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Merge pull request #176 from richardTingle/deprecateOpenVr

Deprecate the jme3-vr module in the wiki
richardTingle 1 년 전
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9cfcb731bc

+ 2 - 1
docs/modules/core/nav.adoc

@@ -71,4 +71,5 @@
 ** xref:ui/hud.adoc[Head-Up Display (HUD)]
 * Virtual Reality
 ** xref:vr/virtualreality.adoc[Virtual Reality]
-** xref:vr/virtualrealitycontrollers.adoc[Virtual Reality Controllers]
+** xref:vr/legacyOpenVr.adoc[Virtual Reality Legacy Support]
+** xref:vr/virtualrealitycontrollers.adoc[Virtual Reality Legacy Controller Support]

+ 105 - 0
docs/modules/core/pages/vr/legacyOpenVr.adoc

@@ -0,0 +1,105 @@
+= Virtual Reality Legacy support
+:revnumber: 2.0
+:revdate: 2020/07/27
+
+
+== Introduction
+
+The jMonkeyEngine module jme3-vr is deprecated and will be removed in a future version. This documents that deprecated functionality.
+
+jMonkeyEngine 3 supports several VR specifications. The most modern of those is OpenVR, which is currently a widely supported standard. However, vendors are beginning to move towards OpenXR as a fully open cross-platform standard. OpenXR is available with jMonkeyEngine via xref:contributions:vr/topic_contributions_vr.adoc[user contributed virtual reality libraries].
+
+The known supported systems are:
+
+HTC Vive and systems supporting SteamVR/OpenVR
+
+Native Oculus Rift support (and through SteamVR)
+
+Oculus Quest 2 (through SteamVR with Virtual Desktop)
+
+Razer HDK and systems supporting OSVR
+
+Google Cardboard / GoogleVR
+
+Two implementations exist for OpenVR. A community maintained JNA based binding and LWJGL's JNI based.
+
+To use the JNA based bindings, put:
+
+    settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_VALUE);
+
+in your settings. To use LWJGL, instead put:
+
+    settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
+
+Note that the LWJGL bindings require LWJGL3 (jme3-lwjgl3) to be used.
+
+== Required dependencies
+
+    - org.jmonkeyengine:jme3-core
+    - org.jmonkeyengine:jme3-lwjgl3
+    - org.jmonkeyengine:jme3-vr
+
+== Sample Application
+
+[source,java]
+----
+public class Main extends SimpleApplication {
+
+    public static void main(String[] args) {
+        AppSettings settings = new AppSettings(true);
+        settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
+        settings.put(VRConstants.SETTING_ENABLE_MIRROR_WINDOW, true);
+
+        VREnvironment env = new VREnvironment(settings);
+        env.initialize();
+
+    	// Checking if the VR environment is well initialized
+    	// (access to the underlying VR system is effective, VR devices are detected).
+    	if (env.isInitialized()){
+            VRAppState vrAppState = new VRAppState(settings, env);
+            vrAppState.setMirrorWindowSize(1024, 800);
+            Main app = new Main(vrAppState);
+            app.setLostFocusBehavior(LostFocusBehavior.Disabled);
+            app.setSettings(settings);
+            app.setShowSettings(false);
+            app.start();
+        }
+    }
+
+    public Main(AppState... appStates) {
+        super(appStates);
+    }
+
+    @Override
+    public void simpleInitApp() {
+        Box b = new Box(1, 1, 1);
+        Geometry geom = new Geometry("Box", b);
+
+        Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+        mat.setColor("Color", ColorRGBA.Blue);
+        geom.setMaterial(mat);
+
+        rootNode.attachChild(geom);
+    }
+
+    @Override
+    public void simpleUpdate(float tpf) {
+        //TODO: add update code
+    }
+
+    @Override
+    public void simpleRender(RenderManager rm) {
+        //TODO: add render code
+    }
+}
+----
+Project source: https://github.com/neph1/VRSampleApplication
+
+
+== Google Cardboard VR SDK 1.0 integration
+gvr-android-jme (https://github.com/nordfalk/gvr-android-jme)
+
+
+== Legacy
+The following projects are not up to date, but may provide functionality not found in the other packages.
+Google Cardboard up to version 0.6: https://github.com/neph1/jme-cardboard

+ 6 - 98
docs/modules/core/pages/vr/virtualreality.adoc

@@ -1,104 +1,12 @@
 = Virtual Reality
-:revnumber: 2.0
-:revdate: 2020/07/27
-
-Please see this link:https://hub.jmonkeyengine.org/t/official-vr-module/37830/67[forum post] for additional information on JME Official VR module.
+:revnumber: 3.0
+:revdate: 2024/01/01
 
 == Introduction
 
-jMonkeyEngine 3 supports several VR specifications. The most modern of those is OpenVR, which is currently a widely supported standard. However, vendors are beginning to move towards OpenXR as a fully open cross-platform standard. OpenXR is available with jMonkeyEngine via xref:contributions:vr/topic_contributions_vr.adoc[user contributed virtual reality libraries].
-
-The known supported systems are:
-
-HTC Vive and systems supporting SteamVR/OpenVR
-
-Native Oculus Rift support (and through SteamVR)
-
-Oculus Quest 2 (through SteamVR with Virtual Desktop)
-
-Razer HDK and systems supporting OSVR
-
-Google Cardboard / GoogleVR
-
-Two implementations exist for OpenVR. A community maintained JNA based binding and LWJGL's JNI based.
-
-To use the JNA based bindings, put:
-
-    settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_VALUE);
-
-in your settings. To use LWJGL, instead put:
-
-    settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
-
-Note that the LWJGL bindings require LWJGL3 (jme3-lwjgl3) to be used.
-
-== Required dependencies
-
-    - org.jmonkeyengine:jme3-core
-    - org.jmonkeyengine:jme3-lwjgl3
-    - org.jmonkeyengine:jme3-vr
-
-== Sample Application
-
-[source,java]
-----
-public class Main extends SimpleApplication {
-
-    public static void main(String[] args) {
-        AppSettings settings = new AppSettings(true);
-        settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
-        settings.put(VRConstants.SETTING_ENABLE_MIRROR_WINDOW, true);
-
-        VREnvironment env = new VREnvironment(settings);
-        env.initialize();
-
-    	// Checking if the VR environment is well initialized
-    	// (access to the underlying VR system is effective, VR devices are detected).
-    	if (env.isInitialized()){
-            VRAppState vrAppState = new VRAppState(settings, env);
-            vrAppState.setMirrorWindowSize(1024, 800);
-            Main app = new Main(vrAppState);
-            app.setLostFocusBehavior(LostFocusBehavior.Disabled);
-            app.setSettings(settings);
-            app.setShowSettings(false);
-            app.start();
-        }
-    }
-
-    public Main(AppState... appStates) {
-        super(appStates);
-    }
-
-    @Override
-    public void simpleInitApp() {
-        Box b = new Box(1, 1, 1);
-        Geometry geom = new Geometry("Box", b);
-
-        Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
-        mat.setColor("Color", ColorRGBA.Blue);
-        geom.setMaterial(mat);
-
-        rootNode.attachChild(geom);
-    }
-
-    @Override
-    public void simpleUpdate(float tpf) {
-        //TODO: add update code
-    }
-
-    @Override
-    public void simpleRender(RenderManager rm) {
-        //TODO: add render code
-    }
-}
-----
-Project source: https://github.com/neph1/VRSampleApplication
-
-
-== Google Cardboard VR SDK 1.0 integration
-gvr-android-jme (https://github.com/nordfalk/gvr-android-jme)
-
+Virtual reality is well-supported in jMonkeyEngine 3. The VR support is provided by xref:contributions:vr/topic_contributions_vr.adoc[user contributed virtual reality libraries], for
+example xref:contributions:contributions.adoc#tamarin-openxr[Tamarin OpenXR].
 
 == Legacy
-The following projects are not up to date, but may provide functionality not found in the other packages.
-Google Cardboard up to version 0.6: https://github.com/neph1/jme-cardboard
+
+OpenVr support (and other old virtual reality standards) are documented at xref:vr/legacyOpenVr.adoc[Virtual Reality Legacy support] but will be removed in a future release.

+ 1 - 3
docs/modules/core/pages/vr/virtualrealitycontrollers.adoc

@@ -1,9 +1,7 @@
-= Virtual Reality Controllers
+= Virtual Reality Controllers Legacy Support
 :revnumber: 1.0
 :revdate: 2021/12/29
 
-Having successfully seen a VR cube in the xref:vr/virtualreality.adoc[Virtual reality hello world] a common next step is to put hands in the world so players can start interacting.
-
 == Where are we, what are we pointing at
 
 Be aware that the controllers positions and rotations are in world coordinates, not relative to the camera