[x3d-public] Member-only: X3D to Unity, Unreal, Blender, glTF
John Carlson
yottzumm at gmail.com
Sat Apr 16 13:31:33 PDT 2022
I guess C function overloading has been around. One creates a function
which calls numbered functions, see something like:
https://stackoverflow.com/questions/479207/how-to-achieve-function-overloading-in-c/25026358#25026358
I can try to do this if not done yet.
This has been in C since C11.
John
On Sat, Apr 16, 2022 at 2:31 PM John Carlson <yottzumm at gmail.com> wrote:
> I’ve seen some work on overloading functions in C, which may be worth
> looking at instead of numbering functions. I don’t have a reference right
> now.
>
> On Sat, Apr 16, 2022 at 11:20 AM John Carlson <yottzumm at gmail.com> wrote:
>
>> Don, I have not been able to get any C++ .h files compiling, due to
>> missing afxtempl.h (previously posted). I am dead in the water until such
>> that file can be identified and installed on my system.
>>
>> There are also duplicate methods in C++ and C# headers reported by me and
>> others.
>>
>> I believe progress might be made on C. I’m on rest from surgery until
>> Thursday/Friday.
>>
>> I assume you refer to JSON loading into X3DJSAIL using X3DJSONLD.java and
>> JSON conversion to Python using x3djsonld.py. I have previously
>> posted about both of those. I believe a patch needs to be made for MFVec2f
>> fields in x3djsonld.py, but I don’t know why it’s broken at this point. I
>> am waiting for inspiration/help. As for Java, I have issues with the
>> X3DJSAIL validator for JSON used in my coderextreme x3dschema repo on
>> GitHub. This validator is set up to validate the archive. I believe a
>> new X3DJSAIL has been produced since I checked that last. I am hoping we
>> could perhaps integrate the Ant script and Validator.java code into your
>> build, as part of the JSON examples build? Let me know. I can meet after
>> the 21st. I'm fairly sure I am still limited to C/C++/C#/node/nashorn
>> folders on sourceforge?
>>
>> I agree that es6x3d remains a work not in progress. Further work on this
>> will require someone familiar with SAI and X3D. I’m more of an app
>> programmer than a library programmer. As for starting with a pre-existing
>> stylesheet, I would prefer working with something that generates a
>> stylesheet instead of hand-coding. Also see previous posts about i18n,
>> accessibility, and l10n of stylesheets, to support multiple languages.
>>
>> I am working towards getting something renderable. I have seen that the
>> C# SAI looks like it can render to Unity??? But haven’t seen any rendering
>> in C/C++.
>>
>> I believe targeting rendering non-X3D players is desirable, but I’ve only
>> seen it for Blender. Was the Blender code autogenerated, boom presto? I
>> would also be interested in Andreas’ work with Babylon.js. Is there some
>> GPT-3/AlphaCode magic happening?
>>
>> Perhaps there is a product from the semantics working group I haven’t
>> seen?
>>
>> John
>> On Fri, Apr 15, 2022 at 10:37 PM Brutzman, Donald (Don) (CIV) <
>> brutzman at nps.edu> wrote:
>>
>>> John, we have X3DUOM which is fully complete and correct model of X3D
>>> data structures.
>>>
>>> We are successfully generating Java and Python with ~100% correctness,
>>> fixing any stray edge cases when they emerge.
>>>
>>>
>>>
>>> We have potential to do exactly the same with JSON and JavaScript, as
>>> you know through your impressive efforts..
>>>
>>>
>>>
>>> The C, C++ and C# specification drafts and example codebases have been
>>> posted for comment. Who is testing them?
>>>
>>>
>>>
>>> You don’t need to change other codebases, just get our code patterns
>>> correct for each programming language, then when ready autogenerate the
>>> loader/setter classes. Boom presto done, everywhere that wants it.
>>>
>>>
>>>
>>> Have fun with X3D! 8)
>>>
>>>
>>>
>>> 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 https://
>>> faculty.nps.edu/brutzman
>>>
>>>
>>>
>>> *From:* x3d-public <x3d-public-bounces at web3d.org> *On Behalf Of *John
>>> Carlson
>>> *Sent:* Friday, April 15, 2022 4:50 PM
>>> *To:* X3D Graphics public mailing list <x3d-public at web3d.org>
>>> *Subject:* [x3d-public] Member-only: X3D to Unity, Unreal, Blender, glTF
>>>
>>>
>>>
>>> I’ve posted on this before.
>>>
>>>
>>>
>>> Instead of writing importers/loaders, I have a suggestion that we
>>> “compile” X3D user code to a variety of back ends, Unity, Unreal, Blender,
>>> glTF, three.js, PlayCanvas, Babylon.js etc.
>>>
>>>
>>>
>>> Obviously we need some kind of Abstract Syntax Tree (AST) or
>>> Intermediate Representation (IR). I suggest we use subclasses of X3DJSAIL
>>> and/or x3d.py classes.
>>>
>>>
>>>
>>> I think Don would suggest using X3DJSONLD or XSLT as a basis. Note
>>> that X3DJSONLD uses DOM or Python dict as IR. I would prefer a typesafe IR.
>>>
>>>
>>>
>>> Thoughts are welcome! What’s a good, accomplishable approach?
>>>
>>>
>>>
>>> Thanks,
>>>
>>>
>>>
>>> John
>>>
>>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20220416/2fed1599/attachment-0001.html>
More information about the x3d-public
mailing list