11 KiB
cocos2d-x v3.3alpha0 Release Notes
Table of Contents generated with DocToc
- cocos2d-x v3.3alpha0 Release Notes
- Misc Information
- Requirements
- Highlights of v3.3alpha0
- Features in detail
Misc Information
- Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.3alpha0/CHANGELOG
- v3.0 Release Notes can be found here: v3.0 Release Notes
Requirements
Runtime Requirements
- Android 2.3 or newer
- iOS 5.0 or newer
- OS X 10.7 or newer
- Windows 7 or newer
- Windows Phone 8 or newer
- Linux Ubuntu 14.04 or newer
Browsers via EmscriptenN/A for the moment
Compiler Requirements
- Xcode 5.1 or newer for iOS or Mac
- gcc 4.9 or newer for Linux
- ndk-r9d for Android
- Visual Studio 2012 or newer for Windows (win32)
- Visual Studio 2012 or newer for Windows Phone 8
How to run tests
Mac OSX & iOS
- Enter
cocos2d-x/build
folder, opencocos2d_test.xcodeproj
- Select
iOS
orOS X
target in scheme toolbar - Click
run
button
Android
You can run the samples...
Using command line:
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk
Then click item on Android device to run tests. Available value of -p
is the API level, cocos2d-x supports from level 10.
Using Eclipse:
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
Then
- Import cocos2d-x Android project into Eclipse, the path used to import is
cocos/2d/platform/android
- Import
cpp-empty-test
Android project into Eclipse, the path used to import istests/cpp-empty-test/proj.android
- Build
cpp-empty-test
Android project and run
Windows
- Enter
cocos2d-x/build
, and opencocos2d-win32.vs2012.sln
- Select
cpp-empty-test
as running target - Click run button
Linux
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..
Then
$ mkdir build
$ cd build
$ cmake ../cocos2d-x
$ make -j4
Run
$ cd bin/cpp-empty-test
$ ./cpp-empty-test
How to start a new game
Please refer to this document: ReadMe
Highlights of v3.3alpha0
- 3d:
Camera
, 'Reskin', 'Attachment', 'Better support for FBX', 'New fbx-conv',AABB
,OBB
andRay
- ui: added
Scale9Sprite
- FileUitls: added
isDirectoryExist()
,createDirectory()
,removeDirectory()
,removeFile()
,renameFile()
andgetFileSize()
- Device: added
setKeepScreenOn()
on iOS and Android - Added c++11 random support
- RenderTexture: added a call back function for
saveToFile()
- Primitive: Support Points, Lines and Triagles for rendering
- SpriteFrameCache: support loading from plist file content data
- Added a consistent way to set GL context attributes for all platforms
- Many other small features added and many bugs fixed
Features in detail
Camera
This version of camera is powerful then previous one. And you can add it as a child anywhere. If you want to let a Node to be visited by a camera, Node's camera mask should include Camera's flag:
// let sprite to be visited by a camera
auto sprite = Sprite::create("myFile.png");
sprite->setCameraMask(CameraFlag::USER1);
auto camera = Camera::createPerspective(60, winSize.width/winSize.height, 1, 1000);
camera->setCameraFlag(CameraFlag::USER1);
scene->addChild(camera);
If you have many Nodes that want to be visited by a camera, there is a convenient way:
auto layer = Layer::create();
auto sprite1 = Sprite::create();
auto sprite2 = Sprite::create();
layer->addChild(sprite1);
layer->addChild(sprite2);
// it will set camera mask for all its children
layer->setCameraMask(CameraFlg::USER1);
auto camera = Camera::createPerspective();
camera->setCameraFlag(CameraFlag::USER1);
scene->addChild(camera);
Full test case please refer to tests/cpp-tests/res/Camera3DTest/Camera3DTest.cpp
.
Reskin
It is a powerful feature, all the user change the appearance of character.
For example, there a model named girl.c3b, which has two coats, coat0 and coat1. The character's coat can be changed like this,
//load the girl from file
auto sprite3d = Sprite3D::create("girl.c3b");
//get the mesh named coat0
auto mesh0 = sprite3d->getMeshByName("coat0");
//you can change texture of this mesh if you like
mesh0->setTexture("cloth.png");
//you can change visibility for this mesh, too
mesh0->setVisible(true);
//hide coat1
auto mesh1 = sprite3d->getMeshByName("coat1");
mesh1->setVisible(false);
Full test case please refer to 'tests/cpp-tests/Classes/Spret3DTest/Sprite3DTest.cpp'
Attachment
Allows to attach a node to a bone
Usage,
auto sprite = Sprite3D::create("girl.c3b");
auto weapon = Sprite::create("weapon.c3b");
auto attachNode = sprite->getAttachNode("left_hand");
attachNode->addChild(weapon);
Full test case please refer to 'tests/cpp-tests/Classes/Spret3DTest/Sprite3DTest.cpp'
Better support for FBX
support multiple mesh support multiple material bones bind to each mesh limited to 40. But the FBX model can contain more meshes. So the model can contain much more bones.
New fbx-conv
It can export more complex model, which contains multiple meshes and multiple materials.
AABB, OBB and Ray
AABB means Axis Aligned Bounding Box OBB means Oriented Bounding Box Ray has a origin position and direction
Each Sprite3D or Mesh has its own AABB. AABB and OBB can be picked by Ray.
Usage,
//get ray from camera
Vec3 nearP(location.x, location.y, -1.0f), farP(location.x, location.y, 1.0f);
auto size = Director::getInstance()->getWinSize();
camera->unproject(size, &nearP, &nearP);
camera->unproject(size, &farP, &farP);
ray._origin = nearP;
ray._direction = farP - nearP;
ray.intersects(sprite3d->getAABB( ) );
Full test case please refer to 'tests/cpp-tests/Classes/Spret3DTest/Sprite3DTest.cpp'
ui::Scale9Sprite
Now we have implemented a new Scale9Sprite class under ui module. Its internal implementation is concise than the previous one plus more features. The main reason of reimplementing this class is that the Scale9Sprite is heavily used in ui module. Now the ui module is not dependent from extension module. By applying the new ui::Scale9Sprite, the code inside many widget classes are more cleaner and elegant.
We could manually toggle "slice 9" feature by one function call:
//ui::Scale9Sprite is slice 9 enabled on default
auto sprite = ui::Scale9Sprite::create("foo.png");
sprite->setScale9Enabled(false);
It also supports Flipping now.
auto sprite = ui::Scale9Sprite::create("bar.png");
sprite->setFlippedX(true);
sprite->setFlippedY(false);
Since the ui::Scale9Sprite is a Node rather than a Sprite, so you can't add it to a batch node. If you do want to do some actions on the internal sprite,
you could call sprite->getSprite()
to access it.
Full test case please refer to tests/cpp-tests/Classes/UITests/CocostudioGUITest/UIScale9SpriteTest.cpp
.
c++11 random support
Since rand()
is not good(refer to this document), we use c++11 random library to do generate random number, and provide a function to easily using:
int randInt = cocos2d::random(1, 10);
float randFloat = cocos2d::random(1.f, 10.f);
RenderTexture save function
RenderTexture::saveToFile()
will not save rendertexture when the function returns, because it just send render command to renderer. The file will be saved after render command is executed. It is not convenient if you want to use the saved file to do some work. So we added a parameter in RenderTexture::saveToFile()
to set a call back function when the file is saved.
renderTexture->begin();
...
renderTexture->end();
renderTexture->saveToFile("myFile.png", true, callback);
Primitive
Primitive
is added to support Points
,Lines
,Triangles
rendering. Previously, if we want to draw a custom geometry(sphere, line), we can only do this by using CustomCommand
. Now, what is need is to create a Primitive, set datas, and use the corresponding PrimitiveCommand
to draw the Primitive.
Here is a simple example of rendering a quad in Sprite
.
-
create verexBuffer
auto vertexBuffer = VerexBuffer::create(sizeof(V3F_C4B_T2F), 4); vertexBuffer->updateVertices(&_quad, 4, 0);
-
create vertexData
auto vertexData = VertexData::create(); vertexData->addStream(vertexBuffer, VertexStreamAttribute(0, VERTEX_ATTRIB_POSITION, GL_FLOAT, 3, fasle)); vertexData->addStream(vertexBuffer, VertexStreamAttribute(12, VERTEX_ATTRIB_COLOR, GL_UNSIGNED_BTYE, 4, true)); vertexData->addStream(vertexBuffer, VertexStreamAttribute(16, VERTEX_ATTRIB_TEX_COORD, GL_FLOAT, 2, fasle));
-
create IndexBuffer
auto indexBuffer = IndexBuffer::create(IndexType::INDEX_TYPE_SHORT_16, 6); short indices[6] = {0,1,2,3,2,1}; indexBuffer->updateIndices(indices,6, 0);
-
create primitive
auto primitve = Primitive::create(vertexData, indexBuffer, GL_TRIANGLES); primitive->setStart(0); primitive->setCount(6);
-
add command to renderer
_command->init(globalZorder,textureID, glprogramState, blend, primitve, modelViewMatrix); renderer->addCommand(&_command);
Primitive supports three typs of primitives (POINTS, LINES, TRIANGLES), vertex and index sharing, multiple streams. It has some constrains:
- The size of vertex and index Buffer is fixed, which means data must be pre allocated.
- Batching is not supported.
Consistent way to set GL context attributes
Now you can set GL context attributes by override Application::initGLContextAttrs()
, then set GL context attributes there.
void AppDelegate::initGLContextAttrs()
{
// r:8 g:8 a:8 depth:24 stencil:8
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
Now can only support setting bits of r
, g
, b
, a
, depth buffer
and stencil buffer
. We will support other attributes if needed.