From 367b220f3dee26b81beed0d4249d72b628ff87f7 Mon Sep 17 00:00:00 2001 From: Reuben-ROG <2824016820@qq.com> Date: Mon, 25 Sep 2023 11:45:39 +0800 Subject: [PATCH] Delete Chaos Info --- engine/source/runtime/core/math/matrix4.h | 8 ++++---- engine/source/runtime/core/math/random.h | 5 ++--- engine/source/runtime/core/math/vector3.h | 2 +- 3 files changed, 7 insertions(+), 8 deletions(-) diff --git a/engine/source/runtime/core/math/matrix4.h b/engine/source/runtime/core/math/matrix4.h index 500ae22a0..6bee33ed7 100644 --- a/engine/source/runtime/core/math/matrix4.h +++ b/engine/source/runtime/core/math/matrix4.h @@ -10,7 +10,7 @@ namespace Piccolo { /** Class encapsulating a standard 4x4 homogeneous matrix. @remarks - CHAOS uses column vectors when applying matrix multiplications, + Piccolo uses column vectors when applying matrix multiplications, This means a vector is represented as a single column, 4-row matrix. This has the effect that the transformations implemented by the matrices happens right-to-left e.g. if vector V is to be @@ -25,10 +25,10 @@ namespace Piccolo inexplicably chosen to differ from the accepted standard and uses row vectors and left-to-right matrix multiplication. @par - CHAOS deals with the differences between D3D and OpenGL etc. - internally when operating through different render systems. CHAOS + Piccolo deals with the differences between D3D and OpenGL etc. + internally when operating through different render systems. Piccolo users only need to conform to standard maths conventions, i.e. - right-to-left matrix multiplication, (CHAOS transposes matrices it + right-to-left matrix multiplication, (Piccolo transposes matrices it passes to D3D to compensate). @par The generic form M * V which shows the layout of the matrix diff --git a/engine/source/runtime/core/math/random.h b/engine/source/runtime/core/math/random.h index c826a874c..b19900e48 100644 --- a/engine/source/runtime/core/math/random.h +++ b/engine/source/runtime/core/math/random.h @@ -82,10 +82,9 @@ namespace Piccolo template explicit DistRandomNumberGenerator(SeedType&& seeding, Params&&... /*params*/) : m_engine(seeding) { - // m_dist = CHAOS_NEW_T(DistributionFunc)(std::forward(params)...); } - ~DistRandomNumberGenerator() { CHAOS_DELETE_T(m_dist); } + ~DistRandomNumberGenerator() { delete m_dist; } template void seed(Params&&... params) @@ -97,4 +96,4 @@ namespace Piccolo }; using DefaultRNG = RandomNumberGenerator; -} // namespace Chaos +} // namespace Piccolo diff --git a/engine/source/runtime/core/math/vector3.h b/engine/source/runtime/core/math/vector3.h index 1c4812c3a..9cac3b2be 100644 --- a/engine/source/runtime/core/math/vector3.h +++ b/engine/source/runtime/core/math/vector3.h @@ -270,7 +270,7 @@ namespace Piccolo returned vector will be on the side from which the arc from 'this' to rkVector is anticlockwise, e.g. UNIT_Y.crossProduct(UNIT_Z) = UNIT_X, whilst UNIT_Z.crossProduct(UNIT_Y) = -UNIT_X. - This is because CHAOS uses a right-handed coordinate system. + This is because Piccolo uses a right-handed coordinate system. @par For a clearer explanation, look a the left and the bottom edges of your monitor's screen. Assume that the first vector is the