scene component, the overlay module 604 is configured to:

[0181] From the component planes corresponding to the target scene component, determine the target component plane that is closest to the second scene component, and control the second scene component to automatically move to a target position that is at a preset height from the target component plane.

[0182] In an optional implementation, when the pose parameters of the second scene component are adaptively adjusted according to the target scene component, the overlay module 604 is configured to:

[0183] According to the target scene component, the orientation parameters of the second scene component are adaptively adjusted to control the second scene component to automatically move to a target position that matches the target scene component, wherein the target position includes a side of the target scene component or a plane of the target scene component.

[0184] In an optional implementation, when the pose parameters of the second scene component are adaptively adjusted according to the target scene component, the overlay module 604 is configured to:

[0185] According to the target scene component, the rotation parameter of the second scene component is adaptively adjusted to control the second scene component to automatically rotate to a target angle that matches the target scene component.

[0186] In an optional implementation, when the pose parameters of the second scene component are adaptively adjusted according to the target scene component, the overlay module 604 is configured to:

[0187] According to the target scene component, the scaling parameter of the second scene component is adaptively adjusted to control the second scene component to automatically scale to a target size that matches the target scene component.

[0188] In an optional implementation, the editing device further includes: a first response module, wherein the first response module is used to:

[0189] In response to a move operation on a third scene component among the plurality of scene components, controlling the third scene component to move in the game editing scene;

[0190] When the third scene component and the target scene component meet the preset condition, the posture parameters of the third scene component are adaptively adjusted according to the target scene component and the second scene component.

[0191] In an optional implementation, the editing device further includes: a second response module, wherein the second response module is used to:

[0192] In response to a movement operation on the second scene component, controlling the second scene component to move in the game editing scene;

[0193] When the second scene component and the first scene component meet the adsorption condition, the second scene component is adsorbed onto the first scene component.

[0194] Based on the editing device of the above-mentioned scene components provided by the embodiment of the present disclosure, the user can select any one scene component from multiple scene components to set as a target scene component for reference. When assembling a target virtual object, the user only needs to move other scene components except the above-mentioned target scene component to a state that satisfies preset conditions with the target scene component. The position parameters of each other scene component can be automatically and adaptively adjusted according to the above-mentioned target scene component for reference, thereby realizing rapid assembly of the target virtual object, effectively simplifying the user's editing method for the scene components, and thus helping to improve the user's customization efficiency for the target virtual object.

[0195] Based on the same inventive concept, the present disclosure also provides an electronic device corresponding to the editing method of the above-mentioned scene component. Since the principle of solving the problem by the electronic device in the embodiment of the present disclosure is similar to the editing method of the above-mentioned scene component in the embodiment of the present disclosure, the implementation of the electronic device can refer to the implementation of the editing method of the above-mentioned scene component, and the repeated parts will not be repeated.

[0196] Figure 7A schematic diagram of the structure of an electronic device 700 provided in an embodiment of the present disclosure includes: a processor 701, a memory 702 and a bus 703, wherein the memory 702 stores machine-readable instructions executable by the processor 701. When the electronic device runs a method for editing a scene component in an embodiment, the processor 701 communicates with the memory 702 via the bus 703, and the processor 701 executes the machine-readable instructions. When the processor 701 executes the machine-readable instructions, the following steps are implemented, specifically:

[0197] Displaying a graphical user interface through a terminal device, displaying a game editing scene in an editing stage on the graphical user interface, wherein the game editing scene includes a plurality of scene components;

[0198] In response to a target setting operation for a first scene component, setting the first scene component as a target scene component, wherein the first scene component is a scene component among the multiple scene components;

[0199] In response to a move operation on a second scene component among the plurality of scene components, controlling the second scene component to move in the game editing scene;

[0200] When the second scene component and the target scene component meet preset conditions, the posture parameters of the second scene component are adaptively adjusted according to the target scene component, wherein the posture parameters include at least one of the following: scaling parameters, rotation parameters, and orientation parameters.

[0201] In an optional implementation, a target virtual control is displayed on the graphical user interface, and when the target setting operation for the first scene component is responded to and the first scene component is set as the target scene component, the processor 701 is used to:

[0202] Determine that the first scene component is selected;

[0203] In response to a triggering operation on the target virtual control, the selected first scene component is set as the target scene component.

[0204] In an optional implementation, when, in response to the target setting operation for the first scene component, the first scene component is set as the target scene component, the processor 701 is configured to:

[0205] In response to a selection operation on the first scene component, displaying a target virtual control on the graphical user interface;

[0206] In response to a triggering operation on the target virtual control, the selected first scene component is set as the target scene component.

[0207] In an optional implementation, the second scene component and the target scene component satisfying a preset condition is that a positional relationship between the second scene component and the target scene component satisfies a preset positional relationship.

[0208] In an optional implementation, the processor 701 is configured to:

[0209] In response to the end of the moving operation, when the second scene component and the target scene component meet a preset condition, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0210] In an optional implementation, the processor 701 is configured to:

[0211] During the movement operation, when the second scene component and the target scene component meet preset conditions, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0212] In an optional implementation, the positional relationship between the second scene component and the target scene component satisfies a preset positional relationship, including:

[0213] The second scene component contacts the target scene component;

[0214] or,

[0215] The relative height between the second scene component and the target scene component is less than or equal to a preset height.

[0216] In an optional implementation, when the second scene component and the target scene component meet a preset condition, the processor 701 is configured to adaptively adjust the posture parameters of the second scene component in accordance with at least one of the following adjustment methods:

[0217] When the second scene component contacts the target scene component, adjusting the posture parameters of the second scene component in a first adjustment manner according to the target scene component;

[0218] When the relative height between the second scene component and the target scene component is less than or equal to a preset height, the posture parameters of the second scene component are adjusted in a second adjustment manner according to the target scene component.

[0219] In an optional implementation, when the second scene component and the target scene component meet a preset condition, the processor 701 is configured to adaptively adjust the posture parameters of the second scene component in accordance with at least one of the following adjustment methods:

[0220] When the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, adaptively adjusting the posture parameters of the second scene component according to the target scene component;

[0221] When the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0222] In an optional implementation, when the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, when the pose parameter of the second scene component is adaptively adjusted according to the target scene component, the processor 701 is used to:

[0223] When the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, the posture parameters of the second scene component are adaptively adjusted in a first adjustment manner according to the target scene component.

[0224] In an optional implementation, when the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to the preset height, when the pose parameter of the second scene component is adaptively adjusted according to the target scene component, the processor 701 is used to:

[0225] When the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, the posture parameters of the second scene component are adaptively adjusted in a second adjustment manner according to the target scene component.

[0226] In an optional implementation, when adaptively adjusting the pose parameters of the second scene component in a first adjustment manner according to the target scene component, the processor 701 is configured to:

[0227] From the component sides of the target scene component, determine the target component side that is closest to the second scene component, and control the second scene component to automatically move to the edge position of the target component side.

[0228] In an optional implementation, when adaptively adjusting the pose parameters of the second scene component in a second adjustment manner according to the target scene component, the processor 701 is configured to:

[0229] From the component planes corresponding to the target scene component, determine the target component plane that is closest to the second scene component, and control the second scene component to automatically move to a target position that is at a preset height from the target component plane.

[0230] In an optional implementation, when adaptively adjusting the pose parameters of the second scene component according to the target scene component, the processor 701 is configured to:

[0231] According to the target scene component, the orientation parameters of the second scene component are adaptively adjusted to control the second scene component to automatically move to a target position that matches the target scene component, wherein the target position includes a side of the target scene component or a plane of the target scene component.

[0232] In an optional implementation, when adaptively adjusting the pose parameters of the second scene component according to the target scene component, the processor 701 is configured to:

[0233] According to the target scene component, the rotation parameter of the second scene component is adaptively adjusted to control the second scene component to automatically rotate to a target angle that matches the target scene component.

[0234] In an optional implementation, when adaptively adjusting the pose parameters of the second scene component according to the target scene component, the processor 701 is configured to:

[0235] According to the target scene component, the scaling parameter of the second scene component is adaptively adjusted to control the second scene component to automatically scale to a target size that matches the target scene component.

[0236] In an optional implementation, the processor 701 is further configured to:

[0237] In response to a move operation on a third scene component among the plurality of scene components, controlling the third scene component to move in the game editing scene;

[0238] When the third scene component and the target scene component meet the preset condition, the posture parameters of the third scene component are adaptively adjusted according to the target scene component and the second scene component.

[0239] In an optional implementation, before the target setting operation for the first scene component is responded to, the processor 701 is further configured to:

[0240] In response to a movement operation on the second scene component, controlling the second scene component to move in the game editing scene;

[0241] When the second scene component and the first scene component meet the adsorption condition, the second scene component is adsorbed onto the first scene component.

[0242] Through the electronic device provided by the embodiment of the present disclosure, the user can select any one scene component from multiple scene components to set as a target scene component for reference. When assembling a target virtual object, the user only needs to move the other scene components except the above-mentioned target scene component to a state that satisfies the preset conditions with the target scene component. The posture parameters of each other scene component can be automatically and adaptively adjusted according to the above-mentioned target scene component for reference, thereby realizing rapid assembly of the target virtual object, effectively simplifying the user's editing method for the scene components, and thus helping to improve the user's customization efficiency for the target virtual object.

[0243] Based on the same inventive concept, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. The computer program is executed when a processor is running, and the processor performs the following steps:

[0244] Displaying a graphical user interface through a terminal device, displaying a game editing scene in an editing stage on the graphical user interface, wherein the game editing scene includes a plurality of scene components;

[0245] In response to a target setting operation for a first scene component, setting the first scene component as a target scene component, wherein the first scene component is a scene component among the multiple scene components;

[0246] In response to a move operation on a second scene component among the plurality of scene components, controlling the second scene component to move in the game editing scene;

[0247] When the second scene component and the target scene component meet preset conditions, the posture parameters of the second scene component are adaptively adjusted according to the target scene component, wherein the posture parameters include at least one of the following: scaling parameters, rotation parameters, and orientation parameters.

[0248] In an optional implementation, a target virtual control is displayed on the graphical user interface, and when the first scene component is set as the target scene component in response to the target setting operation for the first scene component, the processor is used to:

[0249] Determine that the first scene component is selected;

[0250] In response to a triggering operation on the target virtual control, the selected first scene component is set as the target scene component.

[0251] In an optional implementation, when, in response to the target setting operation for the first scene component, the first scene component is set as the target scene component, the processor is configured to:

[0252] In response to a selection operation on the first scene component, displaying a target virtual control on the graphical user interface;

[0253] In response to a triggering operation on the target virtual control, the selected first scene component is set as the target scene component.

[0254] In an optional implementation, the second scene component and the target scene component satisfying a preset condition is that a positional relationship between the second scene component and the target scene component satisfies a preset positional relationship.

[0255] In an optional implementation, the processor is configured to:

[0256] In response to the end of the moving operation, when the second scene component and the target scene component meet a preset condition, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0257] In an optional implementation, the processor is configured to:

[0258] During the movement operation, when the second scene component and the target scene component meet preset conditions, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0259] In an optional implementation, the positional relationship between the second scene component and the target scene component satisfies a preset positional relationship, including:

[0260] The second scene component contacts the target scene component;

[0261] or,

[0262] The relative height between the second scene component and the target scene component is less than or equal to a preset height.

[0263] In an optional implementation, when the second scene component and the target scene component meet a preset condition, the processor is used to adaptively adjust the posture parameters of the second scene component in accordance with at least one of the following adjustment methods:

[0264] When the second scene component contacts the target scene component, adjusting the posture parameters of the second scene component in a first adjustment manner according to the target scene component;

[0265] When the relative height between the second scene component and the target scene component is less than or equal to a preset height, the posture parameters of the second scene component are adjusted in a second adjustment manner according to the target scene component.

[0266] In an optional implementation, when the second scene component and the target scene component meet a preset condition, the processor is used to adaptively adjust the posture parameters of the second scene component in accordance with at least one of the following adjustment methods:

[0267] When the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, adaptively adjusting the posture parameters of the second scene component according to the target scene component;

[0268] When the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

[0269] In an optional implementation, when the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, when adaptively adjusting the pose parameters of the second scene component according to the target scene component, the processor is used to:

[0270] When the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, the posture parameters of the second scene component are adaptively adjusted in a first adjustment manner according to the target scene component.

[0271] In an optional implementation, when the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, when adaptively adjusting the pose parameter of the second scene component according to the target scene component, the processor is used to:

[0272] When the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, the posture parameters of the second scene component are adaptively adjusted in a second adjustment manner according to the target scene component.

[0273] In an optional implementation, when adaptively adjusting the pose parameters of the second scene component in a first adjustment manner according to the target scene component, the processor is configured to:

[0274] From the component sides of the target scene component, determine the target component side that is closest to the second scene component, and control the second scene component to automatically move to the edge position of the target component side.

[0275] In an optional implementation, when adaptively adjusting the pose parameters of the second scene component in a second adjustment manner according to the target scene component, the processor is configured to:

[0276] From the component planes corresponding to the target scene component, determine the target component plane that is closest to the second scene component, and control the second scene component to automatically move to a target position that is at a preset height from the target component plane.

[0277] In an optional implementation, when adaptively adjusting the pose parameters of the second scene component according to the target scene component, the processor is configured to:

[0278] According to the target scene component, the orientation parameters of the second scene component are adaptively adjusted to control the second scene component to automatically move to a target position that matches the target scene component, wherein the target position includes a side of the target scene component or a plane of the target scene component.

[0279] In an optional implementation, when adaptively adjusting the pose parameters of the second scene component according to the target scene component, the processor is configured to:

[0280] According to the target scene component, the rotation parameter of the second scene component is adaptively adjusted to control the second scene component to automatically rotate to a target angle that matches the target scene component.

[0281] In an optional implementation, when adaptively adjusting the pose parameters of the second scene component according to the target scene component, the processor is configured to:

[0282] According to the target scene component, the scaling parameter of the second scene component is adaptively adjusted to control the second scene component to automatically scale to a target size that matches the target scene component.

[0283] In an optional implementation, the processor is further configured to:

[0284] In response to a move operation on a third scene component among the plurality of scene components, controlling the third scene component to move in the game editing scene;

[0285] When the third scene component and the target scene component meet the preset condition, the posture parameters of the third scene component are adaptively adjusted according to the target scene component and the second scene component.

[0286] In an optional implementation, before the response to the target setting operation for the first scene component, the processor is further configured to:

[0287] In response to a movement operation on the second scene component, controlling the second scene component to move in the game editing scene;

[0288] When the second scene component and the first scene component meet the adsorption condition, the second scene component is adsorbed onto the first scene component.

[0289] Through the computer-readable storage medium provided by the embodiment of the present disclosure, the user can select any one scene component from multiple scene components to set as a target scene component for reference. When assembling a target virtual object, the user only needs to move the other scene components except the above-mentioned target scene component to a state that satisfies the preset conditions with the target scene component. Then, the posture parameters of each other scene component can be automatically and adaptively adjusted according to the above-mentioned target scene component for reference, thereby realizing rapid assembly of the target virtual object, effectively simplifying the user's editing method for the scene components, and thus helping to improve the user's customization efficiency for the target virtual object.

[0290] In the embodiments of the present disclosure, the computer-readable storage medium can also execute other machine-readable instructions when run by the processor to execute the editing method of the scene component as described in other embodiments. For the specific steps and principles of the editing method of the scene component to be executed, please refer to the description of the method side embodiment, which will not be repeated here.

[0291] In the embodiments provided in the present disclosure, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of systems or units, which can be electrical, mechanical or other forms.

[0292] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0293] In addition, each functional unit in the embodiments provided in the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0294] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0295] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0296] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure. They should all be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.

Claims

1. A method for editing a scene component, characterized in that: The editing method comprises: Displaying a graphical user interface through a terminal device, displaying a game editing scene in an editing stage on the graphical user interface, wherein the game editing scene includes a plurality of scene components; In response to a target setting operation for a first scene component, setting the first scene component as a target scene component, wherein the first scene component is a scene component among the multiple scene components; In response to a move operation on a second scene component among the plurality of scene components, controlling the second scene component to move in the game editing scene; When the second scene component and the target scene component meet preset conditions, the posture parameters of the second scene component are adaptively adjusted according to the target scene component, wherein the posture parameters include at least one of the following: scaling parameters, rotation parameters, and orientation parameters.

2. The editing method according to claim 1, characterized in that: The graphical user interface displays a target virtual control, and the response to the target setting operation for the first scene component sets the first scene component as the target scene component, including: Determine that the first scene component is selected; In response to a triggering operation on the target virtual control, the selected first scene component is set as the target scene component.

3. The editing method according to claim 1, characterized in that: In response to the target setting operation for the first scene component, setting the first scene component as a target scene component includes: In response to a selection operation on the first scene component, displaying a target virtual control on the graphical user interface; In response to a triggering operation on the target virtual control, the selected first scene component is set as the target scene component.

4. The editing method according to claim 1, characterized in that: The second scene component and the target scene component satisfy a preset condition if the positional relationship between the second scene component and the target scene component satisfies a preset positional relationship.

5. The editing method according to claim 1, characterized in that: When the second scene component and the target scene component meet a preset condition, adaptively adjusting the pose parameters of the second scene component according to the target scene component includes: In response to the end of the moving operation, when the second scene component and the target scene component meet a preset condition, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

6. The editing method according to claim 1, characterized in that: When the second scene component and the target scene component meet a preset condition, adaptively adjusting the pose parameters of the second scene component according to the target scene component includes: During the movement operation, when the second scene component and the target scene component meet preset conditions, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

7. The editing method according to claim 4, characterized in that: The positional relationship between the second scene component and the target scene component satisfies a preset positional relationship, including: The second scene component contacts the target scene component; or, The relative height between the second scene component and the target scene component is less than or equal to a preset height.

8. The editing method according to claim 7, characterized in that: When the second scene component and the target scene component meet a preset condition, the step of adaptively adjusting the posture parameters of the second scene component according to the target scene component includes at least one of the following: When the second scene component contacts the target scene component, adjusting the posture parameters of the second scene component in a first adjustment manner according to the target scene component; When the relative height between the second scene component and the target scene component is less than or equal to a preset height, the posture parameters of the second scene component are adjusted in a second adjustment manner according to the target scene component.

9. The editing method according to claim 7, characterized in that: When the second scene component and the target scene component meet a preset condition, the step of adaptively adjusting the posture parameters of the second scene component according to the target scene component includes at least one of the following: When the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, adaptively adjusting the posture parameters of the second scene component according to the target scene component; When the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, the posture parameters of the second scene component are adaptively adjusted according to the target scene component.

10. The editing method according to claim 9, characterized in that: When the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, the step of adaptively adjusting the pose parameters of the second scene component according to the target scene component comprises: When the component attribute of the second scene component belongs to the first attribute, in response to the second scene component contacting the target scene component, the posture parameters of the second scene component are adaptively adjusted in a first adjustment manner according to the target scene component.

11. The editing method according to claim 9, characterized in that: When the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, the step of adaptively adjusting the posture parameter of the second scene component according to the target scene component comprises: When the component attribute of the second scene component belongs to the second attribute, in response to the relative height between the second scene component and the target scene component being less than or equal to a preset height, the posture parameters of the second scene component are adaptively adjusted in a second adjustment manner according to the target scene component.

12. The editing method according to claim 8 or 10, characterized in that: The step of adaptively adjusting the pose parameters of the second scene component in a first adjustment manner according to the target scene component includes: From the component sides of the target scene component, determine the target component side that is closest to the second scene component, and control the second scene component to automatically move to the edge position of the target component side.

13. The editing method according to claim 8 or 11, characterized in that: The step of adaptively adjusting the pose parameters of the second scene component in a second adjustment manner according to the target scene component includes: From the component planes corresponding to the target scene component, determine the target component plane that is closest to the second scene component, and control the second scene component to automatically move to a target position that is at a preset height from the target component plane.

14. The editing method according to claim 1, characterized in that: The step of adaptively adjusting the pose parameters of the second scene component according to the target scene component comprises: According to the target scene component, the orientation parameters of the second scene component are adaptively adjusted to control the second scene component to automatically move to a target position that matches the target scene component, wherein the target position includes a side of the target scene component or a plane of the target scene component.

15. The editing method according to claim 1, characterized in that: The step of adaptively adjusting the pose parameters of the second scene component according to the target scene component comprises: According to the target scene component, the rotation parameter of the second scene component is adaptively adjusted to control the second scene component to automatically rotate to a target angle that matches the target scene component.

16. The editing method according to claim 1, characterized in that: The step of adaptively adjusting the pose parameters of the second scene component according to the target scene component comprises: According to the target scene component, the scaling parameter of the second scene component is adaptively adjusted to control the second scene component to automatically scale to a target size that matches the target scene component.

17. The editing method according to claim 1, characterized in that: The editing method further comprises: In response to a move operation on a third scene component among the plurality of scene components, controlling the third scene component to move in the game editing scene; When the third scene component and the target scene component meet the preset condition, the posture parameters of the third scene component are adaptively adjusted according to the target scene component and the second scene component.

18. The editing method according to claim 1, characterized in that: Before the target setting operation for the first scene component is responded to, the editing method further includes: In response to a movement operation on the second scene component, controlling the second scene component to move in the game editing scene; When the second scene component and the first scene component meet the adsorption condition, the second scene component is adsorbed onto the first scene component.

19. A scene component editing device, characterized in that: The editing device comprises: A display module, used to display a graphical user interface through a terminal device, and display a game editing scene in an editing stage on the graphical user interface, wherein the game editing scene includes a plurality of scene components; a triggering module, configured to respond to a target setting operation for a first scene component and set the first scene component as a target scene component, wherein the first scene component is a scene component among the multiple scene components; A moving module, used for responding to a moving operation on a second scene component among the plurality of scene components, and controlling the second scene component to move in the game editing scene; An overlay module is used to adaptively adjust the posture parameters of the second scene component according to the target scene component when the second scene component and the target scene component meet preset conditions, wherein the posture parameters include at least one of the following: scaling parameters, rotation parameters, and orientation parameters.

20. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the method for editing a scene component as described in any one of claims 1 to 18 are performed.

21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for editing a scene component as described in any one of claims 1 to 18 are executed.