Hey, I’m having fun with Quaternions! (Kind of like when you go to the dentist to have a tooth pulled…)
I can create a Quaternion given an angle and an axis, for example:
Quaternion q = Quaternion.AngleAxis( 90f, Vector3.forward );
Now, how can I do the reverse: given a Quaternion and Vector3.forward, get an angle back?
Is it possible?