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