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PureBasic 5.50 beta 2 est disponible sur votre compte

Le , par comtois

67PARTAGES

0  0 
La version 5.50 beta 1 est disponible sur votre compte.

Hi there,

PureBasic 5.50 is now available as beta in your online account ! The most important change is the unicode only compiler. To sum-up, internal string representation are now always in unicode, and if you need to interact with third part libraries, the suggested approach is to use pseudotypes (p-ascii, p-utf8) combined with Import/EndImport or Prototypes. 2 new helpers functions have been added as well to created easily an ASCII or UTF8 buffer from a string: Ascii() and UTF8(). If your program was already compiled with the unicode switch, then nothing will changed for you (if it does, then there is a bug somewhere, don't hesitate to report it). Here is the full list of features:

- Added: Vehicle library to create 3D vehicles with wheels easily
- Added: PickBody() to easily manipulate a 3D body with mouse
- Added: CreateTube(), CreateTorus(), CreateIcoSphere() and CreateCapsule()
- Added: #PB_Entity_PlaneBody, #PB_Entity_ConeBody and #PB_Entity_CompoundBody body type
- Added: AddSubEntity() (see CompoundBody.pb)
- Added: GenericJoint() to create any type of joint
- Added: Bounding box size support to CreateEntityBody()
- Added: RegisterFontFile() to use custom fonts file easily
- Added: PathLength(), PathPointX(), PathPointY(), PathPointAngle()
- Added: PathBoundsX(), PathBoundsY(), PathBoundsWidth(), PathBoundsHeight() to get the bounding box of a path
- Added: PathSegments(), AddPathSegments() to get/set a path in string format
- Added: DebuggerError(), DebuggerWarning(), CloseDebugOutput()
- Added: ResetStructure() which clear and reinitialize a structure buffer
- Added: UTF8() and Ascii() to create easily UTF8 and Ascii string buffers (needs to be freed with FreeMemory())
- Added: FormatNumber() to have money like formatted numbers easily
- Added: @#StringConstant$ syntax support, to get the address of a string constant
- Added: #PB_MessageRequester_Info, #PB_MessageRequester_Error and #PB_MessageRequester_Warning for MessageRequester()

- Changed: ParticleVelocity() to support current velocity.

- Removed: ASCII mode for internal PureBasic string representation, PureBasic is now unicode only.

As every beta, only the english doc is up to date for now, so be sure to use it if you want to have more info about new commands.

Have fun !

Une erreur dans cette actualité ? Signalez-nous-la !

Avatar de comtois
Responsable Purebasic https://www.developpez.com
Le 06/06/2016 à 11:11
Les exemples 3D sont bogués, mais c'est pas de ma faute , Fred a changé le nom des fonctions après mes tests !
par exemple SetVehicleSteering() devient ApplyVehicleSteering()

Voici l'exemple Vehicle.pb corrigé. Je corrigerai les autres exemples ce soir, ils seront disponibles avec la prochaine beta.

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; 
; ------------------------------------------------------------ 
; 
;   PureBasic - CreateVehicle 
; 
;    (c) Fantaisie Software 
; 
; ------------------------------------------------------------ 
; 
IncludeFile #PB_Compiler_Home + "examples/3d/Screen3DRequester.pb" 
 
#CameraSpeed = 2 
 
Global.f KeyX, KeyY, MouseX, MouseY, ElapsedTime 
 
Structure Vector3 
  x.f 
  y.f 
  z.f 
EndStructure 
 
Macro VECTOR3(V, a, b, c) 
  V\x = a 
  V\y = b 
  V\z = c 
EndMacro   
 
Structure s_Vehicle 
  Chassis.i  
  Wheels.i[4]	 
  EngineBrake.f 
  EngineForce.f 
  Steering.f 
   
  SteeringLeft.i 
  SteeringRight.i 
EndStructure 
 
Global Recul = #False  
 
Global MaxEngineForce.f = 2000.0 
Global MaxEngineBrake.f = 150.0 
 
Global SteeringIncrement.f = 0.5 
Global SteeringClamp.f = 27      
 
Global WheelRadius.f = 0.5; 
Global WheelWidth.f = 0.4 ; 
 
Global SuspensionStiffness.f = 20.0 
Global SuspensionDamping.f = 3.3 
Global SuspensionCompression.f = 4.4 
Global MaxSuspensionTravelCm.f = 500.0; 
Global FrictionSlip.f = 20		 
 
Global RollInfluence.f = 0.3 
Global SuspensionRestLength.f = 0.6; 
 
Global Vehicle.s_Vehicle 
 
#CUBE_HALF_EXTENTS = 1 
 
Declare BuildVehicle(*Vehicle.s_Vehicle) 
Declare HandleVehicle() 
Declare ControlVehicle(elapsedTime.f) 
Declare.f  Interpolation(x1.f, x2.f, percent.f) 
 
If InitEngine3D() 
   
  InitSprite() 
  InitKeyboard() 
  InitMouse() 
   
  If Screen3DRequester() 
    Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures/", #PB_3DArchive_FileSystem) 
    Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Packs/desert.zip", #PB_3DArchive_Zip) 
    Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Scripts" , #PB_3DArchive_FileSystem) 
    Parse3DScripts() 
     
    WorldShadows(#PB_Shadow_Modulative, -1, RGB(105, 105, 105)) 
     
    ;- Material 
    ; 
    CreateMaterial(0, LoadTexture(0, "Wood.jpg")) 
    GetScriptMaterial(1, "SphereMap/SphereMappedRustySteel") 
    CreateMaterial(2, LoadTexture(2, "Dirt.jpg")) 
    ScaleMaterial(2,0.05,0.05) 
    GetScriptMaterial(3, "Scene/GroundBlend") 
     
    ;-Ground 
    ; 
    CreatePlane(0, 500, 500, 5, 5, 5, 5) 
    CreateEntity(0,MeshID(0),MaterialID(2)) 
    EntityRenderMode(0, 0)  
    CreateEntityBody(0, #PB_Entity_PlaneBody, 0, 0, 1) 
     
    ;-Walls 
    ; 
    CreateCube(1, 1) 
    CreateEntity(1,MeshID(1),MaterialID(2),0,1, 250) 
    ScaleEntity(1,500,2,0.5)  
    CreateEntityBody(1, #PB_Entity_PlaneBody, 0, 0, 1,-1,-1,-1, 0,0,-1) 
     
    CreateEntity(2,MeshID(1),MaterialID(2),0,1, -250) 
    ScaleEntity(2,500,2,0.5)  
    CreateEntityBody(2, #PB_Entity_PlaneBody, 0, 0, 1,-1,-1,-1, 0,0,1) 
     
    CreateEntity(3,MeshID(1),MaterialID(2),250,1, 0) 
    ScaleEntity(3,0.5,2,500)  
    CreateEntityBody(3, #PB_Entity_PlaneBody, 0, 0, 1,-1,-1,-1, -1,0,0) 
     
    CreateEntity(4,MeshID(1),MaterialID(2),-250,1, 0) 
    ScaleEntity(4,0.5,2,500)  
    CreateEntityBody(4, #PB_Entity_PlaneBody, 0, 0, 1,-1,-1,-1, 1,0,0) 
     
     
    CylinderMEsh = CreateCylinder(#PB_Any, 0.5, 2) 
     
    For i=-250 To 250 Step 30 
      Cylinder = CreateEntity(#PB_Any,MeshID(CylinderMEsh),MaterialID(1), 0, 1, i) 
      CreateEntityBody(Cylinder, #PB_Entity_CylinderBody, 0, 0, 1) 
    Next 
     
    ;- Light  
    ; 
    CreateLight(0 ,RGB(190, 190, 190), 400, 120, 100,#PB_Light_Directional) 
    SetLightColor(0, #PB_Light_SpecularColor, RGB(255*0.4, 255*0.4,255*0.4))  
    LightDirection(0 ,0.55, -0.3, -0.75)  
    AmbientColor(RGB(255*0.2, 255*0.2,255*0.2)) 
     
    ;- Camera  
    ; 
    CreateCamera(0, 0, 0, 100, 100) 
    MoveCamera(0,  800, 400, 80, #PB_Absolute) 
     
    ; SkyBox 
    ; 
    SkyBox("desert07.jpg") 
     
    ;- 
    BuildVehicle(@Vehicle) 
     
    ;-Main  
    ; 
    Repeat 
      Screen3DEvents() 
       
      ExamineMouse() 
      ExamineKeyboard() 
       
      HandleVehicle() 
       
      ControlVehicle(ElapsedTime/20) 
       
      CameraFollow(0, EntityID(Vehicle\Chassis),180, 3.5, 10, 0.1, 0.1) 
       
      ElapsedTime = RenderWorld() 
       
      FlipBuffers() 
       
    Until KeyboardPushed(#PB_Key_Escape)    
     
    End  
     
  EndIf  
   
Else 
  MessageRequester("Error","Can't initialize engine3D") 
EndIf  
 
Procedure Clamp(*var.float, min.f, max.f) 
  If *var\f < min 
    *var\f = min 
  ElseIf *var\f > max 
    *var\f = max 
  EndIf 
EndProcedure   
 
Procedure BuildVehicle(*Vehicle.s_Vehicle) 
  Protected.VECTOR3 connectionPointCS0; wheelDirectionCS0,wheelAxleCS, 
   
  With *Vehicle   
     
    \SteeringLeft = #False 
    \SteeringRight = #False 
     
    \EngineForce = 0 
    \Steering = 0 
     
     
    ;- >>> create vehicle  <<<<< 
     
    connectionHeight.f = 0.6 
     
    ChassisMesh = CreateCube(#PB_Any, 2) 
     
    ChassisEntity = CreateEntity(#PB_Any, MeshID(chassisMesh), MaterialID(3), 0, 1, 0) 
    ScaleEntity(ChassisEntity, 0.8, 0.7, 2) 
    \Chassis = CreateVehicle(#PB_Any) 
    AddSubEntity(\Chassis, ChassisEntity, #PB_Entity_BoxBody) 
     
    EntityRenderMode(\Chassis, #PB_Entity_CastShadow) 
    CreateVehicleBody(\Chassis, 700, 0.3, 0.8,suspensionStiffness, suspensionCompression, suspensionDamping, maxSuspensionTravelCm, frictionSlip) 
     
    MoveEntity(\Chassis, 0, 3, 0,#PB_Absolute) 
    DisableDebugger 
    SetEntityAttribute(\Chassis, 27, 0.0) 
    SetEntityAttribute(\Chassis, 28, 0.0) 
    EnableDebugger 
     
     
    Wheel = CreateSphere(#PB_Any, WheelRadius) 
    For i = 0 To 3 
      \Wheels[i] = CreateEntity(#PB_Any, MeshID(Wheel), #PB_Material_None) 
      ScaleEntity(\Wheels[i], WheelWidth,1,1) 
    Next 
     
    ;-WheelSteerable and WheelsEngine 
    VECTOR3(connectionPointCS0, #CUBE_HALF_EXTENTS-(0.2*WheelWidth), connectionHeight,2*#CUBE_HALF_EXTENTS-WheelRadius) 
    AddVehicleWheel(\Chassis, \Wheels[0],  
                    connectionPointCS0\x, connectionPointCS0\y,connectionPointCS0\z, 
                    -1, 0,0, SuspensionRestLength, WheelRadius, #True, RollInfluence) 
     
     
    VECTOR3(connectionPointCS0, -#CUBE_HALF_EXTENTS+(0.2*WheelWidth), connectionHeight, 2*#CUBE_HALF_EXTENTS-WheelRadius) 
    AddVehicleWheel(\Chassis, \Wheels[1],  
                    connectionPointCS0\x, connectionPointCS0\y,connectionPointCS0\z, 
                    -1, 0,0, SuspensionRestLength, WheelRadius, #True, RollInfluence) 
     
     
    VECTOR3(connectionPointCS0, -#CUBE_HALF_EXTENTS+(0.2*WheelWidth), connectionHeight, -2*#CUBE_HALF_EXTENTS+WheelRadius); 
    AddVehicleWheel(\Chassis, \Wheels[2],  
                    connectionPointCS0\x, connectionPointCS0\y,connectionPointCS0\z, 
                    -1, 0,0, SuspensionRestLength, WheelRadius, #False, RollInfluence) 
     
     
    VECTOR3(connectionPointCS0, #CUBE_HALF_EXTENTS-(0.2*WheelWidth), connectionHeight, -2*#CUBE_HALF_EXTENTS+WheelRadius); 
    AddVehicleWheel(\Chassis, \Wheels[3],  
                    connectionPointCS0\x, connectionPointCS0\y,connectionPointCS0\z, 
                    -1, 0,0, SuspensionRestLength, WheelRadius, #False, RollInfluence) 
     
     
  EndWith 
EndProcedure 
 
Procedure HandleVehicle() 
   
  If KeyboardPushed(#PB_Key_Left)   
    Vehicle\SteeringLeft = #True 
    Vehicle\SteeringRight = #False 
     
  ElseIf KeyboardPushed(#PB_Key_Right)   
    Vehicle\SteeringRight = #True 
    Vehicle\SteeringLeft = #False 
  Else  
    Vehicle\SteeringRight = #False 
    Vehicle\SteeringLeft = #False           
  EndIf 
   
  If KeyboardPushed(#PB_Key_Down)  
    If GetEntityAttribute(Vehicle\Chassis, #PB_Entity_LinearVelocity)< 0.4 
      Recul = #True 
    EndIf   
    If Recul  
      Vehicle\EngineForce = -MaxEngineForce 
      Vehicle\EngineBrake = 0   
    Else 
      Vehicle\EngineForce = 0 
      Vehicle\EngineBrake = MaxEngineBrake 
    EndIf  
  ElseIf KeyboardPushed(#PB_Key_Up)  
    Vehicle\EngineForce = MaxEngineForce 
    Vehicle\EngineBrake = 0 
  Else 
    Vehicle\EngineBrake = MaxEngineForce/ 100 
    Vehicle\EngineForce = 0 
    Recul = #False 
  EndIf 
   
   
EndProcedure 
 
Procedure ControlVehicle(elapsedTime.f) 
   
  ; apply engine Force on relevant wheels 
  For i = 0 To 1 
    ApplyVehicleBrake(Vehicle\Chassis, i, Vehicle\EngineBrake)   
    ApplyVehicleForce(Vehicle\Chassis, i, Vehicle\EngineForce) 
  Next 
   
   
  If (Vehicle\SteeringLeft) 
     
    Vehicle\Steering + SteeringIncrement*elapsedTime 
    If (Vehicle\Steering > SteeringClamp) 
      Vehicle\Steering = SteeringClamp 
    EndIf   
     
  ElseIf (Vehicle\SteeringRight) 
     
    Vehicle\Steering - SteeringIncrement*elapsedTime 
    If (Vehicle\Steering < -SteeringClamp) 
      Vehicle\Steering = -SteeringClamp 
    EndIf   
     
  Else 
    Vehicle\Steering = Interpolation(Vehicle\Steering, 0, 0.05) 
     
  EndIf 
   
  ; apply Steering on relevant wheels 
   
  For i = 0 To 1	 
    ApplyVehicleSteering(Vehicle\Chassis, i, Vehicle\Steering) 
  Next 
   
EndProcedure 
 
Procedure.f Interpolation(x1.f, x2.f, percent.f) 
  If percent<0 
    percent=0 
  EndIf 
  If percent>1 
    percent=1 
  EndIf 
  ProcedureReturn x1 + percent * (x2 - x1) 
   
EndProcedure
0  0 
Avatar de comtois
Responsable Purebasic https://www.developpez.com
Le 12/07/2016 à 9:11
PureBasic 5.509 beta 2 est disponible sur votre compte (nombreuses corrections de bogues et une mise à jour de SQLite à la version 3.13.0)
Beta 2 is out ! It does includes a bunch of fixes and updated SQLite lib to 3.13.0.
0  0 
Avatar de comtois
Responsable Purebasic https://www.developpez.com
Le 12/07/2016 à 11:10
Vous pouvez télécharger à nouveau la beta 2 si vous l'aviez déjà fait (avant 10h30) !

A new quick fix version has been pushed on the server. If you already downloaded before this post, please download it again, sorry for the inconvenience !
0  0 
Avatar de comtois
Responsable Purebasic https://www.developpez.com
Le 18/07/2016 à 10:03
PureBasic 5.50 beta 3 est disponible sur votre compte.

Beta 3 is out and brings some more fixes
0  0