<html><head><meta http-equiv="content-type" content="text/html; charset=utf-8"></head><body style="overflow-wrap: break-word; -webkit-nbsp-mode: space; line-break: after-white-space;">Referring to the question toward the end, to knowledge the x3d.py module does not offer a navigation analogous to 'parent'<div><br></div><div>Because of the DEF/USE mechanism which allows a node to be situated at multiple locations in a scenegraph, there is no simple definition of a parent node.</div><div><br></div><div>In a DOM tree or XML ELement tree we can ask what is the parent of the encoding element that contains the DEF attribute of a X3D node, but that is not a concept that transfers from encoding to encoding</div><div><br></div><div>Vince Marchhetti</div><div><br id="lineBreakAtBeginningOfMessage"><div><br><blockquote type="cite"><div>On Feb 12, 2024, at 4:19 AM, John Carlson via x3d-public <x3d-public@web3d.org> wrote:</div><br class="Apple-interchange-newline"><div><div dir="auto">Sorry for more posts.</div><div dir="auto"><br></div><div dir="auto">Other choices are pygfx+trimesh and Panda3d. pygfx is like Three.JS, but in Python and is supported by webgpu packages. Panda3d uses older shading languages, it looks like.</div><div dir="auto"><br></div><div dir="auto">Searching the web…</div><div dir="auto"><br></div><div dir="auto">A TypeScript WebGPU Web3D engine. Beta! Runs in Chrome/Edge 113+ right now. Not tested by me.</div><div dir="auto"><br></div><div dir="auto"><div><a href="https://github.com/Orillusion/orillusion">https://github.com/Orillusion/orillusion</a></div><div dir="auto"><br></div><div dir="auto">Kotlin and webgpu:</div><div dir="auto"><br></div><div dir="auto"><div><a href="https://github.com/kgpu/kgpu">https://github.com/kgpu/kgpu</a></div><br></div><div dir="auto"><br></div><div dir="auto">I think I will probably work on creating a renderer using pygfx that renders x3d.py subclassed scenes. I will focus on authoring PyIndexedFaceSets, PyGroups and PyTransforms first, which hopefully will satisfy my use case. Ultimately, I will view the functions as compatible with x3d.py (with some work). I don’t know about events yet.</div><br></div><div dir="auto">Anyway. I’m trying to keep up with WebGPU, etc.</div><div dir="auto"><br></div><div dir="auto">I’m favoring non-web renderers right now. I realize that JavaScript support will be minimal. Ultimately, I’ll move towards Script nodes.</div><div dir="auto"><br></div><div dir="auto">Hopefully all the webgpu stuff will be integrated into Modular Mojo at some point.</div><div dir="auto"><br></div><div dir="auto">A big question at this point is, does x3d.py support parent nodes in the scenegraph?</div><div dir="auto"><br></div><div dir="auto">Thanks!</div><div dir="auto"><br></div><div dir="auto">John</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Feb 12, 2024 at 1:03 AM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)">I’m thinking of porting my multiuser Java/JOGAMP mesh/line editing/authoring system to something compatible with current Python (3.12?) and Vulkan or WebGPU compatible. X3D import/export would be a bonus!<div dir="auto"><br></div><div dir="auto">Right now pyOCCT, pythonocc and OCP are candidates, but I have no clue how they handle my use case.</div><div dir="auto"><br></div><div dir="auto">I wil probably choose random colors for the vertices, so color editing is not currently required. I want to create points, segments, triangles, quadrilaterals and more general polygons.<br><div dir="auto"><br></div><div dir="auto">Thanks any for feedback!</div></div><div dir="auto"><div dir="auto"><br></div><div dir="auto">John </div></div>
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