Skip to content

Commit

Permalink
Rename blenderVR > BlenderVR
Browse files Browse the repository at this point in the history
  • Loading branch information
dfelinto committed Apr 7, 2015
1 parent 482aac3 commit 40bc9a3
Show file tree
Hide file tree
Showing 8 changed files with 46 additions and 46 deletions.
2 changes: 1 addition & 1 deletion manual/architecture/vehicle.rst
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ Notion of Vehicle

We can see the Virtual Environment as a vehicle: each device is an item of the vehicle (wheel, brake pedal, etc.), the screens are the windows of the vehicle opening on outside (virtual) world, you can "scale" your vehicle to the objects of the scene (microscopes or telescopes are kind of vehicle ...).

In Virtual Environments, each tracker, device, screen, etc. of the real world is defined in its own reference frame. However, everything resides in the same space. So we have to introduce a reference frame change between each device. Instead of device inter-related position, blenderVR uses a single reference frame in which all device, screen, tracker, etc. will be defined.
In Virtual Environments, each tracker, device, screen, etc. of the real world is defined in its own reference frame. However, everything resides in the same space. So we have to introduce a reference frame change between each device. Instead of device inter-related position, BlenderVR uses a single reference frame in which all device, screen, tracker, etc. will be defined.

This "center" of the real world defines the origin of a vehicle: a bridge between real and virtual worlds.
As such, In the virtual world, the vehicle should be attached to blender virtual camera. Hence, if you move the camera, you move the vehicle inside the virtual world.
Expand Down
16 changes: 8 additions & 8 deletions manual/components/configuration-file.rst
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ Configuration File
The BlenderVR XML configuration file is loaded by the `console <../architecture/run-modes.html#console>`_ to get the architecture related information to run BlenderVR and send it to each `virtual environment <../architecture/run-modes.html#virtual-environment>`_ rendering node.

This file must contain at least four sections, plus the ``plugins`` section.
It also includes a ``blenderVR`` section which only option is the network port used for the synchronization between the rendering nodes.
It also includes a ``BlenderVR`` section which only option is the network port used for the synchronization between the rendering nodes.

.. note::
Use of space in ``screen`` name should work. Beware still Windows users.
Expand Down Expand Up @@ -55,7 +55,7 @@ The ``system`` section is called *redundant* as many entries will use the same i
Code Execution
--------------

In the XML file, you can use back-quote to execute code. First, the XML parser will try to execute this code as python code in blenderVR environment system (with all variables and import present in the blenderVR XML parser). If it fails, then, it tries as bash code and take the stdout result. If none is valid it raises an error.
In the XML file, you can use back-quote to execute code. First, the XML parser will try to execute this code as python code in BlenderVR environment system (with all variables and import present in the BlenderVR XML parser). If it fails, then, it tries as bash code and take the stdout result. If none is valid it raises an error.

For instance,

Expand Down Expand Up @@ -112,7 +112,7 @@ Anchor

On some devices, the paths are not homogeneous: the root path (repository) of ``.blend`` files on the console is not the same than on the master and/or on the slaves.

To fix that, blenderVR uses the notion of **Anchor**: it is a node specific absolute path on all nodes that prefixes each relative path for blender and processor files.
To fix that, BlenderVR uses the notion of **Anchor**: it is a node specific absolute path on all nodes that prefixes each relative path for blender and processor files.

It is a kind of least common multiple path. For instance, with two computers:

Expand Down Expand Up @@ -180,7 +180,7 @@ The ``system`` redundant section defines many things:

.. code:: xml
<system root='C:\\program\\blenderVR' anchor='U:\\blender_files'>
<system root='C:\\program\\BlenderVR' anchor='U:\\blender_files'>
<login remote_command="ssh `self._attributs_inheritance['hostname']`"/>
<daemon>
<environment>SystemRoot=C:\\Windows</environment>
Expand All @@ -190,7 +190,7 @@ The ``system`` redundant section defines many things:
</blenderplayer>
</system>
The ``root`` parameter specifies the root path of blenderVR (where resides the ``blenderVR`` python script, the ``modules`` folder, etc.). By default, it is set to blenderVR root path on the console computer.
The ``root`` parameter specifies the root path of BlenderVR (where resides the ``BlenderVR`` python script, the ``modules`` folder, etc.). By default, it is set to BlenderVR root path on the console computer.
However, due to `not homogeneous paths between nodes <#anchor>`_, you may have to define it for each system.

See `Anchor <#anchor>`_ to know the purpose of anchor parameter.
Expand Down Expand Up @@ -266,7 +266,7 @@ This section defines how to run ``blenderplayer``.

.. code:: xml
<blenderplayer executable='C:\\blenderVR\\blender\\v2.74\\blenderplayer.exe'>
<blenderplayer executable='C:\\BlenderVR\\blender\\v2.74\\blenderplayer.exe'>
<environment>PYTHONPATH=C:\\Python33\\Lib;C:\\Python33\\DLLs;C:\\Python33\\Lib\\site-packages</environment>
</blenderplayer>
Expand Down Expand Up @@ -337,7 +337,7 @@ This sample configuration file can be used for a cave with three vertical square
.. code:: xml
<?xml version="1.0"?>
<blenderVR>
<BlenderVR>
<starter anchor='/tmp/console' blender='/usr/local/blender/2.74/bin/blender'>
<config name='console'>console screen</config>
Expand Down Expand Up @@ -425,5 +425,5 @@ This sample configuration file can be used for a cave with three vertical square
<button device='GTK' host='localhost' processor_method='buttons'/>
</vrpn>
</plugins>
</blenderVR>
</BlenderVR>
20 changes: 10 additions & 10 deletions manual/components/processor-file.rst
Original file line number Diff line number Diff line change
Expand Up @@ -2,11 +2,11 @@
Processor File
==============

We want to reduce the impact of blenderVR on the blender file (``.blend``).
For instance, all the interactions issued from the plugins (VRPN, OSC ...) don't have to be defined inside the ``.blend`` file, since they do not exists outside blenderVR development frame.
We want to reduce the impact of BlenderVR on the blender file (``.blend``).
For instance, all the interactions issued from the plugins (VRPN, OSC ...) don't have to be defined inside the ``.blend`` file, since they do not exists outside BlenderVR development frame.
Moreover, elements to synchronize interaction from master to slaves cannot be defined inside ``.blend`` file.

BlenderVR thus introduces the notion of processor file. It is a Python file associated with the ``.blend`` that contains all the interactions required to use the ``.blend`` file within blenderVR.
BlenderVR thus introduces the notion of processor file. It is a Python file associated with the ``.blend`` that contains all the interactions required to use the ``.blend`` file within BlenderVR.
By default (and you should not change it) this file is in the same folder than the ``.blend`` file and its name is the name of the blender file minus ``.blend``, but post-fixed by ``.processor.py``. For instance, the processor file of ``simple.blend`` is ``simple.processor.py``.

Refer to the `Complete API <http://blender-vr.readthedocs.org>`_ for all the available commands and functionality.
Expand Down Expand Up @@ -62,8 +62,8 @@ Unlike the `Minimum Processor File <#minimum-processor-file>`_, this one actuall
def __init__(self, parent):
super(Processor, self).__init__(parent)
if self.blenderVR.isMaster():
self.blenderVR.getSceneSynchronizer().\
if self.BlenderVR.isMaster():
self.BlenderVR.getSceneSynchronizer().\
getItem(bge.logic).activate(True, True)
elif blendervr.is_creating_loader():
Expand All @@ -90,7 +90,7 @@ As you have probably seen in `Debug window per screen <user-interface.html#debug

Thus, you cannot use basic ``print`` python commands to help you while debugging.

You should instead use the BlenderVR standard logger usable inside any blenderVR object (due to inheritance):
You should instead use the BlenderVR standard logger usable inside any BlenderVR object (due to inheritance):

.. code:: python
Expand Down Expand Up @@ -120,8 +120,8 @@ By default, BlenderVR doesn't synchronize scene objects (blacklisting for effici
# synchronizer.objects.getItem(enable, recursive = True)
# synchronizer.objects.item_base.Base.activate(enable, recursive = True)
if self.blenderVR.isMaster():
self.blenderVR.getSceneSynchronizer().getItem(bge.logic).activate(True, True)
if self.BlenderVR.isMaster():
self.BlenderVR.getSceneSynchronizer().getItem(bge.logic).activate(True, True)
This method will synchronize (first ``True`` as ``activate`` parameter) all elements recursively (second ``True`` as ``activate`` parameter) from the ``bge.logic`` (that is the root of the ``.blend`` file). In other words, it will activate all the objects of the scene. You can also synchronize only a few objects by applying this call to each item (the objects as parameter of ``getItem``).

Expand All @@ -133,7 +133,7 @@ Processor Inheritance

.. code:: python
blendervr.processor.appendProcessor(os.path.join(blenderVR_root, 'samples', 'processors.py'))
blendervr.processor.appendProcessor(os.path.join(BlenderVR_root, 'samples', 'processors.py'))
This line specifically adds the ``processors.py`` (from folder ``samples`` of BlenderVR) processor to each processor in the sample folder. This processor proposes:

Expand Down Expand Up @@ -170,7 +170,7 @@ To register your processor, you must call from the constructor of your "virtual

.. code:: python
self.blenderVR.addObjectToSynchronize(self, 'main processor')
self.BlenderVR.addObjectToSynchronize(self, 'main processor')
The argument in single quote is the name of the processor used by the synchronizer to disambiguate between all synchronized objects. You can use anything else than ``main processor``, but this is a good default choice.

Expand Down
6 changes: 3 additions & 3 deletions manual/components/user-interface.rst
Original file line number Diff line number Diff line change
Expand Up @@ -29,9 +29,9 @@ Console
-------


The so called ``console`` is the GUI of BlenderVR. It allows you to choose the configuration file, the screen set to use, the simulation file (.blend) or to run blenderVR.
The so called ``console`` is the GUI of BlenderVR. It allows you to choose the configuration file, the screen set to use, the simulation file (.blend) or to run BlenderVR.

.. You can load the ``console`` by invoking ``./blenderVR path/blenderVR`` (clicking on it or running from a ``console``). You can also add ``blenderVR`` inside a ``bin`` folder that is included inside your ``PATH`` environment variable.
.. You can load the ``console`` by invoking ``./BlenderVR path/BlenderVR`` (clicking on it or running from a ``console``). You can also add ``BlenderVR`` inside a ``bin`` folder that is included inside your ``PATH`` environment variable.
.. figure:: /images/user-interface-1and2.png
:width: 700px
Expand All @@ -56,7 +56,7 @@ You can choose any screen set (4) that is defined inside your ``XML`` configurat
Simulation File
===============

Here, you must select the ``.blend`` file you want to load (6). For the beginning, you should try the ``basic.blend``, that you can get from the `samples repository <../installation/installation.html#getting-samples>`_. You can manually select a processor file (7) or activate the ``NameLink`` (8) for blenderVR to automatically look for a <name_of_blender_scene>.processor.py file in the directory of the .blend file. You will learn to create your own .blend scenes and processor files via the samples and going though the `blenderVR API <http://blender-vr.readthedocs.org>`_.
Here, you must select the ``.blend`` file you want to load (6). For the beginning, you should try the ``basic.blend``, that you can get from the `samples repository <../installation/installation.html#getting-samples>`_. You can manually select a processor file (7) or activate the ``NameLink`` (8) for BlenderVR to automatically look for a <name_of_blender_scene>.processor.py file in the directory of the .blend file. You will learn to create your own .blend scenes and processor files via the samples and going though the `BlenderVR API <http://blender-vr.readthedocs.org>`_.

Start/Stop
==========
Expand Down
2 changes: 1 addition & 1 deletion manual/first-run.rst
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ Document Sections
Launch BlenderVR
-----------------

Start by opening the blenderVR GUI (see `Running BlenderVR <installation/installation.html#running>`_ in the Install section). Although in the future you can launch it via a shortcut, for the first run it's better to do it via command-line, to catch any unexpected error.
Start by opening the BlenderVR GUI (see `Running BlenderVR <installation/installation.html#running>`_ in the Install section). Although in the future you can launch it via a shortcut, for the first run it's better to do it via command-line, to catch any unexpected error.
It is advised to understand how to manipulate the `User Interface <components/user-interface.html>`_ before going any further.

Open the Simulation File
Expand Down
20 changes: 10 additions & 10 deletions manual/installation/development.rst
Original file line number Diff line number Diff line change
@@ -1,16 +1,16 @@
=======================================
Install for Future blenderVR Developers
Install for Future BlenderVR Developers
=======================================

This guide walks you over the basic steps of setting up a development environment for blenderVR.
This guide walks you over the basic steps of setting up a development environment for BlenderVR.

.. note ::
For casual blenderVR users, please refer to the `Install blenderVR <installation.html>`_ page.
For casual BlenderVR users, please refer to the `Install BlenderVR <installation.html>`_ page.
The install is the same than described in `Install blenderVR <installation.html>`_ but for:
The install is the same than described in `Install BlenderVR <installation.html>`_ but for:

* git clone of the blenderVR repository, to freely modify and eventually commit your modifications.
* svn/git clone of the blenderVR samples, to eventually add your own demo scenes to the blenderVR samples repository
* git clone of the BlenderVR repository, to freely modify and eventually commit your modifications.
* svn/git clone of the BlenderVR samples, to eventually add your own demo scenes to the BlenderVR samples repository
* manual compilation of Blender, if you need to modify its source code.

Most of the time you won't need to modify and rebuild Blender, so those instructions are specified separately.
Expand All @@ -37,18 +37,18 @@ Else, download the sources provided in `Acquiring Blender <installation.html#acq
Acquiring BlenderVR
-------------------

To download the latest blenderVR git version (master HEAD):
To download the latest BlenderVR git version (master HEAD):

.. code-block:: bash
$ git clone https://github.com/BlenderVR/blender-vr.git
If you do not intend to modify blenderVR source code, simply download the `BlenderVR Sources <https://github.com/BlenderVR/blender-vr/archive/v1.0.zip>`_ zipfile.
If you do not intend to modify BlenderVR source code, simply download the `BlenderVR Sources <https://github.com/BlenderVR/blender-vr/archive/v1.0.zip>`_ zipfile.

Download Samples Scenes
-----------------------

Regarding blenderVR samples, Git is not a good system to work on binary files, so it's recommended to use the SVN protocol to interact with the samples repository instead:
Regarding BlenderVR samples, Git is not a good system to work on binary files, so it's recommended to use the SVN protocol to interact with the samples repository instead:

.. code-block:: bash
Expand Down Expand Up @@ -93,4 +93,4 @@ Required for Interface Development
Quick Setup and Running
-----------------------

see `Quick Setup and Running <installation.html#quick-setup>`_ in the Install blenderVR Section.
see `Quick Setup and Running <installation.html#quick-setup>`_ in the Install BlenderVR Section.
10 changes: 5 additions & 5 deletions manual/installation/installation.rst
Original file line number Diff line number Diff line change
Expand Up @@ -61,7 +61,7 @@ Acquiring BlenderVR
Download Samples Scenes
-----------------------

Before getting started, you'll probably want to take a look at the available blenderVR ".blend" sample scenes.
Before getting started, you'll probably want to take a look at the available BlenderVR ".blend" sample scenes.

* Download `All Samples <https://github.com/BlenderVR/samples/archive/master.zip>`_

Expand Down Expand Up @@ -130,7 +130,7 @@ On Windows:
$ .\venv\Scripts\activate
$ pip3 install -r blender-vr\requirements.txt
$ python3 .\venv\Scripts\pyside_postinstall.py -install
$ python3 .\blender-vr\blenderVR
$ python3 .\blender-vr\BlenderVR
You may have to add the path to the python binary, e.g.

Expand All @@ -151,17 +151,17 @@ On OSX/Linux:
$ cd $INSTALL_DIR
$ source venv/bin/activate
$ ./blender-vr/blenderVR
$ ./blender-vr/BlenderVR
On Windows:
.. code-block:: bash
$ cd $INSTALL_DIR
$ .\venv\Scripts\activate
$ python3 .\blender-vr\blenderVR
$ python3 .\blender-vr\BlenderVR
You should now see the blenderVR window popping up (see figure below). Congratulations your installation was a success!
You should now see the BlenderVR window popping up (see figure below). Congratulations your installation was a success!
.. figure:: /images/user-interface-1.png
:width: 600px
Expand Down
16 changes: 8 additions & 8 deletions manual/installation/plugins.rst
Original file line number Diff line number Diff line change
Expand Up @@ -2,8 +2,8 @@
Install Plugins
===============

blenderVR comes with plugins, e.g. to support the Oculus Rift DK2 or to use VRPN devices.
This page will lead you through their installation, while none of them is mandatory to run blenderVR.
BlenderVR comes with plugins, e.g. to support the Oculus Rift DK2 or to use VRPN devices.
This page will lead you through their installation, while none of them is mandatory to run BlenderVR.


Document Sections
Expand All @@ -25,8 +25,8 @@ VRPN
----

This section briefly exposes the `VRPN <http://www.cs.unc.edu/Research/vrpn/index.html>`__, install.
In a nutshell, you will have to build VRPN, launch a VRPN server and blenderVR then will act as a VRPN client to fetch the data from your VRPN devices.
once the VRPN server launched on your machine/network, any device defined in your vrpn.cfg (input of vrpn server) will be handled by the server and its related ``infos`` pulled by the blenderVR VRPN client.
In a nutshell, you will have to build VRPN, launch a VRPN server and BlenderVR then will act as a VRPN client to fetch the data from your VRPN devices.
once the VRPN server launched on your machine/network, any device defined in your vrpn.cfg (input of vrpn server) will be handled by the server and its related ``infos`` pulled by the BlenderVR VRPN client.
See `Getting started with VRPN <http://www.cs.unc.edu/Research/vrpn/vrpn_getting_started.html>`_ for more information.

Download `VRPN 07.33.zip <http://www.cs.unc.edu/Research/vrpn/downloads/vrpn_07_33.zip>`__ and unzip it into $INSTALL_DIR/plugins/vrpn/.
Expand All @@ -52,17 +52,17 @@ Once done, launch the ``basic-vrpn.blend`` scene in ``$INSTALL_DIR/samples/oculu
Oculus Rift DK2
---------------

This section guides you through the installation required to run the `Oculus Rift DK2 <http://oculus.com/>`__ with blenderVR.
This section guides you through the installation required to run the `Oculus Rift DK2 <http://oculus.com/>`__ with BlenderVR.
The install procedure involves:

* install java
* install dk2-blender-java-web-sockets
* install python dependencies
* install the oculus rift dk2 runtime
* modify blenderVR configuration file for dk2 support
* modify BlenderVR configuration file for dk2 support

The dk2 support in blenderVR relies on the `dk2-blender-java-web-sockets <https://github.com/tltmedia/dk2-blender-java-web-sockets>`_.
This java-websocket is a local server (to be launched on the machine to which the oculus is plugged) that will receive the data from the oculus dk2 and let blenderVR pull them to synchronize the user orientation in the virtual world.
The dk2 support in BlenderVR relies on the `dk2-blender-java-web-sockets <https://github.com/tltmedia/dk2-blender-java-web-sockets>`_.
This java-websocket is a local server (to be launched on the machine to which the oculus is plugged) that will receive the data from the oculus dk2 and let BlenderVR pull them to synchronize the user orientation in the virtual world.

Install `Java <https://www.java.com/fr/download/>`_ on your machine (try to type ``java`` in a terminal window to see if it's not already installed).

Expand Down

0 comments on commit 40bc9a3

Please sign in to comment.