2013-08-29 44 views
1

我想調用我的視圖控制器上的cocos3d動畫時,我從我的視圖控制器調用動畫,然後我得到錯誤。我想設置與uikit(筆尖或故事板)cocos3d,但我得到錯誤

「的cocos2d:使用Director類型:CCDirectorTimer [錯誤] cocos23Layer需要渲染3D場景控制器 2013年8月29日11:54:56.419 MaskedCal [3854:C07] *在斷言失敗 - [cocos23Layer initWithController:],/Users/34in/Desktop/cocos23/cocos23/cocos23/cocos3d/cocos3d/Scenes/CC3Layer.m:74「

這是我想打電話給我的視圖控制器我的cocos3d動畫

- (void)setupCocos2D { 
    EAGLView *glView = [EAGLView viewWithFrame:self.view.bounds 
           pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8 
           depthFormat:0      // GL_DEPTH_COMPONENT16_OES 
         ]; 

    [[CCDirector sharedDirector] setOpenGLView:glView]; 

    // Create the customized CC3Layer that supports 3D rendering. 
    CC3Layer* cc3Layer = [cocos23Layer node]; 

    // cc3Layer = [cocos23Layer layerWithColor: ccc4(100, 120, 220, 255)]; 
    //[cc3Layer scheduleUpdate]; 

// self.view = glView; 
// [CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888]; 

    cc3Layer.cc3Scene = [cocos23Scene scene]; 


    CC3ControllableLayer* mainLayer = cc3Layer; 
//  
// CCScene *scene = [CCScene node]; 
// [scene addChild: mainLayer]; 
// [[CCDirector sharedDirector] runWithScene: scene]; 

    mainLayer.contentSize = CGSizeMake(2048, 1320); 
    [CCDirector sharedDirector].animationInterval = (1.0f/60.0f); 
    [CCDirector sharedDirector].displayStats = YES; 
    [[CCDirector sharedDirector] enableRetinaDisplay: YES]; 

    [[CCDirector sharedDirector] runWithScene:mainLayer]; 

} 

* 這是我cocos23scene其中動畫事*

- (無效)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, 6.0); 
[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]; 

// This is the simplest way to load a POD resource file and add the 
// nodes to the CC3Scene, if no customized resource subclass is needed. 
[self addContentFromPODFile: @"hello-world.pod"]; 

// Create OpenGL buffers for the vertex arrays to keep things fast and efficient, and to 
// save memory, release the vertex content in main memory because it is now redundant. 
[self createGLBuffers]; 
[self releaseRedundantContent]; 

// Select an appropriate shader program for each mesh node in this scene now. If this step 
// is omitted, a shader program will be selected for each mesh node the first time that mesh 
// node is drawn. Doing it now adds some additional time up front, but avoids potential pauses 
// as each shader program is loaded as needed the first time it is needed during drawing. 
[self selectShaderPrograms]; 

// With complex scenes, the drawing of objects that are not within view of the camera will 
// consume GPU resources unnecessarily, and potentially degrading app performance. We can 
// avoid drawing objects that are not within view of the camera by assigning a bounding 
// volume to each mesh node. Once assigned, the bounding volume is automatically checked 
// to see if it intersects the camera's frustum before the mesh node is drawn. If the node's 
// bounding volume intersects the camera frustum, the node will be drawn. If the bounding 
// volume does not intersect the camera's frustum, the node will not be visible to the camera, 
// and the node will not be drawn. Bounding volumes can also be used for collision detection 
// between nodes. You can create bounding volumes automatically for most rigid (non-skinned) 
// objects by using the createBoundingVolumes on a node. This will create bounding volumes 
// for all decendant rigid mesh nodes of that node. Invoking the method on your scene will 
// create bounding volumes for all rigid mesh nodes in the scene. Bounding volumes are not 
// automatically created for skinned meshes that modify vertices using bones. Because the 
// vertices can be moved arbitrarily by the bones, you must create and assign bounding 
// volumes to skinned mesh nodes yourself, by determining the extent of the bounding 
// volume you need, and creating a bounding volume that matches it. Finally, checking 
// bounding volumes involves a small computation cost. For objects that you know will be 
// in front of the camera at all times, you can skip creating a bounding volume for that 
// node, letting it be drawn on each frame. 
[self createBoundingVolumes]; 


// ------------------------------------------ 

// That's it! The scene is now constructed and is good to go. 

// To help you find your scene content once it is loaded, the onOpen method below contains 
// code to automatically move the camera so that it frames the scene. You can remove that 
// code once you know where you want to place your camera. 

// If you encounter problems displaying your models, you can uncomment one or more of the 
// following lines to help you troubleshoot. You can also use these features on a single node, 
// or a structure of nodes. See the CC3Node notes for more explanation of these properties. 
// Also, the onOpen method below contains additional troubleshooting code you can comment 
// out to move the camera so that it will display the entire scene automatically. 

// Displays short descriptive text for each node (including class, node name & tag). 
// The text is displayed centered on the pivot point (origin) of the node. 
// self.shouldDrawAllDescriptors = YES; 

// Displays bounding boxes around those nodes with local content (eg- meshes). 
// self.shouldDrawAllLocalContentWireframeBoxes = YES; 

// Displays bounding boxes around all nodes. The bounding box for each node 
// will encompass its child nodes. 
// self.shouldDrawAllWireframeBoxes = YES; 

// If you encounter issues creating and adding nodes, or loading models from 
// files, the following line is used to log the full structure of the scene. 
LogInfo(@"The structure of this scene is: %@", [self structureDescription]); 

// ------------------------------------------ 

// And to add some dynamism, we'll animate the 'hello, world' message 
// using a couple of actions... 

// Fetch the 'hello, world' object that was loaded from the POD file and start it rotating 
CC3MeshNode* helloTxt = (CC3MeshNode*)[self getNodeNamed: @"Hello"]; 
CCActionInterval* partialRot = [CC3RotateBy actionWithDuration: 1.0 
                 rotateBy: cc3v(0.0, 30.0, 0.0)]; 
[helloTxt runAction: [CCRepeatForever actionWithAction: partialRot]]; 

// To make things a bit more appealing, set up a repeating up/down cycle to 
// change the color of the text from the original red to blue, and back again. 
GLfloat tintTime = 8.0f; 
ccColor3B startColor = helloTxt.color; 
ccColor3B endColor = { 50, 0, 200 }; 
CCActionInterval* tintDown = [CCTintTo actionWithDuration: tintTime 
                 red: endColor.r 
                green: endColor.g 
                blue: endColor.b]; 
CCActionInterval* tintUp = [CCTintTo actionWithDuration: tintTime 
                red: startColor.r 
                green: startColor.g 
                blue: startColor.b]; 
CCActionInterval* tintCycle = [CCSequence actionOne: tintDown two: tintUp]; 
[helloTxt runAction: [CCRepeatForever actionWithAction: tintCycle]]; 

}

+0

編輯現有的信息,不要發佈重複一個與更新。 –

+0

你有這個工作嗎?我有完全相同的問題,找不到任何解決方案。 – Valerie

回答

1

是的,我已經得到了它的工作,只是從您的視圖控制器調用它爲

CCTexture2D.defaultAlphaPixelFormat = kCCTexture2DPixelFormat_RGBA8888; COCOS3D設置代碼的 // * * START ...... * *

// Create the customized CC3Layer that supports 3D rendering. 





if(! [CCDirector setDirectorType: kCCDirectorTypeDisplayLink]) 
    [CCDirector setDirectorType: kCCDirectorTypeDefault]; 

// Create the view controller for the 3D view. 
_viewController = [CC3DeviceCameraOverlayUIViewController new]; 
_viewController.supportedInterfaceOrientations = UIInterfaceOrientationMaskAll; 
_viewController.viewShouldUseStencilBuffer = NO;  // Set to YES if using shadow volumes 
_viewController.viewPixelSamples = 1;     // Set to 4 for antialiasing multisampling 










// Create the CCDirector, set the frame rate, and attach the view. 
CCDirector *director = CCDirector.sharedDirector; 
director.runLoopCommon = YES;  // Improves display link integration with UIKit 
director.animationInterval =(1.0f/kAnimationFrameRate); 
director.displayFPS = YES; 
director.openGLView = _viewController.view; 

// Enables High Res mode on Retina Displays and maintains low res on all other devices 
// This must be done after the GL view is assigned to the director! 
[director enableRetinaDisplay: YES];; 



//_viewController.view.backgroundColor=[UIColor cl]; 

[AvtaarImageview addSubview:_viewController.view]; 







CC3Layer* cc3Layer = [cocosnewLayer layerWithController: _viewController]; 

// Create the customized 3D scene and attach it to the layer. 
// Could also just create this inside the customer layer. 
cc3Layer.cc3Scene = [cocosnewScene scene]; 

// Assign to a generic variable so we can uncomment options below to play with the capabilities 
CC3ControllableLayer* mainLayer = cc3Layer; 

// The 3D layer can run either directly in the scene, or it can run as a smaller "sub-window" 
// within any standard CCLayer. So you can have a mostly 2D window, with a smaller 3D window 
// embedded in it. To experiment with this smaller embedded 3D window, uncomment the following lines: 
// CGSize winSize = CCDirector.sharedDirector.winSize; 
// cc3Layer.position = ccp(30.0, 30.0); 
// cc3Layer.contentSize = CGSizeMake(winSize.width - 100.0, winSize.width - 40.0); 
// cc3Layer.alignContentSizeWithDeviceOrientation = YES; 
// mainLayer = [CC3ControllableLayer layerWithController: _viewController]; 
// [mainLayer addChild: cc3Layer]; 

// A smaller 3D layer can even be moved around on the screen dyanmically. To see this in action, 
// uncomment the lines above as described, and also uncomment the following two lines. 
// cc3Layer.position = ccp(0.0, 0.0); 
// [cc3Layer runAction: [CCMoveTo actionWithDuration: 15.0 position: ccp(500.0, 250.0)]]; 

// Set the layer in the controller 
_viewController.controlledNode = mainLayer; 

// Run the layer in the director 
CCScene *scene = [CCScene node]; 
[scene addChild: mainLayer]; 
[CCDirector.sharedDirector runWithScene: scene]; 
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