[x3d-public] node-java X3DJSAIL and 1 example that works, and one that doesn't

John Carlson yottzumm at gmail.com
Sat Apr 11 15:21:46 PDT 2020


Ah, I was afraid of something like this:
https://github.com/ariya/phantomjs/issues/15344  PhantomJS development is
pretty much frozen.

On Sat, Apr 11, 2020 at 5:18 PM John Carlson <yottzumm at gmail.com> wrote:

> Hmm.  Chromium might work.   Perhaps something like node-webgl would work?
>
> https://github.com/creationix/node-webgl
>
>  https://bugs.chromium.org/p/chromium/issues/detail?id=617551
>
> As of two years ago, PhantomJS was popular, followed by headless chrome:
>
> https://www.keycdn.com/blog/headless-browsers
>
> I am not sure if either of these support webgl, but will do more searching
>
> On Sat, Apr 11, 2020 at 5:07 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> Looks like  https://github.com/stackgl/headless-gl relies on Python 2.7.
>> Further searching is necessary.
>>
>> On Sat, Apr 11, 2020 at 5:02 PM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> Very helpful, thanks.  I will pursue a headless browser for webgl in the
>>> near term.
>>>
>>> John
>>>
>>> On Sat, Apr 11, 2020 at 4:03 PM Andreas Plesch <andreasplesch at gmail.com>
>>> wrote:
>>>
>>>> You would need to try it but exporting and then importing or requiring
>>>> may work: https://github.com/create3000/x_ite/blob/master/src/x_ite.js
>>>> is probably the file to work on. Building should be possible to figure
>>>> out.
>>>>
>>>> But x_ite uses browser DOM and of course webgl methods. It may be
>>>> possible to provide shims or perhaps somehow disable rendering in the
>>>> render loop:
>>>> https://github.com/create3000/x_ite/blob/master/src/x_ite/Browser/X3DBrowserContext.js#L248
>>>> seems to be what is called each frame.
>>>>
>>>> -Andreas
>>>>
>>>> On Sat, Apr 11, 2020 at 2:09 PM John Carlson <yottzumm at gmail.com>
>>>> wrote:
>>>> >
>>>> > To get an X3D object, would we:
>>>> >
>>>> > X3D = require("x_ite/X3D.js");
>>>> >
>>>> > Then put
>>>> >
>>>> > module.exports = X3D;
>>>> >
>>>> > at the bottom of x_ite/X3D.js?
>>>> >
>>>> > Or should we use something beside require in nodejs?
>>>> >
>>>> > The later seems more reasonable, something similar to load in Nashorn.
>>>> >
>>>> > Or can we use import?
>>>> >
>>>> > John
>>>> >
>>>> > On Sat, Apr 11, 2020 at 1:02 PM John Carlson <yottzumm at gmail.com>
>>>> wrote:
>>>> >>
>>>> >> So it seems like the only problem with creating node.js External SAI
>>>> for X_ITE is getting the X3D object/function, and perhaps some things as
>>>> you mentioned, a node.js DOM package?  One should be able to look at
>>>> X3DJSONLD for ways to get the xmldom or jsdom module. Or should we proceed
>>>> assuming a browser will be available (run a headless browser).
>>>> >>
>>>> >> Should I revert the nodejs project to use createNode yet?  And we
>>>> can proceed with my previous SAI HelloWorld example by getting rid of add
>>>> and set functions, instead of going down Transform and X3DJSAIL rabbit
>>>> holes?
>>>> >>
>>>> >> Should I revisit Scripts.js (Script processor) for converting
>>>> VRMLScript for X3DOM?
>>>> >>
>>>> >> Thanks,
>>>> >>
>>>> >> John
>>>> >>
>>>> >> On Sat, Apr 11, 2020 at 8:40 AM Andreas Plesch <
>>>> andreasplesch at gmail.com> wrote:
>>>> >>>
>>>> >>> Hi John,
>>>> >>>
>>>> >>> x_ite just follows standard SAI, internal or external:
>>>> >>>
>>>> >>> //get Browser
>>>> >>> browser=X3D.getBrowser(); //X3D is global defined by x_ite.js
>>>> >>> //get current scene
>>>> >>> scene=browser.currentScene;
>>>> >>> //make shape node
>>>> >>> shape=scene.createNode('Shape');
>>>> >>> //make box node
>>>> >>> box=scene.createNode('Box');
>>>> >>> //set geometry field
>>>> >>> shape.geometry=box;
>>>> >>> //add as root node (for example)
>>>> >>> scene.addRootNode(shape);
>>>> >>>
>>>> >>> For me the easiest way to experiment with scripting like this, is to
>>>> >>> use the Chrome dev tools console with a simple scene like:
>>>> >>>
>>>> https://www.web3d.org/x3d/content/examples/Basic/UniversalMediaPanoramas/desert3X_ITE.html
>>>> >>> Following the steps will give you a white box visible in the active
>>>> scene.
>>>> >>>
>>>> >>> x3dom uses the DOM as an interface to the scene. So you create DOM
>>>> >>> elements using HTML5 methods and add those to the Scene DOM element.
>>>> >>> There may be a way to avoid using the DOM and use internal, SAI like
>>>> >>> functions. For example, the javascript domNode._x3dom property gives
>>>> >>> you access to fields and methods for a node. But usually it is
>>>> easiest
>>>> >>> and most interoperable on a HTML5 page to use the DOM.
>>>> >>>
>>>> >>> The field names are the same across browser but the internal
>>>> >>> representation of field values (as a javascript object) is very
>>>> >>> different. So one cannot use the results of SAI x_ite calls directly
>>>> >>> with x3dom, or vice versa. It is necesssary to go through encodings.
>>>> >>>
>>>> >>> I do not think X3DJSAIL deals a lot with Browser or ExecutionContext
>>>> >>> SAI functions since they are tied to the specific browser but I may
>>>> be
>>>> >>> wrong.
>>>> >>>
>>>> >>> Andreas
>>>> >>>
>>>> >>> On Sat, Apr 11, 2020 at 2:58 AM John Carlson <yottzumm at gmail.com>
>>>> wrote:
>>>> >>> >
>>>> >>> > Could Andreas explain how to use createNode in the context of
>>>> X_ITE SAI?
>>>> >>> > I think that createNode may be the one significant thing missing
>>>> from X3DOM SAI.
>>>> >>> > There's an unrelated one in the physics code.
>>>> >>> >
>>>> >>> > That is, you use createNode to createNodes in SAI, then you use
>>>> the fields of the returned object.  Are these the same across browsers?
>>>> >>> >
>>>> >>> > Here's how to get a node from the standard:
>>>> >>> >
>>>> >>> > Browser.currentScene.createNode('Shape');
>>>> >>> >
>>>> >>> > Again, there is no createNode in X3DJSAIL to speak of.
>>>> >>> >
>>>> >>> > Thanks,
>>>> >>> >
>>>> >>> > John
>>>> >>> >
>>>> >>> > On Sat, Apr 11, 2020 at 1:24 AM John Carlson <yottzumm at gmail.com>
>>>> wrote:
>>>> >>> >>
>>>> >>> >> We have 2 versions of  JavaScript server side API, Nashorn and
>>>> Node, both dependent on X3DJSAIL, and the code looks similar.  However, we
>>>> do not have a JavaScript native version yet, even with JSweet (it's
>>>> incomplete).
>>>> >>> >>
>>>> >>> >> I believe that we should pursue an external SAI compatible with
>>>> X_ITE, since X3DOM already has an external SAI.
>>>> >>> >>
>>>> >>> >> Below is an example of "External" with X_ITE. Note that X3D is
>>>> required to be defined, and x_ite.js should be loaded before X3D is
>>>> called.  So how do we do that in node?  This is why I've been suggesting
>>>> headless browsers!
>>>> >>> >>
>>>> >>> >> ...so...I need to figure out an example of Transform in the
>>>> standard.  It would seem like the thing to do would be to implement
>>>> createNode?  Are there any examples of createNode?  Yes, in X_ITE at
>>>> least.  Do we need to create an execution context to use it?  Yes!
>>>> >>> >>
>>>> >>> >> Is there an X_ITE example of external createNode?
>>>> >>> >>
>>>> >>> >> Yes!
>>>> >>> >>
>>>> >>> >> As far as I can tell there is not a X3DOM version of ECMAScript
>>>> SAI's createNode.
>>>> >>> >>
>>>> >>> >> So I think we should start with X_ITE as I said before, and try
>>>> to create an External ECMAScript SAI script (not DOM).
>>>> >>> >>
>>>> >>> >> Do people agree that we should try to create an ECMAScript SAI
>>>> example from outside X_ITE?
>>>> >>> >>
>>>> >>> >> It appears that we either have to start from X3D(), below.   Can
>>>> we make X3D() into an external SAI?
>>>> >>> >>
>>>> >>> >> Do we need a browser in nodejs?
>>>> >>> >>
>>>> >>> >> has anyone looked into chrome embedded framework?
>>>> >>> >>
>>>> >>> >> John
>>>> >>> >>
>>>> >>> >>
>>>> >>> >>
>>>> >>> >>
>>>> -----------------------------------------------------------------------------
>>>> >>> >> function load_X_ITE_XML(content, selector) {
>>>> >>> >>         X3D(function() {
>>>> >>> >>                 var browser = X3D.getBrowser(selector);
>>>> >>> >>
>>>>  browser.replaceWorld(browser.createX3DFromString(content));
>>>> >>> >>         }, function() {
>>>> >>> >>                 alert("Failed to render XML to X_ITE");
>>>> >>> >>         });
>>>> >>> >> }
>>>> >>> >>
>>>> >>> >> function load_X_ITE_DOM(element, selector) {
>>>> >>> >>         X3D(function() {
>>>> >>> >>                 if (typeof X3D.getBrowser !== 'undefined') {
>>>> >>> >>                         var browser = X3D.getBrowser(selector);
>>>> >>> >>                         if (typeof browser !== 'undefined' &&
>>>> typeof browser.importDocument !== 'undefined') {
>>>> >>> >>                                 var importedScene =
>>>> browser.importDocument(element);
>>>> >>> >>
>>>>  browser.replaceWorld(importedScene);
>>>> >>> >>                         }
>>>> >>> >>                 }
>>>> >>> >>         }, function() {
>>>> >>> >>                 alert("Failed to render DOM to X_ITE");
>>>> >>> >>         });
>>>> >>> >> }
>>>> >>> >>
>>>> >>> >> function load_X_ITE_JS(jsobj, selector) {
>>>> >>> >>         X3D(function() {
>>>> >>> >>                 if (typeof X3D.getBrowser !== 'undefined') {
>>>> >>> >>                         var browser = X3D.getBrowser(selector);
>>>> >>> >>                         if (typeof browser !== 'undefined' &&
>>>> typeof browser.importJS !== 'undefined') {
>>>> >>> >>                                 var importedScene =
>>>> browser.importJS(jsobj);
>>>> >>> >>
>>>>  browser.replaceWorld(importedScene);
>>>> >>> >>                         }
>>>> >>> >>                 }
>>>> >>> >>         }, function() {
>>>> >>> >>                 alert("Failed to render JSON to X_ITE");
>>>> >>> >>         });
>>>> >>> >> }
>>>> >>> >>
>>>> -------------------------------------------------------------------------------------------------------------
>>>> >>> >> John
>>>> >>>
>>>> >>>
>>>> >>>
>>>> >>> --
>>>> >>> Andreas Plesch
>>>> >>> Waltham, MA 02453
>>>>
>>>>
>>>>
>>>> --
>>>> Andreas Plesch
>>>> Waltham, MA 02453
>>>>
>>>
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