Methods, devices, equipment, and computer programs for setting up collision bodies of virtual objects

JP2026519388APending Publication Date: 2026-06-16TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-09-10
Publication Date
2026-06-16

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Abstract

Embodiments of the present invention disclose a method, apparatus, device, and storage medium for setting up collision bodies for a virtual article, and belong to the art of computers. The method is performed by a terminal on which a game program is running, the game program having a UGC editor, the UGC editor is used to customize and create at least a virtual environment, the method includes the steps of: displaying the build interface of the UGC editor, the UGC editor providing at least two levels of candidate collision bodies for a virtual article; obtaining a setup operation for a virtual article, the setup operation is used to instruct that a first candidate collision body be determined as a collision body for the virtual article; and displaying the collision bodies for the virtual article in response to the setup operation, the number of vertices of the i-th level candidate collision body in at least two levels of candidate collision bodies is a first quantity, the number of vertices of the i+1 level candidate collision body is a second quantity, the first quantity is greater than the second quantity, and i is a positive integer less than the number of candidate collision bodies.
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Claims

1. A method for setting up collision bodies for virtual items, wherein the method is executed by a terminal, a game program is running on the terminal, the game program has a UGC editor, the UGC editor is used to customize and create a virtual environment, and the method is A step of displaying the construction interface of the UGC editor, wherein the construction interface includes at least one virtual item used to construct a virtual environment, and the UGC editor provides at least two levels of candidate collision objects for the virtual item. A step of obtaining a setting operation for the virtual article, wherein the setting operation is used to instruct that a first candidate collision body among the at least two levels of candidate collision bodies be determined to be the collision body of the virtual article; The step of displaying the collision body of the virtual article in response to the setting operation, A method for setting up collision bodies for a virtual article, wherein the number of vertices of the i-th level candidate collision body in the at least two levels of candidate collision bodies is a first quantity, the number of vertices of the i+1-th level candidate collision body in the at least two levels of candidate collision bodies is a second quantity, the first quantity is greater than the second quantity, and i is a positive integer less than the number of candidate collision bodies.

2. Here, the setting operation includes a first trigger operation for the first selection control and a second trigger operation for the collision detection control. The step of displaying the collision body of the virtual article in response to the setting operation is: A step of displaying the collision object confirmation control of the virtual item in response to the first trigger operation, wherein the collision object confirmation control is used to provide a functional entry for confirming the first candidate collision object corresponding to the first selection control, The step of displaying the collision object of the virtual article in response to the second trigger operation for the collision object confirmation control, The method according to claim 1, wherein the construction interface includes at least two candidate selection controls, the at least two candidate selection controls include the first selection control, and the at least two candidate selection controls and the at least two levels of candidate collision bodies correspond one-to-one.

3. Here, the virtual article is an article newly created in the virtual environment, and the step of displaying the collision body of the virtual article is, The method according to claim 1 or 2, further comprising the step of overlaying and displaying the collision body on the virtual article in the virtual environment.

4. Here, the virtual article is a candidate article provided by the construction interface, and the step of displaying the collision body of the virtual article is, The method according to claim 1 or 2, comprising the step of displaying an initial label of the virtual article as a first label, wherein the first label is used to indicate that the virtual article corresponds to the collision body.

5. Here, the method described above is A step in which, in response to receiving a new creation operation for the aforementioned virtual item, a new environment construction item is created in the virtual environment, wherein the environment construction item is of the same type as the aforementioned virtual item. The method according to claim 4, further comprising the step of displaying the collision body of the environmental construction item in response to obtaining confirmation of the environmental construction item.

6. Here, the vertices of the collision body are The vertex positions of the collision body belong to a subset of the vertex positions of the virtual article, Under the condition that the first plane on which at least three vertices of the collision body are located passes through the virtual article, the maximum distance between the first vertex of the virtual article and the first plane is less than a first distance threshold, and the first vertex is located at an arbitrary vertex on the first side of the first plane, Under the condition that the second plane on which at least three vertices of the collision body are located does not pass through the virtual article, the minimum distance between the second vertex of the virtual article and the second plane is less than the second distance threshold, and the second vertex is an arbitrary vertex on the virtual article. The method according to any one of claims 1 to 5, wherein the distance between any two vertices of the collision body is greater than a third distance threshold, and at least one of these.

7. Here, the collision body includes at least one of a rectangular collision body, a spherical collision body, and a polygonal patch. In a situation where the collision body includes the rectangular collision body, the vertices of the collision body include the vertices of the rectangular collision body. In a situation where the collision body includes the spherical collision body, the vertices of the collision body include the vertices of the spherical collision body on the coordinate axes of the three-dimensional coordinate system, and the three-dimensional coordinate system is established with the center of the sphere of the spherical collision body as the origin. The method according to any one of claims 1 to 5, wherein, under the condition that the surface of the collision body includes the polygonal patch, the vertices of the collision body include the vertices of the polygonal patch.

8. Here, the method described above is A step of obtaining a combination operation on at least two virtual models, the combination operation being used to instruct the at least two virtual models to be grouped together, further comprising: The step of displaying the build interface of the UGC editor is, The method according to any one of claims 1 to 5, comprising the step of displaying a construction interface including the virtual article in response to the combination operation, wherein the virtual article is a combination obtained by grouping the at least two virtual models.

9. Here, the collision body of the virtual article is a rectangular collision body, the vertices of the collision body are the vertices of the rectangular collision body, the bottom surface of the rectangular collision body is the smallest circumscribing rectangle of the vertical projection of the virtual article, and the height of the rectangular collision body is the height of the virtual article. Alternatively, the method according to claim 8, wherein the vertices of the collision bodies of the virtual article are vertices on the surface of a three-dimensional region consisting of collision bodies of at least two virtual models.

10. Here, the method described above is The method according to any one of claims 1 to 5, further comprising the step of moving the position of the virtual article in the virtual environment in response to a drag operation on the collision body.

11. Here, the method described above is The method according to any one of claims 1 to 5, further comprising the step of displaying prompt information in a first space of the virtual environment when the quantity of a first virtual item exceeds a quantity threshold, wherein the prompt information is warning information that the quantity of the first virtual item exceeds the quantity threshold.

12. Here, the step of displaying prompt information when the quantity of the first virtual item in the first space of the virtual environment exceeds a quantity threshold is: The number of vertices of the collision body of the first virtual article exceeds the quantity threshold, and the prompt information is displayed in the following steps: Or, The method according to claim 11, further comprising the step of displaying the prompt information when the amount of data for the texture resource of the first virtual item exceeds the quantity threshold.

13. Here, the method for displaying the prompt information is: A method of displaying the first space with highlighted marks, One method is to display it using a pop-up window, The method of displaying using the bubble method, The method according to claim 11, comprising at least one of the following: a method of displaying in a pop-up message card manner.

14. A device for setting collision bodies of virtual items, wherein a game program is running on the device, the game program has a UGC editor, the UGC editor is used to customize and create a virtual environment, and the device is A display module used to display the construction interface of the UGC editor, wherein the construction interface includes at least one virtual item used to construct a virtual environment, and the UGC editor provides at least two levels of candidate collision objects for the virtual item; An acquisition module used to acquire a setting operation for the virtual article, the setting operation being used to instruct the system to determine a first candidate collision body among the at least two levels of candidate collision bodies as the collision body of the virtual article, includes: The display module is further used to display the collision body of the virtual item in response to the setting operation. Herein, the number of vertices of the i-th level candidate collision body in the at least two levels of candidate collision bodies is a first quantity, the number of vertices of the i+1-th level candidate collision body in the at least two levels of candidate collision bodies is a second quantity, the first quantity is greater than the second quantity, and i is a positive integer less than the number of candidate collision bodies, wherein this is a collision body setting device for a virtual article.

15. A computer device comprising a processor and a memory, wherein the memory stores at least one segment of a program, and the processor is used to realize the method for setting up a collision body of a virtual article according to any one of claims 1 to 13 by executing the program in the memory.

16. A computer-readable storage medium wherein executable instructions are stored in the readable storage medium, and the executable instructions are loaded and executed by a processor to realize the method for setting up collision bodies of virtual articles according to any one of claims 1 to 13.

17. A computer program product, wherein the computer program product includes computer-readable instructions, the computer-readable instructions are stored in a computer-readable storage medium, and the processor reads the computer-readable instructions from the computer-readable storage medium and executes them to realize the method for setting up collision bodies of virtual articles according to any one of claims 1 to 13.