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