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  /external/jmonkeyengine/engine/src/core/com/jme3/math/
Quaternion.java 295 float sqw = w * w; local
299 float unit = sqx + sqy + sqz + sqw; // if normalized is one, otherwise
311 angles[1] = FastMath.atan2(2 * y * w - 2 * x * z, sqx - sqy - sqz + sqw); // roll or heading
313 angles[0] = FastMath.atan2(2 * x * w - 2 * y * z, -sqx + sqy - sqz + sqw); // yaw or bank
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  /external/slf4j/log4j-over-slf4j/compatibility/lib/
log4j-1.2.14.jar 

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