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Cocos3D is a sophisticated, yet intuitive and easy-to-use, 3D application development framework for the iOS platform. With Cocos3D, you can build sophisticated, dynamic 3D games and applications using Objective-C.

License: Other

CSS 0.01% Objective-C 76.26% Perl 0.03% Python 0.14% Shell 0.35% C 11.05% Objective-C++ 1.84% C++ 10.10% MATLAB 0.23%

cocos3d's Issues

Compile failure on OS X 10.7.5 - missing CocosDenshionExtras

I am running 10.7.5 and XCode 4.6.2. I have a seemingly working install of cocos-2d-iphone 2.1 - I can run the cocos2d demos on my iPad.

I have cocos3d from git, my HEAD is currently a80ea67. I have run

./install-cocos3d.sh -f -2 ../cocos2d-iphone

(which is the path to my cocos2d-iphone install).

I cannot compile the cocos3d demos. I open cocos3d-iOS.xcworkspace in XCode 4.6.2 and attempt to compile CC3DemoMashup, but I get:

clang: error: no such file or directory: '/Users/duboisj/osrc/cocos3d.git/Demos/CC3DemoMashUp/../../cocos2d/CocosDenshionExtras/CDXMacOSXSupport.m'
clang: error: no input files
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang failed with exit code 1

It looks like those files are just not part of cocos2d, although a google of CocosDenshionExtras does give hits.

Must I install something else to get the demos running, or can the dependency on CocosDenshionExtras be removed?

ARC support

All modern Objective-C projects use ARC, because it makes Objective-C coding almost as pleasant as Java coding.

iOS 4.0 support is not relevant today, because even single iOS 6.0 have almost 85% device coverage.

Please convert cocos3d to ARC (it can be done automatically in Xcode), so it can be used painlessly in ARC projects.

I've made a donation to you in support of this ticket.

Cocos3d projects missing files[Huge Problem]

After using "./install-cocos3d.sh -2 /Users/Ronan/Library/Cocos2d34". It did generate some new file, But When I run CC3HelloWorld Projects in Cocos3d/Projects, I got error: no such file or directory: 'mypath/cocos2d-chipmunk/chipmunk/src/cpShape.c' and more error like this. When I go to the chipmunk folder, there's no src folder. What's going on ?
screen shot 2015-04-11 at 5 38 56 pm

CocoaPods support

cocos3d needs support for CocoaPods - it will make end-user update process a swift, pleasing experience (not as it now, when you have to sit here for 4 hours moving files and placing compile flags).

CocoaPods, essentially, is distributed library release system - like Maven in Java. And it's awesome. Most solid libraries like AFNetworking already using it as their primary release distribution method.

cocos3d as static library

I'm using cocos3d in my project TeleEdge and experiencing a lot of pain when upgrading to each new version, because my project uses ARC (as any other modern iOS project) and I need to link with cocos3d as separate static library. So for each new version of cocos3d I have to detach it from tutorials into static library.

Please distribute cocos3d as separate static library with which all your tutorials and examples are linked.

I've made a donation to you in support of this ticket.

GL_INVALID_FRAMEBUFFER_OPERATION: Operation not allowed on frame buffer from glPushGroupMarkerEXT

Hello,

I'm using cocos2d-swift-3.2.1 and cocos3d-2.0.2, code samples are taken from CC3DemoMultiScene, I want to build an application which can display two different scenes.

I have fairly simple initialization code

-(CCScene*) makeCoinGardenScene { return [[CoinGardenLayer layer] asCCScene]; }

-(CCGLView*) createGLView {

    // Create the view first, since it creates the GL context, which CCDirector expects during init.
    CCGLView* glView = [CCGLView viewWithFrame: self.cc3FrameView.bounds
                                   pixelFormat: kEAGLColorFormatRGB565
                                   depthFormat: GL_DEPTH24_STENCIL8     // Shadow volumes require a stencil
                            preserveBackbuffer: NO
                               numberOfSamples: 4];

    #if CC3_CC2_1
    CCDirector.directorType = kCCDirectorTypeDisplayLink;
    #endif

    CCDirector* director = CCDirector.sharedDirector;
    director.animationInterval = (1.0f / kAnimationFrameRate);
    director.displayStats = YES;
    [director setCcGLView:glView];

    if ([director runningScene]) {
        [director replaceScene: [self makeCoinGardenScene]];
    } else {
        [director runWithScene: [self makeCoinGardenScene]];
    }

    return glView;
}

and my CoinGardenScene has only one camera and one lamp

-(void) initializeScene {
    // Create the camera, place it back a bit, and add it to the scene
    CC3Camera* cam = [CC3Camera nodeWithName: @"Camera"];
    cam.location = cc3v( 0.0, 0.0, 18.0 );
    [self addChild: cam];

//    // Create a light, place it back and to the left at a specific
//    // position (not just directional lighting), and add it to the scene
    CC3Light* lamp = [CC3Light nodeWithName: @"Lamp"];
    lamp.location = cc3v( -2.0, 0.0, 0.0 );
    lamp.isDirectionalOnly = NO;
    [cam addChild: lamp];


    self.opacity = kCCOpacityFull;

    [self createBoundingVolumes];

    [self createGLBuffers];
    [self releaseRedundantContent];

    LogInfo(@"The structure of this scene is: %@", [self structureDescription]);
}

However application crash with the following logs

[info] CC3Camera 'Camera':2 
    moving to: (inf, inf, inf) 
    pointing towards: (-0.000, -0.000, -18.000) 
    near clipping distance: 1.000
    far clipping distance: 1000.000 
    to show all of: CoinGardenScene 'CoinGardenScene':1
[***ERROR***] [***GL ERROR***] GL_INVALID_FRAMEBUFFER_OPERATION: Operation not allowed on frame buffer from glPushGroupMarkerEXT(0, CoinGardenLayer on CoinGardenScene 'CoinGardenScene':1). To disable this assertion and just log the GL error, set the preprocessor macro GL_ERROR_ASSERTION_ENABLED=0 in your project build settings.

2016-04-25 12:42:51.863 Coin Garden[29418:3779287] *** Assertion failure in void DoLogGLErrorState(NSString *, ...)(), /Users/vladmiller/Library/cocos3d-2.0.2/cocos3d/cocos3d/OpenGL/CC3OpenGLFoundation.m:105
2016-04-25 12:42:51.881 Coin Garden[29418:3779287] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'See previous logged error.'
*** First throw call stack:
(
    0   CoreFoundation                      0x000000010a8add85 __exceptionPreprocess + 165
    1   libobjc.A.dylib                     0x0000000109e66deb objc_exception_throw + 48
    2   CoreFoundation                      0x000000010a8adbea +[NSException raise:format:arguments:] + 106
    3   Foundation                          0x0000000108d75e1e -[NSAssertionHandler handleFailureInFunction:file:lineNumber:description:] + 169
    4   Coin Garden                         0x000000010694880e DoLogGLErrorState + 942
    5   Coin Garden                         0x0000000106a3aeaa -[CC3OpenGL pushGroupMarkerC:] + 90
    6   Coin Garden                         0x000000010691542a -[CC3LayerRenderCommand invokeOnRenderer:] + 106
    7   Coin Garden                         0x0000000106b89a01 -[CCRenderer flush] + 481
    8   Coin Garden                         0x0000000106a720fb -[CCDirectorIOS drawScene] + 891
    9   Foundation                          0x0000000108ce1242 -[NSObject(NSThreadPerformAdditions) performSelector:onThread:withObject:waitUntilDone:modes:] + 1085
    10  Foundation                          0x0000000108d54054 -[NSObject(NSThreadPerformAdditions) performSelector:onThread:withObject:waitUntilDone:] + 120
    11  Coin Garden                         0x0000000106a7302f -[CCDirectorIOS runWithScene:] + 703
    12  Coin Garden                         0x00000001068c3f4c -[ThreeDViewController createGLView] + 540
    13  Coin Garden                         0x00000001068c3a90 -[ThreeDViewController viewDidLoad] + 112
    ........
)

Incomplete touch handling documentation

The documentation for touch handling doesn't state that the custom 3D layer also needs to have its userInteractionEnabled property set to true in order to work, like so:

  • (void) initializeControls
    {
    [self setUserInteractionEnabled:true];
    [self setTouchEnabled:true];
    }

Without this, the nodeSelected callback will never be called.

Wiki formatting [IMPORTANT]

Markdown must always have spaces after hashtags, eg:

test instead of ###test

This is extremely important, much like the lack of semicolons in C++ or whitespaces in Python.

new project from cocos3d template error

coco3dtest
i installed cocos3d templates as mentioned..but when make anew project from cocos3d template always have these errors
can you help me with that please?
where is my problem here?

On launch and in portrait mode, all the controls are missing

This is seen also in CC3DemoMashUp. When the app first launches and in portrait mode, all the buttons and controls (incl. the joysticks) are not rendered. If you rotate the device to landscape, they will all appear. Rotating back to portrait mode will also work fine.

Additional observation, the "sky" is half rendered as well on 1st launch.

Editbox输入bug,聚焦位置错位

Creator 版本: V3.8.3

目标平台: Google、Android,web

重现方式:包含Editbox的界面做缩放显示,Editbox光标错位

重现概率: 必现

image

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