internal static Vector2 MulT(Matrix3x2 A, Vector2 v) { /*Matrix3x2*/ Matrex.Invert(A, out Matrix3x2 AT); return(Vector2.Transform(v, AT)); }
internal static Matrix3x2 MulT(Matrix3x2 A, Matrix3x2 B) { /*Matrix3x2*/ Matrex.Invert(A, out Matrix3x2 AT); return(AT * B); }
/// Set this based on the position and angle. public void Set(Vector2 p, float angle) { this.p = p; q = Matrex.CreateRotation(angle); // Actually about twice as fast to use our own function }