the reverse operation of Quaternion.AngleAxis?

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?

I figured it out. Since I am only doing rotation on the Vector3.forward axis, Quaternion.eulerAngles gives me angle on that axis - the other axes are zero.