Virtual object generation method and device, storage medium and electronic equipment
By displaying virtual scenes in the target game application and using dynamic anchor points and logical adaptation mechanisms, the problem of restricted virtual object shape and lack of flexibility in the generation process is solved, and efficient and flexible virtual object automation generation technology is achieved.
Patent Information
- Application Number
- CN202510240988.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-01
- Publication Date
- 2025-05-30
AI Technical Summary
In the prior art, the form of virtual objects is limited, the generation process lacks flexibility and creative freedom, making it difficult to meet users' needs for diversified and personalized virtual object design.
By displaying virtual scenes in the target game application, users allow custom addition and freely design virtual objects of shape structures. The system responds to user interactions, dynamically adjusts the shape and structure of virtual objects, and uses dynamic anchor points and logical adaptation mechanisms to achieve flexible generation of virtual objects.
It realizes dynamic seamless splicing of virtual object forms, automatic adaptation of detailed elements and immediate feedback of user operations, significantly reducing the complexity of manual adjustment and improving the freedom and efficiency of virtual object design.
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Figure CN120066362A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and in particular, to a method and apparatus for generating virtual objects, a storage medium, and an electronic device. Background Art
[0002] Currently, user-generated content (UGC) has deficiencies in terms of creative flexibility and automation. Many systems adopt a modular design, and players need to manually splice basic modules to construct virtual objects, resulting in limited forms and complex operations. For example, players build virtual objects by placing blocks, but lack intelligent generation support for complex forms and details. Traditional virtual object editors are usually based on fixed templates, restricting the freedom of users. These limitations of related technologies restrict the flexibility and efficiency of users in creating virtual objects and are difficult to meet the needs of users for diverse and personalized virtual object designs.
[0003] In response to the above problems, no effective solution has been proposed yet. Summary of the Invention
[0004] Embodiments of the present application provide a method and apparatus for generating virtual objects, a storage medium, and an electronic device, so as to at least solve the technical problems in related technologies that the forms of generated virtual objects are limited and the generation process lacks flexibility and creative freedom.
[0005] According to an aspect of an embodiment of the present application, a method for generating a virtual object is provided, including: displaying a virtual scene in a target game application, where the virtual scene includes virtual objects that allow users to customize and freely design shape structures; in response to an object addition operation, displaying the virtual object and at least two anchor points associated with the virtual object, where the object addition operation is used to determine the virtual object whose shape structure is to be designed; in response to an interaction operation performed on a target anchor point, adjusting the position of the target anchor point, where the at least two anchor points include the target anchor point and a connection anchor point, the connection anchor point represents an anchor point in the virtual object that is connected to the target anchor point, the interaction operation is used to adjust the position of the target anchor point, a target connection line between the connection anchor point and the target anchor point changes as the position of the target anchor point changes, and the position of the connection anchor point remains unchanged during the change of the position of the target anchor point; in response to the position of the target anchor point changing, adjusting the shape structure of the virtual object, where the shape structure represents a shape structure constructed as the target connection line changes, and the degree of change of the shape structure is related to the operation parameters of the interaction operation.
[0006] According to another aspect of the embodiments of the present application, there is also provided a virtual object generation device, including: a first display module, configured to display a virtual scene in a target game application, where the virtual scene includes a virtual object that allows a user to customize and freely design a shape structure; a second display module, configured to display the virtual object and at least two anchor points associated with the virtual object in response to an object addition operation, where the object addition operation is used to determine the virtual object whose shape structure is to be designed; a first adjustment module, configured to adjust the position of the target anchor point in response to an interaction operation performed on the target anchor point, where the at least two anchor points include the target anchor point and a connection anchor point, the connection anchor point represents an anchor point in the virtual object that is connected to the target anchor point, the interaction operation is used to adjust the position of the target anchor point, and a target connection line between the connection anchor point and the target anchor point changes as the position of the target anchor point changes, and the position of the connection anchor point remains unchanged during the change of the position of the target anchor point; a second adjustment module, configured to adjust the shape structure of the virtual object in response to a change in the position of the target anchor point, where the shape structure represents a shape structure constructed as the target connection line changes, and the degree of change of the shape structure is related to the operation parameters of the interaction operation.
[0007] In an exemplary embodiment, the device is configured to adjust the position of the target anchor point in response to an interaction operation performed on the target anchor point in the following manner: in response to a determination interaction operation performed on any one of the at least two anchor points, select the target anchor point from the at least two anchor points; in response to a movement interaction operation performed on the target anchor point, adjust the position of the target anchor point.
[0008] In an exemplary embodiment, the device is configured to adjust the position of the target anchor point in response to an interaction operation performed on the target anchor point in at least one of the following ways: in response to a drag interaction operation performed on the target anchor point, adjusting the position of the target anchor point to the end position of the drag interaction operation; in response to a click operation performed on a virtual area associated with the target anchor point, adjusting the position of the target anchor point to the position specified by the click operation; in response to a collaborative interaction operation performed on the target anchor point via a keyboard and mouse device, adjusting the position of the target anchor point to the position specified by the collaborative interaction operation; in response to an eye movement interaction operation performed on the target anchor point, adjusting the position of the target anchor point to the position specified by the eye movement interaction operation; in response to a gesture interaction operation performed on the target anchor point, adjusting the position of the target anchor point to the position specified by the gesture interaction operation; in response to a voice interaction operation performed on the target anchor point, adjusting the position of the target anchor point to the position specified by the voice interaction operation; in response to an interaction operation performed on the target anchor point via a head-mounted sensor, adjusting the position of the target anchor point to the position specified by the interaction operation; in response to an interaction operation performed on the target anchor point via a controller, adjusting the position of the target anchor point to the position specified by the interaction operation.
[0009] In an exemplary embodiment, the device is configured to adjust the shape structure of the virtual object in response to a change in the position of the target anchor point in the following way: when the target anchor point is at a first position on the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in the horizontal direction; when the target anchor point is at a second position on the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in the vertical direction, where the first position is different from the second position; when the target anchor point is not on the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in the vertical direction.
[0010] In an exemplary embodiment, when the target anchor point is at a first position on the bottom layer of the virtual object, the device is configured to adjust the shape structure of the virtual object in the horizontal direction in response to a change in the position of the target anchor point in the following way: when the target anchor point is at a first position on the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the first shape structure of the first outer facade and the second shape structure of the second outer facade of the virtual object, where the first outer facade is associated with a first connection line, the second outer facade is associated with a second connection line, and the target connection line includes the first connection line and the second connection line.
[0011] In an exemplary embodiment, the device is configured to, when the target anchor point is at the first position at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjust the first shape structure of the first outer facade and the second shape structure of the second outer facade of the virtual object in the following manner: when the target anchor point is at the first position at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjust the lengths and the included angle of the first connection line and the second connection line; when the included angle between the first connection line and the second connection line satisfies a preset included angle condition, adjust the first shape structure and the second shape structure based on the outer lines of the first virtual object and the outer lines of the second virtual object, where the first virtual object is the virtual object represented by the first connection line, and the second virtual object is the virtual object represented by the second connection line; when the included angle between the first connection line and the second connection line does not satisfy the preset included angle condition, adjust the first shape structure and the second shape structure based on the outer lines of the first virtual object and the inner lines of the second virtual object.
[0012] In an exemplary embodiment, the device is further configured to: in response to an input interaction operation on the number of layers of the virtual object, display the virtual object including at least two layers; when the target anchor point is at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjust the shape structure of the virtual object in the horizontal direction; when the target anchor point is at a non-bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjust the shape structure of the non-bottom layer where the target anchor point is located in the virtual object in the vertical direction.
[0013] In an exemplary embodiment, the device is configured to display a virtual object and at least two anchor points associated with the virtual object in the following manner: display the virtual object; in response to an anchor point addition operation performed on a virtual area associated with the virtual object, display the at least two anchor points on the virtual object, where at least one outer facade of the virtual object is set based on the at least two anchor points.
[0014] In an exemplary embodiment, the device is further configured to: in response to a change in the shape structure of the virtual object, display a target virtual resource on the virtual object, where the resource parameters of the target virtual resource are related to the change amplitude of the shape structure of the virtual object.
[0015] In an exemplary embodiment, the device is configured to display a target virtual resource on the virtual object by at least one of the following ways in response to a change in the shape structure of the virtual object: Display a first virtual resource on the virtual object in response to the change in the shape structure of the virtual object, where the resource type of the first virtual resource is related to the change amplitude of the shape structure of the virtual object; Display a second virtual resource on the virtual object in response to the change in the shape structure of the virtual object, where the resource quantity of the second virtual resource is related to the change amplitude of the shape structure of the virtual object; Display a third virtual resource on the virtual object in response to the change in the shape structure of the virtual object, where the resource size of the third virtual resource is related to the change amplitude of the shape structure of the virtual object.
[0016] In an exemplary embodiment, the device is configured to display a target virtual resource on the virtual object by at least one of the following ways in response to a change in the shape structure of the virtual object: Display a first type of virtual resource on the virtual object when the change amplitude meets the first resource type condition in response to the change in the shape structure of the virtual object; Display a second type of virtual resource on the virtual object when the change amplitude meets the second resource type condition in response to the change in the shape structure of the virtual object, where the first virtual resource includes the first type of virtual resource and the second type of virtual resource, the first type of virtual resource and the second type of virtual resource belong to different style resource sets, and the first resource type condition and the second resource type condition are different; Display a first quantity of the second virtual resource on the virtual object when the change amplitude meets the first resource quantity condition in response to the change in the shape structure of the virtual object; Display a second quantity of the second virtual resource on the virtual object when the change amplitude meets the second resource quantity condition in response to the change in the shape structure of the virtual object, where the first quantity is different from the second quantity, and the first resource quantity condition and the second resource quantity condition are different; Display a first size of the third virtual resource on the virtual object when the change amplitude meets the first resource size condition in response to the change in the shape structure of the virtual object; Display a second size of the third virtual resource on the virtual object when the change amplitude meets the second resource size condition in response to the change in the shape structure of the virtual object, where the first size is different from the second size, and the first resource size condition and the second resource size condition are different.
[0017] In an exemplary embodiment, the device is configured to display a target virtual resource on the virtual object in response to a change in the shape structure of the virtual object in the following manner: in response to the change in the shape structure of the virtual object, display the target virtual resource on the virtual object, where the target virtual resource represents a virtual resource obtained by automatically adapting and splicing a set of virtual resources according to a preset rule, the set of virtual resources includes virtual resources of different sizes and / or different styles, and some or all of the virtual resources in the set of virtual resources are randomly or weighted selected virtual resources from a virtual resource set.
[0018] In an exemplary embodiment, the device is configured to display a target virtual resource on the virtual object in response to a change in the shape structure of the virtual object in the following manner: in response to the target outer facade corresponding to the target connection line in the virtual object changing from a first length to a second length, display a first target virtual resource on the virtual object, where the first target virtual resource is located on the target outer facade; in response to the target outer facade changing from the second length to a third length, cancel the display of the first target virtual resource on the virtual object and display a second target virtual resource, where the second target virtual resource is located on the target outer facade and the size of the second target virtual resource is different from the size of the first target virtual resource; in response to the target outer facade changing from the third length to a fourth length, simultaneously display the second target virtual resource and a third target virtual resource on the virtual object, where the third target virtual resource and the second target virtual resource are both located on the target outer facade; in response to the target outer facade changing from the fourth length to a fifth length, cancel the display of the second target virtual resource and the third target virtual resource on the virtual object and display a fourth target virtual resource, where the resource style of the fourth target virtual resource is different from the resource style of the second target virtual resource and the fourth target virtual resource is located on the target outer facade.
[0019] In an exemplary embodiment, the device is further configured to: after adjusting the shape structure of the virtual object in response to a change in the position of the target anchor point, in response to the shape structure of the virtual object being adjusted to a target shape structure, place the virtual object in the virtual scene according to the target shape structure; in response to the virtual object being placed according to the target shape structure, display an editing identifier of the virtual object in the virtual scene, where the editing identifier is used to indicate that the shape structure of the virtual object is a user-defined shape structure.
[0020] In an exemplary embodiment, the device is configured to display a virtual scene in a target game application in the following manner: in response to a start interaction operation for an editing function, the virtual scene is displayed, where the editing function is used to indicate that the user is allowed to freely design the shape and structure of the virtual object through an editing function identifier; the device is further configured to: after adjusting the shape and structure of the virtual object in response to a change in the position of the target anchor point, in response to exiting the editing function, cancel the display of the editing function identifier to exit the editing function.
[0021] In an exemplary embodiment, the device is further configured to: after adjusting the shape and structure of the virtual object in response to a change in the position of the target anchor point, in the case where the shape and structure of the virtual object have been adjusted, in response to a save interaction operation, save the virtual scene; in response to a sharing interaction operation of the virtual scene, set the saved virtual scene to allow other accounts to edit.
[0022] In an exemplary embodiment, the device is further configured to: after adjusting the shape and structure of the virtual object in response to a change in the position of the target anchor point, in the case where the shape and structure of the virtual object have been adjusted, in response to a save interaction operation, save the virtual scene; in response to a game start interaction operation in the target game application, start a game in the virtual scene, where the game includes the virtual object whose shape and structure have been adjusted.
[0023] According to another aspect of the embodiments of the present application, there is also provided a computer-readable storage medium storing a computer program, where the computer program is configured to execute the above method for generating a virtual object when running.
[0024] According to another aspect of the embodiments of the present application, there is provided a computer program product or a computer program, the computer program product or the computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for generating a virtual object as described above.
[0025] According to another aspect of the embodiments of the present application, there is also provided an electronic device including a memory and a processor, where the memory stores a computer program, and the processor is configured to execute the above method for generating a virtual object through the computer program.
[0026] In the embodiments of the present application, a method for generating virtual objects based on dynamic anchors is adopted. Through real-time interaction operations and logical adaptation mechanisms, the purpose of dynamically adjusting the shape of virtual objects and optimizing the user's creative experience is achieved, thereby realizing the technical effect of efficient and flexible automatic generation of virtual objects. Specifically, the system first displays at least two anchors associated with the virtual object and its bottom edge, where the anchors include target anchors and connection anchors connected thereto. When the user performs an interaction operation of dragging or adjusting the position of the target anchor, the position of the target anchor changes, while the position of the connection anchor remains fixed; the line connecting the target anchor and the connection anchor (i.e., the target line) will be dynamically updated according to the new position of the target anchor, forming a new spatial relationship. During this process, the system dynamically reconstructs the shape structure of the virtual object by calculating the geometric parameters (such as length and angle) of the target line in real time. The degree of change in the shape structure is directly related to the operation parameters of the interaction operation (such as dragging distance and direction), ensuring an intuitive mapping of the user input. Through the above method, the system realizes the dynamic seamless splicing of the shape of virtual objects, the automatic adaptation of detailed elements (such as the matching of door and window sizes with the wall), and the instant feedback of user operations, significantly reducing the complexity of manual adjustment, improving the freedom and efficiency of virtual object design, while ensuring the rationality and aesthetics of the generated structure, thereby solving the technical problems in the related art that the shape of the generated virtual objects is limited and the generation process lacks flexibility and creative freedom. BRIEF DESCRIPTION OF THE DRAWINGS
[0027] The drawings described herein are used to provide a further understanding of the present application, and constitute a part of the present application. The schematic embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation to the present application. In the drawings:
[0028] Figure 1 is a schematic diagram of an application environment of an optional method for generating virtual objects according to an embodiment of the present application;
[0029] Figure 2 is a schematic flowchart of an optional method for generating virtual objects according to an embodiment of the present application;
[0030] Figure 3 is a schematic diagram of an optional method for generating virtual objects according to an embodiment of the present application;
[0031] Figure 4 is a schematic diagram of another optional method for generating virtual objects according to an embodiment of the present application;
[0032] Figure 5 is a schematic diagram of another optional method for generating virtual objects according to an embodiment of the present application;
[0033] Figure 6Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0034] Figure 7 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0035] Figure 8 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0036] Figure 9 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0037] Figure 10 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0038] Figure 11 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0039] Figure 12 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0040] Figure 13 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0041] Figure 14 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0042] Figure 15 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0043] Figure 16 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0044] Figure 17 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0045] Figure 18 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0046] Figure 19 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0047] Figure 20 Schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0048] Figure 21 It is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0049] Figure 22 It is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0050] Figure 23 It is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0051] Figure 24 It is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0052] Figure 25 It is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0053] Figure 26 It is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application;
[0054] Figure 27 It is a schematic diagram of a structure of an optional virtual object generation device according to an embodiment of the present application;
[0055] Figure 28 It is a schematic diagram of a structure of an optional virtual object generation product according to an embodiment of the present application;
[0056] Figure 29 It is a schematic diagram of a structure of an optional electronic device according to an embodiment of the present application. Detailed implementation manners
[0057] In order to enable those skilled in the art to better understand the solution of the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present application without creative efforts shall fall within the protection scope of the present application.
[0058] It should be noted that the terms "first", "second", etc. in the description, claims and the above-mentioned drawings of this application are used to distinguish similar objects, and do not necessarily have to be used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances, so that the embodiments of this application described here can be implemented in an order other than those illustrated or described here. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.
[0059] First, some nouns or terms that appear in the process of describing the embodiments of this application are applicable to the following explanations:
[0060] UGC is the abbreviation of User-Generated Content, which means user-generated content. It refers to the content created and published by users on Internet platforms, including but not limited to various forms such as text, pictures, audio, and video. The rise of the UGC concept has made content creation no longer limited to professional institutions or individuals. Ordinary users can also share their creativity and works through various platforms, greatly enriching the diversity and richness of network content. In application scenarios such as virtual object generation systems, UGC allows users to generate unique virtual object works according to their own needs and creativity, enhancing the user's sense of participation and creativity.
[0061] An anchor point, a key positioning point, is used to determine the position and shape of a virtual object structure or graphic element. For example, in virtual object design, an anchor point can be a specific point on the bottom edge of a virtual object, and the sides and polyhedral structures of the virtual object can be generated through these points. In graphic editing software, anchor points are usually used to define the vertices of a path or shape, and the shape of the graphic can be changed by adjusting the position of the anchor points.
[0062] The following describes this application in conjunction with embodiments:
[0063] According to one aspect of the embodiments of this application, a method for generating a virtual object is provided. Optionally, in this embodiment, the above-mentioned method for generating a virtual object can be applied to, for example, Figure 1 the hardware environment composed of a server 101 and a terminal device 103 as shown in Figure 1As shown, the server 101 is connected to the terminal 103 through a network and can be used to provide services for the terminal device or the application installed on the terminal device. The application can be a video application, an instant messaging application, a browser application, an educational application, a game application, etc. A database 105 can be set up on the server or independently of the server to provide data storage services for the server 101. For example, a game data storage server. The above network can include, but is not limited to: a wired network, a wireless network. Among them, the wired network includes: a local area network, a metropolitan area network, and a wide area network. The wireless network includes: Bluetooth, WIFI, and other networks that implement wireless communication. The terminal device 103 can be a terminal configured with an application and can include, but is not limited to, at least one of the following: a mobile phone (such as an Android mobile phone, an iOS mobile phone, etc.), a laptop computer, a tablet computer, a handheld computer, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, a smart voice interaction device, a smart home appliance, a vehicle-mounted terminal, an aircraft, a virtual reality (VR) terminal, an augmented reality (AR) terminal, a mixed reality (MR) terminal, and other computer devices. The above server can be a single server, a server cluster composed of multiple servers, or a cloud server.
[0064] Combined with Figure 1 As shown, the above method for generating a virtual object can be executed by an electronic device, which can be a terminal device or a server. The above method for generating a virtual object can be implemented separately by the terminal device or the server, or jointly implemented by the terminal device and the server.
[0065] The above is only an example, and this embodiment does not make specific limitations.
[0066] Optionally, as an alternative implementation, as Figure 2 shown, the above method for generating a virtual object includes:
[0067] S202, display a virtual scene in the target game application, where the virtual scene includes virtual objects that allow users to customize and freely design the shape and structure.
[0068] Optionally, in the embodiments of the present application, the above-mentioned target game application may include, but is not limited to, application programs that allow users to create and modify virtual scenes, including but not limited to sandbox games, simulation business games, etc. For example, in a sandbox game application, players can freely create and modify virtual scenes, including virtual terrains, virtual objects, etc. The target game application provides rich editing tools and functions, enabling players to give full play to their creativity and design unique virtual worlds. For example, players can create a virtual town in the game, including streets, houses, parks, etc., and can also perform detailed editing and design on these virtual objects, such as changing the shape, color, material, etc. of the houses.
[0069] Optionally, in the embodiments of the present application, the above-mentioned virtual scene may include, but is not limited to, virtual environments created or modified by users, including but not limited to maps, scenes, levels, etc. in games. For example, in a sandbox game application, the virtual scene can be a virtual island, and players can create various virtual objects on the island. The virtual objects in the virtual scene can be custom-added by users and their shape structures can be freely designed. For example, players can create a virtual castle on the island and build a unique virtual scene by adding and editing virtual objects, such as city walls, towers, gates, etc. The virtual objects in the virtual scene can have different properties and functions, such as interactivity, destructibility, etc., increasing the interest and playability of the game.
[0070] Optionally, in the embodiments of the present application, the above-mentioned virtual object may include, but is not limited to, a digital virtual object structure generated based on dynamic anchors and logic, which is presented in the user interface through real-time rendering technology and serves as the core carrier for users to create virtual objects.
[0071] Among them, the virtual object is dynamically assembled by multiple virtual object modules according to grammar rules, including elements such as walls, doors, windows, and floors, and can adjust its shape and details in real time according to user interaction operations. The generation of this object depends on the collaborative work of the spline parsing module and the grammar parsing module: the spline parsing module converts the bottom spline line input by the user into a geometric network to determine the basic contour of the virtual object; the grammar parsing module recursively generates a set of modules according to predefined splicing grammar rules (such as floor definition, wall module definition) to ensure the logicality and aesthetic rationality of the virtual object structure. The dynamic characteristics of the virtual object are reflected in its ability to automatically adapt module resources according to parameters such as anchor point position, wall size, and corner angle. For example, when the wall width changes, different sizes of doors and windows are replaced, or different splicing strategies are adopted at acute and obtuse corners. Application scenarios include but are not limited to UGC virtual object systems in games, urban planning simulation tools, or interior design platforms. Users can quickly construct complex virtual object shapes by dragging anchor points, adjusting spline lines, or modifying grammar rules, while the system automatically ensures structural rationality to avoid physical conflicts or visual defects.
[0072] It should be noted that the display method of the virtual object can adopt various forms according to specific application scenarios or user requirements, and this application does not limit this. For example, the virtual object can be presented as a two-dimensional plane design drawing, a three-dimensional stereoscopic rendering model, or an augmented reality (AR) overlay view. In the three-dimensional stereoscopic model, users can observe the details of the virtual object by rotating, zooming, or switching the perspective mode (such as wireframe mode, material preview mode); in the AR view, the virtual object can be overlaid on the real scene, supporting users to preview the fusion effect of the virtual object and the environment in real time through a mobile device. In addition, the complexity of the virtual object can also be dynamically adjusted: in low-performance devices, the rendering details can be simplified (such as reducing the number of polygons, hiding internal structures), while in high-performance devices, high-precision texture maps, dynamic lighting effects, or physical simulation effects (such as the impact of wind on the virtual object structure) can be enabled.
[0073] S204, in response to an object addition operation, display the virtual object and at least two anchor points associated with the virtual object, where the object addition operation is used to determine the virtual object of the shape structure to be designed;
[0074] Optionally, in the embodiments of the present application, the above object addition operation may include, but is not limited to, operations for the user to create a new virtual object in the virtual scene, including but not limited to operations such as clicking, dragging, and swiping. For example, in a sandbox game application, the object addition operation may be that the player clicks the "Add Object" button in the game interface and then selects a position in the virtual scene to place the new virtual object. The object addition operation is used to determine the virtual object whose shape structure is to be designed, that is, the player hopes to create a virtual object whose shape structure can be freely designed through this operation. For example, the player can add a virtual object model and then adjust its shape structure through subsequent editing operations, such as changing the height, width, and roof shape of the virtual object.
[0075] Optionally, in the embodiments of the present application, the above anchor points may include, but are not limited to, logical control points that can be interacted with by the user, and are used to dynamically adjust the geometric shape and topological structure of the virtual object. The anchor points are divided into two categories: target anchor points and connection anchor points. The target anchor points are directly operated by the user (such as dragging, deleting, or adding), and the change of their positions triggers the real-time update of the virtual object's shape. The connection anchor points serve as fixed reference points and form a spatial relationship constraint with the target anchor points through target connection lines to ensure the continuity of the virtual object's structure. The technical implementation of the anchor points involves spline sampling algorithms and dynamic splicing logics. For example, when the user adds an anchor point to the bottom edge of a virtual object, the system generates a floor geometric network based on the incremental constrained Delaunay triangulation algorithm and recursively generates a set of wall modules through a syntax parser. The functions of the anchor points include, but are not limited to, defining the bottom contour of a polyhedral virtual object, controlling the adaptive adjustment of the floor height, and guiding the automatic adaptation of door and window resources (such as narrow walls matching small windows and wide walls matching large doors). In the corner processing scenario, the change of the anchor point position triggers the dynamic switching of the splicing strategy: for obtuse corners, seamless splicing is achieved at the intersection of the outer wall lines, and for acute corners, smooth transition is achieved through the interpenetration of the inner wall lines. Application cases include, but are not limited to, generating curved walls, irregular polygon virtual objects, or automatically adapting staircase and balcony modules when dynamically adjusting the floor height. The flexibility of the anchor points and the real-time feedback mechanism of the system jointly ensure the freedom and efficiency of user creation.
[0076] It should be noted that the types of anchor points and the interaction logic can be flexibly extended according to the design goals, and the present application does not limit this. For example, anchor points can include static anchor points (with fixed positions, only serving as reference points), dynamic anchor points (with freely adjustable positions), or logical anchor points (bound to specific functions, such as automatically aligning to a grid or snapping to adjacent modules). The interaction operation methods can cover touch screen dragging, voice commands (such as the user adjusting the anchor point coordinates through voice description), gesture recognition (such as adjusting the anchor point position by swiping in the air), or automated script driving (such as presetting the anchor point movement trajectory to achieve the dynamic evolution of the virtual object form). In addition, anchor points can have hierarchical attributes: the main anchor point controls the overall contour of the virtual object, and the sub-anchor points are associated with local details (such as the curvature of a single-sided wall or the height of a certain floor), forming a multi-level linkage adjustment mechanism. The association relationship between the anchor point and the virtual object can be defined based on different rules, and the present application does not limit this. For example, the association rules can include geometric constraints (such as the anchor point spacing being limited to an integer multiple of the module size), physical constraints (such as the anchor point movement needing to meet the mechanical balance conditions), or style constraints (such as the anchor point distribution of a Gothic virtual object needing to conform to the pointed arch ratio). In a multi-person collaboration scenario, anchor points can support permission grading: some anchor points are only allowed to be modified by the creator, and other anchor points are open for collaborators to adjust, and the modification records are traceable. In addition, anchor points can be associated with metadata (such as material cost, construction difficulty score), and when the user moves the anchor point, the system calculates and feedbacks the changes in relevant parameters in real time to assist in decision-making.
[0077] In addition, the dynamic response mechanism between the virtual object and the anchor point can be adapted to diverse algorithms, and the present application does not limit this. For example, the form generation algorithm can adopt parametric design based on spline curves (such as using Bezier curves to control the contour of the virtual object), optimization design based on genetic algorithms (the system automatically iterates to generate a form that meets the user's preferences), or style transfer based on machine learning models (such as generating a structure that conforms to the specific virtual object style after inputting a sketch). The response delay for the change in the anchor point position can also be configured: in a real-time interaction scenario, a lightweight interpolation algorithm is used to achieve instant feedback, while in an offline rendering scenario, complex calculations are allowed to pursue higher precision. The action range of the anchor point can also be extended to non-geometric fields. For example, by adjusting the light intensity distribution, acoustic environment parameters, or vegetation coverage density through the anchor point, a multi-dimensional scene construction can be achieved.
[0078] S206. In response to the interaction operation performed on the target anchor point, adjust the position of the target anchor point, where at least two anchor points include the target anchor point and the connection anchor point, the connection anchor point represents the anchor point in the virtual object that is connected to the target anchor point, the interaction operation is used to adjust the position of the target anchor point, and the target connection line between the connection anchor point and the target anchor point changes as the position of the target anchor point changes, and the position of the connection anchor point remains unchanged during the change of the position of the target anchor point;
[0079] Optionally, in the embodiments of the present application, the above-mentioned target anchor points may include, but are not limited to, logical control points directly operated by the user, which are used to dynamically adjust the local or overall shape of the virtual object. The core function of the target anchor point is to receive the user's interactive input (such as dragging, rotating or deleting), and trigger the real-time reconstruction of the virtual object structure. Its technical implementation depends on the collaborative work of the spline parsing module and the syntax parsing module: when the user moves the target anchor point, the system regenerates the geometric network of the virtual object floor through the incremental constrained Delaunay triangulation algorithm, and recursively generates wall, floor and door / window modules according to the predefined splicing syntax rules. The scope of action of the target anchor point covers, but is not limited to, adjusting the bottom contour of the virtual object, controlling the generation of polyhedral structures (such as converting a rectangular bottom into an irregular polygon), and dynamically adapting the floor height and wall size. For example, when the user drags the target anchor point outwards, the bottom of the virtual object expands into a hexagon, and the system automatically generates the corresponding side walls and roof structures, and replaces the door / window resources with larger sizes according to the new wall width. The position change of the target anchor point can also trigger the dynamic switching of the corner splicing strategy: if an obtuse corner is formed by dragging, the system uses seamless splicing of the outer wall line; if an acute corner is formed, the system switches to the inner wall line interpenetration strategy to avoid structural conflicts.
[0080] Optionally, in the embodiments of the present application, the above-mentioned connection anchor points may include, but are not limited to, reference points that have a fixed spatial association with the target anchor points, which are used to maintain the structural continuity and logical constraints of the virtual object. The position of the connection anchor point remains unchanged during the movement of the target anchor point, but the target connection line (i.e., the geometric relationship) between it and the target anchor point will be dynamically updated with the new position of the target anchor point. The technical implementation of the connection anchor point involves the hierarchical module definition in the virtual object syntax: for example, in the floor splicing syntax, the connection anchor point may correspond to the boundary point of a certain fixed floor to ensure the alignment of the vertical structure when floors are stacked; in the wall splicing scenario, the connection anchor point can be defined as the starting point or ending point of the corner module to limit the wall extension direction to avoid structural breaks. The functions of the connection anchor point include, but are not limited to, restricting the physical rationality of the virtual object shape (such as preventing walls from hanging in the air), assisting in automatic detail generation (such as symmetric distribution of doors and windows), and supporting cascaded adjustment of complex structures (such as adjusting a certain anchor point to trigger the adaptation of adjacent floors). For example, when the user drags the target anchor point to change the width of a certain floor, the connection anchor point, as the fixed boundary of the adjacent floor, ensures that the upper virtual object automatically shrinks or expands to match the lower contour, and at the same time, the door / window resources are dynamically replaced according to the new wall size.
[0081] Optionally, in the embodiments of the present application, the above interaction operations may include, but are not limited to, dragging, scaling, and rotating. The interaction operation is an operation performed by the user on the target anchor point to adjust the position of the target anchor point, thereby changing the shape structure of the virtual object. The dragging operation allows the user to directly drag the target anchor point through a mouse or other input device to change its position, thereby directly adjusting the shape of the virtual object. The scaling operation allows the user to enlarge or reduce the target anchor point, thereby changing the local or overall size of the virtual object and realizing the proportional adjustment of the virtual object. The rotating operation allows the user to rotate the target anchor point to change its angle, thereby realizing the rotation and orientation adjustment of the virtual object. It should be noted that the way of the interaction operation can be flexibly selected according to the user's needs and habits, and may also include, but are not limited to, translation, tilting, distortion, etc., and the present application does not make any limitation thereto.
[0082] It should be noted that the interaction operation methods of the target anchor point can adopt various forms according to the application scenario and user requirements, and the present application does not make any limitation thereto. For example, the interaction operation can support single-finger dragging on touch screen devices, multi-finger gesture scaling (such as pinching with two fingers to adjust the anchor point density), pressure sensing control (such as pressing hard on the anchor point to trigger a secondary menu), or somatosensory interaction (such as fine-tuning the anchor point coordinates by tilting the handle). In a collaborative editing scenario, the interaction operation can be extended to multi-person synchronous adjustment: multiple users can operate different target anchor points simultaneously, and the system automatically coordinates the position changes through a conflict detection algorithm to ensure the overall consistency of the virtual object's form. In addition, the interaction operation can be combined with automated auxiliary functions, such as snapping to grid lines, intelligent alignment with adjacent modules, or recommending anchor point adjustment paths based on historical operation habits.
[0083] S208. In response to a change in the position of the target anchor point, adjust the shape structure of the virtual object, where the shape structure represents the shape structure constructed as the target connection changes, and the degree of change in the shape structure is related to the operation parameters of the interaction operation.
[0084] Optionally, in the embodiments of the present application, the above-mentioned shape structure may include, but is not limited to, geometric forms constructed by the change of target connection lines, including but not limited to polygon structures, curved surface structures, and three-dimensional structures. The shape structure is a geometric form composed of anchor points and connection lines in a virtual object, and it is dynamically adjusted with the change of the target connection line. A polygon structure is a planar or three-dimensional polygon formed by connecting multiple anchor points through target connection lines, such as triangles, rectangles, pentagons, etc. By adjusting the positions of the target anchor points, the side lengths, angles, and shapes of the polygon can be changed. A curved surface structure is a smooth or irregular curved surface formed by connecting multiple anchor points through target connection lines, such as circles, ellipses, wavy shapes, etc. By adjusting the positions of the target anchor points, the curvature, radian, and overall form of the curved surface can be changed. A three-dimensional structure is a three-dimensional form formed by connecting multiple anchor points through target connection lines, such as cubes, cylinders, cones, etc. By adjusting the positions of the target anchor points, the dimensions, proportions, and spatial forms of the three-dimensional object can be changed. It should be noted that the type and complexity of the shape structure can be flexibly adjusted according to the design requirements of the virtual object and the creativity of the user, and the present application does not limit this.
[0085] Optionally, in the embodiments of the present application, the above-mentioned operation parameters may include, but are not limited to, the drag distance and the rotation angle. The operation parameters are the parameters set by the user when performing an interaction operation, and are used to control the degree of position change of the target anchor point, thereby affecting the change of the shape structure. The drag distance represents the moving distance of the user dragging the target anchor point, which directly affects the adjustment range of the shape structure. The rotation angle represents the angle of the user rotating the target anchor point, which affects the direction and angle change of the shape structure. It should be noted that the type and value range of the operation parameters can be flexibly set according to the design requirements of the virtual object and the operation habits of the user, and the present application does not limit this.
[0086] Exemplarily, Figure 3 is a schematic diagram of an optional method for generating a virtual object according to an embodiment of the present application. As Figure 3 shown, taking virtual object design software as an example, it includes but is not limited to the following process:
[0087] S1: Display the virtual object and associated anchor points: When the system is initialized, an initial virtual object is generated based on the base spline line input by the user. Figure 4 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application. As Figure 4As shown, for example, the user draws a spline for the bottom edge of a rectangle, which forms a rectangular floor slab that is 10 meters long and 8 meters wide after being closed. The system automatically generates four anchor points A, B, C, and D at the four vertices of the bottom edge, and also includes an operable anchor point E. The connection of the anchor points can be not set in advance. Whenever a target anchor point is selected, the anchor points connected to the target anchor point are regarded as connection anchor points. The virtual object is presented in a three-dimensional rendering form, including a default floor height of 3 meters and a wall thickness of 0.2 meters, and automatically generates 4 glass windows and a metal door.
[0088] S2: Adjust the position of the target anchor point in response to the interaction operation: The user moves the target anchor point A by touching and dragging on the screen, and the system detects the change in the position of the target anchor point in real time;
[0089] S3: Dynamically adjust the shape and structure of the virtual object: After the target anchor point moves, the geometric network of the bottom edge is updated. The incremental constrained Delaunay triangulation algorithm is used to update the bottom edge from a rectangle to a trapezoid, and new triangular mesh data is generated. According to the new contour of the bottom edge, four side walls are automatically generated: the length of the right wall increases from 10 meters to 12 meters, the height is 3 meters, and the thickness is 0.2 meters. According to the width of the wall, the original 1.5-meter-wide glass window is replaced with a 2-meter-wide floor-to-ceiling window (fitted to the 12-meter-long wall). The right wall and the top wall form a 135-degree obtuse angle, and the system adopts an exterior wall line seamless splicing strategy to generate a smooth corner module. If the user enables the multi-layer mode, the system automatically increases the floor height to 3.2 meters according to the new bottom edge area (from 80 to 96) and adjusts the position of the stairs.
[0090] Among them, if an acute angle is formed by dragging the target anchor point (such as moving to (15, -2)), the system switches to the interior wall line interpenetration strategy to generate an inclined roof support structure. When the wall width increases from 0.2 meters to 0.3 meters, the system automatically replaces it with a load-bearing wall module and adds a steel bar texture map. If the user switches to an industrial style, the system replaces the glass window with a metal mesh window, and the wall material becomes exposed concrete.
[0091] Through the embodiments of the present application, a virtual object generation method based on dynamic anchor points is adopted. Through real-time interaction operations and a logic adaptation mechanism, the purpose of dynamically adjusting the shape of the virtual object and optimizing the user creation experience is achieved, thereby realizing the technical effect of efficient and flexible automatic generation of virtual objects. Specifically, the system first displays at least two anchor points associated with the virtual object and its bottom edge, where the anchor points include a target anchor point and a connection anchor point connected thereto. When the user performs an interaction operation of dragging or adjusting the position of the target anchor point, the position of the target anchor point changes, while the position of the connection anchor point remains fixed; the line connecting the target anchor point and the connection anchor point (i.e., the target line) will be dynamically updated according to the new position of the target anchor point, forming a new spatial relationship. During this process, the system dynamically reconstructs the shape structure of the virtual object by calculating the geometric parameters (such as length, angle) of the target line in real time, such as adjusting the wall corner, generating the shape of a polyhedron virtual object, or adapting to different floor heights. The degree of change in the shape structure is directly related to the operation parameters of the interaction operation (such as the dragging distance, direction), ensuring an intuitive mapping of the user input. Through the above method, the system realizes the dynamic seamless splicing of the virtual object shape, the automatic adaptation of detailed elements (such as the matching of door and window sizes with the wall), and the instant feedback of user operations, significantly reducing the complexity of manual adjustment, enhancing the freedom and efficiency of virtual object design, while ensuring the rationality and aesthetics of the generated structure, thereby solving the technical problems in the related art that the shape of the generated virtual object is limited and the generation process lacks flexibility and creative freedom.
[0092] As an alternative solution, in response to the interaction operation performed on the target anchor point, adjusting the position of the target anchor point includes: in response to the determination interaction operation performed on any one of the at least two anchor points, selecting the target anchor point from the at least two anchor points; in response to the movement interaction operation performed on the target anchor point, adjusting the position of the target anchor point.
[0093] Optionally, in the embodiments of the present application, the above-mentioned determination of the interaction operation may include, but is not limited to, the logical determination process in which the user selects a target anchor point from multiple anchor points through a specific input behavior. The core function of determining the interaction operation is to identify the user's intention and accurately locate the anchor point to be adjusted. Its technical implementation relies on the cooperation of the event detection module and the position matching algorithm. The event detection module captures the user input in real time (such as touch coordinates, voice command keywords, or gesture trajectories), and the position matching algorithm determines the finally selected target anchor point by calculating the Euclidean distance or semantic correlation degree between the input position and the anchor point coordinates (such as the azimuth description in the voice command). For example, in a touch screen scenario, after the user clicks on a certain position on the screen, the system traverses all the anchor point coordinates, selects the anchor point closest to the click position as the target anchor point, and highlights it to provide visual feedback. The application scenarios of determining the interaction operation include, but are not limited to, permission verification in multi-person collaborative editing (only allowing specific users to select key anchor points), hierarchical anchor point filtering in complex virtual objects (such as only selecting the anchor points of the top floor slab), or batch selection of anchor points in automated scripts (such as selecting all wall anchor points with a width less than 1 meter). The technical implementation details cover conflict handling (such as popping up a selection list when multiple anchor points are close) and fault tolerance mechanisms (such as canceling the selected state after accidental touch).
[0094] Among them, the specific form of determining the interaction operation can be adapted to different input devices and user scenarios, and the present application does not limit this. For example, the determination operation can be through single-point clicking on a touch screen device (selecting the anchor point closest to the fingertip), ray casting of a VR handle (selecting after the cursor points to the anchor point and pulling the trigger), eye movement detection (selecting when the anchor point is gazed at for more than 500 ms), or a brain-computer interface (locking the target anchor point through the strength of the brain wave signal). In an accessible design scenario, the determination operation can be extended to voice commands (such as saying the anchor point number A3) or gesture recognition (such as using a five-finger spread gesture to circle multiple anchor points). In addition, the determination logic of the determination operation can be configured: in the precise mode, the coordinates need to be strictly matched, and in the fuzzy mode, a tolerance range (such as ±5 pixels) is allowed to improve the fault tolerance of the operation.
[0095] Optionally, in the embodiments of the present application, the above-mentioned mobile interaction operation may include, but is not limited to, the input behavior of the user applying position adjustment to the target anchor point, which triggers the dynamic reconstruction of the virtual object. The technical implementation of the mobile interaction operation is based on real-time coordinate update and geometric parameter recalculation: when the user drags the target anchor point, the system continuously obtains new coordinates (such as through touch trajectory sampling or voice command parsing), and drives the spline parsing module to update the bottom geometry network. At the same time, the syntax parsing module generates adapted wall, floor, and door and window modules based on the new bottom edge. For example, when the user drags the target anchor point from the coordinate (5,0) to (7,0), and the bottom edge length increases from 10 meters to 12 meters, the system automatically extends the right wall and replaces the window with a larger size. The scope of action of the mobile interaction operation covers, but is not limited to, virtual object form expansion (such as increasing the floor area), structure optimization (such as adjusting the corner angle to enhance stability), or style migration (such as dragging the anchor point to trigger the generation of a Gothic spire). Technical details include motion smoothing processing (such as interpolation algorithms to avoid coordinate jumps), physical simulation (such as dragging resistance to simulate the weight of the wall), and multi-terminal synchronization (such as real-time collaborative editing between the mobile terminal and the PC terminal).
[0096] Among them, the constraint conditions of the mobile interaction operation can be dynamically adjusted based on diverse rules, and the present application does not limit this. For example, the movement range can be restricted by physical rules (such as the anchor point cannot be moved outside the load-bearing column), aesthetic rules (such as the anchor point needs to move along the golden ratio line), or functional requirements (such as the anchor point corresponding to the fire escape is prohibited from moving). In special scenarios, the mobile operation can enable an auxiliary mode: when dragging the anchor point, it automatically adheres to the grid line, aligns with adjacent modules, or moves smoothly along a preset path. In addition, the response speed of the mobile operation can be configured in levels: low-latency lightweight calculation is adopted in real-time collaboration scenarios, while high-precision simulation is allowed in offline rendering scenarios.
[0097] It should be noted that the coordination mechanism for determining and mobile interaction operations can support complex workflows, and the present application does not limit this. For example, in an automated design scenario, the determination operation can trigger AI suggestions: after the user selects a certain anchor point, the system recommends an optimized movement path based on historical data (such as moving out 2 meters to improve lighting efficiency). In a gamified UGC scenario, the mobile operation can be associated with an achievement system: after the user completes a specific form adjustment (such as generating a cantilever roof), decorative elements are unlocked. In addition, the operation record can support version backtracking: the user can view the anchor point movement history and restore it to any step, and at the same time export the operation sequence for reuse as a template.
[0098] In addition, the feedback form of the interaction operation can be adapted to the multi-modal perception requirements, which is not limited in this application. For example, visual feedback can include anchor point highlighting, path prediction lines (showing the dragging direction), or real-time data panels (displaying the moving distance and angle changes); haptic feedback can simulate resistance through device vibration (such as enhancing the vibration sense when dragged to the extreme position); auditory feedback can play sound effects to indicate successful operations or conflict warnings. In the education and training scenario, the feedback mechanism can be extended to teaching guidance: when the user moves the anchor point, the system can annotate the changes in geometric parameters in real time (such as the bottom perimeter increasing from 40 meters to 45 meters), and prompt the impact of structural mechanics (such as a center of gravity shift warning).
[0099] Exemplarily, assuming a virtual game scene editor as an example, it includes but is not limited to the following processes:
[0100] S1: In response to a determined interaction operation performed on any one of at least two anchor points, select a target anchor point from the at least two anchor points.
[0101] S1-1: Mouse click operation:
[0102] Figure 5 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application. As Figure 5 shown, in the virtual game scene editor, the user loads a game map, and the virtual object contains multiple anchor points, such as a house. The user clicks a point with the left mouse button, and the system recognizes this click operation as a determined interaction operation and marks this point as the target anchor point. At this time, the target anchor point will be highlighted with a different color or icon.
[0103] S1-2: Touch screen operation:
[0104] The user opens the game map on a touch screen device and selects the target anchor point by lightly touching the anchor point at the top of the tower. After the system recognizes the touch operation, it marks this anchor point as the target anchor point and displays a prompt message on the interface, such as "The anchor point at the top of the tower has been selected".
[0105] S1-3: Voice command operation:
[0106] The user can select the target anchor point through a voice command. For example, the user says "Select the anchor point at the lower left corner of the house", and the system recognizes the command through voice recognition technology and marks the corresponding anchor point as the target anchor point. This method is suitable for scenarios where both hands are needed for operation, and the user does not need to click or touch manually.
[0107] S2: In response to a moving interaction operation performed on the target anchor point, adjust the position of the target anchor point.
[0108] S2-1: Mouse drag operation:
[0109] The user holds down the target anchor point with the left mouse button and drags it, for example, moving the target anchor point at the lower left corner of the house 2 meters to the left. The system responds to the drag operation in real time, updates the position of the anchor point, and dynamically adjusts the shape of the house connected to the anchor point. At this time, the length and angle of the house are adjusted according to the new position of the anchor point to ensure that the geometric relationship of the house remains reasonable.
[0110] S2-2: Touch screen sliding operation:
[0111] On a touch screen device, the user adjusts the position of the target anchor point by holding it with a finger and sliding. For example, the user slides the target anchor point at the top of the tower 1 meter upward, and the system updates the position of the anchor point in real time according to the sliding path and adjusts the height of the tower. This operation method is intuitive and suitable for the interaction habits of mobile devices.
[0112] S2-3: Gesture recognition operation:
[0113] The user can adjust the position of the target anchor point through gesture recognition. For example, the user makes a "move left" gesture in front of the camera. After the system recognizes the gesture, it moves the target anchor point left by a specified distance. This method is suitable for scenarios that require non-contact operations, and the user does not need to directly touch the device.
[0114] Through the embodiments of the present application, flexible operations on the anchor points in virtual objects are realized. Users can select different interaction methods according to their own needs and operation habits to select and move the target anchor points. This design not only improves the flexibility of the user's interaction with virtual objects, but also enhances the intuitiveness and convenience of operations. For example, in virtual object design software, users can precisely adjust the shape of the wall by dragging with the mouse or keyboard input, while in a game scene editor, users can quickly adjust the structure of the game map by sliding on the touch screen or gesture recognition. This diverse interaction method enables users to more efficiently complete the adjustment tasks of complex virtual objects, while reducing the operation threshold, making it easy for users with different skill levels to get started.
[0115] As an optional solution, in response to an interaction operation performed on the target anchor point, adjusting the position of the target anchor point includes at least one of the following:
[0116] In response to a drag interaction operation performed on the target anchor point, adjusting the position of the target anchor point to the end position of the drag interaction operation;
[0117] In response to a click operation performed on the virtual area associated with the target anchor point, adjusting the position of the target anchor point to the position specified by the click operation;
[0118] In response to a collaborative interaction operation performed on the target anchor point through a keyboard and mouse device, adjusting the position of the target anchor point to the position specified by the collaborative interaction operation;
[0119] In response to an eye movement interaction operation performed on a target anchor point, adjust the position of the target anchor point to the position specified by the eye movement interaction operation;
[0120] In response to a gesture interaction operation performed on a target anchor point, adjust the position of the target anchor point to the position specified by the gesture interaction operation;
[0121] In response to a voice interaction operation performed on a target anchor point, adjust the position of the target anchor point to the position specified by the voice interaction operation;
[0122] In response to an interaction operation performed on a target anchor point through a head-mounted sensor, adjust the position of the target anchor point to the position specified by the interaction operation;
[0123] In response to an interaction operation performed on a target anchor point through a controller, adjust the position of the target anchor point to the position specified by the interaction operation.
[0124] Optionally, in the embodiments of the present application, the above-mentioned drag interaction operation may include, but is not limited to, a moving operation performed by the user on the target anchor point through a mouse or a touch screen, including but not limited to left mouse button dragging, long-press dragging on the touch screen, etc. The drag interaction operation is an intuitive and widely used interaction method. The user can hold the target anchor point with the left mouse button and drag it, or long-press and drag the target anchor point with a finger on a touch screen device to move it to the desired position. For example, in virtual object design software, the user can drag the anchor point of a wall through a mouse to adjust the length and direction of the wall; in a game scene editor, the user can drag the anchor point of a scene element through a touch screen to change its position. The core of the drag interaction operation is that the user can directly change the position of the target anchor point through a continuous moving gesture. This operation method is simple and intuitive and is suitable for scenarios that require frequent position adjustment.
[0125] It should be noted that the specific implementation method of the drag interaction operation can be designed diversely according to different devices and application scenarios. For example, in desktop software, the drag operation is usually implemented through a mouse, while on mobile devices, it is completed through touch screen operations. In addition, the drag operation can also be combined with auxiliary functions, such as holding the "Shift" key for straight-line dragging, or implementing more complex drag paths through gesture recognition. The present application does not limit this.
[0126] Optionally, in the embodiments of the present application, the above click operation may include, but is not limited to, an operation performed by the user on the virtual area associated with the target anchor point through a mouse click or a touch on the touch screen, including but not limited to a left mouse button click, a touch on the touch screen, a double click, etc. The click operation is a simple and fast interaction method. The user can click on the virtual area associated with the target anchor point with the mouse or touch the area on the touch screen to specify a new position for the target anchor point. For example, in a virtual object, the user can move the anchor point of a wall to a certain position by clicking on that position on the wall; in a game scene editor, the user can move the anchor point of a scene element to a certain point on the ground by clicking on that point. The core of the click operation is that the user can quickly adjust the anchor point position through a simple click action, and this operation method is suitable for scenarios that require quick positioning.
[0127] It should be noted that the specific form of the click operation can be designed diversely according to different devices and user habits. For example, in desktop software, the click operation is usually completed by the left mouse button, while on mobile devices, it is achieved through the touch screen. In addition, the click operation can also be combined with other functions, such as double clicking for quick selection or long pressing for dragging, which is not limited in this application.
[0128] Optionally, in the embodiments of the present application, the above collaborative interaction operation may include, but is not limited to, an interaction operation performed by the user on the target anchor point through a combination of the keyboard and the mouse, including but not limited to using the keyboard arrow keys in combination with mouse dragging, holding a specific key for auxiliary operations, etc. The collaborative interaction operation is an operation method that combines multiple input devices. The user can complete complex anchor point adjustment tasks through the collaboration of the keyboard and the mouse. For example, in virtual modeling software, the user can hold the "Ctrl" key and use the mouse to drag the anchor point to achieve precise translation operations; or fine-tune the anchor point position through the keyboard arrow keys and then combine with mouse dragging for large-range movement. The core of the collaborative interaction operation is to provide a more flexible and precise anchor point adjustment function through the combination of multiple input methods, which is suitable for scenarios that require high-precision adjustment.
[0129] It should be noted that the specific implementation method of the collaborative interaction operation can be designed diversely according to different application scenarios and user requirements. For example, in complex 3D modeling software, the user can switch the operation mode through keyboard shortcuts and then combine with mouse operations to complete complex anchor point adjustments; in game development tools, the user can input parameters through the keyboard and combine with mouse operations to achieve precise adjustment of the anchor point. This application does not make any limitations in this regard.
[0130] Optionally, in the embodiments of the present application, the above-mentioned eye movement interaction operation may include, but is not limited to, the interaction operation performed by the user on the target anchor point through the eye movement detection device, including but not limited to the movement of the fixation point, blink confirmation, etc. The eye movement interaction operation is an interaction method based on the user's line of sight. The user can adjust the anchor point position by gazing at the target anchor point or its associated area and confirming the operation by blinking or other eye movement actions. For example, in a virtual reality environment, the user can gaze at the anchor point of a virtual object and blink to move the anchor point to the position of the fixation point; in an auxiliary design tool, the user can gaze at the anchor point on the screen and adjust its position through the auxiliary function of the eye movement device. The core of the eye movement interaction operation is to achieve contactless interaction through the user's natural line of sight and eye movement actions, which is suitable for scenarios that require two-handed operation or other complex interaction scenarios.
[0131] It should be noted that the specific implementation method of the eye movement interaction operation can be designed diversely according to different devices and application scenarios. For example, in a virtual reality headset, the eye movement operation can be realized through a built-in eye movement detection sensor; in an auxiliary design tool, the eye movement operation can be completed through an external eye movement detection device. In addition, the eye movement interaction operation can also be combined with voice commands or gesture operations to achieve more complex interaction functions, and the present application does not limit this.
[0132] Optionally, in the embodiments of the present application, the above-mentioned gesture interaction operation may include, but is not limited to, the interaction operation performed by the user on the target anchor point through the gesture recognition device, including but not limited to air gestures, touch screen gestures, body gesture, etc. The gesture interaction operation is an interaction method based on the user's gestures. The user can adjust the position of the target anchor point by making specific gestures in the air, on the touch screen, or through a body sensing device. For example, in a virtual modeling software, the user can draw an arrow gesture on the touch screen to move the anchor point to the position pointed by the arrow; in a body sensing interaction device, the user can wave to move the anchor point. The core of the gesture interaction operation is to achieve intuitive interaction through the user's natural gesture actions, which is suitable for scenarios that require fast and natural interaction.
[0133] It should be noted that the specific implementation method of the gesture interaction operation can be designed diversely according to different devices and application scenarios. For example, on a mobile device, the gesture operation is usually realized through the touch screen; in a virtual reality environment, the gesture operation can be completed through a body sensing controller. In addition, the gesture interaction operation can also be combined with voice commands or other input methods to achieve more complex interaction functions, and the present application does not limit this.
[0134] Optionally, in the embodiments of the present application, the above voice interaction operation may include, but is not limited to, the interaction operation performed by the user on the target anchor point through voice instructions, including but not limited to voice commands, voice parameter input, etc. The voice interaction operation is an interaction method based on the user's voice. The user can adjust the position of the target anchor point by speaking specific voice instructions. For example, in virtual modeling software, the user can say "Move the anchor point 1 meter to the left", and the system parses the instruction through voice recognition technology and adjusts the position of the anchor point; in game development tools, the user can adjust the anchor point in the game scene by the voice instruction "Move the anchor point at the top of the tower 2 meters upward". The core of the voice interaction operation is to achieve fast and convenient interaction through the user's natural voice, which is suitable for scenarios that require both hands operation or other complex interaction scenarios.
[0135] It should be noted that the specific implementation method of the voice interaction operation can be designed diversely according to different devices and application scenarios. For example, in desktop software, voice interaction can be achieved through a built-in microphone; on mobile devices, voice interaction can be completed through the mobile phone microphone. In addition, the voice interaction operation can also be combined with gesture operation or eye movement operation to achieve more complex interaction functions, which is not limited in this application.
[0136] Optionally, in the embodiments of the present application, the above interaction operation performed by the head-mounted sensor may include, but is not limited to, the interaction operation performed by the user on the target anchor point through a virtual reality headset or augmented reality glasses, including but not limited to head movement, fixation point interaction, etc. The head-mounted sensor interaction operation is an interaction method based on the user's head movement or line of sight direction. The user can adjust its position by moving the head or fixing the line of sight on the target anchor point. For example, in a virtual reality environment, the user can move the anchor point to the position in that direction by turning the head to a certain direction; in an augmented reality application, the user can fix the line of sight on the anchor point of a certain virtual object and adjust its position through the auxiliary function of the headset device. The core of the head-mounted sensor interaction operation is to achieve intuitive interaction through the user's natural head movement or line of sight direction, which is suitable for scenarios that require immersive interaction.
[0137] It should be noted that the specific implementation method of the head-mounted sensor interaction operation can be designed diversely according to different devices and application scenarios. For example, in a virtual reality headset, the interaction operation can be achieved through a built-in sensor; in augmented reality glasses, the interaction operation can be completed through an external sensor. In addition, the head-mounted sensor interaction operation can also be combined with gesture operation or voice instructions to achieve more complex interaction functions, which is not limited in this application.
[0138] Optionally, in the embodiments of the present application, the above interaction operations executed by the controller may include, but are not limited to, interaction operations performed by the user on the target anchor point through a gamepad, a motion controller, or other dedicated controllers, including but not limited to joystick operations, button operations, motion actions, etc. The controller interaction operation is an operation method based on the user's operation through a dedicated device. The user can move the target anchor point through the joystick of the gamepad or adjust the anchor point position through the actions of the motion controller. For example, in a game development tool, the user can move the anchor point of a scene element to a specified position through the joystick of the gamepad; in a virtual reality application, the user can adjust the anchor point of a virtual object through the actions of the motion controller. The core of the controller interaction operation is to provide an accurate and intuitive interaction experience through a dedicated device, which is suitable for scenarios that require high-precision operations.
[0139] It should be noted that the specific implementation manner of the controller interaction operation can be designed diversely according to different devices and application scenarios. For example, in a game development tool, the controller operation can be implemented through the buttons and joystick of the gamepad; in a virtual reality environment, the controller operation can be completed through the actions of the motion controller. In addition, the controller interaction operation can also be combined with voice commands to achieve more complex interaction functions, which are not limited in this application.
[0140] As an optional solution, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object includes:
[0141] When the target anchor point is at the first position at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in the horizontal direction;
[0142] When the target anchor point is at the second position at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in the vertical direction, where the first position is different from the second position;
[0143] When the target anchor point is not at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in the vertical direction.
[0144] Optionally, in the embodiments of the present application, the above-mentioned underlying layer may include, but is not limited to, the logical level used to define the core structure of the virtual object in the virtual object, which realizes the form generation and adjustment through dynamic anchors and grammar rules. The core function of the underlying layer is to carry the main framework of the virtual object (such as the bottom contour, floor distribution, wall orientation), and trigger the structural reconstruction through the change of the anchor point position. Technically, the underlying layer generates a geometric network by a spline parsing module, and dynamically generates modules such as walls and doors and windows according to the splicing rules defined by the grammar parsing module. For example, when the user adjusts the anchor point of the bottom edge of the underlying layer, the system updates the bottom plate triangular mesh through the incremental constrained Delaunay triangulation algorithm, and recursively generates the adapted side walls and roof structures. The dynamic characteristics of the underlying layer are reflected in its ability to automatically adjust module resources according to the anchor point position, corner angle or floor height, such as replacing larger-sized door and window modules when the bottom edge is extended, or switching the splicing strategy at acute corners. The application scenarios include, but are not limited to, the main form design of virtual objects, the adaptive adjustment of floor height, or the generation of complex polyhedron structures.
[0145] Optionally, in the embodiments of the present application, the above-mentioned first position may include, but is not limited to, the anchor point distribution area directly related to the horizontal form adjustment in the underlying layer, such as the vertex of the bottom contour of the virtual object or the midpoint of the side. The technical implementation of the first position depends on the geometric parameter definition of the bottom spline: when the target anchor point is located at the bottom vertex, its movement mainly affects the bottom length and angle, thereby triggering the horizontal structural expansion or contraction. For example, when the user drags the bottom vertex anchor point from the coordinate (10,0) to (12,0), the bottom length increases from 10 meters to 12 meters, and the system automatically extends the right wall and adjusts the door and window layout (such as replacing the original 1.5-meter-wide window with a 2-meter-wide floor-to-ceiling window). The role of the first position also includes constraining the structural rationality in the horizontal direction: if the drag causes the bottom angle to exceed the preset threshold (such as less than 60 degrees), the system automatically inserts support columns or switches to an arc-shaped wall to avoid structural breakage. The application cases include, but are not limited to, adjusting the floor area of the virtual object, generating an irregular polygon bottom edge, or optimizing the space utilization rate in the horizontal direction.
[0146] Optionally, in the embodiments of the present application, the above-mentioned second position may include, but is not limited to, the anchor point distribution area associated with the vertical direction form adjustment in the bottom layer, such as the floor boundary point or the connection point of the vertical support structure. The technical implementation of the second position is based on the linkage logic of the floor splicing grammar and the vertical module: when the target anchor point is located at the floor boundary, its movement triggers the dynamic adjustment of the floor height. For example, when the user drags the anchor point at the top of a certain floor from a height of 3 meters to 4 meters, the system automatically stretches the height of the floor wall and replaces the adapted window resources according to the new height value (such as replacing the ordinary window with a high-ceiling glass curtain wall). The function of the second position also covers the structural optimization in the vertical direction: if the floor height exceeds the load-bearing limit (such as the single-layer height exceeds 6 meters), the system automatically inserts a crossbeam structure or adjusts the material properties (such as replacing it with a steel structure). The application scenarios include, but are not limited to, generating loft-style high-ceiling spaces, adapting to the floor height requirements of different functional areas (such as shopping mall atriums and office floors), or repairing structural conflicts caused by height changes.
[0147] Optionally, in the embodiments of the present application, the above-mentioned non-bottom layer may include, but is not limited to, other layers in the virtual object that do not directly participate in the generation of the main structure, and may be located above or below the above-mentioned non-bottom layer.
[0148] Optionally, in the embodiments of the present application, the above-mentioned horizontal direction and vertical direction may include, but are not limited to, two basic directions used to define the spatial dimension in the virtual object, where the horizontal direction generally refers to the direction parallel to the ground, and the vertical direction refers to the direction perpendicular to the ground. In the virtual object, these two directions are used to describe and adjust the geometric structure and shape change of the virtual object.
[0149] For example, in the virtual object design software, the horizontal direction is usually used to adjust the length of the wall, the width of the floor slab, and the horizontal extension part of the roof; the vertical direction is used to adjust the height of the wall, the thickness of the floor slab, and the slope of the roof. In the game scene editor, the horizontal direction may be used to adjust the width and length of the terrain, and the vertical direction is used to adjust the undulation of the terrain and the height of the virtual object.
[0150] Among them, the user can change the shape structure of the virtual object in different directions by moving the anchor point. For example, by moving the anchor point of the wall in the horizontal direction, the user can change the width of the room; by moving the anchor point in the vertical direction, the user can change the height of the wall. This directional adjustment provides a flexible interaction method for the user, making the design of the virtual object more intuitive and efficient.
[0151] It should be noted that the specific definitions and applications of the horizontal direction and the vertical direction can be designed diversely according to different virtual objects and application scenarios. For example, in 3D modeling software, the horizontal direction and the vertical direction can be defined by coordinate axes (such as the X-axis and the Y-axis); in 2D design tools, the horizontal direction and the vertical direction can be represented by a simple grid system. The present application does not limit this.
[0152] Optionally, in the embodiments of the present application, the above-mentioned first position and second position may include, but are not limited to, specific positions in the underlying layer of the virtual object for distinguishing different functional or structural regions, where the first position and the second position have different functions or adjustment methods in the geometric structure of the virtual object. For example, in a virtual object, the first position may refer to the horizontal boundary of a wall, while the second position may refer to the vertical boundary of the wall. These two positions have different geometric features and adjustment logics in the underlying layer of the virtual object.
[0153] For example, when the target anchor point is located at the first position (such as the horizontal boundary of a wall), adjusting the position of the anchor point may change the length of the wall or the width of the room; while when the target anchor point is located at the second position (such as the vertical boundary of a wall), adjusting the position of the anchor point may change the height of the wall or the thickness of the floor slab. This position distinction enables users to select appropriate anchor points for adjustment according to different design requirements, thereby achieving more precise modification of the virtual object.
[0154] It should be noted that the specific definitions and functions of the first position and the second position can be designed diversely according to different virtual objects and application scenarios. For example, in a game scene editor, the first position may refer to the horizontal boundary of the terrain for adjusting the width of the terrain; the second position may refer to the vertical boundary of the terrain for adjusting the undulation of the terrain. The present application does not limit this.
[0155] In an exemplary embodiment, taking the application scenario of a game scene editor as an example, it includes, but is not limited to, the following process:
[0156] S1: When the target anchor point is located at the first position in the underlying layer of the virtual game scene, in response to a change in the position of the target anchor point, adjust the shape structure of the virtual game scene in the horizontal direction.
[0157] S1-1: Assume that the user is editing a game scene, and the underlying anchor points of the scene are located at the first position in the underlying layer, and these anchor points are used to define the horizontal boundaries of the house. Figure 6 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application, as Figure 6As shown, when the user moves the anchor points at the bottom edge of the house through mouse dragging operations, the system will adjust the length of the house in the horizontal direction in real time. For example, if the user drags the anchor point at the bottom edge of the house 3 meters to the left, the length of the house will be reduced by 3 meters accordingly, and the area of the house area connected to the house will also shrink in the horizontal direction.
[0158] S1-2: During the adjustment process, the system will automatically update the connection relationship between the house and other game elements according to the new positions of the anchor points. For example, after the house is shortened, the position of the tower connected to the house will be automatically adjusted to ensure that the tower is still in a reasonable position relative to the house. At the same time, the appearance of the game scene will be updated in real time, and the user can intuitively see the changes in the scene in the horizontal direction.
[0159] S1-3: In addition, the system will also automatically adjust relevant game parameters according to the change in the length of the house, such as defense ability, resource consumption, etc. For example, after the house is shortened, the system will automatically calculate the number of guards and construction costs that need to be reduced, providing more reasonable game design data for the user.
[0160] S2: In the case where the target anchor point is at the second position at the bottom layer of the virtual game scene, in response to a change in the position of the target anchor point, adjust the shape structure of the virtual game scene in the vertical direction.
[0161] S2-1: The anchor points at the top edge of the house are at the second position at the bottom layer, and these anchor points are used to define the height of the house. When the user moves the anchor points at the top edge of the house through mouse dragging operations, the system will adjust the height of the house in the vertical direction in real time. For example, if the user drags the anchor point at the top edge of the house 2 meters upward, the height of the house will increase by 2 meters accordingly, and the tower and city gate connected to the house will also be adjusted in the vertical direction.
[0162] S2-2: During the adjustment process, the system will automatically update the connection relationship between the house and other game elements according to the new positions of the anchor points. For example, after the height of the house increases, the tower and city gate connected to the house will automatically adjust their heights and proportions to ensure the overall coordination of the scene. At the same time, the appearance of the game scene will be updated in real time, and the user can intuitively see the changes in the scene in the vertical direction.
[0163] S2-3: In addition, the system will also automatically adjust relevant game parameters according to the change in the height of the house, such as the field of view range, attack range, etc. For example, after the height of the house increases, the system will automatically calculate the number of defense towers and arrow holes that need to be increased to enhance the defense ability of the scene.
[0164] Through the embodiments of the present application, in virtual game scene editing, when the target anchor point is at the first position (horizontal direction) at the bottom layer, the system can respond in real time to the change in the anchor point position and adjust the horizontal shape structure of the scene model. For example, when the user edits an ancient house scene and drags the anchor point at the bottom edge of the house, the length of the house changes, the area of the relevant region is also adjusted, and at the same time, the system automatically updates the connection relationship between the house and other elements, such as the position of the tower, and adjusts the game parameters in real time, such as defense ability and resource consumption, to make the game design more reasonable. When the target anchor point is at the second position (vertical direction) at the bottom layer, the system also responds to the change in the anchor point position and adjusts the vertical shape structure of the scene model. For example, when the user drags the anchor point at the top edge of the house, the height of the house changes, the heights and proportions of the relevant elements are automatically adjusted, and the system also automatically adjusts game parameters such as the field of view range and attack range, such as increasing the number of defense towers and arrow slits to enhance the defense ability of the scene. Overall, through real-time adjustment and automatic update, this technical solution improves the flexibility and efficiency of game scene editing and optimizes the game design experience.
[0165] As an optional solution, when the target anchor point is at the first position at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in the horizontal direction includes:
[0166] When the target anchor point is at the first position at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the first shape structure of the first outer facade and the second shape structure of the second outer facade of the virtual object, where the first outer facade is associated with the first connection line, the second outer facade is associated with the second connection line, and the target connection line includes the first connection line and the second connection line.
[0167] Optionally, in the embodiments of the present application, the above-mentioned first outer facade may include, but is not limited to, the outer surface of the virtual object associated with the first connection line in the virtual object. It is a part of the virtual object structure, and its shape and details are determined by the position of the target anchor point and the system generation rules. For example, the first outer facade may be a side surface of the virtual object, and its shape will be dynamically adjusted according to the change in the position of the target anchor point. The generation and modification of the first outer facade rely on the system's parsing of the anchor point position and the application of modular splicing rules to achieve flexible changes in the virtual object form. The above-mentioned "second outer facade" may include, but is not limited to, the outer surface of the virtual object associated with the second connection line in the virtual object. It is another part of the virtual object structure, and its shape and details are also determined by the position of the target anchor point and the system generation rules. For example, the second outer facade may be another side surface of the virtual object, and its shape will be dynamically adjusted according to the change in the position of the target anchor point. The generation and modification of the second outer facade rely on the system's parsing of the anchor point position and the application of modular splicing rules to achieve flexible changes in the virtual object form.
[0168] It should be noted that the above first shape structure may include, but is not limited to, the geometric form formed by the change of the first outer facade at the target anchor point, which is dynamically generated by the system according to preset rules. For example, when the target anchor point moves on the bottom layer, the first shape structure of the first outer facade will change from a rectangle to a polygon or other complex shapes. The generation of the first shape structure takes into account the size of the wall, the layout of doors and windows, and the overall style of the virtual object to ensure the aesthetics and functionality of the virtual object. The above second shape structure may include, but is not limited to, the geometric form formed by the change of the second outer facade at the target anchor point, which is dynamically generated by the system according to preset rules. For example, when the target anchor point moves on the bottom layer, the second shape structure of the second outer facade will change from a rectangle to a polygon or other complex shapes. The generation of the second shape structure takes into account the size of the wall, the layout of doors and windows, and the overall style of the virtual object to ensure the aesthetics and functionality of the virtual object.
[0169] Among them, the above first connection line may include, but is not limited to, the geometric connection line used to define the shape of the first outer facade in the virtual object. It is a line segment connecting the target anchor point and other key points, used to determine the geometric relationship of the side of the virtual object. For example, the first connection line may be a straight line or a curve from the target anchor point to the edge of the bottom layer, and its shape and direction determine the generation method of the first outer facade. The definition and adjustment of the first connection line directly affect the shape structure of the first outer facade and are important geometric elements in the dynamic generation process of the virtual object. The above second connection line may include, but is not limited to, the geometric connection line used to define the shape of the second outer facade in the virtual object. It is a line segment connecting the target anchor point and other key points, used to determine the geometric relationship of the side of the virtual object. For example, the second connection line may be a straight line or a curve from the target anchor point to the edge of the bottom layer, and its shape and direction determine the generation method of the second outer facade. The definition and adjustment of the second connection line directly affect the shape structure of the second outer facade and are important geometric elements in the dynamic generation process of the virtual object.
[0170] Exemplarily, Figure 7 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application. As Figure 7 shown, taking the UGC virtual object system in a sandbox game as an example, it includes, but is not limited to, the following processes:
[0171] S1. Set the initial position of the target anchor point in the bottom layer of the virtual object to the first position. At this time, the anchor point is associated with the first connection line and the second connection line. The first connection line corresponds to the first outer facade, and the second connection line corresponds to the second outer facade. For example, the target anchor point is located at the center of the bottom of the bottom layer. The first connection line is a line segment extending from the left side of the anchor point, and the second connection line is a line segment extending from the right side of the anchor point. The first outer facade is the left wall of the virtual object, and the second outer facade is the right wall of the virtual object.
[0172] S2. When the player drags the target anchor point through the in-game operation interface, causing its position to change, the system monitors the change in the anchor point's position in real time. For example, when the player drags the anchor point to the upper left, the new position of the anchor point is offset relative to the first position.
[0173] S3. The system calculates the angular change between the first connection line and the second connection line based on the new position of the anchor point. Taking the example where after the anchor point moves, the angle between the first connection line and the horizontal line becomes 30 degrees, and the angle between the second connection line and the horizontal line becomes 45 degrees, the angular values are obtained through the built-in geometric calculation algorithm.
[0174] S4. According to the calculated angular change, the first shape structure of the first facade is adjusted. For example, if the first facade was originally a rectangular wall, since the angle of the first connection line becomes 30 degrees, the system adjusts it to a trapezoidal wall with a 30-degree inclined upper edge, and at the same time automatically adapts the corresponding wall texture, so that the texture is naturally distributed on the trapezoidal wall without stretching or distortion.
[0175] S5. Similarly, according to the angular change, the second shape structure of the second facade is adjusted. Assuming the angle of the second connection line becomes 45 degrees, the system adjusts the original rectangular wall of the second facade to an inclined plane wall with a 45-degree inclined upper edge, and according to the inclination degree of the inclined plane, automatically selects a suitable window and door style and size for adaptation. For example, selects a smaller-sized window and adjusts its installation angle to adapt to the inclined plane structure.
[0176] S6. After adjusting the shape structures of the first facade and the second facade, the system optimizes the overall structure of the virtual object. For example, according to the changes in the two facades, automatically adjusts the shape of the roof of the virtual object to make it coordinated and unified with the facades, forming a complete virtual object structure, while ensuring the stability and aesthetics of the virtual object.
[0177] S7. Finally, the system feeds back the adjusted virtual object to the player in real time. The player can see the real-time change effect of the virtual object in the game interface and further adjust the anchor point position or make other modifications to the virtual object as needed, such as adding decorative elements, adjusting the virtual object style, etc., to complete the final creation of the virtual object.
[0178] Through the embodiments of the present application, when the position of the target anchor point changes, it is possible to quickly and accurately adjust the shape structure of the facade of the virtual object, enabling the virtual object to flexibly change according to the player's operations, greatly improving the freedom and flexibility of virtual object creation. At the same time, the system automatically adapts corresponding detail elements, such as doors, windows, textures, etc., reducing the cumbersome manual adjustment operations of the player and improving the creation efficiency. In addition, through the optimization of the overall structure of the virtual object, the stability and aesthetics of the virtual object are ensured, enhancing the player's creation experience and the quality of the work.
[0179] As an alternative solution, when the target anchor point is at the first position at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the first shape structure of the first outer facade and the second shape structure of the second outer facade of the virtual object includes:
[0180] When the target anchor point is at the first position at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the lengths and angles between the first connection line and the second connection line;
[0181] When the angle between the first connection line and the second connection line meets the preset angle condition, adjusting the first shape structure and the second shape structure based on the outer lines of the first virtual object and the outer lines of the second virtual object, where the first virtual object represents the virtual object set by the first connection line, and the second virtual object represents the virtual object set by the second connection line;
[0182] When the angle between the first connection line and the second connection line does not meet the preset angle condition, adjusting the first shape structure and the second shape structure based on the outer lines of the first virtual object and the inner lines of the second virtual object.
[0183] Optionally, in the embodiments of the present application, the above preset angle condition may include but is not limited to a specific angle range or value for determining the generation method of the virtual object structure, including but not limited to common angles such as 90 degrees and 45 degrees. For example, in virtual object simulation software, the system may set 90 degrees as the preset angle condition. When the angle between the first connection line and the second connection line is 90 degrees, the system will consider that the virtual object needs to generate a right-angle corner structure, and at this time, the shape structure of the virtual object will be adjusted based on the outer lines of the first virtual object and the outer lines of the second virtual object. For example, the first virtual object may be a right-angle wall module, and its outer lines define the edge contour of the wall. At this time, the system will generate a perfect right-angle corner according to the outer lines of these two modules, so that the two side walls of the virtual object can be seamlessly connected. When the angle does not meet the preset condition, the system will adopt a different generation method to meet the requirements of non-right-angle virtual object structures and provide players with more flexible and diverse virtual object creation options.
[0184] Optionally, in the embodiments of the present application, the above first virtual object, second virtual object, and third virtual object may include, but are not limited to, virtual objects or components for assisting in the generation of the virtual object structure, including but not limited to virtual objects representing virtual object elements such as walls and columns. For example, in a virtual object simulation game, when a player sets the first connection line, the system will generate a corresponding first virtual object, such as a wall module. The external lines of the virtual object define the edge contour of the wall, including the length, height, and thickness of the wall, etc. When the player sets the second connection line, the system will generate a corresponding second virtual object, such as another wall module. The external lines of this virtual object also define the edge contour of the wall. When the included angle between the first connection line and the second connection line meets the preset conditions, the system will adjust the shape structure of the virtual object based on the external lines of the first virtual object and the second virtual object. For example, if both the first virtual object and the second virtual object are right-angle wall modules, their external lines will jointly define the right-angle corner structure of the virtual object. The system will generate a perfect right-angle corner based on these lines, enabling the seamless connection of the two side walls of the virtual object. This generation method based on virtual objects makes the generation of virtual object structures more flexible and diverse, providing players with rich creative possibilities.
[0185] Exemplarily, Figure 8 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application. As Figure 8 shown, taking the UGC virtual object system in a sandbox game as an example, it includes but is not limited to the following processes:
[0186] S1. In the underlying layer of the virtual object, the target anchor point is initially located at the first position, for example, at the center point of the bottom edge of the virtual object. At this time, the first connection line and the second connection line respectively extend from the anchor point to the two side edges of the virtual object, and the included angle between them is 180 degrees.
[0187] S2. When the player drags the target anchor point through the in-game operation interface, causing its position to change, the system detects the change in the anchor point position in real time. For example, when the player drags the anchor point downward, the new position of the anchor point is offset downward by 2 meters relative to the first position. At this time, the length of the first connection line becomes 3 meters, the length of the second connection line becomes 6 meters, and the included angle between them becomes 120 degrees.
[0188] S3. The system determines whether the included angle between the first connection line and the second connection line meets the preset included angle condition. Assuming that the preset included angle condition is 90 degrees, and the current included angle is 120 degrees, which does not meet the preset condition, the system proceeds to the next step.
[0189] S4. Since the included angle does not meet the preset condition, the system adjusts the first shape structure and the second shape structure based on the external lines of the first virtual object and the internal lines of the second virtual object. Suppose the first virtual object is a rectangular wall module, and its external lines are the four sides of the rectangle; the second virtual object is an L-shaped wall module, and its internal lines are the two sides of the L shape. The system adjusts the facade structure of the virtual object according to the new lengths and included angles of the first connection line and the second connection line, as well as the external lines of the first virtual object and the internal lines of the second virtual object. For example, the first shape structure is adjusted from the original rectangular wall surface to a trapezoidal wall surface with an inclined upper edge, and the inclination angle is adapted to the included angle between the first connection line and the second connection line; the second shape structure is adjusted from the original L-shaped wall surface to a wall surface with an arc-shaped side, and the curvature of the arc is calculated according to the length and included angle of the second connection line.
[0190] S5. In another case, if the player moves the anchor point and the included angle between the first connection line and the second connection line becomes 90 degrees, meeting the preset included angle condition. At this time, the system adjusts the first shape structure and the second shape structure based on the external lines of the first virtual object and the external lines of the second virtual object. For example, both the first shape structure and the second shape structure are adjusted to regular rectangular wall surfaces, the length and width of the wall surfaces are adjusted according to the length of the connection lines, and the included angle between the wall surfaces is 90 degrees, forming a right-angle corner.
[0191] S6. After adjusting the first shape structure and the second shape structure, the system optimizes the overall structure of the virtual object. For example, according to the changes in the two facades, the roof shape of the virtual object is automatically adjusted to be coordinated and unified with the facades, forming a complete virtual object structure, while ensuring the stability and aesthetics of the virtual object. For example, when the facade forms a right-angle corner, the roof is adjusted to a flat rectangular plane; when the facade forms an inclined or arc-shaped structure, the roof is adjusted to a matching inclined plane or curved surface.
[0192] S7. Finally, the system feeds back the adjusted virtual object to the player in real time. The player can see the real-time change effect of the virtual object in the game interface and further adjust the anchor point position or make other modifications to the virtual object as needed, such as adding decorative elements, adjusting the virtual object style, etc., to complete the creation of the final virtual object.
[0193] Through the embodiments of the present application, when the position of the target anchor point changes, the external facade structure of the virtual object can be flexibly adjusted according to the length and angle of the connection line, enabling the virtual object to present a rich variety of forms, greatly improving the flexibility and freedom of virtual object creation. At the same time, the system automatically adjusts the shape structure based on the lines of the virtual object, reducing the cumbersome manual adjustment operations of players and improving the creation efficiency. In addition, through the optimization of the overall structure of the virtual object, the stability and aesthetics of the virtual object are ensured, enhancing the creation experience of players and the quality of works.
[0194] As an alternative solution, the above method further includes:
[0195] In response to an input interaction operation on the number of layers of the virtual object, display a virtual object including at least two layers;
[0196] When the target anchor point is located at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjust the shape structure of the virtual object in the horizontal direction;
[0197] When the target anchor point is located at a non-bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjust the shape structure of the non-bottom layer where the target anchor point is located in the vertical direction.
[0198] Optionally, in the embodiments of the present application, the above input interaction operation may include, but is not limited to, operations performed by the user through a graphical user interface, including but not limited to clicking, dragging, swiping, etc. For example, in a virtual object design software, the user can input an interaction operation by clicking the "increase layer" button on the interface to increase the number of layers of the virtual object. When the user clicks the button, the system will receive the corresponding signal and display a virtual object including at least two layers according to the preset rules. This operation method is simple and intuitive, and the user can easily control the number of layers of the virtual object by clicking the button without performing complex input operations. In addition, the input interaction operation may also include a dragging operation. For example, the user can adjust the number of layers of the virtual object by dragging a slider. The position of the slider corresponds to different numbers of layers, and the user can see the changes of the virtual object in real time during the process of dragging the slider, so as to more intuitively understand the effects of the virtual object under different numbers of layers. This diverse input interaction operation method provides a more convenient and flexible virtual object design experience for users.
[0199] Optionally, in the embodiments of the present application, the aforementioned bottom layer may include, but is not limited to, the bottommost layer of the virtual object, including but not limited to the base layer, ground layer, etc. of the virtual object. For example, in a virtual object design software, the bottom layer may be the basic part of the entire virtual object, playing an important role in supporting the upper structure. When the target anchor point is located at the bottom layer, the user can change the shape structure of the bottom layer by adjusting the position of the anchor point, thereby affecting the appearance and layout of the entire virtual object. The aforementioned non-bottom layer may include, but is not limited to, other layers of the virtual object except the bottom layer, including but not limited to the middle layer, top layer, etc. For example, in a virtual object design software, the non-bottom layer may be the middle layer or top layer above the bottom layer, and the adjustment of the shape structure of these layers mainly affects the vertical direction of the virtual object. When the target anchor point is located at the non-bottom layer, the user can change the shape structure of the non-bottom layer in the vertical direction by adjusting the position of the anchor point, such as adjusting the height of the floor or the floor spacing.
[0200] Exemplarily, Figure 9 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application, as Figure 9 shown. Assuming an example of a UGC virtual object system in a sandbox game, it includes but is not limited to the following processes:
[0201] S1, The player performs an input interaction operation in the game interface, such as clicking the "add layer" button or adjusting the number of layers by swiping with a gesture. After the system receives this operation, a virtual object including at least two layers is displayed. Assuming the initial virtual object is a single-layer circular virtual object, and the player increases its number of layers to two through the operation. At this time, the displayed virtual object is a double-layer circular virtual object, with both the upper layer and the lower layer being circular, and there is a certain vertical spacing between the upper and lower layers to maintain the stability of the virtual object.
[0202] S2, In the case where the target anchor point is located at the bottom layer of the virtual object, the player can operate on the anchor point. For example, the anchor point is initially located at the center position of the bottom layer. When the player drags the target anchor point to move it left or right, the system responds to this position change and adjusts the shape structure of the virtual object in the horizontal direction. At the same time, the shape of the upper layer will also be adjusted accordingly according to the change of the bottom layer to maintain the overall coordination of the virtual object.
[0203] S3. When the target anchor point is located in a non-bottom layer of the virtual object, such as the middle layer or the top layer, the player can also adjust its position. For example, the anchor point is initially located at the center of the middle layer. When the player moves the target anchor point up or down, the system responds to this position change and adjusts the shape structure of the non-bottom layer where the target anchor point is located in the virtual object in the vertical direction. Suppose the initial height of the middle layer is 3 meters. When the player moves the target anchor point up by 1 meter, the system adjusts the height of the middle layer to 4 meters and simultaneously adjusts the structure of the wall of this layer to extend it in the vertical direction to adapt to the new height.
[0204] S4. In another case, when the player adjusts the anchor point position in a non-bottom layer, it may cause the layer to tilt or have other special shapes. For example, when the player moves the target anchor point of the middle layer to the side so that it is no longer at the center position, the system responds to this change and adjusts the shape structure of this layer in the vertical direction. Suppose the middle layer was originally a regular rectangular structure. After the anchor point is moved to the side, the system may adjust this layer to a trapezoidal structure with a certain tilt angle on the side, such as a 15-degree tilt. At the same time, the system will automatically adjust the structure of the upper layer to adapt to this tilted shape to ensure the overall beauty and stability of the virtual object. For example, the wall of the upper layer may need to be designed with a corresponding tilt or additional support structures may be added to prevent the virtual object from becoming unstable due to the tilt.
[0205] S5. When the system adjusts the shape structure of the virtual object, it will comprehensively consider various factors, such as the mechanical balance, structural safety, and aesthetics of the virtual object. When the position of the target anchor point changes, the system will perform real-time calculations and adjustments on the virtual object based on internal algorithms and rules. For example, when the shape of the bottom layer changes, the system will recalculate the center of gravity and bearing capacity of the virtual object according to the new shape of the bottom layer to ensure that the virtual object can remain stable in the new shape. When the shape of a non-bottom layer changes, the system will consider the interaction between this layer and other layers and optimize the adjustment of the overall virtual object structure to ensure the firmness and beauty of the virtual object.
[0206] S6. Finally, the system displays the adjusted virtual object to the player in real time. The player can view the latest state of the virtual object at any time and further adjust the anchor point position or other parameters according to their own needs to complete the creation of the final virtual object. Through this interactive design process, the player can give full play to their creativity and imagination to create a unique virtual object work.
[0207] Through the embodiments of the present application, convenient control and flexible adjustment of the number of layers of virtual objects by users are achieved. Players can quickly increase or decrease the number of layers of virtual objects through simple input interaction operations, thereby constructing more complex and diverse virtual object structures. In addition, according to the change of the target anchor point position, the system can automatically adjust the shape structure of the virtual object in the horizontal and vertical directions, making the virtual object more in line with the player's design intention and aesthetic needs. This anchor point-based shape adjustment mechanism not only improves the flexibility and freedom of virtual object creation, but also reduces the cumbersome operations of players manually adjusting the virtual object structure, improving the creation efficiency. At the same time, the system considers the mechanical balance and structural safety of the virtual object during the adjustment process, ensuring the stability and aesthetics of the virtual object, and providing players with a better creation experience.
[0208] As an optional solution, displaying a virtual object and at least two anchor points associated with the virtual object includes:
[0209] Displaying the virtual object;
[0210] In response to an anchor point addition operation performed on a virtual area associated with the virtual object, displaying at least two anchor points on the virtual object, wherein at least one outer facade of the virtual object is set based on the at least two anchor points.
[0211] Optionally, in the embodiments of the present application, the above-mentioned displaying of the virtual object may include, but is not limited to, presenting a visual representation of the virtual object in a game interface or virtual object design software, including, but not limited to, information such as the appearance, structure, and layout of the virtual object. For example, in a virtual object design software, displaying the virtual object may refer to presenting a three-dimensional virtual object in the drawing area of the software, and the virtual object may be a residential building, a commercial building, or other types of virtual objects. The display of the virtual object usually includes detailed information such as the appearance shape, floor layout, and room distribution of the virtual object. Users can perform operations such as rotating, scaling, and translating the virtual object through the view tools on the interface to view the virtual object from different angles and detail levels. The purpose of displaying the virtual object is to enable users to intuitively understand and evaluate the effect of the virtual object design, so as to make further modifications and optimizations. In addition, the display of the virtual object may also include some additional information, such as the material, color, and lighting effects of the virtual object, to enhance the realism and visual effect of the virtual object.
[0212] Optionally, in the embodiments of the present application, the above-mentioned anchor point adding operation may include, but is not limited to, operations performed by the user on the virtual object to add anchor points for defining the structure of the virtual object, including but not limited to operations such as clicking and dragging. For example, in a virtual object design software, the user can add an anchor point by clicking the mouse at a certain position on the virtual object, and this anchor point can be used to define a certain key position or structural feature of the virtual object. The anchor point adding operation generally requires the user to perform precise positioning on the interface to ensure that the position of the anchor point meets the design requirements. For example, the user can add anchor points at a certain corner, edge, or center position of the virtual object, and these anchor points will serve as the basis for subsequent virtual object structure generation and adjustment. The purpose of the anchor point adding operation is to enable the user to flexibly define the structure and shape of the virtual object, thereby achieving more personalized and diverse virtual object designs. In addition, the anchor point adding operation may also include some auxiliary functions, such as automatic alignment and grid snapping, to help the user place the anchor points more accurately.
[0213] Exemplarily, assuming a UGC virtual object system in a sandbox game as an example, it includes but is not limited to the following process:
[0214] S1. A basic virtual object is pre-displayed in the game, such as a simple cube virtual object with a size of 10 meters × 10 meters × 10 meters. This virtual object is the starting point for the player to create virtual objects, and the player can make various modifications and expansions on its basis.
[0215] S2. When the player performs an anchor point adding operation on the virtual area associated with the virtual object, such as clicking the mouse or touching the screen at a certain position on the bottom edge of the virtual object, the system will add the first anchor point A at this position. Then, the player can continue to add anchor points at different positions of the virtual object, such as adding anchor points B, C, etc. on the left, right, front, or back sides of the virtual object, until at least two anchor points are added to the virtual object. Assume that the player adds anchor point A on the left side of the bottom edge of the virtual object and anchor point B on the right side of the bottom edge.
[0216] S3. The system starts to set the outer facade based on at least two anchor points A and B. According to the positions and distances of these two anchor points, an outer facade connecting them is generated. For example, the system can generate a rectangular outer facade with a length of 10 meters, a height of 5 meters, and a material of masonry. This outer facade can be one side wall of the virtual object, such as the front or back of the virtual object.
[0217] S4. If the player continues to add more anchor points, such as adding anchor point C on the front side of the virtual object and anchor point D on the back side, the system will generate more exterior facades based on these anchor points. For example, a rectangular exterior facade with a width of 8 meters and a height of 6 meters can be generated between anchor points C and D as the side wall of the virtual object. At the same time, the system will automatically adjust the connections between the exterior facades to ensure smooth transitions without gaps or discontinuities.
[0218] S5. When the player adjusts the position of an anchor point, such as moving anchor point A 2 meters to the left, the system will update the shape and size of the exterior facade in real time. The length of the exterior facade originally generated based on anchor points A and B will change from 10 meters to 12 meters, and the system will automatically stretch or compress the exterior facade to adapt to the new position of the anchor point. In addition, the system will check whether other exterior facades are affected and make corresponding adjustments to maintain the integrity and stability of the entire virtual object.
[0219] It should be noted that Figure 10 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application. As Figure 10 shown, after anchor points A, B, C, and D are all generated, the player can perform an anchor point addition operation on the virtual area associated with the virtual object to generate anchor point E again.
[0220] S6. During the process of setting the exterior facade, the system will automatically add some detail elements, such as doors and windows. For example, when the player adds multiple anchor points on an exterior facade, the system can automatically generate appropriate positions and sizes for the doors and windows based on the distribution of the anchor points and the size of the exterior facade. If the exterior facade is large enough, the system may generate a large door in the center and a window on each side; if the exterior facade is small, the system may only generate a door or a window.
[0221] S7. The system will also consider the style and theme of the virtual object and select appropriate materials and textures for the exterior facade. For example, if the player selects a modern style, the system may set the material of the exterior facade to glass and metal; if the player selects an ancient style, the system may set the material to bricks, stones, and wood. Different materials and textures will have a significant impact on the appearance of the exterior facade, making the virtual object more distinctive and personalized.
[0222] Through the embodiments of the present application, the function of dynamically adding anchor points and setting the facade on virtual objects is realized. Players can flexibly control the shape and structure of virtual objects. Simply by adding and adjusting anchor points, the system will automatically generate the corresponding facade. This interactive design method not only improves the flexibility and efficiency of virtual object creation, but also reduces the operation difficulty of users, enabling more players to easily create virtual objects. In addition, the system automatically adds detail elements and material selection functions, further enhancing the aesthetics and realism of virtual objects and enhancing the user's creative experience.
[0223] As an alternative solution, the above method further includes:
[0224] In response to a change in the shape and structure of the virtual object, display a target virtual resource on the virtual object, where the resource parameters of the target virtual resource are related to the change range of the shape and structure of the virtual object.
[0225] Optionally, in the embodiments of the present application, the above virtual object may include, but is not limited to, three-dimensional models constructed in a virtual environment, including but not limited to virtual objects, objects, scenes, etc. For example, in a virtual object design software, the virtual object can be a multi-story residential building, and its shape and structure can be adjusted and modified by the user's operations. The shape and structure of the virtual object may include information such as the appearance contour, size, and floor layout of the virtual object. When the user operates on the virtual object, such as adding or moving an anchor point, the shape and structure of the virtual object will change accordingly. For example, the user can add an anchor point at the bottom layer of the virtual object and drag the anchor point to change the width or length of the bottom layer, thereby affecting the appearance and layout of the entire virtual object. The change in the shape and structure of the virtual object can be displayed in real time on the interface, allowing the user to intuitively see the adjusted effect.
[0226] Optionally, in the embodiments of the present application, the above target virtual resource may include, but is not limited to, various resources related to the virtual object, including but not limited to materials, textures, maps, virtual object components, etc. For example, in a virtual object design software, the target virtual resource can be the facade material of the virtual object, such as a brick wall or a glass curtain wall. When the shape and structure of the virtual object change, the system will display the corresponding target virtual resource according to the change range. For example, if the user adjusts the facade of the virtual object from a plane to a curved surface, the system may display a glass curtain wall material that matches the curved surface to enhance the modernity and aesthetics of the virtual object. The display of the target virtual resource can improve the realism and visual effect of the virtual object, enabling the user to better evaluate the effect of virtual object design. In addition, the target virtual resource may further include interior decoration elements of the virtual object, such as furniture and lamps, and the display of these resources can also be adjusted accordingly according to the change in the shape and structure of the virtual object.
[0227] Optionally, in the embodiments of the present application, the above resource parameters may include, but are not limited to, various attributes describing the target virtual resource, including but not limited to size, color, material, texture, etc. For example, in a virtual object design software, the resource parameters may be the size and color of the material of the outer facade of the virtual object. When the shape structure of the virtual object changes, the system adjusts the resource parameters of the target virtual resource according to the change amplitude. For example, if the user adjusts the outer facade of the virtual object from a plane to a curved surface, the system may adjust the size parameter of the outer facade material from a fixed rectangle to a size adaptable to the curved surface, and at the same time adjust the color parameter to a color matching the curved surface, such as silver or gray, to enhance the modernity and aesthetics of the virtual object. The adjustment of the resource parameters can ensure that the target virtual resource matches the change in the shape structure of the virtual object, improving the realism and visual effect of the virtual object. In addition, the resource parameters may also include attributes such as the reflectivity and transparency of the material, and the adjustment of these attributes can also be optimized according to the change in the shape structure of the virtual object.
[0228] Exemplarily, Figure 11 is a schematic diagram of another optional method for generating a virtual object according to the embodiments of the present application, as Figure 11 shown. Assuming an example of a UGC virtual object system in a sandbox game, it includes but is not limited to the following processes:
[0229] S1, during the game process, the player adjusts the shape structure of the virtual object, for example, by adding or moving anchor points to change the appearance of the virtual object. Assume that the player is designing a house, and the initial virtual object is a simple cuboid with dimensions of 20 meters in length, 10 meters in width, and 5 meters in height.
[0230] S2, when the player operates on the virtual object, such as adding an anchor point on one side of the virtual object and dragging it outward to make the wall on that side curved or inclined, the system detects that the shape structure of the virtual object has changed. In this example, the player drags the anchor point on the right wall outward by 3 meters, making the wall present a convex arc.
[0231] S3, the system determines the target virtual resources to be displayed according to the change amplitude of the shape structure of the virtual object. In this example, since the wall has become curved, the system determines that virtual resources matching the curved wall need to be displayed, such as curved brick textures or decorative elements with a curvature. The resource parameters of these target virtual resources are related to the degree of curvature of the wall. For example, the size and arrangement of the brick texture will be adjusted according to the curvature of the wall.
[0232] S4, the system displays the target virtual resource on the virtual object. In this example, the system displays an arc-shaped brick texture on the curved wall surface. The size and arrangement of the bricks match the curvature of the wall surface, making the wall surface look more realistic and beautiful. At the same time, the system may also add some decorative elements, such as vines or flags, to the wall surface to enhance the visual effect of the virtual object.
[0233] S5, if the player continues to adjust the shape structure of the virtual object, such as making another wall surface also curved or inclined, the system will correspondingly update the display of the target virtual resource. Suppose the player drags the left wall surface outwards by 2 meters, making it present a smaller arc shape. The system will adjust the brick texture and decorative elements of the left wall surface according to the change amplitude of the new shape structure to make it coordinated with the right wall surface.
[0234] S6, in some cases, the change in the shape structure of the virtual object may involve multiple parts or multiple dimensions. For example, the player may simultaneously adjust the roof and the wall surface of the virtual object to make it present a complex shape. The system will comprehensively consider the change amplitudes of each part and determine and display the target virtual resource that matches the overall shape structure. Suppose the player adjusts the roof to a sloped shape, and the system may display tile textures and gutter models that match the sloped roof.
[0235] S7, the system will also dynamically adjust the resource parameters of the target virtual resource according to the change amplitude of the shape structure of the virtual object. For example, when the curvature of the wall surface increases, the system may increase the density of the brick texture to maintain the details and realism of the wall surface. At the same time, the system may adjust the size and position of the decorative elements to better adapt to the new wall surface shape.
[0236] Through the embodiments of the present application, it is possible to display the target virtual resource that matches the shape structure of the virtual object in real time. This enables the player to immediately see the corresponding visual effect when adjusting the shape of the virtual object, improving the intuitiveness and interest of virtual object creation. At the same time, the resource parameters of the target virtual resource are related to the change amplitude of the shape structure, ensuring that the display effect of the resource is adapted to the shape and size of the virtual object, enhancing the realism and aesthetics of the virtual object. This dynamic display mechanism not only improves the player's creation experience but also stimulates the player's creativity and imagination, enabling them to more freely design and construct various complex virtual object structures.
[0237] As an optional solution, in response to a change in the shape structure of the virtual object, displaying the target virtual resource on the virtual object includes at least one of the following:
[0238] In response to a change in the shape structure of a virtual object, a first virtual resource is displayed on the virtual object, where the resource type of the first virtual resource is related to the degree of change in the shape structure of the virtual object;
[0239] In response to a change in the shape structure of a virtual object, a second virtual resource is displayed on the virtual object, where the resource quantity of the second virtual resource is related to the degree of change in the shape structure of the virtual object;
[0240] In response to a change in the shape structure of a virtual object, a third virtual resource is displayed on the virtual object, where the resource size of the third virtual resource is related to the degree of change in the shape structure of the virtual object.
[0241] Optionally, in the embodiments of the present application, the above-mentioned first virtual resource may include, but is not limited to, various resources related to the virtual object, including but not limited to materials, textures, maps, virtual object components, etc. For example, in a virtual object design software, the first virtual resource may be the exterior facade material of the virtual object, such as a brick wall, a glass curtain wall, etc. When the shape structure of the virtual object changes, the system will display the corresponding type of first virtual resource according to the degree of change. For example, if the user adjusts the exterior facade of the virtual object from a plane to an arc surface, the system may display a glass curtain wall material that matches the arc surface to enhance the modernity and aesthetics of the virtual object. The display of the first virtual resource can improve the realism and visual effect of the virtual object, enabling the user to better evaluate the effect of the virtual object design. In addition, the first virtual resource may also include decorative elements inside the virtual object, such as furniture, lamps, etc., and the display of these resources can also be adjusted accordingly according to the change in the shape structure of the virtual object.
[0242] Optionally, in the embodiments of the present application, the above-mentioned second virtual resource may include, but is not limited to, various resources related to the virtual object, including but not limited to decorative elements, virtual object components, special effects, etc. For example, in a virtual object design software, the second virtual resource may be the doors and windows of the virtual object. When the shape structure of the virtual object changes, the system will display the corresponding quantity of the second virtual resource according to the degree of change. For example, if the user adjusts the exterior facade of the virtual object from a plane to an arc surface, the system may increase the number of doors and windows to adapt to the structural and aesthetic requirements of the arc surface. The change in the quantity of the second virtual resource can improve the functionality and practicality of the virtual object, enabling the user to better meet the requirements of the virtual object design. In addition, the second virtual resource may also include environmental elements around the virtual object, such as trees, flowers, etc., and the quantity of these resources can also be adjusted accordingly according to the change in the shape structure of the virtual object.
[0243] Optionally, in the embodiments of the present application, the above-mentioned third virtual resources may include, but are not limited to, various resources related to virtual objects, including but not limited to materials, textures, maps, virtual object components, etc. For example, in a virtual object design software, the third virtual resource may be the exterior wall bricks of a virtual object. When the shape and structure of the virtual object change, the system will display the third virtual resources of the corresponding size according to the change amplitude. For example, if the user adjusts the exterior wall of the virtual object from a plane to a curved surface, the system may adjust the size of the bricks to make them more suitable for the structure and aesthetic requirements of the curved surface. The size change of the third virtual resources can improve the realism and visual effect of the virtual object, enabling the user to better evaluate the effect of the virtual object design. In addition, the third virtual resources may also include decorative elements inside the virtual object, such as furniture, lamps, etc., and the sizes of these resources can also be adjusted accordingly according to the change of the shape and structure of the virtual object.
[0244] Exemplarily, Figure 12 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application, as Figure 12 shown. Assuming an example of a UGC virtual object system in a sandbox game, it includes but is not limited to the following processes:
[0245] S1. During the game process, the player adjusts the shape and structure of the virtual object, for example, by adding or moving anchor points to change the appearance of the virtual object. Assume that the player is designing a house, and the initial virtual object is a simple cuboid with dimensions of 20 meters in length, 10 meters in width, and 5 meters in height.
[0246] S2. When the player operates on the virtual object, such as adding an anchor point on one side of the virtual object and dragging it outward, the system detects that the shape and structure of the virtual object have changed. In this example, the player drags the anchor point on the right wall outward by 3 meters, making the wall present a convex shape.
[0247] S3. The system determines the first virtual resources to be displayed according to the change amplitude of the shape and structure of the virtual object. In this example, since the wall becomes curved, the system determines that virtual resources matching the curved wall need to be displayed, such as curved brick maps or decorative elements with a curvature. The resource types of these first virtual resources are related to the degree of curvature of the wall. For example, the type of brick map will be adjusted according to the curvature of the wall to ensure that the visual effect of the map on the curved wall is natural and beautiful.
[0248] S4, the system displays the first virtual resource on the virtual object. In this example, the system displays an arc-shaped brick texture on the curved wall surface. The type of the bricks matches the curvature of the wall surface, making the wall surface look more realistic and beautiful. At the same time, the system may also add some decorative elements, such as vines or flags, to the wall surface to enhance the visual effect of the virtual object.
[0249] S5, the system determines the second virtual resource to be displayed according to the change amplitude of the shape structure of the virtual object. In this example, since the wall surface becomes curved, the system determines that virtual resources matching the curved wall surface need to be displayed, such as arc-shaped brick textures or decorative elements with arcs. The quantity of these second virtual resources is related to the degree of curvature of the wall surface. For example, the quantity of the brick textures will be adjusted according to the curvature of the wall surface to ensure that the visual effect of the textures on the curved wall surface is natural and beautiful.
[0250] S6, the system displays the second virtual resource on the virtual object. In this example, the system displays an arc-shaped brick texture on the curved wall surface. The quantity of the bricks matches the curvature of the wall surface, making the wall surface look more realistic and beautiful. At the same time, the system may also add some decorative elements, such as vines or flags, to the wall surface to enhance the visual effect of the virtual object.
[0251] S7, the system determines the third virtual resource to be displayed according to the change amplitude of the shape structure of the virtual object. In this example, since the wall surface becomes curved, the system determines that virtual resources matching the curved wall surface need to be displayed, such as arc-shaped brick textures or decorative elements with arcs. The size of these third virtual resources is related to the degree of curvature of the wall surface. For example, the size of the brick textures will be adjusted according to the curvature of the wall surface to ensure that the visual effect of the textures on the curved wall surface is natural and beautiful.
[0252] S8, the system displays the third virtual resource on the virtual object. In this example, the system displays an arc-shaped brick texture on the curved wall surface. The size of the bricks matches the curvature of the wall surface, making the wall surface look more realistic and beautiful. At the same time, the system may also add some decorative elements, such as vines or flags, to the wall surface to enhance the visual effect of the virtual object.
[0253] Through the embodiment of the present application, the system can display the first, second and third virtual resources that match the virtual object in real time according to the shape and structure changes of the virtual object. This allows the player to immediately see the corresponding visual effects when adjusting the shape of the virtual object, which improves the intuitiveness and fun of virtual object creation. At the same time, the display effects of different types of virtual resources are adapted to the shape and size of the virtual object, enhancing the realism and aesthetics of the virtual object. This dynamic display mechanism not only enhances the player's creative experience, but also stimulates the player's creativity and imagination, allowing them to design and build various complex virtual object structures more freely.
[0254] As an optional solution, in response to the shape structure of the virtual object changing, displaying the target virtual resource on the virtual object includes at least one of the following:
[0255] In response to a change in the shape structure of the virtual object, if the change range satisfies a first resource type condition, a first type of virtual resource is displayed on the virtual object; in response to a change in the shape structure of the virtual object, if the change range satisfies a second resource type condition, a second type of virtual resource is displayed on the virtual object, wherein the first virtual resource includes a first type of virtual resource and a second type of virtual resource, the first type of virtual resource and the second type of virtual resource belong to resource sets of different styles, and the first resource type condition and the second resource type condition are different;
[0256] In response to a change in the shape structure of the virtual object, when the change range satisfies a first resource quantity condition, a first quantity of a second virtual resource is displayed on the virtual object; in response to a change in the shape structure of the virtual object, when the change range satisfies a second resource quantity condition, a second quantity of the second virtual resource is displayed on the virtual object, wherein the first quantity is different from the second quantity, and the first resource quantity condition and the second resource quantity condition are different;
[0257] In response to a change in the shape structure of the virtual object, when the change range satisfies a first resource size condition, a third virtual resource of a first size is displayed on the virtual object; in response to a change in the shape structure of the virtual object, when the change range satisfies a second resource size condition, a third virtual resource of a second size is displayed on the virtual object, wherein the first size is different from the second size, and the first resource size condition and the second resource size condition are different.
[0258] Optionally, in the embodiments of the present application, the above-mentioned first type of virtual resources may include, but are not limited to, various resources related to virtual objects, including but not limited to materials, textures, maps, virtual object components, etc. For example, in a virtual object design software, the first type of virtual resources may be the exterior facade materials of virtual objects, such as brick walls, glass curtain walls, etc. When the shape and structure of the virtual object change and the change amplitude meets the first resource type condition, the system will display the first type of virtual resources on the virtual object. For example, if the user adjusts the exterior facade of the virtual object from a plane to a curved surface and the curvature of the curved surface exceeds a preset threshold, the system may display a glass curtain wall material that matches the curved surface to enhance the modernity and aesthetics of the virtual object. The display of the first type of virtual resources can improve the realism and visual effect of the virtual object, enabling users to better evaluate the effect of virtual object design. In addition, the first type of virtual resources may also include decorative elements inside the virtual object, such as furniture, lamps, etc., and the display of these resources can also be adjusted accordingly according to the change in the shape and structure of the virtual object.
[0259] Optionally, in the embodiments of the present application, the above-mentioned second type of virtual resources may include, but are not limited to, various resources related to virtual objects, including but not limited to decorative elements, virtual object components, special effects, etc. For example, in a virtual object design software, the second type of virtual resources may be the doors and windows of virtual objects. When the shape and structure of the virtual object change and the change amplitude meets the second resource type condition, the system will display the second type of virtual resources on the virtual object. For example, if the user adjusts the exterior facade of the virtual object from a plane to a curved surface and the curvature of the curved surface exceeds a preset threshold, the system may display arc-shaped doors and windows that match the curved surface to enhance the aesthetics and functionality of the virtual object. The display of the second type of virtual resources can improve the functionality and practicality of the virtual object, enabling users to better meet the requirements of virtual object design. In addition, the second type of virtual resources may also include environmental elements around the virtual object, such as trees, flowers, etc., and the display of these resources can also be adjusted accordingly according to the change in the shape and structure of the virtual object.
[0260] Optionally, in the embodiments of the present application, the above first resource type condition may include, but is not limited to, a condition for determining whether to display a first type of virtual resource, including but not limited to that the change range of the shape structure of the virtual object reaches a preset threshold. For example, in a virtual object design software, the first resource type condition may be that the curvature of the outer facade of the virtual object exceeds a preset threshold. When the user adjusts the outer facade of the virtual object from a plane to a curved surface and the curvature of the curved surface exceeds the threshold, the system will determine that the first resource type condition is met, and thus display a first type of virtual resource, such as a glass curtain wall material, on the virtual object. This setting of the condition can ensure that the display of the first type of virtual resource matches the change in the shape structure of the virtual object, improving the realism and aesthetics of the virtual object. In addition, the first resource type condition may also include other factors, such as the height, width, area, etc. of the virtual object. The comprehensive consideration of these factors can further optimize the display effect of the first type of virtual resource.
[0261] Optionally, in the embodiments of the present application, the above second resource type condition may include, but is not limited to, a condition for determining whether to display a second type of virtual resource, including but not limited to that the change range of the shape structure of the virtual object reaches a preset threshold. For example, in a virtual object design software, the second resource type condition may be that the curvature of the outer facade of the virtual object exceeds a preset threshold. When the user adjusts the outer facade of the virtual object from a plane to a curved surface and the curvature of the curved surface exceeds the threshold, the system will determine that the second resource type condition is met, and thus display a second type of virtual resource, such as an arched door or window, on the virtual object. This setting of the condition can ensure that the display of the second type of virtual resource matches the change in the shape structure of the virtual object, improving the functionality and practicality of the virtual object. In addition, the second resource type condition may also include other factors, such as the height, width, area, etc. of the virtual object. The comprehensive consideration of these factors can further optimize the display effect of the second type of virtual resource.
[0262] Optionally, in the embodiments of the present application, the above first quantity may include, but is not limited to, a value for determining the quantity of the second virtual resource to be displayed, including but not limited to the quantity calculated based on the change range of the shape structure of the virtual object. For example, in a virtual object design software, when the shape structure of the virtual object changes and the change range meets the first resource quantity condition, the system will display the first quantity of the second virtual resource on the virtual object. Assuming the first quantity is 5, the system may display 5 arched windows on the outer facade of the virtual object to adapt to the structure and aesthetic requirements of the curved surface. The determination of the first quantity can be based on factors such as the size, area, and proportion of the virtual object to ensure that the quantity of the second virtual resource matches the shape and size of the virtual object. In addition, the first quantity can also be adjusted according to the user's preference or design requirement to meet different virtual object design styles and requirements.
[0263] Optionally, in the embodiments of the present application, the above-mentioned second quantity may include, but is not limited to, a value used to determine the quantity of the second virtual resource to be displayed, including but not limited to the quantity calculated based on the change range of the shape structure of the virtual object. For example, in a virtual object design software, when the shape structure of the virtual object changes and the change range meets the second resource quantity condition, the system will display the second virtual resource with the second quantity on the virtual object. Assuming the second quantity is 8, the system may display 8 arc-shaped windows on the facade of the virtual object to adapt to the structural and aesthetic requirements of the arc surface. The determination of the second quantity can be based on factors such as the size, area, and proportion of the virtual object to ensure that the quantity of the second virtual resource matches the shape and size of the virtual object. In addition, the second quantity can also be adjusted according to the user's preferences or design requirements to meet different virtual object design styles and requirements.
[0264] Optionally, in the embodiments of the present application, the above-mentioned first dimension may include, but is not limited to, a value used to determine the dimension of the third virtual resource to be displayed, including but not limited to the dimension calculated based on the change range of the shape structure of the virtual object. For example, in a virtual object design software, when the shape structure of the virtual object changes and the change range meets the first resource dimension condition, the system will display the third virtual resource with the first dimension on the virtual object. Assuming the first dimension is 2 meters × 2 meters, the system may display a brick texture map with a dimension of 2 meters × 2 meters on the facade of the virtual object to adapt to the appearance and structural requirements of the virtual object. The determination of the first dimension can be based on factors such as the size, proportion, and style of the virtual object to ensure that the dimension of the third virtual resource matches the shape and size of the virtual object. In addition, the first dimension can also be adjusted according to the user's preferences or design requirements to meet different virtual object design styles and requirements.
[0265] Optionally, in the embodiments of the present application, the above-mentioned second dimension may include, but is not limited to, a value used to determine the dimension of the third virtual resource to be displayed, including but not limited to the dimension calculated based on the change range of the shape structure of the virtual object. For example, in a virtual object design software, when the shape structure of the virtual object changes and the change range meets the second resource dimension condition, the system will display the third virtual resource with the second dimension on the virtual object. Assuming the second dimension is 3 meters × 3 meters, the system may display a brick texture map with a dimension of 3 meters × 3 meters on the facade of the virtual object to adapt to the appearance and structural requirements of the virtual object. The determination of the second dimension can be based on factors such as the size, proportion, and style of the virtual object to ensure that the dimension of the third virtual resource matches the shape and size of the virtual object. In addition, the second dimension can also be adjusted according to the user's preferences or design requirements to meet different virtual object design styles and requirements.
[0266] Exemplarily,Figure 13 is a schematic diagram of another alternative method for generating virtual objects according to an embodiment of the present application. For example, Figure 13 shown, taking the UGC virtual object system in a sandbox game as an example, the process includes but is not limited to the following:
[0267] Exemplarily, taking the UGC virtual object system driven by dynamic anchor points as an example, in combination with the scenario where the user changes the shape of the virtual object by adjusting the bottom anchor point of the virtual object, the process includes but is not limited to the following:
[0268] S1: The user adjusts the bottom shape of the virtual object by dragging the bottom anchor point: The user selects a certain anchor point at the bottom of the virtual object (for example, coordinates X = 5m, Y = 0m, Z = 0m), and drags it horizontally to X = 7m, resulting in the bottom length increasing from 10m to 12m, with a change amplitude of 20%.
[0269] The system detects the change in the bottom shape in real time, calculates the anchor point displacement (ΔX = 2m) and the total bottom length change rate (20%), and determines whether to trigger the resource type condition.
[0270] S2: Match the resource type condition according to the change amplitude: The first resource type condition: If the bottom length change rate ≤ 15%.
[0271] The system determines it as a local fine-tuning, automatically matches the first type of virtual resources (such as a modern style resource set), and displays a glass window (size 1.5m × 2m) and a metal door (width 1.2m) on the newly added wall. The second resource type condition: If the bottom length change rate > 15%, the system determines it as a shape reconstruction, automatically switches to the second type of virtual resources (such as a classical style resource set), and displays a wooden carved window (size 1.8m × 2.2m) and a double-leaf wooden door (width 1.8m) on the newly added wall.
[0272] S3: Respond to the change in floor height to trigger the adjustment of resource quantity: The user adjusts the number of floors of the virtual object from 3 floors to 5 floors, and the total height increases from 9m to 15m, with a change amplitude of 66.7%.
[0273] The system determines the resource quantity condition according to the floor height change rate (66.7%): The first resource quantity condition: If the height change rate ≤ 50%, 2 windows are generated on each floor (6 in total). The second resource quantity condition: If the height change rate > 50%, 3 windows are generated on each floor (15 in total), and an additional balcony (size 3m × 1.5m) is added on the top floor.
[0274] S4: Match the resource size condition based on the change in wall width: The user adjusts a certain wall anchor point, expanding the wall width from 2.5m to 4m, with a change amplitude of 60%.
[0275] The system determines the size conditions based on the absolute value of the wall width and the change range: First resource size condition: If the wall width is ≤3m, it will automatically select narrow windows (1m wide, 1.5m high) and single doors (0.9m wide). Second resource size condition: If the wall width is >3m, it will automatically be replaced with floor-to-ceiling windows (2.5m wide, 2.2m high) and double doors (1.8m wide).
[0276] S5: Dynamic replacement of resources in the acute corner scenario: The user adjusts the angle between the two anchor points on the bottom edge of the virtual object from 100 degrees to 60 degrees, forming an acute corner.
[0277] After the system detects the change in the corner angle: if the angle is ≥90 degrees, the standard splicing module (such as right-angle wall module, thickness 0.3m) is used. If the angle is <90 degrees, it automatically switches to the acute angle special module (such as wedge-shaped wall module, thickness 0.2m), and reduces the window size to 0.8m×1.2m to fit the narrow space.
[0278] S6: Style weighted randomization to enhance diversity: The user enables the random style mode, and the system allocates resources according to the grammatical rule {modern: 70%, classical: 30%}: If the floor height change rate is >30%, there is a 70% probability of using a modern style glass curtain wall and a 30% probability of using a classical style stone wall.
[0279] Through the embodiments of the present application, the first type and second type of virtual resources that match the virtual object, as well as the second virtual resources and third virtual resources of different quantities and sizes can be displayed in real time according to the shape and structure changes of the virtual object. This allows players to immediately see the corresponding visual effects when adjusting the shape of the virtual object, which improves the intuitiveness and fun of virtual object creation. At the same time, the display effects of different types of virtual resources are adapted to the shape and size of the virtual object, enhancing the realism and aesthetics of the virtual object. This dynamic display mechanism not only enhances the player's creative experience, but also stimulates the player's creativity and imagination, allowing them to design and build various complex virtual object structures more freely.
[0280] As an optional solution, in response to the shape structure of the virtual object changing, displaying the target virtual resource on the virtual object includes:
[0281] In response to a change in the shape structure of the virtual object, a target virtual resource is displayed on the virtual object, wherein the target virtual resource represents a virtual resource obtained by automatically adapting and splicing a group of virtual resources according to preset rules, the group of virtual resources includes virtual resources of different sizes and / or different styles, and some or all of the virtual resources in the group of virtual resources are virtual resources randomly or weightedly selected from the virtual resource collection.
[0282] Optionally, in the embodiments of the present application, the above-mentioned set of virtual resources may include, but are not limited to, virtual resources of different sizes and / or styles. For example, in a virtual object design software, a set of virtual resources may include brick textures of different sizes, such as 2 meters × 2 meters, 3 meters × 3 meters, 4 meters × 4 meters, etc., and brick textures of different styles, such as modern style, classical style, industrial style, etc. These virtual resources can be randomly or weighted selected from the virtual resource collection to ensure the diversity and aesthetics of the virtual object's facade. When the shape and structure of the virtual object change, the system will automatically select appropriate virtual resources for splicing according to the preset rules. For example, if the facade of the virtual object is adjusted from a plane to a curved surface, the system may select brick textures of smaller sizes and splice them in a modern style to adapt to the structure and aesthetic requirements of the curved surface. The diversity and flexibility of a set of virtual resources can improve the freedom and creativity of virtual object design, enabling users to design and construct various complex virtual object structures more freely.
[0283] Optionally, in the embodiments of the present application, the above-mentioned virtual resource collection may include, but are not limited to, various virtual resources stored in the system, including but not limited to materials, textures, textures, virtual object components, etc. For example, in a virtual object design software, the virtual resource collection may include different types of brick textures, doors and windows, decorative elements, etc. These virtual resources can have different attributes such as size, style, color, material, etc. to meet the needs of different virtual object designs. When the system needs to select virtual resources from the virtual resource collection, it can be selected according to the preset random or weighted selection rules. For example, the system may preferentially select virtual resources that match the style and theme of the virtual object, or randomly select some virtual resources with unique styles and creativity according to the user's preferences and design requirements. The richness and diversity of the virtual resource collection can improve the flexibility and creativity of virtual object design, enabling users to design and construct various complex virtual object structures more freely.
[0284] Optionally, in the embodiments of the present application, the above preset rules may include, but are not limited to, rules for determining the display mode and content of the target virtual resource, including but not limited to the change range of the shape and structure of the virtual object, the size, style, material, etc. of the virtual resource. For example, in a virtual object design software, the preset rules may stipulate that when the outer facade of the virtual object is adjusted from a plane to a curved surface, the system needs to display virtual resources that match the curved surface, such as curved brick textures or decorative elements with curvature. The preset rules can also stipulate the size and style of the virtual resources. For example, when the curvature of the outer facade of the virtual object is greater than a preset threshold, the system needs to select brick textures of a smaller size and piece them together in a modern style. These rules can be adjusted and optimized according to the requirements of virtual object design and user preferences to ensure that the display effect of the target virtual resource matches the change in the shape and structure of the virtual object, improving the realism and aesthetics of the virtual object.
[0285] Optionally, in the embodiments of the present application, the above automatic adaptive splicing may include, but is not limited to, the process of automatically selecting and combining a set of virtual resources according to preset rules to generate the target virtual resource. For example, in a virtual object design software, when the outer facade of the virtual object is adjusted from a plane to a curved surface, the system will automatically select a set of virtual resources according to the preset rules, such as brick textures of different sizes and styles, and piece them together to generate the target virtual resource that matches the curved surface. The process of automatic adaptive splicing can be optimized based on factors such as the change range of the shape and structure of the virtual object, the size, style, material, etc. of the virtual resource to ensure that the display effect of the target virtual resource matches the change in the shape and structure of the virtual object. For example, the system may automatically adjust the size and arrangement of the brick textures according to the curvature of the outer facade of the virtual object to meet the structural and aesthetic requirements of the curved surface. The process of automatic adaptive splicing can improve the efficiency and flexibility of virtual object design, enabling users to design and construct various complex virtual object structures more freely.
[0286] Optionally, in the embodiments of the present application, the above-mentioned random or weighted selection may include, but is not limited to, the ways of selecting virtual resources from a virtual resource set, including but not limited to random selection and weighted selection. For example, in a virtual object design software, when the system needs to select brick textures from a virtual resource set, it can adopt the random selection method to randomly select some textures from brick textures of different sizes and styles for splicing. This method can increase the diversity and randomness of the facade of the virtual object, making the virtual object more creative and personalized. The weighted selection can be weighted according to the attributes of the virtual resources and the user's preferences. For example, the system may preferentially select virtual resources that match the style and theme of the virtual object according to the style and theme of the virtual object, or weight certain virtual resources according to the user's preferences and design requirements to increase the probability of their being selected. This method can ensure that the display effect of the target virtual resources matches the shape and structure changes of the virtual object, while meeting the user's personalized needs. The random or weighted selection method can improve the flexibility and creativity of virtual object design, enabling users to design and construct various complex virtual object structures more freely.
[0287] Exemplarily, Figure 14 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application, as Figure 14 shown. Taking the UGC virtual object system in a sandbox game as an example, it includes but is not limited to the following processes:
[0288] S1, The player starts the game and enters the UGC virtual object mode. An initial virtual object is presented on the game interface, such as a simple cuboid virtual object with dimensions of 20 meters in length, 15 meters in width, and 10 meters in height.
[0289] S2, The player adjusts the shape and structure of the virtual object, such as changing the contour of the virtual object by clicking and dragging the anchor points on the interface. When the player pulls the anchor point of a certain wall of the virtual object outward, making the wall change from a plane to an outwardly convex arc, the system detects that the shape and structure of the virtual object have changed.
[0290] S3, The system judges the change amplitude according to the preset rules. Assume that the preset rules stipulate that when the bending degree of the wall exceeds 10%, virtual resources that match it need to be displayed. The system calculates that the current bending degree of the wall is 15%, meeting the preset conditions.
[0291] S4, the system automatically adapts and splices a set of virtual resources, which includes brick textures with sizes of 2 meters × 2 meters and 3 meters × 3 meters, as well as doors and windows in modern and classical styles. Among them, some resources are randomly selected from the virtual resource collection, such as doors and windows; for the other part, such as brick textures, they are selected based on size and style weighting, and the weights are set according to the size and style of the virtual objects, so that the probability of selecting modern-style brick textures with smaller sizes is higher.
[0292] S5, the system randomly selects a modern-style window from the virtual resource collection and selects a brick texture with a size of 2 meters × 2 meters according to the weighting rule. These resources are spliced to generate the target virtual resource, making it perfectly blend with the curved wall on the virtual object.
[0293] S6, the target virtual resource is displayed on the virtual object. An appearance composed of small-sized bricks appears on the curved wall, and a modern-style window is reasonably embedded, making the overall appearance of the virtual object both conform to the new shape structure and be aesthetically coordinated.
[0294] S7, if the player continues to adjust the shape structure of the virtual object, for example, changing another wall into a concave arc, the system automatically adapts and splices virtual resources again according to the preset rules, such as randomly selecting classical-style doors and windows and weighted-selecting brick textures of different sizes, and updates the display of the target virtual resource in real time to ensure that the appearance of the virtual object matches the new shape structure.
[0295] Through the embodiments of this application, when the player adjusts the shape structure of the virtual object, they can see the target virtual resource adapted to the new shape in real time, without manually selecting and adjusting resources, greatly improving the creation efficiency and flexibility of the virtual object. The random and weighted selection mechanism increases the diversity and interest of the appearance of the virtual object, making each shape change present a unique visual effect, providing a richer creation experience and personalized design space for the player, stimulating the player's creativity and imagination, and making them more actively involved in the creation of the virtual object.
[0296] As an optional solution, in response to a change in the shape structure of the virtual object, displaying the target virtual resource on the virtual object includes:
[0297] In response to the target outer facade corresponding to the target connection line in the virtual object changing from the first length to the second length, displaying the first target virtual resource on the virtual object, where the first target virtual resource is located on the target outer facade;
[0298] In response to the target outer facade changing from the second length to the third length, canceling the display of the first target virtual resource on the virtual object and displaying the second target virtual resource, where the second target virtual resource is located on the target outer facade and the size of the second target virtual resource is different from that of the first target virtual resource;
[0299] In response to the target facade changing from a third length to a fourth length, a second target virtual resource and a third target virtual resource are simultaneously displayed on the virtual object, where the third target virtual resource and the second target virtual resource are both located on the target facade.
[0300] In response to the target facade changing from a fourth length to a fifth length, the display of the second target virtual resource and the third target virtual resource on the virtual object is cancelled, and a fourth target virtual resource is displayed, where the resource style of the fourth target virtual resource is different from that of the second target virtual resource, and the fourth target virtual resource is located on the target facade.
[0301] Optionally, in the embodiments of the present application, the above first length, second length, third length, fourth length, and fifth length can be increased one by one or decreased one by one.
[0302] Exemplarily, Figure 15 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application. As Figure 15 shown, taking a UGC virtual object system as an example, it includes but is not limited to the following process:
[0303] S1. In the UGC virtual object system, a user is designing a virtual object. The initial virtual object of this virtual object includes a target facade, and its initial length is 10 meters. Assume that the target facade is the front of the virtual object. The user adds anchor points and adjusts their positions to change the length of the target facade from 10 meters to 15 meters. The system detects the change in the length of the target facade. In response to this change, a first target virtual resource is displayed on the virtual object. For example, the first target virtual resource can be a set of brick textures with a size of 2 meters × 2 meters. These textures are located on the target facade to enhance the appearance effect of the virtual object. The size of the brick textures matches the new length of the target facade, ensuring a natural and beautiful display effect of the textures on the facade.
[0304] S2. As the user continues to adjust the virtual object, the length of the target facade changes from 15 meters to 20 meters. The system detects this new change amplitude. In response to the target facade changing from a second length to a third length, the display of the first target virtual resource on the virtual object is cancelled, and a second target virtual resource is displayed. For example, the second target virtual resource can be a set of brick textures with a size of 3 meters × 3 meters. The size of these textures is different from that of the first target virtual resource to adapt to the new length of the target facade. The system automatically replaces the texture resources to ensure that the appearance of the virtual object matches the new facade length, while maintaining the overall aesthetics and coordination of the virtual object.
[0305] S3. During the further design process, the user modifies the virtual object, changing the length of the target facade from 20 meters to 25 meters. The system detects that the target facade changes from the third length to the fourth length. In response to this change, the second target virtual resource and the third target virtual resource are simultaneously displayed on the virtual object. For example, the third target virtual resource can be a set of brick textures with a size of 4 meters × 4 meters, and these textures are co-located on the target facade with the second target virtual resource. The system automatically adapts and stitches different-sized texture resources according to the preset rules to meet the new length requirements of the target facade. This way of simultaneously displaying multiple-sized textures can increase the sense of hierarchy and richness of the appearance of the virtual object, making the virtual object more visually appealing.
[0306] S4. Finally, the user makes a major modification to the virtual object, changing the length of the target facade from 25 meters to 30 meters. The system detects that the target facade changes from the fourth length to the fifth length. In response to this change, the display of the second target virtual resource and the third target virtual resource is cancelled on the virtual object, and the fourth target virtual resource is displayed. For example, the fourth target virtual resource can be a set of brick textures with different styles, such as modern-style glass curtain wall textures, whose resource style is different from the brick style of the second target virtual resource. The system automatically replaces them with the new-style resources of the target facade according to the preset rules to adapt to the overall design requirements of the virtual object. This style transformation can bring a brand-new visual effect to the virtual object, meeting the diverse and personalized needs of the user for the appearance of the virtual object.
[0307] Through the embodiments of the present application, it is possible to display the target virtual resources that match in real time according to the length change of the target facade. This dynamic display mechanism not only improves the flexibility and efficiency of virtual object design but also enhances the visual effect and aesthetics of the virtual object. When the user adjusts the facade length of the virtual object, there is no need to manually select and replace resources, and the system will automatically adapt and stitch according to the preset rules, reducing the user's operation burden and improving the design efficiency. At the same time, the display of resources with different sizes and styles can meet the diverse needs of the user for the appearance of the virtual object, stimulating the user's creativity and imagination, enabling the user to design and construct various complex virtual object structures more freely.
[0308] As an optional solution, after adjusting the shape structure of the virtual object in response to the change in the position of the target anchor point, the above method further includes: in response to the shape structure of the virtual object being adjusted to the target shape structure, placing the virtual object in the virtual scene according to the target shape structure; in response to the virtual object being placed according to the target shape structure, displaying an editing identifier of the virtual object in the virtual scene, where the editing identifier is used to indicate that the shape structure of the virtual object is a user-defined shape structure.
[0309] Optionally, in the embodiments of the present application, the above-mentioned target shape structure may include, but is not limited to, the final shape and structure set for the virtual object by the user through editing operations, including but not limited to specific geometric shapes, sizes, proportions, etc. For example, in the UGC system of a game application, players can change the shape structure of a virtual object by adjusting the anchor points of the virtual object. Suppose a player adjusts the roof of a virtual object from a flat top to a pitched roof. The shape and angle of this pitched roof are the target shape structure. The system will adjust the shape structure of the virtual object in real time according to the player's editing operations to make it conform to the player's design intention. The setting of the target shape structure enables players to precisely control the appearance and functions of the virtual object and achieve more personalized and creative designs.
[0310] Optionally, in the embodiments of the present application, the above-mentioned editing identifier may include, but is not limited to, marks or symbols used to indicate that the shape structure of the virtual object is user-defined, including but not limited to icons, labels, color coding, etc. For example, in the UGC system of a game application, when a player completes the editing of a virtual object, the system will display an editing identifier in the virtual scene, such as a label with the word "customized", or a special icon on a certain part of the virtual object. This editing identifier is used to clearly inform other players or the system that the shape structure of this virtual object is user-defined rather than the system default setting. The existence of the editing identifier not only increases the recognition of the virtual object but also promotes communication and sharing among players, enabling other players to identify and appreciate the user-defined creative works.
[0311] Exemplarily, suppose in the UGC system of a game application, a player is designing a virtual object, including but not limited to the following process:
[0312] S1, The player starts the game and enters the UGC editing mode. In the virtual scene, an initial virtual object is displayed, such as a simple cube virtual object with dimensions of 10 meters × 10 meters × 10 meters. Editing function identifiers are also displayed in the virtual scene, such as a button or icon with the word "edit", prompting the player that they can freely design the shape structure of the virtual object.
[0313] S2, The player clicks the editing function identifier and enters the editing state. On the virtual object, the system automatically generates multiple target anchor points, and the player can adjust the shape structure of the virtual object by dragging these anchor points. For example, anchor points are added to the bottom edge, side edges, and top of the virtual object so that the player can flexibly change the shape of the virtual object.
[0314] S3. The player drags the target anchor point located in the middle of the bottom edge of the virtual object upward, causing the bottom edge to change from a straight line to a concave arc. The system responds to this operation in real time and adjusts the shape structure of the virtual object. Suppose the player drags the anchor point upward by 2 meters, and the shape of the bottom edge of the virtual object changes from a straight line to a concave arc with a radian of 120 degrees. This change not only affects the shape of the bottom edge but also drives the corresponding adjustment of the associated wall and roof structures to maintain the stability and coordination of the overall virtual object structure.
[0315] S4. The player continues to adjust the positions of other anchor points to further optimize the shape structure of the virtual object. For example, the player drags an anchor point on the side of the virtual object inward, causing the side to present an inclined surface. The system updates the shape structure of the virtual object in real time according to the player's operation and renders and displays the appearance of the adjusted virtual object in real time.
[0316] S5. Once the player is satisfied with the adjustment of the shape structure of the virtual object, the player clicks the button to exit the editing function. The system responds to this operation, cancels the display of the editing function identifier, and exits the editing state. At this time, the virtual object in the virtual scene has been placed according to the target shape structure designed by the player.
[0317] S6. The system displays an editing identifier of the virtual object in the virtual scene, clearly indicating that the shape structure of the virtual object is user-defined. For example, a logo with the words "user-defined" is displayed at the top of the virtual object, or an interactive editing button is added to the concave part of the bottom edge of the virtual object. This editing identifier not only reminds the player but also enables other players to recognize that this is a user-defined virtual object when viewing the scene.
[0318] Through the embodiments of the present application, players can give full play to their creativity and freely design the shape structure of virtual objects, from simple cube virtual objects to personalized virtual objects with complex curves and inclined surfaces. Through real-time adjustment and rendering display, the system enables players to immediately see the effects of their designs, enhancing the interactive experience and design fun of players. The display of the editing identifier not only facilitates players to manage their creations but also increases the recognition of user-defined works in the virtual scene, promotes communication and sharing among players, further stimulates the creative enthusiasm and creativity of players, and maximally facilitates users to design unique games, environments, and terrains through custom editing, transforming personal creativity into game content and enhancing player participation and immersion.
[0319] As an alternative solution, a virtual scene is displayed in a target game application, including: in response to a start interaction operation for an editing function, displaying a virtual scene, where the editing function is used to indicate that the user is allowed to freely design the shape structure of a virtual object through an editing function identifier; after adjusting the shape structure of the virtual object in response to a change in the position of a target anchor point, the method further includes: in response to exiting the editing function, canceling the display of the editing function identifier to exit the editing function.
[0320] Optionally, in the embodiments of the present application, the above virtual scene may include but is not limited to a virtual environment created or modified by the user, including but not limited to maps, scenes, levels, etc. in a game. For example, in a sandbox game application, the virtual scene may be a virtual island where players can create various virtual objects such as virtual objects, roads, vegetation, etc. The virtual objects in the virtual scene can be custom-added by the user and their shape structures can be freely designed. For example, players can create a virtual castle on the island and build a unique virtual scene by adding and editing virtual objects such as city walls, towers, gates, etc. The virtual objects in the virtual scene can have different properties and functions, such as interactivity, destructibility, etc., increasing the interest and playability of the game.
[0321] Optionally, in the embodiments of the present application, the above editing function may include but is not limited to a function that allows the user to freely design the shape structure of a virtual object, usually indicated by an editing function identifier. For example, in a sandbox game application, the editing function may include adding, deleting, moving virtual objects, and adjusting the shape, size, material, etc. of virtual objects. The editing function identifier may be a button or icon with the word "Edit". After the player clicks on this identifier, they can enter the editing mode and freely design the virtual objects in the virtual scene. For example, in the editing mode, the player can change the shape structure of a virtual object by dragging its anchor point, such as changing the roof of a virtual object from a flat top to a sloping top.
[0322] Optionally, in the embodiments of the present application, the above editing function identifier may include but is not limited to a mark or symbol for indicating the editing function, including but not limited to icons, buttons, text, etc. For example, in a sandbox game application, the editing function identifier may be a button with the word "Edit". After the player clicks on this button, they can enter the editing mode and freely design the virtual objects in the virtual scene. The editing function identifier can also be a special icon, such as a pencil or a gear, indicating the availability of the editing function. When the player enters the editing mode, the editing function identifier may change, such as becoming brighter in color or the icon rotating, to prompt the player that they are currently in the editing state.
[0323] Optionally, in the embodiments of the present application, the above-mentioned exit editing function may include, but is not limited to, operations triggered by the user to exit the editing mode after completing the editing of the virtual object, including but not limited to clicking the "Exit" button, selecting the "Exit" menu item, etc. For example, in the UGC system of a game application, when a player completes the editing of a virtual object, the player can click the "Exit" button in the interface, and the system will respond to this operation, cancel the display of the editing function identifier, and enable the player to exit the editing mode and return to the normal mode of the game.
[0324] Exemplarily, taking the UGC system in a game application as an example, the system allows players to freely design and modify virtual objects in the virtual scene, including but not limited to the following processes:
[0325] S1, after the player adjusts the shape structure of the virtual object, the system will automatically save these changes and place the virtual object in the virtual scene according to the target shape structure. For example, the adjusted fountain model will appear at the original position in the virtual scene with a new height and shape, and be coordinated with the surrounding environment and other virtual objects.
[0326] S2, when the player completes the editing of the virtual object, click the button to exit the editing function. The system responds to the operation of exiting the editing function, cancels the display of the editing function identifier, and makes the virtual object in the virtual scene return to the non-editable state. At this time, the player can no longer modify the shape structure of the virtual object through the anchor point or other editing tools.
[0327] S3, after exiting the editing function, the system will automatically save the editing result of the player on the virtual object and display the editing identifier of the virtual object in the virtual scene. For example, a label with the word "Custom" is displayed next to the fountain model, indicating that the shape structure of the virtual object is customized by the player and is distinguished from other default virtual objects.
[0328] Through the embodiments of the present application, players can freely design and modify virtual objects in the game application to achieve personalized content creation. The startup and exit operations of the editing function are simple and clear, and players can easily switch between the editing and non-editing states. At the same time, the system's real-time response to the adjustment and placement operations of the virtual object's shape structure ensures a smooth and natural creation experience for players. The display of the editing identifier not only helps players identify the content they created, but also increases the diversity and richness of the virtual scene, improves the overall experience of the game, maximally facilitates users to design unique games, environments, and terrains through custom editing, and transforms personal creativity into game content, enhancing player participation and immersion.
[0329] As an alternative solution, after adjusting the shape structure of the virtual object in response to a change in the position of the target anchor point, the above method further includes: when the shape structure of the virtual object has been adjusted, in response to a save interaction operation, saving the virtual scene; and in response to a sharing interaction operation of the virtual scene, setting the saved virtual scene to allow other accounts to edit.
[0330] Optionally, in the embodiments of the present application, the above sharing interaction operation may include, but is not limited to, an operation triggered by the user after saving the virtual scene for sharing the virtual scene with other users, including but not limited to clicking the "Share" button, selecting the "Share" menu item, etc. For example, in the UGC system of a game application, when a player finishes editing and saving a virtual scene, the player can click the "Share" button in the interface, and the system will respond to this sharing interaction operation and set the saved virtual scene to allow other accounts to edit. This means that other players can enter the virtual scene through a specific link or invitation and edit and modify it. This sharing mechanism promotes creative communication and cooperation among users and enriches the content and gameplay of the game.
[0331] Optionally, in the embodiments of the present application, the above allowing other accounts to edit may include but is not limited to a permission setting that enables other users to edit and modify the saved virtual scene. For example, in the UGC system of a game application, after a player sets a virtual scene to allow other accounts to edit, other players can enter the virtual scene through a specific link or invitation and edit and modify it. This permission setting can be controlled by the creator or owner of the scene to ensure that only authorized users can edit the virtual scene. This not only increases the social interactivity of the game but also stimulates players' creativity and participation, promoting the activity and development of the game community.
[0332] Exemplarily, assuming a UGC system in a game application as an example, the system allows players to freely design and modify virtual objects in the virtual scene, including but not limited to the following process:
[0333] S1, after the player adjusts the shape structure of the virtual object, the system will automatically save these changes and place the virtual object in the virtual scene according to the target shape structure. For example, the adjusted fountain model will appear at its original position in the virtual scene with a new height and shape, and be coordinated with the surrounding environment and other virtual objects.
[0334] S2, when the player completes editing the virtual object, clicks to save the interactive operation, such as clicking a "Save" button. In response to the save interactive operation, the system saves the state of the current virtual scene. The saved content includes all relevant information such as the shape structure, position, and material of the virtual object. For example, the system will save the height, shape, material, and other information of the adjusted fountain model to the game database.
[0335] S3, after saving the virtual scene, the player can choose to share the virtual scene. Click the sharing interaction operation, such as clicking the "Share" button. In response to the sharing interaction operation, the system sets the saved virtual scene to allow other accounts to edit. For example, the system generates a sharing link, and the player can send the link to other players through social media, in-game chat, etc. After other players click the link, they can enter the editing mode of the virtual scene and edit and modify the virtual objects in the virtual scene.
[0336] Through the embodiments of the present application, players can freely design and modify virtual objects in virtual scenes in game applications, and share their own virtual scenes with other players, thereby realizing content sharing and creative communication between users. The save function ensures that the player's creative achievements are preserved, while the share function further expands the social interactivity of the game. Allowing other accounts to edit shared virtual scenes not only increases the playability and fun of the game, but also stimulates the creativity and participation of players, promotes the activity and development of the game community, and maximizes the convenience of users to design unique games, environments, and terrains through custom editing, transforming personal creativity into game content, and enhancing player participation and immersion.
[0337] As an optional solution, in response to a change in the position of the target anchor point, after adjusting the shape structure of the virtual object, the above method also includes: in response to a save interaction operation, saving the virtual scene when the shape structure of the virtual object has been adjusted; in response to a game start interaction operation in the target game application, starting a game in the virtual scene, wherein the game includes the virtual object whose shape structure has been adjusted.
[0338] Optionally, in the embodiments of the present application, the above-mentioned save interaction operation may include, but is not limited to, an operation triggered by the user to save the current virtual scene state after completing the shape and structure adjustment of the virtual object, including but not limited to clicking the "Save" button, selecting the "Save" menu item, etc. For example, in the UGC system of a game application, when the player completes the editing of the virtual object, the player can click the "Save" button on the interface, and the system will respond to this save interaction operation and save the state of the current virtual scene. The saved content includes all relevant information such as the shape and structure, position, and material of the virtual object, so that the player can continue to use or edit these virtual objects when entering the game next time.
[0339] Optionally, in the embodiments of the present application, the above-mentioned game start interaction operation may include, but is not limited to, an operation triggered by the user in the game application to start a game, including but not limited to clicking the "Start Game" button, selecting the "Start Game" menu item, etc. For example, in the UGC system of a game application, when the player completes the editing and saving of the virtual scene, the player can click the "Start Game" button on the interface, and the system will respond to this game start interaction operation and start a game in the virtual scene. This game will include the virtual objects whose shape and structure have been adjusted, and the player can experience the virtual scene and virtual objects designed by themselves in the game, increasing the fun and personalized experience of the game.
[0340] Exemplarily, taking the UGC system in a sandbox game as an example, it includes but is not limited to the following process:
[0341] S1. When the player completes the editing of the virtual object, click the save interaction operation, such as clicking the "Save" button. The system responds to the save interaction operation and saves the state of the current virtual scene.
[0342] S2. After the player saves the virtual scene, the player can choose to click the "Start Game" button. In response to the game start interaction operation, the system starts a game in the virtual scene, which includes the virtual objects whose shape and structure have been adjusted, such as the adjusted fountain model.
[0343] Through the embodiments of the present application, players can freely design and modify virtual objects in a virtual scene in a game application, and immediately start a game including these adjustments after saving. This method greatly enhances the creativity, personalized experience of players and the interactivity of the game. Players can preview their modifications to virtual objects in real time and see the actual effects of these modifications during the game process, so as to more intuitively feel the impact of their creative achievements on the game experience. This instant feedback mechanism not only improves the player participation, but also stimulates the motivation of players to further explore and try different designs, promotes the creation and prosperity of UGC content in the game community, maximally facilitates users to design unique games, environments, terrains through custom editing, transforms personal creativity into game content, and enhances player participation and immersion.
[0344] The following combines specific examples to specifically illustrate the present application:
[0345] The present application relates to a user-generated content (UGC) virtual object system based on dynamic anchors and logic generation. This system can automatically generate a logical multi-faceted virtual object according to the anchors added to the bottom edge of the virtual object and its morphological changes during the user's virtual object process, and automatically generate corresponding details such as doors, windows, and texture maps. By optimizing the flexibility, automation level, and user interaction experience of virtual object design, this system solves the problems of morphological limitations, complex operations, and insufficient detail generation existing in current UGC virtual objects.
[0346] Specifically, the present application provides a method that allows players to add anchors at any position on the bottom edge of a virtual object. The system automatically generates the side edges and multi-faceted structure of the virtual object based on these anchors, and automatically generates detail elements such as doors, windows, wall texture maps, etc. and the virtual object style according to the virtual object morphology and player requirements. This system supports dynamically adapting to virtual objects of different shapes, and automatically adjusts and updates the details of the virtual object, such as the number, size, and position of doors and windows, so as to provide users with a more flexible and efficient virtual object creation experience.
[0347] Dynamic anchor and virtual object structure generation: Players add anchors to the bottom edge of the virtual object, and the system automatically generates the side edges and multi-faceted structure of the virtual object according to the anchor positions. This design enables the virtual object to flexibly adjust its morphology, from a simple rectangular structure to a complex polyhedron structure. Players only need to adjust the anchor positions to achieve dynamic changes in the virtual object morphology.
[0348] Operation process:
[0349] S1, Add an anchor: The player can select a suitable position on the bottom edge of the virtual object to add a point.
[0350] S2, Automatic generation structure: The system automatically generates the sides, corners, and polyhedron shapes of the virtual object based on the anchor points. The wall elements will also adaptively fit according to the new faces to ensure the aesthetics and rationality of the virtual object.
[0351] S3, Dynamic feedback: When the player adjusts the position of the anchor point, the shape of the virtual object is updated in real time, and the system automatically recalculates and generates the corresponding faces and structures.
[0352] Figure 16 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application. As Figure 16 shown, Bottom edge dynamic anchor point addition operation: Displays an interface where the player adds multiple anchor points to the bottom edge. The anchor points are represented by simple icons or dot symbols, and the system renders the changes in the sides and polyhedron of the virtual object in real time. For example, when an anchor point is added to the bottom edge, a side edge is generated by default. For example, if it is originally a prism shape, when an anchor point is added to the bottom edge and there is one more edge, it will become a pentagonal prism. Each time a point is selected and dragged, if you need to change the point, directly click on any point on the other bottom edge, and the axes of two dragging arrows will be displayed, and the position can be freely dragged on the same horizontal plane.
[0353] Figure 17 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application. As Figure 17 shown, Bottom edge anchor point dragging dynamic change: The dragging and position adjustment of each anchor point will dynamically reflect the shape change of the virtual object. After the anchor point is adjusted, the shape of the virtual object changes, the sides and corners are automatically generated, and the wall elements are adaptively adjusted according to the algorithm rules.
[0354] Freely generate different floors, and automatically replace the elements and textures on the wall according to different wall sizes, where:
[0355] Free floor generation: The user can freely define the number of floors of the virtual object, and automatically generate the corresponding floor structure, window, and door resources according to the requirements of each floor and the size of the virtual object. Automatic window resource replacement: According to the size of the wall (such as height, width), the system will automatically replace the appropriate element resources. For example, when the wall is narrow, small windows or narrow doors will be automatically selected, while when the wall is wide, larger windows or wide doors will be selected.
[0356] Operation process:
[0357] S1, Define the number of floors: The user selects the number of floors of the virtual object by dragging or entering a value. The system automatically generates the frame structure of the virtual object according to the number of floors.
[0358] S2, When the user adjusts the height or width of the wall, the system will calculate and identify the wall size in real time. According to the wall size, the appropriate door and window resources are automatically selected.
[0359] Narrow wall: When the width of the wall is less than a certain value, the system automatically selects narrow doors or small window resources (such as wooden windows, slender windows).
[0360] Wide wall: When the width of the wall exceeds a certain size, the system will automatically select wide doors or large windows (such as stone doors, glass windows) to fit the larger space. Dynamic feedback: When the player adjusts the anchor point position, the shape of the virtual object is updated in real time, and the system automatically recalculates and generates the corresponding faces and structures.
[0361] Figure 18 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application, as Figure 18 shown, Floor custom adjustment: It shows that players can freely edit the number of floors and can customize the floor height.
[0362] Figure 19 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application, as Figure 19 shown, Adaptive case of elements on the wall: When the player changes the floor height, more aesthetically pleasing local resource automatic replacement will be performed automatically. (In the case, it is the door resource)
[0363] This application is based on modular splicing syntax. By defining the relationships and dimensional requirements between modules, it realizes the automatic selection, adaptation, and splicing of virtual object modules. Using these syntax rules, the system can dynamically generate virtual object structures that meet the design requirements and select appropriate modules according to different parameters. The syntax specification is derived from UnrealEngine. Based on the syntax specification consistent with UnrealEngine, a more efficient adaptation method is realized, ensuring the flexibility and efficiency of the system.
[0364] Virtual object module specification: Figure 20 is a schematic diagram of another optional method for generating a virtual object according to an embodiment of the present application, as Figure 20 shown, For all modules, a unified specification is adopted, with X on the left, Y at the bottom, and Z in the middle. Based on this specification, it supports both adaptive scaling and can freely splice corners, and can also generate curved walls or fences.
[0365] Dynamic module connection and splicing: The system can automatically adjust the splicing method of the modules according to different situations of the wall corners (such as obtuse angles or acute angles) to ensure seamless connection at the corners. For the case of obtuse corners (greater than 90 degrees), the system can splice the outer wall lines of the modules and make the inner wall lines intersect each other to form a perfect seamless corner, as Figure 21 shown. However, for the case of acute corners (less than 90 degrees), using the same processing method will result in unnatural or inappropriate splicing, asFigure 22 As shown. Therefore, for acute-angled corners, the system adopts a new splicing method, such as Figure 23 shown: the outer wall line of the previous corner intersects with the inner wall line of the next corner, so that the inner wall line of the previous corner can smoothly penetrate into the inner wall of the next corner, ensuring smooth and seamless connection at the corner.
[0366] Virtual object splicing grammar Floor splicing grammar:
[0367] 1) Floor splicing grammar:
[0368] First floor: Base, middle floors: Mid, top floor: Top;
[0369] Grammar example: [Base,{Mid,W}*,Top];
[0370] In the above example, in the order from the bottom to the top of the floor, the Base floor is used as the first floor, the Mid floor is used as the middle floor in a loop, and finally the Top floor is used as the last top floor.
[0371] 2) Floor wall splicing grammar:
[0372] Walls: A, Walls: B, Walls: C, Windows in walls: W, Balconies in walls: S, Doors: Door;
[0373] Grammar example for the first floor Base: [C,B,W*,A*,Door,A*,W*,B,C];
[0374] Grammar example for the middle floor Mid: [C,B*,[W,S,W]*,B*,C];
[0375] Grammar example for the top floor Top: [A*];
[0376] According to the Spline line repetition grammar example: ([C,W*,Door,W*,C],[C,B*,C]*).
[0377] Modular splicing grammar: This application is based on modular splicing grammar. By defining the relationships between modules, it automatically adjusts and adapts virtual object modules. Each module (such as doors, windows, walls, etc.) can be dynamically selected according to different size requirements and style characteristics.
[0378] Basic grammar format:
[0379] 1) Module name and size range: For example, Door<200,300> means that the door module is adapted to walls with a height of 200 to 300 mm.
[0380] 2) Spline Sampling and Stitching: Using SplineSlicer, points can be sampled along the spline, and virtual object modules can be stitched together in a specific order to generate complex virtual object shapes. For example, 1 module "Door" (green) with 2 modules "C" on both sides means that one door module (green) is connected to two "C" modules, and then filled with a Fence (red) module.
[0381] 3) Random Selection and Weighted Selection: The syntax supports random selection or weighted selection of module resources, thereby increasing the diversity and randomness of virtual object design. For example, {Fence: 2 / 3, C: 1 / 3} means that the selection probability of the "Fence" module is 2 / 3, and the selection probability of the "C" module is 1 / 3. 5. Random Selection and Weighted Selection
[0382] Module Selection and Adaptation:
[0383] 1) Size Adaptation: The system automatically selects the appropriate modules according to the size of the wall (such as height, width, depth, etc.). For example, when the wall is narrow, narrow doors or small windows are automatically selected; when the wall is wide, large doors or wide windows are automatically selected. Specifically, Door<200, 300> is suitable for doors with a height of 200 to 300 mm, and the system will automatically calculate and adjust the size of the door module.
[0384] 2) Random and Weighted Adaptation: To increase the randomness of the design or preferentially select certain modules according to requirements, the system supports random selection and weighted selection. For example, {Fence: 2, C: 1} means that the priority selection probability of the "Fence" module is twice that of the "C" module, providing more space for creative choices for players.
[0385] Syntax Extension and Combination:
[0386] 1) Repetition and Arrangement: Through the syntax rules, modules can be repeated or arranged in a specific order as needed. For example, [a, b, c]3 means that modules a, b, and c are repeated in order three times, and {a, b, c}+ means that at least one a, b, or c module will be selected and repeated.
[0387] 2) Multiple Selections and Priorities: The system supports priority selection and combinations of multiple selections to help achieve more complex virtual object structures. For example, [Entrance, {Corridor, Doors}*, Exit] means an entrance, followed by multiple corridors and doors, and finally an exit, and the number of corridors and doors can vary freely.
[0388] 3) Dynamic module connection and splicing: The system can automatically adjust the splicing method of modules according to different situations of wall corners (such as obtuse angles or acute angles) to ensure seamless connection at the corners. For example, for an obtuse corner, the system forms a seamless corner by splicing the outer wall lines and interspersing the inner wall lines; at an acute corner, the system adjusts the intersection points of the inner wall lines to ensure a smooth transition at the corner.
[0389] Technical system framework
[0390] 1) Figure 24 is a schematic diagram of another optional method for generating virtual objects according to an embodiment of the present application. As Figure 24 shown, the system framework process includes:
[0391] Input module:
[0392] The user draws a spline or inputs the grammar rules for generating virtual objects.
[0393] The input content includes: floor boundary spline, grammar rules (such as floor definition, wall module definition)
[0394] Spline parsing module:
[0395] Based on the input spline, parse and generate the geometric network of the floor.
[0396] The output is boundary data and a triangular network model, which is provided to the downstream module.
[0397] Grammar parsing module, Figure 25 is a schematic diagram of another optional method for generating virtual objects according to an embodiment of the present application. The execution process of the recursive algorithm of the grammar parser is as Figure 25 shown:
[0398] Based on the grammar rules, perform recursive parsing;
[0399] Floor parsing: Generate the logical definition of each floor.
[0400] Wall parsing: Generate wall modules according to the floor definition.
[0401] Module parsing: Further parse the wall modules to generate door and window detail modules.
[0402] The output is a hierarchical set of module definitions.
[0403] Dynamic model output and splicing module:
[0404] According to the module definitions output by the parser, dynamically select and adapt the virtual object modules to achieve logical splicing between modules:
[0405] Size adaptation: Select appropriate door and window modules according to the wall size.
[0406] Angle adaptation: Adjust the splicing method at the corner (obtuse or acute angle).
[0407] Module point cloud output: Output as a virtual object after splicing.
[0408] Mark the module position: Generate point cloud data at the key positions of the virtual object (with definite coordinates X, Y, Z in three-dimensional space) to determine the module position and connection relationship.
[0409] Guide module splicing: Detect splicing conflicts and optimize the structure based on the coordinates and distribution of the point cloud points.
[0410] 2) Algorithm for generating the dynamic model of the floor slab:
[0411] The input for the entire floor is the Spline curve defining the floor edge. Using this loop of Spline curves and the classic Incremental Construction of Constrained Delaunay Triangulations algorithm, generate a whole triangular model.
[0412] 3) Generate floor definition:
[0413] Use a syntax parser to generate a set of floor definitions:
[0414]
[0415] Among them, F refers to the total number of floors, which is the weighted sum of W n . W n refers to the number of windows on each floor.
[0416] 4) Generate wall definition:
[0417] Use a syntax parser to generate a set of floor definitions:
[0418]
[0419] W is the weighted sum of all M n . M n : refers to the number of each module;
[0420] 5) Generate module definition:
[0421] Use a syntax parser to traverse each wall definition and generate a set of module definitions:
[0422]
[0423] Calculation method of the module group, M is the module; SM0 is the initial module (e.g., the starting part of a wall); refers to the sum of all modules in the middle (same as above); SM n-1 refers to the last module, which is to be used for special processing (corner splicing).
[0424] Figure 26 is a schematic diagram of another optional method for generating virtual objects according to an embodiment of the present application, as Figure 26 shown, the first module and the last module of the wall need to be processed separately to generate corner splicing at any angle. For the case where the two corner modules form an obtuse angle, the intersection of the outer wall lines of the two modules is used as the tangent point of the module; for the case where the corner of the two modules forms an acute angle, the intersection of the outer wall line of one module and the inner wall line of the other module is used as the tangent point.
[0425] The present application realizes the automatic adaptation function of virtual object modules. Whether the wall size changes or the style is selected, the system can automatically select and adjust appropriate resources according to real-time data, reducing the tediousness of manual adjustment. Through the automated adaptation mechanism, players do not need to manually select appropriate modules, and the system will automatically select virtual object elements that meet the size and style requirements, greatly improving the design efficiency. Since random selection and weighted selection are supported, players can freely create among diverse design options, increasing the diversity and creative space of virtual objects. The system can support flexible module splicing methods, adapt to various complex virtual object shapes and structures, and ensure the efficiency and scalability of the design process.
[0426] The present application can be further expanded by introducing a style adaptation function, enabling players to select or customize the style of virtual objects according to their own needs. By combining style adaptation and size adaptation, the system can automatically adjust the styles and materials of virtual object modules (such as doors, windows, walls, roofs, etc.) according to the selected style, ensuring the consistency and aesthetics of virtual object design.
[0427] Specifically, it includes but is not limited to the following:
[0428] Custom style: Allows players to define and save their own virtual object styles, including the styles, materials, and colors of elements such as walls, doors, windows, and roofs.
[0429] Style adaptation: The system can automatically adjust the resources of each virtual object module according to the selected style to ensure style consistency.
[0430] Flexible style selection: Players can choose from a variety of preset styles (such as Japanese, modern, Gothic, industrial style, etc.), or create a custom style, and the system will automatically adjust the corresponding modules according to the selected style.
[0431] Among them, the implementation principles of the above style adaptation include but are not limited to:
[0432] Style resource library: The system will have a style resource library that contains predefined modules for different virtual object styles. For example, under the "Japanese style", the doors may be made of wood and the windows may be paper windows; while under the "modern style", the doors and windows may be made of glass and the walls may be made of metal or concrete.
[0433] Style selection and replacement: After the player selects a style, the system will automatically load the virtual object module resources corresponding to that style and automatically adjust and replace the modules according to the wall size. For example, when the "modern style" is selected, the system will automatically replace all the door and window modules with glass materials, and the walls may be replaced with more modern materials such as metal or smooth concrete.
[0434] Association between modules and styles: Each module (such as doors, windows, walls, etc.) has corresponding style adaptation rules, and different style resources are defined for each module in the style library. For example, for the door module, there may be two resources: "wooden door" (Japanese style) and "glass door" (modern style), and the system will select and replace the appropriate module according to the current style.
[0435] It can be understood that in the specific implementation of this application, when it comes to data related to user information, etc., when the above embodiments of this application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.
[0436] It should be noted that for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations. However, those skilled in the art should know that this application is not limited by the described action sequence, because according to this application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to this application.
[0437] According to another aspect of the embodiments of this application, there is also provided a virtual object generation device for implementing the above virtual object generation method. As Figure 27 shown, the device includes:
[0438] A first display module 2702, configured to display a virtual scene in a target game application, where the virtual scene includes virtual objects that allow users to customize and freely design the shape and structure;
[0439] A second display module 2704, configured to display the virtual object and at least two anchor points associated with the virtual object in response to an object addition operation, where the object addition operation is used to determine a virtual object of a shape structure to be designed;
[0440] A first adjustment module 2706, configured to adjust the position of the target anchor point in response to an interaction operation performed on the target anchor point, where the at least two anchor points include the target anchor point and a connection anchor point, the connection anchor point represents an anchor point in the virtual object that is connected to the target anchor point, the interaction operation is used to adjust the position of the target anchor point, a target connection line between the connection anchor point and the target anchor point changes as the position of the target anchor point changes, and the position of the connection anchor point remains unchanged during the change of the position of the target anchor point;
[0441] A second adjustment module 2708, configured to adjust the shape structure of the virtual object in response to a change in the position of the target anchor point, where the shape structure represents a shape structure constructed as the target connection line changes, and the degree of change of the shape structure is related to the operation parameter of the interaction operation.
[0442] As an alternative solution, the above device adjusts the position of the target anchor point in response to an interaction operation performed on the target anchor point in the following manner: in response to a determination interaction operation performed on any one of the at least two anchor points, the target anchor point is selected from the at least two anchor points; in response to a movement interaction operation performed on the target anchor point, the position of the target anchor point is adjusted.
[0443] As an alternative solution, the above device adjusts the position of the target anchor point in response to an interaction operation performed on the target anchor point by at least one of the following methods: in response to a drag interaction operation performed on the target anchor point, the position of the target anchor point is adjusted to the end position of the drag interaction operation; in response to a click operation performed on a virtual area associated with the target anchor point, the position of the target anchor point is adjusted to the position specified by the click operation; in response to a collaborative interaction operation performed on the target anchor point through a keyboard and mouse device, the position of the target anchor point is adjusted to the position specified by the collaborative interaction operation; in response to an eye movement interaction operation performed on the target anchor point, the position of the target anchor point is adjusted to the position specified by the eye movement interaction operation; in response to a gesture interaction operation performed on the target anchor point, the position of the target anchor point is adjusted to the position specified by the gesture interaction operation; in response to a voice interaction operation performed on the target anchor point, the position of the target anchor point is adjusted to the position specified by the voice interaction operation; in response to an interaction operation performed on the target anchor point through a head-mounted sensor, the position of the target anchor point is adjusted to the position specified by the interaction operation; in response to an interaction operation performed on the target anchor point through a controller, the position of the target anchor point is adjusted to the position specified by the interaction operation.
[0444] As an alternative, the above device is used to adjust the shape structure of the virtual object in response to a change in the position of the target anchor point in the following manner: when the target anchor point is at the first position on the bottom layer of the virtual object, adjust the shape structure of the virtual object in the horizontal direction in response to a change in the position of the target anchor point; when the target anchor point is at the second position on the bottom layer of the virtual object, adjust the shape structure of the virtual object in the vertical direction in response to a change in the position of the target anchor point, where the first position is different from the second position; when the target anchor point is not on the bottom layer of the virtual object, adjust the shape structure of the virtual object in the vertical direction in response to a change in the position of the target anchor point.
[0445] As an alternative, the above device is used to adjust the shape structure of the virtual object in the horizontal direction in response to a change in the position of the target anchor point when the target anchor point is at the first position on the bottom layer of the virtual object in the following manner: when the target anchor point is at the first position on the bottom layer of the virtual object, adjust the first shape structure of the first outer facade and the second shape structure of the second outer facade of the virtual object in response to a change in the position of the target anchor point, where the first outer facade is associated with the first connection line, the second outer facade is associated with the second connection line, and the target connection line includes the first connection line and the second connection line.
[0446] As an alternative, the above device is used to adjust the first shape structure of the first outer facade and the second shape structure of the second outer facade of the virtual object in response to a change in the position of the target anchor point when the target anchor point is at the first position on the bottom layer of the virtual object in the following manner: when the target anchor point is at the first position on the bottom layer of the virtual object, adjust the length and included angle of the first connection line and the second connection line in response to a change in the position of the target anchor point; when the included angle between the first connection line and the second connection line satisfies the preset included angle condition, adjust the first shape structure and the second shape structure based on the outer lines of the first virtual object and the outer lines of the second virtual object, where the first virtual object is the virtual object represented by the first connection line and the second virtual object is the virtual object represented by the second connection line; when the included angle between the first connection line and the second connection line does not satisfy the preset included angle condition, adjust the first shape structure and the second shape structure based on the outer lines of the first virtual object and the inner lines of the second virtual object.
[0447] As an alternative, the above device is further configured to: in response to an input interaction operation on the number of layers of a virtual object, display a virtual object including at least two layers; when the target anchor point is located at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjust the shape structure of the virtual object in the horizontal direction; when the target anchor point is located at a non-bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjust the shape structure of the non-bottom layer where the target anchor point is located in the vertical direction.
[0448] As an alternative, the above device is configured to display a virtual object and at least two anchor points associated with the virtual object in the following manner: display the virtual object; in response to an anchor point addition operation performed on a virtual area associated with the virtual object, display at least two anchor points on the virtual object, where at least one outer facade of the virtual object is set based on the at least two anchor points.
[0449] As an alternative, the above device is further configured to: in response to a change in the shape structure of the virtual object, display a target virtual resource on the virtual object, where the resource parameters of the target virtual resource are related to the change amplitude of the shape structure of the virtual object.
[0450] As an alternative, the above device is configured to display a target virtual resource on the virtual object in response to a change in the shape structure of the virtual object by at least one of the following methods: in response to a change in the shape structure of the virtual object, display a first virtual resource on the virtual object, where the resource type of the first virtual resource is related to the change amplitude of the shape structure of the virtual object; in response to a change in the shape structure of the virtual object, display a second virtual resource on the virtual object, where the resource quantity of the second virtual resource is related to the change amplitude of the shape structure of the virtual object; in response to a change in the shape structure of the virtual object, display a third virtual resource on the virtual object, where the resource size of the third virtual resource is related to the change amplitude of the shape structure of the virtual object.
[0451] As an alternative, the above device is configured to display a target virtual resource on a virtual object in response to a change in the shape structure of the virtual object in at least one of the following ways: in response to a change in the shape structure of the virtual object, when the change amplitude meets the first resource type condition, display a first type of virtual resource on the virtual object; in response to a change in the shape structure of the virtual object, when the change amplitude meets the second resource type condition, display a second type of virtual resource on the virtual object, where the first virtual resource includes the first type of virtual resource and the second type of virtual resource, and the first type of virtual resource and the second type of virtual resource belong to different style resource sets, and the first resource type condition and the second resource type condition are different; in response to a change in the shape structure of the virtual object, when the change amplitude meets the first resource quantity condition, display a first quantity of a second virtual resource on the virtual object; in response to a change in the shape structure of the virtual object, when the change amplitude meets the second resource quantity condition, display a second quantity of the second virtual resource on the virtual object, where the first quantity is different from the second quantity, and the first resource quantity condition and the second resource quantity condition are different; in response to a change in the shape structure of the virtual object, when the change amplitude meets the first resource size condition, display a third virtual resource of a first size on the virtual object; in response to a change in the shape structure of the virtual object, when the change amplitude meets the second resource size condition, display a third virtual resource of a second size on the virtual object, where the first size is different from the second size, and the first resource size condition and the second resource size condition are different.
[0452] As an alternative, the above device is configured to display a target virtual resource on a virtual object in response to a change in the shape structure of the virtual object in the following way: in response to a change in the shape structure of the virtual object, display a target virtual resource on the virtual object, where the target virtual resource represents a virtual resource obtained by automatically adapting and splicing a set of virtual resources according to a preset rule, and the set of virtual resources includes virtual resources of different sizes and / or different styles, and some or all of the virtual resources in the set of virtual resources are virtual resources randomly or weighted selected from a virtual resource set.
[0453] As an alternative solution, the above device is used to display a target virtual resource on a virtual object by the following method: in response to the target outer facade corresponding to the target connection line in the virtual object changing from a first length to a second length, display a first target virtual resource on the virtual object, where the first target virtual resource is located on the target outer facade; in response to the target outer facade changing from the second length to a third length, cancel the display of the first target virtual resource on the virtual object and display a second target virtual resource, where the second target virtual resource is located on the target outer facade and the size of the second target virtual resource is different from the size of the first target virtual resource; in response to the target outer facade changing from the third length to a fourth length, simultaneously display the second target virtual resource and a third target virtual resource on the virtual object, where the third target virtual resource and the second target virtual resource are both located on the target outer facade; in response to the target outer facade changing from the fourth length to a fifth length, cancel the display of the second target virtual resource and the third target virtual resource on the virtual object and display a fourth target virtual resource, where the resource style of the fourth target virtual resource is different from the resource style of the second target virtual resource and the fourth target virtual resource is located on the target outer facade.
[0454] As an alternative solution, the above device is further used to: in response to a change in the position of the target anchor point, after adjusting the shape structure of the virtual object, in response to the shape structure of the virtual object being adjusted to a target shape structure, place the virtual object in the virtual scene according to the target shape structure; in response to the virtual object being placed according to the target shape structure, display an editing identifier of the virtual object in the virtual scene, where the editing identifier is used to indicate that the shape structure of the virtual object is a user-defined shape structure.
[0455] As an alternative solution, the above device is used to display a virtual scene in a target game application by the following method: in response to a start interaction operation for an editing function, display the virtual scene, where the editing function is used to indicate that the user is allowed to freely design the shape structure of the virtual object through an editing function identifier; the above device is further used to: in response to a change in the position of the target anchor point, after adjusting the shape structure of the virtual object, in response to exiting the editing function, cancel the display of the editing function identifier to exit the editing function.
[0456] As an alternative solution, the above device is further used to: in response to a change in the position of the target anchor point, after adjusting the shape structure of the virtual object, in the case where the shape structure of the virtual object has been adjusted, in response to a save interaction operation, save the virtual scene; in response to a sharing interaction operation of the virtual scene, set the saved virtual scene to allow other accounts to edit.
[0457] As an alternative solution, the above device is further configured to: in response to a change in the position of the target anchor point, after adjusting the shape structure of the virtual object, in the case where the shape structure of the virtual object has been adjusted, in response to a save interaction operation, save the virtual scene; in response to a game start interaction operation in the target game application, start a game in the virtual scene, where a game includes a virtual object whose shape structure has been adjusted.
[0458] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.
[0459] Regarding the device in the above embodiments, the specific manner in which each module performs operations has been described in detail in the embodiments related to the method, and will not be elaborated here.
[0460] According to one aspect of the present application, there is provided a computer program product, which includes a computer program.
[0461] The serial numbers of the embodiments of the present application above are only for description and do not represent the superiority or inferiority of the embodiments.
[0462] Figure 28 Schematically shown is a block diagram of a computer system of an electronic device for implementing the embodiments of the present application.
[0463] It should be noted that Figure 28 The computer system 2800 of the electronic device shown is only an example and should not impose any limitation on the functions and usage scope of the embodiments of the present application.
[0464] Such as Figure 28As shown, computer system 2800 includes a central processing unit 2801 (CPU), which can perform various appropriate actions and processes according to programs stored in read-only memory 2802 (ROM) or programs loaded from storage section 2808 into random access memory 2803 (RAM). In random access memory 2803, various programs and data required for system operation are also stored. The central processing unit 2801, read-only memory 2802, and random access memory 2803 are connected to each other via bus 2804. Input / output interface 2805 (Input / Output interface, i.e., I / O interface) is also connected to bus 2804.
[0465] The following components are connected to input / output interface 2805: input section 2806 including a keyboard, mouse, etc.; output section 2807 including, for example, a cathode ray tube (CRT), liquid crystal display (LCD), etc., and speakers; storage section 2808 including a hard disk, etc.; and communication section 2809 including a network interface card such as a local area network card, modem, etc. Communication section 2809 performs communication processing via a network such as the Internet. Drive 2810 is also connected to input / output interface 2805 as needed. Removable medium 2811, such as a magnetic disk, optical disk, magneto-optical disk, semiconductor memory, etc., is installed on drive 2810 as needed so that a computer program read from it can be installed into storage section 2808 as needed.
[0466] Specifically, according to an embodiment of the present application, the processes described in each method flowchart can be implemented as computer software programs. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program includes program code for performing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via communication section 2809, and / or installed from removable medium 2811. When the computer program is executed by central processing unit 2801, various functions defined in the system of the present application are executed.
[0467] In such an embodiment, the computer program can be downloaded and installed from a network via communication section 2809, and / or installed from removable medium 2811. When the computer program is executed by central processing unit 2801, various functions provided by the embodiment of the present application are executed.
[0468] According to another aspect of the embodiments of the present application, there is also provided an electronic device for implementing the above virtual object generation method, and this electronic device may be Figure 1 the terminal device or server shown in the figure. In this embodiment, the electronic device is taken as an example of the terminal device for illustration. As Figure 29 shown in the figure, the electronic device includes a memory 2902 and a processor 2904. A computer program is stored in the memory 2902, and the processor 2904 is configured to execute the steps in any of the above method embodiments through the computer program.
[0469] Optionally, in this embodiment, the above electronic device may be at least one of multiple network devices in a computer network.
[0470] Optionally, in this embodiment, the above processor may be configured to execute the methods in the embodiments of the present application through a computer program.
[0471] Optionally, those of ordinary skill in the art can understand that Figure 29 the structure shown in the figure is only schematic, Figure 29 and it does not limit the structure of the above electronic device. For example, the electronic device may further include more or fewer components (such as a network interface, etc.) than those shown in Figure 29 , or have a different configuration from that shown in Figure 29 .
[0472] Among them, the memory 2902 can be used to store software programs and modules, such as the program instructions / modules corresponding to the virtual object generation method and device in the embodiments of the present application. The processor 2904 executes various functional applications and data processing by running the software programs and modules stored in the memory 2902, that is, implements the above virtual object generation method. The memory 2902 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memories. In some instances, the memory 2902 may further include a memory remotely set relative to the processor 2904, and these remote memories can be connected to the terminal through a network. Examples of the above network include but are not limited to the Internet, enterprise intranet, local area network, mobile communication network, and their combinations. Among them, the memory 2902 can specifically but not limitedly be used to store information such as virtual resources and virtual objects. As an example, as Figure 29 shown in the figure, the above memory 2902 may include but are not limited to the display module 2702, the first adjustment module 2704, and the second adjustment module 2706 in the above virtual object generation device. In addition, it may also include but are not limited to other module units in the above virtual object generation device, which will not be elaborated in this example.
[0473] Optionally, the above-mentioned transmission device 2906 is used to receive or send data via a network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one example, the transmission device 2906 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through a network cable, so as to communicate with the Internet or a local area network. In one example, the transmission device 2906 is a Radio Frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0474] In addition, the above-mentioned electronic device further includes: a display 2908 for displaying the above-mentioned virtual object; and a connection bus 2910 for connecting each module component in the above-mentioned electronic device.
[0475] In other embodiments, the above-mentioned terminal device or server may be a node in a distributed system. Among them, the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes in a form of network communication. Among them, the nodes can form a peer-to-peer network, and any form of computing device, such as an electronic device such as a server or a terminal, can become a node in the blockchain system by joining the peer-to-peer network.
[0476] According to one aspect of the present application, there is provided a computer-readable storage medium. The processor of the electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the virtual object generation method provided in various optional implementation manners of the above-mentioned virtual object generation.
[0477] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may be set to store the methods for executing the embodiments of the present application.
[0478] Optionally, in this embodiment, those of ordinary skill in the art can understand that all or part of the steps in the above-mentioned various methods can be completed by instructing the relevant hardware of the terminal device through a program, and the program can be stored in a computer-readable storage medium. The storage medium may include: a flash drive, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disc, etc.
[0479] The serial numbers of the above-mentioned embodiments of the present application are only for description and do not represent the advantages or disadvantages of the embodiments.
[0480] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage media. Based on such an understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing one or more electronic devices to execute all or part of the steps of the methods described in various embodiments of this application.
[0481] In the above embodiments of this application, the descriptions of the various embodiments each have their own emphases. For parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0482] In the several embodiments provided by this application, it should be understood that the disclosed application program can be implemented in other ways. Among them, the device embodiments described above are only illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection between each other can be through some interfaces. The indirect coupling or communication connection of units or modules can be in an electrical or other form.
[0483] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place, or they can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0484] In addition, the functional units in the various embodiments of this application can be integrated in one processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware or in the form of software functional units.
[0485] The above is only the preferred embodiment of this application. It should be noted that for those of ordinary skill in the art, without departing from the principle of this application, several improvements and refinements can still be made, and these improvements and refinements should also be regarded as the protection scope of this application.
Claims
1. A method for generating a virtual object, characterized in that: include: Displaying a virtual scene in a target game application, wherein the virtual scene includes virtual objects that allow users to add custom objects and freely design their shapes and structures; In response to an object adding operation, displaying the virtual object and at least two anchor points associated with the virtual object, wherein the object adding operation is used to determine the virtual object of the shape structure to be designed; In response to an interactive operation performed on a target anchor point, adjusting the position of the target anchor point, wherein the at least two anchor points include the target anchor point and a connection anchor point, the connection anchor point represents an anchor point in the virtual object connected to the target anchor point, the interactive operation is used to adjust the position of the target anchor point, a target line between the connection anchor point and the target anchor point changes as the position of the target anchor point changes, and the position of the connection anchor point remains unchanged during the change of the position of the target anchor point; In response to a change in the position of the target anchor point, a shape structure of the virtual object is adjusted, wherein the shape structure represents a shape structure constructed as the target connection line changes, and the degree of change of the shape structure is related to an operation parameter of the interactive operation.
2. The method according to claim 1, characterized in that The adjusting the position of the target anchor point in response to the interactive operation performed on the target anchor point includes: In response to a determined interaction operation performed on any one of the at least two anchor points, selecting the target anchor point from the at least two anchor points; In response to a movement interaction operation performed on the target anchor point, a position of the target anchor point is adjusted.
3. The method according to claim 1, characterized in that The adjusting the position of the target anchor point in response to the interactive operation performed on the target anchor point comprises at least one of the following: In response to a drag interaction operation performed on the target anchor point, adjusting a position of the target anchor point to an end position of the drag interaction operation; In response to a click operation performed on a virtual area associated with the target anchor point, adjusting the position of the target anchor point to a position specified by the click operation; In response to a collaborative interaction operation performed on the target anchor point through a keyboard and mouse device, adjusting the position of the target anchor point to a position specified by the collaborative interaction operation; In response to an eye movement interaction operation performed on the target anchor point, adjusting the position of the target anchor point to a position specified by the eye movement interaction operation; In response to a gesture interaction operation performed on the target anchor point, adjusting the position of the target anchor point to a position specified by the gesture interaction operation; In response to a voice interaction operation performed on the target anchor point, adjusting the position of the target anchor point to a position specified by the voice interaction operation; In response to an interaction operation performed on the target anchor point through a head-mounted sensor, adjusting a position of the target anchor point to a position specified by the interaction operation; In response to an interaction operation performed on the target anchor point through a controller, a position of the target anchor point is adjusted to a position specified by the interaction operation.
4. The method according to claim 1, characterized in that: The adjusting the shape structure of the virtual object in response to the change in the position of the target anchor point comprises: In a case where the target anchor point is located at a first position of the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in the horizontal direction; In a case where the target anchor point is located at a second position of the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in a vertical direction, wherein the first position is different from the second position; In a case where the target anchor point is located at a non-bottom layer of the virtual object, in response to a change in the position of the target anchor point, the shape structure of the virtual object in the vertical direction is adjusted.
5. The method according to claim 4, characterized in that When the target anchor point is located at a first position of the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in the horizontal direction includes: In a case where the target anchor point is located at a first position of the bottom layer of the virtual object, in response to a change in the position of the target anchor point, a first shape structure of a first facade and a second shape structure of a second facade of the virtual object are adjusted, wherein the first facade is associated with a first line, the second facade is associated with a second line, and the target line includes the first line and the second line.
6. The method according to claim 5, characterized in that When the target anchor point is located at a first position of the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting a first shape structure of a first facade and a second shape structure of a second facade of the virtual object, comprises: When the target anchor point is located at a first position of the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the length and the angle between the first connecting line and the second connecting line; When the angle between the first connecting line and the second connecting line meets a preset angle condition, adjusting the first shape structure and the second shape structure based on the outer lines of the first virtual object and the outer lines of the second virtual object, wherein the first virtual object is represented as a virtual object set by the first connecting line, and the second virtual object is represented as a virtual object set by the second connecting line; When the angle between the first connecting line and the second connecting line does not satisfy the preset angle condition, the first shape structure and the second shape structure are adjusted based on the outer lines of the first virtual object and the inner lines of the second virtual object.
7. The method according to claim 4, characterized in that The method further comprises: In response to an input interaction operation on the number of layers of the virtual object, displaying the virtual object including at least two layers; In a case where the target anchor point is located at the bottom layer of the virtual object, in response to a change in the position of the target anchor point, adjusting the shape structure of the virtual object in the horizontal direction; In a case where the target anchor point is located at a non-bottom layer of the virtual object, in response to a change in the position of the target anchor point, a vertical shape structure of the non-bottom layer where the target anchor point is located in the virtual object is adjusted.
8. The method according to claim 1, characterized in that The displaying of the virtual object and at least two anchor points associated with the virtual object comprises: displaying the virtual object; In response to an anchor point adding operation performed on the virtual area associated with the virtual object, the at least two anchor points are displayed on the virtual object, wherein the virtual object is provided with at least one facade based on the at least two anchor points.
9. The method according to claim 1, characterized in that: The method further comprises: In response to a change in the shape structure of the virtual object, a target virtual resource is displayed on the virtual object, wherein a resource parameter of the target virtual resource is related to a change range of the shape structure of the virtual object.
10. The method according to claim 9, characterized in that In response to the shape structure of the virtual object changing, displaying the target virtual resource on the virtual object includes at least one of the following: In response to a change in the shape structure of the virtual object, displaying a first virtual resource on the virtual object, wherein a resource type of the first virtual resource is related to a magnitude of the change in the shape structure of the virtual object; In response to a change in the shape structure of the virtual object, displaying a second virtual resource on the virtual object, wherein the resource quantity of the second virtual resource is related to the magnitude of the change in the shape structure of the virtual object; In response to the shape structure of the virtual object changing, a third virtual resource is displayed on the virtual object, wherein a resource size of the third virtual resource is related to the magnitude of the change in the shape structure of the virtual object.
11. The method according to claim 10, characterized in that In response to the shape structure of the virtual object changing, displaying the target virtual resource on the virtual object includes at least one of the following: In response to a change in the shape structure of the virtual object, if the change amplitude satisfies a first resource type condition, displaying a first type of virtual resource on the virtual object; in response to a change in the shape structure of the virtual object, if the change amplitude satisfies a second resource type condition, displaying a second type of virtual resource on the virtual object, wherein the first virtual resource includes the first type of virtual resource and the second type of virtual resource, the first type of virtual resource and the second type of virtual resource belong to resource sets of different styles, and the first resource type condition and the second resource type condition are different; In response to a change in the shape structure of the virtual object, when the change amplitude satisfies a first resource quantity condition, displaying a first quantity of the second virtual resource on the virtual object; in response to a change in the shape structure of the virtual object, when the change amplitude satisfies a second resource quantity condition, displaying a second quantity of the second virtual resource on the virtual object, wherein the first quantity is different from the second quantity, and the first resource quantity condition is different from the second resource quantity condition; In response to a change in the shape structure of the virtual object, when the change amplitude satisfies a first resource size condition, the third virtual resource of a first size is displayed on the virtual object; in response to a change in the shape structure of the virtual object, when the change amplitude satisfies a second resource size condition, the third virtual resource of a second size is displayed on the virtual object, wherein the first size is different from the second size, and the first resource size condition and the second resource size condition are different.
12. The method according to claim 1, characterized in that The step of displaying a target virtual resource on the virtual object in response to the shape structure of the virtual object changing includes: In response to a change in the shape structure of the virtual object, a target virtual resource is displayed on the virtual object, wherein the target virtual resource represents a virtual resource obtained by automatically adapting and splicing a group of virtual resources according to preset rules, the group of virtual resources includes virtual resources of different sizes and / or different styles, and some or all of the virtual resources in the group of virtual resources are virtual resources randomly or weightedly selected from a collection of virtual resources.
13. The method according to claim 1, characterized in that The step of displaying a target virtual resource on the virtual object in response to the shape structure of the virtual object changing includes: In response to a target facade in the virtual object corresponding to the target line changing from a first length to a second length, displaying a first target virtual resource on the virtual object, wherein the first target virtual resource is located on the target facade; In response to the target facade changing from the second length to a third length, canceling the display of the first target virtual resource on the virtual object and displaying a second target virtual resource, wherein the second target virtual resource is located on the target facade, and a size of the second target virtual resource is different from a size of the first target virtual resource; In response to the target facade changing from the third length to a fourth length, simultaneously displaying the second target virtual resource and the third target virtual resource on the virtual object, wherein the third target virtual resource and the second target virtual resource are located together on the target facade; In response to the target facade changing from the fourth length to the fifth length, the second target virtual resource and the third target virtual resource are cancelled from being displayed on the virtual object, and a fourth target virtual resource is displayed, wherein a resource style of the fourth target virtual resource is different from a resource style of the second target virtual resource, and the fourth target virtual resource is located on the target facade.
14. The method according to claim 1, characterized in that After adjusting the shape structure of the virtual object in response to the change in the position of the target anchor point, the method further includes: In response to the shape structure of the virtual object being adjusted to a target shape structure, placing the virtual object in the virtual scene according to the target shape structure; In response to the virtual object being placed according to the target shape structure, an edit mark of the virtual object is displayed in the virtual scene, wherein the edit mark is used to indicate that the shape structure of the virtual object is a user-defined shape structure.
15. The method according to claim 1, characterized in that Displaying a virtual scene in a target game application includes: displaying the virtual scene in response to a start interaction operation of an editing function, wherein the editing function is used to allow a user to freely design a shape structure of the virtual object through an editing function identifier indication; After adjusting the shape structure of the virtual object in response to the change in the position of the target anchor point, the method further includes: in response to exiting the editing function, canceling the display of the editing function logo to exit the editing function.
16. The method according to claim 1, characterized in that After adjusting the shape structure of the virtual object in response to the change in the position of the target anchor point, the method further includes: When the shape structure of the virtual object has been adjusted, in response to a save interaction operation, saving the virtual scene; In response to the sharing interaction operation of the virtual scene, the saved virtual scene is set to allow editing by other accounts.
17. The method according to claim 1, characterized in that After adjusting the shape structure of the virtual object in response to the change in the position of the target anchor point, the method further includes: When the shape structure of the virtual object has been adjusted, in response to a save interaction operation, saving the virtual scene; In response to a game start interaction operation in the target game application, a game is started in the virtual scene, wherein the game includes the virtual object whose shape structure has been adjusted.
18. A device for generating a virtual object, characterized in that: include: A first display module is used to display a virtual scene in a target game application, wherein the virtual scene includes virtual objects that allow users to add custom objects and freely design their shapes and structures; A second display module, configured to display the virtual object and at least two anchor points associated with the virtual object in response to an object adding operation, wherein the object adding operation is used to determine the virtual object of the shape structure to be designed; A first adjustment module, configured to adjust the position of a target anchor point in response to an interactive operation performed on the target anchor point, wherein the at least two anchor points include the target anchor point and a connection anchor point, the connection anchor point represents an anchor point in the virtual object connected to the target anchor point, the interactive operation is used to adjust the position of the target anchor point, a target line between the connection anchor point and the target anchor point changes as the position of the target anchor point changes, and the position of the connection anchor point remains unchanged during the change of the position of the target anchor point; The second adjustment module is used to adjust the shape structure of the virtual object in response to the change in the position of the target anchor point, wherein the shape structure represents a shape structure constructed as the target connection line changes, and the degree of change of the shape structure is related to the operation parameters of the interactive operation.
19. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored computer program, wherein the computer program can be executed by an electronic device to perform the method described in any one of claims 1 to 17.
20. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the steps of the method described in any one of claims 1 to 17 are implemented.
21. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 17 through the computer program.