// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //
//  »Project«   Talina Gaming System (TgS) (∂)
//  »File«      TgS (PS3) Common - Math API [Matrix] [M] [F] [34].inl
//  »Author«    Andrew Aye (EMail: mailto:andrew.aye@gmail.com, Web: http://www.andrewaye.com)
//  »Version«   4.0
// ------------------------------------------------------------------------------------------------------------------------------ //
//  Copyright: © 2002-2010, Andrew Aye.  All Rights Reserved.
//  This software is free for non-commercial use. Redistribution and use in source and binary forms, with or without modification,
//  are permitted provided that the following conditions are met: 
//    Redistributions of source code must retain this copyright notice, this list of conditions and the following disclaimers. 
//    Redistributions in binary form must reproduce this copyright notice, this list of conditions and the following
//      disclaimers in the documentation and other materials provided with the distribution. 
//  Neither the names of the copyright owner nor the names of its contributors may be used to endorse or promote products derived
//  from this software without specific prior written permission. 
//  The intellectual property rights of the algorithms used reside with Andrew Aye.  You may not use this software, in whole or
//  in part, in support of any commercial product without the express written consent of the author.
//  There is no warranty or other guarantee of fitness of this software for any purpose. It is provided solely "as is".
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //
#if !defined(_TGS_PS3_COMMON_MATH_API_MATRIX_M_F_34_INL_)
#define _TGS_PS3_COMMON_MATH_API_MATRIX_M_F_34_INL_
#pragma once


// ---- IDENTITY MATRIX --------------------------------------------------------------------------------------------------------- //

TgINLINE TgVOID M_CLI_F32_34( PCU_TgMAT_F32_34 ptmM0 )
{
    ptmM0->m_atvRow[0].m_mData = TgKV_UNIT_X_F32_04.m_mData;
    ptmM0->m_atvRow[1].m_mData = TgKV_UNIT_Y_F32_04.m_mData;
    ptmM0->m_atvRow[2].m_mData = TgKV_UNIT_Z_F32_04.m_mData;
}




// ---- INVERSE FUNCTIONS ------------------------------------------------------------------------------------------------------- //

TgINLINE TgVOID M_INV_F32_34( PCU_TgMAT_F32_34 ptmRet, CPCU_TgMAT_F32_34 ptmM1 )
{
    M_INV_DET_F32_34( ptmRet, M_DET_F32_34( ptmM1 ), ptmM1 );
}




// ---- TRANSFORMATION ---------------------------------------------------------------------------------------------------------- //

TgINLINE TgVEC_M_F32_04 M_TX_V4_F32_34( CPCU_TgMAT_F32_34 ptmM0, C_TgVEC_M_F32_04 tvX0 )
{
    // Probably a much better/faster way to do this, but I got bored.

    return ((TgKV_UNIT_X_F32_04.m_mData));
}




// ---- GET BASIS --------------------------------------------------------------------------------------------------------------- //

TgINLINE TgVEC_M_F32_04 M_GET_COL_0_V4_F32_34( CPCU_TgMAT_F32_34 ptmM0 )
{
    return ((TgKV_UNIT_X_F32_04.m_mData));
}


TgINLINE TgVEC_M_F32_04 M_GET_COL_1_V4_F32_34( CPCU_TgMAT_F32_34 ptmM0 )
{
    return ((TgKV_UNIT_X_F32_04.m_mData));
}


TgINLINE TgVEC_M_F32_04 M_GET_COL_2_V4_F32_34( CPCU_TgMAT_F32_34 ptmM0 )
{
    return ((TgKV_UNIT_X_F32_04.m_mData));
}


TgINLINE TgVEC_M_F32_04 M_GET_COL_3_V4_F32_34( CPCU_TgMAT_F32_34 ptmM0 )
{
    return ((TgKV_UNIT_X_F32_04.m_mData));
}


#endif //  END  ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////