[x3d-public] change to cycleTime perhaps no longer ignored , example ?

John Carlson yottzumm at gmail.com
Wed Aug 16 14:00:44 PDT 2023


Negatory on the extra stopTime

On Wed, Aug 16, 2023 at 3:57 PM John Carlson <yottzumm at gmail.com> wrote:

> Here's what I'm trying to do.  Perhaps I do need to double up values? I do
> see an extra stopTime
>
> DEF LilyScalarInterpolator ScalarInterpolator {
>         key [ 0 0.8999999999999999 1.1 2.2 2.23 2.25 2.27 4.3 4.33 4.35
> 4.37 5.5 6.3 7.3 8.5 9 10 ]
>         keyValue [ 0 0.8999999999999999 1.1 2.2 2.23 2.25 2.27 4.3 4.33
> 4.35 4.37 5.5 6.3 7.3 8.5 9 10 ]
> }
> ROUTE z100sTimer.fraction_changed TO LilyScalarInterpolator.set_fraction
> DEF Lily_Stand01BooleanSequencer BooleanSequencer {
>         key [ 0 0.8999999999999999 1.1 2.2 2.23 2.25 2.27 4.3 4.33 4.35
> 4.37 5.5 6.3 7.3 8.5 9 10 ]
>         keyValue [ TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE
> FALSE FALSE FALSE FALSE TRUE TRUE TRUE ]
>         # [ Lily_Stand01 Lily_Stand01 Lily_Stand01 Lily_Run01 Lily_Turn01
> Lily_Walk01 Lily_Walk01 Lily_Skip01 Lily_Stand01 Lily_Stand01 Lily_Stand01
> Lily_Pitch01 Lily_Roll01 Lily_Kick01 Lily_Stop01 ]
> }
> ROUTE LilyScalarInterpolator.value_changed TO
> Lily_Stand01BooleanSequencer.set_fraction
> DEF Lily_Stand01BooleanFilter BooleanFilter {
> }
> DEF Lily_Stand01OffTimeTrigger TimeTrigger {
> }
> DEF Lily_Stand01OnTimeTrigger TimeTrigger {
> }
>
> ROUTE Lily_Stand01BooleanSequencer.value_changed TO
> Lily_Stand01BooleanFilter.set_boolean
> ROUTE Lily_Stand01BooleanFilter.inputFalse TO
> Lily_Stand01OffTimeTrigger.set_boolean
> ROUTE Lily_Stand01BooleanFilter.inputTrue TO
> Lily_Stand01OnTimeTrigger.set_boolean
> ROUTE Lily_Stand01BooleanFilter.inputTrue TO Lily_Stand01Timer.enabled
> ROUTE Lily_Stand01OffTimeTrigger.triggerTime TO Lily_Stand01Timer.stopTime
> ROUTE Lily_Stand01OnTimeTrigger.triggerTime TO Lily_Stand01Timer.startTime
> ROUTE Lily_Stand01_Touch.touchTime TO Lily_Stand01Timer.startTime
> ROUTE Lily_Stand01BooleanFilter.inputNegate TO
> Lily_Run01BooleanFilter.set_boolean
> ROUTE Lily_Stand01_Touch.touchTime TO Lily_Run01Timer.stopTime
> ROUTE Lily_Stand01BooleanFilter.inputNegate TO
> Lily_Turn01BooleanFilter.set_boolean
> ROUTE Lily_Stand01_Touch.touchTime TO Lily_Turn01Timer.stopTime
> ROUTE Lily_Stand01BooleanFilter.inputNegate TO
> Lily_Walk01BooleanFilter.set_boolean
> ROUTE Lily_Stand01_Touch.touchTime TO Lily_Walk01Timer.stopTime
> ROUTE Lily_Stand01BooleanFilter.inputNegate TO
> Lily_Skip01BooleanFilter.set_boolean
> ROUTE Lily_Stand01_Touch.touchTime TO Lily_Skip01Timer.stopTime
> ROUTE Lily_Stand01BooleanFilter.inputNegate TO
> Lily_Pitch01BooleanFilter.set_boolean
> ROUTE Lily_Stand01_Touch.touchTime TO Lily_Pitch01Timer.stopTime
> ROUTE Lily_Stand01BooleanFilter.inputNegate TO
> Lily_Roll01BooleanFilter.set_boolean
> ROUTE Lily_Stand01_Touch.touchTime TO Lily_Roll01Timer.stopTime
> ROUTE Lily_Stand01BooleanFilter.inputNegate TO
> Lily_Kick01BooleanFilter.set_boolean
> ROUTE Lily_Stand01_Touch.touchTime TO Lily_Kick01Timer.stopTime
> ROUTE Lily_Stand01BooleanFilter.inputNegate TO
> Lily_Stop01BooleanFilter.set_boolean
> ROUTE Lily_Stand01_Touch.touchTime TO Lily_Stop01Timer.stopTime
> ROUTE Everything_Touch.touchTime TO Lily_Stand01Timer.stopTime
> ROUTE Lily_Stand01_Touch.touchTime TO EverythingTimer.stopTime
>
> On Wed, Aug 16, 2023 at 3:52 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> Also, not just 2 animations, like run/jump/run/jump, but 3 or more
>> animations chained together, and looping in a cycle.
>>
>> On Wed, Aug 16, 2023 at 3:42 PM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> Questions:  Can you change animations without user input or scripts?
>>>
>>> Thanks, great examples.
>>>
>>> JOhn
>>>
>>> On Wed, Aug 16, 2023 at 2:15 PM Joe D Williams <joedwil at earthlink.net>
>>> wrote:
>>>
>>>> What a great lesson, Thanks Andreas. Is it too early to ask if result
>>>> is pretty much the same if new set of keys and/or a set of keyValues are
>>>> sent in live?
>>>> Say I want to change the motion from constant rotation to a path where
>>>> it spins faster for part of the rotation and slower for the rest?
>>>> That is fun and nlce demo of proto behavior.
>>>> Joe
>>>>
>>>> -----Original Message-----
>>>> From: Andreas Plesch <andreasplesch at gmail.com>
>>>> Sent: Aug 16, 2023 11:12 AM
>>>> To: X3D Graphics public mailing list <x3d-public at web3d.org>
>>>> Subject: Re: [x3d-public] change to cycleTime perhaps no longer ignored
>>>> , example ?
>>>>
>>>> I found that it should be ok to adjust the startTime after
>>>> cycleInterval was changed. The only time when startTime_changed is
>>>> emitted is directly after a set_startTime was received. So the
>>>> adjusted startTime would never be emitted and cannot disturb any
>>>> processing. Presumably a script could access the startTime field at
>>>> any time but it is not unreasonable to expect that it may have changed
>>>> along with a cycleInterval change given the spec. algorithm for
>>>> fraction.
>>>>
>>>> Clicking on the column in the example now also tests if pauseTime and
>>>> resumeTime still works since resumeTime also needs to maintain
>>>> fraction for resuming:
>>>>
>>>>
>>>> https://andreasplesch.github.io/Library/Viewer/index.html?url=https://gist.githubusercontent.com/andreasplesch/bb3ee65b6748644f640cd5b73f30ed6e/raw/6ceca45348203b6faf8d8563d8fee7aa490e56b9/dynamicCycleInterval.x3d
>>>>
>>>>
>>>> https://create3000.github.io/x_ite/playground/?url=https://gist.githubusercontent.com/andreasplesch/bb3ee65b6748644f640cd5b73f30ed6e/raw/6ceca45348203b6faf8d8563d8fee7aa490e56b9/dynamicCycleInterval.x3d
>>>>
>>>> This uses event utilities in their typical verbose fashion.
>>>>
>>>> Seems to work fine.
>>>>
>>>> A subtlety is that in the example only the animation clock is paused
>>>> while the interval clock continues to run in the background. This
>>>> means that after resuming the cycleInterval may change at any moment
>>>> (unless one keeps track manually of the 7s period change period).
>>>>
>>>> I think I will also adapt Holger's example to xdom scripting for
>>>> testing, and that should suffice for providing the feature in a x3dom
>>>> dev. version.
>>>>
>>>> Any feedback or thoughts always welcome,
>>>>
>>>> Andreas
>>>>
>>>> On Wed, Aug 16, 2023 at 9:09 AM Andreas Plesch wrote:
>>>> >
>>>> >
>>>> https://gist.github.com/andreasplesch/bb3ee65b6748644f640cd5b73f30ed6e#file-dynamiccycleinterval-x3d
>>>> >
>>>> > has the rotating column example in a format which can work both in
>>>> x3dom and in x_ite:
>>>> >
>>>> >
>>>> https://andreasplesch.github.io/Library/Viewer/index.html?url=https://gist.githubusercontent.com/andreasplesch/bb3ee65b6748644f640cd5b73f30ed6e/raw/c04865919178d0b26f49d49982bc31a3da56c2e9/dynamicCycleInterval.x3d
>>>> >
>>>> >
>>>> https://create3000.github.io/x_ite/playground/?url=https://gist.githubusercontent.com/andreasplesch/bb3ee65b6748644f640cd5b73f30ed6e/raw/c04865919178d0b26f49d49982bc31a3da56c2e9/dynamicCycleInterval.x3d
>>>> >
>>>> > It has simple type converter scripts with directOutput for both.
>>>> x3dom ignores the x3d script and x_ite ignores the dom script and the
>>>> onoutputchange attribute. In addition, the x_ite playground strips out all
>>>> the non-parseable nodes in the editor, so the file appears more tidy.
>>>> Everything else is the same.
>>>> >
>>>> > The type converter scripts do not actually do anything since the
>>>> Javascript SAI type for both SFFloat and SFTime is the same (numeric).
>>>> >
>>>> > The example works for both. view3dscene probably would have to have a
>>>> version with castlescript. Thinking about adding pause and resume when
>>>> clicking on the column.
>>>> >
>>>> > I will see if I can adjust cycleTime instead of startTime to maintain
>>>> the fraction after a cycleInterval change.
>>>> >
>>>> > On Tue, Aug 15, 2023 at 11:23 PM Andreas Plesch wrote:
>>>> > >
>>>> > > Sorry, for some reason I keep typing cycleTIme when I mean
>>>> cycleInterval.
>>>> > >
>>>> > > Good idea to adjust cycleTime and use cycleTime to calculate
>>>> fraction
>>>> > > although it deviates slightly from the spec. algorithm (but gives
>>>> the
>>>> > > same result).
>>>> > >
>>>> > > Since cycleTime is updated anyways during the next cycle, I think it
>>>> > > is ok to update it during the same cycle when cycleInterval was
>>>> > > changed since it would not be emitted anyways until the start of the
>>>> > > next cycle.
>>>> > >
>>>> > > I ran into another problem, the lack of suitable SFTime event
>>>> sources
>>>> > > to route to cycleTime.
>>>> > >
>>>> > > In order to come up with the simplest possible test scene for
>>>> changing
>>>> > > cycleInterval, I was hoping to find a way to feed cycleInterval a
>>>> > > suitable SFTime value without using a script. I was hoping to use
>>>> > > TimeTrigger but TimeTrigger only emits the absolute current time
>>>> > > (seconds after 1970). Also all other sources of SFTime events I
>>>> could
>>>> > > find emit absolute time values except for elapsedTIme. But it would
>>>> be
>>>> > > necessary to wait a full cycle (say 7s) every time such an SFTime
>>>> > > event is needed so this is not useful.
>>>> > > Finally, there is cycleInterval itself which is [in, out] but is
>>>> only
>>>> > > emitted when it is changed and never otherwise. So this is also not
>>>> > > useful.
>>>> > >
>>>> > > This means it is only possible to change cycleInterval in a useful
>>>> way
>>>> > > with a Script node.
>>>> > >
>>>> > > Most other input fields of any node, probably all fields, can be
>>>> > > usefully modified without a Script node, for good reason.
>>>> > >
>>>> > > Should X3D also have a convenient source for duration type SFTime
>>>> values ?
>>>> > >
>>>> > > Low impact proposals for sources of relative (small in size) time
>>>> > > SFTime events could be:
>>>> > >
>>>> > > - add a field to TimeTrigger SFTime [in,out] triggerValue, same as
>>>> in
>>>> > > IntegerTrigger, which can hold a custom value.
>>>> > > - emit a cycleInterval event when a TimeSensor becomes active along
>>>> > > with isActive. This way a TimeSensor can become something like a
>>>> > > TimeTrigger
>>>> > >
>>>> > > Higher impact would be:
>>>> > >
>>>> > > - a new TimeSequencer node
>>>> > > - a new TimeInterpolator node (too strange probably but could be
>>>> used
>>>> > > for strange time compression or dilation effects)
>>>> > > - a new type converter node which can convert SFFloat to SFTime,
>>>> > > should be easy to implement but could have unforeseeable impact.
>>>> > >
>>>> > > For the time being I think this means that I will add a type
>>>> converter
>>>> > > script to my earlier test example, both for x3dom type scripts and
>>>> x3d
>>>> > > type scripts.
>>>> > >
>>>> > > Cheers, Andreas
>>>> > >
>>>> > >
>>>> > >
>>>> > > On Tue, Aug 15, 2023 at 6:42 PM Holger Seelig wrote:
>>>> > > >
>>>> > > > I recalculate the last cycleTime new (yes really outpuOnly
>>>> cycleTime):
>>>> > > >
>>>> > > > cycleTime = currentTime - fraction * cycleInterval
>>>> > > >
>>>> > > > From this time point you can calculate fraction as well:
>>>> > > >
>>>> > > > fraction = (currentTime - cycleTime) % 1.0
>>>> > > >
>>>> > > > Best regards,
>>>> > > > Holger
>>>> > > >
>>>> > > > --
>>>> > > > Holger Seelig
>>>> > > > Leipzig, Germany
>>>> > > >
>>>> > > > holger.seelig at yahoo.de
>>>> > > > https://create3000.github.io/x_ite/
>>>> > > >
>>>> > > > Am 15.08.2023 um 23:37 schrieb Andreas Plesch :
>>>> > > >
>>>> > > > I forgot the cycleTime is actually of type SFTime, not SFFloat. So
>>>> > > > ScalarInterpolator would not work, although x3dom does not
>>>> enforce the
>>>> > > > type.
>>>> > > >
>>>> > > > Back to the drawing board, using TimeTrigger now, or perhaps
>>>> > > > elapsedTime from a TimeSensor to feed into cycleInterval.
>>>> > > >
>>>> > > > Thanks, Holger, for the test scene. Great to see. Will try to
>>>> come up
>>>> > > > with a simple scene without a Script node. How do you maintain the
>>>> > > > fraction after changing cycleInterval ?
>>>> > > >
>>>> > > > Cheers,
>>>> > > > -Andreas
>>>> > > >
>>>> > > > On Tue, Aug 15, 2023 at 3:41 PM Andreas Plesch wrote:
>>>> > > >
>>>> > > >
>>>> > > > Developing a test scene uncovered that the requirement to continue
>>>> > > > smoothly on the same fraction after a cycleInterval change
>>>> appears to
>>>> > > > require a change to the startTime field value. An unintended
>>>> > > > consequence, perhaps ?
>>>> > > >
>>>> > > > Details:
>>>> > > >
>>>> > > > Here is a simple test scene for dynamic changes to cycleTime
>>>> based on
>>>> > > > a vrml2 source book scene for OrientationInterpolator:
>>>> > > >
>>>> > > >
>>>> https://andreasplesch.github.io/Library/Viewer/index.html?url=https://gist.githubusercontent.com/andreasplesch/bb3ee65b6748644f640cd5b73f30ed6e/raw/22a7b7f13bd597b55f136cee96a3b30747e14931/dynamicCycleInterval.x3d
>>>> > > >
>>>> > > > For X3D3.3 the scene is expected to show a rotating column at
>>>> constant
>>>> > > > speed. For X3D4.0 the scene is expected to show a rotating column
>>>> > > > which switches speed every 5 seconds without stuttering or resets.
>>>> > > >
>>>> > > > Above includes a first, rough x3dom implementation (in the Scene,
>>>> > > > javascript allows redefining almost anything) which at least
>>>> shows the
>>>> > > > changes in animation speed but is not successful at maintaining
>>>> the
>>>> > > > correct fraction to smoothly continue after a change.
>>>> > > >
>>>> > > > Let's see. The fraction is elapsedTime/cycleInterval. This means
>>>> that
>>>> > > > either elapsedTime will need to change with a change to
>>>> cycleInterval
>>>> > > > or that startTime will need to change. Since elapsedTime is
>>>> derived
>>>> > > > from the current time and startTime this only leaves startTime.
>>>> > > >
>>>> > > > new_fraction = old_fraction
>>>> > > > new_fraction = elapsedTime/new_cycleInterval
>>>> > > > elapsedTime - new_fraction * new_cycleInterval
>>>> > > > time - startTime = new_fraction * new_cycleInterval
>>>> > > > startTime = time - new_fraction * new_cycleInterval
>>>> > > >
>>>> > > > I think it is safe to change startTime but it will also change
>>>> > > > elapsedTime for the remainder of the cycle. Not sure what to do
>>>> about
>>>> > > > that. Also there may be scenes which somehow rely on startTime not
>>>> > > > being changed. But the algorithm for calculating fraction in the
>>>> spec
>>>> > > > really requires startTime to change when cycleInterval changes if
>>>> the
>>>> > > > goal is to maintain the fraction. Is this a matter for the spec.
>>>> to
>>>> > > > address to remain internally consistent ?
>>>> > > >
>>>> > > >
>>>> https://andreasplesch.github.io/Library/Viewer/index.html?url=https://gist.githubusercontent.com/andreasplesch/bb3ee65b6748644f640cd5b73f30ed6e/raw/181894e010f35d242f9f24cf39478e941bccf234/dynamicCycleInterval.x3d
>>>> > > >
>>>> > > > does adjust the startTime in that way and it does work to continue
>>>> > > > smoothly with the same fraction after the speed change. Not sure
>>>> if
>>>> > > > there are implications for pausing and resuming. Probably worth
>>>> adding
>>>> > > > to the test scene, as well as enabling and disabling.
>>>> > > >
>>>> > > > I guess the alternative is to keep an internal effective
>>>> startTime for
>>>> > > > fraction calculation which may be a bit messy.
>>>> > > >
>>>> > > > I also tried briefly what happens when cycleTime changes every
>>>> frame,
>>>> > > > eg. at the same pace as Timesensor fractions are generated which
>>>> also
>>>> > > > seemed to work after the startTime adjustment.
>>>> > > >
>>>> > > > -Andreas
>>>> > > >
>>>> > > >
>>>> > > > On Tue, Aug 15, 2023 at 12:18 PM Andreas Plesch wrote:
>>>> > > >
>>>> > > >
>>>> > > > It appears that a question on x3d-public back in 2016 was the
>>>> trigger
>>>> > > > for the change:
>>>> > > >
>>>> > > >
>>>> https://web3d.org/pipermail/x3d-public_web3d.org/2016-November/thread.html#start
>>>> > > >
>>>> > > > It involves the x3d-svg-html "rosetta stone" page but that is not
>>>> > > > really suitable as a focused test scene.
>>>> > > >
>>>> > > > Since this is a new feature there are probably no existing
>>>> examples. I
>>>> > > > may try to generate a pure X3D one showing a bouncing sphere:
>>>> > > >
>>>> > > > A sketch:
>>>> > > >
>>>> > > > "SENSOR" TouchSensor
>>>> > > > "POSITION" Transform
>>>> > > > "BALL" Shape
>>>> > > > ..
>>>> > > > "CLOCK" TimeSensor
>>>> > > > "MOVER" CoordinateInterpolator
>>>> > > > ROUTE CLOCK.fraction_changed to MOVER.set_fraction
>>>> > > > ROUTE MOVER.value_changed to POSITION.position
>>>> > > > #Begin of cycleInterval switching without a script
>>>> > > > #Use ScalarInterpolator to emit SFFloat (there is no
>>>> ScalarSequencer)
>>>> > > > "INTERVAL5" ScalarInterpolator keyValue="5.0"
>>>> > > > "INTERVAL1" ScalarInterpolator keyValue="1.0"
>>>> > > > ROUTE INTERVAL5.value_changed to CLOCK.set_cycleInterval
>>>> > > > ROUTE INTERVAL1.value_changed to CLOCK.set_cycleInterval
>>>> > > > "Use Timers to trigger
>>>> > > > "TIMER5" TimeSensor loop=true enabled=false
>>>> > > > "TIMER1" TimeSensor loop=true enabled=false
>>>> > > > ROUTE TIMER5.fraction_changed to INTERVAL5.set_fraction
>>>> > > > ROUTE TIMER1.fraction_changed to INTERVAL1.set_fraction
>>>> > > > #Use BooleanToggle and BooleanFilter to control activity
>>>> > > > "NEGATER" BooleanFilter
>>>> > > > "TOGGLER" BooleanToggle
>>>> > > > ROUTE SENSOR.isActive to TOGGLER.set_boolean
>>>> > > > ROUTE TOGGLER.toggle_changed to NEGATER.set_boolean
>>>> > > > ROUTE TOGGLER.toggle_changed TIMER5.set_enabled #on/off TIMER5
>>>> > > > ROUTE NEGATER.inputeNegate TIMER1.set_enabled #off/on TIMER1
>>>> > > >
>>>> > > > Is there an easier way to send a SFFloat to cycleInterval without
>>>> a
>>>> > > > script node ?
>>>> > > >
>>>> > > > Thinking about it may be better to avoid all the event utilities
>>>> in an
>>>> > > > example and just switch continuously between speeds:
>>>> > > > ...
>>>> > > > #Begin of cycleInterval switching without a script
>>>> > > > "INTERVAL1OR5" ScalarInterpolator key='0 0.5 0.5 1' keyValue='1 1
>>>> 5 5'
>>>> > > > ROUTE INTERVAL1OR5.value_changed to CLOCK.set_cycleInterval
>>>> > > > "SPEEDCLOCK" TimeSensor cycleInterval=5 # =3 for more challenging
>>>> test
>>>> > > > ROUTE SPEEDCLOCK.fraction_changed to INTERVAL1OR5.set_fraction
>>>> > > >
>>>> > > > This brings up if it will be necessary in the spec. to define
>>>> > > > behaviour for the case when cycleInterval receives a new value
>>>> which
>>>> > > > is the same as the existing value ? Probably not since the
>>>> proposed
>>>> > > > language only covers actual changes implying that nothing should
>>>> > > > happen if there is no actual change.
>>>> > > >
>>>> > > > -Andreas
>>>> > > >
>>>> > > > On Tue, Aug 15, 2023 at 10:46 AM Brutzman, Donald (Don) (CIV)
>>>> > > > wrote:
>>>> > > >
>>>> > > >
>>>> > > > Thanks for pointing out the error with CD1 urls in X3D Tooltips,
>>>> which eluded prior search/replace.
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > Now fixed. Correct current url prefix follows, sourceforge commit
>>>> and web3d.org deploy will happen later today.
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > >
>>>> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-IS.proof/
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > The older behavior can be considered defunct and rectified by
>>>> specification. Devising an example that explicitly shows such correct
>>>> behavior is a good idea. All candidates welcome from any author.
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > Thanks for pursuing this important interoperability
>>>> consideration… we want duck models to consistently walk, talk, and
>>>> look like a duck.
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > Not sure what is going on with the following url, will
>>>> investigate further. Probably an early (and now unintended) redirect.
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > https://www.web3d.org/documents/specifications/19775-1/V4.0
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > 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
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > -----Original Message-----
>>>> > > > From: x3d-public On Behalf Of Andreas Plesch
>>>> > > > Sent: Monday, August 14, 2023 6:56 PM
>>>> > > > To: X3D Graphics public mailing list
>>>> > > > Subject: [x3d-public] change to cycleTime perhaps no longer
>>>> ignored , example ?
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > >
>>>> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-CD1/Part01/components/time.html#TimeSensor
>>>> > > >
>>>> > > > (as linked from tooltips page)
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > has the change that resetting the value of cycleTime of an active
>>>> TimeSensor in v.4-CD1 does what is probably expected rather than being
>>>> completely ignored which was the old behaviour.
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > Is there an example scene somewhere which demonstrates that
>>>> change, for testing purposes ?
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > A bouncing sphere which changes its frequency over time, perhaps ?
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > This proposal may have been taken out since
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > >
>>>> https://www.web3d.org/documents/specifications/19775-1/V4.0/Part01/components/time.html#TimeSensor
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > does not have the change ? In that case, apologies for the
>>>> confusion.
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > -Andreas
>>>> > > >
>>>> > > > --
>>>> > > >
>>>> > > > Andreas Plesch
>>>> > > >
>>>> > > > Waltham, MA 02453
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > _______________________________________________
>>>> > > >
>>>> > > > x3d-public mailing list
>>>> > > >
>>>> > > > x3d-public at web3d.org
>>>> > > >
>>>> > > > http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > --
>>>> > > > Andreas Plesch
>>>> > > > Waltham, MA 02453
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > --
>>>> > > > Andreas Plesch
>>>> > > > Waltham, MA 02453
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > >
>>>> > > > --
>>>> > > > Andreas Plesch
>>>> > > > Waltham, MA 02453
>>>> > > >
>>>> > > > _______________________________________________
>>>> > > > x3d-public mailing list
>>>> > > > x3d-public at web3d.org
>>>> > > > http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>> > > >
>>>> > > >
>>>> > >
>>>> > >
>>>> > > --
>>>> > > Andreas Plesch
>>>> > > Waltham, MA 02453
>>>> >
>>>> >
>>>> >
>>>> > --
>>>> > Andreas Plesch
>>>> > Waltham, MA 02453
>>>>
>>>>
>>>>
>>>> --
>>>> Andreas Plesch
>>>> Waltham, MA 02453
>>>>
>>>> _______________________________________________
>>>> x3d-public mailing list
>>>> x3d-public at web3d.org
>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> x3d-public mailing list
>>>> x3d-public at web3d.org
>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>
>>>
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