Scene Worker : Scene Monitor Extended (version 1.0 released)

hello there…

happy new year…

ok i’ve finally gotten around to getting a build of this together…

it can be downloaded at the downloads page of http://code.google.com/p/scenemonitor/

to use it in your application just add the following to your init method (note : you need to download and include the scene monitor jars also as well as beanshell)


SceneWorker.inst().initialiseSceneWorkerAndMonitor(rootNode);



and then add this to your update method

SceneWorker.inst().updateSceneWorker(tpf);



and finally this to your render method

SceneWorker.inst().renderSceneWorker(display.getRenderer());



also i've created a standalone version of scene worker which can be found here...
on windows just extract the zip and launch the batch file, on mac/linux just extract the zip, in the terminal navigate to the extracted folder and execute the run.sh file....
PRESS '1' to switch between hardware and software mouse in standalone version...

Scene Worker

Current List of Features

- node creation
- import the following file types; jme, obj, md2, md3, 3ds, dae, x3d, ase, ms3d
- resource locator tool
- following node type creation; Pass Node, SkyBox, Discrete LOD Node, Billboard, Arrow, Axis Rods
- following primitives; Quad, Sphere, Box, Text, Cylinder, Capsule, Disk, Dome, Pyramid, Torus, Tube, Rounded Box, PQTorus, Teapot
- creation of all renderstates
- creation of Spatial Transformer controller and a bean shell controller
- save all savable objects from the scene graph
- copy/cut/paste functionality
- texture units editor
- glsl shader state compiler/editor (LWJGL compiler only)
- trimesh editor
- spatial transformer editor
- trimesh to AreaCLODMesh/CLODMesh conversion
- discrete LOD Node editor
- add/remove lights from light states
- add/remove pass node states from pass nodes
- bean shell controller editor

i think there might be some other bits and pieces that i've forgotten about...
anyways hope it might be of some use to someone...
let me know of any problems...
thanks...

Wow  :-o :-o



Very good work ncomp.



Snare

Very well done ncomp, you are going in the good direction with the tool created by nymon.



If I can be of any help, you can count on me.

thats very cool, i like the SpatialTransformer with the timeline.

I think such tools show where the strength of jME and Java based SceneGraphs lies.



If you add a Vertex or Fragment ProgramState, you could write a shader on the fly and see if it works… well as long as input variables are hardcoded … but i guess to try out things it would be quite cool

Very nice!



Guess this puts a damper on my model viewer project  :smiley:

Awesome. Keep it up!.



Also, your video has enlightened me in many ways. I think it's a must see for beginners.



This can do more for jME than the half of the tutorial.

Awesome!!!



It will be very useful to help the jME scenegraph and states faster understanding.

Cool :slight_smile: Looks like MonkeyWorld3D has some competition now…

good job ncomp, it's a very useful

Core-Dump said:

thats very cool, i like the SpatialTransformer with the timeline.
I think such tools show where the strength of jME and Java based SceneGraphs lies.

If you add a Vertex or Fragment ProgramState, you could write a shader on the fly and see if it works... well as long as input variables are hardcoded ... but i guess to try out things it would be quite cool


just wrote one to see if it would work...and hey presto it does...

FragmentProgramState editor

argh! i'm blind from overexposure to pure awsomeness!



its really cool  :wink:

this stuff helps a lot to understand how things work.

Any news on this cool tool? I thought I should add it to jME resources list but realized then that the app is not actually available yet 

Impressive!

ncomp is still working on it! It’s hosted as part of the scenemonitor.googlecode.com project page. I don’t know what his timeline is.

sorry for the lack of updates on this but work issues put this on hold for a few weeks…

i'm just finishing off the mesh editor and am working on a beanshell controller and glsl editor…

plus adding a few more bits and pieces along the way…

i'm hoping to have a build ready in the next few weeks…

in the meantime you can check out the source and use it as is but alot of features haven't been uploaded to svn as yet…

Give it a day or so. In the process of committing some changes in Scene Monitor. We'll let you know when it compiles.

Just finished all the changes. The BeanShell jar is now included in the checkout. Please be sure you update ALL related projects, as they all have been changed.

Awesome! Fantastic!  :smiley: :smiley: :smiley:

I've waited this for long.



I wish I could try it myself.

But when I checked out the source code,

MonitorTreeClickHandler and package 'bsh' is not present

Am I missing something?



One more time, your job is so great, helpful!

hello…

just a quick update…

i’ve added an editor for GLSLShaderObjectsState so now you can load, save, edit, update, compile shaders with a sort of source assist editor…

here’s a video of building a very very very simple diffuse shader…



Diffuse Shader



i’ve also added a bean shell controller and a bean shell editor so you can now script scene objects on updates…

here’s a video for a simple animation thingy…



Simple Animation using bean shell



so i’m planning on cleaning stuff up, finishing the mesh editor and adding help plus tutorials for it in the next two weeks and then hopefully release it…

i’d love some help on this to get more support for existing jme primitive objects…

nymon’s Scene Monitor framework is so amazingly cool that putting support into it for these primitives should be very simple and to be honest it’s a great way for noobs like myself to get up to speed on jme…

so if anyone has some spare time and wants to contribute please pm me…

thanks…

Very nicely done!  I like your editors, particularly the right click menus.