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fixed typo
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Assets/HoloToolkit/SpatialUnderstanding/Scripts/SpatialUnderstandingCustomMesh.cs

Lines changed: 11 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -61,7 +61,7 @@ public bool DrawProcessedMesh
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}
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/// <summary>
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/// Has any mesh sectors been scanned
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/// Have any mesh sectors been scanned
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/// </summary>
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public bool HasMeshSectors { get { return meshSectors != null && meshSectors.Count > 0; } }
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@@ -86,13 +86,13 @@ public bool DrawProcessedMesh
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private SpatialUnderstanding spatialUnderstanding;
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/// <summary>
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/// The spatial understanding mesh will be split into pieces so that we don't have to
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/// The spatial understanding mesh will be split into pieces so that we don't have to
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/// render the whole mesh, rather just the parts that are visible to the user.
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/// </summary>
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private Dictionary<Vector3, MeshData> meshSectors = new Dictionary<Vector3, MeshData>();
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/// <summary>
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/// A data structure to manage collecting triangles as we
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/// A data structure to manage collecting triangles as we
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/// subdivide the spatial understanding mesh into smaller sub meshes.
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/// </summary>
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private class MeshData
@@ -163,11 +163,11 @@ public void Commit()
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/// <param name="point3">Third point on the triangle.</param>
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public void AddTriangle(Vector3 point1, Vector3 point2, Vector3 point3)
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{
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// Currently spatial understanding in the native layer voxellizes the space
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// into ~2000 voxels per cubic meter. Even in a degerate case we
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// Currently spatial understanding in the native layer voxellizes the space
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// into ~2000 voxels per cubic meter. Even in a degerate case we
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// will use far fewer than 65000 vertices, this check should not fail
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// unless the spatial understanding native layer is updated to have more
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// voxels per cubic meter.
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// voxels per cubic meter.
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if (verts.Count < 65000)
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{
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tris.Add(verts.Count);
@@ -201,7 +201,7 @@ private void Update()
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}
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/// <summary>
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/// Adds a triangle with the specified points to the specified sector.
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/// Adds a triangle with the specified points to the specified sector.
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/// </summary>
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/// <param name="sector">The sector to add the triangle to.</param>
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/// <param name="point1">First point of the triangle.</param>
@@ -295,8 +295,8 @@ public IEnumerator Import_UnderstandingMesh()
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}
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float startTime = Time.realtimeSinceStartup;
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// first we need to split the playspace up into segments so we don't always
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// draw everything. We can break things up in to cubic meters.
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// first we need to split the playspace up into segments so we don't always
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// draw everything. We can break things up in to cubic meters.
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for (int index = 0; index < meshIndices.Length; index += 3)
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{
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Vector3 firstVertex = meshVertices[meshIndices[index]];
@@ -395,7 +395,7 @@ private Vector3 VectorToSector(Vector3 vector)
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}
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/// <summary>
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/// Updates the mesh import process. This function will kick off the import
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/// Updates the mesh import process. This function will kick off the import
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/// coroutine at the requested internal.
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/// </summary>
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private void Update_MeshImport()
@@ -417,4 +417,4 @@ private void OnDestroy()
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}
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}
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}
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}

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