Lines Matching full:matrix
353 static void transformPoint(const float matrix[9], float x, float y, float *outX, float *outY) {
355 float newX = matrix[0] * x + matrix[1] * y + matrix[2];
356 float newY = matrix[3] * x + matrix[4] * y + matrix[5];
357 float newZ = matrix[6] * x + matrix[7] * y + matrix[8];
365 static float transformAngle(const float matrix[9], float angleRadians,
371 transformPoint(matrix, x, y, &x, &y);
385 void MotionEvent::transform(const float matrix[9]) {
395 transformPoint(matrix, rawX + oldXOffset, rawY + oldYOffset, &newX, &newY);
399 // Determine how the origin is transformed by the matrix so that we
402 transformPoint(matrix, 0, 0, &originX, &originY);
410 transformPoint(matrix, x, y, &x, &y);
416 transformAngle(matrix, orientation, originX, originY));