diff --git a/src/DotRecast.Recast/RcConfig.cs b/src/DotRecast.Recast/RcConfig.cs index 8415d57..52d597a 100644 --- a/src/DotRecast.Recast/RcConfig.cs +++ b/src/DotRecast.Recast/RcConfig.cs @@ -72,8 +72,7 @@ namespace DotRecast.Recast public readonly int MinRegionArea; /** - * Any regions with a span count smaller than this value will, if possible, be merged with larger regions. [Limit: - * >=0] [Units: vx] + * Any regions with a span count smaller than this value will, if possible, be merged with larger regions. [Limit:>=0] [Units: vx] **/ public readonly int MergeRegionArea; @@ -84,8 +83,7 @@ namespace DotRecast.Recast public readonly int MaxVertsPerPoly; /** - * Sets the sampling distance to use when generating the detail mesh. (For height detail only.) [Limits: 0 or >= - * 0.9] [Units: wu] + * Sets the sampling distance to use when generating the detail mesh. (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu] **/ public readonly float DetailSampleDist; diff --git a/src/DotRecast.Recast/RecastBuilderConfig.cs b/src/DotRecast.Recast/RecastBuilderConfig.cs index 5533c2e..0807faa 100644 --- a/src/DotRecast.Recast/RecastBuilderConfig.cs +++ b/src/DotRecast.Recast/RecastBuilderConfig.cs @@ -60,8 +60,8 @@ namespace DotRecast.Recast this.bmin.z += tileZ * tsz; this.bmax.x = this.bmin.x + tsx; this.bmax.z = this.bmin.z + tsz; - // Expand the heighfield bounding box by border size to find the extents of geometry we need to build this - // tile. + + // Expand the heighfield bounding box by border size to find the extents of geometry we need to build this tile. // // This is done in order to make sure that the navmesh tiles connect correctly at the borders, // and the obstacles close to the border work correctly with the dilation process. @@ -69,20 +69,20 @@ namespace DotRecast.Recast // // IMPORTANT! // - // :''''''''': - // : +-----+ : - // : | | : - // : | |<--- tile to build - // : | | : - // : +-----+ :<-- geometry needed - // :.........: + // :''''''''': + // : +-----+ : + // : | | : + // : | |<--- tile to build + // : | | : + // : +-----+ :<-- geometry needed + // :.........: // // You should use this bounding box to query your input geometry. // // For example if you build a navmesh for terrain, and want the navmesh tiles to match the terrain tile size - // you will need to pass in data from neighbour terrain tiles too! In a simple case, just pass in all the 8 - // neighbours, + // you will need to pass in data from neighbour terrain tiles too! In a simple case, just pass in all the 8 neighbours, // or use the bounding box below to only pass in a sliver of each of the 8 neighbours. + this.bmin.x -= cfg.BorderSize * cfg.Cs; this.bmin.z -= cfg.BorderSize * cfg.Cs; this.bmax.x += cfg.BorderSize * cfg.Cs;