From 3aa2fb99289162b4338b7550a39411bebd74d97b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 30 May 2013 09:19:42 -0700 Subject: BulletSim: remove unuseful BulletSim parameters from OpenSimDefaults.ini and replace with things someone might actually want to tune (avatar height, ...). --- bin/OpenSimDefaults.ini | 57 ++++++++++++++++++++++--------------------------- 1 file changed, 25 insertions(+), 32 deletions(-) (limited to 'bin') diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 81843b1..6cdf146 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -921,56 +921,49 @@ ;force_simple_prim_meshing = true [BulletSim] - ; World parameters + ; All the BulletSim parameters can be displayed with the console command "physics get all" + ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll - ; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster. - + ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster. BulletEngine = "bulletunmanaged" ; BulletEngine = "bulletxna" - ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, - ; you will want to switch to the heightfield option - TerrainImplementation = 1 - ; TerrainImplementation = 0 - - Gravity = -9.80665 - - TerrainFriction = 0.30 - TerrainHitFraction = 0.8 - TerrainRestitution = 0 - TerrainCollisionMargin = 0.04 + ; Terrain Implementation + TerrainImplementation = 1 ; 0=Heightfield, 1=mesh + ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2' + ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory. + TerrainMeshMagnification = 2 - AvatarFriction = 0.2 - AvatarStandingFriction = 0.95 - AvatarRestitution = 0.0 - AvatarDensity = 3.5 - AvatarCapsuleWidth = 0.6 - AvatarCapsuleDepth = 0.45 - AvatarCapsuleHeight = 1.5 - AvatarContactProcessingThreshold = 0.1 + ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height + AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range + AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range + AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range - MaxObjectMass = 10000.01 - - CollisionMargin = 0.04 - - ; Linkset implmentation + ; Default linkset implmentation + ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound + ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time. LinkImplementation = 1 ; 0=constraint, 1=compound - ; Whether to mesh sculpties + ; If 'true', turn scuplties into meshes MeshSculptedPrim = true ; If 'true', force simple prims (box and sphere) to be meshed + ; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres ForceSimplePrimMeshing = false - ; Bullet step parameters - MaxSubSteps = 10 - FixedTimeStep = .01667 + ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. + ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through. + ShouldRemoveZeroWidthTriangles = true + + ; If 'true', use convex hull definition in mesh asset if present. + ShouldUseAssetHulls = true + ; If there are thousands of physical objects, these maximums should be increased. MaxCollisionsPerFrame = 2048 MaxUpdatesPerFrame = 8192 - ; Detailed physics debug logging + ; Detailed physics debug logging. Very verbose. PhysicsLoggingEnabled = False PhysicsLoggingDir = "." VehicleLoggingEnabled = False -- cgit v1.1