/// <summary> /// Set this based on the position vector and a rotation matrix. /// </summary> /// <param name="position"></param> /// <param name="R"></param> public void Initialize(B2Vec2 position, B2Mat22 rotation) { }
/// <summary> /// Construct using a position vector and a rotation matrix. /// </summary> /// <param name="position"></param> /// <param name="R"></param> public B2Transform(B2Vec2 position, B2Mat22 rotation) { }
/// <summary> /// Add this matrix. /// </summary> public void Add(B2Mat22 m) { }
/// <summary> /// Solve A * x = b, where b is a column vector. This is more efficient /// than computing the inverse in one-shot cases. /// </summary> public B2Vec2 Solve(ref B2Mat22 mIn, float bX, float bY) { return null; }
/// <summary> /// Set to this matrix. /// </summary> public void SetM(B2Mat22 m) { }
/// <summary> /// Compute the inverse of this matrix, such that inv(A) * A = identity. /// </summary> public B2Mat22 GetInverse(ref B2Mat22 mIn) { return null; }