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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.<br>
<br>
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.<br>
<br>
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.<br>
<br>
Dave Arendash<br>
<br>
<div class="moz-cite-prefix">On 2/13/2015 12:54 PM, Andreas Plesch
wrote:<br>
</div>
<blockquote
cite="mid:CAKdk67u_Kt_2qK74oVz=XSb1uPsa8+vyHXmA+o0QOuOr8Dn1hw@mail.gmail.com"
type="cite">
<div dir="ltr">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 ?<br>
<div>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.<br>
</div>
<div>-Andreas<br>
</div>
<div><br>
<div class="gmail_extra"><br>
<div class="gmail_quote">On Fri, Feb 13, 2015 at 3:00 PM, <span
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1. Re: [X3D-Public] Prototype (Daniel Vera)<br>
2. SSR: server-side rendering (doug sanden)<br>
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----------------------------------------------------------------------<br>
<br>
Message: 1<br>
Date: Fri, 13 Feb 2015 10:31:24 +0000<br>
From: Daniel Vera <<a moz-do-not-send="true"
href="mailto:d.a.vera@warwick.ac.uk">d.a.vera@warwick.ac.uk</a>><br>
To: John Richardson <<a moz-do-not-send="true"
href="mailto:richards@spawar.navy.mil">richards@spawar.navy.mil</a>><br>
Cc: <a moz-do-not-send="true"
href="mailto:x3d-public@web3d.org">x3d-public@web3d.org</a><br>
Subject: Re: [x3d-public] [X3D-Public] Prototype<br>
Message-ID: <<a moz-do-not-send="true"
href="mailto:54DDD27C.1040900@warwick.ac.uk">54DDD27C.1040900@warwick.ac.uk</a>><br>
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Format="flowed"<br>
<br>
John,<br>
<br>
Apologies for reviving an old thread, but in my opinion
not having<br>
capability similar to VRML protos is indeed a loss of
functionality;<br>
<br>
Explanation: I am an engineer (industrial production),
not a developer;<br>
VRML PROTO/EXTERNPROTO has allowed our group to build
rich 3D based<br>
engineering application using VRML/javascript code only
(i.e. without<br>
the need to go in the depth of coding with low level
libraries etc.).<br>
<br>
(<a moz-do-not-send="true"
href="https://www.youtube.com/user/FDSvideosFDS/videos"
target="_blank">https://www.youtube.com/user/FDSvideosFDS/videos</a>)<br>
<br>
Looking into Andreas links (Box.js code in particular),
it seems the way<br>
to go is to define additional X3DOM nodes, but that
requires<br>
understanding X3DOM code, which not every class of users
wants or has<br>
time to do; In my opinion, X3DOM should match the
capability provided by<br>
X3D in defining complex modelling class/object using
X3D/javascript<br>
code/syntax only.<br>
<br>
That said, I am open to additional suggestion,
discussion or links to<br>
more information!<br>
<br>
Regards, Daniel<br>
<br>
</blockquote>
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<pre class="moz-signature" cols="72">--
Follow me! @thatvrguy</pre>
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