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@@ -1,5 +1,7 @@
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-#include "Device.h"
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-#include "ScriptSystem.h"
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+#include "Mat4.h"
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+#include "Vec3.h"
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+#include "LuaStack.h"
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+#include "LuaEnvironment.h"
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#include "OS.h"
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namespace crown
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@@ -7,222 +9,404 @@ namespace crown
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extern "C"
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{
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- Mat4& mat4(float r1c1, float r2c1, float r3c1, float r1c2, float r2c2, float r3c2, float r1c3, float r2c3, float r3c3);
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-
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- Mat4& mat4_add(Mat4& self, Mat4& m);
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- Mat4& mat4_subtract(Mat4& self, Mat4& m);
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+const int32_t LUA_MAT4_BUFFER_SIZE = 4096;
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+Mat4 mat4_buffer[LUA_MAT4_BUFFER_SIZE];
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+uint32_t mat4_used = 0;
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- Mat4& mat4_multiply(Mat4& self, Mat4& m);
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+int32_t mat4(lua_State* L)
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+{
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+ LuaStack stack(L);
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+
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+ float m0 = stack.get_float(1);
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+ float m1 = stack.get_float(2);
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+ float m2 = stack.get_float(3);
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+ float m4 = stack.get_float(4);
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+ float m5 = stack.get_float(5);
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+ float m6 = stack.get_float(6);
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+ float m8 = stack.get_float(7);
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+ float m9 = stack.get_float(8);
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+ float m10 = stack.get_float(9);
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+
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+ mat4_buffer[mat4_used].m[0] = m0;
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+ mat4_buffer[mat4_used].m[1] = m1;
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+ mat4_buffer[mat4_used].m[2] = m2;
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+ mat4_buffer[mat4_used].m[4] = m4;
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+ mat4_buffer[mat4_used].m[5] = m5;
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+ mat4_buffer[mat4_used].m[6] = m6;
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+ mat4_buffer[mat4_used].m[8] = m8;
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+ mat4_buffer[mat4_used].m[9] = m9;
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+ mat4_buffer[mat4_used].m[10] = m10;
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+
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+ stack.push_lightudata(&mat4_buffer[mat4_used]);
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+
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+ mat4_used++;
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+
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+ return 1;
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+}
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+
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+int32_t mat4_add(lua_State* L)
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+{
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+ LuaStack stack(L);
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- Mat4& mat4_multiply_by_scalar(Mat4& self, float k);
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ Mat4* b = (Mat4*)stack.get_lightudata(2);
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- Mat4& mat4_divide_by_scalar(Mat4& self, float k);
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+ *a += *b;
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- void mat4_build_rotation_x(Mat4& self, float radians);
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+ stack.push_lightudata(a);
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- void mat4_build_rotation_y(Mat4& self, float radians);
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+ return 1;
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+}
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- void mat4_build_rotation_z(Mat4& self, float radians);
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+int32_t mat4_subtract(lua_State* L)
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+{
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+ LuaStack stack(L);
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- void mat4_build_rotation(Mat4& self, const Vec3& n, float radians);
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ Mat4* b = (Mat4*)stack.get_lightudata(2);
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- void mat4_build_projection_perspective_rh(Mat4& self, float fovy, float aspect, float near, float far);
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+ *a -= *b;
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- void mat4_build_projection_perspective_lh(Mat4& self, float fovy, float aspect, float near, float far);
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+ stack.push_lightudata(a);
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- void mat4_build_projection_ortho_rh(Mat4& self, float width, float height, float near, float far);
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+ return 1;
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+}
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- void mat4_build_projection_ortho_lh(Mat4& self, float width, float height, float near, float far);
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+int32_t mat4_multiply(lua_State* L)
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+{
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+ LuaStack stack(L);
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- void mat4_build_projection_ortho_2d_rh(Mat4& self, float width, float height, float near, float far);
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ Mat4* b = (Mat4*)stack.get_lightudata(2);
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- void mat4_build_look_at_rh(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& up);
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+ *a *= *b;
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- void mat4_build_look_at_lh(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& up);
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+ stack.push_lightudata(a);
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- void mat4_build_viewpoint_billboard(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& up);
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+ return 1;
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+}
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- void mat4_build_axis_billboard(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& axis);
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+int32_t mat4_multiply_by_scalar(lua_State* L)
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+{
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+ LuaStack stack(L);
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- Mat4& mat4_transpose(Mat4& self);
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ float k = stack.get_float(2);
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- float mat4_determinant(Mat4& self);
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+ *a *= k;
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- Mat4& mat4_invert(Mat4& self);
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+ stack.push_lightudata(a);
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- void mat4_load_identity(Mat4& self);
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+ return 1;
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+}
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- Vec3& mat4_get_translation(Mat4& self);
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+int32_t mat4_divide_by_scalar(lua_State* L)
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+{
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+ LuaStack stack(L);
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- void mat4_set_translation(Mat4& self, const Vec3& trans);
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ float k = stack.get_float(2);
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- Vec3& mat4_get_scale(Mat4& self);
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+ *a /= k;
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- void mat4_set_scale(Mat4& self, const Vec3& scale);
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+ stack.push_lightudata(a);
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- void mat4_print(Mat4& self);
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+ return 1;
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}
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-Mat4& mat4(float r1c1, float r2c1, float r3c1, float r1c2, float r2c2, float r3c2, float r1c3, float r2c3, float r3c3)
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+int32_t mat4_build_rotation_x(lua_State* L)
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{
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- return device()->script_system()->next_mat4(r1c1, r2c1, r3c1, r1c2, r2c2, r3c2, r1c3, r2c3, r3c3);
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-}
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-
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-Mat4& mat4_add(Mat4& self, Mat4& m)
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-{
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- self += m;
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+ LuaStack stack(L);
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- return self;
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-}
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ float k = stack.get_float(2);
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-Mat4& mat4_subtract(Mat4& self, Mat4& m)
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-{
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- self -= m;
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+ a->build_rotation_x(k);
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- return self;
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+ return 0;
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}
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-Mat4& mat4_multiply(Mat4& self, Mat4& m)
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+int32_t mat4_build_rotation_y(lua_State* L)
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{
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- self *= m;
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+ LuaStack stack(L);
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- return self;
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-}
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ float k = stack.get_float(2);
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-Mat4& mat4_multiply_by_scalar(Mat4& self, float k)
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-{
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- self *= k;
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+ a->build_rotation_y(k);
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- return self;
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+ return 0;
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}
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-Mat4& mat4_divide_by_scalar(Mat4& self, float k)
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+int32_t mat4_build_rotation_z(lua_State* L)
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{
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- self /= k;
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+ LuaStack stack(L);
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- return self;
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-}
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ float k = stack.get_float(2);
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-void mat4_build_rotation_x(Mat4& self, float radians)
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-{
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- self.build_rotation_x(radians);
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-}
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+ a->build_rotation_z(k);
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-void mat4_build_rotation_y(Mat4& self, float radians)
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-{
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- self.build_rotation_y(radians);
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+ return 0;
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}
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-void mat4_build_rotation_z(Mat4& self, float radians)
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+int32_t mat4_build_rotation(lua_State* L)
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{
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- self.build_rotation_z(radians);
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-}
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+ LuaStack stack(L);
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-void mat4_build_rotation(Mat4& self, const Vec3& n, float radians)
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-{
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- self.build_rotation(n, radians);
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ Vec3* d = (Vec3*)stack.get_lightudata(2);
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+ float k = stack.get_float(3);
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+
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+ a->build_rotation(*d, k);
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+
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+ return 0;
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}
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-void mat4_build_projection_perspective_rh(Mat4& self, float fovy, float aspect, float near, float far)
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+int32_t mat4_build_projection_perspective_rh(lua_State* L)
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{
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- self.build_projection_perspective_rh(fovy, aspect, near, far);
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+ LuaStack stack(L);
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+
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ float fovy = stack.get_float(2);
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+ float aspect = stack.get_float(3);
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+ float near = stack.get_float(4);
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+ float far = stack.get_float(5);
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+
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+ a->build_projection_perspective_rh(fovy, aspect, near, far);
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+
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+ return 0;
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}
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-void mat4_build_projection_perspective_lh(Mat4& self, float fovy, float aspect, float near, float far)
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+int32_t mat4_build_projection_perspective_lh(lua_State* L)
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{
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- self.build_projection_perspective_lh(fovy, aspect, near, far);
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+ LuaStack stack(L);
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+
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ float fovy = stack.get_float(2);
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+ float aspect = stack.get_float(3);
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+ float near = stack.get_float(4);
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+ float far = stack.get_float(5);
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+
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+ a->build_projection_perspective_lh(fovy, aspect, near, far);
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+
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+ return 0;
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}
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-void mat4_build_projection_ortho_rh(Mat4& self, float width, float height, float near, float far)
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+int32_t mat4_build_projection_ortho_rh(lua_State* L)
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{
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- self.build_projection_ortho_rh(width, height, near, far);
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+ LuaStack stack(L);
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+
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ float width = stack.get_float(2);
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+ float height = stack.get_float(3);
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+ float near = stack.get_float(4);
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+ float far = stack.get_float(5);
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+
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+ a->build_projection_ortho_rh(width, height, near, far);
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+
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+ return 0;
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}
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-void mat4_build_projection_ortho_lh(Mat4& self, float width, float height, float near, float far)
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+int32_t mat4_build_projection_ortho_lh(lua_State* L)
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{
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- self.build_projection_ortho_lh(width, height, near, far);
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+ LuaStack stack(L);
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+
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ float width = stack.get_float(2);
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+ float height = stack.get_float(3);
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+ float near = stack.get_float(4);
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+ float far = stack.get_float(5);
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+
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+ a->build_projection_ortho_lh(width, height, near, far);
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+
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+ return 0;
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}
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-void mat4_build_projection_ortho_2d_rh(Mat4& self, float width, float height, float near, float far)
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+int32_t mat4_build_projection_ortho_2d_rh(lua_State* L)
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{
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- self.build_projection_ortho_2d_rh(width, height, near, far);
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+ LuaStack stack(L);
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+
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ float width = stack.get_float(2);
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+ float height = stack.get_float(3);
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+ float near = stack.get_float(4);
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+ float far = stack.get_float(5);
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+
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+ a->build_projection_ortho_2d_rh(width, height, near, far);
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+
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+ return 0;
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}
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-void mat4_build_look_at_rh(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& up)
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+int32_t mat4_build_look_at_rh(lua_State* L)
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{
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- self.build_look_at_rh(pos, target, up);
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+ LuaStack stack(L);
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+
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ Vec3* pos = (Vec3*)stack.get_lightudata(2);
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+ Vec3* target = (Vec3*)stack.get_lightudata(3);
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+ Vec3* up = (Vec3*)stack.get_lightudata(4);
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+
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+ a->build_look_at_rh(*pos, *target, *up);
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+
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+ return 0;
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}
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-void mat4_build_look_at_lh(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& up)
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+int32_t mat4_build_look_at_lh(lua_State* L)
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{
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- self.build_look_at_lh(pos, target, up);
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+ LuaStack stack(L);
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+
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ Vec3* pos = (Vec3*)stack.get_lightudata(2);
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+ Vec3* target = (Vec3*)stack.get_lightudata(3);
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+ Vec3* up = (Vec3*)stack.get_lightudata(4);
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+
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+ a->build_look_at_lh(*pos, *target, *up);
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+
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+ return 0;
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}
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-void mat4_build_viewpoint_billboard(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& up)
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+int32_t mat4_build_viewpoint_billboard(lua_State* L)
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{
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- self.build_viewpoint_billboard(pos, target, up);
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+ LuaStack stack(L);
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+
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ Vec3* pos = (Vec3*)stack.get_lightudata(2);
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+ Vec3* target = (Vec3*)stack.get_lightudata(3);
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+ Vec3* up = (Vec3*)stack.get_lightudata(4);
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+
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+ a->build_viewpoint_billboard(*pos, *target, *up);
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+
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+ return 0;
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}
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-void mat4_build_axis_billboard(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& axis)
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+int32_t mat4_build_axis_billboard(lua_State* L)
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{
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- self.build_axis_billboard(pos, target, axis);
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+ LuaStack stack(L);
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+
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+ Mat4* a = (Mat4*)stack.get_lightudata(1);
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+ Vec3* pos = (Vec3*)stack.get_lightudata(2);
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+ Vec3* target = (Vec3*)stack.get_lightudata(3);
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+ Vec3* up = (Vec3*)stack.get_lightudata(4);
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+
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+ a->build_axis_billboard(*pos, *target, *up);
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+
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+ return 0;
|
|
|
}
|
|
|
|
|
|
-Mat4& mat4_transpose(Mat4& self)
|
|
|
+int32_t mat4_transpose(lua_State* L)
|
|
|
{
|
|
|
- self.transpose();
|
|
|
+ LuaStack stack(L);
|
|
|
+
|
|
|
+ Mat4* a = (Mat4*)stack.get_lightudata(1);
|
|
|
+
|
|
|
+ a->transpose();
|
|
|
+
|
|
|
+ stack.push_lightudata(a);
|
|
|
|
|
|
- return self;
|
|
|
+ return 1;
|
|
|
}
|
|
|
|
|
|
-float mat4_determinant(Mat4& self)
|
|
|
+int32_t mat4_determinant(lua_State* L)
|
|
|
{
|
|
|
- return self.get_determinant();
|
|
|
+ LuaStack stack(L);
|
|
|
+
|
|
|
+ Mat4* a = (Mat4*)stack.get_lightudata(1);
|
|
|
+
|
|
|
+ stack.push_float(a->get_determinant());
|
|
|
+
|
|
|
+ return 1;
|
|
|
}
|
|
|
|
|
|
-Mat4& mat4_invert(Mat4& self)
|
|
|
+int32_t mat4_invert(lua_State* L)
|
|
|
{
|
|
|
- self.invert();
|
|
|
+ LuaStack stack(L);
|
|
|
+
|
|
|
+ Mat4* a = (Mat4*)stack.get_lightudata(1);
|
|
|
+
|
|
|
+ a->invert();
|
|
|
|
|
|
- return self;
|
|
|
+ stack.push_lightudata(a);
|
|
|
+
|
|
|
+ return 1;
|
|
|
}
|
|
|
|
|
|
-void mat4_load_identity(Mat4& self)
|
|
|
+int32_t mat4_load_identity(lua_State* L)
|
|
|
{
|
|
|
- self.load_identity();
|
|
|
+ LuaStack stack(L);
|
|
|
+
|
|
|
+ Mat4* a = (Mat4*)stack.get_lightudata(1);
|
|
|
+
|
|
|
+ a->load_identity();
|
|
|
+
|
|
|
+ return 0;
|
|
|
}
|
|
|
|
|
|
-Vec3& mat4_get_translation(Mat4& self)
|
|
|
+int32_t mat4_get_translation(lua_State* L)
|
|
|
{
|
|
|
- Vec3 tmp = self.get_translation();
|
|
|
+ LuaStack stack(L);
|
|
|
+
|
|
|
+ Mat4* a = (Mat4*)stack.get_lightudata(1);
|
|
|
|
|
|
- return device()->script_system()->next_vec3(tmp.x, tmp.y, tmp.z);
|
|
|
+ Vec3 trans = a->get_translation();
|
|
|
+
|
|
|
+ stack.push_lightudata(&trans);
|
|
|
+
|
|
|
+ return 1;
|
|
|
}
|
|
|
|
|
|
-void mat4_set_translation(Mat4& self, const Vec3& trans)
|
|
|
+int32_t mat4_set_translation(lua_State* L)
|
|
|
{
|
|
|
- self.set_translation(trans);
|
|
|
+ LuaStack stack(L);
|
|
|
+
|
|
|
+ Mat4* a = (Mat4*)stack.get_lightudata(1);
|
|
|
+ Vec3* trans = (Vec3*)stack.get_lightudata(2);
|
|
|
+
|
|
|
+ a->set_translation(*trans);
|
|
|
+
|
|
|
+ return 0;
|
|
|
}
|
|
|
|
|
|
-Vec3& mat4_get_scale(Mat4& self)
|
|
|
+int32_t mat4_get_scale(lua_State* L)
|
|
|
{
|
|
|
- Vec3 tmp = self.get_scale();
|
|
|
- return device()->script_system()->next_vec3(tmp.x, tmp.y, tmp.z);
|
|
|
+ LuaStack stack(L);
|
|
|
+
|
|
|
+ Mat4* a = (Mat4*)stack.get_lightudata(1);
|
|
|
+
|
|
|
+ Vec3 scale = a->get_scale();
|
|
|
+
|
|
|
+ stack.push_lightudata(&scale);
|
|
|
+
|
|
|
+ return 1;
|
|
|
}
|
|
|
|
|
|
-void mat4_set_scale(Mat4& self, const Vec3& scale)
|
|
|
+int32_t mat4_set_scale(lua_State* L)
|
|
|
{
|
|
|
- self.set_scale(scale);
|
|
|
+ LuaStack stack(L);
|
|
|
+
|
|
|
+ Mat4* a = (Mat4*)stack.get_lightudata(1);
|
|
|
+ Vec3* scale = (Vec3*)stack.get_lightudata(2);
|
|
|
+
|
|
|
+ a->set_scale(*scale);
|
|
|
+
|
|
|
+ return 0;
|
|
|
}
|
|
|
|
|
|
-void mat4_print(Mat4& self)
|
|
|
+int32_t mat4_print(lua_State* L)
|
|
|
{
|
|
|
- os::printf("|%.1f|%.1f|%.1f|%.1f|\n", self.m[0], self.m[4], self.m[8], self.m[12]);
|
|
|
- os::printf("|%.1f|%.1f|%.1f|%.1f|\n", self.m[1], self.m[5], self.m[9], self.m[13]);
|
|
|
- os::printf("|%.1f|%.1f|%.1f|%.1f|\n", self.m[2], self.m[6], self.m[10], self.m[14]);
|
|
|
- os::printf("|%.1f|%.1f|%.1f|%.1f|\n", self.m[3], self.m[7], self.m[11], self.m[15]);
|
|
|
+ LuaStack stack(L);
|
|
|
+
|
|
|
+ Mat4* a = (Mat4*)stack.get_lightudata(1);
|
|
|
+
|
|
|
+ os::printf("|%.1f|%.1f|%.1f|%.1f|\n", a->m[0], a->m[4], a->m[8], a->m[12]);
|
|
|
+ os::printf("|%.1f|%.1f|%.1f|%.1f|\n", a->m[1], a->m[5], a->m[9], a->m[13]);
|
|
|
+ os::printf("|%.1f|%.1f|%.1f|%.1f|\n", a->m[2], a->m[6], a->m[10], a->m[14]);
|
|
|
+ os::printf("|%.1f|%.1f|%.1f|%.1f|\n", a->m[3], a->m[7], a->m[11], a->m[15]);
|
|
|
+
|
|
|
+ return 0;
|
|
|
}
|
|
|
|
|
|
+} //extern "C"
|
|
|
|
|
|
} //namespace crown
|