83 lines
1.9 KiB
C
83 lines
1.9 KiB
C
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#ifndef G3D_Matrix2_h
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#define G3D_Matrix2_h
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#include "G3D/platform.h"
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#include "G3D/Vector2.h"
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namespace G3D {
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/** @beta */
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class Matrix2 {
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private:
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// Row, column
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float data[2][2];
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public:
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Matrix2() {
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data[0][0] = 1.0f; data[0][1] = 0.0f;
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data[1][0] = 0.0f; data[1][1] = 1.0f;
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}
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Matrix2(float v00, float v01, float v10, float v11) {
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data[0][0] = v00; data[0][1] = v01;
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data[1][0] = v10; data[1][1] = v11;
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}
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static Matrix2 identity() {
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return Matrix2(1.0f, 0.0f, 0.0f, 1.0f);
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}
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Vector2 operator*(const Vector2& v) const {
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return Vector2(data[0][0] * v[0] + data[0][1] * v[1],
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data[1][0] * v[0] + data[1][1] * v[1]);
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}
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Matrix2 inverse() const {
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return Matrix2(data[1][1], -data[0][1],
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-data[1][0], data[0][0]) * (1.0f / determinant());
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}
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Matrix2 transpose() const {
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return Matrix2(data[0][0], data[1][0],
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data[0][1], data[1][1]);
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}
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float determinant() const {
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return data[0][0] * data[1][1] - data[0][1] * data[1][0];
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}
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Matrix2 operator*(float f) const {
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return Matrix2(data[0][0] * f, data[0][1] * f,
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data[1][0] * f, data[1][1] * f);
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}
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Matrix2 operator/(float f) const {
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return Matrix2(data[0][0] / f, data[0][1] / f,
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data[1][0] / f, data[1][1] / f);
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}
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inline float* operator[] (int i) {
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debugAssert(i >= 0 && i <= 1);
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return (float*)&data[i][0];
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}
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inline const float* operator[] (int i) const {
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debugAssert(i >= 0 && i <= 1);
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return (const float*)&data[i][0];
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}
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inline operator float* () {
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return (float*)&data[0][0];
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}
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inline operator const float* () const{
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return (const float*)&data[0][0];
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}
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};
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}
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#endif
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