[x3d-public] X3D V4 Thoughts
Leonard Daly
Leonard.Daly at realism.com
Wed Dec 23 08:16:45 PST 2015
I have been doing a lot of thinking about V4 and wish to document these
ideas and open them up for discussion. These are not presented in any
particular order.
1) All nodes that have (potentially) large attribute values
(IndexedFaceSet's coordIndex)
should (optionally) allow those fields to be expressed a children of the
node. For example
<IndexedFaceSet ... coordIndex='...'>
<Coordinate>...</Coordinate>
</IndexedFaceSet>
would become
<IndexedFaceSet ... >
<CoordIndex>...</CoordIndex>
<Coordinate>...</Coordinate>
</IndexedFaceSet>
This allows the transfer of large data in a node rather than an
attribute. It does make it easier to deal with large quantities (> 65K
characters). There are a number of nodes, including geometry,
interpolator, Metadata, and PixelTexture that would all benefit.
2) TimeSensor should take any number of any kind of interpolators as
children. Each interpolator would automatically have the TimeSensor's
/fraction_changed/ field automatically ROUTEd to the interpolator's
/set_fraction/ input event field.
3) Standard Practice: Put ROUTE statements as children of the
interpolator node that provides the source data. Combining (2) and (3)
gives:
<TimeSensor ...>
<PositionInterpolator DEF='Mover' ...>
<ROUTE toNode='MoverTarget' toField='translation' />
</PositionInterpolator>
</TimeSensor>
This would replace:
<TimeSensor DEF='Timer' ...></TimeSensor>
<PositionInterpolator DEF='Mover' ...></PositionInterpolator>
<ROUTE fromNode='Timer' fromField='fraction_changed' toNode='Mover'
toField='set_fraction' />
<ROUTE fromNode='Mover' fromField='value_changed'
toNode='MoverTarget' toField='translation' />
To preserve the past, this would be an optional construct. This collects
the information involved in keyframe animation in one node (TimeSensor).
--
*Leonard Daly*
3D Systems & Cloud Consultant
X3D Co-Chair on Sabbatical
LA ACM SIGGRAPH Chair
President, Daly Realism - /Creating the Future/
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