* Added about half of the planned ODE physics options to OpenSim.ini.example.

* Some will do cool things, some will make your scene explode dramatically if you're not careful.
This commit is contained in:
Teravus Ovares
2008-05-15 06:35:01 +00:00
parent bc177b1c37
commit 173d13b0a4
4 changed files with 183 additions and 61 deletions

View File

@@ -158,6 +158,56 @@ whisper_distance = 10
say_distance = 30
shout_distance = 100
[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
; 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
[RemoteAdmin]
enabled = false
access_password = unknown