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			435 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| Navigator Settings
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| ##################
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| 
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| Main settings
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| *************
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| 
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| This section is for players.
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| 
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| enable
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| ------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	True
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| 
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| Enable navigator.
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| When enabled background threads are started to build nav mesh for world geometry.
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| Pathfinding system uses nav mesh to build paths.
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| When disabled only pathgrid is used to build paths.
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| Single-core CPU systems may have big performance impact on exiting interior location and moving across exterior world.
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| May slightly affect performance on multi-core CPU systems.
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| Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance.
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| Moving across external world, entering/exiting location produce nav mesh update.
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| NPC and creatures may not be able to find path before nav mesh is built around them.
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| Try to disable this if you want to have old fashioned AI which doesn't know where to go when you stand behind that stone and casting a firebolt.
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| 
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| max tiles number
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| ----------------
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| 
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| :Type:		integer
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| :Range:		>= 0
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| :Default:	512
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| 
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| Number of tiles at nav mesh.
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| Nav mesh covers circle area around player.
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| This option allows to set an explicit limit for nav mesh size, how many tiles should fit into circle.
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| If actor is inside this area it able to find path over nav mesh.
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| Increasing this value may decrease performance.
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| 
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| .. note::
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|     Don't expect infinite nav mesh size increasing.
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|     This condition is always true: ``max tiles number * max polygons per tile <= 4194304``.
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|     It's a limitation of `Recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ library.
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| 
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| wait until min distance to player
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| ---------------------------------
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| 
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| :Type:		integer
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| :Range:		>= 0
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| :Default:	5
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| 
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| Distance in navmesh tiles around the player to keep loading screen until navigation mesh is generated.
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| Allows to complete cell loading only when minimal navigation mesh area is generated to correctly find path for actors
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| nearby the player. Increasing this value will keep loading screen longer but will slightly increase nav mesh generation
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| speed on systems bound by CPU. Zero means no waiting.
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| 
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| enable nav mesh disk cache
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| --------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	True
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| 
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| If true navmesh cache stored on disk will be used in addition to memory cache.
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| If navmesh tile is not present in memory cache, it will be looked up in the disk cache.
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| If it's not found there it will be generated.
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| 
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| write to navmeshdb
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| ------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	True
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| 
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| If true generated navmesh tiles will be stored into disk cache while game is running.
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| 
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| max navmeshdb file size
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| -----------------------
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| 
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| :Type:		unsigned 64-bit integer
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| :Range:		> 0
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| :Default:	2147483648
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| 
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| Approximate maximum file size of navigation mesh cache stored on disk in bytes (value > 0).
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| 
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| Advanced settings
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| *****************
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| 
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| This section is for advanced PC uses who understands concepts of OS thread and memory.
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| 
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| async nav mesh updater threads
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| ------------------------------
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| 
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| :Type:		platform dependant unsigned integer
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| :Range:		>= 1
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| :Default:	1
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| 
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| Number of background threads to update nav mesh.
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| Increasing this value may decrease performance, but also may decrease or increase nav mesh update latency depending on number of CPU cores.
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| On systems with not less than 4 CPU cores latency dependens approximately like 1/log(n) from number of threads.
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| Don't expect twice better latency by doubling this value.
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| 
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| max nav mesh tiles cache size
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| -----------------------------
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| 
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| :Type:		platform dependant unsigned integer
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| :Range:		>= 0
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| :Default:	268435456
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| 
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| Maximum total cached size of all nav mesh tiles in bytes.
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| Setting greater than zero value will reduce nav mesh update latency for previously visited locations.
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| Increasing this value may increase total memory consumption, but potentially will reduce latency for recently visited locations.
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| Limit this value by total available physical memory minus base game memory consumption and other applications.
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| Game will not eat all memory at once.
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| Memory will be consumed in approximately linear dependency from number of nav mesh updates.
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| But only for new locations or already dropped from cache.
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| 
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| min update interval ms
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| ----------------------
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| 
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| :Type:		integer
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| :Range:		>= 0
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| :Default:	250
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| 
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| Minimum time duration required to pass before next navmesh update for the same tile in milliseconds.
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| Only tiles affected where objects are transformed.
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| Next update for tile with added or removed object will not be delayed.
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| Visible ingame effect is navmesh update around opening or closing door.
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| Primary usage is for rotating signs like in Seyda Neen at Arrille's Tradehouse entrance.
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| Decreasing this value may increase CPU usage by background threads.
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| 
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| Developer's settings
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| ********************
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| 
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| This section is for developers or anyone who wants to investigate how nav mesh system works in OpenMW.
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| 
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| enable write recast mesh to file
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| --------------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Write recast mesh to file in .obj format for each use to update nav mesh.
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| Option is used to find out what world geometry is used to build nav mesh.
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| Potentially decreases performance.
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| 
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| enable write nav mesh to file
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| -----------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Write nav mesh to file to be able to open by RecastDemo application.
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| Usually it is more useful to have both enable write recast mesh to file and this options enabled.
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| RecastDemo supports .obj files.
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| Potentially decreases performance.
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| 
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| enable recast mesh file name revision
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| -------------------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Write each recast mesh file with revision in name.
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| Otherwise will rewrite same file.
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| If it is unclear when geometry is changed use this option to dump multiple files for each state.
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| 
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| enable nav mesh file name revision
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| ----------------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Write each nav mesh file with revision in name.
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| Otherwise will rewrite same file.
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| If it is unclear when nav mesh is changed use this option to dump multiple files for each state.
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| 
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| recast mesh path prefix
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| -----------------------
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| 
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| :Type:		string
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| :Range:		file system path
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| :Default:	""
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| 
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| Write recast mesh file at path with this prefix.
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| 
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| nav mesh path prefix
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| --------------------
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| 
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| :Type:		string
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| :Range:		file system path
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| :Default:	""
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| 
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| Write nav mesh file at path with this prefix.
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| 
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| enable nav mesh render
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| ----------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Render navigation mesh.
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| Allows to do in-game debug.
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| Every nav mesh is visible and every update is noticeable.
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| Potentially decreases performance.
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| 
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| nav mesh render mode
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| --------------------
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| 
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| :Type:		string
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| :Range:		"area type", "update frequency"
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| :Default:	"area type"
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| 
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| Render navigation mesh in specific mode.
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| "area type" - show area types using different colours.
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| "update frequency" - show tiles update frequency as a heatmap.
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| 
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| enable agents paths render
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| --------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Render agents paths.
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| Make visible all NPC's and creaure's plans where they are going.
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| Works even if Navigator is disabled.
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| Potentially decreases performance.
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| 
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| enable recast mesh render
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| -------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Render recast mesh that is built as set of culled tiles from physical mesh.
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| Should show similar mesh to physical one.
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| Little difference can be a result of floating point error.
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| Absent pieces usually mean a bug in recast mesh tiles building.
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| Allows to do in-game debug.
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| Potentially decreases performance.
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| 
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| nav mesh version
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| ----------------
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| 
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| :Type:		integer
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| :Range:		> 0
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| :Default:	1
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| 
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| Version of navigation mesh generation algorithm.
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| Should be increased each time there is a difference between output of makeNavMeshTileData function for the same input.
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| Changing the value will invalidate navmesh disk cache.
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| 
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| Expert settings
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| ***************
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| 
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| This section is for developers who wants to go deeper into Detournavigator component logic.
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| 
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| recast scale factor
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| -------------------
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| 
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| :Type:		floating point
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| :Range:		> 0.0
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| :Default:	0.029411764705882353
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| 
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| Scale of nav mesh coordinates to world coordinates. Recastnavigation builds voxels for world geometry.
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| Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size
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| "recast scale factor" / "cell size". Default value calculates by this equation:
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| sStepSizeUp * "recast scale factor" / "cell size" = 5 (max climb height should be equal to 4 voxels).
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| Changing this value will change generated nav mesh. Some locations may become unavailable for NPC and creatures.
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| Pay attention to slopes and roofs when change it. Increasing this value will reduce nav mesh update latency.
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| 
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| max polygon path size
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| ---------------------
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| 
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| :Type:		platform dependant unsigned integer
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| :Range:		> 0
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| :Default:	1024
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| 
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| Maximum size of path over polygons.
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| 
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| max smooth path size
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| --------------------
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| 
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| :Type:		platform dependant unsigned integer
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| :Range:		> 0
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| :Default:	1024
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| 
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| Maximum size of smoothed path.
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| 
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| Expert Recastnavigation related settings
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| ****************************************
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| 
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| This section is for OpenMW developers who knows about `Recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ library and understands how it works.
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| 
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| cell height
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| -----------
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| 
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| :Type:		floating point
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| :Range:		> 0.0
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| :Default:	0.2
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| 
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| The z-axis cell size to use for fields.
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| Defines voxel/grid/cell size. So their values have significant
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| side effects on all parameters defined in voxel units.
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| The minimum value for this parameter depends on the platform's floating point
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| accuracy, with the practical minimum usually around 0.05.
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| Same default value is used in RecastDemo.
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| 
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| cell size
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| ---------
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| 
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| :Type:		floating point
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| :Range:		> 0.0
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| :Default:	0.2
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| 
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| The xy-plane cell size to use for fields.
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| Defines voxel/grid/cell size. So their values have significant
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| side effects on all parameters defined in voxel units.
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| The minimum value for this parameter depends on the platform's floating point
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| accuracy, with the practical minimum usually around 0.05.
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| Same default value is used in RecastDemo.
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| 
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| detail sample dist
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| ------------------
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| 
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| :Type:		floating point
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| :Range:		= 0.0 or >= 0.9
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| :Default:	6.0
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| 
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| Sets the sampling distance to use when generating the detail mesh.
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| 
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| detail sample max error
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| -----------------------
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| 
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| :Type:		floating point
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| :Range:		>= 0.0
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| :Default:	1.0
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| 
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| The maximum distance the detail mesh surface should deviate from heightfield data.
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| 
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| max simplification error
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| ------------------------
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| 
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| :Type:		floating point
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| :Range:		>= 0.0
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| :Default:	1.3
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| 
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| The maximum distance a simplfied contour's border edges should deviate the original raw contour.
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| 
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| tile size
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| ---------
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| 
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| :Type:		integer
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| :Range:		> 0
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| :Default:	128
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| 
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| The width and height of each tile.
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| 
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| border size
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| -----------
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| 
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| :Type:		integer
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| :Range:		>= 0
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| :Default:	16
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| 
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| The size of the non-navigable border around the heightfield.
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| 
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| max edge len
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| ------------
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| 
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| :Type:		integer
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| :Range:		>= 0
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| :Default:	12
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| 
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| The maximum allowed length for contour edges along the border of the mesh.
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| 
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| max nav mesh query nodes
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| ------------------------
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| 
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| :Type:		integer
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| :Range:		0 < value <= 65535
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| :Default:	2048
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| 
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| Maximum number of search nodes.
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| 
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| max polygons per tile
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| ---------------------
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| 
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| :Type:		integer
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| :Range:		2^n, 0 < n < 22
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| :Default:	4096
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| 
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| Maximum number of polygons per nav mesh tile. Maximum number of nav mesh tiles depends on
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| this value. 22 bits is a limit to store both tile identifier and polygon identifier (tiles = 2^(22 - log2(polygons))).
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| See `recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ for more details.
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| 
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| .. Warning::
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|     Lower value may lead to ignored world geometry on nav mesh.
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|     Greater value will reduce number of nav mesh tiles.
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|     This condition is always true: ``max tiles number * max polygons per tile <= 4194304``.
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|     It's a limitation of `Recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ library.
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| 
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| max verts per poly
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| ------------------
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| 
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| :Type:		integer
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| :Range:		>= 3
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| :Default:	6
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| 
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| The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
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| 
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| region merge area
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| -----------------
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| 
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| :Type:		integer
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| :Range:		>= 0
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| :Default:	400
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| 
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| Any regions with a span count smaller than this value will, if possible, be merged with larger regions.
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| 
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| region min area
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| ---------------
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| 
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| :Type:		integer
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| :Range:		>= 0
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| :Default:	64
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| 
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| The minimum number of cells allowed to form isolated island areas.
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