Threejs test
CSS
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer;
var geometry, material, mesh;
var eulerOrder = "XYZ";
const DEG2RAD = Math.PI / 180;
const RAD2DEG = 180 / Math.PI;
function radToDeg( radians ) {
return radians * RAD2DEG;
}
//var q1 = new THREE.Quaternion( 0.003767564194276929, -0.008624134585261345, -0.016449201852083206, 0.9998204112052917 );
//var q1 = new THREE.Quaternion( 0.0024969051592051983, -0.004433812573552132, -0.6778653860092163, 0.73516845703125 );
var q1 = new THREE.Quaternion(0.02060599811375141, 0.021557066589593887, 0.8863955140113831, -0.46196720004081726 );
// create Euler directly from a Quaternion
var euler = new THREE.Euler().setFromQuaternion( q1, eulerOrder );
var d = euler.z;
console.log(d);
console.log(radToDeg(d));
console.log(180+90+radToDeg(d));
// the results here are different
// console.log( eViaQ1 ); // this result is wrong