Display method and device in construction, electronic equipment and storage medium
By obtaining the component position in the game construction mode and displaying the prompt mark of the adsorption area, the problem of inaccurate component placement is solved, the operating efficiency and gaming experience are improved, and resource utilization is optimized.
Patent Information
- Application Number
- CN202510660053.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-21
- Publication Date
- 2025-09-23
AI Technical Summary
In the game's construction mode, it is difficult for players to accurately perceive whether a component is on the ground, suspended in the air, or how it contacts other components, resulting in inaccurate placement, reducing operational efficiency and gaming experience, and occupying device storage space and server resources.
In the construction mode, the current position of the target component is obtained, the adsorption area is determined and the first prompt mark is displayed. In response to the player's operation, the component position and adsorption area are updated, and the display position of the prompt mark is adjusted.
It improves players' intuitive perception of component placement, reduces the need for secondary adjustments, improves operational efficiency and gaming experience, and optimizes system resource usage.
Smart Images

Figure CN120679161A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of games, in particular to a display method, device, electronic device and storage medium under construction Background Art In the game's construction mode, players can freely build various structures and scenes in the virtual environment, achieving creative expression and interactive gameplay. Related technologies During the construction process, players often judge the status of a component by the overall color or color change of the bounding box (e.g., green indicates placement, red indicates conflict). This simple status prompt mechanism makes it difficult for players to accurately perceive whether a component is on the ground, suspended in the air, or how it contacts other components, resulting in inaccurate placement and requiring players to make secondary or even multiple adjustments. These problems significantly reduce the player's operational efficiency and gaming experience during the construction process. At the same time, excessive adjustments will take up device storage space and squeeze server resources. Summary of the Invention
[0002] The purpose of the present disclosure is to provide a display method, device, electronic device and storage medium during construction, so as to achieve accurate preview of the placement status of components and enhance the construction interaction experience.
[0003] In a first aspect, the present disclosure provides a display method during construction, wherein, in construction mode, the current position of a target component in a virtual environment is obtained; an adsorption area is determined in the virtual environment based on the current position, and a first prompt identifier is displayed on the adsorption area, wherein the first prompt identifier is used to represent the placement status of the target component in the virtual environment; in response to a player's movement control operation on the target component, the current position is updated; based on the updated current position, the adsorption area is updated to adjust the display position of the first prompt identifier.
[0004] In a second aspect, the present disclosure provides a display device under construction, the device comprising: an acquisition module for acquiring the current position of a target component in a virtual environment in a construction mode; a display module for determining an adsorption area in the virtual environment based on the current position, and displaying a first prompt identifier on the adsorption area, wherein the first prompt identifier is used to represent the placement status of the target component in the virtual environment; a first update module for updating the current position in response to a player's movement control operation on the target component; and a second update module for updating the adsorption area based on the updated current position to adjust the display position of the first prompt identifier.
[0005] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to perform the steps in any of the above-mentioned display methods under construction.
[0006] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the steps in the display method under construction of any of the above items.
[0007] The present disclosure provides a display method, device, electronic device and storage medium during construction. In construction mode, the current position of a target component in a virtual environment is obtained; an adsorption area is determined in the virtual environment based on the current position, and a first prompt mark is displayed on the adsorption area, wherein the first prompt mark is used to represent the placement status of the target component in the virtual environment; the current position is updated in response to the player's movement control operation on the target component; based on the updated current position, the adsorption area is updated to adjust the display position of the first prompt mark. The method provided in this embodiment allows players to intuitively see the contact status of the component with the environment, and no longer needs to repeatedly try to adjust the position of the component, thereby improving the interactive experience; at the same time, the display method of dynamic light effects makes the construction process more intuitive and controllable, improving the richness of the game; in addition, the precise component placement mechanism reduces the extra calculation and rendering burden caused by repeated adjustments by players, optimizes the efficiency of system resource utilization, and solves the problem of construction game interaction accuracy in the computer field. BRIEF DESCRIPTION OF THE DRAWINGS
[0008] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0009] Figure 1 This is an architecture diagram of a cloud interaction system in an exemplary embodiment of the present disclosure; Figure 2 A schematic flow chart of a display method under construction provided in one embodiment of the present disclosure; Figure 3 A schematic diagram of an application scenario of the display method during construction provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of an application scenario of a display method under construction provided by another embodiment of the present disclosure; Figure 5 A schematic diagram of an application scenario of a display method under construction provided by another embodiment of the present disclosure; Figure 6 A schematic structural diagram of a display device under construction according to an embodiment of the present disclosure; Figure 7A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0010] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the embodiments described are only a part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making any creative efforts are within the scope of protection of the present disclosure.
[0011] It should be noted that the information involved in this application (including but not limited to: information input by the user, such as information entered by the user into the input box), data (including but not limited to data used for analysis, stored data, displayed data, etc., such as context code, the entire code of the current project, the service pressure corresponding to the operations performed on the entire code of the current project, and the code development status of the current project) and signals are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards. For example, the context code, operations performed on the entire code of the current project, and the service pressure corresponding to the operations, code development status, etc. involved in this application are all obtained with full authorization.
[0012] It should be noted that the terms "first," "second," and the like in the specification and claims of the present invention and the accompanying drawings are used to distinguish similar objects and are not necessarily used to describe a particular order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate for the embodiments of the present invention described herein. In addition, the terms "including," "having," and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units that are not explicitly listed or that are inherent to these processes, methods, products, or apparatuses.
[0013] It should also be noted that the various triggering events disclosed in this specification can be preset, and different triggering events can trigger the execution of different functions.
[0014] In one embodiment of the present disclosure, a display method under construction can be run on a terminal device or a server. The terminal device can be a local terminal device. When the video processing method is run on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device. Figure 1FIG. 1 is a diagram showing an architecture of a cloud interaction system provided by the present disclosure. As shown in the diagram, the cloud interaction system may include: a client device 10 and a server 20 , wherein the client device 10 may be connected to the server 20 via a network 30 .
[0015] In an optional embodiment, cloud games can be run under the cloud interaction system. Cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the display method under construction are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; however, the terminal device performing information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game interface and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game interface.
[0016] In an optional embodiment, the terminal device may be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the game interface to the player in a variety of ways, for example, it may be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the game interface, the game interface including the game scene screen, and the processor being used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0017] In this embodiment, a display method under construction is provided. Figure 2 is a flow chart of a display method in construction according to an embodiment of the present disclosure, such as Figure 2 As shown, the process includes the following steps: Step S110, in the construction mode, obtaining the current position of the target component in the virtual environment; Step S120: determining an adsorption area in the virtual environment based on the current position, and displaying a first prompt mark on the adsorption area, wherein the first prompt mark is used to represent the placement state of the target component in the virtual environment; Step S130, responding to the player's movement control operation on the target component, updating the current position; Step S140: updating the adsorption area based on the updated current position to adjust the display position of the first prompt mark.
[0018] The method provided in this embodiment allows players to intuitively perceive the placement of components in build mode, enhancing the visualization of component contact surfaces and helping players accurately determine component placement, reducing the need for secondary adjustments and improving operational efficiency. Furthermore, the dynamic lighting design is compatible with the game's art style, enhancing the immersive experience and avoiding visual distractions.
[0019] The above steps are described in detail below.
[0020] In step S110 , in the construction mode, the current position of the target component in the virtual environment is obtained.
[0021] Specifically, after switching to the construction mode in the game environment, the system obtains the current coordinate position information of the target component selected or dragged by the player in the virtual environment. The position information generally includes coordinate values in three-dimensional space.
[0022] Build mode is an interactive mode within a virtual environment that allows players to place, adjust, and construct components. In one alternative embodiment, build mode is a special operating state within the game specifically designed to allow players to create, place, and edit virtual objects. For example, in a sandbox game, players can enter build mode by pressing a specific button or selecting a specific menu item. The interface may then display a build toolbar and a list of available components.
[0023] In an alternative embodiment, build mode is distinct from other game modes (e.g., combat mode, exploration mode), with dedicated user interfaces and interaction rules. For example, in build mode, the game might suspend normal physics rules, allowing objects to float or be precisely positioned, while also providing auxiliary features such as grid guides and alignment tools.
[0024] In an alternative embodiment, build mode may feature different perspective controls and operational logic to facilitate more precise construction. For example, in some construction games, upon entering build mode, the camera automatically switches to a top-down or specific perspective, and provides zoom and rotation functions, allowing players to observe and adjust the components being placed from multiple angles.
[0025] In one specific application, a player clicks the "Build" button on the toolbar of a sandbox construction game to enter build mode. They then select a decorative flower pot component from the component library. When the player drags the flower pot component into the scene, the system immediately obtains the spatial coordinates (x, y, z) of the target component, preparing for subsequent adsorption and prompting operations.
[0026] The target component is the virtual object unit that the player currently selects and prepares to place in the construction mode.
[0027] In an alternative embodiment, a target component refers to a specific virtual object that a player is currently manipulating, moving, or preparing to place within the game's construction system. For example, in a construction game, a target component could be a wall, a door, a decoration, or a piece of furniture, which is the focus of the player's current interaction.
[0028] In an alternative embodiment, a target component has specific attributes and parameters, such as shape, size, material, function, and adsorbability. These attributes determine how the component behaves and interacts within the virtual environment. For example, a table component might include attributes such as its length, width, and height dimensions, wood material information, and placement constraints.
[0029] In an alternative embodiment, the target component can be a basic component, a composite component composed of multiple basic components, or even a more complex prefabricated template or blueprint. For example, the player may select a simple wooden block component, a complete set of prefabricated furniture, or even a blueprint template for an entire house.
[0030] In one specific application, a player clicks and selects a circular stone table component from the component panel on the right side of the game interface. This stone table then becomes the target component. The system automatically calculates and obtains the initial position coordinates of the stone table component and records it as an "irregular component." This affects the shape of the subsequent tooltip and placement logic.
[0031] The current position is the spatial coordinate of the target component in the virtual three-dimensional space.
[0032] In an optional embodiment, the current position is the precise three-dimensional spatial location of the target component in the game world coordinate system, typically expressed as three-dimensional coordinates (x, y, z), where x represents horizontal position, y represents vertical height, and z represents depth. For example, a flower pot component might be located at coordinates (120.5, 45.0, 78.3), which precisely define the component's position in the virtual environment.
[0033] In an optional embodiment, the current position includes not only basic coordinate information but also spatial pose data such as the component's orientation and rotation angle. For example, in addition to the center point coordinates, the system may also record the component's rotation quaternion (x, y, z, w) to determine the component's precise pose in space.
[0034] In an optional embodiment, the current position is a dynamic value that is updated in real time and changes continuously as the player controls the movement of the component. It should be noted that in this embodiment, the movement control operation for the target component includes the operation of controlling the movement of the component, the operation of controlling the scaling of the component, or the operation of controlling the rotation of the component. The system needs to continuously track and update the current position of the component to ensure the real-time accuracy of the display effect. For example, when the player drags the component, the system will calculate and update the component's position data every frame to ensure that the visual feedback is synchronized with the actual operation.
[0035] In a specific application, the player uses the mouse to drag a bookcase component into the living room scene. The system obtains the coordinate position of the bookcase in real time as (250.75, 0.0, 180.25), and calculates the contact status of the bookcase with the ground based on the position information, preparing for the subsequent display of appropriate prompt signs.
[0036] In step S120 , an adsorption area is determined in the virtual environment based on the current position, and a first prompt mark is displayed on the adsorption area, wherein the first prompt mark is used to represent the placement state of the target component in the virtual environment.
[0037] Specifically, the system calculates the possible contact surface or adsorption point based on the current position of the target component, determines the adsorption area, and generates a visual first prompt mark on the area to intuitively display the placement status of the component.
[0038] The adsorption area is the surface area in the virtual environment that can form effective contact with the target component.
[0039] In an optional embodiment, an adsorption area is a specific area in the virtual environment where the target component can be stably placed or attached, typically a plane, edge, or surface of another component in the environment. For example, the ground, wall, tabletop, or the top of another placed component may all be valid adsorption areas.
[0040] In an optional embodiment, the determination of the adsorption area is based on physical rules and the component contact logic set by the game, and may take into account factors such as the direction of gravity, component shape, and contact area. For example, the system may require that a component has sufficient contact area with the ground to determine it as a valid adsorption area.
[0041] In an alternative embodiment, the attachment area can be dynamically updated as the target component moves or rotates, requiring the system to continuously calculate and detect potential attachment possibilities. For example, when the player moves a vase, the system will calculate the contact between the bottom of the vase and the surfaces below it in real time to determine the possible attachment area.
[0042] In a specific application, the player drags a round dining table component to the center of the room. The system detects that there is sufficient contact area between the bottom of the component and the floor surface, so it determines the corresponding area on the floor as the adsorption area and displays a circular light effect prompt logo in the area, which intuitively indicates that the table will fall steadily on the ground.
[0043] Among them, the first prompt mark is a visual graphic element displayed on the adsorption area, which is used to intuitively reflect the placement status of the component.
[0044] In an optional embodiment, the first indicator is a visual effect displayed on the adsorption area, which can be an outline, lighting effect, color change, or special graphics, used to intuitively convey the status of the component placement to the player. For example, a glowing outline can appear on the ground, indicating the precise location where the component will be placed.
[0045] In an alternative embodiment, the shape and size of the first indicator can vary depending on the component type. For regular components (such as a cube), a corresponding rectangular outline may be displayed, while for irregular components, a simplified shape such as a circle may be displayed. For example, when placing a complex-shaped sculpture, the system may display a simplified circular outline on the ground instead of attempting to accurately map the complex base of the sculpture.
[0046] In an optional embodiment, the first indicator not only indicates the position but also conveys additional information about the component's placement status through different visual effects (such as color, transparency, and animation), such as whether it can be successfully placed or whether there is a conflict. For example, a green light effect may indicate safe placement, red may indicate a conflict, and yellow may indicate that the component is partially suspended. Of course, the suspended state can also be represented by the specific appearance of the first indicator.
[0047] In one specific application, when a player drags a large bookshelf component close to a wall, the system generates a rectangular illuminated marker at the intersection of the wall and the floor. The outline matches the size of the bookshelf's bottom and is green, indicating that the bookshelf can be placed stably against the wall. If the bookshelf overlaps with the wall, the marker turns red to remind the player to adjust the position.
[0048] In step S130, in response to the player's movement control operation on the target component, the current position is updated.
[0049] Specifically, the system detects and responds to the player's movement operations such as dragging, translating or rotating the component, and calculates and updates the current position information of the component in the virtual environment in real time.
[0050] A movement control operation is an interactive instruction by which a player changes the position of a target component via an input device. In an alternative embodiment, a movement control operation is an interactive instruction executed by a player via an input device (such as a mouse, touchscreen, gamepad, or VR controller) to adjust the position or posture of a target component in a virtual environment. For example, mouse dragging, touchscreen swiping, and gamepad joystick control are all common movement control operations.
[0051] In an alternative embodiment, movement control operations include not only basic spatial displacement, but may also include rotation, scaling, or special placement commands, which may be implemented through different input combinations or interface buttons. For example, the player may hold down the Shift key for precise movement, hold down the Alt key for rotation, or use a dedicated rotation controller for angle adjustment.
[0052] In an alternative embodiment, movement control operations may have different precision and constraints. The system may provide auxiliary functions such as grid snapping, angle locking, or height constraints to help players place components more accurately. For example, the system may restrict component movement to a certain height plane or automatically rotate components to the nearest 90-degree angle for precise placement.
[0053] In a specific application, in a home design game, a player uses the mouse to hold down a sofa component and drag it toward the center of the living room. The system detects this drag action, calculates the distance and direction of the mouse movement, and updates the position coordinates of the sofa component accordingly. If the player also holds down the Ctrl key, the system activates precision mode, ensuring that each movement of the sofa is precisely aligned to a pre-set grid point.
[0054] In step S140 , the adsorption area is updated based on the updated current position to adjust the display position of the first prompt mark.
[0055] Specifically, as the position of the target component changes, the system recalculates the contact between the component and the environment, updates the adsorption area, and adjusts the position, shape or other visual effects of the first prompt mark accordingly to ensure that the prompt information is consistent with the actual placement status of the component.
[0056] In an optional implementation, the system recalculates the component's contact relationship with environmental elements (the ground, walls, other components, etc.) based on the component's new position data, determining the new location and range of the attachment zone. For example, when a player moves a flower pot from a tabletop to a shelf, the system will update the contact area between the bottom of the flower pot and the shelf surface in real time.
[0057] In an alternative embodiment, the update process is continuous and real-time. With every slight change in the player's operation, the system will instantly respond and adjust the prompt icon to ensure smooth and accurate visual feedback. For example, when the player slowly drags a decorative painting, the prompt icon on the wall will smoothly follow the movement of the decorative painting.
[0058] In an alternative embodiment, the update involves more than just a change in position; it may also include adjusting the shape, size, color, or other visual attributes of the indicator based on the new environmental conditions to more accurately reflect the current placement. For example, when a component is moved from flat ground to uneven terrain, the indicator might change from a regular shape to an irregular shape that adapts to the terrain.
[0059] In one specific application, a player moves a small building model in a city-building game. As the building is dragged to a new area, a light-effect indicator on the ground moves synchronously, adjusting its shape to reflect the changes in the terrain below. When the building passes over a river, the indicator turns red, indicating that it cannot be built on water. However, when it moves to flat land, the indicator changes to a green rectangle, accurately reflecting the building's projection.
[0060] In a display method under construction provided by an embodiment of the present application, determining an adsorption area in a virtual environment based on a current position and displaying a first prompt mark on the adsorption area includes: Step S1201, determining the location of the target component to be adsorbed; Step S1202, determining an adsorption area in the virtual environment based on the part to be adsorbed; Step S1203: Generate a first prompt mark of a specified shape in the adsorption area.
[0061] Through the method provided in this embodiment, the system can intelligently identify the part of the component to be adsorbed and accurately locate the adsorption area in the virtual environment. By generating a specified shape prompt mark that matches the contact surface, it provides players with intuitive visual feedback, effectively solving the problems of invisible component contact surfaces and opaque adaptation logic in traditional construction modes, greatly improving players' perception of the component placement status, reducing repeated adjustments caused by the inability to accurately judge the landing status of the component, and thus significantly improving the efficiency and accuracy of construction operations.
[0062] The above scheme is described in detail below.
[0063] In step S1201 , a position of a target component to be adsorbed is determined.
[0064] Specifically, the system analyzes the geometric structure data of the target component and determines its possible locations for adsorption with the environment. These locations are usually the bottom, side, edge or vertex of the component, depending on the shape characteristics of the component and its current orientation in the virtual environment.
[0065] The part to be adsorbed is a specific area of the target component used to contact and fix with other surfaces or elements in the virtual environment.
[0066] In an alternative embodiment, the target attachment site refers to a specific geometric surface or point within the component structure that can form a stable contact with the surrounding surface. For example, in a block-like component, all six faces may serve as target attachment sites; in a chair-like component, the bottom legs of the chair are typically the primary target attachment sites.
[0067] In an optional embodiment, the location to be attached can be dynamically determined based on the component's posture and the user's interaction intent. For example, when a user rotates a cabinet component, the system recalculates the location to be attached based on the rotated orientation, such as switching from bottom attachment to side attachment.
[0068] In an optional embodiment, the system automatically identifies the most suitable area for attachment based on the geometric characteristics of the target component. For example, for a building foundation component, the system may prioritize the bottom flat surface as the target area; for a decorative wall hanging, the system may prioritize the back surface as the target area.
[0069] In one specific application, when a player selects a table component in Build Mode and prepares to place it, the system first analyzes the table's geometry and identifies its bottom legs as the default target locations. When the player moves the mouse or joystick to point the crosshairs at the side of the table, the system dynamically updates the side as the current target location, allowing the player to place the table against a wall or connect it to other furniture components.
[0070] In step S1202 , an adsorption area is determined in the virtual environment based on the part to be adsorbed.
[0071] Specifically, the system calculates and maps the area available for adsorption of the component in the virtual environment based on the determined location of the target component to be adsorbed. This area is usually a projection area of the target component as a whole projected toward the location to be adsorbed onto the ground, wall or other surfaces of placed components in the virtual environment.
[0072] The adsorption area refers to a specific spatial area in the virtual environment that can form an adsorption connection with the to-be-adsorbed part of the target component.
[0073] In an optional embodiment, the attachment area is determined by taking into account the virtual environment's topographical characteristics and the occupancy of existing objects. For example, if a target component is to be placed on uneven ground, the system will calculate an appropriate attachment area based on the terrain's elevation differences to ensure stable placement of the component.
[0074] In an optional embodiment, the size and shape of the adsorption area are dynamically adjusted based on the type and specific geometric features of the target component. For example, for a regular square component, the adsorption area might be a rectangle that matches the shape and size of the component's base; while for an irregularly shaped decorative item, the adsorption area might be simplified to a circle of appropriate size.
[0075] In an optional implementation, the system dynamically updates the snap zone by calculating the target component's position relative to other elements in the environment in real time. For example, if the player moves a component into a gap between two already placed components, the system automatically adjusts the snap zone's position and shape to reflect the potential snap condition.
[0076] In one specific application, when a player attempts to place a bookcase component against a wall in a game scene, the system uses the bottom of the bookcase as the target attachment area and calculates the projected area of the bookcase on the ground as the attachment area. When the player moves the bookcase close to the wall, the system detects the wall as a potential attachment surface and generates a rectangular attachment area on the wall corresponding to the shape of the back of the bookcase, indicating that the bookcase can be placed against the wall.
[0077] In step S1203 , a first prompt mark of a specified shape is generated in the adsorption area.
[0078] Specifically, the system generates a visual prompt logo with a specific shape, color and effect within the determined adsorption area. The logo intuitively shows the player the location and status of the component where it will be placed, helping the player predict the placement effect.
[0079] The designated shape is the outer shape of the visual cue element determined based on the target component's geometric characteristics and adsorption status. In an optional embodiment, the visual characteristics of the designated shape dynamically change based on the component's placement state. For example, when a component is in a placeable state, the first cue indicator may appear as a green outline; when the component is in a suspended or conflicting state, it may appear as a red outline or a shape with a warning icon.
[0080] In one specific application, when a player attempts to place a decorative vase, the system generates a suitably sized circular light effect in the adsorption area as a first indicator due to the vase's round bottom and small contact area. The circular light effect has a soft glowing edge, and the center is translucent and green, indicating that it is ready for placement. This visual effect clearly indicates the placement location of the vase without obscuring other elements in the scene, allowing players to intuitively judge the effect of the placed vase.
[0081] In a specific application of this embodiment, the player selects a wooden chair component in the construction mode and prepares to place it on the wooden floor in the game scene. The system first determines that the four legs at the bottom of the chair are the parts to be adsorbed, and then based on these leg points, calculates a rectangular adsorption area on the floor, which is slightly larger than the circumscribed rectangle of the chair legs. Subsequently, the system generates a luminous rectangle similar to the outline of the bottom of the chair within the adsorption area as the first prompt mark, which clearly marks the location where the chair will be placed with a green edge. When the player moves the chair, the first prompt mark will be updated in real time. When the chair moves to the edge of the floor and some legs are suspended in the air, the corresponding prompt mark area will turn red, warning the player that the current location is not suitable for placement.
[0082] In a display method under construction provided by an embodiment of the present application, a specified shape is determined based on a projection of a bounding box of a target component on an adsorption area.
[0083] Through the method provided in this embodiment, the system can automatically generate prompt labels that conform to the structural characteristics of the target component based on its physical characteristics, thereby improving the visual correlation between the prompt labels and the actual components, while enhancing the player's perception of the component placement status. This allows the player to more intuitively judge the actual contact area and placement effect of the components in the virtual environment, reduces the need for secondary adjustments, and optimizes the user experience during the construction process.
[0084] Specifically, the system generates a first prompt mark of a specified shape by projecting the bounding box of the target component onto the adsorption area. The prompt mark can intuitively reflect the spatial relationship between the target component and the adsorption area.
[0085] The bounding box is the smallest cubic or rectangular volume that encompasses the entire geometry of the target component. Using a bounding box is a common method for simplifying calculations of complex geometries. It allows the system to quickly determine the spatial extent, volume, and positional relationships of a component. The bounding box is typically defined by the component's extreme coordinate points, including the minimum and maximum x, y, and z coordinates, forming a cube or rectangular volume that completely encompasses the component.
[0086] In an optional embodiment, the bounding box is automatically generated based on the target component's geometric model data. Its size and shape are entirely determined by the component's appearance. For example, for a building wall component, the system calculates the smallest cube that can completely contain the wall, including its height, width, and depth, and uses this as the bounding box.
[0087] The projection is the two-dimensional mapping of the bounding box onto the adsorption area. This projection reflects the contact relationship between the component and the adsorption surface. Its shape, size, and position directly influence the display of the first indicator, helping players understand the component's relationship with the environment after placement.
[0088] In an alternative embodiment, the projection is a two-dimensional shape formed by projecting the bottom surface or a specific face of the bounding box onto the adsorption area. For example, when the player is about to place a cube, the system projects the bottom surface of the cube onto the ground, forming a square projection. This projection area is where the first prompt icon is displayed.
[0089] In an optional embodiment, the projection calculation process takes into account the current pose and orientation of the target component. For example, if the player rotates a rectangular platform component, the system will calculate the bounding box projection of the rotation in real time so that the tooltip always matches the actual bottom shape of the component.
[0090] In an optional embodiment, the projection can also be deformed based on the angle between the component and the surface to more accurately reflect the actual contact situation. For example, when a player attempts to lean a ladder against a wall, the projection of the bounding box will be deformed accordingly based on the angle between the ladder and the wall, producing a trapezoidal or rectangular prompt.
[0091] The designated shape is the geometric shape of the first indicator, determined based on the projection results. This shape directly impacts the player's visual perception of component placement. Different component types may require different designated shapes to better convey their placement characteristics and contact relationships, helping players make more accurate placement decisions.
[0092] In an optional embodiment, the designated shape can be exactly the same as the projection shape to maintain a high degree of visual consistency. For example, for a square base component, the square outline formed by its projection can be directly used as the designated shape of the first prompt mark.
[0093] In an alternative embodiment, the designated shape can be a simplified version of the projection, preserving the core features but removing complex details. For example, for a complex decorative component with multiple protruding parts, the system may simplify its projection to a rectangle or polygon containing the main part to make the hint clearer.
[0094] In an optional embodiment, the designated shape can also add additional visual elements, such as borders, shadows, or highlights, to enhance the visual feedback. For example, the system may add a glowing edge to the projected shape to make it easier for players to notice the prompt, especially in complex environments.
[0095] In one specific application, when a player moves a square table component in build mode, the system automatically calculates the table's bounding box (a cube) and projects the bottom of this bounding box onto the ground, forming a square projection. Based on this square projection, the system generates a luminous outline of the same shape and size as the first prompt mark, which is displayed on the ground of the game scene. As the player moves the table component, this square prompt mark updates its position in real time, always remaining on the ground directly below the table. When the table component approaches a wall or other furniture, the projection shape automatically adapts to environmental changes, such as being cut or deformed, to accurately represent the actual placement.
[0096] In a display method under construction provided by an embodiment of the present application, the method further includes: determining a specified shape according to the component type to which the target component belongs, where different component types correspond to different specified shapes.
[0097] Through the method provided in this embodiment, the system can automatically adjust the shape characteristics of the prompt logo according to the differences in component types, realize personalized visual feedback of different component types, enable players to intuitively identify the placement status of different types of components, enhance the operation accuracy during the construction process, reduce misjudgment and repeated adjustments, and improve construction efficiency and user experience.
[0098] Specifically, the system first obtains the component type information of the target component, and then sets a corresponding specified shape for the first prompt identifier according to different component types, so that the shape of the first prompt identifier matches the characteristics of the target component, thereby providing more intuitive visual feedback of the adsorption status.
[0099] Component type refers to the classification and identification of construction components based on their geometric characteristics, structural properties, or functional purpose. Component type can be determined based on factors such as pre-set properties, geometric data, or usage scenarios, and forms the basis for the system to distinguish and manage different construction elements.
[0100] In an alternative embodiment, component types can be categorized based on the regularity of their geometric shapes, including regular components and irregular components. Regular components typically have clear geometric outlines and standardized faces, such as cubes and cuboids. Irregular components have complex shapes, irregular outlines, or numerous curved surfaces. For example, in a game building system, regular components might be square bricks, standard-sized walls, or floors, while irregular components might be sculptures, decorative objects, or uniquely shaped roofs.
[0101] In an alternative embodiment, component types can be categorized based on the contact characteristics between the component and the environment, such as full-contact components, point-contact components, and line-contact components. Full-contact components typically have a large base area in contact with the environment when placed; point-contact components may only contact the environment at a few points; and line-contact components contact the environment through line segments or edges. For example, in a construction game, a square foundation might be a full-contact component, a slender pillar might be a point-contact component, and a long bench might be a line-contact component.
[0102] In an alternative embodiment, component types can be further categorized based on their functional purpose, such as basic structural components, decorative components, and functional components. Basic structural components form the main framework of a building; decorative components are used to beautify the environment; and functional components provide specific gameplay functions. For example, in a virtual construction environment, walls and floors are basic structural components, flowers and murals are decorative components, and workbenches and storage boxes are functional components.
[0103] The designated shape refers to the specific geometric form of the first indicator generated based on the component type. It is used to visually display the component's placement and contact status in the adsorption area. The design of the designated shape directly affects the player's perception of the component's placement and status.
[0104] In an alternative embodiment, the designated shape can be a shape related to the component's geometric properties, such as a rectangle, square, circle, ellipse, or polygon. The system can select a shape that best reflects the contact state based on the component's geometric properties. For example, for a regular cubic component, its designated shape could be a square that matches the bottom contour; whereas for a decorative component with an irregular bottom, its designated shape could be simplified to a circle to more clearly identify the contact center point.
[0105] In an optional embodiment, the designated shape can dynamically change based on the component's contact state with the environment. For example, as the component's contact area with the ground increases, the designated shape can expand accordingly. When the contact state changes from stable to unstable, the designated shape can become a dashed outline or include a warning element. For example, during construction, when a player moves a floor component from full contact to partially suspended, the designated shape might change from a solid rectangle to a dashed rectangle with a warning symbol.
[0106] In an optional embodiment, the designated shape can also include additional visual elements, such as directional indicators, stability indicators, or fit information. These visual elements can be represented by arrows, color gradients, or patterns within the shape. For example, for a component that requires specific placement, the designated shape might include an arrow indicating the correct orientation. For large components requiring high stability, the designated shape might use varying shades of color to indicate the support status of different areas.
[0107] In a display method for construction provided in one embodiment of the present application, the component type includes at least one of the following: a regular component, an irregular component, and a component with insufficient contact; and determining a specified shape according to the component type to which the target component belongs includes: When the target component is a regular component, the projection shape of the target component's bounding box in the adsorption area is determined to be a specified shape, and the size of the specified shape is consistent with the size of the projection; When the target component is an irregular component or a component with insufficient contact, the preset shape is determined as the specified shape, and the size of the specified shape is positively correlated with the size of the contact area between the target component and the virtual environment.
[0108] Through the method provided in this embodiment, the system can intelligently select appropriate prompt identification shapes according to the type characteristics of the target component, using both precise bounding box projection shapes for regular components and more easily identifiable preset shapes for irregular or insufficiently contacted components. At the same time, by associating the specified shape size with the contact area, intuitive visual feedback is provided to players, greatly improving the operational accuracy and efficiency during component placement, reducing the difficulty of judgment for players, and enhancing the immersive experience of the construction process.
[0109] The above scheme is described in detail below.
[0110] Specifically, the component type is a classification identifier of the geometric features and placement characteristics of the components that can be placed in the virtual environment. It is used to distinguish construction components of different shapes and structures so that the system can generate appropriate prompt identifiers in a targeted manner.
[0111] In one specific application, the game system automatically determines the type of component selected by the player in build mode. If the player selects a cube-shaped box as the target component, the system identifies it as a regular component. If the player selects a stone statue with intricate carvings and irregular edges as the target component, the system identifies it as an irregular component. And if the player selects a high-top table with only a few legs as the target component, the system identifies it as a component with insufficient contact.
[0112] Specifically, for regular components, the system uses bounding box projection to generate the first prompt mark, so that the projection shape accurately reflects the actual occupied area of the component and provides an accurate placement reference.
[0113] In an optional implementation, the system calculates the projected shape of a component's bounding box in real time and dynamically adjusts the projection based on the component's rotation, scaling, and other operations. For example, when a player rotates a rectangular piece of furniture, its projected shape rotates accordingly, providing real-time visual feedback and helping the player accurately position it.
[0114] In an optional embodiment, the consistency between the projected size and the actual size ensures the accuracy of the visual prompt and avoids players from misjudging the actual location of the component.
[0115] When the target component is an irregular component or a component with insufficient contact, the preset shape is determined as the designated shape, and the size of the designated shape is positively correlated with the size of the contact area between the target component and the virtual environment.
[0116] Specifically, for irregular components or components with insufficient contact, the system uses preset standard geometric shapes as prompt marks, and dynamically adjusts the size of the prompt marks according to the actual contact area to provide more intuitive visual feedback.
[0117] Among them, preset shapes refer to standard geometric shapes pre-defined by the system to represent the placement status of irregular or insufficiently contacted components, such as circles, rectangles and other simple and easily recognizable shapes.
[0118] In an alternative embodiment, the preset shape is selected based on visual clarity and understandability, typically using a simple and universally recognizable geometric shape. For example, the system may set a circular light effect for an irregular component. This shape has no obvious directionality and is suitable for representing the approximate contact area of the irregular component.
[0119] In an optional embodiment, contact area refers to the surface area of the target component's actual contact with other objects in the virtual environment (such as the ground or walls). It is an important reference indicator for judging component stability and proper placement. For example, the contact area of a table with four legs is the total contact area between the four legs and the ground.
[0120] In an alternative embodiment, a positive correlation is established between shape size and contact area, such that the larger the contact area, the larger the indicator, and vice versa, the smaller the indicator, providing a more intuitive reflection of the component's contact status. For example, a vase component with its base almost completely in contact with the ground would display a larger preset shape, while a tripod component with only a few small points in contact would display a smaller preset shape.
[0121] In one specific application, a player selected a complex-shaped rock landscape tile and prepared to place it on the terrain. The system identified it as an irregular tile. When the player moved the rock into position, the system generated a circular light effect at the contact point as a first indicator. Because the rock's base was in good contact with the terrain, creating a large contact area, the circular light effect was larger. This visual cue helped players intuitively determine the stability of the rock's placement, eliminating the need for complex geometric calculations to assess its placement.
[0122] In a display method under construction provided by an embodiment of the present application, the bounding box is in a cubic shape, and the preset shape is a circle.
[0123] Through the method provided in this embodiment, the system can provide clearer visual feedback based on the geometric characteristics of the components. The cubic bounding box corresponds to the projection characteristics of the regular component and can accurately reflect its occupied area in the adsorption area; while the circular preset shape is more suitable for representing the adsorption state of irregular components or components with insufficient contact, optimizing the visual expression of different types of components, improving the player's perception of the component placement status, reducing the number of adjustment operations, and enhancing the smoothness and intuitiveness of the construction process.
[0124] In a display method under construction provided in one embodiment of the present application, the method further includes: A second prompt mark is displayed on the target component, and the second prompt mark is used to indicate the position to be adsorbed of the target component.
[0125] The method provided in this embodiment allows players to intuitively identify the desired attachment location for a component, improving component placement accuracy and operational efficiency. By displaying a secondary indicator directly on the target component, players can clearly understand the component's currently selected attachment surface or edge, avoiding positional deviations caused by blind placement and reducing the number of component adjustments required, significantly enhancing the fluidity and intuitiveness of the building experience.
[0126] The "target attachment area" refers to a specific area on a component that can connect to the ground, walls, or other components in the virtual environment. These areas typically include the component's bottom, side, top, edge, or specific contact points, which determine how the component can be placed or connected.
[0127] In an optional embodiment, the target attachment location can be any surface of the component, such as the bottom, top, front, back, left, or right side. The system will automatically identify the most suitable attachment surface based on the component's current orientation and the player's operation. For example, if the player attempts to place a cube component on the ground, the system will automatically identify the bottom surface as the target attachment location; if the player attempts to stick the component to a wall, the system will automatically identify the side surface as the target attachment location.
[0128] In an alternative embodiment, the attachment location can be a specific connection point or interface pre-set on the component. For example, certain special components may only be able to connect to other components at specific locations, such as a pipe component that can only connect to other pipes through the interfaces at both ends, or a furniture component that can only contact the ground through its bottom.
[0129] In an optional embodiment, the attachment location can be dynamically adjusted based on the component type. For example, for a regular component, any of the six faces can be used, while for an irregular component, only the bottom may be the appropriate attachment location. The system automatically calculates the appropriate attachment location based on the component's geometric characteristics.
[0130] The secondary indicator is a visual effect that visually identifies the currently selected area on the target component to be attached. The secondary indicator uses specific colors, lighting effects, outlines, or other visual elements to clearly identify which part of the component will come into contact with the environment or other components.
[0131] In an alternative embodiment, the second indicator can be a highlight effect, forming a bright edge or halo around the target area in a different color than the component itself. For example, when a player selects a cube component and prepares to place it, if the bottom surface is the current target area, a bright blue light effect will appear on the edge of the bottom surface, clearly indicating that this is the current contact area.
[0132] In an alternative embodiment, the second indicator can be a dynamically changing outline or grid overlaying the target attachment area. For example, when the side of a component is selected as the target attachment area, a translucent grid overlay will appear on that side, dynamically changing as the component is moved, indicating to the player that this side is the current attachment surface.
[0133] In an optional embodiment, the second prompt mark can also present different visual effects according to the status of the component. For example, a green light effect is displayed when the part to be adsorbed is in a placeable state, and a red light effect is displayed when it is in a non-placeable state (such as hanging in the air or penetrating the mold), helping players to quickly judge whether the current position is suitable for placement.
[0134] The display method under construction provided by this embodiment further includes: responding to a switching operation, switching the display position of the second prompt mark to represent the part to be adsorbed after the switching.
[0135] The method provided in this embodiment allows players to flexibly switch component attachment locations based on their construction needs, enabling more precise component placement. By visually presenting the attachment location transition process, this method reduces the difficulty of accurately positioning components in complex environments, improving construction efficiency while maintaining game immersion and avoiding the visual distraction caused by an overly mechanical interface.
[0136] Specifically, after the system detects the switching operation performed by the player, it transfers the second prompt mark from one to-be-adsorbed part of the target component to another to-be-adsorbed part, and clearly displays the switching process and results through visual effect changes, so that the player can clearly understand the currently selected to-be-adsorbed part.
[0137] The switching operation is an interactive instruction executed by the player in the construction mode to change the location of the target component to be adsorbed.
[0138] In an alternative embodiment, the switching operation can be a specific instruction issued by the player through an input device. For example, the player can issue the switching instruction by pressing a specific key on the keyboard (such as the Tab key, arrow keys, or custom shortcut keys), scrolling the mouse wheel, a specific button combination on a controller, or a specific gesture on a touch screen (such as a swipe or double-click). The system will recognize these inputs as switching operations.
[0139] In an alternative embodiment, the switching operation can be automatically triggered based on the player's perspective change or crosshair movement. For example, when the player moves the perspective or crosshair from one side of the target component to the other, the system can intelligently determine the player's intention and automatically switch the attachment location closest to the crosshair position, without the player having to press additional buttons, improving operational fluidity.
[0140] Switching the display position of the second prompt mark includes moving the second prompt mark from one location on the target component to another location and updating the corresponding visual effect.
[0141] In an alternative embodiment, the switching process can be immediate and direct. For example, when the player presses the switch button, the system immediately hides the second prompt icon on the original attachment location and displays the corresponding icon on the newly selected attachment location, achieving rapid attachment location switching, which is suitable for scenes that require rapid construction.
[0142] In an optional embodiment, the switching process may include a smooth transition animation. For example, the system may design a short animation effect to show the second prompt icon gradually fading out from its original position and gradually fading in at its new position, or display a rotating / sliding transition effect to enhance the visual feedback of the operation and improve the user experience.
[0143] In an alternative embodiment, all available attachment locations can be temporarily displayed during a switch. For example, when the player triggers a switch, the system can briefly display all available attachment locations on the component simultaneously (in a lower brightness or different color), and then highlight the currently selected location one by one as the player selects, helping the player understand all the attachment options for the component.
[0144] In a specific application, when the player tries to place a wooden bookshelf component in a virtual environment, the system initially defaults to selecting the bottom of the bookshelf as the part to be adsorbed, and displays a blue light effect at the bottom as the second prompt mark. If the player wants to place the bookshelf against the wall instead of on the ground, he can press the Tab key to perform the switch operation. At this time, the second prompt mark will switch from the bottom of the bookshelf to the back of the bookshelf. The light effect on the back gradually lights up from blue, while the light effect on the bottom gradually disappears, clearly indicating that the bookshelf will now use the back as the part to be adsorbed. When the player moves the component close to the wall, the system will calculate the contact with the wall based on this new adsorption part, and display the corresponding first prompt mark on the wall to help the player accurately judge the position of the bookshelf against the wall.
[0145] In a display method under construction provided by an embodiment of the present application, the first prompt mark and the second prompt mark have different visual features, and the visual features include at least one of line type, transparency, brightness and animation effect.
[0146] The method provided in this embodiment enables players to clearly distinguish between the target component's to-be-adsorbed location and the adsorption area in the virtual environment. By using differentiated visual features, the user's intuitive understanding of the component placement status is enhanced, thereby improving the accuracy and operational efficiency of component placement while maintaining the aesthetics and immersion of the game interface.
[0147] Specifically, the first prompt mark is displayed on the adsorption area of the virtual environment, and the second prompt mark is displayed on the part to be adsorbed of the target component. In order to enable players to clearly distinguish between the two prompt marks, the system sets different visual features for the two prompt marks, including at least one of line type, transparency, brightness and animation effect, thereby achieving visually differentiated performance.
[0148] Among them, visual features are the visual expressions used to distinguish different types of prompt signs in the game, including various visual elements such as line type, transparency, brightness and animation effects. Through the differentiated design of these elements, players can intuitively identify the information content expressed by different prompt signs.
[0149] In a display method during construction provided by an embodiment of the present application, displaying a second prompt mark on a target component includes: Step S1501, determining a potential adsorption site of the target component according to geometric data of the target component; Step S1502, receiving crosshair pointing information; Step S1503, determining the positional relationship between the crosshair and each potential adsorption location based on the crosshair pointing information; Step S1504, selecting the potential adsorption site closest to the crosshair as the current site to be adsorbed; Step S1505: Display a second prompt mark at the part to be adsorbed.
[0150] The method provided in this embodiment enables the system to intelligently identify the player's intended attachment location, automatically select the most suitable attachment location based on the positional relationship between the crosshairs and potential attachment locations, and intuitively display the location of the currently selected attachment location to the player through visual cues. This interactive method reduces the difficulty of players accurately selecting attachment points in complex environments, improving the accuracy and efficiency of component placement. At the same time, the intuitive secondary prompt allows players to clearly understand the attachment relationship between components and the environment, reducing the need for misoperation and multiple adjustments.
[0151] In step S1501 , a potential adsorption site of the target component is determined according to geometric data of the target component.
[0152] Specifically, the system analyzes the geometric feature data of the target component to identify and determine the possible potential adsorption sites of the component. These potential adsorption sites include but are not limited to the various faces, edges or corners of the component. These locations can be adsorbed and connected with other elements in the virtual environment (such as the ground or other placed components).
[0153] The geometric data is three-dimensional model data of the target component, including at least one information such as the shape, size, volume and surface features of the component.
[0154] In an alternative embodiment, the geometric data typically includes the component's 3D mesh model, vertex coordinates, face information, normal vectors, and other attributes. For example, for a cube component, its geometric data includes the 3D coordinates of 8 vertices, face information of 6 faces, and the normal vector of each face. Based on this, the system can identify 6 faces, 12 edges, and 8 vertices as potential adsorption sites.
[0155] In an alternative embodiment, the system can automatically identify areas suitable for attachment by analyzing the geometric features of the component, such as flat surfaces, regular edges, or obvious structural features. For example, in a table model, the system might identify the tabletop and the bottoms of the four legs as the primary potential attachment locations, as these locations are most commonly used for attachment to the ground or other furniture.
[0156] In an alternative embodiment, the system can assign specific potential attachment locations to different types of components based on their functional attributes and pre-set construction rules. For example, for a wall component, the system would assign its bottom edge and two vertical edges as potential attachment locations, allowing it to connect to the ground and adjacent walls. For a roof component, the system would assign its bottom and sloped surfaces as potential attachment locations, allowing it to be correctly placed on a wall.
[0157] In step S1502, crosshair pointing information is received.
[0158] Specifically, the system receives position and direction information of the crosshairs controlled by the player through an input device (such as a mouse, touch screen, or game controller) in the virtual environment. This information is used to determine the area that the player is currently focusing on or intends to select.
[0159] The crosshair pointing information may include the current coordinate position of the crosshair, and / or the moving direction of the crosshair, and / or the relative position relationship between the crosshair and the target component.
[0160] In an alternative embodiment, the crosshair can be represented by a visual icon on the screen, such as a crosshair cursor or a circular indicator, and the player can control the position of the crosshair in the virtual three-dimensional space by moving the mouse or performing touch operations. For example, in a first-person construction game, the crosshair is typically located in the center of the screen, and the player changes the target of the crosshair by rotating the camera.
[0161] In an optional embodiment, the system can simultaneously record the crosshair's historical movement trajectory and dwell time to more accurately determine the player's intention. For example, if the crosshair dwells for a long time near a potential attachment location, the system may prioritize that location as the player's intended attachment location.
[0162] In an optional embodiment, the crosshair's pointing information may also include raycasting results, i.e., information about the points, faces, or edges where a virtual ray emitted from the crosshair's position toward the player's viewpoint intersects the target component model. For example, using raycasting, the system can accurately calculate the specific location on the target component that the crosshair is pointing to, and obtain information such as the normal and depth of that location, providing a more accurate basis for subsequent attachment site selection.
[0163] In step S1503, the positional relationship between the crosshair and each potential adsorption location is determined according to the crosshair pointing information.
[0164] Specifically, the system calculates the spatial position relationship between the crosshairs and each identified potential adsorption site on the target component, including parameters such as distance and angle, so as to subsequently select the position that is most suitable as the current site to be adsorbed.
[0165] Among them, the positional relationship includes multi-dimensional information such as the straight-line distance between the crosshairs and each potential adsorption site, the projection distance, the angle deviation, and the degree of visual overlap.
[0166] In an alternative embodiment, the system can calculate the Euclidean distance between the crosshair and each potential attachment site in three-dimensional space and use this distance as the primary metric for determining positional relationships. For example, the system can calculate the straight-line distance between the crosshair's pointing point and the center point of each potential attachment site. A smaller distance indicates that the attachment site is closer to the crosshair's location.
[0167] In an alternative embodiment, the system can compare the two-dimensional projection position of the crosshairs in the player's view with the two-dimensional projection positions of each potential attachment point on the screen to calculate the on-screen distance between them. For example, even if a certain attachment point is far away from the crosshairs in three-dimensional space, if it is very close to the crosshairs in the player's on-screen view, the system may still consider it the object the player intended to select.
[0168] In an optional embodiment, the system also considers the angular relationship between the potential attachment points and the crosshair's line of sight. For example, when the crosshair is pointing at a cube component, the system will prioritize faces whose normals have a smaller angle with the crosshair's line of sight (i.e., faces more directly facing the player's view) as potential attachment points, as these faces are visually easier for the player to perceive and select.
[0169] In step S1504, the potential adsorption site closest to the crosshair is selected as the current site to be adsorbed.
[0170] Specifically, based on the position relationship data calculated in the previous step, the system selects the one closest to the crosshairs from all potential adsorption sites as the current adsorption site to be processed. This site will serve as the contact point for connecting the component with other elements in the virtual environment (such as the ground or other components).
[0171] The distance comparison is based on the positional relationship data between the crosshairs and each potential adsorption site calculated in the aforementioned step, and can be a spatial straight-line distance, a screen projection distance, a weighted distance, or a priority ranking result after comprehensively considering multiple factors.
[0172] In an alternative embodiment, the system can simply compare the linear distances between the crosshairs and each potential attachment site and select the site with the smallest distance as the target site. For example, for a cube component, the system would calculate the distances between the crosshairs and the center points of the six faces and select the face with the smallest distance as the target site.
[0173] In a display method under construction provided by an embodiment of the present application, the method further includes: Step S1601: monitoring the state parameters of the target component, where the state parameters include at least one of the following: the contact state between the target component and the environmental elements, whether it is suspended, and whether it conflicts with other components; Step S1602: determine whether the target component is currently in a placeable state based on the state parameter.
[0174] Through the method provided in this embodiment, the system can monitor the rationality of component placement in real time and provide players with intuitive placement status feedback through the evaluation of status parameters, thereby avoiding players' blind operations in inappropriate positions, reducing the number of subsequent adjustments, and significantly improving construction efficiency and operation accuracy.
[0175] The above scheme is described in detail below.
[0176] In step S1601 , the state parameters of the target component are monitored, and the state parameters include at least one of the following: the contact state between the target component and the environmental elements, whether it is suspended in the air, and whether it conflicts with other components.
[0177] Specifically, in the construction mode, the system monitors the status parameters related to the target component currently being operated in real time. These parameters can fully reflect the placement status of the target component in the virtual environment.
[0178] Among them, the state parameters refer to various indicator data that can represent the current placement state of the target component in the virtual environment.
[0179] In an alternative embodiment, state parameters are data sets related to component positions and collisions, acquired by the system through the physics engine. For example, when a player moves a wooden fence component in the game, the system calculates in real time a series of parameters, including the location of the fence's contact point with the ground, the size of the contact area, and the distance to other placed fences.
[0180] In an optional embodiment, the status parameter includes the contact status between the component and an environmental element. This contact status indicates the contact between the component and an environmental element such as terrain, walls, or ceilings. For example, the system may detect whether a decorative vase component is securely placed on a tabletop by calculating the contact area ratio to determine whether the contact is sufficient. If the contact area is less than 30%, the contact is considered unstable.
[0181] In an optional embodiment, the state parameter also includes whether the component is suspended, that is, whether the component has sufficient support points. For example, when a player attempts to place a long bridge component across two platforms, the system will check whether both ends of the bridge have stable support points. If there is no support or insufficient support at one end, the component is considered to be suspended.
[0182] In one specific application, when a player is building a small house and moves a roof component over a wall, the system monitors the contact between the roof and the wall in real time. The system calculates that 80% of the roof component's support area rests on the wall, and also checks that the roof does not collide with other placed components or hang in the air. These status parameters are updated in real time and used for subsequent placement status checks.
[0183] In step S1502, it is determined whether the target component is currently in a placeable state based on the state parameter.
[0184] Specifically, the system comprehensively evaluates whether the placement of the current target component meets the conditions for placement based on the collected status parameters and preset judgment rules.
[0185] The placeable state refers to a state in which the target component complies with physical rules and game design requirements at its current location and can be fixed in the virtual environment.
[0186] In an alternative embodiment, the system determines whether a component is placeable by setting a series of threshold conditions, which are related to the component type and the game physics rules. For example, for ordinary building components, the system may require at least 60% of the bottom area to be supported, otherwise it is considered unplaceable; while for decorations, only 30% of the support area may be required to be placed.
[0187] In an optional implementation, the system considers the weights of multiple status parameters when determining placement status. For example, if a component is detected to have good contact with the environment (weight 0.5), no overhang (weight 0.3), but has slight overlap with other components (weight 0.2), the system may still determine that it is placeable based on the combined score, but will display a yellow warning instead of a red prohibition prompt.
[0188] In an optional embodiment, the placement status determination also takes into account game-specific building rule restrictions. For example, in some building games, certain types of components can only be placed on specific types of bases. Even if a component is physically stable, if this rule restriction is violated, the system will still determine that the component is not placeable.
[0189] In a specific application of this embodiment, when a player drags a wooden fence component in Build Mode, the system continuously monitors the component's status parameters. When the fence is moved above the grass, the system detects that the bottom of the fence is in good contact with the ground (contact points are evenly distributed, with a contact area exceeding 70%), with no overhanging parts, and no conflicts with nearby tree or stone components. Based on these status parameters, the system determines that the fence is placeable and immediately displays a green outline on the grass as a first indicator, while a light blue light effect is displayed at the bottom edge of the fence as a second indicator, intuitively informing the player that the fence is safe to place. When the player moves the fence onto a steep slope, the system immediately updates the status parameters and finds that 40% of the fence is overhanging, determining that it cannot be placed, and the indicator immediately changes to a red warning effect.
[0190] In a display method during construction provided by an embodiment of the present application, displaying a first prompt mark on an adsorption area includes: If the target component is currently in a placeable state, displaying a first prompt mark in a first style; If the target component is currently in an unplaceable state, the first prompt mark is displayed in the second style.
[0191] The method provided in this embodiment enables the system to intuitively communicate the placement status of target components to users through different visual styles, significantly improving the efficiency of user construction operations in the virtual environment. Thanks to the differentiated display style mechanism, users can quickly identify the current component placement status without complex judgment, reducing their cognitive burden and the probability of incorrect operation. Furthermore, this real-time visual feedback enhances the immersiveness of the construction process, improves the user experience, and makes construction operations more precise and efficient.
[0192] The first style refers to a specific visual representation used to indicate the component's placement status. In an alternative embodiment, the first style can be a visual representation with a specific color, transparency, brightness, or animation effect. For example, the first style can be a green semi-transparent outline, or a blue filled area with a subtle pulsating animation effect, to intuitively convey the message "safe to place."
[0193] Specifically, when the system determines that the target component is currently in a non-placeable state, it will use a second style that is significantly different from the first style to display a first prompt mark to warn the user that the current location is not suitable for placing the component.
[0194] In an alternative embodiment, the second pattern may employ a more warning visual feature, such as red, a flashing effect, or a higher-contrast display. For example, the second pattern may be a flashing red outline or a translucent filled area with a warning texture, clearly conveying the "no placement" message.
[0195] In an alternative embodiment, the second style may not only be distinguished by color, but also by shape changes to emphasize the reason for non-placeability. For example, when a component is suspended in the air, the first indicator may appear as a broken outline; when a component collides with other objects, a special cross-hatched texture may be displayed in the conflicting area.
[0196] In a display method under construction provided by an embodiment of the present application, when a target component is currently in a placeable state, a prompt message is generated, and the prompt message is used to remind the user that the target component can be placed at the current position.
[0197] The method provided in this embodiment allows players to obtain timely feedback on component placement status, avoiding placement errors caused by unclear status. Through visual prompts, players can not only intuitively understand whether a component can be placed, but also reduce trial and error operations, significantly reducing the cognitive burden during the placement process, thereby improving construction efficiency and enhancing the smoothness and immersion of the gaming experience.
[0198] Specifically, after the system detects that the target component is in a placeable state, it generates a prompt message to inform the user that the current target component can be placed. This prompt message is calculated based on the state parameters and current position of the target component, and is used to indicate that the user can safely and effectively place the component at the current location.
[0199] The prompt information is a visual, auditory or tactile feedback signal displayed by the system to the user according to the placement status of the target component, which is used to clearly inform the user that the current component can be placed.
[0200] In an optional embodiment, the prompt information can be a text prompt displayed on the screen. For example, when the system detects that the target component is currently available for placement, a text prompt such as "Ready to place" or "Press the confirm key to complete placement" is displayed at the top of the screen or near the component. These texts can be in green, or other colors representing positive status, to intuitively convey the placement information.
[0201] like Figure 3 As shown, in a specific application of this embodiment, when the player controls the game environment to enter build mode, a text prompt "Build Mode" is displayed in the game interface to remind the player that they can now build the game scene. A component panel 301 is also displayed in the graphical user interface. This panel contains various types of components, such as door panels, pagodas, and staircases. Players can select components using shortcut keys (e.g., numeric keys). When multiple rows of components are included, a specific shortcut key (e.g., the tab key) can be used to switch rows. The new row of components is then displayed in the component panel 301. The player can then use the numeric keys to select the desired component from the currently displayed row.
[0202] When the player selects the bridge component 302 in the component panel 301 using the number key 1, a preview model 303 of the bridge component 302 is displayed in the game scene. The preview model 303 can be translucent to indicate that it is currently in a preview state and is not actually placed in the game scene. When the preview model 303 is displayed in the game scene, shortcut key prompt information for the placement operation (placing the component in the virtual environment) and shortcut key prompt information for the rotation operation (controlling the component to rotate in the virtual environment) can be displayed at the same time.
[0203] When the bridge component 302 is selected, the bridge component 302 can be highlighted to indicate the selected state. At the same time, a text prompt, such as "Place the Bridge", can be displayed in the component panel to highlight the component that will be placed. The number of bridge components currently held by the player can be further displayed. The component panel 301 also includes settings for the number of components. The default number is 1, and the player can increase or decrease the number using the two small triangles on the left side of the component panel 301. Furthermore, some components can have multiple variants, such as the column component can have round columns and square columns. Therefore, the component panel 301 can also display a variant switching control and a control for expanding the variant list, which are used to switch the variant style of the selected component and expand the variant styles contained in the selected component, respectively, or display shortcut key prompt information for switching variants (such as shortcut key Z) and shortcut key prompt information for expanding the variant list (such as shortcut key X).
[0204] See also Figure 4As shown, a player selects a bridge component in a construction mode of a game and attempts to place it on a cliff. When the player selects the bridge component, a preview model 401 of the bridge component is generated in the virtual environment.
[0205] The system first determines that the pillars at both ends of the bottom of the preview model 401 are the areas to be adsorbed. Then, based on these pillars and the current position of the preview model 401 in the virtual environment, it calculates an adsorption area on the cliff. Since the bridge component is defined as a regular component, a square first prompt mark should be displayed in the adsorption area. However, since the current adsorption area is an irregular cliff, the first prompt mark is adjusted to an irregular shape that adapts to the terrain, such as Figure 4 As shown in the first prompt mark 402 , it can be seen from the first prompt mark 402 that both ends of the bridge component will be placed on the cliff, and the middle part will be in a suspended state.
[0206] Specifically, the first prompt identifier 402 may be generated in the following manner: Based on geometric data of a target component (such as a bridge component), a preset location is determined on the target component, and multiple rays are emitted from the preset location in a specific direction (such as a direction toward an adsorption area); Detecting the intersection of the ray with an environmental element (such as an adsorption area); Calculate the contact status information between the component and the environmental element according to the distribution of the intersection points, and the contact status information includes the contact point position and the contact area; A first prompt indicator 402 is generated based on the contact state information.
[0207] This contact status calculation method based on ray detection can adapt to components of various complex shapes and environmental elements, effectively solving the problem that traditional methods are difficult to accurately judge the suspension or contact status of components, and improving the positioning accuracy and user operation experience during the construction process.
[0208] Specifically, the system first identifies predefined locations on the component based on acquired component geometry data. These locations are typically key locations where the component may come into contact with environmental elements. The system then emits multiple rays from these locations in specific directions (such as downward or outward) to detect contact between the component and the environmental element.
[0209] In an alternative embodiment, the predetermined locations can be determined based on the component's shape, functional area, or potential contact surface. These locations are often key points in determining the component's placement. For example, for a chair component, the predetermined locations might be the bottoms of the four legs, as these are the primary points where the chair makes contact with the ground.
[0210] In an optional embodiment, the specific direction can be determined based on the expected placement of the component and the relative positions of environmental elements. Common directions include vertically downward (detecting bottom contact) and horizontally outward (detecting side contact). For example, when detecting whether a component is firmly placed on the ground, the system can emit a ray from a preset point on the bottom of the component in the direction of gravity (usually vertically downward) to detect contact between the bottom of the component and the ground.
[0211] If the player triggers the placement operation for the bridge component (such as clicking the left mouse button), Figure 5 As shown, the bridge component model 501 is placed on the cliff. When the selected state of the bridge component is not cancelled, a new preview component 502 of the bridge component is generated in the virtual environment, and more bridge component models can be placed in the virtual environment.
[0212] Based on the above method embodiment, the present disclosure embodiment also provides a display device under construction, which provides a graphical user interface through a terminal, see Figure 6 , the device includes the following modules: The acquisition module 601 is used to obtain the current position of the target component in the virtual environment in the construction mode; A display module 602 is configured to determine an adsorption area in the virtual environment based on the current position and display a first prompt mark on the adsorption area, wherein the first prompt mark is used to represent the placement status of the target component in the virtual environment; The first updating module 603 is used to respond to the player's movement control operation on the target component and update the current position; The second updating module 604 is configured to update the adsorption area based on the updated current position to adjust the display position of the first prompt mark.
[0213] The above-mentioned device obtains the current position of the target component in the virtual environment in the construction mode; determines the adsorption area in the virtual environment based on the current position, and displays a first prompt mark on the adsorption area, wherein the first prompt mark is used to represent the placement status of the target component in the virtual environment; updates the current position in response to the player's movement control operation on the target component; and updates the adsorption area based on the updated current position to adjust the display position of the first prompt mark. The method provided by this embodiment allows players to intuitively see the contact status of the component with the environment, eliminating the need to repeatedly try to adjust the component position, thereby improving the interactive experience; at the same time, the display method of dynamic light effects makes the construction process more intuitive and controllable, enhancing the richness of the game; in addition, the precise component placement mechanism reduces the additional computing and rendering burden caused by repeated adjustments by players, optimizes the efficiency of system resource utilization, and solves the problem of interactive accuracy of construction games in the computer field.
[0214] The display device under construction provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the embodiment of the display device under construction, reference may be made to the corresponding content in the aforementioned display method embodiment under construction.
[0215] The term "and / or" herein simply describes an association relationship between associated objects, indicating that three relationships can exist. For example, "A and / or B" can represent the existence of three situations: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" herein refers to any combination of at least two of any one or more of a plurality of items. For example, "at least one of A, B, and C" can represent any one or more elements selected from the set consisting of A, B, and C.
[0216] The present disclosure also provides an electronic device, such as Figure 7 FIG. 1 is a schematic diagram of the structure of the electronic device, wherein the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following steps of the display method in the construction: In build mode, get the current position of the target component in the virtual environment; Determining an adsorption area in the virtual environment based on the current position, and displaying a first prompt mark on the adsorption area, wherein the first prompt mark is used to represent the placement state of the target component in the virtual environment; Respond to the player's movement control operation on the target component and update the current position; Based on the updated current position, the adsorption area is updated to adjust the display position of the first prompt mark.
[0217] Optionally, determining an adsorption area in the virtual environment based on the current position and displaying a first prompt mark on the adsorption area includes: Determine the location of the target component to be adsorbed; Based on the part to be adsorbed, the adsorption area is determined in the virtual environment; Generates a first hint mark of a specified shape in the adsorption area.
[0218] Optionally, the specified shape is determined based on a projection of a bounding box of the target component onto the adsorption area.
[0219] Optionally, the method further comprises: The specified shape is determined according to the component type of the target component. Different component types correspond to different specified shapes.
[0220] Optionally, the component type includes at least one of the following: a regular component, an irregular component, and a component with insufficient contact; The specified shape is determined based on the component type of the target component, including: When the target component is a regular component, the projection shape of the target component's bounding box in the adsorption area is determined to be a specified shape, and the size of the specified shape is consistent with the size of the projection; When the target component is an irregular component or a component with insufficient contact, the preset shape is determined as the specified shape, and the size of the specified shape is positively correlated with the size of the contact area between the target component and the virtual environment.
[0221] Optionally, the bounding box is in a cube shape, and the preset shape is a circle.
[0222] Optionally, the method further includes: displaying a second prompt mark on the target component, where the second prompt mark is used to represent the position to be adsorbed of the target component.
[0223] Optionally, the method further includes: in response to a switching operation, switching a display position of the second prompt mark to represent the position to be adsorbed after the switching.
[0224] Optionally, the first prompt mark and the second prompt mark have different visual features, and the visual features include at least one of line type, transparency, brightness and animation effect.
[0225] Optionally, displaying a second prompt mark on the target component includes: determining a potential adsorption site of the target component based on geometric data of the target component; Receive crosshair pointing information; Determine the positional relationship between the crosshair and each potential adsorption site based on the crosshair pointing information; Select the potential adsorption site closest to the crosshair as the current site to be adsorbed; A second prompt mark is displayed at the location to be adsorbed.
[0226] Optionally, the method further comprises: Monitoring state parameters of the target component, the state parameters including at least one of the following: contact state between the target component and an environmental element, whether the target component is suspended in the air, and whether there is a conflict with other components; Determines whether the target component is currently in a droppable state based on the state parameter.
[0227] Optionally, displaying the first prompt mark on the adsorption area includes: If the target component is currently in a placeable state, displaying a first prompt mark in a first style; If the target component is currently in an unplaceable state, the first prompt mark is displayed in the second style.
[0228] Optionally, the method further includes: when the target component is currently in a placeable state, generating prompt information, the prompt information being used to remind the user that the target component can be placed at the current position.
[0229] exist Figure 7 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113 , wherein the processor 111 , the communication interface 113 and the memory 110 are connected via the bus 112 .
[0230] Among them, the memory 110 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0231] The processor 111 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 111 or software instructions. The above-mentioned processor 111 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium mature in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, etc. The storage medium is located in the memory, and the processor 111 reads the information in the memory and completes the steps of the display method in the aforementioned embodiment in combination with its hardware.
[0232] The present disclosure also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement a display method under construction. The method specifically includes: In build mode, get the current position of the target component in the virtual environment; Determining an adsorption area in the virtual environment based on the current position, and displaying a first prompt mark on the adsorption area, wherein the first prompt mark is used to represent the placement state of the target component in the virtual environment; Respond to the player's movement control operation on the target component and update the current position; Based on the updated current position, the adsorption area is updated to adjust the display position of the first prompt mark.
[0233] Optionally, determining an adsorption area in the virtual environment based on the current position and displaying a first prompt mark on the adsorption area includes: Determine the location of the target component to be adsorbed; Based on the part to be adsorbed, the adsorption area is determined in the virtual environment; Generates a first hint mark of a specified shape in the adsorption area.
[0234] Optionally, the specified shape is determined based on a projection of a bounding box of the target component onto the adsorption area.
[0235] Optionally, the method further comprises: The specified shape is determined according to the component type of the target component. Different component types correspond to different specified shapes.
[0236] Optionally, the component type includes at least one of the following: a regular component, an irregular component, and a component with insufficient contact; The specified shape is determined based on the component type of the target component, including: When the target component is a regular component, the projection shape of the target component's bounding box in the adsorption area is determined to be a specified shape, and the size of the specified shape is consistent with the size of the projection; When the target component is an irregular component or a component with insufficient contact, the preset shape is determined as the specified shape, and the size of the specified shape is positively correlated with the size of the contact area between the target component and the virtual environment.
[0237] Optionally, the bounding box is in a cube shape, and the preset shape is a circle.
[0238] Optionally, the method further includes: displaying a second prompt mark on the target component, where the second prompt mark is used to represent the position to be adsorbed of the target component.
[0239] Optionally, the method further includes: in response to a switching operation, switching a display position of the second prompt mark to represent the position to be adsorbed after the switching.
[0240] Optionally, the first prompt mark and the second prompt mark have different visual features, and the visual features include at least one of line type, transparency, brightness and animation effect.
[0241] Optionally, displaying a second prompt mark on the target component includes: determining a potential adsorption site of the target component based on geometric data of the target component; Receive crosshair pointing information; Determine the positional relationship between the crosshair and each potential adsorption site based on the crosshair pointing information; Select the potential adsorption site closest to the crosshair as the current site to be adsorbed; A second prompt mark is displayed at the location to be adsorbed.
[0242] Optionally, the method further comprises: Monitoring state parameters of the target component, the state parameters including at least one of the following: contact state between the target component and an environmental element, whether the target component is suspended in the air, and whether there is a conflict with other components; Determines whether the target component is currently in a droppable state based on the state parameter.
[0243] Optionally, displaying the first prompt mark on the adsorption area includes: If the target component is currently in a placeable state, displaying a first prompt mark in a first style; If the target component is currently in an unplaceable state, the first prompt mark is displayed in the second style.
[0244] Optionally, the method further includes: when the target component is currently in a placeable state, generating prompt information, the prompt information being used to remind the user that the target component can be placed at the current position.
[0245] The computer program products of the display method, device and electronic device under construction provided by the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.
[0246] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.
[0247] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program code, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0248] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0249] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A display method under construction, characterized in that: The method comprises: In build mode, get the current position of the target component in the virtual environment; Determining an adsorption area in the virtual environment based on the current position, and displaying a first prompt mark on the adsorption area, wherein the first prompt mark is used to represent the placement state of the target component in the virtual environment; In response to the player's movement control operation on the target component, updating the current position; Based on the updated current position, the adsorption area is updated to adjust the display position of the first prompt mark.
2. The method according to claim 1, characterized in that The determining of an adsorption area in the virtual environment based on the current position and displaying a first prompt mark on the adsorption area includes: Determining a location of the target component to be adsorbed; Based on the part to be adsorbed, determining an adsorption area in the virtual environment; A first prompt mark of a specified shape is generated in the adsorption area.
3. The method according to claim 2, characterized in that The specified shape is determined based on a projection of a bounding box of the target component on the adsorption area.
4. The method according to claim 2, characterized in that The method further comprises: The specified shape is determined according to the component type to which the target component belongs, and different component types correspond to different specified shapes.
5. The method according to claim 4, characterized in that The component type includes at least one of the following: a regular component, an irregular component, and a component with insufficient contact; The determining the specified shape according to the component type to which the target component belongs includes: When the target component is a regular component, the specified shape is determined by the projection shape of the bounding box of the target component in the adsorption area, and the size of the specified shape is consistent with the size of the projection; When the target component is an irregular component or a component with insufficient contact, the preset shape is determined as the designated shape, and the size of the designated shape is positively correlated with the size of the contact area between the target component and the virtual environment.
6. The method according to claim 5, characterized in that The bounding box is in a cubic shape, and the preset shape is a circle.
7. The method according to claim 1, characterized in that The method further comprises: A second prompt mark is displayed on the target component, where the second prompt mark is used to indicate the position of the target component to be adsorbed.
8. The method according to claim 7, characterized in that The method further comprises: In response to the switching operation, the display position of the second prompt mark is switched to indicate the position to be adsorbed after the switching.
9. The method according to claim 7, characterized in that The first prompt mark and the second prompt mark have different visual features, and the visual features include at least one of line type, transparency, brightness and animation effect.
10. The method according to claim 7, characterized in that The displaying of a second prompt mark on the target component includes: determining a potential adsorption site of the target component according to geometric data of the target component; Receive crosshair pointing information; Determining the positional relationship between the crosshair and each potential adsorption site according to the crosshair pointing information; Selecting the potential adsorption site closest to the crosshair as the current site to be adsorbed; A second prompt mark is displayed on the part to be adsorbed.
11. The method according to claim 1, characterized in that The method further comprises: Monitoring state parameters of the target component, wherein the state parameters include at least one of the following: contact status between the target component and an environmental element, whether the target component is suspended, and whether a conflict occurs with other components; It is determined based on the state parameter whether the target component is currently in a placeable state.
12. The method according to claim 11, characterized in that The displaying of a first prompt mark on the adsorption area includes: If the target component is currently in a placeable state, displaying the first prompt mark in a first style; If the target component is currently in a non-placeable state, the first prompt mark is displayed in a second style.
13. The method according to claim 11, characterized in that The method further comprises: When the target component is currently in a placeable state, a prompt message is generated, where the prompt message is used to remind the user to place the target component at the current position.
14. A display device under construction, characterized in that: The device comprises: The acquisition module is used to obtain the current position of the target component in the virtual environment in the construction mode; A display module, configured to determine an adsorption area in the virtual environment based on the current position, and display a first prompt mark on the adsorption area, wherein the first prompt mark is used to represent the placement state of the target component in the virtual environment; A first updating module is configured to update the current position in response to a player's movement control operation on the target component; The second updating module is configured to update the adsorption area based on the updated current position to adjust the display position of the first prompt mark.
15. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 13.