156 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			156 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
| ; Physics settings
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| 
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| [ODEPhysicsSettings]
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|     ;##
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|     ;## World Settings
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|     ;##
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| 
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|     ;Gravity.  Feel like falling up?  change world_gravityz to 9.8 instead of -9.8.  m/s
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|     world_gravityx = 0
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|     world_gravityy = 0
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|     world_gravityz = -9.8
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| 
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|     ; World Step size. (warning these are dangerous.  Changing these will probably cause your scene to explode dramatically)
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|     ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
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|     world_stepsize = 0.020
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|     world_internal_steps_without_collisions = 10
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| 
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|     ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
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|     world_hashspace_size_low = -4
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|     world_hashSpace_size_high = 128
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| 
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|     ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
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|     meters_in_small_space = 29.9
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|     small_hashspace_size_low = -4
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|     small_hashspace_size_high = 66
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| 
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|     ; ##
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|     ; ## Contact properties. (the stuff that happens when things come in contact with each other)
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|     ; ##
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| 
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|     ; surface layer around geometries other geometries can sink into before generating a contact
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|     world_contact_surface_layer = 0.001
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| 
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|     ; Filtering Collisions helps keep things stable physics wise, but sometimes 
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|     ; it can be over zealous.  If you notice bouncing, chances are it's being just
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|     ; that
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|     filter_collisions = false
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| 
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|     ; Non Moving Terrain Contact (avatar isn't moving)
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|     nm_terraincontact_friction = 255.0
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|     nm_terraincontact_bounce = 0.1
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|     nm_terraincontact_erp = 0.1025
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| 
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|     ; Moving Terrain Contact (avatar is moving)
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|     m_terraincontact_friction = 75.0
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|     m_terraincontact_bounce = 0.05
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|     m_terrainContact_erp = 0.05025
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| 
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|     ; Moving Avatar to object Contact
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|     m_avatarobjectcontact_friction = 75.0
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|     m_avatarobjectcontact_bounce = 0.1
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| 
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|     ; Object to Object Contact and Non-Moving Avatar to object
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|     objectcontact_friction = 250.0
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|     objectcontact_bounce = 0.2
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| 
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|     ; ##
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|     ; ## Avatar Control
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|     ; ##
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| 
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|     ; PID Controller Settings. These affect the math that causes the avatar to reach the
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|     ; desired velocity
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|     ; See http://en.wikipedia.org/wiki/PID_controller
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| 
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|     av_pid_derivative_linux = 2200.0
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|     av_pid_proportional_linux = 900.0;
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| 
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|     av_pid_derivative_win = 2200.0
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|     av_pid_proportional_win = 900.0;
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| 
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|     ;girth of the avatar.  Adds radius to the height also
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|     av_capsule_radius = 0.37
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| 
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|     ; Max force permissible to use to keep the avatar standing up straight
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|     av_capsule_standup_tensor_win = 550000
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|     av_capsule_standup_tensor_linux = 550000
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| 
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|     ; used to calculate mass of avatar.
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|     ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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|     ; av_density * AVvolume;
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|     av_density = 80
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| 
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|     ; use this value to cut 52% of the height the sim gives us
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|     av_height_fudge_factor = 0.52
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| 
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|     ; Movement.  Smaller is faster.
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| 
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|     ; speed of movement with Always Run off
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|     av_movement_divisor_walk = 1.3
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| 
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|     ; speed of movement with Always Run on
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|     av_movement_divisor_run = 0.8
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| 
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|     ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
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|     minimum_ground_flight_offset = 3.0
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| 
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|     ; ##
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|     ; ## Object options
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|     ; ##
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| 
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|     ; used in the mass calculation.
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|     geometry_default_density = 10.000006836
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| 
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|     ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
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|     body_frames_auto_disable = 20
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| 
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|     ; used to control llMove2Target
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|     body_pid_derivative = 35
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|     body_pid_gain = 25
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| 
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|     ; amount of time a geom/body will try to cross a region border before it gets disabled
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|     geom_crossing_failures_before_outofbounds = 5
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| 
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|     ; start throttling the object updates if object comes in contact with 3 or more other objects
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|     geom_contactpoints_start_throttling = 3
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| 
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|     ; send 1 update for every x updates below when throttled
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|     geom_updates_before_throttled_update = 15
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| 
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|     ; Used for llSetStatus.  How rigid the object rotation is held on the axis specified
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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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| 
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|     ; ##
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|     ; ## Sculpted Prim settings
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|     ; ##
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| 
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|     ; Do we want to mesh sculpted prim to collide like they look?
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|     mesh_sculpted_prim = true
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| 
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|     ; number^2 non-physical level of detail of the sculpt texture.  32x32 - 1024 verticies
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|     mesh_lod = 32
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| 
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|     ; number^2 physical level of detail of the sculpt texture.  16x16 - 256 verticies
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|     mesh_physical_lod = 16
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| 
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|     ; ##
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|     ; ## Physics logging settings - logfiles are saved to *.DIF files
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|     ; ##
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| 
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|     ; default is false
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|     ;physics_logging = true
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|     ;; every n simulation iterations, the physics snapshot file is updated
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|     ;physics_logging_interval = 50
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|     ;; append to existing physics logfile, or overwrite existing logfiles?
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|     ;physics_logging_append_existing_logfile = true
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| 
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|     ; ##
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|     ; ## Joint support
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|     ; ##
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| 
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|     ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. 
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|     ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
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|     ; default is false
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|     ;use_NINJA_physics_joints = true
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