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authorJustin Clarke Casey2009-03-11 21:30:30 +0000
committerJustin Clarke Casey2009-03-11 21:30:30 +0000
commit6d5f79c29f8df86c0183fed3fe094cf80fddc182 (patch)
tree9e64438f2874a7cc9c0aecc0938d6a1988f1be93 /bin/config.preview.donotuseyet/region/physics/engines/ode.ini.example
parent* Reverted r8750 to do another round of debugging on mantis #3287 (diff)
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* Preliminary preview of a split of a split for OpenSim.ini.example into separate .ini.example files in a config/ directory
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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