forked from bit/DotRecastNetSim
typo comment
This commit is contained in:
parent
e663b617e3
commit
0027cd36ee
|
@ -72,8 +72,7 @@ namespace DotRecast.Recast
|
||||||
public readonly int MinRegionArea;
|
public readonly int MinRegionArea;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Any regions with a span count smaller than this value will, if possible, be merged with larger regions. [Limit:
|
* Any regions with a span count smaller than this value will, if possible, be merged with larger regions. [Limit:>=0] [Units: vx]
|
||||||
* >=0] [Units: vx]
|
|
||||||
**/
|
**/
|
||||||
public readonly int MergeRegionArea;
|
public readonly int MergeRegionArea;
|
||||||
|
|
||||||
|
@ -84,8 +83,7 @@ namespace DotRecast.Recast
|
||||||
public readonly int MaxVertsPerPoly;
|
public readonly int MaxVertsPerPoly;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Sets the sampling distance to use when generating the detail mesh. (For height detail only.) [Limits: 0 or >=
|
* Sets the sampling distance to use when generating the detail mesh. (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
|
||||||
* 0.9] [Units: wu]
|
|
||||||
**/
|
**/
|
||||||
public readonly float DetailSampleDist;
|
public readonly float DetailSampleDist;
|
||||||
|
|
||||||
|
|
|
@ -60,8 +60,8 @@ namespace DotRecast.Recast
|
||||||
this.bmin.z += tileZ * tsz;
|
this.bmin.z += tileZ * tsz;
|
||||||
this.bmax.x = this.bmin.x + tsx;
|
this.bmax.x = this.bmin.x + tsx;
|
||||||
this.bmax.z = this.bmin.z + tsz;
|
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,
|
// 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.
|
// and the obstacles close to the border work correctly with the dilation process.
|
||||||
|
@ -69,20 +69,20 @@ namespace DotRecast.Recast
|
||||||
//
|
//
|
||||||
// IMPORTANT!
|
// IMPORTANT!
|
||||||
//
|
//
|
||||||
// :''''''''':
|
// :''''''''':
|
||||||
// : +-----+ :
|
// : +-----+ :
|
||||||
// : | | :
|
// : | | :
|
||||||
// : | |<--- tile to build
|
// : | |<--- tile to build
|
||||||
// : | | :
|
// : | | :
|
||||||
// : +-----+ :<-- geometry needed
|
// : +-----+ :<-- geometry needed
|
||||||
// :.........:
|
// :.........:
|
||||||
//
|
//
|
||||||
// You should use this bounding box to query your input geometry.
|
// 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
|
// 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
|
// you will need to pass in data from neighbour terrain tiles too! In a simple case, just pass in all the 8 neighbours,
|
||||||
// neighbours,
|
|
||||||
// or use the bounding box below to only pass in a sliver of each of 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.x -= cfg.BorderSize * cfg.Cs;
|
||||||
this.bmin.z -= cfg.BorderSize * cfg.Cs;
|
this.bmin.z -= cfg.BorderSize * cfg.Cs;
|
||||||
this.bmax.x += cfg.BorderSize * cfg.Cs;
|
this.bmax.x += cfg.BorderSize * cfg.Cs;
|
||||||
|
|
Loading…
Reference in New Issue