public static MQuaternion AngleAxis(double aAngle, MVector3 aAxis)
        {
            aAxis = aAxis.Normalize();
            double rad = aAngle * Math.PI / 180 * 0.5;

            aAxis = aAxis.Multiply(Math.Sin(rad));
            return(new MQuaternion(aAxis.X, aAxis.Y, aAxis.Z, Math.Cos(rad)));
        }
        /// <summary>
        /// Creates euler angles (in degree) form the given quaternion
        /// Source code from: https://stackoverflow.com/questions/12088610/conversion-between-euler-quaternion-like-in-unity3d-engine
        /// </summary>
        /// <param name="q"></param>
        /// <returns></returns>
        public static MVector3 ToEuler(MQuaternion q)
        {
            MVector3 euler = new MVector3();

            // if the input quaternion is normalized, this is exactly one. Otherwise, this acts as a correction factor for the quaternion's not-normalizedness
            double unit = (q.X * q.X) + (q.Y * q.Y) + (q.Z * q.Z) + (q.W * q.W);

            // this will have a magnitude of 0.5 or greater if and only if this is a singularity case
            double test = q.X * q.W - q.Y * q.Z;

            if (test > 0.4995f * unit) // singularity at north pole
            {
                euler.X = Math.PI / 2;
                euler.Y = 2f * Math.Atan2(q.Y, q.X);
                euler.Z = 0;
            }
            else if (test < -0.4995f * unit) // singularity at south pole
            {
                euler.X = -Math.PI / 2;
                euler.Y = -2f * Math.Atan2(q.Y, q.X);
                euler.Z = 0;
            }
            else // no singularity - this is the majority of cases
            {
                euler.X = Math.Asin(2f * (q.W * q.X - q.Y * q.Z));
                euler.Y = Math.Atan2(2f * q.W * q.Y + 2f * q.Z * q.X, 1 - 2f * (q.X * q.X + q.Y * q.Y));
                euler.Z = Math.Atan2(2f * q.W * q.Z + 2f * q.X * q.Y, 1 - 2f * (q.Z * q.Z + q.X * q.X));
            }

            // all the math so far has been done in radians. Before returning, we convert to degrees...
            euler = euler.Multiply(Rad2Deg);

            //...and then ensure the degree values are between 0 and 360
            euler.X %= 360;
            euler.Y %= 360;
            euler.Z %= 360;

            return(euler);
        }