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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