// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= // // »Project« Teikitu Gaming System (TgS) (∂) // »File« TgS Common - Math API [Matrix] [M] [F].i_inc // »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". // =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= // // == Math ====================================================================================================================== // // -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. // // Per-Vector Arithmetic Operations // -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. // TgINLINE TgVOID M(M_ADD_MM)( M(PCU_TgMAT) pxRet, M(CPCU_TgMAT) pxM0, M(CPCU_TgMAT) pxM1 ) { #define EQN(A) V(M_ADD_VV)( pxM0->m_avRow[A].m_mData, pxM1->m_avRow[A].m_mData ) MAT_ASSIGN #undef EQN } TgINLINE TgVOID M(M_MUL_MM)( M(PCU_TgMAT) pxRet, M(CPCU_TgMAT) pxM0, M(CPCU_TgMAT) pxM1 ) { #define EQN(A) V(M_MUL_VV)( pxM0->m_avRow[A].m_mData, pxM1->m_avRow[A].m_mData ) MAT_ASSIGN #undef EQN } TgINLINE TgVOID M(M_MUL_SM)( M(PCU_TgMAT) pxRet, V4(C_TgVEC_M) vS, M(CPCU_TgMAT) pxM1 ) { #define EQN(A) V(M_MUL_VV)( vS, pxM1->m_avRow[A].m_mData ) MAT_ASSIGN #undef EQN } TgINLINE TgVOID M(M_MUL_MS)( M(PCU_TgMAT) pxRet, M(CPCU_TgMAT) pxM0, V4(C_TgVEC_M) vS ) { #define EQN(A) V(M_MUL_VV)( pxM0->m_avRow[A].m_mData, vS ) MAT_ASSIGN #undef EQN } TgINLINE TgVOID M(M_DIV_MM)( M(PCU_TgMAT) pxRet, M(CPCU_TgMAT) pxM0, M(CPCU_TgMAT) pxM1 ) { #define EQN(A) V(M_DIV_VV)( pxM0->m_avRow[A].m_mData, pxM1->m_avRow[A].m_mData ) MAT_ASSIGN #undef EQN } TgINLINE TgVOID M(M_DIV_SM)( M(PCU_TgMAT) pxRet, V4(C_TgVEC_M) vS, M(CPCU_TgMAT) pxM1 ) { #define EQN(A) V(M_DIV_VV)( vS, pxM1->m_avRow[A].m_mData ) MAT_ASSIGN #undef EQN } TgINLINE TgVOID M(M_DIV_MS)( M(PCU_TgMAT) pxRet, M(CPCU_TgMAT) pxM0, V4(C_TgVEC_M) vS ) { #define EQN(A) V(M_DIV_VV)( pxM0->m_avRow[A].m_mData, vS ) MAT_ASSIGN #undef EQN } TgINLINE TgVOID M(M_SUB_MM)( M(PCU_TgMAT) pxRet, M(CPCU_TgMAT) pxM0, M(CPCU_TgMAT) pxM1 ) { #define EQN(A) V(M_SUB_VV)( pxM0->m_avRow[A].m_mData, pxM1->m_avRow[A].m_mData ) MAT_ASSIGN #undef EQN } TgINLINE TgVOID M(M_NEG_MM)( M(PCU_TgMAT) pxRet, M(CPCU_TgMAT) pxM0 ) { #define EQN(A) V(M_NEG)( pxM0->m_avRow[A].m_mData ) MAT_ASSIGN #undef EQN }