PureBasic 5.50 beta 2 est disponible sur votre compte
Le 2016-06-06 10:46:12, par comtois, Responsable Purebasic
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 !
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 !
-
comtoisResponsable PurebasicLes 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.Code : 1
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328; ; ------------------------------------------------------------ ; ; 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
le 06/06/2016 à 11:11 -
comtoisResponsable PurebasicPureBasic 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.le 12/07/2016 à 9:11 -
comtoisResponsable PurebasicVous 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 !le 12/07/2016 à 11:10
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comtoisResponsable PurebasicPureBasic 5.50 beta 3 est disponible sur votre compte.Beta 3 is out and brings some more fixesle 18/07/2016 à 10:03