update changelog and release note

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minggo 2014-06-17 21:13:49 +08:00
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cocos2d-x-3.2-alpha0
cocos2d-x-3.2-alpha0 Jun.17 2014
[NEW] Console: add a command to show engine version
[NEW] Node: added setter/getter for NormalizedPosition(). Allows to set positions in normalized values (between 0 and 1)
[NEW] Scene: Added createWithSize() method

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# cocos2d-x v3.1 Release Notes #
# cocos2d-x v3.2-alpha0 Release Notes #
**Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)*
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# Misc Information
* Download: http://cdn.cocos2d-x.org/cocos2d-x-3.1rc0.zip
* Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.1rc0/CHANGELOG
* Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.2alpha0/CHANGELOG
* ~~API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.0/index.html~~
* v3.0 Release Notes can be found here: [v3.0 Release Notes](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0/docs/RELEASE_NOTES.md)
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Please refer to this document: [ReadMe](../README.md)
# Highlights of v3.1
# Highlights of v3.2 alpha0
* `Sprite3D`, a new node to render 3D models
* Improved Shader subsystem
* New, unified, math library
* `ui::VideoPlayer`, a new node to play videos
* `Animation3D`/`Animate3d`, new nodes for 3d animation. lua-binding and WP8 is not supported now.
* Updated libcurl.a to use OpenSSL v1.0.1h, [news](http://cocos2d-x.org/news/286) for it
* Added `utils::captureScreen` to take screeshot
# Features in detail
## Sprite3D
## Animation3D
cocos2d-x v3.0 replaced `Node`'s 2x3 transform matrix with a 4x4 one. This feature allows you to transform any node in a 3d space.
Animation3D is skeletal animation in 3D Game. It allows the artist animate a 3D model using bone in 3D modeling tools. Then export the model file and use it in the game.
`Sprite3D` allows users to render a 3d model inside cocos2d. And since cocos2d-x already has 4x4 transform matrix, it is possible to move scale and rotate the `Sprite3D` in the x, y, and z axis.
Work flow
The API is like `Sprite`:
* Artist produce 3D models in modeling tools and then export it to FBX file
* Use `fbx-conv` convert FBX file to c3t file
* Load c3t file in the game
```c++
// v3.1 only supports the Wavefront file format
auto sprite3d = Sprite3D::create("mymodel.obj");
Note
// if the material is not specified in .obj, you can override it with:
auto sprite3d = Sprite3D::create("mymodel.obj", "texture.png");
* The API may change in final version
* binary format of c3t will be added in final version
* the bones in the FBX file should not be more than 50.
### `fbx-conv` usage
* windows
// Since Sprite3D is a regular node, you can add it into the scene like any other node
scene->addChild(sprite3d);
sprite3d->setRotation3D(Vec3(x,y,z));
```
## Improved Shader Subsystem
In order to support `Sprite3D`, we refactored our shader subsystem. The result is that we have an easier to use, yet more powerful shader system that can be used both for 2D and 3D.
In v3.0, the class `GLProgram` was used both for holdin the _OpenGL program_ (shader), and also the shader state (uniforms and attributes).
That design had one big constraint: In order to add or remove an attribute or uniform, you had to subclass `GLProgram`.
In v3.1, we decoupled the shader state from the shader. We added the `GLProgramState` class which holds the attributes and uniforms.
The API is the following:
```c++
auto glprogram = GLProgram::create(...);
// it will automatically parse all the attributes and uniforms
// used by glprogram, and it will populate the glprogramstate dictionary
// with them
auto glprogramstate = GLProgramState::create( glprogram );
// How to set a uniform for Vec2 (Int, Texture, Vec3, Vec4, Mat4, are all supported)
glprogramstate->setUniformVec2("u_my_uniform", Vec2(x,y));
// or how to set it using a callback
glprogramstate->setUniformCallback("u_my_uniform", [](Uniform*uniform){
// do something
});
// How to set an attribute
glprogramstate->setVertexAttribPointer("a_my_attrib", 4, GL_FLOAT, GL_FALSE, 0, vertex);
// or how to set it using a callback
glprogramstate->setVertexAttribCallback("a_my_attrib", [](VertexAttrib*attrib){
// do something
});
cd COCOS2DX_ROOT/tools/fbx-convert/win32
fbx-conv FBXFile
```
* mac os x
By using this API it is possible to change the effect on a `Sprite3D` (or even an `Sprite`) without subclassing any cocos2d class!
Possible examples:
- Outline / Shadow / Glow effects
- Multi-texturing effects
- Sepia, Grey or other color effects
- and more
For a complete example, please see the [Shader - Sprite](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.1rc0/tests/cpp-tests/Classes/ShaderTest/ShaderTest2.cpp) and [Shader - Basic](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.1rc0/tests/cpp-tests/Classes/ShaderTest/ShaderTest.cpp) examples.
## New math library
cocos2d-x v1.0 only supported 2D features. So it made sense to use a 2x3 Transform matrix for the operations.
In cocos2d-x v2.0 we added OpenGL ES 2.0 support (no more built-in OpenGL matrix operations) so it made sense to use [Kazmath](https://github.com/Kazade/kazmath), a math library that replaced the OpenGL ES 1.0 functionality. Kazmath was used internally, and most of the users never used the Kazmath API at all.
In cocos2d-x v3.0 we refactored the renderer and we exposed a bit more the Kazmath API to the users.
And in v3.1, with `Sprite3D` we needed to expose even more the the Kazmath API. And it no longer made sense to have multiple math libraries inside cocos2d-x.
The problems were:
* Part of the code was using the old 2D math library
* Part of the code was using Kazmath
* Part of the code was using ad-hoc math code
The goal was to use only one math library for cocos2d-x, with the following requirements:
* Easy to use, easy to mantain
* Proven
* In C++ if possible
So we took the [GamePlay3D](http://gameplay3d.org/) math library, we did some minor changes, and the cocos2d-x math code with it.
How to use it:
```c++
// vector2
Vec2 vec2(10,20);
Vec2 other2(30,40);
auto ret = vec2.cross(other2);
auto ret2 = vec2 + other2;
auto ret3 = vec3 * scalar;
node->setPosition(vec2);
// vector3
Vec3 vec3(30,40,50);
node->setPosition3D(vec3);
// vector4
Vec4 vec4 = Vec4::ZERO;
// Matrix 4x4
auto identity = Mat4::IDENTITY;
node->setNodeToParentTransform(identity);
```
The good news is that the old API still works since we `typedef` the old classes and structs to the new math classes.
## New UIVideoPlayer
v3.1 has a new `Node` to play videos. The API is:
```c++
// VideoPlayer is under the "experimental" namespace since
// it only works for iOS and Android, and we might change its
// API in the future
auto videoPlayer = cocos2d::experimental::ui::VideoPlayer::create();
videoPlayer->setContentSize(Size(x,y));
videoPlayer->setURL("http://example.com/video.mp4");
//you could also play a local video file as follows:
//videoPlayer->setFileName("filepath/video.mp4");
videoPlayer->play();
cd COCOS2DX_ROOT/tools/fbx-convert/mac
./fbx-conv FBXFile
```
## UI navigation
3.1 supports focus navigation of UI widget which is very useful for OTT manufacturer.
###Usage
Suppose that your screen has 3 widgets layout horizontally. We could define it like this:
### Sample code
```c++
HBox(widget1, widget2, widget3)
```
//load Sprite3D
auto sprite = Sprite3D::create("girl.c3t");
addChild(sprite);
sprite->setPosition(Vec2( 0, 0));
If you want the `widget1` to get focused, you could call
```c++
widget1->setfocused(true)
```
If you want to move the focus to the next widget, you could just call
```c++
widget1->findNextFocusedWidget(Widget::FocusDirection::RIGHT, _firstFocusedWidget);
```
When the focus goes to `widget3`, if you call
```c++
widget3->findNextFocusedWidget(Widget::FocusDirection::RIGHT, _firstFocusedWidget);
```
, the focus will stay there only when you call `HBox->setLoopFocus()` then the focus will move to `widget1` again.
**Note:**
The HBox and VBox could be nested in any ways and all the widgets should be added into the HBox/VBox if you want them to be focused later.
When a focus moves from one widget to another, it will trigger a *focus event*. You could add the following code to handle these event:
```c++
auto eventListener = EventListenerFocus::create();
eventListener->onFocusChanged = CC_CALLBACK_2(UIFocusTestBase::onFocusChanged, this);
eventDispatcher->addEventListenerWithFixedPriority(_eventListener, 1);
```
The onFocusChanged callback, when the widget lose focus, we change its color to white, when the widget get focus, we change its color to red. You could add more complex animations to them when focus change happens.
```c++
void UIFocusTestBase::onFocusChanged(cocos2d::ui::Widget *widgetLostFocus, cocos2d::ui::Widget *widgetGetFocus)
//load animation and play it
auto animation = Animation3D::getOrCreate("girl.c3t");
if (animation)
{
Layout *getLayout = dynamic_cast<Layout*>(widgetGetFocus);
if (!getLayout && widgetGetFocus && widgetGetFocus->isFocusEnabled()) {
widgetGetFocus->setColor(Color3B::RED);
}
Layout *loseLayout = dynamic_cast<Layout*>(widgetLostFocus);
if (!loseLayout && widgetLostFocus && widgetLostFocus->isFocusEnabled()) {
widgetLostFocus->setColor(Color3B::WHITE);
}
auto animate = Animate3D::create(animation);
sprite->runAction(RepeatForever::create(animate));
}
```
For more usage information, please refer to [this file](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIFocusTest/UIFocusTest.cpp) for more information.
Full sample please refer to [Sprite3D test](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp).
###Limitations
Only Layout type `HORIZONTAL` and `VERTICAL` is supported which means we could not treat Scrollview and PageView as a base layout.
## captureScreen
The following layouts:
```c++
HBox(VBox, ScrollView(HBox(VBox, VBox, VBox)))
VBox(HBox, PageView(VBox(HBox,HBox))))
```
are not supported yet, we will implement it in cocos2d-x v3.2.
If you want to achieve the focus movement in scrollview, you could use a normal VBox or HBox to layout elements and call `setFocusEnabled(true/false)` manually to skip the unwanted widgets.
## Improved folder structure
In v3.0 we started a folder re-organization for cocos2d-x. Unfortunately we didn't have the time to finish it on time.
In v3.1 we finished the folder re-organization, and it looks like this:
cocos/: includes cocos2d.cpp and other build files
cocos/2d/: includes base nodes, 2d nodes and related objects like Node, Scene, Sprite, etc.
cocos/3d/: includes 3d nodes and related objects like Sprite3D
cocos/audio/: sound and music related objects
cocos/math/: math related objects
cocos/platform/: platform specific objects
cocos/renderer/: GPU related objects like Renderer, Texture2D, Render Commands, etc.
cocos/physcis/: physics related objects
cocos/network/: network retlated objects
cocos/editor-support/: 3rd party editors file format
## Particle System fixes
cocos2d-x v3.0 and earlier versions had a bug in `ParticleSystem` where the the Y-flipped parameter was not calculated correctly.
We fixed that bug in v3.1. The problem is that fixing this bug breaks backward compatiblility in particles that were relying on the broken behavior.
In order to try to make the transition easier to v3.1, we created a tool that fixes the broken particle system files. How to use it:
# Will convert broken .plist files into fixed ones.
# Will generate a backup file of the converted files
$ cocos/tools/particle/convert_YCoordFlipped.py *.plist
# Misc API Changes
## deprecated functions and global variables
TODO: The old Math API
Please refer to [here](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/cpp-tests/Classes/NewRendererTest/NewRendererTest.cpp) for usage.