[x3d-public] [X3D-Public] Prototype

Tony Parisi tparisi at gmail.com
Fri Feb 13 14:32:39 PST 2015


People on this thread should really be thinking about Web Components for
this. It's PROTOs done the DOM way. Redesign X3DOM as web components...
that's what I am doing with GLAM as we speak (though it's not in the repo
yet)

Tony


On Fri, Feb 13, 2015 at 2:28 PM, Dave A <dave at realmofconcepts.com> wrote:

>  I too was dismayed at the decision not to implement protos in x3dom. The
> argument is that the same functionality can be attained via javascript and
> DOM coding. Which is true. What we lose with that though is the modularity,
> that is to say, having a 'smart object' all in one file. As I see it,
> currently, there would be a .x3d file and a .js file to go with it.
>
> Perhaps if an x3d (x3dom) file can include both <x3d> section and <script>
> section, at least they can be packaged into the same file. I don't think
> that would be very hard to implement.
>
> Of course, the handling of interpreting protos (fields and binding them
> etc) would need to be coded. Not all 'smart objects' include VRML script
> nodes. Yeah, the more I think of it, it would be really handy to have
> protos implemented in x3dom per se, rather than externally coding all that.
> At least for field binding.
>
> Dave Arendash
>
>
> On 2/13/2015 12:54 PM, Andreas Plesch wrote:
>
> Indeed, not having a PROTO node is a substantial lack of functionality in
> the x3dom code base and a loss if compared with standalone x3d browsers. At
> the risk of misinterpretation, to me it looks like there was conscious
> decision by the x3dom developers at some early point that the certainly
> very substantial cost of developing such functionality outweigh the
> expected benefits. This may have changed by now, x3dom-developers ?
> If not, it follows that there would be a large demand for guidance in
> terms of documentation, tutorials and perhaps tools on how to
> convert/translate PROTOs into x3dom compatible js code or custom x3dom
> nodes. I tried to provide some initial pointers but clearly input by the
> x3dom group is what is really required.
>  -Andreas
>
>
> On Fri, Feb 13, 2015 at 3:00 PM, <x3d-public-request at web3d.org> wrote:
>
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>>    1. Re: [X3D-Public] Prototype (Daniel Vera)
>>    2.  SSR: server-side rendering (doug sanden)
>>
>>
>> ----------------------------------------------------------------------
>>
>> Message: 1
>> Date: Fri, 13 Feb 2015 10:31:24 +0000
>> From: Daniel Vera <d.a.vera at warwick.ac.uk>
>> To: John Richardson <richards at spawar.navy.mil>
>> Cc: x3d-public at web3d.org
>> Subject: Re: [x3d-public] [X3D-Public] Prototype
>> Message-ID: <54DDD27C.1040900 at warwick.ac.uk>
>> Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"
>>
>> John,
>>
>> Apologies for reviving an old thread, but in my opinion not having
>> capability similar to VRML protos is indeed a loss of functionality;
>>
>> Explanation: I am an engineer (industrial production), not a developer;
>> VRML PROTO/EXTERNPROTO has allowed our group to build rich 3D based
>> engineering application using VRML/javascript code only (i.e. without
>> the need to go in the depth of coding with low level libraries etc.).
>>
>> (https://www.youtube.com/user/FDSvideosFDS/videos)
>>
>> Looking into Andreas links (Box.js code in particular), it seems the way
>> to go is to define additional X3DOM nodes, but that requires
>> understanding X3DOM code, which not every class of users wants or has
>> time to do; In my opinion, X3DOM should match the capability provided by
>> X3D in defining complex modelling class/object using X3D/javascript
>> code/syntax only.
>>
>> That said, I am open to additional suggestion, discussion or links to
>> more information!
>>
>> Regards, Daniel
>>
>>
>
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