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-rw-r--r-- | bin/config.preview.donotuseyet-v2/defaults/physics.ini.defaults | 155 |
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diff --git a/bin/config.preview.donotuseyet-v2/defaults/physics.ini.defaults b/bin/config.preview.donotuseyet-v2/defaults/physics.ini.defaults deleted file mode 100644 index 3822aca..0000000 --- a/bin/config.preview.donotuseyet-v2/defaults/physics.ini.defaults +++ /dev/null | |||
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1 | ; Physics settings | ||
2 | |||
3 | [ODEPhysicsSettings] | ||
4 | ;## | ||
5 | ;## World Settings | ||
6 | ;## | ||
7 | |||
8 | ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s | ||
9 | world_gravityx = 0 | ||
10 | world_gravityy = 0 | ||
11 | world_gravityz = -9.8 | ||
12 | |||
13 | ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically) | ||
14 | ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000; | ||
15 | world_stepsize = 0.020 | ||
16 | world_internal_steps_without_collisions = 10 | ||
17 | |||
18 | ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim | ||
19 | world_hashspace_size_low = -4 | ||
20 | world_hashSpace_size_high = 128 | ||
21 | |||
22 | ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim | ||
23 | meters_in_small_space = 29.9 | ||
24 | small_hashspace_size_low = -4 | ||
25 | small_hashspace_size_high = 66 | ||
26 | |||
27 | ; ## | ||
28 | ; ## Contact properties. (the stuff that happens when things come in contact with each other) | ||
29 | ; ## | ||
30 | |||
31 | ; surface layer around geometries other geometries can sink into before generating a contact | ||
32 | world_contact_surface_layer = 0.001 | ||
33 | |||
34 | ; Filtering Collisions helps keep things stable physics wise, but sometimes | ||
35 | ; it can be over zealous. If you notice bouncing, chances are it's being just | ||
36 | ; that | ||
37 | filter_collisions = false | ||
38 | |||
39 | ; Non Moving Terrain Contact (avatar isn't moving) | ||
40 | nm_terraincontact_friction = 255.0 | ||
41 | nm_terraincontact_bounce = 0.1 | ||
42 | nm_terraincontact_erp = 0.1025 | ||
43 | |||
44 | ; Moving Terrain Contact (avatar is moving) | ||
45 | m_terraincontact_friction = 75.0 | ||
46 | m_terraincontact_bounce = 0.05 | ||
47 | m_terrainContact_erp = 0.05025 | ||
48 | |||
49 | ; Moving Avatar to object Contact | ||
50 | m_avatarobjectcontact_friction = 75.0 | ||
51 | m_avatarobjectcontact_bounce = 0.1 | ||
52 | |||
53 | ; Object to Object Contact and Non-Moving Avatar to object | ||
54 | objectcontact_friction = 250.0 | ||
55 | objectcontact_bounce = 0.2 | ||
56 | |||
57 | ; ## | ||
58 | ; ## Avatar Control | ||
59 | ; ## | ||
60 | |||
61 | ; PID Controller Settings. These affect the math that causes the avatar to reach the | ||
62 | ; desired velocity | ||
63 | ; See http://en.wikipedia.org/wiki/PID_controller | ||
64 | |||
65 | av_pid_derivative_linux = 2200.0 | ||
66 | av_pid_proportional_linux = 900.0; | ||
67 | |||
68 | av_pid_derivative_win = 2200.0 | ||
69 | av_pid_proportional_win = 900.0; | ||
70 | |||
71 | ;girth of the avatar. Adds radius to the height also | ||
72 | av_capsule_radius = 0.37 | ||
73 | |||
74 | ; Max force permissible to use to keep the avatar standing up straight | ||
75 | av_capsule_standup_tensor_win = 550000 | ||
76 | av_capsule_standup_tensor_linux = 550000 | ||
77 | |||
78 | ; used to calculate mass of avatar. | ||
79 | ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); | ||
80 | ; av_density * AVvolume; | ||
81 | av_density = 80 | ||
82 | |||
83 | ; use this value to cut 52% of the height the sim gives us | ||
84 | av_height_fudge_factor = 0.52 | ||
85 | |||
86 | ; Movement. Smaller is faster. | ||
87 | |||
88 | ; speed of movement with Always Run off | ||
89 | av_movement_divisor_walk = 1.3 | ||
90 | |||
91 | ; speed of movement with Always Run on | ||
92 | av_movement_divisor_run = 0.8 | ||
93 | |||
94 | ; When the avatar flies, it will be moved up by this amount off the ground (in meters) | ||
95 | minimum_ground_flight_offset = 3.0 | ||
96 | |||
97 | ; ## | ||
98 | ; ## Object options | ||
99 | ; ## | ||
100 | |||
101 | ; used in the mass calculation. | ||
102 | geometry_default_density = 10.000006836 | ||
103 | |||
104 | ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep | ||
105 | body_frames_auto_disable = 20 | ||
106 | |||
107 | ; used to control llMove2Target | ||
108 | body_pid_derivative = 35 | ||
109 | body_pid_gain = 25 | ||
110 | |||
111 | ; amount of time a geom/body will try to cross a region border before it gets disabled | ||
112 | geom_crossing_failures_before_outofbounds = 5 | ||
113 | |||
114 | ; start throttling the object updates if object comes in contact with 3 or more other objects | ||
115 | geom_contactpoints_start_throttling = 3 | ||
116 | |||
117 | ; send 1 update for every x updates below when throttled | ||
118 | geom_updates_before_throttled_update = 15 | ||
119 | |||
120 | ; Used for llSetStatus. How rigid the object rotation is held on the axis specified | ||
121 | body_motor_joint_maxforce_tensor_linux = 5 | ||
122 | body_motor_joint_maxforce_tensor_win = 5 | ||
123 | |||
124 | ; ## | ||
125 | ; ## Sculpted Prim settings | ||
126 | ; ## | ||
127 | |||
128 | ; Do we want to mesh sculpted prim to collide like they look? | ||
129 | mesh_sculpted_prim = true | ||
130 | |||
131 | ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies | ||
132 | mesh_lod = 32 | ||
133 | |||
134 | ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies | ||
135 | mesh_physical_lod = 16 | ||
136 | |||
137 | ; ## | ||
138 | ; ## Physics logging settings - logfiles are saved to *.DIF files | ||
139 | ; ## | ||
140 | |||
141 | ; default is false | ||
142 | ;physics_logging = true | ||
143 | ;; every n simulation iterations, the physics snapshot file is updated | ||
144 | ;physics_logging_interval = 50 | ||
145 | ;; append to existing physics logfile, or overwrite existing logfiles? | ||
146 | ;physics_logging_append_existing_logfile = true | ||
147 | |||
148 | ; ## | ||
149 | ; ## Joint support | ||
150 | ; ## | ||
151 | |||
152 | ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. | ||
153 | ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) | ||
154 | ; default is false | ||
155 | ;use_NINJA_physics_joints = true | ||