CN108553900B - Method capable of being repeatedly used by overlapping storage based on UE engine - Google Patents

Method capable of being repeatedly used by overlapping storage based on UE engine Download PDF

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CN108553900B
CN108553900B CN201810265946.9A CN201810265946A CN108553900B CN 108553900 B CN108553900 B CN 108553900B CN 201810265946 A CN201810265946 A CN 201810265946A CN 108553900 B CN108553900 B CN 108553900B
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model
storage
engine
storing
parameters
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CN108553900A (en
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沈宝亮
田晓林
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Xiamen Longshi Technology Co ltd
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Xiamen Longshi Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content

Abstract

The invention discloses a method for overlapping storage and repeated use based on a UE engine, which comprises the following steps: s1, acquiring a boundary frame of a static object by using a static object component of an Actor blueprint of UE (user equipment), and further acquiring 6 axis points of the boundary frame; s2, realizing single-side scaling of the current static object according to the 6 axle center points; s3, creating a graphic control and calling a storage model function; and S4, respectively obtaining the material parameter, the three-dimensional coordinate vector and the model of each sub-object, and storing the material parameter, the three-dimensional coordinate vector and the model into the added model parameters. S5, clicking the graphic control, executing a storage model function to perform model storage, and storing the model storage into a storage file in an sav format; and S6, directly importing the sav format storage file of S3 when the storage file is repeatedly used next time. The invention can realize the unilateral zooming and the accurate control of the article, and the overlapping storage is repeatedly used, thereby realizing the redevelopment and creation on the original basis.

Description

Method capable of being repeatedly used by overlapping storage based on UE engine
Technical Field
The invention relates to the field of virtual reality software development and application, in particular to a method capable of being stored in a superposition mode and used repeatedly based on a UE engine.
Background
The game engine refers to a core component of some edited computer game system or some interactive real-time image application program. These systems provide game designers with the various tools required to compose games, with the goal of allowing game designers to easily and quickly program games without starting from zero. Most support various operating platforms, such as Linux, Mac OS X, microsoft Windows. The game engine comprises the following systems: rendering engines (i.e., "renderers," including two-dimensional and three-dimensional graphics engines), physics engines, collision detection systems, sound effects, scripting engines, computer animation, artificial intelligence, network engines, and scene management.
One existing game engine design-based implementation of scaling of items is bilateral symmetric scaling, such as one face stretched by one time, the opposite face stretched by one time automatically and symmetrically at the same time, and scaling based on multiple times, which does not enable more precise scaling.
Moreover, the existing storage method based on the game engine cannot store new data, and usually provides the original old data, when you operate or edit the old data, new data is generated, and the new data cannot be stored in an overlapping manner, so that the operation or editing is started again from the old original data every time the game is started, which undoubtedly makes the development and creation efficiency and effect of the game or new scene very poor. That is, the existing technology cannot realize the superimposable storage of new data and the repeated use on the superimposable storage.
Disclosure of Invention
In view of the above, to solve the above technical problems, the present invention aims to provide a UE engine-based method for stacking, storing and reusing, which can achieve scaling of an article on one side and scaling of the article in a more precise size; and the article capable of being subjected to single-side scaling and accurate control can be subjected to the overlapping storage of new data and the repeated use of the new data in the overlapping storage, so that the redevelopment and creation are realized on the basis of the original overlapping storage data.
The adopted technical scheme is as follows:
a method for using a UE engine-based stackable memory repeatedly comprises the following steps:
s1, using a static object component of an Actor blueprint of the UE to obtain a boundary box of the static object, and further obtaining X, Y, Z maximum values and minimum values of the boundary box in three axial directions; calculating X, Y, Z axis center points according to the maximum value and the minimum value of X, Y, Z;
s2, accurately positioning on 6 surfaces of the boundary frame according to the 6 axial center points; 6 axial points react with the mouse, and one of the axial points needing to be operated is determined; fixing the axis point of the opposite surface, capturing the moving position and the moving distance of the mouse, giving the movement of the axis point, and realizing the unilateral zooming of the current static object;
s3, creating a graphic control and calling a function of a storage model in a blueprint of a UE engine Actor;
s4, acquiring a parent object of the current scene to perform cyclic calculation on the parent object, so as to acquire the name and the number of each child object; respectively obtaining the material parameters of each sub-object, storing the material parameters into a material array, and then storing the material array into the added model parameters; B. storing the three-dimensional coordinate vector of each sub-object in a three-dimensional coordinate array, and then storing the three-dimensional coordinate array in the added model parameters; C. the model of each sub-object is stored in a model array, and then the model array is stored in the added model parameters;
s5, clicking the graphic control, executing a storage model function, performing model storage on model parameters, and storing the model parameters into a binary sav format storage file on a hard disk;
and S6, directly importing the sav format storage file in the step S5 when the storage file is repeatedly used next time.
Further, the material parameters include highlight, roughness, color and texture.
Further, the model includes a dynamic model and a static model.
Further, in S2, the axis point of the opposite surface is fixed, the position where the mouse is moved and the distance of movement are captured, and different movements are given to the axis point according to the different movement modes of the mouse, thereby realizing one-sided zooming, movement or rotation of the current static object.
The UE Engine is an Unreal Engine, and the Unreal Engine is a 3D game Engine and a development tool, supports the development of 3D games from 2D mobile platform games to computers to game host platforms, and a large number of excellent games on the market are manufactured based on the UE.
The illusion engine provides development tool downloading of Windows and Mac platforms, and the manufactured works can run on Windows, Mac, Linux, PS4, X-Box One, iOS, Android, even HTML5 and other platforms.
The current illusion engine is the UE4 engine. Preferably, the UE engine is a UE4 engine.
Compared with the prior art, the invention has the beneficial effects that:
the invention sets total 6 axle center points of 6 surfaces of an object (namely a static object), and the mouse reacts to one axle center point, thereby realizing the unilateral control of the object. Because the unilateral control is asymmetric, multiple scaling is not needed, and free scaling of more accurate size can be realized.
Furthermore, the invention stores the model parameters which comprise three parts of material parameters, three-dimensional coordinate vectors and the model through the function of the storage model; therefore, the old model parameter data and the new model parameter data can be stored respectively or in a superposed manner, updated data is established, and updated model parameters are established, so that the updated model parameters can be further developed and created on the updated model parameters, and the developed and created new model parameters can be recycled and repeatedly used and continuously updated in a superposed manner.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed to be used in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without inventive labor.
FIG. 1 is a schematic view of an article showing 6 pivot points;
fig. 2 is a schematic view of the article of fig. 1, shown in a single-sided zoom configuration.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only preferred embodiments of the present invention, and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Example 1
Referring to fig. 1 to 2, a method for stackable storage reuse based on a UE4 engine includes the following steps:
s1, acquiring a boundary box (Bounds) of a static object by using a static object component (StaticMesh component) of an Actor blueprint of UE4, and further acquiring the maximum value and the minimum value of X, Y, Z three axial directions of the boundary box (Bounds); calculating X, Y, Z axis center points according to the maximum value and the minimum value of X, Y, Z;
s2, accurately positioning the static object on 6 surfaces of the boundary frame of the static object according to the 6 axial center points 1, and referring to a graph shown in figure 1; 6 axial points react with the mouse, and one of the axial points needing to be operated is determined; fixing the axis point of the opposite surface, capturing the moving position and the moving distance of the mouse, giving the movement of the axis point, and realizing the unilateral zooming of the current static object. For example, as shown in fig. 2, on the X axis, there are two axial points on the X axis, the axial point to be operated is moved, the other axial point on the opposite surface is fixed, and then the moved distance is accurately calculated according to the distance function (distance ()), so that the object can be scaled on one side with more accurate size. This allows for more precise control over the size of the article.
To better understand the single-sided zoom, fig. 1 and 2 show a reference object 2, and the right-sided zoom of fig. 2 does not affect the reference object 2, i.e., the left-sided zoom is fixed, and the fixed left-sided zoom does not overlap or intersect the reference object.
S3, creating a graphic control (widget Bluprint) and calling a function of a storage model in a UE engine Actor blueprint;
s4, acquiring a parent object of the current scene to perform cyclic calculation on the parent object, so as to acquire the name and the number of each child object; respectively obtaining material parameters of each sub-object, including original material parameters and new overlapped material parameters, including highlight, roughness, color and texture, storing the material parameters into a material array, and then storing the material array into the added model parameters; B. a three-dimensional coordinate vector of each sub-object, the three-dimensional coordinate vector including an original numerical value and a transformed numerical value of an X-axis, an original numerical value and a transformed numerical value of a Y-axis, and an original numerical value and a transformed numerical value of a Z-axis, for example, the one-sided scaled article in S2, a transformed value of the three-dimensional coordinate vector value thereof being stored in a three-dimensional coordinate array, and then the three-dimensional coordinate array being stored in the added model parameter; C. the model of each sub-object, including the original model (static mesh) and the new model (static mesh), is stored in the model array, and then the model array is stored in the added model parameters;
s5, clicking the graphic control, executing a storage model function, performing model storage on model parameters, and storing the model parameters into a binary sav format storage file on a hard disk;
and S6, when the storage file is repeatedly used next time, for example, after the storage file is turned off and then turned on again next time, the UE4 engine directly imports the storage file in the sav format in the step S3, so that the storage file is circularly and repeatedly used, and can be continuously developed and created on the original basis. For example, before shutdown, the scenario is as shown in fig. 2, and after the shutdown is saved and the next time the computer is restarted for use, the scenario is still as shown in fig. 2 after the stored file is imported.
The model parameters comprise three parts of material parameters, three-dimensional coordinate vectors and models, and new and old data can be stored respectively (if more than two data have no interaction, the data are stored respectively) or stored in a superposition mode (if more than two data have interaction, the data are stored in a superposition mode), so that updated data are established, updated model parameters are established, further development and creation can be performed on the updated model parameters, and the developed and created new model parameters can be recycled and repeatedly used and updated in a superposition mode.
Particularly, the invention can realize the overlapping storage of new data and the repeated use of the overlapping storage of the article which can be subjected to the single-side scaling and accurate control, and realizes the redevelopment and creation on the basis of the original overlapping storage data.
Example 2
On the basis of the embodiment 1, more operation control on the article is realized. Specifically, in S2, the pivot point is moved, the pivot point of the opposite surface is fixed, the position where the mouse is moved and the distance of movement are captured, and different movements are given to the pivot point according to the different movement modes of the mouse, thereby realizing one-sided zooming, movement, or rotation of the current stationary object. For example, on the X axis, when the moving direction of the mouse is substantially the same as the X axis or forms an angle range, the movement of the X axis of the axis point is given, so as to realize the unilateral zooming of the current static object; when the moving direction of the mouse is basically vertical to the X axis or forms an angle range, the non-X-axis movement of the axis point is given, so that the current static object can be moved; when the moving direction of the mouse is in a radian, the radian of the axis point is given to move, so that the current static object is rotated.
The above-listed detailed description is only a specific description of a possible embodiment of the present invention, and they are not intended to limit the scope of the present invention, and equivalent embodiments or modifications made without departing from the technical spirit of the present invention should be included in the scope of the present invention.

Claims (4)

1. A method for using a UE engine based on stackable memory, comprising the steps of:
s1, using a static object component of an Actor blueprint of the UE to obtain a boundary box of the static object, and further obtaining X, Y, Z maximum values and minimum values of the boundary box in three axial directions; calculating X, Y, Z axis center points according to the maximum value and the minimum value of X, Y, Z;
s2, accurately positioning on 6 surfaces of the boundary frame according to the 6 axial center points; 6 axial points react with the mouse, and one of the axial points needing to be operated is determined; fixing the axis point of the opposite surface, capturing the moving position and the moving distance of the mouse, giving the movement of the axis point, and realizing the unilateral zooming of the current static object;
s3, creating a graphic control and calling a function of a storage model in a blueprint of a UE engine Actor;
s4, acquiring a parent object of the current scene to perform cyclic calculation on the parent object, so as to acquire the name and the number of each child object; respectively obtaining the material parameters of each sub-object, storing the material parameters into a material array, and then storing the material array into the added model parameters; B. storing the three-dimensional coordinate vector of each sub-object in a three-dimensional coordinate array, and then storing the three-dimensional coordinate array in the added model parameters; C. the model of each sub-object is stored in a model array, and then the model array is stored in the added model parameters;
s5, clicking the graphic control, executing a storage model function, performing model storage on model parameters, and storing the model parameters into a binary sav format storage file on a hard disk;
s6, directly importing the sav format storage file in the step S5 when the storage file is repeatedly used next time;
in S2, fixing the axis point of the opposite surface, capturing the moving position and the moving distance of the mouse, giving different movements to the axis point according to different moving modes of the mouse, and then accurately calculating the moving distance according to the distance function to realize the unilateral scaling, moving or rotating of the current static object.
2. The UE engine-based stackable memory recycling method of claim 1, wherein the material parameters include highlights, coarseness, color, and texture.
3. The UE engine-based stackable memory reuse method according to claim 1, wherein said model comprises a dynamic model and a static model.
4. The UE engine-based stackable memory reuse method according to claim 1, wherein said UE engine is a UE4 engine.
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