Virtual scene interaction method and apparatus, and computer device and storage medium
By displaying scene thumbnails on the game interface, players can quickly and accurately jump to the target location for scene editing, solving the problem of cumbersome operation in existing technologies and improving the efficiency and interactivity of game scene editing.
Patent Information
- Application Number
- PCT/CN2025/097714
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-06-24
- Filing Date
- 2025-05-28
- Publication Date
- 2026-01-02
AI Technical Summary
In game scene editing, players need to manually adjust the display range and angle of the camera to find the target editing location, which makes the operation cumbersome and inefficient.
A virtual scene interaction method is provided, which allows players to select a target location on the thumbnail by displaying a scene thumbnail on a graphical user interface, and switch to the game screen at that location for scene editing, thus simplifying the location switching steps.
It improves the efficiency of game scene editing, simplifies the steps to find the target editing location, saves time switching locations, and enhances interactivity.
Smart Images

Figure CN2025097714_02012026_PF_FP_ABST
Abstract
Description
Interaction methods, devices, computer equipment, and storage media for virtual scenes
[0001] Cross-reference to related applications
[0002] This application claims priority to Chinese Patent Application No. 202410824526.5, filed on June 24, 2024, entitled “Interaction Method, Apparatus, Computer Equipment and Storage Medium for Virtual Scenes”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of game technology, specifically to an interaction method, device, computer equipment, and storage medium for a virtual scene. Background Technology
[0004] To satisfy people's pursuit of spiritual enrichment, entertainment games that can be played on terminals have emerged. These include role-playing games, tactical competitive games, shooting games, and massively multiplayer online role-playing games (MMORPGs) developed based on client-server architecture. In these games, players control virtual characters on the screen, performing actions such as walking, running, jumping, picking up items, and fighting from either a first-person or third-person perspective. This immersive experience greatly enhances the game's visual impact and sense of realism.
[0005] Currently, in some games, players can customize game scenes using scene editors to meet their individual needs. However, in these technologies, when players finish editing the first location in the game scene and want to edit a second location, they usually need to manually adjust the display range and shooting angle of the current camera to find the desired location. This makes the process cumbersome and inefficient. Summary of the Invention
[0006] This disclosure provides an interactive method, apparatus, computer device, and storage medium for virtual scenes. By providing a scene thumbnail, players can select a target location on the scene thumbnail and switch to the game screen at that target location, allowing them to continue scene editing operations from the current shooting perspective. This enables players to accurately and quickly jump from their current location to another new location for scene editing, simplifying the steps to find the target editing location. The operation steps are very simple, saving location switching time, improving the interactivity of players when editing game scenes, and enhancing the efficiency of game scene editing.
[0007] This disclosure provides an interactive method for a virtual scene, which provides a graphical user interface (GUI) through a terminal device. The GUI includes a game scene to be edited. The method includes:
[0008] The graphical user interface displays a first virtual scene image, which is a virtual scene image obtained by capturing the game scene to be edited using a first perspective parameter;
[0009] In response to the first editing operation, a scene thumbnail is displayed on the graphical user interface;
[0010] In response to a second editing operation on the scene thumbnail, the location of a first scene is determined in the game scene to be edited based on the second editing operation;
[0011] The control updates the first virtual scene image to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a second perspective parameter, and the second perspective parameter is associated with the orientation of the first scene.
[0012] Accordingly, this disclosure also provides an interactive device for a virtual scene, which provides a graphical user interface through a terminal device. The graphical user interface includes a game scene to be edited, and the interactive device for the virtual scene includes:
[0013] The display unit is configured to display a first virtual scene image on the graphical user interface, wherein the first virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a first perspective parameter;
[0014] The first response unit is configured to perform a response to the first editing operation by displaying a scene thumbnail on the graphical user interface;
[0015] The second response unit is configured to perform a second editing operation in response to the scene thumbnail, and determine the location of the first scene in the game scene to be edited based on the second editing operation.
[0016] The control unit is configured to perform control to update the first virtual scene image to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a second perspective parameter, and the second perspective parameter is associated with the orientation of the first scene.
[0017] Accordingly, this disclosure also provides a computer device, including a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements any one of the steps of the virtual scene interaction method.
[0018] Accordingly, this disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, implements any of the steps of the virtual scene interaction method.
[0019] This disclosure provides an interactive method, apparatus, computer device, and storage medium for virtual scenes. The method involves displaying a first virtual scene image on a graphical user interface (GUI), the first virtual scene image being a virtual scene image obtained by capturing a game scene to be edited using first viewpoint parameters. Then, in response to a first editing operation, a scene thumbnail is displayed on the GUI. Next, in response to a second editing operation on the scene thumbnail, a first scene orientation is determined in the game scene to be edited based on the second editing operation. Finally, the first virtual scene image is updated to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing a game scene to be edited using second viewpoint parameters, and the second viewpoint parameters are associated with the first scene orientation. This embodiment of the disclosure provides a scene thumbnail, allowing players to select a target location on the thumbnail and switch to the game screen at that target location. This allows players to continue scene editing from the current shooting perspective, enabling them to accurately and quickly jump from their current location to another new location for scene editing. This simplifies the steps of finding the target editing location, makes the operation very simple, saves location switching time, improves the interactivity of players when editing game scenes, and enhances the efficiency of game scene editing. Attached Figure Description
[0020] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0021] Figure 1 is a scene diagram of an interactive system for a virtual scene provided in one of the embodiments of this disclosure.
[0022] Figure 2 is a flowchart illustrating an interaction method for a virtual scene provided in one of the embodiments of this disclosure.
[0023] Figure 3 is a schematic diagram of an application scenario of the virtual scene interaction method provided in one of the embodiments of this disclosure.
[0024] Figure 4 is a schematic diagram of another application scenario of the virtual scene interaction method provided in one of the embodiments of this disclosure.
[0025] Figure 5 is a schematic diagram of another application scenario of the virtual scene interaction method provided in one of the embodiments of this disclosure.
[0026] Figure 6 is a schematic diagram of another application scenario of the virtual scene interaction method provided in one of the embodiments of this disclosure.
[0027] Figure 7 is a schematic diagram of another application scenario of the virtual scene interaction method provided in one of the embodiments of this disclosure.
[0028] Figure 8 is a schematic diagram of another application scenario of the virtual scene interaction method provided in one of the embodiments of this disclosure.
[0029] Figure 9 is a schematic diagram of another application scenario of the virtual scene interaction method provided in one of the embodiments of this disclosure.
[0030] Figure 10 is a schematic diagram of another application scenario of the virtual scene interaction method provided in one of the embodiments of this disclosure.
[0031] Figure 11 is a schematic diagram of another application scenario of the virtual scene interaction method provided in one of the embodiments of this disclosure.
[0032] Figure 12 is a schematic diagram of another application scenario of the virtual scene interaction method provided in one of the embodiments of this disclosure.
[0033] Figure 13 is a schematic diagram of the structure of an interactive device for a virtual scene provided in one of the embodiments of this disclosure.
[0034] Figure 14 is a schematic diagram of the structure of a computer device provided in one of the embodiments of this disclosure. Detailed Implementation
[0035] The technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without creative effort are within the scope of protection of this disclosure.
[0036] This disclosure provides a virtual scene interaction method, apparatus, computer device, and storage medium. Specifically, the virtual scene interaction method of this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0037] For example, when the interactive method of the virtual scene is running on a terminal, the terminal device stores a game application and uses it to present the virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, such as by downloading, installing, and running the game application. The terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal device's display screen or presenting the graphical user interface through holographic projection. For example, the terminal device can include a touch screen and a processor. The touch screen is used to present the graphical user interface and receive operation commands generated by the user interacting with the graphical user interface, which includes game screens. The processor is used to run the game, generate the graphical user interface, respond to operation commands, and control the display of the graphical user interface on the touch screen.
[0038] For example, when the interaction method of the virtual scene runs on a server, it can be called cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the main body running the game application and the main body displaying the game screen are separated. The storage and operation of the interaction method of the virtual scene are completed on the cloud gaming server. The game screen display is completed on the cloud gaming client. The cloud gaming client is mainly used for receiving and sending game data and displaying game screens. 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, PDA, personal digital assistant, etc., but the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0039] Please refer to Figure 1, which is a schematic diagram of a virtual scene interaction system provided in an embodiment of this disclosure. The system may include at least one terminal, at least one server, at least one database, and a network. The user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth network or hotspot network. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases while different users are playing multiplayer games online.
[0040] This disclosure provides an interaction method for a virtual scene, which can be executed by a terminal or a server. This disclosure uses the example of a virtual scene interaction method executed by a terminal. The terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse or keyboard as input devices; this description only uses a touchscreen display). The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously on multiple points on the screen. Users perform touch operations on the graphical user interface (GUI) using their fingers. Upon detecting the touch operation, the GUI controls different virtual objects within the game's GUI to perform actions corresponding to the touch operation. For example, the game can be any of the following: casual game, action game, role-playing game, strategy game, sports game, puzzle game, etc. The game may include a virtual scene drawn on the GUI. Furthermore, the virtual scene may include one or more virtual objects controlled by the user (or player), such as virtual characters. Additionally, the virtual scene may include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, limiting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene may also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the GUI may present one or more indicators to provide guidance information to the player. For example, the game may include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects can be controlled by a computer, such as robots using artificial intelligence (AI) algorithms, to enable a human-computer battle mode. For example, virtual objects possess various skills or abilities that game players use to achieve objectives. For example, virtual objects may possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the game player using one of several preset touch operations on the terminal's touchscreen display.The processor can be configured to respond to operation commands generated by the user's touch operation to display the corresponding game screen.
[0041] It should be noted that the scene diagram of the virtual scene interaction system shown in Figure 1 is merely an example. The virtual scene interaction system and scene described in the embodiments of this disclosure are for the purpose of more clearly illustrating the technical solutions of the embodiments of this disclosure, and do not constitute a limitation on the technical solutions provided by the embodiments of this disclosure. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided by the embodiments of this disclosure are also applicable to similar technical problems.
[0042] To address the aforementioned problems, this disclosure provides an interactive method, apparatus, computer device, and storage medium for virtual scenes, enabling players to quickly switch between game skill schemes, thereby improving game interaction efficiency. These will be described in detail below. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.
[0043] This disclosure provides a method for interacting with a virtual scene. This method can be executed by a terminal or a server. This disclosure uses the example of a virtual scene interaction method executed by a terminal. A graphical user interface (GUI) can be provided by the terminal device, displaying a virtual scene image captured from the current viewpoint parameters of the game scene to be edited. In this disclosure, the game scene to be edited can be a virtual scene, which is a virtual environment displayed (or provided) by an application running on the terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. This virtual environment is used for virtual environment battles between at least two virtual characters, and has virtual resources available for use by at least two virtual characters. One or more virtual characters can be displayed in the virtual scene. A virtual character can be a main virtual character controlled by the player through the terminal, a friendly virtual character of the same faction as the main virtual character, an enemy virtual character of the opposing faction as the main virtual character, or an ordinary virtual character of another faction with no hostile relationship to the main virtual character. In a virtual scene, there can be a controlling virtual character, a friendly virtual character, a regular virtual character, and a hostile virtual character at the same time. This is just an example and is not a limitation.
[0044] A virtual character (or hero) refers to an active object in a virtual environment. A virtual character refers to a virtual object in a game controlled by a user or player through a terminal. In this embodiment of the disclosure, the controlling virtual character (i.e., the first virtual character) refers to the virtual object in the game controlled by the current player through a terminal, that is, the virtual character controlled by the player on this terminal. Friendly virtual characters and hostile virtual characters (i.e., the second virtual character) refer to virtual objects in the game controlled by other players through a terminal, that is, the virtual characters controlled by players on other terminals.
[0045] Please refer to Figure 2, which is a flowchart illustrating a virtual scene interaction method provided in this embodiment of the present disclosure. The specific flow of the virtual scene interaction method can be summarized in steps 101 to 104 as follows:
[0046] 101. Display a first virtual scene image in the graphical user interface. The first virtual scene image is a virtual scene image obtained by capturing the game scene to be edited using a first perspective parameter.
[0047] The perspective parameters may include the user's editing position in the game scene to be edited and / or the shooting perspective of the virtual camera. The shooting perspective may include the lens data of the virtual camera. The lens data may include the lens mode (such as 3D model or orthogonal mode), focus position (xyz axis), pitch angle, navigation angle, roll angle, distance, viewing area, and distant view cropping data.
[0048] For example, referring to Figure 3, in this embodiment of the disclosure, the computer device can provide a graphical user interface (GUI). In response to a scene editing command, the computer device displays a game scene to be edited in the GUI. The GUI displays a first virtual scene image, which is a virtual scene image obtained by capturing the game scene to be edited using first perspective parameters. Further, the first virtual scene image also includes a position switching control and a first function control. The position switching control is configured to display a scene thumbnail corresponding to the game scene to be edited upon triggering, and the first function control is configured to display an identifier selection list upon triggering.
[0049] 102. In response to the first editing operation, a scene thumbnail is displayed on the graphical user interface.
[0050] In this embodiment of the disclosure, the computer device responds to a first editing operation by displaying a scene thumbnail on the graphical user interface, wherein the scene thumbnail is a global thumbnail of the game scene to be edited. It is understood that a virtual scene is equivalent to a large world composed of numerous regional units. Due to the display limitations of terminal devices, especially for mobile terminal devices (such as mobile phones, tablets, etc.), an additional map of the game is usually displayed in the upper left corner of the game's graphical user interface. This additional map, also known as a minimap, may include global information about the virtual scene.
[0051] Specifically, the scene thumbnail can display a global overview of the game scene to be edited, such as showing the outline edges of all scene elements in the game scene from a top-down view. For example, referring to Figure 4, in this embodiment of the disclosure, the computer device displays a scene thumbnail on the graphical user interface in response to the first editing operation. At this time, the scene thumbnail is displayed above the first virtual scene screen and may partially obscure the first virtual scene screen. Alternatively, the first virtual scene screen can be scaled up to display the scene thumbnail on the graphical user interface without obscuring the first virtual scene screen.
[0052] 103. In response to a second editing operation on the scene thumbnail, determine the location of a first scene in the game scene to be edited based on the second editing operation.
[0053] Specifically, the user can perform a second editing operation on the scene thumbnail through the graphical user interface, and the computer device responds to the second editing operation on the scene thumbnail to determine the location of the first scene in the game scene to be edited based on the second editing operation.
[0054] 104. Control the updating of the first virtual scene image to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a second perspective parameter, and the second perspective parameter is associated with the orientation of the first scene.
[0055] In this embodiment of the disclosure, the second perspective parameter is associated with the first scene orientation. It can refer to setting the shooting position of the virtual camera as the first scene orientation, or determining the user's current editing position as the first scene orientation, and determining the preset position of the first scene orientation as the shooting position of the virtual camera.
[0056] Optionally, the second perspective parameter can be any one of the following: the first perspective parameter, the preset shooting perspective associated with the first scene orientation, or the recommended shooting perspective associated with the first scene orientation.
[0057] For example, referring to Figure 5, in response to the second editing operation on the scene thumbnail ending at the operation position, the computer device determines the first scene orientation in the game scene to be edited based on the operation position, and cancels the display of the scene thumbnail on the graphical user interface. Then, it switches the first virtual scene image to a second virtual scene image for display. The second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited using second perspective parameters. At this time, the second perspective parameters can be the same as the first perspective parameters; that is, the lens data of the virtual camera corresponding to the second perspective parameters is the same as the lens data of the virtual camera corresponding to the first perspective parameters.
[0058] Based on the above description, the following examples will further illustrate the interaction method of the virtual scene disclosed herein. Specific embodiments of the interaction method of the virtual scene are described below.
[0059] In one specific embodiment, the method for the step "displaying a scene thumbnail on the graphical user interface in response to a first editing operation" may include:
[0060] In response to a first touch operation on the graphical user interface, a scene thumbnail is displayed on the graphical user interface.
[0061] In this embodiment of the disclosure, the user can perform a double-click operation through the graphical user interface to display a scene thumbnail in the graphical user interface; or, the user can perform a long-press operation through the graphical user interface to display a scene thumbnail in the graphical user interface.
[0062] Furthermore, the second editing operation includes at least one of the following: an operation continuous with the first editing operation; an operation not continuous with the first editing operation; the method for the step "determining the location of the first scene based on the second editing operation in the game scene to be edited" may include:
[0063] Based on the operation position of the second touch operation on the scene thumbnail, the first scene orientation is determined in the game scene to be edited.
[0064] In this embodiment of the disclosure, the computer device can respond to a second touch operation that is continuous with the first touch operation and targets the scene thumbnail, and determine the first scene orientation in the game scene to be edited based on the operation position of the second touch operation on the scene thumbnail. Specifically, the user can perform a sliding operation that is continuous with the first touch operation, and the computer device responds to the sliding operation that is continuous with the first touch operation and targets the scene thumbnail, and determines the first scene orientation in the game scene to be edited based on the sliding operation.
[0065] For example, a user can perform a double-click operation through a graphical user interface (GUI). In response to the double-click operation, the computer device displays a scene thumbnail in the GUI. Then, the user can perform a click operation on a location within the scene thumbnail. In response to the click operation, the computer device determines a first scene location within the game scene to be edited based on the click operation.
[0066] For example, a user can perform a long press operation through the graphical user interface (GUI). In response to the long press operation, the computer device displays a scene thumbnail on the GUI. Then, while the long press operation continues, the user can perform a swipe operation on the GUI. In response to the swipe operation, the computer device determines the target position of the selected scene thumbnail when the swipe operation ends, and determines the first scene orientation of the game scene to be edited based on the target position.
[0067] Specifically, the graphical user interface includes a position switching control, and the method for "displaying a scene thumbnail on the graphical user interface in response to a first touch operation on the graphical user interface" may include:
[0068] In response to a first touch operation on the location switching control, a scene thumbnail is displayed on the graphical user interface.
[0069] For example, referring to Figure 6, a user can perform a long-press operation on the location switching control. In response to the long-press operation, the computer device displays a scene thumbnail on the graphical user interface. Furthermore, the user can perform a swipe operation through the graphical user interface. In response to the swipe operation, the computer device determines the target position of the selected scene thumbnail at the end of the swipe operation and determines the first scene orientation based on the target position of the game scene to be edited. The location switching control can be displayed in the form of a cube.
[0070] In this embodiment, the user can long-press the position switching control to trigger the display of a scene thumbnail on the graphical user interface. The user can then continue to manipulate the displayed scene thumbnail to determine the location of the first scene and switch the virtual scene display. Furthermore, the user can also drag the position switching control, allowing the computer device to adjust the shooting angle of the virtual camera currently capturing the first virtual scene based on the drag position. This embodiment reuses the position switching control, triggering the display of a scene thumbnail when the position switching control is touched for the first time, and triggering the adjustment of the shooting angle of the current virtual camera when the position switching control is touched for the third time. This saves space on the graphical user interface and provides more display space.
[0071] In another embodiment, the method further includes:
[0072] If the second touch operation ends and the end position of the second touch operation is located on the graphical user interface at a display position other than the display position of the scene thumbnail, then the first virtual scene screen will remain displayed on the graphical user interface.
[0073] For example, referring to Figure 7, a user can perform a long press operation on the location switching control. In response to the long press operation on the location switching control, the computer device displays a scene thumbnail on the graphical user interface. Then, the user can perform a swipe operation through the graphical user interface. If the swipe operation ends at any display position on the graphical user interface other than the display position of the scene thumbnail, the display of the scene thumbnail is canceled, and the first virtual scene screen remains displayed in the graphical user interface.
[0074] In one specific embodiment, the method for the step "displaying a scene thumbnail on the graphical user interface in response to a first editing operation" may include:
[0075] In response to the first editing operation, the current scene position of the first virtual scene image in the game scene to be edited is obtained;
[0076] The current marker position is determined in the scene thumbnail based on the current scene orientation;
[0077] A scene thumbnail is displayed on the graphical user interface, wherein the current marker position in the scene thumbnail displays the current marker point.
[0078] For example, referring to Figure 8, a user can perform a long press operation on the location switching control. In response to the long press operation on the location switching control, the computer device obtains the current scene position of the first virtual scene screen in the game scene to be edited, determines the current marker position in the scene thumbnail based on the current scene position, and then displays the scene thumbnail on the graphical user interface, and displays the current marker point at the current marker position in the scene thumbnail.
[0079] Furthermore, the method for the step "determining the location of the first scene in the game scene to be edited based on the second editing operation in response to the second editing operation" may include:
[0080] In response to a second editing operation on the scene thumbnail, a target marker position is determined in the scene thumbnail based on the operation position of the second editing operation, and a target marker point is displayed at the target marker position in the scene thumbnail;
[0081] Based on the relative positional relationship between the target marker position and the scene thumbnail, the first scene orientation is determined in the game scene to be edited.
[0082] For example, referring to Figure 9, a user can perform a swipe operation through a graphical user interface. In response to the swipe operation, the computer device determines the target marker position in the scene thumbnail based on the swipe operation and displays the target marker point at the target marker position in the scene thumbnail. At the same time, the computer device determines the first scene orientation in the game scene to be edited based on the relative positional relationship between the target marker position and the scene thumbnail.
[0083] In one specific embodiment, the step "after determining the first scene orientation based on the second editing operation in response to the second editing operation on the scene thumbnail" further includes:
[0084] In response to the viewpoint saving command, the first viewpoint parameters and / or the second viewpoint parameters are stored, and a first identifier and / or a second identifier are generated. The first identifier is configured to display the first virtual scene image on the graphical user interface based on the first viewpoint parameters after triggering, and the second identifier is configured to display the second virtual scene image on the graphical user interface based on the second viewpoint parameters after triggering.
[0085] Furthermore, the step "responding to the viewpoint saving command" includes:
[0086] In response to the viewpoint saving command, if the first viewpoint parameters have not been stored, then the first viewpoint parameters and the second viewpoint parameters are stored, and the first identifier and the second identifier are generated; or,
[0087] If the first viewpoint parameter has been stored, then the second viewpoint parameter is stored, and the second identifier is generated.
[0088] For example, if the identifier of the second virtual scene image is the first saved viewpoint identifier, then both the first and second virtual scene images can be saved simultaneously, and a first identifier and a second identifier can be generated respectively. This allows the first virtual scene image to be displayed using the first identifier, or the second virtual scene image to be displayed using the second identifier. Alternatively, if the identifier of the second virtual scene image is not the first saved viewpoint identifier, then only the second virtual scene image needs to be saved and a second identifier generated, without needing to save the first virtual scene image.
[0089] In one embodiment, the first perspective parameter includes a first shooting position of the target virtual camera in the game scene to be edited and a first shooting parameter; the second perspective parameter includes a second shooting position of the target virtual camera in the game scene to be edited and a second shooting parameter, wherein the first shooting position and the second shooting position are different, and the first shooting parameter and the second shooting parameter are the same or different.
[0090] For example, in response to a second editing operation on a scene thumbnail, after determining the location of the first scene in the game scene to be edited based on the second editing operation, the computer device can control the target virtual camera to jump from the first shooting position corresponding to the first viewpoint parameter to the second shooting position corresponding to the second viewpoint parameter to capture the image, thereby controlling the first virtual scene image to be updated to the second virtual scene image.
[0091] In another embodiment, the first perspective parameter includes a first shooting position of the first virtual camera in the game scene to be edited and a first shooting parameter; the second perspective parameter includes a second shooting position of the second virtual camera in the game scene to be edited and a second shooting parameter, wherein the first shooting position and the second shooting position are different, and the first shooting parameter and the second shooting parameter are the same or different.
[0092] For example, in response to a second editing operation on a scene thumbnail, after determining the location of the first scene in the game scene to be edited based on the second editing operation, the computer device can jump from the first shooting position corresponding to the first viewpoint parameter to the second shooting position corresponding to the second viewpoint parameter, and then switch the first virtual camera currently capturing the image to the second virtual camera, so as to capture the image through the second virtual camera at the second shooting position, and display the virtual scene image obtained by capturing the game scene to be edited with the second shooting parameters in a graphical user interface, thereby realizing the control to update the first virtual scene image to the second virtual scene image.
[0093] In one embodiment, the graphical user interface includes a first functional control, wherein the first functional control is configured to display an identifier selection list upon triggering, and the method further includes:
[0094] Based on the display order of the first virtual scene screen and the second virtual scene screen, the first identifier and the second identifier are displayed in the identifier selection list, wherein the display order is the order in which the virtual scene screens are displayed on the graphical user interface.
[0095] For example, referring to Figure 10, in response to the second editing operation ending at the target operation position, the computer device stores the first virtual scene image and the second virtual scene image respectively, and generates a first viewing identifier (i.e., the first identifier) corresponding to the first virtual scene image and a second viewing identifier (i.e., the second identifier) corresponding to the second virtual scene image. Specifically, after successfully storing the first virtual scene image and the second virtual scene image, a first viewing identifier "viewpoint 0" and a second viewing identifier "viewpoint 1" can be generated. The user can perform a trigger operation on the first function control. In response to the trigger operation on the first function control, the computer device displays an identifier selection list in the graphical user interface. At this time, the identifier selection list only displays the viewing identifiers corresponding to the stored virtual scene images, that is, the first viewing identifier "viewpoint 0" and the second viewing identifier "viewpoint 1" are displayed in the identifier selection list, so that the user can select any one of the viewing identifiers to trigger the display of the corresponding virtual scene image.
[0096] Furthermore, the display order of the first and second view icons in the icon selection list is determined based on the saving order of the viewpoint parameters corresponding to the virtual scene images, or the distance parameters corresponding to the virtual scene images. For example, if the first viewpoint parameters of the first virtual scene image are saved first, and then the second viewpoint parameters corresponding to the second virtual scene image are saved, then the first and second view icons are arranged from top to bottom in the icon selection list. As another example, if the distance between the scene orientation of the first and second virtual scene images is greater than that of the scene orientation of the second virtual scene image, then the second and first view icons are arranged from top to bottom in the icon selection list.
[0097] Furthermore, the icon selection list also displays a screen addition control "+". Users can perform a trigger operation on the screen addition control "+". In response to the trigger operation on the screen addition control, the computer device stores the currently displayed virtual scene and the current shooting angle to add a new viewing option "Viewpoint N" to the icon selection list.
[0098] Furthermore, users can swipe left on the view icons displayed in the icon selection list to delete the view icon and its corresponding virtual scene image. For example, a user can swipe left on the first view icon "Viewpoint 0," and the computer device will respond to the swipe left on the first view icon by deleting the first view icon and its corresponding first virtual scene image.
[0099] Optionally, the graphical user interface includes a first functional control, wherein the first functional control is configured to display an identifier selection list upon triggering, and the method further includes:
[0100] In response to a trigger operation on the first functional control, the identifier selection list is displayed in the graphical user interface, wherein the identifier selection list includes multiple candidate screen viewing identifiers, and the candidate virtual scene screens corresponding to the candidate screen viewing identifiers are virtual scene screens corresponding to the historical scene location and / or the recommended editing location.
[0101] For example, referring to Figure 11, a user can perform a trigger operation on a first functional control. In response to the trigger operation on the first functional control, the computer device displays an identifier selection list in the graphical user interface. This identifier selection list includes multiple candidate screen viewing identifiers, including a first candidate screen viewing identifier "Candidate View 1", a second candidate screen viewing identifier "Candidate View 2", a third candidate screen viewing identifier "Candidate View 3", a fourth candidate screen viewing identifier "Candidate View 4", and a fifth candidate screen viewing identifier "Candidate View 5". Specifically, the first candidate screen viewing identifier "Candidate View 1" is configured to display a virtual scene at a first historical scene location after triggering; the second candidate screen viewing identifier "Candidate View 2" is configured to display a virtual scene at a second historical scene location after triggering; the third candidate screen viewing identifier "Candidate View 3" is configured to display a virtual scene at a third historical scene location after triggering; the fourth candidate screen viewing identifier "Candidate View 4" is configured to display a virtual scene at a first recommended editing position after triggering; and the fifth candidate screen viewing identifier "Candidate View 5" is configured to display a virtual scene at a second recommended editing position after triggering. The recommended editing location can be a location in the game scene to be edited, recommended by other users.
[0102] In one specific embodiment, the method further includes:
[0103] In response to the selection operation of the target screen view identifier among the candidate screen view identifiers, the virtual scene screen currently displayed on the graphical user interface is switched to the target virtual scene screen corresponding to the target screen view identifier.
[0104] For example, a user can perform a selection operation on the first candidate screen view identifier to use the first candidate screen view identifier as the target screen view identifier. In response to the selection operation on the target screen view identifier among the candidate screen view identifiers, the computer device switches the virtual scene currently displayed on the graphical user interface to the game scene to be edited corresponding to the target screen view identifier.
[0105] Furthermore, the method also includes:
[0106] In response to the viewpoint adjustment operation of the target virtual scene image, a new target virtual scene image is obtained by taking a picture of the scene orientation corresponding to the target virtual scene image under the new viewpoint parameters.
[0107] In response to the view saving instruction for the new view parameters, and in response to the storage operation for the new target virtual scene image, the current view parameters associated with the target image viewing identifier are updated to the new view parameters and stored, so that the new target virtual scene image is displayed based on the new view parameters after the target image viewing identifier is triggered.
[0108] Optionally, the method further includes:
[0109] In response to a trigger operation on the second functional control, a target scene thumbnail is displayed on the graphical user interface. The target scene thumbnail includes multiple candidate marker points, each of which is associated with a marker position and a historical view parameter. The marker position is used to determine the corresponding historical scene location in the game scene to be edited.
[0110] In response to the selection operation of the target marker point among the candidate marker points, the virtual scene screen currently displayed on the graphical user interface is switched to the virtual scene screen corresponding to the target marker point. The virtual scene screen corresponding to the target marker point is: a virtual scene screen obtained by collecting the historical scene orientation in the game scene to be edited using the historical view parameters.
[0111] For example, referring to Figure 12, a user can perform a trigger operation on a second functional control. In response to the trigger operation on the second functional control, the computer device displays a target scene thumbnail on the graphical user interface. The target scene thumbnail includes multiple candidate marker points, including a first candidate marker point. Second candidate marker point Third candidate marker point Fourth candidate marker and the fifth candidate marker The first candidate marker point is associated with a first marker position and a first historical view parameter, the first marker position being used to determine the corresponding first historical scene location in the game scene to be edited; the second candidate marker point is associated with a second marker position and a second historical view parameter, the second marker position being used to determine the corresponding second historical scene location in the game scene to be edited; the third candidate marker point is associated with a third marker position and a third historical view parameter, the third marker position being used to determine the corresponding third historical scene location in the game scene to be edited; the fourth candidate marker point is associated with a fourth marker position and a fourth historical view parameter, the fourth marker position being used to determine the corresponding fourth historical scene location in the game scene to be edited; the fifth candidate marker point is associated with a fifth marker position and a fifth historical view parameter, the fifth marker position being used to determine the corresponding fifth historical scene location in the game scene to be edited.
[0112] Furthermore, the user can perform a selection operation on the first candidate marker point. In response to the selection operation on the first candidate marker point, the computer device switches the currently displayed virtual scene screen on the graphical user interface to the virtual scene screen corresponding to the first candidate marker point. The virtual scene screen corresponding to the first candidate marker point is: a virtual scene screen obtained by collecting the first scene orientation in the game scene to be edited using the first historical perspective parameters.
[0113] In this embodiment, multiple players can edit the same game scene. For example, a first player and a second player can edit the same game scene, and the stored viewpoint name can be displayed in the form of "Player ID + Viewpoint N". Furthermore, each player in the virtual scene can click on "Player ID + Viewpoint N" to view their own or other players' stored views. Elements edited by a particular player in their edited viewpoint can also be highlighted to alert other players to edited elements in the game scene from that viewpoint. Alternatively, other players' comments can be displayed in the edited game scene.
[0114] In one embodiment, the second functional control is a position switching control, wherein the position switching control is configured to adjust the shooting angle of the current virtual camera in response to a third touch operation on the position switching control.
[0115] The position switching control is a cube, which is configured to determine the corresponding target shooting angle in response to the target surface selected for the cube.
[0116] It should be noted that the application scenario of this disclosure is for players or game developers to edit game scenes using a UGC editor, and the specific editors are not limited. At the same time, this disclosure can also be used for editing all 2D, 2.5D, or 3D virtual scenes.
[0117] In summary, this disclosure provides an interactive method for a virtual scene. The method involves displaying a first virtual scene image on a graphical user interface (GUI), where the first virtual scene image is a virtual scene image obtained by capturing the game scene to be edited using first viewpoint parameters. Then, in response to a first editing operation, a scene thumbnail is displayed on the GUI. Next, in response to a second editing operation on the scene thumbnail, a first scene orientation is determined in the game scene to be edited based on the second editing operation. Finally, the first virtual scene image is updated to a second virtual scene image, where the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited using second viewpoint parameters, and the second viewpoint parameters are associated with the first scene orientation. This embodiment of the disclosure provides a scene thumbnail, allowing players to select a target location on the thumbnail and switch to the game screen at that target location. This allows players to continue scene editing from the current shooting perspective, enabling them to accurately and quickly jump from their current location to another new location for scene editing. This simplifies the steps of finding the target editing location, makes the operation very simple, saves location switching time, improves the interactivity of players when editing game scenes, and enhances the efficiency of game scene editing.
[0118] To facilitate better implementation of the virtual scene interaction method provided in this disclosure, this disclosure also provides a virtual scene interaction device based on the above-described virtual scene interaction method. The meanings of the terms used are the same as in the virtual scene interaction method described above, and specific implementation details can be found in the descriptions within the method embodiments.
[0119] Please refer to Figure 13, which is a schematic diagram of the structure of an interactive device for a virtual scene provided in an embodiment of this disclosure. The device includes:
[0120] Display unit 201 is configured to display a first virtual scene image on the graphical user interface, wherein the first virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a first perspective parameter;
[0121] The first response unit 202 is configured to perform a response to the first editing operation by displaying a scene thumbnail on the graphical user interface;
[0122] The second response unit 203 is configured to perform a second editing operation in response to the scene thumbnail, and determine the first scene orientation in the game scene to be edited based on the second editing operation.
[0123] The control unit 204 is configured to perform control to update the first virtual scene image to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a second perspective parameter, and the second perspective parameter is associated with the orientation of the first scene.
[0124] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0125] In response to a first touch operation on the graphical user interface, a scene thumbnail is displayed on the graphical user interface.
[0126] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0127] Based on the operation position of the second touch operation on the scene thumbnail, the first scene orientation is determined in the game scene to be edited.
[0128] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0129] If the second touch operation ends and the end position of the second touch operation is located on the graphical user interface at a display position other than the display position of the scene thumbnail, then the first virtual scene screen will remain displayed on the graphical user interface.
[0130] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0131] In response to a first touch operation on the location switching control, a scene thumbnail is displayed on the graphical user interface.
[0132] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0133] In response to the first editing operation, the current scene position of the first virtual scene image in the game scene to be edited is obtained;
[0134] The current marker position is determined in the scene thumbnail based on the current scene orientation;
[0135] A scene thumbnail is displayed on the graphical user interface, wherein the current marker position in the scene thumbnail displays the current marker point.
[0136] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0137] In response to a second editing operation on the scene thumbnail, a target marker position is determined in the scene thumbnail based on the operation position of the second editing operation, and a target marker point is displayed at the target marker position in the scene thumbnail;
[0138] Based on the relative positional relationship between the target marker position and the scene thumbnail, the first scene orientation is determined in the game scene to be edited.
[0139] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0140] In response to the viewpoint saving command, the first viewpoint parameters and / or the second viewpoint parameters are stored, and a first identifier and / or a second identifier are generated. The first identifier is configured to display the first virtual scene image on the graphical user interface based on the first viewpoint parameters after triggering, and the second identifier is configured to display the second virtual scene image on the graphical user interface based on the second viewpoint parameters after triggering.
[0141] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0142] In response to the viewpoint saving command, if the first viewpoint parameters have not been stored, then the first viewpoint parameters and the second viewpoint parameters are stored, and the first identifier and the second identifier are generated; or,
[0143] If the first viewpoint parameter has been stored, then the second viewpoint parameter is stored, and the second identifier is generated.
[0144] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0145] In response to a trigger operation on the first functional control, the identifier selection list is displayed in the graphical user interface, wherein the identifier selection list includes multiple candidate screen viewing identifiers, and the candidate virtual scene screens corresponding to the candidate screen viewing identifiers are virtual scene screens corresponding to the historical scene location and / or the recommended editing location.
[0146] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0147] Based on the display order of the first virtual scene screen and the second virtual scene screen, the first identifier and the second identifier are displayed in the identifier selection list, wherein the display order is the order in which the virtual scene screens are displayed on the graphical user interface.
[0148] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0149] In response to the selection operation of the target screen view identifier among the candidate screen view identifiers, the virtual scene screen currently displayed on the graphical user interface is switched to the target virtual scene screen corresponding to the target screen view identifier.
[0150] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0151] In response to the viewpoint adjustment operation of the target virtual scene image, a new target virtual scene image is obtained by taking a picture of the scene orientation corresponding to the target virtual scene image under the new viewpoint parameters.
[0152] In response to the view saving instruction for the new view parameters, and in response to the storage operation for the new target virtual scene image, the current view parameters associated with the target image viewing identifier are updated to the new view parameters and stored, so that the new target virtual scene image is displayed based on the new view parameters after the target image viewing identifier is triggered.
[0153] In some embodiments, the interactive device of the virtual scene includes a processing subunit configured to perform:
[0154] In response to a trigger operation on the second functional control, a target scene thumbnail is displayed on the graphical user interface. The target scene thumbnail includes multiple candidate marker points, each of which is associated with a marker position and a historical view parameter. The marker position is used to determine the corresponding historical scene location in the game scene to be edited.
[0155] In response to the selection operation of the target marker point among the candidate marker points, the virtual scene screen currently displayed on the graphical user interface is switched to the virtual scene screen corresponding to the target marker point. The virtual scene screen corresponding to the target marker point is: a virtual scene screen obtained by collecting the historical scene orientation in the game scene to be edited using the historical view parameters.
[0156] This disclosure provides an interactive device for a virtual scene. A display unit 201 displays a first virtual scene image on a graphical user interface. The first virtual scene image is a virtual scene image obtained by capturing the game scene to be edited using a first perspective parameter. A first response unit 202 responds to a first editing operation by displaying a scene thumbnail on the graphical user interface. A second response unit 203 responds to a second editing operation on the scene thumbnail by determining a first scene orientation in the game scene to be edited based on the second editing operation. A control unit 204 controls the updating of the first virtual scene image to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited using a second perspective parameter, and the second perspective parameter is associated with the first scene orientation. This embodiment of the disclosure provides a scene thumbnail, allowing players to select a target location on the thumbnail and switch to the game screen at that target location. This allows players to continue scene editing from the current shooting perspective, enabling them to accurately and quickly jump from their current location to another new location for scene editing. This simplifies the steps of finding the target editing location, makes the operation very simple, saves location switching time, improves the interactivity of players when editing game scenes, and enhances the efficiency of game scene editing.
[0157] Accordingly, this disclosure also provides a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. As shown in Figure 14, which is a schematic diagram of the structure of the computer device provided in this disclosure embodiment, the computer device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored on the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figures does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0158] The processor 301 is the control center of the computer device 300. It connects various parts of the computer device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it performs various functions of the computer device 300 and processes data, thereby monitoring the computer device 300 as a whole.
[0159] In this embodiment of the present disclosure, the processor 301 in the computer device 300 loads the instructions corresponding to the processes of one or more application programs into the memory 302 according to the following steps, and the processor 301 runs the application programs stored in the memory 302 to realize various functions:
[0160] The graphical user interface displays a first virtual scene image, which is a virtual scene image obtained by capturing the game scene to be edited using a first perspective parameter;
[0161] In response to the first editing operation, a scene thumbnail is displayed on the graphical user interface;
[0162] In response to a second editing operation on the scene thumbnail, the location of a first scene is determined in the game scene to be edited based on the second editing operation;
[0163] The control updates the first virtual scene image to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a second perspective parameter, and the second perspective parameter is associated with the orientation of the first scene.
[0164] In one embodiment, displaying a scene thumbnail on the graphical user interface in response to a first editing operation includes:
[0165] In response to a first touch operation on the graphical user interface, a scene thumbnail is displayed on the graphical user interface.
[0166] In one embodiment, the second editing operation includes at least one of the following: an operation continuous with the first editing operation; an operation not continuous with the first editing operation; the step of determining the location of the first scene in the game scene to be edited based on the second editing operation includes:
[0167] Based on the operation position of the second touch operation on the scene thumbnail, the first scene orientation is determined in the game scene to be edited.
[0168] In one embodiment, the method further includes:
[0169] If the second touch operation ends and the end position of the second touch operation is located on the graphical user interface at a display position other than the display position of the scene thumbnail, then the first virtual scene screen will remain displayed on the graphical user interface.
[0170] In one embodiment, the graphical user interface further includes a position switching control;
[0171] The step of displaying a scene thumbnail on the graphical user interface in response to a first touch operation on the graphical user interface includes:
[0172] In response to a first touch operation on the location switching control, a scene thumbnail is displayed on the graphical user interface.
[0173] In one embodiment, the step of displaying a scene thumbnail on the graphical user interface in response to a first editing operation includes:
[0174] In response to the first editing operation, the current scene position of the first virtual scene image in the game scene to be edited is obtained;
[0175] The current marker position is determined in the scene thumbnail based on the current scene orientation;
[0176] A scene thumbnail is displayed on the graphical user interface, wherein the current marker position in the scene thumbnail displays the current marker point.
[0177] In one embodiment, determining the location of the first scene in the game scene to be edited based on the second editing operation in response to a second editing operation on the scene thumbnail includes:
[0178] In response to a second editing operation on the scene thumbnail, a target marker position is determined in the scene thumbnail based on the operation position of the second editing operation, and a target marker point is displayed at the target marker position in the scene thumbnail;
[0179] Based on the relative positional relationship between the target marker position and the scene thumbnail, the first scene orientation is determined in the game scene to be edited.
[0180] In one embodiment, in response to a second editing operation on the scene thumbnail, after determining the first scene orientation based on the second editing operation in the game scene to be edited, the method further includes:
[0181] In response to the viewpoint saving command, the first viewpoint parameters and / or the second viewpoint parameters are stored, and a first identifier and / or a second identifier are generated. The first identifier is configured to display the first virtual scene image on the graphical user interface based on the first viewpoint parameters after triggering, and the second identifier is configured to display the second virtual scene image on the graphical user interface based on the second viewpoint parameters after triggering.
[0182] In one embodiment, the response to the viewpoint saving command includes:
[0183] In response to the viewpoint saving command, if the first viewpoint parameters have not been stored, then the first viewpoint parameters and the second viewpoint parameters are stored, and the first identifier and the second identifier are generated; or,
[0184] If the first viewpoint parameter has been stored, then the second viewpoint parameter is stored, and the second identifier is generated.
[0185] In one embodiment, the first perspective parameter includes a first shooting position of the target virtual camera in the game scene to be edited and a first shooting parameter; the second perspective parameter includes a second shooting position of the target virtual camera in the game scene to be edited and a second shooting parameter, wherein the first shooting position and the second shooting position are different, and the first shooting parameter and the second shooting parameter are the same or different.
[0186] In one embodiment, the first perspective parameter includes a first shooting position of a first virtual camera in the game scene to be edited and a first shooting parameter; the second perspective parameter includes a second shooting position of a second virtual camera in the game scene to be edited and a second shooting parameter, wherein the first shooting position and the second shooting position are different, and the first shooting parameter and the second shooting parameter are the same or different.
[0187] In one embodiment, the graphical user interface includes a first functional control, wherein the first functional control is configured to display an identifier selection list upon triggering, and the method further includes:
[0188] In response to a trigger operation on the first functional control, the identifier selection list is displayed in the graphical user interface, wherein the identifier selection list includes multiple candidate screen viewing identifiers, and the candidate virtual scene screens corresponding to the candidate screen viewing identifiers are virtual scene screens corresponding to the historical scene location and / or the recommended editing location.
[0189] In one embodiment, the method further includes:
[0190] Based on the display order of the first virtual scene screen and the second virtual scene screen, the first identifier and the second identifier are displayed in the identifier selection list, wherein the display order is the order in which the virtual scene screens are displayed on the graphical user interface.
[0191] In one embodiment, the display order of the first screen viewing icon and the second screen viewing icon in the icon selection list is determined based on the saving order of the viewpoint parameters corresponding to the virtual scene screen or the distance parameters corresponding to the virtual scene screen.
[0192] In one embodiment, the method further includes:
[0193] In response to the selection operation of the target screen view identifier among the candidate screen view identifiers, the virtual scene screen currently displayed on the graphical user interface is switched to the target virtual scene screen corresponding to the target screen view identifier.
[0194] In one embodiment, the method further includes:
[0195] In response to the viewpoint adjustment operation of the target virtual scene image, a new target virtual scene image is obtained by taking a picture of the scene orientation corresponding to the target virtual scene image under the new viewpoint parameters.
[0196] In response to the view saving instruction for the new view parameters, and in response to the storage operation for the new target virtual scene image, the current view parameters associated with the target image viewing identifier are updated to the new view parameters and stored, so that the new target virtual scene image is displayed based on the new view parameters after the target image viewing identifier is triggered.
[0197] In one embodiment, the method further includes:
[0198] In response to a trigger operation on the second functional control, a target scene thumbnail is displayed on the graphical user interface. The target scene thumbnail includes multiple candidate marker points, each of which is associated with a marker position and a historical view parameter. The marker position is used to determine the corresponding historical scene location in the game scene to be edited.
[0199] In response to the selection operation of the target marker point among the candidate marker points, the virtual scene screen currently displayed on the graphical user interface is switched to the virtual scene screen corresponding to the target marker point. The virtual scene screen corresponding to the target marker point is: a virtual scene screen obtained by collecting the historical scene orientation in the game scene to be edited using the historical view parameters.
[0200] In one embodiment, the second functional control is a position switching control, wherein the position switching control is configured to adjust the shooting angle of the current virtual camera in response to a third touch operation on the position switching control.
[0201] In one embodiment, the position switching control is a cube, which is configured to determine a corresponding target shooting angle in response to a target surface selected for the cube.
[0202] In one embodiment, the second perspective parameter is any one of the following: the first perspective parameter, the preset shooting perspective associated with the first scene orientation, or the recommended shooting perspective associated with the first scene orientation.
[0203] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0204] Optionally, as shown in FIG14, the computer device 300 further includes: a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that the computer device structure shown in FIG14 does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0205] The touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 301. It can also receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.
[0206] In this embodiment of the disclosure, a game application is executed by processor 301 to generate a graphical user interface on touch display screen 303. The touch display screen 303 is used to present the graphical user interface and receive operation commands generated by the user interacting with the graphical user interface.
[0207] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0208] Audio circuitry 305 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and output to processor 301 for processing. The audio data is then transmitted via radio frequency circuitry 304 to, for example, another computer device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.
[0209] The input unit 306 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0210] Power supply 307 is used to supply power to various components of computer device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0211] Although not shown in Figure 14, the computer device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0212] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0213] As can be seen from the above, the computer device provided in this embodiment displays a first virtual scene image on the graphical user interface. The first virtual scene image is a virtual scene image obtained by capturing the game scene to be edited using a first perspective parameter. Then, in response to a first editing operation, a scene thumbnail is displayed on the graphical user interface. Next, in response to a second editing operation on the scene thumbnail, a first scene orientation is determined in the game scene to be edited based on the second editing operation. Finally, the first virtual scene image is updated to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited using a second perspective parameter, and the second perspective parameter is associated with the first scene orientation. This embodiment of the present disclosure provides a scene thumbnail, allowing players to select a target location on the scene thumbnail and switch to the game screen at that target location, so that players can continue to perform scene editing operations from the current shooting perspective. This allows players to accurately and quickly jump from the current location to another new location for scene editing, simplifying the steps of finding the target editing location. The operation steps are very simple, saving location switching time, improving the interactivity of players when editing game scenes, and improving the efficiency of game scene editing.
[0214] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0215] Therefore, embodiments of this disclosure provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the virtual scene interaction methods provided in embodiments of this disclosure. For example, the computer program can execute the following steps:
[0216] The graphical user interface displays a first virtual scene image, which is a virtual scene image obtained by capturing the game scene to be edited using a first perspective parameter;
[0217] In response to the first editing operation, a scene thumbnail is displayed on the graphical user interface;
[0218] In response to a second editing operation on the scene thumbnail, the location of a first scene is determined in the game scene to be edited based on the second editing operation;
[0219] The control updates the first virtual scene image to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a second perspective parameter, and the second perspective parameter is associated with the orientation of the first scene.
[0220] In one embodiment, displaying a scene thumbnail on the graphical user interface in response to a first editing operation includes:
[0221] In response to a first touch operation on the graphical user interface, a scene thumbnail is displayed on the graphical user interface.
[0222] In one embodiment, the second editing operation includes at least one of the following: an operation continuous with the first editing operation; an operation not continuous with the first editing operation; the step of determining the location of the first scene in the game scene to be edited based on the second editing operation includes:
[0223] Based on the operation position of the second touch operation on the scene thumbnail, the first scene orientation is determined in the game scene to be edited.
[0224] In one embodiment, the method further includes:
[0225] If the second touch operation ends and the end position of the second touch operation is located on the graphical user interface at a display position other than the display position of the scene thumbnail, then the first virtual scene screen will remain displayed on the graphical user interface.
[0226] In one embodiment, the graphical user interface further includes a position switching control;
[0227] The step of displaying a scene thumbnail on the graphical user interface in response to a first touch operation on the graphical user interface includes:
[0228] In response to a first touch operation on the location switching control, a scene thumbnail is displayed on the graphical user interface.
[0229] In one embodiment, displaying a scene thumbnail on the graphical user interface in response to a first editing operation includes:
[0230] In response to the first editing operation, the current scene position of the first virtual scene image in the game scene to be edited is obtained;
[0231] The current marker position is determined in the scene thumbnail based on the current scene orientation;
[0232] A scene thumbnail is displayed on the graphical user interface, wherein the current marker position in the scene thumbnail displays the current marker point.
[0233] In one embodiment, determining the location of the first scene in the game scene to be edited based on the second editing operation in response to a second editing operation on the scene thumbnail includes:
[0234] In response to a second editing operation on the scene thumbnail, a target marker position is determined in the scene thumbnail based on the operation position of the second editing operation, and a target marker point is displayed at the target marker position in the scene thumbnail;
[0235] Based on the relative positional relationship between the target marker position and the scene thumbnail, the first scene orientation is determined in the game scene to be edited.
[0236] In one embodiment, in response to a second editing operation on the scene thumbnail, after determining the first scene orientation based on the second editing operation in the game scene to be edited, the method further includes:
[0237] In response to the viewpoint saving command, the first viewpoint parameters and / or the second viewpoint parameters are stored, and a first identifier and / or a second identifier are generated. The first identifier is configured to display the first virtual scene image on the graphical user interface based on the first viewpoint parameters after triggering, and the second identifier is configured to display the second virtual scene image on the graphical user interface based on the second viewpoint parameters after triggering.
[0238] In one embodiment, the response to the viewpoint saving command includes:
[0239] In response to the viewpoint saving command, if the first viewpoint parameters have not been stored, then the first viewpoint parameters and the second viewpoint parameters are stored, and the first identifier and the second identifier are generated; or,
[0240] If the first viewpoint parameter has been stored, then the second viewpoint parameter is stored, and the second identifier is generated.
[0241] In one embodiment, the first perspective parameter includes a first shooting position of the target virtual camera in the game scene to be edited and a first shooting parameter; the second perspective parameter includes a second shooting position of the target virtual camera in the game scene to be edited and a second shooting parameter, wherein the first shooting position and the second shooting position are different, and the first shooting parameter and the second shooting parameter are the same or different.
[0242] In one embodiment, the first perspective parameter includes a first shooting position of a first virtual camera in the game scene to be edited and a first shooting parameter; the second perspective parameter includes a second shooting position of a second virtual camera in the game scene to be edited and a second shooting parameter, wherein the first shooting position and the second shooting position are different, and the first shooting parameter and the second shooting parameter are the same or different.
[0243] In one embodiment, the graphical user interface includes a first functional control, wherein the first functional control is configured to display an identifier selection list upon triggering, and the method further includes:
[0244] In response to a trigger operation on the first functional control, the identifier selection list is displayed in the graphical user interface, wherein the identifier selection list includes multiple candidate screen viewing identifiers, and the candidate virtual scene screens corresponding to the candidate screen viewing identifiers are virtual scene screens corresponding to the historical scene location and / or the recommended editing location.
[0245] In one embodiment, the method further includes:
[0246] Based on the display order of the first virtual scene screen and the second virtual scene screen, the first identifier and the second identifier are displayed in the identifier selection list, wherein the display order is the order in which the virtual scene screens are displayed on the graphical user interface.
[0247] In one embodiment, the display order of the first screen viewing icon and the second screen viewing icon in the icon selection list is determined based on the saving order of the viewpoint parameters corresponding to the virtual scene screen or the distance parameters corresponding to the virtual scene screen.
[0248] In one embodiment, the method further includes:
[0249] In response to the selection operation of the target screen view identifier among the candidate screen view identifiers, the virtual scene screen currently displayed on the graphical user interface is switched to the target virtual scene screen corresponding to the target screen view identifier.
[0250] In one embodiment, the method further includes:
[0251] In response to the viewpoint adjustment operation of the target virtual scene image, a new target virtual scene image is obtained by taking a picture of the scene orientation corresponding to the target virtual scene image under the new viewpoint parameters.
[0252] In response to the view saving instruction for the new view parameters, and in response to the storage operation for the new target virtual scene image, the current view parameters associated with the target image viewing identifier are updated to the new view parameters and stored, so that the new target virtual scene image is displayed based on the new view parameters after the target image viewing identifier is triggered.
[0253] In one embodiment, the method further includes:
[0254] In response to a trigger operation on the second functional control, a target scene thumbnail is displayed on the graphical user interface. The target scene thumbnail includes multiple candidate marker points, each of which is associated with a marker position and a historical view parameter. The marker position is used to determine the corresponding historical scene location in the game scene to be edited.
[0255] In response to the selection operation of the target marker point among the candidate marker points, the virtual scene screen currently displayed on the graphical user interface is switched to the virtual scene screen corresponding to the target marker point. The virtual scene screen corresponding to the target marker point is: a virtual scene screen obtained by collecting the historical scene orientation in the game scene to be edited using the historical view parameters.
[0256] In one embodiment, the second functional control is a position switching control, wherein the position switching control is configured to adjust the shooting angle of the current virtual camera in response to a third touch operation on the position switching control.
[0257] In one embodiment, the position switching control is a cube, which is configured to determine a corresponding target shooting angle in response to a target surface selected for the cube.
[0258] In one embodiment, the second perspective parameter is any one of the following: the first perspective parameter, the preset shooting perspective associated with the first scene orientation, or the recommended shooting perspective associated with the first scene orientation.
[0259] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0260] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0261] Because the computer program stored in the storage medium can display a first virtual scene image on the graphical user interface, the first virtual scene image being a virtual scene image obtained by capturing the game scene to be edited using a first perspective parameter; then, in response to a first editing operation, display a scene thumbnail on the graphical user interface; next, in response to a second editing operation on the scene thumbnail, determine the first scene orientation in the game scene to be edited based on the second editing operation; finally, control the updating of the first virtual scene image to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited using a second perspective parameter, and the second perspective parameter is associated with the first scene orientation. This embodiment of the disclosure provides a scene thumbnail, allowing players to select a target location on the scene thumbnail and switch to the game screen at that target location, enabling players to continue scene editing operations from the current shooting perspective. This allows players to accurately and quickly jump from their current location to another new location for scene editing, simplifying the steps of finding the target editing location. The operation steps are very simple, saving location switching time, improving the interactivity of players when editing game scenes, and increasing the efficiency of game scene editing.
[0262] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0263] The foregoing has provided a detailed description of an interactive method, apparatus, computer device, and storage medium for a virtual scene provided by the embodiments of this disclosure. Specific examples have been used to illustrate the principles and implementation methods of this disclosure. The descriptions of the embodiments above are only for the purpose of helping to understand the technical solutions and core ideas of this disclosure. Those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. These modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this disclosure.
Claims
1. A method for interacting with a virtual scene, providing a graphical user interface through a terminal device, the graphical user interface including a game scene to be edited, comprising: The graphical user interface displays a first virtual scene image, which is a virtual scene image obtained by capturing the game scene to be edited using a first perspective parameter; In response to the first editing operation, a scene thumbnail is displayed on the graphical user interface; In response to a second editing operation on the scene thumbnail, the location of a first scene is determined in the game scene to be edited based on the second editing operation; The control updates the first virtual scene image to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a second perspective parameter, and the second perspective parameter is associated with the orientation of the first scene.
2. The virtual scene interaction method according to claim 1, wherein, The step of displaying a scene thumbnail on the graphical user interface in response to a first editing operation includes: In response to a first touch operation on the graphical user interface, a scene thumbnail is displayed on the graphical user interface.
3. The virtual scene interaction method according to claim 1, wherein, The second editing operation includes at least one of the following: an operation that occurs consecutively with the first editing operation; Operations that are not consecutive to the first editing operation; The step of determining the location of the first scene in the game scene to be edited based on the second editing operation includes: Based on the operation position of the second touch operation on the scene thumbnail, the first scene orientation is determined in the game scene to be edited.
4. The virtual scene interaction method according to claim 3, wherein, The method further includes: If the second touch operation ends and the end position of the second touch operation is located on the graphical user interface at a display position other than the display position of the scene thumbnail, then the first virtual scene screen will remain displayed on the graphical user interface.
5. The virtual scene interaction method according to claim 2, wherein, The graphical user interface also includes a position switching control; The step of displaying a scene thumbnail on the graphical user interface in response to a first touch operation on the graphical user interface includes: In response to a first touch operation on the location switching control, a scene thumbnail is displayed on the graphical user interface.
6. The virtual scene interaction method according to any one of claims 1 to 5, wherein, The step of displaying a scene thumbnail on the graphical user interface in response to a first editing operation includes: In response to the first editing operation, the current scene position of the first virtual scene image in the game scene to be edited is obtained; The current marker position is determined in the scene thumbnail based on the current scene orientation; A scene thumbnail is displayed on the graphical user interface, wherein the current marker position in the scene thumbnail displays the current marker point.
7. The virtual scene interaction method according to claim 1, wherein, The step of determining the location of the first scene in the game scene to be edited based on the second editing operation in response to the second editing operation includes: In response to a second editing operation on the scene thumbnail, a target marker position is determined in the scene thumbnail based on the operation position of the second editing operation, and a target marker point is displayed at the target marker position in the scene thumbnail; Based on the relative positional relationship between the target marker position and the scene thumbnail, the first scene orientation is determined in the game scene to be edited.
8. The virtual scene interaction method according to claim 1, wherein, In response to a second editing operation on the scene thumbnail, after determining the location of the first scene based on the second editing operation in the game scene to be edited, the method further includes: In response to the viewpoint saving command, the first viewpoint parameters and / or the second viewpoint parameters are stored, and a first identifier and / or a second identifier are generated. The first identifier is configured to display the first virtual scene image on the graphical user interface based on the first viewpoint parameters after triggering, and the second identifier is configured to display the second virtual scene image on the graphical user interface based on the second viewpoint parameters after triggering.
9. The virtual scene interaction method according to claim 8, wherein, The response to the viewpoint saving command includes: In response to the viewpoint saving command, if the first viewpoint parameters have not been stored, then the first viewpoint parameters and the second viewpoint parameters are stored, and the first identifier and the second identifier are generated; or, If the first viewpoint parameters have been stored, then the second viewpoint parameters are stored, and the second identifier is generated.
10. The virtual scene interaction method according to claim 8, wherein, The first perspective parameters include a first shooting position of the target virtual camera in the game scene to be edited and a first shooting parameter; the second perspective parameters include a second shooting position of the target virtual camera in the game scene to be edited and a second shooting parameter, wherein the first shooting position and the second shooting position are different, and the first shooting parameter and the second shooting parameter are the same or different.
11. The virtual scene interaction method according to claim 8, wherein, The first perspective parameters include a first shooting position of the first virtual camera in the game scene to be edited and a first shooting parameter; the second perspective parameters include a second shooting position of the second virtual camera in the game scene to be edited and a second shooting parameter, wherein the first shooting position and the second shooting position are different, and the first shooting parameter and the second shooting parameter are the same or different.
12. The virtual scene interaction method according to claim 8, wherein, The graphical user interface includes a first functional control, wherein the first functional control is configured to display an identifier selection list upon triggering, and the method further includes: In response to a trigger operation on the first functional control, the identifier selection list is displayed in the graphical user interface, wherein the identifier selection list includes multiple candidate screen viewing identifiers, and the candidate virtual scene screens corresponding to the candidate screen viewing identifiers are virtual scene screens corresponding to the historical scene location and / or the recommended editing location.
13. The virtual scene interaction method according to claim 12, wherein, The method further includes: Based on the display order of the first virtual scene screen and the second virtual scene screen, the first identifier and the second identifier are displayed in the identifier selection list, wherein the display order is the order in which the virtual scene screens are displayed on the graphical user interface.
14. The virtual scene interaction method according to claim 12, wherein, The display order of the first identifier and the second identifier in the identifier selection list is determined based on the saving order of the viewpoint parameters corresponding to the virtual scene image, or the distance parameters corresponding to the virtual scene image.
15. The virtual scene interaction method according to claim 12, wherein, The method further includes: In response to the selection operation of the target screen viewing identifier among the candidate screen viewing identifiers, the virtual scene screen currently displayed on the graphical user interface is switched to the target virtual scene screen corresponding to the target screen viewing identifier.
16. The virtual scene interaction method according to claim 15, wherein, The method further includes: In response to the viewpoint adjustment operation of the target virtual scene image, a new target virtual scene image is obtained by taking a picture of the scene orientation corresponding to the target virtual scene image under the new viewpoint parameters. In response to the view saving instruction for the new view parameters, and in response to the storage operation for the new target virtual scene image, the current view parameters associated with the target image viewing identifier are updated to the new view parameters and stored, so that the new target virtual scene image is displayed based on the new view parameters after the target image viewing identifier is triggered.
17. The virtual scene interaction method according to any one of claims 10 or 11, wherein, The method further includes: In response to a trigger operation on the second functional control, a target scene thumbnail is displayed on the graphical user interface. The target scene thumbnail includes multiple candidate marker points, each of which is associated with a marker position and a historical view parameter. The marker position is used to determine the corresponding historical scene location in the game scene to be edited. In response to the selection operation of the target marker point among the candidate marker points, the virtual scene screen currently displayed on the graphical user interface is switched to the virtual scene screen corresponding to the target marker point. The virtual scene screen corresponding to the target marker point is: a virtual scene screen obtained by collecting the historical scene orientation in the game scene to be edited using the historical view parameters.
18. The virtual scene interaction method according to claim 17, wherein, The second functional control is a position switching control, wherein the position switching control is configured to adjust the shooting angle of the current virtual camera in response to a third touch operation on the position switching control.
19. The virtual scene interaction method according to claim 18, wherein, The position switching control is a cube, which is configured to determine a corresponding target shooting angle in response to a target surface selected for the cube.
20. The virtual scene interaction method according to claim 1, wherein, The second perspective parameter is any one of the following: the first perspective parameter, the preset shooting perspective associated with the first scene orientation, or the recommended shooting perspective associated with the first scene orientation.
21. An interactive device for a virtual scene, providing a graphical user interface via a terminal device, the graphical user interface including a game scene to be edited, comprising: The display unit is configured to display a first virtual scene image on the graphical user interface, wherein the first virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a first perspective parameter; The first response unit is configured to perform a response to the first editing operation by displaying a scene thumbnail on the graphical user interface; The second response unit is configured to perform a second editing operation in response to the scene thumbnail, and determine the location of the first scene in the game scene to be edited based on the second editing operation. The control unit is configured to perform control to update the first virtual scene image to a second virtual scene image, wherein the second virtual scene image is a virtual scene image obtained by capturing the game scene to be edited with a second perspective parameter, and the second perspective parameter is associated with the orientation of the first scene.
22. A computer device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loading instructions from the memory to perform steps in the interactive method of a virtual scene as claimed in any one of claims 1 to 20.
23. A computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to perform steps in the interactive method of a virtual scene as claimed in any one of claims 1 to 20.
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