diff options
author | Justin Clarke Casey | 2009-03-11 21:30:30 +0000 |
---|---|---|
committer | Justin Clarke Casey | 2009-03-11 21:30:30 +0000 |
commit | 6d5f79c29f8df86c0183fed3fe094cf80fddc182 (patch) | |
tree | 9e64438f2874a7cc9c0aecc0938d6a1988f1be93 /bin/config.preview.donotuseyet/region/physics/engines/ode.ini.example | |
parent | * Reverted r8750 to do another round of debugging on mantis #3287 (diff) | |
download | opensim-SC-6d5f79c29f8df86c0183fed3fe094cf80fddc182.zip opensim-SC-6d5f79c29f8df86c0183fed3fe094cf80fddc182.tar.gz opensim-SC-6d5f79c29f8df86c0183fed3fe094cf80fddc182.tar.bz2 opensim-SC-6d5f79c29f8df86c0183fed3fe094cf80fddc182.tar.xz |
* Preliminary preview of a split of a split for OpenSim.ini.example into separate .ini.example files in a config/ directory
Diffstat (limited to 'bin/config.preview.donotuseyet/region/physics/engines/ode.ini.example')
-rw-r--r-- | bin/config.preview.donotuseyet/region/physics/engines/ode.ini.example | 161 |
1 files changed, 161 insertions, 0 deletions
diff --git a/bin/config.preview.donotuseyet/region/physics/engines/ode.ini.example b/bin/config.preview.donotuseyet/region/physics/engines/ode.ini.example new file mode 100644 index 0000000..ec9380a --- /dev/null +++ b/bin/config.preview.donotuseyet/region/physics/engines/ode.ini.example | |||
@@ -0,0 +1,161 @@ | |||
1 | ; This file shows initialization defaults for OpenSimulator. If you want to override these | ||
2 | ; please copy/rename this file from .ini.example file to .ini. For example | ||
3 | ; | ||
4 | ; chat.ini.example => chat.ini | ||
5 | ; | ||
6 | ; or you can copy and paste the settings from this file directly to bin/OpenSim.ini | ||
7 | ; | ||
8 | |||
9 | [ODEPhysicsSettings] | ||
10 | ;## | ||
11 | ;## World Settings | ||
12 | ;## | ||
13 | |||
14 | ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s | ||
15 | world_gravityx = 0 | ||
16 | world_gravityy = 0 | ||
17 | world_gravityz = -9.8 | ||
18 | |||
19 | ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically) | ||
20 | ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000; | ||
21 | world_stepsize = 0.020 | ||
22 | world_internal_steps_without_collisions = 10 | ||
23 | |||
24 | ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim | ||
25 | world_hashspace_size_low = -4 | ||
26 | world_hashSpace_size_high = 128 | ||
27 | |||
28 | ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim | ||
29 | meters_in_small_space = 29.9 | ||
30 | small_hashspace_size_low = -4 | ||
31 | small_hashspace_size_high = 66 | ||
32 | |||
33 | ; ## | ||
34 | ; ## Contact properties. (the stuff that happens when things come in contact with each other) | ||
35 | ; ## | ||
36 | |||
37 | ; surface layer around geometries other geometries can sink into before generating a contact | ||
38 | world_contact_surface_layer = 0.001 | ||
39 | |||
40 | ; Filtering Collisions helps keep things stable physics wise, but sometimes | ||
41 | ; it can be over zealous. If you notice bouncing, chances are it's being just | ||
42 | ; that | ||
43 | filter_collisions = false | ||
44 | |||
45 | ; Non Moving Terrain Contact (avatar isn't moving) | ||
46 | nm_terraincontact_friction = 255.0 | ||
47 | nm_terraincontact_bounce = 0.1 | ||
48 | nm_terraincontact_erp = 0.1025 | ||
49 | |||
50 | ; Moving Terrain Contact (avatar is moving) | ||
51 | m_terraincontact_friction = 75.0 | ||
52 | m_terraincontact_bounce = 0.05 | ||
53 | m_terrainContact_erp = 0.05025 | ||
54 | |||
55 | ; Moving Avatar to object Contact | ||
56 | m_avatarobjectcontact_friction = 75.0 | ||
57 | m_avatarobjectcontact_bounce = 0.1 | ||
58 | |||
59 | ; Object to Object Contact and Non-Moving Avatar to object | ||
60 | objectcontact_friction = 250.0 | ||
61 | objectcontact_bounce = 0.2 | ||
62 | |||
63 | ; ## | ||
64 | ; ## Avatar Control | ||
65 | ; ## | ||
66 | |||
67 | ; PID Controller Settings. These affect the math that causes the avatar to reach the | ||
68 | ; desired velocity | ||
69 | ; See http://en.wikipedia.org/wiki/PID_controller | ||
70 | |||
71 | av_pid_derivative_linux = 2200.0 | ||
72 | av_pid_proportional_linux = 900.0; | ||
73 | |||
74 | av_pid_derivative_win = 2200.0 | ||
75 | av_pid_proportional_win = 900.0; | ||
76 | |||
77 | ;girth of the avatar. Adds radius to the height also | ||
78 | av_capsule_radius = 0.37 | ||
79 | |||
80 | ; Max force permissible to use to keep the avatar standing up straight | ||
81 | av_capsule_standup_tensor_win = 550000 | ||
82 | av_capsule_standup_tensor_linux = 550000 | ||
83 | |||
84 | ; used to calculate mass of avatar. | ||
85 | ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); | ||
86 | ; av_density * AVvolume; | ||
87 | av_density = 80 | ||
88 | |||
89 | ; use this value to cut 52% of the height the sim gives us | ||
90 | av_height_fudge_factor = 0.52 | ||
91 | |||
92 | ; Movement. Smaller is faster. | ||
93 | |||
94 | ; speed of movement with Always Run off | ||
95 | av_movement_divisor_walk = 1.3 | ||
96 | |||
97 | ; speed of movement with Always Run on | ||
98 | av_movement_divisor_run = 0.8 | ||
99 | |||
100 | ; When the avatar flies, it will be moved up by this amount off the ground (in meters) | ||
101 | minimum_ground_flight_offset = 3.0 | ||
102 | |||
103 | ; ## | ||
104 | ; ## Object options | ||
105 | ; ## | ||
106 | |||
107 | ; used in the mass calculation. | ||
108 | geometry_default_density = 10.000006836 | ||
109 | |||
110 | ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep | ||
111 | body_frames_auto_disable = 20 | ||
112 | |||
113 | ; used to control llMove2Target | ||
114 | body_pid_derivative = 35 | ||
115 | body_pid_gain = 25 | ||
116 | |||
117 | ; amount of time a geom/body will try to cross a region border before it gets disabled | ||
118 | geom_crossing_failures_before_outofbounds = 5 | ||
119 | |||
120 | ; start throttling the object updates if object comes in contact with 3 or more other objects | ||
121 | geom_contactpoints_start_throttling = 3 | ||
122 | |||
123 | ; send 1 update for every x updates below when throttled | ||
124 | geom_updates_before_throttled_update = 15 | ||
125 | |||
126 | ; Used for llSetStatus. How rigid the object rotation is held on the axis specified | ||
127 | body_motor_joint_maxforce_tensor_linux = 5 | ||
128 | body_motor_joint_maxforce_tensor_win = 5 | ||
129 | |||
130 | ; ## | ||
131 | ; ## Sculpted Prim settings | ||
132 | ; ## | ||
133 | |||
134 | ; Do we want to mesh sculpted prim to collide like they look? | ||
135 | mesh_sculpted_prim = true | ||
136 | |||
137 | ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies | ||
138 | mesh_lod = 32 | ||
139 | |||
140 | ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies | ||
141 | mesh_physical_lod = 16 | ||
142 | |||
143 | ; ## | ||
144 | ; ## Physics logging settings - logfiles are saved to *.DIF files | ||
145 | ; ## | ||
146 | |||
147 | ; default is false | ||
148 | ;physics_logging = true | ||
149 | ;; every n simulation iterations, the physics snapshot file is updated | ||
150 | ;physics_logging_interval = 50 | ||
151 | ;; append to existing physics logfile, or overwrite existing logfiles? | ||
152 | ;physics_logging_append_existing_logfile = true | ||
153 | |||
154 | ; ## | ||
155 | ; ## Joint support | ||
156 | ; ## | ||
157 | |||
158 | ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. | ||
159 | ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) | ||
160 | ; default is false | ||
161 | ;use_NINJA_physics_joints = true | ||