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<span>Hi Joe,</span></div>
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<span><br>
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<span>Thank you for your answer. This point is a result of an attempt to see the 3d web as a natural extension of the 2d web, with an experimental browser for XR in mind. So one of my considerations has been how a common feature like an (I)Frame could have
a similar functionality in 3D. One can extend the rectangle of the frame to a block in 3D. But in 3D it doesn't seem to make sense to disallow mixing the visual content of this block with content of the main scene (like we do for 2d).</span></div>
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<span>But otherwise the described functionality would be exactly similar to what we have for Html.</span></div>
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Of course a<span>nything can be done using JavaScript, but in my opinion such a common feature should mimic how it is done in Html, and be specified using only meta tags and their attributes. Maybe I don't understand it completely, but I think your first example
can't be use to load different models from the server in the same node, can it?</span></div>
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The X3D parser currently already checks whether an (I)Frame is specified as target for the anchor when the X3D is used within a 2D page. In my opinion this can be easily extended for checking '(I)Frames' in the 3D scene.</div>
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This could be 'normal' anchor behavior. You make a valid point that an anchor in 3D should also have a default visual feedback, for example something like the mouse over behavior in 2D on a link. I don't think something like this is defined in X3D, is it? And
I would surely appreciate CSS possibilities :) </div>
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Regards,</div>
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<br>
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<div style="color:rgb(0,0,0); font-family:Calibri,Helvetica,sans-serif; font-size:12pt">
Albert Jan Wonnink</div>
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<div id="divRplyFwdMsg" dir="ltr"><font color="#000000" face="Calibri, sans-serif" style="font-size:11pt"><b>Van:</b> x3d-public <x3d-public-bounces@web3d.org> namens x3d-public-request@web3d.org <x3d-public-request@web3d.org><br>
<b>Verzonden:</b> vrijdag 25 januari 2019 02:57<br>
<b>Aan:</b> x3d-public@web3d.org<br>
<b>Onderwerp:</b> x3d-public Digest, Vol 118, Issue 81</font>
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Today's Topics:<br>
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1. Re: Anchor target within scene: code example (Joseph D Williams)<br>
<br>
<br>
----------------------------------------------------------------------<br>
<br>
Message: 1<br>
Date: Thu, 24 Jan 2019 17:56:20 -0800<br>
From: Joseph D Williams <joedwil@earthlink.net><br>
To: Albert Jan Wonnink <awonnink@hotmail.com>, "x3d-public@web3d.org"<br>
<x3d-public@web3d.org>, "Brutzman, Donald (Don) (CIV)"<br>
<brutzman@nps.edu>, Nicholas Polys <npolys@vt.edu><br>
Subject: Re: [x3d-public] Anchor target within scene: code example<br>
Message-ID: <E1gmqjD-0008Qa-MQ@elasmtp-mealy.atl.sa.earthlink.net><br>
Content-Type: text/plain; charset="utf-8"<br>
<br>
Detail added below<br>
<br>
<br>
From: Joseph D Williams<br>
Sent: Thursday, January 24, 2019 4:36 PM<br>
To: Albert Jan Wonnink; x3d-public@web3d.org; Brutzman, Donald (Don) (CIV); Nicholas Polys<br>
Subject: Re: [x3d-public] Anchor target within scene: code example<br>
<br>
<br>
Anchor always loads a new scene and goes to a defined viewpoint or directly to another
<br>
viewpoint in the same scene. <br>
If you want to do something else then customize isactive and/or isover of pointing device(s) along with some routes and maybe some utility nodes, or even a script. How can an anchor know that all you want to do is change all or some part of a scene somewhere
in some other part of the scene you are in?? <br>
<br>
Pointing device<br>
Group of Buttons...<br>
<br>
? ...???? DEF Stop_Text Transform { translation 0 0.4 0<br>
?????? children [<br>
??????? DEF Stop_Touch TouchSensor {? }<br>
??????? DEF StopText Shape {<br>
???????? appearance Appearance { material USE text_color }<br>
???????? geometry Text { string ["Stop"] <br>
??????????fontStyle FontStyle {<br>
??????????? family [ "SANS"? ] <br>
??????????}<br>
???????? }<br>
??????? }<br>
??????? DEF Stop_Back Shape {<br>
???????? appearance Appearance { material USE Clear }<br>
????????geometry USE Backing<br>
??????? }<br>
?????? ]<br>
????? }<br>
... <br>
ROUTE Stop_Touch.touchTime or isOver or isActive TO <br>
Some utility node or script that changes whatever <br>
you want to change. <br>
<br>
There may be better devices. For instance they could all be there and you just turn on the one(s) you want to show.
<br>
And, if you move to a selected viewpoint there are plenty of triggers to capture movement and gaze and set features for decoration, touch, and isover, I would say.
<br>
<br>
Here is one in x3d the scene gets built using one inline, then inline changed using touchsensor and small script.<br>
<br>
...<br>
<Transform DEF='MainSceneNode' scale='3 3 3'><br>
? <TouchSensor DEF='NextSensor'/><br>
? <Inline DEF='MainScene' url='"Instancing.x3dv" ""'/><br>
</Transform><br>
<br>
<Script DEF='LoadNewURL' url='"RouteURLFieldChange.js" ""'> <br>
??<field name='znext' accessType='inputOnly' type='SFBool'/> <br>
??<field name='newurl' accessType='outputOnly' type='MFString'/> <br>
??<field name='nexturl' accessType='initializeOnly' type='MFString' <br>
????value='"RedSphereBlueBox.x3dv" ""'/><br>
<br>
function znext (value,ts) { if(value == true) { newurl = nexturl; } }<br>
<br>
</Script><br>
<br>
<br>
<ROUTE fromNode='NextSensor' fromField='isActive' <br>
???????toNode='LoadNewURL'?? toField='znext'/><br>
<ROUTE fromNode='LoadNewURL' fromField='newurl' <br>
???????toNode='MainScene'??? toField='url'/><br>
<br>
<br>
Maybe keep in mind how html/css does stuff like this and the interfaces you need to make it happen. x3d no CSS yet. However, what would the style be for an anchor that is not really an anchor but is really some other type of control that actually handles different
sets of features than an expected anchor input from the simulation? <br>
<br>
Thanks and Best, <br>
Joe<br>
<br>
<br>
From: Albert Jan Wonnink<br>
Sent: Wednesday, January 23, 2019 5:25 PM<br>
To: x3d-public@web3d.org; Brutzman, Donald (Don) (CIV); Nicholas Polys<br>
Subject: Re: [x3d-public] Anchor target within scene: code example<br>
<br>
Hi Don,<br>
<br>
the code behind the pages could be something like this<br>
<br>
mainPage.x3d:<br>
<X3D><br>
?<Scene><br>
?<!--first menu--><br>
? <Transform translation="-1 1 3"><br>
?? <!--first item--><br>
?? <Transform translation="0 0 0"><br>
? ? <Anchor url="'menu2_1.x3d'" parameter="'target=menu2'"><br>
? ?? <Shape ?<br>
? ? </Anchor><br>
?</Transform><br>
?? <!--second item--><br>
?? <Transform translation="0 -0.2 0"><br>
? ? <Anchor url="'menu2_2.x3d'" parameter="'target=menu2'"><br>
? ?? <Shape ?<br>
? ? </Anchor><br>
?</Transform><br>
? <!--third item--><br>
...<br>
</Transform><br>
<!--position menu2--><br>
<Transform translation="0 1 3"><br>
? <Inline DEF="menu2"></Inline><br>
</Transform><br>
<!--position models to display--><br>
<Transform translation="1 1 3"><br>
? <Inline DEF="modelsToDisplay"></Inline><br>
</Transform><br>
</Scene><br>
</X3D><br>
<br>
<br>
For each 'submenu' there is a separate file?<br>
menu2_1.x3d ( menu2_2.x3d, ?)<br>
<X3D><br>
?<Scene><br>
?<!--first menu--><br>
? <Transform><br>
?? <!--first item--><br>
?? <Transform translation="0 0 0"><br>
? ? <Anchor url="'model_1.x3d'" parameter="'target=modelsToDisplay'"><br>
? ?? <Shape ?<br>
? ? </Anchor><br>
?</Transform><br>
?? <!--second item--><br>
?? <Transform translation="0 -0.2 0"><br>
? ? <Anchor url="'menu2_2.x3d'" parameter="'target=modelsToDisplay'"><br>
? ?? <Shape ?<br>
? ? </Anchor><br>
?</Transform><br>
? <!--third item--><br>
...<br>
</Transform><br>
</Scene><br>
</X3D><br>
<br>
And there are the files that actually contain the models:<br>
model_1.x3d,?model_2.x3d ...<br>
<br>
I think the bottom line is to allow the 'target' parameter not only have the predefined values (_blank, _self etc.) or frame names of the html page, but also allow the names of the inlines as a target.<br>
<br>
Regards,<br>
<br>
Albert Jan<br>
<br>
Sent from Mail for Windows 10<br>
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