multiply the x and y coordinates of a pvector against this matrix . concode_field_sep float m00 concode_elem_sep float m11 concode_elem_sep float m10 concode_elem_sep float m02 concode_elem_sep float m01 concode_elem_sep float m12 concode_field_sep void rotate concode_elem_sep void rotate concode_elem_sep float cos concode_elem_sep void skewX concode_elem_sep void scale concode_elem_sep void scale concode_elem_sep void scale concode_elem_sep void skewY concode_elem_sep void translate concode_elem_sep void translate concode_elem_sep PMatrix2D get concode_elem_sep float[] get concode_elem_sep float sin concode_elem_sep void rotateX concode_elem_sep void rotateY concode_elem_sep float multX concode_elem_sep void rotateZ concode_elem_sep float multY concode_elem_sep void set concode_elem_sep void set concode_elem_sep void set concode_elem_sep void set concode_elem_sep void set concode_elem_sep boolean invert concode_elem_sep void apply concode_elem_sep void apply concode_elem_sep void apply concode_elem_sep void apply concode_elem_sep void apply concode_elem_sep float max concode_elem_sep void preApply concode_elem_sep void preApply concode_elem_sep void preApply concode_elem_sep void preApply concode_elem_sep boolean isIdentity concode_elem_sep void print concode_elem_sep float abs concode_elem_sep void reset concode_elem_sep void transpose concode_elem_sep boolean isWarped concode_elem_sep float determinant
PVector function ( PVector arg0 , PVector arg1 ) { if ( arg1 == null ) { arg1 = new PVector ( ) ; } arg1 . x = m00 * arg0 . x + m01 * arg0 . y + m02 ; arg1 . y = m10 * arg0 . x + m11 * arg0 . y + m12 ; return arg1 ; }