fixed Documentation errors
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@ -13,9 +13,9 @@ pub struct PlaneMeshBuilder {
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///
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///
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/// 0 - is the original plane geometry, the 4 points in the XZ plane.
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/// 0 - is the original plane geometry, the 4 points in the XZ plane.
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///
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///
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/// 1 - is split by 1 line in the middle of the X axis, resulting in a plane with 2 quads / 4 triangles.
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/// 1 - adds a vertex in the middle of the X axis, resulting in a plane with 2 quads / 4 triangles, and a new edge along the Z axis.
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///
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///
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/// 2 - is a plane split by 2 lines on the X axis, subdividing the plane into 3 equal sections along that axis, resulting in a plane with 3 quads / 6 triangles.
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/// 2 - adds 2 vertices along the X axis, resulting in a plane with 3 quads / 6 triangles.
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///
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///
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/// and so on...
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/// and so on...
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pub subdivisions_x: u32,
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pub subdivisions_x: u32,
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@ -24,9 +24,9 @@ pub struct PlaneMeshBuilder {
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///
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///
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/// 0 - is the original plane geometry, the 4 points in the XZ plane.
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/// 0 - is the original plane geometry, the 4 points in the XZ plane.
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///
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///
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/// 1 - is split by 1 line in the middle of the Z axis, resulting in a plane with 2 quads / 4 triangles.
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/// 1 - adds a vertex in the middle of the Z axis, resulting in a plane with 2 quads / 4 triangles, and a new edge along the X axis.
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///
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///
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/// 2 - is a plane split by 2 lines on the Z axis, subdividing the plane into 3 equal sections along that axis, resulting in a plane with 3 quads / 6 triangles.
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/// 2 - adds 2 vertices along the Z axis, resulting in a plane with 3 quads / 6 triangles.
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///
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///
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/// and so on...
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/// and so on...
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pub subdivisions_z: u32,
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pub subdivisions_z: u32,
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@ -112,9 +112,9 @@ impl PlaneMeshBuilder {
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///
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///
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/// 0 - is the original plane geometry, the 4 points in the XZ plane.
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/// 0 - is the original plane geometry, the 4 points in the XZ plane.
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///
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///
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/// 1 - is split by 1 line in the middle of the X axis, resulting in a plane with 2 quads / 4 triangles.
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/// 1 - adds a vertex in the middle of the X axis, resulting in a plane with 2 quads / 4 triangles, and a new edge along the Z axis.
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///
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///
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/// 2 - is a plane split by 2 lines on the X axis, subdividing the plane into 3 equal sections along that axis, resulting in a plane with 3 quads / 6 triangles.
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/// 2 - adds 2 vertices along the X axis, resulting in a plane with 3 quads / 6 triangles.
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///
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///
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/// and so on...
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/// and so on...
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pub fn subdivisions_x(mut self, subdivisions: u32) -> Self {
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pub fn subdivisions_x(mut self, subdivisions: u32) -> Self {
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@ -127,9 +127,9 @@ impl PlaneMeshBuilder {
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///
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///
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/// 0 - is the original plane geometry, the 4 points in the XZ plane.
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/// 0 - is the original plane geometry, the 4 points in the XZ plane.
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///
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///
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/// 1 - is split by 1 line in the middle of the Z axis, resulting in a plane with 2 quads / 4 triangles.
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/// 1 - adds a vertex in the middle of the Z axis, resulting in a plane with 2 quads / 4 triangles, and a new edge along the X axis.
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///
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///
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/// 2 - is a plane split by 2 lines on the Z axis, subdividing the plane into 3 equal sections along that axis, resulting in a plane with 3 quads / 6 triangles.
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/// 2 - adds 2 vertices along the Z axis, resulting in a plane with 3 quads / 6 triangles.
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///
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///
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/// and so on...
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/// and so on...
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pub fn subdivisions_z(mut self, subdivisions: u32) -> Self {
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pub fn subdivisions_z(mut self, subdivisions: u32) -> Self {
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@ -141,7 +141,7 @@ impl PlaneMeshBuilder {
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impl MeshBuilder for PlaneMeshBuilder {
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impl MeshBuilder for PlaneMeshBuilder {
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fn build(&self) -> Mesh {
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fn build(&self) -> Mesh {
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let z_vertex_count = self.subdivisions_z + 2;
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let z_vertex_count = self.subdivisions_z + 2;
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let x_vertex_count = self.subdivisions_z + 2;
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let x_vertex_count = self.subdivisions_x + 2;
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let num_vertices = (z_vertex_count * x_vertex_count) as usize;
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let num_vertices = (z_vertex_count * x_vertex_count) as usize;
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let num_indices = ((z_vertex_count - 1) * (x_vertex_count - 1) * 6) as usize;
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let num_indices = ((z_vertex_count - 1) * (x_vertex_count - 1) * 6) as usize;
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