Hello,
i have actualised the files (see 1 post) and made a new help file. There are 53 improvements between 32 to 33.
Have fun...
Greetings Michael
* Some Updates and new demos
* New command expansions
* New Movie commands
* New 3d Physic commands
1) MP_GetTimerResolution() -> The function MP_GetTimerResolution get the timer resolutionof the internal timer
2) MP_SetTimerResolution() -> The function MP_SetTimerResolution set a timer resolution for the internal timer
3) MP_Idirect3DDevice(*D3DDev,*D3DDir) -> internal Hack function
4) MP_RenderCamera() -> This command renders all cameras into the 3D window
5) MP_WindowEvent() -> same like the windows function
6) MP_CameraGetX() -> replaces with MP_EntityGetX()
7) MP_CameraGety()-> replaces with MP_EntityGety()

MP_CameraGetz()-> replaces with MP_EntityGetz()
9) MP_CameraLookAt()-> replaces with MP_EntityLookAt()
10) MP_MoveCamera()-> replaces with MP_MoveEntity()
11) MP_PositionCamera()-> replaces with MP_PositionEntity()
12) MP_RotateCamera()-> replaces with MP_RotateEntity()
13) MP_TurnCamera()-> replaces with MP_TurnEntity()
14) MP_RightHandOn() -> The command builds a right-handed projection matrix.
15) MP_PointEntity() -> The command rotates in the direction of a TargetEntity in the 3D space.
16) MP_CalcPitchYawRoll() - The function get the Pitch, yaw and Roll of a matrix as a D3DXVECTOR3
17) MP_EntityGetRenderMatrix() - The command create a rendermatrix with the position and angel of the entity
18) MP_GetMatrixInfo() -> The function get the x,y,z position and the pitch, yaw and roll of a matrix
19) MP_MatrixTransformCoord() -> The function change a D3DXVECTOR3 with a matrix
20) MP_TransformCoord() -> The commandchanges the coordinates of a 3D point using a mesh matrix
21) MP_PhysicHullGenTollerance() -> The comand change the tollrance for the function 4 = free object, interpreted all vertexe funtion
22) MP_ConstraintDestroyBall() -> Destroy a Ball and Socket joint functions
23) MP_BallSetConeLimits() -> Create limit of Ball
24) MP_ConstraintCreateHinge() -> The function creates a hinge between two entities.
25) MP_ConstraintDestroyHinge() -> Destroy a Hinge joint functions
26) MP_LimitHinge() -> The function set a Angle Limit and friction fro a hinge
27) MP_ConstraintCreateSlider() -> The function creates a slider between two entities.
28) MP_ConstraintDestroySlider() -> Destroy a Slider joint functions
29) MP_LimitSliderDistance() -> The functionset a Slider Limit and friction for a slider.
30) MP_CreatePhysicMeshfromPoints() -> The comand create a mesh with a PhysicBody from a points clouds
31) MP_ConstraintCreateUpVector() -> The function creates an up vector joint
32) MP_ConstraintDestroyUpVector() -> Destroy a UpVector joint
33) MP_UpVectorSetPin() -> The function creates an up vector.
34) MP_TexturOutput() -> The function get the "OutputID" to use the Purebasic 2D function on the texture
35) MP_CreateCubeTexture() -> The function generated a empty cube texture with optional mipLevels.
36) MP_CopyTexturetoCubeTexture() -> The function writes a Texture to a cube texture.
37) MP_TextureOnTexture() -> The function MP_TextureOnTexture added a Textur on another Textur
38) MP_SaveB3DMesh() -> The function MP_SaveB3DMesh saves an Entity as b3d file
39) MP_GetMeshInfo() -> The function MP_GetMeshInfo read the vertex format of an entity.
40) MP_TranslateMesh() -> The function MP_TranslateMesh translate the poition of the vertice of a mesh
41) MP_CountSurfaces() -> The function MP_CountSurfaces count the number of surface of a entity
42) MP_KeyUp() -> new function MP_KeyRelease()
43) MP_ShaderGetWorldITranspose() -> The function reads the current inverse transposed GetWorld matrix of the engine for a Mesh
44) MP_ShaderGetWorldITranspose() -> The function reads the current inverse transposed GetWorld matrix of the engine for a Mesh
45) MP_SaveAnimMesh() -> The function MP_SaveAnimMesh save an animated DirectX Mesh
46) MP_GetPrimitives() -> The function MP_GetPrimitives reads a vertex of a primitives
47) MP_GetMemPrimitives() -> The function MP_GetMemPrimitives reads the memorybuffer of the vertexe of a primitives
48) MP_CloseMemPrimitives() -> The function MP_CloseMemPrimitives close the vertex memorybuffer of a primitives
49) MP_SizeMemPrimitives() -> The function MP_SizeMemPrimitives read the size of the vertex memorybuffer of a primitives
50) MP_2DPhysicBodyRemove() -> MP_2DPhysicBodyRemove(Body)
51) MP_MovieInit() -> new name MP_OpenMovie()
52) MP_CreateMovie() -> The function MP_CreateMovie create an empty Avi file with Rate optional
53) MP_FrameToMovie() -> The function MP_FrameToMovie generated from a DX9 screen a frame of a movie.
Example how to create a movie...
Code: Select all
MP_Graphics3D (640,480,0,3) ; Erstelle ein WindowsFenster mit 3D Funktion #Window = 0
SetWindowTitle(0, "3D Darstellung eine Würfels") ; Setzt einen Fensternamen
MP_SetAntialiasing( 1 )
camera=MP_CreateCamera() ; Kamera erstellen
light=MP_CreateLight(1) ; Es werde Licht
Mesh=MP_CreateCube() ; Und jetzt eine Würfel
MP_PositionEntity (Mesh,0,0,3) ; Position des Würfels
Movie = MP_CreateMovie ("c:\temp\filmtest.avi",60)
While Not MP_KeyDown(#PB_Key_Escape) And Not WindowEvent() = #PB_Event_CloseWindow; Esc abfrage oder Windows Schliessen
MP_FrameToMovie ( Movie, Frame )
Frame + 1
If Frame = 500 ; End after 500 frames
Break
EndIf
MP_DrawText(0, 0, "FPS = " + Str(MP_FPS()))
MP_TurnEntity (Mesh,0.1,0.1,0.1) ; dreh den Würfel
MP_RenderWorld() ; Erstelle die Welt
MP_Flip () ; Stelle Sie dar
Wend
MessageRequester("Info","Number of Video Frames created: "+Str(MP_MovieNumFrames ( Movie ))+Chr(13))
MP_CloseMovie( Movie )