Game editing processing method and device, computer program product and electronic equipment

By emitting rays in the game editing interface and displaying projection marks at intersections, the problem of frequently moving the camera perspective in game editing is solved, and more efficient spatial position observation and editing operations are achieved.

CN119499641APending Publication Date: 2025-02-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411567565.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-05
Publication Date
2025-02-25

AI Technical Summary

Technical Problem

During game editing, users need to frequently move the camera perspective to observe the relative position between the edited object and other scene components, resulting in cumbersome operation and inefficient efficiency.

Method used

The scene screen of the game editing scene is displayed in the graphical user interface. By emitting rays from the position of the target editing object to the coordinate axis parallel to the preset coordinate system, the intersection point of the ray and the scene component are determined, and the projection mark is displayed at the intersection point, so that the user can intuitively observe the relative position of the target editing object and other components.

Benefits of technology

Without frequent movement of the camera perspective, users can intuitively observe the relative positions of the target editing object and other components in the game editing scene, assist in establishing clear spatial awareness, reducing misoperation, and improving game editing efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game editing processing method and device, a computer program product and electronic equipment, and relates to the technical field of games. The game editing processing method comprises the following steps: displaying a scene picture of at least part of a game editing scene in a graphical user interface; the game editing scene comprises a scene component; emitting rays in the direction parallel to the coordinate axis of the preset coordinate system by taking the position of the target editing object in the game editing scene as a starting point, and determining an intersection point of the rays and the scene component; and determining a projection position of the target editing object according to an intersection point of the ray and the scene component, and displaying a projection identifier of the target editing object at the projection position of the target editing object. According to the method and the device, the player can be assisted in establishing clear spatial cognition, misoperation caused by wrong spatial cognition is reduced, and the game editing efficiency 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 game editing and processing method, a game editing and processing device, a computer program product, and an electronic device. Background Art

[0002] A game scene is usually composed of a certain number of components, each of which may be an object or a person in the game scene. Modeling and editing objects or people in the game scene is one of the main tasks in building a game scene.

[0003] In the related art, if a user wants to build a game scene that meets their needs, they need to frequently move the camera perspective in the editing scene to observe the relative position between the edited object and other scene components. This operation is rather cumbersome, resulting in low game editing efficiency.

[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0005] The present disclosure provides a game editing processing method, a game editing processing device, a computer program product and an electronic device, so as to at least to some extent solve the problems of low game editing efficiency in the related art.

[0006] According to a first aspect of the present disclosure, a game editing processing method is provided, the method comprising: displaying a scene screen of at least a portion of a game editing scene in a graphical user interface; the game editing scene comprising a scene component; taking a position of a target editing object in the game editing scene as a starting point, emitting rays in a direction parallel to a coordinate axis of a preset coordinate system, and determining an intersection of the rays with the scene component; determining a projection position of the target editing object according to the intersection of the rays with the scene component, and displaying a projection identifier of the target editing object at the projection position of the target editing object.

[0007] According to a second aspect of the present disclosure, a game editing processing device is provided, the device comprising: an interface display module, used to display a scene screen of at least a part of a game editing scene in a graphical user interface; the game editing scene comprises a scene component; an intersection determination module, used to emit rays in a direction parallel to a coordinate axis of a preset coordinate system with a position of a target editing object in the game editing scene as a starting point, to determine an intersection of the ray and the scene component; a projection display module, used to determine a projection position of the target editing object according to the intersection of the ray and the scene component, and to display a projection identifier of the target editing object at the projection position of the target editing object.

[0008] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the game editing processing method of the first aspect and possible implementation methods thereof are implemented.

[0009] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game editing processing method of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.

[0010] The technical solution disclosed in this disclosure has the following beneficial effects:

[0011] In the above-mentioned game editing process, a scene screen of at least part of the game editing scene is displayed in a graphical user interface; the game editing scene includes a scene component; starting from the position of the target editing object in the game editing scene, a ray is emitted in a direction parallel to the coordinate axis of the preset coordinate system, and the intersection of the ray and the scene component is determined; according to the intersection of the ray and the scene component, the projection position of the target editing object is determined, and the projection mark of the target editing object is displayed at the projection position of the target editing object. The present disclosure takes the position of the target editing object as the starting point, emits a ray in a direction parallel to the coordinate axis of the preset coordinate system, and displays a projection mark at the intersection of the ray and the scene component, so that the user can intuitively observe the relative position of the target editing object and other components in the game editing scene without frequently moving the camera angle, which can assist the user in establishing a clear spatial cognition, reduce erroneous operations caused by incorrect spatial cognition, and improve the efficiency of game editing. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] Figure 1 A flowchart showing a method for processing game editing in this exemplary embodiment is shown;

[0013] Figure 2A A schematic diagram showing a display of a projection mark in this exemplary embodiment is shown;

[0014] Figure 2B A schematic diagram showing another display of a projection mark in this exemplary embodiment is shown;

[0015] Figure 2C A schematic diagram showing a display of another projection mark in this exemplary embodiment is shown;

[0016] Figure 3 A schematic diagram of an interface in which a projection position is not located within a scene screen in this exemplary embodiment is shown;

[0017] Figure 4 A flow chart of mobile editing in this exemplary embodiment is shown;

[0018] Figure 5 A structural block diagram of a game editing processing device in this exemplary embodiment is shown;

[0019] Figure 6 An electronic device for implementing the above-mentioned game editing processing method in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0020] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0021] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.

[0022] In the related art, if a user wants to build a game scene that meets their needs, they need to frequently move the camera perspective in the editing scene to observe the relative position between the edited object and other scene components. This operation is rather cumbersome, resulting in low game editing efficiency.

[0023] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game editing processing method, a game editing processing device, a computer program product, and an electronic device.

[0024] In one embodiment of the present disclosure, the game editing processing method can be run on a local terminal device or a server. When the game editing processing method is run on a server, the game editing processing method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0025] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running body of the game program and the game screen presentation body are separated. The storage and operation of the game editing and processing method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the game processing is performed by the cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0026] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a 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 and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a 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.

[0027] In an optional embodiment, reference Figure 1 As shown, a flowchart of a component editing method in a game is provided, which specifically includes the following steps S110 to S130:

[0028] Step S110, displaying a scene screen of at least part of a game editing scene in a graphical user interface; the game editing scene includes a scene component;

[0029] Step S120, starting from the location of the target editing object in the game editing scene, emitting a ray in a direction parallel to the coordinate axis of the preset coordinate system, and determining the intersection of the ray and the scene component;

[0030] Step S130, determining the projection position of the target editing object according to the intersection point of the ray and the scene component, and displaying the projection mark of the target editing object at the projection position of the target editing object.

[0031] Figure 1In the method shown, a ray is emitted in a direction parallel to the coordinate axis of a preset coordinate system with the position of the target editing object as the starting point, and a projection mark is displayed at the intersection of the ray and the scene component, so that the user can intuitively observe the relative position of the target editing object and other components in the game editing scene without frequently moving the camera perspective. This can help users establish clear spatial cognition, reduce erroneous operations caused by incorrect spatial cognition, and improve the efficiency of game editing.

[0032] Below Figure 1 Provide detailed instructions for each step.

[0033] Step S110, displaying a scene screen of at least a part of the game editing scene in the graphical user interface; the game editing scene includes scene components.

[0034] When the terminal device runs a game program, a game editing scene can be displayed in the graphical user interface. The game program can be a main game program, which provides a game scene editing function (such as a game editor built into the game program). When the user uses this function, the game editing scene can be displayed in the main game program. Alternatively, the game program can also be an editing program that is compatible with the main game program. The editing program can run independently without running the main game program. When the editing program is used to edit the game scene, the game editing scene is displayed.

[0035] Optionally, the graphical user interface may also be a graphical user interface provided by a game editor, which is not specifically limited in the present disclosure.

[0036] This exemplary embodiment supports players to customize editing scenes. Therefore, the user in this article can refer to the game production staff (such as artists) of the game manufacturer, or it can refer to the player.

[0037] The user can choose to create a new game scene and edit it, or can choose to edit an existing game scene. The game editing scene is the game scene currently being edited. The game editing scene may include the background of the scene and one or more generated scene components, which may be scene components that come with the game editing scene (e.g., the game program may provide preset game scenes of various styles, and the user may select a preset game scene for editing, which initially comes with scene components), or scene components that are generated by user editing, which is not specifically limited in this disclosure.

[0038] Step S120, starting from the location of the target editing object in the game editing scene, emitting rays in a direction parallel to the coordinate axis of the preset coordinate system, and determining the intersection of the rays and the scene component.

[0039] The target editing object refers to the object being edited in the game editing scene. Exemplarily, the target editing object may be an object being moved and edited in the game editing scene.

[0040] Optionally, the target editing object may be a scene component placed in a game editing scene.

[0041] Optionally, the target editing object may also be a virtual unit added in the game editing scene for configuring the starting point of the game.

[0042] The preset coordinate system is a space coordinate system. Optionally, the preset coordinate system may be a space coordinate system corresponding to the entire game editing scene, or a space coordinate system corresponding to the target editing object.

[0043] Taking the preset coordinate system as the spatial coordinate system corresponding to the target editing object as an example, the direction of the coordinate axis parallel to the preset coordinate system is exactly the six directions of the target editing object, up, down, front, back, left, and right. The target editing object can be used as the ray endpoint, and a ray can be emitted to the six directions of the target editing object, up, down, left, and right, to obtain the intersection of these rays and the scene components. It should be noted that if these rays have no intersection with any scene component, the projection mark may not be displayed.

[0044] Step S130, determining the projection position of the target editing object according to the intersection point of the ray and the scene component, and displaying the projection mark of the target editing object at the projection position of the target editing object.

[0045] Exemplarily, the position of the intersection of the ray and the scene component may be determined as the projection position.

[0046] Optionally, the above-mentioned determination of the projection position of the target editing object based on the intersection of the ray and the scene component can be achieved by the following steps: when the ray intersects with multiple scene components, that is, when there are multiple intersections between the ray and the scene component, the first intersection position of the ray and the scene component is determined as the projection position. It should be noted that if a ray intersects with a scene component, there is a corresponding projection position on the ray. If a ray does not intersect with a scene component, there is no corresponding projection position on the ray.

[0047] By emitting rays in the direction parallel to the coordinate axis of the preset coordinate system and determining the projection position based on the intersection of the rays and the scene components, it can help users establish a clear spatial cognition and intuitively observe the relative position of the target editing object and other components in the game editing scene.

[0048] In an optional embodiment, the above-mentioned displaying the projection logo of the target editing object at the projection position of the target editing object can be achieved by the following steps: determining the distance between the target editing object and the projection position, and determining the logo display parameters according to the distance between the target editing object and the projection position; and displaying the projection logo of the target editing object at the projection position of the target editing object according to the logo display parameters.

[0049] Among them, the logo display parameters are parameters used to control the display status of the projected logo, which may include but are not limited to logo clarity, logo display ratio, logo special effect parameters, etc., and the present disclosure does not make specific limitations on this.

[0050] The projection mark can be used to represent the relative spatial position of the target editing object. Optionally, different editing objects can correspond to projection marks of different forms to enhance the richness of scene performance, which is not specifically limited in the present disclosure.

[0051] Based on the distance between the target editing object and the projection position, different display parameters are configured for the projection logo, which can more intuitively prompt the player the spatial relative position of the target editing object, so that the user can perform further editing operations.

[0052] In an optional embodiment, when the logo display parameters include logo clarity, the above-mentioned determination of the logo display parameters based on the distance between the target editing object and the projection position can be achieved by the following steps: determining the logo clarity based on the distance between the target editing object and the projection position, and the logo clarity is negatively correlated with the distance.

[0053] The clarity of the sign can be represented by the virtuality or reality of the projected sign. For example, the lower the sign clarity, the more virtual the projected sign is, and the higher the sign clarity, the more real the projected sign is.

[0054] For example, the clarity of the mark may depend on the distance between the target editing object and the projection position. Figure 2A and Figure 2B As shown in the projection mark 201 provided in the figure, the farther the distance, the lower the clarity, and the closer the distance, the higher the clarity, so that the user can intuitively feel the change in the relative position of the target editing object 201 during the mobile editing process.

[0055] In an optional embodiment, when the identification display parameters include the identification display ratio, the above-mentioned determination of the identification display parameters based on the distance between the target editing object and the projection position can be achieved through the following steps: determining the identification display ratio based on the distance between the target editing object and the projection position, and the identification display ratio is positively correlated with the distance.

[0056] The logo display ratio can be used to characterize the ratio between the display size of the projected logo and the size of the target edit object. Optionally, the logo display ratio can be a value greater than or equal to 1. The higher the logo display ratio, the larger the projected logo is relative to the target edit object. The lower the logo display ratio, that is, the closer it is to 1, the closer the size of the projected logo is to the target edit object.

[0057] For example, the display ratio of the logo may depend on the distance between the target editing object and the projection position. The farther the distance is, the higher the logo display ratio is, and the larger the projection logo is relative to the target editing object; the closer the distance is, the lower the logo display ratio is, and the size of the projection logo is closer to the target editing object, so that the user can intuitively feel the change in the relative position of the target editing object during the mobile editing process.

[0058] In an optional implementation, when the identification display parameters include identification special effect parameters, the identification special effect parameters can be determined according to the distance between the target editing object and the projection position, so that the user can intuitively feel the change in the relative position of the target editing object during the mobile editing process. Specifically, if the distance between the target editing object and the projection position is less than or equal to a preset distance threshold, the first special effect parameter is determined as the identification special effect parameter; if the distance between the target editing object and the projection position is greater than the preset distance threshold, the second special effect parameter is determined as the identification special effect parameter.

[0059] Among them, the preset distance threshold can be set by the developer, and the present disclosure does not specifically limit this. Exemplarily, the preset distance threshold can be set to 0. When the distance between the target editing object and the projection position is 0, that is, the target editing object is in contact with the projected scene component, the first special effect parameter can be used as an identification special effect parameter. When the distance between the target editing object and the projection position is not 0, that is, the target editing object is not in contact with the projected scene component, the second special effect parameter can be used as an identification special effect parameter.

[0060] The first special effect parameter and the second special effect parameter are special effect parameters with different performance effects. Optionally, the first special effect parameter is an enhanced dynamic performance effect, and the second special effect parameter is a non-enhanced dynamic performance effect.

[0061] For example, Figure 2C As shown, when the distance between the target editing object and the projection position becomes 0, that is, when the target editing object and the projected scene component change from a non-contact state to a contact state, the projection logo can be animated to enhance the user's ability to more intuitively determine whether the target editing object and the projected scene component are in contact based on the logo special effects.

[0062] In an optional embodiment, the above-mentioned display of the projection logo of the target editing object at the projection position of the target editing object can be achieved through the following steps: determining whether the projection position of the target editing object is located within the scene picture; if the projection position of the target editing object is located within the scene picture, displaying the projection logo of the target editing object at the projection position of the target editing object; if the projection position of the target editing object is not located within the scene picture, generating a scene sub-interface of the scene area including the projection position, and displaying the projection logo of the target editing object at the projection position of the scene sub-interface.

[0063] Among them, the scene sub-interface can be used to display the scene area that is not located at the projection position within the scene screen, so that the user can intuitively understand the relative position status of the target editing object and the projected scene component.

[0064] For example, Figure 3 As shown, if the projection position of the target editing object is located within the scene screen, the projection logo 201 of the target editing object 202 can be directly displayed at the corresponding projection position; if the projection position of the target editing object is not located within the scene screen, a scene sub-interface of the scene area including the projection position can be generated, and the projection logo 201 is displayed at the projection position that is not located within the scene screen through the scene sub-interface 301.

[0065] In an optional embodiment, if the projection position of the target editing object is not located within the scene screen, generating a scene sub-interface of the scene area including the projection position can be achieved through the following steps: if the projection position of the target editing object is not located within the scene screen, determining the interface display position according to the relative position relationship between the projection position and the target editing object; generating a scene sub-interface of the scene area including the projection position according to the interface display position.

[0066] Among them, the interface display position may correspond to the relative position relationship. For example, if the projection position that is not located in the scene screen is located below the target editing object, a scene sub-interface may be generated in the lower area of ​​the graphical user interface; if the projection position that is not located in the scene screen is located to the left of the target editing object, a scene sub-interface may be generated in the left area of ​​the graphical user interface, so that the user can intuitively understand the specific position of the projection logo displayed in the scene sub-interface.

[0067] In an optional embodiment, if the projection position of the target editing object is not located within the scene screen, generating a scene sub-interface of the scene area including the projection position can be achieved through the following steps: if the projection position of the target editing object is not located within the scene screen, determining whether the relative position relationship between the projection position and the target editing object satisfies a preset position relationship; if the relative position relationship between the projection position and the target editing object satisfies the preset position relationship, generating a scene sub-interface of the scene area including the projection position.

[0068] The preset position relationship may be, for example, that the projection position not located in the scene screen is located below the target editing object. If the projection position not located in the scene screen is located below the target editing object, a scene sub-interface including the scene area of ​​the projection position not located in the scene screen may be generated.

[0069] When the relative position relationship between the projection position not located in the scene screen and the target editing object satisfies the preset position relationship, a scene sub-interface of the scene area including the projection position is generated so that only the projection in the key direction is monitored, thereby streamlining the screen content.

[0070] In an optional embodiment, the above-mentioned display of the projection logo of the target editing object at the projection position of the target editing object can be achieved by the following steps: in response to the move editing operation on the target editing object, controlling the target editing object to move in the game editing scene; during the process of moving and editing the target editing object, displaying the projection logo of the target editing object at the projection position of the target editing object.

[0071] The move edit operation may be an operation of dragging the target edit object in the game edit scene to move it in any direction. The move edit operation may also be to select the target edit object and click the move control to enter the move mode. In the move mode, three axes will be displayed on the target edit object, and the user can move in any axis. The target edit object will move in the game edit scene according to the moving direction of the move operation.

[0072] Exemplarily, during the process of moving and editing the target editing object, the projection position of the target editing object can be determined, and the projection mark of the target editing object can be displayed at the projection position. The projection position of the target editing object is related to the position of the target editing object, and the projection mark of the target editing object can move with the target editing object, so that the user can observe the relative position of the target editing object in real time and move the target editing object to a suitable position.

[0073] In an optional implementation, the following steps may also be performed: in response to the moving editing operation on the target editing object being stopped, deleting the projection mark displayed at the projection position of the target editing object.

[0074] When the move editing operation stops, the target editing object may have been moved to a suitable position. At this time, the projection mark of the target editing object can be deleted to simplify the interface display content.

[0075] For example, Figure 4 As shown, a flow chart of mobile editing is provided, which may specifically include the following steps:

[0076] Step S401, displaying a scene screen of at least part of a game editing scene in a graphical user interface; the game editing scene includes a scene component;

[0077] Step S402, in response to a move editing operation on a target editing object, controlling the target editing object to move in the game editing scene;

[0078] Step S403, during the process of moving and editing the target editing object, starting from the location of the target editing object in the game editing scene, emitting rays in a direction parallel to the coordinate axis of the preset coordinate system, and determining the intersection of the rays and the scene component;

[0079] Step S404, determining the projection position of the target editing object according to the intersection of the ray and the scene component, and displaying the projection mark of the target editing object at the projection position of the target editing object;

[0080] Step S405: in response to the movement editing operation on the target editing object being stopped, deleting the projection mark displayed at the projection position of the target editing object.

[0081] The exemplary embodiment of the present disclosure also provides a game editing processing device, referring to Figure 5 As shown, the game editing processing device 500 may include the following program modules:

[0082] The interface display module 510 is used to display at least part of the scene screen of the game editing scene in the graphical user interface; the game editing scene includes scene components;

[0083] The intersection determination module 520 is used to emit a ray in a direction parallel to the coordinate axis of the preset coordinate system from the position of the target editing object in the game editing scene as the starting point, and determine the intersection of the ray and the scene component;

[0084] The projection display module 530 is used to determine the projection position of the target editing object according to the intersection point between the ray and the scene component, and display the projection mark of the target editing object at the projection position of the target editing object.

[0085] In an optional embodiment, based on the aforementioned scheme, the projection display module 530 includes: an identification display parameter determination module, which is used to determine the distance between the target editing object and the projection position, and determine the identification display parameters according to the distance between the target editing object and the projection position; a projection identification display module, which is used to display the projection identification of the target editing object at the projection position of the target editing object according to the identification display parameters.

[0086] In an optional implementation, based on the above solution, the logo display parameters include logo clarity, and the logo display parameter determination module can be configured to: determine the logo clarity according to the distance between the target editing object and the projection position, and the logo clarity is negatively correlated with the distance.

[0087] In an optional implementation, based on the above scheme, the logo display parameters include a logo display ratio, and the logo display parameter determination module can be configured to: determine the logo display ratio according to the distance between the target editing object and the projection position, and the logo display ratio is positively correlated with the distance.

[0088] In an optional embodiment, based on the aforementioned scheme, the identification display parameters include identification special effect parameters, and the identification display parameter determination module can be configured as: if the distance between the target editing object and the projection position is less than or equal to a preset distance threshold, the first special effect parameter is determined as the identification special effect parameter; if the distance between the target editing object and the projection position is greater than the preset distance threshold, the second special effect parameter is determined as the identification special effect parameter.

[0089] In an optional embodiment, based on the aforementioned scheme, the projection display module 530 includes: a projection position judgment module, used to judge whether the projection position of the target editing object is located within the scene screen; a first display module, used to display the projection logo of the target editing object at the projection position of the target editing object if the projection position of the target editing object is located within the scene screen; a second display module, used to generate a scene sub-interface of the scene area including the projection position if the projection position of the target editing object is not located within the scene screen, and display the projection logo of the target editing object at the projection position of the scene sub-interface.

[0090] In an optional embodiment, based on the aforementioned scheme, the second display module can be configured as follows: if the projection position of the target editing object is not located within the scene screen, determine the interface display position according to the relative position relationship between the projection position and the target editing object; and generate a scene sub-interface of the scene area including the projection position according to the interface display position.

[0091] In an optional embodiment, based on the aforementioned scheme, the second display module can be configured as follows: if the projection position of the target editing object is not located within the scene screen, determine whether the relative position relationship between the projection position and the target editing object satisfies a preset position relationship; if the relative position relationship between the projection position and the target editing object satisfies the preset position relationship, generate a scene sub-interface of the scene area including the projection position.

[0092] In an optional embodiment, based on the aforementioned scheme, the projection display module 530 includes: a mobile editing module, which is used to control the movement of the target editing object in the game editing scene in response to the mobile editing operation on the target editing object; and a third display module, which is used to display the projection logo of the target editing object at the projection position of the target editing object during the process of moving and editing the target editing object.

[0093] In an optional implementation, based on the above solution, the game editing processing device 500 further includes: an identification deletion module, which is used to delete the projection identification displayed at the projection position of the target editing object in response to the cessation of the moving editing operation on the target editing object.

[0094] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.

[0095] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the game editing processing method is implemented.

[0096] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.

[0097] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.

[0098] The code of the computer program can be written in one or more programming languages. Programming languages ​​such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).

[0099] The computer program may be carried or transmitted via electrical, magnetic, optical, electromagnetic, infrared, or other signals. The electronic device may convert the signal carrying the computer program into a digital signal, thereby running the computer program. When the computer program is run on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device may execute) the method steps of various exemplary embodiments of the present disclosure. Exemplarily, the following steps may be included:

[0100] Displaying at least a portion of a scene screen of a game editing scene in a graphical user interface; the game editing scene includes a scene component;

[0101] Taking the location of the target editing object in the game editing scene as the starting point, emitting rays in the direction parallel to the coordinate axis of the preset coordinate system, and determining the intersection point of the rays and the scene component;

[0102] The projection position of the target editing object is determined according to the intersection point of the ray and the scene component, and the projection identifier of the target editing object is displayed at the projection position of the target editing object.

[0103] In an optional embodiment, based on the aforementioned scheme, the above-mentioned display of the projection logo of the target editing object at the projection position of the target editing object can be achieved by the following steps: determining the distance between the target editing object and the projection position, and determining the logo display parameters according to the distance between the target editing object and the projection position; and displaying the projection logo of the target editing object at the projection position of the target editing object according to the logo display parameters.

[0104] In an optional embodiment, based on the aforementioned scheme, the above-mentioned logo display parameters include logo clarity. The logo display parameters are determined according to the distance between the target editing object and the projection position. This can be achieved by the following steps: determining the logo clarity according to the distance between the target editing object and the projection position, and the logo clarity is negatively correlated with the distance.

[0105] In an optional embodiment, based on the aforementioned scheme, the above-mentioned identification display parameters include identification display ratios, and the identification display parameters are determined according to the distance between the target editing object and the projection position. This can be achieved by the following steps: determining the identification display ratio according to the distance between the target editing object and the projection position, and the identification display ratio is positively correlated with the distance.

[0106] In an optional embodiment, based on the aforementioned scheme, the identification display parameters include identification special effect parameters, and the identification display parameters are determined according to the distance between the target editing object and the projection position. This can be achieved by the following steps: if the distance between the target editing object and the projection position is less than or equal to a preset distance threshold, the first special effect parameter is determined as the identification special effect parameter; if the distance between the target editing object and the projection position is greater than the preset distance threshold, the second special effect parameter is determined as the identification special effect parameter.

[0107] In an optional embodiment, based on the aforementioned scheme, displaying the projection logo of the target editing object at the projection position of the target editing object can be achieved by the following steps: determining whether the projection position of the target editing object is located within the scene screen; if the projection position of the target editing object is located within the scene screen, displaying the projection logo of the target editing object at the projection position of the target editing object; if the projection position of the target editing object is not located within the scene screen, generating a scene sub-interface of the scene area including the projection position, and displaying the projection logo of the target editing object at the projection position of the scene sub-interface.

[0108] In an optional embodiment, based on the aforementioned scheme, if the projection position of the target editing object is not located within the scene screen, generating a scene sub-interface of the scene area including the projection position can be achieved through the following steps: if the projection position of the target editing object is not located within the scene screen, determining the interface display position according to the relative position relationship between the projection position and the target editing object; generating a scene sub-interface of the scene area including the projection position according to the interface display position.

[0109] In an optional embodiment, based on the aforementioned scheme, if the projection position of the target editing object is not located within the scene screen, a scene sub-interface of the scene area including the projection position is generated, which can be achieved by the following steps: if the projection position of the target editing object is not located within the scene screen, determine whether the relative position relationship between the projection position and the target editing object satisfies a preset position relationship; if the relative position relationship between the projection position and the target editing object satisfies the preset position relationship, generate a scene sub-interface of the scene area including the projection position.

[0110] In an optional embodiment, based on the aforementioned scheme, the above-mentioned display of the projection logo of the target editing object at the projection position of the target editing object can be achieved by the following steps: in response to the move editing operation on the target editing object, controlling the target editing object to move in the game editing scene; during the process of moving and editing the target editing object, displaying the projection logo of the target editing object at the projection position of the target editing object.

[0111] In an optional implementation, based on the above solution, the following steps may be further performed: in response to the moving editing operation on the target editing object being stopped, deleting the projection mark displayed at the projection position of the target editing object.

[0112] In the above steps, taking the location of the target editing object as the starting point, a ray is emitted in the direction parallel to the coordinate axis of the preset coordinate system, and a projection mark is displayed at the intersection of the ray and the scene component, so that the user can intuitively observe the relative position of the target editing object and other components in the game editing scene without frequently moving the camera perspective. This can help users establish a clear spatial cognition, reduce erroneous operations caused by incorrect spatial cognition, and improve the efficiency of game editing.

[0113] The exemplary embodiment of the present disclosure also provides an electronic device capable of implementing the above-mentioned game editing processing method. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the method in the exemplary embodiment by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.

[0114] Reference below Figure 6 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 6 The electronic device 600 shown is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0115] like Figure 6 As shown, the electronic device 600 may include: a processor 610 , a memory 620 , a bus 630 , an I / O (input / output) interface 640 , a network adapter 650 , and a display 660 .

[0116] The memory 620 may include a volatile memory, such as a RAM 621, a cache unit 622, and may also include a non-volatile memory, such as a ROM 623. The memory 620 may also include one or more program modules 624, such program modules 624 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 624 may include each module in the above-mentioned device.

[0117] The processor 610 may include one or more processing units. For example, the processor 610 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.

[0118] The processor 610 may be configured to execute executable instructions stored in the memory 620 , such as executing any one or more method steps in this exemplary embodiment.

[0119] Exemplarily, the processor 610 may perform the following steps:

[0120] Displaying at least a portion of a scene screen of a game editing scene in a graphical user interface; the game editing scene includes a scene component;

[0121] Taking the location of the target editing object in the game editing scene as the starting point, emitting rays in the direction parallel to the coordinate axis of the preset coordinate system, and determining the intersection point of the rays and the scene component;

[0122] The projection position of the target editing object is determined according to the intersection point of the ray and the scene component, and the projection identifier of the target editing object is displayed at the projection position of the target editing object.

[0123] In an optional embodiment, based on the aforementioned scheme, the above-mentioned display of the projection logo of the target editing object at the projection position of the target editing object can be achieved by the following steps: determining the distance between the target editing object and the projection position, and determining the logo display parameters according to the distance between the target editing object and the projection position; and displaying the projection logo of the target editing object at the projection position of the target editing object according to the logo display parameters.

[0124] In an optional embodiment, based on the aforementioned scheme, the above-mentioned logo display parameters include logo clarity. The logo display parameters are determined according to the distance between the target editing object and the projection position. This can be achieved by the following steps: determining the logo clarity according to the distance between the target editing object and the projection position, and the logo clarity is negatively correlated with the distance.

[0125] In an optional embodiment, based on the aforementioned scheme, the above-mentioned identification display parameters include identification display ratios, and the identification display parameters are determined according to the distance between the target editing object and the projection position. This can be achieved by the following steps: determining the identification display ratio according to the distance between the target editing object and the projection position, and the identification display ratio is positively correlated with the distance.

[0126] In an optional embodiment, based on the aforementioned scheme, the identification display parameters include identification special effect parameters, and the identification display parameters are determined according to the distance between the target editing object and the projection position. This can be achieved by the following steps: if the distance between the target editing object and the projection position is less than or equal to a preset distance threshold, the first special effect parameter is determined as the identification special effect parameter; if the distance between the target editing object and the projection position is greater than the preset distance threshold, the second special effect parameter is determined as the identification special effect parameter.

[0127] In an optional embodiment, based on the aforementioned scheme, displaying the projection logo of the target editing object at the projection position of the target editing object can be achieved by the following steps: determining whether the projection position of the target editing object is located within the scene screen; if the projection position of the target editing object is located within the scene screen, displaying the projection logo of the target editing object at the projection position of the target editing object; if the projection position of the target editing object is not located within the scene screen, generating a scene sub-interface of the scene area including the projection position, and displaying the projection logo of the target editing object at the projection position of the scene sub-interface.

[0128] In an optional embodiment, based on the aforementioned scheme, if the projection position of the target editing object is not located within the scene screen, generating a scene sub-interface of the scene area including the projection position can be achieved through the following steps: if the projection position of the target editing object is not located within the scene screen, determining the interface display position according to the relative position relationship between the projection position and the target editing object; generating a scene sub-interface of the scene area including the projection position according to the interface display position.

[0129] In an optional embodiment, based on the aforementioned scheme, if the projection position of the target editing object is not located within the scene screen, a scene sub-interface of the scene area including the projection position is generated, which can be achieved by the following steps: if the projection position of the target editing object is not located within the scene screen, determine whether the relative position relationship between the projection position and the target editing object satisfies a preset position relationship; if the relative position relationship between the projection position and the target editing object satisfies the preset position relationship, generate a scene sub-interface of the scene area including the projection position.

[0130] In an optional embodiment, based on the aforementioned scheme, the above-mentioned display of the projection logo of the target editing object at the projection position of the target editing object can be achieved by the following steps: in response to the move editing operation on the target editing object, controlling the target editing object to move in the game editing scene; during the process of moving and editing the target editing object, displaying the projection logo of the target editing object at the projection position of the target editing object.

[0131] In an optional implementation, based on the above solution, the following steps may be further performed: in response to the moving editing operation on the target editing object being stopped, deleting the projection mark displayed at the projection position of the target editing object.

[0132] In the above steps, taking the location of the target editing object as the starting point, a ray is emitted in the direction parallel to the coordinate axis of the preset coordinate system, and a projection mark is displayed at the intersection of the ray and the scene component, so that the user can intuitively observe the relative position of the target editing object and other components in the game editing scene without frequently moving the camera perspective. This can help users establish a clear spatial cognition, reduce erroneous operations caused by incorrect spatial cognition, and improve the efficiency of game editing.

[0133] The bus 630 is used to realize the connection between different components of the electronic device 600, and may include a data bus, an address bus, and a control bus.

[0134] The electronic device 600 can communicate with one or more external devices 700 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 640 .

[0135] The electronic device 600 can communicate with one or more networks through the network adapter 650. For example, the network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 650 can communicate with other modules of the electronic device 600 through the bus 630.

[0136] The electronic device 600 may display a graphical user interface and the like through the display 660 .

[0137] although Figure 6 Not shown, other hardware and / or software modules may also be provided in the electronic device 600, including but not limited to: a display, a microcode, a device driver, a redundant processor, an external disk drive array, a RAID (Redundant Arrays of Independent Disks) system, a tape drive, and a data backup storage system.

[0138] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0139] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily think of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present application is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.

[0140] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A game editing method, characterized in that: The method comprises: Displaying a scene screen of at least a portion of a game editing scene in a graphical user interface; the game editing scene includes a scene component; Taking the location of the target editing object in the game editing scene as the starting point, emitting a ray in a direction parallel to the coordinate axis of the preset coordinate system, and determining the intersection point of the ray and the scene component; The projection position of the target editing object is determined according to the intersection point of the ray and the scene component, and the projection mark of the target editing object is displayed at the projection position of the target editing object.

2. The method according to claim 1, characterized in that: The step of displaying the projection mark of the target editing object at the projection position of the target editing object comprises: Determining the distance between the target editing object and the projection position, and determining a marker display parameter according to the distance between the target editing object and the projection position; The projection identifier of the target editing object is displayed at the projection position of the target editing object according to the identifier display parameter.

3. The method according to claim 2, characterized in that The identification display parameter includes identification clarity, and the identification display parameter is determined according to the distance between the target editing object and the projection position, including: The mark clarity is determined according to the distance between the target editing object and the projection position, and the mark clarity is negatively correlated with the distance.

4. The method according to claim 2, characterized in that: The identification display parameter includes an identification display ratio, and the identification display parameter is determined according to the distance between the target editing object and the projection position, including: The logo display ratio is determined according to the distance between the target editing object and the projection position, and the logo display ratio is positively correlated with the distance.

5. The method according to claim 2, characterized in that: The identification display parameters include identification special effect parameters, and the identification display parameters are determined according to the distance between the target editing object and the projection position, including: If the distance between the target editing object and the projection position is less than or equal to a preset distance threshold, determining the first special effect parameter as an identification special effect parameter; If the distance between the target editing object and the projection position is greater than the preset distance threshold, the second special effect parameter is determined as the identification special effect parameter.

6. The method according to claim 1, characterized in that The step of displaying the projection mark of the target editing object at the projection position of the target editing object comprises: Determining whether the projection position of the target editing object is located within the scene picture; If the projection position of the target editing object is located within the scene picture, displaying a projection mark of the target editing object at the projection position of the target editing object; If the projection position of the target editing object is not located within the scene screen, a scene sub-interface including the scene area of ​​the projection position is generated, and a projection mark of the target editing object is displayed at the projection position of the scene sub-interface.

7. The method according to claim 6, characterized in that If the projection position of the target editing object is not located within the scene screen, generating a scene sub-interface including the scene area of ​​the projection position includes: If the projection position of the target editing object is not located within the scene screen, determining the interface display position according to the relative position relationship between the projection position and the target editing object; A scene sub-interface including the scene area of ​​the projection position is generated according to the interface display position.

8. The method according to claim 6, characterized in that If the projection position of the target editing object is not located within the scene screen, generating a scene sub-interface including the scene area of ​​the projection position includes: If the projection position of the target editing object is not located within the scene image, determining whether the relative position relationship between the projection position and the target editing object satisfies a preset position relationship; If the relative position relationship between the projection position and the target editing object satisfies a preset position relationship, a scene sub-interface including a scene area of ​​the projection position is generated.

9. The method according to claim 1, characterized in that: The step of displaying the projection mark of the target editing object at the projection position of the target editing object comprises: In response to a move editing operation on the target editing object, controlling the target editing object to move in the game editing scene; During the process of moving and editing the target editing object, a projection mark of the target editing object is displayed at the projection position of the target editing object.

10. The method according to claim 9, characterized in that The method further comprises: In response to the moving editing operation on the target editing object being stopped, the projection mark displayed at the projection position of the target editing object is deleted.

11. A game editing and processing device, characterized in that: The device comprises: An interface display module, used to display at least part of the scene screen of the game editing scene in a graphical user interface; the game editing scene includes a scene component; An intersection determination module, used to take the position of the target editing object in the game editing scene as the starting point, emit a ray in a direction parallel to the coordinate axis of the preset coordinate system, and determine the intersection of the ray and the scene component; The projection display module is used to determine the projection position of the target editing object according to the intersection point of the ray and the scene component, and display the projection mark of the target editing object at the projection position of the target editing object.

12. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 10 is implemented.

13. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 10 by executing the executable instructions.