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@ -72,8 +72,7 @@ namespace DotRecast.Recast
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public readonly int MinRegionArea;
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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. [Limit:
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* >=0] [Units: vx]
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* Any regions with a span count smaller than this value will, if possible, be merged with larger regions. [Limit:>=0] [Units: vx]
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**/
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public readonly int MergeRegionArea;
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@ -84,8 +83,7 @@ namespace DotRecast.Recast
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public readonly int MaxVertsPerPoly;
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/**
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* Sets the sampling distance to use when generating the detail mesh. (For height detail only.) [Limits: 0 or >=
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* 0.9] [Units: wu]
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* Sets the sampling distance to use when generating the detail mesh. (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
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**/
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public readonly float DetailSampleDist;
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@ -60,8 +60,8 @@ namespace DotRecast.Recast
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this.bmin.z += tileZ * tsz;
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this.bmax.x = this.bmin.x + tsx;
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this.bmax.z = this.bmin.z + tsz;
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// Expand the heighfield bounding box by border size to find the extents of geometry we need to build this
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// tile.
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// Expand the heighfield bounding box by border size to find the extents of geometry we need to build this tile.
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//
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// This is done in order to make sure that the navmesh tiles connect correctly at the borders,
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// and the obstacles close to the border work correctly with the dilation process.
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@ -80,9 +80,9 @@ namespace DotRecast.Recast
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// You should use this bounding box to query your input geometry.
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//
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// For example if you build a navmesh for terrain, and want the navmesh tiles to match the terrain tile size
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// you will need to pass in data from neighbour terrain tiles too! In a simple case, just pass in all the 8
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// neighbours,
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// you will need to pass in data from neighbour terrain tiles too! In a simple case, just pass in all the 8 neighbours,
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// or use the bounding box below to only pass in a sliver of each of the 8 neighbours.
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this.bmin.x -= cfg.BorderSize * cfg.Cs;
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this.bmin.z -= cfg.BorderSize * cfg.Cs;
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this.bmax.x += cfg.BorderSize * cfg.Cs;
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