Get Euler Turn From Quaternion?

I use FlyControls to move and rotate my plane (I am making a flight simulator) and it works very well. However, now I am faced with a problem when one of the possible solutions would be to find out the Euler angles of my plane. Unfortunately, FlyControls uses Quaternion. Is there any way to get corners? Of course, I could rewrite the FlyControls module to use Euler angles. But I would like to avoid this, if possible.

+7
source share
1 answer
var rotation = new THREE.Euler().setFromQuaternion( quaternion, eulerOrder ); 

three.js r.69

+11
source

All Articles