From 4e396728c38bb15c689d68bf8f3b39b166606e5d Mon Sep 17 00:00:00 2001 From: Kawe Mazidjatari <48657826+Mauler125@users.noreply.github.com> Date: Tue, 21 Feb 2023 17:56:56 +0100 Subject: [PATCH] Fix typos --- r5dev/naveditor/Editor_TileMesh.cpp | 8 ++++---- r5dev/thirdparty/recast/Detour/Include/DetourCommon.h | 2 +- r5dev/thirdparty/recast/Recast/Source/RecastRegion.cpp | 6 +++--- 3 files changed, 8 insertions(+), 8 deletions(-) diff --git a/r5dev/naveditor/Editor_TileMesh.cpp b/r5dev/naveditor/Editor_TileMesh.cpp index bf146ef4..b0f784d8 100644 --- a/r5dev/naveditor/Editor_TileMesh.cpp +++ b/r5dev/naveditor/Editor_TileMesh.cpp @@ -1009,7 +1009,7 @@ unsigned char* Editor_TileMesh::buildTileMesh(const int tx, const int ty, const // Partition the heightfield so that we can use simple algorithm later to triangulate the walkable areas. - // There are 3 martitioning methods, each with some pros and cons: + // There are 3 partitioning methods, each with some pros and cons: // 1) Watershed partitioning // - the classic Recast partitioning // - creates the nicest tessellation @@ -1018,13 +1018,13 @@ unsigned char* Editor_TileMesh::buildTileMesh(const int tx, const int ty, const // - the are some corner cases where this method creates produces holes and overlaps // - holes may appear when a small obstacles is close to large open area (triangulation can handle this) // - overlaps may occur if you have narrow spiral corridors (i.e stairs), this make triangulation to fail - // * generally the best choice if you precompute the nacmesh, use this if you have large open areas - // 2) Monotone partioning + // * generally the best choice if you precompute the navmesh, use this if you have large open areas + // 2) Monotone partitioning // - fastest // - partitions the heightfield into regions without holes and overlaps (guaranteed) // - creates long thin polygons, which sometimes causes paths with detours // * use this if you want fast navmesh generation - // 3) Layer partitoining + // 3) Layer partitioning // - quite fast // - partitions the heighfield into non-overlapping regions // - relies on the triangulation code to cope with holes (thus slower than monotone partitioning) diff --git a/r5dev/thirdparty/recast/Detour/Include/DetourCommon.h b/r5dev/thirdparty/recast/Detour/Include/DetourCommon.h index 3d7b6ee3..398d68a3 100644 --- a/r5dev/thirdparty/recast/Detour/Include/DetourCommon.h +++ b/r5dev/thirdparty/recast/Detour/Include/DetourCommon.h @@ -319,7 +319,7 @@ inline float dtVdot2D(const float* u, const float* v) /// Derives the xy-plane 2D perp product of the two vectors. (uy*vx - ux*vy) /// @param[in] u The LHV vector [(x, y, z)] /// @param[in] v The RHV vector [(x, y, z)] -/// @return The dot product on the xy-plane. +/// @return The perp dot product on the xy-plane. /// /// The vectors are projected onto the xy-plane, so the z-values are ignored. inline float dtVperp2D(const float* u, const float* v) diff --git a/r5dev/thirdparty/recast/Recast/Source/RecastRegion.cpp b/r5dev/thirdparty/recast/Recast/Source/RecastRegion.cpp index 7fc0a4e4..72651c44 100644 --- a/r5dev/thirdparty/recast/Recast/Source/RecastRegion.cpp +++ b/r5dev/thirdparty/recast/Recast/Source/RecastRegion.cpp @@ -1512,8 +1512,8 @@ bool rcBuildRegionsMonotone(rcContext* ctx, rcCompactHeightfield& chf, /// If multiple regions form an area that is smaller than @p minRegionArea, then all spans will be /// re-assigned to the zero (null) region. /// -/// Watershed partitioning can result in smaller than necessary regions, especially in diagonal corridors. -/// @p mergeRegionArea helps reduce unecessarily small regions. +/// Watershed partitioning can result in smaller than necessary regions, especially in diagonal corridors. +/// @p mergeRegionArea helps reduce unnecessary small regions. /// /// See the #rcConfig documentation for more information on the configuration parameters. /// @@ -1638,7 +1638,7 @@ bool rcBuildRegions(rcContext* ctx, rcCompactHeightfield& chf, { rcScopedTimer timerFilter(ctx, RC_TIMER_BUILD_REGIONS_FILTER); - // Merge regions and filter out smalle regions. + // Merge regions and filter out small regions. rcIntArray overlaps; chf.maxRegions = regionId; if (!mergeAndFilterRegions(ctx, minRegionArea, mergeRegionArea, chf.maxRegions, chf, srcReg, overlaps))