Update Box vertices comment (#7055)
Old comment is Z-up , Fix comment for bevy Y-up # Objective - Update Box vertices comment for bevy Y-up ## Solution - Update comment for Y-up --- ## Changelog None ## Migration Guide None
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				@ -73,13 +73,14 @@ impl Default for Box {
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impl From<Box> for Mesh {
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    fn from(sp: Box) -> Self {
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        // suppose Y-up right hand, and camera look from +z to -z
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        let vertices = &[
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            // Top
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            // Front
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            ([sp.min_x, sp.min_y, sp.max_z], [0., 0., 1.0], [0., 0.]),
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            ([sp.max_x, sp.min_y, sp.max_z], [0., 0., 1.0], [1.0, 0.]),
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            ([sp.max_x, sp.max_y, sp.max_z], [0., 0., 1.0], [1.0, 1.0]),
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            ([sp.min_x, sp.max_y, sp.max_z], [0., 0., 1.0], [0., 1.0]),
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            // Bottom
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            // Back
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            ([sp.min_x, sp.max_y, sp.min_z], [0., 0., -1.0], [1.0, 0.]),
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            ([sp.max_x, sp.max_y, sp.min_z], [0., 0., -1.0], [0., 0.]),
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            ([sp.max_x, sp.min_y, sp.min_z], [0., 0., -1.0], [0., 1.0]),
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@ -94,12 +95,12 @@ impl From<Box> for Mesh {
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            ([sp.min_x, sp.max_y, sp.max_z], [-1.0, 0., 0.], [0., 0.]),
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            ([sp.min_x, sp.max_y, sp.min_z], [-1.0, 0., 0.], [0., 1.0]),
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            ([sp.min_x, sp.min_y, sp.min_z], [-1.0, 0., 0.], [1.0, 1.0]),
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            // Front
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            // Top
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            ([sp.max_x, sp.max_y, sp.min_z], [0., 1.0, 0.], [1.0, 0.]),
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            ([sp.min_x, sp.max_y, sp.min_z], [0., 1.0, 0.], [0., 0.]),
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            ([sp.min_x, sp.max_y, sp.max_z], [0., 1.0, 0.], [0., 1.0]),
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            ([sp.max_x, sp.max_y, sp.max_z], [0., 1.0, 0.], [1.0, 1.0]),
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            // Back
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            // Bottom
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            ([sp.max_x, sp.min_y, sp.max_z], [0., -1.0, 0.], [0., 0.]),
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            ([sp.min_x, sp.min_y, sp.max_z], [0., -1.0, 0.], [1.0, 0.]),
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            ([sp.min_x, sp.min_y, sp.min_z], [0., -1.0, 0.], [1.0, 1.0]),
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@ -111,12 +112,12 @@ impl From<Box> for Mesh {
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        let uvs: Vec<_> = vertices.iter().map(|(_, _, uv)| *uv).collect();
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        let indices = Indices::U32(vec![
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            0, 1, 2, 2, 3, 0, // top
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            4, 5, 6, 6, 7, 4, // bottom
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            0, 1, 2, 2, 3, 0, // front
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            4, 5, 6, 6, 7, 4, // back
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            8, 9, 10, 10, 11, 8, // right
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            12, 13, 14, 14, 15, 12, // left
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            16, 17, 18, 18, 19, 16, // front
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            20, 21, 22, 22, 23, 20, // back
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            16, 17, 18, 18, 19, 16, // top
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            20, 21, 22, 22, 23, 20, // bottom
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        ]);
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        let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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