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BulletSim: implementation of linkset center-of-mass.
Default off, for the moment, until more testing. Add separate thread and center-of-mass flags to OpenSimDefaults.ini. Clean up comments in OpenSimDefaults.ini.
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@@ -919,54 +919,72 @@
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; ## Joint support
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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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; If you would like physics joints to be enabled through a special naming
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; 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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; ##
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; ## additional meshing options
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; ##
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; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
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; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
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; true. Note that this will increase memory usage and region startup time. Default is false.
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; Physical collision mesh proxies are normally created for complex prim shapes,
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; and collisions for simple boxes and spheres are computed algorithmically.
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; If you would rather have mesh proxies for simple prims, you can set this to
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; true. Note that this will increase memory usage and region startup time.
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; Default is false.
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;force_simple_prim_meshing = true
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[BulletSim]
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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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; All the BulletSim parameters can be displayed with the console command
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; "physics get all" and all are defined in the source file
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; 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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; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster.
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; There are two bullet physics libraries, bulletunmanaged is the default and is a
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; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
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; but the c++ one is much faster.
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BulletEngine = "bulletunmanaged"
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; BulletEngine = "bulletxna"
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; Terrain Implementation
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TerrainImplementation = 1 ; 0=Heightfield, 1=mesh
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; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2'
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; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory.
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; BulletSim can run on its own thread independent of the simulator's heartbeat
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; thread. Enabling this will nto let the physics engine slow down avatar movement, etc.
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UseSeparatePhysicsThread = false
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; Terrain implementation can use either Bullet's heightField or BulletSim can build
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; a mesh. 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
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; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
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; magnification uses lots of memory.
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TerrainMeshMagnification = 2
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; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
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; Avatar physics height adjustments.
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; 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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; Default linkset implmentation
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; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound
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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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; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
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; builds a compound shape from the children shapes to create a single physical
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; shape. 'Compound' uses a lot less CPU time.
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LinkImplementation = 1 ; 0=constraint, 1=compound
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; If 'true', offset a linkset's origin based on mass of linkset parts.
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LinksetOffsetCenterOfMass = false
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; If 'true', turn scuplties into meshes
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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 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres
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; If 'false', the Bullet native special case shape is used for square rectangles
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; and even dimensioned spheres.
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ForceSimplePrimMeshing = false
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; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
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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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; Happens often in sculpties. If turned off, there will be some doorways
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; that cannot be walked through.
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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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