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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 !
  Discussion forum
4 commentaires
  • comtois
    Responsable Purebasic
    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.

    Code :
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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
  • comtois
    Responsable Purebasic
    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.
  • comtois
    Responsable Purebasic
    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 !
  • comtois
    Responsable Purebasic
    PureBasic 5.50 beta 3 est disponible sur votre compte.

    Beta 3 is out and brings some more fixes