This commit is contained in:
ikpil 2023-08-19 14:54:36 +09:00
parent 5b20414987
commit 262a101921
3 changed files with 13 additions and 22 deletions

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@ -38,14 +38,14 @@ namespace DotRecast.Detour
public float[] detailVerts;
/**
* The detail mesh's triangles. [(vertA, vertB, vertC) * MeshHeader::detailTriCount] See DetailTriEdgeFlags and
* NavMesh::getDetailTriEdgeFlags.
*/
* The detail mesh's triangles. [(vertA, vertB, vertC) * MeshHeader::detailTriCount] See DetailTriEdgeFlags and
* NavMesh::getDetailTriEdgeFlags.
*/
public int[] detailTris;
/**
* The tile bounding volume nodes. [Size: MeshHeader::bvNodeCount] (Will be null if bounding volumes are disabled.)
*/
* The tile bounding volume nodes. [Size: MeshHeader::bvNodeCount] (Will be null if bounding volumes are disabled.)
*/
public DtBVNode[] bvTree;
/** The tile off-mesh connections. [Size: MeshHeader::offMeshConCount] */

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@ -23,8 +23,8 @@ using System.Collections.Generic;
namespace DotRecast.Detour
{
/**
* Defines a navigation mesh tile.
*/
* Defines a navigation mesh tile.
*/
public class DtMeshTile
{
public readonly int index;

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@ -96,21 +96,12 @@ namespace DotRecast.Detour
/// @}
/// @name General Configuration Attributes
/// @{
public float walkableHeight;
public float walkableHeight; // < The agent height. [Unit: wu]
public float walkableRadius; // < The agent radius. [Unit: wu]
public float walkableClimb; // < The agent maximum traversable ledge. (Up/Down) [Unit: wu]
public float cs; // < The xz-plane cell size of the polygon mesh. [Limit: > 0] [Unit: wu]
public float ch; // < The y-axis cell height of the polygon mesh. [Limit: > 0] [Unit: wu]
/// < The agent height. [Unit: wu]
public float walkableRadius;
/// < The agent radius. [Unit: wu]
public float walkableClimb;
/// < The agent maximum traversable ledge. (Up/Down) [Unit: wu]
public float cs;
/// < The xz-plane cell size of the polygon mesh. [Limit: > 0] [Unit: wu]
public float ch;
/// < The y-axis cell height of the polygon mesh. [Limit: > 0] [Unit: wu]
/// True if a bounding volume tree should be built for the tile.
/// @note The BVTree is not normally needed for layered navigation meshes.
public bool buildBvTree;