typo comment

This commit is contained in:
ikpil 2023-08-30 23:44:01 +09:00
parent e663b617e3
commit 0027cd36ee
2 changed files with 13 additions and 15 deletions

View File

@ -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;

View File

@ -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.
@ -80,9 +80,9 @@ namespace DotRecast.Recast
// 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;