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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