Process SMIL directives in XML data: Difference between revisions

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{{draft task}}
{{draft task}}
<!-- {{task|3D}} -->
<!-- {{task|3D}} -->
One very common task in OpenGL is to load data from a file that contains geometry. These data most often also contain additional informations, for example animation informations. In this task we propose to load X3D geometric data with additional Smil animation statments. X3D is not particularly supposed to be mixed with Smil, but Smil is supposed to be mixable with any XML format.
One very common task in OpenGL is to obtain data from a file containing geometric data and supplementary information, such as animation data. The task is to obtain data from a given file and place into appropriately organized X3D data structures. The Smil animation statements found within the file should be stored in an XML record, because X3D data structures are not supposed to contain Smil data.


* X3D: [[wp:X3D|on Wikipedia]] / [http://www.web3d.org/x3d/specifications/ISO-IEC-19776-1.2-X3DEncodings-XML/Part01/X3D_XML.html SPECS of the XML form] / [http://www.web3d.org/x3d/specifications/ISO-IEC-19776-1.2-X3DEncodings-XML/Part01/examples.html Examples]
* X3D: [[wp:X3D|on Wikipedia]] / [http://www.web3d.org/x3d/specifications/ISO-IEC-19776-1.2-X3DEncodings-XML/Part01/X3D_XML.html SPECS of the XML form] / [http://www.web3d.org/x3d/specifications/ISO-IEC-19776-1.2-X3DEncodings-XML/Part01/examples.html Examples]
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</Scene>
</Scene>
</X3D></smil></lang>
</X3D></smil></lang>

Try to make it possible to insert "animate" tags for animating every attribute of the base file.


In the example file, there is only a &lt;Box&gt; primitive, try to implement the primitives below too:
In the example file, there is only a &lt;Box&gt; primitive, try to implement the primitives below too:
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If you are in shape, try to implement the &lt;seq&gt; tag too ([http://www.w3.org/TR/SMIL/smil-timing.html#edef-seq def], [http://www.w3.org/TR/SMIL/smil-timing.html#q175 ex.]), we could for example put successivelly a Box, a Sphere, a Cone into it.
If you are in shape, try to implement the &lt;seq&gt; tag too ([http://www.w3.org/TR/SMIL/smil-timing.html#edef-seq def], [http://www.w3.org/TR/SMIL/smil-timing.html#q175 ex.]), we could for example put successivelly a Box, a Sphere, a Cone into it.


It should be possible to insert "animate" tags against every attribute of the base file and it is important to be able to insert timelines into the data structure.
For this task the more important is to focus on the data structure with inserted timelines.



'''Warnings:'''
'''Warnings:'''
* this task is a draft, you can modify it if you find a way to enhance it,
* This task is a draft, you can modify it if you find a way to enhance it,
* the coordinates in the X3D data are perhaps not relavant, for example the box is maybe not positioned in front of the viewpoint, please fix this if you can.
* The coordinates in the X3D data are not important. For example, the provided box data may not be positioned centrally to the viewpoint, Please fix this if you can.





Revision as of 21:52, 12 July 2011

Process SMIL directives in XML data is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.

One very common task in OpenGL is to obtain data from a file containing geometric data and supplementary information, such as animation data. The task is to obtain data from a given file and place into appropriately organized X3D data structures. The Smil animation statements found within the file should be stored in an XML record, because X3D data structures are not supposed to contain Smil data.

Here is the pure X3D base of our file containing only geometry:

<lang xml><?xml version="1.0" ?> <X3D>

 <Scene>
   <Viewpoint position="0 0 8" orientation="0 0 1 0"/>
   <PointLight color='1 1 1' location='0 2 0'/>
   <Transform translation='0.0 0.0 0.0' scale='1 1 1'>
     <Shape>
       <Box size='2 1 2'/>
       <Appearance>
         <Material diffuseColor='0.0 0.6 1.0'/>
       </Appearance>
     </Shape>
   </Transform>
 </Scene>

</X3D></lang>

And here is the same data with additional Smil statments that you should load, display and animate with OpenGL (or something else):

<lang xml><?xml version="1.0" ?> <smil> <X3D>

 <Scene>
   <Viewpoint position="0 0 8" orientation="0 0 1 0"/>
   <PointLight color='1 1 1' location='0 2 0'/>
   <Transform translation='0.0 0.0 0.0' scale='1 1 1'>
     <Shape>
       <Box size='2 1 2'>
         <animate attributeName="size" from="2 1 2"
                                         to="1 2 1" begin="0s" dur="10s"/>
       </Box>
       <Appearance>
         <Material diffuseColor='0.0 0.6 1.0'>
           <animate attributeName="diffuseColor" from="0.0 0.6 1.0"
                                                   to="1.0 0.4 0.0" begin="0s" dur="10s"/>
         </Material>
       </Appearance>
     </Shape>
   </Transform>
 </Scene>

</X3D></smil></lang>

In the example file, there is only a <Box> primitive, try to implement the primitives below too: <lang xml> <Sphere radius="1"/>

 <Cylinder radius="1" height="2"/>
 <Cone bottomRadius="1" height="2"/></lang>

If you are in shape, try to implement the <seq> tag too (def, ex.), we could for example put successivelly a Box, a Sphere, a Cone into it.

It should be possible to insert "animate" tags against every attribute of the base file and it is important to be able to insert timelines into the data structure.

Warnings:

  • This task is a draft, you can modify it if you find a way to enhance it,
  • The coordinates in the X3D data are not important. For example, the provided box data may not be positioned centrally to the viewpoint, Please fix this if you can.


OCaml

See Loading animated 3D data/OCaml