A spatial cutting processing method based on Unreal Engine

By creating levels and writing cutting logic in UnreaI Engine, efficient space cutting and plot editing is achieved, the shortcomings of existing tools are solved, development efficiency and cutting accuracy are improved, and flexible editing and data recording in a variety of application scenarios are supported.

CN119367773BActive Publication Date: 2025-04-08SHANGHAI YINSHENG INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202411932954.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-12-26
Publication Date
2025-04-08
Estimated Expiration
2044-12-26

AI Technical Summary

Technical Problem

The existing UnreaI Engine tools lack efficient space cutting and plot editing functions, and are inconvenient to operate, making it difficult to meet the needs of game development, virtual reality and architectural design.

Method used

Create levels in UnreaI Engine, write spatial cutting logic, cut levels into multiple plots through geometry processing tools, and provide plot selection and editing tools, supporting data storage and automatic shooting functions.

Benefits of technology

It realizes efficient space cutting and plot editing, improves development efficiency, provides flexible editing tools and convenient record sharing functions, and is suitable for application scenarios such as game development, virtual reality and building visualization.

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Abstract

The present invention provides a spatial cutting processing method based on Unreal Engine, which relates to the technical field of computer graphics. The spatial cutting processing method includes creating a level, writing spatial cutting logic, executing cutting operations, selecting and editing plots, saving and loading data, and automatic shooting functions. By creating a level containing geometric shapes and implementing spatial cutting logic in a blueprint, the level is cut into multiple plots. The user can select a plot by clicking or touching the mouse, and use editing tools to move, scale, rotate, and other operations on the model in the plot. The data is saved to the database through the back end so that the saved data can be imported the next time you log in. In addition, the system also supports an automatic shooting function to record and share images of each plot.
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Description

Technical Field

[0001] The present invention relates to the technical field of computer graphics, and in particular to a space cutting processing method based on Unreal Engine. Background Art

[0002] Space cutting is a common requirement in game development, virtual reality (VR), augmented reality (AR), and architectural design. Traditional space cutting methods usually rely on complex geometric algorithms, which are inconvenient to operate and inefficient. In addition, existing tools often lack the function of flexible editing and recording of cut plots.

[0003] Unreal Engine is a powerful game engine that provides rich graphics processing and interactive functions. However, the existing Unreal Engine tools do not directly support efficient space cutting and plot editing functions. Therefore, a new method is needed to achieve this goal. Summary of the invention

[0004] Technical issues solved

[0005] In view of the deficiencies in the prior art, the present invention provides a spatial cutting processing method based on Unreal Engine to solve the technical problems.

[0006] Technical Solution

[0007] To achieve the above objectives, the present invention is implemented through the following technical solutions: a space cutting processing method based on Unreal Engine, the space cutting processing method comprising the following steps:

[0008] Create a level: Create a level containing several geometric shapes in Unreal Engine;

[0009] Write space cutting logic: Write space cutting logic in the blueprint to detect user input to determine the location information and direction of the cutting plane;

[0010] Perform cutting operations: Use geometry processing tools to cut the level into multiple plots;

[0011] Plot selection and editing: Implement the plot selection function, allowing users to select plots by clicking or touching the mouse, and provide editing tools to move, scale, or rotate the model in the selected plot;

[0012] Data saving and loading: The land parcel data is saved to the database through the back-end system, and the saved data is loaded from the database when the user logs in next time;

[0013] Automatic shooting function: After the plot editing is completed, each plot will be automatically imaged and saved.

[0014] Preferably, the step of creating a level further comprises:

[0015] Sp1. Create a new level in Unreal Engine;

[0016] Sp2. Add required geometric shapes such as cubes and cuboids;

[0017] Sp3. Set up the basic layout and environment of the level.

[0018] Preferably, the step of writing the space cutting logic further includes:

[0019] Sp1. Create a blueprint class that inherits from Actor;

[0020] Sp2. Add necessary variables such as the position and direction of the cutting plane in the blueprint;

[0021] Sp3. Write logic to detect user input and determine the specific position and direction of the cutting plane;

[0022] Sp4. Store the cut pieces of land as new geometric objects and display them in the level.

[0023] Preferably, the plot selection and editing step further comprises:

[0024] Sp1. Add plot selection logic in the blueprint, allowing users to select plots by mouse click or touch operation;

[0025] Sp2. Provides editing tools including moving, scaling, and rotating, and supports corresponding editing operations on the model in the selected plot.

[0026] Preferably, the data saving and loading steps further include:

[0027] Sp1. Data preservation: The location information, direction information and editing status of the plot are saved to the database through the back-end system;

[0028] Sp2. Data loading: When the user logs in next time, the saved plot data is retrieved and loaded from the database and restored to the level.

[0029] Preferably, the automatic shooting function step further includes:

[0030] Sp1. Add automatic shooting logic in the blueprint to detect the event that the plot editing is completed;

[0031] Sp2. Use SceneCaptureComponent2D component to capture images of each plot;

[0032] Sp3. Save the captured image to a predetermined storage path.

[0033] Preferably, the system corresponding to the space cutting processing method based on Unreal Engine includes:

[0034] Creation module for creating levels containing several geometric shapes in Unreal Engine;

[0035] The cutting logic module is used to write spatial cutting logic in the blueprint and detect user input to determine the position information and direction of the cutting plane;

[0036] A cutting execution module is used to perform cutting operations on the level using geometry processing tools to divide the level into multiple plots;

[0037] The selection and editing module is used to implement the plot selection function, allowing users to select plots by clicking or touching the mouse, and providing editing tools to move, scale or rotate the model in the selected plot;

[0038] The data management module is used to save the plot data to the database through the back-end system and load the saved data from the database when the user logs in next time;

[0039] The automatic shooting module is used to automatically shoot images of each plot and save the images after the plot editing is completed.

[0040] Preferably, the cutting logic module further comprises a logic unit for detecting user input to determine the specific position and direction of the cutting plane.

[0041] Preferably, the selection and editing module also includes a functional unit for performing image capture using a SceneCaptureComponent2D component.

[0042] Preferably, the data management module further includes a functional unit for saving data such as location information, direction information and editing status of the plot to a database, and a functional unit for retrieving and loading the saved plot data from the database.

[0043] Beneficial Effects

[0044] The present invention provides a space cutting processing method based on Unreal Engine, which has the following beneficial effects:

[0045] The present invention creates a level containing geometric shapes and implements spatial cutting logic in the blueprint to cut the level into multiple plots. Users can select a plot by clicking or touching the mouse, and use editing tools to move, scale, rotate, and other operations on the model in the plot. The data is saved to the database through the backend so that the saved data can be imported the next time you log in. In addition, the system also supports automatic shooting function to record and share images of each plot. BRIEF DESCRIPTION OF THE DRAWINGS

[0046] Figure 1 A diagram of a spatial cutting processing method of the present invention;

[0047] Figure 2 This is a composition diagram of the space cutting processing system of the present invention. DETAILED DESCRIPTION

[0048] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention. Specific embodiment 1

[0050] As shown in the figure, a space cutting processing method based on Unreal Engine, the space cutting processing method includes the following steps:

[0051] Create a level: Create a level containing several geometric shapes in Unreal Engine; the steps of creating a level further include:

[0052] Sp1. Create a new level in Unreal Engine;

[0053] Sp2. Add required geometric shapes such as cubes and cuboids;

[0054] Sp3. Set up the basic layout and environment of the level;

[0055] Writing space cutting logic: Writing space cutting logic in the blueprint, detecting user input to determine the location information and direction of the cutting plane; the steps of writing space cutting logic further include:

[0056] Sp1. Create a blueprint class that inherits from Actor;

[0057] Sp2. Add necessary variables such as the position and direction of the cutting plane in the blueprint;

[0058] Sp3. Write logic to detect user input and determine the specific position and direction of the cutting plane;

[0059] Sp4. Store the cut plots as new geometric objects and display them in the level;

[0060] Perform cutting operations: Use geometry processing tools to cut the level into multiple plots;

[0061] Plot selection and editing: Implement the plot selection function, allowing users to select plots by clicking or touching the mouse, and provide editing tools to move, scale or rotate the model in the selected plot; the plot selection and editing steps further include:

[0062] Sp1. Add plot selection logic in the blueprint, allowing users to select plots by mouse click or touch operation;

[0063] Sp2. Provides editing tools including moving, scaling, and rotating, and supports corresponding editing operations on the model in the selected plot.

[0064] Data saving and loading: The land parcel data is saved to the database through the back-end system, and the saved data is loaded from the database when the user logs in next time; the data saving and loading steps further include:

[0065] Sp1. Data preservation: The location information, direction information and editing status of the plot are saved to the database through the back-end system;

[0066] Sp2. Data loading: When the user logs in next time, the saved plot data is retrieved and loaded from the database and restored to the level.

[0067] Automatic shooting function: After the plot editing is completed, each plot is automatically imaged and the image is saved. The automatic shooting function steps further include:

[0068] Sp1. Add automatic shooting logic in the blueprint to detect the event that the plot editing is completed;

[0069] Sp2. Use SceneCaptureComponent2D component to capture images of each plot;

[0070] Sp3. Save the captured image to a predetermined storage path.

[0071] The present invention provides a spatial cutting processing method based on Unreal Engine, which creates a level containing geometric shapes and implements spatial cutting logic in a blueprint to cut the level into multiple plots. The user can select the plot by clicking or touching the mouse, and use the editing tool to move, scale, rotate, and other operations on the model in the plot. The data is saved to the database through the back end so that the saved data can be imported the next time you log in. In addition, the system also supports an automatic shooting function to record and share images of each plot. This method not only improves development efficiency and cutting accuracy, but also provides rich editing tools and convenient recording and sharing functions, which is suitable for a variety of application scenarios.

[0072] In Unreal Engine, geometric shapes (such as cubes, cuboids, etc.) are usually represented by meshes. Each mesh consists of vertices, edges, and faces. Mathematically, a mesh can be represented by the coordinates of the vertices and the indices of the facets. Vertex representation: The position of a vertex in three-dimensional space is represented by a three-dimensional coordinate vector:

[0073] in, , Represents the coordinates of the vertex on the X, Y, and Z axes respectively.

[0074] Patch representation:

[0075] A patch is usually composed of multiple vertex indices. A triangle patch consists of three vertex indices: Indicates that it corresponds to the first , No. , No. Vertices.

[0076] The basic layout of a level involves the position, rotation, and scale of geometric shapes. The transformation of each geometric shape can be represented by an affine transformation matrix, including translation, rotation, and scale.

[0077] Affine transformation matrix:

[0078] in:

[0079] is the scaling factor, is the translation vector.

[0080] Rotation transformation: Rotation can be represented by a rotation matrix. The rotation matrix around any axis can be defined by Euler angles or quaternions. The rotation matrix is:

[0081] The core of the space cutting logic is to define the cutting plane according to the user input and cut the geometric object according to the plane. Representation of cutting plane A plane can be represented in 3D space by point method or intercept method.

[0082] Point method representation:

[0083] in: is the normal vector of the plane, is a point on the plane, For any point in space.

[0084] Intercept form:

[0085] in, are the intercepts of the plane with the X, Y, and Z axes.

[0086] The position and direction of the cutting plane are determined by user input, so the point representation is more flexible.

[0087] User input detection and cutting plane determination, input detection:

[0088] The user defines the location and direction of the cutting plane by clicking or touching the mouse. The specific steps are as follows: Capture the user's input event (such as the mouse click position). Get the coordinates of the input point in three-dimensional space .

[0089] Determine the cutting plane direction: The direction can be based on the user's dragging operation or a predefined direction. Assume that the user determines the plane's normal vector n by dragging. Calculate plane parameters: Set the plane to pass through the point And the normal vector is n.

[0090] The equation of the plane is: Set the plane through the point , then the equation of the plane can be expressed as:

[0091]

[0092] is a known point on the plane, and all points on the plane pass through this point; A, B, and C represent the components of the normal vector on the x, y, and z axes respectively; is a standard point on the plane

[0093] Cutting of geometric objects involves splitting the mesh into two sub-meshes according to the cutting plane.

[0094] Step 1: Determine the position of the vertex on the plane

[0095] For each vertex in the mesh , calculate its distance to the plane according to The sign of determines the half-space in which the vertex lies : The vertex is on the side pointed by the plane normal vector n. The vertex is on the other side of the plane, : The vertices lie on the plane.

[0096] Step 2: For each face (such as a triangle), according to its vertex The values ​​are classified as follows: All vertices are on the same side: the patch belongs to this side completely. Vertices cross the plane: the patch needs to be clipped to generate new patches and edges;

[0097] Step 3: When a patch crosses a plane, calculate the intersection with the plane and generate new vertices and patches. Suppose a triangle has one vertex on one side of the plane and two on the other side: Intersection calculation: For edges from the positive half-space to the negative half-space, find the intersection For edges from the negative half-space to the positive half-space, find the intersection . Linear interpolation calculation of intersection: Let the edge endpoints be and , the corresponding distance is and . Intersection Through the parameters calculate:

[0098]

[0099] Generate new patches based on the intersection points, making sure all patches are on one side of the plane.

[0100] Step 4: Construct the subgrid:

[0101] The original mesh is divided into two sub-meshes according to the cutting results, and each sub-mesh contains its corresponding faces and vertices.

[0102] 4. Perform cutting operation

[0103] The execution of the cutting operation mainly depends on the above-mentioned geometric cutting algorithm. In order to efficiently implement cutting in Unreal Engine:

[0104] 4.1 In Unreal Engine, cutting operations can be implemented through Boolean operations (CSG):

[0105] Basic principles of Boolean operations:

[0106] Union: Merges two geometries, removing any overlap.

[0107] Intersection: Keep the overlapping parts of two geometries.

[0108] Difference: Subtracting parts of one geometry from another.

[0109] Application of difference in cutting operation: Perform difference operation on the original geometry and the infinite geometry defined by the cutting plane to obtain the sub-geometry after cutting.

[0110] Mathematical expression: Let the original geometry be , the half-space defined by the cutting plane is and (The plane divides the space into two parts). For complex meshes, Boolean operations may lead to increased topological complexity. Therefore, it is necessary to optimize the mesh structure to simplify Boolean operations. Use hierarchical meshes or simplified meshes to improve operation efficiency.

[0111] Data saving and loading involves persisting the geometry and state information of the plots.

[0112] 6.1 Data structure, the data of each plot can be represented as a set:

[0113] is the vertex coordinate; is a set of patch indices; T is the transformation matrix of the plot.

[0114] Convert the above data structure into a storage format (such as JSON, XML) so that it can be saved in the database.

[0115] Saving process: Extracting plot data:

[0116] Get the vertex coordinates of the plot , patch index and transformation matrix T;

[0117] Serialized to JSON format:

[0118] Store in the database and store the serialized JSON data in the corresponding table of the database.

[0119] Loading process: retrieve data from the database and obtain the saved JSON data.

[0120] Deserialization: Parse JSON data into vertices, faces, and transformation matrices of plots.

[0121] Reconstruct the parcel: Reconstruct the parcel's geometry and transformations in Unreal Engine based on the deserialized data.

[0122] The automatic shooting function is used to capture and save the image of each plot after the plot editing is completed.

[0123] 7.1 The position and orientation of the camera in three-dimensional space determine the viewing angle of the captured image. The projection process of the camera can be achieved through the projection matrix.

[0124] Perspective projection matrix:

[0125] is the field of view (FOV); is the aspect ratio (AspectRatio); NearClippingPlane It is the far clipping plane (FarClippingPlane).

[0126] Camera transformation: View matrix (V):

[0127] Convert the world coordinate system to the camera coordinate system. Define the position of the camera , Target point and the upper vector .

[0128]

[0129]

[0130] 2. Projection transformation: Project the points in the camera coordinate system to the two-dimensional screen coordinate system.

[0131] Set up SceneCaptureComponent2D: In Unreal Engine, SceneCaptureComponent2D is used to capture scene images. Configure its position and orientation so that it faces the plot. Use the above projection matrix P and view matrix V to convert the 3D coordinates of the plot into a 2D image. Save the converted image data to a predetermined storage path through the rendering pipeline. Specific embodiment 2

[0133] A system corresponding to a spatial cutting processing method based on Unreal Engine includes:

[0134] Creation module for creating levels containing several geometric shapes in Unreal Engine;

[0135] The cutting logic module is used to write spatial cutting logic in the blueprint, detect user input to determine the position information and direction of the cutting plane, and can also be used to detect the logic unit of user input to determine the specific position and direction of the cutting plane;

[0136] A cutting execution module is used to perform cutting operations on the level using geometry processing tools to divide the level into multiple plots;

[0137] The selection and editing module is used to implement the plot selection function. It allows users to select plots by clicking or touching the mouse, and provides editing tools to move, scale or rotate the model in the selected plot. It can also use the SceneCaptureComponent2D component to perform image capture.

[0138] The data management module is used to save the plot data to the database through the back-end system and load the saved data from the database when the user logs in next time. It can also be used as a functional unit for saving the location information, direction information and editing status of the plot to the database, and a functional unit for retrieving and loading the saved plot data from the database;

[0139] The automatic shooting module is used to automatically shoot images of each plot and save the images after the plot editing is completed.

[0140] Through modular design, efficient, accurate and flexible level space cutting and editing are achieved. The system consists of creation module, cutting logic module, cutting execution module, selection and editing module, data management module and automatic shooting module. Each module works together to form a complete space cutting and editing solution, which is suitable for various application scenarios such as game development, virtual reality (VR), and architectural visualization.

[0141] The creation module is responsible for building levels in Unreal Engine, which contains several basic elements of geometric shapes. Specifically, the creation module first generates a new level in Unreal Engine, then adds the required geometric shapes, such as cubes, cuboids, cylinders, etc., and sets the basic layout and environmental parameters of the level (such as lighting, materials, textures, etc.). This module ensures that the level has the necessary geometric foundation and environmental settings, providing a good starting point for subsequent space cutting operations. Through preset templates or automated scripts, the creation module can quickly generate complex level structures, significantly improving development efficiency.

[0142] The cutting logic module is used to write and implement the logic of space cutting in the blueprint. This module dynamically determines the specific position and direction of the cutting plane by detecting user input (such as mouse clicks, drags, or touch operations). Specific operations include creating a blueprint class that inherits from Actor, adding necessary variables such as the position and direction of the cutting plane, and writing logic to respond to user input and adjust the parameters of the cutting plane in real time. The cutting logic module is not only responsible for determining the geometric properties of the cutting plane, but also supports multiple cutting modes (such as horizontal cutting, vertical cutting, and cutting at any angle), thereby realizing flexible space cutting. Combined with the powerful blueprint system of Unreal Engine, the cutting logic module can realize complex user interaction and real-time feedback, improving user experience and ease of operation.

[0143] The cutting execution module uses geometric processing tools to perform actual cutting operations on the level, dividing the level into multiple independent plots. This module receives the cutting plane information provided by the cutting logic module, and uses precise geometric algorithms (such as Boolean operations, grid cutting, etc.) to divide the level and generate multiple independent plot objects. The cutting execution module ensures the high precision and efficiency of the cutting operation, and guarantees the accuracy and stability of the cutting results through optimized geometric processing tools and algorithms. In addition, the module also supports multiple cutting operations, allowing users to perform multiple cuts in the same level to generate complex plot structures to meet diverse design needs.

[0144] The selection and editing module implements the selection and editing functions of plots. Users can select plots by clicking or touching the mouse. The module provides a variety of editing tools including moving, scaling, rotating, etc., and supports flexible editing operations on the models in the selected plots. Specifically, the selection and editing module adds plot selection logic to the blueprint, identifies the user's selection behavior, and highlights the selected plot to provide an intuitive editing interface. In addition, the module also integrates the SceneCaptureComponent2D component for real-time image capture during the editing process to provide instant visual feedback. The design of this module enhances the convenience of user interaction and the diversity of editing operations, improving the overall editing efficiency and user experience. In actual applications, developers can customize and expand editing tools according to project requirements to support more complex editing operations such as copying, deleting, and property adjustment.

[0145] The data management module is responsible for saving and loading the plot data, ensuring the persistent storage of data and the continuity across sessions. The module saves the location information, direction information, editing status and other data of the plot to the database through the back-end system (such as cloud database, local database or file system). The next time the user logs in, the saved data can be retrieved and loaded from the database and restored to the level. The data management module not only realizes the efficient storage and retrieval of data, but also supports multi-user collaboration to ensure the consistency and integrity of data. By realizing incremental saving and version control, the module can effectively manage large-scale data, improve the reliability of the system and the convenience of users. In addition, the data management module can also integrate data encryption and permission management functions to ensure the security and privacy protection of data and adapt to the needs of different application scenarios.

[0146] After the plot editing is completed, the automatic shooting module automatically captures images of each plot and saves the captured images. The module detects the event of plot editing completion through blueprint logic, uses the SceneCaptureComponent2D component to capture images of each plot, and saves the captured images to a predetermined storage path (such as local storage, cloud storage, or a specified folder). The automatic shooting function not only simplifies the process of image recording and sharing, but also provides high-quality image data for subsequent visualization, project review, and results presentation. Combined with batch processing and scheduled tasks, the automatic shooting module can efficiently process a large number of plots and ensure the timeliness and consistency of image capture. In addition, the module also supports custom shooting parameters (such as resolution, viewing angle, lighting settings, etc.) to meet the requirements of image quality and style in different application scenarios.

[0147] Through modular design, the functions of level creation, space cutting, plot selection and editing, data management and automatic shooting are organically integrated to form an efficient, accurate and flexible space cutting and editing solution. The collaborative work of various modules in the system not only improves development efficiency and cutting accuracy, but also supports a variety of editing operations, facilitates persistent storage of data and recording and sharing of images, and has significant practicality and innovation.

[0148] In actual applications, the system can adapt to the needs of complex level design, support real-time multi-person collaboration, and allow multiple users to perform cutting and editing operations on the same level at the same time, thereby improving team collaboration efficiency. In addition, the integration of machine learning algorithms can further optimize the automatic cutting and image capture process, and improve cutting accuracy and image quality by intelligently analyzing user behavior and plot characteristics. The system can also be integrated with other tools and platforms (such as 3D modeling software, version control systems, etc.) to achieve a wider range of applications and functional expansion.

[0149] Game development: Developers can use the system to quickly create and edit complex game levels, flexibly adjust terrain and structure, and improve the efficiency and quality of game design.

[0150] Virtual Reality (VR): In VR applications, the real-time cutting and editing functions provided by the system can help users create and customize virtual environments, enhancing immersion and interactivity.

[0151] Architectural visualization: Architects and designers can use the system for space planning and design, adjust building structure and layout in real time, and improve design accuracy and efficiency.

[0152] Education and Training: Educational institutions can use the system for interactive teaching to help students understand the principles and applications of space cutting and geometric processing.

[0153] The system can be further optimized and expanded by:

[0154] Performance optimization: By optimizing geometry processing algorithms and data management strategies, the system's performance in large-scale levels and high-complexity cutting operations is improved.

[0155] User interface improvement: Design a more intuitive and friendly user interface to enhance user convenience and experience.

[0156] Function expansion: Add more editing tools and cutting modes to support more complex and diverse space cutting and editing needs.

[0157] Intelligent assistance: Integrated intelligent assistant or suggestion system provides intelligent cutting and editing suggestions based on user operating habits and design requirements to improve work efficiency.

[0158] It should be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, the elements defined by the statement "comprising a reference structure" do not exclude the existence of other identical elements in the process, method, article or device including the elements.

[0159] Although embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that various changes, modifications, substitutions and variations may be made to the embodiments without departing from the principles and spirit of the present invention, and that the scope of the present invention is defined by the appended claims and their equivalents.

Claims

1. A spatial cutting processing method based on Unreal Engine, characterized in that: The space cutting processing method comprises the following steps: Create a level: Create a level containing several geometric shapes in Unreal Engine; Write space cutting logic: Write space cutting logic in the blueprint to detect user input to determine the location information and direction of the cutting plane; The position and orientation of the cutting plane are determined by user input using the point method; User input detection and cutting plane determination, input detection: The user defines the position information and direction of the cutting plane by clicking the mouse or touching the screen. The specific steps are as follows: Capture the user's input event; Get the coordinates of the input point in three-dimensional space ; Determine the direction of the cutting plane: the direction is based on the user's dragging operation or a predefined direction; the user determines the normal vector n of the plane by dragging; plane parameter calculation: set the plane through the point And the normal vector is n; the equation of the plane is: Suppose the plane passes through the point , then the equation of the plane is expressed as: ; is a known point on the plane, and all points on the plane pass through this point; A, B, and C represent the components of the normal vector on the x, y, and z axes respectively; is a standard point on the plane; Perform cutting operations: Use geometry processing tools to cut the level into multiple plots; Plot selection and editing: Implement the plot selection function, allowing users to select plots by clicking or touching the mouse, and provide editing tools to move, scale or rotate the model in the selected plot; Data saving and loading: The land parcel data is saved to the database through the back-end system, and the saved data is loaded from the database when the user logs in next time; Automatic shooting function: After the plot editing is completed, each plot will be automatically imaged and saved.

2. According to claim 1, a spatial cutting processing method based on Unreal Engine is characterized in that: The creating level further comprises: Sp1. Create a new level in Unreal Engine; Sp2. Add the required cube and cuboid geometric shapes; Sp3. Set up the level layout and environment.

3. The spatial cutting processing method based on Unreal Engine according to claim 1 is characterized in that: The writing of space cutting logic further includes: Sp1. Create a blueprint class that inherits from Actor; Sp2. Add the necessary variables for the position and direction of the cutting plane in the blueprint; Sp3. Write logic to detect user input and determine the specific position and direction of the cutting plane; Sp4. Store the cut pieces of land as new geometric objects and display them in the level.

4. The spatial cutting processing method based on Unreal Engine according to claim 1 is characterized in that: The plot selection and editing further includes: Sp1. Add plot selection logic in the blueprint, allowing users to select plots by mouse click or touch operation; Sp2. Provides editing tools including moving, scaling, and rotating, and supports corresponding editing operations on the model in the selected plot.

5. The spatial cutting processing method based on Unreal Engine according to claim 1 is characterized in that: The data saving and loading further includes: Sp1. Data preservation: The location information, direction information and editing status data of the plot are saved to the database through the back-end system; Sp2. Data loading: When the user logs in next time, the saved plot data is retrieved and loaded from the database and restored to the level.

6. The spatial cutting processing method based on Unreal Engine according to claim 1 is characterized in that: The automatic shooting function further includes: Sp1. Add automatic shooting logic in the blueprint to detect the event that the plot editing is completed; Sp2. Use SceneCaptureComponent2D component to capture images of each plot; Sp3. Save the captured image to a predetermined storage path.

7. A system corresponding to a spatial cutting processing method based on Unreal Engine according to any one of claims 1 to 6, characterized in that: The system comprises: Creation module for creating levels containing several geometric shapes in Unreal Engine; The cutting logic module is used to write spatial cutting logic in the blueprint and detect user input to determine the position information and direction of the cutting plane; A cutting execution module is used to perform cutting operations on the level using geometry processing tools to divide the level into multiple plots; The selection and editing module is used to implement the plot selection function, allowing users to select plots by clicking or touching the mouse, and providing editing tools to move, scale or rotate the model in the selected plot; The data management module is used to save the plot data to the database through the back-end system and load the saved data from the database when the user logs in next time; The automatic shooting module is used to automatically shoot images of each plot and save the images after the plot editing is completed.

8. The space cutting processing system based on Unreal Engine according to claim 7 is characterized in that: The cutting logic module also includes a logic unit for detecting user input to determine the specific position and direction of the cutting plane.

9. The space cutting processing system based on Unreal Engine according to claim 7 is characterized in that: The selection and editing module also includes a functional unit for performing image capture using a SceneCaptureComponent2D component.

10. The space cutting processing system based on Unreal Engine according to claim 7 is characterized in that: The data management module also includes a functional unit for saving the location information, direction information and editing status data of the plot to the database, and a functional unit for retrieving and loading the saved plot data from the database.

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