@@ -61,7 +61,7 @@ public bool DrawProcessedMesh
6161 }
6262
6363 /// <summary>
64- /// Has any mesh sectors been scanned
64+ /// Have any mesh sectors been scanned
6565 /// </summary>
6666 public bool HasMeshSectors { get { return meshSectors != null && meshSectors . Count > 0 ; } }
6767
@@ -86,13 +86,13 @@ public bool DrawProcessedMesh
8686 private SpatialUnderstanding spatialUnderstanding ;
8787
8888 /// <summary>
89- /// The spatial understanding mesh will be split into pieces so that we don't have to
89+ /// The spatial understanding mesh will be split into pieces so that we don't have to
9090 /// render the whole mesh, rather just the parts that are visible to the user.
9191 /// </summary>
9292 private Dictionary < Vector3 , MeshData > meshSectors = new Dictionary < Vector3 , MeshData > ( ) ;
9393
9494 /// <summary>
95- /// A data structure to manage collecting triangles as we
95+ /// A data structure to manage collecting triangles as we
9696 /// subdivide the spatial understanding mesh into smaller sub meshes.
9797 /// </summary>
9898 private class MeshData
@@ -163,11 +163,11 @@ public void Commit()
163163 /// <param name="point3">Third point on the triangle.</param>
164164 public void AddTriangle ( Vector3 point1 , Vector3 point2 , Vector3 point3 )
165165 {
166- // Currently spatial understanding in the native layer voxellizes the space
167- // into ~2000 voxels per cubic meter. Even in a degerate case we
166+ // Currently spatial understanding in the native layer voxellizes the space
167+ // into ~2000 voxels per cubic meter. Even in a degerate case we
168168 // will use far fewer than 65000 vertices, this check should not fail
169169 // unless the spatial understanding native layer is updated to have more
170- // voxels per cubic meter.
170+ // voxels per cubic meter.
171171 if ( verts . Count < 65000 )
172172 {
173173 tris . Add ( verts . Count ) ;
@@ -201,7 +201,7 @@ private void Update()
201201 }
202202
203203 /// <summary>
204- /// Adds a triangle with the specified points to the specified sector.
204+ /// Adds a triangle with the specified points to the specified sector.
205205 /// </summary>
206206 /// <param name="sector">The sector to add the triangle to.</param>
207207 /// <param name="point1">First point of the triangle.</param>
@@ -295,8 +295,8 @@ public IEnumerator Import_UnderstandingMesh()
295295 }
296296
297297 float startTime = Time . realtimeSinceStartup ;
298- // first we need to split the playspace up into segments so we don't always
299- // draw everything. We can break things up in to cubic meters.
298+ // first we need to split the playspace up into segments so we don't always
299+ // draw everything. We can break things up in to cubic meters.
300300 for ( int index = 0 ; index < meshIndices . Length ; index += 3 )
301301 {
302302 Vector3 firstVertex = meshVertices [ meshIndices [ index ] ] ;
@@ -395,7 +395,7 @@ private Vector3 VectorToSector(Vector3 vector)
395395 }
396396
397397 /// <summary>
398- /// Updates the mesh import process. This function will kick off the import
398+ /// Updates the mesh import process. This function will kick off the import
399399 /// coroutine at the requested internal.
400400 /// </summary>
401401 private void Update_MeshImport ( )
@@ -417,4 +417,4 @@ private void OnDestroy()
417417 }
418418 }
419419
420- }
420+ }
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