[x3d-public] X3D APIS for Qt, Python, ECMAScript

John Carlson yottzumm at gmail.com
Mon Mar 2 11:26:30 PST 2020


Do we want to add X3DJSONLD.java to X3DTSSAIL?   Is that what I’m missing?

On Mon, Mar 2, 2020 at 1:18 PM John Carlson <yottzumm at gmail.com> wrote:

> Here is X3DTSSAIL:
>
> https://coderextreme.net/X3DTSSAIL.zip
>
> Does this satisfy the desire for ECMAscript, or do we want a native JSON
> scenegraph?   Can we add it to X3DJSAIL?   We should be able to extract
> JSON and parse JSON already?   I think?   Do you need examples?
>
> I will spend some time looking at x3d.py generation.
>
> John
>
> On Mon, Mar 2, 2020 at 8:44 AM Don Brutzman <brutzman at nps.edu> wrote:
>
>> Hi John.  Can we meet via phone some time this week to discuss?  Happy to
>> learn more and support as able.
>>
>> 1. X3D Unified Object Model (X3DUOM) is a thorough representation of X3D
>> scene graph.  If something needs to be added, can consider that.
>>
>> Qt is cross platform, seems to have C++ innards similar to primary python
>> distribution.
>>
>> I found your work as follows but not sure what to do with it:
>>
>> https://sourceforge.net/p/x3d/code/HEAD/tree/www.web3d.org/x3d/stylesheets/python/examples/gui.py
>>
>> https://sourceforge.net/p/x3d/code/HEAD/tree/www.web3d.org/x3d/stylesheets/python/examples/gui.x3d
>>
>> Wondering what the project's primary goal is, writing a new LGPL X3D
>> scene editor in Qt?  Or nonrendering API X3DQtSAIL?
>>
>> Or perhaps you are thinking of something that adds X3D to the following
>> project?
>>
>> * The Future of Qt 3D
>>    https://www.qt.io/blog/the-future-of-qt-3d
>>
>> * Qt 3D Studio 2.6 Released
>>    https://www.qt.io/blog/qt-3d-studio-2.6-released
>>
>> * Qt 3D Studio Manual
>>    https://doc.qt.io/qt3dstudio/index.html
>>    https://doc.qt.io/qt3dstudio/3d-assets.html
>>    https://doc.qt.io/qt3dstudio/graphics.html
>>
>> ---
>>
>> 2. Python concern: shouldn't your new work be a separate project to avoid
>> creating problems and synchronization difficulties in the current project
>> in the /stylesheets/python directory.  This would let x3d.py evolve without
>> unintended clobbers emerging in the future.
>>
>> Am also thinking we should finally rename the X3D Python Package to
>> X3DPSAIL, matching X3DJSAIL both in acronym and concept since it already
>> matches in functionality.  Probably long overdue.  We also now have time to
>> write a paper for Web3D 2020 since the conference was postponed to November.
>>
>> ---
>>
>> 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.
>>
>> 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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