/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011-2012 cocos2d-x.org Copyright (c) 2013-2014 Chukong Technologies Inc. Copyright (c) 2009 On-Core http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ /** * Base class for cc.Grid * @class * @extends cc.Class */ cc.GridBase = cc.Class.extend(/** @lends cc.GridBase# */{ _active:false, _reuseGrid:0, _gridSize:null, _texture:null, _step:null, _grabber:null, _isTextureFlipped:false, _shaderProgram:null, _directorProjection:0, _dirty:false, /** * create one cc.GridBase Object * Constructor of cc.GridBase * @param {cc.Size} gridSize * @param {cc.Texture2D} [texture=] * @param {Boolean} [flipped=] */ ctor:function (gridSize, texture, flipped) { cc._checkWebGLRenderMode(); this._active=false; this._reuseGrid=0; this._gridSize=null; this._texture=null; this._step = cc.p(0, 0); this._grabber=null; this._isTextureFlipped=false; this._shaderProgram=null; this._directorProjection=0; this._dirty=false; if(gridSize !== undefined) this.initWithSize(gridSize, texture, flipped); }, /** * whether or not the grid is active * @return {Boolean} */ isActive:function () { return this._active; }, /** * whether or not the grid is active * @param {Number} active */ setActive:function (active) { this._active = active; if (!active) { var director = cc.director; var proj = director.getProjection(); director.setProjection(proj); } }, /** * get number of times that the grid will be reused * @return {Number} */ getReuseGrid:function () { return this._reuseGrid; }, /** * set number of times that the grid will be reused * @param reuseGrid */ setReuseGrid:function (reuseGrid) { this._reuseGrid = reuseGrid; }, /** * get size of the grid * @return {cc.Size} */ getGridSize:function () { return cc.size(this._gridSize.width, this._gridSize.height); }, /** * set size of the grid * @param {cc.Size} gridSize */ setGridSize:function (gridSize) { this._gridSize.width = parseInt(gridSize.width); this._gridSize.height = parseInt(gridSize.height); }, /** * get pixels between the grids * @return {cc.Point} */ getStep:function () { return cc.p(this._step.x, this._step.y); }, /** * set pixels between the grids * @param {cc.Point} step */ setStep:function (step) { this._step.x = step.x; this._step.y = step.y; }, /** * get wheter or not the texture is flipped * @return {Boolean} */ isTextureFlipped:function () { return this._isTextureFlipped; }, /** * set wheter or not the texture is flipped * @param {Boolean} flipped */ setTextureFlipped:function (flipped) { if (this._isTextureFlipped != flipped) { this._isTextureFlipped = flipped; this.calculateVertexPoints(); } }, /** * * @param {cc.Size} gridSize * @param {cc.Texture2D} [texture=] * @param {Boolean} [flipped=false] * @returns {boolean} */ initWithSize:function (gridSize, texture, flipped) { if (!texture) { var director = cc.director; var winSize = director.getWinSizeInPixels(); var POTWide = cc.NextPOT(winSize.width); var POTHigh = cc.NextPOT(winSize.height); var data = new Uint8Array(POTWide * POTHigh * 4); if (!data) { cc.log("cocos2d: CCGrid: not enough memory."); return false; } texture = new cc.Texture2D(); // we only use rgba8888 texture.initWithData(data, cc.Texture2D.PIXEL_FORMAT_RGBA8888, POTWide, POTHigh, winSize); if (!texture) { cc.log("cocos2d: CCGrid: error creating texture"); return false; } } flipped = flipped || false; this._active = false; this._reuseGrid = 0; this._gridSize = gridSize; this._texture = texture; this._isTextureFlipped = flipped; this._step.x = this._texture.width / gridSize.width; this._step.y = this._texture.height / gridSize.height; this._grabber = new cc.Grabber(); if (!this._grabber) return false; this._grabber.grab(this._texture); this._shaderProgram = cc.shaderCache.programForKey(cc.SHADER_POSITION_TEXTURE); this.calculateVertexPoints(); return true; }, beforeDraw:function () { // save projection this._directorProjection = cc.director.getProjection(); // 2d projection // [director setProjection:kCCDirectorProjection2D]; this.set2DProjection(); this._grabber.beforeRender(this._texture); }, afterDraw:function (target) { this._grabber.afterRender(this._texture); // restore projection cc.director.setProjection(this._directorProjection); if (target.getCamera().isDirty()) { var offset = target.getAnchorPointInPoints(); // // XXX: Camera should be applied in the AnchorPoint // cc.kmGLTranslatef(offset.x, offset.y, 0); target.getCamera().locate(); cc.kmGLTranslatef(-offset.x, -offset.y, 0); } cc.glBindTexture2D(this._texture); // restore projection for default FBO .fixed bug #543 #544 //TODO: CCDirector::sharedDirector().setProjection(CCDirector::sharedDirector().getProjection()); //TODO: CCDirector::sharedDirector().applyOrientation(); this.blit(); }, blit:function () { cc.log("cc.GridBase.blit(): Shall be overridden in subclass."); }, reuse:function () { cc.log("cc.GridBase.reuse(): Shall be overridden in subclass."); }, calculateVertexPoints:function () { cc.log("cc.GridBase.calculateVertexPoints(): Shall be overridden in subclass."); }, set2DProjection:function () { var winSize = cc.director.getWinSizeInPixels(); var gl = cc._renderContext; gl.viewport(0, 0, winSize.width , winSize.height); cc.kmGLMatrixMode(cc.KM_GL_PROJECTION); cc.kmGLLoadIdentity(); var orthoMatrix = new cc.kmMat4(); cc.kmMat4OrthographicProjection(orthoMatrix, 0, winSize.width, 0, winSize.height, -1, 1); cc.kmGLMultMatrix(orthoMatrix); cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW); cc.kmGLLoadIdentity(); cc.setProjectionMatrixDirty() } }); /** * create one cc.GridBase Object * @deprecated * @param {cc.Size} gridSize * @param {cc.Texture2D} [texture=] * @param {Boolean} [flipped=] * @return {cc.GridBase} */ cc.GridBase.create = function (gridSize, texture, flipped) { return new cc.GridBase(gridSize, texture, flipped); }; /** * cc.Grid3D is a 3D grid implementation. Each vertex has 3 dimensions: x,y,z * @class * @extends cc.GridBase */ cc.Grid3D = cc.GridBase.extend(/** @lends cc.Grid3D# */{ _texCoordinates:null, _vertices:null, _originalVertices:null, _indices:null, _texCoordinateBuffer:null, _verticesBuffer:null, _indicesBuffer:null, /** * create one Grid3D object * Constructor of cc.Grid3D * @param {cc.Size} gridSize * @param {cc.Texture2D} [texture=] * @param {Boolean} [flipped=] */ ctor:function (gridSize, texture, flipped) { cc.GridBase.prototype.ctor.call(this); this._texCoordinates=null; this._vertices=null; this._originalVertices=null; this._indices=null; this._texCoordinateBuffer=null; this._verticesBuffer=null; this._indicesBuffer=null; if(gridSize !== undefined) this.initWithSize(gridSize, texture, flipped); }, /** * returns the vertex at a given position * @param {cc.Point} pos * @return {cc.Vertex3F} */ vertex:function (pos) { if(pos.x !== (0| pos.x) || pos.y !== (0| pos.y)) cc.log("cc.Grid3D.vertex() : Numbers must be integers"); var index = 0 | ((pos.x * (this._gridSize.height + 1) + pos.y) * 3); var locVertices = this._vertices; return new cc.Vertex3F(locVertices[index], locVertices[index + 1], locVertices[index + 2]); }, /** * returns the original (non-transformed) vertex at a given position * @param {cc.Point} pos * @return {cc.Vertex3F} */ originalVertex:function (pos) { if(pos.x !== (0| pos.x) || pos.y !== (0| pos.y)) cc.log("cc.Grid3D.originalVertex() : Numbers must be integers"); var index = 0 | ((pos.x * (this._gridSize.height + 1) + pos.y) * 3); var locOriginalVertices = this._originalVertices; return new cc.Vertex3F(locOriginalVertices[index], locOriginalVertices[index + 1], locOriginalVertices[index + 2]); }, /** * sets a new vertex at a given position * @param {cc.Point} pos * @param {cc.Vertex3F} vertex */ setVertex:function (pos, vertex) { if(pos.x !== (0| pos.x) || pos.y !== (0| pos.y)) cc.log("cc.Grid3D.setVertex() : Numbers must be integers"); var index = 0 | ((pos.x * (this._gridSize.height + 1) + pos.y) * 3); var vertArray = this._vertices; vertArray[index] = vertex.x; vertArray[index + 1] = vertex.y; vertArray[index + 2] = vertex.z; this._dirty = true; }, blit:function () { var n = this._gridSize.width * this._gridSize.height; cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION | cc.VERTEX_ATTRIB_FLAG_TEX_COORDS); this._shaderProgram.use(); this._shaderProgram.setUniformsForBuiltins(); var gl = cc._renderContext, locDirty = this._dirty; // // Attributes // // position gl.bindBuffer(gl.ARRAY_BUFFER, this._verticesBuffer); if (locDirty) gl.bufferData(gl.ARRAY_BUFFER, this._vertices, gl.DYNAMIC_DRAW); gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 3, gl.FLOAT, false, 0, 0); // texCoords gl.bindBuffer(gl.ARRAY_BUFFER, this._texCoordinateBuffer); if (locDirty) gl.bufferData(gl.ARRAY_BUFFER, this._texCoordinates, gl.DYNAMIC_DRAW); gl.vertexAttribPointer(cc.VERTEX_ATTRIB_TEX_COORDS, 2, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indicesBuffer); if (locDirty) gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this._indices, gl.STATIC_DRAW); gl.drawElements(gl.TRIANGLES, n * 6, gl.UNSIGNED_SHORT, 0); if (locDirty) this._dirty = false; cc.incrementGLDraws(1); }, reuse:function () { if (this._reuseGrid > 0) { var locOriginalVertices = this._originalVertices, locVertices = this._vertices; for (var i = 0, len = this._vertices.length; i < len; i++) locOriginalVertices[i] = locVertices[i]; --this._reuseGrid; } }, calculateVertexPoints:function () { var gl = cc._renderContext; var width = this._texture.pixelsWidth; var height = this._texture.pixelsHeight; var imageH = this._texture.getContentSizeInPixels().height; var locGridSize = this._gridSize; var numOfPoints = (locGridSize.width + 1) * (locGridSize.height + 1); this._vertices = new Float32Array(numOfPoints * 3); this._texCoordinates = new Float32Array(numOfPoints * 2); this._indices = new Uint16Array(locGridSize.width * locGridSize.height * 6); if(this._verticesBuffer) gl.deleteBuffer(this._verticesBuffer); this._verticesBuffer = gl.createBuffer(); if(this._texCoordinateBuffer) gl.deleteBuffer(this._texCoordinateBuffer); this._texCoordinateBuffer = gl.createBuffer(); if(this._indicesBuffer) gl.deleteBuffer(this._indicesBuffer); this._indicesBuffer = gl.createBuffer(); var x, y, i, locIndices = this._indices, locTexCoordinates = this._texCoordinates; var locIsTextureFlipped = this._isTextureFlipped, locVertices = this._vertices; for (x = 0; x < locGridSize.width; ++x) { for (y = 0; y < locGridSize.height; ++y) { var idx = (y * locGridSize.width) + x; var x1 = x * this._step.x; var x2 = x1 + this._step.x; var y1 = y * this._step.y; var y2 = y1 + this._step.y; var a = (x * (locGridSize.height + 1) + y); var b = ((x + 1) * (locGridSize.height + 1) + y); var c = ((x + 1) * (locGridSize.height + 1) + (y + 1)); var d = (x * (locGridSize.height + 1) + (y + 1)); locIndices[idx * 6] = a; locIndices[idx * 6 + 1] = b; locIndices[idx * 6 + 2] = d; locIndices[idx * 6 + 3] = b; locIndices[idx * 6 + 4] = c; locIndices[idx * 6 + 5] = d; var l1 = [a * 3, b * 3, c * 3, d * 3]; var e = {x:x1, y:y1, z:0}; //new cc.Vertex3F(x1, y1, 0); var f = {x:x2, y:y1, z:0}; //new cc.Vertex3F(x2, y1, 0); var g = {x:x2, y:y2, z:0}; // new cc.Vertex3F(x2, y2, 0); var h = {x:x1, y:y2, z:0}; //new cc.Vertex3F(x1, y2, 0); var l2 = [e, f, g, h]; var tex1 = [a * 2, b * 2, c * 2, d * 2]; var tex2 = [cc.p(x1, y1), cc.p(x2, y1), cc.p(x2, y2), cc.p(x1, y2)]; for (i = 0; i < 4; ++i) { locVertices[l1[i]] = l2[i].x; locVertices[l1[i] + 1] = l2[i].y; locVertices[l1[i] + 2] = l2[i].z; locTexCoordinates[tex1[i]] = tex2[i].x / width; if (locIsTextureFlipped) locTexCoordinates[tex1[i] + 1] = (imageH - tex2[i].y) / height; else locTexCoordinates[tex1[i] + 1] = tex2[i].y / height; } } } this._originalVertices = new Float32Array(this._vertices); gl.bindBuffer(gl.ARRAY_BUFFER, this._verticesBuffer); gl.bufferData(gl.ARRAY_BUFFER, this._vertices, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, this._texCoordinateBuffer); gl.bufferData(gl.ARRAY_BUFFER, this._texCoordinates, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indicesBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this._indices, gl.STATIC_DRAW); this._dirty = true; } }); /** * create one Grid3D object * @deprecated * @param {cc.Size} gridSize * @param {cc.Texture2D} [texture=] * @param {Boolean} [flipped=] * @return {cc.Grid3D} */ cc.Grid3D.create = function (gridSize, texture, flipped) { return new cc.Grid3D(gridSize, texture, flipped); }; /** * cc.TiledGrid3D is a 3D grid implementation. It differs from Grid3D in that
* the tiles can be separated from the grid. * @class * @extends cc.GridBase */ cc.TiledGrid3D = cc.GridBase.extend(/** @lends cc.TiledGrid3D# */{ _texCoordinates:null, _vertices:null, _originalVertices:null, _indices:null, _texCoordinateBuffer:null, _verticesBuffer:null, _indicesBuffer:null, /** * create one TiledGrid3D object * Constructor of cc.TiledGrid3D * @param {cc.Size} gridSize * @param {cc.Texture2D} [texture=] * @param {Boolean} [flipped=] */ ctor:function (gridSize, texture, flipped) { cc.GridBase.prototype.ctor.call(this); this._texCoordinates=null; this._vertices=null; this._originalVertices=null; this._indices=null; this._texCoordinateBuffer=null; this._verticesBuffer=null; this._indicesBuffer=null; if(gridSize !== undefined) this.initWithSize(gridSize, texture, flipped); }, /** * returns the tile at the given position * @param {cc.Point} pos * @return {cc.Quad3} */ tile:function (pos) { if(pos.x !== (0| pos.x) || pos.y !== (0| pos.y)) cc.log("cc.TiledGrid3D.tile() : Numbers must be integers"); var idx = (this._gridSize.height * pos.x + pos.y) * 4 * 3; var locVertices = this._vertices; return new cc.Quad3(new cc.Vertex3F(locVertices[idx], locVertices[idx + 1], locVertices[idx + 2]), new cc.Vertex3F(locVertices[idx + 3], locVertices[idx + 4], locVertices[idx + 5]), new cc.Vertex3F(locVertices[idx + 6 ], locVertices[idx + 7], locVertices[idx + 8]), new cc.Vertex3F(locVertices[idx + 9], locVertices[idx + 10], locVertices[idx + 11])); }, /** * returns the original tile (untransformed) at the given position * @param {cc.Point} pos * @return {cc.Quad3} */ originalTile:function (pos) { if(pos.x !== (0| pos.x) || pos.y !== (0| pos.y)) cc.log("cc.TiledGrid3D.originalTile() : Numbers must be integers"); var idx = (this._gridSize.height * pos.x + pos.y) * 4 * 3; var locOriginalVertices = this._originalVertices; return new cc.Quad3(new cc.Vertex3F(locOriginalVertices[idx], locOriginalVertices[idx + 1], locOriginalVertices[idx + 2]), new cc.Vertex3F(locOriginalVertices[idx + 3], locOriginalVertices[idx + 4], locOriginalVertices[idx + 5]), new cc.Vertex3F(locOriginalVertices[idx + 6 ], locOriginalVertices[idx + 7], locOriginalVertices[idx + 8]), new cc.Vertex3F(locOriginalVertices[idx + 9], locOriginalVertices[idx + 10], locOriginalVertices[idx + 11])); }, /** * sets a new tile * @param {cc.Point} pos * @param {cc.Quad3} coords */ setTile:function (pos, coords) { if(pos.x !== (0| pos.x) || pos.y !== (0| pos.y)) cc.log("cc.TiledGrid3D.setTile() : Numbers must be integers"); var idx = (this._gridSize.height * pos.x + pos.y) * 12; var locVertices = this._vertices; locVertices[idx] = coords.bl.x; locVertices[idx + 1] = coords.bl.y; locVertices[idx + 2] = coords.bl.z; locVertices[idx + 3] = coords.br.x; locVertices[idx + 4] = coords.br.y; locVertices[idx + 5] = coords.br.z; locVertices[idx + 6] = coords.tl.x; locVertices[idx + 7] = coords.tl.y; locVertices[idx + 8] = coords.tl.z; locVertices[idx + 9] = coords.tr.x; locVertices[idx + 10] = coords.tr.y; locVertices[idx + 11] = coords.tr.z; this._dirty = true; }, blit:function () { var n = this._gridSize.width * this._gridSize.height; this._shaderProgram.use(); this._shaderProgram.setUniformsForBuiltins(); // // Attributes // var gl = cc._renderContext, locDirty = this._dirty; cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION | cc.VERTEX_ATTRIB_FLAG_TEX_COORDS); // position gl.bindBuffer(gl.ARRAY_BUFFER, this._verticesBuffer); if (locDirty) gl.bufferData(gl.ARRAY_BUFFER, this._vertices, gl.DYNAMIC_DRAW); gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 3, gl.FLOAT, false, 0, this._vertices); // texCoords gl.bindBuffer(gl.ARRAY_BUFFER, this._texCoordinateBuffer); if (locDirty) gl.bufferData(gl.ARRAY_BUFFER, this._texCoordinates, gl.DYNAMIC_DRAW); gl.vertexAttribPointer(cc.VERTEX_ATTRIB_TEX_COORDS, 2, gl.FLOAT, false, 0, this._texCoordinates); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indicesBuffer); if (locDirty) gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this._indices, gl.STATIC_DRAW); gl.drawElements(gl.TRIANGLES, n * 6, gl.UNSIGNED_SHORT, 0); if (locDirty) this._dirty = false; cc.incrementGLDraws(1); }, reuse:function () { if (this._reuseGrid > 0) { var locVertices = this._vertices, locOriginalVertices = this._originalVertices; for (var i = 0; i < locVertices.length; i++) locOriginalVertices[i] = locVertices[i]; --this._reuseGrid; } }, calculateVertexPoints:function () { var width = this._texture.pixelsWidth; var height = this._texture.pixelsHeight; var imageH = this._texture.getContentSizeInPixels().height; var locGridSize = this._gridSize; var numQuads = locGridSize.width * locGridSize.height; this._vertices = new Float32Array(numQuads * 12); this._texCoordinates = new Float32Array(numQuads * 8); this._indices = new Uint16Array(numQuads * 6); var gl = cc._renderContext; if(this._verticesBuffer) gl.deleteBuffer(this._verticesBuffer); this._verticesBuffer = gl.createBuffer(); if(this._texCoordinateBuffer) gl.deleteBuffer(this._texCoordinateBuffer); this._texCoordinateBuffer = gl.createBuffer(); if(this._indicesBuffer) gl.deleteBuffer(this._indicesBuffer); this._indicesBuffer = gl.createBuffer(); var x, y, i = 0; var locStep = this._step, locVertices = this._vertices, locTexCoords = this._texCoordinates, locIsTextureFlipped = this._isTextureFlipped; for (x = 0; x < locGridSize.width; x++) { for (y = 0; y < locGridSize.height; y++) { var x1 = x * locStep.x; var x2 = x1 + locStep.x; var y1 = y * locStep.y; var y2 = y1 + locStep.y; locVertices[i * 12] = x1; locVertices[i * 12 + 1] = y1; locVertices[i * 12 + 2] = 0; locVertices[i * 12 + 3] = x2; locVertices[i * 12 + 4] = y1; locVertices[i * 12 + 5] = 0; locVertices[i * 12 + 6] = x1; locVertices[i * 12 + 7] = y2; locVertices[i * 12 + 8] = 0; locVertices[i * 12 + 9] = x2; locVertices[i * 12 + 10] = y2; locVertices[i * 12 + 11] = 0; var newY1 = y1; var newY2 = y2; if (locIsTextureFlipped) { newY1 = imageH - y1; newY2 = imageH - y2; } locTexCoords[i * 8] = x1 / width; locTexCoords[i * 8 + 1] = newY1 / height; locTexCoords[i * 8 + 2] = x2 / width; locTexCoords[i * 8 + 3] = newY1 / height; locTexCoords[i * 8 + 4] = x1 / width; locTexCoords[i * 8 + 5] = newY2 / height; locTexCoords[i * 8 + 6] = x2 / width; locTexCoords[i * 8 + 7] = newY2 / height; i++; } } var locIndices = this._indices; for (x = 0; x < numQuads; x++) { locIndices[x * 6 + 0] = (x * 4 + 0); locIndices[x * 6 + 1] = (x * 4 + 1); locIndices[x * 6 + 2] = (x * 4 + 2); locIndices[x * 6 + 3] = (x * 4 + 1); locIndices[x * 6 + 4] = (x * 4 + 2); locIndices[x * 6 + 5] = (x * 4 + 3); } this._originalVertices = new Float32Array(this._vertices); gl.bindBuffer(gl.ARRAY_BUFFER, this._verticesBuffer); gl.bufferData(gl.ARRAY_BUFFER, this._vertices, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, this._texCoordinateBuffer); gl.bufferData(gl.ARRAY_BUFFER, this._texCoordinates, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indicesBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this._indices, gl.DYNAMIC_DRAW); this._dirty = true; } }); /** * create one TiledGrid3D object * @deprecated since v3.0, plese use new cc.TiledGrid3D(gridSize, texture, flipped) instead * @param {cc.Size} gridSize * @param {cc.Texture2D} [texture=] * @param {Boolean} [flipped=] * @return {cc.TiledGrid3D} */ cc.TiledGrid3D.create = function (gridSize, texture, flipped) { return new cc.TiledGrid3D(gridSize, texture, flipped); };