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/external/jmonkeyengine/engine/src/core/com/jme3/math/
DQuaternion.java298 float sqz = z * z; in toAngles() local
299 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()