Merge pull request #7854 from super626/releasenote

add release note
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minggo 2014-08-22 19:18:15 +08:00
Родитель aba973b1ea bf7997e342
Коммит e01efd9126
1 изменённых файлов: 70 добавлений и 2 удалений

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@ -117,7 +117,7 @@ Please refer to this document: [ReadMe](../README.md)
# Highlights of v3.3alpha0
* 3d: `Camera`, `AABB`, `OBB` and `Ray`
* 3d: `Camera`, 'Reskin', 'Attachment', 'Better support for FBX', 'New fbx-conv', `AABB`, `OBB` and `Ray`
* ui: added `Scale9Sprite`
* FileUitls: added `isDirectoryExist()`, `createDirectory()`, `removeDirectory()`, `removeFile()`, `renameFile()` and `getFileSize()`
* Device: added `setKeepScreenOn()` on iOS and Android
@ -159,9 +159,77 @@ 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,
```c++
//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,
```c++
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
TBD
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,
```c++
//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