[Opensim-dev] Negative z values

Mister Blue misterblue at misterblue.com
Tue Apr 29 02:29:51 UTC 2014


I checked in changes to BulletSim which default the ground plane to -500
instead of zero. There is a new BulletSim parameter of
"[BulletSim]TerrainGroundPlane = -500" which allows that to change.

I haven't yet finished looking through the terrain loading and storing code
so there could still be problems with loading and restoring negative
terrain heights, but it looks like the code will work once you get the
terrain negative. Please test.

If found in my testing that there are checks for zero scattered around
OpenSimulator. For instance, LowerSphere.cs (the terrain brush used for
lowering terrain) will not lower terrain below zero.

-- mb


On Mon, Apr 28, 2014 at 3:05 PM, Justin Clark-Casey <
jjustincc at googlemail.com> wrote:

> I don't think there should be too many places.  I know there are a few on
> teleport and MakeRootAgent (as Austin pointed out) but it looks like it
> should be fairly simple to check real terrain height, which might already
> be done anyway and be masked by the zero check.
>
> It does work in general as it has been possible with ODE.
>
>
> On 27/04/14 18:13, Mister Blue wrote:
>
>> When I built BulletSim, I build for positive only altitudes because I
>> thought that was the rule. The only implementation
>> reason I see for not allowing negative terrain altitudes would be finding
>> all the random places where code makes sign
>> assumptions.
>>
>> If negative altitudes are needed, it would not be too hard to make it
>> happen. I can see the geographically oriented
>> people wanting zero to be sea level and allowing land to be above and
>> below that.
>>
>> -- mb
>>
>>
>> On Sat, Apr 26, 2014 at 8:11 AM, Cinder Roxley <
>> cinder.roxley at phoenixviewer.com
>> <mailto:cinder.roxley at phoenixviewer.com>> wrote:
>>
>>     Given reasonable constraints, I don't see why viewers wouldn't be
>> able to adapt to support variable depth. I'd
>>     certainly be willing to write a viewer patch if support cropped up.
>>
>>
>>     On Sat, Apr 26, 2014 at 8:52 AM, David Saunders <abitar.com at gmail.com<mailto:
>> abitar.com at gmail.com>> wrote:
>>
>>         I wounder how hard it would be to modify varasm to allow a start
>> and end to the Z axes so we can stack a deep
>>         ocean and a space sim to the normal sim :)
>>
>>         But then again would the client handle all these changes? (partly
>> do)
>>
>>         So the solution is to make deep water simulators, But any test
>> this? I never been asked to set up any sims with
>>         deep water so I not experience with "outside the box" water :)
>>
>>         I was drawn to opensim with the idea of making "pure" space sims
>> where you can float around in real space but I
>>         dug into it and I would have to rewrite so much code to do this
>> and after that  would the client handle it? So I
>>         stuck with making Moon simulators, Low gravity fixed sky....
>> This was a long time ago,  back in the early days
>>         of opensim.
>>
>>         Now times are changing, I think I might dig into doing it again
>> since  varasim allow you to make a
>>         4096x4096x4096 regions :)
>>
>>
>>
>>         On Sat, Apr 26, 2014 at 4:18 AM, Ai Austin <
>> ai.ai.austin at gmail.com <mailto:ai.ai.austin at gmail.com>> wrote:
>>
>>             At 04:09 26/04/2014, drWhiet wrote:
>>
>>                 even boat creators must keep an eye that the engine does
>> not move below -0
>>
>>
>>             Remember the default water level is +20m (adjustable on a per
>> region basis)... with a "normal" terrain base
>>             of 0m.
>>
>>             Maybe its global warming in the metaverse that raised the sea
>> level :-)
>>
>>
>>
>>
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>
> --
> Justin Clark-Casey (justincc)
> OSVW Consulting
> http://justincc.org
> http://twitter.com/justincc
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