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author | Robert Adams | 2013-05-30 09:19:42 -0700 |
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committer | Robert Adams | 2013-05-30 19:16:29 -0700 |
commit | 3aa2fb99289162b4338b7550a39411bebd74d97b (patch) | |
tree | 6a3621dc59b2679ae1490005dd425a9dc86509fa | |
parent | If an exception occurs in the AsyncCommandManager loop, spit it out to log ra... (diff) | |
download | opensim-SC-3aa2fb99289162b4338b7550a39411bebd74d97b.zip opensim-SC-3aa2fb99289162b4338b7550a39411bebd74d97b.tar.gz opensim-SC-3aa2fb99289162b4338b7550a39411bebd74d97b.tar.bz2 opensim-SC-3aa2fb99289162b4338b7550a39411bebd74d97b.tar.xz |
BulletSim: remove unuseful BulletSim parameters from OpenSimDefaults.ini and
replace with things someone might actually want to tune (avatar height, ...).
-rw-r--r-- | bin/OpenSimDefaults.ini | 57 |
1 files changed, 25 insertions, 32 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 81843b1..6cdf146 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -921,56 +921,49 @@ | |||
921 | ;force_simple_prim_meshing = true | 921 | ;force_simple_prim_meshing = true |
922 | 922 | ||
923 | [BulletSim] | 923 | [BulletSim] |
924 | ; World parameters | 924 | ; All the BulletSim parameters can be displayed with the console command "physics get all" |
925 | ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. | ||
925 | 926 | ||
926 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll | 927 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll |
927 | ; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster. | 928 | ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster. |
928 | |||
929 | BulletEngine = "bulletunmanaged" | 929 | BulletEngine = "bulletunmanaged" |
930 | ; BulletEngine = "bulletxna" | 930 | ; BulletEngine = "bulletxna" |
931 | 931 | ||
932 | ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, | 932 | ; Terrain Implementation |
933 | ; you will want to switch to the heightfield option | 933 | TerrainImplementation = 1 ; 0=Heightfield, 1=mesh |
934 | TerrainImplementation = 1 | 934 | ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2' |
935 | ; TerrainImplementation = 0 | 935 | ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory. |
936 | 936 | TerrainMeshMagnification = 2 | |
937 | Gravity = -9.80665 | ||
938 | |||
939 | TerrainFriction = 0.30 | ||
940 | TerrainHitFraction = 0.8 | ||
941 | TerrainRestitution = 0 | ||
942 | TerrainCollisionMargin = 0.04 | ||
943 | 937 | ||
944 | AvatarFriction = 0.2 | 938 | ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height |
945 | AvatarStandingFriction = 0.95 | 939 | AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range |
946 | AvatarRestitution = 0.0 | 940 | AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range |
947 | AvatarDensity = 3.5 | 941 | AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range |
948 | AvatarCapsuleWidth = 0.6 | ||
949 | AvatarCapsuleDepth = 0.45 | ||
950 | AvatarCapsuleHeight = 1.5 | ||
951 | AvatarContactProcessingThreshold = 0.1 | ||
952 | 942 | ||
953 | MaxObjectMass = 10000.01 | 943 | ; Default linkset implmentation |
954 | 944 | ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound | |
955 | CollisionMargin = 0.04 | 945 | ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time. |
956 | |||
957 | ; Linkset implmentation | ||
958 | LinkImplementation = 1 ; 0=constraint, 1=compound | 946 | LinkImplementation = 1 ; 0=constraint, 1=compound |
959 | 947 | ||
960 | ; Whether to mesh sculpties | 948 | ; If 'true', turn scuplties into meshes |
961 | MeshSculptedPrim = true | 949 | MeshSculptedPrim = true |
962 | 950 | ||
963 | ; If 'true', force simple prims (box and sphere) to be meshed | 951 | ; If 'true', force simple prims (box and sphere) to be meshed |
952 | ; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres | ||
964 | ForceSimplePrimMeshing = false | 953 | ForceSimplePrimMeshing = false |
965 | 954 | ||
966 | ; Bullet step parameters | 955 | ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. |
967 | MaxSubSteps = 10 | 956 | ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through. |
968 | FixedTimeStep = .01667 | 957 | ShouldRemoveZeroWidthTriangles = true |
958 | |||
959 | ; If 'true', use convex hull definition in mesh asset if present. | ||
960 | ShouldUseAssetHulls = true | ||
969 | 961 | ||
962 | ; If there are thousands of physical objects, these maximums should be increased. | ||
970 | MaxCollisionsPerFrame = 2048 | 963 | MaxCollisionsPerFrame = 2048 |
971 | MaxUpdatesPerFrame = 8192 | 964 | MaxUpdatesPerFrame = 8192 |
972 | 965 | ||
973 | ; Detailed physics debug logging | 966 | ; Detailed physics debug logging. Very verbose. |
974 | PhysicsLoggingEnabled = False | 967 | PhysicsLoggingEnabled = False |
975 | PhysicsLoggingDir = "." | 968 | PhysicsLoggingDir = "." |
976 | VehicleLoggingEnabled = False | 969 | VehicleLoggingEnabled = False |