The reference of formulas for converting various 3D rotation formats.
Euler angles are right-handed with YXZ axis priority order,
where Y (up) is yaw, X (right) is pitch, and Z (back) is roll.
| To AxisAngle | To EulerAngles | To Matrix4x4 | To Quaternion | |
|---|---|---|---|---|
| AxisAngle | – | ⏳ Updating | ✅ Proved | ✅ Proved |
| EulerAngles | ❌ Not yet | – | ✅ Proved | ✅ Proved |
| Matrix4x4 | ❌ Not yet | ✅ Proved | – | ✅ Proved |
| Quaternion | ✅ Proved | ⏳ Updating | ✅ Proved | – |
| To AxisAngle | To EulerAngles | To Matrix4x4 | To Quaternion | |
|---|---|---|---|---|
| AxisAngle | – | ❌ Not yet | ❌ Not yet | ❌ Not yet |
| EulerAngles | ❌ Not yet | – | ❌ Not yet | ❌ Not yet |
| Matrix4x4 | ❌ Not yet | – | ❌ Not yet | |
| Quaternion | ❌ Not yet | ✅ Proved | ✅ Proved | – |