mxwcore-legion/dep/g3dlite/include/G3D/Matrix2.h

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2023-11-05 15:26:19 -05:00
#ifndef G3D_Matrix2_h
#define G3D_Matrix2_h
#include "G3D/platform.h"
#include "G3D/Vector2.h"
namespace G3D {
/** @beta */
class Matrix2 {
private:
// Row, column
float data[2][2];
public:
Matrix2() {
data[0][0] = 1.0f; data[0][1] = 0.0f;
data[1][0] = 0.0f; data[1][1] = 1.0f;
}
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;
}
static Matrix2 identity() {
return Matrix2(1.0f, 0.0f, 0.0f, 1.0f);
}
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]);
}
Matrix2 inverse() const {
return Matrix2(data[1][1], -data[0][1],
-data[1][0], data[0][0]) * (1.0f / determinant());
}
Matrix2 transpose() const {
return Matrix2(data[0][0], data[1][0],
data[0][1], data[1][1]);
}
float determinant() const {
return data[0][0] * data[1][1] - data[0][1] * data[1][0];
}
Matrix2 operator*(float f) const {
return Matrix2(data[0][0] * f, data[0][1] * f,
data[1][0] * f, data[1][1] * f);
}
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 <= 1);
return (float*)&data[i][0];
}
inline const float* operator[] (int i) const {
debugAssert(i >= 0 && i <= 1);
return (const float*)&data[i][0];
}
inline operator float* () {
return (float*)&data[0][0];
}
inline operator const float* () const{
return (const float*)&data[0][0];
}
};
}
#endif