The View Matrix is used to hold these values. It's a 4x4 matrix that allows to manipulate 3D poses (positions + orientations).
You can find more detail about this matrix here :
http://www.3dgep.com/understanding-the-view-matrix/
Note that the Tango java library is based on Rajawali 3D library. You can see the structure of that MatrixX44 here:
https://github.com/Rajawali/Rajawali/blob/master/rajawali/src/main/java/org/rajawali3d/math/Matrix4.java
Especially, the following method shows as how the 7 values are stored.
For an easier reading, you can assume the scale vector is on (1,1,1)
public Matrix4 setAll(@NonNull Vector3 position, @NonNull Vector3 scale, @NonNull Quaternion rotation) {
// Precompute these factors for speed
final double x2 = rotation.x * rotation.x;
final double y2 = rotation.y * rotation.y;
final double z2 = rotation.z * rotation.z;
final double xy = rotation.x * rotation.y;
final double xz = rotation.x * rotation.z;
final double yz = rotation.y * rotation.z;
final double wx = rotation.w * rotation.x;
final double wy = rotation.w * rotation.y;
final double wz = rotation.w * rotation.z;
// Column 0
m[M00] = scale.x * (1.0 - 2.0 * (y2 + z2));
m[M10] = 2.0 * scale.y * (xy - wz);
m[M20] = 2.0 * scale.z * (xz + wy);
m[M30] = 0;
// Column 1
m[M01] = 2.0 * scale.x * (xy + wz);
m[M11] = scale.y * (1.0 - 2.0 * (x2 + z2));
m[M21] = 2.0 * scale.z * (yz - wx);
m[M31] = 0;
// Column 2
m[M02] = 2.0 * scale.x * (xz - wy);
m[M12] = 2.0 * scale.y * (yz + wx);
m[M22] = scale.z * (1.0 - 2.0 * (x2 + y2));
m[M32] = 0;
// Column 3
m[M03] = position.x;
m[M13] = position.y;
m[M23] = position.z;
m[M33] = 1.0;
return this;
}