Searched refs:sqy (Results 1 – 1 of 1) sorted by relevance
297 float sqy = y * y; in toAngles() local299 float unit = sqx + sqy + sqz + sqw; // if normalized is one, otherwise in toAngles()311 … angles[1] = FastMath.atan2(2 * y * w - 2 * x * z, sqx - sqy - sqz + sqw); // roll or heading in toAngles()313 … angles[0] = FastMath.atan2(2 * x * w - 2 * y * z, -sqx + sqy - sqz + sqw); // yaw or bank in toAngles()