* Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set this for each region in your Regions.ini[PhysicalPrimMax = 10(default)])
* Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.mysql-performance
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d9a20edfb0
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@ -2589,7 +2589,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
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if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
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part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
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part.Scale.Z > m_scene.RegionInfo.PhysPrimMax)
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{
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UsePhysics = false; // Reset physics
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break;
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@ -723,6 +723,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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break;
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}
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}
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if (returnMass > _parent_scene.maximumMassObject)
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returnMass = _parent_scene.maximumMassObject;
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return returnMass;
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}// end CalculateMass
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@ -733,6 +735,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (Body != (IntPtr) 0)
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{
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float newmass = CalculateMass();
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//m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
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d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
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@ -207,6 +207,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float avMovementDivisorWalk = 1.3f;
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private float avMovementDivisorRun = 0.8f;
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private float minimumGroundFlightOffset = 3f;
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public float maximumMassObject = 10000.01f;
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public bool meshSculptedPrim = true;
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public bool forceSimplePrimMeshing = false;
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@ -480,6 +481,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
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minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
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maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
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}
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}
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@ -594,6 +594,9 @@
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body_motor_joint_maxforce_tensor_linux = 5
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body_motor_joint_maxforce_tensor_win = 5
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; Maximum mass an object can be before it is clamped
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maximum_mass_object = 10000.01
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; ##
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; ## Sculpted Prim settings
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; ##
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