As a form of compression, when encoding avatar data we only send joints that have changed significantly from the previous packet. Also, if a joint has the same value as the avatar's default pose, we don't send the full value, instead we mark it with a single bit. This particular issue is caused by an interaction between the default value flag and the joint changed culling. When connecting to a domain for the first time, it's possible that a I-frame or 'full' packet will not be sent for several seconds. In this case, the AvatarMixer has no previous history for values that have not changed recently. This causes the AvatarMixer to broadcast incorrect values to other clients. Keep in mind that the AvatarMixer does not have access to the avatar FBX file, so it cannot make an educated guess for this value and uses zero values instead. (0, 0, 0) for translation and (0, 0, 0, 1) for rotation. When a translation value of zero is received for the lower legs it will cause the legs to fold into the avatar's chest. Also, we've uncovered a bug where sometimes values were not sent to the AvatarMixer even when the value was previously default. This would also exhibit the same issue where zero translation values would be sent. I've done three things to help mitigate this issue. 1) On first connect to a new AvatarMixer, the Avatar now sends a 'full' packet. 2) When a joint rotation or translation changes from the default value, we transmit it. No questions asked. 3) Once a SkeletonModel has finished loading we initialize the avatar's _jointData with the proper translations from the default pose. This will help the case where a client receives a non default value, but has no previous history. (cherry picked from commit 94efdf76a6454f316985f95d6a221adb24788d66) |
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android | ||
assignment-client | ||
cmake | ||
domain-server | ||
gvr-interface | ||
ice-server | ||
interface | ||
libraries | ||
plugins | ||
script-archive | ||
scripts | ||
server-console | ||
tests | ||
tools | ||
unpublishedScripts | ||
.clang-format | ||
.editorconfig | ||
.eslintrc.js | ||
.gitattributes | ||
.gitignore | ||
BUILD.md | ||
BUILD_ANDROID.md | ||
BUILD_LINUX.md | ||
BUILD_LINUX_CHEATSHEET.md | ||
BUILD_OSX.md | ||
BUILD_WIN.md | ||
CMakeGraphvizOptions.cmake | ||
CMakeLists.txt | ||
CONTRIBUTING.md | ||
INSTALL.md | ||
LICENSE | ||
README.md |
High Fidelity (hifi) is an early-stage technology lab experimenting with Virtual Worlds and VR.
In this repository you'll find the source to many of the components in our alpha-stage virtual world. The project embraces distributed development and if you'd like to help, we'll pay you -- find out more at Worklist.net. If you find a small bug and have a fix, pull requests are welcome. If you'd like to get paid for your work, make sure you report the bug via a job on Worklist.net.
We're hiring! We're looking for skilled developers; send your resume to hiring@highfidelity.com
Chat with us
Come chat with us in our Gitter if you have any questions or just want to say hi!
Documentation
Documentation is available at docs.highfidelity.com, if something is missing, please suggest it via a new job on Worklist (add to the hifi-docs project).
There is also detailed documentation on our coding standards.
Contributor License Agreement (CLA)
Technology companies frequently receive and use code from contributors outside the company's development team. Outside code can be a tremendous resource, but it also carries responsibility. Best practice for accepting outside contributions consists of an Apache-type Contributor License Agreement (CLA). We have modeled the High Fidelity CLA after the CLA that Google presents to developers for contributions to their projects. This CLA does not transfer ownership of code, instead simply granting a non-exclusive right for High Fidelity to use the code you’ve contributed. In that regard, you should be sure you have permission if the work relates to or uses the resources of a company that you work for. You will be asked to sign our CLA when you create your first PR or when the CLA is updated. You can also review it here. We sincerely appreciate your contribution and efforts toward the success of the platform.
Build Instructions
All information required to build is found in the build guide.
Running Interface
When you launch interface, you will automatically connect to our default domain: "root.highfidelity.io".
If you don't see anything, make sure your preferences are pointing to root.highfidelity.io (set your domain via Cmnd+D/Cntrl+D), if you still have no luck it's possible our servers are simply down; if you're experiencing a major bug, let us know by adding an issue to this repository. Make sure to include details about your computer and how to reproduce the bug.
To move around in-world, use the arrow keys (and Shift + up/down to fly up or down) or W A S D, and E or C to fly up/down. All of the other possible options and features are available via menus in the Interface application.
Running your own servers
The assignment-client and domain-server are architectural components that will allow you to run the full stack of the virtual world.
In order to set up your own virtual world, you need to set up and run your own local "domain".
The domain-server gives a number different types of assignments to the assignment-client for different features: audio, avatars, voxels, particles, meta-voxels and models.
Follow the instructions in the build guide to build the various components.
From the domain-server build directory, launch a domain-server.
./domain-server
Then, run an assignment-client. The assignment-client uses localhost as its assignment-server and talks to it on port 40102 (the default domain-server port).
In a new Terminal window, run:
./assignment-client
Any target can be terminated with Ctrl-C (SIGINT) in the associated Terminal window.
This assignment-client will grab one assignment from the domain-server. You can tell the assignment-client what type you want it to be with the -t
option. You can also run an assignment-client that forks off n assignment-clients with the -n
option. The -min
and -max
options allow you to set a range of required assignment-clients, this allows you to have flexibility in the number of assignment-clients that are running. See --help
for more options.
./assignment-client --min 6 --max 20
To test things out you'll want to run the Interface client.
To access your local domain in Interface, open your Preferences -- on OS X this is available in the Interface menu, on Linux you'll find it in the File menu. Enter "localhost" in the "Domain server" field.
If everything worked you should see that you are connected to at least one server. Nice work!