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MonkeyWorld3D

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What is MonkeyWorld3D ?

MonkeyWorld3D currently is a scene graph editor for the jMe ( java monkey engine ). The current release, which is based on RCP ( eclipse rich client platform ), provides the users with a good set of tools to edit their jme parsed files, and manage their geometries, for examples its very easy to handle the states applied to a particular geometry, or node.

Spatial editing is mainly the biggest part of the editor, still the editor is capable of managing particles, and physics, so basically anything jMe provides can be edited with the editor; spatials, states, controllers, particles, physics, we will be displaying the full list later while we are talking about what is the inside.

The editor allows the edited objects, to be serialized to be used later in the game, just edit what ever you want in the editor, add your stuff to the scene, and then they will be available for the use in the game.

Model converter

The editor provides a capability for importing and converting any formate that jMe support, and save it into a .jme file formate to be used in the editor, or in the game itself. The current formates that are included in the editor are the following: .obj , .ase , .3ds , .md2, .md3 .

Editor main views:

Editor tool bar and menus

States editing


Particles editing

Particles managment

Physics editing

The editor used jMe physics2 to make deal with physics [1]. Before the last release, to deal with physics, you have to open your files with something called Physics Editor, which was basically an extension of the current scene editor. But we figured out that its not need. So not all of the physics management happens on the scene editor level, and if the file contains physics information, then the editor will be smart enough to figure out those physics attributes, and expose those physics attributes out to the user for changing them if he/she wants that.

jMe physics 2 allows for multiple physics engines implementations, like ODE physics, and JOODE, our current choice is ODE implementation.

Terrain editing

Since version 4.1 the spatial editor contains a facility to edit the terrain pages, editing contains editing the hightmap values, and the textures applied to the terrain. For more details about how to create and edit the terrain please visit the following link:


Highlighting

This page will lead you to know more about the highlighting facility in the scene editor.

Camera handlers

This page will lead you to know more about how to navigate in the scene more easily.


Controllers

The editor can deal with controllers that comes built in jMe, some of them can be managed in runtime, but others can only edit their attributes. To see a more detailed list of controllers that can be added to the editor visit the following page.

Tools list and overview

Tools

Saving files with different formates

To save your file with a different formate please visit the following page for more information

High level API docs




Extension points available

Getting started

Building MW3D from the source code

The MW3D is hosted at the sourceforge.net, under the following url: http://sourceforge.net/projects/monkeyworld3d . We are using the SVN for our source control, so to check out the source code you have to consider the following: 1.MW3D consists of more that one plugin, so you have to make sure to check them all out if you want it to work, here is a list of all the required plugins: Notice that order is important for the plug-in dependencies.


Core plug-ins

1.jMe MW3D plug-in is the plug-in that allows jMe to get wrapped in the editors, this plug-in allows us to use jMe inside eclipse applications, so its the most important plug-in here. Lately jMe added support for SWT in its core part, so this plug-in will get converted into something else other than just a wrapper. To check out this plug-in enter the following URL in your SVN client:

http://monkeyworld3d.svn.sourceforge.net/viewvc/monkeyworld3d/trunk/jme-mw3d/

2.MW3D core plug-in: is a plug-in that supply our editor with debug shapes, and commands to create and deal with jMe objects. There is no harm from putting your commands inside your packages, but for organization, the commands for the core parts of jMe are being put in it. To check out this plug-in enter the following URL in your SVN client:

http://monkeyworld3d.svn.sourceforge.net/viewvc/monkeyworld3d/trunk/mw3d-core/

3.MW3D base plug-in: This plug-in comes with special views, and editors, plus a very important wrapper class called World Context, which is being mentioned in the docs up. This plug-in allows users to have command based, and selection capable editors and views. Any editor or view that users the mw3d-base editors or views will get a set of extremely great api's, like properties and selection management. To check out this plug-in, enter the following URL in your SVN client.

http://monkeyworld3d.svn.sourceforge.net/viewvc/monkeyworld3d/trunk/mw3d-base/


Application providers plug-ins

1.MW3D spatial editor plug-in: Up until now, all of the other plug-ins provider services to the users, or developers, but now to our out of the box plug-ins, which means the following lists of plug-in provides tools for designers, and developers. The MW3D spatial editor is the main plug-in for building complex scene managers. This plug-in exposes all the jMe scene graph structures, and allows for direct editing and manipulation of its properties and items. This plug-in can deal with extensions, and is capable of being extended to some extent. To check this plug-in, enter the following URL into your SVN client:

http://monkeyworld3d.svn.sourceforge.net/viewvc/monkeyworld3d/trunk/mw3d-spatial-editor/

2.MW3D terrain: This plug-in is a new one, which will provider users of the ability to create, and manage their terrain created in real time. This plug-in allows the deformation of the height maps of the terrain, plus allows for painting the terrain. To check out this plug-in, use the following URL inside your SVN client:

http://monkeyworld3d.svn.sourceforge.net/viewvc/monkeyworld3d/trunk/mw3d-terrain/

3.MW3D particles: This is a simple plug-in that will allow you to only create and manage particle attributes.

4.MW3D library: This plug-in allows you to drop in some pre created objects into the scene, like geometry objects, an some states, like materials. This plug-in will be extended a lot in the future, its a very basic work at this time.

Stand alone application plug-in

MonkeyWorld3D As you know MW3D comes with two flavors, the Eclipse plug-in, and the eclipse RCP stand alone application. MonkeyWorld3D plug-in allows the editor to run in its own stand a lone application, so if you are just targeting eclipse plug-ins development then you don't have to use this plug-in. To check out use the following URL into your SVN client:

http://monkeyworld3d.svn.sourceforge.net/viewvc/monkeyworld3d/trunk/MonkeyWorld3D/


MonkeyWorld3D versions

  • Version 4.1:

Once all of those plug ins are checked out from the SVN, its then fairly easy to get it up and running.

To check out the latest plug-in from the sourceforge site, use the trunk for the latest version of development, the trunk contains the newest version of the editor. To see the trunk version, please enter the following URL in your SVN client:

https://monkeyworld3d.svn.sourceforge.net/svnroot/monkeyworld3d/trunk

  • Version 4.0.2:

The previous release were branched to 4.0.2 url, so you can get its code from there.


MonkeyWorld3D more help

You can also watch this movies about how to download and install done by **Methius**

http://www.lumenon.nl/MW3D/MW3D.html


MonkeyWorld3D movies

MonkeyWorld3D plug-ins list

Movies

You can watch some of the movies that we have created for the editor from the link below, notice that they are not that high quality movies, but will give some ideas about what you can do with the editor.


Movies

Personal tools