[x3d-public] X3D APIS for Qt, Python, ECMAScript
John Carlson
yottzumm at gmail.com
Wed Mar 4 11:08:09 PST 2020
Are these the best examples for ecmascript?
https://www.web3d.org/x3d/content/examples/Basic/ScriptConformance/TouchSensorIsOverEventECMAScriptIndex.html
?
John
On Wed, Mar 4, 2020 at 12:53 PM John Carlson <yottzumm at gmail.com> wrote:
> This appears as an JavaScript SAI example. Is this what we want to use as
> our base? My understanding is that X_ITE implements this.
>
>
> https://www.web3d.org/x3d/content/examples/Basic/X3dSpecifications/ECMAScriptSaiAddDynamicRoutesIndex.html
>
>
> On Wed, Mar 4, 2020 at 12:12 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> Again, we need an Hello World for JavaScript SAI so our X3dToES5.xslt can
>> be modeled properly.
>>
>> On Wed, Mar 4, 2020 at 11:59 AM Don Brutzman <brutzman at nps.edu> wrote:
>>
>>> this is a general question, i'm a javascript user/tester but no expert
>>> in some of those deep waters!
>>>
>>> On 3/3/2020 10:20 AM, John Carlson wrote:
>>> > Don, would this be an appropriate set of calls for a node.js
>>> scenegraph?
>>> >
>>> > new TouchSensor({"@description":"within ProtoBody"},[,
>>> > new IS({},[,
>>> > new
>>> connect({"@nodeField":"description","@protoField":"description"},[]),
>>> > new
>>> connect({"@nodeField":"enabled","@protoField":"enabled"},[])])])])]),
>>> >
>>> > Or should i append the @, -, etc in the constructor?
>>> >
>>> > John
>>> >
>>> > On Mon, Mar 2, 2020 at 2:24 PM John Carlson <yottzumm at gmail.com
>>> <mailto:yottzumm at gmail.com>> wrote:
>>> >
>>> > Also, see this example of the beginnings of a class hierarchy for
>>> X3DESAIL, plus a scenegraph (combined for efficiency).
>>> >
>>> >
>>> https://sourceforge.net/p/x3d/code/HEAD/tree/www.web3d.org/x3d/stylesheets/node/examples/HelloWorldProgramOutput.js
>>> >
>>> > Good luck!
>>> >
>>> >
>>> > On Mon, Mar 2, 2020 at 2:17 PM John Carlson <yottzumm at gmail.com
>>> <mailto:yottzumm at gmail.com>> wrote:
>>> >
>>> > You might be considering this?
>>> >
>>> >
>>> https://github.com/coderextreme/X3DJSONLD/blob/master/src/main/node/DOM2JSONSerializer.js
>>> >
>>> > That's how I translate DOM documents to JSON.
>>> >
>>> > I am unclear on how to map X3D JSON onto any kind of class
>>> hierarchy, such that X3D JSON dumps out with JSON.stringify.
>>> >
>>> > This JS is not very well tested, but produced the same result
>>> as the stylesheet on the JSON I tested.
>>> >
>>> > John
>>> >
>>> > On Mon, Mar 2, 2020 at 2:02 PM John Carlson <
>>> yottzumm at gmail.com <mailto:yottzumm at gmail.com>> wrote:
>>> >
>>> > No, X3DJSONLD.ts is already part of X3DTSSAIL.
>>> >
>>> > I think what you folks want is in X3DTSSAIL, or something
>>> totally different from X3DJSONLD. It would not be in the purpose of
>>> X3DJSONLD to provide X3DESAIL.
>>> >
>>> > If you want to pursue a JSON scenegraph, then
>>> either modify X3DJSAIL to provide it, or write X3duomToX3dESPackage.xslt
>>> similar to the python stylesheet. I am not a stylesheet programmer. What
>>> I can do is provide a sample ECMAScript class implementing one part of
>>> X3DESAIL, so that the pattern may be followed.
>>> >
>>> > Here are the requirements I see:
>>> >
>>> > 1. Provide a JSON scenegraph API
>>> > 2. Provide a TypeScript scenegraph API
>>> >
>>> > May I suggest that we don't need a JSON API? That's
>>> already in ECMAScript, guys. What might be needed I think can be found in
>>> route.js under X3DJSONLD/src/main/node/route.js (check it out).
>>> >
>>> > For the TypeScript API, checkout the repository:
>>> https://github.com/coderextreme/JavaSceneAuthoringInterfaceLibrary when
>>> you run maven, it should leave files in target/ts.
>>> >
>>> > Also, please checkout the nashorn version of X3DJSAIL
>>> already on sourceforge. /The thing that's missing here is a node.js
>>> version. I started something under www.web3d.org/x3d/stylesheets/node <
>>> http://www.web3d.org/x3d/stylesheets/node>, but it's incomplete. I have
>>> modifications that I haven't checked in yet./
>>> > This was something that skipped my mind.
>>> >
>>> > The basic interface is to have a "node" constructor that
>>> takes a object for attributes, and an array for children.
>>> >
>>> > Good luck!
>>> >
>>> > John
>>> >
>>> > On Mon, Mar 2, 2020 at 1:26 PM John Carlson <
>>> yottzumm at gmail.com <mailto:yottzumm at gmail.com>> wrote:
>>> >
>>> > 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 <mailto: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 <mailto: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> <
>>> 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 <mailto: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
>>> >
>>>
>>> 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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