[X3D-Public] HTML inside X3D or X3D inside HTML. Layout help!
Joe D Williams
joedwil at earthlink.net
Wed Jan 5 10:56:28 PST 2011
phillipe > Hi,
> the one in XML3D looks somewhat similar
can you please give ma link?
> -- of course. We should sit down to unify this soon. I am a bit
> hesitant to always return all that data as it may be expensive to
> compute and most of it is often not needed.
Yes, this is a super important feature. re: touchsensor touches,
clicks, and drags and how the signal propagates around the scene
internally and in/out with the host DOM.
What about html5 where tha search is for something to work with canvas
and object for the general cases of screen and object window position,
maybe using html <area>? Maybe if they optimize/extend that then what
we need internally can match up with wht is used by the host.
> So an alternative may be to return enough info that the remaining
> info can be computed from it.
code outside the scene is expensive also.
It is the authoring that is important. whether the functionality is
met by a touchsensor container like X3D or by attaching an html on..
DOM-like event is best, Me not know. However, it seems mode
declarative to wrap the node or more procedural to attach the on...
event but I haven't seen the user code for either of the approaches at
this time.
Thanks Again and Best Regards,
Joe
Philipp
Am 05.01.2011 14:55, schrieb Johannes Behr:
> Hi,
>
>> This is interesting. How about keyboard input for HTML forms
>> and 3D navigation or text entry, and clickable objects in
>> both HTML and 3D?
>
> The X3DOM system already proposed in the very first publication in
> 2009
> to create a 3DPickEvent which extents the W3C-MouseEvent IDL
> interface:
>
> http://www.w3.org/TR/DOM-Level-2-Events/events.html#Events-MouseEvent
>
> The new interface is:
>
> interface 3DPickEvent : MouseEvent {
> readonly attribute float worldX;
> readonly attribute float worldY;
> readonly attribute float worldZ;
> readonly attribute float localX;
> readonly attribute float localY;
> readonly attribute float localZ;
> readonly attribute float normalX;
> readonly attribute float normalY;
> readonly attribute float normalZ;
> readonly attribute float colorRed;
> readonly attribute float colorGreen;
> readonly attribute float colorBlue;
> readonly attribute float colorAlpha;
> readonly attribute float texCoordS;
> readonly attribute float texCoordT;
> readonly attribute float texCoordR;
> object getMeshPickData (in DOMString vertexProperty);
> };
>
> This allows the developer to use the 2D attribute (e.g. screenX)
> and/or the 2D attributes
> (e.g. worldX and localX) if the vertex sematics are given.
>
> You can also use the getMeshPickData function to access generic
> data.
>
> There is an example which uses addition picking information:
>
> http://www.x3dom.org/?p=1331
>
> This event 2D/3D Event bubble now perfectly through your DOM-tree
> and
> can be combined with e.g. and 2D-Event on your X3D element.
>
> This is a very nice example on the combination of 2D/3D results:
>
> http://www.x3dom.org/?p=1490
>
> best regards
> johannes
>
>> Lauren
>>
>>
>>> -----Original Message-----
>>> From: Philipp Slusallek [mailto:slusallek at cs.uni-
>>> saarland.de]
>>> Sent: Saturday, January 01, 2011 3:03 PM
>>> To: John Carlson
>>> Cc: info at 3dnetproductions.com; x3d-public at web3d.org
>>> Subject: Re: HTML inside X3D or X3D inside HTML. Layout
>>> help!
>>>
>>> Hi,
>>>
>>> This type of thing become a no-brainer (besides the
>>> implementation work)
>>> and really nice and clean if you put 3D and 2D into the
>>> same framework
>>> directly as we are trying with XML3D. You are not
>>> restricted to either
>>> 3D in 2D or 2D in 3D. You can actually do both just as
>>> easily: start the
>>> page with a (fullscreen, if you like) 3D tag and put HTML
>>> on objects as
>>> textures -- or start with the a usual 2D page and put 3D
>>> frames into it.
>>> You can also nest these (2D in 3D in 2D in ...).
>>>
>>> Our goal is to be able to use HTML content just as easily
>>> for textures
>>> as you can use <img>, <video>, <frame>, <canvas>, <svg>,
>>> and other tags.
>>> Now that browsers are swiftly moving to HW accelerated 2D
>>> rendering, we
>>> will even be integrate and execute all of this on the GPU
>>> together
>>> without the need to go back and forth.
>>>
>>> Other options that may eventually become possible (needs
>>> support by the
>>> other W3C working groups) are things like using
>>> programmable (3D)
>>> shaders for rendering the HTML background or filling a SVG
>>> path and
>>> other goodies.
>>>
>>> Philipp
>>>
>>>
>>> Am 31.12.2010 20:43, schrieb John Carlson:
>>>> On Dec 31, 2010, at 2:46 AM, GLG wrote:
>>>>> To me, it would make a lot more sense to render HTML
>>> inside
>>>>> a 3D scene than a 3D scene inside HTML. X3D can already
>>>>> supports multimedia assets such as sounds and movies.
>>> How
>>>>> far are you planning to get with XML3D? Seeing HTML
>>> inside
>>>>> X3D is one of my dreams, not the other way around.
>>>>
>>>> Makes sense to me to. Open Cobalt and Open Wonderland
>>> do. I think Second Life does as well. (is it patented?)
>>> You can't fit the Earth into Flatland, but you can imagine
>>> Flatland somewhere on Earth.
>>>>
>>>> Thanks,
>>>>
>>>> John
>>
>>
>>
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>
> --
> Dr. Johannes Behr
> Leiter Projektbereich VR
>
> Fraunhofer-Institut für Graphische Datenverarbeitung IGD
> Fraunhoferstr. 5 | 64283 Darmstadt | Germany
> Tel +49 6151 155-510 | Fax +49 6151 155-196
> johannes.behr at igd.fraunhofer.de | www.igd.fraunhofer.de
>
>
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