The nodes included in this release are in development for the X3DOM environment to support mobile devices and VR environments. The intent is that these be included in X3D V4
Documentation for V4 nodes is at http://tools.realism.com/specification/x3d-v40 Documentation for specific nodes is at http://tools.realism.com/specification/x3d-v40/changes-additions-x3d-v33
2016-09-16 Nodes Nodes are generally not fully implemented. This initial work is to make sure the concept is correct and workable.
- Animate (combines TimeSensor and various Interpolators in an efficient handling of events)
- Macro (node expansion with string substitution)
- LookSensor (Handles events when staring at a shape)
X3DOM is a framework for integrating and manipulating (X)3D scenes as HTML5 DOM elements, which are rendered via an X3D plugin, Flash/Stage3D or WebGL. The open-source system allows defining 3D scene description and runtime behavior declaratively, without any low-level JavaScript or GLSL coding.
This addition is a testbed platform for X3D V4 nodes. It is developed as an addition to X3DOM
This library should be included after all standard X3DOM libraries.
What follows below is the documentation for X3DOM V1.7.1
Please have a look at the official documentation in order to get started:
If you want to use X3DOM and seek help and exchange of knowledge, please use the x3dom-users mailing list or the forums. Beginner questions usually have been asked already and in many cases the mailinglist or forum archives provide quick answers to many questions.
If you decide to post to the mailing list or forum, please include as much info as possible and describe your problem and what you tried already succinctly.
Please use the mailinglists as much as you can. The x3dom-users list is the one you are most likely interested in and the first address for help or questions.
Questions specifically about V4 nodes and features should be directed to the [email protected] mailing list.
Please report issues and attach patches here. For general help and questions direct your inquiry to the x3dom-users mailing list or one of the forums.
https://github.com/x3dom/x3dom/issues
Uploading Files to the Issue Tracker
The GitHub issue tracker does not allow to upload files. However, there is a
service that helps you with sharing files: https://gist.github.com. Just copy
and paste your file contents there and then copy the Gist URL into the
issues form.
It immensely helps us if you can provide a live web page illustrating your problem. So if you have webspace and can upload and post the URL with your issue, the chances we will have a look at it increase.
We encourage you to contribute to X3DOM! If you would like to contribute to X3DOM, you should subscribe to the developers mailing list (x3dom-dev), where the developers of X3DOM discuss the development of the library itself.
You can send pull requests via GitHub. Patches should:
- Follow the style of the existing code.
- One commit should do exactly one thing.
- Commit messages should start with a summary line below 80 characters followed by a blank line, and then the reasoning/analysis for why the change was made (if appropriate).
- Commits that fix a bug in a previous commit (which has already been
merged) should start with
fixup!
and then the summary line of the commit it fixes. - Rebase your branch against the upstream’s master. We don’t want to pull redundant merge commits.
- Be clear about what license applies to your patch: The files within this repository are under the GPL3 (or later) but, as the original creators, we are still allowed to create non-free derivatives. However, if patches are given to us under GPL then those cannot make it into any non-free derivatives we may later wish to create. So to make it easier for us (and avoid any legal issues) we prefer if patches are released as public domain.
Developing patches should follow this workflow:
- Fork on GitHub (click Fork button)
- Clone to computer:
git clone [email protected]:«github account»/x3dom.git
- cd into your repo:
cd x3dom
- Set up remote upstream:
git remote add -f upstream git://github.com/x3dom/x3dom.git
- Create a branch for the new feature:
git checkout -b my_new_feature
- Work on your feature, add and commit as usual
Creating a branch is not strictly necessary, but it makes it easy to delete your branch when the feature has been merged into upstream, diff your branch with the version that actually ended in upstream, and to submit pull requests for multiple features (branches).
- Push branch to GitHub:
git push origin my_new_feature
- Issue pull request: Click Pull Request button on GitHub
If a lot of changes have happened upstream you can replay your local changes
on top of these, this is done with rebase
, e.g.:
git fetch upstream
git rebase upstream/master
This will fetch changes and re-apply your commits on top of these.
This is generally better than merge, as it will give a clear picture of which commits are local to your branch. It will also “prune” any of your local commits if the same changes have been applied upstream.
You can use -i
with rebase
for an “interactive” rebase. This allows you
to drop, re-arrange, merge, and reword commits, e.g.:
git rebase -i upstream/master
There's always the x3dom-dev mailinglist.