Hi, Sounds great!! Again let me know if you want to discuss a more general and abstract handling of events (at least for 3D stuff). Best, Philipp Am 04.11.2013 08:02, schrieb Antti Kokko: > Hello, > > I have been doing research and testing with Polymer and input devices. > Regarding Polymer it really feels the way to go with the 2D-UI GE. I > read somewhere that the AngularJS will be moving towards Shadow DOM as > well and will include Polymer later on. > > With Polymer I have been doing a test implementation for chat app we > have in WebRocket. Implementing the actual UI component with Polymer was > pretty trivial and very nice to work with from a web designer point of > view. As end result there is clear readable output including 2 html > files and one css file. All functions have been encapsulated to the > component itself. Therefore it becomes re-usable although in this case > the component needs data binding and event hooking corresponding to the > backend used. But in general when the backend is solid and decided > implementing the web components will be nice work. Polymer already gives > a huge set of components ready to use and work with. For this case I > used polymer-collapse to slide up/down div elements I created. For this > I needed only to import the corresponding polymer-collapse html file and > hook it to my div element. Very easy and convenient. Right now I try to > tackle the require js issues for WebRocket related to Polymer. > > For input devices I have been researching and testing touch JS libs and > Gamepad API. For touch I tested couple of libraries and all of them > worked well. As end result I chose jquery plugin and tested it against > iPhone and iPad. Worked pretty well and I managed to get taps for 1-4 > fingers, sliding and pinching to work. Shake and rotate didn´t work for > some reason but I didn´t go deeper with that issue. > > For Gamepad I used Gamepad API > [https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html]. Got it > working well with Chrome. With Firefox it didn´t work even with Nightly > build, don´t know the reason. Anyway the implementation is already > tested against web rocket and Jonne did a nice test with the avatar app > we have. Gamepad works like a charm. For tests we used XBOX 360 > controller and Playstation controller. With Windows just plugging the > device to USB port and pushing some button is everything needed. Both > gamepads worked right away. > > The next thing with input is to test/research is Kinect. > > Thanks, > > - Antti > > > On Sun, Nov 3, 2013 at 10:24 AM, Philipp Slusallek > <Philipp.Slusallek at dfki.de <mailto:Philipp.Slusallek at dfki.de>> wrote: > > Hi, > > Sounds really good. I would suggest that we start defining the > WebComponent components and their interfaces soon (of course, based > on what you already use, but have a quick process to discuss if > there could be improvements) and then go from there. In parallel we > can check that XML3D works well with WebComponents and Polmer. > > I believe we have talked about that a bit already but I am not sure > we have a specification for the WebComponents yet. Torsten, can you > work with whoever feels responsible on the Finish side to come up > with a common specification (somewhere on the private pages for now)? > > Sounds like we are all working in the same direction -- which is > great! I can't wait to see the first avatars walking to Oulu city > (or some other place) in any Web browser :-). > > > Best, > > Philipp > > Am 03.11.2013 08:23, schrieb Toni Alatalo: > > Again a brief note about a single point: > > On 03 Nov 2013, at 09:12, Philipp Slusallek > <Philipp.Slusallek at dfki.de <mailto:Philipp.Slusallek at dfki.de> > <mailto:Philipp.Slusallek at __dfki.de > <mailto:Philipp.Slusallek at dfki.de>>> wrote: > > Also there might be convenient components that would make 3D app > programming with XML3D and WebComponents much easier. So for > instance > having the XML3D-based components automatically define the > set of > variable that need to be synchronized, registering them with the > networking module (if available), and making sure this all > gets done > in the background would be excellent. Also providing an 3D > avatar > WebComponent with embedded animations and such would be > ideal. It > would be excellent if we could provide to Web developers a > whole set > of predefined and modular WebComponents that they could just > use to > create 3D worlds with behaviour. > > > This is what realXtend has been doing for several years — just > outside > the Web — and plan is to continue doing the same on the Web as > well :) > > That’s how it works in the native Tundra, and plan for this > fi-ware work > to produce the web client (which also works standalone, like the > native > one does too) is to implement the same. That’s also how it works in > Chiru-WebClient and WebRocket, i.e. the pre-existing WebTundra’s. > > ~Toni > > The one really big issue where I still see a lot of work on > finding > new solutions (not just implementation but real conceptual > work) is > dealing with the hugely varying set of input devices. One > person has > mouse and keyboard, the next has only a multi-touch surface, > the next > is using a Kinect, while yet another other is using a Wii > Remote, etc. > A single Web app will have to work with all of those situations > simultaneously (on different devices, though). Letting Web > application > and their developers handle this in their apps will simply > not work > and be frustrating for developer and users. > > We have started to work on a concept for this but this has > not gone > very far yet. The coarse idea is that applications use virtual > interaction elements to say what kind of input (metaphor) > they are > expected (e.g. selection of an object, moving an object). > These are > modules that can be configured and instantiated. They can > also be > nested within/on top each other (like non-visible dialog boxes) > dynamically to have a hierarchical finite state machine of > interactions. > > These interaction elements would consist of the interaction > logic as > well as (optionally) some interaction gadgets that visually > represent > the possible interactions (like handles to move and rotate > an object). > The key thing is that these interaction elements would be > independent > of the application, anyone can use them, and we could > develop a whole > library of them to cover the wide range of input metaphors that > applications use (but applications can extend them with > their own if > needed). > > There are two extensions to this approach: (i) instead of > having a > single interaction element for each interaction metaphor we > could have > interfaces for them and develop entire user interface > libraries that > each have a different look and feel but still implement the > same basic > interaction metaphor. (ii) One could also design them such > that users > can change the mapping of the devices used for certain > actions. Think > of it as a reconfigurable gamer mouse, where the user can assign > different action to certain buttons, gestures, or such. So a > user can > say, I will use the mouse to select objects but move them > with the > cursor keys (for a stupid simple example). These would be > optional > extensions for later, though. > > It would be great to work on those aspects together if this > would be > interesting to anyone of you. You probably have quite some > experience > in terms of good UI for 3D games/apps. Identifying, > generalizing, and > implementing them as a reusable set of components would a > great step > forward for 3D apps on the Web (or elsewhere). This would > make great > papers for conferences as well! > > If you want to go that way, we should probably set up a special > session for discussing this in more detail. > > > Best, > > Philipp > > Am 02.11.2013 17:35, schrieb Jonne Nauha: > > Yeah WebComponents are nice. I've already implemented > quick tests for > Tundras Entity and IComponent (common interface for all > components, > WebComponents has inheritance so it plays nicely into > this) like 3-4 > months ago in our WebRocket web client. At that point I > left it alone, I > wanted to have my JS code that implements the component > in a .js file > not inside a .html polymer template. Currently I'm using > requirejs for > the whole repo as the amount of code and dependency > tracking started to > get out of hand, so I wanted a modular system where I > can tell the > system what each module needs as a dependency. This has > been great but > will make writing comp implementations in a WebComponent > html template a > bit trickier as it would expect everything to in global > scope, > requierejs effectively removes everything from global scope. > > I have also a simple DOM integration plugin for > WebRocket. If you want > to turn it on (configurable when you construct the > client instance) it > will mirror the whole scene/entity/component/__attribute > chain in to the > DOM as my own > <scene><entity><component><__attribute/>...</component>...<__/entity>...</scene> > nodes. This would be trivial to change to create XML3D > nodes, but I cant > test that out before everything on the asset side that > has been > discussed are complete. Because nothing would simply > render if I wont > provide the Ogre asset loaders for XML3D and it knowing > how to used DDS > textures. What I would prefer even more is to just pass > you the geometry > as data, because I have my own fully working AssetAPI to > fetch the > assets, and I have my own loaders for each asset type I > support. I would > kind of be duplicate work to re-implement then as XML3D > loaders, when I > alreayd have the ready typed gl arrays to give to you > right now. > > For my current DOM "mirroring" plugin, if you manipulate > the attributes > in the DOM they wont sync up back to the in mem > JavaScript attributes. > So currently its read only. I haven't really had the > need to implement > the sync the other way as we are perfectly happy living > in JS land and > using the WebRocket SDK API to write our application > logic. The > declarative side is less important for Meshmoon > WebRocket as the scenes > are always coming from our Tundra based servers and not > declared on the > html page itself. For FIWARE the declarative and DOM > side is more > important and more in focus of course so I understand > the direction of > the talks and why XML3D is an valuable asset. > > Instantiating Scene, Entity and each of the Component > implementation > from a WebComponent template would solve this problem, > as its designed > to encapsulate the JS implementation and it has a great > way to get > callbacks when any attribute in the DOM node is > manipulated. It can also > expose DOM events and fire them, not to mention normal > functions eg. > $("<placeable>", entityNode).setPosition(10,20,__30); so > you dont have to > use the raw DOM api to set string attributes by random. > These functions > would have type checking and not let you put carbage > into the > attributes. I believe the attribute changed handler can > also effectively > abort the change if you are trying to put a boolean to a > Vector3 > attribute. This all is great and would just require us > WebRocket devs to > port our current EC implementations to WebComponent > templates. > > But here is where I get confused. So you would be fine by us > implementing Tundra components as WebComponent templates > (as said this > would be fairly trivial). How would XML3D then play into > this situation? > Would it now monitor our DOM elements instead of the > ones you specify > (afaik eg. <group> <mesh>)? Can you open up this a bit? > > *UI and WebComponents* > * > * > WebComponents are also being looked at in our 2D-UI GE, > but to be frank > there is very little to do there. The system is > incredibly simple to > use. You include polymer.js to you page, add <link> tags > to your Polymer > style .html templates, then you just use the tags > declared in them on > the markup or you create the DOM nodes during runtime > from JS with your > preferred method. I'm having a bit of hard time figuring > out what we > should focus on in the 2D part for WebComponents. I mean > they are there > and you can use them, you don't need any kind of special > APIs or > supporting code from our side for them to work. Only > thing I can think > of is implementing some widgets and maybe 3D related > templates for > anyone when they use WebTundra. > > Best regards, > Jonne Nauha > Meshmoon developer at Adminotech Ltd. > www.meshmoon.com <http://www.meshmoon.com> > <http://www.meshmoon.com/><htt__p://www.meshmoon.com > <http://www.meshmoon.com> > <http://www.meshmoon.com/>> > > > > On Sat, Nov 2, 2013 at 1:21 PM, Philipp Slusallek > <Philipp.Slusallek at dfki.de > <mailto:Philipp.Slusallek at dfki.de> > <mailto:Philipp.Slusallek at __dfki.de > <mailto:Philipp.Slusallek at dfki.de>><mailto:Philipp.__Slusallek at dfki.de > <mailto:Philipp.Slusallek at dfki.de>>> > > wrote: > > Hi Toni, all, > > I have now looked at video on the main Polymer page > (http://www.polymer-project.____org/ > <http://www.polymer-project.__org/ > <http://www.polymer-project.org/>>), which is actually > very nicely > done. They make a very good point why its > advantageous to put things > in the DOM compared to pure JS applications (or even > Angular, which > already uses the DOM). They highlight that with > WebComponents > (Polymer is a polyfill implementation of them) this > becomes now even > easier and creates an object-oriented aspect for HTML. > > BTW, this aspect is exactly what we were aiming at > when we suggested > the use of WebComponents for the 2D-UI Epic in the > objectives of the > FI-WARE Open Call and I think we should push even > more in this > direction, similar to what I wrote in response to > Jonne's email > earlier. > > Regarding the mapping: We already have the mapping > of 3D to the DOM > (XML3D) as well as many modules that build on top of > that mapping > (Xflow with animation, image processing, and AR; > portable materials, > etc.). I see no reason why we should throw this out > just because > there is a slightly different way of doing it. > > I would even speculate that if we would try to offer > similar > functionality that at the end we would end up with > something that > would pretty much resemble XML3D, maybe with a > slightly different > syntax. There are usually not many way to do the > same thing in a > good way. > > What I would support 100%, however, is that we try > to use > Web*Components* to implement the *ECA components* > (and possibly > entities). Essentially for the same reasons > explained in the video. > That makes a lot of sense in the Web context and is > fully compatible > with the DOM and all the DOM-based frameworks that > can then be used > as well on this data. > > I have been saying for a long time that we have had > libraries in > C/C++. Just porting them to JS to run in the Web > does not give us > any advantages at all (likely only disadvantages > like performance > and an inferior language). Its only if we embrace > the key elements > of the Web -- and the runtime DOM arguably is the > core of it all -- > that we can tap into all the benefits of the Web. > > And THE key advantage of the DOM is that you get > *way more* than the > sum of the pieces when putting things together. > Instead, of making > sure that one library can talk to all the others > (which gets you > into an N^2 complexity problem), each component only > needs to work > with the DOM (constant effort per component and you > have to deal > with one data structure anyway, so its essentially > no overhead > anyway). Then, you get the benefit from all other > components > *automatically and completely for free* (jquery and > all the other > tools "just work" also with XML3D, and we should be > able to use > XML3D within Polymer also). > > Note, that none of the Web technologies discussed here > (WebComponents, Polymer, Angular, etc.) would work > at all if they > would not use the DOM at their core. Angular for > example depends on > the DOM and just allows a nicer binding of custom > functionality > (controller implemented in JS) to the DOM. > > This all applies exactly the same way also to 3D > data -- at least > logically. However, on the implementation side 3D is > special because > you have to take care of large data structures, > typed arrays, and so > on. This is what the main work in XML3D was all > about. Why should > someone invest all the effort to do it again for > likely very similar > results in the end? > > We can talk about using three.js as a renderer, > though, but I would > not touch the 3D DOM binding and data model that we > already have in > XML3D (unless someone comes with very good reasons > to do so). > > > Best, > > Philipp > > > Am 02.11.2013 09:27, schrieb Toni Alatalo: > > On 02 Nov 2013, at 09:09, Philipp Slusallek > <Philipp.Slusallek at dfki.de > <mailto:Philipp.Slusallek at dfki.de> > <mailto:Philipp.Slusallek at __dfki.de > <mailto:Philipp.Slusallek at dfki.de>><mailto:Philipp.__Slusallek at dfki.de > <mailto:Philipp.Slusallek at dfki.de>>> > > wrote: > > Nice stuff. from my perspective there are > two ways to look > at this work: One is to provide high level > UI elements on > top of a three.js implementation and the > other is the start > of creating a declarative layer on top of > the three.js > renderer. This seems more along the first > line but both > should be similarly interesting to us. > > > Indeed. > > It great to see that other people are coming > up with similar > ideas now. It would be good to get the > message about our > XML3D design and implementation to these > people out there. > That way we could improve what we already > have instead of > reinventing the wheel. > > > That was my immediate first thought as well: it > seemed like > people have started to reinvent declarative 3d > for the web from > scratch. That’s why I asked whether they knew > about the existing > work — I understood that this Josh Galvin person > (don’t know him > from before) who made the Spinner demo, did (am > not sure). > > Thanks for the views and pointers, I’ll keep an > eye open for > talks about this (actually just joined the > #three.js irc channel > on freenode yesterday, haven’t been involved in > their community > before really — Tapani from us has been hanging > out there > though). They seem to communicate most in the > github issue > tracker and pull requests (which I think is a > great way). > > I also did not find an e-mail address to the > polymer-threejs > person, butkaosat.net <http://butkaosat.net> > <http://kaosat.net/><http://__kaosat.net <http://kaosat.net> > <http://kaosat.net/>> is his personal site > > and apparently he made the original announcement > of the > declarative three.js thing in August in Google+ > so I figure e.g. > replying there would be one way to comment: > https://plus.google.com/____112899217323877236232/posts/____bUW1hrwHcAW > <https://plus.google.com/__112899217323877236232/posts/__bUW1hrwHcAW> > > <https://plus.google.com/__112899217323877236232/posts/__bUW1hrwHcAW <https://plus.google.com/112899217323877236232/posts/bUW1hrwHcAW>> > .. > I can do that on Monday. > > BTW it seems that this guy is into hardware and > cad and all > sorts of things and declarative 3d xml is just a > side thing for > fun, perhaps related to his work on some cad > thing — is not like > he’d be pursuing a career or a product or > anything out of it. > > It seems like a straightforward mapping of the > three.js API to > xml elements: what I struggle to understand now > is whether > that’s a good abstraction level and how does it > correspond to > xml3d’s vocabulary. > > ~Toni > > It would be good if you can point people > also to our papers > from this year > > (http://graphics.cg.uni-____saarland.de/publications/ > <http://graphics.cg.uni-__saarland.de/publications/> > > <http://graphics.cg.uni-__saarland.de/publications/ > <http://graphics.cg.uni-saarland.de/publications/>>). They > explain a lot of the background of why we > have chose thing > to work the way they work. > > More specifically: > -- The "xml3d.js" paper explain a lot about > the design of > XML3D and its implementation > > (https://graphics.cg.uni-____saarland.de/2013/xml3djs-____architecture-of-a-polyfill-____implementation-of-xml3d/ <https://graphics.cg.uni-__saarland.de/2013/xml3djs-__architecture-of-a-polyfill-__implementation-of-xml3d/> > > <https://graphics.cg.uni-__saarland.de/2013/xml3djs-__architecture-of-a-polyfill-__implementation-of-xml3d/ <https://graphics.cg.uni-saarland.de/2013/xml3djs-architecture-of-a-polyfill-implementation-of-xml3d/>>). > -- The "Declarative image processing" paper > explains all the > advantages one gets from exposing processing > elements to the > DOM instead of implementing them only in > some JS libraries > > (https://graphics.cg.uni-____saarland.de/2013/declarative-____ar-and-image-processing-on-____the-web-with-xflow/ <https://graphics.cg.uni-__saarland.de/2013/declarative-__ar-and-image-processing-on-__the-web-with-xflow/> > > <https://graphics.cg.uni-__saarland.de/2013/declarative-__ar-and-image-processing-on-__the-web-with-xflow/ <https://graphics.cg.uni-saarland.de/2013/declarative-ar-and-image-processing-on-the-web-with-xflow/>>). > -- And the 2012 paper on "XFlow" shows this > usage for > animation > > (https://graphics.cg.uni-____saarland.de/2012/xflow-____declarative-data-processing-____for-the-web/ <https://graphics.cg.uni-__saarland.de/2012/xflow-__declarative-data-processing-__for-the-web/> > > <https://graphics.cg.uni-__saarland.de/2012/xflow-__declarative-data-processing-__for-the-web/ <https://graphics.cg.uni-saarland.de/2012/xflow-declarative-data-processing-for-the-web/>>) > > Getting into a constructive discussion with > some of these > three.js people would be a good thing. I > tried to find an > email address for the polymer-threejs person > but could not > find any. Feel free to farward this email to > him (and maybe > others). I would love to get their feedback > and engage in > discussions. > > > Best, > > Philipp > > Am 02.11.2013 00:38, schrieb Toni Alatalo: > > Apparently some three.js user/dev has > gotten inspired by > WebComponents & > the Polymeer and written > https://github.com/kaosat-dev/____polymer-threejs > <https://github.com/kaosat-dev/__polymer-threejs> > > <https://github.com/kaosat-__dev/polymer-threejs > <https://github.com/kaosat-dev/polymer-threejs>> :) > > Now another guy has continued with > https://github.com/JoshGalvin/____three-polymer > <https://github.com/JoshGalvin/__three-polymer> > > <https://github.com/__JoshGalvin/three-polymer > <https://github.com/JoshGalvin/three-polymer>> — there’s > a demo of custom > element (‘spinner’), similar to the Door > case discussed > here earlier. > > Had a brief chat with him, will return > to this later but > was fun to see > the minimal webgl web component example > there as that > has been in our > agenda. > > ~Toni > > 01:01 *<* galv*>* > https://github.com/JoshGalvin/____three-polymer > <https://github.com/JoshGalvin/__three-polymer> > > <https://github.com/__JoshGalvin/three-polymer > <https://github.com/JoshGalvin/three-polymer>> added > support for more basic geometry types > 01:02 *<* galv*>* Going to do materials next > 01:25 *<* *antont**>* galv: hee - are > you aware of these > btw? > http://www.w3.org/community/____declarative3d/ > <http://www.w3.org/community/__declarative3d/> > > <http://www.w3.org/community/__declarative3d/ > <http://www.w3.org/community/declarative3d/>> , e.g. > https://github.com/xml3d/____xml3d.js > <https://github.com/xml3d/__xml3d.js> > <https://github.com/xml3d/__xml3d.js > <https://github.com/xml3d/xml3d.js>> > 01:27 *<* galv*>* yeah, different level > of abstraction > 01:27 *<* *antont**>* perhaps > 01:28 *<* galv*>* I expect people to > wrap up their game > objects > 01:28 *<* galv*>* aka "spinner" > 01:28 *<* galv*>* (index.html) > 01:29 *<* *antont**>* we've been also > planning to enable > saying things > like <door> if that's what you mean > 01:30 *<* *antont**>* right, seems like > the same idea > 01:31 *<* *antont**>* very cool to see, > gotta check the > codes etc later > .. but sleep now, laters > > > > > ___________________________________________________ > Fiware-miwi mailing list > Fiware-miwi at lists.fi-ware.eu > <mailto:Fiware-miwi at lists.fi-ware.eu> > <mailto:Fiware-miwi at lists.fi-__ware.eu > <mailto:Fiware-miwi at lists.fi-ware.eu>> > <mailto:Fiware-miwi at lists.fi-__ware.eu > <mailto:Fiware-miwi at lists.fi-ware.eu>> > https://lists.fi-ware.eu/____listinfo/fiware-miwi > <https://lists.fi-ware.eu/__listinfo/fiware-miwi> > > <https://lists.fi-ware.eu/__listinfo/fiware-miwi > <https://lists.fi-ware.eu/listinfo/fiware-miwi>> > > > > -- > > > ------------------------------____----------------------------__--__------------- > Deutsches Forschungszentrum für Künstliche > Intelligenz > (DFKI) GmbH > Trippstadter Strasse 122, D-67663 Kaiserslautern > > Geschäftsführung: > Prof. Dr. Dr. h.c. mult. 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