A method, device and storage medium for scene editing and management

By receiving editing operations in the game scene editing process, generating and packaging modular material resources, the problem of large resource package size and low loading efficiency is solved. This enables efficient management and cross-version reuse of modular resources, improving the flexibility of scene editing and the efficiency of resource management.

CN122156556BActive Publication Date: 2026-07-31SHENZHEN BAOYI NETWORK TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
SHENZHEN BAOYI NETWORK TECH CO LTD
Filing Date
2026-05-08
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

In existing technologies, the lack of modular resource integration and management mechanisms during game scene editing results in large resource packages, low loading efficiency, difficulty in reusing and compatibility between new and old scenes, and a lack of unified structured description and dependency management mechanisms.

Method used

The system receives editing operations through the editing interface, acquires modular materials, generates scene data, and packages them into independent resource packages based on function tags and dependencies. It adopts grid-based module editing and automated function tag extraction, analyzes dependencies, and realizes the system integration and efficient reuse of modular resources.

Benefits of technology

It enables precise management and efficient reuse of modular resources, improves the flexibility of scene creation and version iteration, and optimizes the loading efficiency of resource packages and cross-version reuse capabilities.

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Abstract

This application discloses a scene editing and management method, device, and storage medium, comprising: receiving an editing operation through an editing interface; obtaining modular materials for the editing operation from a predefined material library, and generating scene data based on the modular materials; merging planar material units in the scene data into a scene model, and generating scene function configuration data of the scene model based on the function tags of the modular materials; determining the dependencies between the planar material units based on the scene function configuration data and scene version configuration information; and packaging the scene model and scene function configuration data into an independent material resource package according to the dependencies. This application, by constructing a grid-based modular editing system, automating function tag extraction, and performing dependency analysis, packages scene resources into independent resource packages, achieving systematic integration, precise management, and efficient reuse of modular resources, thereby improving the flexibility of scene creation and version iteration.
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Description

Technical Field

[0001] This application relates to the field of computer game development technology, and in particular to a method, device and storage medium for scene editing and management. Background Technology

[0002] In the field of scene editing, the construction of game maps typically relies on a large number of reusable visual and functional assets. The editing process must balance visual presentation with functional implementation. As game content is updated, the number of scene assets gradually increases, and the complexity of their organization and management rises accordingly. There are often layout constraints such as connection and alignment between assets. For example, walls need to be aligned based on a grid, and the ground needs to be continuously tiled. Assets with specific functions also need to carry corresponding logical tags to ensure that the scene can interact correctly during game execution.

[0003] After editing, the scene needs to be exported in a resource format usable by the game. However, different parts of the scene often serve different functional modules. If all of them are packaged into a single resource, the resource package will be huge, the loading efficiency will be low, and it will not be conducive to the partial updating and reuse of resources in subsequent versions. At the same time, with version iteration, compatibility and reuse between new and old scenes have become common problems. The lack of a unified structured description and dependency management mechanism makes it difficult to flexibly reorganize scenes and adapt them across versions.

[0004] The above content is only used to help understand the technical solution of this application and does not represent an admission that the above content is prior art. Summary of the Invention

[0005] The main purpose of this application is to provide a method, device and storage medium for scene editing and management, which aims to solve the technical problem of the lack of modular resource integration and management mechanism in existing scene editing.

[0006] To achieve the above objectives, this application proposes a scene editing and management method, which includes: Receive editing operations through the editing interface; Modular materials for the editing operation are obtained from a predefined material library, and scene data is generated based on the modular materials; The planar material units in the scene data are merged into a scene model, and the scene function configuration data of the scene model is generated based on the function tags of the modular materials; Based on the scene function configuration data and scene version configuration information, the dependencies between the planar material units are determined; Based on the aforementioned dependencies, the scene model and scene function configuration data are packaged into an independent material resource package.

[0007] In one embodiment, the step of obtaining modular materials for the editing operation from a predefined material library and generating scene data based on the modular materials includes: Based on the first obtained connection identifier group of the modular material, obtain a set of connectable materials compatible with the connection identifier group from the predefined material library; The set of connectable materials is displayed in the connectable grid position of the editing interface, and the editing operation continues to be responded to based on the set of connectable materials; Based on the editing operation, modular materials are selected from the set of connectable materials; The scene data is generated by combining the first modular material and the selected modular materials.

[0008] In one embodiment, the step of obtaining a set of connectable materials compatible with the first modular material's connection identifier group from the predefined material library includes: Obtain the context information of the current editing scene, including the type distribution of placed materials, high-frequency selections in the editing history, and the style requirements of the current version theme; Multiple connectable modular materials are generated based on the connection identifier group and the context information; The modular materials are used to generate the connectable material set, and the connectable material set is output to the connectable grid position of the editing interface.

[0009] In one embodiment, the scene editing and management method further includes: When an editing operation is detected that multiple modular materials of the same type are placed consecutively, the user's building intent is predicted based on the editing operation; The priority order of modular materials in the connectable material set is dynamically adjusted based on the user's construction intent. Alternatively, based on the user's intention to construct, obtain the corresponding modular material from the predefined material library, and add the obtained modular material to the connectable material set.

[0010] In one embodiment, the step of merging planar material units in the scene data into a scene model includes: Determine the world space coordinates of the planar material unit, and configure a continuous material for the planar material unit based on the world space coordinates; Based on the four-dimensional continuous material, the planar material units are merged into a single optimized planar model, and the single optimized planar model is combined into the scene model.

[0011] In one embodiment, the step of merging the planar material units into a single optimized planar model based on the four-dimensional continuous material, and combining the single optimized planar model into the scene model, includes: Real-time monitoring of multiple planar material units on the same plane; When multiple planar material units simultaneously meet the merging conditions, it is determined that they meet the dynamic merging conditions. The dynamic merging conditions include having the same four-dimensional continuous material and the planar material units being spatially adjacent and forming a continuous region. A geometric merging algorithm is executed on multiple planar material units that meet the dynamic merging conditions to generate a single optimized planar model data.

[0012] In one embodiment, the scene editing and management method further includes: Obtain wall and planar materials for constructing the scene model, and process the wall and planar materials into modular materials that match the preset grid specifications; Identify the connecting surfaces of the modular materials, and define unique connecting identifier groups and functional labels for the connecting surfaces; Based on the connection identifier group, a dependency relationship is created between multiple modular materials, and the modular materials are stored in the predefined material library.

[0013] In one embodiment, the scene editing and management method further includes: A pre-defined mesh model is used to perform mesh analysis and clustering of the geometric structure of the target historical scene, and output the geometric structure cluster. The geometric structure cluster is divided into multiple planar material units, and a connection identifier group is assigned to the connection surface of the planar material unit. Candidate modular materials are generated based on the connection identifier group. The candidate modular materials are preprocessed, including functional verification, compatibility testing, and automated calibration. The preprocessed candidate modular materials are associated with their corresponding context usage information and then stored in the predefined material library.

[0014] In addition, to achieve the above objectives, this application also proposes a scene editing and management device, the device comprising: a memory, a processor, and a computer program stored in the memory and executable on the processor, the computer program being configured to implement the steps of the scene editing and management method as described above.

[0015] In addition, to achieve the above objectives, this application also proposes a storage medium, which is a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, it implements the steps of the scene editing and management method described above.

[0016] One or more technical solutions proposed in this application have at least the following technical effects: The technical solution of this application receives editing operations through an editing interface; obtains modular materials for the editing operations from a predefined material library, and generates scene data based on the modular materials; merges the planar material units in the scene data into a scene model, and generates scene function configuration data of the scene model based on the function tags of the modular materials; determines the dependency relationship between the planar material units based on the scene function configuration data and scene version configuration information; and packages the scene model and scene function configuration data into an independent material resource package according to the dependency relationship.

[0017] This application packages scene resources into independent resource packages by constructing a grid-based module editing system, automating function tag extraction, and dependency analysis. This achieves system integration, precise management, and efficient reuse of modular resources, significantly improving the flexibility of scene creation and version iteration. Attached Figure Description

[0018] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application.

[0019] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, for those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0020] Figure 1 This is a flowchart illustrating the first embodiment of the scenario editing and management method of this application; Figure 2 This is a detailed process diagram based on step S20 in the first embodiment; Figure 3 This is a detailed schematic diagram of step S30 in the first embodiment; Figure 4 This is a flowchart illustrating the second embodiment of the scene editing and management method of the present invention; Figure 5 This is a schematic diagram showing the connection surface relationship of the T-shaped wall. Figure 6 A schematic diagram of a grid-based building creation; Figure 7 This is a schematic diagram of a continuous four-sided ground surface. Figure 8 This is a schematic diagram of a continuous texture map. Figure 9 This is a schematic diagram of ground material editing based on a grid. Figure 10 This is a schematic diagram of ground material based on mesh merging; Figure 11 This is a schematic diagram illustrating the final effect of the ground editing. Figure 12 A schematic diagram showing the modular design of the wall structure. Figure 13 This is a schematic diagram of the device structure of the hardware operating environment involved in the scene editing and management method in the embodiments of this application.

[0021] The purpose, features, and advantages of this application will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. Detailed Implementation

[0022] It should be understood that the specific embodiments described herein are merely illustrative of the technical solutions of this application and are not intended to limit this application.

[0023] In related technologies, game scene editing faces problems such as complex material management, numerous layout constraints (such as grid alignment, connection relationships, and function tag binding), bloated resource packages, low loading efficiency, and difficulty in reusing and ensuring compatibility between new and old scenes.

[0024] Based on the aforementioned deficiencies in related technologies, this application proposes a generalizable AI-generated image detection method. This method addresses several issues in scene editing, such as complex constraints on material connection and layout, large resource packages making updates difficult, and the difficulty in reusing and iterating historical scenes. By setting connection ID groups for materials, supporting mesh snapping and four-way continuous material processing, extracting functional tags and analyzing dependencies, and combining automated reconstruction tools with modular management strategies, it achieves modular splicing and automatic matching of materials, independent packaging of resource packages by version and function with hot-update support, and smooth conversion of old scenes to structured modules and cross-version reuse. This comprehensively improves the efficiency of scene editing, the flexibility of resource management, and the sustainability of scene iteration.

[0025] To better understand the technical solution of this application, a detailed description will be provided below in conjunction with the accompanying drawings and specific implementation methods.

[0026] Based on this, embodiments of this application provide a scene editing and management method, referring to... Figure 1 , Figure 1This is a flowchart illustrating the first embodiment of the scene editing and management method of this application. In this embodiment, the scene editing and management method includes steps S10 to S50: Step S10: Receive editing operations through the editing interface; In this embodiment, the editing interface acts as a bridge between the user and the scene editing system, responsible for receiving and parsing various editing operations from the user. These editing operations are guided by specific editing rules and mainly include actions such as creating, placing, rotating, scaling, and deleting modular materials. The editing interface is typically divided into core areas such as a material library browsing panel, a scene editing view, a tool options bar, and an attribute inspector. Modular materials in the material library are organized according to version themes and functional categories, such as walls, floors, and decorations, for easy browsing and selection by the user.

[0027] When a user selects a modular asset from the asset library and drags it into the scene editing view, the system begins processing the data. First, the system identifies the type of the modular asset and its associated attributes, determining if it belongs to a category requiring grid alignment. For modular assets like walls that rely on a grid, the system automatically snaps the position where the user releases the asset to the nearest grid vertex or grid center. This process involves real-time coordinate transformation and grid matching calculations to ensure the asset layout meets the precision required by the game logic.

[0028] For modular assets with connecting surfaces, each connecting surface has a predefined set of connecting IDs. When a user places a modular asset with a connecting surface close to the connecting surface of another modular asset, the system calculates the distance and angle between the two connecting surfaces in real time, and the connecting surfaces are displayed. Figure 5 , Figure 5 This is a schematic diagram of the connection surface relationship of a T-shaped wall. Once the distance enters the preset threshold range, the system automatically searches the material library for all candidate modular materials that can match the connection ID group of the current modular material, and prompts the user with highlighted or previewed information. After user confirmation, the system automatically generates and places adjacent modules that match the connection, achieving rapid modular splicing.

[0029] When handling planar materials with continuous four-dimensional characteristics, such as ground surfaces, the editing interface offers a grid-based batch editing mode. Users can select a rectangular area, and the system automatically fills the selected ground material within that area, using the smallest unit grid as a reference. This mode interprets user operations as defining a continuous ground surface, simplifying the process of laying out large areas. For independent decorative materials that do not require forced alignment, the interface provides traditional free transform tools, allowing users to place, rotate, and scale them at any position to meet the flexibility requirements of artistic expression. All of these operations are captured by the system in real time and ultimately translated into precise instructions for adding, deleting, and modifying the scene graph data structure, preparing for the generation of scene layout information required for subsequent steps.

[0030] Step S20: Obtain modular materials for the editing operation from the predefined material library, and generate scene data based on the modular materials; In this embodiment, after receiving user operation instructions in the editing interface, it is necessary to accurately retrieve the corresponding modular material instances from the predefined material library, and generate or update scene data describing the scene composition accordingly. This material library is a deeply organized resource database, its organizational structure closely revolving around project versions and functional requirements, and is typically maintained using specialized resource management tools. Resources in the material library are archived according to their respective version themes and are tagged with category and function labels. For example, materials belonging to a specific version are grouped into one category, and some may also be marked with functional attributes such as "climbable".

[0031] After the system parses the user command and obtains the unique identifier of the target modular material, it initiates a query request to the material library management module. The query process includes crucial type matching and attribute filtering. For example, when performing wall module connection operations, the system not only needs to obtain the data of the current wall module, but also, based on the connection ID group on a specific connection surface of the module, requests the material library to return a list of all other wall modules whose connection surface ID groups match. The returned data includes geometric model references, material references, built-in connection ID groups, and potentially existing function tags. Scene data content created based on the connection ID group can be viewed. Figure 6 , Figure 6 This is a schematic diagram of a grid-based building.

[0032] After successfully acquiring modular asset data, the system begins constructing or updating scene data. This scene data is a hierarchical or list-based structure that records the state of each asset instance within the scene. For newly placed modular assets, the system creates a new record, which includes at least the modular asset's type identifier, precise position in the world coordinate system, rotation angle, and scaling ratio. For modular assets snapped to a mesh, their position information is stored in mesh coordinates; for modular assets automatically generated through mesh matching, their position and rotation information are automatically calculated by the system based on mesh matching rules.

[0033] The data processing logic differs for editing ground textures. During the editing phase, users operate on a grid-based basis, but the system does not immediately merge the displayed units when generating scene data. Instead, it records the position and material information of each smallest filled ground unit. This discretized recording method preserves the flexibility for subsequent modifications. Simultaneously, the shaders for ground materials in the resource library are typically configured to use world coordinates for UV sampling. This ensures that the texture maintains visual continuity regardless of how the ground model is segmented or merged. Therefore, the final scene data output from this step is a detailed "list" recording all individual textures and their precise spatial information.

[0034] Step S30: Merge the planar material units in the scene data into a scene model, and generate scene function configuration data of the scene model based on the function tags of the modular material; In this embodiment, key preprocessing is performed on the scene data to transform it from an editing state to a more efficient runtime state. The core work includes two aspects: first, rationally merging discrete units with the same or similar attributes in the scene data to optimize the final resource form; second, extracting non-geometric logical information from the materials to generate the configuration data required for game functions.

[0035] The merging operation primarily targets repetitive and continuous planar material units such as ground surfaces and large wall areas. This process is typically triggered when the user finishes editing and is ready to export the scene, serving as an optimization workflow. The system traverses the scene data, identifying all planar material units that are of the same material and are spatially continuous or adjacent. For example, multiple adjacent square ground units using the same continuous quadrilateral texture may appear independent in the editing data, but merging them into a single large model significantly reduces rendering calls and computational overhead at the rendering and physical levels. The system employs a geometric merging algorithm to combine the coplanar mesh vertices and triangles of these units, eliminating internally invisible seams, and ultimately generating one or more larger, continuous scene models. This automated background process aims to produce more efficient model resources better suited for real-time rendering and physical calculations.

[0036] Simultaneously or subsequently, the system extracts functional tags in parallel to generate scene function configuration data. Functional tags are metadata pre-set on modular assets, existing in the form of "Labels" or similar key-value pairs, used to identify the logical role of the asset in the game. For example, a water surface asset might have a "Waterway Path" tag, and a road module might have an "AI Patrol Path Point" tag. When processing scene data, this tag information carried by each asset instance is read. The extraction process not only collects tag strings but, more importantly, records spatial information such as the specific location, range, or direction of the asset associated with the tag within the scene. For example, for "Waterway Path," the system needs to record the outline of the area covered by all relevant water surface modules; for "AI Patrol Path Point," it needs to record the coordinates of a series of points sequentially.

[0037] Based on all extracted tags and their associated spatial information, a structured scene function configuration data is generated. This scene function configuration data is typically independent of the rendering model file and stored in JSON, XML, or a custom binary format. It clearly describes the division of functional areas, path directions, and locations of special interaction points within the scene—pure logical information. It serves as a link between scene art assets and gameplay logic, ensuring that character movement, AI behavior, and skill interactions are correctly correlated to the corresponding parts of the scene during gameplay. This step ultimately outputs a pair of related products: an optimized scene model file and the scene function configuration data used to drive the game's higher-level logic.

[0038] Step S40: Based on the scene function configuration data and scene version configuration information, determine the dependency relationships between the planar material units; In this embodiment, the core task of providing a decision-making basis for refined resource subpackaging lies in analyzing the inherent correlations, i.e., dependencies, between different parts of the scene, and, in conjunction with version management requirements, formulating a partitioning strategy for subsequent resource packaging. The dependencies mainly refer to the degree of logical coupling between the scene model and functional configuration data during game runtime.

[0039] The analysis process primarily relies on two types of input information: firstly, the scene function configuration data generated in the previous stage; and secondly, the independently managed scene version configuration information. The scene function configuration data reveals the internal functional structure of the scene. For example, if the configuration data marks a "water area" and its contained "ship spawn points," then all models carrying the visual effects of this water area have a strong dependency relationship with the configuration data defining the "ship spawn point" logic. They must be loaded as a whole for the game to function correctly. Similarly, all pathpoints belonging to the same "AI patrol path" and their associated models and configurations also constitute a strongly dependent set. By parsing these function tags, the scene can be automatically divided into multiple functionally independent units.

[0040] Scene version configuration information provides another dimension of analysis from the perspective of content iteration. This information defines the game version to which the current scene belongs, as well as the baseline of assets from previous versions that it may depend on. For example, the configuration may indicate that the current map being edited is version "V3.0XX," which adds specific areas and new decorations based on version "V2.0XX." Therefore, when analyzing dependencies, the system will identify modular assets added in V3.0, or modular assets reused from V2.0 or earlier versions. Combined with functional division, a common strategy is to group modular assets belonging to the same functional module and added in the same version into a highly cohesive dependency group; while dividing basic assets reused across versions into one or more shared dependency groups.

[0041] The system's analysis algorithm traverses all scene model units and configuration data entries, constructing a dependency graph based on their functional tags and version attributes. Nodes in the graph represent resource sets, and edges represent strong functional or version-related associations between scene model units. Ultimately, the analysis output is one or more clearly defined dependency sets. Each dependency set explicitly specifies that scene model files and functional configuration data fragments must be bound together. This intelligent analysis, based on the scene's inherent logic and project iteration strategy, ensures that the resource package partitioning meets both runtime functional integrity requirements and version management and hot update needs.

[0042] Step S50: Based on the dependency relationship, package the scene model and scene function configuration data into an independent material resource package.

[0043] In this embodiment, as the final output of the editing and management process, its task is to intelligently encapsulate the scattered scene models and configuration data files into a series of independent material resource packages that can be directly used by the game engine, based on the analyzed dependencies.

[0044] The packaging operation is performed on a per-definement-set basis. For each dependency set, the packaging tool performs the following operations: First, it collects all scene model files pointed to by that dependency set; the scene model files shown are the merged and optimized results. Second, it collects all scene function configuration data fragments related to the functionality of that scene model file. Then, it packages the scene model file and configuration data files, along with necessary index information and metadata, into a single resource package file. The resource package file uses a standard format or a custom package format that the game engine's resource management system can recognize.

[0045] By packaging resources based on dependencies, each generated resource package corresponds to a functional module or a set of new content added in a version, and its size is usually much smaller than the total package of the entire scene. This independence brings significant management advantages. When the game is released or updated, this independent small package can be downloaded and replaced separately using hot-update technology. For example, when it is necessary to fix a problem with a specific functional module in a scene, it may only be necessary to update the corresponding resource package, and players do not need to download the complete scene files. When reusing certain modules from an older version in a new version, their corresponding resource packages can also be directly referenced, simplifying the resource integration process.

[0046] Throughout the packaging process, a top-level index or manifest file is generated for the entire scene. This index or manifest file records information about all the individual asset packages that make up the scene, as well as the loading order or dependencies between packages. During game runtime, the scene manager first loads this manifest file, and then dynamically loads the corresponding asset packages based on the player's location or the needs of the current game progress. This mechanism enables streaming resource loading, optimizes memory usage efficiency, and improves loading speed. Therefore, the output of this step is a modular, versioned scene resource deliverable that supports hot updates, effectively transforming the structured design of the editing phase into a flexible resource scheduling scheme at runtime.

[0047] Furthermore, you can also view Figure 2 , Figure 2 This is a detailed process diagram based on step S20 in the first embodiment. Figure 2 The step of obtaining modular materials for the editing operation from a predefined material library and generating scene data based on the modular materials includes S21~23: Step S21: Based on the first obtained connection identifier group of the modular material, obtain a set of connectable materials compatible with the connection identifier group from the predefined material library; Step S22: Display the connectable material set in the connectable grid position of the editing interface, and continue to respond to the editing operation based on the connectable material set; Step S23: Generate the scene data from the first modular material and the selected modular materials.

[0048] In this embodiment, when a user places or selects a modular material, such as a section of wall, in the scene editing view for the first time, that material is considered the "first modular material." The system then reads the predefined connection identifier groups from the material data. These identifier groups typically exist in the form of arrays or lists, recording unique or sequential identifiers that can be identified on each connection surface of the material (such as top, bottom, left, right, front, and back). After the read operation is completed, the system immediately initiates a matching query to the predefined material library.

[0049] The core logic of the matching query lies in finding the "compatibility" of the identifier groups. Compatibility does not require complete equality, but rather that the identifier group on a connecting surface of the target material intersects with the identifier group on the corresponding connecting surface of the first material, or conforms to a preset pairing rule. For example, if the identifier group on the right side of the first wall module is ["Wall_A_R"], and the identifier group on the left side of an L-shaped corner module in the material library contains "Wall_A_R", then that corner module is determined to be a connectable material. The system iterates through all relevant categories of materials in the material library, compares these identifier groups, and collects information such as references, preview images, and their own connection attributes of all successfully matched material instances, forming a "connectable material set".

[0050] The system then provides visual feedback within the editing interface. Typically, the area adjacent to the first selected material's connecting surface, such as the grid cell to its right, is highlighted as a "connectable grid location." Simultaneously, a list or wheel containing thumbnails of all candidate materials in the connectable material set pops up or is embedded in the main interface sidebar near this location. Users can then visually browse this filtered set and select the next modular material they wish to place. The user's selection is considered a continuation of the editing operation, and the system responds immediately to this action.

[0051] Once a user selects an element from the set of connectable elements, such as the L-shaped corner mentioned above, the system automatically instantiates that element model. Based on the connection surface relationship between the two elements and their world coordinates, the system automatically calculates the precise position and rotation angle of the new element, ensuring a perfect connection with the first element without manual alignment by the user. Finally, the system updates the scene data with the status information of both the first modular element and the newly selected modular element, including their type, coordinates, rotation, and connection relationship. This process can be repeated, allowing the user to continue triggering matching and selection based on the latest placed element, thereby quickly constructing a well-structured modular structure, such as complex wall and road networks.

[0052] In addition, based on the above Figure 2 The content of step S21 shown, the step of obtaining a set of connectable materials compatible with the first modular material's connection identifier group from the predefined material library, includes S21-1 to S21-3: Step S21-1: Obtain the context information of the current editing scene. The context information includes the type distribution of placed materials, high-frequency selections in the editing history, and the style requirements of the current version theme. Step S21-2: Generate multiple connectable modular materials based on the connection identifier group and the context information; Step S21-3: Generate the connectable material set using the modular material, and output the connectable material set to the connectable grid position of the editing interface.

[0053] At the start of the basic matching process based on the connection identifier group, the system proactively collects and analyzes the contextual information of the current editing scene, injecting intelligence and context awareness into the matching process. The contextual information acquired by the system mainly includes several dimensions. First, it is the type distribution and spatial relationship of the materials already placed in the current scene. For example, the system will identify that multiple "stone city wall" modules have been placed consecutively, or that a "wooden dock" structure already exists in the scene. Second, the system will retrieve the editing session data and even the user's historical editing behavior data to analyze the high-frequency selection patterns. For example, the user has frequently selected the "arched window" module of a specific style from the matching results in the past ten minutes. Third, the system will read the explicit style requirements of the current version theme in the project configuration, such as the preference weight of "brick" and "vine" type materials in the "medieval fantasy" theme.

[0054] After acquiring the aforementioned multi-dimensional contextual information, the system enters the comprehensive calculation phase. This calculation not only considers the mechanical matching of connecting tag groups but also incorporates contextual information as weights or filtering conditions into the decision. The calculation engine may employ a scoring algorithm: for each candidate modular material filtered through basic tag group matching, the system calculates an additional "contextual matching score" based on the degree of fit between its type, style tag, and current contextual information. For example, when all placed walls are in the "damaged stone wall" style and the version theme requires a "discarded feel," a wall corner module with the same "damaged" visual characteristics and tag group compatibility will have a much higher contextual matching score than a corner module with tag group compatibility but a "new and smooth" style.

[0055] After completing the comprehensive scoring, the system prioritizes all candidate materials. The ranking is based on a weighted sum of basic matching score and contextual matching score. The direct purpose of this ranking is to optimize the user experience, placing materials most likely to match the user's current editing intent and the overall style of the scene at the top of the recommendation list. The resulting "connectable material set" is not a simple unordered list, but a structured collection sorted according to calculation priority. This set, along with its internal sorting information, is output to the editing interface. In the material list in the sidebar or the pop-up preview wheel, materials are presented in descending order of this priority, with higher-priority materials in more prominent and easily selectable positions (such as at the top of the list or in the center of the wheel), thus efficiently guiding users to quickly and consistently styled scene construction.

[0056] Based on the above Figures 1 to 2 The scene editing and management method described in the embodiment shown further includes: When an editing operation is detected that multiple modular materials of the same type are placed consecutively, the user's building intent is predicted based on the editing operation; The priority order of modular materials in the connectable material set is dynamically adjusted based on the user's construction intent. Alternatively, based on the user's intention to construct, obtain the corresponding modular material from the predefined material library, and add the obtained modular material to the connectable material set.

[0057] When a user quickly and continuously places multiple modular materials of the same type in the editing interface, such as selecting and placing several "stone city wall" units of the same style, the system will detect this operation pattern in real time. By analyzing the time sequence of these operations, the continuity of spatial coordinates, and the consistency of material types, the system can initiate predictive analysis of the user's building intent.

[0058] The prediction process is based on real-time analysis of the current continuous operation sequence. For example, if the system detects that the user is placing multiple wall modules along an approximately straight trajectory at a stable speed, this may indicate that the user intends to build a continuous long wall or boundary. Alternatively, if the user is placing modules around a center point in an arc or closed path, this may indicate that the user intends to build the outer wall of a room or enclosed area. The system uses simple trajectory fitting and pattern recognition algorithms, combined with contextual information from the current scene, to generate one or more of the most likely hypotheses about the user's building intent, such as "building an east-west oriented straight wall" or "building the north wall of a rectangular room."

[0059] After predicting the user's building intent, the system immediately and dynamically adjusts the priority order of various modular materials in the currently displayed connectable material set based on that intent. This adjustment aims to make the material recommendation list more aligned with the user's current building goals. The adjustment logic is typically based on the match between the material's functional type and the predicted intent. For example, when the system predicts that the user is building an east-west straight wall, it will increase the priority of standard wall modules in the connectable material set that are primarily used for straight extensions and have no corners, making them appear higher and more prominent in the recommendation list or preview wheel. Simultaneously, it may decrease the priority of modules used for corners, T-connections, or end-finishing that are not urgently needed under the current straight-extension intent. This dynamic sorting is a real-time, context-aware optimization that ensures the most needed materials are always readily available when the user is building quickly, reducing the time spent searching through the list.

[0060] In some cases, the predicted user building intent may exceed the scope of the currently available set of connectable assets (which was initially generated based solely on the connection IDs of the previous asset). In such situations, the system intervenes proactively. Based on the identified building intent, the system performs a broader, intent-driven search within the predefined asset library. For example, when the system predicts that a user is about to complete three walls of a rectangular room and may begin closing a fourth wall or adding a roof, it proactively searches the asset library for roof modules, door and window modules, or specific corner decoration modules compatible with the current wall style. The system dynamically adds or merges the retrieved new modular assets that match the intent and are compatible with the current editing context into the current set of connectable assets, assigning them initial priorities based on their relevance to the predicted intent. This mechanism effectively extends the system's "predictive" capabilities, not only optimizing the sorting of existing options but also proactively introducing new options that may be needed in the next stage, thereby seamlessly guiding and accelerating the user's workflow.

[0061] The entire process runs in a background loop, continuously updating the predicted intent based on the user's latest actions, and consequently refreshing the content and sorting of the connectable media set. This transforms the editing interface from a passive tool into a proactive collaborative assistant, significantly improving the efficiency and smoothness of building complex modular structures.

[0062] Furthermore, you can also view Figure 3 , Figure 3 This is a detailed process diagram based on step S30 in the first embodiment. Figure 3 The step of merging the planar material units in the scene data into a scene model includes S31~32: Step S31: Determine the world space coordinates of the planar material unit, and configure a continuous material for the planar material unit based on the world space coordinates; Step S32: Based on the four-dimensional continuous material, the planar material units are merged into a single optimized planar model, and the single optimized planar model is combined into the scene model.

[0063] When processing planar material units in scene data, a continuous four-sided material is configured for each planar material unit. The core characteristic of this continuous four-sided material is that its textures are designed to repeat infinitely along both horizontal and vertical directions, maintaining a visually natural continuity at the seams in each direction, without noticeable breaks or misalignments. To achieve this effect, the material's shader is designed to sample textures based on world space coordinates, rather than the traditional model's own UV coordinates. This means that the mapping of textures onto the model's surface is determined by the model's absolute position in the world coordinate system.

[0064] When multiple planar material units, such as multiple mesh blocks representing grass, are placed in a scene and the same continuous grass texture is applied, because they are all sampled using world space coordinates, the textures on their surfaces will automatically align and continuously spread according to their world coordinates, regardless of where the model boundaries of these blocks are. (See attached image.) Figure 7 , Figure 7 This is a schematic diagram of a continuous four-sided ground surface. Figure 8 This is a schematic diagram of a continuous texture mapping for four squares. Visually, these individual squares merge into a seamless, textured grassy area, even though they remain independent model entities at the data level. This material configuration method is a prerequisite for subsequent model merging and ensuring the correct visual effect after merging.

[0065] After configuration, the system performs a model merging operation to optimize resources. Specifically, the system identifies all planar material units configured with the same continuous quadrilateral material and located on the same spatial plane. Then, these discrete units are merged into a single, larger optimized planar model using a geometric merging algorithm. The merging process analyzes the spatial positions of these units, merging their coplanar mesh vertices and triangular faces, eliminating redundant edges and vertices between adjacent faces, thereby reducing the total number of vertices and triangles in the model and forming a single mesh with a simpler topology.

[0066] The generated single optimized planar model, such as a large merged ground area, is a component of the scene model. When constructing complex scenes, there may be multiple such merged planes, for example, corresponding to grassy areas, cobblestone paths, and water areas respectively. The system will combine all these merged and optimized single optimized planar models with other unmerged 3D models, such as houses and trees, according to the layout information recorded in the scene data, to form a complete scene model. This merging and combination process reduces the number of rendering calls during game runtime and improves rendering efficiency while fully preserving the visual continuity advantage brought by four-dimensional continuous materials.

[0067] Based on the above Figure 3 The embodiment of step S32 shown includes steps S32-1 to S32-3, which involve merging the planar material units into a single optimized planar model based on the four-dimensional continuous material, and combining the single optimized planar model into the scene model. Step S32-1: Real-time monitoring of multiple planar material units on the same plane; Step S32-2: When it is determined that multiple planar material units simultaneously meet the merging conditions, it is determined that they meet the dynamic merging conditions. The dynamic merging conditions include the configuration of the same four-dimensional continuous material and the spatial positions of the planar material units being adjacent and forming a continuous region. Step S32-3: Perform a geometric merging algorithm on multiple planar material units that meet the dynamic merging conditions to generate a single optimized planar model data.

[0068] The merging of planar material units is not a one-time process during final export, but a dynamic optimization performed during the editing or preparation phase. To this end, the system monitors all planar material units in the scene in real time. The monitoring process continuously analyzes the attributes and spatial relationships of these units, paying particular attention to groups of units placed on the same plane. By comparing the normal direction and spatial height of the units, the system quickly categorizes them into different horizontal or vertical planes, grouping them for potential merging operations. (See section 9-) Figure 11 , Figure 9 This is a schematic diagram of ground material editing based on a grid. Figure 10 This is a schematic diagram of ground material based on grid merging. Figure 11 This is a schematic diagram of the final effect of the ground editing.

[0069] When the system detects multiple planar material units on the same plane, it further determines whether these units simultaneously meet preset merging conditions to confirm whether dynamic merging is feasible. Dynamic merging conditions primarily include several key aspects. The primary condition is that the planar material units must be configured with identical four-way continuous materials. This is confirmed by comparing the unique identifiers or attribute hash values ​​of the material assets. Secondly, the planar material units must be spatially adjacent to each other, and their boundaries must be able to connect to form a continuous region without internal voids. This is determined by calculating the unit's mesh coordinates or bounding box to determine if edge-to-edge contact exists, and by using region growing algorithms or connected component analysis to confirm whether a connected whole has been formed.

[0070] Once a set of planar material elements is determined to meet the dynamic merging conditions, the system triggers the geometric merging algorithm. This algorithm takes this set of elements as input and performs the specific merging operation. First, the algorithm collects the mesh data of all elements, then identifies and removes vertices and triangles located between elements that will become invisible internally after merging. Next, the algorithm recalculates and welds overlapping vertices on adjacent boundaries, ensuring that the merged mesh is a topologically correct single continuous mesh. Simultaneously, since all elements use the same quadrangular continuous material based on world coordinate sampling, the algorithm does not need to handle complex UV reshaping; it only needs to ensure the correct world coordinate boundaries of the merged model.

[0071] Ultimately, the algorithm outputs a single, optimized planar model data after merging. This data includes a new mesh with fewer vertices, as well as references to the original continuous quadrilateral material. This new model replaces the original set of discrete planar material units, becoming the part of the scene model representing that continuous plane. This dynamic merging mechanism can run in the editing background, continuously optimizing the scene's data representation, reducing the processing pressure in the final export stage, and providing a cleaner and more efficient data foundation for real-time editing.

[0072] Furthermore, you can also view Figure 4 , Figure 4 This is a flowchart illustrating the second embodiment of the scene editing and management method of the present invention, based on the shown... Figure 4 The scene editing and management method further includes steps S60-80: Step S60: Obtain wall and planar materials for constructing the scene model, and process the wall and planar materials into modular materials that match the preset grid specifications; Step S70: Determine the connecting surfaces of the modular materials, and define a unique connecting identifier group and functional label for the connecting surfaces; Step S80: Create a dependency relationship between multiple modular materials based on the connection identifier group, and store the modular materials in the predefined material library.

[0073] This embodiment defines a standardized creation and warehousing process for modular materials, which forms the foundation for building the entire editing system's material library. The process begins with acquiring the original art assets used to build scene models, particularly walls and various planar materials. The 3D models created by the artists are first imported into a preprocessing tool. One of the core functions of this tool is to force the precise matching of the models' dimensions, proportions, and key alignment points with the preset mesh specifications in the project. For example, the thickness and height of a wall are adjusted to integer multiples of the mesh's basic unit, and its bottom or edges are automatically aligned with the mesh lines. Planar materials such as floors and pavements are processed in the same way to ensure their minimum unit size is compatible with the mesh unit. After this step, the original models, which may have inconsistent sizes, are transformed into modular material prototypes with uniform specifications and clear boundaries.

[0074] Next, the interaction logic for these modular assets needs to be defined. The connection surfaces for each asset must be determined. Connection surfaces typically refer to the surfaces on the model that are expected to connect to other modules, such as the end faces of walls or the four sides of the ground. For each such connection surface, the system requires the definition of a unique connection identifier group. This identifier group can be one or more string codes used to identify the type of the surface, acceptable connection objects, etc. For example, the left end face of a stone wall might be assigned the identifier group ["STONE_WALL_L", "CONNECT_TO_WALL"]. Additionally, the entire asset or a specific surface can be assigned functional tags, such as "impenetrable", "shadow-generating", or "waterway path". These identifier groups and tags are embedded as metadata into the asset asset file.

[0075] After defining the connection attributes, the system can automatically create preliminary dependencies between modular materials based on this information. For example, the system can analyze all wall modules in the material library. When the right connection face identifier group of one module matches the left connection face identifier group of another module, the system records a "horizontally connectable" dependency relationship between the two modules. This dependency network can be calculated and stored as a topology knowledge base for quick retrieval of connectable materials during editing. Finally, modular materials that have completed all standardization and annotation work, along with their pre-calculated dependency information, are formally registered and stored in the predefined material library. The library entry process uses multi-level classification indexing according to material type, version theme, and functional tags, enabling efficient retrieval and retrieval by the editing interface, providing standardized "bricks and tiles" for the aforementioned editing process.

[0076] The scene editing and management method also includes: A pre-defined mesh model is used to perform mesh analysis and clustering of the geometric structure of the target historical scene, and output the geometric structure cluster. The geometric structure cluster is divided into multiple planar material units, and a connection identifier group is assigned to the connection surface of the planar material unit. Candidate modular materials are generated based on the connection identifier group. The candidate modular materials are preprocessed, including functional verification, compatibility testing, and automated calibration. The preprocessed candidate modular materials are associated with their corresponding context usage information and then stored in the predefined material library.

[0077] In this embodiment, the process of automatically transforming non-modular historical legacy scenes into a modular resource library aims to achieve the reuse and integration of existing resources. The conversion process first targets the overall three-dimensional geometry of the target historical scene. The system uses a preset mesh model consistent with the current project standards to cover and divide the entire historical scene, performing mesh analysis. The analysis process identifies the position, orientation, and shape of all geometric objects in the scene, and associates and clusters the geometric objects with the underlying mesh. For example, a continuous stone slab floor or a winding wall will be decomposed and classified into different geometric structure clusters by the algorithm based on their geometric continuity and alignment with the mesh. Each cluster represents a spatially and visually relatively coherent and potentially reusable structural unit.

[0078] Next, we will attempt to further break down the geometric cluster into more basic components, which can be viewed... Figure 12 , Figure 12 This is a schematic diagram illustrating the modularization of wall materials. The system analyzes the geometric features of the cluster, identifying large planar areas, standard facades, etc., and conceptualizes them into multiple planar material units or simple three-dimensional material units. For the separated units, especially those with potential connecting edges, the system attempts to automatically assign or suggest assigning connection identifier groups to their connecting surfaces based on their geometric features and the context of the original scene. For example, the end face of a wall section might be automatically assigned a general wall identifier group. Based on these identified units, the system generates a series of candidate modular materials. At this stage, the candidate materials shown are only a preliminary set of geometry and identifiers.

[0079] The generated candidate modular assets cannot be used directly and must undergo a rigorous preprocessing process. Preprocessing includes several key steps: functional verification, ensuring the asset's size and proportions conform to the current project's mesh specifications and that its collider settings are correct; compatibility testing, placing the asset in a test scene to check for smooth transitions with other existing modular assets and visually absence of obvious seams or overlaps; and automated calibration, fine-tuning the asset's pivot point and orientation to ensure correct mesh alignment during placement. The process may involve automated geometric fine-tuning and manual checks and confirmations.

[0080] Candidate modular assets, after preprocessing verification and optimization, are ultimately transformed into formal modular assets. Before being stored in the library, the system also associates the usage context information of the structural unit in the original historical scene, such as the original region name and associated functional points, as metadata with the new modular asset. Finally, these standardized modular assets, carrying historical context information, are stored in the corresponding categories of the predefined asset library, completing the transformation from one-time-use scene components to reusable standardized resources, providing a resource foundation for the iteration of old scenes and the rapid construction of new scenes.

[0081] It should be noted that the above examples are only for understanding this application and do not constitute a limitation on the editing and management methods of this application. Any simple modifications based on this technical concept are within the protection scope of this application.

[0082] This application provides a scene editing and management device, which includes: at least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor, and the instructions are executed by the at least one processor to enable the at least one processor to perform the scene editing and management method in the above embodiment 1.

[0083] The following is for reference. Figure 13 The diagram illustrates a structural schematic of a scene editing and management device suitable for implementing embodiments of this application. The scene editing and management device in the embodiments of this application may include, but is not limited to, mobile terminals such as mobile phones, laptops, digital broadcast receivers, PDAs (Personal Digital Assistants), PADs (Portable Application Description), etc., and fixed terminals such as digital TVs, desktop computers, etc. Figure 13 The scene editing and management device shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.

[0084] like Figure 13As shown, the scene editing and management device may include a processing unit 1001 (e.g., a central processing unit, a graphics processing unit, etc.), which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 1002 or a program loaded from a storage device 1003 into a random access memory (RAM) 1004. The RAM 1004 also stores various programs and data required for the operation of the scene editing and management device. The processing unit 1001, ROM 1002, and RAM 1004 are interconnected via a bus 1005. An input / output (I / O) interface 1006 is also connected to the bus. Typically, the following systems can be connected to the I / O interface 1006: input devices 1007 including, for example, a touchscreen, touchpad, keyboard, mouse, image sensor, microphone, accelerometer, gyroscope, etc.; output devices 1008 including, for example, a liquid crystal display (LCD), speaker, vibrator, etc.; storage devices 1003 including, for example, magnetic tape, hard disk, etc.; and communication devices 1009. Communication device 1009 allows the scene editing and management device to communicate wirelessly or wiredly with other devices to exchange data. Although the figure shows scene editing and management devices with various systems, it should be understood that implementation or possession of all the systems shown is not required. More or fewer systems may be implemented alternatively.

[0085] Specifically, according to the embodiments disclosed in this application, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments disclosed in this application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication device, or installed from storage device 1003, or installed from ROM 1002. When the computer program is executed by processing device 1001, it performs the functions defined in the methods of the embodiments disclosed in this application.

[0086] The scene editing and management device provided in this application, employing the scene editing and management method described in the above embodiments, can solve the technical problem of the lack of modular resource integration and management mechanisms in existing scene editing. Compared with the prior art, the beneficial effects of the scene editing and management device provided in this application are the same as those of the scene editing and management method provided in the above embodiments, and other technical features of this scene editing and management device are the same as those disclosed in the method of the previous embodiment, and will not be repeated here.

[0087] It should be understood that the various parts disclosed in this application can be implemented using hardware, software, firmware, or a combination thereof. In the description of the above embodiments, specific features, structures, materials, or characteristics can be combined in any suitable manner in one or more embodiments or examples.

[0088] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

[0089] This application provides a storage medium, which is a computer-readable storage medium having computer-readable program instructions (i.e., a computer program) stored thereon, which are used to execute the scene editing and management method in the above embodiments.

[0090] The computer-readable storage medium provided in this application may be, for example, a USB flash drive, but is not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, devices, or any combination thereof. More specific examples of computer-readable storage media may include, but are not limited to: electrical connections having one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof. In this embodiment, the computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, system, or device. The program code contained on the computer-readable storage medium may be transmitted using any suitable medium, including but not limited to: wires, optical cables, RF (Radio Frequency), etc., or any suitable combination thereof.

[0091] The aforementioned computer-readable storage medium may be included in the scene editing and management device; or it may exist independently and not be assembled into the scene editing and management device.

[0092] The aforementioned computer-readable storage medium carries one or more programs, which, when executed by the scene editing and management device, enable the scene editing and management device to implement the technical content of the scene editing and management method embodiment shown above.

[0093] Computer program code for performing the operations of this application can be written in one or more programming languages ​​or a combination thereof, including object-oriented programming languages ​​such as Java, Smalltalk, and C++, and conventional procedural programming languages ​​such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a Local Area Network (LAN) or a Wide Area Network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0094] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0095] The modules described in the embodiments of this application can be implemented in software or hardware. The names of the modules do not necessarily limit the functionality of the unit itself.

[0096] The readable storage medium provided in this application is a computer-readable storage medium that stores computer-readable program instructions (i.e., computer programs) for executing the above-described scene editing and management methods, thereby solving the technical problem of the lack of modular resource integration and management mechanisms in existing scene editing. Compared with the prior art, the beneficial effects of the computer-readable storage medium provided in this application are the same as those of the scene editing and management methods provided in the above embodiments, and will not be repeated here.

Claims

1. A method of scene editing and management, characterized by, The scene editing and management method includes the following steps: Receive editing operations through the editing interface; Modular materials for the editing operation are obtained from a predefined material library, and scene data is generated based on the modular materials; The planar material units in the scene data are merged into a scene model, and scene function configuration data of the scene model is generated based on the function tags of the modular materials; Based on the scene function configuration data and scene version configuration information, the dependencies between the planar material units are determined; Based on the aforementioned dependencies, the scene model and scene function configuration data are packaged into an independent material resource package; The step of merging planar material units in the scene data into a scene model includes: Determine the world space coordinates of the planar material unit, and configure a continuous material for the planar material unit based on the world space coordinates; Based on the four-dimensional continuous material, the planar material units are merged into a single optimized planar model, and the single optimized planar model is combined into the scene model; The step of merging the planar material units into a single optimized planar model based on the four-dimensional continuous material, and combining the single optimized planar model into the scene model, includes: Real-time monitoring of multiple planar material units on the same plane; When multiple planar material units simultaneously meet the merging conditions, it is determined that they meet the dynamic merging conditions. The dynamic merging conditions include having the same four-dimensional continuous material and the planar material units being spatially adjacent and forming a continuous region. A geometric merging algorithm is executed on multiple planar material units that meet the dynamic merging conditions to generate a single optimized planar model data; Furthermore, the step of obtaining modular materials for the editing operation from a predefined material library and generating scene data based on the modular materials includes: Based on the first obtained connection identifier group of the modular material, obtain a set of connectable materials compatible with the connection identifier group from the predefined material library; The set of connectable materials is displayed in the connectable grid position of the editing interface, and the editing operation continues to be responded to based on the set of connectable materials; Based on the editing operation, modular materials are selected from the set of connectable materials; The scene data is generated by combining the first modular material and the selected modular materials.

2. The scene editing and management method of claim 1, wherein, The step of obtaining a set of connectable materials compatible with the first modular material's connection identifier group from the predefined material library, based on the obtained connection identifier group, includes: Obtain the context information of the current editing scene, including the type distribution of placed materials, high-frequency selections in the editing history, and the style requirements of the current version theme; Multiple connectable modular materials are generated based on the connection identifier group and the context information; The modular materials are used to generate the connectable material set, and the connectable material set is output to the connectable grid position of the editing interface.

3. The scene editing and management method as described in any one of claims 1 or 2, characterized in that, The scene editing and management method also includes: When an editing operation is detected that multiple modular materials of the same type are placed consecutively, the user's building intent is predicted based on the editing operation; The priority order of modular materials in the connectable material set is dynamically adjusted based on the user's construction intent. Alternatively, based on the user's intention to construct, obtain the corresponding modular material from the predefined material library, and add the obtained modular material to the connectable material set.

4. The scene editing and management method of claim 1, wherein, The scene editing and management method also includes: Obtain wall and planar materials for constructing the scene model, and process the wall and planar materials into modular materials that match the preset grid specifications; Identify the connecting surfaces of the modular materials, and define unique connecting identifier groups and functional labels for the connecting surfaces; Based on the connection identifier group, a dependency relationship is created between multiple modular materials, and the modular materials are stored in the predefined material library.

5. The scene editing and management method of claim 4, wherein, The scene editing and management method also includes: A pre-defined mesh model is used to perform mesh analysis and clustering of the geometric structure of the target historical scene, and output the geometric structure cluster. The geometric structure cluster is divided into multiple planar material units, and a connection identifier group is assigned to the connection surface of the planar material unit. Candidate modular materials are generated based on the connection identifier group. The candidate modular materials are preprocessed, including functional verification, compatibility testing, and automated calibration. The preprocessed candidate modular materials are associated with their corresponding context usage information and then stored in the predefined material library.

6. A scene editing and management device, characterized in that, The scene editing and management device stores a computer program, which, when executed by a processor, implements the scene editing and management method according to any one of claims 1-5.

7. A storage medium, characterized by The storage medium stores a computer program, which, when executed by a processor, implements the scene editing and management method according to any one of claims 1-5.