Searched refs:angleRadians (Results 1 – 2 of 2) sorted by relevance
117 float angleRadians = (float) Math.atan2(deltaY, deltaX); in onTouchEvent() local118 float deltaRadians = angleRadians - mLastAngleRadians; in onTouchEvent()189 private static float normalizeAngleRadians(float angleRadians) { in normalizeAngleRadians() argument190 if (angleRadians < -Math.PI) { in normalizeAngleRadians()191 angleRadians = (float) (angleRadians + Math.PI * 2); in normalizeAngleRadians()193 if (angleRadians > Math.PI) { in normalizeAngleRadians()194 angleRadians = (float) (angleRadians - Math.PI * 2); in normalizeAngleRadians()196 return angleRadians; in normalizeAngleRadians()
368 static float transformAngle(const float matrix[9], float angleRadians, in transformAngle() argument372 float x = sinf(angleRadians); in transformAngle()373 float y = -cosf(angleRadians); in transformAngle()