Okay kiddo, I'll try to explain this to you as simply as possible.
In the world of 3D graphics, we use different methods to represent the orientation of an object in space. One of these methods is called Euler angles, and the other one is called quaternions.
Euler angles describe an object's rotation using three angles that represent rotation around three different axes: X, Y, and Z. Think of it like imaginary lines that you can turn an object around.
On the other hand, quaternions are a different way to represent orientation. They use four numbers to describe how an object is rotated in 3D space. This might sound a bit complicated but bear with me!
Now, sometimes we want to convert from Euler angles to quaternions or vice versa. And this is where things can get a bit tricky.
To explain this, let's imagine you're playing with a toy car. You can turn it around using your hands to change its orientation. This is like using Euler angles. However, if you want to describe how the car has turned in a different way, you can use a compass or a map. This is like using quaternions.
So, when we convert between Euler angles and quaternions, we're basically translating information from one representation to another. And this can be helpful in different contexts, like programming 3D games or animations.
But how do we actually do the conversion? Well, it involves some math that you might not be familiar with yet. Suffice it to say that there are formulas that allow us to translate between Euler angles and quaternions.
In the end, the important thing to remember is that Euler angles and quaternions are different ways to represent how an object is oriented in 3D space. And sometimes we need to switch between those representations using math formulas.