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authorRobert Adams2013-01-24 14:28:25 -0800
committerRobert Adams2013-01-24 14:35:42 -0800
commit591faac3ac236ea676ebd2787d824abd9f30c2b6 (patch)
treea84520f6c654a1e73d5242d81c7037c36ec4c53f
parentBulletSim: zero motion on an object that we pop up because it is (diff)
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BulletSim: disable CCD (continuious collision detection) and
contact processing threshold since the first didn't solve tunneling problems but used resources and the latter caused instabilities.
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 9460daf..06186b0 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -334,7 +334,7 @@ public static class BSParam
334 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, 334 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); },
335 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), 335 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
336 new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , 336 new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
337 0.3f, // set to zero to disable 337 0.0f, // set to zero to disable
338 (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, 338 (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
339 (s) => { return CcdMotionThreshold; }, 339 (s) => { return CcdMotionThreshold; },
340 (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, 340 (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); },
@@ -345,8 +345,8 @@ public static class BSParam
345 (s) => { return CcdSweptSphereRadius; }, 345 (s) => { return CcdSweptSphereRadius; },
346 (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, 346 (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); },
347 (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), 347 (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ),
348 new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , 348 new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
349 0.1f, 349 0.0f,
350 (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, 350 (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); },
351 (s) => { return ContactProcessingThreshold; }, 351 (s) => { return ContactProcessingThreshold; },
352 (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, 352 (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); },