Searched refs:Ax (Results 1 – 1 of 1) sorted by relevance
977 float Ax = gravity[0]; in getRotationMatrix() local984 float Hy = Ez*Ax - Ex*Az; in getRotationMatrix()985 float Hz = Ex*Ay - Ey*Ax; in getRotationMatrix()996 final float invA = 1.0f / (float)Math.sqrt(Ax*Ax + Ay*Ay + Az*Az); in getRotationMatrix()997 Ax *= invA; in getRotationMatrix()1001 final float My = Az*Hx - Ax*Hz; in getRotationMatrix()1002 final float Mz = Ax*Hy - Ay*Hx; in getRotationMatrix()1007 R[6] = Ax; R[7] = Ay; R[8] = Az; in getRotationMatrix()1011 R[8] = Ax; R[9] = Ay; R[10] = Az; R[11] = 0; in getRotationMatrix()1021 final float s = (Ex*Ax + Ey*Ay + Ez*Az) * invE; in getRotationMatrix()