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Discussion: PureBasic 5.50 beta 1

  1. #1
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    Par défaut PureBasic 5.50 beta 1

    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 !
    Vous souhaitez participer à la rubrique PureBasic (tutoriels, FAQ, sources) ? Contactez-moi par MP.

  2. #2
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    Par défaut

    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 : Sélectionner tout - Visualiser dans une fenêtre à part
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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
    Vous souhaitez participer à la rubrique PureBasic (tutoriels, FAQ, sources) ? Contactez-moi par MP.

  3. #3
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    Par défaut PureBasic 5.50 beta 2

    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.
    Vous souhaitez participer à la rubrique PureBasic (tutoriels, FAQ, sources) ? Contactez-moi par MP.

  4. #4
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    Par défaut

    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 !
    Vous souhaitez participer à la rubrique PureBasic (tutoriels, FAQ, sources) ? Contactez-moi par MP.

  5. #5
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    Par défaut PureBasic 5.50 beta 3

    PureBasic 5.50 beta 3 est disponible sur votre compte.

    Beta 3 is out and brings some more fixes
    Vous souhaitez participer à la rubrique PureBasic (tutoriels, FAQ, sources) ? Contactez-moi par MP.

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