[x3d-public] X3D APIS for Qt, Python, ECMAScript
Andreas Plesch
andreasplesch at gmail.com
Mon Mar 2 08:31:32 PST 2020
> Date: Mon, 2 Mar 2020 06:44:44 -0800
> From: Don Brutzman <brutzman at nps.edu>
...
> 3. Next: also had a old+new idea to consider following recent discussion with Katie Unger of Synergy Software Design (cc:ed). What if we used X3DUOM and autogenerated an ECMAScript SAI for X3D called X3DESAIL that patterned X3D scene graph accessors following your X3DJSONLD patterns, was primarily oriented towards Node.js, and also added utility methods facilitating use in combination with X3DOM X_ITE and Three.js. That harmonization might be something widely useful.
Let's see how utility methods of a X3DESAIL could be useful.
An EcmaScript Scene Authoring Library presumably would just use a JS
object which corresponds to the JSON encoding for its internal, in
memory representation of a scene graph. So it would be straightforward
to write back out JSON for loading into x3dom and x_ite. It would also
very be useful to generate xml encoding since John indicated limited
availability to maintain the json loaders John generously provided for
x3dom and x_ite. This way X3DESAIL could be used as a json loader.
Both x3dom and x_ite have their own in memory representations of the
scene graph and its state (stacks, execution contexts, viewpoint
offsets, time, events ..). For X3DESAIL to become useful in managing
and accessing a running scene, it would need a fuller model of the
running scene graph which seems unlikely.
For three.js, it should be possible to generate a limited, more
static, js code encoding which three.js can render. In effect, this
would mean implementing a limited x3d browser using three.js. Did you
have more specific ideas in that regard ?
I became interested in how Godot (godotengine.org), a completely free,
MIT licensed, multi-platform, open game engine, and X3D could mesh.
Godot has in some ways a similar scene graph to x3d in that it allows
for multiparenting (unlike three,js), has signals (events) and is
flexible enough for protos, eg. there is little difference between
native nodes and custom scripted nodes. It supports multiple scripting
languages (C#, and GDScript builtin) including Ecmascript (by an
extension). There is a potential for an EcmaScript SAI and a script
node for a godot based X3D browser. Perhaps X3DESAIL could be useful
there as well.
-Andreas
> TIA for your efforts, as always best wishes for your work.
>
> v/r Don
>
>
> On 3/1/2020 3:02 PM, John Carlson wrote:
> > I have added gui.x3d and gui.py as examples of translating Qt Designer XML (I think) to "X3D"-like python.? This is after a "roll my own" xmltopy.py.? There's still a lot of work to do, namely, we need to add some text node processing to X3dToPython.xslt.? ?We probably want to create a RpgToPython.xslt for that.
> >
> > I also added a build target for gui.py.
> >
> > Ideally, either Jeff or I will write the RpgToPython.xslt and associated?RPGuomToRpgPythonPackage.xslt.
> >
> > Any inputs everyone has are welcome, especially in the realm of creating a user friendly editor for RPGUOM like Qt Designer/WxFormBuilder.
> >
> > Code is found here on sourceforge:
> >
> > x3d-code/www.web3d.org/x3d/stylesheets/python <http://www.web3d.org/x3d/stylesheets/python>
> >
> > Thanks for all the contributions?that made this project even possible!
> >
> > John
> >
> >
> >
> > If someone wants to contribute XMLSchemas or X3DUOM-like unified object models which?support Qt Designer and/or RPG object model, they would be most welcome.
> >
> > I'll probably be working on an RPGUOM next.
> >
> > John
>
> all the best, Don
> --
> Don Brutzman Naval Postgraduate School, Code USW/Br brutzman at nps.edu
> Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA +1.831.656.2149
> X3D graphics, virtual worlds, navy robotics http://faculty.nps.edu/brutzman
>
>
>
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> End of x3d-public Digest, Vol 132, Issue 3
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Andreas Plesch
Waltham, MA 02453
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