[x3d-public] X3D working group agenda 21 JAN 2022: progress, Mantis issue resolution, Projects Wish List, IMPORT/EXPORT

Brutzman, Donald (Don) (CIV) brutzman at nps.edu
Thu Jan 20 16:18:08 PST 2022


The X3D Working Group meets each Friday at 0800-0900 pacific time.  Videoconference Connectivity:


  *   https://us02web.zoom.us/j/81634670698?pwd=a1VPeU5tN01rc21Oa3hScUlHK0Rxdz09
  *   https://zoom.us/j/148206572  Password 483805
  *   https://www.web3d.org/member/teleconference-information

All inputs welcome.  Agenda follows.


  1.  Anyone have new project progress to report (with image to share) this week?  Outreach is welcome.



  1.  Excellent visibility of meeting minutes and other progress on Twitter, we will continue.
     *   https://twitter.com/Web3Dconsortium



  1.  Dick and I are spec editors steadily fixing issues but making progress too slowly.  We request review.
     *   We started with 250 issues a year ago, we are down to 175.  Four months to go...
     *   The hardest issues are addressed.  Only 2 "major" issues remain.
     *   Issue list attached.  Please identify any topic priorities you have.
     *   Help requested.  Special opportunity: editing first-draft spec and implementation testing of X3D C++ C# bindings.
     *   We will keep going but finishing is not yet in reach...  Will we be punting open issues to future X3D4.1 ?

Request review of major issue by Nicholas:

     *   Mantis 1265: Text size clarification, relative to baseline
     *   https://www.web3d.org/member-only/mantis/view.php?id=1265

Request review of major omnibus issue by Michalis:

     *   Mantis 1269 glTF physically based rendering PBR, advanced material textures and lighting
     *   https://www.web3d.org/member-only/mantis/view.php?id=1269



  1.  Projects Wish List update discussion: we will look closely again next week.
     *   Work with MeshLab and Blender seems especially important.
     *   Can we add "how to get involved?" to each major item.
     *   https://www.web3d.org/projects/wish-list



  1.  Dick and I worked on IMPORT/EXPORT issue today, to good effect
     *   Mantis 1109: 04.4.6 Import/Export semantics - Need to specify uniqueness of names
     *   https://www.web3d.org/member-only/mantis/view.php?id=1109


     *   X3D4 Architecture, Networking component, 9.2.5 IMPORT statement
     *   https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-CD1/Part01/components/networking.html#IMPORTStatement
     *   X3D4 Architecture, Networking component, 9.2.6 IMPORT statement
     *   https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-CD1/Part01/components/networking.html#EXPORTStatement


  1.  What else?


Membership definitely has value, including visibility into Mantis issue list.  Hope you consider the possibilities.

  *   Join Web3D Consortium
  *   https://www.web3D.org/join

Have fun with X3D!  8)

9.2.5 IMPORT statement

The IMPORT statement is used within an X3D file to specify nodes, which are defined within Inline files or programmatically created content, that are to be brought into the namespace of the containing file for the purposes of event routing. Once a node is imported, events may be sent to its fields via ROUTEs, or routed from any fields of the node which have output events.

IMPORT statements may appear anywhere in the file and have the following form:

IMPORT <InlineNodeName>.<ExportedNameFromInlinedFile> [ AS <NewLocalNodeName> ]

The IMPORT statement has the following components:

  1.  The name of the Inline node that contains the node to be imported
  2.  The name of the node to import
  3.  An optional name to be that is used as an alias for the imported node within the run-time name scope, to help prevent name clashes within the parent scene containing the IMPORT statement.

The IMPORT statement has the following semantics:

  1.  Once imported, events may be routed to or from the imported node in exactly the same manner as any node defined with DEF.
  2.  Nodes imported into an X3D scene using the IMPORT statement may not be instanced via the USE statement.
  3.  Only nodes that are exported from within the Inline via an EXPORT statement may be imported using a corresponding IMPORT statement.
  4.  The IMPORT statement can appear wherever a ROUTE statement is allowed, and shall follow the Inline node to which it refers.

The following example illustrates the use of the IMPORT statement (Classic VRML encoding syntax):

DEF I1 Inline {

  url "someurl.x3d"

}

      . . .



IMPORT I1.rootTransform AS I1Root

DEF PI PositionInterpolator { ... }

ROUTE PI.value_changed TO I1Root.set_translation

In the above example, rootTransform is defined as a Transform node in the file someurl.x3d and exported via an EXPORT statement (see 4.4.6.3 EXPORT semantics<https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-CD1/Part01/concepts.html#EXPORTSemantics>). The optional AS keyword defines an alias for rootTransform so that within the containing scene the node is referenced using the DEF name I1Root. All defined alias AS names shall also meet appropriate uniqueness requirements in the local DEF namespace of the parent scene.

9.2.6 EXPORT statement

The EXPORT statement is used within an X3D file to specify nodes that may be imported into other scenes when Inlining that file. Only named nodes exported with an EXPORT statement are eligible to be imported into another file.

EXPORT statements may appear anywhere in the file and have the following form:

EXPORT <NodeName> [ AS <ExportedNodeName> ]

The EXPORT statement has the following components:

  1.  The DEF name of the node to be exported
  2.  An optional name to be that is used as an alias for the exported node when importing it into other files

The EXPORT statement has the following semantics:

  1.  Once imported into a containing scene, events may be routed to or from an exported node in exactly the same manner as any node defined with DEF.
  2.  Exported nodes imported into a containing scene may not be instanced via the USE statement.
  3.  Exportation may not be propagated across multiple files; that is, a node imported into one scene using the IMPORT statement may not then be further exported into another scene using the EXPORT statement.
  4.  Nodes shall not be exported from the body of a PROTO declaration.
  5.  The EXPORT statement can appear wherever a ROUTE statement is allowed, and shall be contained within the Inline node to which it refers.

The following example illustrates the use of the EXPORT statement (Classic VRML encoding):

DEF T1 Transform {

   ...

}

     . . .



EXPORT T1 AS rootTransform

In the above example, node T1 is exported for use by other X3D scenes. The optional AS keyword defines the exported name of T1 as rootTransform ( i.e., other scenes may import the node only using the name rootTransform). All defined alias AS names shall also meet appropriate uniqueness requirements in the local DEF namespace of the parent scene.

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

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