[x3d-public] Python authoring/mesh editing; Web3D TypeScript engine

GPU Group gpugroup at gmail.com
Mon Feb 12 05:26:44 PST 2024


FreeWRL has a multitouch emulation mode (on launcher the Touch Type
pulldown)
- RMB right mouse button click to create a touch (it draws a circle)
- RMB in circle to remove a touch
- LMB drag circle to move a touch
-Doug

On Mon, Feb 12, 2024 at 6:21 AM John Carlson via x3d-public <
x3d-public at web3d.org> wrote:

> I’m going skip past this to focus on Multi-touch sensor visualization.
> Java is ok for ASL, i need to focus on visualizing protactile.  If anyone
> has a good multi-touch or LeapMotion visualizer tool they use, let me know.
>
> Ultimately I’ll be turning multi-touch or LeapMotion movements into some
> kind of programming language for the deafblind.
>
> John
>
> On Mon, Feb 12, 2024 at 4:28 AM vmarchetti--- via x3d-public <
> x3d-public at web3d.org> wrote:
>
>> Referring to the question toward the end, to knowledge the x3d.py module
>> does not offer a navigation analogous to 'parent'
>>
>> Because of the DEF/USE mechanism which allows a node to be situated at
>> multiple locations in a scenegraph, there is no simple definition of a
>> parent node.
>>
>> In a DOM tree or XML ELement tree we can ask what is the parent of the
>> encoding element that contains the DEF attribute of a X3D node, but that is
>> not a concept that transfers from encoding to encoding
>>
>> Vince Marchhetti
>>
>>
>> On Feb 12, 2024, at 4:19 AM, John Carlson via x3d-public <
>> x3d-public at web3d.org> wrote:
>>
>> Sorry for more posts.
>>
>> Other choices are pygfx+trimesh and Panda3d.  pygfx is like Three.JS, but
>> in Python and is supported by webgpu packages.  Panda3d uses older shading
>> languages, it looks like.
>>
>> Searching the web…
>>
>> A TypeScript WebGPU Web3D engine.  Beta! Runs in Chrome/Edge 113+ right
>> now.  Not tested by me.
>>
>> https://github.com/Orillusion/orillusion
>>
>> Kotlin and webgpu:
>>
>> https://github.com/kgpu/kgpu
>>
>>
>> I think I will probably work on creating a renderer using pygfx that
>> renders x3d.py subclassed scenes.  I will focus on authoring
>> PyIndexedFaceSets, PyGroups and PyTransforms first, which hopefully will
>> satisfy my use  case.  Ultimately, I will view the functions as compatible
>> with x3d.py (with some work).  I don’t know about events yet.
>>
>> Anyway.  I’m trying to keep up with WebGPU, etc.
>>
>> I’m favoring non-web renderers right now. I realize that JavaScript
>> support will be minimal.  Ultimately, I’ll move towards Script nodes.
>>
>> Hopefully all the webgpu stuff will be integrated into Modular Mojo at
>> some point.
>>
>> A big question at this point is, does x3d.py support parent nodes in the
>> scenegraph?
>>
>> Thanks!
>>
>> John
>>
>> On Mon, Feb 12, 2024 at 1:03 AM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> I’m thinking of porting my multiuser Java/JOGAMP mesh/line
>>> editing/authoring system to something compatible with current Python
>>> (3.12?) and Vulkan or WebGPU compatible.  X3D import/export would be a
>>> bonus!
>>>
>>> Right now pyOCCT, pythonocc and OCP are candidates, but I have no clue
>>> how they handle my use case.
>>>
>>> I wil probably choose random colors for the vertices, so color editing
>>> is not currently required.  I want to create points, segments, triangles,
>>> quadrilaterals and more general polygons.
>>>
>>> Thanks any for feedback!
>>>
>>> John
>>>
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