Game component rotation control method and apparatus, storage medium, and electronic device
By displaying the rotation guide graphics and adjusting the display properties of the scale graphics in the game editing scene, the problem that users cannot clearly understand the degree of rotation during the rotation operation is solved, and the accuracy and efficiency of the rotation operation are improved.
Patent Information
- Application Number
- PCT/CN2024/128184
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-11-16
- Filing Date
- 2024-10-29
- Publication Date
- 2025-05-22
AI Technical Summary
In the prior art, users cannot clearly understand the degree of rotation when performing game components rotation operations, resulting in a decrease in the accuracy of rotation operations, affecting efficiency and user experience.
The first rotation guide graphic is displayed in the game editing scene, the unit rotation angle is represented by multiple unit scale graphics, and the display attributes of the unit scale graphics to be adjusted according to the current rotation angle, so that the user can intuitively understand the current rotation angle.
Improves the accuracy of the user in the rotation operation, makes it easier for the user to rotate to the desired angle or direction, reduces the situation of repeated operations, and improves efficiency and user experience.
Smart Images

Figure CN2024128184_22052025_PF_FP_ABST
Abstract
Description
Game component rotation control method, device, storage medium and electronic device
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to a Chinese patent application filed on November 16, 2023, with application number 202311538642.2, entitled “Game component rotation control method, device, storage medium and electronic device,” the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the technical field of computer and human-computer interaction, and in particular to a game component rotation control method, a game component rotation control device, a computer-readable storage medium, and an electronic device. Background Art
[0004] With the development of computer and human-computer interaction technology, games have become an important form of daily entertainment. Users often need to rotate components in games. For example, when placing components in a game scene, users need to rotate them to the desired angle or orientation.
[0005] In the current rotation operation interaction method, users cannot clearly understand the current rotation degree, resulting in reduced accuracy of the user's rotation operation. Sometimes multiple repeated operations are required to achieve the desired angle, affecting efficiency and user experience.
[0006] Summary of the Invention
[0007] The present disclosure provides a game component rotation control method, a game component rotation control device, a computer-readable storage medium, and an electronic device, to at least to some extent solve the problem of low accuracy of rotation operation.
[0008] According to a first aspect of the present disclosure, a method for controlling the rotation of a game component is provided, the method comprising: displaying a game editing scene in a graphical user interface provided by a running game program; the game editing scene comprising one or more scene components, the scene components being configured to generate corresponding virtual models during the game running phase; in response to a preset operation on a target scene component, displaying a first rotation guide graphic according to a currently set unit rotation angle; the first rotation guide graphic comprising a plurality of unit scale graphics, each unit scale graphic being used to indicate the unit rotation angle; the target scene component being a component among the one or more scene components; determining a current rotation angle according to a rotation operation on the target scene component; the current rotation angle being an integer multiple of the unit rotation angle; determining a unit scale graphic to be adjusted among the plurality of unit scale graphics according to the current rotation angle, and adjusting the display properties of the unit scale graphic to be adjusted so as to represent the current rotation angle through the unit scale graphic to be adjusted; in response to a rotation completion instruction, controlling the target scene component to rotate to a direction corresponding to the final rotation angle according to the final rotation angle.
[0009] According to a second aspect of the present disclosure, a game component rotation control device is provided, the device comprising: a game editing scene display processing module, configured to display a game editing scene in a graphical user interface provided by a running game program; the game editing scene comprises one or more scene components, the scene components being configured to generate corresponding virtual models during the game running phase; a rotation guide graphic display processing module being configured to respond to a preset operation on a target scene component and display a first rotation guide graphic according to a currently set unit rotation angle; the first rotation guide graphic comprising a plurality of unit scale graphics, each unit scale graphic being used to indicate the unit rotation angle; the target scene component The component is a component in the one or more scene components; a rotation angle determination module is configured to determine the current rotation angle according to the rotation operation of the target scene component; the current rotation angle is an integer multiple of the unit rotation angle; a display attribute adjustment module is configured to determine the unit scale graphic to be adjusted among the multiple unit scale graphics according to the current rotation angle, and adjust the display attributes of the unit scale graphic to be adjusted so as to represent the current rotation angle through the unit scale graphic to be adjusted; a rotation completion instruction processing module is configured to respond to the rotation completion instruction and control the target scene component to rotate to the direction corresponding to the final rotation angle according to the final rotation angle.
[0010] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the game component rotation control method and possible implementation methods thereof of the first aspect are implemented.
[0011] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game component rotation control method and its possible implementation method of the above-mentioned first aspect by executing the executable instructions.
[0012] The technical solution disclosed in this disclosure has the following beneficial effects:
[0013] During rotation, a first rotation guide graphic is displayed, visually displaying the current rotation angle via a corresponding number of unit scale graphics to be adjusted. This allows the user to intuitively and clearly understand the current rotation angle and the rotation effect, making it easier for the user to rotate to the desired angle or direction, thereby improving the accuracy of the user's rotation operation. Furthermore, the current rotation angle changes in steps based on the set unit rotation angle, making it easier for the user to accurately control the current rotation angle, reducing repeated operations and improving efficiency and user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] FIG1 shows a system architecture diagram of one embodiment of the present exemplary embodiment;
[0015] FIG2 is a flowchart illustrating a method for controlling rotation of a game component according to an exemplary embodiment of the present invention;
[0016] FIG3 is a schematic diagram showing a game editing scene according to the exemplary embodiment;
[0017] FIG4 is a schematic diagram showing a setting interface of a game editing scene in this exemplary embodiment;
[0018] FIG5 is a schematic diagram showing an operation control of a target scene component according to the exemplary embodiment;
[0019] FIG6 is a schematic diagram showing a rotation scale setting control according to one exemplary embodiment of the present invention;
[0020] FIG7 is a schematic diagram showing a first rotation guide pattern according to the present exemplary embodiment;
[0021] FIG8 is a schematic diagram showing one of the rotation planes of this exemplary embodiment;
[0022] FIG9 is a schematic diagram showing a unit scale graphic to be adjusted, a current rotation position mark, and a rotation starting position mark according to this exemplary embodiment;
[0023] FIG10 is a sub-flow chart showing a method for controlling rotation of a game component according to the exemplary embodiment;
[0024] FIG11 is a schematic diagram showing a current rotation angle according to one embodiment of the present invention;
[0025] FIG12 is a schematic diagram showing a display of historical rotation angles and current accumulated rotation angles according to one embodiment of the present invention;
[0026] FIG13 is a schematic structural diagram of a game component rotation control device according to this exemplary embodiment;
[0027] FIG. 14 is a schematic structural diagram of an electronic device according to this exemplary embodiment. DETAILED DESCRIPTION
[0028] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0029] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0030] In related art, when a user rotates a game component, the rotation effect is displayed based on the current operation, allowing the user to estimate whether the rotation is in place by observation. However, this observation and estimation method has limited effectiveness. The user cannot clearly understand the current rotation degree, resulting in reduced accuracy of the user's rotation operation. Sometimes, multiple repeated operations are required to achieve the desired angle, affecting efficiency and user experience.
[0031] In view of the above problems, exemplary embodiments of the present disclosure provide a method for controlling rotation of game components.
[0032] Figure 1 shows the system architecture of the operating environment of this exemplary embodiment. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device. It may have a display function and be capable of displaying a graphical user interface (GUI). The GUI may include an operating system interface or an application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, interfaces such as the game editing scene and the game running scene may be displayed in the GUI. The server 120 generally refers to the backend system that provides the game service in this exemplary embodiment and may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link for data transmission. The game component rotation control method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.
[0033] In one embodiment, the game component rotation control method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can be run within 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 operating mode, the game program execution body and the game screen presentation body are separated. The storage and execution of the in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing a game or editing a game scene, the user operates the cloud gaming client 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 cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0034] In one embodiment, the game component rotation control method can be implemented in a stand-alone game. No server deployment is required, and the entire game program can be installed on the terminal device 110 and the game component rotation control method can be executed.
[0035] In one embodiment, referring to FIG2 , the game component rotation control method may include the following steps S210 to S250:
[0036] Step S210: Displaying a game editing scene in a graphical user interface provided by the running game program; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding virtual models during the game running phase;
[0037] Step S220: In response to a preset operation on a target scene component, a first rotation guide graphic is displayed according to a currently set unit rotation angle; the first rotation guide graphic includes a plurality of unit scale graphics, each unit scale graphic is used to indicate a unit rotation angle; the target scene component is a component among the one or more scene components;
[0038] Step S230, determining a current rotation angle according to the rotation operation on the target scene component; the current rotation angle is an integer multiple of the unit rotation angle;
[0039] Step S240, determining a unit scale graphic to be adjusted from the plurality of unit scale graphics according to the current rotation angle, and adjusting the display properties of the unit scale graphic to be adjusted so that the unit scale graphic to be adjusted represents the current rotation angle;
[0040] Step S250 , responding to the rotation completion instruction, controlling the target scene component to rotate to a direction corresponding to the final rotation angle according to the final rotation angle.
[0041] In the method shown in Figure 2, during a user's rotation operation, a first rotation guide graphic is displayed, and the current rotation angle is visually displayed using a corresponding number of unit scale graphics to be adjusted. This allows the user to intuitively and clearly understand the current rotation angle and the rotation effect, making it easier for the user to rotate to the desired angle or direction, thereby improving the accuracy of the user's rotation operation. Furthermore, the current rotation angle changes in steps based on the set unit rotation angle, making it easier for the user to accurately control the current rotation angle, reducing repeated operations and improving efficiency and user experience.
[0042] Each step in Figure 2 is described in detail below.
[0043] 2 , in step S210 , a game editing scene is displayed in a graphical user interface provided by the running game program; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding virtual models during the game running phase.
[0044] Among them, the game program provides a game scene editing function. Users can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. The game editing scene refers to the game scene displayed in an edited state in the graphical user interface. The game editing scene may include a scene background and one or more generated scene components. These scene components can be scene components that come with the game editing scene (for example, the game program can provide preset game scenes of various styles, and users can select a preset game scene to edit, which initially comes with scene components), or they can be scene components generated by user editing.
[0045] Scene components are objects generated, used, or edited during the game editing phase. They can be people or objects (or parts of people or objects) in the game editing scene. Scene components are configured to generate corresponding virtual models during the game runtime. In the game, scene components and corresponding virtual models typically have the same appearance and can be considered the same object. In the program, scene components and virtual models can be stored as different types of program objects.
[0046] It should be noted that the solution disclosed herein supports players to customize and edit game scenes. Therefore, the user mentioned in this article can refer to players or game developers.
[0047] In one embodiment, when displaying a game editing scene, one or more scene component operation controls may also be displayed in the graphical user interface, for generating corresponding scene components in the game editing scene in response to user operations on the controls. Referring to FIG3 , a scene component selection control may be provided in the form of a list, the list including type options such as “structure,” “object,” “environment,” “mechanism,” “organism,” and “combination.” After selecting a type option, a scene component selection control under that type is provided on the left. For example, scene components of the “object” type include “chair,” “square table,” “round table,” “coffee table,” and “desk.” Selection controls for scene components such as “square table,” “round table,” “coffee table,” and “desk” may be displayed in the graphical user interface. The user may click or drag the selection control of a scene component to generate the corresponding scene component in the game editing scene. For example, the selection control of “chair” may be dragged to a certain position in the game editing scene to trigger the generation of a chair component at that position.
[0048] In one embodiment, the game program may come with one or more scene components, such as scene components pre-configured by the game developer and stored in the game program, and may provide corresponding scene component operation controls so that players can conveniently use these scene components to edit scenes, such as adding scene components in the game editing scene with one click.
[0049] In one embodiment, scene components can be pre-configured by the player. Players can obtain scene components that are not originally in the game program by modeling them in the game editing scene or other editing interface. Corresponding scene component operation controls can also be provided for the scene components pre-configured by the player. When pre-configuring scene components, one or more information such as the location, orientation, size, material, color, etc. of the scene components can be configured. In this way, when the user uses these scene components in the game editing scene, they can directly call the configured information, which is very convenient and efficient. Of course, the user can also adjust the configured information in the scene components, such as adjusting one or more of the above information to make it more in line with their needs and preferences.
[0050] In one embodiment, multiple scene components can be combined into a scene component combination. For example, a block component can be combined with the circular surface of a cylindrical component to form a roller-shaped scene mechanism, which is a scene component combination. In this way, complex and diverse components of people or objects can be formed in the game. For the scene component combination, corresponding scene component operation controls can also be configured, allowing users to add or generate scene component combinations with one click in the game editing scene, which is very convenient.
[0051] For ease of distinction, a single scene component can be referred to as a base scene component. It cannot be split and can be considered the smallest component in a game editing scene. Unless otherwise specified, the scene component mentioned in this article can refer to either a base scene component or a combination of scene components.
[0052] In one embodiment, a virtual camera can be set up in the game editing scene. A virtual camera is a tool within the game program that simulates a real camera to capture the game scene. It can be set up anywhere in the game editing scene and capture the game scene from any perspective. In other words, the virtual camera can have any position within the game scene, and its position can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be set up in the game editing scene, and different virtual cameras can capture different game scene images.
[0053] The game editing scene can present two different perspectives, namely the observation perspective and the game perspective. The user can set which perspective to use in the game editing scene. For example, Figure 4 shows the setting interface of the game editing scene, in which the user can choose to use the observation perspective or the game perspective. The observation perspective refers to observing the game editing scene from a third-person perspective. Under the observation perspective, the user can not control the game character in the game editing scene, but directly control the virtual camera to move the perspective (the virtual camera is not displayed). The game perspective refers to observing the game editing scene from a first-person perspective. Under the game perspective, the user can control a certain game character in the game editing scene. The game character can be bound to the virtual camera, that is, the positional relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the focus of the virtual camera. When the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, under the observation perspective, it is also possible to set an invisible game character in the game editing scene, which is equivalent to hiding the game character in the game perspective. When the user moves the perspective, the virtual camera can be moved by moving the game character. In the observation perspective or game perspective, a virtual joystick, up or down controls, etc. can be set in the game editing scene. The user can move the virtual camera or move the game character by operating these controls.
[0054] Continuing to refer to Figure 2, in step S220, in response to a preset operation on the target scene component, a first rotation guide graphic is displayed according to the currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic is used to indicate a unit rotation angle; the target scene component is a component among the above one or more scene components.
[0055] The target scene component is the scene component to be rotated, and can be any one or more scene components in the game editing scene. For example, the user can click to select a scene component, and use that scene component as the target scene component for subsequent rotation control. Alternatively, the user can select multiple scene components by means of box selection, and use these scene components as the target scene components for batch rotation control through subsequent processing.
[0056] The preset operation can be a pre-operation of the rotation operation, such as an operation to confirm the start of rotation. For example, referring to FIG5 , when the chair component in the game editing scene is set as the target scene component 501, the operation options of the target scene component 501 can be displayed, such as including operation options such as move, scale, rotate, and delete. These operation options can be provided in the form of operation controls 502, including move controls 5021, scale controls 5022, rotation controls 5023, and delete controls 5024. The preset operation can be an operation in which the user selects a rotation operation option or activates the rotation control 5023. For example, when the user clicks the rotation control 5023, it can trigger the display of a first rotation guide graphic based on the currently set unit rotation angle.
[0057] The unit rotation angle refers to the minimum unit angle for controlling the rotation of the target scene component. For example, if the unit rotation angle is set to 15 degrees, when controlling the rotation of the target scene component, it rotates in units of 15°, that is, the rotation angle is an integer multiple of 15°. The unit rotation angle can be set by the user, or it can be automatically set by the game program. For example, when entering the game editing scene, the game program automatically adopts the default angle or the last set unit rotation angle as the currently set unit rotation angle, and the user can set and change the unit rotation angle. The setting interface of the game editing scene (the interface shown in Figure 4) can include a setting option for the unit rotation angle, and the user can set it in this interface. This setting can take effect on all scene components in the game editing scene. For example, if the user sets the unit rotation angle to 15° in the setting interface of the game editing scene, when any scene component is selected as the target scene component, 15 degrees is the default setting for the currently set unit rotation angle.
[0058] In one embodiment, the game component rotation control method may further include the following steps:
[0059] In response to a preset operation on a target scene component, a rotation scale setting control is displayed in a graphical user interface that displays a game editing scene;
[0060] In response to the setting operation of the rotation scale setting control, get the currently set unit rotation angle.
[0061] Among them, the rotation scale setting control is used to set the unit rotation angle. For example, as shown in Figure 6, when the user activates the rotation control 5023 of the target scene component 501, the rotation scale setting control 503 is triggered to be displayed. The control can provide multiple candidate angles, such as 15°, 30°, 45°, 90°, etc. The user can select a candidate angle, which is the currently set unit rotation angle. Of course, the present disclosure does not limit the specific form and operation method of the rotation scale setting control. For example, it can also be a ruler, and the user drags the cursor position on the ruler to set the unit rotation angle.
[0062] By providing a rotation scale setting control, users can flexibly set the unit rotation angle, increasing the user's freedom in rotation or editing operations. In addition, the rotation scale setting control is displayed in the graphical user interface that displays the game editing scene. In other words, when editing in the game editing scene, users can directly set the unit rotation angle through the rotation scale setting control without having to jump to other interfaces (such as the game editing scene settings interface) to set the unit rotation angle, which is very convenient.
[0063] In this exemplary embodiment, a rotation guide graphic is a visual object used to guide the user in performing a rotation operation. For example, the rotation guide graphic can be in the form of a ring, etc., showing the complete rotation trajectory of the target scene component, so that the user can perform the rotation operation along the rotation guide graphic. The first rotation guide graphic is a rotation guide graphic displayed when a unit rotation angle is set, and the second rotation guide graphic below is a rotation guide graphic displayed when no unit rotation angle is set. For example, the first rotation guide graphic is a rotation guide graphic that includes multiple unit scale graphics, and the second rotation guide graphic is a rotation guide graphic that does not include unit scale graphics. Alternatively, the first rotation guide graphic is a discontinuous graphic, such as where the different unit scale graphics in the first rotation guide graphic are not connected, and the second rotation guide graphic is a continuous graphic, such as where a connecting path exists between any two points in the second rotation guide graphic. Alternatively, both the first rotation guide graphic and the second rotation guide graphic include multiple unit scale graphics, but the unit scale graphics differ in size or shape.
[0064] A unit scale graphic is a visual object representing a unit rotation angle and can be a segment of the scale in the first rotation guide graphic. For example, the first rotation guide graphic is a ring or a circle, and the unit scale graphic is an arc or sector with a unit rotation angle. Multiple arcs form a complete ring, and multiple sectors form a complete circle.
[0065] When a user performs a preset operation on a target scene component, a unit scale graphic is determined based on the currently set unit rotation angle, and a first rotation guide graphic is generated and displayed in the game editing scene. For example, as shown in FIG7 , when the unit rotation angle is set to 30°, in response to the preset operation, a first rotation guide graphic 504 is displayed, which is a complete circle and includes multiple unit scale graphics 5041. Each unit scale graphic 5041 is an arc with an arc of 30° or approximately 30°.
[0066] In one embodiment, the above-mentioned response to the preset operation on the target scene component and displaying the first rotation guide graphic according to the currently set unit rotation angle may include the following steps:
[0067] In response to a rotation trigger operation on a target scene component, multiple rotation planes are provided;
[0068] In response to the rotation plane selection operation, a target rotation plane is determined among the multiple rotation planes, and a first rotation guide graphic is displayed according to the currently set unit rotation angle.
[0069] If the game editing scene is a 2D scene, the target scene component can only be rotated on the plane of the 2D scene, and there is no need to select a rotation plane. If the game editing scene is a 3D scene (including 2.5D scenes, which are essentially 3D scenes), the target scene component can be rotated on different planes. To this end, the user can set the target rotation plane before the rotation operation, that is, the plane on which the rotation is located.
[0070] The preset operations described above may include rotation triggering operations and rotation plane selection operations. A rotation triggering operation is an operation that triggers the entry into the rotation state, such as selecting the rotation operation option or activating the rotation control. A rotation plane selection operation is an operation that selects the target rotation plane, such as clicking, double-clicking, or long-pressing a rotation plane among multiple rotation planes. This rotation plane is then determined as the target rotation plane.
[0071] Exemplarily, with reference to FIG8 , when the user activates the rotation control 5023 of the target scene component 501, a plurality of rotation planes are triggered to be provided, including the XY plane (i.e., the rotation plane when the target scene component 501 rotates around the Z axis) 5051, the YZ plane (i.e., the rotation plane when the target scene component 501 rotates around the X axis) 5052, and the XZ plane (i.e., the rotation plane when the target scene component 501 rotates around the Y axis) 5053. It should be understood that the rotation plane can be determined based on the world coordinate system or based on the local coordinate system of the target scene component. For example, in the case of adopting the world coordinate system, the XY plane 5051, the YZ plane 5052, and the XZ plane 5053 in FIG8 can be the XY plane (or a parallel plane of the XY plane), the YZ plane (or a parallel plane of the YZ plane), and the XZ plane (or a parallel plane of the XZ plane) in the world coordinate system. The local coordinate system of the target scene component refers to a coordinate system with the target scene component itself as a reference, and its origin can always be located at the center point of the target scene component (or other reference points of the target scene component), and its X-axis, Y-axis, and Z-axis can be parallel to a specific direction in the target scene component, so that when the target scene component moves or rotates, the local coordinate system moves or rotates synchronously. In the case of adopting the local coordinate system, the XY plane 5051, YZ plane 5052, and XZ plane 5053 in Figure 8 can be the XY plane (or a parallel plane of the XY plane), the YZ plane (or a parallel plane of the YZ plane), and the XZ plane (or a parallel plane of the XZ plane) in the local coordinate system. The rotation plane can be displayed in any visual way, and the rotation planes shown in Figure 8 are all 90-degree arcs on each rotation plane. In addition, the visualized rotation plane can be the same figure as the first rotation guide graphic or the second rotation guide graphic. For example, the rotation plane is a 360° ring or circle, and the first rotation guide graphic or the second rotation guide graphic is also a ring or circle. The user may further perform a rotation plane selection operation, such as long pressing the XY plane 5051 to set it as the target rotation plane.
[0072] In response to the rotation plane selection operation, the first rotation guide graphic is also triggered to be displayed. Subsequent rotation operations performed by the user can cause the target scene component to rotate on the target rotation plane.
[0073] In one embodiment, the displaying of the first rotation guide graphic according to the currently set unit rotation angle may include the following steps:
[0074] A first rotation guide graphic is displayed on the target rotation plane according to the currently set unit rotation angle.
[0075] Once the target rotation plane is determined, the first rotation guide graphic can be displayed on the target rotation plane. For example, in FIG8 , if the XY plane 5051 is determined as the target rotation plane, the display effect of the first rotation guide graphic can refer to that shown in FIG7 , with the first rotation guide graphic 504 located on the XY plane. This allows the user to see that the rotation of the target scene component occurs on the target rotation plane during subsequent rotation operations, making it easier for the user to clearly understand the rotation effect.
[0076] Generally, when the target scene component rotates, it rotates around a specific rotation axis. Therefore, the first rotation guide graphic can be centered on the rotation axis. Specifically, the center of the first rotation guide graphic can be the projection point of the rotation axis on the target rotation plane. Exemplarily, referring to Figure 7, when the XY plane is the target rotation plane, the Z axis is the rotation axis, and the first rotation guide graphic 504 is a ring, the center of which can be the projection point of the Z axis on the XY plane. As a result, the first rotation guide graphic can more accurately show the rotation effect of the target scene component.
[0077] In one embodiment, the displaying of the first rotation guide graphic according to the currently set unit rotation angle may include the following steps:
[0078] A first rotation guide graphic is displayed on a plane parallel to the graphical user interface according to a currently set unit rotation angle.
[0079] The plane parallel to the graphical user interface, i.e., the plane parallel to the display plane of the terminal device, is typically also the plane that the user's line of sight is facing when using the terminal device, and the line of sight can be perpendicular to this plane. The plane parallel to the graphical user interface has a higher level of visualization. For example, as shown in FIG8 , at the current viewing angle, the visualization states of the XY plane 5051, YZ plane 5052, and XZ plane 5053 are different. The visualization state of the XY plane 5051 is relatively good, while the visualization states of the YZ plane 5052 and XZ plane 5053 are relatively poor. It is conceivable that a circle in the YZ plane 5052 or XZ plane 5053 will be visualized as an ellipse, with the major and minor axes of the ellipse differing significantly. Therefore, the first rotation guide graphic can be displayed on a plane with better visualization, i.e., the plane parallel to the graphical user interface. This facilitates presenting the original form of the first rotation guide graphic. For example, if the first rotation guide graphic is a circle, the effect presented on this plane will also be a circle, not an ellipse. When the user subsequently performs a rotation operation based on the first rotation guide graphic, they can more clearly see the rotation effect, facilitating accurate operation.
[0080] Continuing to refer to FIG. 2 , in step S230 , a current rotation angle is determined according to the rotation operation on the target scene component; the current rotation angle is an integer multiple of the unit rotation angle.
[0081] The present disclosure does not limit the specific method of the rotation operation. For example, the rotation operation may be a sliding operation along the first rotation guide graphic. It should be understood that when the user performs a sliding rotation operation, the sliding position does not have to be strictly limited to the first rotation guide graphic. When the sliding position is not on the first rotation guide graphic, the terminal device can map the user's sliding trajectory to the first rotation guide graphic, thereby determining the current rotation angle based on parameters such as the sliding distance or sliding angle on the first rotation guide graphic. Alternatively, the rotation operation may be an operation of clicking on a certain point on the first rotation guide graphic, and the clicked point may be the current rotation end position. Alternatively, the rotation operation may be an operation of long pressing or pressing the target scene component or the first rotation guide graphic, and the current rotation angle continues to increase with the increase of the long press time or the pressing force.
[0082] In one embodiment, the rotation operation and the aforementioned rotation plane selection operation are performed continuously. "Continuous" means that the rotation operation can be initiated even before the rotation plane selection operation is completed. For example, the rotation plane selection operation involves long-pressing the target rotation plane, while the rotation operation involves sliding while pressing the target rotation plane. This allows the user to perform both operations quickly and continuously, simplifying the operation process and improving editing efficiency.
[0083] During a rotation operation, the rotation angle may change continuously. The current rotation angle refers to the rotation angle corresponding to the current rotation operation. The current rotation angle is always an integer multiple of the unit rotation angle. For example, during a sliding rotation operation, as the sliding distance increases, the current rotation angle gradually increases from 0 to unit rotation angle × 1, then to unit rotation angle × 2... In other words, the current rotation angle changes in steps based on the unit rotation angle.
[0084] In one embodiment, the above-mentioned determination of the current rotation angle based on the rotation operation of the target scene component may include the following steps:
[0085] Respond to the rotation operation of the target scene component and obtain the current operation parameters;
[0086] According to the mapping relationship between the operation parameters of the rotation operation and the rotation angle, a current rotation angle corresponding to the current operation parameters is determined.
[0087] Among them, the operating parameters of the rotation operation are related to the specific method of the rotation operation. Referring to the above example of the rotation operation, its operating parameters may include but are not limited to: sliding distance, sliding arc, sliding angle, sliding end position, click position, long press time, pressing force, etc.
[0088] The mapping relationship between the operating parameters of the rotation operation and the rotation angle can be pre-established in the game program. Moreover, the mapping relationship may be different at different unit rotation angles. Exemplarily, the two may be a piecewise function mapping relationship. If the unit rotation angle is a, and the operating parameter of the rotation operation is a sliding radian, its mapping relationship with the rotation angle may be: the sliding radian [0, a / 2) is mapped to the rotation angle 0, the sliding radian [a / 2, 3a / 2) is mapped to the rotation angle a, the sliding radian [3a / 2, 5a / 2) is mapped to the rotation angle 2a, the sliding radian [5a / 2, 7a / 2) is mapped to the rotation angle 3a, ..., the sliding radian [(k-1 / 2)a, 180] is mapped to the rotation angle 180, k = 180 / a. Thus, when the current operating parameters are obtained, the current rotation angle corresponding to the current operating parameters can be determined based on the mapping relationship.
[0089] The range of the current rotation angle can be set, such as according to specific game requirements. In one embodiment, to simplify processing, the current rotation angle can be set to a range of [0, 360) or (-180, 180]. If the range is set to (-180, 180), when the current rotation angle exceeds 180, it can be equivalent to a reverse rotation of (360-current rotation angle), and the current rotation angle is converted to a value within (-180, 180) for processing.
[0090] 2 , in step S240 , a unit scale graphic to be adjusted is determined from the plurality of unit scale graphics according to the current rotation angle, and the display properties of the unit scale graphic to be adjusted are adjusted so that the unit scale graphic to be adjusted represents the current rotation angle.
[0091] The unit scale graphic to be adjusted is a unit scale graphic used to represent the current rotation angle. By adjusting its display properties, it is distinguished from other unit scale graphics so that the user can intuitively understand the current rotation angle.
[0092] In one embodiment, determining the unit scale graphic to be adjusted from the plurality of unit scale graphics according to the current rotation angle may include the following steps:
[0093] Determine the target number of unit scale graphics to be adjusted based on the ratio of the current rotation angle to the unit rotation angle;
[0094] In the first rotation guide graphic, starting from the position corresponding to the initial rotation angle of the target scene component and along the rotation direction of the rotation operation, a target number of unit scale graphics are determined as the unit scale graphics to be adjusted.
[0095] The position corresponding to the starting rotation angle may be the position corresponding to 0°. The rotation direction of the rotation operation may be clockwise or counterclockwise. For example, the rotation direction of the rotation operation is clockwise. If the current rotation angle is 60° and the unit rotation angle is 15°, and the ratio of the two is 4, then the target number of unit scale graphics to be adjusted is determined to be 4. In the first rotation guide graphic, starting from the position corresponding to 0°, the first four unit scale graphics in the clockwise direction are determined as the unit scale graphics to be adjusted.
[0096] When the unit scale graphic to be adjusted is determined, its display properties can be adjusted. The purpose of adjusting the display properties is to distinguish it from other unit scale graphics so that the user can see it intuitively. In the above example, the target number of unit scale graphics to be adjusted is 4, and the display properties of the 4 unit scale graphics to be adjusted are changed, so that the user can easily calculate that the current rotation angle is 15°×4=60°. Ways to adjust the display properties include but are not limited to: changing the color, changing the texture, changing the transparency, thickening the border, increasing the size, moving the position (such as moving the unit scale graphic to be adjusted a little distance away from the center of the first rotation guide graphic to achieve the effect of highlighting), adding identification information in the form of text, etc.
[0097] As shown in Reference Figure 9, the current rotation angle is 60° and the unit rotation angle is 30°, thereby determining that the target number of unit scale graphics to be adjusted is 2. The first two unit scale graphics 5041 along the rotation direction (clockwise) in the first rotation guide graphic 504 are used as unit scale graphics to be adjusted, and their colors are changed so that the user can clearly see the angle of the two scales that have been rotated.
[0098] In one embodiment, the game component rotation control method may further include the following steps:
[0099] During the rotation operation, as the current rotation angle increases, each time the target number of the unit scale graphic to be adjusted increases by one, the control executes the preset feedback instruction.
[0100] For example, if the unit rotation angle is 15 degrees, when the current rotation angle increases from 0 degrees to 15 degrees, the target number of the unit scale graphic to be adjusted increases from 0 to 1, and the preset feedback instruction is executed. When the current rotation angle increases from 15 degrees to 30 degrees, the target number of the unit scale graphic to be adjusted increases from 1 to 2, and the preset feedback instruction is also executed.
[0101] The preset feedback instruction is used to enable the user to feel the change of the current rotation angle more intuitively. Exemplarily, the preset feedback instruction may include but is not limited to one or more of the following: device vibration instruction, that is, when the preset feedback instruction is executed, the terminal device can be controlled to vibrate; preset sound effect playback instruction, that is, when the preset feedback instruction is executed, the terminal device can be controlled to play a preset sound effect, such as voice or preset game sound effect (such as the "click" sound of simulating gear rotation); preset visual effect display instruction, that is, when the preset feedback instruction is executed, the terminal device can be controlled to display a preset visual effect, such as displaying a screen effect such as "!" in the graphical user interface, or displaying a newly added animation effect of the unit scale graphic to be adjusted; and so on.
[0102] Continuing to refer to FIG. 2 , in step S250 , in response to the rotation completion instruction, the target scene component is controlled to rotate to a direction corresponding to the final rotation angle according to the final rotation angle.
[0103] Among them, the rotation completion instruction can be an instruction generated based on the user's confirmation that the rotation is complete. For example, when the user is performing a sliding rotation operation, if the sliding operation ends (such as the operating medium such as the finger leaves the touch screen, the left mouse button is released, etc.), it means that the user confirms that the rotation is complete, and a rotation completion instruction can be generated. Alternatively, after the rotation operation, the user needs to perform a rotation completion confirmation operation, such as clicking the "Confirm" button in the graphical user interface, thereby generating a rotation completion instruction. The final rotation angle refers to the current rotation angle when the user confirms that the rotation is complete (such as when the rotation operation ends). During the rotation operation, the user can clearly understand the current rotation angle. When rotated to the desired angle, the user can confirm that the rotation is complete, such as ending the rotation operation. At this time, the final rotation angle is determined, and the target scene component is rotated to the direction corresponding to the final rotation angle, thereby completing an accurate rotation operation process.
[0104] In one embodiment, after determining the current rotation angle according to the rotation operation on the target scene component, the game component rotation control method may further include the following steps:
[0105] A current rotation position mark is displayed on the first rotation guide graphic, and the current rotation position mark is used to indicate the current rotation angle.
[0106] The current rotation position indicator can take any form, such as an arrow, triangle, or cursor, and can point to the position corresponding to the current rotation angle in the first rotation guide graphic. In one embodiment, the current rotation position indicator can be located at the rotation endpoint boundary of the last unit scale graphic to be adjusted based on the rotation direction of the rotation operation. For example, referring to FIG9 , the current rotation position indicator 5061 is displayed on the first rotation guide graphic 504. If the rotation direction of the rotation operation is clockwise and there are two unit scale graphics to be adjusted, the unit scale graphic to be adjusted that is farther back in the clockwise direction is the last unit scale graphic to be adjusted. The current rotation position indicator 5061 is located at the rotation endpoint boundary of the last unit scale graphic to be adjusted. The rotation endpoint boundary is the boundary of the multiple boundaries of the unit scale graphic that is farther away from the rotation starting point along the rotation direction. By displaying the current rotation position indicator, the user can more clearly see the current rotation angle and the corresponding direction of the target scene component at the current rotation angle, facilitating accurate operation.
[0107] In one embodiment, after displaying the first rotation guide graphic according to the currently set unit rotation angle, the game component rotation control method may further include the following steps:
[0108] A rotation starting point position mark is displayed on the first rotation guide graphic, and the rotation starting point position mark is used to indicate the starting rotation angle of the target scene component.
[0109] The rotation starting position marker can take any form, such as an arrow, triangle, or cursor, and can have the same appearance as the current rotation position marker. It can point to the position corresponding to the starting rotation angle (e.g., 0 degrees) in the first rotation guide graphic. For example, as shown in FIG9 , a rotation starting position marker 5062 is displayed on the first rotation guide graphic 504. The rotation starting position marker 5062 can be located at the position corresponding to the positive direction of the Y axis when the rotation begins. This allows the user to more clearly see the rotation status by displaying the rotation starting position marker alongside the current rotation position marker, facilitating accurate operation.
[0110] In one embodiment, the game component rotation control method may further include the following steps:
[0111] During the rotation operation, the target scene component is controlled in real time to rotate to the direction corresponding to the current rotation angle according to the current rotation angle.
[0112] For example, if the unit rotation angle is 15 degrees, during a rotation operation, when the current rotation angle is 15 degrees, the target scene component is controlled to rotate 15 degrees. When the current rotation angle is 30 degrees, the target scene component is controlled to rotate 30 degrees. This allows the user to always intuitively see the actual current rotation effect. Furthermore, when the user confirms the rotation is complete, the current state of the target scene component is the state after the rotation, which helps improve processing efficiency.
[0113] In one embodiment, during the rotation operation, an intermediate state object of the target scene component can be generated, such as a visualization object that makes the target scene component transparent, or a visualization object that adds a dotted line effect to the boundary of the target scene component. The intermediate state object is controlled in real time to rotate to the direction corresponding to the current rotation angle according to the current rotation angle, while the target scene component can remain stationary. When the user confirms that the rotation is complete, the target scene component is controlled to actually rotate. Alternatively, when the user cancels the rotation operation, the target scene component can remain in its original state.
[0114] In one embodiment, referring to FIG10 , the game component rotation control method may further include the following steps S1010 and S1020:
[0115] Step S1010: Displaying a second rotation guide graphic in response to a preset operation on a target scene component when the unit rotation angle is not set;
[0116] Step S1020 , when the current rotation angle is determined, an area to be adjusted is determined in the second rotation guide graphic according to the current rotation angle, and display properties of the area to be adjusted are adjusted so that the current rotation angle is represented by the area to be adjusted.
[0117] The case where the unit rotation angle is not set may include, but is not limited to, setting a special case for the unit rotation angle. For example, as shown in FIG6 , the rotation scale setting control 503 provides a "free rotation" option. When the user selects this option, it can be considered that the unit rotation angle is not set. After entering the game editing scene, if the user does not set the unit rotation angle, it can be considered that the unit rotation angle is not set.
[0118] The second rotating guide graphic is a rotating guide graphic displayed in response to a preset operation without setting a unit rotation angle. The difference between it and the first rotating guide graphic can be referred to above and will not be repeated here. Exemplarily, the second rotating guide graphic can be a ring or circle without scale. In one embodiment, similar to the first rotating guide graphic, a plurality of rotation planes can be provided in response to a preset operation on a target scene component, and a target rotation plane is determined in response to a rotation plane setting operation, and the second rotating guide graphic is displayed on the target rotation plane.
[0119] When the second rotating guide graphic is displayed, the user can also perform a rotation operation. The rotation operation method can be the same as or different from that when the second rotating guide graphic is displayed. For example, the user can perform a sliding rotation operation on the second rotating guide graphic. After step S1010, step S230 can be executed to determine the current rotation angle based on the rotation operation on the target scene component.
[0120] When the current rotation angle is determined, the area to be adjusted is determined in the second rotation guide graphic according to the current rotation angle. Since the second rotation guide graphic can be an integral graphic that does not include a unit scale graphic, the area to be adjusted can be determined by calculating the ratio. For example, if the second rotation guide graphic is a 360-degree ring, the ratio of the current rotation angle to 360 degrees can be calculated to determine the proportion of the area to be adjusted in the entire second rotation guide graphic, and then, starting from the rotation starting point, along the rotation direction of the rotation operation, the area of corresponding proportion is determined as the area to be adjusted. Furthermore, the display properties of the area to be adjusted can be adjusted, such as changing the color, texture, transparency, etc., to make it visually different from other areas, so that the user can intuitively see the current degree of rotation.
[0121] When the unit rotation angle is set, the current rotation angle is a parameter that changes in steps with the unit rotation angle as the unit. In order to enable the user to control and adjust the rotation angle more accurately. In one embodiment, the current rotation angle can be a parameter that changes smoothly (or continuously). For example, if the game supports angles accurate to the order of 0.01, then if the unit rotation angle is not set, a second rotation guide graphic is displayed. When the user performs the rotation operation, the current rotation angle can be accurate to 0.01 degrees and can be dynamically changed in units of 0.01 degrees, thereby achieving smooth or continuous angle control.
[0122] In one embodiment, the currently set unit rotation angle is one of a plurality of candidate angles. As shown in FIG6 , the candidate angles include 15 degrees, 30 degrees, 45 degrees, and 90 degrees, and the unit rotation angle set by the user is one of them. Accordingly, the game component rotation control method may further include the following steps:
[0123] When the unit rotation angle is not set, a preset angle is used as the unit rotation angle; the preset angle is smaller than any candidate angle.
[0124] For example, the preset angle can be an angle less than 15 degrees, such as 1 degree. In the case where the unit rotation angle is not set, the preset angle is used as the unit rotation angle. When the user performs a rotation operation, the current rotation angle is always an integer multiple of the unit rotation angle. Compared with the case where the user sets the unit rotation angle, more precise rotation angle control can be achieved. Moreover, when the preset angle is small enough (such as 1 degree), in the user's perception, it is equivalent to the current rotation angle changing smoothly.
[0125] Therefore, two rotation control methods are provided to the user. When the unit rotation angle is set, the current rotation angle is adjusted step by step in units of unit rotation angle, which helps the user to accurately understand and master the rotation angle. When the unit rotation angle is not set, the rotation angle is adjusted in units of smaller preset angles (such as 1 degree) or the smallest unit angle supported in the game (such as 0.01 degree), allowing the user to control the current rotation angle approximately smoothly, making it easier for the user to accurately rotate to a specific angle.
[0126] In one embodiment, the game component rotation control method may further include the following steps:
[0127] Display the current rotation angle and / or the historical rotation angle and the current accumulated rotation angle in the graphical user interface; the historical rotation angle is the angle to which the target scene component has been rotated under the historical rotation operation before the rotation operation is performed, and the current rotation angle is the difference between the current accumulated rotation angle and the historical rotation angle.
[0128] Generally, the current rotation angle refers to the angle change during the current rotation operation. For example, as shown in Figure 11, the unit rotation angle is 15 degrees. If the current rotation operation rotates 3 scale marks, that is, the target number of unit scale marks to be adjusted is 3, the current rotation angle is 45 degrees. "45°" can be displayed in the graphical user interface to help users more accurately understand the current rotation angle.
[0129] A historical rotation operation is a rotation operation performed on the target scene component before the current rotation operation. For example, all rotation operations performed on the target scene component after the target scene component is created in the game editing scene and before the current rotation operation can be regarded as historical rotation operations. The historical rotation angle is the cumulative rotation angle of the target scene component under the historical rotation operations. For example, if the historical rotation operation includes three rotation operations on the same rotation plane, the rotation angles of these three rotation operations are accumulated to obtain the historical rotation angle. It can also be understood that the historical rotation angle is the angle difference of the target scene component before the current rotation operation relative to the initial angle. The current cumulative rotation angle is the rotation angle obtained by adding the current rotation angle in the current rotation operation to the historical rotation angle. Therefore, the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle. In one embodiment, the historical rotation angle and the current cumulative rotation angle can be angle state values, i.e., representing the angle state of the target scene component before the current rotation operation and the angle state of the target scene component after the current rotation operation (or during the rotation operation). As shown in FIG12 , the historical rotation angle is 30 degrees and the unit rotation angle is 15 degrees. If 3 scales are rotated in this rotation operation, that is, the target number of unit scale graphics to be adjusted is 3, indicating that the current rotation angle is 45 degrees, then the current cumulative rotation angle is 30+45=75 degrees, and “30°” and “75°” can be displayed in the graphical user interface. In this way, the user can see the absolute angle of the target scene component. For example, if the user wants to rotate the target scene component 90 degrees, it was rotated 30 degrees in the previous rotation operation. When the historical rotation angle and the current cumulative rotation angle are displayed, the user can clearly understand the current cumulative rotation angle when performing the current rotation operation, and can understand how many degrees need to be rotated this time to achieve the desired angle, thereby easily achieving the purpose of rotating 90 degrees.
[0130] In one embodiment, determining the current rotation angle according to the rotation operation on the target scene component may include the following steps:
[0131] Taking the angle of the target scene component before the rotation operation as the reference point, obtain the angle of the target scene component relative to the reference point during the rotation operation to obtain the current rotation angle.
[0132] The angle of the target scene component before the rotation operation is the starting angle for this rotation operation. Using the angle before the rotation operation as the reference point, the angle during the rotation operation relative to that reference point is obtained. This angle change during the rotation operation is the current rotation angle. This simplifies the process, eliminating the need to consider the angle before the rotation operation and focusing solely on the angle change during the rotation operation.
[0133] In one embodiment, the above-mentioned obtaining the angle of the target scene component relative to the reference point during the rotation operation to obtain the current rotation angle may include the following steps:
[0134] Based on the local coordinate system of the target scene component, obtain the angle of the target scene component under the rotation operation to obtain the current rotation angle; the local coordinate system takes the angle of the target scene component before the rotation operation as 0 degrees.
[0135] Among them, the local coordinate system of the target scene component refers to the coordinate system with the target scene component itself as a reference. Its origin can always be located at the center point of the target scene component (or other reference points of the target scene component). Its X-axis, Y-axis, and Z-axis can be parallel to specific directions in the target scene component. In this way, when the target scene component moves or rotates, the local coordinate system moves or rotates synchronously. The local coordinate system takes the angle of the target scene component before this rotation operation as 0 degrees. It can be understood that the local coordinate system is the local coordinate system of the target scene component before this rotation operation and does not change with the rotation of the target scene component during this rotation operation. For example, Figure 11 shows the local coordinate system, which is the local coordinate system of the target scene component 501 before this rotation operation. Although the target scene component 501 has rotated 45 degrees during this rotation operation, the local coordinate system still maintains the state before this rotation operation. The position pointed to by the rotation starting point position marker 5062 is 0 degrees in the local coordinate system. When performing this rotation operation, the angle of the target scene component after this rotation operation in the local coordinate system is obtained, which is the current rotation angle. Through the local coordinate system, the current rotation angle can be obtained more easily, reducing the amount of calculation.
[0136] In one embodiment, the display of the historical rotation angle and the current cumulative rotation angle may include the following steps:
[0137] Taking the angle of the target scene component before the first rotation operation as the reference point, obtain the angle of the target scene component relative to the reference point under historical rotation operations to obtain the historical rotation angle, and obtain the angle of the target scene component relative to the reference point under rotation operations to obtain the current cumulative rotation angle; the first rotation operation is the earliest operation in the historical rotation operations;
[0138] Displays the historical rotation angle and the current accumulated rotation angle.
[0139] The angle of the target scene component before the first rotation operation, i.e., the initial angle of the target scene component, can generally be considered to be 0 degrees. Using this angle as a reference point, the angles of historical rotation operations relative to the reference point are obtained, i.e., the cumulative angle changes during these historical rotation operations, to obtain the historical rotation angle. The angle of the current rotation operation relative to the reference point is also obtained, i.e., the cumulative angle changes during both the historical and current rotation operations, to obtain the current cumulative rotation angle. This allows accurate calculation of both angles.
[0140] In one embodiment, obtaining the angle of the target scene component relative to the reference point during the rotation operation to obtain the current cumulative rotation angle may include the following steps:
[0141] Based on the world coordinate system, obtain the angle of the target scene component under the rotation operation and obtain the current cumulative rotation angle; the world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees.
[0142] Among them, the world coordinate system can be a coordinate system with reference to the entire game editing scene, which takes the reference point in the game editing scene as the origin and the reference direction in the game editing scene as the axis, and will not change due to the movement or rotation of the target scene component. The world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees. For example, Figure 12 shows a world coordinate system, the positive direction of its Y axis is fixed and remains unchanged, which is 0 degrees in the world coordinate system. In this rotation operation, the angle of the target scene component after this rotation operation in the world coordinate system can be obtained, which is the current cumulative rotation angle. Through the world coordinate system, the current cumulative rotation angle can be obtained more accurately and simply, reducing the amount of calculation.
[0143] In one embodiment, displaying the current rotation angle and / or displaying the historical rotation angles and the current cumulative rotation angle in a graphical user interface includes:
[0144] If the currently set rotation reference mode is the first reference mode, the current rotation angle is displayed in the graphical user interface;
[0145] If the currently set rotation reference mode is the second reference mode, the historical rotation angle and the current accumulated rotation angle are displayed in the graphical user interface.
[0146] Among them, in the first reference mode and the second reference mode, the reference systems used are different. For example, the first reference mode can be a local reference mode, which uses the local coordinate system as a reference, and the displayed rotation angle information is based on the angle information of the local coordinate system, so the current rotation angle can be displayed. The second reference mode can be a world reference mode, which uses the world coordinate system as a reference, and the displayed rotation angle information is based on the angle information of the world coordinate system, so the historical rotation angle and the current cumulative rotation angle can be displayed. The rotation reference mode can be selected and set in the game editing scene or its setting interface. For example, referring to Figure 4 above, in the interface of the game editing scene, a setting control for "rotation reference" is provided, and the user can select "local reference" or "world reference". "Local reference" is the first reference mode, and "world reference" is the second reference mode. In this way, the user can flexibly set the reference system and set the angle information to be displayed in the graphical user interface.
[0147] The exemplary embodiment of the present disclosure further provides a game component rotation control device. Referring to FIG13 , the game component rotation control device 1300 may include the following program modules:
[0148] The game editing scene display processing module 1310 is configured to display the game editing scene in the graphical user interface provided by the running game program; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding virtual models during the game running stage;
[0149] The rotation guide graphic display processing module 1320 is configured to respond to a preset operation on a target scene component and display a first rotation guide graphic according to a currently set unit rotation angle; the first rotation guide graphic includes a plurality of unit scale graphics, each unit scale graphic is used to indicate a unit rotation angle; the target scene component is a component in the one or more scene components;
[0150] The rotation angle determination module 1330 is configured to determine a current rotation angle according to the rotation operation on the target scene component; the current rotation angle is an integer multiple of the unit rotation angle;
[0151] a display attribute adjustment module 1340 configured to determine a unit scale graphic to be adjusted from the plurality of unit scale graphics according to the current rotation angle, and adjust display attributes of the unit scale graphic to be adjusted so that the unit scale graphic to be adjusted represents the current rotation angle;
[0152] The rotation completion instruction processing module 1350 is configured to respond to the rotation completion instruction and control the target scene component to rotate to a direction corresponding to the final rotation angle according to the final rotation angle.
[0153] In one embodiment, the above-mentioned determination of the unit scale graphics to be adjusted among multiple unit scale graphics based on the current rotation angle includes: determining the target number of unit scale graphics to be adjusted based on the ratio of the current rotation angle to the unit rotation angle; in the first rotation guide graphic, starting from the position corresponding to the starting rotation angle of the target scene component, along the rotation direction of the rotation operation, determining the target number of unit scale graphics as the unit scale graphics to be adjusted.
[0154] In one embodiment, the display attribute adjustment module 1340 is further configured to: during the rotation operation, as the current rotation angle increases, each time the target number of the unit scale graphic to be adjusted increases by one, control the execution of a preset feedback instruction.
[0155] In one embodiment, the preset feedback instruction includes one or more of the following: a device vibration instruction, a preset sound effect playing instruction, and a preset visual effect display instruction.
[0156] In one embodiment, the rotation guide graphic display processing module 1320 is further configured to: after the rotation angle determination module 1330 determines the current rotation angle based on the rotation operation of the target scene component, display the current rotation position identifier on the first rotation guide graphic, and the current rotation position identifier is used to indicate the current rotation angle.
[0157] In one embodiment, the current rotation position marker is located at a rotation end point boundary of the last unit scale graphic to be adjusted based on the rotation direction of the rotation operation in the unit scale graphic to be adjusted.
[0158] In one embodiment, the rotation guide graphic display processing module 1320 is further configured to: after displaying the first rotation guide graphic according to the currently set unit rotation angle, display a rotation starting point position identifier on the first rotation guide graphic, and the rotation starting point position identifier is used to indicate the starting rotation angle of the target scene component.
[0159] In one embodiment, the rotation angle determination module 1330 is further configured to: during the rotation operation, control the target scene component to rotate to a direction corresponding to the current rotation angle in real time according to the current rotation angle.
[0160] In one embodiment, the rotation angle determination module 1330 is further configured to: display the current rotation angle in a graphical user interface, and / or display the historical rotation angle and the current cumulative rotation angle; the historical rotation angle is the angle to which the target scene component has been rotated under the historical rotation operation before the rotation operation is performed, and the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle.
[0161] In one embodiment, the above-mentioned determination of the current rotation angle based on the rotation operation of the target scene component includes: taking the angle of the target scene component before the rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point during the rotation operation, and obtaining the current rotation angle.
[0162] In one embodiment, the above-mentioned obtaining the angle of the target scene component relative to the reference point during the rotation operation to obtain the current rotation angle includes: obtaining the angle of the target scene component during the rotation operation based on the local coordinate system of the target scene component to obtain the current rotation angle; the local coordinate system takes the angle of the target scene component before the rotation operation as 0 degrees.
[0163] In one embodiment, the above-mentioned display of the historical rotation angle and the current cumulative rotation angle includes: taking the angle of the target scene component before the first rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point under the historical rotation operation, obtaining the historical rotation angle, and obtaining the angle of the target scene component relative to the reference point under the rotation operation, obtaining the current cumulative rotation angle; the first rotation operation is the earliest operation in the historical rotation operations; and displaying the historical rotation angle and the current cumulative rotation angle.
[0164] In one embodiment, the above-mentioned acquisition of the angle of the target scene component relative to the reference point under the rotation operation to obtain the current cumulative rotation angle includes: based on the world coordinate system, acquiring the angle of the target scene component under the rotation operation to obtain the current cumulative rotation angle; the world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees.
[0165] In one embodiment, the above-mentioned display of the current rotation angle in the graphical user interface, and / or displaying the historical rotation angles and the current cumulative rotation angles, includes: if the currently set rotation reference mode is the first reference mode, displaying the current rotation angle in the graphical user interface; if the currently set rotation reference mode is the second reference mode, displaying the historical rotation angles and the current cumulative rotation angles in the graphical user interface.
[0166] In one embodiment, the above-mentioned response to a preset operation on the target scene component displays a first rotation guide graphic according to the currently set unit rotation angle, including: responding to a rotation trigger operation on the target scene component, providing multiple rotation planes; responding to a rotation plane selection operation, determining a target rotation plane among multiple rotation planes, and displaying the first rotation guide graphic according to the currently set unit rotation angle.
[0167] In one embodiment, the displaying of the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on the target rotation plane according to the currently set unit rotation angle.
[0168] In one embodiment, the displaying of the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on a plane parallel to the graphical user interface according to the currently set unit rotation angle.
[0169] In one embodiment, the rotation operation and the rotation plane selection operation are performed continuously.
[0170] In one embodiment, the rotation guide graphic display processing module 1320 is further configured to: respond to a preset operation on a target scene component, display a rotation scale setting control in a graphical user interface displaying a game editing scene; respond to a setting operation on the rotation scale setting control, and obtain the currently set unit rotation angle.
[0171] In one embodiment, the rotation guide graphic display processing module 1320 is further configured to: display a second rotation guide graphic in response to a preset operation on the target scene component when the unit rotation angle is not set;
[0172] Accordingly, the display attribute adjustment module 1340 is configured to: determine the area to be adjusted in the second rotation guide graphic according to the current rotation angle when the current rotation angle is determined, and adjust the display attributes of the area to be adjusted so that the current rotation angle is represented by the area to be adjusted.
[0173] In one embodiment, the currently set unit rotation angle is one of multiple candidate angles; the rotation guidance graphic display processing module 1320 is also configured to: when the unit rotation angle is not set, use a preset angle as the unit rotation angle; the preset angle is smaller than any candidate angle.
[0174] In one embodiment, the above-mentioned determination of the current rotation angle based on the rotation operation of the target scene component includes: obtaining the current operation parameters in response to the rotation operation of the target scene component; and determining the current rotation angle corresponding to the current operation parameters based on the mapping relationship between the operation parameters of the rotation operation and the rotation angle.
[0175] In one embodiment, the first rotation guide pattern is a ring or a circle, and the unit scale pattern is an arc or a sector with a radian being a unit rotation angle.
[0176] The specific details of each part of the above-mentioned device have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, so they will not be repeated here.
[0177] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes program code. When the program product is run on an electronic device, the program code is used to enable the electronic device to execute (more specifically, enable the processor of the electronic device to execute) the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure, such as the game component rotation control method in the exemplary embodiment, which includes the following steps: displaying a game editing scene in a graphical user interface provided by a running game program; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding virtual models during the game running stage; responding to the target The preset operation of the target scene component is to display a first rotation guide graphic according to the currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic is used to indicate the unit rotation angle; the target scene component is a component in one or more scene components; the current rotation angle is determined according to the rotation operation of the target scene component; the current rotation angle is an integer multiple of the unit rotation angle; the unit scale graphic to be adjusted is determined in multiple unit scale graphics according to the current rotation angle, and the display properties of the unit scale graphic to be adjusted are adjusted to represent the current rotation angle through the unit scale graphic to be adjusted; in response to the rotation completion instruction, the target scene component is controlled to rotate to the direction corresponding to the final rotation angle according to the final rotation angle.
[0178] In one embodiment, the above-mentioned determination of the unit scale graphics to be adjusted among multiple unit scale graphics based on the current rotation angle includes: determining the target number of unit scale graphics to be adjusted based on the ratio of the current rotation angle to the unit rotation angle; in the first rotation guide graphic, starting from the position corresponding to the starting rotation angle of the target scene component, along the rotation direction of the rotation operation, determining the target number of unit scale graphics as the unit scale graphics to be adjusted.
[0179] In one embodiment, the method further includes: during the rotation operation, as the current rotation angle increases, each time the target number of the unit scale graphics to be adjusted increases by one, controlling execution of a preset feedback instruction.
[0180] In one embodiment, the preset feedback instruction includes one or more of the following: a device vibration instruction, a preset sound effect playing instruction, and a preset visual effect display instruction.
[0181] In one embodiment, after determining the current rotation angle according to the rotation operation on the target scene component, the method further includes: displaying a current rotation position mark on the first rotation guide graphic, where the current rotation position mark is used to indicate the current rotation angle.
[0182] In one embodiment, the current rotation position marker is located at a rotation end point boundary of the last unit scale graphic to be adjusted based on the rotation direction of the rotation operation in the unit scale graphic to be adjusted.
[0183] In one embodiment, after displaying the first rotation guide graphic according to the currently set unit rotation angle, the method further includes: displaying a rotation starting position mark on the first rotation guide graphic, where the rotation starting position mark is used to indicate the starting rotation angle of the target scene component.
[0184] In one embodiment, the method further includes: during the rotation operation, controlling the target scene component to rotate to a direction corresponding to the current rotation angle in real time according to the current rotation angle.
[0185] In one embodiment, the method also includes: displaying the current rotation angle in a graphical user interface, and / or displaying the historical rotation angle and the current cumulative rotation angle; the historical rotation angle is the angle to which the target scene component has been rotated under the historical rotation operation before the rotation operation is performed, and the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle.
[0186] In one embodiment, the above-mentioned determination of the current rotation angle based on the rotation operation of the target scene component includes: taking the angle of the target scene component before the rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point during the rotation operation, and obtaining the current rotation angle.
[0187] In one embodiment, the above-mentioned obtaining the angle of the target scene component relative to the reference point during the rotation operation to obtain the current rotation angle includes: obtaining the angle of the target scene component during the rotation operation based on the local coordinate system of the target scene component to obtain the current rotation angle; the local coordinate system takes the angle of the target scene component before the rotation operation as 0 degrees.
[0188] In one embodiment, the above-mentioned display of the historical rotation angle and the current cumulative rotation angle includes: taking the angle of the target scene component before the first rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point under the historical rotation operation, obtaining the historical rotation angle, and obtaining the angle of the target scene component relative to the reference point under the rotation operation, obtaining the current cumulative rotation angle; the first rotation operation is the earliest operation in the historical rotation operations; and displaying the historical rotation angle and the current cumulative rotation angle.
[0189] In one embodiment, the above-mentioned acquisition of the angle of the target scene component relative to the reference point under the rotation operation to obtain the current cumulative rotation angle includes: based on the world coordinate system, acquiring the angle of the target scene component under the rotation operation to obtain the current cumulative rotation angle; the world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees.
[0190] In one embodiment, the above-mentioned display of the current rotation angle in the graphical user interface, and / or displaying the historical rotation angles and the current cumulative rotation angles, includes: if the currently set rotation reference mode is the first reference mode, displaying the current rotation angle in the graphical user interface; if the currently set rotation reference mode is the second reference mode, displaying the historical rotation angles and the current cumulative rotation angles in the graphical user interface.
[0191] In one embodiment, the above-mentioned response to a preset operation on the target scene component displays a first rotation guide graphic according to the currently set unit rotation angle, including: responding to a rotation trigger operation on the target scene component, providing multiple rotation planes; responding to a rotation plane selection operation, determining a target rotation plane among multiple rotation planes, and displaying the first rotation guide graphic according to the currently set unit rotation angle.
[0192] In one embodiment, the displaying of the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on the target rotation plane according to the currently set unit rotation angle.
[0193] In one embodiment, the displaying of the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on a plane parallel to the graphical user interface according to the currently set unit rotation angle.
[0194] In one embodiment, the rotation operation and the rotation plane selection operation are performed continuously.
[0195] In one embodiment, the method further includes: responding to a preset operation on a target scene component, displaying a rotation scale setting control in a graphical user interface displaying a game editing scene; and responding to a setting operation on the rotation scale setting control, obtaining a currently set unit rotation angle.
[0196] In one embodiment, the method further includes: when the unit rotation angle is not set, in response to a preset operation on the target scene component, displaying a second rotation guide graphic; when the current rotation angle is determined, determining the area to be adjusted in the second rotation guide graphic according to the current rotation angle, and adjusting the display properties of the area to be adjusted so that the current rotation angle is represented by the area to be adjusted.
[0197] In one embodiment, the currently set unit rotation angle is one of multiple candidate angles; the method further includes: when the unit rotation angle is not set, using a preset angle as the unit rotation angle; the preset angle is smaller than any candidate angle.
[0198] In one embodiment, the above-mentioned determination of the current rotation angle based on the rotation operation of the target scene component includes: obtaining the current operation parameters in response to the rotation operation of the target scene component; and determining the current rotation angle corresponding to the current operation parameters based on the mapping relationship between the operation parameters of the rotation operation and the rotation angle.
[0199] In one embodiment, the first rotation guide pattern is a ring or a circle, and the unit scale pattern is an arc or a sector with a radian being a unit rotation angle.
[0200] The above method, implemented based on a computer-readable storage medium, displays a first rotation guide graphic during a user's rotation operation, visually displaying the current rotation angle using a corresponding number of unit scale graphics to be adjusted. This allows the user to intuitively and clearly understand the current rotation angle and the rotation effect, making it easier for the user to rotate to the desired angle or direction, thereby improving the accuracy of the user's rotation operation. Furthermore, the current rotation angle changes in steps based on the set unit rotation angle, making it easier for the user to accurately control the current rotation angle, reducing repeated operations and improving efficiency and user experience.
[0201] In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, a readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0202] The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0203] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0204] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0205] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, and the like, as well as conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0206] The exemplary embodiments of the present disclosure further provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the method of the exemplary embodiment. The electronic device may also include a display for displaying a graphical user interface.
[0207] 14 , an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that the electronic device 1400 shown in FIG14 is merely an example and should not limit the functionality and scope of use of the embodiments of the present disclosure.
[0208] As shown in FIG. 14 , the electronic device 1400 may include a processor 1410 , a memory 1420 , a bus 1430 , an I / O (input / output) interface 1440 , a network adapter 1450 , and a display 1460 .
[0209] Memory 1420 may include volatile memory, such as RAM 1421 and cache unit 1422, and non-volatile memory, such as ROM 1423. Memory 1420 may also include one or more program modules 1424. Such program modules 1424 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program modules 1424 may include the modules described above.
[0210] The processor 1410 may include one or more processing units, for example: the processor 1410 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0211] The processor 1410 can be used to execute executable instructions stored in the memory 1420, such as the game component rotation control method in this exemplary embodiment, which includes the following steps: displaying a game editing scene in a graphical user interface provided by running a game program; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding virtual models during the game running stage; in response to a preset operation on a target scene component, a first rotation guide graphic is displayed according to the currently set unit rotation angle; the first rotation guide graphic includes multiple unit scale graphics, each unit scale graphic is used to indicate a unit rotation angle; the target scene component is a component in one or more scene components; the current rotation angle is determined according to the rotation operation on the target scene component; the current rotation angle is an integer multiple of the unit rotation angle; according to the current rotation angle, a unit scale graphic to be adjusted is determined in multiple unit scale graphics, and the display properties of the unit scale graphic to be adjusted are adjusted to represent the current rotation angle through the unit scale graphic to be adjusted; in response to a rotation completion instruction, the target scene component is controlled to rotate to a direction corresponding to the final rotation angle according to the final rotation angle.
[0212] In one embodiment, the above-mentioned determination of the unit scale graphics to be adjusted among multiple unit scale graphics based on the current rotation angle includes: determining the target number of unit scale graphics to be adjusted based on the ratio of the current rotation angle to the unit rotation angle; in the first rotation guide graphic, starting from the position corresponding to the starting rotation angle of the target scene component, along the rotation direction of the rotation operation, determining the target number of unit scale graphics as the unit scale graphics to be adjusted.
[0213] In one embodiment, the method further includes: during the rotation operation, as the current rotation angle increases, each time the target number of the unit scale graphics to be adjusted increases by one, controlling execution of a preset feedback instruction.
[0214] In one embodiment, the preset feedback instruction includes one or more of the following: a device vibration instruction, a preset sound effect playing instruction, and a preset visual effect display instruction.
[0215] In one embodiment, after determining the current rotation angle according to the rotation operation on the target scene component, the method further includes: displaying a current rotation position mark on the first rotation guide graphic, where the current rotation position mark is used to indicate the current rotation angle.
[0216] In one embodiment, the current rotation position marker is located at a rotation end point boundary of the last unit scale graphic to be adjusted based on the rotation direction of the rotation operation in the unit scale graphic to be adjusted.
[0217] In one embodiment, after displaying the first rotation guide graphic according to the currently set unit rotation angle, the method further includes: displaying a rotation starting position mark on the first rotation guide graphic, where the rotation starting position mark is used to indicate the starting rotation angle of the target scene component.
[0218] In one embodiment, the method further includes: during the rotation operation, controlling the target scene component to rotate to a direction corresponding to the current rotation angle in real time according to the current rotation angle.
[0219] In one embodiment, the method also includes: displaying the current rotation angle in a graphical user interface, and / or displaying the historical rotation angle and the current cumulative rotation angle; the historical rotation angle is the angle to which the target scene component has been rotated under the historical rotation operation before the rotation operation is performed, and the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle.
[0220] In one embodiment, the above-mentioned determination of the current rotation angle based on the rotation operation of the target scene component includes: taking the angle of the target scene component before the rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point during the rotation operation, and obtaining the current rotation angle.
[0221] In one embodiment, the above-mentioned obtaining the angle of the target scene component relative to the reference point during the rotation operation to obtain the current rotation angle includes: obtaining the angle of the target scene component during the rotation operation based on the local coordinate system of the target scene component to obtain the current rotation angle; the local coordinate system takes the angle of the target scene component before the rotation operation as 0 degrees.
[0222] In one embodiment, the above-mentioned display of the historical rotation angle and the current cumulative rotation angle includes: taking the angle of the target scene component before the first rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point under the historical rotation operation, obtaining the historical rotation angle, and obtaining the angle of the target scene component relative to the reference point under the rotation operation, obtaining the current cumulative rotation angle; the first rotation operation is the earliest operation in the historical rotation operations; and displaying the historical rotation angle and the current cumulative rotation angle.
[0223] In one embodiment, the above-mentioned acquisition of the angle of the target scene component relative to the reference point under the rotation operation to obtain the current cumulative rotation angle includes: based on the world coordinate system, acquiring the angle of the target scene component under the rotation operation to obtain the current cumulative rotation angle; the world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees.
[0224] In one embodiment, the above-mentioned display of the current rotation angle in the graphical user interface, and / or displaying the historical rotation angles and the current cumulative rotation angles, includes: if the currently set rotation reference mode is the first reference mode, displaying the current rotation angle in the graphical user interface; if the currently set rotation reference mode is the second reference mode, displaying the historical rotation angles and the current cumulative rotation angles in the graphical user interface.
[0225] In one embodiment, the above-mentioned response to a preset operation on the target scene component displays a first rotation guide graphic according to the currently set unit rotation angle, including: responding to a rotation trigger operation on the target scene component, providing multiple rotation planes; responding to a rotation plane selection operation, determining a target rotation plane among multiple rotation planes, and displaying the first rotation guide graphic according to the currently set unit rotation angle.
[0226] In one embodiment, the displaying of the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on the target rotation plane according to the currently set unit rotation angle.
[0227] In one embodiment, the displaying of the first rotation guide graphic according to the currently set unit rotation angle includes: displaying the first rotation guide graphic on a plane parallel to the graphical user interface according to the currently set unit rotation angle.
[0228] In one embodiment, the rotation operation and the rotation plane selection operation are performed continuously.
[0229] In one embodiment, the method further includes: responding to a preset operation on a target scene component, displaying a rotation scale setting control in a graphical user interface displaying a game editing scene; and responding to a setting operation on the rotation scale setting control, obtaining a currently set unit rotation angle.
[0230] In one embodiment, the method further includes: when the unit rotation angle is not set, in response to a preset operation on the target scene component, displaying a second rotation guide graphic; when the current rotation angle is determined, determining the area to be adjusted in the second rotation guide graphic according to the current rotation angle, and adjusting the display properties of the area to be adjusted so that the current rotation angle is represented by the area to be adjusted.
[0231] In one embodiment, the currently set unit rotation angle is one of multiple candidate angles; the method further includes: when the unit rotation angle is not set, using a preset angle as the unit rotation angle; the preset angle is smaller than any candidate angle.
[0232] In one embodiment, the above-mentioned determination of the current rotation angle based on the rotation operation of the target scene component includes: obtaining the current operation parameters in response to the rotation operation of the target scene component; and determining the current rotation angle corresponding to the current operation parameters based on the mapping relationship between the operation parameters of the rotation operation and the rotation angle.
[0233] In one embodiment, the first rotation guide pattern is a ring or a circle, and the unit scale pattern is an arc or a sector with a radian being a unit rotation angle.
[0234] The above method is implemented based on electronic device 1400. On the one hand, during the user's rotation operation, a first rotation guide graphic is displayed, and the current rotation angle is visually displayed using a corresponding number of unit scale graphics to be adjusted. This allows the user to intuitively and clearly understand the current rotation angle and the rotation effect, making it easier for the user to rotate to the desired angle or direction, which helps improve the accuracy of the user's rotation operation. On the other hand, the current rotation angle changes in steps based on the set unit rotation angle, which makes it easier for the user to accurately control the current rotation angle, reduces repeated operations, and improves efficiency and user experience.
[0235] The bus 1430 is used to realize the connection between different components of the electronic device 1400 and may include a data bus, an address bus, and a control bus.
[0236] The electronic device 1400 can communicate with one or more external devices 1500 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1440 .
[0237] The electronic device 1400 can communicate with one or more networks via the network adapter 1450. For example, the network adapter 1450 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 1450 can communicate with other modules of the electronic device 1400 via the bus 1430.
[0238] The electronic device 1400 can display a graphical user interface through the display 1460, such as displaying a game editing scene, a setting interface, etc.
[0239] Although not shown in FIG. 14 , other hardware and / or software modules may be provided in the electronic device 1400 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0240] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.
[0241] It will be understood by those skilled in the art that various aspects of the present disclosure can be implemented as systems, methods or program products. Therefore, various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation method combining hardware and software aspects, which can be collectively referred to as "circuit", "module" or "system" here. After considering the specification and practicing the invention disclosed herein, those skilled in the art will easily think of other embodiments of the present disclosure. This application is intended to cover any variations, uses or adaptations of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The description and implementation methods are to be regarded as exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims. It should be understood that the present disclosure is not limited to the precise structure described above and shown in the drawings, and various modifications and changes can be made without departing from its scope.
Claims
1. A method for controlling rotation of a game component, the method comprising: Displaying the game editing scene in the graphical user interface provided by the running game program; The game editing scene includes one or more scene components, and the scene components are configured to generate corresponding virtual models during the game running stage; In response to a preset operation on a target scene component, a first rotation guide graphic is displayed according to a currently set unit rotation angle; The first rotation guide graphic includes a plurality of unit scale graphics, each unit scale graphic is used to indicate the unit rotation angle; The target scene component is a component in the one or more scene components; Determining a current rotation angle according to a rotation operation on the target scene component; The current rotation angle is an integer multiple of the unit rotation angle; Determining a unit scale graphic to be adjusted from among the plurality of unit scale graphics according to the current rotation angle, and adjusting a display attribute of the unit scale graphic to be adjusted so as to represent the current rotation angle through the unit scale graphic to be adjusted; In response to the rotation completion instruction, the target scene component is controlled to rotate to a direction corresponding to the final rotation angle according to the final rotation angle.
2. The method according to claim 1, wherein: The step of determining a unit scale graphic to be adjusted from among the plurality of unit scale graphics according to the current rotation angle comprises: Determining a target number of the unit scale graphics to be adjusted according to a ratio of the current rotation angle to the unit rotation angle; In the first rotation guide graphic, starting from the position corresponding to the starting rotation angle of the target scene component, along the rotation direction of the rotation operation, a target number of unit scale graphics are determined as the unit scale graphics to be adjusted.
3. The method according to claim 2, wherein: The method further comprises: During the rotation operation, as the current rotation angle increases, each time the target number of the unit scale graphic to be adjusted increases by one, the control executes a preset feedback instruction.
4. The method according to claim 3, wherein: The preset feedback instructions include one or more of the following: device vibration instructions, preset sound effect playing instructions, and preset visual special effect display instructions.
5. The method according to claim 1, wherein: After determining the current rotation angle according to the rotation operation on the target scene component, the method further includes: A current rotation position mark is displayed on the first rotation guide graphic, and the current rotation position mark is used to indicate the current rotation angle.
6. The method according to claim 5, wherein: The current rotation position marker is located at a rotation end point boundary of the last unit scale graphic to be adjusted based on the rotation direction of the rotation operation in the unit scale graphic to be adjusted.
7. The method according to claim 5, wherein: After displaying the first rotation guide graphic according to the currently set unit rotation angle, the method further includes: A rotation starting point position mark is displayed on the first rotation guide graphic, and the rotation starting point position mark is used to indicate the starting rotation angle of the target scene component.
8. The method according to claim 1, wherein: The method further comprises: During the rotation operation, the target scene component is controlled in real time to rotate to a direction corresponding to the current rotation angle according to the current rotation angle.
9. The method according to claim 1, wherein: The method further comprises: The current rotation angle is displayed in the graphical user interface, and / or the historical rotation angle and the current cumulative rotation angle are displayed; the historical rotation angle is the angle to which the target scene component has been rotated under the historical rotation operation before the rotation operation is performed, and the current rotation angle is the difference between the current cumulative rotation angle and the historical rotation angle.
10. The method according to claim 9, wherein: The determining the current rotation angle according to the rotation operation on the target scene component includes: Taking the angle of the target scene component before the rotation operation as a reference point, the angle of the target scene component relative to the reference point during the rotation operation is obtained to obtain the current rotation angle.
11. The method according to claim 10, wherein: The acquiring the angle of the target scene component relative to the reference point under the rotation operation to obtain the current rotation angle includes: Based on the local coordinate system of the target scene component, the angle of the target scene component under the rotation operation is obtained to obtain the current rotation angle; the local coordinate system takes the angle of the target scene component before the rotation operation as 0 degrees.
12. The method according to claim 9, wherein: The display of the historical rotation angle and the current accumulated rotation angle includes: Taking the angle of the target scene component before the first rotation operation as a reference point, obtaining the angle of the target scene component relative to the reference point under the historical rotation operation to obtain the historical rotation angle, and obtaining the angle of the target scene component relative to the reference point under the rotation operation to obtain the current cumulative rotation angle; the first rotation operation is the earliest operation in the historical rotation operations; The historical rotation angle and the current accumulated rotation angle are displayed.
13. The method according to claim 12, wherein: The acquiring the angle of the target scene component relative to the reference point under the rotation operation to obtain the current accumulated rotation angle includes: Based on the world coordinate system, the angle of the target scene component under the rotation operation is obtained to obtain the current accumulated rotation angle; the world coordinate system takes the angle of the target scene component before the first rotation operation as 0 degrees.
14. The method according to claim 9, wherein: The displaying of the current rotation angle in the graphical user interface, and / or displaying the historical rotation angles and the current accumulated rotation angle, comprises: If the currently set rotation reference mode is the first reference mode, displaying the current rotation angle in the graphical user interface; If the currently set rotation reference mode is the second reference mode, the historical rotation angle and the current accumulated rotation angle are displayed in the graphical user interface.
15. The method according to claim 1, wherein: The method of responding to a preset operation on a target scene component and displaying a first rotation guide graphic according to a currently set unit rotation angle includes: In response to a rotation trigger operation on the target scene component, providing a plurality of rotation planes; In response to the rotation plane selection operation, a target rotation plane is determined among the multiple rotation planes, and the first rotation guide graphic is displayed according to the currently set unit rotation angle.
16. The method according to claim 15, wherein: The displaying the first rotation guide graphic according to the currently set unit rotation angle includes: The first rotation guide graphic is displayed on the target rotation plane according to the currently set unit rotation angle.
17. The method according to claim 15, wherein: The displaying the first rotation guide graphic according to the currently set unit rotation angle includes: The first rotation guide graphic is displayed on a plane parallel to the graphical user interface according to the currently set unit rotation angle.
18. The method according to claim 15, wherein: The rotation operation and the rotation plane selection operation are operations performed continuously.
19. The method according to claim 1, wherein: The method further comprises: In response to a preset operation on the target scene component, displaying a rotation scale setting control in the graphical user interface displaying the game editing scene; In response to a setting operation on the rotation scale setting control, a currently set unit rotation angle is obtained.
20. The method according to claim 1, wherein: The method further comprises: In the case where the unit rotation angle is not set, in response to a preset operation on the target scene component, a second rotation guide graphic is displayed; When the current rotation angle is determined, a region to be adjusted is determined in the second rotation guide graphic according to the current rotation angle, and a display attribute of the region to be adjusted is adjusted so that the current rotation angle is represented by the region to be adjusted.
21. The method according to claim 20, wherein: The currently set unit rotation angle is one of a plurality of candidate angles; and the method further includes: When the unit rotation angle is not set, a preset angle is used as the unit rotation angle; the preset angle is smaller than any of the candidate angles.
22. The method according to claim 1, wherein: The determining the current rotation angle according to the rotation operation on the target scene component includes: In response to a rotation operation on the target scene component, obtaining current operation parameters; According to the mapping relationship between the operation parameter of the rotation operation and the rotation angle, a current rotation angle corresponding to the current operation parameter is determined.
23. The method according to any one of claims 1 to 22, wherein: The first rotation guide figure is a ring or a circle, and the unit scale figure is an arc or a sector whose arc is the unit rotation angle.
24. A game component rotation control device, the device comprising: A game editing scene display processing module is configured to display the game editing scene in a graphical user interface provided by running the game program; The game editing scene includes one or more scene components, and the scene components are configured to generate corresponding virtual models during the game running stage; A rotation guide graphic display processing module is configured to respond to a preset operation on a target scene component and display a first rotation guide graphic according to a currently set unit rotation angle; The first rotation guide graphic includes a plurality of unit scale graphics, each unit scale graphic is used to indicate the unit rotation angle; The target scene component is a component in the one or more scene components; A rotation angle determination module, configured to determine a current rotation angle according to a rotation operation on the target scene component; The current rotation angle is an integer multiple of the unit rotation angle; The display attribute adjustment module is configured to determine a unit scale to be adjusted from the plurality of unit scale graphics according to the current rotation angle. and adjusting the display attribute of the unit scale graphic to be adjusted so that the current rotation angle is represented by the unit scale graphic to be adjusted; The rotation completion instruction processing module is configured to respond to the rotation completion instruction and control the target scene component to rotate to a direction corresponding to the final rotation angle according to the final rotation angle.
25. A computer-readable storage medium having a computer program stored thereon, wherein the computer program implements the method according to any one of claims 1 to 23 when executed by a processor.
26. An electronic device comprising: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 23 by executing the executable instructions.
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