[x3d-public] [x3dom-users] Whither protoexpander in X3DOM? umm, just define input-to-output and write code

Andreas Plesch andreasplesch at gmail.com
Sat May 30 09:30:31 PDT 2020


Sorry, I misunderstood how Switch could help. I missed the expanded example:

http://x3dgraphics.com/examples/X3dForWebAuthors/Chapter14Prototypes/MaterialModulatorPrototypeExpandedIndex.html

The Switch node containing the sibling/helper nodes is just appended
to the end of the main scene, not after the main node. Does that work
in general ? It may (but nesting?). It also means that the siblings
nodes can only be X3DChildNodes which also may be ok. Could there be
non child nodes which are used as helpers nodes ? I cannot think of
any right now although the spec. does not seem to restrict what is
inside a Proto definition.

Let's think about nesting and DEF/USE. USE of ProtoInstance may work
by just placing a USE instance of the main node, upon expansion or
scene construction. I think it could.

But where would the sibling Switch go for a nested ProtoInstance,
inside a ProtoBody ?

I will try to add some diagrams but this will be quite dizzying.
Apologies for that.

If the ProtoInstance is or is inside the first, main node, upon
expansion a potential sibling Switch would be appended after the
siblings of the first node, as another sibling:

ProtoBody
  main node: ProtoInstance
  siblings

expansion ->

ProtoBody
  main node: ProtoInstanceExpandedMain
  siblings
  ProtoInstanceExpandedSwitch

Then, the expansion of the ProtoBody would place a Switch node
containing all siblings which now includes the inner sibling Switch at
the end of the main scene. That sounds right to me.

If the ProtoInstance is a sibling the first, main node, upon expansion
a potential sibling Switch would be appended after the siblings of the
first node, as another sibling, along with the main node:

ProtoBody
  main node
  siblings
  ProtoInstance

expansion ->

ProtoBody
  main node
  siblings
  ProtoInstanceExpandedMain
  ProtoInstanceExpandedSwitch

Then, the expansion of the ProtoBody would place a Switch node
containing all siblings which now includes both the inner main and the
inner sibling Switch at the end of the main scene. That looks also
reasonable at first glance.

In that sense ProtoInstance would require ProtoDeclare or ProtoBody to
be recognized similar to Scene, for expansion purposes. That is
similar to how x-ite works. For x-ite a ProtoDeclaration is a
ExecutionContext.

Well, I think this helped me understand Protos a bit better in any case,

-Andreas

On Fri, May 29, 2020 at 7:36 PM John Carlson <yottzumm at gmail.com> wrote:
>
> Don suggested a Switch node at one point (thanks Don).
>
> On Fri, May 29, 2020 at 1:28 PM Andreas Plesch <andreasplesch at gmail.com> wrote:
>>
>> Internal namescopes and better parsing made nested ProtoDeclares
>> inside ProtoBody and internal ROUTEs work:
>>
>> https://andreasplesch.github.io/x3dom/test/functional/proto/inline.html
>> https://5ed144877a8ae8000756ddd1--x3dom.netlify.app/examples/functional/proto/inline.html
>>
>> I am still not sure how to think about multiple nodes in a ProtoBody
>> template since these are not scenes. Many examples seem to have only
>> one node, and only routes outside of it.
>>
>> Conceptually, it is pretty clear that the first node is THE node, and
>> other nodes do not render but are active and can be connected.
>>
>> Let's look at the Material Modulator example:
>> http://x3dgraphics.com/examples/X3dForWebAuthors/Chapter14Prototypes/MaterialModulatorIndex.html
>>
>> The main node is the Material node but then there are Script and
>> TimeSensor siblings, and routes.
>>
>> So the instance will be of Material node kind, an
>> X3DAppearanceChildNode. This allows the instance to be accepted as a
>> value of the Material field in an Appearance node.
>>
>> But the Script and TimeSensor sibling instances will not be able to
>> continue to live as siblings next to the instanced Material node since
>> they are not X3DAppearanceChildNodes. They will need to live somewhere
>> else but still be able to control the instanced Material node.
>>
>> So a straight transfer of a one to one instance to the scene seems out
>> of the question.
>>
>> I kind of hope I am missing something ? Is there another way to think
>> about Protoinstances ?
>>
>> Probably time to look at other code for inspiration.
>>
>> -Andreas
>>
>> On Fri, May 29, 2020 at 8:39 AM Andreas Plesch <andreasplesch at gmail.com> wrote:
>> >
>> > I added a few more Proto test examples to
>> >
>> > https://andreasplesch.github.io/x3dom/test/functional/proto/inline.html
>> >
>> > and
>> >
>> > https://5ed100c873166e0006438ab0--x3dom.netlify.app/examples/functional/proto/inline.html
>> >
>> > That includes a NIST example which uses internal routing and one which
>> > has ProtoDeclare inside ProtoBody, nested five deep. These are good
>> > targets to get to work before thinking about fields and interface.
>> >
>> > https://www.web3d.org/x3d/content/examples/ConformanceNist/Miscellaneous/PROTO/index.html
>> >
>> > -Andreas
>> >
>> > On Thu, May 28, 2020 at 8:35 PM Andreas Plesch <andreasplesch at gmail.com> wrote:
>> > >
>> > > It turns out that github pages does not like serving all the little js
>> > > files making up x3dom separately.
>> > >
>> > > Here is a complete build with the example:
>> > >
>> > > https://5ed055bd4da4fa0007bf3d0a--x3dom.netlify.app/examples/functional/proto/inline.html
>> > >
>> > > -Andreas
>> > >
>> > >
>> > >
>> > > On Thu, May 28, 2020 at 6:43 PM Andreas Plesch <andreasplesch at gmail.com> wrote:
>> > > >
>> > > > I could not resist a proof of concept for the subgraph inclusion part of Protos.
>> > > >
>> > > > https://andreasplesch.github.io/x3dom/test/functional/proto/inline.html
>> > > >
>> > > > This is an absolutely minimal start. There is only creation of
>> > > > instances, using only the first element in the ProtoBody. There is no
>> > > > ProtoInterface or events handling.
>> > > > It should work for all single node Protos.
>> > > >
>> > > > But it only took a few lines in the right place
>> > > > (https://github.com/andreasplesch/x3dom/commit/1e0ff82c2f7c77adcb521d62ff5172cf159943fb).
>> > > >
>> > > > I understand that only the first node in a ProtoBody is used for the
>> > > > template. It can be of course a grouping node. Other nodes in the
>> > > > ProtoBody can affect the first node with internal routing.
>> > > >
>> > > > Inline is in effect a grouping node but this will not translate to
>> > > > ProtoInstance. I will have to look at more examples to understand
>> > > > better how multiple nodes are inserted with a single ProtoInstance.
>> > > >
>> > > > -Andreas
>> > > >
>> > > >
>> > > >
>> > > > On Thu, May 28, 2020 at 3:09 PM Andreas Plesch <andreasplesch at gmail.com> wrote:
>> > > > >
>> > > > > Let me write down a few notes on ProtoDeclare/Instance.
>> > > > >
>> > > > > - The expander approach would be ok for x3dom as well but I am not
>> > > > > sure if it is easier to implement.
>> > > > > - These are Statements and would be handled separately from Nodes,
>> > > > > similar to ROUTE, in x3dom in NodeNameSpace.js
>> > > > > - in x3dom gltf inlines are handled by translation to a (by default
>> > > > > non-accessible) sub DOM, which is then tree parsed and added as a
>> > > > > subgraph in a child namespace to the main scene. Similar to
>> > > > > ProtoInstance this involves some processing before attaching to the
>> > > > > main scene. So I think it would be not too hard to do the same for
>> > > > > ProtoInstance by looking up the corresponding ProtoBody in a registry.
>> > > > > The registry is populated while parsing, looking for ProtoDeclare
>> > > > > elements.
>> > > > > - the main challenge is how to implement custom fields, and 'IS' ing.
>> > > > > For routing to ProtoInstances there needs to be a crossing of the
>> > > > > namescope boundary.
>> > > > > - ProtoInstances are more like Nodes than Statements, since they need
>> > > > > to be included in traversing the scene.
>> > > > > - not sure if x3dom currently has a way to send events into namescoped
>> > > > > subgraphs (via IS/connect), and capture events from those (via
>> > > > > IS/connect).
>> > > > > - perhaps it makes sense to have the ProtoInstance statement construct
>> > > > > a ProtoInstanceNode node to insert in the scenegraph. The statement
>> > > > > takes care of field definitions for the node, and the node takes care
>> > > > > of ISing and events during travesal.
>> > > > >
>> > > > > -Andreas
>> > > > >
>> > > > >
>> > > > >
>> > > > >
>> > > > >
>> > > > > On Thu, May 28, 2020 at 12:52 AM John Carlson <yottzumm at gmail.com> wrote:
>> > > > > >
>> > > > > > so perhaps this is the reasoning Leonard had.:
>> > > > > >
>> > > > > > Developers and designers want the full power of the web.   If I restrict people to inlines, they can’t use standard tools to inspect the DOM, especially where it’s critical.
>> > > > > >
>> > > > > > 1.   Should X3D4 allow all X3D elements in the HTML page or perhaps just a few?
>> > > > > >
>> > > > > > 2.  Should X3D4 allow Protos on the main HTML page?  Or only in inlines?
>> > > > > >
>> > > > > > John
>> > > > >
>> > > > >
>> > > > >
>> > > > > --
>> > > > > Andreas Plesch
>> > > > > Waltham, MA 02453
>> > > >
>> > > >
>> > > >
>> > > > --
>> > > > Andreas Plesch
>> > > > Waltham, MA 02453
>> > >
>> > >
>> > >
>> > > --
>> > > Andreas Plesch
>> > > Waltham, MA 02453
>> >
>> >
>> >
>> > --
>> > Andreas Plesch
>> > Waltham, MA 02453
>>
>>
>>
>> --
>> Andreas Plesch
>> Waltham, MA 02453



-- 
Andreas Plesch
Waltham, MA 02453



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