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Home/ Questions/Q 8249823
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Editorial Team
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Editorial Team
Asked: June 7, 20262026-06-07T23:40:26+00:00 2026-06-07T23:40:26+00:00

I have an algorithm for converting between a Quaternion and Euler angles. public static

  • 0

I have an algorithm for converting between a Quaternion and Euler angles.

    public static Vector3 ToEulerAngles(this Quaternion q)
    {
        // Store the Euler angles in radians
        Vector3 pitchYawRoll = new Vector3();

        double sqw = q.W * q.W;
        double sqx = q.X * q.X;
        double sqy = q.Y * q.Y;
        double sqz = q.Z * q.Z;

        // If quaternion is normalised the unit is one, otherwise it is the correction factor
        double unit = sqx + sqy + sqz + sqw;
        double test = q.X * q.Y + q.Z * q.W;

        if (test > 0.4999f * unit)                              // 0.4999f OR 0.5f - EPSILON
        {
            // Singularity at north pole
            pitchYawRoll.Y = 2f * (float)Math.Atan2(q.X, q.W);  // Yaw
            pitchYawRoll.X = PI * 0.5f;                         // Pitch
            pitchYawRoll.Z = 0f;                                // Roll
            return pitchYawRoll;
        }
        else if (test < -0.4999f * unit)                        // -0.4999f OR -0.5f + EPSILON
        {
            // Singularity at south pole
            pitchYawRoll.Y = -2f * (float)Math.Atan2(q.X, q.W); // Yaw
            pitchYawRoll.X = -PI * 0.5f;                        // Pitch
            pitchYawRoll.Z = 0f;                                // Roll
            return pitchYawRoll;
        }
        else
        {
            pitchYawRoll.Y = (float)Math.Atan2(2f * q.Y * q.W - 2f * q.X * q.Z, sqx - sqy - sqz + sqw);       // Yaw
            pitchYawRoll.X = (float)Math.Asin(2f * test / unit);                                             // Pitch
            pitchYawRoll.Z = (float)Math.Atan2(2f * q.X * q.W - 2f * q.Y * q.Z, -sqx + sqy - sqz + sqw);      // Roll
        }

        return pitchYawRoll;
    }

This method only works for a right-handed Cartesian coordinate system with the Z axis pointing up.

What would I change in order to make the Y axis point up instead of Z? (Would swapping X and Z work?)

How can I accommodate left handed coordinate systems?

EDIT:

public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll)
{
float num = roll * 0.5f;
float num2 = (float)Math.Sin((double)num);
float num3 = (float)Math.Cos((double)num);
float num4 = pitch * 0.5f;
float num5 = (float)Math.Sin((double)num4);
float num6 = (float)Math.Cos((double)num4);
float num7 = yaw * 0.5f;
float num8 = (float)Math.Sin((double)num7);
float num9 = (float)Math.Cos((double)num7);
Quaternion result;
result.X = num9 * num5 * num3 + num8 * num6 * num2;
result.Y = num8 * num6 * num3 - num9 * num5 * num2;
result.Z = num9 * num6 * num2 - num8 * num5 * num3;
result.W = num9 * num6 * num3 + num8 * num5 * num2;
return result;
}
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-07T23:40:28+00:00Added an answer on June 7, 2026 at 11:40 pm

    Here are changed methods that use the same definition of yaw, pitch, roll:

    public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll)
    {
        float rollOver2 = roll * 0.5f;
        float sinRollOver2 = (float)Math.Sin((double)rollOver2);
        float cosRollOver2 = (float)Math.Cos((double)rollOver2);
        float pitchOver2 = pitch * 0.5f;
        float sinPitchOver2 = (float)Math.Sin((double)pitchOver2);
        float cosPitchOver2 = (float)Math.Cos((double)pitchOver2);
        float yawOver2 = yaw * 0.5f;
        float sinYawOver2 = (float)Math.Sin((double)yawOver2);
        float cosYawOver2 = (float)Math.Cos((double)yawOver2);
        Quaternion result;
        result.X = cosYawOver2 * cosPitchOver2 * cosRollOver2 + sinYawOver2 * sinPitchOver2 * sinRollOver2;
        result.Y = cosYawOver2 * cosPitchOver2 * sinRollOver2 - sinYawOver2 * sinPitchOver2 * cosRollOver2;
        result.Z = cosYawOver2 * sinPitchOver2 * cosRollOver2 + sinYawOver2 * cosPitchOver2 * sinRollOver2;
        result.W = sinYawOver2 * cosPitchOver2 * cosRollOver2 - cosYawOver2 * sinPitchOver2 * sinRollOver2;
        return result;
    } 
    

    For ToEulerAngles (singularities ommitted):

    pitchYawRoll.Y = (float)Math.Atan2(2f * q.X * q.W + 2f * q.Y * q.Z, 1 - 2f * (sqz  + sqw));     // Yaw 
    pitchYawRoll.X = (float)Math.Asin(2f * ( q.X * q.Z - q.W * q.Y ) );                             // Pitch 
    pitchYawRoll.Z = (float)Math.Atan2(2f * q.X * q.Y + 2f * q.Z * q.W, 1 - 2f * (sqy + sqz));      // Roll 
    

    I performed the following test:

    var q = CreateFromYawPitchRoll(0.2f, 0.3f, 0.7f);
    var e = ToEulerAngles(q);
    var q2 = CreateFromYawPitchRoll(e.Y, e.X, e.Z);
    

    with the following results;

    e = (0.3, 0.2, 0.7) //pitch, yaw, roll
    q2 = q
    

    Source: Wikipedia

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