BulletSim: by default, turn on continuious collision detection (CCD)
and enable friction computation caching. Remove dangerous BulletSim settings from OpenSimDefaults.ini.user_profiles
parent
1c240cd555
commit
13778c895a
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@ -318,13 +318,13 @@ public static class BSParam
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); },
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(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
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new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
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0f, // set to zero to disable
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0.3f, // set to zero to disable
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(s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
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(s) => { return CcdMotionThreshold; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); },
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(s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ),
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new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
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0f,
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0.2f,
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(s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); },
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(s) => { return CcdSweptSphereRadius; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); },
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@ -465,7 +465,7 @@ public static class BSParam
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(s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; },
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(s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ),
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new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching",
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ConfigurationParameters.numericFalse,
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ConfigurationParameters.numericTrue,
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(s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
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(s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; },
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(s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ),
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@ -929,18 +929,10 @@
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MaxObjectMass = 10000.01
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; Dynamic parameters
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LinearDamping = 0.0
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AngularDamping = 0.0
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DeactivationTime = 0.2
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CollisionMargin = 0.04
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; Linkset constraint parameters
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LinkImplementation = 1 ; 0=constraint, 1=compound
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LinkConstraintUseFrameOffset = False
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LinkConstraintEnableTransMotor = True
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LinkConstraintTransMotorMaxVel = 5.0
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LinkConstraintTransMotorMaxForce = 0.1
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; Whether to mesh sculpties
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MeshSculptedPrim = true
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