[x3d-public] Layering/Layout

Joe D Williams joedwil at earthlink.net
Sat Mar 12 10:03:57 PST 2016


> as the user moves their head so the center + of the view is over a 
> menu item.

as the user moves their head, or whatever, a hud(s) may be maintained 
in the field of view by whatever controls that functionality so that 
some pointing device probably controlled by something more precise, 
like gaze or twitches or real buttons and dials, whatever it takes, to 
position a pointing device over a field or menu item and make a 
selection and/or operate controls and indicators.

Mainly, the head or whatever controls the field of view would maintain 
some viewable position for a floating HUD(s) but actual selection or 
control of an item by some pointing device is a higher functionality.

Thanks and BEst,
Joe



----- Original Message ----- 
From: "doug sanden" <highaspirations at hotmail.com>
To: <x3d-public at web3d.org>
Sent: Friday, March 11, 2016 6:58 AM
Subject: [x3d-public] Layering/Layout


>
> I thought Layering/Layout could have been up one level.
> -Doug
>
> more..
> I implement Layering/Layout. I thought it was straining too hard to 
> be integrated into regular scenery. Except still needing 
> IMPORT/EXPORT. (for freewrl I found it didn't need a separate 
> executionContext/Inline for each layer, so Inline+IMPORT/EXPORT are 
> optional)
>
> A fuzzy idea is to keep Layout separate from the scene, for HUD 
> (heads-up display ie menu.dashboard):
> <X3D>
> <Hud url='"xxx"'/>
> <Scene>
> </Scene>
> </X3D>
> This would free those Layout/Hud nodes from needing to be generally 
> scenegraph usable/friendly/integrated.
>
> Or for Layering:
> <X3D>
> <Scene DEF='Scene1'>
> </Scene>
> <Scene DEF='Scene2'>
> </Scene>
> </X3D>
> with layering in order of listing, and both scene and hud is-a 
> layer: Scene:Layer, Hud:Layer
>
> But how would/could/should routes work - how to apply HUD 
> choices/settings to the scene? IMPORT/EXPORT as the layering 
> component specifies, or an X3D level of ROUTE which could route 
> between scenes/execution context/layers like/instead-of 
> IMPORT/EXPORT:
> <X3D>
> <Hud DEF='hud1' url='"xxx"'/>
> <Scene DEF='scene1'>
> </Scene>
> <ROUTE fromLayer='Hud' fromNode='menu1' fromField='menuChoice1 
> toLayer='scene1' toNode='..../>
> </X3D>
>
> more..
> One reason to want the layout/hud to still be subjectable to 3D 
> transformation at some level:  for HMD (head mounted display) menus 
> need to be pinnned in 3D space (or pan in 2D) as the user moves 
> their head so the center + of the view is over a menu item. How to 
> accommodate that if Layout/Hud is separated from viewpoint (in 
> different Layers/executionContexts)?
>
> more..
> reminds me of Geo Nodes which -like KML- only makes sense at the 
> root level.
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