I need to obtain some data from an openGL rotation matrix. I need to obtain the equivalent euler angles (already did it), the equivalent quaternion (did it, but just copying it from the Internet) and the equivalent axis-angle.
I dont know if a rotation matrix can be expresed as a single rotation of a certain angle around an certain vector. Are these equivalent? If they are, how can I obtain one from the other?
Also, i would like to understand better the meaning of a quaternion, and the insides of a rotation matrix. Where should i go to learn about this?