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// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //
//  »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
}