Virtual camera control method and apparatus, and electronic device

By providing graphical user interface and camera parameter editing functions in the game editor, the problem that players cannot customize and adjust virtual camera parameters is solved, and operation simplification and improvement of game scene preview effects are achieved.

WO2025031130A9PCT designated stage expired Publication Date: 2025-04-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/106754
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-08-10
Filing Date
2024-07-22
Publication Date
2025-04-03

AI Technical Summary

Technical Problem

In the game editor of UGC games, players cannot customize and adjust the camera parameters of the virtual camera, resulting in complex operations and ineffective preview of the impact of camera parameters on the game scene.

Method used

By providing a graphical user interface in the game editor, players allow them to edit camera parameters of virtual cameras and preview the impact of these parameters on the game scene in real time. The specific steps include displaying the game editing scene to be edited, responding to the editing operation of camera parameters, saving camera parameters, and displaying the preview screen of camera parameters through the graphical user interface.

Benefits of technology

Simplifies the operation of players setting camera parameters, allowing players to preview the adjustment effects of camera parameters in real time in game editing scenes, making it easier to create diverse game levels and improve the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2024106754_03042025_PF_FP_ABST
    Figure CN2024106754_03042025_PF_FP_ABST
Patent Text Reader

Abstract

A virtual camera control method, comprising: by running a game program, displaying a graphical user interface comprising a game editing scene, the game editing scene comprising a plurality of scene components; in response to a first editing operation for camera parameters, adjusting the camera parameters of an editing camera from default camera parameters to first camera parameters; by means of the graphical user interface, displaying a first scene picture formed by the editing camera acquiring the game editing scene on the basis of the first camera parameters; and in response to the end of the first editing operation, storing the first camera parameters, and by means of the graphical user interface, displaying a second scene picture formed by the editing camera acquiring the game editing scene on the basis of the default camera parameters. The operation of a player setting the camera parameters is simplified, and the player can preview the effect of adjusting the camera parameters on a game scene in the graphical user interface while setting the camera parameters in the game editing scene, thereby facilitating creation of more diverse game levels by the player.
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Description

Virtual camera control method, device and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202311009982.6, filed on August 10, 2023, entitled “Control method, device and electronic device for a virtual camera”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of game design technology, and in particular to a method, device, and electronic device for controlling a virtual camera. Background Art

[0004] In UGC (User Generated Content) games, in order to enable players to create game levels with various gameplay in the game editor, it is necessary to create a highly rich UGC ecosystem. Since the virtual camera has a crucial impact on the gameplay and experience of the game, game developers want to support the adjustment of the camera parameters of the virtual camera in the game editor. However, most game editors can only use the camera parameters set by the system when making game levels and cannot customize the camera parameters. The camera parameters can be adjusted in some game editors, but players also need to complete the setting of the logical functions of the virtual camera by themselves after adjusting the camera parameters, so that the virtual camera can use the camera parameters for scene acquisition. This method is complicated to operate.

[0005] Summary of the Invention

[0006] According to one aspect of the present disclosure, a method for controlling a virtual camera is provided, the method comprising: displaying a graphical user interface by running a game program, the graphical user interface including a game editing scene to be edited, the game editing scene including multiple scene components, the scene components being used to generate virtual objects in the game scene during the game running phase; in response to a first editing operation on camera parameters, adjusting the camera parameters of the editing camera from default camera parameters to first camera parameters, and displaying, through the graphical user interface, a first scene picture formed by capturing the game editing scene by the editing camera based on the first camera parameters, the editing camera being a virtual camera for capturing the game editing scene; in response to the end of the first editing operation, saving the first camera parameters, and displaying, through the graphical user interface, a second scene picture formed by capturing the game editing scene by the editing camera based on the default camera parameters.

[0007] According to one aspect of the present disclosure, a control device for a virtual camera is provided, which includes: a scene display module for displaying a graphical user interface by running a game program, wherein the graphical user interface includes a game editing scene to be edited, and the game editing scene includes multiple scene components, and the scene components are used to generate virtual objects in the game scene during the game running phase; a parameter editing module for adjusting the camera parameters of the editing camera from default camera parameters to first camera parameters in response to a first editing operation on the camera parameters, and displaying a first scene picture formed by the editing camera capturing the game editing scene based on the first camera parameters through the graphical user interface, wherein the editing camera is a virtual camera for capturing the game editing scene; a parameter saving module for saving the first camera parameters in response to the end of the first editing operation, and displaying a second scene picture formed by the editing camera capturing the game editing scene based on the default camera parameters through the graphical user interface.

[0008] According to one aspect of the present disclosure, an electronic device is provided. The electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-mentioned virtual camera control method.

[0009] According to one aspect of the present disclosure, a computer-readable storage medium is provided, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual camera control method.

[0010] The embodiments of the present disclosure bring the following beneficial effects:

[0011] The present disclosure provides a virtual camera control method, device, and electronic device. The method first displays a graphical user interface (GUI) by running a game program. The GUI includes a game editing scene to be edited, and the game editing scene includes multiple scene components. The scene components are used to generate virtual objects in the game scene during the game running phase. In response to a first editing operation on camera parameters, the camera parameters of the editing camera are adjusted from default camera parameters to first camera parameters. The editing camera is a virtual camera used to capture the game editing scene. A first scene image formed by the editing camera capturing the game editing scene based on the first camera parameters is then displayed through the GUI. Then, in response to the completion of the first editing operation, the first camera parameters are saved, and a second scene image formed by the editing camera capturing the game editing scene based on the default camera parameters is displayed through the GUI. This method simplifies the operation of setting camera parameters for players. While setting camera parameters in the game editing scene, players can preview the impact of adjusting the camera parameters on the game editing scene in the GUI, thereby helping players create more diverse game levels and enhancing their gaming experience.

[0012] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.

[0013] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] FIG1 is a flow chart of a method for controlling a virtual camera according to an embodiment of the present disclosure;

[0015] FIG2 is a schematic diagram showing an editing window according to an embodiment of the present disclosure;

[0016] FIG3 is a schematic diagram of a parameter setting panel provided in an embodiment of the present disclosure;

[0017] FIG4 is a schematic diagram of another parameter setting panel provided in an embodiment of the present disclosure;

[0018] FIG5 is a schematic diagram of adjusting a camera orientation parameter by operating a rotation control according to an embodiment of the present disclosure;

[0019] FIG6 is a schematic structural diagram of a control device for a virtual camera provided by an embodiment of the present disclosure;

[0020] FIG7 is a schematic structural diagram of one of the electronic devices provided in an embodiment of the present disclosure.

[0021] Figure numbers: 1-Edit window; 2-Rotation control. DETAILED DESCRIPTION

[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0023] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0024] In user-generated content (UGC) games, enabling players to create diverse levels using the game editor requires a rich user-generated content ecosystem. In game development, the virtual camera, as a fundamental element of the game, plays a crucial role in both gameplay and experience. Therefore, supporting virtual camera adjustments within the game editor has become a key research and development direction for game developers. Previously, players could not customize the virtual camera's parameters when creating game levels within the game editor, relying solely on the official pre-set camera parameters.

[0025] Based on the development of game developers, in most game editors, if the camera parameters of the virtual camera can be adjusted, it usually opens up the entire camera system to the player, such as Unreal, Unity, Ylands, etc. Players can create and edit camera-type component objects, and camera parameters are the properties of such objects. If players want to set the camera parameters of the virtual camera, they must also complete the logical function of setting the corresponding camera as the virtual camera, making the camera parameter setting operation relatively cumbersome.

[0026] Based on the above problems, the embodiments of the present disclosure provide a method, device and electronic device for controlling a virtual camera. The technology can be applied to the scenario of setting camera parameters of a virtual camera in a game editor.

[0027] The virtual camera control method disclosed in one embodiment of the present disclosure can be executed on a local terminal device or a server. When the virtual camera control method is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0028] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual camera control method are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; however, it is the cloud gaming server in the cloud that performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0029] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0030] In a possible implementation, the present disclosure provides a method for controlling a virtual camera, as shown in FIG1 . The method includes the following specific steps:

[0031] Step S102: Display a graphical user interface by running the game program. The graphical user interface includes a game editing scene to be edited. The game editing scene includes multiple scene components. The scene components are used to generate virtual objects in the game scene during the game running phase.

[0032] In a specific implementation, the aforementioned game editing scene is a scene provided by the running game program, and can also be understood as a scene provided by the game editor. In the game editing scene, editable components can be edited, and the edited editable components are determined as scene components and set in the game editing scene. In actual application, when a player triggers a game editing command, the game editing scene can be displayed in the graphical user interface. The game editing command can be determined according to the game rules. For example, the editing command can be an operation to enter the game editor or an operation to select a scene map for editing.

[0033] In a specific embodiment, after the game editing scene is displayed in the graphical user interface, the scene component can be set in the game editing scene in the following manner: an editing window is displayed in the graphical user interface; wherein the editing window includes a plurality of editable components; in response to a second editing operation on a target editable component among the plurality of editable components, the scene component corresponding to the target editable component is controlled to be generated in the game editing scene. The above-mentioned target editable component can be any editable component included in the editing window. The specific operation of the above-mentioned second editing operation can be determined according to R&D requirements, and can also be determined according to the user's setting operation. For example, the editing operation can be an operation of dragging the target editable component into the game editing scene, or an operation of clicking or long pressing the target editing component in the editing window, etc.

[0034] Specifically, the component type and component form of the editable components included in the above-mentioned editing window can be set according to research and development requirements. As shown in Figure 2, a display diagram of an editing window provided by an embodiment of the present disclosure is shown. The rectangular box corresponding to the number 1 in Figure 2 is an editing window. The editing window includes multiple different types of editable components, including: terrain components, mechanism components, decoration components, and combination components, etc. Each type of editable component also contains multiple editable components. The mechanism components in Figure 2 also include motion mechanism components, functional mechanism components, logic components, object components, and floor components, among which the key motion mechanisms also include cylinders, gears, cross gears, clockwise turntables, etc.

[0035] Step S104, in response to the first editing operation on the camera parameters, the camera parameters of the editing camera are adjusted from the default camera parameters to the first camera parameters, and a first scene screen formed by capturing the game editing scene by the editing camera based on the first camera parameters is displayed through a graphical user interface. The editing camera is a virtual camera used to capture the game editing scene.

[0036] The specific types of camera parameters included in the above-mentioned default camera parameters and first camera parameters can be determined based on R&D requirements or player operation, and the types of camera parameters included in the default camera parameters and the first camera parameters can be the same or different. For example, the first camera parameters can include at least one of the following: the distance between the camera and the specified object, the camera pitch angle, the camera height, and the camera yaw angle. The default camera parameters can also include the same parameters as the first camera parameters, and can also include one or more of position parameters, orientation parameters, and focal length parameters.

[0037] The specific operation of the first editing operation can be determined based on R&D requirements or player operation. For example, the first editing operation can be inputting or adjusting camera parameters in a parameter setting panel for setting camera parameters. In specific implementation, the player can set the camera parameters of the editing camera in the game editing scene. The editing camera is also a virtual camera set in the game editing scene for capturing the game editing scene. The editing camera captures the game editing scene to form a scene screen.

[0038] In one specific embodiment, the default camera parameters are: Prior to responding to the first edit operation on the camera parameters, the camera parameters of the editing camera used to capture the game editing scene are acquired. Specifically, when the player performs the first edit operation, the camera parameters of the editing camera currently capturing the game editing scene are acquired and determined as the default camera parameters.

[0039] In a specific implementation, during the process of adjusting the camera parameters of the editing camera from the default camera parameters to the first camera parameters, the first scene image formed by the editing camera capturing the game editing scene based on the first camera parameters can be displayed in real time through the graphical user interface; or in response to a specified trigger operation, a picture preview window can be popped up in the graphical user interface, and then the first scene image formed by the editing camera capturing the game editing scene based on the first camera parameters can be displayed in the picture preview window. The specific operation of the above-mentioned specified trigger operation can be determined according to research and development requirements. For example, the specified trigger can be the operation of triggering a certain control in the graphical user interface or the operation of triggering a certain area in the graphical user interface, etc., which can be specifically determined according to research and development requirements.

[0040] Step S106 , in response to the completion of the first editing operation, the first camera parameters are saved, and a second scene screen formed by capturing the game editing scene by the editing camera based on the default camera parameters is displayed through a graphical user interface.

[0041] When the player finishes editing the camera parameters, the first camera parameters determined based on the first editing operation will be saved, and the second scene screen formed by the editing camera capturing the game editing scene based on the default parameters will be displayed in the graphical user interface, so that the player can continue to edit the scene components in the game editing scene under the second scene screen.

[0042] The disclosed embodiments provide a method for controlling a virtual camera, which simplifies the operation of setting camera parameters for players. While setting the camera parameters in a game editing scene, players can preview the impact of adjusting the camera parameters on the game editing scene in a graphical user interface, thereby helping players create more diverse game levels and improving their gaming experience.

[0043] The following preferred embodiment describes how to set camera parameters in a game editing scene.

[0044] Specifically, in response to the first editing operation on the camera parameters, the specific process of adjusting the camera parameters of the editing camera from the default camera parameters to the first camera parameters can be implemented through the following steps 10-11:

[0045] Step 10: In response to a triggering operation on a camera debugging control in a graphical user interface, a parameter setting panel is displayed in the graphical user interface. The parameter setting panel includes editable controls for setting camera parameters.

[0046] The position and form of the camera debugging control in the graphical user interface can be determined according to R&D requirements. The triggering operation for the camera debugging control can be a click operation, a long press operation, or a sliding operation on the camera debugging control. When the player triggers the camera debugging control, a parameter setting panel can be displayed in the graphical user interface. The parameter setting panel is used to set the camera parameters, wherein the parameter setting panel includes a plurality of editable controls, and each editable control is used to set different camera parameters. In specific implementation, the camera parameters that can be set in the parameter setting panel can be determined according to R&D requirements or the player's operation area. For example, the camera parameters may include one or more of the following: when editing the camera to capture the game editing scene, the editing camera and the distance between the controlled virtual object, the camera field of view, the camera pitch angle, the camera height, the camera yaw angle, and the locked camera angle.

[0047] In an optional embodiment, when the parameter setting panel is displayed by triggering the camera debugging control, the camera parameters displayed in the parameter setting panel are the default camera parameters. The default camera parameters are the camera parameters of the editing camera capturing the game editing scene before triggering the camera debugging control. The default camera parameters can also be fixed camera parameters set by the system.

[0048] Step 11: In response to a setting operation on the editable control, determine a first camera parameter of the editing camera.

[0049] In specific implementation, the specific operations of the above-mentioned setting operations can be determined according to the player's operations. The player can set the camera parameters of the editing camera by entering numerical values, sliding controls, or selecting controls on multiple editable controls displayed in the parameter setting panel, and determine the set camera parameters as the first camera parameters of the editing camera.

[0050] In actual applications, the game editing scene includes a controlled virtual object controlled by a terminal device, which is a device that provides a graphical user interface and is operated by the player; in the process of the editing camera capturing the game editing scene, the camera orientation of the editing camera is always facing the controlled virtual object, that is, the camera orientation of the editing camera is in the same direction as the line connecting the camera position and the position of the controlled virtual object. It can also be understood that the camera orientation of the editing camera is aimed at the position of the controlled virtual object.

[0051] Based on the above description, in response to the triggering operation of the camera debugging control in the graphical user interface, the camera height of the editing camera will also be set to a preset value, and the camera direction of the editing camera will be directed to the controlled virtual object; then a camera coordinate system is established with the position of the controlled virtual object as the origin, the direction of the camera direction of the editing camera as the first axis, the first direction perpendicular to the first axis as the second axis, and the second direction perpendicular to the first axis as the third axis. The above-mentioned first axis, second axis and third axis are perpendicular to each other, that is, the above-mentioned second direction is perpendicular to both the first direction and the first axis. The specific axis of the first axis, the second axis and the third axis is determined according to R&D requirements. For example, if the camera coordinate system uses a rectangular coordinate system, the first axis can be the X axis, the second axis can be the Y axis, and the third axis can be the Z axis.

[0052] In a specific embodiment, the front-back direction of the camera coordinate system can be used as the X-axis, which is also the camera orientation of the editing camera. The rear of the camera coordinate system is determined as the X-axis direction, and the up-down direction of the camera coordinate system is used as the Y-axis, with the top being the positive direction of the Y-axis; the left-right direction of the camera coordinate system is used as the Z-axis, with the right being the positive direction of the Z-axis.

[0053] In an optional embodiment, the first camera parameter includes: the distance between the editing camera and the controlled virtual object when the editing camera captures the game editing scene. Therefore, in response to a first setting operation on the first editable control in the parameter setting panel, the distance between the editing camera and the controlled virtual object is determined, and the coordinate value of the first axis of the editing camera in the camera coordinate system is configured as the distance between the editing camera and the controlled virtual object, so that when the editing camera captures the game editing scene, the coordinate value of the first axis of the editing camera in the camera coordinate system always maintains the distance indicated by the first camera parameter from the location of the controlled virtual object, thereby ensuring that the editing camera captures the controlled virtual object at a certain distance, providing the player with a better visual experience.

[0054] In a specific implementation, the specific operation of the first setting operation can be determined based on the display form of the first editable control and the player's operation. For example, if the first editable control is a control for inputting numbers, then the first setting operation is the operation of inputting a distance value in the first editable control; if the first editable control is a slider on a value bar, then the first setting operation is the operation of sliding the slider, and the position of the slider on the value bar can determine the distance value set by the first editable control.

[0055] In another optional embodiment, the first camera parameter may further include a camera field of view angle. This camera field of view angle indicates the field of view of the editing camera when capturing the game editing scene. Specifically, the camera field of view angle refers to the size of the field of view, typically measured as an angle between the camera position and the lines connecting the two ends of the field of view. Specifically, the camera field of view angle may be set as follows: In response to a second setting operation on a second editable control in the parameter setting panel, the camera field of view angle of the editing camera is determined.

[0056] In a specific implementation, the specific operation of the second setting operation can be determined based on the display form of the second editable control and the player's operation. For example, if the second editable control is a control for inputting numbers, then the second setting operation is the operation of inputting an angle value in the second editable control, and the angle value is the camera's field of view angle; if the second editable control is a slider on a value bar, then the second setting operation is the operation of sliding the slider, and the position of the slider on the value bar can determine the angle value of the camera's field of view angle set by the second editable control.

[0057] In another optional embodiment, the above-mentioned first camera parameter may also include a camera pitch angle; the camera pitch angle is set as follows: in response to the third setting operation for the third editable control in the parameter setting panel, the camera pitch angle of the editing camera is determined, and the angle between the first axis of the camera coordinate system and the first horizontal plane in the world coordinate system is adjusted to the camera pitch angle. The above-mentioned first horizontal plane can be the plane where the X-axis and Z-axis in the world coordinate system are located, or it can be the plane where the X-axis and Y-axis are located, etc., which is specifically determined according to research and development needs. Specifically, the camera pitch angle refers to the angle between the first axis of the camera coordinate system and the first horizontal plane in the world coordinate system. Therefore, after determining the camera pitch angle, the angle between the first axis and the first horizontal plane can be adjusted by adjusting the direction of the first axis. Since the direction of the first axis is related to the camera orientation, the camera orientation needs to be adjusted to match the set camera pitch angle.

[0058] In a specific implementation, the specific operation of the third setting operation can be determined based on the display form of the third editable control and the player's operation. For example, if the third editable control is a control that can input a number, then the third setting operation is the operation of entering an angle value in the third editable control, and this angle value is the camera pitch angle. If the third editable control is a slider on a value bar, the third setting operation is the operation of sliding the slider, and the position of the slider on the value bar can determine the angle value of the camera pitch angle set by the third editable control.

[0059] In actual applications, the camera pitch angle includes: default camera pitch angle, maximum camera pitch angle, and minimum camera pitch angle. The default camera pitch angle is the default configured pitch angle when the editing camera captures the game editing scene. If the editing camera uses the default camera pitch angle, the camera direction cannot face the controlled virtual object. Based on the minimum camera pitch angle and the maximum camera pitch angle, the editing camera's camera pitch angle is adjusted so that the editing camera captures the game editing scene based on the adjusted camera pitch angle. The adjusted camera pitch angle ranges between the minimum pitch angle and the maximum pitch angle, that is, the adjusted camera pitch angle can be set to the minimum pitch angle at the minimum and the maximum pitch angle at the maximum.

[0060] In an optional embodiment, the parameter setting panel further includes: a fourth editable control for locking the camera angle; the first camera parameter further includes a camera yaw angle and a locked camera angle; the locked camera angle is used to indicate that during the process of the editing camera capturing the game editing scene, the camera pitch angle and camera yaw angle of the editing camera remain unchanged. Therefore, the first camera parameter can be determined in the following manner: in response to a selection operation on the fourth editable control, determining that the editing camera locks the camera angle during the process of capturing the game editing scene, and displaying a fifth editable control for setting the camera yaw angle of the editing camera in the parameter setting panel; in response to a setting operation on the fifth editable control, determining the camera yaw angle of the editing camera, and configuring the angle between the first projection of the first axis of the camera coordinate system on the first horizontal plane and the second projection of the object orientation of the controlled virtual object on the first horizontal plane as the camera yaw angle.

[0061] In a specific implementation, the fourth editable control is a toggle control. Selecting or turning on the fourth editable control enables the first camera parameter to include a locked camera angle, thereby causing the editing camera to lock the camera angle during the capture of the game editing scene. The camera angle includes the camera pitch angle and the camera yaw angle. After selecting the fourth editable control, the editable controls displayed in the parameter setting panel will change, that is, the fifth editable control for setting the camera yaw angle will be displayed in the parameter setting panel. The specific operation for setting the fifth editable control can be determined based on the display format of the fifth editable control and the player's operation. For example, if the fifth editable control is a control that allows numeric input, then the setting operation for the fifth editable control is to enter an angle value in the fifth editable control, and this angle value is the camera yaw angle. If the fifth editable control is a slider on a value bar, then the setting operation for the fifth editable control is to slide the slider. The position of the slider on the value bar can determine the angle value of the camera yaw angle set by the fifth editable control.

[0062] In a specific implementation, the camera pitch angle refers to the angle between the first projection of the first axis of the camera coordinate system on the first horizontal plane and the second projection of the object orientation of the controlled virtual object on the first horizontal plane. Therefore, after determining the camera yaw angle, the angle between the first projection and the second projection can be adjusted by adjusting the direction of the first axis. Since the direction of the first axis is related to the camera orientation, the camera orientation needs to be adjusted to match the set camera yaw angle.

[0063] It should be noted that when the fourth editable control is selected in the parameter setting panel, that is, when the camera angle remains unchanged when the editing camera is set to capture the game editing scene, the type of editable controls in the parameter setting panel will change, that is, an editable control for setting the camera yaw angle will be added to the parameter setting panel, and the editable control for setting the camera pitch angle will be removed; or only the editable control for setting the default camera pitch angle will be retained, and the editable controls for setting the minimum camera pitch angle and the maximum camera pitch angle will be removed.

[0064] In an optional embodiment, the above-mentioned first camera parameter may also include a camera height; the method of setting the camera height includes: responding to the setting operation of the sixth editable control in the parameter setting panel, determining the camera height of the editing camera, and configuring the coordinate value of the second axis of the editing camera in the camera coordinate system as the camera height of the editing camera, so that when the editing camera captures the game editing scene, the coordinate value of the second axis of the editing camera in the camera coordinate system is always consistent with the height value set by the first camera parameter, thereby ensuring that the editing camera shoots the controlled virtual object at a certain height, giving the player a better visual experience.

[0065] In a specific implementation, the specific operation of the setting operation for the sixth editable control can be determined based on the display form of the sixth editable control and the player's operation. For example, if the sixth editable control is a control for inputting numbers, then the setting operation for the sixth editable control is the operation of entering a height value in the sixth editable control; if the sixth editable control is a slider on a value bar, then the setting operation for the sixth editable control is the operation of sliding the slider, and the height value set by the sixth editable control can be determined by the position of the slider on the value bar.

[0066] As shown in FIG3 , a schematic diagram of a parameter setting panel provided by an embodiment of the present disclosure is shown. FIG3 shows the parameter setting panel when the camera angle lock is turned off. The camera parameters that can be set in the parameter setting panel include: the distance between the camera and the character (equivalent to the above-mentioned controlled virtual object), the camera field of view, the default camera pitch angle, the minimum camera pitch angle, the maximum camera pitch angle, and the camera height. In the parameter setting panel, except for the editable control for setting the camera angle lock as a switch control, the editable control corresponding to each camera parameter can be a slider control set on the value bar. By sliding the slider, the parameter value corresponding to the camera parameter can be set, and the final parameter value set will be displayed in the parameter setting panel.

[0067] FIG4 is a schematic diagram of another parameter setting panel provided by an embodiment of the present disclosure. FIG4 shows the parameter setting panel with the camera angle lock enabled. The camera parameters that can be set in this parameter setting panel include: the distance between the camera and the character (equivalent to the controlled virtual object), the camera field of view, the camera yaw angle, and the camera altitude. The parameter setting panel also includes a close control, which is the cross control displayed in the upper right corner of the parameter setting panel. The player clicks the close control to end the camera parameter setting.

[0068] In the above method, the relatively low-level camera logic system is not abstracted as an editable object and opened in the game editor. Players do not need to complete the entire camera-related functional chain by themselves. They only need to set the camera parameters to apply the camera parameters to the camera. That is, the present disclosure directly places the parameters of the virtual camera at the level of game editing scene settings, thereby simplifying the editing operation of the camera parameters and helping to improve the player experience.

[0069] The following preferred embodiment describes how the preview editing camera captures the scene image formed by the game editing scene based on the first camera parameters.

[0070] In a specific implementation, before setting the first camera parameters, a default game editing screen is displayed through a graphical user interface. The default game editing screen is a screen formed by capturing the game editing scene using the editing camera in its default state based on the default camera parameters. The default camera parameters include at least one of the following parameters: position parameter, orientation parameter, and focal length parameter. Then, in response to a scene editing perspective adjustment instruction, the default camera parameters of the editing camera are controlled and adjusted, and a screen formed by capturing the game editing scene using the editing camera based on the adjusted default camera parameters is displayed through the graphical user interface. In this method, players can adjust the default camera parameters in the normal default state.

[0071] The above-mentioned scene editing perspective adjustment instruction can be determined according to R&D requirements or user operations. For example, the scene editing perspective adjustment instruction can be an instruction to zoom in or out of the default game editing screen, or an instruction to adjust the camera orientation parameters through a specified control, or an instruction to rotate a scene object in the game scene, etc. As shown in Figure 5, a schematic diagram of adjusting the camera orientation parameters by operating a rotation control provided by an embodiment of the present disclosure is shown. The control labeled 2 in Figure 5 is a rotation control, which is one of the specified controls. The rotation control is a cube, and the rotation control can adjust the camera orientation of the editing camera. The right image and the left image in Figure 5 are in the same game editing scene. By rotating the rotation control, the different camera orientations obtained are captured to obtain the scene screen of the game editing scene.

[0072] In an optional embodiment, the above-mentioned response to the first editing operation of the camera parameters controls entering into the camera debugging mode, and controls switching the default game editing screen displayed in the graphical user interface to the camera editing preview screen corresponding to the camera debugging mode, wherein the camera editing preview screen is the first scene screen formed by the editing camera capturing the game editing scene based on the first camera parameters when editing the first camera parameters of the editing camera; in response to the end of the first editing operation, controls exiting the camera debugging mode, and displays the default game editing screen formed by the editing camera capturing the game editing scene based on the default camera parameters in the graphical user interface.

[0073] In specific implementation, when the player edits the camera parameters in the game editing scene, the game editing scene will be controlled to enter the camera debugging mode. In the camera debugging mode, while the player is editing the camera parameters, the scene image formed by the editing camera capturing the game editing scene through the edited camera parameters will be displayed in the graphical user interface. When the player finishes editing the camera parameters, the game editing scene will exit the camera debugging mode, save the edited camera parameters, and restore the camera parameters of the editing camera to the default camera parameters. At the same time, the scene image formed by the editing camera capturing the game editing scene based on the default camera parameters will be displayed in the graphical user interface. This method allows players to preview the results of camera parameter debugging. At the same time, players can adjust the default camera parameters in the default state and adjust the camera parameters of the editing camera in the camera debugging mode, but these two methods of adjusting camera parameters are different.

[0074] In actual implementation, in the default state (equivalent to before entering camera debugging mode), players can edit the game scene, which is also the player-operable interface. For example, players can rotate the camera perspective, place scene components, and edit the component parameters of scene components. However, in camera debugging mode, players cannot operate the game editing preview screen and can only adjust camera parameters in the parameter setting panel displayed in camera debugging mode.

[0075] Furthermore, in response to the game running instruction, the game scene screen of the game running stage is displayed through the graphical user interface. The game scene screen is a screen formed by capturing the game scene based on the first camera parameters through the game camera in the game scene. The game scene includes virtual objects generated according to the scene components in the game editing scene.

[0076] In another optional embodiment, in response to a first editing operation on camera parameters, a first editing camera is created, and the camera parameters of the first editing camera are adjusted from default camera parameters to first camera parameters based on the first editing operation; wherein the default camera parameters are: camera parameters of a second editing camera that captures the game editing scene before responding to the first editing operation on the camera parameters; then a screen preview window is displayed in a graphical user interface, and a scene screen formed by the first editing camera capturing the game editing scene based on the first camera parameters is displayed in the screen preview window.

[0077] In a specific implementation, the above-mentioned first editing camera and second editing camera are both editing cameras for capturing game editing scenes. When the player edits the camera parameters, a first editing camera will be created first. The initial camera parameters of the first editing camera are the default camera parameters, that is, the initial camera parameters of the first editing camera are the same as the camera parameters of the second editing camera currently capturing the game editing scene. When setting the camera parameters of the first editing camera, a screen preview window can be displayed in the graphical user interface by triggering a specified control. Then, while setting the camera parameters of the first editing camera to the first camera parameters, the scene screen formed by the first editing camera capturing the game editing scene based on the first camera parameters will be displayed in the screen preview window of the graphical user interface, so that the player can preview the camera parameter editing effect in real time.

[0078] In a specific implementation, the scene image formed by the first editing camera capturing the game editing scene based on the first camera parameters is displayed in the scene preview window, while the scene image formed by the second editing camera capturing the game editing scene based on the default camera parameters is displayed in the main interface of the graphical user interface. Therefore, the player can not only preview the camera parameter editing effect in real time in the graphical user interface, but also edit the scene components in the game editing scene in the main interface of the graphical user interface.

[0079] In practical applications, the above two methods of previewing and editing the scene image formed by the game editing scene based on the first camera parameters can be applied to mobile devices or computers. In a specific embodiment, due to the small display screen of the mobile terminal, the camera parameters are usually set by controlling the game editor to enter the camera debugging mode.

[0080] Specifically, regarding the preview of camera parameter settings: On the PC side, a first editing camera is created when setting camera parameters. The first editing camera is bound to the controlled virtual object in the editing state, and the first editing camera is set with the parameter values ​​of the camera parameters set by the player. The image observed by the first editing camera is then rendered into a picture preview window suspended in the graphical user interface. The picture preview window is a small window and a sub-component of the editor window. In this method, the player can continue to perform other editing operations in the graphical user interface while also seeing the preview effect in the small window. On the mobile side, the first editing camera is not created. Instead, the player triggers the camera debugging control to enter the camera debugging state. The editing camera is then set with the parameter values ​​of the camera parameters set by the player, so that the performance of the editing camera and the game camera are consistent, allowing the player to preview the effect of the camera parameter editing. The player can click the close control of the parameter setting panel to exit the camera debugging state. At this time, the camera parameters of the editing camera will be restored, and the scene image obtained by the editing camera capturing the game editing scene based on the default camera parameters will be displayed in the graphical user interface. This method allows you to preview the parameter setting process edited on the mobile terminal in a full-screen display, which has a better preview effect on the mobile terminal and allows players to intuitively perceive that the game camera parameters have a great impact on the level experience.

[0081] The aforementioned methods, based on camera parameter settings, offer greater room for player-created levels and greater expressiveness. Furthermore, different preview methods and interactive experiences are provided to address the distinct characteristics of mobile and desktop platforms. Desktop platforms, with their ample space and performance, offer a simultaneous editing and previewing experience. Mobile platforms, with their limited screen real estate and limited performance to support dual-rendering, require a camera debugging mode experience.

[0082] The following preferred embodiment describes how to use the camera parameters set in the game editing stage in the game running stage.

[0083] Specifically, in response to a trigger operation on the first interactive control, the control generates game scene information corresponding to the game editing scene; wherein the game scene information includes component information and first camera parameters of the scene component in the game editing scene, and the scene component is an editing component that responds to the editing operation among multiple editable components in the editing window; the control transmits the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

[0084] In actual applications, after the first interactive control is triggered by the terminal device, 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 will 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 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.

[0085] During the game running stage, the game scene screen of the game running stage is displayed through the graphical user interface. The game scene screen is a screen formed by capturing the game scene based on the first camera parameters through the game camera in the game scene. The game scene includes virtual objects corresponding to the scene components generated according to the component information in the game scene information.

[0086] In a specific implementation, the game scene information is generated by triggering the first interactive control during the game editing phase, and the first camera parameters are camera parameters of the editing camera set during the game editing phase. The first camera parameters may include one or more of the following: the distance between the game camera and the controlled virtual object, the camera field of view, the camera pitch angle, the camera height, the camera yaw angle, and the locked camera angle when the game camera captures the game scene.

[0087] In actual applications, the aforementioned game scene includes a controlled virtual object controlled by a terminal device; the game camera's camera orientation always faces the controlled virtual object; and the first camera parameter includes: the distance between the game camera and the controlled virtual object when the game camera captures the game scene. Therefore, the specific process of the game camera capturing the game scene based on the first camera parameter to obtain a game scene image may include: setting the game camera's camera height to a preset value and adjusting the game camera's camera orientation toward the controlled virtual object; establishing a camera coordinate system with the controlled virtual object's location as the origin, the direction of the game camera's camera orientation as a first axis, a first direction perpendicular to the first axis as a second axis, and a second direction perpendicular to the first axis as a third axis; adjusting the distance between the game camera and the controlled virtual object to the distance indicated by the first camera parameter; wherein the distance indicated by the first camera parameter is the coordinate value of the game camera along the first axis in the camera coordinate system; controlling the game camera's camera orientation to face the controlled virtual object to capture the game scene to obtain a game scene image; and during the process of capturing the game scene, the game camera and the controlled virtual object always maintain the distance indicated by the first camera parameter.

[0088] In a specific implementation, the above-mentioned first camera parameter may further include a camera field of view angle; the camera field of view angle is used to indicate the field of view range of the game camera when capturing the game scene.

[0089] Furthermore, the above-mentioned first camera parameter also includes a camera pitch angle; the specific process of the above-mentioned game camera capturing the game scene based on the first camera parameter to obtain the game scene screen may also include: setting the angle between the first axis of the camera coordinate system and the first horizontal plane in the world coordinate system to the camera pitch angle indicated by the first camera parameter; controlling the game camera to capture the game scene with the camera pitch angle indicated by the first camera parameter to obtain the game scene screen.

[0090] In a specific implementation, when the above-mentioned first camera parameter includes a camera yaw angle, the process of the above-mentioned game camera capturing the game scene based on the first camera parameter to obtain a game scene screen may also include: configuring the angle between the first axis of the camera coordinate system on the first horizontal plane and the second projection of the object direction of the controlled virtual object on the first horizontal plane to be the camera yaw angle indicated by the first camera parameter; controlling the game camera to capture the game scene with the camera yaw angle indicated by the first camera parameter to obtain a game scene screen.

[0091] Furthermore, the first camera parameter further includes a locked camera angle; the locked camera angle is used to indicate that during the process of the game camera capturing the game scene, the camera pitch angle and camera yaw angle of the game camera remain unchanged.

[0092] When the first camera parameter includes camera height, the process of the above-mentioned game camera capturing the game scene based on the first camera parameter to obtain the game scene screen may also include: adjusting the camera height of the game camera from a preset value to the camera height indicated by the first camera parameter; wherein the camera height indicated by the camera parameter is the coordinate value of the second axis of the game camera in the camera coordinate system; and controlling the game camera to capture the game scene based on the camera height indicated by the first camera parameter to obtain the game scene screen.

[0093] In this approach, players can set camera parameter values ​​during the game editing phase. The game editor then accepts and stores these values, and then reads these values ​​to configure the game camera during game runtime. This means that during the game runtime, a new stage is added to the initialization of the game camera to read the camera parameter information stored in the game scene information and set it on the game camera. This allows the game camera to capture the game scene based on the camera parameters set during the game editing phase, creating a scene image.

[0094] Corresponding to the above method embodiment, the present disclosure also provides a virtual camera control device, as shown in FIG6 , which includes:

[0095] The scene display module 50 is used to display a graphical user interface by running the game program. The graphical user interface includes a game editing scene to be edited. The game editing scene includes multiple scene components. The scene components are used to generate virtual objects in the game scene during the game running phase.

[0096] The parameter editing module 51 is used to respond to the first editing operation on the camera parameters, adjust the camera parameters of the editing camera from the default camera parameters to the first camera parameters, and display the first scene screen formed by the editing camera capturing the game editing scene based on the first camera parameters through a graphical user interface. The editing camera is a virtual camera used to capture the game editing scene.

[0097] The parameter saving module 52 is used to save the first camera parameters in response to the end of the first editing operation, and display a second scene image formed by capturing the game editing scene through the editing camera based on the default camera parameters through a graphical user interface.

[0098] The above-mentioned virtual camera control device simplifies the operation of players setting camera parameters. While setting the camera parameters in the game editing scene, players can preview the impact of adjusting the camera parameters on the game editing scene in the graphical user interface, thereby helping players to create more diverse game levels and enhance the player's gaming experience.

[0099] Furthermore, the parameter editing module 51 is used to: respond to a trigger operation on a camera debugging control in a graphical user interface, display a parameter setting panel in the graphical user interface, and the parameter setting panel includes: an editable control for setting camera parameters; and respond to a setting operation on the editable control to determine the first camera parameter of the edited camera.

[0100] In a specific implementation, the above default camera parameters are: before responding to the first editing operation on the camera parameters, the camera parameters of the editing camera of the game editing scene are collected.

[0101] Furthermore, the above-mentioned game editing scene includes a controlled virtual object controlled by a terminal device; in the process of the editing camera capturing the game editing scene, the camera direction of the editing camera is always facing the controlled virtual object; the above-mentioned device also includes a coordinate system establishment module, which is used to: respond to the trigger operation of the camera debugging control in the graphical user interface, set the camera height of the editing camera to a preset value, and face the camera direction of the editing camera to the controlled virtual object; establish a camera coordinate system with the position of the controlled virtual object as the origin, the direction of the camera direction of the editing camera as the first axis, the first direction perpendicular to the first axis as the second axis, and the second direction perpendicular to the first axis as the third axis.

[0102] In actual applications, the above-mentioned first camera parameters include: when the editing camera captures the game editing scene, the distance between the editing camera and the controlled virtual object; the above-mentioned parameter editing module 51 is used to: respond to the first setting operation of the first editable control in the parameter setting panel, determine the distance between the editing camera and the controlled virtual object, and configure the coordinate value of the first axis of the editing camera in the camera coordinate system as the distance between the editing camera and the controlled virtual object.

[0103] Through the above-mentioned device, when the editing camera captures the game editing scene, the coordinate value of the first axis of the editing camera in the camera coordinate system always maintains the distance indicated by the first camera parameter from the position of the controlled virtual object, thereby ensuring that the editing camera shoots the controlled virtual object at a certain distance, giving the player a better visual experience.

[0104] Furthermore, the above-mentioned first camera parameters include: camera field of view angle; the camera field of view angle is used to indicate the field of view range of the editing camera when capturing the game editing scene; the above-mentioned parameter editing module 51 is used to: respond to the second setting operation of the second editable control in the parameter setting panel, and determine the camera field of view angle of the editing camera.

[0105] In a specific implementation, the above-mentioned first camera parameter includes a camera pitch angle; the above-mentioned parameter editing module 51 is used to: respond to a third setting operation of a third editable control in the parameter setting panel, determine the camera pitch angle of the editing camera, and adjust the angle between the first axis of the camera coordinate system and the first horizontal plane in the world coordinate system to the camera pitch angle.

[0106] In actual applications, the above-mentioned camera pitch angles include: a default camera pitch angle, a maximum camera pitch angle, and a minimum camera pitch angle; the default camera pitch angle is the pitch angle configured by default when the editing camera captures the game editing scene; if the editing camera adopts the default camera pitch angle, the camera direction cannot face the controlled virtual object, and the camera pitch angle of the editing camera is adjusted based on the minimum camera pitch angle and the maximum camera pitch angle, so that the editing camera captures the game editing scene based on the adjusted camera pitch angle.

[0107] Through the aforementioned camera parameter settings, players can set camera parameter values ​​during the game editing phase. The game editor accepts and stores these camera parameter values, and then reads these camera parameter values ​​to configure the game camera during game runtime. In other words, during the game runtime, a new stage is added to the game camera initialization process to read the camera parameter information stored in the game scene information and set it on the game camera. This allows the game camera to capture the game scene based on the camera parameters set during the game editing phase to form a scene image.

[0108] Furthermore, the above-mentioned parameter setting panel also includes: a fourth editable control for locking the camera angle; the first camera parameter also includes a camera yaw angle and a locked camera angle; the locked camera angle is used to indicate: in the process of the editing camera capturing the game editing scene, the camera pitch angle and camera yaw angle of the editing camera remain unchanged; the above-mentioned parameter editing module 51 is used to: respond to the selection operation of the fourth editable control, determine that the editing camera locks the camera angle in the process of capturing the game editing scene, and display the fifth editable control for setting the camera yaw angle of the editing camera in the parameter setting panel; respond to the setting operation of the fifth editable control, determine the camera yaw angle of the editing camera, and configure the angle between the first axis of the camera coordinate system on the first horizontal plane and the second projection of the object direction of the controlled virtual object on the first horizontal plane as the camera yaw angle.

[0109] In a specific implementation, the first camera parameter includes a camera height; the parameter editing module 51 is configured to, in response to a setting operation on the sixth editable control in the parameter setting panel, determine the camera height of the editing camera and configure the coordinate value of the second axis of the editing camera in the camera coordinate system as the camera height of the editing camera. In this device, the parameter editing module ensures that the coordinate value of the second axis of the editing camera in the camera coordinate system is always consistent with the height value set by the first camera parameter when the editing camera captures the game editing scene. This ensures that the editing camera captures the controlled virtual object at a certain height, providing a better visual experience for the player.

[0110] In a specific implementation, the above-mentioned device also includes a default camera parameter adjustment module, which is used to: display a default game editing screen through a graphical user interface, where the default game editing screen is a screen formed by capturing the game editing scene through the editing camera in the default state based on the default camera parameters, wherein the default camera parameters include at least one of the following parameters: position parameter, orientation parameter and focal length parameter; respond to the scene editing perspective adjustment instruction, control the adjustment of the default camera parameters of the editing camera, and display the screen formed by capturing the game editing scene through the editing camera based on the adjusted default camera parameters through the graphical user interface.

[0111] Through the above device, the relatively low-level camera logic system is not abstracted as an editable object and opened in the game editor. Players do not need to complete the entire camera-related functional chain by themselves. They only need to set the camera parameters to apply the camera parameters to the camera. That is, the present disclosure directly places the parameters of the virtual camera at the level of game editing scene settings, thereby simplifying the editing operation of the camera parameters and helping to improve the player experience.

[0112] Furthermore, the parameter editing module 51 is configured to, in response to a first edit operation on camera parameters, control entry into camera debugging mode and control switching of the default game editing screen displayed in the graphical user interface to a camera editing preview screen corresponding to the camera debugging mode. The camera editing preview screen is a first scene screen formed by the editing camera capturing the game editing scene based on the first camera parameters when editing the first camera parameters of the editing camera. Based on this, the device further includes a screen restoration module configured to, in response to the completion of the first edit operation, control exit from camera debugging mode and display the default game editing screen formed by the editing camera capturing the game editing scene based on the default camera parameters in the graphical user interface. In this device, in the default state (equivalent to before entering camera debugging mode), players can edit the game editing scene, i.e., the user-operable interface. However, in camera debugging mode, players cannot operate the game editing preview screen and can only adjust camera parameters in the parameter setting panel displayed in camera debugging mode, thereby increasing the flexibility of virtual camera adjustment operations.

[0113] In a specific implementation, the parameter editing module 51 is used to: create a first editing camera in response to a first editing operation on camera parameters, and adjust the camera parameters of the first editing camera from default camera parameters to first camera parameters based on the first editing operation; wherein the default camera parameters are: camera parameters of the second editing camera that captures the game editing scene before responding to the first editing operation on the camera parameters; display a screen preview window in a graphical user interface, and display a scene screen formed by the first editing camera capturing the game editing scene based on the first camera parameters in the screen preview window.

[0114] In the specific implementation, the scene screen formed by the first editing camera capturing the game editing scene based on the first camera parameters is displayed in the screen preview window, while the scene screen formed by the second editing camera capturing the game editing scene based on the default camera parameters is displayed in the main interface of the graphical user interface.

[0115] Through the screen preview window in the above-mentioned device, players can not only preview the camera parameter editing effect in real time in the graphical user interface, but also edit the scene components in the game editing scene in the main interface of the graphical user interface. At the same time, the editing camera will be set with the parameter values ​​of the camera parameters set by the player, so that the performance of the editing camera and the game camera are consistent, allowing players to preview the editing effect of the camera parameters. Players can click the close control of the parameter setting panel to exit the camera debugging state. At this time, the camera parameters of the editing camera will be restored to display the scene image obtained by the editing camera based on the default camera parameters to capture the game editing scene in the graphical user interface. This method can preview the parameter setting process of the editing on the mobile terminal in a full-screen display manner, which has a better preview effect on the mobile terminal and allows players to intuitively perceive that the game camera parameters have a great impact on the level experience.

[0116] Furthermore, the above-mentioned device also includes a component editing module, which is used to: display an editing window in a graphical user interface; wherein the editing window includes multiple editable components; in response to a second editing operation on a target editable component among the multiple editable components, control the generation of a scene component corresponding to the target editable component in the game editing scene.

[0117] Furthermore, the above-mentioned device also includes an information generation module, which is used to: respond to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information and first camera parameters of the scene component in the game editing scene, and the scene component is an editing component that responds to the editing operation among multiple editable components in the editing window; control the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

[0118] This information generation module can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC function.

[0119] Furthermore, the above-mentioned device also includes a scene running module, which is used to: respond to the game running instruction, display the game scene screen of the game running stage through the graphical user interface, the game scene screen is a screen formed by capturing the game scene based on the first camera parameters through the game camera in the game scene, and the game scene includes virtual objects corresponding to the scene components generated according to the component information in the game scene information.

[0120] The virtual camera control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding content in the aforementioned method embodiment.

[0121] An embodiment of the present disclosure further provides an electronic device, as shown in FIG7 , which includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned virtual camera control method.

[0122] Specifically, the above-mentioned virtual camera control method includes: displaying a graphical user interface by running a game program, the graphical user interface includes a game editing scene to be edited, the game editing scene includes multiple scene components, and the scene components are used to generate virtual objects in the game scene during the game running phase; in response to a first editing operation on the camera parameters, adjusting the camera parameters of the editing camera from the default camera parameters to the first camera parameters, and displaying a first scene picture formed by the editing camera capturing the game editing scene based on the first camera parameters through the graphical user interface, the editing camera being a virtual camera for capturing the game editing scene; in response to the end of the first editing operation, saving the first camera parameters, and displaying a second scene picture formed by the editing camera capturing the game editing scene based on the default camera parameters through the graphical user interface.

[0123] The above-mentioned virtual camera control method simplifies the operation of players setting camera parameters. While setting the camera parameters in the game editing scene, players can preview the impact of adjusting the camera parameters on the game editing scene in the graphical user interface, thereby helping players to create more diverse game levels and enhance the player's gaming experience.

[0124] In an optional embodiment, the above-mentioned step of adjusting the camera parameters of the editing camera from default camera parameters to first camera parameters in response to the first editing operation on the camera parameters includes: responding to a trigger operation on a camera debugging control in a graphical user interface, displaying a parameter setting panel in the graphical user interface, the parameter setting panel including: editable controls for setting camera parameters; and determining the first camera parameters of the editing camera in response to the setting operation on the editable controls.

[0125] In an optional embodiment, the above-mentioned default camera parameters are: before responding to the first editing operation on the camera parameters, the camera parameters of the editing camera of the game editing scene are collected.

[0126] In an optional embodiment, the game editing scene includes a controlled virtual object controlled by a terminal device; in the process of the editing camera capturing the game editing scene, the camera orientation of the editing camera is always facing the controlled virtual object; the above method also includes: responding to a trigger operation for a camera debugging control in a graphical user interface, setting the camera height of the editing camera to a preset value, and facing the camera orientation of the editing camera to the controlled virtual object; establishing a camera coordinate system with the position of the controlled virtual object as the origin, the direction of the camera orientation of the editing camera as the first axis, the first direction perpendicular to the first axis as the second axis, and the second direction perpendicular to the first axis as the third axis.

[0127] In an optional embodiment, the first camera parameter includes: when the editing camera captures the game editing scene, the distance between the editing camera and the controlled virtual object; the step of determining the first camera parameter of the editing camera in response to a setting operation on the editable control includes: in response to a first setting operation on the first editable control in the parameter setting panel, determining the distance between the editing camera and the controlled virtual object, and configuring the coordinate value of the first axis of the editing camera in the camera coordinate system to be the distance between the editing camera and the controlled virtual object. This method ensures that when the editing camera captures the game editing scene, the coordinate value of the first axis of the editing camera in the camera coordinate system always maintains the distance indicated by the first camera parameter from the location of the controlled virtual object, thereby ensuring that the editing camera captures the controlled virtual object at a certain distance, providing the player with a better visual experience.

[0128] In an optional embodiment, the above-mentioned first camera parameter includes: the camera field of view angle; the camera field of view angle is used to indicate the field of view range of the editing camera when capturing the game editing scene; the above-mentioned step of determining the first camera parameter of the editing camera in response to the setting operation of the editable control includes: responding to the second setting operation of the second editable control in the parameter setting panel to determine the camera field of view angle of the editing camera.

[0129] In an optional embodiment, the above-mentioned first camera parameter includes a camera pitch angle; the above-mentioned step of determining the first camera parameter of the editing camera in response to the setting operation of the editable control includes: responding to a third setting operation of the third editable control in the parameter setting panel, determining the camera pitch angle of the editing camera, and adjusting the angle between the first axis of the camera coordinate system and the first horizontal plane in the world coordinate system to the camera pitch angle.

[0130] In an optional embodiment, the above-mentioned camera pitch angle includes: a default camera pitch angle, a maximum camera pitch angle and a minimum camera pitch angle; the default camera pitch angle is the pitch angle configured by default when the editing camera captures the game editing scene; if the editing camera adopts the default camera pitch angle, the camera direction cannot face the controlled virtual object, and the camera pitch angle of the editing camera is adjusted based on the minimum camera pitch angle and the maximum camera pitch angle, so that the editing camera captures the game editing scene based on the adjusted camera pitch angle.

[0131] By setting the camera parameters described above, players can set the camera parameter values ​​during the game editing phase. The game editor accepts and stores the set camera parameter values, and then reads these camera parameter values ​​to configure the game camera during game runtime. In other words, during the game runtime, a new step is added to the game camera initialization process to read the camera parameter information stored in the game scene information and set it on the game camera. This allows the game camera to capture the game scene based on the camera parameters set during the game editing phase to form a scene image.

[0132] In an optional embodiment, the parameter setting panel further includes: a fourth editable control for locking the camera angle; the first camera parameter further includes a camera yaw angle and a locked camera angle; the locked camera angle is used to indicate that during the process of the editing camera capturing the game editing scene, the camera pitch angle and camera yaw angle of the editing camera remain unchanged; the step of determining the first camera parameter of the editing camera in response to the setting operation for the editable control includes: responding to the selection operation for the fourth editable control, determining that the editing camera locks the camera angle during the process of capturing the game editing scene, and displaying the fifth editable control for setting the camera yaw angle of the editing camera in the parameter setting panel; responding to the setting operation for the fifth editable control, determining the camera yaw angle of the editing camera, and configuring the angle between the first axis of the camera coordinate system and the second projection of the object direction of the controlled virtual object on the first horizontal plane as the camera yaw angle.

[0133] In an optional embodiment, the first camera parameter includes a camera height; and the step of determining the first camera parameter of the editing camera in response to a setting operation on an editable control includes: determining the camera height of the editing camera in response to a setting operation on a sixth editable control in the parameter setting panel, and configuring the coordinate value of the second axis of the editing camera in the camera coordinate system as the camera height of the editing camera. In this manner, when the editing camera captures the game editing scene, the coordinate value of the second axis of the editing camera in the camera coordinate system is always consistent with the height value set by the first camera parameter, thereby ensuring that the editing camera captures the controlled virtual object at a certain height, providing the player with a better visual experience.

[0134] In an optional embodiment, the above method also includes: displaying a default game editing screen through a graphical user interface, the default game editing screen being a screen formed by capturing the game editing scene through the editing camera in the default state based on default camera parameters, wherein the default camera parameters include at least one of the following parameters: position parameter, orientation parameter and focal length parameter; responding to a scene editing perspective adjustment instruction, controlling the adjustment of the default camera parameters of the editing camera, and displaying through the graphical user interface a screen formed by capturing the game editing scene through the editing camera based on the adjusted default camera parameters.

[0135] Through the above embodiment, the relatively low-level camera logic system is not abstracted as an editable object and opened in the game editor. Players do not need to complete the entire camera-related functional chain by themselves. They only need to set the camera parameters to apply the camera parameters to the camera. In other words, the present disclosure directly places the parameters of the virtual camera at the level of game editing scene settings, thereby simplifying the editing operation of the camera parameters and helping to improve the player experience.

[0136] In an optional embodiment, the step of adjusting the camera parameters of the editing camera from the default camera parameters to the first camera parameters in response to the first editing operation on the camera parameters, and displaying the first scene screen formed by the editing camera capturing the game editing scene based on the first camera parameters through the graphical user interface includes: in response to the first editing operation on the camera parameters, controlling entry into the camera debugging mode, and controlling switching the default game editing screen displayed in the graphical user interface to the camera editing preview screen corresponding to the camera debugging mode, wherein the camera editing preview screen is the first scene screen formed by the editing camera capturing the game editing scene based on the first camera parameters when editing the first camera parameters of the editing camera; the above method also includes: in response to the end of the first editing operation, controlling exit from the camera debugging mode, and displaying the default game editing screen formed by the editing camera capturing the game editing scene based on the default camera parameters in the graphical user interface. In this embodiment, in the default state (equivalent to before entering the camera debugging mode), the player can edit the game editing scene, that is, the player-operable interface. However, in the camera debugging mode, the player cannot operate the game editing preview screen and can only adjust the camera parameters in the parameter setting panel displayed in the camera debugging mode, thereby improving the flexibility of the virtual camera adjustment operation.

[0137] In an optional embodiment, the above-mentioned step of responding to the first editing operation on the camera parameters, adjusting the camera parameters of the editing camera from the default camera parameters to the first camera parameters, and displaying the first scene picture formed by the editing camera capturing the game editing scene based on the first camera parameters through a graphical user interface includes: responding to the first editing operation on the camera parameters, creating a first editing camera, and adjusting the camera parameters of the first editing camera from the default camera parameters to the first camera parameters based on the first editing operation; wherein the default camera parameters are: before responding to the first editing operation on the camera parameters, the camera parameters of the second editing camera that captures the game editing scene; displaying a picture preview window in the graphical user interface, and displaying the scene picture formed by the first editing camera capturing the game editing scene based on the first camera parameters in the picture preview window.

[0138] In an optional embodiment, while the scene screen formed by the first editing camera capturing the game editing scene based on the first camera parameters is displayed in the screen preview window, the scene screen formed by the second editing camera capturing the game editing scene based on the default camera parameters is displayed in the main interface of the graphical user interface.

[0139] Through the above-mentioned screen preview window, players can not only preview the camera parameter editing effects in real time in the graphical user interface, but also edit the scene components in the game editing scene in the main interface of the graphical user interface. At the same time, the editing camera will be set with the parameter values ​​of the camera parameters set by the player, so that the performance of the editing camera and the game camera are consistent, allowing players to preview the editing effects of the camera parameters. Players can click the close control of the parameter setting panel to exit the camera debugging state. At this time, the camera parameters of the editing camera will be restored to display the scene screen obtained by the editing camera based on the default camera parameters in the graphical user interface. This method can preview the parameter setting process of the editing on the mobile terminal in a full-screen display manner, which has a better preview effect on the mobile terminal and allows players to intuitively perceive that the game camera parameters have a great impact on the level experience.

[0140] In an optional embodiment, the above method also includes: displaying an editing window in a graphical user interface; wherein the editing window includes multiple editable components; in response to a second editing operation on a target editable component among the multiple editable components, controlling the generation of a scene component corresponding to the target editable component in the game editing scene.

[0141] In an optional embodiment, the method further includes: responding to a trigger operation on a first interactive control in a graphical user interface, controlling the generation of game scene information corresponding to a game editing scene; wherein the game scene information includes component information and first camera parameters of a scene component in the game editing scene, and the scene component is an editing component that responds to an editing operation among a plurality of editable components in the editing window; controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program. Through this embodiment, the game scene information in the game editor can be published and experienced by other players, thereby realizing a fast UGC function.

[0142] In an optional embodiment, the above method also includes: in response to a game running instruction, displaying a game scene screen of the game running stage through a graphical user interface, the game scene screen is a screen formed by capturing the game scene based on the first camera parameters through a game camera in the game scene, and the game scene includes virtual objects corresponding to the scene components generated according to the component information in the game scene information.

[0143] Furthermore, the electronic device shown in FIG. 7 further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0144] Memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. Buses can be classified as address buses, data buses, control buses, etc. For ease of illustration, FIG7 uses only one bidirectional arrow, but this does not mean that there is only one bus or only one type of bus.

[0145] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0146] The embodiments of the present disclosure also provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual camera control method. For specific implementation, please refer to the method embodiment and will not be repeated here.

[0147] Specifically, the above-mentioned virtual camera control method includes: displaying a graphical user interface by running a game program, the graphical user interface includes a game editing scene to be edited, the game editing scene includes multiple scene components, and the scene components are used to generate virtual objects in the game scene during the game running phase; in response to a first editing operation on the camera parameters, adjusting the camera parameters of the editing camera from the default camera parameters to the first camera parameters, and displaying a first scene picture formed by the editing camera capturing the game editing scene based on the first camera parameters through the graphical user interface, the editing camera being a virtual camera for capturing the game editing scene; in response to the end of the first editing operation, saving the first camera parameters, and displaying a second scene picture formed by the editing camera capturing the game editing scene based on the default camera parameters through the graphical user interface.

[0148] The above-mentioned virtual camera control method simplifies the operation of players setting camera parameters. While setting the camera parameters in the game editing scene, players can preview the impact of adjusting the camera parameters on the game editing scene in the graphical user interface, thereby helping players to create more diverse game levels and enhance the player's gaming experience.

[0149] In an optional embodiment, the above-mentioned step of adjusting the camera parameters of the editing camera from default camera parameters to first camera parameters in response to the first editing operation on the camera parameters includes: responding to a trigger operation on a camera debugging control in a graphical user interface, displaying a parameter setting panel in the graphical user interface, the parameter setting panel including: editable controls for setting camera parameters; and determining the first camera parameters of the editing camera in response to the setting operation on the editable controls.

[0150] In an optional embodiment, the above-mentioned default camera parameters are: before responding to the first editing operation on the camera parameters, the camera parameters of the editing camera of the game editing scene are collected.

[0151] In an optional embodiment, the game editing scene includes a controlled virtual object controlled by a terminal device; in the process of the editing camera capturing the game editing scene, the camera orientation of the editing camera is always facing the controlled virtual object; the above method also includes: responding to a trigger operation for a camera debugging control in a graphical user interface, setting the camera height of the editing camera to a preset value, and facing the camera orientation of the editing camera to the controlled virtual object; establishing a camera coordinate system with the position of the controlled virtual object as the origin, the direction of the camera orientation of the editing camera as the first axis, the first direction perpendicular to the first axis as the second axis, and the second direction perpendicular to the first axis as the third axis.

[0152] In an optional embodiment, the first camera parameter includes: when the editing camera captures the game editing scene, the distance between the editing camera and the controlled virtual object; the step of determining the first camera parameter of the editing camera in response to a setting operation on the editable control includes: in response to a first setting operation on the first editable control in the parameter setting panel, determining the distance between the editing camera and the controlled virtual object, and configuring the coordinate value of the first axis of the editing camera in the camera coordinate system to be the distance between the editing camera and the controlled virtual object. This method ensures that when the editing camera captures the game editing scene, the coordinate value of the first axis of the editing camera in the camera coordinate system always maintains the distance indicated by the first camera parameter from the location of the controlled virtual object, thereby ensuring that the editing camera captures the controlled virtual object at a certain distance, providing the player with a better visual experience.

[0153] In an optional embodiment, the above-mentioned first camera parameter includes: the camera field of view angle; the camera field of view angle is used to indicate the field of view range of the editing camera when capturing the game editing scene; the above-mentioned step of determining the first camera parameter of the editing camera in response to the setting operation of the editable control includes: responding to the second setting operation of the second editable control in the parameter setting panel to determine the camera field of view angle of the editing camera.

[0154] In an optional embodiment, the above-mentioned first camera parameter includes a camera pitch angle; the above-mentioned step of determining the first camera parameter of the editing camera in response to the setting operation of the editable control includes: responding to a third setting operation of the third editable control in the parameter setting panel, determining the camera pitch angle of the editing camera, and adjusting the angle between the first axis of the camera coordinate system and the first horizontal plane in the world coordinate system to the camera pitch angle.

[0155] In an optional embodiment, the above-mentioned camera pitch angle includes: a default camera pitch angle, a maximum camera pitch angle and a minimum camera pitch angle; the default camera pitch angle is the pitch angle configured by default when the editing camera captures the game editing scene; if the editing camera adopts the default camera pitch angle, the camera direction cannot face the controlled virtual object, and the camera pitch angle of the editing camera is adjusted based on the minimum camera pitch angle and the maximum camera pitch angle, so that the editing camera captures the game editing scene based on the adjusted camera pitch angle.

[0156] By setting the camera parameters described above, players can set the camera parameter values ​​during the game editing phase. The game editor accepts and stores the set camera parameter values, and then reads these camera parameter values ​​to configure the game camera during game runtime. In other words, during the game runtime, a new step is added to the game camera initialization process to read the camera parameter information stored in the game scene information and set it on the game camera. This allows the game camera to capture the game scene based on the camera parameters set during the game editing phase to form a scene image.

[0157] In an optional embodiment, the parameter setting panel further includes: a fourth editable control for locking the camera angle; the first camera parameter further includes a camera yaw angle and a locked camera angle; the locked camera angle is used to indicate that during the process of the editing camera capturing the game editing scene, the camera pitch angle and camera yaw angle of the editing camera remain unchanged; the step of determining the first camera parameter of the editing camera in response to the setting operation for the editable control includes: responding to the selection operation for the fourth editable control, determining that the editing camera locks the camera angle during the process of capturing the game editing scene, and displaying the fifth editable control for setting the camera yaw angle of the editing camera in the parameter setting panel; responding to the setting operation for the fifth editable control, determining the camera yaw angle of the editing camera, and configuring the angle between the first axis of the camera coordinate system and the second projection of the object direction of the controlled virtual object on the first horizontal plane as the camera yaw angle.

[0158] In an optional embodiment, the first camera parameter includes a camera height; and the step of determining the first camera parameter of the editing camera in response to a setting operation on an editable control includes: determining the camera height of the editing camera in response to a setting operation on a sixth editable control in the parameter setting panel, and configuring the coordinate value of the second axis of the editing camera in the camera coordinate system as the camera height of the editing camera. In this manner, when the editing camera captures the game editing scene, the coordinate value of the second axis of the editing camera in the camera coordinate system is always consistent with the height value set by the first camera parameter, thereby ensuring that the editing camera captures the controlled virtual object at a certain height, providing the player with a better visual experience.

[0159] In an optional embodiment, the above method also includes: displaying a default game editing screen through a graphical user interface, the default game editing screen being a screen formed by capturing the game editing scene through the editing camera in the default state based on default camera parameters, wherein the default camera parameters include at least one of the following parameters: position parameter, orientation parameter and focal length parameter; responding to a scene editing perspective adjustment instruction, controlling the adjustment of the default camera parameters of the editing camera, and displaying through the graphical user interface a screen formed by capturing the game editing scene through the editing camera based on the adjusted default camera parameters.

[0160] Through the above embodiment, the relatively low-level camera logic system is not abstracted as an editable object and opened in the game editor. Players do not need to complete the entire camera-related functional chain by themselves. They only need to set the camera parameters to apply the camera parameters to the camera. In other words, the present disclosure directly places the parameters of the virtual camera at the level of game editing scene settings, thereby simplifying the editing operation of the camera parameters and helping to improve the player experience.

[0161] In an optional embodiment, the step of adjusting the camera parameters of the editing camera from the default camera parameters to the first camera parameters in response to the first editing operation on the camera parameters, and displaying the first scene screen formed by the editing camera capturing the game editing scene based on the first camera parameters through the graphical user interface includes: in response to the first editing operation on the camera parameters, controlling entry into the camera debugging mode, and controlling switching the default game editing screen displayed in the graphical user interface to the camera editing preview screen corresponding to the camera debugging mode, wherein the camera editing preview screen is the first scene screen formed by the editing camera capturing the game editing scene based on the first camera parameters when editing the first camera parameters of the editing camera; the above method also includes: in response to the end of the first editing operation, controlling exit from the camera debugging mode, and displaying the default game editing screen formed by the editing camera capturing the game editing scene based on the default camera parameters in the graphical user interface. In this embodiment, in the default state (equivalent to before entering the camera debugging mode), the player can edit the game editing scene, that is, the player-operable interface. However, in the camera debugging mode, the player cannot operate the game editing preview screen and can only adjust the camera parameters in the parameter setting panel displayed in the camera debugging mode, thereby improving the flexibility of the virtual camera adjustment operation.

[0162] In an optional embodiment, the above-mentioned step of responding to the first editing operation on the camera parameters, adjusting the camera parameters of the editing camera from the default camera parameters to the first camera parameters, and displaying the first scene picture formed by the editing camera capturing the game editing scene based on the first camera parameters through a graphical user interface includes: responding to the first editing operation on the camera parameters, creating a first editing camera, and adjusting the camera parameters of the first editing camera from the default camera parameters to the first camera parameters based on the first editing operation; wherein the default camera parameters are: before responding to the first editing operation on the camera parameters, the camera parameters of the second editing camera that captures the game editing scene; displaying a picture preview window in the graphical user interface, and displaying the scene picture formed by the first editing camera capturing the game editing scene based on the first camera parameters in the picture preview window.

[0163] In an optional embodiment, while the scene screen formed by the first editing camera capturing the game editing scene based on the first camera parameters is displayed in the screen preview window, the scene screen formed by the second editing camera capturing the game editing scene based on the default camera parameters is displayed in the main interface of the graphical user interface.

[0164] Through the screen preview window in the above embodiment, players can not only preview the camera parameter editing effects in real time in the graphical user interface, but also edit the scene components in the game editing scene in the main interface of the graphical user interface. At the same time, the editing camera will be set with the parameter values ​​of the camera parameters set by the player, so that the performance of the editing camera and the game camera are consistent, allowing players to preview the editing effects of the camera parameters. Players can click the close control in the parameter setting panel to exit the camera debugging state. At this time, the camera parameters of the editing camera will be restored to display the scene image obtained by the editing camera based on the default camera parameters in the graphical user interface. This method can preview the parameter setting process of the editing on the mobile terminal in a full-screen display, which has a better preview effect on the mobile terminal and allows players to intuitively perceive the significant impact of the game camera parameters on the level experience.

[0165] In an optional embodiment, the above method also includes: displaying an editing window in a graphical user interface; wherein the editing window includes multiple editable components; in response to a second editing operation on a target editable component among the multiple editable components, controlling the generation of a scene component corresponding to the target editable component in the game editing scene.

[0166] In an optional embodiment, the method further includes: responding to a trigger operation on a first interactive control in a graphical user interface, controlling the generation of game scene information corresponding to a game editing scene; wherein the game scene information includes component information and first camera parameters of a scene component in the game editing scene, and the scene component is an editing component that responds to an editing operation among a plurality of editable components in the editing window; controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program. Through this embodiment, the game scene information in the game editor can be published and experienced by other players, thereby realizing a fast UGC function.

[0167] In an optional embodiment, the above method also includes: in response to a game running instruction, displaying a game scene screen of the game running stage through a graphical user interface, the game scene screen is a screen formed by capturing the game scene based on the first camera parameters through a game camera in the game scene, and the game scene includes virtual objects corresponding to the scene components generated according to the component information in the game scene information.

[0168] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0169] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0170] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. A method for controlling a virtual camera, the method comprising: Displaying a graphical user interface by running the game program, wherein the graphical user interface includes a game editing scene to be edited, wherein the game editing scene includes a plurality of scene components, and wherein the scene components are used to generate virtual objects in the game scene during the game running stage; In response to a first editing operation on camera parameters, adjusting the camera parameters of the editing camera from default camera parameters to first camera parameters, and displaying a first scene screen formed by capturing the game editing scene by the editing camera based on the first camera parameters through the graphical user interface, wherein the editing camera is a virtual camera for capturing the game editing scene; In response to the completion of the first editing operation, the first camera parameters are saved, and a second scene screen formed by capturing the game editing scene through the editing camera based on the default camera parameters is displayed through the graphical user interface.

2. The method according to claim 1, wherein: The step of adjusting the camera parameters of the editing camera from the default camera parameters to the first camera parameters in response to the first editing operation on the camera parameters comprises: In response to a trigger operation on a camera debugging control in the graphical user interface, a parameter setting panel is displayed in the graphical user interface, wherein the parameter setting panel includes: an editable control for setting camera parameters; In response to a setting operation on the editable control, a first camera parameter of the editing camera is determined.

3. The method according to claim 2, wherein: The default camera parameters are: before responding to the first editing operation on the camera parameters, the camera parameters of the editing camera of the game editing scene are collected.

4. The method according to claim 2, wherein: The game editing scene includes a controlled virtual object controlled by a terminal device; During the process of the editing camera capturing the game editing scene, the editing camera is always oriented toward the controlled virtual object; The method further comprises: In response to a trigger operation on a camera debugging control in the graphical user interface, the camera height of the editing camera is set to a preset value, and the camera direction of the editing camera is directed toward the controlled virtual object; A camera coordinate system is established with the position of the controlled virtual object as the origin, the direction of the editing camera as the first axis, the first direction perpendicular to the first axis as the second axis, and the second direction perpendicular to the first axis as the third axis.

5. The method according to claim 4, wherein: The first camera parameter includes: the distance between the editing camera and the controlled virtual object when the editing camera captures the game editing scene; The step of determining a first camera parameter of the editing camera in response to a setting operation on the editable control comprises: In response to a first setting operation on a first editable control in the parameter setting panel, the distance between the editing camera and the controlled virtual object is determined, and the coordinate value of the first axis of the editing camera in the camera coordinate system is configured as the distance between the editing camera and the controlled virtual object.

6. The method according to claim 4, wherein: The first camera parameter includes: a camera field of view angle; the camera field of view angle is used to indicate the field of view range of the editing camera when capturing the game editing scene; The step of determining a first camera parameter of the editing camera in response to a setting operation on the editable control comprises: In response to a second setting operation on a second editable control in the parameter setting panel, a camera field of view angle of the editing camera is determined.

7. The method according to claim 4, wherein: The first camera parameter includes a camera pitch angle; the step of determining the first camera parameter of the editing camera in response to a setting operation on the editable control includes: In response to a third setting operation on a third editable control in the parameter setting panel, a camera pitch angle of the editing camera is determined, and an angle between a first axis of the camera coordinate system and a first horizontal plane in a world coordinate system is adjusted to the camera pitch angle.

8. The method according to claim 7, wherein: The camera pitch angle includes: a default camera pitch angle, a maximum camera pitch angle and a minimum camera pitch angle; the default camera pitch angle is the pitch angle of the default configuration when the editing camera captures the game editing scene; if the editing camera adopts the default camera pitch angle, the camera orientation cannot face the controlled virtual object, and the camera pitch angle of the editing camera is adjusted based on the minimum camera pitch angle and the maximum camera pitch angle, so that the editing camera captures the game editing scene based on the adjusted camera pitch angle.

9. The method according to claim 7, wherein: The parameter setting panel also includes: a fourth editable control for locking the camera angle; the first camera parameter also includes a camera yaw angle and a locked camera angle; the locked camera angle is used to indicate: during the process of the editing camera capturing the game editing scene, the camera pitch angle and camera yaw angle of the editing camera remain unchanged; The step of determining a first camera parameter of the editing camera in response to a setting operation on the editable control comprises: In response to a selection operation on the fourth editable control, determining that the editing camera locks a camera angle during the process of capturing the game editing scene, and displaying a fifth editable control for setting a camera yaw angle of the editing camera in the parameter setting panel; In response to a setting operation for the fifth editable control, determining the camera yaw angle of the editing camera, and converting the camera coordinates The angle between a first projection of a first axis of the camera on the first horizontal plane and a second projection of the object direction of the controlled virtual object on the first horizontal plane is configured as the camera yaw angle.

10. The method according to claim 4, wherein: The first camera parameter includes camera height; The step of determining a first camera parameter of the editing camera in response to a setting operation on the editable control comprises: In response to a setting operation on a sixth editable control in the parameter setting panel, a camera height of the editing camera is determined, and a coordinate value of a second axis of the editing camera in the camera coordinate system is configured as the camera height of the editing camera.

11. The method according to claim 1, wherein: The method further comprises: Displaying a default game editing screen through the graphical user interface, wherein the default game editing screen is a screen formed by capturing the game editing scene through a default editing camera based on default camera parameters, wherein the default camera parameters include at least one of the following parameters: a position parameter, a direction parameter, and a focal length parameter; In response to the scene editing perspective adjustment instruction, the default camera parameters of the editing camera are controlled to be adjusted, and a picture formed by capturing the game editing scene by the editing camera based on the adjusted default camera parameters is displayed through the graphical user interface.

12. The method according to claim 11, wherein: The step of adjusting the camera parameters of the editing camera from default camera parameters to first camera parameters in response to the first editing operation on the camera parameters, and displaying, through the graphical user interface, a first scene image formed by capturing the game editing scene through the editing camera based on the first camera parameters, comprises: In response to a first editing operation on a camera parameter, controlling entry into a camera debugging mode, and controlling switching the default game editing screen displayed in the graphical user interface to a camera editing preview screen corresponding to the camera debugging mode, wherein the camera editing preview screen is a first scene screen formed by the editing camera capturing the game editing scene based on the first camera parameter when editing the first camera parameter of the editing camera; The method further comprises: In response to the completion of the first editing operation, the camera debugging mode is controlled to exit, and a default game editing screen formed by capturing the game editing scene by the editing camera based on the default camera parameters is displayed in the graphical user interface.

13. The method according to claim 1, wherein: The step of adjusting the camera parameters of the editing camera from default camera parameters to first camera parameters in response to the first editing operation on the camera parameters, and displaying, through the graphical user interface, a first scene image formed by capturing the game editing scene through the editing camera based on the first camera parameters, comprises: In response to a first editing operation on camera parameters, a first editing camera is created, and based on the first editing operation, the camera parameters of the first editing camera are adjusted from the default camera parameters to the first camera parameters; wherein the default camera parameters are: the camera parameters of the second editing camera of the game editing scene collected before responding to the first editing operation on camera parameters; A picture preview window is displayed in the graphical user interface, and a scene picture formed by the first editing camera capturing the game editing scene based on the first camera parameters is displayed in the picture preview window.

14. The method according to claim 13, wherein: While displaying the scene screen formed by the first editing camera capturing the game editing scene based on the first camera parameters in the screen preview window, the scene screen formed by the second editing camera capturing the game editing scene based on the default camera parameters is displayed in the main interface of the graphical user interface.

15. The method according to claim 1, wherein: The method further comprises: Displaying an editing window in the graphical user interface; wherein the editing window includes a plurality of editable components; In response to a second editing operation on a target editable component among the plurality of editable components, control is performed to generate a scene component corresponding to the target editable component in the game editing scene.

16. The method according to claim 15, wherein: The method further comprises: In response to a trigger operation on a first interactive control in the graphical user interface, control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of a scene component in the game editing scene and the first camera parameter, and the scene component is an editing component that responds to an editing operation among a plurality of editable components included in the editing window; Control the transmission of the game scene information to a server; wherein the server is configured to be connected to a terminal device for communication, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

17. The method according to claim 16, wherein: The method further comprises: In response to a game running instruction, a game scene screen of the game running stage is displayed through the graphical user interface, wherein the game scene screen is a screen formed by capturing the game scene through a game camera in the game scene based on the first camera parameters, and the game scene includes virtual objects corresponding to scene components generated according to component information in the game scene information.

18. A control device for a virtual camera, the device comprising: The scene display module is configured to display a graphical user interface by running the game program, wherein the graphical user interface includes a game editing scene to be edited, and the game editing scene includes a plurality of scene components, and the scene components are used to display the scene components in the game running stage. Generate virtual objects in the game scene; a parameter editing module configured to execute a response to a first editing operation on camera parameters, adjust the camera parameters of the editing camera from default camera parameters to first camera parameters, and display, through the graphical user interface, a first scene screen formed by capturing the game editing scene by the editing camera based on the first camera parameters, wherein the editing camera is a virtual camera for capturing the game editing scene; The parameter saving module is configured to execute, in response to the completion of the first editing operation, saving the first camera parameters, and displaying through the graphical user interface a second scene screen formed by capturing the game editing scene through the editing camera based on the default camera parameters.

19. An electronic device comprising a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the control method of the virtual camera according to any one of claims 1 to 17.

20. A computer-readable storage medium storing computer-executable instructions, wherein when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the virtual camera control method according to any one of claims 1 to 17.