[x3d-public] Earth Navigation [was: x3d-public Digest, Vol 81, Issue 8]

Clement IGONET clement at igonet.fr
Sat Dec 5 06:39:57 PST 2015


That's very kind of you to have spend 1 hour on it.
Could you confirm all your useful code is here:
http://tools.realism.com/x3d-examples/EarthNavigation/EarthNavigator.x3d
???
I'm working on a building viewer on earth, so I need to mix earth
navigation with something different near from the ground.

To be continued...

Clement.

On Fri, Dec 4, 2015 at 5:45 PM, Leonard Daly <Leonard.Daly at realism.com> wrote:
> Clement,
>
> I have a simple example at
> http://tools.realism.com/x3d-examples/EarthNavigation/index.html. This does
> everything except the 2D rotation. I put this together in about 1 hour using
> existing stock X3D/X3DOM capabilities.
>
> To reproduce the 2D rotation, the control+buttons event would need to be
> captured prior to the existing Navigation and the proper orientation
> algorithm applied. I don't have the time to work on this right now. I would
> start with seeing if jQuery could capture a button down event on the <scene>
> tag (id='x3dScene' in this example) prior to Navigation getting it. The it
> becomes a simple matter of applying the correct algorithm based on the
> starting position and the current cursor position in the X3D window.
>
> At this time I am having a hard time trying to figure out the conditions
> when you would want to use the feature to change the ground-plane
> orientation. If you could describe a situation when this would be useful (or
> needed), I may be able to develop an alternative.
>
> If you want to just be able to "straighten-up" the Earth so that North is
> vertical while keeping the same lat/long in the center of the screen, then
> an HTML button could be used to perform this reorientation. That would
> involve changing the 'orientation' field in the Viewpoint node (in
> EarthNavigator.x3d). The hardest part is figuring out the new rotation angle
> and vectors.
>
>
> Leonard Daly
>
>
>
> Hi Leonard,
>
> What better explanation than this demo (even if buggy) ?
> https://cesiumjs.org/Cesium/Apps/HelloWorld.html
>
> It looks like:
> - "turntable" mode
> AND
> - ability to change angle with the ground plan without loosing control.
>
> To sum up:
> We keep the center of globe as rotation center with mouse left click
> Right mouse rolling button is used for zoom
> AND middle button allow this famous navigation in a semi-sphere around
> the z axis (altitude).
>
> I'm currently working with three.js as a demo to suggest a working
> solution...
>
> Clement.
>
> On Thu, Dec 3, 2015 at 10:21 PM, Leonard Daly <Leonard.Daly at realism.com>
> wrote:
>
> Clement,
>
> I am not sure exactly what kind of navigation you need to have. It seems a
> little excessive (to me), to give up all of the geometry and texture
> management that a declarative 3D environment provide just because the
> built-ion navigation is not exactly what you need.
>
> The X3D specification include basic navigation for the environments that
> were in use at the time. Geospatial environment were not in use then.
> Perhaps X3D navigation should have been expanded for Geospatial, but for a
> number of reasons it was not.
>
> It is possible to build custom navigation for X3D on top of the basic
> functionality. If the desired navigation is too complex to build it on top
> of existing capabilities, then a new navigation capability can be added to
> the X3DOM code -- probably with about as much work as would take to add it
> to three.js.
>
> Can you described in detail what you want your navigation to do?
>
> For example: On left button down, the use should travel at current elevation
> about the surface on a great circle in the indicated direction.
>
>
> Leonard Daly
>
>
>
>
> Does cobweb will provide a navigation not in specifications but able
> to decently navigate around a planet?
>
> I'm working with x3dom for some times but I'm going to migrate to
> three.js just because of navigation issues... :-(
>
> Clement.
>
> On Wed, Dec 2, 2015 at 9:38 PM, Andreas Plesch <andreasplesch at gmail.com>
> wrote:
>
> Hi Cris,
>
> try the developer version of x3dom. There have been improvements to the
> triangulatisation of concave polygons in the last couple of weeks.
>
> When I view your x3d here
>
> http://andreasplesch.github.io/Library/Viewer/x3dweb.html
>
> it works fine in x3dom but has some problems in cobweb.
>
> Be careful when pasting in the scene to not cut numbers in the long lines in
> half by line breaks (happened to me first).
>
> Hope this helps,
>
> -Andreas
>
>
> Message: 1
> Date: Wed, 2 Dec 2015 16:21:52 +0100
> From: Cris Lacumba <cris.lacumba at gmail.com>
> To: Leonard Daly <Leonard.Daly at realism.com>
> Cc: x3dom mlist <x3dom-users at lists.sourceforge.net>,
>         x3d-public at web3d.org
> Subject: Re: [x3d-public] 3D wrong visualization
> Message-ID:
>
> <CAF3UkD5-AEkKia5Y8Jc9Vt1FM0TFTpARGGKSRhKvjBMv9HRYHQ at mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
> Sure,
>
> I have attached it.
>
> Thanks in advance
>
> 2015-12-02 16:13 GMT+01:00 Leonard Daly <Leonard.Daly at realism.com>:
>
> Cris,
>
> Is it possible to post the X3D file(s)? It's difficult for me to tell if
> there is geometry coordinate round-off errors or something else.
>
>
> Leonard Daly
>
>
>
> Hi all,
>
> I'm visualizing some polygons in X3DOM and they are not correctly
> visualized.
> In InstantReality (black background) is correctly visualized, however,
> in
> X3DOM I get an incorrect visualization.
>
> Is there some solution?
>
> Thanks in advance
>
> Best regards
>
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>
>
> --
> Leonard Daly
> 3D Systems & Cloud Consultant
> X3D Co-Chair on Sabbatical
> LA ACM SIGGRAPH Chair
> President, Daly Realism - Creating the Future
>
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>
>
>
> --
> Leonard Daly
> 3D Systems & Cloud Consultant
> X3D Co-Chair on Sabbatical
> LA ACM SIGGRAPH Chair
> President, Daly Realism - Creating the Future



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