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#ifndef G3D_MATRIX2_H
#define G3D_MATRIX2_H
#include "G3D/platform.h"
#include "G3D/Vector2.h"
namespace G3D {
/** @beta */
class Matrix2 {
private:
float data[2][2];
public:
inline Matrix2() {
data[0][0] = 1.0f; data[0][1] = 0.0f;
data[1][0] = 0.0f; data[1][1] = 1.0f;
}
inline Matrix2(float v00, float v01, float v10, float v11) {
data[0][0] = v00; data[0][1] = v01;
data[1][0] = v10; data[1][1] = v11;
}
inline Vector2 operator*(const Vector2& v) const {
return Vector2(data[0][0] * v[0] + data[0][1] * v[1],
data[1][0] * v[0] + data[1][1] * v[1]);
}
inline Matrix2 inverse() const {
return Matrix2(data[0][0], data[1][0],
data[0][1], data[1][1]) * (1.0f / determinant());
}
inline Matrix2 transpose() const {
return Matrix2(data[0][0], data[1][0],
data[0][1], data[1][1]);
}
inline float determinant() const {
return data[0][0] * data[1][1] - data[0][1] * data[1][0];
}
inline Matrix2 operator*(float f) const {
return Matrix2(data[0][0] * f, data[0][1] * f,
data[1][0] * f, data[1][1] * f);
}
inline Matrix2 operator/(float f) const {
return Matrix2(data[0][0] / f, data[0][1] / f,
data[1][0] / f, data[1][1] / f);
}
inline float* operator[](int i) {
debugAssert(i >= 0 && i <= 2);
return data[i];
}
inline const float* operator[](int i) const {
debugAssert(i >= 0 && i <= 1);
return data[i];
}
};
}
#endif
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