[x3d-public] prototype

Andreas Plesch andreasplesch at gmail.com
Fri Feb 13 16:41:09 PST 2015


I just took a look at webcomponents.org and agree that this emerging
standard targets what protos (used to be) for. There is perhaps even a way
to map proto fields and templates into web components formally ? Did
anybody try to use web components with x3dom ?
A.

On Feb 13, 2015 5:39 PM, <x3d-public-request at web3d.org> wrote:
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>    1. Re: [X3D-Public] Prototype (Tony Parisi)
>    2. Re: [X3D-Public] Prototype (Dave A)
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> ----------------------------------------------------------------------
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> Message: 1
> Date: Fri, 13 Feb 2015 14:32:39 -0800
> From: Tony Parisi <tparisi at gmail.com>
> To: Dave A <dave at realmofconcepts.com>
> Cc: Andreas Plesch <andreasplesch at gmail.com>,   "x3d-public at web3d.org"
>         <x3d-public at web3d.org>, x3dom-developer mlist
>         <x3dom-developers at lists.sourceforge.net>
> Subject: Re: [x3d-public] [X3D-Public] Prototype
> Message-ID:
>         <
CAHNoKZjvXo7jZJXdnp_VC45miZcyWP4c45UHLZ0H0M6nDWrffA at mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
> 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:
> >
> >> Send x3d-public mailing list submissions to
> >>         x3d-public at web3d.org
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> >>         x3d-public-request at web3d.org
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> >> You can reach the person managing the list at
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> >> When replying, please edit your Subject line so it is more specific
> >> than "Re: Contents of x3d-public digest..."
> >>
> >>
> >> Today's Topics:
> >>
> >>    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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> --
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>
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> Message: 2
> Date: Fri, 13 Feb 2015 14:39:35 -0800
> From: Dave A <dave at realmofconcepts.com>
> To: Tony Parisi <tparisi at gmail.com>
> Cc: Andreas Plesch <andreasplesch at gmail.com>,   "x3d-public at web3d.org"
>         <x3d-public at web3d.org>, x3dom-developer mlist
>         <x3dom-developers at lists.sourceforge.net>
> Subject: Re: [x3d-public] [X3D-Public] Prototype
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