fixed Documentation errors

This commit is contained in:
Matthias Wuketich 2025-06-03 20:09:52 +02:00
parent ad692adece
commit 3b7f50ab13

View File

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