Method and apparatus for generating component in game scene, storage medium, and electronic device

Through the graphical user interface and scene component selection controls, the components in the game scene are automatically generated, solving the high cost and inefficiency problems caused by manual operations, and achieving rapid and diversified component generation.

WO2024255598A1PCT designated stage expired Publication Date: 2024-12-19NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/096125
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-06-15
Filing Date
2024-05-29
Publication Date
2024-12-19

AI Technical Summary

Technical Problem

The component generation process in existing game scenarios relies on manual operations, resulting in high labor and time costs and inefficiency.

Method used

The game editing scene and scene component selection controls are displayed through the graphical user interface, and the target types and parameters of object elements are obtained. Based on this information, a scene component combination is generated to achieve automated component generation.

Benefits of technology

This greatly reduces component generation time and improves efficiency. Users can quickly generate diverse scenario components to meet personalized needs.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method and apparatus for generating a component in a game scene, a storage medium and an electronic device, relating to the technical field of computer graphics. The method comprises: displaying a graphical user interface provided by a game program that is running, and displaying on the graphical user interface a game editing scene to be edited and a plurality of scene component selection controls; acquiring an object element target type and an object element parameter which are set for at least one object element; according to the object element parameter, determining information of a scene component combination of the object element corresponding to the object element target type, the scene component combination comprising at least one scene component; and, on the basis of the information of the scene component combination, generating in the game editing scene a scene component in the scene component combination, so as to form a scene component combination corresponding to the target object. Thus, the scene component combination corresponding to the target object is quickly generated by means of setting the object element target type and the object element parameter, thereby improving the efficiency of component generation. (FIG. 4)
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Description

Component generation method, device, storage medium and electronic device in game scene

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to a Chinese patent application filed on June 15, 2023, with application number 202310713588.4, entitled “Component Generation Method, Device, Storage Medium and Electronic Device in Game Scenes,” the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of computer graphics technology, and in particular to a method for generating components in a game scene, a device for generating components in a game scene, a computer-readable storage medium, and an electronic device. Background Art

[0004] Game scenes are usually composed of a certain number of components (or models), each of which may be an object or a person in the game scene. Modeling and editing objects or people in the game scene is one of the main tasks in building a game scene.

[0005] Currently, modeling and editing in game scenes primarily relies on manual effort. For example, the process of generating a single component typically involves manually editing its shape, adjusting its size and position, and rendering its color and textures to ultimately generate the desired component. This approach is labor-intensive and time-consuming, resulting in low efficiency.

[0006] Summary of the Invention

[0007] The present disclosure provides a component generation method in a game scene, a component generation device in a game scene, a computer-readable storage medium, and an electronic device.

[0008] According to a first aspect of the present disclosure, a method for generating components in a game scene is provided, the method comprising: displaying a graphical user interface provided by running a game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, the scene component selection controls being used to respond to and generate corresponding scene components in the game editing scene according to an operation instruction; obtaining an object element target type and object element parameters set for at least one object element, wherein the object element is an element among a plurality of different object elements constituting a target object, the object element includes at least one object element type, the object element target type is a type among the at least one object element type, and object elements corresponding to different object element types have different style forms; determining information on a scene component combination of the object element corresponding to the object element target type according to the object element parameters, wherein the scene component combination includes at least one scene component; generating scene components in the scene component combination in the game editing scene based on the information on the scene component combination, to form a scene component combination corresponding to the target object.

[0009] According to a second aspect of the present disclosure, a device for generating components in a game scene is provided, the device comprising: a graphical user interface processing module configured to display a graphical user interface provided by running a game program, wherein the graphical user interface displays a game editing scene to be edited and a plurality of scene component selection controls, the scene component selection controls being used to respond to and generate corresponding scene components in the game editing scene according to an operation instruction; an information acquisition module configured to acquire an object element target type and object element parameters set for at least one object element, wherein the object element is an element among a plurality of different object elements constituting a target object, the object element includes at least one object element type, the object element target type is a type among the at least one object element type, and object elements corresponding to different object element types have different style forms; a scene component combination determination module configured to determine, based on the object element parameters, information about a scene component combination of the object element corresponding to the object element target type, wherein the scene component combination includes at least one scene component; and a component generation module configured to generate, in the game editing scene, scene components in the scene component combination based on the information about the scene component combination, to form a scene component combination corresponding to the target object.

[0010] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the component generation method in the game scene of the first aspect and its possible implementation methods are implemented.

[0011] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the component generation method in the game scene of the above-mentioned first aspect and its possible implementation method by executing the executable instructions. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] FIG1 is a schematic diagram showing a game editing scene according to one exemplary embodiment of the present invention;

[0013] FIG2 is a schematic diagram showing a perspective for setting a game editing scene according to one of the exemplary embodiments;

[0014] FIG3A is a schematic diagram showing one of the viewing angles of this exemplary embodiment;

[0015] FIG3B is a schematic diagram showing one of the game perspectives of this exemplary embodiment;

[0016] FIG4 shows a flowchart of a method for generating components in a game scene according to one exemplary embodiment;

[0017] FIG5 is a schematic diagram showing one of the steps of setting an object element target type and object element parameters according to one exemplary embodiment of the present invention;

[0018] FIG6 shows a flowchart of determining information of a scene component according to one exemplary embodiment;

[0019] FIG7 is a schematic diagram showing a generation queue according to one of the exemplary embodiments;

[0020] FIG8 is a schematic diagram showing a generated partial scene component according to one of the exemplary embodiments;

[0021] FIG9 is a schematic diagram showing all scene components generated according to one of the exemplary embodiments;

[0022] FIG10 is a schematic diagram showing one embodiment of the present exemplary embodiment of moving a scene component combination;

[0023] FIG11 is a schematic diagram showing scaling of a scene component combination according to one of the exemplary embodiments;

[0024] FIG12 is a schematic diagram showing one embodiment of rotating a scene component combination;

[0025] FIG13 shows a system architecture diagram of an operating environment according to one exemplary embodiment of the present invention;

[0026] FIG14 is a schematic structural diagram showing a component generation device in a game scene according to one of the exemplary embodiments;

[0027] FIG. 15 is a schematic structural diagram showing an electronic device according to one of the present exemplary embodiments. DETAILED DESCRIPTION

[0028] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0029] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.

[0030] Setting up a variety of components in a game scene can enrich the scene and enhance the player experience. However, this requires personnel to edit, color-match, and splice elements in the game scene to generate the desired components, which is time-consuming. Furthermore, each time a new component is needed, these operations must be performed manually, which is inefficient.

[0031] In view of the above problems, exemplary embodiments of the present disclosure provide a component generation method in a game scene, which can improve component generation efficiency.

[0032] In this exemplary embodiment, a graphical user interface (GUI) can be displayed by a terminal device. The terminal device can be a mobile phone, personal computer, tablet computer, smart wearable device, game console, etc., which has a display function and can display a GUI. The GUI may include a screen of the terminal device running an operating system, such as a desktop, system settings interface, application program interface, etc. When the terminal device runs a game program, the GUI may display a game editing scene provided by the running game program. The game program may be a main game program, which provides a game scene editing function (such as a game editor built into the game program). When the user uses this function, the game program can enter the game editing scene. Alternatively, the game program can be a game scene editing program associated with the main game program, such as a game editor that can run independently without relying on the main game program. The user can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. When the user uses the game program to edit a game scene, as shown in Figure 1, the GUI may display the game editing scene to be edited and multiple scene component selection controls. The game editing scene may include the scene background and generated components. The scene component selection controls may include controls such as "block component", "cylinder component", "semi-cylinder component", etc. When the user uses these controls to perform operations, such as when the user clicks the "block component" control, the corresponding block component can be generated in the game editing scene.

[0033] This exemplary embodiment supports players to customize and edit scenes. Therefore, the user in this article can refer to the game production staff (such as artists) of the game manufacturer, or the player.

[0034] In one embodiment, a virtual camera can be set up in the game editing scene. A virtual camera is a tool within the game program that simulates a real camera to capture the game scene. It can be set up anywhere in the game editing scene and capture the game scene from any perspective. In other words, the virtual camera can have any position within the game scene, and its position can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be set up in the game editing scene, and different virtual cameras can capture different game scene images.

[0035] As shown in Figure 2, the game editing scene can present two different perspectives: observation perspective and game perspective. The observation perspective refers to observing the game editing scene from a third-person perspective. As shown in Figure 3A, in the observation perspective, the user can directly control the virtual camera to move the perspective instead of controlling the game character in the game editing scene. The game perspective refers to observing the game editing scene from a first-person perspective. As shown in Figure 3B, in the game perspective, the user can control a game character in the game editing scene. The game character can be bound to the virtual camera, that is, the positional relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the focus of the virtual camera. When the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. In the observation perspective or game perspective, the game editing scene can be set with a virtual joystick, up or down controls, etc. The user can move the virtual camera or move the game character by operating these controls.

[0036] The game program provides multiple different scene components, as can be illustrated by the scene component selection control in Figure 1. Scene components are virtual models that make up the game scene and can be objects, people, or parts of objects or people. The scene components provided by the game program can include basic scene components and basic scene component combinations. Basic scene components refer to indivisible scene components and can be considered the smallest units that make up the game scene. For example, in a three-dimensional game scene, basic scene components can include block components, rectangular components, cylinder components, sphere components, etc. When a user edits a basic scene component, the information of the entire basic scene component is changed; it is not possible to change only the partial information of the basic scene component. A basic scene component combination is a scene component composed of multiple basic scene components. For example, a block component or a rectangular component can be combined with the circular surface of a cylinder component to form a roller-shaped scene mechanism, which is a combination of basic scene components.

[0037] In one embodiment, the game program may come with a plurality of different scene components, which may be pre-configured by artists and stored in the game program, so that players can conveniently use these scene components to edit scenes.

[0038] In one embodiment, players can pre-configure scene components. Players can create scene components not originally included in the game program by modeling them in the game scene editor or other editing interfaces. Player-configured scene components can include base scene components and base scene component combinations. For example, if a player configures a scene component as an indivisible whole, the scene component is considered a base scene component; otherwise, it is considered a base scene component combination. Player-configured scene components can be used only by the player or shared with other players.

[0039] When pre-configuring scene components, you can configure one or more of their information, such as size, position, orientation, color, texture, and shape. This allows users to directly access these configured information when using them in game editing scenes, making them very convenient and efficient. Of course, users can also adjust the configured information within a scene component, such as adjusting one or more of the above information, to better suit their needs and preferences.

[0040] FIG4 shows an exemplary process of a component generation method in a game scene, which may include the following steps S410 to S440:

[0041] Step S410: Displaying a graphical user interface provided by the running game program, wherein the graphical user interface displays a game editing scene to be edited and a plurality of scene component selection controls, wherein the scene component selection controls are used to generate corresponding scene components in the game editing scene in response to and according to an operation instruction;

[0042] Step S420: Obtaining an object element target type and object element parameters set for at least one object element, wherein an object element is an element among multiple different object elements constituting a target object, an object element includes at least one object element type, and an object element target type is a type among the at least one object element type. Object elements corresponding to different object element types have different style forms.

[0043] Step S430, determining information of a scene component combination of an object element corresponding to a target type of the object element according to the object element parameter, wherein the scene component combination includes at least one scene component;

[0044] Step S440: generating scene components in the scene component combination in the game editing scene based on the information of the scene component combination, to form a scene component combination corresponding to the target object.

[0045] Among them, the target object is the object that the user wants to model, such as flowers, trees, vehicles (vehicles, airplanes, etc.), rollers, buildings, etc. The scene component combination has a corresponding relationship with the target object. This correspondence can be reflected in that the scene component combination has the appearance of the target object, or it can be reflected in that the scene component combination is a virtual model ultimately generated in response to the instructions for setting the object element target type and object element parameters of the object element in the target object, that is, the scene component combination is the result of modeling the target object. The scene component combination is a combined virtual model formed by multiple scene components, and the scene component combination itself can be regarded as a model in the game scene.

[0046] The method shown in Figure 4 , on the one hand, provides a solution for quickly generating a scene component combination corresponding to a target object by setting the object element's target type and object element parameters. This eliminates the need for manual editing by the user, significantly reducing labor and time costs and improving component generation efficiency. Furthermore, users can set the object element target type and object element parameters for at least one object element within the target object based on their needs and preferences to control the shape, color, size, and other information of the resulting scene component combination. This allows for diverse modeling within game scenes and meets the user's personalized needs.

[0047] Each step in FIG4 is described in detail below.

[0048] Referring to Figure 4, in step S410, the graphical user interface provided by the running game program is displayed, and the game editing scene to be edited and multiple scene component selection controls are displayed in the graphical user interface. The scene component selection controls are used to respond and generate corresponding scene components in the game editing scene according to operation instructions.

[0049] The game editing scene to be edited can be a newly created game editing scene or a stored game editing scene. The scene component selection control can be as shown in Figure 1, but is not limited to the scene component types shown in Figure 1. When the user operates the scene component selection control, the corresponding scene component can be generated in the game editing scene. As shown in Figure 1, the user can press and hold the "block component" control and drag it to the game editing scene to generate the corresponding block component in the game editing scene. Then, the user can also edit and adjust the size, position, direction, color, texture, shape, etc. of the block component.

[0050] Continuing with reference to Figure 4, in step S420, the object element target type and object element parameters set for at least one object element are obtained, wherein the object element is an element among multiple different object elements that constitute the target object, the object element includes at least one object element type, the object element target type is a type among at least one object element type, and the object elements corresponding to different object element types have different style forms.

[0051] The target object is usually composed of multiple different object elements. For example, a flower is composed of petals, stamens, stems, and leaves; a tree is composed of trunks, branches, and leaves; and a vehicle is composed of bodies and wheels.

[0052] An object element can include at least one object element type, with different object element types corresponding to different object element styles and forms. As shown in FIG5 , petals include four petal types (i.e., object element types), with different petal types corresponding to different petal styles and forms. For example, FIG5 shows that the four petal types are circular, elliptical, diamond-shaped, and elongated. FIG5 also shows that stamens include four stamen types (i.e., object element types), with different stamen types corresponding to different stamen types also having different stamen styles and forms. The object element types of an object element can be preconfigured by the game program. For example, an artist can preconfigure multiple object element types for an object element and store the object element type information. Alternatively, the player can preconfigure the object element type and store the object element type information. That is, the game program can support players customizing object element type information and storing this information as reusable information. For example, the four petal types in FIG5 can be player-preconfigured petal types. When modeling or editing a component, the player can select an object element target type from the preconfigured object element types. The game program then uses the object element target type information to perform modeling, which is very convenient.

[0053] Object element parameters are quantitative information that characterize one or more attributes of an object element. These can include, for example, color, size, structural parameters, and morphological parameters. Figure 5 illustrates the object element parameters for two object elements, petals and stamens, such as petal color, stamen color, petal angle (degrees), number of petal layers, and number of petals per layer. By setting object element parameters, you can control the shape, structure, color, size, and other information of the subsequently generated scene component combinations to achieve the desired effect.

[0054] In one embodiment, obtaining the object element target type and object element parameters set for at least one object element may include the following steps:

[0055] For the object element to be set, a plurality of pre-configured object element types are provided, and an object element type selected from the plurality of pre-configured object element types is determined as the object element target type of the object element to be set; the object element to be set is an object element among the at least one object element mentioned above;

[0056] A parameter setting control is provided for the object element to be set, and the object element parameters of the object element to be set are determined according to the user's operation on the parameter setting control.

[0057] As an example, with reference to Figure 5, taking petals as the object element to be set, a variety of pre-configured petal types can be provided in the editing interface, from which the user can select a petal type and use it as the petal's object element target type (i.e., target petal type). In addition, the editing interface can also provide one or more parameter setting controls for petals, such as the petal color setting control and the petal angle setting control in Figure 5. The user can operate these controls to set the desired object element parameters (i.e., petal parameters). As a result, the relevant setting contents of the object element target type and object element parameters are presented in a visual manner, making it convenient for the user to perform setting operations.

[0058] In one embodiment, the object element target type and object element parameters may also be automatically set by the game program. For example, the game program may determine the object element target type and object element parameters based on the type or style of the game scene and information about the components generated in the game scene.

[0059] Continuing to refer to FIG. 4 , in step S430 , information of a scene component combination of an object element corresponding to the object element target type is determined according to the object element parameters, wherein the scene component combination includes at least one scene component.

[0060] In this exemplary embodiment, the target object is decomposed into object elements, and the modeling of the target object can be decomposed into the modeling of each object element. When modeling the object elements, the object elements can be mapped to a scene component combination, and the scene component combination is composed of one or more scene components, which can be basic scene components or basic scene component combinations. For example, all the petals in a flower are an object element, which includes petals, each petal is a part of the object element, and basic scene components such as circle, ellipse, diamond, and long strip can be used as the model of each petal. The scene component combination of the petal object element is composed of the basic scene components corresponding to each petal.

[0061] The information of the scene component combination that can be determined according to the object element parameters may include which scene components the scene component combination is composed of, the color, size, position, etc. of the scene component combination.

[0062] In one embodiment, referring to FIG6 , the above-mentioned determination of the scene component combination information of the object element corresponding to the object element target type according to the object element parameters may include the following steps S610 and S620:

[0063] Step S610, determining a scene component in a scene component combination of an object element corresponding to the object element target type according to pre-configured information of the object element target type;

[0064] Step S620: determining the scene component combination information according to the object element parameters, and determining the scene component information according to the scene component combination information.

[0065] As described above, the scene component combination of an object element is composed of scene components. For different object element types, the appearance or structure of the scene component combination of the corresponding object elements is also different, and the types of scene components in the scene component combination are also different. As shown in the above-mentioned Figure 5, the petals corresponding to the first petal type can be composed of circular components, and the petals corresponding to the second petal type can be composed of elliptical components. In this exemplary embodiment, the scene component composition information in the corresponding scene component combination can be pre-configured for one or more object element types. In this way, after setting the object element target type for the object element, the pre-configured information can be called to determine which scene components the scene component combination of the object element corresponding to the object element target type is composed of, and the number, positional relationship, etc. of the scene components in the scene component combination can also be determined.

[0066] The scene component combination information is determined based on the object element parameters. Since the scene components within the scene component combination have already been determined, the scene component information can be further determined based on the scene component combination information. Subsequently, scene components can be generated within the game editing scene based on the scene component information. Compared to scene component combination information, scene component information is specific to each scene component, making it easier for game programs to generate scene components based on the scene component information, thereby improving the processing efficiency of the generation process.

[0067] In one embodiment, the object element parameter includes the first parameter of the object element. The above-mentioned determination of the scene component combination information of the object element corresponding to the object element target type according to the object element parameter may include the following steps:

[0068] An intermediate parameter of the object element is determined according to the first parameter of the object element, and information of a scene component combination of the object element corresponding to the target type of the object element is determined according to the intermediate parameter of the object element.

[0069] The parameter type of the first parameter of the object element is different from the parameter type in the scene component combination information, while the parameter type of the intermediate parameter of the object element is the same as the parameter type in the scene component combination information. In other words, the first parameter of the object element is a parameter that cannot be directly mapped to the scene component combination information and needs to be processed through rules or machine learning to obtain the intermediate parameter of the object element. The intermediate parameter of the object element is a parameter that can be directly mapped to the scene component combination information.

[0070] For example, the first parameter of the object element may include the object element structure parameter and the object element morphological parameter. For example, referring to FIG5 above, among the object element parameters of the petals, the number of petal layers and the number of petals per layer are the object element structure parameters, which can characterize the structure of the petals, and the petal angle is the object element morphological parameter, which can characterize the morphology of the petals. The intermediate parameters of the object element may include the object element position parameter and the object element posture parameter. The above-mentioned determination of the intermediate parameters of the object element based on the first parameter of the object element and determination of the information of the scene component combination of the object element corresponding to the target type of the object element based on the intermediate parameters of the object element may include the following steps:

[0071] Determine the object element position parameters and the object element posture parameters according to the object element structure parameters and the object element morphology parameters;

[0072] The position information and posture information of the scene component combination are determined according to the object element position parameters and the object element posture parameters.

[0073] Among them, based on the object element structural parameters and object element morphological parameters, the positional relationship and orientation of each part of the object element can be determined, thereby obtaining the object element position parameters and object element posture parameters. Further, based on the object element position parameters and object element posture parameters, the position information and posture information of the scene component combination can be determined. For example, the object element position parameters and object element posture parameters can be used as the position information and posture information of the scene component combination, or the position information and posture information of each scene component in the scene component combination can be calculated.

[0074] Since position information and posture information are not very intuitive, it is difficult for users to understand the specific effects of position information and posture information, and it is not easy to directly set the position information and posture information. However, structural parameters and morphological parameters are relatively intuitive information, and users can easily set them to appropriate parameter values. Based on the convenience of users setting object element parameters, this exemplary embodiment calculates the object element structural parameters and object element morphology set by the user through the object element intermediate parameters (i.e., object element position parameters and object element posture parameters), and finally determines the position information and posture information of the scene component combination, so as to accurately obtain the position and posture information required for modeling.

[0075] Using the intermediate parameters of the object element as the intermediary, the first parameter of the object element is mapped to the information of the scene component combination. In this way, when setting the parameter type of the object element parameter, there is no need to consider whether the parameter type is the same as the parameter type in the information of the scene component combination. This allows the setting of the object element parameters to have a greater range and flexibility. Users can set more types of object element parameters, which is conducive to improving the diversity of component generation and the convenience of users editing game scenes.

[0076] In one embodiment, the object element parameter includes the object element second parameter. The above-mentioned determination of the scene component combination information of the object element corresponding to the object element target type according to the object element parameter may include the following steps:

[0077] The information of the scene component combination of the object element corresponding to the target type of the object element is determined according to the second parameter of the object element.

[0078] Among them, the parameter type of the second parameter of the object element is the same as the parameter type in the information of the scene component combination. In other words, the second parameter of the object element is a parameter that can be directly mapped to the information of the scene component combination. For example, the second parameter of the object element may include the color and size parameters of the object element. These parameters can be directly used as the color and size in the information of the scene component combination, or the color and size in the information of the scene component combination can be obtained through simple mapping. Therefore, there is no need to calculate the intermediate parameters of the object element, and the information of the scene component combination can be directly determined based on the second parameter of the object element. The calculation process is very simple.

[0079] In one embodiment, a resource quantization parameter of a scene component combination may be set. The resource quantization parameter characterizes the amount of game resources used by the scene component combination, and may be quantified by the number of game resources, or by the amount of data, memory, etc. of the game resources. The resource quantization parameter may be an exact numerical value or a numerical range. If the resource quantization parameter is a numerical range, it indicates that the quantized value of the game resources used by the scene component combination should be within the numerical range. Exemplarily, the resource quantization parameter may include the number of scene components of the scene component combination, which may be a numerical value or a numerical range, indicating the number or numerical range of scene components contained in the scene component combination. The user may set the resource quantization parameter for the scene component combination. Referring to FIG5 above, the maximum number of scene components of the scene component combination (i.e., the maximum occupancy value in FIG5 ) may be set to 10,000, indicating that the number of scene components contained in the scene component combination does not exceed 10,000. Alternatively, the user can set resource quantification parameters for the current game scene to be edited, indicating the amount of game resources used by the game scene, and then determine the resource quantification parameters of the scene component combination based on the resource quantification parameters of the game scene, such as subtracting the resource quantification parameters of other generated models from the resource quantification parameters of the game scene to obtain the resource quantification parameters of the scene component combination, or multiplying the resource quantification parameters of the game scene by a certain ratio (expressed as the resource ratio allocated to the scene component combination) to obtain the resource quantification parameters of the scene component combination. Of course, the resource quantification parameters of the scene component combination can also be automatically determined by the game program, such as calculating the resource quantification parameters of the scene component combination based on the user's permissions, the amount of cached data of the game level, the resource status of the terminal device (such as the remaining memory), etc., or first calculating the resource quantification parameters of the game scene, and then calculating the resource quantification parameters of the scene component combination based on the resource quantification parameters of the game scene.

[0080] Generally, a larger resource quantization parameter indicates that a scene component combination is allowed to use more game resources, that is, a scene component combination is allowed to contain more scene components, making the scene component combination more refined. Therefore, in one embodiment, the number of scene components in a scene component combination can be determined based on the resource quantization parameter.

[0081] In one embodiment, the target object may be a flower. Object elements may include one or more of petals, stamens, flower stems, and leaves. The following uses a flower as an example to illustrate how to determine scene component combination information when a user wants to generate a flower component.

[0082] In one embodiment, the at least one object element includes a petal, the object element target type includes a target petal type, such as the petal type selected by the user from the four petal types in FIG. 5 , and the object element parameters include petal parameters, such as the petal color and petal angle set by the user in FIG. Determining the scene component combination information of the object element corresponding to the object element target type based on the object element parameters may include the following steps:

[0083] The information of the scene component combination of the petals corresponding to the target petal type is determined according to the petal parameters.

[0084] For example, if the user selects the first petal type as the target petal type, information on the scene component combination of the circular stamen corresponding to the target petal type can be determined based on the petal parameters.

[0085] In one embodiment, referring to FIG5 , the petal parameters may include the petal angle, the number of petal layers, and the number of petals per layer. The above-mentioned determination of the scene component combination information of the petals corresponding to the target petal type based on the petal parameters may include the following steps:

[0086] The number of petals of the petal corresponding to the target petal type is determined based on the number of petal layers and the number of petals per layer. For example, the number of petal layers and the number of petals per layer may be multiplied to obtain the total number of petals.

[0087] The position of each petal layer for the target petal type is determined based on the number of petals per layer. Generally, each layer of petals is adaptively arranged by rotating it around its center, resulting in a fuller and more even appearance. The more petals per layer, the denser the arrangement. The position of each petal layer can be determined based on the number of petals per layer. For example, if the number of petals per layer is p, the petals are arranged at an angle interval of 360 degrees / p, and the position of each petal within each layer is determined.

[0088] The petal posture of the petals corresponding to the target petal type is determined based on the petal opening angle and the target petal type. The petal opening angle can represent the angle between a petal and the central axis, or the angle between two symmetrical petals. It can be used to determine the angle between a petal and a horizontal plane (such as the xz plane). Based on the target petal type, the petal angle can be adjusted to avoid obvious interpenetration between petals of different layers. Thus, combining the petal opening angle and the target petal type, the petal posture can be determined.

[0089] The number of scene components in the scene component combination, as well as the position and posture of the scene components, are determined based on the number of petals, the position of each layer of petals, and the posture of the petals. For example, if the model of each petal is composed of one scene component, then the number of scene components can be determined to be equal to the number of petals, and the position and posture of each scene component are equivalent to the position and posture of each petal. If the model of each petal is composed of multiple scene components, then the number of scene components can be determined to be equal to the number of petals multiplied by the number of scene components corresponding to each petal. In each petal, based on the structure and positional relationship of the petal components composed of multiple scene components, the position and posture of each petal are further decomposed and calculated to obtain the position and posture of each scene component.

[0090] Through the above method, the information of the scene components can be accurately calculated according to the parameters set by the user, such as the petal angle, number of petal layers, number of petals per layer, etc. The calculation process is simple, which is conducive to further improving processing efficiency.

[0091] In one embodiment, the petal parameters may include petal color. The above-mentioned determination of the scene component combination information of the petals corresponding to the target petal type according to the petal parameters may include the following steps:

[0092] The color of the scene component combination of the petals corresponding to the target petal type is determined according to the petal color.

[0093] For example, the color of the petals can be used as the color of the scene component combination of the petals. Alternatively, when the game program has restrictions on the colors of scene components or scene component combinations, such as limiting the colors of scene components or scene component combinations to a few preset colors, the color of the petals can be mapped to the closest preset color, and the preset color can be used as the color of the scene component combination of the petals.

[0094] In one embodiment, the at least one object element may further include a stamen, the object element target type may further include a target stamen type, such as the stamen type selected by the user from the four stamen types in FIG. 5 , and the object element parameters may further include stamen parameters, such as the stamen color in FIG. 5 . Determining the scene component combination information of the object element corresponding to the object element target type based on the object element parameters may further include the following steps:

[0095] The information of the scene component combination of the pistil corresponding to the target pistil type is determined according to the pistil parameters.

[0096] For example, if the user selects the first stamen type as the target petal type, the information of the scene component combination of the cylindrical and hemispherical combined stamen corresponding to the target petal type can be determined according to the stamen parameters.

[0097] In one embodiment, the stamen parameters may include stamen color. The above-mentioned determination of the information of the stamen scene component combination corresponding to the target stamen type according to the stamen parameters may include the following steps:

[0098] The color of the scene component combination of the stamen corresponding to the target stamen type is determined according to the stamen color.

[0099] For example, the pistil color can be used as the color of the pistil scene component combination. Alternatively, if the game program has restrictions on the colors of scene components or scene component combinations, such as limiting the colors of scene components or scene component combinations to a few preset colors, the pistil color can be mapped to the closest preset color, and the preset color can be used as the color of the pistil scene component combination.

[0100] In one embodiment, the petal parameter may include the number of petal layers. The above-mentioned determination of the scene component combination information of the object element corresponding to the object element target type according to the object element parameter may also include the following steps:

[0101] Determine the stamen size of the target stamen type according to the number of petal layers;

[0102] The size of the scene component combination of the stamen corresponding to the target stamen type is determined according to the stamen size.

[0103] Generally, the more petal layers there are, the larger the stamen size (such as stamen height) is in order to fit the stamens well with the petals. The two are positively correlated, so the stamen size can be determined according to the number of petal layers. Of course, when determining the stamen size, the information of the target stamen type can also be combined to adjust the stamen size according to the target stamen type. Furthermore, the size of the scene component combination of the stamen can be determined based on the stamen size. For example, the stamen size can be used as the total size of the scene component combination, and the size of each scene component in the scene component combination can also be calculated. In this way, the size information of the scene component combination of the stamen can be accurately obtained.

[0104] In one embodiment, the at least one object element may further include a flower diameter. In the scene component combination, the central axis of the petal component corresponding to the petals is collinear with the central axis of the flower diameter component corresponding to the flower diameter, and the central axis of the stamen component corresponding to the stamen is collinear with the central axis of the flower diameter component. The flower diameter is generally a cylindrical or quasi-cylindrical shape with a smaller cross-section, and its central axis is an axis passing through the center points of the upper and lower cross-sections. The central axis of the petal component may be the rotation axis of each petal rotationally arranged. The central axis of the stamen component may be an axis passing through the center points of the upper and lower cross-sections of the stamen. These three central axes may be collinear, so that the entire flower has a circular structure along the central axis, which is more beautiful on the one hand and convenient for calculating the positions of various parts of the flower on the other hand.

[0105] In one embodiment, a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene. Before generating scene components in the scene component combination in the game editing scene based on the information of the scene component combination, the component generation method may further include the following steps:

[0106] Determine the position of the flower path component according to the position of the virtual camera;

[0107] Determine the position of the petal component in the game editing scene based on the relative position of the petal component to the flower path component and the position of the flower path component;

[0108] The position of the pistil component in the game editing scene is determined based on the relative position of the pistil component to the flower diameter component and the position of the flower diameter component.

[0109] For example, the bottom endpoint or center point of the flower path component can be used as the reference point of the entire scene component combination. According to the position of the virtual camera, the reference point position can be determined on the optical axis of the virtual camera, and the direction of the flower path component can be determined, such as vertically upward in the current picture or at a certain angle to the plane of the current picture, so that the subsequent scene component combination has a three-dimensional sense. Since the petal component and the flower path component have a positional relationship in which the central axis is collinear, the relative position of the petal component relative to the flower path component can be obtained. After determining the position of the flower path component, the relative position is superimposed on the position of the flower path component to obtain the position of the petal component in the game editing scene. The position of the stamen component in the game editing scene can be obtained in the same way. In this way, the accurate position of different scene component combinations in the scene component combination can be conveniently determined.

[0110] Continuing to refer to FIG. 4 , in step S440 , scene components in the scene component combination are generated in the game editing scene based on the information of the scene component combination to form a scene component combination corresponding to the target object.

[0111] The process of generating a scene component may include: generating a scene component object, which may be a collection of game resources, scene component information (such as related parameters), and related code of the scene component; loading the scene component object in the game editing scene, which may be rendered as the scene component. After generating the scene components of all object elements of the target object, all the scene components form a scene component combination.

[0112] In one embodiment, generating scene components in a scene component combination in a game editing scene based on the information of the scene component combination to form a scene component combination corresponding to a target object may include the following steps:

[0113] Add the generation task of the scene component combination to the generation queue;

[0114] When the task of generating a scene component combination is executed, the scene components in the scene component combination are generated in the game editing scene based on the information of the scene component combination to form a scene component combination corresponding to the target object.

[0115] Wherein, the generation queue can refer to FIG7 , and can include one or more generation tasks. These tasks can be generation tasks of scene component combinations (such as flowers) or generation tasks of other models. In the generation queue, each generation task can be arranged according to the establishment time of each generation task or the time of adding it to the generation queue, and executed in the order of arrangement. Of course, the user can also specify or adjust the arrangement order or execution order of each generation task. For example, the user can input an instruction to prioritize execution for a certain generation task, and the game program can advance the execution order of the generation task, such as setting it as the next task. The status of each generation task can also be displayed in the generation queue, such as waiting, executing, completed, etc. According to the execution order in the generation queue, when the generation task of the scene component combination is executed, step S440 can be executed. This can ensure that each component in the game scene can be generated in an orderly manner. Even if the user frequently inputs the instruction to generate components in a short period of time, the game program can avoid loading too much content and causing lag. In addition, displaying the relevant information of the generation task in the generation queue realizes the visualization of the background processing process of component generation, which is conducive to user perception.

[0116] As shown in Figure 7, the generation queue can display the generation time or completion time of each task, as well as the resource quantization parameters of the components in each task, such as the resource quantization parameter of the first pixel text is 4000. The user can delete a task by operating the delete control (the control with the trash can icon in the figure), or trigger the display of the generation process of the corresponding component by operating the "Generate to Scene" control.

[0117] In one embodiment, a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene. The above-mentioned generation of scene components in the scene component combination in the game editing scene based on the information of the scene component combination may include the following steps:

[0118] Within the field of view of the virtual camera, scene components in the scene component combination are generated based on information of the scene component combination.

[0119] When scene components are generated, they can be rendered simultaneously, and the generation location of the scene components is placed within the field of view of the virtual camera so that the user can see the generation of the scene components.

[0120] In one embodiment, generating the scene components in the scene component combination based on the information of the scene component combination within the field of view of the virtual camera may include the following steps:

[0121] At a position within the field of view of the virtual camera and at a preset distance from the virtual camera, scene components in the scene component combination are generated based on information about the scene component combination.

[0122] The preset distance can be determined based on experience or the size of the game scene, the size of the scene component assembly, etc. For example, the width and height of the scene component assembly do not exceed 20 meters, and the preset distance can be 50 meters. This allows the entire scene component assembly to be placed within the field of view of the virtual camera, and its size in the field of view is appropriate, neither occupying the entire screen nor appearing too small.

[0123] In one embodiment, the above-mentioned step of generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination may include the following steps:

[0124] Determining a generation order for different scene components, wherein the generation order of at least some of the scene components is different from the generation order of other scene components;

[0125] Based on the information of the scene component combination and in accordance with the generation order of the scene components, the scene components in the scene component combination are generated in the game editing scene.

[0126] Among them, the generation order of all scene components is not exactly the same, that is, all scene components have a certain order of generation and are not generated at the same time. The generation order of different scene components can be randomly determined based on the processing power of the game program. For example, when generating scene components, the game program can run M threads responsible for generation in parallel, so that M scene components can be generated at the same time. The various scene components can be divided into groups of M, and the same generation order can be set for each group. Alternatively, the scene components can be divided into M sets, and the generation order of the scene components in each set can be set in the order of 1, 2, 3, ...

[0127] When the generation order of scene components is determined, each scene component can be gradually generated according to the generation order, so that the generation process of scene components is more orderly and the game program is prevented from loading too much data at one time.

[0128] In one embodiment, the above-mentioned step of generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination and in accordance with the generation order of the scene components may include the following steps:

[0129] In the current field of view, information based on the scene component combination is dynamically displayed, and the process of generating scene components in the scene component combination in the game editing scene is carried out according to the generation order of the scene components; wherein the current field of view is a picture formed by shooting the game editing scene through a virtual camera set in the game editing scene.

[0130] As shown in Figures 8 and 9, the generation process of scene components can be dynamically displayed in the current field of view. For example, at the beginning, a screen without any generated scene components is displayed. The screen may only contain the background of the game editing scene, or other generated components; then, the generated scene components are gradually displayed. Figure 8 shows a screen with some scene components generated, which now forms part of a flower; finally, when all scene components have been generated, a complete scene component combination is formed. As shown in Figure 9, the scene component combination is in the form of a complete flower. In this way, users can watch the entire generation process, avoid meaningless waiting during the generation process, and have a stronger perception of the generation process, resulting in a better user experience.

[0131] In one embodiment, the process of dynamically displaying information based on the scene component combination within the current field of view and generating the scene components in the scene component combination in the game editing scene according to the generation order of the scene components may include the following steps:

[0132] In response to the field of view adjustment instruction, control and adjust at least one of the following information of the virtual camera: position, direction, focal length, and field of view angle;

[0133] The game editing scene is captured according to the adjusted virtual camera to form an adjusted field of view;

[0134] In the adjusted field of view, information based on the scene component combination is dynamically displayed, and the process of generating the scene components in the scene component combination in the game editing scene is carried out according to the generation order of the scene components.

[0135] The generation location of scene components is fixed within the game editing scene. During the generation process, the field of view can be adjusted using field of view adjustment commands. Specifically, when a field of view adjustment command is generated, the game program can control the virtual camera to adjust the field of view, displaying the scene component generation process with the adjusted field of view, allowing users to view the generation process from different perspectives.

[0136] The field of view adjustment instruction can be an instruction input by the user, or it can be an instruction automatically implemented by the game program. For example, during the generation process of the scene component, the user can adjust the field of view of the virtual camera, including moving the virtual camera position, rotating the virtual camera to change its field of view direction, adjusting the focal length or field of view of the virtual camera to change the center position of the field of view or the size of the field of view, etc. If the user wants to observe a certain scene component up close, the virtual camera can be moved to a position closer to the scene component. Alternatively, the game program can automatically adjust the virtual camera according to pre-set logic, such as controlling the virtual camera to rotate around the scene component to achieve a 360-degree dynamic display effect of viewing the scene component. In this way, the display effect of the dynamic display generation process can be enriched, further enhancing the user experience.

[0137] In one embodiment, in the process of dynamically displaying information based on the scene component combination within the current field of view, and generating the scene components in the scene component combination in the game editing scene according to the generation order of the scene components, the component generation method may further include the following steps:

[0138] Lock the operation of adding or editing components in the game editing scene to prohibit adding or editing components in the game editing scene.

[0139] Among them, the operation of adding a component refers to the operation of adding a new component in the game editing scene, and the operation of editing a component refers to the operation of editing an existing component in the game editing scene. These two types of operations can be locked during the generation process of the scene component, that is, components cannot be added or edited. For example, the control for adding a component or editing a component can be set to an inoperable state, such as being displayed in gray, or adding a prohibition icon to the control, so that the user cannot click on the control, etc., or the control can be hidden so that the user cannot operate it. Alternatively, the shape of the control can remain unchanged, and when the user adds a component or edits a component, the game program will not execute it. For example, the operation information can be discarded, or a related prompt can be displayed, such as "This operation cannot be performed at the moment".

[0140] By locking the above two operations, on the one hand, it is possible to prevent the information or information updates generated by adding or editing components from conflicting with the scene components being generated. For example, when adding or editing components, the user may occupy the position of the scene component being generated. Locking both operations can prevent this from happening. On the other hand, if the generation of scene components and the addition or editing of components are performed simultaneously, the game program may load too much data at the same time, which may cause the processing task to be too heavy and may cause lag. Locking both operations allows the game program to focus on the task of generating scene components, which can ensure the smoothness of the generation process.

[0141] In one embodiment, after the generation of the scene component combination is completed, the locks on the two operations can be released.

[0142] In one embodiment, the information of the scene component combination may include at least one of the following: size, position, direction, color, texture, and shape. The scene components in the scene component combination generated in the game editing scene based on the information of the scene component combination include:

[0143] Calling corresponding editing instructions according to the information of the scene component combination, wherein the editing instructions are instructions provided in advance by the game program;

[0144] According to the above editing instructions, the scene components in the scene component combination are generated in the game editing scene.

[0145] Among them, after determining the information of the scene component combination, it is necessary to assign the information of the scene component combination to the scene component. This process can be achieved by calling the editing instruction.

[0146] Editing instructions may include but are not limited to: scaling instructions for adjusting the size of a scene component combination; moving instructions for changing the position of a scene component combination; rotation instructions for changing the direction of a scene component combination; color editing instructions for adjusting the color of a scene component combination; texture editing instructions for adjusting the texture of a scene component combination; form adjustment instructions for adjusting the form of a scene component combination, such as adjusting the scene component combination to a static form, or a dynamic form with automatically changing transparency, or a dynamic form that periodically disappears and appears, or a rotating dynamic form, etc.

[0147] The editing instructions can be open to the user, that is, the user can implement one or more of the above-mentioned editing instructions through manual operation. If the user generates scene components through manual editing instructions, a large amount of manual operation is required. In this exemplary embodiment, the game program can automatically call the required editing instructions and execute them based on the information of the scene component combination to quickly achieve component generation. Moreover, the editing instructions manually operated by the user and the editing instructions automatically executed by the game program can come from the same instruction set. In this way, there is no need to set up two sets of instruction sets for the user's manual operation and the game program's automatic operation, which is conducive to reducing overhead.

[0148] In this exemplary embodiment, after setting the object element target type and object element parameters, it typically takes only a few seconds to tens of seconds (depending on the performance of the terminal device or server, resource allocation, etc.) to generate the corresponding scene component combination, while manual modeling typically takes several hours. This shows that this exemplary embodiment can significantly reduce component generation time and improve component generation efficiency.

[0149] After forming a scene component combination corresponding to the target text, you can perform overall operations on the scene component combination, such as moving, scaling, rotating, etc. The following describes the three operations respectively:

[0150] Move Operation

[0151] In one embodiment, after forming a scene component combination corresponding to the target object, the component generation method may further include the following steps:

[0152] In response to a move operation on the scene component assembly, the position of the scene component assembly in the game editing scene is moved.

[0153] Among them, users can move the scene component combination as a whole, such as clicking, double-clicking, or long pressing any position or specific position in the scene component combination to select the entire scene component combination, and then move it to other positions in the game editing scene by dragging and other operations.

[0154] As shown in Figure 10, the three axes of the world coordinate system can be displayed in the game editing scene, namely the x-axis, y-axis, and z-axis, and the scene component combination can be controlled to move along any one or more axes. When moving, the projected position of the scene component combination can also be displayed on the three axes, such as by highlighting or displaying it in other colors, or as shown in Figure 10, displaying the coordinates on one or more axes, so that the user can see the position of the scene component combination in different directions, making it easier for the user to accurately move it to the target position.

[0155] Zoom operation

[0156] In one embodiment, after forming a scene component combination corresponding to the target object, the component generation method may further include the following steps:

[0157] In response to a scaling operation on the scene component composition, a size of the scene component composition is changed.

[0158] Among them, users can scale the scene component combination as a whole, such as single-clicking, double-clicking, or long pressing any position or specific position in the scene component combination to select the entire scene component combination, and then scale it to the desired size by spreading or pinching two fingers.

[0159] In one embodiment, as shown in FIG11 , the three axes of the reference coordinate system of the scene component assembly can be displayed in the game editing scene. To distinguish the three axes of the world coordinate system, the three axes of the reference coordinate system are denoted as the x' axis, the y' axis, and the z' axis. The above-mentioned change in size of the scene component assembly in response to a scaling operation on the scene component assembly may include the following steps:

[0160] If the scene component combination is set to three-axis scaling, then in response to the scaling operation, the size of the scene component combination is changed proportionally on the three axes;

[0161] If the scene component combination is set to plane scaling, the size of the scene component combination is changed within the preset plane in response to a scaling operation along the preset plane; the preset plane is a plane formed by two axes out of the three axes;

[0162] If the scene component assembly is set to single-axis scaling, then in response to a scaling operation along one of the three axes, the size of the scene component assembly is changed along that axis.

[0163] Among them, three-axis scaling, plane scaling (i.e., two-axis scaling), and single-axis scaling are three scaling methods set for scene component combinations. The scaling method can be set for the scene component combination separately, or the scaling method can be set for the game scene. Then all components in the game scene will use this scaling method.

[0164] In three-axis scaling, scaling along any axis will cause the scene component combination to scale proportionally on all three axes. For example, if the user reduces the size of the scene component combination by 1 / 2 along the x' axis, the size of the scene component combination on the y' and z' axes will also be reduced by 1 / 2. This three-axis proportional scaling method can improve the efficiency of user scaling operations, allowing users to achieve the desired scaling target by scaling on a single axis instead of performing scaling operations on different axes separately.

[0165] In the plane scaling mode, when the user scales along a preset plane formed by two axes (such as the x'-y' plane), the scene component combination will scale within the preset plane without changing the size on the third axis (such as the z' axis). Scaling within the preset plane can be proportional scaling on the two axes of the preset plane, or non-proportional scaling. For example, the user's scaling operation parameters can be mapped to the two axes of the preset plane and quantized into the scaling ratios on the two axes (the scaling ratios on the two axes can be different), thereby controlling the scaling of the scene component combination on the two axes.

[0166] It should be understood that a preset plane can be formed with any two axes, and the preset plane includes the x'-y' plane, the x'-z' plane, and the y'-z' plane, allowing the scene component combination to be scaled within any preset plane. The preset plane can also be formed with two fixed axes, such as setting the preset plane to be only the x'-y' plane, so that the scene component combination is only allowed to be scaled within the x'-y' plane, but not within the x'-z' plane and the y'-z' plane. In one embodiment, the plane perpendicular to the scene component combination can be used as the preset plane, and the scene component combination can be set to be able to scale within the preset plane, but not along the third axis (the axis perpendicular to the preset plane). This makes the scaling of the scene component combination more consistent with the positioning of the model itself.

[0167] In single-axis scaling, when the user scales along one axis, the scene component combination will only scale along that axis, without scaling along the other two axes. This scaling method is more flexible and can change the size ratio of the scene component combination along the three axes to achieve more diverse visual effects.

[0168] It should be noted that you can set a scene component combination to allow single-axis scaling on any axis. You can also set a scene component combination to only allow scaling on one or two specific axes. For example, if a scene component combination is set to only be able to scale on the x' and y' axes, scaling along the z' axis will not be possible. This allows you to set size restrictions for specific types of scene component combinations to achieve specific game scene editing purposes.

[0169] Rotation operation

[0170] In one embodiment, after forming a scene component combination corresponding to the target object, the component generation method may further include the following steps:

[0171] In response to a rotation operation on the scene component assembly, the scene component assembly is controlled to rotate.

[0172] Among them, the user can rotate the scene component combination as a whole, such as single-clicking, double-clicking, or long pressing any position or specific position in the scene component combination to select the entire scene component combination, and then controlling its rotation to the desired direction or angle through operations such as sliding along a specific trajectory.

[0173] In one embodiment, as shown in FIG12 , three arcs may be displayed in the game editing scene to indicate the rotation direction, which may be recorded as a yaw angle arc, a pitch angle arc, and a roll angle arc. The above-mentioned control of rotating the scene component assembly in response to the rotation operation of the scene component assembly may include the following steps:

[0174] In response to a rotation operation along any one of the three arcs, the scene component combination is controlled to rotate around the rotation axis with the normal of the plane where the arc is located as the rotation axis.

[0175] The rotation axis is perpendicular to the plane of the arc and can pass through the center point of the scene component assembly. For example, if the user rotates along the yaw angle arc, the z-axis passing through the center point of the scene component assembly can be used as the rotation axis to control the rotation of the scene component assembly around the rotation axis. During the rotation process, the positions of the three arcs can be maintained unchanged, or any one or more of the arcs can be rotated synchronously. By displaying the arcs, the user can be guided to rotate in the correct direction so that the desired direction or angle can be accurately rotated.

[0176] The above describes three overall operations. In addition, local operations can also be performed on scene component combinations. In one embodiment, after forming a scene component combination corresponding to the target text, the component generation method can also include the following steps:

[0177] In response to an editing instruction for any scene component in the scene component combination, at least one of the following information of the scene component is adjusted: size, position, direction, color, texture, and shape.

[0178] Among them, the user can edit a single scene component in the scene component combination, such as clicking, double-clicking or long pressing the scene component to be edited to select the scene component, and generating editing instructions through further manual operations to adjust the information of the scene component. For example, after selecting a scene component, its size can be changed by operations such as separating or closing two fingers, the scene component can be dragged to move its position, and it can be slid along a specific rotation trajectory to control the direction of the scene component to change. Another color, texture or form can be selected for the scene component in the interface of the game editing scene to change its color, texture or form. Thus, on the basis of generating a scene component combination, the user is allowed to flexibly edit and optimize the scene component so that the scene component combination can better meet the needs or preferences of the user.

[0179] In one embodiment, after forming a scene component combination corresponding to a target object, an associated game event can be set for the scene component combination. For example, a specific game plot can be triggered when a game character approaches the scene component combination, or the scene component combination can be hidden or removed when a specific game time is reached.

[0180] In one embodiment, after performing relevant operations for establishing or publishing a game scene through a terminal device (such as clicking the "Publish Map" control in Figure 2), game scene information corresponding to the game editing scene can be generated. The game scene information can be saved in a preset location, which can be a map file. The map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it can be uploaded to the server. After the server reviews and approves it, the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the downloaded game scene information through the game program, and then experience the game in the game scene. This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC (User Generated Content) function.

[0181] Figure 13 shows a system architecture diagram of the operating environment of this exemplary embodiment. This system architecture 1300 may include a terminal device 1310 and a server 1320. Server 1320 may be a backend system that provides game services, and may be a single server or a cluster of multiple servers. Terminal device 1310 and server 1320 may be connected via a wired or wireless link for data transmission and interaction. The component generation method in this exemplary embodiment may be executed entirely by terminal device 1310, or partially by terminal device 1310 and partially by server 1320. For example, after the user sets the object element target type and object element parameters on the terminal device 1310, the terminal device 1310 sends the object element target type and object element parameters to the server 1320. The server 1320 can process the object element target type, object element parameters, and related user instructions (such as instructions for generating components) through pre-configured logical rules or artificial intelligence engines, determine the information of the scene component combination of the object element corresponding to the object element target type, and return the information of the scene component combination to the terminal device 1310. The terminal device 1310 generates scene components based on this information and forms a scene component combination.

[0182] The exemplary embodiment of the present disclosure further provides a component generation device in a game scene. Referring to FIG14 , the component generation device 1400 in the game scene may include the following program modules:

[0183] The graphical user interface processing module 1410 is configured to execute and display a graphical user interface provided by the running game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, wherein the scene component selection controls are used to generate corresponding scene components in the game editing scene in response to and according to operation instructions;

[0184] Information acquisition module 1420 is configured to execute acquisition of an object element target type and object element parameters set for at least one object element, wherein an object element is an element among multiple different object elements constituting a target object, an object element includes at least one object element type, an object element target type is a type among the at least one object element type, and object elements corresponding to different object element types have different style forms;

[0185] The scene component combination determining module 1430 is configured to determine information of a scene component combination of an object element corresponding to a target type of the object element according to an object element parameter, wherein the scene component combination includes at least one scene component;

[0186] The component generation module 1440 is configured to generate scene components in the scene component combination in the game editing scene based on the information of the scene component combination, so as to form a scene component combination corresponding to the target object.

[0187] In one embodiment, the above-mentioned determination of the information of the scene component combination of the object element corresponding to the object element target type based on the object element parameters includes: determining the scene components in the scene component combination of the object element corresponding to the object element target type based on the pre-configured information of the object element target type; determining the information of the scene component combination based on the object element parameters, and determining the information of the scene component based on the information of the scene component combination; the above-mentioned generation of the scene components in the scene component combination in the game editing scene based on the information of the scene component combination includes: generating the scene components in the game editing scene based on the information of the scene components.

[0188] In one embodiment, the object element parameters include a first parameter of the object element; the above-mentioned information of the scene component combination of the object element corresponding to the target type of the object element determined according to the object element parameters includes: determining the object element intermediate parameter according to the object element first parameter, and determining the information of the scene component combination of the object element corresponding to the target type of the object element according to the object element intermediate parameter; wherein, the parameter type of the object element first parameter is different from the parameter type in the information of the scene component combination, and the parameter type of the object element intermediate parameter is the same as the parameter type in the information of the scene component combination.

[0189] In one embodiment, the first parameters of the object element include the object element structure parameters and the object element morphological parameters; the intermediate parameters of the object element include the object element position parameters and the object element posture parameters. The above-mentioned determination of the object element intermediate parameters based on the first parameters of the object element and determination of the scene component combination information of the object element corresponding to the object element target type based on the object element intermediate parameters include: determining the object element position parameters and the object element posture parameters based on the object element structure parameters and the object element morphological parameters; and determining the position information and posture information of the scene component combination based on the object element position parameters and the object element posture parameters.

[0190] In one embodiment, the object element parameter includes a second object element parameter. Determining, based on the object element parameter, the scene component combination information of the object element corresponding to the object element target type includes: determining, based on the second object element parameter, the scene component combination information of the object element corresponding to the object element target type; wherein the parameter type of the second object element parameter is the same as the parameter type in the scene component combination information.

[0191] In one embodiment, the above-mentioned acquisition of the object element target type and object element parameters set for at least one object element includes: providing a plurality of pre-configured object element types for the object element to be set, and determining the object element type selected from the plurality of pre-configured object element types as the object element target type of the object element to be set; the object element to be set is an object element among at least one object element; providing a parameter setting control for the object element to be set, and determining the object element parameters of the object element to be set according to the user's operation on the parameter setting control.

[0192] In one embodiment, the target object is a flower; the object elements include one or more of petals, stamens, flower stems, and leaves.

[0193] In one embodiment, the at least one object element comprises a petal; the object element target type comprises a target petal type; and the object element parameters comprise petal parameters. Determining, based on the object element parameters, information about the scene component combination of the object element corresponding to the object element target type includes determining, based on the petal parameters, information about the scene component combination of the petal corresponding to the target petal type.

[0194] In one embodiment, the petal parameters include the petal angle, the number of petal layers, and the number of petals per layer. The above-mentioned determination of information on the scene component combination of petals corresponding to the target petal type based on the petal parameters includes: determining the number of petals of the petals corresponding to the target petal type based on the number of petal layers and the number of petals per layer; determining the position of each petal layer of the petals corresponding to the target petal type based on the number of petals per layer; determining the petal posture of the petals corresponding to the target petal type based on the petal angle and the target petal type; and determining the number of scene components, the position, and the posture of the scene components in the scene component combination based on the number of petals, the position of each petal layer, and the posture of the petals.

[0195] In one embodiment, the petal parameters include petal colors. The step of determining information about the scene component combination of petals corresponding to the target petal type according to the petal parameters includes determining the color of the scene component combination of petals corresponding to the target petal type according to the petal colors.

[0196] In one embodiment, the at least one object element further comprises a pistil; the object element target type further comprises a target pistil type; and the object element parameters further comprise pistil parameters. The information for determining the scene component combination of the object element corresponding to the object element target type based on the object element parameters further comprises: information for determining the scene component combination of the pistil corresponding to the target pistil type based on the pistil parameters.

[0197] In one embodiment, the pistil parameters include pistil color. The above-mentioned determining the information of the pistil scene component combination corresponding to the target pistil type according to the pistil parameters includes: determining the color of the pistil scene component combination corresponding to the target pistil type according to the pistil color.

[0198] In one embodiment, the petal parameters include the number of petal layers. The information of determining the scene component combination of the object element corresponding to the target type of the object element based on the object element parameters further includes: determining the stamen size of the stamen corresponding to the target stamen type based on the number of petal layers; and determining the size of the scene component combination of the stamen corresponding to the target stamen type based on the stamen size.

[0199] In one embodiment, the at least one object element further includes a flower diameter; in the scene component combination, the central axis of the petal component corresponding to the petals is collinear with the central axis of the flower diameter component corresponding to the flower diameter, and the central axis of the stamen component corresponding to the stamen is collinear with the central axis of the flower diameter component.

[0200] In one embodiment, a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene. The scene component combination determination module 1430 is further configured to: determine the position of the flower diameter component according to the position of the virtual camera, determine the position of the petal component according to the relative position of the petal component relative to the flower diameter component and the position of the flower diameter component, and determine the position of the stamen component according to the relative position of the stamen component relative to the flower diameter component and the position of the flower diameter component, before the component generation module 1440 generates the scene components in the scene component combination in the game editing scene based on the information of the scene component combination and forms a scene component combination corresponding to the target object.

[0201] In one embodiment, the above-mentioned information based on the scene component combination generates the scene components in the scene component combination in the game editing scene to form a scene component combination corresponding to the target object, including: adding the generation task of the scene component combination to the generation queue; when the generation task of the scene component combination is executed, the scene components in the scene component combination are generated in the game editing scene based on the information of the scene component combination to form a scene component combination corresponding to the target object.

[0202] In one embodiment, a virtual camera is provided in the game editing scene for capturing and displaying the current screen of the game editing scene in real time. Generating scene components in the scene component combination in the game editing scene based on the information about the scene component combination includes: generating scene components in the scene component combination within the field of view of the virtual camera based on the information about the scene component combination.

[0203] In one embodiment, the above-mentioned generation of scene components in the scene component combination in the game editing scene based on the information of the scene component combination includes: determining the generation order of different scene components, wherein the generation order of at least some scene components is different from the generation order of other scene components; based on the information of the scene component combination and in accordance with the generation order of the scene components, generating the scene components in the scene component combination in the game editing scene.

[0204] In one embodiment, the above-mentioned process of generating scene components in the scene component combination in the game editing scene based on the information of the scene component combination and in accordance with the generation order of the scene components includes: dynamically displaying the information based on the scene component combination in the current field of view screen, and generating scene components in the scene component combination in the game editing scene in accordance with the generation order of the scene components; wherein the current field of view screen is a screen formed by shooting the game editing scene with a virtual camera set in the game editing scene.

[0205] In one embodiment, the above-mentioned process of dynamically displaying information based on the scene component combination in the current field of view screen, and generating scene components in the scene component combination in the game editing scene according to the generation order of the scene components, includes: responding to the field of view adjustment instruction, controlling and adjusting at least one of the following information of the virtual camera: position, direction, focal length, and field of view angle; capturing the game editing scene according to the adjusted virtual camera to form an adjusted field of view screen; and dynamically displaying information based on the scene component combination in the adjusted field of view screen, and generating scene components in the scene component combination in the game editing scene according to the generation order of the scene components.

[0206] In one embodiment, the component generation module 1440 is further configured to: dynamically display information based on the scene component combination within the current field of view, and when generating the scene components in the scene component combination in the game editing scene according to the generation order of the scene components, lock the operation of adding or editing components in the game editing scene to prohibit adding or editing components in the game editing scene.

[0207] In one embodiment, the scene component combination information includes at least one of the following: size, position, orientation, color, texture, and form. Generating the scene components of the scene component combination in the game editing scene based on the scene component combination information includes: calling corresponding editing instructions based on the scene component combination information, wherein the editing instructions are instructions pre-provided by the game program; and generating the scene components of the scene component combination in the game editing scene based on the editing instructions.

[0208] In one embodiment, the component generation device 1400 in the game scene may also include a component editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target object, in response to a move operation on the scene component combination, move the position of the scene component combination in the game editing scene.

[0209] In one embodiment, the component generation device 1400 in the game scene may also include a component editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target object, change the size of the scene component combination in response to a scaling operation on the scene component combination.

[0210] In one embodiment, the three axes of the reference coordinate system of the scene component combination are displayed in the game editing scene. The above-mentioned changing the size of the scene component combination in response to the scaling operation on the scene component combination includes: if the scene component combination is set to three-axis scaling, then in response to the scaling operation, the size of the scene component combination is proportionally changed on the three axes; if the scene component combination is set to two-axis scaling, then in response to the scaling operation along a preset plane, the size of the scene component combination is changed within the preset plane; the preset plane is a plane formed by two axes of the three axes; if the scene component combination is set to single-axis scaling, then in response to the scaling operation along one of the three axes, the size of the scene component combination is changed on one axis.

[0211] In one embodiment, the component generation device 1400 in the game scene may also include a component editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target object, in response to a rotation operation on the scene component combination, control the scene component combination to rotate.

[0212] In one embodiment, three arcs are displayed in the game editing scene to indicate rotation directions. Controlling the scene component assembly to rotate in response to a rotation operation on the scene component assembly includes: controlling the scene component assembly to rotate about the rotation axis in response to a rotation operation along any of the three arcs, with the normal of the plane on which the arc lies as the rotation axis.

[0213] In one embodiment, the component generation device 1400 in the game scene may also include a component editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the target object, in response to an editing instruction for any scene component in the scene component combination, adjust at least one of the following information of the scene component: size, position, direction, color, texture, and shape.

[0214] The specific details of each part of the above-mentioned device have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, so they will not be repeated here.

[0215] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium that can be implemented in the form of a program product, which includes program code. When the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the "Exemplary Method" section above of this specification according to the various exemplary embodiments of the present disclosure. In an optional embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and include program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited to this, and in this document, a readable storage medium can be any tangible medium that contains or stores a program that can be used by or in combination with an instruction execution system, apparatus, or device.

[0216] The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0217] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0218] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0219] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, and the like, as well as conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0220] The exemplary embodiments of the present disclosure further provide an electronic device, such as the aforementioned terminal device 1310 or server 1320. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the method of the exemplary embodiment. The electronic device may also include a display for displaying a graphical user interface.

[0221] 15 , an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that the electronic device 1500 shown in FIG15 is merely an example and should not limit the functionality and scope of use of the embodiments of the present disclosure.

[0222] As shown in FIG. 15 , the electronic device 1500 may include a processor 1510 , a memory 1520 , a bus 1530 , an I / O (input / output) interface 1540 , a network adapter 1550 , and a display 1560 .

[0223] Memory 1520 may include volatile memory, such as RAM 1521 and cache unit 1522, and non-volatile memory, such as ROM 1523. Memory 1520 may also include one or more program modules 1524. Such program modules 1524 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program modules 1524 may include the modules described above.

[0224] The bus 1530 is used to realize the connection between different components of the electronic device 1500 and may include a data bus, an address bus, and a control bus.

[0225] The electronic device 1500 can communicate with one or more external devices 1600 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1540 .

[0226] The electronic device 1500 can communicate with one or more networks via the network adapter 1550. For example, the network adapter 1550 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 1550 can communicate with other modules of the electronic device 1500 via the bus 1530.

[0227] The electronic device 1500 may display a graphical user interface through the display 1560 , such as displaying a game editing scene.

[0228] Although not shown in FIG. 15 , other hardware and / or software modules may be provided in the electronic device 1500 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0229] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0230] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented as the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily appreciate other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present disclosure is intended to encompass any variations, uses or adaptations of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.

[0231] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A method for generating components in a game scene, the method comprising: Displaying a graphical user interface provided by running the game program, wherein a game editing scene to be edited and a plurality of scene component selection controls are displayed in the graphical user interface, wherein the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to an operation instruction; Obtaining an object element target type and an object element parameter set for at least one object element, wherein the object element is an element among a plurality of different object elements constituting a target object, the object element includes at least one object element type, the object element target type is a type among the at least one object element type, and object elements corresponding to different object element types have different style forms; Determining information of a scene component combination of an object element corresponding to a target type of the object element according to the object element parameter, wherein the scene component combination includes at least one scene component; Based on the information of the scene component combination, the scene components in the scene component combination are generated in the game editing scene to form a scene component combination corresponding to the target object.

2. The method according to claim 1, wherein: The information of the scene component combination of the object element corresponding to the object element target type is determined according to the object element parameter, including: Determining, according to information pre-configured for the object element target type, a scene component in a scene component combination of an object element corresponding to the object element target type; Determine the information of the scene component combination according to the object element parameters, and determine the information of the scene component according to the information of the scene component combination; The step of generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination includes: The scene component is generated in the game editing scene based on the information of the scene component.

3. The method according to claim 1, wherein: The object element parameter includes a first parameter of the object element; the information of the scene component combination of the object element corresponding to the target type of the object element is determined according to the object element parameter, including: Determine the intermediate parameter of the object element according to the first parameter of the object element, and determine the information of the scene component combination of the object element corresponding to the target type of the object element according to the intermediate parameter of the object element; wherein the parameter type of the first parameter of the object element is different from the parameter type in the information of the scene component combination, and the parameter type of the intermediate parameter of the object element is the same as the parameter type in the information of the scene component combination.

4. The method according to claim 3, wherein: The first parameter of the object element includes a structural parameter of the object element and a morphological parameter of the object element; the intermediate parameter of the object element includes a position parameter of the object element and a posture parameter of the object element; The determining of the object element intermediate parameter according to the object element first parameter, and determining the information of the scene component combination of the object element corresponding to the object element target type according to the object element intermediate parameter, includes: Determine the object element position parameter and the object element posture parameter according to the object element structure parameter and the object element morphology parameter; The position information and the posture information of the scene component combination are determined according to the object element position parameters and the object element posture parameters.

5. The method according to claim 1, wherein: The object element parameter includes the second parameter of the object element; the information of the scene component combination of the object element corresponding to the target type of the object element is determined according to the object element parameter, including: The information of the scene component combination of the object element corresponding to the target type of the object element is determined according to the second parameter of the object element; wherein the parameter type of the second parameter of the object element is the same as the parameter type in the information of the scene component combination.

6. The method according to claim 1, wherein: The obtaining of the object element target type and object element parameters set for at least one object element includes: For the object element to be set, a plurality of pre-configured object element types are provided, and an object element type selected from the plurality of pre-configured object element types is determined as the object element target type of the object element to be set; the object element to be set is an object element in the at least one object element; A parameter setting control is provided for the object element to be set, and the object element parameter of the object element to be set is determined according to the user's operation on the parameter setting control.

7. The method according to claim 1, wherein: The target object is a flower; the object elements include one or more of petals, stamens, flower diameters, and leaves.

8. The method according to claim 7, wherein: The at least one object element comprises a petal; the object element target type comprises a target petal type, and the object element parameter comprises a petal parameter; The information of the scene component combination of the object element corresponding to the object element target type is determined according to the object element parameter, including: Information on a scene component combination of petals corresponding to the target petal type is determined according to the petal parameters.

9. The method according to claim 8, wherein: The petal parameters include petal angle, number of petal layers, and number of petals per layer; the information of the scene component combination of petals corresponding to the target petal type determined according to the petal parameters includes: Determine the number of petals of the petals corresponding to the target petal type according to the number of petal layers and the number of petals in each layer; Determine the position of each layer of petals of the petals corresponding to the target petal type according to the number of petals in each layer; Determine the petal posture of the petals corresponding to the target petal type according to the petal opening angle and the target petal type; The number of scene components in the scene component combination, the positions and postures of the scene components are determined according to the number of petals, the positions of each layer of petals, and the postures of the petals.

10. The method according to claim 8, wherein: The petal parameters include petal colors; the information of determining the scene component combination of petals corresponding to the target petal type according to the petal parameters includes: The color of the scene component combination of the petals corresponding to the target petal type is determined according to the petal color.

11. The method according to claim 8, wherein: The at least one object element further includes a pistil; the object element target type further includes a target pistil type, and the object element parameter further includes a pistil parameter; The information of the scene component combination of the object element corresponding to the object element target type is determined according to the object element parameter, and further includes: The information of the scene component combination of the stamen corresponding to the target stamen type is determined according to the stamen parameters.

12. The method according to claim 11, wherein: The pistil parameter includes pistil color; the information of determining the pistil scene component combination corresponding to the target pistil type according to the pistil parameter includes: The color of the scene component combination of the stamen corresponding to the target stamen type is determined according to the stamen color.

13. The method according to claim 11, wherein: The petal parameter includes the number of petal layers; the information of the scene component combination of the object element corresponding to the object element target type determined according to the object element parameter also includes: Determining the stamen size of the stamen corresponding to the target stamen type according to the number of petal layers; The size of the scene component combination of the stamen corresponding to the target stamen type is determined according to the stamen size.

14. The method according to claim 11, wherein: The at least one object element also includes a flower diameter; in the scene component combination, the central axis of the petal component corresponding to the petal is collinear with the central axis of the flower diameter component corresponding to the flower diameter, and the central axis of the stamen component corresponding to the stamen is collinear with the central axis of the flower diameter component.

15. The method according to claim 14, wherein: A virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene; Before generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination, the method further includes: Determining the position of the flower path component according to the position and posture of the virtual camera; Determine the position of the petal component in the game editing scene according to the relative position of the petal component with respect to the flower path component and the position of the flower path component; The position of the stamen component in the game editing scene is determined according to the relative position of the stamen component with respect to the flower diameter component and the position of the flower diameter component.

16. The method according to claim 1, wherein: The step of generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination to form a scene component combination corresponding to the target object includes: Adding the generation task of the scene component combination to the generation queue; When the task of generating the scene component combination is executed, the scene components in the scene component combination are generated in the game editing scene based on the information of the scene component combination to form a scene component combination corresponding to the target object.

17. The method according to claim 1, wherein: A virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene; The step of generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination includes: Based on the information of the scene component combination, the scene components in the scene component combination are generated within the field of view of the virtual camera.

18. The method according to claim 1, wherein: The step of generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination includes: Determining a generation order of different scene components, wherein the generation order of at least some of the scene components is different from the generation order of other scene components; Based on the information of the scene component combination and in accordance with the generation order of the scene components, the scene components in the scene component combination are generated in the game editing scene.

19. The method according to claim 18, wherein: The step of generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination and in accordance with the generation order of the scene components includes: In the current field of view, information based on the scene component combination is dynamically displayed, and the process of generating the scene components in the scene component combination in the game editing scene is carried out in the order in which the scene components are generated; wherein the current field of view is a picture formed by shooting the game editing scene with a virtual camera set in the game editing scene.

20. The method according to claim 19, wherein: The process of dynamically displaying information based on the scene component combination in the current field of view, and generating the scene components in the scene component combination in the game editing scene according to the generation order of the scene components, includes: In response to the field of view adjustment instruction, control and adjust at least one of the following information of the virtual camera: position, direction, focal length, and field of view angle; Capturing the game editing scene according to the adjusted virtual camera to form an adjusted field of view; In the adjusted field of view screen, information based on the scene component combination is dynamically displayed, and the process of generating the scene components in the scene component combination in the game editing scene is displayed according to the generation order of the scene components.

21. The method according to claim 19, wherein: In the process of dynamically displaying information based on the scene component combination in the current field of view, and generating the scene components in the scene component combination in the game editing scene according to the generation order of the scene components, the method further includes: The operation of adding or editing a component in the game editing scene is locked to prohibit adding or editing a component in the game editing scene.

22. The method according to claim 1, wherein: The information of the scene component combination includes at least one of the following: size, position, direction, color, texture, and shape; The step of generating the scene components in the scene component combination in the game editing scene based on the information of the scene component combination includes: Calling corresponding editing instructions according to the information of the scene component combination, wherein the editing instructions are instructions pre-provided by the game program; According to the editing instruction, the scene components in the scene component combination are generated in the game editing scene.

23. The method according to claim 1, wherein: After forming a scene component combination corresponding to the target object, the method further includes: In response to a moving operation on the scene component combination, the position of the scene component combination in the game editing scene is moved.

24. The method according to claim 1, wherein: After forming a scene component combination corresponding to the target object, the method further includes: In response to a scaling operation on the scene component assembly, a size of the scene component assembly is changed.

25. The method according to claim 24, wherein: The three axes of the reference coordinate system of the scene component combination are displayed in the game editing scene; and the size of the scene component combination is changed in response to a scaling operation on the scene component combination, including: If the scene component combination is set to three-axis scaling, then in response to the scaling operation, the size of the scene component combination is proportionally changed on the three axes; If the scene component combination is set to plane scaling, in response to the scaling operation along a preset plane, the size of the scene component combination is changed within the preset plane; the preset plane is a plane formed by two axes of the three axes; If the scene component combination is set to single-axis scaling, in response to the scaling operation along one of the three axes, the size of the scene component combination is changed on the one axis.

26. The method of claim 1, wherein: After forming a scene component combination corresponding to the target object, the method further includes: In response to a rotation operation on the scene component assembly, the scene component assembly is controlled to rotate.

27. The method according to claim 26, wherein: Three arcs are displayed in the game editing scene to indicate the rotation direction; In response to the rotation operation on the scene component combination, controlling the scene component combination to rotate includes: In response to the rotation operation along any one of the three arcs, the normal line of the plane where any one of the arcs is located is used as the rotation axis, and the scene component combination is controlled to rotate around the rotation axis.

28. The method of claim 1, wherein: After forming a scene component combination corresponding to the target object, the method further includes: In response to an editing instruction for any scene component in the scene component combination, at least one of the following information of the scene component is adjusted: size, position, direction, color, texture, and shape.

29. A component generation device in a game scene, the device comprising: A graphical user interface processing module is configured to execute and display a graphical user interface provided by the running game program, wherein a game editing scene to be edited and a plurality of scene component selection controls are displayed in the graphical user interface, wherein the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to an operation instruction; an information acquisition module, configured to execute acquisition of an object element target type and an object element parameter set for at least one object element, wherein the object element is an element among a plurality of different object elements constituting a target object, the object element includes at least one object element type, the object element target type is a type among the at least one object element type, and object elements corresponding to different object element types have different style forms; A scene component combination determination module is configured to determine information of a scene component combination of an object element corresponding to a target type of the object element according to the object element parameter, wherein the scene component combination includes at least one scene component; The component generation module is configured to generate scene components in the scene component combination in the game editing scene based on the information of the scene component combination to form a scene component combination corresponding to the target object.

30. A computer-readable storage medium having a computer program stored thereon, wherein the computer program implements the method according to any one of claims 1 to 28 when executed by a processor.

31. An electronic device comprising: processor; as well as A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 28 by executing the executable instructions.

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