Searched refs:qy (Results 1 – 3 of 3) sorted by relevance
136 float qy = rotationQuaternion[1]; in calculateRotation() local146 final double X = x * (qy * qy + qx * qx - qz * qz - qw * qw) in calculateRotation()147 + y * (2 * qy * qz - 2 * qx * qw) in calculateRotation()148 + z * (2 * qy * qw + 2 * qx * qz); in calculateRotation()149 final double Y = x * (2 * qx * qw + 2 * qy * qz) in calculateRotation()150 + y * (qx * qx - qy * qy + qz * qz - qw * qw) in calculateRotation()151 + z * (-2 * qx * qy + 2 * qz * qw); in calculateRotation()152 final double Z = x * (-2 * qx * qz + 2 * qy * qw) in calculateRotation()153 + y * (2 * qx * qy + 2 * qz * qw) in calculateRotation()154 + z * (qx * qx - qy * qy - qz * qz + qw * qw); in calculateRotation()
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